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Add pluggable heap allocator
This adds the glfwInitAllocator function for specifying a custom memory allocator to use instead of the C runtime library. The allocator is a struct of type GLFWallocator with fields corresponding to malloc, realloc and free, while the internal API corresponds to calloc, realloc and free. Heap allocation calls are filtered before reaching the user-provided functions, so deallocation of NULL and allocations of zero bytes are not passed on, reallocating NULL is transformed into an allocation and reallocating to size zero is transformed into deallocation. The clearing of a new block to zero is performed by the internal calloc-like function. Closes #544. Fixes #1628. Closes #1947.
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+12
-12
@@ -419,7 +419,7 @@ void _glfwInitGamepadMappings(void)
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{
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size_t i;
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const size_t count = sizeof(_glfwDefaultMappings) / sizeof(char*);
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_glfw.mappings = calloc(count, sizeof(_GLFWmapping));
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_glfw.mappings = _glfw_calloc(count, sizeof(_GLFWmapping));
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for (i = 0; i < count; i++)
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{
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@@ -450,9 +450,9 @@ _GLFWjoystick* _glfwAllocJoystick(const char* name,
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js = _glfw.joysticks + jid;
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js->present = GLFW_TRUE;
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js->axes = calloc(axisCount, sizeof(float));
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js->buttons = calloc(buttonCount + (size_t) hatCount * 4, 1);
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js->hats = calloc(hatCount, 1);
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js->axes = _glfw_calloc(axisCount, sizeof(float));
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js->buttons = _glfw_calloc(buttonCount + (size_t) hatCount * 4, 1);
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js->hats = _glfw_calloc(hatCount, 1);
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js->axisCount = axisCount;
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js->buttonCount = buttonCount;
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js->hatCount = hatCount;
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@@ -468,9 +468,9 @@ _GLFWjoystick* _glfwAllocJoystick(const char* name,
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//
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void _glfwFreeJoystick(_GLFWjoystick* js)
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{
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free(js->axes);
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free(js->buttons);
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free(js->hats);
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_glfw_free(js->axes);
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_glfw_free(js->buttons);
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_glfw_free(js->hats);
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memset(js, 0, sizeof(_GLFWjoystick));
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}
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@@ -754,7 +754,7 @@ GLFWAPI GLFWcursor* glfwCreateCursor(const GLFWimage* image, int xhot, int yhot)
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_GLFW_REQUIRE_INIT_OR_RETURN(NULL);
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cursor = calloc(1, sizeof(_GLFWcursor));
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cursor = _glfw_calloc(1, sizeof(_GLFWcursor));
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cursor->next = _glfw.cursorListHead;
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_glfw.cursorListHead = cursor;
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@@ -788,7 +788,7 @@ GLFWAPI GLFWcursor* glfwCreateStandardCursor(int shape)
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return NULL;
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}
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cursor = calloc(1, sizeof(_GLFWcursor));
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cursor = _glfw_calloc(1, sizeof(_GLFWcursor));
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cursor->next = _glfw.cursorListHead;
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_glfw.cursorListHead = cursor;
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@@ -833,7 +833,7 @@ GLFWAPI void glfwDestroyCursor(GLFWcursor* handle)
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*prev = cursor->next;
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}
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free(cursor);
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_glfw_free(cursor);
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}
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GLFWAPI void glfwSetCursor(GLFWwindow* windowHandle, GLFWcursor* cursorHandle)
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@@ -1191,8 +1191,8 @@ GLFWAPI int glfwUpdateGamepadMappings(const char* string)
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{
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_glfw.mappingCount++;
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_glfw.mappings =
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realloc(_glfw.mappings,
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sizeof(_GLFWmapping) * _glfw.mappingCount);
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_glfw_realloc(_glfw.mappings,
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sizeof(_GLFWmapping) * _glfw.mappingCount);
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_glfw.mappings[_glfw.mappingCount - 1] = mapping;
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}
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}
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