//! Window type and related functions const std = @import("std"); const testing = std.testing; const mem = std.mem; const c = @import("c.zig").c; const Error = @import("errors.zig").Error; const getError = @import("errors.zig").getError; const Image = @import("Image.zig"); const Monitor = @import("Monitor.zig"); const Window = @This(); handle: *c.GLFWwindow, /// Returns a Zig GLFW window from an underlying C GLFW window handle. /// /// Note that the Zig GLFW library stores a custom user pointer in order to make callbacks nicer, /// see glfw.Window.InternalUserPointer. pub inline fn from(handle: *c.GLFWwindow) Error!Window { const ptr = c.glfwGetWindowUserPointer(handle); if (ptr == null) { const internal = try std.heap.c_allocator.create(InternalUserPointer); c.glfwSetWindowUserPointer(handle, @ptrCast(*c_void, internal)); try getError(); } return Window{ .handle = handle }; } /// The actual type which is stored by the Zig GLFW library in glfwSetWindowUserPointer. /// /// This is used to internally carry function callbacks with nicer Zig interfaces. pub const InternalUserPointer = struct { /// The actual user pointer that the user of the library wished to set via setUserPointer. user_pointer: ?*c_void, // Callbacks to be invoked by wrapper functions. setPosCallback: ?fn (window: Window, xpos: isize, ypos: isize) void, setSizeCallback: ?fn (window: Window, width: isize, height: isize) void, setCloseCallback: ?fn (window: Window) void, setRefreshCallback: ?fn (window: Window) void, setFocusCallback: ?fn (window: Window, focused: bool) void, setIconifyCallback: ?fn (window: Window, iconified: bool) void, setMaximizeCallback: ?fn (window: Window, maximized: bool) void, setFramebufferSizeCallback: ?fn (window: Window, width: isize, height: isize) void, setContentScaleCallback: ?fn (window: Window, xscale: f32, yscale: f32) void, setDropCallback: ?fn (window: Window, paths: [][*c]const u8) void, setScrollCallback: ?fn (window: Window, xoffset: f64, yoffset: f64) void, setCursorEnterCallback: ?fn (window: Window, entered: bool) void, setCursorPosCallback: ?fn (window: Window, xpos: f64, ypos: f64) void, setMouseButtonCallback: ?fn (window: Window, button: isize, action: isize, mods: isize) void, }; /// Resets all window hints to their default values. /// /// This function resets all window hints to their default values. /// /// Possible errors include glfw.Error.NotInitialized. /// /// @thread_safety This function must only be called from the main thread. /// /// see also: window_hints, glfw.Window.hint, glfw.Window.hintString pub inline fn defaultHints() Error!void { c.glfwDefaultWindowHints(); try getError(); } /// Sets the specified window hint to the desired value. /// /// This function sets hints for the next call to glfw.Window.create. The hints, once set, retain /// their values until changed by a call to this function or glfw.window.defaultHints, or until the /// library is terminated. /// /// This function does not check whether the specified hint values are valid. If you set hints to /// invalid values this will instead be reported by the next call to glfw.createWindow. /// /// Some hints are platform specific. These may be set on any platform but they will only affect /// their specific platform. Other platforms will ignore them. /// /// Possible errors include glfw.Error.NotInitialized and glfw.Error.InvalidEnum. /// /// @pointer_lifetime in the event that value is of a str type, the specified string is copied before this function returns. /// /// @thread_safety This function must only be called from the main thread. /// /// see also: window_hints, glfw.Window.defaultHints pub inline fn hint(hint_const: usize, value: anytype) Error!void { const value_type = @TypeOf(value); const value_type_info: std.builtin.TypeInfo = @typeInfo(value_type); switch (value_type_info) { .Int, .ComptimeInt => { c.glfwWindowHint(@intCast(c_int, hint_const), @intCast(c_int, value)); }, .Bool => { const int_value = @boolToInt(value); c.glfwWindowHint(@intCast(c_int, hint_const), @intCast(c_int, int_value)); }, .Enum => { const int_value = @enumToInt(value); c.glfwWindowHint(@intCast(c_int, hint_const), @intCast(c_int, int_value)); }, .Array => |arr_type| { if (arr_type.child != u8) { @compileError("expected array of u8, got " ++ @typeName(arr_type)); } c.glfwWindowHintString(@intCast(c_int, hint_const), &value[0]); }, .Pointer => |pointer_info| { const pointed_type = @typeInfo(pointer_info.child); switch (pointed_type) { .Array => |arr_type| { if (arr_type.child != u8) { @compileError("expected pointer to array of u8, got " ++ @typeName(arr_type)); } }, else => @compileError("expected pointer to array, got " ++ @typeName(pointed_type)), } c.glfwWindowHintString(@intCast(c_int, hint_const), &value[0]); }, else => { @compileError("expected a int, bool, enum, array, or pointer, got " ++ @typeName(value_type)); }, } try getError(); } /// Creates a window and its associated context. /// /// This function creates a window and its associated OpenGL or OpenGL ES context. Most of the /// options controlling how the window and its context should be created are specified with window /// hints using `glfw.Window.hint`. /// /// Successful creation does not change which context is current. Before you can use the newly /// created context, you need to make it current using `glfw.Window.makeContextCurrent`. For /// information about the `share` parameter, see context_sharing. /// /// The created window, framebuffer and context may differ from what you requested, as not all /// parameters and hints are hard constraints. This includes the size of the window, especially for /// full screen windows. To query the actual attributes of the created window, framebuffer and /// context, see glfw.Window.getAttrib, glfw.Window.getSize and glfw.window.getFramebufferSize. /// /// To create a full screen window, you need to specify the monitor the window will cover. If no /// monitor is specified, the window will be windowed mode. Unless you have a way for the user to /// choose a specific monitor, it is recommended that you pick the primary monitor. For more /// information on how to query connected monitors, see @ref monitor_monitors. /// /// For full screen windows, the specified size becomes the resolution of the window's _desired /// video mode_. As long as a full screen window is not iconified, the supported video mode most /// closely matching the desired video mode is set for the specified monitor. For more information /// about full screen windows, including the creation of so called _windowed full screen_ or /// _borderless full screen_ windows, see window_windowed_full_screen. /// /// Once you have created the window, you can switch it between windowed and full screen mode with /// glfw.Window.setMonitor. This will not affect its OpenGL or OpenGL ES context. /// /// By default, newly created windows use the placement recommended by the window system. To create /// the window at a specific position, make it initially invisible using the glfw.version window /// hint, set its position and then show it. /// /// As long as at least one full screen window is not iconified, the screensaver is prohibited from /// starting. /// /// Window systems put limits on window sizes. Very large or very small window dimensions may be /// overridden by the window system on creation. Check the actual size after creation. /// /// The swap interval is not set during window creation and the initial value may vary depending on /// driver settings and defaults. /// /// Possible errors include glfw.Error.NotInitialized, glfw.Error.InvalidEnum, glfw.Error.InvalidValue, /// glfw.Error.APIUnavailable, glfw.Error.VersionUnavailable, glfw.Error.FormatUnavailable and /// glfw.Error.PlatformError. /// /// Parameters are as follows: /// /// * `width` The desired width, in screen coordinates, of the window. /// * `height` The desired height, in screen coordinates, of the window. /// * `title` The initial, UTF-8 encoded window title. /// * `monitor` The monitor to use for full screen mode, or `null` for windowed mode. /// * `share` The window whose context to share resources with, or `null` to not share resources. /// /// win32: Window creation will fail if the Microsoft GDI software OpenGL implementation is the /// only one available. /// /// win32: If the executable has an icon resource named `GLFW_ICON`, it will be set as the initial /// icon for the window. If no such icon is present, the `IDI_APPLICATION` icon will be used /// instead. To set a different icon, see glfw.Window.setIcon. /// /// win32: The context to share resources with must not be current on any other thread. /// /// macos: The OS only supports forward-compatible core profile contexts for OpenGL versions 3.2 /// and later. Before creating an OpenGL context of version 3.2 or later you must set the /// `glfw.opengl_forward_compat` and `glfw.opengl_profile` hints accordingly. OpenGL 3.0 and 3.1 /// contexts are not supported at all on macOS. /// /// macos: The GLFW window has no icon, as it is not a document window, but the dock icon will be /// the same as the application bundle's icon. For more information on bundles, see the /// [Bundle Programming