338 lines
10 KiB
C
338 lines
10 KiB
C
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//========================================================================
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// GLFW - An OpenGL framework
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// File: platform.h
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// Platforms: AmigaOS, MorphOS
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// API version: 2.6
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// WWW: http://glfw.sourceforge.net
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//------------------------------------------------------------------------
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// Copyright (c) 2002-2006 Camilla Berglund
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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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#ifndef _platform_h_
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#define _platform_h_
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// First of all: a file that hides compiler specific stuff
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#include "SDI_compiler.h"
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// This is the AmigaOS version of GLFW
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#define _GLFW_AMIGAOS
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// Are we compiling for MorphOS?
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#if defined(__MORPHOS__) || defined(MORPHOS)
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#define _GLFW_MORPHOS
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#endif
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// Mesa/OpenGL flavour (we only support StormMesa at the moment)
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#if !defined(_GLFW_STORMMESA)
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#define _GLFW_STORMMESA
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#endif
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// Include files
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#include <exec/exec.h>
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#include <dos/dos.h>
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#include <dos/dostags.h>
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#include <dos/dosextens.h>
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#include <intuition/intuition.h>
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#include <graphics/displayinfo.h>
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#include <graphics/rastport.h>
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#include <devices/timer.h>
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#include <devices/keymap.h>
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#include <devices/input.h>
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#include <devices/inputevent.h>
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#include <devices/gameport.h>
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#include <proto/exec.h>
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#include <proto/dos.h>
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#include <proto/intuition.h>
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#include <proto/graphics.h>
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#include <proto/timer.h>
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#include <proto/keymap.h>
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#include <proto/utility.h>
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#include <clib/alib_protos.h>
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// Amiga Mesa/OpenGL implementation dependent include
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#ifdef _GLFW_STORMMESA
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#include <GL/Amigamesa.h>
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#endif
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// MorphOS support
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#ifdef _GLFW_MORPHOS
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#include <emul/emulinterface.h>
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#endif
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// GLFW+GL+GLU defines
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#ifdef __GNUC__
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#include "../../include/GL/glfw.h"
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#else
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#include "//include/GL/glfw.h"
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#endif
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// Stack size for each thread (in bytes)
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#define _GLFW_TASK_STACK_SIZE 50000
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//========================================================================
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// Global variables (GLFW internals)
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//========================================================================
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//------------------------------------------------------------------------
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// Shared libraries
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//------------------------------------------------------------------------
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#if defined( _init_c_ )
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struct GfxBase * GfxBase;
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struct IntuitionBase * IntuitionBase;
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struct Library * KeymapBase;
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struct UtilityBase * UtilityBase;
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struct Device * TimerBase;
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#endif
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//------------------------------------------------------------------------
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// Window structure
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//------------------------------------------------------------------------
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typedef struct _GLFWwin_struct _GLFWwin;
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struct _GLFWwin_struct {
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// ========= PLATFORM INDEPENDENT MANDATORY PART =========================
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// User callback functions
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GLFWwindowsizefun WindowSizeCallback;
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GLFWwindowclosefun WindowCloseCallback;
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GLFWwindowrefreshfun WindowRefreshCallback;
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GLFWmousebuttonfun MouseButtonCallback;
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GLFWmouseposfun MousePosCallback;
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GLFWmousewheelfun MouseWheelCallback;
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GLFWkeyfun KeyCallback;
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GLFWcharfun CharCallback;
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// User selected window settings
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int Fullscreen; // Fullscreen flag
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int MouseLock; // Mouse-lock flag
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int AutoPollEvents; // Auto polling flag
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int SysKeysDisabled; // System keys disabled flag
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int WindowNoResize; // Resize- and maximize gadgets disabled flag
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// Window status & parameters
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int Opened; // Flag telling if window is opened or not
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int Active; // Application active flag
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int Iconified; // Window iconified flag
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int Width, Height; // Window width and heigth
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int Accelerated; // GL_TRUE if window is HW accelerated
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int RedBits;
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int GreenBits;
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int BlueBits;
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int AlphaBits;
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int DepthBits;
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int StencilBits;
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int AccumRedBits;
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int AccumGreenBits;
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int AccumBlueBits;
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int AccumAlphaBits;
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int AuxBuffers;
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int Stereo;
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int RefreshRate; // Vertical monitor refresh rate
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// Extensions & OpenGL version
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int Has_GL_SGIS_generate_mipmap;
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int Has_GL_ARB_texture_non_power_of_two;
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int GLVerMajor,GLVerMinor;
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// ========= PLATFORM SPECIFIC PART ======================================
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// Platform specific window resources
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struct Screen *Screen; // Screen handle
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struct Window *Window; // Window handle
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ULONG ModeID; // ModeID
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APTR PointerSprite; // Memory for blank pointer sprite
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int PointerHidden; // Is pointer hidden?
