all: move standalone libraries to libs/ subdirectory
The root dir of our repository has grown quite a lot the past few months.
I'd like to make it more clear where the bulk of the engine lives (`src/`) and
also make it more clear which Mach libraries are consumable as standalone projects.
As for the name of this directory, `libs` was my first choice but there's a bit of
a convention of that being external libraries in Zig projects _today_, while these
are libraries maintained as part of Mach in this repository - not external ones.
We will name this directory `libs`, and if we have a need for external libraries
we will use `external` or `deps` for that directory name. I considered other names
such as `components`, `systems`, `modules` (which are bad as they overlap with
major ECS / engine concepts), and it seems likely the official Zig package manager
will break the convention of using a `libs` dir anyway.
Performed via:
```sh
mkdir libs/
git mv freetype libs/
git mv basisu libs/
git mv gamemode libs/
git mv glfw libs/
git mv gpu libs/
git mv gpu-dawn libs/
git mv sysaudio libs/
git mv sysjs libs/
git mv ecs libs/
```
git-subtree-dir: glfw
git-subtree-mainline: 0d5b853443
git-subtree-split: 572d1144f11b353abdb64fff828b25a4f0fbb7ca
Signed-off-by: Stephen Gutekanst <stephen@hexops.com>
git mv ecs libs/
Signed-off-by: Stephen Gutekanst <stephen@hexops.com>
This commit is contained in:
parent
79ec61396f
commit
0645429df9
240 changed files with 6 additions and 6 deletions
274
libs/glfw/src/errors.zig
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274
libs/glfw/src/errors.zig
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//! Errors
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const testing = @import("std").testing;
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const mem = @import("std").mem;
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const c = @import("c.zig").c;
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/// Errors that GLFW can produce.
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pub const Error = error{
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/// GLFW has not been initialized.
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///
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/// This occurs if a GLFW function was called that must not be called unless the library is
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/// initialized.
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NotInitialized,
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/// No context is current for this thread.
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///
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/// This occurs if a GLFW function was called that needs and operates on the current OpenGL or
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/// OpenGL ES context but no context is current on the calling thread. One such function is
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/// glfw.SwapInterval.
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NoCurrentContext,
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/// One of the arguments to the function was an invalid enum value.
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///
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/// One of the arguments to the function was an invalid enum value, for example requesting
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/// glfw.red_bits with glfw.getWindowAttrib.
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InvalidEnum,
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/// One of the arguments to the function was an invalid value.
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///
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/// One of the arguments to the function was an invalid value, for example requesting a
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/// non-existent OpenGL or OpenGL ES version like 2.7.
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///
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/// Requesting a valid but unavailable OpenGL or OpenGL ES version will instead result in a
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/// glfw.Error.VersionUnavailable error.
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InvalidValue,
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/// A memory allocation failed.
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OutOfMemory,
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/// GLFW could not find support for the requested API on the system.
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///
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/// The installed graphics driver does not support the requested API, or does not support it
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/// via the chosen context creation API. Below are a few examples.
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///
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/// Some pre-installed Windows graphics drivers do not support OpenGL. AMD only supports
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/// OpenGL ES via EGL, while Nvidia and Intel only support it via a WGL or GLX extension. macOS
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/// does not provide OpenGL ES at all. The Mesa EGL, OpenGL and OpenGL ES libraries do not
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/// interface with the Nvidia binary driver. Older graphics drivers do not support Vulkan.
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APIUnavailable,
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/// The requested OpenGL or OpenGL ES version (including any requested context or framebuffer
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/// hints) is not available on this machine.
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///
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/// The machine does not support your requirements. If your application is sufficiently
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/// flexible, downgrade your requirements and try again. Otherwise, inform the user that their
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/// machine does not match your requirements.
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///
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/// Future invalid OpenGL and OpenGL ES versions, for example OpenGL 4.8 if 5.0 comes out
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/// before the 4.x series gets that far, also fail with this error and not glfw.Error.InvalidValue,
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/// because GLFW cannot know what future versions will exist.
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VersionUnavailable,
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/// A platform-specific error occurred that does not match any of the more specific categories.
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///
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/// A bug or configuration error in GLFW, the underlying operating system or its drivers, or a
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/// lack of required resources. Report the issue to our [issue tracker](https://github.com/glfw/glfw/issues).
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PlatformError,
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/// The requested format is not supported or available.
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///
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/// If emitted during window creation, the requested pixel format is not supported.
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///
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/// If emitted when querying the clipboard, the contents of the clipboard could not be
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/// converted to the requested format.
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///
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/// If emitted during window creation, one or more hard constraints did not match any of the
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/// available pixel formats. If your application is sufficiently flexible, downgrade your
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/// requirements and try again. Otherwise, inform the user that their machine does not match
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/// your requirements.
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///
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/// If emitted when querying the clipboard, ignore the error or report it to the user, as
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/// appropriate.
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FormatUnavailable,
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/// The specified window does not have an OpenGL or OpenGL ES context.
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///
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/// A window that does not have an OpenGL or OpenGL ES context was passed to a function that
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/// requires it to have one.
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NoWindowContext,
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/// The specified cursor shape is not available.
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///
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/// The specified standard cursor shape is not available, either because the
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/// current platform cursor theme does not provide it or because it is not
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/// available on the platform.
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///
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/// analysis: Platform or system settings limitation. Pick another standard cursor shape or
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/// create a custom cursor.
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CursorUnavailable,
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/// The requested feature is not provided by the platform.
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///
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/// The requested feature is not provided by the platform, so GLFW is unable to
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/// implement it. The documentation for each function notes if it could emit
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/// this error.
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///
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/// analysis: Platform or platform version limitation. The error can be ignored
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/// unless the feature is critical to the application.
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///
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/// A function call that emits this error has no effect other than the error and
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/// updating any existing out parameters.
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///
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FeatureUnavailable,
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/// The requested feature is not implemented for the platform.
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///
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/// The requested feature has not yet been implemented in GLFW for this platform.
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///
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/// analysis: An incomplete implementation of GLFW for this platform, hopefully
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/// fixed in a future release. The error can be ignored unless the feature is
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/// critical to the application.
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///
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/// A function call that emits this error has no effect other than the error and
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/// updating any existing out parameters.
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///
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FeatureUnimplemented,
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/// Platform unavailable or no matching platform was found.
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///
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/// If emitted during initialization, no matching platform was found. If glfw.InitHint.platform
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/// is set to `.any_platform`, GLFW could not detect any of the platforms supported by this
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/// library binary, except for the Null platform. If set to a specific platform, it is either
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/// not supported by this library binary or GLFW was not able to detect it.
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///
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/// If emitted by a native access function, GLFW was initialized for a different platform
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/// than the function is for.
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///
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/// analysis: Failure to detect any platform usually only happens on non-macOS Unix
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/// systems, either when no window system is running or the program was run from
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/// a terminal that does not have the necessary environment variables. Fall back to
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/// a different platform if possible or notify the user that no usable platform was
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/// detected.
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///
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/// Failure to detect a specific platform may have the same cause as above or be because
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/// support for that platform was not compiled in. Call glfw.platformSupported to
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/// check whether a specific platform is supported by a library binary.
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///
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PlatformUnavailable,
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};
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fn convertError(e: c_int) Error!void {
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return switch (e) {
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c.GLFW_NO_ERROR => {},
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c.GLFW_NOT_INITIALIZED => Error.NotInitialized,
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c.GLFW_NO_CURRENT_CONTEXT => Error.NoCurrentContext,
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c.GLFW_INVALID_ENUM => Error.InvalidEnum,
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c.GLFW_INVALID_VALUE => Error.InvalidValue,
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c.GLFW_OUT_OF_MEMORY => Error.OutOfMemory,
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c.GLFW_API_UNAVAILABLE => Error.APIUnavailable,
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c.GLFW_VERSION_UNAVAILABLE => Error.VersionUnavailable,
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c.GLFW_PLATFORM_ERROR => Error.PlatformError,
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c.GLFW_FORMAT_UNAVAILABLE => Error.FormatUnavailable,
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c.GLFW_NO_WINDOW_CONTEXT => Error.NoWindowContext,
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c.GLFW_CURSOR_UNAVAILABLE => Error.CursorUnavailable,
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c.GLFW_FEATURE_UNAVAILABLE => Error.FeatureUnavailable,
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c.GLFW_FEATURE_UNIMPLEMENTED => Error.FeatureUnimplemented,
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c.GLFW_PLATFORM_UNAVAILABLE => Error.PlatformUnavailable,
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else => unreachable,
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};
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}
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/// Returns and clears the last error for the calling thread.