Guide](https://developer.apple.com/library/mac/documentation/CoreFoundation/Conceptual/CFBundles/) /// in the Mac Developer Library. /// /// macos: The first time a window is created the menu bar is created. If GLFW finds a `MainMenu.nib` /// it is loaded and assumed to contain a menu bar. Otherwise a minimal menu bar is created /// manually with common commands like Hide, Quit and About. The About entry opens a minimal about /// dialog with information from the application's bundle. Menu bar creation can be disabled /// entirely with the glfw.cocoa_menubar init hint. /// /// macos: On OS X 10.10 and later the window frame will not be rendered at full resolution on /// Retina displays unless the glfw.cocoa_retina_framebuffer hint is true (1) and the `NSHighResolutionCapable` /// key is enabled in the application bundle's `Info.plist`. For more information, see /// [High Resolution Guidelines for OS X](https://developer.apple.com/library/mac/documentation/GraphicsAnimation/Conceptual/HighResolutionOSX/Explained/Explained.html) /// in the Mac Developer Library. The GLFW test and example programs use a custom `Info.plist` /// template for this, which can be found as `CMake/MacOSXBundleInfo.plist.in` in the source tree. /// /// macos: When activating frame autosaving with glfw.cocoa_frame_name, the specified window size /// and position may be overridden by previously saved values. /// /// x11: Some window managers will not respect the placement of initially hidden windows. /// /// x11: Due to the asynchronous nature of X11, it may take a moment for a window to reach its /// requested state. This means you may not be able to query the final size, position or other /// attributes directly after window creation. /// /// x11: The class part of the `WM_CLASS` window property will by default be set to the window title /// passed to this function. The instance part will use the contents of the `RESOURCE_NAME` /// environment variable, if present and not empty, or fall back to the window title. Set the glfw.x11_class_name /// and glfw.x11_instance_name window hints to override this. /// /// wayland: Compositors should implement the xdg-decoration protocol for GLFW to decorate the /// window properly. If this protocol isn't supported, or if the compositor prefers client-side /// decorations, a very simple fallback frame will be drawn using the wp_viewporter protocol. A /// compositor can still emit close, maximize or fullscreen events, using for instance a keybind /// mechanism. If neither of these protocols is supported, the window won't be decorated. /// /// wayland: A full screen window will not attempt to change the mode, no matter what the /// requested size or refresh rate. /// /// wayland: Screensaver inhibition requires the idle-inhibit protocol to be implemented in the /// user's compositor. /// /// @thread_safety This function must only be called from the main thread. /// /// see also: window_creation, glfw.Window.destroy pub inline fn create(width: usize, height: usize, title: [*c]const u8, monitor: ?Monitor, share: ?Window) Error!Window { const handle = c.glfwCreateWindow( @intCast(c_int, width), @intCast(c_int, height), &title[0], if (monitor) |m| m.handle else null, if (share) |w| w.handle else null, ); try getError(); return from(handle.?); } /// Destroys the specified window and its context. /// /// This function destroys the specified window and its context. On calling this function, no /// further callbacks will be called for that window. /// /// If the context of the specified window is current on the main thread, it is detached before /// being destroyed. /// /// note: The context of the specified window must not be current on any other thread when this /// function is called. /// /// @reentrancy This function must not be called from a callback. /// /// @thread_safety This function must only be called from the main thread. /// /// see also: window_creation, glfw.Window.create pub inline fn destroy(self: Window) void { const internal = self.getInternal(); c.glfwDestroyWindow(self.handle); std.heap.c_allocator.destroy(internal); // Technically, glfwDestroyWindow could produce errors including glfw.Error.NotInitialized and // glfw.Error.PlatformError. But how would anybody handle them? By creating a new window to // warn the user? That seems user-hostile. Also, `defer try window.destroy()` isn't possible in // Zig, so by returning an error we'd make it harder to destroy the window properly. So we differ // from GLFW here: we discard any potential error from this operation. getError() catch {}; } /// Checks the close flag of the specified window. /// /// This function returns the value of the close flag of the specified window. /// /// @thread_safety This function may be called from any thread. Access is not synchronized. /// /// see also: window_close pub inline fn shouldClose(self: Window) bool { const flag = c.glfwWindowShouldClose(self.handle); // The only error shouldClose could return would be glfw.Error.NotInitialized, which would // definitely have occurred before calls to shouldClose. Returning an error here makes the API // awkward to use, so we discard it instead. getError() catch {}; return flag == c.GLFW_TRUE; } /// Sets the close flag of the specified window. /// /// This function sets the value of the close flag of the specified window. This can be used to /// override the user's attempt to close the window, or to signal that it should be closed. /// /// Possible errors include glfw.Error.NotInitialized. /// /// @thread_safety This function may be called from any thread. Access is not /// synchronized. /// /// see also: window_close pub inline fn setShouldClose(self: Window, value: bool) Error!void { const boolean = if (value) c.GLFW_TRUE else c.GLFW_FALSE; c.glfwSetWindowShouldClose(self.handle, boolean); try getError(); } /// Sets the UTF-8 encoded title of the specified window. /// /// This function sets the window title, encoded as UTF-8, of the specified window. /// /// Possible errors include glfw.Error.NotInitialized and glfw.Error.PlatformError. /// /// macos: The window title will not be updated until the next time you process events. /// /// @thread_safety This function must only be called from the main thread. /// /// see also: window_title pub inline fn setTitle(self: Window, title: [*c]const u8) Error!void { c.glfwSetWindowTitle(self.handle, title); } /// Sets the icon for the specified window. /// /// This function sets the icon of the specified window. If passed an array of candidate images, /// those of or closest to the sizes desired by the system are selected. If no images are /// specified, the window reverts to its default icon. /// /// 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 desired image sizes varies depending on platform and system settings. The selected images /// will be rescaled as needed. Good sizes include 16x16, 32x32 and 48x48. /// /// Possible errors include glfw.Error.NotInitialized and glfw.Error.PlatformError. /// /// @pointer_lifetime The specified image data is copied before this function returns. /// /// macos: The GLFW window has no icon, as it is not a document window, so this function does /// nothing. The dock icon will be the same as the application bundle's icon. For more information /// on bundles, see the [Bundle Programming Guide](https://developer.apple.com/library/mac/documentation/CoreFoundation/Conceptual/CFBundles/) /// in the Mac Developer Library. /// /// wayland: There is no existing protocol to change an icon, the window will thus inherit the one /// defined in the application's desktop file. This function always emits glfw.Error.PlatformError. /// /// @thread_safety This function must only be called from the main thread. /// /// see also: window_icon pub inline fn setIcon(self: Window, allocator: *mem.Allocator, images: ?[]Image) Error!void { if (images) |im| { const tmp = try allocator.alloc(c.GLFWimage, im.len); defer allocator.free(tmp); for (im) |img, index| tmp[index] = img.toC(); c.glfwSetWindowIcon(self.handle, @intCast(c_int, im.len), &tmp[0]); } else c.glfwSetWindowIcon(self.handle, 0, null); try getError(); } const Pos = struct { x: usize, y: usize, }; /// Retrieves the position of the content area of the specified window. /// /// This function retrieves the position, in screen coordinates, of the upper-left corner of the // content area of the specified window. /// /// Possible errors include glfw.Error.NotInitialized and glfw.Error.PlatformError. /// /// wayland: There is no way for an application to retrieve the global position of its windows, /// this function will always emit glfw.Error.PlatformError. /// /// @thread_safety This function must only be called from the main thread. /// /// see also: window_pos glfw.Window.setPos pub inline fn getPos(self: Window) Error!Pos { var x: c_int = 0; var y: c_int = 0; c.glfwGetWindowPos(self.handle, &x, &y); try getError(); return Pos{ .x = @intCast(usize, x), .y = @intCast(usize, y) }; } /// Sets the position of the content area of the specified window. /// /// This function sets the position, in screen coordinates, of the upper-left corner of the content /// area of the specified windowed mode window. If the window is a full screen window, this /// function does nothing. /// /// __Do