godot/platform/linuxbsd/x11
Riteo 2dd5a792bb Load X11 dynamically
The loaders have been generated through hpvb's dynload-wrapper, although
they had to be heavily handpatched to workaround some already reported
issues with it. I added a note to each generated file to account for
that.

As GLAD uses X11 stuff directly, I had to define the GLAD_GLX_NO_X11
macro to not let do it that, and handle myself the display loading and
screen handling part myself, which wasn't that hard but it's still
something worth saying.

I plan to improve greatly the X11 backend (including this aspect) but,
as the release isn't that far and I'm also working on the Wayland
backend, this will do for now, I hope.
2022-12-03 19:23:43 +01:00
..
dynwrappers Load X11 dynamically 2022-12-03 19:23:43 +01:00
detect_prime_x11.cpp Load X11 dynamically 2022-12-03 19:23:43 +01:00
detect_prime_x11.h linuxbsd: move all X11 stuff in its own directory 2022-11-02 20:48:46 +01:00
display_server_x11.cpp Load X11 dynamically 2022-12-03 19:23:43 +01:00
display_server_x11.h Load X11 dynamically 2022-12-03 19:23:43 +01:00
gl_manager_x11.cpp Load X11 dynamically 2022-12-03 19:23:43 +01:00
gl_manager_x11.h Load X11 dynamically 2022-12-03 19:23:43 +01:00
key_mapping_x11.cpp linuxbsd: move all X11 stuff in its own directory 2022-11-02 20:48:46 +01:00
key_mapping_x11.h linuxbsd: move all X11 stuff in its own directory 2022-11-02 20:48:46 +01:00
SCsub Load X11 dynamically 2022-12-03 19:23:43 +01:00
vulkan_context_x11.cpp linuxbsd: move all X11 stuff in its own directory 2022-11-02 20:48:46 +01:00
vulkan_context_x11.h linuxbsd: move all X11 stuff in its own directory 2022-11-02 20:48:46 +01:00