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https://github.com/glfw/glfw.git
synced 2025-10-04 05:36:35 +00:00
Merged in @andsve changes with the latest in the master branch. Transparent windows now work!
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ecd04539ec
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@ -36,6 +36,7 @@ add_executable(heightmap WIN32 MACOSX_BUNDLE heightmap.c ${ICON} ${GLAD})
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add_executable(particles WIN32 MACOSX_BUNDLE particles.c ${ICON} ${TINYCTHREAD} ${GETOPT} ${GLAD})
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add_executable(simple WIN32 MACOSX_BUNDLE simple.c ${ICON} ${GLAD})
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add_executable(splitview WIN32 MACOSX_BUNDLE splitview.c ${ICON} ${GLAD})
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add_executable(transparent WIN32 MACOSX_BUNDLE transparent.c ${ICON} ${GLAD})
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add_executable(wave WIN32 MACOSX_BUNDLE wave.c ${ICON} ${GLAD})
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target_link_libraries(particles "${CMAKE_THREAD_LIBS_INIT}" "${RT_LIBRARY}")
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170
examples/transparent.c
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170
examples/transparent.c
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@ -0,0 +1,170 @@
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//========================================================================
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// Simple GLFW example
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// Copyright (c) Camilla Berglund <elmindreda@elmindreda.org>
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//
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// This software is provided 'as-is', without any express or implied
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// warranty. In no event will the authors be held liable for any damages
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// arising from the use of this software.
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//
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// Permission is granted to anyone to use this software for any purpose,
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// including commercial applications, and to alter it and redistribute it
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// freely, subject to the following restrictions:
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//
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// 1. The origin of this software must not be misrepresented; you must not
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// claim that you wrote the original software. If you use this software
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// in a product, an acknowledgment in the product documentation would
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// be appreciated but is not required.
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//
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// 2. Altered source versions must be plainly marked as such, and must not
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// be misrepresented as being the original software.
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//
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// 3. This notice may not be removed or altered from any source
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// distribution.
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//
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//========================================================================
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//! [code]
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#include <glad/glad.h>
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#include <GLFW/glfw3.h>
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#include "linmath.h"
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#include <stdlib.h>
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#include <stdio.h>
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static const struct
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{
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float x, y;
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float r, g, b;
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} vertices[3] =
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{
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{ -0.6f, -0.4f, 1.f, 0.f, 0.f },
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{ 0.6f, -0.4f, 0.f, 1.f, 0.f },
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{ 0.f, 0.6f, 0.f, 0.f, 1.f }
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};
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static const char* vertex_shader_text =
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"uniform mat4 MVP;\n"
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"attribute vec3 vCol;\n"
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"attribute vec2 vPos;\n"
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"varying vec3 color;\n"
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"void main()\n"
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"{\n"
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" gl_Position = MVP * vec4(vPos, 0.0, 1.0);\n"
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" color = vCol;\n"
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"}\n";
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static const char* fragment_shader_text =
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"varying vec3 color;\n"
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"void main()\n"
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"{\n"
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" gl_FragColor = vec4(color, 1.0);\n"
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"}\n";
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static void error_callback(int error, const char* description)
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{
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fprintf(stderr, "Error: %s\n", description);
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}
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static void key_callback(GLFWwindow* window, int key, int scancode, int action, int mods)
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{
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if (key == GLFW_KEY_ESCAPE && action == GLFW_PRESS)
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glfwSetWindowShouldClose(window, GLFW_TRUE);
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}
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int main(void)
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{
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GLFWwindow* window;
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GLuint vertex_buffer, vertex_shader, fragment_shader, program;
