@ -74,6 +74,16 @@ extern "C" { 
			
		
	
		
		
			
				
					
					 *   and  which  platform - specific  headers  to  include .   It  is  then  up  your  ( by   *   and  which  platform - specific  headers  to  include .   It  is  then  up  your  ( by   
			
		
	
		
		
			
				
					
					 *   definition  platform - specific )  code  to  handle  which  of  these  should  be   *   definition  platform - specific )  code  to  handle  which  of  these  should  be   
			
		
	
		
		
			
				
					
					 *   defined .   *   defined .   
			
		
	
		
		
			
				
					
					 *   
			
		
	
		
		
			
				
					
					 *   If  you  do  not  want  the  platform - specific  headers  to  be  included ,  define   
			
		
	
		
		
			
				
					
					 *   ` GLFW_NATIVE_INCLUDE_NONE `  before  including  the  @ ref  glfw3native . h  header .   
			
		
	
		
		
			
				
					
					 *   
			
		
	
		
		
			
				
					
					 *   @ code   
			
		
	
		
		
			
				
					
					 *   # define  GLFW_EXPOSE_NATIVE_WIN32   
			
		
	
		
		
			
				
					
					 *   # define  GLFW_EXPOSE_NATIVE_WGL   
			
		
	
		
		
			
				
					
					 *   # define  GLFW_NATIVE_INCLUDE_NONE   
			
		
	
		
		
			
				
					
					 *   # include  < GLFW / glfw3native . h >   
			
		
	
		
		
			
				
					
					 *   @ endcode   
			
		
	
		
		
			
				
					
					 */   */   
			
		
	
		
		
			
				
					
					
 
			
		
	
		
		
			
				
					
					
 
			
		
	
	
		
		
			
				
					
						
						
						
							
								 
						
					 
					@ -81,61 +91,65 @@ extern "C" { 
			
		
	
		
		
			
				
					
					 *  System  headers  and  types   *  System  headers  and  types   
			
		
	
		
		
			
				
					
					 * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * */   * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * */   
			
		
	
		
		
			
				
					
					
 
			
		
	
		
		
			
				
					
					# if defined(GLFW_EXPOSE_NATIVE_WIN32) || defined(GLFW_EXPOSE_NATIVE_WGL) # if !defined(GLFW_NATIVE_INCLUDE_NONE)  
			
				
				
			
		
	
		
		
			
				
					
					 /* This is a workaround for the fact that glfw3.h needs to export APIENTRY (for
  
 
			
				
				
			
		
	
		
		
			
				
					
					  *  example  to  allow  applications  to  correctly  declare  a  GL_KHR_debug  callback )   # if defined(GLFW_EXPOSE_NATIVE_WIN32) || defined(GLFW_EXPOSE_NATIVE_WGL)   
			
				
				
			
		
	
		
		
			
				
					
					  *  but  windows . h  assumes  no  one  will  define  APIENTRY  before  it  does    /* This is a workaround for the fact that glfw3.h needs to export APIENTRY (for
   
			
				
				
			
		
	
		
		
			
				
					
					  */     *  example  to  allow  applications  to  correctly  declare  a  GL_KHR_debug  callback )   
			
				
				
			
		
	
		
		
			
				
					
					 # if defined(GLFW_APIENTRY_DEFINED)     *  but  windows . h  assumes  no  one  will  define  APIENTRY  before  it  does   
			
				
				
			
		
	
		
		
			
				
					
					  # undef APIENTRY     */   
			
				
				
			
		
	
		
		
			
				
					
					  # undef GLFW_APIENTRY_DEFINED    # if defined(GLFW_APIENTRY_DEFINED)   
			
				
				
			
		
	
		
		
			
				
					
					 # endif     # undef APIENTRY   
			
				
				
			
		
	
		
		
			
				
					
					 # include  <windows.h>     # undef GLFW_APIENTRY_DEFINED   
			
				
				
			
		
	
		
		
			
				
					
					# elif defined(GLFW_EXPOSE_NATIVE_COCOA) || defined(GLFW_EXPOSE_NATIVE_NSGL)   # endif   
			
				
				
			
		
	
		
		
			
				
					
					 # if defined(__OBJC__)    # include  <windows.h>   
			
				
				
			
		
	
		
		
			
				
					
					  # import <Cocoa / Cocoa.h>   # elif defined(GLFW_EXPOSE_NATIVE_COCOA) || defined(GLFW_EXPOSE_NATIVE_NSGL)   
			
				
				
			
		
	
		
		
			
				
					
					 # else    # if defined(__OBJC__)   
			
				
				
			
		
	
		
		
			
				
					
					  # include  <ApplicationServices/ApplicationServices.h>     # import <Cocoa / Cocoa.h>   
			
				
				
			
		
	
		
		
			
				
					
					  # include  <objc/objc.h>    # else   
			
				
				
			
		
	
		
		
	
		
		
	
		
		
	
		
		
	
		
		
	
		
		
	
		
		
	
		
		
	
		
		
	
		
		
	
		
		
	
		
		
	
		
		
	
		
		
	
		
		
	
		
		
	
		
		
			
				
					
					   # include  <ApplicationServices/ApplicationServices.h>   
			
		
	
		
		
			
				
					
					   # include  <objc/objc.h>   
			
		
	
		
		
			
				
					
					  # endif   
			
		
	
		
		
			
				
					
					 # elif defined(GLFW_EXPOSE_NATIVE_X11) || defined(GLFW_EXPOSE_NATIVE_GLX)   
			
		
	
		
		
			
				
					
					  # include  <X11/Xlib.h>   
			
		
	
		
		
			
				
					
					  # include  <X11/extensions/Xrandr.h>   
			
		
	
		
		
			
				
					
					 # elif defined(GLFW_EXPOSE_NATIVE_WAYLAND)   
			
		
	
		
		
			
				
					
					  # include  <wayland-client.h>   
			
		
	
		
		
			
				
					
					 # endif   # endif   
			
		
	
		
		
			
				
					
					# elif defined(GLFW_EXPOSE_NATIVE_X11) || defined(GLFW_EXPOSE_NATIVE_GLX)  
			
		
	
		
		
			
				
					
					 # include  <X11/Xlib.h>   
			
		
	
		
		
			
				
					
					 # include  <X11/extensions/Xrandr.h>   
			
		
	
		
		
			
				
					
					# elif defined(GLFW_EXPOSE_NATIVE_WAYLAND)  
			
		
	
		
		
			
				
					
					 # include  <wayland-client.h>   
			
		
	
		
		
			
				
					
					# endif  
			
		
	
		
		
			
				
					
					
 
			
		
	
		
		
			
				
					
					# if defined(GLFW_EXPOSE_NATIVE_WGL)  # if defined(GLFW_EXPOSE_NATIVE_WGL)   
			
				
				
			
		
	
		
		
			
				
					
					 /* WGL is declared by windows.h */    /* WGL is declared by windows.h */   
			
				
				
			
		
	
		
		
			
				
					
					# endif  
			
		
	
		
		
			
				
					
					# if defined(GLFW_EXPOSE_NATIVE_NSGL)  
			
		
	
		
		
			
				
					
					 /* NSGL is declared by Cocoa.h */   
			
		
	
		
		
			
				
					
					# endif  
			
		
	
		
		
			
				
					
					# if defined(GLFW_EXPOSE_NATIVE_GLX)  
			
		
	
		
		
			
				
					
					 /* This is a workaround for the fact that glfw3.h defines GLAPIENTRY because by
   
			
		
	
		
		
			
				
					
					  *  default  it  also  acts  as  an  OpenGL  header   
			
		
	
		
		
			
				
					
					  *  However ,  glx . h  will  include  gl . h ,  which  will  define  it  unconditionally   
			
		
	
		
		
			
				
					
					  */   
			
		
	
		
		
			
				
					
					 # if defined(GLFW_GLAPIENTRY_DEFINED)   
			
		
	
		
		
			
				
					
					  # undef GLAPIENTRY   
			
		
	
		
		
			
				
					
					  # undef GLFW_GLAPIENTRY_DEFINED   
			
		
	
		
		
	
		
		
	
		
		
			
				
					
					 # endif   # endif   
			
		
	
		
		
			
				
					
					 # include  <GL/glx.h>   # if defined(GLFW_EXPOSE_NATIVE_NSGL)   
			
				
				