not use this function__ to move an already visible window unless you have very good /// reasons for doing so, as it will confuse and annoy the user. /// /// The window manager may put limits on what positions are allowed. GLFW cannot and should not /// override these limits. /// /// Possible errors include glfw.Error.NotInitialized and glfw.Error.PlatformError. /// /// wayland: There is no way for an application to set the global position of its windows, this /// function will always emit glfw.Error.PlatformError. /// /// @thread_safety This function must only be called from the main thread. /// /// see also: window_pos, glfw.Window.getPos pub inline fn setPos(self: Window, pos: Pos) Error!void { c.glfwSetWindowPos(self.handle, @intCast(c_int, pos.x), @intCast(c_int, pos.y)); try getError(); } const Size = struct { width: usize, height: usize, }; /// Retrieves the size of the content area of the specified window. /// /// This function retrieves the size, in screen coordinates, of the content area of the specified /// window. If you wish to retrieve the size of the framebuffer of the window in pixels, see /// glfw.Window.getFramebufferSize. /// /// 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_size, glfw.Window.setSize pub inline fn getSize(self: Window) Error!Size { var width: c_int = 0; var height: c_int = 0; c.glfwGetWindowSize(self.handle, &width, &height); try getError(); return Size{ .width = @intCast(usize, width), .height = @intCast(usize, height) }; } /// Sets the size of the content area of the specified window. /// /// This function sets the size, in screen coordinates, of the content area of the specified window. /// /// For full screen windows, this function updates the resolution of its desired video mode and /// switches to the video mode closest to it, without affecting the window's context. As the /// context is unaffected, the bit depths of the framebuffer remain unchanged. /// /// If you wish to update the refresh rate of the desired video mode in addition to its resolution, /// see glfw.Window.setMonitor. /// /// The window manager may put limits on what sizes are allowed. GLFW cannot and should not /// override these limits. /// /// Possible errors include glfw.Error.NotInitialized and glfw.Error.PlatformError. /// /// wayland: A full screen window will not attempt to change the mode, no matter what the requested /// size. /// /// @thread_safety This function must only be called from the main thread. /// /// see also: window_size, glfw.Window.getSize, glfw.Window.SetMonitor pub inline fn setSize(self: Window, size: Size) Error!void { c.glfwSetWindowSize(self.handle, @intCast(c_int, size.width), @intCast(c_int, size.height)); try getError(); } /// Sets the size limits of the specified window's content area. /// /// This function sets the size limits of the content area of the specified window. If the window /// is full screen, the size limits only take effect/ once it is made windowed. If the window is not /// resizable, this function does nothing. /// /// The size limits are applied immediately to a windowed mode window and may cause it to be resized. /// /// The maximum dimensions must be greater than or equal to the minimum dimensions. glfw.dont_care /// may be used for any width/height parameter. /// /// Possible errors include glfw.Error.NotInitialized, glfw.Error.InvalidValue and glfw.Error.PlatformError. /// /// If you set size limits and an aspect ratio that conflict, the results are undefined. /// /// wayland: The size limits will not be applied until the window is actually resized, either by /// the user or by the compositor. /// /// @thread_safety This function must only be called from the main thread. /// /// see also: window_sizelimits, glfw.Window.setAspectRatio pub inline fn setSizeLimits(self: Window, min: Size, max: Size) Error!void { c.glfwSetWindowSizeLimits( self.handle, @intCast(c_int, min.width), @intCast(c_int, min.height), @intCast(c_int, max.width), @intCast(c_int, max.height), ); try getError(); } /// Sets the aspect ratio of the specified window. /// /// This function sets the required aspect ratio of the content area of the specified window. If /// the window is full screen, the aspect ratio only takes effect once it is made windowed. If the /// window is not resizable, this function does nothing. /// /// The aspect ratio is specified as a numerator and a denominator and both values must be greater /// than zero. For example, the common 16:9 aspect ratio is specified as 16 and 9, respectively. /// /// If the numerator AND denominator is set to `glfw.dont_care` then the aspect ratio limit is /// disabled. /// /// The aspect ratio is applied immediately to a windowed mode window and may cause it to be /// resized. /// /// Possible errors include glfw.Error.NotInitialized, glfw.Error.InvalidValue and /// glfw.Error.PlatformError. /// /// If you set size limits and an aspect ratio that conflict, the results are undefined. /// /// wayland: The aspect ratio will not be applied until the window is actually resized, either by /// the user or by the compositor. /// /// @thread_safety This function must only be called from the main thread. /// /// see also: window_sizelimits, glfw.Window.setSizeLimits pub inline fn setAspectRatio(self: Window, numerator: usize, denominator: usize) Error!void { c.glfwSetWindowAspectRatio(self.handle, @intCast(c_int, numerator), @intCast(c_int, denominator)); try getError(); } /// Retrieves the size of the framebuffer of the specified window. /// /// This function retrieves the size, in pixels, of the framebuffer of the specified window. If you /// wish to retrieve the size of the window in screen coordinates, see @ref glfwGetWindowSize. /// /// 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_fbsize, glfwWindow.setFramebufferSizeCallback pub inline fn getFramebufferSize(self: Window) Error!Size { var width: c_int = 0; var height: c_int = 0; c.glfwGetFramebufferSize(self.handle, &width, &height); try getError(); return Size{ .width = @intCast(usize, width), .height = @intCast(usize, height) }; } const FrameSize = struct { left: usize, top: usize, right: usize, bottom: usize, }; /// Retrieves the size of the frame of the window. /// /// This function retrieves the size, in screen coordinates, of each edge of the frame of the /// specified window. This size includes the title bar, if the window has one. The size of the /// frame may vary depending on the window-related hints used to create it. /// /// Because this function retrieves the size of each window frame edge and not the offset along a /// particular coordinate axis, the retrieved values will always be zero or positive. /// /// 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_size pub inline fn getFrameSize(self: Window) Error!FrameSize { var left: c_int = 0; var top: c_int = 0; var right: c_int = 0; var bottom: c_int = 0; c.glfwGetWindowFrameSize(self.handle, &left, &top, &right, &bottom); try getError(); return FrameSize{ .left = @intCast(usize, left), .top = @intCast(usize, top), .right = @intCast(usize, right), .bottom = @intCast(usize, bottom), }; } pub const ContentScale = struct { x_scale: f32, y_scale: f32, }; /// Retrieves the content scale for the specified window. /// /// This function retrieves the content scale for the specified window. The content scale is the /// ratio between the current DPI and the platform's default DPI. This is especially important for /// text and any UI elements. If the pixel dimensions of your UI scaled by this look appropriate on /// your machine then it should appear at a reasonable size on other machines regardless of their /// DPI and scaling settings. This relies on the system DPI and scaling settings being somewhat /// correct. /// /// On systems where each monitors can have its own content scale, the window content scale will /// depend on which monitor the system considers the window to be on. /// /// 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_scale, glfwSetWindowContentScaleCallback, glfwGetMonitorContentScale pub inline fn getContentScale(self: Window) Error!ContentScale { var x_scale: f32 = 0; var y_scale: f32 = 0; c.glfwGetWindowContentScale(self.handle, &x_scale, &y_scale); try getError(); return ContentScale{ .x_scale = x_scale, .y_scale = y_scale }; } /// Returns the opacity of the whole window. /// /// This function returns the opacity of the window, including any decorations. /// /// The opacity (or alpha) value is a positive finite number between zero and one, where zero is /// fully transparent and one is fully opaque. If the system does not support whole window /// transparency, this function always returns one. /// /// The initial opacity value for newly created windows is one. /// /// 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_transparency, glfw.Window.setOpacity pub inline fn getOpacity(self: Window) Error!f32 { const opacity = c.glfwGetWindowOpacity(self.handle); try getError(); return opacity; } /// Sets the opacity of the whole window. /// /// This function sets the opacity of the window, including any decorations. /// /// The opacity (or alpha) value is a positive finite number between zero and one, where zero is /// fully transparent and one