glfm
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OpenGL ES and input for iOS, tvOS, Android, and WebGL
Hello everyone, I don't expect everything because GLFM_Display is as pointer for C# ``` Console.WriteLine("Hello GLFW ( GLFM WASM )"); GLFW.Display* glfw_display = (GLFW.Display*)Marshal.SizeOf(); GLFW.PlatformData* glfw_platformdata = (GLFW.PlatformData*)Marshal.SizeOf(); glfw_display->platformdata =...
Sensor input is implemented on iOS and Android, but not for Web. Sensors: accelerometer, magnetometer, gyroscope, rotation matrix To implement in `glfm_platform_emscripten.c`: * `glfmIsSensorAvailable` * `_glfmSensorFuncUpdated` (enable/disable sensors as needed)...
This should improve key events. Also, look into GCMouse https://developer.apple.com/documentation/gamecontroller?language=objc
The implementation is not complete, more like a proof of concept.
Is it possible to use this directly on an Android with AIDE app to build ?
If you get errors such as this: * `The C compiler identification is unknown` * `xcode-select: error: tool 'xcodebuild' requires Xcode, but active developer directory '/Library/Developer/CommandLineTools' is a command line...
Hi, it would be nice to have the public interface to get the default frame buffer id like uint32_t glfmDefaultFrameBuffer() in most cases it will return 0 but for the...