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EGL: Add support for EGL_ANGLE_platform_angle
This adds basic support for selecting the platform type (rendering backend) when running on ANGLE. Related to #1380.
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@@ -1104,6 +1104,14 @@ extern "C" {
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#define GLFW_EGL_CONTEXT_API 0x00036002
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#define GLFW_OSMESA_CONTEXT_API 0x00036003
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#define GLFW_ANGLE_PLATFORM_TYPE_NONE 0x00037001
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#define GLFW_ANGLE_PLATFORM_TYPE_OPENGL 0x00037002
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#define GLFW_ANGLE_PLATFORM_TYPE_OPENGLES 0x00037003
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#define GLFW_ANGLE_PLATFORM_TYPE_D3D9 0x00037004
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#define GLFW_ANGLE_PLATFORM_TYPE_D3D11 0x00037005
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#define GLFW_ANGLE_PLATFORM_TYPE_VULKAN 0x00037007
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#define GLFW_ANGLE_PLATFORM_TYPE_METAL 0x00037008
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/*! @defgroup shapes Standard cursor shapes
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* @brief Standard system cursor shapes.
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*
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@@ -1220,6 +1228,11 @@ extern "C" {
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* Joystick hat buttons [init hint](@ref GLFW_JOYSTICK_HAT_BUTTONS).
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*/
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#define GLFW_JOYSTICK_HAT_BUTTONS 0x00050001
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/*! @brief ANGLE rendering backend init hint.
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*
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* ANGLE rendering backend [init hint](@ref GLFW_ANGLE_PLATFORM_TYPE_hint).
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*/
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#define GLFW_ANGLE_PLATFORM_TYPE 0x00050002
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/*! @brief macOS specific init hint.
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*
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* macOS specific [init hint](@ref GLFW_COCOA_CHDIR_RESOURCES_hint).
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