is fully opaque. /// /// The initial opacity value for newly created windows is one. /// /// A window created with framebuffer transparency may not use whole window transparency. The /// results of doing this are undefined. /// /// 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_transparency, glfw.Window.getOpacity pub inline fn setOpacity(self: Window, opacity: f32) Error!void { c.glfwSetWindowOpacity(self.handle, opacity); try getError(); } /// Iconifies the specified window. /// /// This function iconifies (minimizes) the specified window if it was previously restored. If the /// window is already iconified, this function does nothing. /// /// If the specified window is a full screen window, the original monitor resolution is restored /// until the window is restored. /// /// Possible errors include glfw.Error.NotInitialized and glfw.Error.PlatformError. /// /// wayland: There is no concept of iconification in wl_shell, this function will emit /// glfw.Error.PlatformError when using this deprecated protocol. /// /// @thread_safety This function must only be called from the main thread. /// /// see also: window_iconify, glfw.Window.restore, glfw.Window.maximize pub inline fn iconify(self: Window) Error!void { c.glfwIconifyWindow(self.handle); try getError(); } /// 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. /// /// 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 pub inline fn restore(self: Window) Error!void { c.glfwRestoreWindow(self.handle); try getError(); } /// 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. /// /// 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.restore pub inline fn maximize(self: Window) Error!void { c.glfwMaximizeWindow(self.handle); try getError(); } /// 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 window hint /// to change this behavior for all newly created windows, or change the /// behavior for an existing window with glfw.Window.setAttrib. /// /// 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 pub inline fn show(self: Window) Error!void { c.glfwShowWindow(self.handle); try getError(); } /// 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. /// /// 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 pub inline fn hide(self: Window) Error!void { c.glfwHideWindow(self.handle); try getError(); } /// 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 to disable this behavior. /// /// Also by default, windowed mode windows are focused when shown with glfw.Window.show. Set the /// glfw.focus_on_show 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 (window_attention). /// /// 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 pub inline fn focus(self: Window) Error!void { c.glfwFocusWindow(self.handle); try getError(); } /// 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. /// /// 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 pub inline fn requestAttention(self: Window) Error!void { c.glfwRequestWindowAttention(self.handle); try getError(); } /// 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 Error.NoWindowContext. /// /// 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 pub inline fn swapBuffers(self: Window) Error!void { c.glfwSwapBuffers(self.handle); try getError(); } /// 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. /// /// @return The monitor, or null if the window is in windowed mode. /// /// 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 pub inline fn getMonitor(self: Window) Error!?Monitor { const monitor = c.glfwGetWindowMonitor(self.handle); try getError(); if (monitor) |m| return Monitor{ .handle = m }; return null; } /// 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 pub inline fn setMonitor(self: Window, monitor: ?Monitor, xpos: isize, ypos: isize, width: isize, height: isize, refresh_rate: isize) Error!void { c.glfwSetWindowMonitor( self.handle, if (monitor) |m| m.handle else null, @intCast(c_int, xpos), @intCast(c_int, ypos), @intCast(c_int, width), @intCast(c_int, height), @intCast(c_int, refresh_rate), ); try getError(); } /// 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] attrib The window attribute (see 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 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. /// /// @thread_safety This function must only be called from the main thread. /// /// see also: window_attribs, glfw.Window.setAttrib pub inline fn getAttrib(self: Window, attrib: isize) Error!isize { const v = c.glfwGetWindowAttrib(self.handle, @intCast(c_int, attrib)); try getError(); return v; } /// 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, glfw.resizable, glfw.floating, glfw.auto_iconify, /// glfw.focus_on_show. /// /// 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] attrib A supported window attribute. /// /// 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 /// pub inline fn setAttrib(self: Window, attrib: isize, value: bool) Error!void { c.glfwSetWindowAttrib(self.handle, @intCast(c_int, attrib), if (value) c.GLFW_TRUE else c.GLFW_FALSE); try getError(); } pub inline fn getInternal(self: Window) *InternalUserPointer { const ptr = c.glfwGetWindowUserPointer(self.handle); if (ptr) |p| return @ptrCast(*InternalUserPointer, @alignCast(@alignOf(*InternalUserPointer), p)); @panic("expected GLFW window user pointer to be *glfw.Window.InternalUserPointer, found null"); } /// 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. /// /// @thread_safety This function may be called from any thread. Access is not synchronized. /// /// see also: window_userptr, glfw.Window.getUserPointer pub inline fn setUserPointer(self: Window, Type: anytype, pointer: Type) void { var internal = self.getInternal(); internal.user_pointer = @ptrCast(*c_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. /// /// @thread_safety This function may be called from any thread. Access is not synchronized. /// /// see also: window_userptr, glfw.Window.setUserPointer pub inline fn getUserPointer(self: Window, Type: anytype) ?Type { var internal = self.getInternal(); if (internal.user_pointer) |p| return @ptrCast(Type, @alignCast(@alignOf(Type), p)); return null; } fn setPosCallbackWrapper(handle: ?*c.GLFWwindow, xpos: c_int, ypos: c_int) callconv(.C) void { const window = from(handle.?) catch unreachable; const internal = window.getInternal(); internal.setPosCallback.?(window, @intCast(isize, xpos), @intCast(isize, ypos)); } /// 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] callback The new callback, or null to remove the currently set callback. /// /// @callback_param `window` the window that moved. /// @callback_param `xpos` the new x-coordinate, in screen coordinates, of the upper-left corner of /// the content area of the window. /// @callback_param `ypos` the new y-coordinate, in screen coordinates, of the upper-left corner of /// the content area of the window. /// /// 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 pub inline fn setPosCallback(self: Window, callback: ?fn (window: Window, xpos: isize, ypos: isize) void) void { var internal = self.getInternal(); internal.setPosCallback = callback; _ = c.glfwSetWindowPosCallback(self.handle, if (callback != null) setPosCallbackWrapper else null); // The only error this could return would be glfw.Error.NotInitialized, which should // definitely have occurred before calls to this. Returning an error here makes the API // awkward to use, so we discard it instead. getError() catch {}; } fn setSizeCallbackWrapper(handle: ?*c.GLFWwindow, width: c_int, height: c_int) callconv(.C) void { const window = from(handle.?) catch unreachable; const internal = window.getInternal(); internal.setSizeCallback.?(window, @intCast(isize, width), @intCast(isize, height)); } /// 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. /// /// @callback_param `window` the window that was resized. /// @callback_param `width` the new width, in screen coordinates, of the window. /// @callback_param `height` the new height, in screen coordinates, of the window. /// /// @thread_safety This function must only be called from the main thread. /// /// see also: window_size pub inline fn setSizeCallback(self: Window, callback: ?fn (window: Window, width: isize, height: isize) void) void { var internal = self.getInternal(); internal.setSizeCallback = callback; _ = c.glfwSetWindowSizeCallback(self.handle, if (callback != null) setSizeCallbackWrapper else null); // The only error this could return would be glfw.Error.NotInitialized, which should // definitely have occurred before calls to this. Returning an error here makes the API // awkward to use, so we discard it instead. getError() catch {}; } fn setCloseCallbackWrapper(handle: ?*c.GLFWwindow) callconv(.C) void { const window = from(handle.?) catch unreachable; const internal = window.getInternal(); internal.setCloseCallback.?