diff --git a/glfw/build.zig b/glfw/build.zig index cfa01a2..039357d 100644 --- a/glfw/build.zig +++ b/glfw/build.zig @@ -320,7 +320,7 @@ fn confirmAppleSDKAgreement(allocator: *std.mem.Allocator) !bool { if (try stdin.readUntilDelimiterOrEof(buf[0..], '\n')) |user_input| { try stdout.print("\n", .{}); var in = user_input; - if (in[in.len - 1] == '\r') in = in[0 .. in.len - 1]; + if (in.len > 0 and in[in.len - 1] == '\r') in = in[0 .. in.len - 1]; return std.mem.eql(u8, in, "y") or std.mem.eql(u8, in, "Y") or std.mem.eql(u8, in, "yes") or std.mem.eql(u8, in, ""); } else { return false; diff --git a/glfw/libglfw3.a b/glfw/libglfw3.a new file mode 100644 index 0000000..9cdcc3a Binary files /dev/null and b/glfw/libglfw3.a differ diff --git a/glfw/src/TODO b/glfw/src/TODO new file mode 100644 index 0000000..6810476 --- /dev/null +++ b/glfw/src/TODO @@ -0,0 +1,2719 @@ + +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);