glfw: add TODOs for tracking 100% GLFW API coverage

Signed-off-by: Stephen Gutekanst <stephen@hexops.com>
This commit is contained in:
Stephen Gutekanst 2021-10-16 14:47:55 -07:00 committed by Stephen Gutekanst
parent d808ec54d6
commit 41c2ef44c1
8 changed files with 2485 additions and 2719 deletions

File diff suppressed because it is too large Load diff

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@ -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();

46
glfw/src/clipboard.zig Normal file
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@ -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);

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@ -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();

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// 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);

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// 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((2<sup>64</sup> - 1) / 10<sup>9</sup>) 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&nbsp;/&nbsp;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);

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// 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);