(window); } /// 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 /// glfw.Window.setShouldClose. /// /// The close callback is not triggered by glfw.Window.destroy. /// /// @param[in] window The window whose callback to set. /// @param[in] callback The new callback, or null to remove the currently set callback. /// /// @callback_param `window` the window that the user attempted to close. /// /// 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 pub inline fn setCloseCallback(self: Window, callback: ?fn (window: Window) void) void { var internal = self.getInternal(); internal.setCloseCallback = callback; _ = c.glfwSetWindowCloseCallback(self.handle, if (callback != null) setCloseCallbackWrapper else null); // The only error this could return would be glfw.Error.NotInitialized, which should // definitely have occurred before calls to this. Returning an error here makes the API // awkward to use, so we discard it instead. getError() catch {}; } fn setRefreshCallbackWrapper(handle: ?*c.GLFWwindow) callconv(.C) void { const window = from(handle.?) catch unreachable; const internal = window.getInternal(); internal.setRefreshCallback.?(window); } // /// 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. // /// // /// @callback_param `window` the window whose content needs to be refreshed. // /// // /// @thread_safety This function must only be called from the main thread. // /// // /// see also: window_refresh // GLFWAPI GLFWwindowrefreshfun glfwSetWindowRefreshCallback(GLFWwindow* window, GLFWwindowrefreshfun callback); pub inline fn setRefreshCallback(self: Window, callback: ?fn (window: Window) void) void { var internal = self.getInternal(); internal.setRefreshCallback = callback; _ = c.glfwSetWindowRefreshCallback(self.handle, if (callback != null) setRefreshCallbackWrapper else null); // The only error this could return would be glfw.Error.NotInitialized, which should // definitely have occurred before calls to this. Returning an error here makes the API // awkward to use, so we discard it instead. getError() catch {}; } fn setFocusCallbackWrapper(handle: ?*c.GLFWwindow, focused: c_int) callconv(.C) void { const window = from(handle.?) catch unreachable; const internal = window.getInternal(); internal.setFocusCallback.?(window, if (focused == c.GLFW_TRUE) true else false); } /// 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. /// /// @callback_param `window` the window whose input focus has changed. /// @callback_param `focused` `true` if the window was given input focus, or `false` if it lost it. /// /// @thread_safety This function must only be called from the main thread. /// /// see also: window_focus pub inline fn setFocusCallback(self: Window, callback: ?fn (window: Window, focused: bool) void) void { var internal = self.getInternal(); internal.setFocusCallback = callback; _ = c.glfwSetWindowFocusCallback(self.handle, if (callback != null) setFocusCallbackWrapper else null); // The only error this could return would be glfw.Error.NotInitialized, which should // definitely have occurred before calls to this. Returning an error here makes the API // awkward to use, so we discard it instead. getError() catch {}; } fn setIconifyCallbackWrapper(handle: ?*c.GLFWwindow, iconified: c_int) callconv(.C) void { const window = from(handle.?) catch unreachable; const internal = window.getInternal(); internal.setIconifyCallback.?(window, if (iconified == c.GLFW_TRUE) true else false); } /// 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. /// /// @callback_param `window` the window which was iconified or restored. /// @callback_param `iconified` `true` if the window was iconified, or `false` if it was restored. /// /// 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 pub inline fn setIconifyCallback(self: Window, callback: ?fn (window: Window, iconified: bool) void) void { var internal = self.getInternal(); internal.setIconifyCallback = callback; _ = c.glfwSetWindowIconifyCallback(self.handle, if (callback != null) setIconifyCallbackWrapper else null); // The only error this could return would be glfw.Error.NotInitialized, which should // definitely have occurred before calls to this. Returning an error here makes the API // awkward to use, so we discard it instead. getError() catch {}; } fn setMaximizeCallbackWrapper(handle: ?*c.GLFWwindow, maximized: c_int) callconv(.C) void { const window = from(handle.?) catch unreachable; const internal = window.getInternal(); internal.setMaximizeCallback.?(window, if (maximized == c.GLFW_TRUE) true else false); } /// 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. /// /// @callback_param `window` the window which was maximized or restored. /// @callback_param `maximized` `true` if the window was maximized, or `false` if it was restored. /// /// @thread_safety This function must only be called from the main thread. /// /// see also: window_maximize // GLFWAPI GLFWwindowmaximizefun glfwSetWindowMaximizeCallback(GLFWwindow* window, GLFWwindowmaximizefun callback); pub inline fn setMaximizeCallback(self: Window, callback: ?fn (window: Window, maximized: bool) void) void { var internal = self.getInternal(); internal.setMaximizeCallback = callback; _ = c.glfwSetWindowMaximizeCallback(self.handle, if (callback != null) setMaximizeCallbackWrapper else null); // The only error this could return would be glfw.Error.NotInitialized, which should // definitely have occurred before calls to this. Returning an error here makes the API // awkward to use, so we discard it instead. getError() catch {}; } fn setFramebufferSizeCallbackWrapper(handle: ?*c.GLFWwindow, width: c_int, height: c_int) callconv(.C) void { const window = from(handle.?) catch unreachable; const internal = window.getInternal(); internal.setFramebufferSizeCallback.?(window, @intCast(isize, width), @intCast(isize, height)); } /// 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. /// /// @callback_param `window` the window whose framebuffer was resized. /// @callback_param `width` the new width, in pixels, of the framebuffer. /// @callback_param `height` the new height, in pixels, of the framebuffer. /// /// @thread_safety This function must only be called from the main thread. /// /// see also: window_fbsize pub inline fn setFramebufferSizeCallback(self: Window, callback: ?fn (window: Window, width: isize, height: isize) void) void { var internal = self.getInternal(); internal.setFramebufferSizeCallback = callback; _ = c.glfwSetFramebufferSizeCallback(self.handle, if (callback != null) setFramebufferSizeCallbackWrapper else null); // The only error this could return would be glfw.Error.NotInitialized, which should // definitely have occurred before calls to this. Returning an error here makes the API // awkward to use, so we discard it instead. getError() catch {}; } fn setContentScaleCallbackWrapper(handle: ?*c.GLFWwindow, xscale: f32, yscale: f32) callconv(.C) void { const window = from(handle.?) catch unreachable; const internal = window.getInternal(); internal.setContentScaleCallback.?(window, xscale, yscale); } /// 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. /// /// @callback_param `window` the window whose content scale changed. /// @callback_param `xscale` the new x-axis content scale of the window. /// @callback_param `yscale` the new y-axis content scale of the window. /// /// @thread_safety This function must only be called from the main thread. /// /// see also: window_scale, glfw.Window.getContentScale pub inline fn setContentScaleCallback(self: Window, callback: ?fn (window: Window, xscale: f32, yscale: f32) void) void { var internal = self.getInternal(); internal.setContentScaleCallback = callback; _ = c.glfwSetWindowContentScaleCallback(self.handle, if (callback != null) setContentScaleCallbackWrapper else null); // The only error this could return would be glfw.Error.NotInitialized, which should // definitely have occurred before calls to this. Returning an error here makes the API // awkward to use, so we discard it instead. getError() catch {}; } // /// 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); // TODO(mouinput options) // /// 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); // TODO(mouinput options) // /// 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 `true` to // /// enable sticky keys, or `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 // /// `true` to enable sticky mouse buttons, or `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 `true` to // /// enable lock key modifier bits, or `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 `true` // /// to enable raw (unscaled and unaccelerated) mouse motion when the cursor is // /// disabled, or `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); // TODO(keyboard button) // /// 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); // TODO(mouse button) // /// 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); // TODO(cursor position) // /// 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); // TODO(cursor position) // /// 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); // TODO(cursor icon) // /// 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); // TODO(key button) // /// 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); // TODO(unicode character) // /// 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); fn setMouseButtonCallbackWrapper(handle: ?*c.GLFWwindow, button: c_int, action: c_int, mods: c_int) callconv(.C) void { const window = from(handle.?) catch unreachable; const internal = window.getInternal(); internal.setMouseButtonCallback.?