diff --git a/glfw/src/TODO b/glfw/src/TODO
deleted file mode 100644
index 6810476..0000000
--- a/glfw/src/TODO
+++ /dev/null
@@ -1,2719 +0,0 @@
-
-GLFW_INCLUDE_VULKAN
-#if defined(GLFW_INCLUDE_ES1)
- #if defined(GLFW_INCLUDE_GLEXT)
-#elif defined(GLFW_INCLUDE_ES2)
-#elif defined(GLFW_INCLUDE_ES3)
-#elif defined(GLFW_INCLUDE_ES31)
-#elif defined(GLFW_INCLUDE_ES32)
-#elif defined(GLFW_INCLUDE_GLCOREARB)
- #if defined(GLFW_INCLUDE_GLU)
-
-zig build test -Dtarget=x86_64-windows --verbose 2>&1|less
-
-/// One.
-///
-/// This is only semantic sugar for the number 1. You can instead use `1` or
-/// `true` or `_True` or `GL_TRUE` or `VK_TRUE` or anything else that is equal
-/// to one.
-///
-/// @ingroup init
-#define GLFW_TRUE 1
-/// Zero.
-///
-/// This is only semantic sugar for the number 0. You can instead use `0` or
-/// `false` or `_False` or `GL_FALSE` or `VK_FALSE` or anything else that is
-/// equal to zero.
-///
-/// @ingroup init
-#define GLFW_FALSE 0
-
-
-/*************************************************************************
-///GLFW API types
- *************************************************************************/
-
-/// Client API function pointer type.
-///
-/// Generic function pointer used for returning client API function pointers
-/// without forcing a cast from a regular pointer.
-///
-/// see also: context_glext, glfwGetProcAddress
-///
-///
-/// @ingroup context
-typedef void (*GLFWglproc)(void);
-
-/// Vulkan API function pointer type.
-///
-/// Generic function pointer used for returning Vulkan API function pointers
-/// without forcing a cast from a regular pointer.
-///
-/// see also: vulkan_proc, glfwGetInstanceProcAddress
-///
-///
-/// @ingroup vulkan
-typedef void (*GLFWvkproc)(void);
-
-/// Opaque cursor object.
-///
-/// Opaque cursor object.
-///
-/// see also: cursor_object
-///
-///
-/// @ingroup input
-typedef struct GLFWcursor GLFWcursor;
-
-/// The function pointer type for error callbacks.
-///
-/// This is the function pointer type for error callbacks. An error callback
-/// function has the following signature:
-/// @code
-/// void callback_name(int error_code, const char* description)
-/// @endcode
-///
-/// @param[in] error_code An error code. Future releases may add
-/// more error codes.
-/// @param[in] description A UTF-8 encoded string describing the error.
-///
-/// @pointer_lifetime The error description string is valid until the callback
-/// function returns.
-///
-/// see also: error_handling, glfwSetErrorCallback
-///
-///
-/// @ingroup init
-typedef void (* GLFWerrorfun)(int,const char*);
-
-/// The function pointer type for window position callbacks.
-///
-/// This is the function pointer type for window position callbacks. A window
-/// position callback function has the following signature:
-/// @code
-/// void callback_name(GLFWwindow* window, int xpos, int ypos)
-/// @endcode
-///
-/// @param[in] window The window that was moved.
-/// @param[in] xpos The new x-coordinate, in screen coordinates, of the
-/// upper-left corner of the content area of the window.
-/// @param[in] ypos The new y-coordinate, in screen coordinates, of the
-/// upper-left corner of the content area of the window.
-///
-/// see also: window_pos, glfwSetWindowPosCallback
-///
-typedef void (* GLFWwindowposfun)(GLFWwindow*,int,int);
-
-/// The function pointer type for window size callbacks.
-///
-/// This is the function pointer type for window size callbacks. A window size
-/// callback function has the following signature:
-/// @code
-/// void callback_name(GLFWwindow* window, int width, int height)
-/// @endcode
-///
-/// @param[in] window The window that was resized.
-/// @param[in] width The new width, in screen coordinates, of the window.
-/// @param[in] height The new height, in screen coordinates, of the window.
-///
-/// see also: window_size, glfw.Window.setSizeCallback
-///
-/// @glfw3 Added window handle parameter.
-typedef void (* GLFWwindowsizefun)(GLFWwindow*,int,int);
-
-/// The function pointer type for window close callbacks.
-///
-/// This is the function pointer type for window close callbacks. A window
-/// close callback function has the following signature:
-/// @code
-/// void function_name(GLFWwindow* window)
-/// @endcode
-///
-/// @param[in] window The window that the user attempted to close.
-///
-/// see also: window_close, glfw.Window.setCloseCallback
-///
-/// @glfw3 Added window handle parameter.
-typedef void (* GLFWwindowclosefun)(GLFWwindow*);
-
-/// The function pointer type for window content refresh callbacks.
-///
-/// This is the function pointer type for window content refresh callbacks.
-/// A window content refresh callback function has the following signature:
-/// @code
-/// void function_name(GLFWwindow* window);
-/// @endcode
-///
-/// @param[in] window The window whose content needs to be refreshed.
-///
-/// see also: window_refresh, glfw.Window.setRefreshCallback
-///
-/// @glfw3 Added window handle parameter.
-typedef void (* GLFWwindowrefreshfun)(GLFWwindow*);
-
-/// The function pointer type for window focus callbacks.
-///
-/// This is the function pointer type for window focus callbacks. A window
-/// focus callback function has the following signature:
-/// @code
-/// void function_name(GLFWwindow* window, int focused)
-/// @endcode
-///
-/// @param[in] window The window that gained or lost input focus.
-/// @param[in] focused `GLFW_TRUE` if the window was given input focus, or
-/// `GLFW_FALSE` if it lost it.
-///
-/// see also: window_focus, glfw.Window.setFocusCallback
-///
-typedef void (* GLFWwindowfocusfun)(GLFWwindow*,int);
-
-/// The function pointer type for window iconify callbacks.
-///
-/// This is the function pointer type for window iconify callbacks. A window
-/// iconify callback function has the following signature:
-/// @code
-/// void function_name(GLFWwindow* window, int iconified)
-/// @endcode
-///
-/// @param[in] window The window that was iconified or restored.
-/// @param[in] iconified `GLFW_TRUE` if the window was iconified, or
-/// `GLFW_FALSE` if it was restored.
-///
-/// see also: window_iconify, glfw.Window.setIconifyCallback
-///
-typedef void (* GLFWwindowiconifyfun)(GLFWwindow*,int);
-
-/// The function pointer type for window maximize callbacks.
-///
-/// This is the function pointer type for window maximize callbacks. A window
-/// maximize callback function has the following signature:
-/// @code
-/// void function_name(GLFWwindow* window, int maximized)
-/// @endcode
-///
-/// @param[in] window The window that was maximized or restored.
-/// @param[in] maximized `GLFW_TRUE` if the window was maximized, or
-/// `GLFW_FALSE` if it was restored.
-///
-/// see also: window_maximize, /// see also: glfw.Window.setMaximizeCallback
-///
-typedef void (* GLFWwindowmaximizefun)(GLFWwindow*,int);
-
-/// The function pointer type for framebuffer size callbacks.
-///
-/// This is the function pointer type for framebuffer size callbacks.
-/// A framebuffer size callback function has the following signature:
-/// @code
-/// void function_name(GLFWwindow* window, int width, int height)
-/// @endcode
-///
-/// @param[in] window The window whose framebuffer was resized.
-/// @param[in] width The new width, in pixels, of the framebuffer.
-/// @param[in] height The new height, in pixels, of the framebuffer.
-///
-/// see also: window_fbsize, glfw.Window.setFramebufferSizeCallback
-///
-typedef void (* GLFWframebuffersizefun)(GLFWwindow*,int,int);
-
-/// The function pointer type for window content scale callbacks.
-///
-/// This is the function pointer type for window content scale callbacks.
-/// A window content scale callback function has the following signature:
-/// @code
-/// void function_name(GLFWwindow* window, float xscale, float yscale)
-/// @endcode
-///
-/// @param[in] window The window whose content scale changed.
-/// @param[in] xscale The new x-axis content scale of the window.
-/// @param[in] yscale The new y-axis content scale of the window.
-///
-/// see also: window_scale, glfwSetWindowContentScaleCallback
-///
-typedef void (* GLFWwindowcontentscalefun)(GLFWwindow*,float,float);
-
-/// The function pointer type for mouse button callbacks.
-///
-/// This is the function pointer type for mouse button callback functions.
-/// A mouse button callback function has the following signature:
-/// @code
-/// void function_name(GLFWwindow* window, int button, int action, int mods)
-/// @endcode
-///
-/// @param[in] window The window that received the event.
-/// @param[in] button The mouse button that was pressed or
-/// released.
-/// @param[in] action One of `GLFW_PRESS` or `GLFW_RELEASE`. Future releases
-/// may add more actions.
-/// @param[in] mods Bit field describing which [modifier keys](@ref mods) were
-/// held down.
-///
-/// see also: input_mouse_button, glfwSetMouseButtonCallback
-///
-/// @glfw3 Added window handle and modifier mask parameters.
-///
-/// @ingroup input
-typedef void (* GLFWmousebuttonfun)(GLFWwindow*,int,int,int);
-
-/// The function pointer type for cursor position callbacks.
-///
-/// This is the function pointer type for cursor position callbacks. A cursor
-/// position callback function has the following signature:
-/// @code
-/// void function_name(GLFWwindow* window, double xpos, double ypos);
-/// @endcode
-///
-/// @param[in] window The window that received the event.
-/// @param[in] xpos The new cursor x-coordinate, relative to the left edge of
-/// the content area.
-/// @param[in] ypos The new cursor y-coordinate, relative to the top edge of the
-/// content area.
-///
-/// see also: cursor_pos, glfw.setCursorPosCallback
-/// Replaces `GLFWmouseposfun`.
-///
-/// @ingroup input
-typedef void (* GLFWcursorposfun)(GLFWwindow*,double,double);
-
-/// The function pointer type for cursor enter/leave callbacks.
-///
-/// This is the function pointer type for cursor enter/leave callbacks.
-/// A cursor enter/leave callback function has the following signature:
-/// @code
-/// void function_name(GLFWwindow* window, int entered)
-/// @endcode
-///
-/// @param[in] window The window that received the event.
-/// @param[in] entered `GLFW_TRUE` if the cursor entered the window's content
-/// area, or `GLFW_FALSE` if it left it.
-///
-/// see also: cursor_enter, glfwSetCursorEnterCallback
-///
-///
-/// @ingroup input
-typedef void (* GLFWcursorenterfun)(GLFWwindow*,int);
-
-/// The function pointer type for scroll callbacks.
-///
-/// This is the function pointer type for scroll callbacks. A scroll callback
-/// function has the following signature:
-/// @code
-/// void function_name(GLFWwindow* window, double xoffset, double yoffset)
-/// @endcode
-///
-/// @param[in] window The window that received the event.
-/// @param[in] xoffset The scroll offset along the x-axis.
-/// @param[in] yoffset The scroll offset along the y-axis.
-///
-/// see also: scrolling, glfwSetScrollCallback
-/// Replaces `GLFWmousewheelfun`.
-///
-/// @ingroup input
-typedef void (* GLFWscrollfun)(GLFWwindow*,double,double);
-
-/// The function pointer type for keyboard key callbacks.
-///
-/// This is the function pointer type for keyboard key callbacks. A keyboard
-/// key callback function has the following signature:
-/// @code
-/// void function_name(GLFWwindow* window, int key, int scancode, int action, int mods)
-/// @endcode
-///
-/// @param[in] window The window that received the event.
-/// @param[in] key The [keyboard key](@ref keys) that was pressed or released.
-/// @param[in] scancode The system-specific scancode of the key.
-/// @param[in] action `GLFW_PRESS`, `GLFW_RELEASE` or `GLFW_REPEAT`. Future
-/// releases may add more actions.
-/// @param[in] mods Bit field describing which [modifier keys](@ref mods) were
-/// held down.
-///
-/// see also: input_key, glfwSetKeyCallback
-///
-/// @glfw3 Added window handle, scancode and modifier mask parameters.
-///
-/// @ingroup input
-typedef void (* GLFWkeyfun)(GLFWwindow*,int,int,int,int);
-
-/// The function pointer type for Unicode character callbacks.
-///
-/// This is the function pointer type for Unicode character callbacks.
-/// A Unicode character callback function has the following signature:
-/// @code
-/// void function_name(GLFWwindow* window, unsigned int codepoint)
-/// @endcode
-///
-/// @param[in] window The window that received the event.
-/// @param[in] codepoint The Unicode code point of the character.
-///
-/// see also: input_char, glfwSetCharCallback
-///
-/// @glfw3 Added window handle parameter.
-///
-/// @ingroup input
-typedef void (* GLFWcharfun)(GLFWwindow*,unsigned int);
-
-/// The function pointer type for path drop callbacks.
-///
-/// This is the function pointer type for path drop callbacks. A path drop
-/// callback function has the following signature:
-/// @code
-/// void function_name(GLFWwindow* window, int path_count, const char* paths[])
-/// @endcode
-///
-/// @param[in] window The window that received the event.
-/// @param[in] path_count The number of dropped paths.
-/// @param[in] paths The UTF-8 encoded file and/or directory path names.
-///
-/// @pointer_lifetime The path array and its strings are valid until the
-/// callback function returns.
-///
-/// see also: path_drop, glfwSetDropCallback
-///
-///
-/// @ingroup input
-typedef void (* GLFWdropfun)(GLFWwindow*,int,const char*[]);
-
-/// The function pointer type for joystick configuration callbacks.
-///
-/// This is the function pointer type for joystick configuration callbacks.
-/// A joystick configuration callback function has the following signature:
-/// @code
-/// void function_name(int jid, int event)
-/// @endcode
-///
-/// @param[in] jid The joystick that was connected or disconnected.
-/// @param[in] event One of `GLFW_CONNECTED` or `GLFW_DISCONNECTED`. Future
-/// releases may add more events.
-///
-/// see also: joystick_event, glfwSetJoystickCallback
-///
-///
-/// @ingroup input
-typedef void (* GLFWjoystickfun)(int,int);
-
-/// Gamepad input state
-///
-/// This describes the input state of a gamepad.
-///
-/// see also: gamepad, glfwGetGamepadState
-///
-///
-/// @ingroup input
-typedef struct GLFWgamepadstate
-{
- /*! The states of each [gamepad button](@ref gamepad_buttons), `GLFW_PRESS`
- /// or `GLFW_RELEASE`.
- unsigned char buttons[15];
- /*! The states of each [gamepad axis](@ref gamepad_axes), in the range -1.0
- /// to 1.0 inclusive.
- float axes[6];
-} GLFWgamepadstate;
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-/*************************************************************************
-///GLFW API functions
- *************************************************************************/
-
-/// Restores the specified window.
-///
-/// This function restores the specified window if it was previously iconified
-/// (minimized) or maximized. If the window is already restored, this function
-/// does nothing.
-///
-/// If the specified window is a full screen window, the resolution chosen for
-/// the window is restored on the selected monitor.
-///
-/// @param[in] window The window to restore.
-///
-/// Possible errors include glfw.Error.NotInitialized and glfw.Error.PlatformError.
-///
-/// @thread_safety This function must only be called from the main thread.
-///
-/// see also: window_iconify, glfw.Window.iconify, glfw.Window.maximize
-///
-/// @glfw3 Added window handle parameter.
-GLFWAPI void glfwRestoreWindow(GLFWwindow* window);
-
-/// Maximizes the specified window.
-///
-/// This function maximizes the specified window if it was previously not
-/// maximized. If the window is already maximized, this function does nothing.
-///
-/// If the specified window is a full screen window, this function does nothing.
-///
-/// @param[in] window The window to maximize.
-///
-/// Possible errors include glfw.Error.NotInitialized and glfw.Error.PlatformError.
-///
-/// @par Thread Safety
-/// This function may only be called from the main thread.
-///
-/// see also: window_iconify, glfw.Window.iconify, glfw.Window.restore
-GLFWAPI void glfwMaximizeWindow(GLFWwindow* window);
-
-/// Makes the specified window visible.
-///
-/// This function makes the specified window visible if it was previously
-/// hidden. If the window is already visible or is in full screen mode, this
-/// function does nothing.
-///
-/// By default, windowed mode windows are focused when shown
-/// Set the [GLFW_FOCUS_ON_SHOW](@ref GLFW_FOCUS_ON_SHOW_hint) window hint
-/// to change this behavior for all newly created windows, or change the
-/// behavior for an existing window with glfw.Window.setAttrib.
-///
-/// @param[in] window The window to make visible.
-///
-/// Possible errors include glfw.Error.NotInitialized and glfw.Error.PlatformError.
-///
-/// @thread_safety This function must only be called from the main thread.
-///
-/// see also: window_hide, glfw.Window.hide
-///
-GLFWAPI void glfwShowWindow(GLFWwindow* window);
-
-/// Hides the specified window.
-///
-/// This function hides the specified window if it was previously visible. If
-/// the window is already hidden or is in full screen mode, this function does
-/// nothing.
-///
-/// @param[in] window The window to hide.
-///
-/// Possible errors include glfw.Error.NotInitialized and glfw.Error.PlatformError.
-///
-/// @thread_safety This function must only be called from the main thread.
-///
-/// see also: window_hide, glfw.Window.show
-///
-GLFWAPI void glfwHideWindow(GLFWwindow* window);
-
-/// Brings the specified window to front and sets input focus.
-///
-/// This function brings the specified window to front and sets input focus.
-/// The window should already be visible and not iconified.
-///
-/// By default, both windowed and full screen mode windows are focused when
-/// initially created. Set the [GLFW_FOCUSED](@ref GLFW_FOCUSED_hint) to
-/// disable this behavior.
-///
-/// Also by default, windowed mode windows are focused when shown
-/// with @ref glfwShowWindow. Set the
-/// [GLFW_FOCUS_ON_SHOW](@ref GLFW_FOCUS_ON_SHOW_hint) to disable this behavior.
-///
-/// __Do not use this function__ to steal focus from other applications unless
-/// you are certain that is what the user wants. Focus stealing can be
-/// extremely disruptive.
-///
-/// For a less disruptive way of getting the user's attention, see
-/// [attention requests](@ref window_attention).
-///
-/// @param[in] window The window to give input focus.
-///
-/// Possible errors include glfw.Error.NotInitialized and glfw.Error.PlatformError.
-///
-/// wayland: It is not possible for an application to bring its windows
-/// to front, this function will always emit glfw.Error.PlatformError.
-///
-/// @thread_safety This function must only be called from the main thread.
-///
-/// see also: window_focus, window_attention
-///
-GLFWAPI void glfwFocusWindow(GLFWwindow* window);
-
-/// Requests user attention to the specified window.
-///
-/// This function requests user attention to the specified window. On
-/// platforms where this is not supported, attention is requested to the
-/// application as a whole.
-///
-/// Once the user has given attention, usually by focusing the window or
-/// application, the system will end the request automatically.
-///
-/// @param[in] window The window to request attention to.
-///
-/// Possible errors include glfw.Error.NotInitialized and glfw.Error.PlatformError.
-///
-/// macos: Attention is requested to the application as a whole, not the
-/// specific window.
-///
-/// @thread_safety This function must only be called from the main thread.
-///
-/// see also: window_attention
-///
-GLFWAPI void glfwRequestWindowAttention(GLFWwindow* window);
-
-/// Returns the monitor that the window uses for full screen mode.
-///
-/// This function returns the handle of the monitor that the specified window is
-/// in full screen on.
-///
-/// @param[in] window The window to query.
-/// @return The monitor, or null if the window is in windowed mode or an
-/// error occurred.
-///
-/// Possible errors include glfw.Error.NotInitialized.
-///
-/// @thread_safety This function must only be called from the main thread.
-///
-/// see also: window_monitor, glfw.Window.setMonitor
-///
-GLFWAPI GLFWmonitor* glfwGetWindowMonitor(GLFWwindow* window);
-
-/// Sets the mode, monitor, video mode and placement of a window.
-///
-/// This function sets the monitor that the window uses for full screen mode or,
-/// if the monitor is null, makes it windowed mode.
-///
-/// When setting a monitor, this function updates the width, height and refresh
-/// rate of the desired video mode and switches to the video mode closest to it.
-/// The window position is ignored when setting a monitor.
-///
-/// When the monitor is null, the position, width and height are used to
-/// place the window content area. The refresh rate is ignored when no monitor
-/// is specified.
-///
-/// If you only wish to update the resolution of a full screen window or the
-/// size of a windowed mode window, see @ref glfwSetWindowSize.
-///
-/// When a window transitions from full screen to windowed mode, this function
-/// restores any previous window settings such as whether it is decorated,
-/// floating, resizable, has size or aspect ratio limits, etc.
-///
-/// @param[in] window The window whose monitor, size or video mode to set.
-/// @param[in] monitor The desired monitor, or null to set windowed mode.
-/// @param[in] xpos The desired x-coordinate of the upper-left corner of the
-/// content area.
-/// @param[in] ypos The desired y-coordinate of the upper-left corner of the
-/// content area.
-/// @param[in] width The desired with, in screen coordinates, of the content
-/// area or video mode.
-/// @param[in] height The desired height, in screen coordinates, of the content
-/// area or video mode.
-/// @param[in] refreshRate The desired refresh rate, in Hz, of the video mode,
-/// or `GLFW_DONT_CARE`.
-///
-/// Possible errors include glfw.Error.NotInitialized and glfw.Error.PlatformError.
-///
-/// The OpenGL or OpenGL ES context will not be destroyed or otherwise
-/// affected by any resizing or mode switching, although you may need to update
-/// your viewport if the framebuffer size has changed.
-///
-/// wayland: The desired window position is ignored, as there is no way
-/// for an application to set this property.
-///
-/// wayland: Setting the window to full screen will not attempt to
-/// change the mode, no matter what the requested size or refresh rate.
-///
-/// @thread_safety This function must only be called from the main thread.
-///
-/// see also: window_monitor, window_full_screen, glfw.Window.getMonitor, glfw.Window.setSize
-///
-GLFWAPI void glfwSetWindowMonitor(GLFWwindow* window, GLFWmonitor* monitor, int xpos, int ypos, int width, int height, int refreshRate);
-
-/// Returns an attribute of the specified window.
-///
-/// This function returns the value of an attribute of the specified window or
-/// its OpenGL or OpenGL ES context.
-///
-/// @param[in] window The window to query.
-/// @param[in] attrib The [window attribute](@ref window_attribs) whose value to
-/// return.
-/// @return The value of the attribute, or zero if an
-/// error occurred.
-///
-/// Possible errors include glfw.Error.NotInitialized, glfw.Error.InvalidEnum and glfw.Error.PlatformError.
-///
-/// Framebuffer related hints are not window attributes. See @ref
-/// window_attribs_fb for more information.
-///
-/// Zero is a valid value for many window and context related
-/// attributes so you cannot use a return value of zero as an indication of
-/// errors. However, this function should not fail as long as it is passed
-/// valid arguments and the library has been [initialized](@ref intro_init).
-///
-/// @thread_safety This function must only be called from the main thread.
-///
-/// see also: window_attribs, glfw.Window.setAttrib
-GLFWAPI int glfwGetWindowAttrib(GLFWwindow* window, int attrib);
-
-/// Sets an attribute of the specified window.
-///
-/// This function sets the value of an attribute of the specified window.
-///
-/// The supported attributes are [GLFW_DECORATED](@ref GLFW_DECORATED_attrib),
-/// [GLFW_RESIZABLE](@ref GLFW_RESIZABLE_attrib),
-/// [GLFW_FLOATING](@ref GLFW_FLOATING_attrib),
-/// [GLFW_AUTO_ICONIFY](@ref GLFW_AUTO_ICONIFY_attrib) and
-/// [GLFW_FOCUS_ON_SHOW](@ref GLFW_FOCUS_ON_SHOW_attrib).
-///
-/// Some of these attributes are ignored for full screen windows. The new
-/// value will take effect if the window is later made windowed.
-///
-/// Some of these attributes are ignored for windowed mode windows. The new
-/// value will take effect if the window is later made full screen.
-///
-/// @param[in] window The window to set the attribute for.
-/// @param[in] attrib A supported window attribute.
-/// @param[in] value `GLFW_TRUE` or `GLFW_FALSE`.
-///
-/// Possible errors include glfw.Error.NotInitialized, glfw.Error.InvalidEnum, glfw.Error.InvalidValue and glfw.Error.PlatformError.
-///
-/// Calling glfw.Window.getAttrib will always return the latest
-/// value, even if that value is ignored by the current mode of the window.
-///
-/// @thread_safety This function must only be called from the main thread.
-///
-/// see also: window_attribs, glfw.Window.getAttrib
-///
-GLFWAPI void glfwSetWindowAttrib(GLFWwindow* window, int attrib, int value);
-
-/// Sets the user pointer of the specified window.
-///
-/// This function sets the user-defined pointer of the specified window. The
-/// current value is retained until the window is destroyed. The initial value
-/// is null.
-///
-/// @param[in] window The window whose pointer to set.
-/// @param[in] pointer The new value.
-///
-/// Possible errors include glfw.Error.NotInitialized.
-///
-/// @thread_safety This function may be called from any thread. Access is not
-/// synchronized.
-///
-/// see also: window_userptr, glfwGetWindowUserPointer
-///
-GLFWAPI void glfwSetWindowUserPointer(GLFWwindow* window, void* pointer);
-
-/// Returns the user pointer of the specified window.
-///
-/// This function returns the current value of the user-defined pointer of the
-/// specified window. The initial value is null.
-///
-/// @param[in] window The window whose pointer to return.
-///
-/// Possible errors include glfw.Error.NotInitialized.
-///
-/// @thread_safety This function may be called from any thread. Access is not
-/// synchronized.
-///
-/// see also: window_userptr, glfwSetWindowUserPointer
-///
-GLFWAPI void* glfwGetWindowUserPointer(GLFWwindow* window);
-
-/// Sets the position callback for the specified window.
-///
-/// This function sets the position callback of the specified window, which is
-/// called when the window is moved. The callback is provided with the
-/// position, in screen coordinates, of the upper-left corner of the content
-/// area of the window.
-///
-/// @param[in] window The window whose callback to set.
-/// @param[in] callback The new callback, or null to remove the currently set
-/// callback.
-/// @return The previously set callback, or null if no callback was set or the
-/// library had not been [initialized](@ref intro_init).
-///
-/// @callback_signature
-/// @code
-/// void function_name(GLFWwindow* window, int xpos, int ypos)
-/// @endcode
-/// For more information about the callback parameters, see the
-/// [function pointer type](@ref GLFWwindowposfun).
-///
-/// Possible errors include glfw.Error.NotInitialized.