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///
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/// This function returns and clears the error code of the last error that occurred on the calling
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/// thread, and optionally a UTF-8 encoded human-readable description of it. If no error has
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/// occurred since the last call, it returns GLFW_NO_ERROR (zero) and the description pointer is
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/// set to `NULL`.
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///
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/// * @param[in] description Where to store the error description pointer, or `NULL`.
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/// @return The last error code for the calling thread, or @ref GLFW_NO_ERROR (zero).
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///
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/// @pointer_lifetime The returned string is allocated and freed by GLFW. You should not free it
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/// yourself. It is guaranteed to be valid only until the next error occurs or the library is
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/// terminated.
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///
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/// @remark This function may be called before @ref glfwInit.
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///
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/// @thread_safety This function may be called from any thread.
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pub inline fn getError() Error!void {
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return convertError(c.glfwGetError(null));
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}
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/// Returns and clears the last error description for the calling thread.
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///
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/// This function returns a UTF-8 encoded human-readable description of the last error that occured
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/// on the calling thread. If no error has occurred since the last call, it returns null.
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///
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/// @pointer_lifetime The returned string is allocated and freed by GLFW. You should not free it
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/// yourself. It is guaranteed to be valid only until the next error occurs or the library is
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/// terminated.
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///
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/// @remark This function may be called before @ref glfwInit.
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///
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/// @thread_safety This function may be called from any thread.
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pub inline fn getErrorString() ?[]const u8 {
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var desc: [*c]const u8 = null;
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const error_code = c.glfwGetError(&desc);
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convertError(error_code) catch {
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return mem.sliceTo(desc, 0);
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};
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return null;
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}
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/// Sets the error callback.
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///
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/// This function sets the error callback, which is called with an error code
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/// and a human-readable description each time a GLFW error occurs.
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///
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/// The error code is set before the callback is called. Calling @ref
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/// glfwGetError from the error callback will return the same value as the error
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/// code argument.
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///
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/// The error callback is called on the thread where the error occurred. If you
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/// are using GLFW from multiple threads, your error callback needs to be
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/// written accordingly.
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///
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/// Because the description string may have been generated specifically for that
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/// error, it is not guaranteed to be valid after the callback has returned. If
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/// you wish to use it after the callback returns, you need to make a copy.
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///
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/// Once set, the error callback remains set even after the library has been
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/// terminated.
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///
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/// @param[in] callback The new callback, or `NULL` to remove the currently set
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/// callback.
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///
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/// @callback_param `error_code` An error code. Future releases may add more error codes.
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/// @callback_param `description` A UTF-8 encoded string describing the error.
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///
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/// @errors None.
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///
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/// @remark This function may be called before @ref glfwInit.
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///
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/// @thread_safety This function must only be called from the main thread.
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pub fn setErrorCallback(comptime callback: ?fn (error_code: Error, description: [:0]const u8) void) void {
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if (callback) |user_callback| {
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const CWrapper = struct {
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pub fn errorCallbackWrapper(err_int: c_int, c_description: [*c]const u8) callconv(.C) void {
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if (convertError(err_int)) |_| {
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// This means the error was `GLFW_NO_ERROR`
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return;
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} else |err| {
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user_callback(err, mem.sliceTo(c_description, 0));
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}
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}
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};
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_ = c.glfwSetErrorCallback(CWrapper.errorCallbackWrapper);
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return;
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}
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_ = c.glfwSetErrorCallback(null);
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}
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test "errorCallback" {
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const TestStruct = struct {
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pub fn callback(_: Error, _: [:0]const u8) void {}
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};
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setErrorCallback(TestStruct.callback);
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}
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test "error string" {
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try testing.expect(getErrorString() == null);
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}
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Loading…
Add table
Add a link
Reference in a new issue