Add GLFW_COCOA_RETINA_FRAMEBUFFER
Look, a can of worms! I wonder what's inside.
This adds the first platform specific window hint, transforming
a compile-time option to a run-time per-window one.
diff --git a/include/GLFW/glfw3.h b/include/GLFW/glfw3.h
index d95a9b7..b8d4cef 100644
--- a/include/GLFW/glfw3.h
+++ b/include/GLFW/glfw3.h
@@ -776,6 +776,8 @@
#define GLFW_CONTEXT_NO_ERROR 0x0002200A
#define GLFW_CONTEXT_CREATION_API 0x0002200B
+#define GLFW_COCOA_RETINA_FRAMEBUFFER 0x00023001
+
#define GLFW_NO_API 0
#define GLFW_OPENGL_API 0x00030001
#define GLFW_OPENGL_ES_API 0x00030002
@@ -1972,9 +1974,10 @@
* [compile-time option](@ref compile_options_osx).
*
* @remark @macos On OS X 10.10 and later the window frame will not be rendered
- * at full resolution on Retina displays unless the `NSHighResolutionCapable`
- * key is enabled in the application bundle's `Info.plist`. For more
- * information, see
+ * at full resolution on Retina displays unless the
+ * [GLFW_COCOA_RETINA_FRAMEBUFFER](@ref GLFW_COCOA_RETINA_FRAMEBUFFER_hint)
+ * hint is `GLFW_TRUE` and the `NSHighResolutionCapable` key is enabled in the
+ * application bundle's `Info.plist`. For more information, see
* [High Resolution Guidelines for OS X](https://developer.apple.com/library/mac/documentation/GraphicsAnimation/Conceptual/HighResolutionOSX/Explained/Explained.html)
* in the Mac Developer Library. The GLFW test and example programs use
* a custom `Info.plist` template for this, which can be found as