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metal: initial work on windowing and instance creation
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@@ -23,6 +23,8 @@
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// LOVE
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#include "window/Window.h"
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#include "common/config.h"
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#include "graphics/Graphics.h"
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// SDL
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#include <SDL.h>
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@@ -143,7 +145,7 @@ private:
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void setGLContextAttributes(const ContextAttribs &attribs);
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bool checkGLVersion(const ContextAttribs &attribs, std::string &outversion);
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std::vector<ContextAttribs> getContextAttribsList() const;
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bool createWindowAndContext(int x, int y, int w, int h, Uint32 windowflags, int msaa, bool stencil, int depth);
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bool createWindowAndContext(int x, int y, int w, int h, Uint32 windowflags, graphics::Graphics::Renderer renderer, int msaa, bool stencil, int depth);
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// Update the saved window settings based on the window's actual state.
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void updateSettings(const WindowSettings &newsettings, bool updateGraphicsViewport);
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@@ -164,7 +166,11 @@ private:
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bool mouseGrabbed;
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SDL_Window *window;
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SDL_GLContext context;
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SDL_GLContext glcontext;
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#if defined(LOVE_MACOS) || defined(LOVE_IOS)
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SDL_MetalView metalView;
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#endif
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bool displayedWindowError;
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bool hasSDL203orEarlier;
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