-///
-/// wayland: This callback will never be called, as there is no way for
-/// an application to know its global position.
-///
-/// @thread_safety This function must only be called from the main thread.
-///
-/// see also: window_pos
-///
-GLFWAPI GLFWwindowposfun glfwSetWindowPosCallback(GLFWwindow* window, GLFWwindowposfun callback);
-
-/// Sets the size callback for the specified window.
-///
-/// This function sets the size callback of the specified window, which is
-/// called when the window is resized. The callback is provided with the size,
-/// in screen coordinates, of the content area of the window.
-///
-/// @param[in] window The window whose callback to set.
-/// @param[in] callback The new callback, or null to remove the currently set
-/// callback.
-/// @return The previously set callback, or null if no callback was set or the
-/// library had not been [initialized](@ref intro_init).
-///
-/// @callback_signature
-/// @code
-/// void function_name(GLFWwindow* window, int width, int height)
-/// @endcode
-/// For more information about the callback parameters, see the
-/// [function pointer type](@ref GLFWwindowsizefun).
-///
-/// Possible errors include glfw.Error.NotInitialized.
-///
-/// @thread_safety This function must only be called from the main thread.
-///
-/// see also: window_size
-///
-/// @glfw3 Added window handle parameter and return value.
-GLFWAPI GLFWwindowsizefun glfwSetWindowSizeCallback(GLFWwindow* window, GLFWwindowsizefun callback);
-
-/// Sets the close callback for the specified window.
-///
-/// This function sets the close callback of the specified window, which is
-/// called when the user attempts to close the window, for example by clicking
-/// the close widget in the title bar.
-///
-/// The close flag is set before this callback is called, but you can modify it
-/// at any time with @ref glfwSetWindowShouldClose.
-///
-/// The close callback is not triggered by @ref glfwDestroyWindow.
-///
-/// @param[in] window The window whose callback to set.
-/// @param[in] callback The new callback, or null to remove the currently set
-/// callback.
-/// @return The previously set callback, or null if no callback was set or the
-/// library had not been [initialized](@ref intro_init).
-///
-/// @callback_signature
-/// @code
-/// void function_name(GLFWwindow* window)
-/// @endcode
-/// For more information about the callback parameters, see the
-/// [function pointer type](@ref GLFWwindowclosefun).
-///
-/// Possible errors include glfw.Error.NotInitialized.
-///
-/// macos: Selecting Quit from the application menu will trigger the
-/// close callback for all windows.
-///
-/// @thread_safety This function must only be called from the main thread.
-///
-/// see also: window_close
-///
-/// @glfw3 Added window handle parameter and return value.
-GLFWAPI GLFWwindowclosefun glfwSetWindowCloseCallback(GLFWwindow* window, GLFWwindowclosefun callback);
-
-/// Sets the refresh callback for the specified window.
-///
-/// This function sets the refresh callback of the specified window, which is
-/// called when the content area of the window needs to be redrawn, for example
-/// if the window has been exposed after having been covered by another window.
-///
-/// On compositing window systems such as Aero, Compiz, Aqua or Wayland, where
-/// the window contents are saved off-screen, this callback may be called only
-/// very infrequently or never at all.
-///
-/// @param[in] window The window whose callback to set.
-/// @param[in] callback The new callback, or null to remove the currently set
-/// callback.
-/// @return The previously set callback, or null if no callback was set or the
-/// library had not been [initialized](@ref intro_init).
-///
-/// @callback_signature
-/// @code
-/// void function_name(GLFWwindow* window);
-/// @endcode
-/// For more information about the callback parameters, see the
-/// [function pointer type](@ref GLFWwindowrefreshfun).
-///
-/// Possible errors include glfw.Error.NotInitialized.
-///
-/// @thread_safety This function must only be called from the main thread.
-///
-/// see also: window_refresh
-///
-/// @glfw3 Added window handle parameter and return value.
-GLFWAPI GLFWwindowrefreshfun glfwSetWindowRefreshCallback(GLFWwindow* window, GLFWwindowrefreshfun callback);
-
-/// Sets the focus callback for the specified window.
-///
-/// This function sets the focus callback of the specified window, which is
-/// called when the window gains or loses input focus.
-///
-/// After the focus callback is called for a window that lost input focus,
-/// synthetic key and mouse button release events will be generated for all such
-/// that had been pressed. For more information, see @ref glfwSetKeyCallback
-/// and @ref glfwSetMouseButtonCallback.
-///
-/// @param[in] window The window whose callback to set.
-/// @param[in] callback The new callback, or null to remove the currently set
-/// callback.
-/// @return The previously set callback, or null if no callback was set or the
-/// library had not been [initialized](@ref intro_init).
-///
-/// @callback_signature
-/// @code
-/// void function_name(GLFWwindow* window, int focused)
-/// @endcode
-/// For more information about the callback parameters, see the
-/// [function pointer type](@ref GLFWwindowfocusfun).
-///
-/// Possible errors include glfw.Error.NotInitialized.
-///
-/// @thread_safety This function must only be called from the main thread.
-///
-/// see also: window_focus
-///
-GLFWAPI GLFWwindowfocusfun glfwSetWindowFocusCallback(GLFWwindow* window, GLFWwindowfocusfun callback);
-
-/// Sets the iconify callback for the specified window.
-///
-/// This function sets the iconification callback of the specified window, which
-/// is called when the window is iconified or restored.
-///
-/// @param[in] window The window whose callback to set.
-/// @param[in] callback The new callback, or null to remove the currently set
-/// callback.
-/// @return The previously set callback, or null if no callback was set or the
-/// library had not been [initialized](@ref intro_init).
-///
-/// @callback_signature
-/// @code
-/// void function_name(GLFWwindow* window, int iconified)
-/// @endcode
-/// For more information about the callback parameters, see the
-/// [function pointer type](@ref GLFWwindowiconifyfun).
-///
-/// Possible errors include glfw.Error.NotInitialized.
-///
-/// wayland: The wl_shell protocol has no concept of iconification,
-/// this callback will never be called when using this deprecated protocol.
-///
-/// @thread_safety This function must only be called from the main thread.
-///
-/// see also: window_iconify
-///
-GLFWAPI GLFWwindowiconifyfun glfwSetWindowIconifyCallback(GLFWwindow* window, GLFWwindowiconifyfun callback);
-
-/// Sets the maximize callback for the specified window.
-///
-/// This function sets the maximization callback of the specified window, which
-/// is called when the window is maximized or restored.
-///
-/// @param[in] window The window whose callback to set.
-/// @param[in] callback The new callback, or null to remove the currently set
-/// callback.
-/// @return The previously set callback, or null if no callback was set or the
-/// library had not been [initialized](@ref intro_init).
-///
-/// @callback_signature
-/// @code
-/// void function_name(GLFWwindow* window, int maximized)
-/// @endcode
-/// For more information about the callback parameters, see the
-/// [function pointer type](@ref GLFWwindowmaximizefun).
-///
-/// Possible errors include glfw.Error.NotInitialized.
-///
-/// @thread_safety This function must only be called from the main thread.
-///
-/// see also: window_maximize
-///
-GLFWAPI GLFWwindowmaximizefun glfwSetWindowMaximizeCallback(GLFWwindow* window, GLFWwindowmaximizefun callback);
-
-/// Sets the framebuffer resize callback for the specified window.
-///
-/// This function sets the framebuffer resize callback of the specified window,
-/// which is called when the framebuffer of the specified window is resized.
-///
-/// @param[in] window The window whose callback to set.
-/// @param[in] callback The new callback, or null to remove the currently set
-/// callback.
-/// @return The previously set callback, or null if no callback was set or the
-/// library had not been [initialized](@ref intro_init).
-///
-/// @callback_signature
-/// @code
-/// void function_name(GLFWwindow* window, int width, int height)
-/// @endcode
-/// For more information about the callback parameters, see the
-/// [function pointer type](@ref GLFWframebuffersizefun).
-///
-/// Possible errors include glfw.Error.NotInitialized.
-///
-/// @thread_safety This function must only be called from the main thread.
-///
-/// see also: window_fbsize
-///
-GLFWAPI GLFWframebuffersizefun glfwSetFramebufferSizeCallback(GLFWwindow* window, GLFWframebuffersizefun callback);
-
-/// Sets the window content scale callback for the specified window.
-///
-/// This function sets the window content scale callback of the specified window,
-/// which is called when the content scale of the specified window changes.
-///
-/// @param[in] window The window whose callback to set.
-/// @param[in] callback The new callback, or null to remove the currently set
-/// callback.
-/// @return The previously set callback, or null if no callback was set or the
-/// library had not been [initialized](@ref intro_init).
-///
-/// @callback_signature
-/// @code
-/// void function_name(GLFWwindow* window, float xscale, float yscale)
-/// @endcode
-/// For more information about the callback parameters, see the
-/// [function pointer type](@ref GLFWwindowcontentscalefun).
-///
-/// Possible errors include glfw.Error.NotInitialized.
-///
-/// @thread_safety This function must only be called from the main thread.
-///
-/// see also: window_scale, glfw.Window.getContentScale
-///
-GLFWAPI GLFWwindowcontentscalefun glfwSetWindowContentScaleCallback(GLFWwindow* window, GLFWwindowcontentscalefun callback);
-
-/// Processes all pending events.
-///
-/// This function processes only those events that are already in the event
-/// queue and then returns immediately. Processing events will cause the window
-/// and input callbacks associated with those events to be called.
-///
-/// On some platforms, a window move, resize or menu operation will cause event
-/// processing to block. This is due to how event processing is designed on
-/// those platforms. You can use the
-/// [window refresh callback](@ref window_refresh) to redraw the contents of
-/// your window when necessary during such operations.
-///
-/// Do not assume that callbacks you set will _only_ be called in response to
-/// event processing functions like this one. While it is necessary to poll for
-/// events, window systems that require GLFW to register callbacks of its own
-/// can pass events to GLFW in response to many window system function calls.
-/// GLFW will pass those events on to the application callbacks before
-/// returning.
-///
-/// Event processing is not required for joystick input to work.
-///
-/// Possible errors include glfw.Error.NotInitialized and glfw.Error.PlatformError.
-///
-/// @reentrancy This function must not be called from a callback.
-///
-/// @thread_safety This function must only be called from the main thread.
-///
-/// see also: events, glfw.waitEvents, glfw.waitEventsTimeout
-///
-GLFWAPI void glfwPollEvents(void);
-
-/// Waits until events are queued and processes them.
-///
-/// This function puts the calling thread to sleep until at least one event is
-/// available in the event queue. Once one or more events are available,
-/// it behaves exactly like @ref glfwPollEvents, i.e. the events in the queue
-/// are processed and the function then returns immediately. Processing events
-/// will cause the window and input callbacks associated with those events to be
-/// called.
-///
-/// Since not all events are associated with callbacks, this function may return
-/// without a callback having been called even if you are monitoring all
-/// callbacks.
-///
-/// On some platforms, a window move, resize or menu operation will cause event
-/// processing to block. This is due to how event processing is designed on
-/// those platforms. You can use the
-/// [window refresh callback](@ref window_refresh) to redraw the contents of
-/// your window when necessary during such operations.
-///
-/// Do not assume that callbacks you set will _only_ be called in response to
-/// event processing functions like this one. While it is necessary to poll for
-/// events, window systems that require GLFW to register callbacks of its own
-/// can pass events to GLFW in response to many window system function calls.
-/// GLFW will pass those events on to the application callbacks before
-/// returning.
-///
-/// Event processing is not required for joystick input to work.
-///
-/// Possible errors include glfw.Error.NotInitialized and glfw.Error.PlatformError.
-///
-/// @reentrancy This function must not be called from a callback.
-///
-/// @thread_safety This function must only be called from the main thread.
-///
-/// see also: events, glfw.pollEvents, glfw.waitEventsTimeout
-///
-GLFWAPI void glfwWaitEvents(void);
-
-/// Waits with timeout until events are queued and processes them.
-///
-/// This function puts the calling thread to sleep until at least one event is
-/// available in the event queue, or until the specified timeout is reached. If
-/// one or more events are available, it behaves exactly like @ref
-/// glfwPollEvents, i.e. the events in the queue are processed and the function
-/// then returns immediately. Processing events will cause the window and input
-/// callbacks associated with those events to be called.
-///
-/// The timeout value must be a positive finite number.
-///
-/// Since not all events are associated with callbacks, this function may return
-/// without a callback having been called even if you are monitoring all
-/// callbacks.
-///
-/// On some platforms, a window move, resize or menu operation will cause event
-/// processing to block. This is due to how event processing is designed on
-/// those platforms. You can use the
-/// [window refresh callback](@ref window_refresh) to redraw the contents of
-/// your window when necessary during such operations.
-///
-/// Do not assume that callbacks you set will _only_ be called in response to
-/// event processing functions like this one. While it is necessary to poll for
-/// events, window systems that require GLFW to register callbacks of its own
-/// can pass events to GLFW in response to many window system function calls.
-/// GLFW will pass those events on to the application callbacks before
-/// returning.
-///
-/// Event processing is not required for joystick input to work.
-///
-/// @param[in] timeout The maximum amount of time, in seconds, to wait.
-///
-/// Possible errors include glfw.Error.NotInitialized, glfw.Error.InvalidValue and glfw.Error.PlatformError.
-///
-/// @reentrancy This function must not be called from a callback.
-///
-/// @thread_safety This function must only be called from the main thread.
-///
-/// see also: events, glfw.pollEvents, glfw.waitEvents
-///
-GLFWAPI void glfwWaitEventsTimeout(double timeout);
-
-/// Posts an empty event to the event queue.
-///
-/// This function posts an empty event from the current thread to the event
-/// queue, causing @ref glfwWaitEvents or @ref glfwWaitEventsTimeout to return.
-///
-/// Possible errors include glfw.Error.NotInitialized and glfw.Error.PlatformError.
-///
-/// @thread_safety This function may be called from any thread.
-///
-/// see also: events, glfw.waitEvents, glfw.waitEventsTimeout
-///
-GLFWAPI void glfwPostEmptyEvent(void);
-
-/// Returns the value of an input option for the specified window.
-///
-/// This function returns the value of an input option for the specified window.
-/// The mode must be one of @ref GLFW_CURSOR, @ref GLFW_STICKY_KEYS,
-/// @ref GLFW_STICKY_MOUSE_BUTTONS, @ref GLFW_LOCK_KEY_MODS or
-/// @ref GLFW_RAW_MOUSE_MOTION.
-///
-/// @param[in] window The window to query.
-/// @param[in] mode One of `GLFW_CURSOR`, `GLFW_STICKY_KEYS`,
-/// `GLFW_STICKY_MOUSE_BUTTONS`, `GLFW_LOCK_KEY_MODS` or
-/// `GLFW_RAW_MOUSE_MOTION`.
-///
-/// Possible errors include glfw.Error.NotInitialized and glfw.Error.InvalidEnum.
-///
-/// @thread_safety This function must only be called from the main thread.
-///
-/// see also: glfw.setInputMode
-///
-///
-/// @ingroup input
-GLFWAPI int glfwGetInputMode(GLFWwindow* window, int mode);
-
-/// Sets an input option for the specified window.
-///
-/// This function sets an input mode option for the specified window. The mode
-/// must be one of @ref GLFW_CURSOR, @ref GLFW_STICKY_KEYS,
-/// @ref GLFW_STICKY_MOUSE_BUTTONS, @ref GLFW_LOCK_KEY_MODS or
-/// @ref GLFW_RAW_MOUSE_MOTION.
-///
-/// If the mode is `GLFW_CURSOR`, the value must be one of the following cursor
-/// modes:
-/// - `GLFW_CURSOR_NORMAL` makes the cursor visible and behaving normally.
-/// - `GLFW_CURSOR_HIDDEN` makes the cursor invisible when it is over the
-/// content area of the window but does not restrict the cursor from leaving.
-/// - `GLFW_CURSOR_DISABLED` hides and grabs the cursor, providing virtual
-/// and unlimited cursor movement. This is useful for implementing for
-/// example 3D camera controls.
-///
-/// If the mode is `GLFW_STICKY_KEYS`, the value must be either `GLFW_TRUE` to
-/// enable sticky keys, or `GLFW_FALSE` to disable it. If sticky keys are
-/// enabled, a key press will ensure that @ref glfwGetKey returns `GLFW_PRESS`
-/// the next time it is called even if the key had been released before the
-/// call. This is useful when you are only interested in whether keys have been
-/// pressed but not when or in which order.
-///
-/// If the mode is `GLFW_STICKY_MOUSE_BUTTONS`, the value must be either
-/// `GLFW_TRUE` to enable sticky mouse buttons, or `GLFW_FALSE` to disable it.
-/// If sticky mouse buttons are enabled, a mouse button press will ensure that
-/// @ref glfwGetMouseButton returns `GLFW_PRESS` the next time it is called even
-/// if the mouse button had been released before the call. This is useful when
-/// you are only interested in whether mouse buttons have been pressed but not
-/// when or in which order.
-///
-/// If the mode is `GLFW_LOCK_KEY_MODS`, the value must be either `GLFW_TRUE` to
-/// enable lock key modifier bits, or `GLFW_FALSE` to disable them. If enabled,
-/// callbacks that receive modifier bits will also have the @ref
-/// GLFW_MOD_CAPS_LOCK bit set when the event was generated with Caps Lock on,
-/// and the @ref GLFW_MOD_NUM_LOCK bit when Num Lock was on.
-///
-/// If the mode is `GLFW_RAW_MOUSE_MOTION`, the value must be either `GLFW_TRUE`
-/// to enable raw (unscaled and unaccelerated) mouse motion when the cursor is
-/// disabled, or `GLFW_FALSE` to disable it. If raw motion is not supported,
-/// attempting to set this will emit glfw.Error.PlatformError. Call @ref
-/// glfwRawMouseMotionSupported to check for support.
-///
-/// @param[in] window The window whose input mode to set.
-/// @param[in] mode One of `GLFW_CURSOR`, `GLFW_STICKY_KEYS`,
-/// `GLFW_STICKY_MOUSE_BUTTONS`, `GLFW_LOCK_KEY_MODS` or
-/// `GLFW_RAW_MOUSE_MOTION`.
-/// @param[in] value The new value of the specified input mode.
-///
-/// Possible errors include glfw.Error.NotInitialized, glfw.Error.InvalidEnum and glfw.Error.PlatformError.
-///
-/// @thread_safety This function must only be called from the main thread.
-///
-/// see also: glfw.getInputMode
-/// Replaces `glfwEnable` and `glfwDisable`.
-///
-/// @ingroup input
-GLFWAPI void glfwSetInputMode(GLFWwindow* window, int mode, int value);
-
-/// Returns whether raw mouse motion is supported.
-///
-/// This function returns whether raw mouse motion is supported on the current
-/// system. This status does not change after GLFW has been initialized so you
-/// only need to check this once. If you attempt to enable raw motion on
-/// a system that does not support it, glfw.Error.PlatformError will be emitted.
-///
-/// Raw mouse motion is closer to the actual motion of the mouse across
-/// a surface. It is not affected by the scaling and acceleration applied to
-/// the motion of the desktop cursor. That processing is suitable for a cursor
-/// while raw motion is better for controlling for example a 3D camera. Because
-/// of this, raw mouse motion is only provided when the cursor is disabled.
-///
-/// @return `GLFW_TRUE` if raw mouse motion is supported on the current machine,
-/// or `GLFW_FALSE` otherwise.
-///
-/// Possible errors include glfw.Error.NotInitialized.
-///
-/// @thread_safety This function must only be called from the main thread.
-///
-/// see also: raw_mouse_motion, glfw.setInputMode
-///
-///
-/// @ingroup input
-GLFWAPI int glfwRawMouseMotionSupported(void);
-
-/// Returns the layout-specific name of the specified printable key.
-///
-/// This function returns the name of the specified printable key, encoded as
-/// UTF-8. This is typically the character that key would produce without any
-/// modifier keys, intended for displaying key bindings to the user. For dead
-/// keys, it is typically the diacritic it would add to a character.
-///
-/// __Do not use this function__ for [text input](@ref input_char). You will
-/// break text input for many languages even if it happens to work for yours.
-///
-/// If the key is `GLFW_KEY_UNKNOWN`, the scancode is used to identify the key,
-/// otherwise the scancode is ignored. If you specify a non-printable key, or
-/// `GLFW_KEY_UNKNOWN` and a scancode that maps to a non-printable key, this
-/// function returns null but does not emit an error.
-///
-/// This behavior allows you to always pass in the arguments in the
-/// [key callback](@ref input_key) without modification.
-///
-/// The printable keys are:
-/// - `GLFW_KEY_APOSTROPHE`
-/// - `GLFW_KEY_COMMA`
-/// - `GLFW_KEY_MINUS`
-/// - `GLFW_KEY_PERIOD`
-/// - `GLFW_KEY_SLASH`
-/// - `GLFW_KEY_SEMICOLON`
-/// - `GLFW_KEY_EQUAL`
-/// - `GLFW_KEY_LEFT_BRACKET`
-/// - `GLFW_KEY_RIGHT_BRACKET`
-/// - `GLFW_KEY_BACKSLASH`
-/// - `GLFW_KEY_WORLD_1`
-/// - `GLFW_KEY_WORLD_2`
-/// - `GLFW_KEY_0` to `GLFW_KEY_9`
-/// - `GLFW_KEY_A` to `GLFW_KEY_Z`
-/// - `GLFW_KEY_KP_0` to `GLFW_KEY_KP_9`
-/// - `GLFW_KEY_KP_DECIMAL`
-/// - `GLFW_KEY_KP_DIVIDE`
-/// - `GLFW_KEY_KP_MULTIPLY`
-/// - `GLFW_KEY_KP_SUBTRACT`
-/// - `GLFW_KEY_KP_ADD`
-/// - `GLFW_KEY_KP_EQUAL`
-///
-/// Names for printable keys depend on keyboard layout, while names for
-/// non-printable keys are the same across layouts but depend on the application
-/// language and should be localized along with other user interface text.
-///
-/// @param[in] key The key to query, or `GLFW_KEY_UNKNOWN`.
-/// @param[in] scancode The scancode of the key to query.
-/// @return The UTF-8 encoded, layout-specific name of the key, or null.
-///
-/// Possible errors include glfw.Error.NotInitialized and glfw.Error.PlatformError.
-///
-/// The contents of the returned string may change when a keyboard
-/// layout change event is received.
-///
-/// @pointer_lifetime The returned string is allocated and freed by GLFW. You
-/// should not free it yourself. It is valid until the library is terminated.
-///
-/// @thread_safety This function must only be called from the main thread.
-///
-/// see also: input_key_name
-///
-///
-/// @ingroup input
-GLFWAPI const char* glfwGetKeyName(int key, int scancode);
-
-/// Returns the platform-specific scancode of the specified key.
-///
-/// This function returns the platform-specific scancode of the specified key.
-///
-/// If the key is `GLFW_KEY_UNKNOWN` or does not exist on the keyboard this
-/// method will return `-1`.
-///
-/// @param[in] key Any [named key](@ref keys).
-/// @return The platform-specific scancode for the key, or `-1` if an
-/// error occurred.
-///
-/// Possible errors include glfw.Error.NotInitialized, glfw.Error.InvalidEnum and glfw.Error.PlatformError.
-///
-/// @thread_safety This function may be called from any thread.
-///
-/// see also: input_key
-///
-///
-/// @ingroup input
-GLFWAPI int glfwGetKeyScancode(int key);
-
-/// Returns the last reported state of a keyboard key for the specified
-/// window.
-///
-/// This function returns the last state reported for the specified key to the
-/// specified window. The returned state is one of `GLFW_PRESS` or
-/// `GLFW_RELEASE`. The higher-level action `GLFW_REPEAT` is only reported to
-/// the key callback.
-///
-/// If the @ref GLFW_STICKY_KEYS input mode is enabled, this function returns
-/// `GLFW_PRESS` the first time you call it for a key that was pressed, even if
-/// that key has already been released.
-///
-/// The key functions deal with physical keys, with [key tokens](@ref keys)
-/// named after their use on the standard US keyboard layout. If you want to
-/// input text, use the Unicode character callback instead.
-///
-/// The [modifier key bit masks](@ref mods) are not key tokens and cannot be
-/// used with this function.
-///
-/// __Do not use this function__ to implement [text input](@ref input_char).
-///
-/// @param[in] window The desired window.
-/// @param[in] key The desired [keyboard key](@ref keys). `GLFW_KEY_UNKNOWN` is
-/// not a valid key for this function.
-/// @return One of `GLFW_PRESS` or `GLFW_RELEASE`.
-///
-/// Possible errors include glfw.Error.NotInitialized and glfw.Error.InvalidEnum.
-///
-/// @thread_safety This function must only be called from the main thread.
-///
-/// see also: input_key
-///
-/// @glfw3 Added window handle parameter.
-///
-/// @ingroup input
-GLFWAPI int glfwGetKey(GLFWwindow* window, int key);
-
-/// Returns the last reported state of a mouse button for the specified
-/// window.
-///
-/// This function returns the last state reported for the specified mouse button
-/// to the specified window. The returned state is one of `GLFW_PRESS` or
-/// `GLFW_RELEASE`.
-///
-/// If the @ref GLFW_STICKY_MOUSE_BUTTONS input mode is enabled, this function
-/// returns `GLFW_PRESS` the first time you call it for a mouse button that was
-/// pressed, even if that mouse button has already been released.
-///
-/// @param[in] window The desired window.
-/// @param[in] button The desired mouse button.
-/// @return One of `GLFW_PRESS` or `GLFW_RELEASE`.
-///
-/// Possible errors include glfw.Error.NotInitialized and glfw.Error.InvalidEnum.
-///
-/// @thread_safety This function must only be called from the main thread.
-///
-/// see also: input_mouse_button
-///
-/// @glfw3 Added window handle parameter.
-///
-/// @ingroup input
-GLFWAPI int glfwGetMouseButton(GLFWwindow* window, int button);
-
-/// Retrieves the position of the cursor relative to the content area of
-/// the window.
-///
-/// This function returns the position of the cursor, in screen coordinates,
-/// relative to the upper-left corner of the content area of the specified
-/// window.
-///
-/// If the cursor is disabled (with `GLFW_CURSOR_DISABLED`) then the cursor
-/// position is unbounded and limited only by the minimum and maximum values of
-/// a `double`.
-///
-/// The coordinate can be converted to their integer equivalents with the
-/// `floor` function. Casting directly to an integer type works for positive
-/// coordinates, but fails for negative ones.
-///
-/// Any or all of the position arguments may be null. If an error occurs, all
-/// non-null position arguments will be set to zero.
-///
-/// @param[in] window The desired window.
-/// @param[out] xpos Where to store the cursor x-coordinate, relative to the
-/// left edge of the content area, or null.