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struct MsgPort *InputMP; // Message port (pointer movement)
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struct IOStdReq *InputIO; // I/O request (pointer movement)
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// Mesa/OpenGL flavour specific
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#ifdef _GLFW_STORMMESA
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struct amigamesa_context *Context; // GL context handle
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#endif
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// Platform specific extensions
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// Various platform specific internal variables
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};
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GLFWGLOBAL _GLFWwin _glfwWin;
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//------------------------------------------------------------------------
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// User input status (most of this should go in _GLFWwin)
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//------------------------------------------------------------------------
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GLFWGLOBAL struct {
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// ========= PLATFORM INDEPENDENT MANDATORY PART =========================
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// Mouse status
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int MousePosX, MousePosY;
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int WheelPos;
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char MouseButton[ GLFW_MOUSE_BUTTON_LAST+1 ];
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// Keyboard status
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char Key[ GLFW_KEY_LAST+1 ];
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int LastChar;
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// User selected settings
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int StickyKeys;
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int StickyMouseButtons;
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int KeyRepeat;
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// ========= PLATFORM SPECIFIC PART ======================================
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// Platform specific internal variables
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int MouseMoved, OldMouseX, OldMouseY;
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} _glfwInput;
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//------------------------------------------------------------------------
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// Timer status
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//------------------------------------------------------------------------
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GLFWGLOBAL struct {
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struct MsgPort *TimerMP;
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struct timerequest *TimerIO;
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double Resolution;
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long long t0;
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} _glfwTimer;
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//------------------------------------------------------------------------
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// Thread record (one for each thread)
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//------------------------------------------------------------------------
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typedef struct _GLFWthread_struct _GLFWthread;
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struct _GLFWthread_struct {
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// ========= PLATFORM INDEPENDENT MANDATORY PART =========================
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// Pointer to previous and next threads in linked list
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_GLFWthread *Previous, *Next;
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// GLFW user side thread information
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GLFWthread ID;
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// ========= PLATFORM SPECIFIC PART ======================================
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// System side thread information
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GLFWthreadfun Function;
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void *Arg;
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struct Process *AmiProc;
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struct Task *AmiTask;
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// "Wait for" object. Can be a thread, condition variable or NULL.
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void *WaitFor;
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int WaitSig;
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// MorphOS support
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#ifdef _GLFW_MORPHOS
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struct EmulLibEntry mosEmulLibEntry;
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#endif
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};
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//------------------------------------------------------------------------
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// General thread information
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//------------------------------------------------------------------------
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GLFWGLOBAL struct {
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// ========= PLATFORM INDEPENDENT MANDATORY PART =========================
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// Next thread ID to use (increments for every created thread)
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GLFWthread NextID;
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// First thread in linked list (always the main thread)
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_GLFWthread First;
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// ========= PLATFORM SPECIFIC PART ======================================
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// Critical section lock
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struct SignalSemaphore CriticalSection;
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// Next condition variable ID (decrements for every created cond)
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unsigned int NextCondID;
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} _glfwThrd;
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//------------------------------------------------------------------------
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// Joystick information & state
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//------------------------------------------------------------------------
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GLFWGLOBAL struct {
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int Present;
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int GameDeviceOpen;
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struct IOStdReq *GameIO;
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struct MsgPort *GameMP;
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struct InputEvent GameEvent;
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float Axis[ 2 ];
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unsigned char Button[ 2 ];
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} _glfwJoy;
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//========================================================================
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// Macros for encapsulating critical code sections (i.e. making parts
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// of GLFW thread safe)
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//========================================================================
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// Thread list management
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#define ENTER_THREAD_CRITICAL_SECTION ObtainSemaphore( &_glfwThrd.CriticalSection );
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#define LEAVE_THREAD_CRITICAL_SECTION ReleaseSemaphore( &_glfwThrd.CriticalSection );
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//========================================================================
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// Prototypes for platform specific internal functions
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//========================================================================
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// Time
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int _glfwInitTimer( void );
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void _glfwTerminateTimer( void );
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// Fullscreen
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int _glfwOpenScreen( int *width, int *height, int *r, int *g, int *b,
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int refresh );
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int _glfwGetClosestVideoMode( int *w, int *h, int *r, int *g, int *b,
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int refresh );
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void _glfwGetModeIDInfo( ULONG ModeID, int *w, int *h, int *r, int *g,
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int *b, int *refresh );
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// Joystick
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void _glfwInitJoysticks( void );
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void _glfwTerminateJoysticks( void );
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#endif // _platform_h_
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