The runtime opens a game's window before main, titled with the program's name, and gl_open attached to it without passing its title on (render3d's gvk_open called win_open, which returns early on Windows and opened a second window on macOS). win_set_title in cocoa.ll / win32.ll (setTitle: / SetWindowTextW, UTF-8 -> UTF-16; a no-op without a window, stubbed headless) retitles it from gl_open, and win_open on an open window retitles it on both platforms. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
59 lines
1.2 KiB
LLVM
59 lines
1.2 KiB
LLVM
; ============================================================================
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; gl_win_nowin.ll — the window half of Gl.* in a headless Windows build.
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;
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; gl.ludic names win_gl_* on its is_windowed() branch. A headless build compiles that
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; branch to nothing, but the names still have to resolve; a windowed build links
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; win32_gl.ll, which defines them on the real window, in place of this file.
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; ============================================================================
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define i32 @win_gl_attach() {
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entry:
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ret i32 0
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}
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define void @win_gl_resize(i32 %w, i32 %h) {
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entry:
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ret void
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}
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define void @win_gl_swap() {
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entry:
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ret void
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}
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define i32 @win_gl_scale() {
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entry:
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ret i32 1
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}
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define void @win_gl_swap_interval(i32 %n) {
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entry:
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ret void
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}
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define void @win_gl_drawable(ptr %out) {
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entry:
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ret void
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}
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define void @win_gl_update() {
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entry:
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ret void
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}
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define void @win_gl_retina(i32 %on) {
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entry:
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ret void
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}
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define void @win_toggle_fullscreen() {
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entry:
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ret void
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}
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; headless: no window, so nothing for a graphics API to make a surface on (win32.ll has the real ones)
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define ptr @win_native_window() {
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entry:
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ret ptr null
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}
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define ptr @win_native_instance() {
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entry:
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ret ptr null
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}
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define void @win_set_title(ptr %title) {
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entry:
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ret void
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}
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