			
		
	
		
		
			
				
					
					# endif   /* NSGL is declared by Cocoa.h */   
			
				
				
			
		
	
		
		
			
				
					
					# if defined(GLFW_EXPOSE_NATIVE_EGL)  
			
		
	
		
		
			
				
					
					 # include  <EGL/egl.h>   
			
		
	
		
		
			
				
					
					# endif  
			
		
	
		
		
			
				
					
					# if defined(GLFW_EXPOSE_NATIVE_OSMESA)  
			
		
	
		
		
			
				
					
					 /* This is a workaround for the fact that glfw3.h defines GLAPIENTRY because by
   
			
		
	
		
		
			
				
					
					  *  default  it  also  acts  as  an  OpenGL  header   
			
		
	
		
		
			
				
					
					  *  However ,  osmesa . h  will  include  gl . h ,  which  will  define  it  unconditionally   
			
		
	
		
		
			
				
					
					  */   
			
		
	
		
		
			
				
					
					 # if defined(GLFW_GLAPIENTRY_DEFINED)   
			
		
	
		
		
			
				
					
					  # undef GLAPIENTRY   
			
		
	
		
		
			
				
					
					  # undef GLFW_GLAPIENTRY_DEFINED   
			
		
	
		
		
	
		
		
	
		
		
			
				
					
					 # endif   # endif   
			
		
	
		
		
			
				
					
					 # include  <GL/osmesa.h>   # if defined(GLFW_EXPOSE_NATIVE_GLX)   
			
				
				
			
		
	
		
		
			
				
					
					# endif   /* This is a workaround for the fact that glfw3.h defines GLAPIENTRY because by
   
			
				
				
			
		
	
		
		
	
		
		
	
		
		
			
				
					
					   *  default  it  also  acts  as  an  OpenGL  header   
			
		
	
		
		
			
				
					
					   *  However ,  glx . h  will  include  gl . h ,  which  will  define  it  unconditionally   
			
		
	
		
		
			
				
					
					   */   
			
		
	
		
		
			
				
					
					  # if defined(GLFW_GLAPIENTRY_DEFINED)   
			
		
	
		
		
			
				
					
					   # undef GLAPIENTRY   
			
		
	
		
		
			
				
					
					   # undef GLFW_GLAPIENTRY_DEFINED   
			
		
	
		
		
			
				
					
					  # endif   
			
		
	
		
		
			
				
					
					  # include  <GL/glx.h>   
			
		
	
		
		
			
				
					
					 # endif   
			
		
	
		
		
			
				
					
					 # if defined(GLFW_EXPOSE_NATIVE_EGL)   
			
		
	
		
		
			
				
					
					  # include  <EGL/egl.h>   
			
		
	
		
		
			
				
					
					 # endif   
			
		
	
		
		
			
				
					
					 # if defined(GLFW_EXPOSE_NATIVE_OSMESA)   
			
		
	
		
		
			
				
					
					  /* This is a workaround for the fact that glfw3.h defines GLAPIENTRY because by
   
			
		
	
		
		
			
				
					
					   *  default  it  also  acts  as  an  OpenGL  header   
			
		
	
		
		
			
				
					
					   *  However ,  osmesa . h  will  include  gl . h ,  which  will  define  it  unconditionally   
			
		
	
		
		
			
				
					
					   */   
			
		
	
		
		
			
				
					
					  # if defined(GLFW_GLAPIENTRY_DEFINED)   
			
		
	
		
		
			
				
					
					   # undef GLAPIENTRY   
			
		
	
		
		
			
				
					
					   # undef GLFW_GLAPIENTRY_DEFINED   
			
		
	
		
		
			
				
					
					  # endif   
			
		
	
		
		
			
				
					
					  # include  <GL/osmesa.h>   
			
		
	
		
		
			
				
					
					 # endif   
			
		
	
		
		
			
				
					
					
 
			
		
	
		
		
			
				
					
					# endif  /*GLFW_NATIVE_INCLUDE_NONE*/  
			
		
	
		
		
			
				
					
					
 
			
		
	
		
		
			
				
					
					
 
			
		
	
		
		
			
				
					
					/*************************************************************************
 /*************************************************************************