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Add glfwInitHint
This allows setting hints that control how the library is initialized, transforming more compile-time options into run-time ones.
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@@ -219,17 +219,6 @@ __GLFW_VULKAN_STATIC__ determines whether to use the Vulkan loader linked
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statically into the application.
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@subsubsection compile_options_osx macOS specific CMake options
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@anchor GLFW_USE_CHDIR
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__GLFW_USE_CHDIR__ determines whether @ref glfwInit changes the current
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directory of bundled applications to the `Contents/Resources` directory.
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@anchor GLFW_USE_MENUBAR
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__GLFW_USE_MENUBAR__ determines whether the first call to @ref glfwCreateWindow
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sets up a minimal menu bar.
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@subsubsection compile_options_win32 Windows specific CMake options
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@anchor USE_MSVC_RUNTIME_LIBRARY_DLL
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@@ -281,14 +270,6 @@ For the EGL context creation API, the following options are available:
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- @b _GLFW_USE_EGLPLATFORM_H to use `EGL/eglplatform.h` for native handle
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definitions (fallback)
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If you are using the Cocoa window creation API, the following options are
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available:
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- @b _GLFW_USE_CHDIR to `chdir` to the `Resources` subdirectory of the
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application bundle during @ref glfwInit (recommended)
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- @b _GLFW_USE_MENUBAR to create and populate the menu bar when the first window
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is created (recommended)
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@note None of the @ref build_macros may be defined during the compilation of
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GLFW. If you define any of these in your build files, make sure they are not
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applied to the GLFW sources.
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