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https://github.com/minetest/irrlicht.git
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Remove all mentions of iOS
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@ -24,10 +24,6 @@ namespace irr
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//! A device native to Mac OSX
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/** This device uses Apple's Cocoa API and works in Mac OSX 10.2 and above. */
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EIDT_OSX,
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//! A device native to the iOS
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/** This device should be used with the OpenGL-ES driver. */
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EIDT_IOS,
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//! A device which uses Simple DirectMedia Layer
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/** The SDL device works under all platforms supported by SDL but first must be compiled
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@ -78,21 +78,6 @@ struct SExposedVideoData
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//! The EGLNativeWindowType object.
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void* Window;
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};
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struct SOpenGLiOS
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{
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//! The EAGLContext object.
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void* Context;
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//! The subview UIView object where the drawing happens.
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void* View;
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//! The UIViewController object.
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void* ViewController;
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//! The UIWindow object.
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void* Window;
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};
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struct SOGLESAndroid
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{
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@ -107,7 +92,6 @@ struct SExposedVideoData
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SOpenGLLinux OpenGLLinux;
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SOpenGLOSX OpenGLOSX;
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SOpenGLFB OpenGLFB;
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SOpenGLiOS OpenGLiOS;
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SOGLESAndroid OGLESAndroid;
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};
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};
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@ -235,7 +235,6 @@ namespace irr
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/** If this is set to a value other than 0, the Irrlicht Engine
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will be created in an already existing window.
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For Windows, set this to the HWND of the window you want.
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For iOS, assign UIView to this variable.
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The windowSize and FullScreen options will be ignored when using
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the WindowId parameter. Default this is set to 0.
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To make Irrlicht run inside the custom window, you still will
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