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GLint mvp_location, vpos_location, vcol_location;
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glfwSetErrorCallback(error_callback);
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if (!glfwInit())
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exit(EXIT_FAILURE);
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glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 2);
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glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 0);
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glfwWindowHint(GLFW_ALPHA_BITS, 8);
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glfwWindowHint(GLFW_ALPHA_MASK, GLFW_TRUE);
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glfwWindowHint(GLFW_DECORATED, GLFW_TRUE);
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window = glfwCreateWindow(256, 256, "Transparent window example", NULL, NULL);
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if (!window)
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{
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glfwTerminate();
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exit(EXIT_FAILURE);
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}
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glfwSetWindowPos(window, 300, 300);
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glfwSetKeyCallback(window, key_callback);
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glfwMakeContextCurrent(window);
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gladLoadGLLoader((GLADloadproc) glfwGetProcAddress);
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glfwSwapInterval(1);
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// NOTE: OpenGL error checks have been omitted for brevity
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glGenBuffers(1, &vertex_buffer);
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glBindBuffer(GL_ARRAY_BUFFER, vertex_buffer);
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glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW);
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vertex_shader = glCreateShader(GL_VERTEX_SHADER);
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glShaderSource(vertex_shader, 1, &vertex_shader_text, NULL);
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glCompileShader(vertex_shader);
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fragment_shader = glCreateShader(GL_FRAGMENT_SHADER);
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glShaderSource(fragment_shader, 1, &fragment_shader_text, NULL);
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glCompileShader(fragment_shader);
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program = glCreateProgram();
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glAttachShader(program, vertex_shader);
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glAttachShader(program, fragment_shader);
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glLinkProgram(program);
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mvp_location = glGetUniformLocation(program, "MVP");
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vpos_location = glGetAttribLocation(program, "vPos");
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vcol_location = glGetAttribLocation(program, "vCol");
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glEnableVertexAttribArray(vpos_location);
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glVertexAttribPointer(vpos_location, 2, GL_FLOAT, GL_FALSE,
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sizeof(float) * 5, (void*) 0);
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glEnableVertexAttribArray(vcol_location);
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glVertexAttribPointer(vcol_location, 3, GL_FLOAT, GL_FALSE,
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sizeof(float) * 5, (void*) (sizeof(float) * 2));
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while (!glfwWindowShouldClose(window))
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{
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float ratio;
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int width, height;
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mat4x4 m, p, mvp;
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glfwGetFramebufferSize(window, &width, &height);
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ratio = width / (float) height;
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glViewport(0, 0, width, height);
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glClearColor(0,0,0,0.5);
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glClear(GL_COLOR_BUFFER_BIT);
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mat4x4_identity(m);
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mat4x4_rotate_Z(m, m, (float) glfwGetTime());
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mat4x4_ortho(p, -ratio, ratio, -1.f, 1.f, 1.f, -1.f);
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mat4x4_mul(mvp, p, m);
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glUseProgram(program);
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glUniformMatrix4fv(mvp_location, 1, GL_FALSE, (const GLfloat*) mvp);
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glDrawArrays(GL_TRIANGLES, 0, 3);
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glfwSwapBuffers(window);
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glfwPollEvents();
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}
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glfwDestroyWindow(window);
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glfwTerminate();
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exit(EXIT_SUCCESS);
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}
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//! [code]
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@ -649,6 +649,7 @@ extern "C" {
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#define GLFW_SRGB_CAPABLE 0x0002100E
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#define GLFW_REFRESH_RATE 0x0002100F
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#define GLFW_DOUBLEBUFFER 0x00021010
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#define GLFW_ALPHA_MASK 0x00021011
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#define GLFW_CLIENT_API 0x00022001
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#define GLFW_CONTEXT_VERSION_MAJOR 0x00022002
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- (BOOL)isOpaque
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{
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return YES;
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// Set to NO even if alphaMask is not used;
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// The NSView/GLFWContentView does not need to be opaque anyway,
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// and to avoid keeping track of alphaMask inside the NSView we
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// just return NO here instead.
