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glEvents.cpp
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glEvents.cpp
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/*
* Copyright (c) 2019, NVIDIA CORPORATION. All rights reserved.
*
* Permission is hereby granted, free of charge, to any person obtaining a
* copy of this software and associated documentation files (the "Software"),
* to deal in the Software without restriction, including without limitation
* the rights to use, copy, modify, merge, publish, distribute, sublicense,
* and/or sell copies of the Software, and to permit persons to whom the
* Software is furnished to do so, subject to the following conditions:
*
* The above copyright notice and this permission notice shall be included in
* all copies or substantial portions of the Software.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
* THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
* FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER
* DEALINGS IN THE SOFTWARE.
*/
#include "glDisplay.h"
#include "glEvents.h"
// glRegisterEvents
void glRegisterEvents( glEventHandler callback, void* user, uint32_t displayID )
{
glDisplay* display = glGetDisplay(displayID);
if( display != NULL )
display->AddEventHandler(callback, user);
}
// glUnregisterEvents
void glUnregisterEvents( glEventHandler callback, void* user )
{
const uint32_t numDisplays = glGetNumDisplays();
for( uint32_t n=0; n < numDisplays; n++ )
{
glDisplay* display = glGetDisplay(n);
if( display != NULL )
display->RemoveEventHandler(callback, user);
}
}