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 -3
View File
@@ -776,6 +776,8 @@ extern "C" {
#define GLFW_CONTEXT_NO_ERROR 0x0002200A
#define GLFW_CONTEXT_CREATION_API 0x0002200B
#define GLFW_COCOA_RETINA_FRAMEBUFFER 0x00023001
#define GLFW_NO_API 0
#define GLFW_OPENGL_API 0x00030001
#define GLFW_OPENGL_ES_API 0x00030002
@@ -1972,9 +1974,10 @@ GLFWAPI void glfwWindowHint(int hint, int value);
* [compile-time option](@ref compile_options_osx).
*
* @remark @macos On OS X 10.10 and later the window frame will not be rendered
* at full resolution on Retina displays unless the `NSHighResolutionCapable`
* key is enabled in the application bundle's `Info.plist`. For more
* information, see
* at full resolution on Retina displays unless the
* [GLFW_COCOA_RETINA_FRAMEBUFFER](@ref GLFW_COCOA_RETINA_FRAMEBUFFER_hint)
* hint is `GLFW_TRUE` and the `NSHighResolutionCapable` key is enabled in the
* application bundle's `Info.plist`. For more information, see
* [High Resolution Guidelines for OS X](https://developer.apple.com/library/mac/documentation/GraphicsAnimation/Conceptual/HighResolutionOSX/Explained/Explained.html)
* in the Mac Developer Library. The GLFW test and example programs use
* a custom `Info.plist` template for this, which can be found as