-/// @param[out] ypos Where to store the cursor y-coordinate, relative to the to
-/// top edge of the content area, or null.
-///
-/// Possible errors include glfw.Error.NotInitialized and glfw.Error.PlatformError.
-///
-/// @thread_safety This function must only be called from the main thread.
-///
-/// see also: cursor_pos, glfw.setCursorPos
-/// Replaces `glfwGetMousePos`.
-///
-/// @ingroup input
-GLFWAPI void glfwGetCursorPos(GLFWwindow* window, double* xpos, double* ypos);
-
-/// Sets the position of the cursor, relative to the content area of the
-/// window.
-///
-/// This function sets the position, in screen coordinates, of the cursor
-/// relative to the upper-left corner of the content area of the specified
-/// window. The window must have input focus. If the window does not have
-/// input focus when this function is called, it fails silently.
-///
-/// __Do not use this function__ to implement things like camera controls. GLFW
-/// already provides the `GLFW_CURSOR_DISABLED` cursor mode that hides the
-/// cursor, transparently re-centers it and provides unconstrained cursor
-/// motion. See @ref glfwSetInputMode for more information.
-///
-/// If the cursor mode is `GLFW_CURSOR_DISABLED` then the cursor position is
-/// unconstrained and limited only by the minimum and maximum values of
-/// a `double`.
-///
-/// @param[in] window The desired window.
-/// @param[in] xpos The desired x-coordinate, relative to the left edge of the
-/// content area.
-/// @param[in] ypos The desired y-coordinate, relative to the top edge of the
-/// content area.
-///
-/// Possible errors include glfw.Error.NotInitialized and glfw.Error.PlatformError.
-///
-/// wayland: This function will only work when the cursor mode is
-/// `GLFW_CURSOR_DISABLED`, otherwise it will do nothing.
-///
-/// @thread_safety This function must only be called from the main thread.
-///
-/// see also: cursor_pos, glfw.getCursorPos
-/// Replaces `glfwSetMousePos`.
-///
-/// @ingroup input
-GLFWAPI void glfwSetCursorPos(GLFWwindow* window, double xpos, double ypos);
-
-/// Creates a custom cursor.
-///
-/// Creates a new custom cursor image that can be set for a window with @ref
-/// glfwSetCursor. The cursor can be destroyed with @ref glfwDestroyCursor.
-/// Any remaining cursors are destroyed by @ref glfwTerminate.
-///
-/// The pixels are 32-bit, little-endian, non-premultiplied RGBA, i.e. eight
-/// bits per channel with the red channel first. They are arranged canonically
-/// as packed sequential rows, starting from the top-left corner.
-///
-/// The cursor hotspot is specified in pixels, relative to the upper-left corner
-/// of the cursor image. Like all other coordinate systems in GLFW, the X-axis
-/// points to the right and the Y-axis points down.
-///
-/// @param[in] image The desired cursor image.
-/// @param[in] xhot The desired x-coordinate, in pixels, of the cursor hotspot.
-/// @param[in] yhot The desired y-coordinate, in pixels, of the cursor hotspot.
-/// @return The handle of the created cursor, or null if an
-/// error occurred.
-///
-/// Possible errors include glfw.Error.NotInitialized and glfw.Error.PlatformError.
-///
-/// @pointer_lifetime The specified image data is copied before this function
-/// returns.
-///
-/// @thread_safety This function must only be called from the main thread.
-///
-/// see also: cursor_object, glfwDestroyCursor, glfwCreateStandardCursor
-///
-///
-/// @ingroup input
-GLFWAPI GLFWcursor* glfwCreateCursor(const GLFWimage* image, int xhot, int yhot);
-
-/// Creates a cursor with a standard shape.
-///
-/// Returns a cursor with a [standard shape](@ref shapes), that can be set for
-/// a window with @ref glfwSetCursor.
-///
-/// @param[in] shape One of the [standard shapes](@ref shapes).
-/// @return A new cursor ready to use or null if an
-/// error occurred.
-///
-/// Possible errors include glfw.Error.NotInitialized, glfw.Error.InvalidEnum and glfw.Error.PlatformError.
-///
-/// @thread_safety This function must only be called from the main thread.
-///
-/// see also: cursor_object, glfwCreateCursor
-///
-///
-/// @ingroup input
-GLFWAPI GLFWcursor* glfwCreateStandardCursor(int shape);
-
-/// Destroys a cursor.
-///
-/// This function destroys a cursor previously created with @ref
-/// glfwCreateCursor. Any remaining cursors will be destroyed by @ref
-/// glfwTerminate.
-///
-/// If the specified cursor is current for any window, that window will be
-/// reverted to the default cursor. This does not affect the cursor mode.
-///
-/// @param[in] cursor The cursor object to destroy.
-///
-/// Possible errors include glfw.Error.NotInitialized and glfw.Error.PlatformError.
-///
-/// @reentrancy This function must not be called from a callback.
-///
-/// @thread_safety This function must only be called from the main thread.
-///
-/// see also: cursor_object, glfwCreateCursor
-///
-///
-/// @ingroup input
-GLFWAPI void glfwDestroyCursor(GLFWcursor* cursor);
-
-/// Sets the cursor for the window.
-///
-/// This function sets the cursor image to be used when the cursor is over the
-/// content area of the specified window. The set cursor will only be visible
-/// when the [cursor mode](@ref cursor_mode) of the window is
-/// `GLFW_CURSOR_NORMAL`.
-///
-/// On some platforms, the set cursor may not be visible unless the window also
-/// has input focus.
-///
-/// @param[in] window The window to set the cursor for.
-/// @param[in] cursor The cursor to set, or null to switch back to the default
-/// arrow cursor.
-///
-/// Possible errors include glfw.Error.NotInitialized and glfw.Error.PlatformError.
-///
-/// @thread_safety This function must only be called from the main thread.
-///
-/// see also: cursor_object
-///
-///
-/// @ingroup input
-GLFWAPI void glfwSetCursor(GLFWwindow* window, GLFWcursor* cursor);
-
-/// Sets the key callback.
-///
-/// This function sets the key callback of the specified window, which is called
-/// when a key is pressed, repeated or released.
-///
-/// The key functions deal with physical keys, with layout independent
-/// [key tokens](@ref keys) named after their values in the standard US keyboard
-/// layout. If you want to input text, use the
-/// [character callback](@ref glfwSetCharCallback) instead.
-///
-/// When a window loses input focus, it will generate synthetic key release
-/// events for all pressed keys. You can tell these events from user-generated
-/// events by the fact that the synthetic ones are generated after the focus
-/// loss event has been processed, i.e. after the
-/// [window focus callback](@ref glfwSetWindowFocusCallback) has been called.
-///
-/// The scancode of a key is specific to that platform or sometimes even to that
-/// machine. Scancodes are intended to allow users to bind keys that don't have
-/// a GLFW key token. Such keys have `key` set to `GLFW_KEY_UNKNOWN`, their
-/// state is not saved and so it cannot be queried with @ref glfwGetKey.
-///
-/// Sometimes GLFW needs to generate synthetic key events, in which case the
-/// scancode may be zero.
-///
-/// @param[in] window The window whose callback to set.
-/// @param[in] callback The new key callback, or null to remove the currently
-/// set callback.
-/// @return The previously set callback, or null if no callback was set or the
-/// library had not been [initialized](@ref intro_init).
-///
-/// @callback_signature
-/// @code
-/// void function_name(GLFWwindow* window, int key, int scancode, int action, int mods)
-/// @endcode
-/// For more information about the callback parameters, see the
-/// [function pointer type](@ref GLFWkeyfun).
-///
-/// Possible errors include glfw.Error.NotInitialized.
-///
-/// @thread_safety This function must only be called from the main thread.
-///
-/// see also: input_key
-///
-/// @glfw3 Added window handle parameter and return value.
-///
-/// @ingroup input
-GLFWAPI GLFWkeyfun glfwSetKeyCallback(GLFWwindow* window, GLFWkeyfun callback);
-
-/// Sets the Unicode character callback.
-///
-/// This function sets the character callback of the specified window, which is
-/// called when a Unicode character is input.
-///
-/// The character callback is intended for Unicode text input. As it deals with
-/// characters, it is keyboard layout dependent, whereas the
-/// [key callback](@ref glfwSetKeyCallback) is not. Characters do not map 1:1
-/// to physical keys, as a key may produce zero, one or more characters. If you
-/// want to know whether a specific physical key was pressed or released, see
-/// the key callback instead.
-///
-/// The character callback behaves as system text input normally does and will
-/// not be called if modifier keys are held down that would prevent normal text
-/// input on that platform, for example a Super (Command) key on macOS or Alt key
-/// on Windows.
-///
-/// @param[in] window The window whose callback to set.
-/// @param[in] callback The new callback, or null to remove the currently set
-/// callback.
-/// @return The previously set callback, or null if no callback was set or the
-/// library had not been [initialized](@ref intro_init).
-///
-/// @callback_signature
-/// @code
-/// void function_name(GLFWwindow* window, unsigned int codepoint)
-/// @endcode
-/// For more information about the callback parameters, see the
-/// [function pointer type](@ref GLFWcharfun).
-///
-/// Possible errors include glfw.Error.NotInitialized.
-///
-/// @thread_safety This function must only be called from the main thread.
-///
-/// see also: input_char
-///
-/// @glfw3 Added window handle parameter and return value.
-///
-/// @ingroup input
-GLFWAPI GLFWcharfun glfwSetCharCallback(GLFWwindow* window, GLFWcharfun callback);
-
-/// Sets the mouse button callback.
-///
-/// This function sets the mouse button callback of the specified window, which
-/// is called when a mouse button is pressed or released.
-///
-/// When a window loses input focus, it will generate synthetic mouse button
-/// release events for all pressed mouse buttons. You can tell these events
-/// from user-generated events by the fact that the synthetic ones are generated
-/// after the focus loss event has been processed, i.e. after the
-/// [window focus callback](@ref glfwSetWindowFocusCallback) has been called.
-///
-/// @param[in] window The window whose callback to set.
-/// @param[in] callback The new callback, or null to remove the currently set
-/// callback.
-/// @return The previously set callback, or null if no callback was set or the
-/// library had not been [initialized](@ref intro_init).
-///
-/// @callback_signature
-/// @code
-/// void function_name(GLFWwindow* window, int button, int action, int mods)
-/// @endcode
-/// For more information about the callback parameters, see the
-/// [function pointer type](@ref GLFWmousebuttonfun).
-///
-/// Possible errors include glfw.Error.NotInitialized.
-///
-/// @thread_safety This function must only be called from the main thread.
-///
-/// see also: input_mouse_button
-///
-/// @glfw3 Added window handle parameter and return value.
-///
-/// @ingroup input
-GLFWAPI GLFWmousebuttonfun glfwSetMouseButtonCallback(GLFWwindow* window, GLFWmousebuttonfun callback);
-
-/// Sets the cursor position callback.
-///
-/// This function sets the cursor position callback of the specified window,
-/// which is called when the cursor is moved. The callback is provided with the
-/// position, in screen coordinates, relative to the upper-left corner of the
-/// content area of the window.
-///
-/// @param[in] window The window whose callback to set.
-/// @param[in] callback The new callback, or null to remove the currently set
-/// callback.
-/// @return The previously set callback, or null if no callback was set or the
-/// library had not been [initialized](@ref intro_init).
-///
-/// @callback_signature
-/// @code
-/// void function_name(GLFWwindow* window, double xpos, double ypos);
-/// @endcode
-/// For more information about the callback parameters, see the
-/// [function pointer type](@ref GLFWcursorposfun).
-///
-/// Possible errors include glfw.Error.NotInitialized.
-///
-/// @thread_safety This function must only be called from the main thread.
-///
-/// see also: cursor_pos
-/// Replaces `glfwSetMousePosCallback`.
-///
-/// @ingroup input
-GLFWAPI GLFWcursorposfun glfwSetCursorPosCallback(GLFWwindow* window, GLFWcursorposfun callback);
-
-/// Sets the cursor enter/leave callback.
-///
-/// This function sets the cursor boundary crossing callback of the specified
-/// window, which is called when the cursor enters or leaves the content area of
-/// the window.
-///
-/// @param[in] window The window whose callback to set.
-/// @param[in] callback The new callback, or null to remove the currently set
-/// callback.
-/// @return The previously set callback, or null if no callback was set or the
-/// library had not been [initialized](@ref intro_init).
-///
-/// @callback_signature
-/// @code
-/// void function_name(GLFWwindow* window, int entered)
-/// @endcode
-/// For more information about the callback parameters, see the
-/// [function pointer type](@ref GLFWcursorenterfun).
-///
-/// Possible errors include glfw.Error.NotInitialized.
-///
-/// @thread_safety This function must only be called from the main thread.
-///
-/// see also: cursor_enter
-///
-///
-/// @ingroup input
-GLFWAPI GLFWcursorenterfun glfwSetCursorEnterCallback(GLFWwindow* window, GLFWcursorenterfun callback);
-
-/// Sets the scroll callback.
-///
-/// This function sets the scroll callback of the specified window, which is
-/// called when a scrolling device is used, such as a mouse wheel or scrolling
-/// area of a touchpad.
-///
-/// The scroll callback receives all scrolling input, like that from a mouse
-/// wheel or a touchpad scrolling area.
-///
-/// @param[in] window The window whose callback to set.
-/// @param[in] callback The new scroll callback, or null to remove the
-/// currently set callback.
-/// @return The previously set callback, or null if no callback was set or the
-/// library had not been [initialized](@ref intro_init).
-///
-/// @callback_signature
-/// @code
-/// void function_name(GLFWwindow* window, double xoffset, double yoffset)
-/// @endcode
-/// For more information about the callback parameters, see the
-/// [function pointer type](@ref GLFWscrollfun).
-///
-/// Possible errors include glfw.Error.NotInitialized.
-///
-/// @thread_safety This function must only be called from the main thread.
-///
-/// see also: scrolling
-/// Replaces `glfwSetMouseWheelCallback`.
-///
-/// @ingroup input
-GLFWAPI GLFWscrollfun glfwSetScrollCallback(GLFWwindow* window, GLFWscrollfun callback);
-
-/// Sets the path drop callback.
-///
-/// This function sets the path drop callback of the specified window, which is
-/// called when one or more dragged paths are dropped on the window.
-///
-/// Because the path array and its strings may have been generated specifically
-/// for that event, they are not guaranteed to be valid after the callback has
-/// returned. If you wish to use them after the callback returns, you need to
-/// make a deep copy.
-///
-/// @param[in] window The window whose callback to set.
-/// @param[in] callback The new file drop callback, or null to remove the
-/// currently set callback.
-/// @return The previously set callback, or null if no callback was set or the
-/// library had not been [initialized](@ref intro_init).
-///
-/// @callback_signature
-/// @code
-/// void function_name(GLFWwindow* window, int path_count, const char* paths[])
-/// @endcode
-/// For more information about the callback parameters, see the
-/// [function pointer type](@ref GLFWdropfun).
-///
-/// Possible errors include glfw.Error.NotInitialized.
-///
-/// wayland: File drop is currently unimplemented.
-///
-/// @thread_safety This function must only be called from the main thread.
-///
-/// see also: path_drop
-///
-///
-/// @ingroup input
-GLFWAPI GLFWdropfun glfwSetDropCallback(GLFWwindow* window, GLFWdropfun callback);
-
-/// Returns whether the specified joystick is present.
-///
-/// This function returns whether the specified joystick is present.
-///
-/// There is no need to call this function before other functions that accept
-/// a joystick ID, as they all check for presence before performing any other
-/// work.
-///
-/// @param[in] jid The [joystick](@ref joysticks) to query.
-/// @return `GLFW_TRUE` if the joystick is present, or `GLFW_FALSE` otherwise.
-///
-/// Possible errors include glfw.Error.NotInitialized, glfw.Error.InvalidEnum and glfw.Error.PlatformError.
-///
-/// @thread_safety This function must only be called from the main thread.
-///
-/// see also: joystick
-/// Replaces `glfwGetJoystickParam`.
-///
-/// @ingroup input
-GLFWAPI int glfwJoystickPresent(int jid);
-
-/// Returns the values of all axes of the specified joystick.
-///
-/// This function returns the values of all axes of the specified joystick.
-/// Each element in the array is a value between -1.0 and 1.0.
-///
-/// If the specified joystick is not present this function will return null
-/// but will not generate an error. This can be used instead of first calling
-/// @ref glfwJoystickPresent.
-///
-/// @param[in] jid The [joystick](@ref joysticks) to query.
-/// @param[out] count Where to store the number of axis values in the returned
-/// array. This is set to zero if the joystick is not present or an error
-/// occurred.
-/// @return An array of axis values, or null if the joystick is not present or
-/// an error occurred.
-///
-/// Possible errors include glfw.Error.NotInitialized, glfw.Error.InvalidEnum and glfw.Error.PlatformError.
-///
-/// @pointer_lifetime The returned array is allocated and freed by GLFW. You
-/// should not free it yourself. It is valid until the specified joystick is
-/// disconnected or the library is terminated.
-///
-/// @thread_safety This function must only be called from the main thread.
-///
-/// see also: joystick_axis
-/// Replaces `glfwGetJoystickPos`.
-///
-/// @ingroup input
-GLFWAPI const float* glfwGetJoystickAxes(int jid, int* count);
-
-/// Returns the state of all buttons of the specified joystick.
-///
-/// This function returns the state of all buttons of the specified joystick.
-/// Each element in the array is either `GLFW_PRESS` or `GLFW_RELEASE`.
-///
-/// For backward compatibility with earlier versions that did not have @ref
-/// glfwGetJoystickHats, the button array also includes all hats, each
-/// represented as four buttons. The hats are in the same order as returned by
-/// __glfwGetJoystickHats__ and are in the order _up_, _right_, _down_ and
-/// _left_. To disable these extra buttons, set the @ref
-/// GLFW_JOYSTICK_HAT_BUTTONS init hint before initialization.
-///
-/// If the specified joystick is not present this function will return null
-/// but will not generate an error. This can be used instead of first calling
-/// @ref glfwJoystickPresent.
-///
-/// @param[in] jid The [joystick](@ref joysticks) to query.
-/// @param[out] count Where to store the number of button states in the returned
-/// array. This is set to zero if the joystick is not present or an error
-/// occurred.
-/// @return An array of button states, or null if the joystick is not present
-/// or an error occurred.
-///
-/// Possible errors include glfw.Error.NotInitialized, glfw.Error.InvalidEnum and glfw.Error.PlatformError.
-///
-/// @pointer_lifetime The returned array is allocated and freed by GLFW. You
-/// should not free it yourself. It is valid until the specified joystick is
-/// disconnected or the library is terminated.
-///
-/// @thread_safety This function must only be called from the main thread.
-///
-/// see also: joystick_button
-///
-/// @glfw3 Changed to return a dynamic array.
-///
-/// @ingroup input
-GLFWAPI const unsigned char* glfwGetJoystickButtons(int jid, int* count);
-
-/// Returns the state of all hats of the specified joystick.
-///
-/// This function returns the state of all hats of the specified joystick.
-/// Each element in the array is one of the following values:
-///
-/// Name | Value
-/// ---- | -----
-/// `GLFW_HAT_CENTERED` | 0
-/// `GLFW_HAT_UP` | 1
-/// `GLFW_HAT_RIGHT` | 2
-/// `GLFW_HAT_DOWN` | 4
-/// `GLFW_HAT_LEFT` | 8
-/// `GLFW_HAT_RIGHT_UP` | `GLFW_HAT_RIGHT` \| `GLFW_HAT_UP`
-/// `GLFW_HAT_RIGHT_DOWN` | `GLFW_HAT_RIGHT` \| `GLFW_HAT_DOWN`
-/// `GLFW_HAT_LEFT_UP` | `GLFW_HAT_LEFT` \| `GLFW_HAT_UP`
-/// `GLFW_HAT_LEFT_DOWN` | `GLFW_HAT_LEFT` \| `GLFW_HAT_DOWN`
-///
-/// The diagonal directions are bitwise combinations of the primary (up, right,
-/// down and left) directions and you can test for these individually by ANDing
-/// it with the corresponding direction.
-///
-/// @code
-/// if (hats[2] & GLFW_HAT_RIGHT)
-/// {
-/// // State of hat 2 could be right-up, right or right-down
-/// }
-/// @endcode
-///
-/// If the specified joystick is not present this function will return null
-/// but will not generate an error. This can be used instead of first calling
-/// @ref glfwJoystickPresent.
-///
-/// @param[in] jid The [joystick](@ref joysticks) to query.
-/// @param[out] count Where to store the number of hat states in the returned
-/// array. This is set to zero if the joystick is not present or an error
-/// occurred.
-/// @return An array of hat states, or null if the joystick is not present
-/// or an error occurred.
-///
-/// Possible errors include glfw.Error.NotInitialized, glfw.Error.InvalidEnum and glfw.Error.PlatformError.
-///
-/// @pointer_lifetime The returned array is allocated and freed by GLFW. You
-/// should not free it yourself. It is valid until the specified joystick is
-/// disconnected, this function is called again for that joystick or the library
-/// is terminated.
-///
-/// @thread_safety This function must only be called from the main thread.
-///
-/// see also: joystick_hat
-///
-///
-/// @ingroup input
-GLFWAPI const unsigned char* glfwGetJoystickHats(int jid, int* count);
-
-/// Returns the name of the specified joystick.
-///
-/// This function returns the name, encoded as UTF-8, of the specified joystick.
-/// The returned string is allocated and freed by GLFW. You should not free it
-/// yourself.
-///
-/// If the specified joystick is not present this function will return null
-/// but will not generate an error. This can be used instead of first calling
-/// @ref glfwJoystickPresent.
-///
-/// @param[in] jid The [joystick](@ref joysticks) to query.
-/// @return The UTF-8 encoded name of the joystick, or null if the joystick
-/// is not present or an error occurred.
-///
-/// Possible errors include glfw.Error.NotInitialized, glfw.Error.InvalidEnum and glfw.Error.PlatformError.
-///
-/// @pointer_lifetime The returned string is allocated and freed by GLFW. You
-/// should not free it yourself. It is valid until the specified joystick is
-/// disconnected or the library is terminated.
-///
-/// @thread_safety This function must only be called from the main thread.
-///
-/// see also: joystick_name
-///
-///
-/// @ingroup input
-GLFWAPI const char* glfwGetJoystickName(int jid);
-
-/// Returns the SDL compatible GUID of the specified joystick.
-///
-/// This function returns the SDL compatible GUID, as a UTF-8 encoded
-/// hexadecimal string, of the specified joystick. The returned string is
-/// allocated and freed by GLFW. You should not free it yourself.
-///
-/// The GUID is what connects a joystick to a gamepad mapping. A connected
-/// joystick will always have a GUID even if there is no gamepad mapping
-/// assigned to it.
-///
-/// If the specified joystick is not present this function will return null
-/// but will not generate an error. This can be used instead of first calling
-/// @ref glfwJoystickPresent.
-///
-/// The GUID uses the format introduced in SDL 2.0.5. This GUID tries to
-/// uniquely identify the make and model of a joystick but does not identify
-/// a specific unit, e.g. all wired Xbox 360 controllers will have the same
-/// GUID on that platform. The GUID for a unit may vary between platforms
-/// depending on what hardware information the platform specific APIs provide.
-///
-/// @param[in] jid The [joystick](@ref joysticks) to query.
-/// @return The UTF-8 encoded GUID of the joystick, or null if the joystick
-/// is not present or an error occurred.
-///
-/// Possible errors include glfw.Error.NotInitialized, glfw.Error.InvalidEnum and glfw.Error.PlatformError.
-///
-/// @pointer_lifetime The returned string is allocated and freed by GLFW. You
-/// should not free it yourself. It is valid until the specified joystick is
-/// disconnected or the library is terminated.
-///
-/// @thread_safety This function must only be called from the main thread.
-///
-/// see also: gamepad
-///
-///
-/// @ingroup input
-GLFWAPI const char* glfwGetJoystickGUID(int jid);
-
-/// Sets the user pointer of the specified joystick.
-///
-/// This function sets the user-defined pointer of the specified joystick. The
-/// current value is retained until the joystick is disconnected. The initial
-/// value is null.
-///
-/// This function may be called from the joystick callback, even for a joystick
-/// that is being disconnected.
-///
-/// @param[in] jid The joystick whose pointer to set.
-/// @param[in] pointer The new value.
-///
-/// Possible errors include glfw.Error.NotInitialized.
-///
-/// @thread_safety This function may be called from any thread. Access is not
-/// synchronized.
-///
-/// see also: joystick_userptr, glfwGetJoystickUserPointer
-///
-///
-/// @ingroup input
-GLFWAPI void glfwSetJoystickUserPointer(int jid, void* pointer);
-
-/// Returns the user pointer of the specified joystick.
-///
-/// This function returns the current value of the user-defined pointer of the
-/// specified joystick. The initial value is null.
-///
-/// This function may be called from the joystick callback, even for a joystick
-/// that is being disconnected.
-///
-/// @param[in] jid The joystick whose pointer to return.
-///
-/// Possible errors include glfw.Error.NotInitialized.
-///
-/// @thread_safety This function may be called from any thread. Access is not
-/// synchronized.
-///
-/// see also: joystick_userptr, glfwSetJoystickUserPointer
-///
-///
-/// @ingroup input
-GLFWAPI void* glfwGetJoystickUserPointer(int jid);
-
-/// Returns whether the specified joystick has a gamepad mapping.
-///
-/// This function returns whether the specified joystick is both present and has
-/// a gamepad mapping.
-///
-/// If the specified joystick is present but does not have a gamepad mapping
-/// this function will return `GLFW_FALSE` but will not generate an error. Call
-/// @ref glfwJoystickPresent to check if a joystick is present regardless of
-/// whether it has a mapping.
-///
-/// @param[in] jid The [joystick](@ref joysticks) to query.
-/// @return `GLFW_TRUE` if a joystick is both present and has a gamepad mapping,
-/// or `GLFW_FALSE` otherwise.
-///
-/// Possible errors include glfw.Error.NotInitialized and glfw.Error.InvalidEnum.
-///
-/// @thread_safety This function must only be called from the main thread.
-///
-/// see also: gamepad, glfwGetGamepadState
-///
-///
-/// @ingroup input
-GLFWAPI int glfwJoystickIsGamepad(int jid);
-
-/// Sets the joystick configuration callback.
-///
-/// This function sets the joystick configuration callback, or removes the
-/// currently set callback. This is called when a joystick is connected to or
-/// disconnected from the system.
-///
-/// For joystick connection and disconnection events to be delivered on all
-/// platforms, you need to call one of the [event processing](@ref events)
-/// functions. Joystick disconnection may also be detected and the callback
-/// called by joystick functions. The function will then return whatever it
-/// returns if the joystick is not present.
-///
-/// @param[in] callback The new callback, or null to remove the currently set
-/// callback.