(window, @intCast(isize, button), @intCast(isize, action), @intCast(isize, mods)); } /// 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 (see glfw.Window.setFocusCallback) 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. /// /// @callback_param[in] window The window that received the event. /// @callback_param[in] button The mouse button that was pressed or released. /// @callback_param[in] action One of `glfw.press` or `glfw.release`. Future releases may add more /// actions. /// @callback_param[in] mods Bit field describing which modifier keys (see mods) were held down. /// /// Possible errors include glfw.Error.NotInitialized. /// /// @thread_safety This function must only be called from the main thread. /// /// see also: input_mouse_button pub inline fn setMouseButtonCallback(self: Window, callback: ?fn (window: Window, button: isize, action: isize, mods: isize) void) void { var internal = self.getInternal(); internal.setMouseButtonCallback = callback; _ = c.glfwSetMouseButtonCallback(self.handle, if (callback != null) setMouseButtonCallbackWrapper else null); // The only error this could return would be glfw.Error.NotInitialized, which should // definitely have occurred before calls to this. Returning an error here makes the API // awkward to use, so we discard it instead. getError() catch {}; } fn setCursorPosCallbackWrapper(handle: ?*c.GLFWwindow, xpos: f64, ypos: f64) callconv(.C) void { const window = from(handle.?) catch unreachable; const internal = window.getInternal(); internal.setCursorPosCallback.?(window, xpos, ypos); } /// 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] callback The new callback, or null to remove the currently set callback. /// /// @callback_param[in] window The window that received the event. /// @callback_param[in] xpos The new cursor x-coordinate, relative to the left edge of the content /// area. /// callback_@param[in] ypos The new cursor y-coordinate, relative to the top edge of the content /// area. /// /// @thread_safety This function must only be called from the main thread. /// /// see also: cursor_pos pub inline fn setCursorPosCallback(self: Window, callback: ?fn (window: Window, xpos: f64, ypos: f64) void) void { var internal = self.getInternal(); internal.setCursorPosCallback = callback; _ = c.glfwSetCursorPosCallback(self.handle, if (callback != null) setCursorPosCallbackWrapper else null); // The only error this could return would be glfw.Error.NotInitialized, which should // definitely have occurred before calls to this. Returning an error here makes the API // awkward to use, so we discard it instead. getError() catch {}; } fn setCursorEnterCallbackWrapper(handle: ?*c.GLFWwindow, entered: c_int) callconv(.C) void { const window = from(handle.?) catch unreachable; const internal = window.getInternal(); internal.setCursorEnterCallback.?(window, entered == c.GLFW_TRUE); } /// 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] callback The new callback, or null to remove the currently set callback. /// /// @callback_param[in] window The window that received the event. /// @callback_param[in] entered `true` if the cursor entered the window's content area, or `false` /// if it left it. /// /// @thread_safety This function must only be called from the main thread. /// /// see also: cursor_enter pub inline fn setCursorEnterCallback(self: Window, callback: ?fn (window: Window, entered: bool) void) void { var internal = self.getInternal(); internal.setCursorEnterCallback = callback; _ = c.glfwSetCursorEnterCallback(self.handle, if (callback != null) setCursorEnterCallbackWrapper else null); // The only error this could return would be glfw.Error.NotInitialized, which should // definitely have occurred before calls to this. Returning an error here makes the API // awkward to use, so we discard it instead. getError() catch {}; } fn setScrollCallbackWrapper(handle: ?*c.GLFWwindow, xoffset: f64, yoffset: f64) callconv(.C) void { const window = from(handle.?) catch unreachable; const internal = window.getInternal(); internal.setScrollCallback.?(window, xoffset, yoffset); } /// 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. /// /// @callback_param[in] window The window that received the event. /// @callback_param[in] xoffset The scroll offset along the x-axis. /// @callback_param[in] yoffset The scroll offset along the y-axis. /// /// @thread_safety This function must only be called from the main thread. /// /// see also: scrolling pub inline fn setScrollCallback(self: Window, callback: ?fn (window: Window, xoffset: f64, yoffset: f64) void) void { var internal = self.getInternal(); internal.setScrollCallback = callback; _ = c.glfwSetScrollCallback(self.handle, if (callback != null) setScrollCallbackWrapper else null); // The only error this could return would be glfw.Error.NotInitialized, which should // definitely have occurred before calls to this. Returning an error here makes the API // awkward to use, so we discard it instead. getError() catch {}; } fn setDropCallbackWrapper(handle: ?*c.GLFWwindow, path_count: c_int, paths: [*c][*c]const u8) callconv(.C) void { const window = from(handle.?) catch unreachable; const internal = window.getInternal(); internal.setDropCallback.?(window, paths[0..@intCast(usize, path_count)]); } /// 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] callback The new file drop callback, or null to remove the currently set callback. /// /// @callback_param[in] window The window that received the event. /// @callback_param[in] path_count The number of dropped paths. /// @callback_param[in] paths The UTF-8 encoded file and/or directory path names. /// /// @callback_pointer_lifetime The path array and its strings are valid until the callback function /// returns. /// /// 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 pub inline fn setDropCallback(self: Window, callback: ?fn (window: Window, paths: [][*c]const u8) void) Error!void { var internal = self.getInternal(); internal.setDropCallback = callback; _ = c.glfwSetDropCallback(self.handle, if (callback != null) setDropCallbackWrapper else null); try getError(); } test "defaultHints" { const glfw = @import("main.zig"); try glfw.init(); defer glfw.terminate(); try defaultHints(); } test "hint comptime int" { const glfw = @import("main.zig"); try glfw.init(); defer glfw.terminate(); try hint(glfw.focused, 1); try defaultHints(); } test "hint int" { const glfw = @import("main.zig"); try glfw.init(); defer glfw.terminate(); var focused: i32 = 1; try hint(glfw.focused, focused); try defaultHints(); } test "hint bool" { const glfw = @import("main.zig"); try glfw.init(); defer glfw.terminate(); try hint(glfw.focused, true); try defaultHints(); } test "hint enum(u1)" { const glfw = @import("main.zig"); try glfw.init(); defer glfw.terminate(); const MyEnum = enum(u1) { @"true" = 1, @"false" = 0, }; try hint(glfw.focused, MyEnum.@"true"); try defaultHints(); } test "hint enum(i32)" { const glfw = @import("main.zig"); try glfw.init(); defer glfw.terminate(); const MyEnum = enum(i32) { @"true" = 1, @"false" = 0, }; try hint(glfw.focused, MyEnum.@"true"); try defaultHints(); } test "hint array str" { const glfw = @import("main.zig"); try glfw.init(); defer glfw.terminate(); const str_arr = [_]u8{ 'm', 'y', 'c', 'l', 'a', 's', 's' }; try hint(glfw.x11_class_name, str_arr); try defaultHints(); } test "hint pointer str" { const glfw = @import("main.zig"); try glfw.init(); defer glfw.terminate(); try hint(glfw.x11_class_name, "myclass"); } test "createWindow" { const glfw = @import("main.zig"); try glfw.init(); defer glfw.terminate(); const window = glfw.Window.create(640, 480, "Hello, Zig!", null, null) catch |err| { // return without fail, because most of our CI environments are headless / we cannot open // windows on them. std.debug.print("note: failed to create window: {}\n", .{err}); return; }; defer window.destroy(); } test "setShouldClose" { const glfw = @import("main.zig"); try glfw.init(); defer glfw.terminate(); const window = glfw.Window.create(640, 480, "Hello, Zig!", null, null) catch |err| { // return without fail, because most of our CI environments are headless / we cannot open // windows on them. std.debug.print("note: failed to create window: {}\n", .{err}); return; }; try window.setShouldClose(true); defer window.destroy(); } test "setTitle" { const glfw = @import("main.zig"); try glfw.init(); defer glfw.terminate(); const window = glfw.Window.create(640, 480, "Hello, Zig!", null, null) catch |err| { // return without fail, because most of our CI environments are headless / we cannot open // windows on them. std.debug.print("note: failed to create window: {}\n", .{err}); return; }; defer window.destroy(); try window.setTitle("Updated title!"); } // TODO(window): test appears to fail on at least Linux, image size is potentially wrong. // test "setIcon" { // const allocator = testing.allocator; // const glfw = @import("main.zig"); // try glfw.init(); // defer glfw.terminate(); // const window = glfw.Window.create(640, 480, "Hello, Zig!", null, null) catch |err| { // // return without fail, because most of our CI environments are headless / we cannot open // // windows on them. // std.debug.print("note: failed to create window: {}\n", .