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//========================================================================
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// GLFW - An OpenGL library
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// Platform: Cocoa/NSOpenGL
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// API Version: 3.0
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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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// Needed for _NSGetProgname
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#include <crt_externs.h>
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#include "internal.h"
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//========================================================================
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// GLFW application class
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//========================================================================
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@interface GLFWApplication : NSApplication
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@end
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@implementation GLFWApplication
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// From http://cocoadev.com/index.pl?GameKeyboardHandlingAlmost
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// This works around an AppKit bug, where key up events while holding
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// down the command key don't get sent to the key window.
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- (void)sendEvent:(NSEvent *)event
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{
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if ([event type] == NSKeyUp && ([event modifierFlags] & NSCommandKeyMask))
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[[self keyWindow] sendEvent:event];
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else
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[super sendEvent:event];
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}
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@end
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// Prior to Snow Leopard, we need to use this oddly-named semi-private API
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// to get the application menu working properly. Need to be careful in
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// case it goes away in a future OS update.
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@interface NSApplication (NSAppleMenu)
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- (void)setAppleMenu:(NSMenu*)m;
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@end
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// Keys to search for as potential application names
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NSString* GLFWNameKeys[] =
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{
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@"CFBundleDisplayName",
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@"CFBundleName",
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@"CFBundleExecutable",
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};
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//========================================================================
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// Try to figure out what the calling application is called
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//========================================================================
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static NSString* findAppName(void)
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{
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unsigned int i;
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NSDictionary* infoDictionary = [[NSBundle mainBundle] infoDictionary];
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for (i = 0; i < sizeof(GLFWNameKeys) / sizeof(GLFWNameKeys[0]); i++)
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{
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id name = [infoDictionary objectForKey:GLFWNameKeys[i]];
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if (name &&
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[name isKindOfClass:[NSString class]] &&
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![@"" isEqualToString:name])
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{
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return name;
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}
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}
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// If we get here, we're unbundled
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if (!_glfwLibrary.NS.unbundled)
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{
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// Could do this only if we discover we're unbundled, but it should
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// do no harm...
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ProcessSerialNumber psn = { 0, kCurrentProcess };
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TransformProcessType(&psn, kProcessTransformToForegroundApplication);
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// Having the app in front of the terminal window is also generally
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// handy. There is an NSApplication API to do this, but...
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SetFrontProcess(&psn);
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_glfwLibrary.NS.unbundled = GL_TRUE;
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}
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char** progname = _NSGetProgname();
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if (progname && *progname)
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{
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// TODO: UTF8?
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return [NSString stringWithUTF8String:*progname];
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}
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// Really shouldn't get here
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return @"GLFW Application";
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}
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//========================================================================
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// Set up the menu bar (manually)
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// This is nasty, nasty stuff -- calls to undocumented semi-private APIs that
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// could go away at any moment, lots of stuff that really should be
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// localize(d|able), etc. Loading a nib would save us this horror, but that
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// doesn't seem like a good thing to require of GLFW's clients.
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//========================================================================
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static void setUpMenuBar(void)
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{
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NSString* appName = findAppName();
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NSMenu* bar = [[NSMenu alloc] init];
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[NSApp setMainMenu:bar];
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NSMenuItem* appMenuItem =
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[bar addItemWithTitle:@"" action:NULL keyEquivalent:@""];
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NSMenu* appMenu = [[NSMenu alloc] init];
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[appMenuItem setSubmenu:appMenu];
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[appMenu addItemWithTitle:[NSString stringWithFormat:@"About %@", appName]
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action:@selector(orderFrontStandardAboutPanel:)
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keyEquivalent:@""];
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[appMenu addItem:[NSMenuItem separatorItem]];
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NSMenu* servicesMenu = [[NSMenu alloc] init];
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[NSApp setServicesMenu:servicesMenu];
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[[appMenu addItemWithTitle:@"Services"
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action:NULL
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keyEquivalent:@""] setSubmenu:servicesMenu];
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[appMenu addItem:[NSMenuItem separatorItem]];
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[appMenu addItemWithTitle:[NSString stringWithFormat:@"Hide %@", appName]
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action:@selector(hide:)
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keyEquivalent:@"h"];
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[[appMenu addItemWithTitle:@"Hide Others"
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action:@selector(hideOtherApplications:)
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keyEquivalent:@"h"]
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setKeyEquivalentModifierMask:NSAlternateKeyMask | NSCommandKeyMask];
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[appMenu addItemWithTitle:@"Show All"
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action:@selector(unhideAllApplications:)
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keyEquivalent:@""];
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[appMenu addItem:[NSMenuItem separatorItem]];
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[appMenu addItemWithTitle:[NSString stringWithFormat:@"Quit %@", appName]
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action:@selector(terminate:)
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keyEquivalent:@"q"];
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NSMenuItem* windowMenuItem =
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[bar addItemWithTitle:@"" action:NULL keyEquivalent:@""];
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NSMenu* windowMenu = [[NSMenu alloc] initWithTitle:@"Window"];
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[NSApp setWindowsMenu:windowMenu];
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[windowMenuItem setSubmenu:windowMenu];
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[windowMenu addItemWithTitle:@"Miniaturize"
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action:@selector(performMiniaturize:)
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keyEquivalent:@"m"];
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[windowMenu addItemWithTitle:@"Zoom"
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action:@selector(performZoom:)
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keyEquivalent:@""];
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[windowMenu addItem:[NSMenuItem separatorItem]];
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[windowMenu addItemWithTitle:@"Bring All to Front"
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action:@selector(arrangeInFront:)
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keyEquivalent:@""];
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// At least guard the call to private API to avoid an exception if it
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// goes away. Hopefully that means the worst we'll break in future is to
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// look ugly...
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if ([NSApp respondsToSelector:@selector(setAppleMenu:)])
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[NSApp setAppleMenu:appMenu];
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}
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//////////////////////////////////////////////////////////////////////////
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////// GLFW platform API //////
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//////////////////////////////////////////////////////////////////////////
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//========================================================================
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// Initialize the GLFW library
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//========================================================================
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int _glfwPlatformInit(void)
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{
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_glfwLibrary.NS.autoreleasePool = [[NSAutoreleasePool alloc] init];
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// Implicitly create shared NSApplication instance
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[GLFWApplication sharedApplication];
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NSString* resourcePath = [[NSBundle mainBundle] resourcePath];
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if (access([resourcePath cStringUsingEncoding:NSUTF8StringEncoding], R_OK) == 0)
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chdir([resourcePath cStringUsingEncoding:NSUTF8StringEncoding]);
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// Setting up menu bar must go exactly here else weirdness ensues
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setUpMenuBar();
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[NSApp finishLaunching];
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_glfwPlatformSetTime(0.0);
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_glfwLibrary.NS.desktopMode =
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(NSDictionary*) CGDisplayCurrentMode(CGMainDisplayID());
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return GL_TRUE;
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}
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//========================================================================
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// Close window, if open, and shut down GLFW
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//========================================================================
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int _glfwPlatformTerminate(void)
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{
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// TODO: Probably other cleanup
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[NSApp setDelegate:nil];
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[_glfwLibrary.NS.delegate release];
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_glfwLibrary.NS.delegate = nil;
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[_glfwLibrary.NS.autoreleasePool release];
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_glfwLibrary.NS.autoreleasePool = nil;
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return GL_TRUE;
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}
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//========================================================================
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// Get the GLFW version string
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//========================================================================
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const char* _glfwPlatformGetVersionString(void)
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{
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const char* version = "GLFW " _GLFW_VERSION_FULL " Cocoa";
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return version;
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}
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