-/// @return The previously set callback, or null if no callback was set or the
-/// library had not been [initialized](@ref intro_init).
-///
-/// @callback_signature
-/// @code
-/// void function_name(int jid, int event)
-/// @endcode
-/// For more information about the callback parameters, see the
-/// [function pointer type](@ref GLFWjoystickfun).
-///
-/// Possible errors include glfw.Error.NotInitialized.
-///
-/// @thread_safety This function must only be called from the main thread.
-///
-/// see also: joystick_event
-///
-///
-/// @ingroup input
-GLFWAPI GLFWjoystickfun glfwSetJoystickCallback(GLFWjoystickfun callback);
-
-/// Adds the specified SDL_GameControllerDB gamepad mappings.
-///
-/// This function parses the specified ASCII encoded string and updates the
-/// internal list with any gamepad mappings it finds. This string may
-/// contain either a single gamepad mapping or many mappings separated by
-/// newlines. The parser supports the full format of the `gamecontrollerdb.txt`
-/// source file including empty lines and comments.
-///
-/// See @ref gamepad_mapping for a description of the format.
-///
-/// If there is already a gamepad mapping for a given GUID in the internal list,
-/// it will be replaced by the one passed to this function. If the library is
-/// terminated and re-initialized the internal list will revert to the built-in
-/// default.
-///
-/// @param[in] string The string containing the gamepad mappings.
-/// @return `GLFW_TRUE` if successful, or `GLFW_FALSE` if an
-/// error occurred.
-///
-/// Possible errors include glfw.Error.NotInitialized and glfw.Error.InvalidValue.
-///
-/// @thread_safety This function must only be called from the main thread.
-///
-/// see also: gamepad, glfwJoystickIsGamepad, glfwGetGamepadName
-///
-///
-/// @ingroup input
-GLFWAPI int glfwUpdateGamepadMappings(const char* string);
-
-/// Returns the human-readable gamepad name for the specified joystick.
-///
-/// This function returns the human-readable name of the gamepad from the
-/// gamepad mapping assigned to the specified joystick.
-///
-/// If the specified joystick is not present or does not have a gamepad mapping
-/// this function will return null but will not generate an error. Call
-/// @ref glfwJoystickPresent to check whether it is present regardless of
-/// whether it has a mapping.
-///
-/// @param[in] jid The [joystick](@ref joysticks) to query.
-/// @return The UTF-8 encoded name of the gamepad, or null if the
-/// joystick is not present, does not have a mapping or an
-/// error occurred.
-///
-/// @pointer_lifetime The returned string is allocated and freed by GLFW. You
-/// should not free it yourself. It is valid until the specified joystick is
-/// disconnected, the gamepad mappings are updated or the library is terminated.
-///
-/// @thread_safety This function must only be called from the main thread.
-///
-/// see also: gamepad, glfwJoystickIsGamepad
-///
-///
-/// @ingroup input
-GLFWAPI const char* glfwGetGamepadName(int jid);
-
-/// Retrieves the state of the specified joystick remapped as a gamepad.
-///
-/// This function retrieves the state of the specified joystick remapped to
-/// an Xbox-like gamepad.
-///
-/// If the specified joystick is not present or does not have a gamepad mapping
-/// this function will return `GLFW_FALSE` but will not generate an error. Call
-/// @ref glfwJoystickPresent to check whether it is present regardless of
-/// whether it has a mapping.
-///
-/// The Guide button may not be available for input as it is often hooked by the
-/// system or the Steam client.
-///
-/// Not all devices have all the buttons or axes provided by @ref
-/// GLFWgamepadstate. Unavailable buttons and axes will always report
-/// `GLFW_RELEASE` and 0.0 respectively.
-///
-/// @param[in] jid The [joystick](@ref joysticks) to query.
-/// @param[out] state The gamepad input state of the joystick.
-/// @return `GLFW_TRUE` if successful, or `GLFW_FALSE` if no joystick is
-/// connected, it has no gamepad mapping or an error
-/// occurred.
-///
-/// Possible errors include glfw.Error.NotInitialized and glfw.Error.InvalidEnum.
-///
-/// @thread_safety This function must only be called from the main thread.
-///
-/// see also: gamepad, glfwUpdateGamepadMappings, glfwJoystickIsGamepad
-///
-///
-/// @ingroup input
-GLFWAPI int glfwGetGamepadState(int jid, GLFWgamepadstate* state);
-
-/// Sets the clipboard to the specified string.
-///
-/// This function sets the system clipboard to the specified, UTF-8 encoded
-/// string.
-///
-/// @param[in] window Deprecated. Any valid window or null.
-/// @param[in] string A UTF-8 encoded string.
-///
-/// Possible errors include glfw.Error.NotInitialized and glfw.Error.PlatformError.
-///
-/// @pointer_lifetime The specified string is copied before this function
-/// returns.
-///
-/// @thread_safety This function must only be called from the main thread.
-///
-/// see also: clipboard, glfwGetClipboardString
-///
-///
-/// @ingroup input
-GLFWAPI void glfwSetClipboardString(GLFWwindow* window, const char* string);
-
-/// Returns the contents of the clipboard as a string.
-///
-/// This function returns the contents of the system clipboard, if it contains
-/// or is convertible to a UTF-8 encoded string. If the clipboard is empty or
-/// if its contents cannot be converted, null is returned and a glfw.Error.FormatUnavailable error is generated.
-///
-/// @param[in] window Deprecated. Any valid window or null.
-/// @return The contents of the clipboard as a UTF-8 encoded string, or null
-/// if an error occurred.
-///
-/// Possible errors include glfw.Error.NotInitialized and glfw.Error.PlatformError.
-///
-/// @pointer_lifetime The returned string is allocated and freed by GLFW. You
-/// should not free it yourself. It is valid until the next call to @ref
-/// glfwGetClipboardString or @ref glfwSetClipboardString, or until the library
-/// is terminated.
-///
-/// @thread_safety This function must only be called from the main thread.
-///
-/// see also: clipboard, glfwSetClipboardString
-///
-///
-/// @ingroup input
-GLFWAPI const char* glfwGetClipboardString(GLFWwindow* window);
-
-/// Returns the GLFW time.
-///
-/// This function returns the current GLFW time, in seconds. Unless the time
-/// has been set using @ref glfwSetTime it measures time elapsed since GLFW was
-/// initialized.
-///
-/// This function and @ref glfwSetTime are helper functions on top of @ref
-/// glfwGetTimerFrequency and @ref glfwGetTimerValue.
-///
-/// The resolution of the timer is system dependent, but is usually on the order
-/// of a few micro- or nanoseconds. It uses the highest-resolution monotonic
-/// time source on each supported platform.
-///
-/// @return The current time, in seconds, or zero if an
-/// error occurred.
-///
-/// Possible errors include glfw.Error.NotInitialized.
-///
-/// @thread_safety This function may be called from any thread. Reading and
-/// writing of the internal base time is not atomic, so it needs to be
-/// externally synchronized with calls to @ref glfwSetTime.
-///
-/// see also: time
-///
-///
-/// @ingroup input
-GLFWAPI double glfwGetTime(void);
-
-/// Sets the GLFW time.
-///
-/// This function sets the current GLFW time, in seconds. The value must be
-/// a positive finite number less than or equal to 18446744073.0, which is
-/// approximately 584.5 years.
-///
-/// This function and @ref glfwGetTime are helper functions on top of @ref
-/// glfwGetTimerFrequency and @ref glfwGetTimerValue.
-///
-/// @param[in] time The new value, in seconds.
-///
-/// Possible errors include glfw.Error.NotInitialized and glfw.Error.InvalidValue.
-///
-/// The upper limit of GLFW time is calculated as
-/// floor((264 - 1) / 109) and is due to implementations
-/// storing nanoseconds in 64 bits. The limit may be increased in the future.
-///
-/// @thread_safety This function may be called from any thread. Reading and
-/// writing of the internal base time is not atomic, so it needs to be
-/// externally synchronized with calls to @ref glfwGetTime.
-///
-/// see also: time
-///
-///
-/// @ingroup input
-GLFWAPI void glfwSetTime(double time);
-
-/// Returns the current value of the raw timer.
-///
-/// This function returns the current value of the raw timer, measured in
-/// 1 / frequency seconds. To get the frequency, call @ref
-/// glfwGetTimerFrequency.
-///
-/// @return The value of the timer, or zero if an
-/// error occurred.
-///
-/// Possible errors include glfw.Error.NotInitialized.
-///
-/// @thread_safety This function may be called from any thread.
-///
-/// see also: time, glfwGetTimerFrequency
-///
-///
-/// @ingroup input
-GLFWAPI uint64_t glfwGetTimerValue(void);
-
-/// Returns the frequency, in Hz, of the raw timer.
-///
-/// This function returns the frequency, in Hz, of the raw timer.
-///
-/// @return The frequency of the timer, in Hz, or zero if an
-/// error occurred.
-///
-/// Possible errors include glfw.Error.NotInitialized.
-///
-/// @thread_safety This function may be called from any thread.
-///
-/// see also: time, glfwGetTimerValue
-///
-///
-/// @ingroup input
-GLFWAPI uint64_t glfwGetTimerFrequency(void);
-
-/// Makes the context of the specified window current for the calling
-/// thread.
-///
-/// This function makes the OpenGL or OpenGL ES context of the specified window
-/// current on the calling thread. A context must only be made current on
-/// a single thread at a time and each thread can have only a single current
-/// context at a time.
-///
-/// When moving a context between threads, you must make it non-current on the
-/// old thread before making it current on the new one.
-///
-/// By default, making a context non-current implicitly forces a pipeline flush.
-/// On machines that support `GL_KHR_context_flush_control`, you can control
-/// whether a context performs this flush by setting the
-/// [GLFW_CONTEXT_RELEASE_BEHAVIOR](@ref GLFW_CONTEXT_RELEASE_BEHAVIOR_hint)
-/// hint.
-///
-/// The specified window must have an OpenGL or OpenGL ES context. Specifying
-/// a window without a context will generate a @ref GLFW_NO_WINDOW_CONTEXT
-/// error.
-///
-/// @param[in] window The window whose context to make current, or null to
-/// detach the current context.
-///
-/// Possible errors include glfw.Error.NotInitialized, glfw.Error.NoWindowContext and glfw.Error.PlatformError.
-///
-/// @thread_safety This function may be called from any thread.
-///
-/// see also: context_current, glfwGetCurrentContext
-///
-///
-/// @ingroup context
-GLFWAPI void glfwMakeContextCurrent(GLFWwindow* window);
-
-/// Returns the window whose context is current on the calling thread.
-///
-/// This function returns the window whose OpenGL or OpenGL ES context is
-/// current on the calling thread.
-///
-/// @return The window whose context is current, or null if no window's
-/// context is current.
-///
-/// Possible errors include glfw.Error.NotInitialized.
-///
-/// @thread_safety This function may be called from any thread.
-///
-/// see also: context_current, glfwMakeContextCurrent
-///
-///
-/// @ingroup context
-GLFWAPI GLFWwindow* glfwGetCurrentContext(void);
-
-/// Swaps the front and back buffers of the specified window.
-///
-/// This function swaps the front and back buffers of the specified window when
-/// rendering with OpenGL or OpenGL ES. If the swap interval is greater than
-/// zero, the GPU driver waits the specified number of screen updates before
-/// swapping the buffers.
-///
-/// The specified window must have an OpenGL or OpenGL ES context. Specifying
-/// a window without a context will generate a @ref GLFW_NO_WINDOW_CONTEXT
-/// error.
-///
-/// This function does not apply to Vulkan. If you are rendering with Vulkan,
-/// see `vkQueuePresentKHR` instead.
-///
-/// @param[in] window The window whose buffers to swap.
-///
-/// Possible errors include glfw.Error.NotInitialized, glfw.Error.NoWindowContext and glfw.Error.PlatformError.
-///
-/// __EGL:__ The context of the specified window must be current on the
-/// calling thread.
-///
-/// @thread_safety This function may be called from any thread.
-///
-/// see also: buffer_swap, glfwSwapInterval
-///
-/// @glfw3 Added window handle parameter.
-GLFWAPI void glfwSwapBuffers(GLFWwindow* window);
-
-/// Sets the swap interval for the current context.
-///
-/// This function sets the swap interval for the current OpenGL or OpenGL ES
-/// context, i.e. the number of screen updates to wait from the time @ref
-/// glfwSwapBuffers was called before swapping the buffers and returning. This
-/// is sometimes called _vertical synchronization_, _vertical retrace
-/// synchronization_ or just _vsync_.
-///
-/// A context that supports either of the `WGL_EXT_swap_control_tear` and
-/// `GLX_EXT_swap_control_tear` extensions also accepts _negative_ swap
-/// intervals, which allows the driver to swap immediately even if a frame
-/// arrives a little bit late. You can check for these extensions with @ref
-/// glfwExtensionSupported.
-///
-/// A context must be current on the calling thread. Calling this function
-/// without a current context will cause a @ref GLFW_NO_CURRENT_CONTEXT error.
-///
-/// This function does not apply to Vulkan. If you are rendering with Vulkan,
-/// see the present mode of your swapchain instead.
-///
-/// @param[in] interval The minimum number of screen updates to wait for
-/// until the buffers are swapped by @ref glfwSwapBuffers.
-///
-/// Possible errors include glfw.Error.NotInitialized, glfw.Error.NoCurrentContext and glfw.Error.PlatformError.
-///
-/// This function is not called during context creation, leaving the
-/// swap interval set to whatever is the default on that platform. This is done
-/// because some swap interval extensions used by GLFW do not allow the swap
-/// interval to be reset to zero once it has been set to a non-zero value.
-///
-/// Some GPU drivers do not honor the requested swap interval, either
-/// because of a user setting that overrides the application's request or due to
-/// bugs in the driver.
-///
-/// @thread_safety This function may be called from any thread.
-///
-/// see also: buffer_swap, glfwSwapBuffers
-///
-///
-/// @ingroup context
-GLFWAPI void glfwSwapInterval(int interval);
-
-/// Returns whether the specified extension is available.
-///
-/// This function returns whether the specified
-/// [API extension](@ref context_glext) is supported by the current OpenGL or
-/// OpenGL ES context. It searches both for client API extension and context
-/// creation API extensions.
-///
-/// A context must be current on the calling thread. Calling this function
-/// without a current context will cause a @ref GLFW_NO_CURRENT_CONTEXT error.
-///
-/// As this functions retrieves and searches one or more extension strings each
-/// call, it is recommended that you cache its results if it is going to be used
-/// frequently. The extension strings will not change during the lifetime of
-/// a context, so there is no danger in doing this.
-///
-/// This function does not apply to Vulkan. If you are using Vulkan, see @ref
-/// glfw.getRequiredInstanceExtensions, `vkEnumerateInstanceExtensionProperties`
-/// and `vkEnumerateDeviceExtensionProperties` instead.
-///
-/// @param[in] extension The ASCII encoded name of the extension.
-/// @return `GLFW_TRUE` if the extension is available, or `GLFW_FALSE`
-/// otherwise.
-///
-/// Possible errors include glfw.Error.NotInitialized, glfw.Error.NoCurrentContext, glfw.Error.InvalidValue and glfw.Error.PlatformError.
-///
-/// @thread_safety This function may be called from any thread.
-///
-/// see also: context_glext, glfwGetProcAddress
-///
-///
-/// @ingroup context
-GLFWAPI int glfwExtensionSupported(const char* extension);
-
-/// Returns the address of the specified function for the current
-/// context.
-///
-/// This function returns the address of the specified OpenGL or OpenGL ES
-/// [core or extension function](@ref context_glext), if it is supported
-/// by the current context.
-///
-/// A context must be current on the calling thread. Calling this function
-/// without a current context will cause a @ref GLFW_NO_CURRENT_CONTEXT error.
-///
-/// This function does not apply to Vulkan. If you are rendering with Vulkan,
-/// see @ref glfwGetInstanceProcAddress, `vkGetInstanceProcAddr` and
-/// `vkGetDeviceProcAddr` instead.
-///
-/// @param[in] procname The ASCII encoded name of the function.
-/// @return The address of the function, or null if an
-/// error occurred.
-///
-/// Possible errors include glfw.Error.NotInitialized, glfw.Error.NoCurrentContext and glfw.Error.PlatformError.
-///
-/// The address of a given function is not guaranteed to be the same
-/// between contexts.
-///
-/// This function may return a non-null address despite the
-/// associated version or extension not being available. Always check the
-/// context version or extension string first.
-///
-/// @pointer_lifetime The returned function pointer is valid until the context
-/// is destroyed or the library is terminated.
-///
-/// @thread_safety This function may be called from any thread.
-///
-/// see also: context_glext, glfwExtensionSupported
-///
-///
-/// @ingroup context
-GLFWAPI GLFWglproc glfwGetProcAddress(const char* procname);
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-/// Returns whether the Vulkan loader and an ICD have been found.
-///
-/// This function returns whether the Vulkan loader and any minimally functional ICD have been
-/// found.
-///
-/// The availability of a Vulkan loader and even an ICD does not by itself guarantee that surface
-/// creation or even instance creation is possible. For example, on Fermi systems Nvidia will
-/// install an ICD that provides no actual Vulkan support. Call glfw.getRequiredInstanceExtensions
-/// to check whether the extensions necessary for Vulkan surface creation are available and
-/// glfw.getPhysicalDevicePresentationSupport to check whether a queue family of a physical device
-/// supports image presentation.
-///
-/// @return `GLFW_TRUE` if Vulkan is minimally available, or `GLFW_FALSE` otherwise.
-///
-/// Possible errors include glfw.Error.NotInitialized.
-///
-/// @thread_safety This function may be called from any thread.
-///
-/// see also: vulkan_support
-GLFWAPI int glfwVulkanSupported(void);
-
-/// Returns the Vulkan instance extensions required by GLFW.
-///
-/// This function returns an array of names of Vulkan instance extensions required by GLFW for
-/// creating Vulkan surfaces for GLFW windows. If successful, the list will always contain
-/// `VK_KHR_surface`, so if you don't require any additional extensions you can pass this list
-/// directly to the `VkInstanceCreateInfo` struct.
-///
-/// If Vulkan is not available on the machine, this function returns null and generates a
-/// glfw.Error.APIUnavailable error. Call glfw.vulkanSupported to check whether Vulkan is at least
-/// minimally available.
-///
-/// If Vulkan is available but no set of extensions allowing window surface
-/// creation was found, this function returns null. You may still use Vulkan
-/// for off-screen rendering and compute work.
-///
-/// @param[out] count Where to store the number of extensions in the returned
-/// array. This is set to zero if an error occurred.
-/// @return An array of ASCII encoded extension names, or null if an
-/// error occurred.
-///
-/// Possible errors include glfw.Error.NotInitialized and glfw.Error.APIUnavailable.
-///
-/// Additional extensions may be required by future versions of GLFW. You should check if any
-/// extensions you wish to enable are already in the returned array, as it is an error to specify
-/// an extension more than once in the `VkInstanceCreateInfo` struct.
-///
-/// macos: This function currently supports either the `VK_MVK_macos_surface` extension from
-/// MoltenVK or `VK_EXT_metal_surface` extension.
-///
-/// @pointer_lifetime The returned array is allocated and freed by GLFW. You should not free it
-/// yourself. It is guaranteed to be valid only until the library is terminated.
-///
-/// @thread_safety This function may be called from any thread.
-///
-/// see also: vulkan_ext, glfwCreateWindowSurface
-GLFWAPI const char** glfwGetRequiredInstanceExtensions(uint32_t* count);
-
-/// Returns the address of the specified Vulkan instance function.
-///
-/// This function returns the address of the specified Vulkan core or extension function for the
-/// specified instance. If instance is set to null it can return any function exported from the
-/// Vulkan loader, including at least the following functions:
-///
-/// - `vkEnumerateInstanceExtensionProperties`
-/// - `vkEnumerateInstanceLayerProperties`
-/// - `vkCreateInstance`
-/// - `vkGetInstanceProcAddr`
-///
-/// If Vulkan is not available on the machine, this function returns null and generates a
-/// glfw.Error.APIUnavailable error. Call glfw.vulkanSupported to check whether Vulkan is at least
-/// minimally available.
-///
-/// This function is equivalent to calling `vkGetInstanceProcAddr` with a platform-specific query
-/// of the Vulkan loader as a fallback.
-///
-/// @param[in] instance The Vulkan instance to query, or null to retrieve
-/// functions related to instance creation.
-/// @param[in] procname The ASCII encoded name of the function.
-/// @return The address of the function, or null if an
-/// error occurred.
-///
-/// Possible errors include glfw.Error.NotInitialized and glfw.Error.APIUnavailable.
-///
-/// @pointer_lifetime The returned function pointer is valid until the library is terminated.
-///
-/// @thread_safety This function may be called from any thread.
-///
-/// see also: vulkan_proc
-GLFWAPI GLFWvkproc glfwGetInstanceProcAddress(VkInstance instance, const char* procname);
-
-/// Returns whether the specified queue family can present images.
-///
-/// This function returns whether the specified queue family of the specified physical device
-/// supports presentation to the platform GLFW was built for.
-///
-/// If Vulkan or the required window surface creation instance extensions are not available on the
-/// machine, or if the specified instance was not created with the required extensions, this
-/// function returns `GLFW_FALSE` and generates a glfw.Error.APIUnavailable error. Call
-/// glfw.vulkanSupported to check whether Vulkan is at least minimally available and
-/// glfw.getRequiredInstanceExtensions to check what instance extensions are required.
-///
-/// @param[in] instance The instance that the physical device belongs to.
-/// @param[in] device The physical device that the queue family belongs to.
-/// @param[in] queuefamily The index of the queue family to query.
-/// @return `GLFW_TRUE` if the queue family supports presentation, or
-/// `GLFW_FALSE` otherwise.
-///
-/// Possible errors include glfw.Error.NotInitialized, glfw.Error.APIUnavailable and glfw.Error.PlatformError.
-///
-/// macos: This function currently always returns `GLFW_TRUE`, as the `VK_MVK_macos_surface`
-/// extension does not provide a `vkGetPhysicalDevice*PresentationSupport` type function.
-///
-/// @thread_safety This function may be called from any thread. For synchronization details of
-/// Vulkan objects, see the Vulkan specification.
-///
-/// see also: vulkan_present
-GLFWAPI int glfwGetPhysicalDevicePresentationSupport(VkInstance instance, VkPhysicalDevice device, uint32_t queuefamily);
-
-/// Creates a Vulkan surface for the specified window.
-///
-/// This function creates a Vulkan surface for the specified window.
-///
-/// If the Vulkan loader or at least one minimally functional ICD were not found, this function
-/// returns `VK_ERROR_INITIALIZATION_FAILED` and generates a glfw.Error.APIUnavailable error. Call
-/// glfw.vulkanSupported to check whether Vulkan is at least minimally available.
-///
-/// If the required window surface creation instance extensions are not available or if the
-/// specified instance was not created with these extensions enabled, this function returns `VK_ERROR_EXTENSION_NOT_PRESENT`
-/// and generates a glfw.Error.APIUnavailable error. Call glfw.getRequiredInstanceExtensions to
-/// check what instance extensions are required.
-///
-/// The window surface cannot be shared with another API so the window must have been created with
-/// the client api hint set to `GLFW_NO_API` otherwise it generates a glfw.Error.InvalidValue error
-/// and returns `VK_ERROR_NATIVE_WINDOW_IN_USE_KHR`.
-///
-/// The window surface must be destroyed before the specified Vulkan instance. It is the
-/// responsibility of the caller to destroy the window surface. GLFW does not destroy it for you.
-/// Call `vkDestroySurfaceKHR` to destroy the surface.
-///
-/// @param[in] instance The Vulkan instance to create the surface in.
-/// @param[in] window The window to create the surface for.
-/// @param[in] allocator The allocator to use, or null to use the default
-/// allocator.
-/// @param[out] surface Where to store the handle of the surface. This is set
-/// to `VK_NULL_HANDLE` if an error occurred.
-/// @return `VK_SUCCESS` if successful, or a Vulkan error code if an
-/// error occurred.
-///
-/// Possible errors include glfw.Error.NotInitialized, glfw.Error.APIUnavailable, glfw.Error.PlatformError and glfw.Error.InvalidValue
-///
-/// If an error occurs before the creation call is made, GLFW returns the Vulkan error code most
-/// appropriate for the error. Appropriate use of glfw.vulkanSupported and glfw.getRequiredInstanceExtensions
-/// should eliminate almost all occurrences of these errors.
-///
-/// macos: This function currently only supports the `VK_MVK_macos_surface` extension from MoltenVK.
-///
-/// macos: This function creates and sets a `CAMetalLayer` instance for the window content view,
-/// which is required for MoltenVK to function.
-///
-/// @thread_safety This function may be called from any thread. For synchronization details of
-/// Vulkan objects, see the Vulkan specification.
-///
-/// see also: vulkan_surface, glfw.getRequiredInstanceExtensions
-GLFWAPI VkResult glfwCreateWindowSurface(VkInstance instance, GLFWwindow* window, const VkAllocationCallbacks* allocator, VkSurfaceKHR* surface);
diff --git a/glfw/src/Window.zig b/glfw/src/Window.zig
index f3a9c2a..6648839 100644
--- a/glfw/src/Window.zig
+++ b/glfw/src/Window.zig
@@ -754,6 +754,605 @@ pub inline fn requestAttention(self: Window) Error!void {
try getError();
}
+// TODO(window):
+
+// /// Swaps the front and back buffers of the specified window.
+// ///
+// /// This function swaps the front and back buffers of the specified window when
+// /// rendering with OpenGL or OpenGL ES. If the swap interval is greater than
+// /// zero, the GPU driver waits the specified number of screen updates before
+// /// swapping the buffers.
+// ///
+// /// The specified window must have an OpenGL or OpenGL ES context. Specifying
+// /// a window without a context will generate a @ref GLFW_NO_WINDOW_CONTEXT
+// /// error.
+// ///
+// /// This function does not apply to Vulkan. If you are rendering with Vulkan,
+// /// see `vkQueuePresentKHR` instead.
+// ///
+// /// @param[in] window The window whose buffers to swap.
+// ///
+// /// Possible errors include glfw.Error.NotInitialized, glfw.Error.NoWindowContext and glfw.Error.PlatformError.
+// ///
+// /// __EGL:__ The context of the specified window must be current on the
+// /// calling thread.
+// ///
+// /// @thread_safety This function may be called from any thread.
+// ///
+// /// see also: buffer_swap, glfwSwapInterval
+// ///
+// /// @glfw3 Added window handle parameter.
+// GLFWAPI void glfwSwapBuffers(GLFWwindow* window);
+
+// /// The function pointer type for window position callbacks.
