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Added glfwIsInit()
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@ -1553,6 +1553,8 @@ typedef struct GLFWgamepadstate
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*
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* Additional calls to this function after successful initialization but before
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* termination will return `GLFW_TRUE` immediately.
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*
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* To check whether GLFW has been initializd, call @ref glfwIsInit.
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*
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* @return `GLFW_TRUE` if successful, or `GLFW_FALSE` if an
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* [error](@ref error_handling) occurred.
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@ -1568,6 +1570,7 @@ typedef struct GLFWgamepadstate
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*
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* @sa @ref intro_init
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* @sa @ref glfwTerminate
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* @sa @ref glfwIsInit
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*
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* @since Added in version 1.0.
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*
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@ -1575,6 +1578,24 @@ typedef struct GLFWgamepadstate
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*/
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GLFWAPI int glfwInit(void);
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/*! @brief Checks if GLFW has been initialized
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*
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* This function checks the state of GLFW and returns whether it is initalized.
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* Before most GLFW functions, GLFW must be initialized via @ref glfwInit. @ref glfwTerminate
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* frees any remaining resources by GLFW and should be called at the end of the application.
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*
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* @return `GLFW_TRUE` if initialized, `GLFW_FALSE` otherwise
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*
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* @sa @ref intro_init
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* @sa @ref glfwInit
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* @sa @ref glfwTerminate
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* @since Added in version 3.2.1
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*
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* @ingroup init
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*/
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GLFWAPI GLFWbool glfwIsInit(void);
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/*! @brief Terminates the GLFW library.
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*
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* This function destroys all remaining windows and cursors, restores any
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@ -1600,6 +1621,7 @@ GLFWAPI int glfwInit(void);
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*
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* @sa @ref intro_init
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* @sa @ref glfwInit
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* @sa @ref glfwIsInit
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*
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* @since Added in version 1.0.
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*
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@ -220,6 +220,11 @@ GLFWAPI int glfwInit(void)
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return GLFW_TRUE;
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}
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GLFWAPI GLFWbool glfwIsInit(void)
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{
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return _glfw.initialized;
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}
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GLFWAPI void glfwTerminate(void)
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{
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if (!_glfw.initialized)
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