Have the submodules working correctly.
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61
client/glfwclient/glfwclient.h
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61
client/glfwclient/glfwclient.h
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// Copyright (c) 2021 Dominic Msters
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//
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// This software is released under the MIT License.
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// https://opensource.org/licenses/MIT
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#pragma once
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#include <glad/glad.h>
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#include <GLFW/glfw3.h>
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#include <libs.h>
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#include <display/render.h>
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#include <game/game.h>
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#include <input/input.h>
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#define WINDOW_WIDTH_DEFAULT 1280
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#define WINDOW_HEIGHT_DEFAULT WINDOW_WIDTH_DEFAULT/16*9
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#define GLFW_PLATFORM_INPUT_MOUSE_X (inputsource_t)0xFF
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#define GLFW_PLATFORM_INPUT_MOUSE_Y (inputsource_t)0xFE
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/** The current running game state. */
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extern game_t *GAME_STATE;
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/** The GLFW Window Context Pointer */
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extern GLFWwindow *window;
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/**
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* Entry of the program
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* @return 0 if success, anything else for failure.
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*/
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int32_t main();
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/**
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* Resize callbacks.
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*
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* @param window Window that was resized.
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* @param width New window width.
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* @param height New window height.
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*/
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void glfwOnResize(GLFWwindow *window, int32_t width, int32_t height);
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/**
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* Keyboard Input callbacks.
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*
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* @param window Window that was resized.
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*/
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void glfwOnKey(GLFWwindow *window,
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int32_t key, int32_t scancode, int32_t action, int32_t mods
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);
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void glfwOnError(int error, const char* description);
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void glfwOnCursor(GLFWwindow *window, double x, double y);
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/**
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* Get the game engine specific input source for a given GLFW Key code.
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*
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* @param key Key to get the input source for.
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* @return The input source.
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*/
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inputsource_t glfwGetInputSourceForKey(int32_t key);
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