{err}); // return; // }; // defer window.destroy(); // // Create an all-red icon image. // var width: usize = 48; // var height: usize = 48; // const icon = try Image.init(allocator, width, height, width * height * 4); // var x: usize = 0; // var y: usize = 0; // while (y <= height) : (y += 1) { // while (x <= width) : (x += 1) { // icon.pixels[(x * y * 4) + 0] = 255; // red // icon.pixels[(x * y * 4) + 1] = 0; // green // icon.pixels[(x * y * 4) + 2] = 0; // blue // icon.pixels[(x * y * 4) + 3] = 255; // alpha // } // } // window.setIcon(allocator, &[_]Image{icon}) catch |err| std.debug.print("can't set window icon, wayland maybe? error={}\n", .{err}); // icon.deinit(allocator); // glfw copies it. // } test "getPos" { const glfw = @import("main.zig"); try glfw.init(); defer glfw.terminate(); const window = glfw.Window.create(640, 480, "Hello, Zig!", null, null) catch |err| { // return without fail, because most of our CI environments are headless / we cannot open // windows on them. std.debug.print("note: failed to create window: {}\n", .{err}); return; }; defer window.destroy(); _ = window.getPos() catch |err| std.debug.print("can't get window position, wayland maybe? error={}\n", .{err}); } test "setPos" { const glfw = @import("main.zig"); try glfw.init(); defer glfw.terminate(); const window = glfw.Window.create(640, 480, "Hello, Zig!", null, null) catch |err| { // return without fail, because most of our CI environments are headless / we cannot open // windows on them. std.debug.print("note: failed to create window: {}\n", .{err}); return; }; defer window.destroy(); _ = window.setPos(.{ .x = 0, .y = 0 }) catch |err| std.debug.print("can't set window position, wayland maybe? error={}\n", .{err}); } test "getSize" { const glfw = @import("main.zig"); try glfw.init(); defer glfw.terminate(); const window = glfw.Window.create(640, 480, "Hello, Zig!", null, null) catch |err| { // return without fail, because most of our CI environments are headless / we cannot open // windows on them. std.debug.print("note: failed to create window: {}\n", .{err}); return; }; defer window.destroy(); _ = try window.getSize(); } test "setSize" { const glfw = @import("main.zig"); try glfw.init(); defer glfw.terminate(); const window = glfw.Window.create(640, 480, "Hello, Zig!", null, null) catch |err| { // return without fail, because most of our CI environments are headless / we cannot open // windows on them. std.debug.print("note: failed to create window: {}\n", .{err}); return; }; defer window.destroy(); _ = try window.setSize(.{ .width = 640, .height = 480 }); } test "setSizeLimits" { const glfw = @import("main.zig"); try glfw.init(); defer glfw.terminate(); const window = glfw.Window.create(640, 480, "Hello, Zig!", null, null) catch |err| { // return without fail, because most of our CI environments are headless / we cannot open // windows on them. std.debug.print("note: failed to create window: {}\n", .{err}); return; }; defer window.destroy(); try window.setSizeLimits( .{ .width = 720, .height = 480 }, .{ .width = 1080, .height = 1920 }, ); } test "setAspectRatio" { const glfw = @import("main.zig"); try glfw.init(); defer glfw.terminate(); const window = glfw.Window.create(640, 480, "Hello, Zig!", null, null) catch |err| { // return without fail, because most of our CI environments are headless / we cannot open // windows on them. std.debug.print("note: failed to create window: {}\n", .{err}); return; }; defer window.destroy(); try window.setAspectRatio(4, 3); } test "getFramebufferSize" { const glfw = @import("main.zig"); try glfw.init(); defer glfw.terminate(); const window = glfw.Window.create(640, 480, "Hello, Zig!", null, null) catch |err| { // return without fail, because most of our CI environments are headless / we cannot open // windows on them. std.debug.print("note: failed to create window: {}\n", .{err}); return; }; defer window.destroy(); _ = try window.getFramebufferSize(); } test "getFrameSize" { const glfw = @import("main.zig"); try glfw.init(); defer glfw.terminate(); const window = glfw.Window.create(640, 480, "Hello, Zig!", null, null) catch |err| { // return without fail, because most of our CI environments are headless / we cannot open // windows on them. std.debug.print("note: failed to create window: {}\n", .{err}); return; }; defer window.destroy(); _ = try window.getFrameSize(); } test "getContentScale" { const glfw = @import("main.zig"); try glfw.init(); defer glfw.terminate(); const window = glfw.Window.create(640, 480, "Hello, Zig!", null, null) catch |err| { // return without fail, because most of our CI environments are headless / we cannot open // windows on them. std.debug.print("note: failed to create window: {}\n", .{err}); return; }; defer window.destroy(); _ = try window.getContentScale(); } test "getOpacity" { const glfw = @import("main.zig"); try glfw.init(); defer glfw.terminate(); const window = glfw.Window.create(640, 480, "Hello, Zig!", null, null) catch |err| { // return without fail, because most of our CI environments are headless / we cannot open // windows on them. std.debug.print("note: failed to create window: {}\n", .{err}); return; }; defer window.destroy(); _ = try window.getOpacity(); } test "iconify" { const glfw = @import("main.zig"); try glfw.init(); defer glfw.terminate(); const window = glfw.Window.create(640, 480, "Hello, Zig!", null, null) catch |err| { // return without fail, because most of our CI environments are headless / we cannot open // windows on them. std.debug.print("note: failed to create window: {}\n", .{err}); return; }; defer window.destroy(); _ = window.iconify() catch |err| std.debug.print("can't iconify window, wayland maybe? error={}\n", .{err}); } test "restore" { const glfw = @import("main.zig"); try glfw.init(); defer glfw.terminate(); const window = glfw.Window.create(640, 480, "Hello, Zig!", null, null) catch |err| { // return without fail, because most of our CI environments are headless / we cannot open // windows on them. std.debug.print("note: failed to create window: {}\n", .{err}); return; }; defer window.destroy(); _ = window.restore() catch |err| std.debug.print("can't restore window, not supported by OS maybe? error={}\n", .{err}); } test "maximize" { const glfw = @import("main.zig"); try glfw.init(); defer glfw.terminate(); const window = glfw.Window.create(640, 480, "Hello, Zig!", null, null) catch |err| { // return without fail, because most of our CI environments are headless / we cannot open // windows on them. std.debug.print("note: failed to create window: {}\n", .{err}); return; }; defer window.destroy(); _ = window.maximize() catch |err| std.debug.print("can't maximize window, not supported by OS maybe? error={}\n", .{err}); } test "show" { const glfw = @import("main.zig"); try glfw.init(); defer glfw.terminate(); const window = glfw.Window.create(640, 480, "Hello, Zig!", null, null) catch |err| { // return without fail, because most of our CI environments are headless / we cannot open // windows on them. std.debug.print("note: failed to create window: {}\n", .{err}); return; }; defer window.destroy(); _ = window.show() catch |err| std.debug.print("can't show window, not supported by OS maybe? error={}\n", .{err}); } test "hide" { const glfw = @import("main.zig"); try glfw.init(); defer glfw.terminate(); const window = glfw.Window.create(640, 480, "Hello, Zig!", null, null) catch |err| { // return without fail, because most of our CI environments are headless / we cannot open // windows on them. std.debug.print("note: failed to create window: {}\n", .{err}); return; }; defer window.destroy(); _ = window.hide() catch |err| std.debug.print("can't hide window, not supported by OS maybe? error={}\n", .{err}); } test "focus" { const glfw = @import("main.zig"); try glfw.init(); defer glfw.terminate(); const window = glfw.Window.create(640, 480, "Hello, Zig!", null, null) catch |err| { // return without fail, because most of our CI environments are headless / we cannot open // windows on them. std.debug.print("note: failed to create window: {}\n", .{err}); return; }; defer window.destroy(); _ = window.focus() catch |err| std.debug.print("can't focus window, wayland maybe? error={}\n", .{err}); } test "requestAttention" { const glfw = @import("main.zig"); try glfw.init(); defer glfw.terminate(); const window = glfw.Window.create(640, 480, "Hello, Zig!", null, null) catch |err| { // return without fail, because most of our CI environments are headless / we cannot open // windows on them. std.debug.print("note: failed to create window: {}\n", .{err}); return; }; defer window.destroy(); _ = window.requestAttention() catch |err| std.debug.print("can't request attention for window, not supported by OS maybe? error={}\n", .{err}); } test "swapBuffers" { const glfw = @import("main.zig"); try glfw.init(); defer glfw.terminate(); const window = glfw.Window.create(640, 480, "Hello, Zig!", null, null) catch |err| { // return without fail, because most of our CI environments are headless / we cannot open // windows on them. std.debug.print("note: failed to create window: {}\n", .