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Building LVGL without GLFW + glew dependencies requires patching the source tree.
Proposal
Refactor the glfw directory into two folders
glfw - glfw specific calls
egl_gles - generic egl/gles calls
This would introduce a new build variable. Some platforms implement the window * as an opaque data pointer (void *) and call it NativeWindow. Which requires a cast relative to the underlying "window" system.
This enables non-GLFW/glew use cases.
The text was updated successfully, but these errors were encountered:
Hi, thanks for mentioning it. When I picked up the OpenGL, I knew it was only a matter of time before this separation needed to occur. The logic is separated to a reasonable degree but not properly decoupled.
My only request is to use an opaque data pointer for window *, opposed to a GLFW specific one, thus making the struct agnostic. Then cast as needed per platform. This way we can reuse the struct for any platform that supports EGL/GLES, opposed to having to redefine it for each platform.
Introduce the problem
Building LVGL without GLFW + glew dependencies requires patching the source tree.
Proposal
Refactor the
glfw
directory into two foldersThis would introduce a new build variable. Some platforms implement the
window *
as an opaque data pointer (void *) and call itNativeWindow
. Which requires a cast relative to the underlying "window" system.This enables non-GLFW/glew use cases.
The text was updated successfully, but these errors were encountered: