269 lines
7.7 KiB
C
269 lines
7.7 KiB
C
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//========================================================================
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// GLFW - An OpenGL framework
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// Platform: Cocoa/NSOpenGL
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// API Version: 2.7
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// WWW: http://www.glfw.org/
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//------------------------------------------------------------------------
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// Copyright (c) 2009-2010 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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#ifndef _platform_h_
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#define _platform_h_
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// This is the Mac OS X version of GLFW
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#define _GLFW_MAC_OS_X
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#if defined(__OBJC__)
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#import <Cocoa/Cocoa.h>
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#else
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#include <ApplicationServices/ApplicationServices.h>
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typedef void *id;
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#endif
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#include <pthread.h>
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#include "../../include/GL/glfw.h"
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#ifndef GL_VERSION_3_0
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typedef const GLubyte * (APIENTRY *PFNGLGETSTRINGIPROC) (GLenum, GLuint);
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#endif /*GL_VERSION_3_0*/
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//========================================================================
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// GLFW platform specific types
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//========================================================================
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//------------------------------------------------------------------------
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// Pointer length integer
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//------------------------------------------------------------------------
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typedef intptr_t GLFWintptr;
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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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int refreshRate; // Vertical monitor refresh rate
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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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// Framebuffer attributes
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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 samples;
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// OpenGL extensions and context attributes
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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 glMajor, glMinor, glRevision;
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int glForward, glDebug, glProfile;
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PFNGLGETSTRINGIPROC GetStringi;
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// ========= PLATFORM SPECIFIC PART ======================================
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id window;
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id pixelFormat;
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id context;
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id delegate;
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unsigned int modifierFlags;
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};
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GLFWGLOBAL _GLFWwin _glfwWin;
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//------------------------------------------------------------------------
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// Library global data
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//------------------------------------------------------------------------
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GLFWGLOBAL struct {
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// ========= PLATFORM INDEPENDENT MANDATORY PART =========================
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// Window opening hints
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_GLFWhints hints;
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// Initial desktop mode
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GLFWvidmode desktopMode;
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// ========= PLATFORM SPECIFIC PART ======================================
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// Timer data
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struct {
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double base;
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double resolution;
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} timer;
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// dlopen handle for dynamically-loading extension function pointers
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void *OpenGLFramework;
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id originalMode;
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id autoreleasePool;
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CGEventSourceRef eventSource;
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} _glfwLibrary;
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//------------------------------------------------------------------------
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// User input status (some 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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double WheelPosFloating;
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} _glfwInput;
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//------------------------------------------------------------------------
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// Thread information
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//------------------------------------------------------------------------
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typedef struct _GLFWthread_struct _GLFWthread;
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// Thread record (one for each thread)
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struct _GLFWthread_struct {
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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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GLFWthreadfun Function;
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// System side thread information
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pthread_t PosixID;
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};
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// General thread information
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GLFWGLOBAL struct {
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// Critical section lock
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pthread_mutex_t CriticalSection;
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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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} _glfwThrd;
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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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// Define so we can use the same thread code as X11
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#define _glfw_numprocessors(n) { \
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int mib[2], ncpu; \
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size_t len = 1; \
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mib[0] = CTL_HW; \
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mib[1] = HW_NCPU; \
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n = 1; \
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if( sysctl( mib, 2, &ncpu, &len, NULL, 0 ) != -1 ) \
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{ \
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if( len > 0 ) \
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{ \
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n = ncpu; \
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} \
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} \
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}
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// Thread list management
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#define ENTER_THREAD_CRITICAL_SECTION \
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pthread_mutex_lock( &_glfwThrd.CriticalSection );
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#define LEAVE_THREAD_CRITICAL_SECTION \
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pthread_mutex_unlock( &_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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void _glfwInitTimer( void );
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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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