+// ///
+// /// This is the function pointer type for window position callbacks. A window
+// /// position callback function has the following signature:
+// /// @code
+// /// void callback_name(GLFWwindow* window, int xpos, int ypos)
+// /// @endcode
+// ///
+// /// @param[in] window The window that was moved.
+// /// @param[in] xpos The new x-coordinate, in screen coordinates, of the
+// /// upper-left corner of the content area of the window.
+// /// @param[in] ypos The new y-coordinate, in screen coordinates, of the
+// /// upper-left corner of the content area of the window.
+// ///
+// /// see also: window_pos, glfwSetWindowPosCallback
+// ///
+// typedef void (* GLFWwindowposfun)(GLFWwindow*,int,int);
+
+// /// The function pointer type for window size callbacks.
+// ///
+// /// This is the function pointer type for window size callbacks. A window size
+// /// callback function has the following signature:
+// /// @code
+// /// void callback_name(GLFWwindow* window, int width, int height)
+// /// @endcode
+// ///
+// /// @param[in] window The window that was resized.
+// /// @param[in] width The new width, in screen coordinates, of the window.
+// /// @param[in] height The new height, in screen coordinates, of the window.
+// ///
+// /// see also: window_size, glfw.Window.setSizeCallback
+// ///
+// /// @glfw3 Added window handle parameter.
+// typedef void (* GLFWwindowsizefun)(GLFWwindow*,int,int);
+
+// /// The function pointer type for window close callbacks.
+// ///
+// /// This is the function pointer type for window close callbacks. A window
+// /// close callback function has the following signature:
+// /// @code
+// /// void function_name(GLFWwindow* window)
+// /// @endcode
+// ///
+// /// @param[in] window The window that the user attempted to close.
+// ///
+// /// see also: window_close, glfw.Window.setCloseCallback
+// ///
+// /// @glfw3 Added window handle parameter.
+// typedef void (* GLFWwindowclosefun)(GLFWwindow*);
+
+// /// The function pointer type for window content refresh callbacks.
+// ///
+// /// This is the function pointer type for window content refresh callbacks.
+// /// A window content refresh callback function has the following signature:
+// /// @code
+// /// void function_name(GLFWwindow* window);
+// /// @endcode
+// ///
+// /// @param[in] window The window whose content needs to be refreshed.
+// ///
+// /// see also: window_refresh, glfw.Window.setRefreshCallback
+// ///
+// /// @glfw3 Added window handle parameter.
+// typedef void (* GLFWwindowrefreshfun)(GLFWwindow*);
+
+// /// The function pointer type for window focus callbacks.
+// ///
+// /// This is the function pointer type for window focus callbacks. A window
+// /// focus callback function has the following signature:
+// /// @code
+// /// void function_name(GLFWwindow* window, int focused)
+// /// @endcode
+// ///
+// /// @param[in] window The window that gained or lost input focus.
+// /// @param[in] focused `GLFW_TRUE` if the window was given input focus, or
+// /// `GLFW_FALSE` if it lost it.
+// ///
+// /// see also: window_focus, glfw.Window.setFocusCallback
+// ///
+// typedef void (* GLFWwindowfocusfun)(GLFWwindow*,int);
+
+// /// The function pointer type for window iconify callbacks.
+// ///
+// /// This is the function pointer type for window iconify callbacks. A window
+// /// iconify callback function has the following signature:
+// /// @code
+// /// void function_name(GLFWwindow* window, int iconified)
+// /// @endcode
+// ///
+// /// @param[in] window The window that was iconified or restored.
+// /// @param[in] iconified `GLFW_TRUE` if the window was iconified, or
+// /// `GLFW_FALSE` if it was restored.
+// ///
+// /// see also: window_iconify, glfw.Window.setIconifyCallback
+// ///
+// typedef void (* GLFWwindowiconifyfun)(GLFWwindow*,int);
+
+// /// The function pointer type for window maximize callbacks.
+// ///
+// /// This is the function pointer type for window maximize callbacks. A window
+// /// maximize callback function has the following signature:
+// /// @code
+// /// void function_name(GLFWwindow* window, int maximized)
+// /// @endcode
+// ///
+// /// @param[in] window The window that was maximized or restored.
+// /// @param[in] maximized `GLFW_TRUE` if the window was maximized, or
+// /// `GLFW_FALSE` if it was restored.
+// ///
+// /// see also: window_maximize, /// see also: glfw.Window.setMaximizeCallback
+// ///
+// typedef void (* GLFWwindowmaximizefun)(GLFWwindow*,int);
+
+// /// The function pointer type for framebuffer size callbacks.
+// ///
+// /// This is the function pointer type for framebuffer size callbacks.
+// /// A framebuffer size callback function has the following signature:
+// /// @code
+// /// void function_name(GLFWwindow* window, int width, int height)
+// /// @endcode
+// ///
+// /// @param[in] window The window whose framebuffer was resized.
+// /// @param[in] width The new width, in pixels, of the framebuffer.
+// /// @param[in] height The new height, in pixels, of the framebuffer.
+// ///
+// /// see also: window_fbsize, glfw.Window.setFramebufferSizeCallback
+// ///
+// typedef void (* GLFWframebuffersizefun)(GLFWwindow*,int,int);
+
+// /// The function pointer type for window content scale callbacks.
+// ///
+// /// This is the function pointer type for window content scale callbacks.
+// /// A window content scale callback function has the following signature:
+// /// @code
+// /// void function_name(GLFWwindow* window, float xscale, float yscale)
+// /// @endcode
+// ///
+// /// @param[in] window The window whose content scale changed.
+// /// @param[in] xscale The new x-axis content scale of the window.
+// /// @param[in] yscale The new y-axis content scale of the window.
+// ///
+// /// see also: window_scale, glfwSetWindowContentScaleCallback
+// ///
+// typedef void (* GLFWwindowcontentscalefun)(GLFWwindow*,float,float);
+
+// /// Returns the monitor that the window uses for full screen mode.
+// ///
+// /// This function returns the handle of the monitor that the specified window is
+// /// in full screen on.
+// ///
+// /// @param[in] window The window to query.
+// /// @return The monitor, or null if the window is in windowed mode or an
+// /// error occurred.
+// ///
+// /// Possible errors include glfw.Error.NotInitialized.
+// ///
+// /// @thread_safety This function must only be called from the main thread.
+// ///
+// /// see also: window_monitor, glfw.Window.setMonitor
+// ///
+// GLFWAPI GLFWmonitor* glfwGetWindowMonitor(GLFWwindow* window);
+
+// /// Sets the mode, monitor, video mode and placement of a window.
+// ///
+// /// This function sets the monitor that the window uses for full screen mode or,
+// /// if the monitor is null, makes it windowed mode.
+// ///
+// /// When setting a monitor, this function updates the width, height and refresh
+// /// rate of the desired video mode and switches to the video mode closest to it.
+// /// The window position is ignored when setting a monitor.
+// ///
+// /// When the monitor is null, the position, width and height are used to
+// /// place the window content area. The refresh rate is ignored when no monitor
+// /// is specified.
+// ///
+// /// If you only wish to update the resolution of a full screen window or the
+// /// size of a windowed mode window, see @ref glfwSetWindowSize.
+// ///
+// /// When a window transitions from full screen to windowed mode, this function
+// /// restores any previous window settings such as whether it is decorated,
+// /// floating, resizable, has size or aspect ratio limits, etc.
+// ///
+// /// @param[in] window The window whose monitor, size or video mode to set.
+// /// @param[in] monitor The desired monitor, or null to set windowed mode.
+// /// @param[in] xpos The desired x-coordinate of the upper-left corner of the
+// /// content area.
+// /// @param[in] ypos The desired y-coordinate of the upper-left corner of the
+// /// content area.
+// /// @param[in] width The desired with, in screen coordinates, of the content
+// /// area or video mode.
+// /// @param[in] height The desired height, in screen coordinates, of the content
+// /// area or video mode.
+// /// @param[in] refreshRate The desired refresh rate, in Hz, of the video mode,
+// /// or `GLFW_DONT_CARE`.
+// ///
+// /// Possible errors include glfw.Error.NotInitialized and glfw.Error.PlatformError.
+// ///
+// /// The OpenGL or OpenGL ES context will not be destroyed or otherwise
+// /// affected by any resizing or mode switching, although you may need to update
+// /// your viewport if the framebuffer size has changed.
+// ///
+// /// wayland: The desired window position is ignored, as there is no way
+// /// for an application to set this property.
+// ///
+// /// wayland: Setting the window to full screen will not attempt to
+// /// change the mode, no matter what the requested size or refresh rate.
+// ///
+// /// @thread_safety This function must only be called from the main thread.
+// ///
+// /// see also: window_monitor, window_full_screen, glfw.Window.getMonitor, glfw.Window.setSize
+// ///
+// GLFWAPI void glfwSetWindowMonitor(GLFWwindow* window, GLFWmonitor* monitor, int xpos, int ypos, int width, int height, int refreshRate);
+
+// /// Returns an attribute of the specified window.
+// ///
+// /// This function returns the value of an attribute of the specified window or
+// /// its OpenGL or OpenGL ES context.
+// ///
+// /// @param[in] window The window to query.
+// /// @param[in] attrib The [window attribute](@ref window_attribs) whose value to
+// /// return.
+// /// @return The value of the attribute, or zero if an
+// /// error occurred.
+// ///
+// /// Possible errors include glfw.Error.NotInitialized, glfw.Error.InvalidEnum and glfw.Error.PlatformError.
+// ///
+// /// Framebuffer related hints are not window attributes. See @ref
+// /// window_attribs_fb for more information.
+// ///
+// /// Zero is a valid value for many window and context related
+// /// attributes so you cannot use a return value of zero as an indication of
+// /// errors. However, this function should not fail as long as it is passed
+// /// valid arguments and the library has been [initialized](@ref intro_init).
+// ///
+// /// @thread_safety This function must only be called from the main thread.
+// ///
+// /// see also: window_attribs, glfw.Window.setAttrib
+// GLFWAPI int glfwGetWindowAttrib(GLFWwindow* window, int attrib);
+
+// /// Sets an attribute of the specified window.
+// ///
+// /// This function sets the value of an attribute of the specified window.
+// ///
+// /// The supported attributes are [GLFW_DECORATED](@ref GLFW_DECORATED_attrib),
+// /// [GLFW_RESIZABLE](@ref GLFW_RESIZABLE_attrib),
+// /// [GLFW_FLOATING](@ref GLFW_FLOATING_attrib),
+// /// [GLFW_AUTO_ICONIFY](@ref GLFW_AUTO_ICONIFY_attrib) and
+// /// [GLFW_FOCUS_ON_SHOW](@ref GLFW_FOCUS_ON_SHOW_attrib).
+// ///
+// /// Some of these attributes are ignored for full screen windows. The new
+// /// value will take effect if the window is later made windowed.
+// ///
+// /// Some of these attributes are ignored for windowed mode windows. The new
+// /// value will take effect if the window is later made full screen.
+// ///
+// /// @param[in] window The window to set the attribute for.
+// /// @param[in] attrib A supported window attribute.
+// /// @param[in] value `GLFW_TRUE` or `GLFW_FALSE`.
+// ///
+// /// Possible errors include glfw.Error.NotInitialized, glfw.Error.InvalidEnum, glfw.Error.InvalidValue and glfw.Error.PlatformError.
+// ///
+// /// Calling glfw.Window.getAttrib will always return the latest
+// /// value, even if that value is ignored by the current mode of the window.
+// ///
+// /// @thread_safety This function must only be called from the main thread.
+// ///
+// /// see also: window_attribs, glfw.Window.getAttrib
+// ///
+// GLFWAPI void glfwSetWindowAttrib(GLFWwindow* window, int attrib, int value);
+
+// /// Sets the user pointer of the specified window.
+// ///
+// /// This function sets the user-defined pointer of the specified window. The
+// /// current value is retained until the window is destroyed. The initial value
+// /// is null.
+// ///
+// /// @param[in] window The window whose pointer to set.
+// /// @param[in] pointer The new value.
+// ///
+// /// Possible errors include glfw.Error.NotInitialized.
+// ///
+// /// @thread_safety This function may be called from any thread. Access is not
+// /// synchronized.
+// ///
+// /// see also: window_userptr, glfwGetWindowUserPointer
+// ///
+// GLFWAPI void glfwSetWindowUserPointer(GLFWwindow* window, void* pointer);
+
+// /// Returns the user pointer of the specified window.
+// ///
+// /// This function returns the current value of the user-defined pointer of the
+// /// specified window. The initial value is null.
+// ///
+// /// @param[in] window The window whose pointer to return.
+// ///
+// /// Possible errors include glfw.Error.NotInitialized.
+// ///
+// /// @thread_safety This function may be called from any thread. Access is not
+// /// synchronized.
+// ///
+// /// see also: window_userptr, glfwSetWindowUserPointer
+// ///
+// GLFWAPI void* glfwGetWindowUserPointer(GLFWwindow* window);
+
+// /// Sets the position callback for the specified window.
+// ///
+// /// This function sets the position callback of the specified window, which is
+// /// called when the window is moved. The callback is provided with the
+// /// position, in screen coordinates, of the upper-left corner of the content
+// /// area of the window.
+// ///
+// /// @param[in] window The window whose callback to set.
+// /// @param[in] callback The new callback, or null to remove the currently set
+// /// callback.
+// /// @return The previously set callback, or null if no callback was set or the
+// /// library had not been [initialized](@ref intro_init).
+// ///
+// /// @callback_signature
+// /// @code
+// /// void function_name(GLFWwindow* window, int xpos, int ypos)
+// /// @endcode
+// /// For more information about the callback parameters, see the
+// /// [function pointer type](@ref GLFWwindowposfun).
+// ///
+// /// Possible errors include glfw.Error.NotInitialized.
+// ///
+// /// wayland: This callback will never be called, as there is no way for
+// /// an application to know its global position.
+// ///
+// /// @thread_safety This function must only be called from the main thread.
+// ///
+// /// see also: window_pos
+// ///
+// GLFWAPI GLFWwindowposfun glfwSetWindowPosCallback(GLFWwindow* window, GLFWwindowposfun callback);
+
+// /// Sets the size callback for the specified window.
+// ///
+// /// This function sets the size callback of the specified window, which is
+// /// called when the window is resized. The callback is provided with the size,
+// /// in screen coordinates, of the content area of the window.
+// ///
+// /// @param[in] window The window whose callback to set.
+// /// @param[in] callback The new callback, or null to remove the currently set
+// /// callback.
+// /// @return The previously set callback, or null if no callback was set or the
+// /// library had not been [initialized](@ref intro_init).
+// ///
+// /// @callback_signature
+// /// @code
+// /// void function_name(GLFWwindow* window, int width, int height)
+// /// @endcode
+// /// For more information about the callback parameters, see the
+// /// [function pointer type](@ref GLFWwindowsizefun).
+// ///
+// /// Possible errors include glfw.Error.NotInitialized.
+// ///
+// /// @thread_safety This function must only be called from the main thread.
+// ///
+// /// see also: window_size
+// ///
+// /// @glfw3 Added window handle parameter and return value.
+// GLFWAPI GLFWwindowsizefun glfwSetWindowSizeCallback(GLFWwindow* window, GLFWwindowsizefun callback);
+
+// /// Sets the close callback for the specified window.
+// ///
+// /// This function sets the close callback of the specified window, which is
+// /// called when the user attempts to close the window, for example by clicking
+// /// the close widget in the title bar.
+// ///
+// /// The close flag is set before this callback is called, but you can modify it
+// /// at any time with @ref glfwSetWindowShouldClose.
+// ///
+// /// The close callback is not triggered by @ref glfwDestroyWindow.
+// ///
+// /// @param[in] window The window whose callback to set.
+// /// @param[in] callback The new callback, or null to remove the currently set
+// /// callback.
+// /// @return The previously set callback, or null if no callback was set or the
+// /// library had not been [initialized](@ref intro_init).
+// ///
+// /// @callback_signature
+// /// @code
+// /// void function_name(GLFWwindow* window)
+// /// @endcode
+// /// For more information about the callback parameters, see the
+// /// [function pointer type](@ref GLFWwindowclosefun).
+// ///
+// /// Possible errors include glfw.Error.NotInitialized.
+// ///
+// /// macos: Selecting Quit from the application menu will trigger the
+// /// close callback for all windows.
+// ///
+// /// @thread_safety This function must only be called from the main thread.
+// ///
+// /// see also: window_close
+// ///
+// /// @glfw3 Added window handle parameter and return value.
+// GLFWAPI GLFWwindowclosefun glfwSetWindowCloseCallback(GLFWwindow* window, GLFWwindowclosefun callback);
+
+// /// Sets the refresh callback for the specified window.
+// ///
+// /// This function sets the refresh callback of the specified window, which is
+// /// called when the content area of the window needs to be redrawn, for example
+// /// if the window has been exposed after having been covered by another window.
+// ///
+// /// On compositing window systems such as Aero, Compiz, Aqua or Wayland, where
+// /// the window contents are saved off-screen, this callback may be called only
+// /// very infrequently or never at all.
+// ///
+// /// @param[in] window The window whose callback to set.
+// /// @param[in] callback The new callback, or null to remove the currently set
+// /// callback.
+// /// @return The previously set callback, or null if no callback was set or the
+// /// library had not been [initialized](@ref intro_init).
+// ///
+// /// @callback_signature
+// /// @code
+// /// void function_name(GLFWwindow* window);
+// /// @endcode
+// /// For more information about the callback parameters, see the
+// /// [function pointer type](@ref GLFWwindowrefreshfun).
+// ///
+// /// Possible errors include glfw.Error.NotInitialized.
+// ///
+// /// @thread_safety This function must only be called from the main thread.
+// ///
+// /// see also: window_refresh
+// ///
+// /// @glfw3 Added window handle parameter and return value.
+// GLFWAPI GLFWwindowrefreshfun glfwSetWindowRefreshCallback(GLFWwindow* window, GLFWwindowrefreshfun callback);
+
+// /// Sets the focus callback for the specified window.
+// ///
+// /// This function sets the focus callback of the specified window, which is
+// /// called when the window gains or loses input focus.
+// ///
+// /// After the focus callback is called for a window that lost input focus,
+// /// synthetic key and mouse button release events will be generated for all such
+// /// that had been pressed. For more information, see @ref glfwSetKeyCallback
+// /// and @ref glfwSetMouseButtonCallback.
+// ///
+// /// @param[in] window The window whose callback to set.
+// /// @param[in] callback The new callback, or null to remove the currently set
+// /// callback.
+// /// @return The previously set callback, or null if no callback was set or the
+// /// library had not been [initialized](@ref intro_init).
+// ///
+// /// @callback_signature
+// /// @code
+// /// void function_name(GLFWwindow* window, int focused)
+// /// @endcode
+// /// For more information about the callback parameters, see the
+// /// [function pointer type](@ref GLFWwindowfocusfun).
+// ///
+// /// Possible errors include glfw.Error.NotInitialized.
+// ///
+// /// @thread_safety This function must only be called from the main thread.
+// ///
+// /// see also: window_focus
+// ///
+// GLFWAPI GLFWwindowfocusfun glfwSetWindowFocusCallback(GLFWwindow* window, GLFWwindowfocusfun callback);
+
+// /// Sets the iconify callback for the specified window.
+// ///
+// /// This function sets the iconification callback of the specified window, which
+// /// is called when the window is iconified or restored.
+// ///
+// /// @param[in] window The window whose callback to set.
+// /// @param[in] callback The new callback, or null to remove the currently set
+// /// callback.
+// /// @return The previously set callback, or null if no callback was set or the
+// /// library had not been [initialized](@ref intro_init).
+// ///
+// /// @callback_signature
+// /// @code
+// /// void function_name(GLFWwindow* window, int iconified)
+// /// @endcode
+// /// For more information about the callback parameters, see the
+// /// [function pointer type](@ref GLFWwindowiconifyfun).
+// ///
+// /// Possible errors include glfw.Error.NotInitialized.
+// ///
+// /// wayland: The wl_shell protocol has no concept of iconification,
+// /// this callback will never be called when using this deprecated protocol.
+// ///
+// /// @thread_safety This function must only be called from the main thread.
+// ///
+// /// see also: window_iconify
+// ///
+// GLFWAPI GLFWwindowiconifyfun glfwSetWindowIconifyCallback(GLFWwindow* window, GLFWwindowiconifyfun callback);
+
+// /// Sets the maximize callback for the specified window.
+// ///
+// /// This function sets the maximization callback of the specified window, which
+// /// is called when the window is maximized or restored.
+// ///
+// /// @param[in] window The window whose callback to set.
+// /// @param[in] callback The new callback, or null to remove the currently set
+// /// callback.
+// /// @return The previously set callback, or null if no callback was set or the
+// /// library had not been [initialized](@ref intro_init).
+// ///
+// /// @callback_signature
+// /// @code
+// /// void function_name(GLFWwindow* window, int maximized)
+// /// @endcode
+// /// For more information about the callback parameters, see the
+// /// [function pointer type](@ref GLFWwindowmaximizefun).
+// ///
+// /// Possible errors include glfw.Error.NotInitialized.
+// ///
+// /// @thread_safety This function must only be called from the main thread.
+// ///
+// /// see also: window_maximize
+// ///
+// GLFWAPI GLFWwindowmaximizefun glfwSetWindowMaximizeCallback(GLFWwindow* window, GLFWwindowmaximizefun callback);
+
+// /// Sets the framebuffer resize callback for the specified window.
+// ///
+// /// This function sets the framebuffer resize callback of the specified window,
+// /// which is called when the framebuffer of the specified window is resized.
+// ///
+// /// @param[in] window The window whose callback to set.
+// /// @param[in] callback The new callback, or null to remove the currently set
+// /// callback.
+// /// @return The previously set callback, or null if no callback was set or the
+// /// library had not been [initialized](@ref intro_init).
+// ///
+// /// @callback_signature
+// /// @code
+// /// void function_name(GLFWwindow* window, int width, int height)
+// /// @endcode
+// /// For more information about the callback parameters, see the
+// /// [function pointer type](@ref GLFWframebuffersizefun).
+// ///
+// /// Possible errors include glfw.Error.NotInitialized.
+// ///
+// /// @thread_safety This function must only be called from the main thread.
+// ///
+// /// see also: window_fbsize
+// ///
+// GLFWAPI GLFWframebuffersizefun glfwSetFramebufferSizeCallback(GLFWwindow* window, GLFWframebuffersizefun callback);
+
+// /// Sets the window content scale callback for the specified window.
+// ///
+// /// This function sets the window content scale callback of the specified window,
+// /// which is called when the content scale of the specified window changes.
+// ///
+// /// @param[in] window The window whose callback to set.
+// /// @param[in] callback The new callback, or null to remove the currently set
+// /// callback.
+// /// @return The previously set callback, or null if no callback was set or the
+// /// library had not been [initialized](@ref intro_init).
+// ///
+// /// @callback_signature
+// /// @code
+// /// void function_name(GLFWwindow* window, float xscale, float yscale)
+// /// @endcode
+// /// For more information about the callback parameters, see the
+// /// [function pointer type](@ref GLFWwindowcontentscalefun).
+// ///
+// /// Possible errors include glfw.Error.NotInitialized.
+// ///
+// /// @thread_safety This function must only be called from the main thread.
+// ///
+// /// see also: window_scale, glfw.Window.getContentScale
+// ///
+// GLFWAPI GLFWwindowcontentscalefun glfwSetWindowContentScaleCallback(GLFWwindow* window, GLFWwindowcontentscalefun callback);
+
test "defaultHints" {
const glfw = @import("main.zig");
try glfw.init();
diff --git a/glfw/src/clipboard.zig b/glfw/src/clipboard.zig
new file mode 100644
index 0000000..3726b55
--- /dev/null
+++ b/glfw/src/clipboard.zig
@@ -0,0 +1,46 @@
+// TODO(clipboard):
+// /// Sets the clipboard to the specified string.
+// ///
+// /// This function sets the system clipboard to the specified, UTF-8 encoded
+// /// string.
+// ///
+// /// @param[in] window Deprecated. Any valid window or null.
+// /// @param[in] string A UTF-8 encoded string.
+// ///
+// /// Possible errors include glfw.Error.NotInitialized and glfw.Error.PlatformError.
+// ///
+// /// @pointer_lifetime The specified string is copied before this function
+// /// returns.
+// ///
+// /// @thread_safety This function must only be called from the main thread.
+// ///
+// /// see also: clipboard, glfwGetClipboardString
+// ///
+// ///
+// /// @ingroup input
+// GLFWAPI void glfwSetClipboardString(GLFWwindow* window, const char* string);
+
+// /// Returns the contents of the clipboard as a string.
+// ///
+// /// This function returns the contents of the system clipboard, if it contains
+// /// or is convertible to a UTF-8 encoded string. If the clipboard is empty or
+// /// if its contents cannot be converted, null is returned and a glfw.Error.FormatUnavailable error is generated.
+// ///
+// /// @param[in] window Deprecated. Any valid window or null.
+// /// @return The contents of the clipboard as a UTF-8 encoded string, or null
+// /// if an error occurred.
+// ///
+// /// Possible errors include glfw.Error.NotInitialized and glfw.Error.PlatformError.
+// ///
+// /// @pointer_lifetime The returned string is allocated and freed by GLFW. You
+// /// should not free it yourself. It is valid until the next call to @ref
+// /// glfwGetClipboardString or @ref glfwSetClipboardString, or until the library
+// /// is terminated.
+// ///
+// /// @thread_safety This function must only be called from the main thread.
+// ///
+// /// see also: clipboard, glfwSetClipboardString
+// ///
+// ///
+// /// @ingroup input
+// GLFWAPI const char* glfwGetClipboardString(GLFWwindow* window);
diff --git a/glfw/src/input.zig b/glfw/src/input.zig
new file mode 100644
index 0000000..219e290
--- /dev/null
+++ b/glfw/src/input.zig
@@ -0,0 +1,1263 @@
+// TODO(input):
+
+// /// Opaque cursor object.
+// ///
+// /// Opaque cursor object.
+// ///
+// /// see also: cursor_object
+// ///
+// ///
+// /// @ingroup input
+// typedef struct GLFWcursor GLFWcursor;
+
+// /// The function pointer type for mouse button callbacks.
+// ///
+// /// This is the function pointer type for mouse button callback functions.
+// /// A mouse button callback function has the following signature:
+// /// @code
+// /// void function_name(GLFWwindow* window, int button, int action, int mods)
+// /// @endcode
+// ///
+// /// @param[in] window The window that received the event.
+// /// @param[in] button The mouse button that was pressed or
+// /// released.
+// /// @param[in] action One of `GLFW_PRESS` or `GLFW_RELEASE`. Future releases
+// /// may add more actions.
+// /// @param[in] mods Bit field describing which [modifier keys](@ref mods) were
+// /// held down.
