Sfml Graphics Hpp Dev C++

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EpicCoderUpdated the copyright year to 2019489482aJan 8, 2019
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////////////////////////////////////////////////////////////
//
// SFML - Simple and Fast Multimedia Library
// Copyright (C) 2007-2019 Laurent Gomila (laurent@sfml-dev.org)
//
// This software is provided 'as-is', without any express or implied warranty.
// In no event will the authors be held liable for any damages arising from the use of this software.
//
// Permission is granted to anyone to use this software for any purpose,
// including commercial applications, and to alter it and redistribute it freely,
// subject to the following restrictions:
//
// 1. The origin of this software must not be misrepresented;
// you must not claim that you wrote the original software.
// If you use this software in a product, an acknowledgment
// in the product documentation would be appreciated but is not required.
//
// 2. Altered source versions must be plainly marked as such,
// and must not be misrepresented as being the original software.
//
// 3. This notice may not be removed or altered from any source distribution.
//
////////////////////////////////////////////////////////////
#ifndef SFML_OPENGL_HPP
#defineSFML_OPENGL_HPP
////////////////////////////////////////////////////////////
/// Headers
////////////////////////////////////////////////////////////
#include<SFML/Config.hpp>
////////////////////////////////////////////////////////////
/// This file just includes the OpenGL headers,
/// which have actually different paths on each system
////////////////////////////////////////////////////////////
#if defined(SFML_SYSTEM_WINDOWS)
// The Visual C++ version of gl.h uses WINGDIAPI and APIENTRY but doesn't define them
#ifdef _MSC_VER
#include<windows.h>
#endif
#include<GL/gl.h>
#elif defined(SFML_SYSTEM_LINUX) || defined(SFML_SYSTEM_FREEBSD) || defined(SFML_SYSTEM_OPENBSD)
#if defined(SFML_OPENGL_ES)
#include<GLES/gl.h>
#include<GLES/glext.h>
#else
#include<GL/gl.h>
#endif
#elif defined(SFML_SYSTEM_MACOS)
#include<OpenGL/gl.h>
#elif defined (SFML_SYSTEM_IOS)
#include<OpenGLES/ES1/gl.h>
#include<OpenGLES/ES1/glext.h>
#elif defined (SFML_SYSTEM_ANDROID)
#include<GLES/gl.h>
#include<GLES/glext.h>
// We're not using OpenGL ES 2+ yet, but we can use the sRGB extension
#include<GLES2/gl2platform.h>
#include<GLES2/gl2ext.h>
#endif
#endif// SFML_OPENGL_HPP

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