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return NO;
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}
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- (BOOL)canBecomeKeyView
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@ -859,6 +863,12 @@ static GLFWbool createWindow(_GLFWwindow* window,
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[window->ns.view setWantsBestResolutionOpenGLSurface:YES];
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#endif /*_GLFW_USE_RETINA*/
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if (wndconfig->alphaMask)
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{
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[window->ns.object setOpaque:NO];
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[window->ns.object setBackgroundColor:[NSColor clearColor]];
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}
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[window->ns.object setTitle:[NSString stringWithUTF8String:wndconfig->title]];
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[window->ns.object setDelegate:window->ns.delegate];
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[window->ns.object setAcceptsMouseMovedEvents:YES];
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continue;
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}
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if (desired->alphaMask > 0 && current->alphaMask == 0)
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{
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// Alpha mask is a hard constraint
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continue;
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}
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// Count number of missing buffers
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{
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missing = 0;
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GLFWbool focused;
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GLFWbool autoIconify;
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GLFWbool floating;
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GLFWbool alphaMask;
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_GLFWmonitor* monitor;
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};
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@ -235,6 +236,7 @@ struct _GLFWfbconfig
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int samples;
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GLFWbool sRGB;
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GLFWbool doublebuffer;
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int alphaMask;
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// This is defined in the context API's context.h
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_GLFW_PLATFORM_FBCONFIG;
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@ -272,6 +274,7 @@ struct _GLFWwindow
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GLFWbool decorated;
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GLFWbool autoIconify;
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GLFWbool floating;
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GLFWbool transparent;
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GLFWbool closed;
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void* userPointer;
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GLFWvidmode videoMode;
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return GLFW_FALSE;
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}
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if (fbconfig->alphaMask)
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{
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GLint opaque = 0;
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[window->context.nsgl.object setValues:&opaque forParameter:NSOpenGLCPSurfaceOpacity];
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}
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[window->context.nsgl.object setView:window->ns.view];
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return GLFW_TRUE;
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}
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u->doublebuffer = GLFW_TRUE;
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}
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// always able to create alpha mask on win
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u->alphaMask = desired->alphaMask;
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u->wgl = n;
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usableCount++;
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}
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fbconfig = _glfw.hints.framebuffer;
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ctxconfig = _glfw.hints.context;
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wndconfig = _glfw.hints.window;
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fbconfig.alphaMask = _glfw.hints.framebuffer.alphaMask ? GLFW_TRUE : GLFW_FALSE;
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wndconfig.width = width;
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wndconfig.height = height;
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wndconfig.title = title;
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wndconfig.monitor = (_GLFWmonitor*) monitor;
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ctxconfig.share = (_GLFWwindow*) share;
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wndconfig.alphaMask = _glfw.hints.framebuffer.alphaMask ? GLFW_TRUE : GLFW_FALSE;
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if (ctxconfig.share)
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{
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@ -177,6 +179,7 @@ GLFWAPI GLFWwindow* glfwCreateWindow(int width, int height,
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window->decorated = wndconfig.decorated;
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window->autoIconify = wndconfig.autoIconify;
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window->floating = wndconfig.floating;
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window->transparent = wndconfig.alphaMask;
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window->cursorMode = GLFW_CURSOR_NORMAL;
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// Save the currently current context so it can be restored later
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@ -265,6 +268,7 @@ void glfwDefaultWindowHints(void)
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_glfw.hints.framebuffer.depthBits = 24;
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_glfw.hints.framebuffer.stencilBits = 8;
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_glfw.hints.framebuffer.doublebuffer = GLFW_TRUE;
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_glfw.hints.framebuffer.alphaMask = GLFW_FALSE;
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// The default is to select the highest available refresh rate
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_glfw.hints.refreshRate = GLFW_DONT_CARE;
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@ -315,6 +319,9 @@ GLFWAPI void glfwWindowHint(int target, int hint)
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case GLFW_DOUBLEBUFFER:
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_glfw.hints.framebuffer.doublebuffer = hint ? GLFW_TRUE : GLFW_FALSE;
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break;
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case GLFW_ALPHA_MASK:
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_glfw.hints.framebuffer.alphaMask = hint;
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break;
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case GLFW_SAMPLES:
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_glfw.hints.framebuffer.samples = hint;
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break;
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