+// ///
+// /// see also: input_mouse_button, glfwSetMouseButtonCallback
+// ///
+// /// @glfw3 Added window handle and modifier mask parameters.
+// ///
+// /// @ingroup input
+// typedef void (* GLFWmousebuttonfun)(GLFWwindow*,int,int,int);
+
+// /// The function pointer type for cursor position callbacks.
+// ///
+// /// This is the function pointer type for cursor position callbacks. A cursor
+// /// position callback function has the following signature:
+// /// @code
+// /// void function_name(GLFWwindow* window, double xpos, double ypos);
+// /// @endcode
+// ///
+// /// @param[in] window The window that received the event.
+// /// @param[in] xpos The new cursor x-coordinate, relative to the left edge of
+// /// the content area.
+// /// @param[in] ypos The new cursor y-coordinate, relative to the top edge of the
+// /// content area.
+// ///
+// /// see also: cursor_pos, glfw.setCursorPosCallback
+// /// Replaces `GLFWmouseposfun`.
+// ///
+// /// @ingroup input
+// typedef void (* GLFWcursorposfun)(GLFWwindow*,double,double);
+
+// /// The function pointer type for cursor enter/leave callbacks.
+// ///
+// /// This is the function pointer type for cursor enter/leave callbacks.
+// /// A cursor enter/leave callback function has the following signature:
+// /// @code
+// /// void function_name(GLFWwindow* window, int entered)
+// /// @endcode
+// ///
+// /// @param[in] window The window that received the event.
+// /// @param[in] entered `GLFW_TRUE` if the cursor entered the window's content
+// /// area, or `GLFW_FALSE` if it left it.
+// ///
+// /// see also: cursor_enter, glfwSetCursorEnterCallback
+// ///
+// ///
+// /// @ingroup input
+// typedef void (* GLFWcursorenterfun)(GLFWwindow*,int);
+
+// /// The function pointer type for scroll callbacks.
+// ///
+// /// This is the function pointer type for scroll callbacks. A scroll callback
+// /// function has the following signature:
+// /// @code
+// /// void function_name(GLFWwindow* window, double xoffset, double yoffset)
+// /// @endcode
+// ///
+// /// @param[in] window The window that received the event.
+// /// @param[in] xoffset The scroll offset along the x-axis.
+// /// @param[in] yoffset The scroll offset along the y-axis.
+// ///
+// /// see also: scrolling, glfwSetScrollCallback
+// /// Replaces `GLFWmousewheelfun`.
+// ///
+// /// @ingroup input
+// typedef void (* GLFWscrollfun)(GLFWwindow*,double,double);
+
+// /// The function pointer type for keyboard key callbacks.
+// ///
+// /// This is the function pointer type for keyboard key callbacks. A keyboard
+// /// key callback function has the following signature:
+// /// @code
+// /// void function_name(GLFWwindow* window, int key, int scancode, int action, int mods)
+// /// @endcode
+// ///
+// /// @param[in] window The window that received the event.
+// /// @param[in] key The [keyboard key](@ref keys) that was pressed or released.
+// /// @param[in] scancode The system-specific scancode of the key.
+// /// @param[in] action `GLFW_PRESS`, `GLFW_RELEASE` or `GLFW_REPEAT`. Future
+// /// releases may add more actions.
+// /// @param[in] mods Bit field describing which [modifier keys](@ref mods) were
+// /// held down.
+// ///
+// /// see also: input_key, glfwSetKeyCallback
+// ///
+// /// @glfw3 Added window handle, scancode and modifier mask parameters.
+// ///
+// /// @ingroup input
+// typedef void (* GLFWkeyfun)(GLFWwindow*,int,int,int,int);
+
+// /// The function pointer type for Unicode character callbacks.
+// ///
+// /// This is the function pointer type for Unicode character callbacks.
+// /// A Unicode character callback function has the following signature:
+// /// @code
+// /// void function_name(GLFWwindow* window, unsigned int codepoint)
+// /// @endcode
+// ///
+// /// @param[in] window The window that received the event.
+// /// @param[in] codepoint The Unicode code point of the character.
+// ///
+// /// see also: input_char, glfwSetCharCallback
+// ///
+// /// @glfw3 Added window handle parameter.
+// ///
+// /// @ingroup input
+// typedef void (* GLFWcharfun)(GLFWwindow*,unsigned int);
+
+// /// The function pointer type for path drop callbacks.
+// ///
+// /// This is the function pointer type for path drop callbacks. A path drop
+// /// callback function has the following signature:
+// /// @code
+// /// void function_name(GLFWwindow* window, int path_count, const char* paths[])
+// /// @endcode
+// ///
+// /// @param[in] window The window that received the event.
+// /// @param[in] path_count The number of dropped paths.
+// /// @param[in] paths The UTF-8 encoded file and/or directory path names.
+// ///
+// /// @pointer_lifetime The path array and its strings are valid until the
+// /// callback function returns.
+// ///
+// /// see also: path_drop, glfwSetDropCallback
+// ///
+// ///
+// /// @ingroup input
+// typedef void (* GLFWdropfun)(GLFWwindow*,int,const char*[]);
+
+// /// The function pointer type for joystick configuration callbacks.
+// ///
+// /// This is the function pointer type for joystick configuration callbacks.
+// /// A joystick configuration callback function has the following signature:
+// /// @code
+// /// void function_name(int jid, int event)
+// /// @endcode
+// ///
+// /// @param[in] jid The joystick that was connected or disconnected.
+// /// @param[in] event One of `GLFW_CONNECTED` or `GLFW_DISCONNECTED`. Future
+// /// releases may add more events.
+// ///
+// /// see also: joystick_event, glfwSetJoystickCallback
+// ///
+// ///
+// /// @ingroup input
+// typedef void (* GLFWjoystickfun)(int,int);
+
+// /// Gamepad input state
+// ///
+// /// This describes the input state of a gamepad.
+// ///
+// /// see also: gamepad, glfwGetGamepadState
+// ///
+// ///
+// /// @ingroup input
+// typedef struct GLFWgamepadstate
+// {
+// /*! The states of each [gamepad button](@ref gamepad_buttons), `GLFW_PRESS`
+// /// or `GLFW_RELEASE`.
+// unsigned char buttons[15];
+// /*! The states of each [gamepad axis](@ref gamepad_axes), in the range -1.0
+// /// to 1.0 inclusive.
+// float axes[6];
+// } GLFWgamepadstate;
+
+// /// Returns the value of an input option for the specified window.
+// ///
+// /// This function returns the value of an input option for the specified window.
+// /// The mode must be one of @ref GLFW_CURSOR, @ref GLFW_STICKY_KEYS,
+// /// @ref GLFW_STICKY_MOUSE_BUTTONS, @ref GLFW_LOCK_KEY_MODS or
+// /// @ref GLFW_RAW_MOUSE_MOTION.
+// ///
+// /// @param[in] window The window to query.
+// /// @param[in] mode One of `GLFW_CURSOR`, `GLFW_STICKY_KEYS`,
+// /// `GLFW_STICKY_MOUSE_BUTTONS`, `GLFW_LOCK_KEY_MODS` or
+// /// `GLFW_RAW_MOUSE_MOTION`.
+// ///
+// /// Possible errors include glfw.Error.NotInitialized and glfw.Error.InvalidEnum.
+// ///
+// /// @thread_safety This function must only be called from the main thread.
+// ///
+// /// see also: glfw.setInputMode
+// ///
+// ///
+// /// @ingroup input
+// GLFWAPI int glfwGetInputMode(GLFWwindow* window, int mode);
+
+// /// Sets an input option for the specified window.
+// ///
+// /// This function sets an input mode option for the specified window. The mode
+// /// must be one of @ref GLFW_CURSOR, @ref GLFW_STICKY_KEYS,
+// /// @ref GLFW_STICKY_MOUSE_BUTTONS, @ref GLFW_LOCK_KEY_MODS or
+// /// @ref GLFW_RAW_MOUSE_MOTION.
+// ///
+// /// If the mode is `GLFW_CURSOR`, the value must be one of the following cursor
+// /// modes:
+// /// - `GLFW_CURSOR_NORMAL` makes the cursor visible and behaving normally.
+// /// - `GLFW_CURSOR_HIDDEN` makes the cursor invisible when it is over the
+// /// content area of the window but does not restrict the cursor from leaving.
+// /// - `GLFW_CURSOR_DISABLED` hides and grabs the cursor, providing virtual
+// /// and unlimited cursor movement. This is useful for implementing for
+// /// example 3D camera controls.
+// ///
+// /// If the mode is `GLFW_STICKY_KEYS`, the value must be either `GLFW_TRUE` to
+// /// enable sticky keys, or `GLFW_FALSE` to disable it. If sticky keys are
+// /// enabled, a key press will ensure that @ref glfwGetKey returns `GLFW_PRESS`
+// /// the next time it is called even if the key had been released before the
+// /// call. This is useful when you are only interested in whether keys have been
+// /// pressed but not when or in which order.
+// ///
+// /// If the mode is `GLFW_STICKY_MOUSE_BUTTONS`, the value must be either
+// /// `GLFW_TRUE` to enable sticky mouse buttons, or `GLFW_FALSE` to disable it.
+// /// If sticky mouse buttons are enabled, a mouse button press will ensure that
+// /// @ref glfwGetMouseButton returns `GLFW_PRESS` the next time it is called even
+// /// if the mouse button had been released before the call. This is useful when
+// /// you are only interested in whether mouse buttons have been pressed but not
+// /// when or in which order.
+// ///
+// /// If the mode is `GLFW_LOCK_KEY_MODS`, the value must be either `GLFW_TRUE` to
+// /// enable lock key modifier bits, or `GLFW_FALSE` to disable them. If enabled,
+// /// callbacks that receive modifier bits will also have the @ref
+// /// GLFW_MOD_CAPS_LOCK bit set when the event was generated with Caps Lock on,
+// /// and the @ref GLFW_MOD_NUM_LOCK bit when Num Lock was on.
+// ///
+// /// If the mode is `GLFW_RAW_MOUSE_MOTION`, the value must be either `GLFW_TRUE`
+// /// to enable raw (unscaled and unaccelerated) mouse motion when the cursor is
+// /// disabled, or `GLFW_FALSE` to disable it. If raw motion is not supported,
+// /// attempting to set this will emit glfw.Error.PlatformError. Call @ref
+// /// glfwRawMouseMotionSupported to check for support.
+// ///
+// /// @param[in] window The window whose input mode to set.
+// /// @param[in] mode One of `GLFW_CURSOR`, `GLFW_STICKY_KEYS`,
+// /// `GLFW_STICKY_MOUSE_BUTTONS`, `GLFW_LOCK_KEY_MODS` or
+// /// `GLFW_RAW_MOUSE_MOTION`.
+// /// @param[in] value The new value of the specified input mode.
+// ///
+// /// Possible errors include glfw.Error.NotInitialized, glfw.Error.InvalidEnum and glfw.Error.PlatformError.
+// ///
+// /// @thread_safety This function must only be called from the main thread.
+// ///
+// /// see also: glfw.getInputMode
+// /// Replaces `glfwEnable` and `glfwDisable`.
+// ///
+// /// @ingroup input
+// GLFWAPI void glfwSetInputMode(GLFWwindow* window, int mode, int value);
+
+// /// Returns whether raw mouse motion is supported.
+// ///
+// /// This function returns whether raw mouse motion is supported on the current
+// /// system. This status does not change after GLFW has been initialized so you
+// /// only need to check this once. If you attempt to enable raw motion on
+// /// a system that does not support it, glfw.Error.PlatformError will be emitted.
+// ///
+// /// Raw mouse motion is closer to the actual motion of the mouse across
+// /// a surface. It is not affected by the scaling and acceleration applied to
+// /// the motion of the desktop cursor. That processing is suitable for a cursor
+// /// while raw motion is better for controlling for example a 3D camera. Because
+// /// of this, raw mouse motion is only provided when the cursor is disabled.
+// ///
+// /// @return `GLFW_TRUE` if raw mouse motion is supported on the current machine,
+// /// or `GLFW_FALSE` otherwise.
+// ///
+// /// Possible errors include glfw.Error.NotInitialized.
+// ///
+// /// @thread_safety This function must only be called from the main thread.
+// ///
+// /// see also: raw_mouse_motion, glfw.setInputMode
+// ///
+// ///
+// /// @ingroup input
+// GLFWAPI int glfwRawMouseMotionSupported(void);
+
+// /// Returns the layout-specific name of the specified printable key.
+// ///
+// /// This function returns the name of the specified printable key, encoded as
+// /// UTF-8. This is typically the character that key would produce without any
+// /// modifier keys, intended for displaying key bindings to the user. For dead
+// /// keys, it is typically the diacritic it would add to a character.
+// ///
+// /// __Do not use this function__ for [text input](@ref input_char). You will
+// /// break text input for many languages even if it happens to work for yours.
+// ///
+// /// If the key is `GLFW_KEY_UNKNOWN`, the scancode is used to identify the key,
+// /// otherwise the scancode is ignored. If you specify a non-printable key, or
+// /// `GLFW_KEY_UNKNOWN` and a scancode that maps to a non-printable key, this
+// /// function returns null but does not emit an error.
+// ///
+// /// This behavior allows you to always pass in the arguments in the
+// /// [key callback](@ref input_key) without modification.
+// ///
+// /// The printable keys are:
+// /// - `GLFW_KEY_APOSTROPHE`
+// /// - `GLFW_KEY_COMMA`
+// /// - `GLFW_KEY_MINUS`
+// /// - `GLFW_KEY_PERIOD`
+// /// - `GLFW_KEY_SLASH`
+// /// - `GLFW_KEY_SEMICOLON`
+// /// - `GLFW_KEY_EQUAL`
+// /// - `GLFW_KEY_LEFT_BRACKET`
+// /// - `GLFW_KEY_RIGHT_BRACKET`
+// /// - `GLFW_KEY_BACKSLASH`
+// /// - `GLFW_KEY_WORLD_1`
+// /// - `GLFW_KEY_WORLD_2`
+// /// - `GLFW_KEY_0` to `GLFW_KEY_9`
+// /// - `GLFW_KEY_A` to `GLFW_KEY_Z`
+// /// - `GLFW_KEY_KP_0` to `GLFW_KEY_KP_9`
+// /// - `GLFW_KEY_KP_DECIMAL`
+// /// - `GLFW_KEY_KP_DIVIDE`
+// /// - `GLFW_KEY_KP_MULTIPLY`
+// /// - `GLFW_KEY_KP_SUBTRACT`
+// /// - `GLFW_KEY_KP_ADD`
+// /// - `GLFW_KEY_KP_EQUAL`
+// ///
+// /// Names for printable keys depend on keyboard layout, while names for
+// /// non-printable keys are the same across layouts but depend on the application
+// /// language and should be localized along with other user interface text.
+// ///
+// /// @param[in] key The key to query, or `GLFW_KEY_UNKNOWN`.
+// /// @param[in] scancode The scancode of the key to query.
+// /// @return The UTF-8 encoded, layout-specific name of the key, or null.
+// ///
+// /// Possible errors include glfw.Error.NotInitialized and glfw.Error.PlatformError.
+// ///
+// /// The contents of the returned string may change when a keyboard
+// /// layout change event is received.
+// ///
+// /// @pointer_lifetime The returned string is allocated and freed by GLFW. You
+// /// should not free it yourself. It is valid until the library is terminated.
+// ///
+// /// @thread_safety This function must only be called from the main thread.
+// ///
+// /// see also: input_key_name
+// ///
+// ///
+// /// @ingroup input
+// GLFWAPI const char* glfwGetKeyName(int key, int scancode);
+
+// /// Returns the platform-specific scancode of the specified key.
+// ///
+// /// This function returns the platform-specific scancode of the specified key.
+// ///
+// /// If the key is `GLFW_KEY_UNKNOWN` or does not exist on the keyboard this
+// /// method will return `-1`.
+// ///
+// /// @param[in] key Any [named key](@ref keys).
+// /// @return The platform-specific scancode for the key, or `-1` if an
+// /// error occurred.
+// ///
+// /// Possible errors include glfw.Error.NotInitialized, glfw.Error.InvalidEnum and glfw.Error.PlatformError.
+// ///
+// /// @thread_safety This function may be called from any thread.
+// ///
+// /// see also: input_key
+// ///
+// ///
+// /// @ingroup input
+// GLFWAPI int glfwGetKeyScancode(int key);
+
+// /// Returns the last reported state of a keyboard key for the specified
+// /// window.
+// ///
+// /// This function returns the last state reported for the specified key to the
+// /// specified window. The returned state is one of `GLFW_PRESS` or
+// /// `GLFW_RELEASE`. The higher-level action `GLFW_REPEAT` is only reported to
+// /// the key callback.
+// ///
+// /// If the @ref GLFW_STICKY_KEYS input mode is enabled, this function returns
+// /// `GLFW_PRESS` the first time you call it for a key that was pressed, even if
+// /// that key has already been released.
+// ///
+// /// The key functions deal with physical keys, with [key tokens](@ref keys)
+// /// named after their use on the standard US keyboard layout. If you want to
+// /// input text, use the Unicode character callback instead.
+// ///
+// /// The [modifier key bit masks](@ref mods) are not key tokens and cannot be
+// /// used with this function.
+// ///
+// /// __Do not use this function__ to implement [text input](@ref input_char).
+// ///
+// /// @param[in] window The desired window.
+// /// @param[in] key The desired [keyboard key](@ref keys). `GLFW_KEY_UNKNOWN` is
+// /// not a valid key for this function.
+// /// @return One of `GLFW_PRESS` or `GLFW_RELEASE`.
+// ///
+// /// Possible errors include glfw.Error.NotInitialized and glfw.Error.InvalidEnum.
+// ///
+// /// @thread_safety This function must only be called from the main thread.
+// ///
+// /// see also: input_key
+// ///
+// /// @glfw3 Added window handle parameter.
+// ///
+// /// @ingroup input
+// GLFWAPI int glfwGetKey(GLFWwindow* window, int key);
+
+// /// Returns the last reported state of a mouse button for the specified
+// /// window.
+// ///
+// /// This function returns the last state reported for the specified mouse button
+// /// to the specified window. The returned state is one of `GLFW_PRESS` or
+// /// `GLFW_RELEASE`.
+// ///
+// /// If the @ref GLFW_STICKY_MOUSE_BUTTONS input mode is enabled, this function
+// /// returns `GLFW_PRESS` the first time you call it for a mouse button that was
+// /// pressed, even if that mouse button has already been released.
+// ///
+// /// @param[in] window The desired window.
+// /// @param[in] button The desired mouse button.
+// /// @return One of `GLFW_PRESS` or `GLFW_RELEASE`.
+// ///
+// /// Possible errors include glfw.Error.NotInitialized and glfw.Error.InvalidEnum.
+// ///
+// /// @thread_safety This function must only be called from the main thread.
+// ///
+// /// see also: input_mouse_button
+// ///
+// /// @glfw3 Added window handle parameter.
+// ///
+// /// @ingroup input
+// GLFWAPI int glfwGetMouseButton(GLFWwindow* window, int button);
+
+// /// Retrieves the position of the cursor relative to the content area of
+// /// the window.
+// ///
+// /// This function returns the position of the cursor, in screen coordinates,
+// /// relative to the upper-left corner of the content area of the specified
+// /// window.
+// ///
+// /// If the cursor is disabled (with `GLFW_CURSOR_DISABLED`) then the cursor
+// /// position is unbounded and limited only by the minimum and maximum values of
+// /// a `double`.
+// ///
+// /// The coordinate can be converted to their integer equivalents with the
+// /// `floor` function. Casting directly to an integer type works for positive
+// /// coordinates, but fails for negative ones.
+// ///
+// /// Any or all of the position arguments may be null. If an error occurs, all
+// /// non-null position arguments will be set to zero.
+// ///
+// /// @param[in] window The desired window.
+// /// @param[out] xpos Where to store the cursor x-coordinate, relative to the
+// /// left edge of the content area, or null.
+// /// @param[out] ypos Where to store the cursor y-coordinate, relative to the to
+// /// top edge of the content area, or null.
+// ///
+// /// Possible errors include glfw.Error.NotInitialized and glfw.Error.PlatformError.
+// ///
+// /// @thread_safety This function must only be called from the main thread.
+// ///
+// /// see also: cursor_pos, glfw.setCursorPos
+// /// Replaces `glfwGetMousePos`.
+// ///
+// /// @ingroup input
+// GLFWAPI void glfwGetCursorPos(GLFWwindow* window, double* xpos, double* ypos);
+
+// /// Sets the position of the cursor, relative to the content area of the
+// /// window.
+// ///
+// /// This function sets the position, in screen coordinates, of the cursor
+// /// relative to the upper-left corner of the content area of the specified
+// /// window. The window must have input focus. If the window does not have
+// /// input focus when this function is called, it fails silently.
+// ///
+// /// __Do not use this function__ to implement things like camera controls. GLFW
+// /// already provides the `GLFW_CURSOR_DISABLED` cursor mode that hides the
+// /// cursor, transparently re-centers it and provides unconstrained cursor
+// /// motion. See @ref glfwSetInputMode for more information.
+// ///
+// /// If the cursor mode is `GLFW_CURSOR_DISABLED` then the cursor position is
+// /// unconstrained and limited only by the minimum and maximum values of
+// /// a `double`.
+// ///
+// /// @param[in] window The desired window.
+// /// @param[in] xpos The desired x-coordinate, relative to the left edge of the
+// /// content area.
+// /// @param[in] ypos The desired y-coordinate, relative to the top edge of the
+// /// content area.
+// ///
+// /// Possible errors include glfw.Error.NotInitialized and glfw.Error.PlatformError.
+// ///
+// /// wayland: This function will only work when the cursor mode is
+// /// `GLFW_CURSOR_DISABLED`, otherwise it will do nothing.
+// ///
+// /// @thread_safety This function must only be called from the main thread.
+// ///
+// /// see also: cursor_pos, glfw.getCursorPos
+// /// Replaces `glfwSetMousePos`.
+// ///
+// /// @ingroup input
+// GLFWAPI void glfwSetCursorPos(GLFWwindow* window, double xpos, double ypos);
+
+// /// Creates a custom cursor.
+// ///
+// /// Creates a new custom cursor image that can be set for a window with @ref
+// /// glfwSetCursor. The cursor can be destroyed with @ref glfwDestroyCursor.
+// /// Any remaining cursors are destroyed by @ref glfwTerminate.
+// ///
+// /// The pixels are 32-bit, little-endian, non-premultiplied RGBA, i.e. eight
+// /// bits per channel with the red channel first. They are arranged canonically
+// /// as packed sequential rows, starting from the top-left corner.
+// ///
+// /// The cursor hotspot is specified in pixels, relative to the upper-left corner
+// /// of the cursor image. Like all other coordinate systems in GLFW, the X-axis
+// /// points to the right and the Y-axis points down.
+// ///
+// /// @param[in] image The desired cursor image.
+// /// @param[in] xhot The desired x-coordinate, in pixels, of the cursor hotspot.
+// /// @param[in] yhot The desired y-coordinate, in pixels, of the cursor hotspot.
+// /// @return The handle of the created cursor, or null if an
+// /// error occurred.
+// ///
+// /// Possible errors include glfw.Error.NotInitialized and glfw.Error.PlatformError.
+// ///
+// /// @pointer_lifetime The specified image data is copied before this function
+// /// returns.
+// ///
+// /// @thread_safety This function must only be called from the main thread.
+// ///
+// /// see also: cursor_object, glfwDestroyCursor, glfwCreateStandardCursor
+// ///
+// ///
+// /// @ingroup input
+// GLFWAPI GLFWcursor* glfwCreateCursor(const GLFWimage* image, int xhot, int yhot);
+
+// /// Creates a cursor with a standard shape.
+// ///
+// /// Returns a cursor with a [standard shape](@ref shapes), that can be set for
+// /// a window with @ref glfwSetCursor.
+// ///
+// /// @param[in] shape One of the [standard shapes](@ref shapes).
+// /// @return A new cursor ready to use or null if an
+// /// error occurred.
+// ///
+// /// Possible errors include glfw.Error.NotInitialized, glfw.Error.InvalidEnum and glfw.Error.PlatformError.
+// ///
+// /// @thread_safety This function must only be called from the main thread.
+// ///
+// /// see also: cursor_object, glfwCreateCursor
+// ///
+// ///
+// /// @ingroup input
+// GLFWAPI GLFWcursor* glfwCreateStandardCursor(int shape);
+
+// /// Destroys a cursor.
+// ///
+// /// This function destroys a cursor previously created with @ref
+// /// glfwCreateCursor. Any remaining cursors will be destroyed by @ref
+// /// glfwTerminate.
+// ///
+// /// If the specified cursor is current for any window, that window will be
+// /// reverted to the default cursor. This does not affect the cursor mode.
+// ///
+// /// @param[in] cursor The cursor object to destroy.
+// ///
+// /// Possible errors include glfw.Error.NotInitialized and glfw.Error.PlatformError.
+// ///
+// /// @reentrancy This function must not be called from a callback.
+// ///
+// /// @thread_safety This function must only be called from the main thread.
+// ///
+// /// see also: cursor_object, glfwCreateCursor
+// ///
+// ///
+// /// @ingroup input
+// GLFWAPI void glfwDestroyCursor(GLFWcursor* cursor);
+
+// /// Sets the cursor for the window.
+// ///
+// /// This function sets the cursor image to be used when the cursor is over the
+// /// content area of the specified window. The set cursor will only be visible
+// /// when the [cursor mode](@ref cursor_mode) of the window is
+// /// `GLFW_CURSOR_NORMAL`.
+// ///
+// /// On some platforms, the set cursor may not be visible unless the window also
+// /// has input focus.
+// ///
+// /// @param[in] window The window to set the cursor for.
+// /// @param[in] cursor The cursor to set, or null to switch back to the default
+// /// arrow cursor.
+// ///
+// /// Possible errors include glfw.Error.NotInitialized and glfw.Error.PlatformError.
+// ///
+// /// @thread_safety This function must only be called from the main thread.
+// ///
+// /// see also: cursor_object
+// ///
+// ///
+// /// @ingroup input
+// GLFWAPI void glfwSetCursor(GLFWwindow* window, GLFWcursor* cursor);
+
+// /// Sets the key callback.
+// ///
+// /// This function sets the key callback of the specified window, which is called
+// /// when a key is pressed, repeated or released.
+// ///
+// /// The key functions deal with physical keys, with layout independent
+// /// [key tokens](@ref keys) named after their values in the standard US keyboard
+// /// layout. If you want to input text, use the
+// /// [character callback](@ref glfwSetCharCallback) instead.
