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);