Working on doing things properly.
This commit is contained in:
6
client/CMakeLists.txt
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6
client/CMakeLists.txt
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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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add_subdirectory(glfw)
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12
client/glfw/CMakeLists.txt
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12
client/glfw/CMakeLists.txt
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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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project(${GAME_NAME} VERSION ${GAME_VERSION})
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file(GLOB_RECURSE SOURCES ${CMAKE_SOURCE_DIR}/*.c)
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file(GLOB_RECURSE HEADERS ${CMAKE_SOURCE_DIR}/*.h)
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add_executable(${PROJECT_NAME} ${HEADERS} ${SOURCES})
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target_link_libraries(${PROJECT_NAME} src glfw)
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135
client/glfw/glwfwplatform.c
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135
client/glfw/glwfwplatform.c
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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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#include "glwfwplatform.h"
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game_t *GAME_STATE;
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GLFWwindow *window = NULL;
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int32_t main() {
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// Attempt to init GLFW
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if(!glfwInit()) return 1;
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// Setup window hints
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glfwWindowHint(GLFW_OPENGL_DEBUG_CONTEXT, false);
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// Create Window
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window = glfwCreateWindow(
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WINDOW_WIDTH_DEFAULT, WINDOW_HEIGHT_DEFAULT, "", NULL, NULL
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);
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if(!window) {
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glfwTerminate();
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return 1;
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}
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// Load GLAD
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glfwMakeContextCurrent(window);
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glfwSwapInterval(0);
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gladLoadGLLoader((GLADloadproc) glfwGetProcAddress);
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// Setup window listeners
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glfwSetWindowSizeCallback(window, &glfwOnResize);
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glfwSetKeyCallback(window, &glfwOnKey);
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glfwSetErrorCallback(&glfwOnError);
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glfwSetCursorPosCallback(window, &glfwOnCursor);
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// Prepare the game
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game_t *game = malloc(sizeof(game_t));
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GAME_STATE = game;
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input_t *input = &game->engine.input;
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printf("Game is %zu bytes.\n", sizeof(game_t));
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// Init the render resolution
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renderSetResolution(&game->engine.render,
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WINDOW_WIDTH_DEFAULT, WINDOW_HEIGHT_DEFAULT
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);
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// Init the game
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if(gameInit(game)) {
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// Bind initial keys
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inputBind(input, INPUT_NULL, glfwGetInputSourceForKey(GLFW_KEY_ESCAPE));
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inputBind(input, INPUT_UP, glfwGetInputSourceForKey(GLFW_KEY_UP));
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inputBind(input, INPUT_DOWN, glfwGetInputSourceForKey(GLFW_KEY_DOWN));
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inputBind(input, INPUT_LEFT, glfwGetInputSourceForKey(GLFW_KEY_LEFT));
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inputBind(input, INPUT_RIGHT, glfwGetInputSourceForKey(GLFW_KEY_RIGHT));
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inputBind(input, INPUT_UP, glfwGetInputSourceForKey(GLFW_KEY_W));
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inputBind(input, INPUT_DOWN, glfwGetInputSourceForKey(GLFW_KEY_S));
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inputBind(input, INPUT_LEFT, glfwGetInputSourceForKey(GLFW_KEY_A));
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inputBind(input, INPUT_RIGHT, glfwGetInputSourceForKey(GLFW_KEY_D));
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inputBind(input, INPUT_ACCEPT, glfwGetInputSourceForKey(GLFW_KEY_E));
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inputBind(input, INPUT_ACCEPT, glfwGetInputSourceForKey(GLFW_KEY_ENTER));
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inputBind(input, INPUT_ACCEPT, glfwGetInputSourceForKey(GLFW_KEY_SPACE));
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// Bind the fake inputs
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inputBind(input, INPUT_MOUSE_X, GLFW_PLATFORM_INPUT_MOUSE_X);
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inputBind(input, INPUT_MOUSE_Y, GLFW_PLATFORM_INPUT_MOUSE_Y);
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glfwSetInputMode(window, GLFW_CURSOR, GLFW_CURSOR_NORMAL);
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// Update the window title.
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glfwSetWindowTitle(window, game->engine.name);
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double time = 0;
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// Main Render Loop
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while(!glfwWindowShouldClose(window)) {
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glfwPollEvents();
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// Determine the delta.
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double newTime = glfwGetTime();
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float fDelta = (float)(newTime - time);
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time = newTime;
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// Tick the engine.
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if(!gameUpdate(game, fDelta)) break;
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glfwSwapBuffers(window);
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sleep(0);//Fixes some weird high CPU bug, not actually necessary.
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}
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// Game has finished running, cleanup.
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gameDispose(game);
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}
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free(game);
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// Terminate the GLFW context.
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glfwSetWindowSizeCallback(window, NULL);
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glfwTerminate();
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return 0;
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}
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void glfwOnResize(GLFWwindow *window, int32_t width, int32_t height) {
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renderSetResolution(&GAME_STATE->engine.render, (float)width, (float)height);
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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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input_t *input = &GAME_STATE->engine.input;
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if(action == GLFW_PRESS) {
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input->buffer[glfwGetInputSourceForKey(key)] = 1;
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} else if(action == GLFW_RELEASE) {
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input->buffer[glfwGetInputSourceForKey(key)] = 0;
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}
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}
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void glfwOnError(int error, const char* description) {
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fputs(description, stderr);
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}
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void glfwOnCursor(GLFWwindow *window, double x, double y) {
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input_t *input = &GAME_STATE->engine.input;
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input->buffer[GLFW_PLATFORM_INPUT_MOUSE_X] = (float)x;
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input->buffer[GLFW_PLATFORM_INPUT_MOUSE_Y] = (float)y;
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}
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inputsource_t glfwGetInputSourceForKey(int32_t key) {
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return (inputsource_t)((
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key <= GLFW_KEY_GRAVE_ACCENT ? key - GLFW_KEY_SPACE :
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key <= GLFW_KEY_MENU ? key - GLFW_KEY_ESCAPE + GLFW_KEY_GRAVE_ACCENT :
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key
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) % INPUT_SOURCE_COUNT);
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}
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59
client/glfw/glwfwplatform.h
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59
client/glfw/glwfwplatform.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 <src/libs.h>
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#include "src/display/render.h"
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#include "src/game/game.h"
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#include "src/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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