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Use b32 for GLFW functions that return GLFW_TRUE or GLFW_FALSE
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8
vendor/glfw/bindings/bindings.odin
vendored
8
vendor/glfw/bindings/bindings.odin
vendored
@@ -163,9 +163,9 @@ foreign glfw {
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SetJoystickUserPointer :: proc(jid: c.int, pointer: rawptr) ---
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GetJoystickUserPointer :: proc(jid: c.int) -> rawptr ---
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JoystickIsGamepad :: proc(jid: c.int) -> b32 ---
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UpdateGamepadMappings :: proc(str: cstring) -> c.int ---
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UpdateGamepadMappings :: proc(str: cstring) -> b32 ---
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GetGamepadName :: proc(jid: c.int) -> cstring ---
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GetGamepadState :: proc(jid: c.int, state: ^GamepadState) -> c.int ---
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GetGamepadState :: proc(jid: c.int, state: ^GamepadState) -> b32 ---
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SetClipboardString :: proc(window: WindowHandle, str: cstring) ---
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@@ -177,12 +177,12 @@ foreign glfw {
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MakeContextCurrent :: proc(window: WindowHandle) ---
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GetCurrentContext :: proc() -> WindowHandle ---
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GetProcAddress :: proc(name: cstring) -> rawptr ---
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ExtensionSupported :: proc(extension: cstring) -> c.int ---
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ExtensionSupported :: proc(extension: cstring) -> b32 ---
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VulkanSupported :: proc() -> b32 ---
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GetRequiredInstanceExtensions :: proc(count: ^u32) -> [^]cstring ---
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GetInstanceProcAddress :: proc(instance: vk.Instance, procname: cstring) -> rawptr ---
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GetPhysicalDevicePresentationSupport :: proc(instance: vk.Instance, device: vk.PhysicalDevice, queuefamily: u32) -> c.int ---
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GetPhysicalDevicePresentationSupport :: proc(instance: vk.Instance, device: vk.PhysicalDevice, queuefamily: u32) -> b32 ---
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CreateWindowSurface :: proc(instance: vk.Instance, window: WindowHandle, allocator: ^vk.AllocationCallbacks, surface: ^vk.SurfaceKHR) -> vk.Result ---
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SetWindowIconifyCallback :: proc(window: WindowHandle, cbfun: WindowIconifyProc) -> WindowIconifyProc ---
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