+// ///
+// /// When a window loses input focus, it will generate synthetic key release
+// /// events for all pressed keys. You can tell these events from user-generated
+// /// events by the fact that the synthetic ones are generated after the focus
+// /// loss event has been processed, i.e. after the
+// /// [window focus callback](@ref glfwSetWindowFocusCallback) has been called.
+// ///
+// /// The scancode of a key is specific to that platform or sometimes even to that
+// /// machine. Scancodes are intended to allow users to bind keys that don't have
+// /// a GLFW key token. Such keys have `key` set to `GLFW_KEY_UNKNOWN`, their
+// /// state is not saved and so it cannot be queried with @ref glfwGetKey.
+// ///
+// /// Sometimes GLFW needs to generate synthetic key events, in which case the
+// /// scancode may be zero.
+// ///
+// /// @param[in] window The window whose callback to set.
+// /// @param[in] callback The new key callback, or null to remove the currently
+// /// set callback.
+// /// @return The previously set callback, or null if no callback was set or the
+// /// library had not been [initialized](@ref intro_init).
+// ///
+// /// @callback_signature
+// /// @code
+// /// void function_name(GLFWwindow* window, int key, int scancode, int action, int mods)
+// /// @endcode
+// /// For more information about the callback parameters, see the
+// /// [function pointer type](@ref GLFWkeyfun).
+// ///
+// /// Possible errors include glfw.Error.NotInitialized.
+// ///
+// /// @thread_safety This function must only be called from the main thread.
+// ///
+// /// see also: input_key
+// ///
+// /// @glfw3 Added window handle parameter and return value.
+// ///
+// /// @ingroup input
+// GLFWAPI GLFWkeyfun glfwSetKeyCallback(GLFWwindow* window, GLFWkeyfun callback);
+
+// /// Sets the Unicode character callback.
+// ///
+// /// This function sets the character callback of the specified window, which is
+// /// called when a Unicode character is input.
+// ///
+// /// The character callback is intended for Unicode text input. As it deals with
+// /// characters, it is keyboard layout dependent, whereas the
+// /// [key callback](@ref glfwSetKeyCallback) is not. Characters do not map 1:1
+// /// to physical keys, as a key may produce zero, one or more characters. If you
+// /// want to know whether a specific physical key was pressed or released, see
+// /// the key callback instead.
+// ///
+// /// The character callback behaves as system text input normally does and will
+// /// not be called if modifier keys are held down that would prevent normal text
+// /// input on that platform, for example a Super (Command) key on macOS or Alt key
+// /// on Windows.
+// ///
+// /// @param[in] window The window whose callback to set.
+// /// @param[in] callback The new callback, or null to remove the currently set
+// /// callback.
+// /// @return The previously set callback, or null if no callback was set or the
+// /// library had not been [initialized](@ref intro_init).
+// ///
+// /// @callback_signature
+// /// @code
+// /// void function_name(GLFWwindow* window, unsigned int codepoint)
+// /// @endcode
+// /// For more information about the callback parameters, see the
+// /// [function pointer type](@ref GLFWcharfun).
+// ///
+// /// Possible errors include glfw.Error.NotInitialized.
+// ///
+// /// @thread_safety This function must only be called from the main thread.
+// ///
+// /// see also: input_char
+// ///
+// /// @glfw3 Added window handle parameter and return value.
+// ///
+// /// @ingroup input
+// GLFWAPI GLFWcharfun glfwSetCharCallback(GLFWwindow* window, GLFWcharfun callback);
+
+// /// Sets the mouse button callback.
+// ///
+// /// This function sets the mouse button callback of the specified window, which
+// /// is called when a mouse button is pressed or released.
+// ///
+// /// When a window loses input focus, it will generate synthetic mouse button
+// /// release events for all pressed mouse buttons. You can tell these events
+// /// from user-generated events by the fact that the synthetic ones are generated
+// /// after the focus loss event has been processed, i.e. after the
+// /// [window focus callback](@ref glfwSetWindowFocusCallback) has been called.
+// ///
+// /// @param[in] window The window whose callback to set.
+// /// @param[in] callback The new callback, or null to remove the currently set
+// /// callback.
+// /// @return The previously set callback, or null if no callback was set or the
+// /// library had not been [initialized](@ref intro_init).
+// ///
+// /// @callback_signature
+// /// @code
+// /// void function_name(GLFWwindow* window, int button, int action, int mods)
+// /// @endcode
+// /// For more information about the callback parameters, see the
+// /// [function pointer type](@ref GLFWmousebuttonfun).
+// ///
+// /// Possible errors include glfw.Error.NotInitialized.
+// ///
+// /// @thread_safety This function must only be called from the main thread.
+// ///
+// /// see also: input_mouse_button
+// ///
+// /// @glfw3 Added window handle parameter and return value.
+// ///
+// /// @ingroup input
+// GLFWAPI GLFWmousebuttonfun glfwSetMouseButtonCallback(GLFWwindow* window, GLFWmousebuttonfun callback);
+
+// /// Sets the cursor position callback.
+// ///
+// /// This function sets the cursor position callback of the specified window,
+// /// which is called when the cursor is moved. The callback is provided with the
+// /// position, in screen coordinates, relative to the upper-left corner of the
+// /// content area of the window.
+// ///
+// /// @param[in] window The window whose callback to set.
+// /// @param[in] callback The new callback, or null to remove the currently set
+// /// callback.
+// /// @return The previously set callback, or null if no callback was set or the
+// /// library had not been [initialized](@ref intro_init).
+// ///
+// /// @callback_signature
+// /// @code
+// /// void function_name(GLFWwindow* window, double xpos, double ypos);
+// /// @endcode
+// /// For more information about the callback parameters, see the
+// /// [function pointer type](@ref GLFWcursorposfun).
+// ///
+// /// Possible errors include glfw.Error.NotInitialized.
+// ///
+// /// @thread_safety This function must only be called from the main thread.
+// ///
+// /// see also: cursor_pos
+// /// Replaces `glfwSetMousePosCallback`.
+// ///
+// /// @ingroup input
+// GLFWAPI GLFWcursorposfun glfwSetCursorPosCallback(GLFWwindow* window, GLFWcursorposfun callback);
+
+// /// Sets the cursor enter/leave callback.
+// ///
+// /// This function sets the cursor boundary crossing callback of the specified
+// /// window, which is called when the cursor enters or leaves the content area of
+// /// the window.
+// ///
+// /// @param[in] window The window whose callback to set.
+// /// @param[in] callback The new callback, or null to remove the currently set
+// /// callback.
+// /// @return The previously set callback, or null if no callback was set or the
+// /// library had not been [initialized](@ref intro_init).
+// ///
+// /// @callback_signature
+// /// @code
+// /// void function_name(GLFWwindow* window, int entered)
+// /// @endcode
+// /// For more information about the callback parameters, see the
+// /// [function pointer type](@ref GLFWcursorenterfun).
+// ///
+// /// Possible errors include glfw.Error.NotInitialized.
+// ///
+// /// @thread_safety This function must only be called from the main thread.
+// ///
+// /// see also: cursor_enter
+// ///
+// ///
+// /// @ingroup input
+// GLFWAPI GLFWcursorenterfun glfwSetCursorEnterCallback(GLFWwindow* window, GLFWcursorenterfun callback);
+
+// /// Sets the scroll callback.
+// ///
+// /// This function sets the scroll callback of the specified window, which is
+// /// called when a scrolling device is used, such as a mouse wheel or scrolling
+// /// area of a touchpad.
+// ///
+// /// The scroll callback receives all scrolling input, like that from a mouse
+// /// wheel or a touchpad scrolling area.
+// ///
+// /// @param[in] window The window whose callback to set.
+// /// @param[in] callback The new scroll callback, or null to remove the
+// /// currently set callback.
+// /// @return The previously set callback, or null if no callback was set or the
+// /// library had not been [initialized](@ref intro_init).
+// ///
+// /// @callback_signature
+// /// @code
+// /// void function_name(GLFWwindow* window, double xoffset, double yoffset)
+// /// @endcode
+// /// For more information about the callback parameters, see the
+// /// [function pointer type](@ref GLFWscrollfun).
+// ///
+// /// Possible errors include glfw.Error.NotInitialized.
+// ///
+// /// @thread_safety This function must only be called from the main thread.
+// ///
+// /// see also: scrolling
+// /// Replaces `glfwSetMouseWheelCallback`.
+// ///
+// /// @ingroup input
+// GLFWAPI GLFWscrollfun glfwSetScrollCallback(GLFWwindow* window, GLFWscrollfun callback);
+
+// /// Sets the path drop callback.
+// ///
+// /// This function sets the path drop callback of the specified window, which is
+// /// called when one or more dragged paths are dropped on the window.
+// ///
+// /// Because the path array and its strings may have been generated specifically
+// /// for that event, they are not guaranteed to be valid after the callback has
+// /// returned. If you wish to use them after the callback returns, you need to
+// /// make a deep copy.
+// ///
+// /// @param[in] window The window whose callback to set.
+// /// @param[in] callback The new file drop callback, or null to remove the
+// /// currently set callback.
+// /// @return The previously set callback, or null if no callback was set or the
+// /// library had not been [initialized](@ref intro_init).
+// ///
+// /// @callback_signature
+// /// @code
+// /// void function_name(GLFWwindow* window, int path_count, const char* paths[])
+// /// @endcode
+// /// For more information about the callback parameters, see the
+// /// [function pointer type](@ref GLFWdropfun).
+// ///
+// /// Possible errors include glfw.Error.NotInitialized.
+// ///
+// /// wayland: File drop is currently unimplemented.
+// ///
+// /// @thread_safety This function must only be called from the main thread.
+// ///
+// /// see also: path_drop
+// ///
+// ///
+// /// @ingroup input
+// GLFWAPI GLFWdropfun glfwSetDropCallback(GLFWwindow* window, GLFWdropfun callback);
+
+// /// Returns whether the specified joystick is present.
+// ///
+// /// This function returns whether the specified joystick is present.
+// ///
+// /// There is no need to call this function before other functions that accept
+// /// a joystick ID, as they all check for presence before performing any other
+// /// work.
+// ///
+// /// @param[in] jid The [joystick](@ref joysticks) to query.
+// /// @return `GLFW_TRUE` if the joystick is present, or `GLFW_FALSE` otherwise.
+// ///
+// /// Possible errors include glfw.Error.NotInitialized, glfw.Error.InvalidEnum and glfw.Error.PlatformError.
+// ///
+// /// @thread_safety This function must only be called from the main thread.
+// ///
+// /// see also: joystick
+// /// Replaces `glfwGetJoystickParam`.
+// ///
+// /// @ingroup input
+// GLFWAPI int glfwJoystickPresent(int jid);
+
+// /// Returns the values of all axes of the specified joystick.
+// ///
+// /// This function returns the values of all axes of the specified joystick.
+// /// Each element in the array is a value between -1.0 and 1.0.
+// ///
+// /// If the specified joystick is not present this function will return null
+// /// but will not generate an error. This can be used instead of first calling
+// /// @ref glfwJoystickPresent.
+// ///
+// /// @param[in] jid The [joystick](@ref joysticks) to query.
+// /// @param[out] count Where to store the number of axis values in the returned
+// /// array. This is set to zero if the joystick is not present or an error
+// /// occurred.
+// /// @return An array of axis values, or null if the joystick is not present or
+// /// an error occurred.
+// ///
+// /// Possible errors include glfw.Error.NotInitialized, glfw.Error.InvalidEnum and glfw.Error.PlatformError.
+// ///
+// /// @pointer_lifetime The returned array is allocated and freed by GLFW. You
+// /// should not free it yourself. It is valid until the specified joystick is
+// /// disconnected or the library is terminated.
+// ///
+// /// @thread_safety This function must only be called from the main thread.
+// ///
+// /// see also: joystick_axis
+// /// Replaces `glfwGetJoystickPos`.
+// ///
+// /// @ingroup input
+// GLFWAPI const float* glfwGetJoystickAxes(int jid, int* count);
+
+// /// Returns the state of all buttons of the specified joystick.
+// ///
+// /// This function returns the state of all buttons of the specified joystick.
+// /// Each element in the array is either `GLFW_PRESS` or `GLFW_RELEASE`.
+// ///
+// /// For backward compatibility with earlier versions that did not have @ref
+// /// glfwGetJoystickHats, the button array also includes all hats, each
+// /// represented as four buttons. The hats are in the same order as returned by
+// /// __glfwGetJoystickHats__ and are in the order _up_, _right_, _down_ and
+// /// _left_. To disable these extra buttons, set the @ref
+// /// GLFW_JOYSTICK_HAT_BUTTONS init hint before initialization.
+// ///
+// /// If the specified joystick is not present this function will return null
+// /// but will not generate an error. This can be used instead of first calling
+// /// @ref glfwJoystickPresent.
+// ///
+// /// @param[in] jid The [joystick](@ref joysticks) to query.
+// /// @param[out] count Where to store the number of button states in the returned
+// /// array. This is set to zero if the joystick is not present or an error
+// /// occurred.
+// /// @return An array of button states, or null if the joystick is not present
+// /// or an error occurred.
+// ///
+// /// Possible errors include glfw.Error.NotInitialized, glfw.Error.InvalidEnum and glfw.Error.PlatformError.
+// ///
+// /// @pointer_lifetime The returned array is allocated and freed by GLFW. You
+// /// should not free it yourself. It is valid until the specified joystick is
+// /// disconnected or the library is terminated.
+// ///
+// /// @thread_safety This function must only be called from the main thread.
+// ///
+// /// see also: joystick_button
+// ///
+// /// @glfw3 Changed to return a dynamic array.
+// ///
+// /// @ingroup input
+// GLFWAPI const unsigned char* glfwGetJoystickButtons(int jid, int* count);
+
+// /// Returns the state of all hats of the specified joystick.
+// ///
+// /// This function returns the state of all hats of the specified joystick.
+// /// Each element in the array is one of the following values:
+// ///
+// /// Name | Value
+// /// ---- | -----
+// /// `GLFW_HAT_CENTERED` | 0
+// /// `GLFW_HAT_UP` | 1
+// /// `GLFW_HAT_RIGHT` | 2
+// /// `GLFW_HAT_DOWN` | 4
+// /// `GLFW_HAT_LEFT` | 8
+// /// `GLFW_HAT_RIGHT_UP` | `GLFW_HAT_RIGHT` \| `GLFW_HAT_UP`
+// /// `GLFW_HAT_RIGHT_DOWN` | `GLFW_HAT_RIGHT` \| `GLFW_HAT_DOWN`
+// /// `GLFW_HAT_LEFT_UP` | `GLFW_HAT_LEFT` \| `GLFW_HAT_UP`
+// /// `GLFW_HAT_LEFT_DOWN` | `GLFW_HAT_LEFT` \| `GLFW_HAT_DOWN`
+// ///
+// /// The diagonal directions are bitwise combinations of the primary (up, right,
+// /// down and left) directions and you can test for these individually by ANDing
+// /// it with the corresponding direction.
+// ///
+// /// @code
+// /// if (hats[2] & GLFW_HAT_RIGHT)
+// /// {
+// /// // State of hat 2 could be right-up, right or right-down
+// /// }
+// /// @endcode
+// ///
+// /// If the specified joystick is not present this function will return null
+// /// but will not generate an error. This can be used instead of first calling
+// /// @ref glfwJoystickPresent.
+// ///
+// /// @param[in] jid The [joystick](@ref joysticks) to query.
+// /// @param[out] count Where to store the number of hat states in the returned
+// /// array. This is set to zero if the joystick is not present or an error
+// /// occurred.
+// /// @return An array of hat states, or null if the joystick is not present
+// /// or an error occurred.
+// ///
+// /// Possible errors include glfw.Error.NotInitialized, glfw.Error.InvalidEnum and glfw.Error.PlatformError.
+// ///
+// /// @pointer_lifetime The returned array is allocated and freed by GLFW. You
+// /// should not free it yourself. It is valid until the specified joystick is
+// /// disconnected, this function is called again for that joystick or the library
+// /// is terminated.
+// ///
+// /// @thread_safety This function must only be called from the main thread.
+// ///
+// /// see also: joystick_hat
+// ///
+// ///
+// /// @ingroup input
+// GLFWAPI const unsigned char* glfwGetJoystickHats(int jid, int* count);
+
+// /// Returns the name of the specified joystick.
+// ///
+// /// This function returns the name, encoded as UTF-8, of the specified joystick.
+// /// The returned string is allocated and freed by GLFW. You should not free it
+// /// yourself.
+// ///
+// /// If the specified joystick is not present this function will return null
+// /// but will not generate an error. This can be used instead of first calling
+// /// @ref glfwJoystickPresent.
+// ///
+// /// @param[in] jid The [joystick](@ref joysticks) to query.
+// /// @return The UTF-8 encoded name of the joystick, or null if the joystick
+// /// is not present or an error occurred.
+// ///
+// /// Possible errors include glfw.Error.NotInitialized, glfw.Error.InvalidEnum and glfw.Error.PlatformError.
+// ///
+// /// @pointer_lifetime The returned string is allocated and freed by GLFW. You
+// /// should not free it yourself. It is valid until the specified joystick is
+// /// disconnected or the library is terminated.
+// ///
+// /// @thread_safety This function must only be called from the main thread.
+// ///
+// /// see also: joystick_name
+// ///
+// ///
+// /// @ingroup input
+// GLFWAPI const char* glfwGetJoystickName(int jid);
+
+// /// Returns the SDL compatible GUID of the specified joystick.
+// ///
+// /// This function returns the SDL compatible GUID, as a UTF-8 encoded
+// /// hexadecimal string, of the specified joystick. The returned string is
+// /// allocated and freed by GLFW. You should not free it yourself.
+// ///
+// /// The GUID is what connects a joystick to a gamepad mapping. A connected
+// /// joystick will always have a GUID even if there is no gamepad mapping
+// /// assigned to it.
+// ///
+// /// If the specified joystick is not present this function will return null
+// /// but will not generate an error. This can be used instead of first calling
+// /// @ref glfwJoystickPresent.
+// ///
+// /// The GUID uses the format introduced in SDL 2.0.5. This GUID tries to
+// /// uniquely identify the make and model of a joystick but does not identify
+// /// a specific unit, e.g. all wired Xbox 360 controllers will have the same
+// /// GUID on that platform. The GUID for a unit may vary between platforms
+// /// depending on what hardware information the platform specific APIs provide.
+// ///
+// /// @param[in] jid The [joystick](@ref joysticks) to query.
+// /// @return The UTF-8 encoded GUID of the joystick, or null if the joystick
+// /// is not present or an error occurred.
+// ///
+// /// Possible errors include glfw.Error.NotInitialized, glfw.Error.InvalidEnum and glfw.Error.PlatformError.
+// ///
+// /// @pointer_lifetime The returned string is allocated and freed by GLFW. You
+// /// should not free it yourself. It is valid until the specified joystick is
+// /// disconnected or the library is terminated.
+// ///
+// /// @thread_safety This function must only be called from the main thread.
+// ///
+// /// see also: gamepad
+// ///
+// ///
+// /// @ingroup input
+// GLFWAPI const char* glfwGetJoystickGUID(int jid);
+
+// /// Sets the user pointer of the specified joystick.
+// ///
+// /// This function sets the user-defined pointer of the specified joystick. The
+// /// current value is retained until the joystick is disconnected. The initial
+// /// value is null.
+// ///
+// /// This function may be called from the joystick callback, even for a joystick
+// /// that is being disconnected.
+// ///
+// /// @param[in] jid The joystick whose pointer to set.
+// /// @param[in] pointer The new value.
+// ///
+// /// Possible errors include glfw.Error.NotInitialized.
+// ///
+// /// @thread_safety This function may be called from any thread. Access is not
+// /// synchronized.
+// ///
+// /// see also: joystick_userptr, glfwGetJoystickUserPointer
+// ///
+// ///
+// /// @ingroup input
+// GLFWAPI void glfwSetJoystickUserPointer(int jid, void* pointer);
+
+// /// Returns the user pointer of the specified joystick.
+// ///
+// /// This function returns the current value of the user-defined pointer of the
+// /// specified joystick. The initial value is null.
+// ///
+// /// This function may be called from the joystick callback, even for a joystick
+// /// that is being disconnected.
+// ///
+// /// @param[in] jid The joystick whose pointer to return.
+// ///
+// /// Possible errors include glfw.Error.NotInitialized.
+// ///
+// /// @thread_safety This function may be called from any thread. Access is not
+// /// synchronized.
+// ///
+// /// see also: joystick_userptr, glfwSetJoystickUserPointer
+// ///
+// ///
+// /// @ingroup input
+// GLFWAPI void* glfwGetJoystickUserPointer(int jid);
+
+// /// Returns whether the specified joystick has a gamepad mapping.
+// ///
+// /// This function returns whether the specified joystick is both present and has
+// /// a gamepad mapping.
+// ///
+// /// If the specified joystick is present but does not have a gamepad mapping
+// /// this function will return `GLFW_FALSE` but will not generate an error. Call
+// /// @ref glfwJoystickPresent to check if a joystick is present regardless of
+// /// whether it has a mapping.
+// ///
+// /// @param[in] jid The [joystick](@ref joysticks) to query.
+// /// @return `GLFW_TRUE` if a joystick is both present and has a gamepad mapping,
+// /// or `GLFW_FALSE` otherwise.
+// ///
+// /// Possible errors include glfw.Error.NotInitialized and glfw.Error.InvalidEnum.
+// ///
+// /// @thread_safety This function must only be called from the main thread.
+// ///
+// /// see also: gamepad, glfwGetGamepadState
+// ///
+// ///
+// /// @ingroup input
+// GLFWAPI int glfwJoystickIsGamepad(int jid);
+
+// /// Sets the joystick configuration callback.
+// ///
+// /// This function sets the joystick configuration callback, or removes the
+// /// currently set callback. This is called when a joystick is connected to or
+// /// disconnected from the system.
+// ///
+// /// For joystick connection and disconnection events to be delivered on all
+// /// platforms, you need to call one of the [event processing](@ref events)
+// /// functions. Joystick disconnection may also be detected and the callback
+// /// called by joystick functions. The function will then return whatever it
+// /// returns if the joystick is not present.
+// ///
+// /// @param[in] callback The new callback, or null to remove the currently set
+// /// callback.
+// /// @return The previously set callback, or null if no callback was set or the
+// /// library had not been [initialized](@ref intro_init).
+// ///
+// /// @callback_signature
+// /// @code
+// /// void function_name(int jid, int event)
+// /// @endcode
+// /// For more information about the callback parameters, see the
+// /// [function pointer type](@ref GLFWjoystickfun).
+// ///
+// /// Possible errors include glfw.Error.NotInitialized.
+// ///
+// /// @thread_safety This function must only be called from the main thread.
+// ///
+// /// see also: joystick_event
+// ///
+// ///
+// /// @ingroup input
+// GLFWAPI GLFWjoystickfun glfwSetJoystickCallback(GLFWjoystickfun callback);
+
+// /// Adds the specified SDL_GameControllerDB gamepad mappings.
+// ///
+// /// This function parses the specified ASCII encoded string and updates the
+// /// internal list with any gamepad mappings it finds. This string may
+// /// contain either a single gamepad mapping or many mappings separated by
+// /// newlines. The parser supports the full format of the `gamecontrollerdb.txt`
+// /// source file including empty lines and comments.
+// ///
+// /// See @ref gamepad_mapping for a description of the format.
+// ///
+// /// If there is already a gamepad mapping for a given GUID in the internal list,
+// /// it will be replaced by the one passed to this function. If the library is
+// /// terminated and re-initialized the internal list will revert to the built-in
+// /// default.
+// ///
+// /// @param[in] string The string containing the gamepad mappings.
+// /// @return `GLFW_TRUE` if successful, or `GLFW_FALSE` if an
+// /// error occurred.
+// ///
+// /// Possible errors include glfw.Error.NotInitialized and glfw.Error.InvalidValue.
+// ///
+// /// @thread_safety This function must only be called from the main thread.
+// ///
+// /// see also: gamepad, glfwJoystickIsGamepad, glfwGetGamepadName
+// ///
+// ///
+// /// @ingroup input
+// GLFWAPI int glfwUpdateGamepadMappings(const char* string);
+
+// /// Returns the human-readable gamepad name for the specified joystick.
+// ///
+// /// This function returns the human-readable name of the gamepad from the
+// /// gamepad mapping assigned to the specified joystick.
+// ///
+// /// If the specified joystick is not present or does not have a gamepad mapping
+// /// this function will return null but will not generate an error. Call
+// /// @ref glfwJoystickPresent to check whether it is present regardless of
+// /// whether it has a mapping.
+// ///
+// /// @param[in] jid The [joystick](@ref joysticks) to query.
+// /// @return The UTF-8 encoded name of the gamepad, or null if the
+// /// joystick is not present, does not have a mapping or an
+// /// error occurred.
+// ///
+// /// @pointer_lifetime The returned string is allocated and freed by GLFW. You
+// /// should not free it yourself. It is valid until the specified joystick is
+// /// disconnected, the gamepad mappings are updated or the library is terminated.
+// ///
+// /// @thread_safety This function must only be called from the main thread.
+// ///
+// /// see also: gamepad, glfwJoystickIsGamepad
+// ///
+// ///
+// /// @ingroup input
+// GLFWAPI const char* glfwGetGamepadName(int jid);
+
+// /// Retrieves the state of the specified joystick remapped as a gamepad.
+// ///
+// /// This function retrieves the state of the specified joystick remapped to
+// /// an Xbox-like gamepad.
+// ///
+// /// If the specified joystick is not present or does not have a gamepad mapping
+// /// this function will return `GLFW_FALSE` but will not generate an error. Call
+// /// @ref glfwJoystickPresent to check whether it is present regardless of
+// /// whether it has a mapping.
+// ///
+// /// The Guide button may not be available for input as it is often hooked by the
+// /// system or the Steam client.
+// ///
+// /// Not all devices have all the buttons or axes provided by @ref
+// /// GLFWgamepadstate. Unavailable buttons and axes will always report
+// /// `GLFW_RELEASE` and 0.0 respectively.
+// ///
+// /// @param[in] jid The [joystick](@ref joysticks) to query.
+// /// @param[out] state The gamepad input state of the joystick.
+// /// @return `GLFW_TRUE` if successful, or `GLFW_FALSE` if no joystick is
+// /// connected, it has no gamepad mapping or an error
+// /// occurred.
+// ///
+// /// Possible errors include glfw.Error.NotInitialized and glfw.Error.InvalidEnum.
+// ///
+// /// @thread_safety This function must only be called from the main thread.
