Add GLFW_COCOA_RETINA_FRAMEBUFFER

Look, a can of worms!  I wonder what's inside.

This adds the first platform specific window hint, transforming
a compile-time option to a run-time per-window one.
This commit is contained in:
Camilla Löwy
2016-12-07 00:41:54 +01:00
parent 766a9dc9fd
commit 58ceab5f1e
10 changed files with 32 additions and 22 deletions
-6
View File
@@ -229,10 +229,6 @@ directory of bundled applications to the `Contents/Resources` directory.
__GLFW_USE_MENUBAR__ determines whether the first call to @ref glfwCreateWindow
sets up a minimal menu bar.
@anchor GLFW_USE_RETINA
__GLFW_USE_RETINA__ determines whether windows will use the full resolution of
Retina displays.
@subsubsection compile_options_win32 Windows specific CMake options
@@ -298,8 +294,6 @@ available:
application bundle during @ref glfwInit (recommended)
- @b _GLFW_USE_MENUBAR to create and populate the menu bar when the first window
is created (recommended)
- @b _GLFW_USE_RETINA to have windows use the full resolution of Retina displays
(recommended)
@note None of the @ref build_macros may be defined during the compilation of
GLFW. If you define any of these in your build files, make sure they are not