Use b32 for GLFW functions that return GLFW_TRUE or GLFW_FALSE

This commit is contained in:
Sven Strothoff
2025-05-25 00:37:26 +02:00
parent 0a6dced9da
commit 7c69cb399a

View File

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