+// ///
+// /// see also: gamepad, glfwUpdateGamepadMappings, glfwJoystickIsGamepad
+// ///
+// ///
+// /// @ingroup input
+// GLFWAPI int glfwGetGamepadState(int jid, GLFWgamepadstate* state);
diff --git a/glfw/src/main.zig b/glfw/src/main.zig
index 43bb516..79a5aea 100644
--- a/glfw/src/main.zig
+++ b/glfw/src/main.zig
@@ -22,6 +22,12 @@ pub const version = @import("version.zig");
pub const VideoMode = @import("VideoMode.zig");
pub const Window = @import("Window.zig");
+pub usingnamespace @import("clipboard.zig");
+pub usingnamespace @import("input.zig");
+pub usingnamespace @import("opengl.zig");
+pub usingnamespace @import("vulkan.zig");
+pub usingnamespace @import("time.zig");
+
/// Initializes the GLFW library.
///
/// This function initializes the GLFW library. Before most GLFW functions can be used, GLFW must
@@ -121,6 +127,131 @@ pub inline fn getVersionString() [*c]const u8 {
return c.glfwGetVersionString();
}
+// TODO(events):
+// /// Processes all pending events.
+// ///
+// /// This function processes only those events that are already in the event
+// /// queue and then returns immediately. Processing events will cause the window
+// /// and input callbacks associated with those events to be called.
+// ///
+// /// On some platforms, a window move, resize or menu operation will cause event
+// /// processing to block. This is due to how event processing is designed on
+// /// those platforms. You can use the
+// /// [window refresh callback](@ref window_refresh) to redraw the contents of
+// /// your window when necessary during such operations.
+// ///
+// /// Do not assume that callbacks you set will _only_ be called in response to
+// /// event processing functions like this one. While it is necessary to poll for
+// /// events, window systems that require GLFW to register callbacks of its own
+// /// can pass events to GLFW in response to many window system function calls.
+// /// GLFW will pass those events on to the application callbacks before
+// /// returning.
+// ///
+// /// Event processing is not required for joystick input to work.
+// ///
+// /// Possible errors include glfw.Error.NotInitialized and glfw.Error.PlatformError.
+// ///
+// /// @reentrancy This function must not be called from a callback.
+// ///
+// /// @thread_safety This function must only be called from the main thread.
+// ///
+// /// see also: events, glfw.waitEvents, glfw.waitEventsTimeout
+// ///
+// GLFWAPI void glfwPollEvents(void);
+
+// /// Waits until events are queued and processes them.
+// ///
+// /// This function puts the calling thread to sleep until at least one event is
+// /// available in the event queue. Once one or more events are available,
+// /// it behaves exactly like @ref glfwPollEvents, i.e. the events in the queue
+// /// are processed and the function then returns immediately. Processing events
+// /// will cause the window and input callbacks associated with those events to be
+// /// called.
+// ///
+// /// Since not all events are associated with callbacks, this function may return
+// /// without a callback having been called even if you are monitoring all
+// /// callbacks.
+// ///
+// /// On some platforms, a window move, resize or menu operation will cause event
+// /// processing to block. This is due to how event processing is designed on
+// /// those platforms. You can use the
+// /// [window refresh callback](@ref window_refresh) to redraw the contents of
+// /// your window when necessary during such operations.
+// ///
+// /// Do not assume that callbacks you set will _only_ be called in response to
+// /// event processing functions like this one. While it is necessary to poll for
+// /// events, window systems that require GLFW to register callbacks of its own
+// /// can pass events to GLFW in response to many window system function calls.
+// /// GLFW will pass those events on to the application callbacks before
+// /// returning.
+// ///
+// /// Event processing is not required for joystick input to work.
+// ///
+// /// Possible errors include glfw.Error.NotInitialized and glfw.Error.PlatformError.
+// ///
+// /// @reentrancy This function must not be called from a callback.
+// ///
+// /// @thread_safety This function must only be called from the main thread.
+// ///
+// /// see also: events, glfw.pollEvents, glfw.waitEventsTimeout
+// ///
+// GLFWAPI void glfwWaitEvents(void);
+
+// /// Waits with timeout until events are queued and processes them.
+// ///
+// /// This function puts the calling thread to sleep until at least one event is
+// /// available in the event queue, or until the specified timeout is reached. If
+// /// one or more events are available, it behaves exactly like @ref
+// /// glfwPollEvents, i.e. the events in the queue are processed and the function
+// /// then returns immediately. Processing events will cause the window and input
+// /// callbacks associated with those events to be called.
+// ///
+// /// The timeout value must be a positive finite number.
+// ///
+// /// Since not all events are associated with callbacks, this function may return
+// /// without a callback having been called even if you are monitoring all
+// /// callbacks.
+// ///
+// /// On some platforms, a window move, resize or menu operation will cause event
+// /// processing to block. This is due to how event processing is designed on
+// /// those platforms. You can use the
+// /// [window refresh callback](@ref window_refresh) to redraw the contents of
+// /// your window when necessary during such operations.
+// ///
+// /// Do not assume that callbacks you set will _only_ be called in response to
+// /// event processing functions like this one. While it is necessary to poll for
+// /// events, window systems that require GLFW to register callbacks of its own
+// /// can pass events to GLFW in response to many window system function calls.
+// /// GLFW will pass those events on to the application callbacks before
+// /// returning.
+// ///
+// /// Event processing is not required for joystick input to work.
+// ///
+// /// @param[in] timeout The maximum amount of time, in seconds, to wait.
+// ///
+// /// Possible errors include glfw.Error.NotInitialized, glfw.Error.InvalidValue and glfw.Error.PlatformError.
+// ///
+// /// @reentrancy This function must not be called from a callback.
+// ///
+// /// @thread_safety This function must only be called from the main thread.
+// ///
+// /// see also: events, glfw.pollEvents, glfw.waitEvents
+// ///
+// GLFWAPI void glfwWaitEventsTimeout(double timeout);
+
+// /// Posts an empty event to the event queue.
+// ///
+// /// This function posts an empty event from the current thread to the event
+// /// queue, causing @ref glfwWaitEvents or @ref glfwWaitEventsTimeout to return.
+// ///
+// /// Possible errors include glfw.Error.NotInitialized and glfw.Error.PlatformError.
+// ///
+// /// @thread_safety This function may be called from any thread.
+// ///
+// /// see also: events, glfw.waitEvents, glfw.waitEventsTimeout
+// ///
+// GLFWAPI void glfwPostEmptyEvent(void);
+
pub fn basicTest() !void {
try init();
defer terminate();
diff --git a/glfw/src/opengl.zig b/glfw/src/opengl.zig
new file mode 100644
index 0000000..32261d2
--- /dev/null
+++ b/glfw/src/opengl.zig
@@ -0,0 +1,177 @@
+// TODO(opengl):
+
+// /// Client API function pointer type.
+// ///
+// /// Generic function pointer used for returning client API function pointers
+// /// without forcing a cast from a regular pointer.
+// ///
+// /// see also: context_glext, glfwGetProcAddress
+// ///
+// ///
+// /// @ingroup context
+// typedef void (*GLFWglproc)(void);
+
+// /// Makes the context of the specified window current for the calling
+// /// thread.
+// ///
+// /// This function makes the OpenGL or OpenGL ES context of the specified window
+// /// current on the calling thread. A context must only be made current on
+// /// a single thread at a time and each thread can have only a single current
+// /// context at a time.
+// ///
+// /// When moving a context between threads, you must make it non-current on the
+// /// old thread before making it current on the new one.
+// ///
+// /// By default, making a context non-current implicitly forces a pipeline flush.
+// /// On machines that support `GL_KHR_context_flush_control`, you can control
+// /// whether a context performs this flush by setting the
+// /// [GLFW_CONTEXT_RELEASE_BEHAVIOR](@ref GLFW_CONTEXT_RELEASE_BEHAVIOR_hint)
+// /// hint.
+// ///
+// /// The specified window must have an OpenGL or OpenGL ES context. Specifying
+// /// a window without a context will generate a @ref GLFW_NO_WINDOW_CONTEXT
+// /// error.
+// ///
+// /// @param[in] window The window whose context to make current, or null to
+// /// detach the current context.
+// ///
+// /// Possible errors include glfw.Error.NotInitialized, glfw.Error.NoWindowContext and glfw.Error.PlatformError.
+// ///
+// /// @thread_safety This function may be called from any thread.
+// ///
+// /// see also: context_current, glfwGetCurrentContext
+// ///
+// ///
+// /// @ingroup context
+// GLFWAPI void glfwMakeContextCurrent(GLFWwindow* window);
+
+// /// Returns the window whose context is current on the calling thread.
+// ///
+// /// This function returns the window whose OpenGL or OpenGL ES context is
+// /// current on the calling thread.
+// ///
+// /// @return The window whose context is current, or null if no window's
+// /// context is current.
+// ///
+// /// Possible errors include glfw.Error.NotInitialized.
+// ///
+// /// @thread_safety This function may be called from any thread.
+// ///
+// /// see also: context_current, glfwMakeContextCurrent
+// ///
+// ///
+// /// @ingroup context
+// GLFWAPI GLFWwindow* glfwGetCurrentContext(void);
+
+// /// Sets the swap interval for the current context.
+// ///
+// /// This function sets the swap interval for the current OpenGL or OpenGL ES
+// /// context, i.e. the number of screen updates to wait from the time @ref
+// /// glfwSwapBuffers was called before swapping the buffers and returning. This
+// /// is sometimes called _vertical synchronization_, _vertical retrace
+// /// synchronization_ or just _vsync_.
+// ///
+// /// A context that supports either of the `WGL_EXT_swap_control_tear` and
+// /// `GLX_EXT_swap_control_tear` extensions also accepts _negative_ swap
+// /// intervals, which allows the driver to swap immediately even if a frame
+// /// arrives a little bit late. You can check for these extensions with @ref
+// /// glfwExtensionSupported.
+// ///
+// /// A context must be current on the calling thread. Calling this function
+// /// without a current context will cause a @ref GLFW_NO_CURRENT_CONTEXT error.
+// ///
+// /// This function does not apply to Vulkan. If you are rendering with Vulkan,
+// /// see the present mode of your swapchain instead.
+// ///
+// /// @param[in] interval The minimum number of screen updates to wait for
+// /// until the buffers are swapped by @ref glfwSwapBuffers.
+// ///
+// /// Possible errors include glfw.Error.NotInitialized, glfw.Error.NoCurrentContext and glfw.Error.PlatformError.
+// ///
+// /// This function is not called during context creation, leaving the
+// /// swap interval set to whatever is the default on that platform. This is done
+// /// because some swap interval extensions used by GLFW do not allow the swap
+// /// interval to be reset to zero once it has been set to a non-zero value.
+// ///
+// /// Some GPU drivers do not honor the requested swap interval, either
+// /// because of a user setting that overrides the application's request or due to
+// /// bugs in the driver.
+// ///
+// /// @thread_safety This function may be called from any thread.
+// ///
+// /// see also: buffer_swap, glfwSwapBuffers
+// ///
+// ///
+// /// @ingroup context
+// GLFWAPI void glfwSwapInterval(int interval);
+
+// /// Returns whether the specified extension is available.
+// ///
+// /// This function returns whether the specified
+// /// [API extension](@ref context_glext) is supported by the current OpenGL or
+// /// OpenGL ES context. It searches both for client API extension and context
+// /// creation API extensions.
+// ///
+// /// A context must be current on the calling thread. Calling this function
+// /// without a current context will cause a @ref GLFW_NO_CURRENT_CONTEXT error.
+// ///
+// /// As this functions retrieves and searches one or more extension strings each
+// /// call, it is recommended that you cache its results if it is going to be used
+// /// frequently. The extension strings will not change during the lifetime of
+// /// a context, so there is no danger in doing this.
+// ///
+// /// This function does not apply to Vulkan. If you are using Vulkan, see @ref
+// /// glfw.getRequiredInstanceExtensions, `vkEnumerateInstanceExtensionProperties`
+// /// and `vkEnumerateDeviceExtensionProperties` instead.
+// ///
+// /// @param[in] extension The ASCII encoded name of the extension.
+// /// @return `GLFW_TRUE` if the extension is available, or `GLFW_FALSE`
+// /// otherwise.
+// ///
+// /// Possible errors include glfw.Error.NotInitialized, glfw.Error.NoCurrentContext, glfw.Error.InvalidValue and glfw.Error.PlatformError.
+// ///
+// /// @thread_safety This function may be called from any thread.
+// ///
+// /// see also: context_glext, glfwGetProcAddress
+// ///
+// ///
+// /// @ingroup context
+// GLFWAPI int glfwExtensionSupported(const char* extension);
+
+// /// Returns the address of the specified function for the current
+// /// context.
+// ///
+// /// This function returns the address of the specified OpenGL or OpenGL ES
+// /// [core or extension function](@ref context_glext), if it is supported
+// /// by the current context.
+// ///
+// /// A context must be current on the calling thread. Calling this function
+// /// without a current context will cause a @ref GLFW_NO_CURRENT_CONTEXT error.
+// ///
+// /// This function does not apply to Vulkan. If you are rendering with Vulkan,
+// /// see @ref glfwGetInstanceProcAddress, `vkGetInstanceProcAddr` and
+// /// `vkGetDeviceProcAddr` instead.
+// ///
+// /// @param[in] procname The ASCII encoded name of the function.
+// /// @return The address of the function, or null if an
+// /// error occurred.
+// ///
+// /// Possible errors include glfw.Error.NotInitialized, glfw.Error.NoCurrentContext and glfw.Error.PlatformError.
+// ///
+// /// The address of a given function is not guaranteed to be the same
+// /// between contexts.
+// ///
+// /// This function may return a non-null address despite the
+// /// associated version or extension not being available. Always check the
+// /// context version or extension string first.
+// ///
+// /// @pointer_lifetime The returned function pointer is valid until the context
+// /// is destroyed or the library is terminated.
+// ///
+// /// @thread_safety This function may be called from any thread.
+// ///
+// /// see also: context_glext, glfwExtensionSupported
+// ///
+// ///
+// /// @ingroup context
+// GLFWAPI GLFWglproc glfwGetProcAddress(const char* procname);
diff --git a/glfw/src/time.zig b/glfw/src/time.zig
new file mode 100644
index 0000000..d5f6938
--- /dev/null
+++ b/glfw/src/time.zig
@@ -0,0 +1,91 @@
+// TODO(time):
+// /// Returns the GLFW time.
+// ///
+// /// This function returns the current GLFW time, in seconds. Unless the time
+// /// has been set using @ref glfwSetTime it measures time elapsed since GLFW was
+// /// initialized.
+// ///
+// /// This function and @ref glfwSetTime are helper functions on top of @ref
+// /// glfwGetTimerFrequency and @ref glfwGetTimerValue.
+// ///
+// /// The resolution of the timer is system dependent, but is usually on the order
+// /// of a few micro- or nanoseconds. It uses the highest-resolution monotonic
+// /// time source on each supported platform.
+// ///
+// /// @return The current time, in seconds, or zero if an
+// /// error occurred.
+// ///
+// /// Possible errors include glfw.Error.NotInitialized.
+// ///
+// /// @thread_safety This function may be called from any thread. Reading and
+// /// writing of the internal base time is not atomic, so it needs to be
+// /// externally synchronized with calls to @ref glfwSetTime.
+// ///
+// /// see also: time
+// ///
+// ///
+// /// @ingroup input
+// GLFWAPI double glfwGetTime(void);
+
+// /// Sets the GLFW time.
+// ///
+// /// This function sets the current GLFW time, in seconds. The value must be
+// /// a positive finite number less than or equal to 18446744073.0, which is
+// /// approximately 584.5 years.
+// ///
+// /// This function and @ref glfwGetTime are helper functions on top of @ref
+// /// glfwGetTimerFrequency and @ref glfwGetTimerValue.
+// ///
+// /// @param[in] time The new value, in seconds.
+// ///
+// /// Possible errors include glfw.Error.NotInitialized and glfw.Error.InvalidValue.
+// ///
+// /// The upper limit of GLFW time is calculated as
+// /// floor((264 - 1) / 109) and is due to implementations
+// /// storing nanoseconds in 64 bits. The limit may be increased in the future.
+// ///
+// /// @thread_safety This function may be called from any thread. Reading and
+// /// writing of the internal base time is not atomic, so it needs to be
+// /// externally synchronized with calls to @ref glfwGetTime.
+// ///
+// /// see also: time
+// ///
+// ///
+// /// @ingroup input
+// GLFWAPI void glfwSetTime(double time);
+
+// /// Returns the current value of the raw timer.
+// ///
+// /// This function returns the current value of the raw timer, measured in
+// /// 1 / frequency seconds. To get the frequency, call @ref
+// /// glfwGetTimerFrequency.
+// ///
+// /// @return The value of the timer, or zero if an
+// /// error occurred.
+// ///
+// /// Possible errors include glfw.Error.NotInitialized.
+// ///
+// /// @thread_safety This function may be called from any thread.
+// ///
+// /// see also: time, glfwGetTimerFrequency
+// ///
+// ///
+// /// @ingroup input
+// GLFWAPI uint64_t glfwGetTimerValue(void);
+
+// /// Returns the frequency, in Hz, of the raw timer.
+// ///
+// /// This function returns the frequency, in Hz, of the raw timer.
+// ///
+// /// @return The frequency of the timer, in Hz, or zero if an
+// /// error occurred.
+// ///
+// /// Possible errors include glfw.Error.NotInitialized.
+// ///
+// /// @thread_safety This function may be called from any thread.
+// ///
+// /// see also: time, glfwGetTimerValue
+// ///
+// ///
+// /// @ingroup input
+// GLFWAPI uint64_t glfwGetTimerFrequency(void);
diff --git a/glfw/src/vulkan.zig b/glfw/src/vulkan.zig
new file mode 100644
index 0000000..4cffff8
--- /dev/null
+++ b/glfw/src/vulkan.zig
@@ -0,0 +1,178 @@
+// TODO(vulkan):
+
+// /// Vulkan API function pointer type.
+// ///
+// /// Generic function pointer used for returning Vulkan API function pointers
+// /// without forcing a cast from a regular pointer.
+// ///
+// /// see also: vulkan_proc, glfwGetInstanceProcAddress
+// ///
+// ///
+// /// @ingroup vulkan
+// typedef void (*GLFWvkproc)(void);
+
+// /// Returns whether the Vulkan loader and an ICD have been found.
+// ///
+// /// This function returns whether the Vulkan loader and any minimally functional ICD have been
+// /// found.
+// ///
+// /// The availability of a Vulkan loader and even an ICD does not by itself guarantee that surface
+// /// creation or even instance creation is possible. For example, on Fermi systems Nvidia will
+// /// install an ICD that provides no actual Vulkan support. Call glfw.getRequiredInstanceExtensions
+// /// to check whether the extensions necessary for Vulkan surface creation are available and
+// /// glfw.getPhysicalDevicePresentationSupport to check whether a queue family of a physical device
+// /// supports image presentation.
+// ///
+// /// @return `GLFW_TRUE` if Vulkan is minimally available, or `GLFW_FALSE` otherwise.
+// ///
+// /// Possible errors include glfw.Error.NotInitialized.
+// ///
+// /// @thread_safety This function may be called from any thread.
+// ///
+// /// see also: vulkan_support
+// GLFWAPI int glfwVulkanSupported(void);
+
+// /// Returns the Vulkan instance extensions required by GLFW.
+// ///
+// /// This function returns an array of names of Vulkan instance extensions required by GLFW for
+// /// creating Vulkan surfaces for GLFW windows. If successful, the list will always contain
+// /// `VK_KHR_surface`, so if you don't require any additional extensions you can pass this list
+// /// directly to the `VkInstanceCreateInfo` struct.
+// ///
+// /// If Vulkan is not available on the machine, this function returns null and generates a
+// /// glfw.Error.APIUnavailable error. Call glfw.vulkanSupported to check whether Vulkan is at least
+// /// minimally available.
+// ///
+// /// If Vulkan is available but no set of extensions allowing window surface
+// /// creation was found, this function returns null. You may still use Vulkan
+// /// for off-screen rendering and compute work.
+// ///
+// /// @param[out] count Where to store the number of extensions in the returned
+// /// array. This is set to zero if an error occurred.
+// /// @return An array of ASCII encoded extension names, or null if an
+// /// error occurred.
+// ///
+// /// Possible errors include glfw.Error.NotInitialized and glfw.Error.APIUnavailable.
+// ///
+// /// Additional extensions may be required by future versions of GLFW. You should check if any
+// /// extensions you wish to enable are already in the returned array, as it is an error to specify
+// /// an extension more than once in the `VkInstanceCreateInfo` struct.
+// ///
+// /// macos: This function currently supports either the `VK_MVK_macos_surface` extension from
+// /// MoltenVK or `VK_EXT_metal_surface` extension.
+// ///
+// /// @pointer_lifetime The returned array is allocated and freed by GLFW. You should not free it
+// /// yourself. It is guaranteed to be valid only until the library is terminated.
+// ///
+// /// @thread_safety This function may be called from any thread.
+// ///
+// /// see also: vulkan_ext, glfwCreateWindowSurface
+// GLFWAPI const char** glfwGetRequiredInstanceExtensions(uint32_t* count);
+
+// /// Returns the address of the specified Vulkan instance function.
+// ///
+// /// This function returns the address of the specified Vulkan core or extension function for the
+// /// specified instance. If instance is set to null it can return any function exported from the
+// /// Vulkan loader, including at least the following functions:
+// ///
+// /// - `vkEnumerateInstanceExtensionProperties`
+// /// - `vkEnumerateInstanceLayerProperties`
+// /// - `vkCreateInstance`
+// /// - `vkGetInstanceProcAddr`
+// ///
+// /// If Vulkan is not available on the machine, this function returns null and generates a
+// /// glfw.Error.APIUnavailable error. Call glfw.vulkanSupported to check whether Vulkan is at least
+// /// minimally available.
+// ///
+// /// This function is equivalent to calling `vkGetInstanceProcAddr` with a platform-specific query
+// /// of the Vulkan loader as a fallback.
+// ///
+// /// @param[in] instance The Vulkan instance to query, or null to retrieve
+// /// functions related to instance creation.
+// /// @param[in] procname The ASCII encoded name of the function.
+// /// @return The address of the function, or null if an
+// /// error occurred.
+// ///
+// /// Possible errors include glfw.Error.NotInitialized and glfw.Error.APIUnavailable.
+// ///
+// /// @pointer_lifetime The returned function pointer is valid until the library is terminated.
+// ///
+// /// @thread_safety This function may be called from any thread.
+// ///
+// /// see also: vulkan_proc
+// GLFWAPI GLFWvkproc glfwGetInstanceProcAddress(VkInstance instance, const char* procname);
+
+// /// Returns whether the specified queue family can present images.
+// ///
+// /// This function returns whether the specified queue family of the specified physical device
+// /// supports presentation to the platform GLFW was built for.
+// ///
+// /// If Vulkan or the required window surface creation instance extensions are not available on the
+// /// machine, or if the specified instance was not created with the required extensions, this
+// /// function returns `GLFW_FALSE` and generates a glfw.Error.APIUnavailable error. Call
+// /// glfw.vulkanSupported to check whether Vulkan is at least minimally available and
+// /// glfw.getRequiredInstanceExtensions to check what instance extensions are required.
+// ///
+// /// @param[in] instance The instance that the physical device belongs to.
+// /// @param[in] device The physical device that the queue family belongs to.
+// /// @param[in] queuefamily The index of the queue family to query.
+// /// @return `GLFW_TRUE` if the queue family supports presentation, or
+// /// `GLFW_FALSE` otherwise.
+// ///
+// /// Possible errors include glfw.Error.NotInitialized, glfw.Error.APIUnavailable and glfw.Error.PlatformError.
+// ///
+// /// macos: This function currently always returns `GLFW_TRUE`, as the `VK_MVK_macos_surface`
+// /// extension does not provide a `vkGetPhysicalDevice*PresentationSupport` type function.
+// ///
+// /// @thread_safety This function may be called from any thread. For synchronization details of
+// /// Vulkan objects, see the Vulkan specification.
+// ///
+// /// see also: vulkan_present
+// GLFWAPI int glfwGetPhysicalDevicePresentationSupport(VkInstance instance, VkPhysicalDevice device, uint32_t queuefamily);
+
+// /// Creates a Vulkan surface for the specified window.
+// ///
+// /// This function creates a Vulkan surface for the specified window.
+// ///
+// /// If the Vulkan loader or at least one minimally functional ICD were not found, this function
+// /// returns `VK_ERROR_INITIALIZATION_FAILED` and generates a glfw.Error.APIUnavailable error. Call
+// /// glfw.vulkanSupported to check whether Vulkan is at least minimally available.
+// ///
+// /// If the required window surface creation instance extensions are not available or if the
+// /// specified instance was not created with these extensions enabled, this function returns `VK_ERROR_EXTENSION_NOT_PRESENT`
+// /// and generates a glfw.Error.APIUnavailable error. Call glfw.getRequiredInstanceExtensions to
+// /// check what instance extensions are required.
+// ///
+// /// The window surface cannot be shared with another API so the window must have been created with
+// /// the client api hint set to `GLFW_NO_API` otherwise it generates a glfw.Error.InvalidValue error
+// /// and returns `VK_ERROR_NATIVE_WINDOW_IN_USE_KHR`.
+// ///
+// /// The window surface must be destroyed before the specified Vulkan instance. It is the
+// /// responsibility of the caller to destroy the window surface. GLFW does not destroy it for you.
+// /// Call `vkDestroySurfaceKHR` to destroy the surface.
+// ///
+// /// @param[in] instance The Vulkan instance to create the surface in.
+// /// @param[in] window The window to create the surface for.
+// /// @param[in] allocator The allocator to use, or null to use the default
+// /// allocator.
+// /// @param[out] surface Where to store the handle of the surface. This is set
+// /// to `VK_NULL_HANDLE` if an error occurred.
+// /// @return `VK_SUCCESS` if successful, or a Vulkan error code if an
+// /// error occurred.
+// ///
+// /// Possible errors include glfw.Error.NotInitialized, glfw.Error.APIUnavailable, glfw.Error.PlatformError and glfw.Error.InvalidValue
+// ///
+// /// If an error occurs before the creation call is made, GLFW returns the Vulkan error code most
+// /// appropriate for the error. Appropriate use of glfw.vulkanSupported and glfw.getRequiredInstanceExtensions
+// /// should eliminate almost all occurrences of these errors.
+// ///
+// /// macos: This function currently only supports the `VK_MVK_macos_surface` extension from MoltenVK.
+// ///
+// /// macos: This function creates and sets a `CAMetalLayer` instance for the window content view,
+// /// which is required for MoltenVK to function.
+// ///
+// /// @thread_safety This function may be called from any thread. For synchronization details of
+// /// Vulkan objects, see the Vulkan specification.
+// ///
+// /// see also: vulkan_surface, glfw.getRequiredInstanceExtensions
+// GLFWAPI VkResult glfwCreateWindowSurface(VkInstance instance, GLFWwindow* window, const VkAllocationCallbacks* allocator, VkSurfaceKHR* surface);