* Support both X11 and Wayland in the same build.
- Works for both Vulkan and OpenGL.
- Remove --with-wayland from genie options.
- Vulkan loads all three extensions for surface creation instead of only one.
- Add width and height parameter to GlContext::createSwapChain(), which is needed for EGL to create
a SwapChain with the given window size.
- Dirty-fix the example-22-windows to recreate the FrameBuffer by first destroying and then
recreating to make sure the window is released of its swapchain.
- Fix dbgText glitch in example-22-windows.
- Remove old X11-related dependencies for GLFW3.
* Formatting.
This change was developed using publicly available information found in Vulkan headers and official documentation. No proprietary NX resources were used.
Co-authored-by: Бранимир Караџић <branimirkaradzic@gmail.com>
* Fix error in dynamic version of D bindings
Dazed and confused but trying to continue
* Fix dispatch_indirect still using uint16_t in bgfx.idl
* D bindings: Mark enum conv. functions `nothrow @nogc pure @safe`
* D bindings: Fix a casing error
Release EGL's per-thread resources before unloading the EGL library to
avoid a potential crash when the render thread is terminated.
Co-authored-by: Sami Kyöstilä <sami.kyostila@unrealvoodoo.org>
VisionOS SDK was introduced in xcode 15.2.
xcode 15.0, 15.1 do not have the visionOS platform defined.
Additionally, if you use a different llvm such as llvm 17 or 18 from
homebrew, the platform might not be defined even when using xocde 15.2 or
newer.
SDL2's concept of GameController is a like a PS or Xbox controller, two sticks, four face buttons, etc. These are the same as the bgfx example's Gamepad.
SDL also has a concept of Joystick, which could be anything, like a flight stick. Game Controllers are implemented by these lower level joystick's.
Entry SDL gets duplicate events, for both controller and the joystick implementing it. Game controller buttons are remapped to bgfx gamepad, but joystick buttons are not. This causes incorrect button presses.
Additionally, the joystick z axis behaves differently than game controller or bgfx gamepad. With at-rest value being negative, not zero.
Due to all of this, it seems like the best approach would be to ignore joystick events and only handle game controller events.
Also, minor additional fix to get handle's index when using it as array index. Fixes compilation in Visual Studio.