{err}); return; }; defer window.destroy(); _ = try window.swapBuffers(); } test "getMonitor" { const glfw = @import("main.zig"); try glfw.init(); defer glfw.terminate(); const window = glfw.Window.create(640, 480, "Hello, Zig!", null, null) catch |err| { // return without fail, because most of our CI environments are headless / we cannot open // windows on them. std.debug.print("note: failed to create window: {}\n", .{err}); return; }; defer window.destroy(); _ = window.getMonitor() catch |err| std.debug.print("can't get monitor, not supported by OS maybe? error={}\n", .{err}); } test "setMonitor" { const glfw = @import("main.zig"); try glfw.init(); defer glfw.terminate(); const window = glfw.Window.create(640, 480, "Hello, Zig!", null, null) catch |err| { // return without fail, because most of our CI environments are headless / we cannot open // windows on them. std.debug.print("note: failed to create window: {}\n", .{err}); return; }; defer window.destroy(); window.setMonitor(null, 10, 10, 640, 480, 60) catch |err| std.debug.print("can't set monitor, not supported by OS maybe? error={}\n", .{err}); } test "getAttrib" { const glfw = @import("main.zig"); try glfw.init(); defer glfw.terminate(); const window = glfw.Window.create(640, 480, "Hello, Zig!", null, null) catch |err| { // return without fail, because most of our CI environments are headless / we cannot open // windows on them. std.debug.print("note: failed to create window: {}\n", .{err}); return; }; defer window.destroy(); _ = window.getAttrib(glfw.focused) catch |err| std.debug.print("can't check if window is focused, not supported by OS maybe? error={}\n", .{err}); } test "setAttrib" { const glfw = @import("main.zig"); try glfw.init(); defer glfw.terminate(); const window = glfw.Window.create(640, 480, "Hello, Zig!", null, null) catch |err| { // return without fail, because most of our CI environments are headless / we cannot open // windows on them. std.debug.print("note: failed to create window: {}\n", .{err}); return; }; defer window.destroy(); window.setAttrib(glfw.decorated, false) catch |err| std.debug.print("can't remove window decorations, not supported by OS maybe? error={}\n", .{err}); } test "setUserPointer" { const glfw = @import("main.zig"); try glfw.init(); defer glfw.terminate(); const window = glfw.Window.create(640, 480, "Hello, Zig!", null, null) catch |err| { // return without fail, because most of our CI environments are headless / we cannot open // windows on them. std.debug.print("note: failed to create window: {}\n", .{err}); return; }; defer window.destroy(); const T = struct { name: []const u8 }; var my_value = T{ .name = "my window!" }; window.setUserPointer(*T, &my_value); } test "getUserPointer" { const glfw = @import("main.zig"); try glfw.init(); defer glfw.terminate(); const window = glfw.Window.create(640, 480, "Hello, Zig!", null, null) catch |err| { // return without fail, because most of our CI environments are headless / we cannot open // windows on them. std.debug.print("note: failed to create window: {}\n", .{err}); return; }; defer window.destroy(); const T = struct { name: []const u8 }; var my_value = T{ .name = "my window!" }; window.setUserPointer(*T, &my_value); const got = window.getUserPointer(*T); std.debug.assert(&my_value == got); } test "setPosCallback" { const glfw = @import("main.zig"); try glfw.init(); defer glfw.terminate(); const window = glfw.Window.create(640, 480, "Hello, Zig!", null, null) catch |err| { // return without fail, because most of our CI environments are headless / we cannot open // windows on them. std.debug.print("note: failed to create window: {}\n", .{err}); return; }; defer window.destroy(); window.setPosCallback((struct { fn callback(_window: Window, xpos: isize, ypos: isize) void { _ = _window; _ = xpos; _ = ypos; } }).callback); } test "setSizeCallback" { const glfw = @import("main.zig"); try glfw.init(); defer glfw.terminate(); const window = glfw.Window.create(640, 480, "Hello, Zig!", null, null) catch |err| { // return without fail, because most of our CI environments are headless / we cannot open // windows on them. std.debug.print("note: failed to create window: {}\n", .{err}); return; }; defer window.destroy(); window.setSizeCallback((struct { fn callback(_window: Window, width: isize, height: isize) void { _ = _window; _ = width; _ = height; } }).callback); } test "setCloseCallback" { const glfw = @import("main.zig"); try glfw.init(); defer glfw.terminate(); const window = glfw.Window.create(640, 480, "Hello, Zig!", null, null) catch |err| { // return without fail, because most of our CI environments are headless / we cannot open // windows on them. std.debug.print("note: failed to create window: {}\n", .{err}); return; }; defer window.destroy(); window.setCloseCallback((struct { fn callback(_window: Window) void { _ = _window; } }).callback); } test "setRefreshCallback" { const glfw = @import("main.zig"); try glfw.init(); defer glfw.terminate(); const window = glfw.Window.create(640, 480, "Hello, Zig!", null, null) catch |err| { // return without fail, because most of our CI environments are headless / we cannot open // windows on them. std.debug.print("note: failed to create window: {}\n", .{err}); return; }; defer window.destroy(); window.setRefreshCallback((struct { fn callback(_window: Window) void { _ = _window; } }).callback); } test "setFocusCallback" { const glfw = @import("main.zig"); try glfw.init(); defer glfw.terminate(); const window = glfw.Window.create(640, 480, "Hello, Zig!", null, null) catch |err| { // return without fail, because most of our CI environments are headless / we cannot open // windows on them. std.debug.print("note: failed to create window: {}\n", .{err}); return; }; defer window.destroy(); window.setFocusCallback((struct { fn callback(_window: Window, focused: bool) void { _ = _window; _ = focused; } }).callback); } test "setIconifyCallback" { const glfw = @import("main.zig"); try glfw.init(); defer glfw.terminate(); const window = glfw.Window.create(640, 480, "Hello, Zig!", null, null) catch |err| { // return without fail, because most of our CI environments are headless / we cannot open // windows on them. std.debug.print("note: failed to create window: {}\n", .{err}); return; }; defer window.destroy(); window.setIconifyCallback((struct { fn callback(_window: Window, iconified: bool) void { _ = _window; _ = iconified; } }).callback); } test "setMaximizeCallback" { const glfw = @import("main.zig"); try glfw.init(); defer glfw.terminate(); const window = glfw.Window.create(640, 480, "Hello, Zig!", null, null) catch |err| { // return without fail, because most of our CI environments are headless / we cannot open // windows on them. std.debug.print("note: failed to create window: {}\n", .{err}); return; }; defer window.destroy(); window.setMaximizeCallback((struct { fn callback(_window: Window, maximized: bool) void { _ = _window; _ = maximized; } }).callback); } test "setFramebufferSizeCallback" { const glfw = @import("main.zig"); try glfw.init(); defer glfw.terminate(); const window = glfw.Window.create(640, 480, "Hello, Zig!", null, null) catch |err| { // return without fail, because most of our CI environments are headless / we cannot open // windows on them. std.debug.print("note: failed to create window: {}\n", .{err}); return; }; defer window.destroy(); window.setFramebufferSizeCallback((struct { fn callback(_window: Window, width: isize, height: isize) void { _ = _window; _ = width; _ = height; } }).callback); } test "setContentScaleCallback" { const glfw = @import("main.zig"); try glfw.init(); defer glfw.terminate(); const window = glfw.Window.create(640, 480, "Hello, Zig!", null, null) catch |err| { // return without fail, because most of our CI environments are headless / we cannot open // windows on them. std.debug.print("note: failed to create window: {}\n", .{err}); return; }; defer window.destroy(); window.setContentScaleCallback((struct { fn callback(_window: Window, xscale: f32, yscale: f32) void { _ = _window; _ = xscale; _ = yscale; } }).callback); } test "setDropCallback" { const glfw = @import("main.zig"); try glfw.init(); defer glfw.terminate(); const window = glfw.Window.create(640, 480, "Hello, Zig!", null, null) catch |err| { // return without fail, because most of our CI environments are headless / we cannot open // windows on them. std.debug.print("note: failed to create window: {}\n", .{err}); return; }; defer window.destroy(); window.setDropCallback((struct { fn callback(_window: Window, paths: [][*c]const u8) void { _ = _window; _ = paths; } }).callback) catch |err| std.debug.print("can't set window drop callback, not supported by OS maybe? error={}\n", .{err}); } test "setScrollCallback" { const glfw = @import("main.zig"); try glfw.init(); defer glfw.terminate(); const window = glfw.Window.create(640, 480, "Hello, Zig!", null, null) catch |err| { // return without fail, because most of our CI environments are headless / we cannot open // windows on them. std.debug.print("note: failed to create window: {}\n", .{err}); return; }; defer window.destroy(); window.setScrollCallback((struct { fn callback(_window: Window, xoffset: f64, yoffset: f64) void { _ = _window; _ = xoffset; _ = yoffset; } }).callback); } test "setCursorEnterCallback" { const glfw = @import("main.zig"); try glfw.init(); defer glfw.terminate(); const window = glfw.Window.create(640, 480, "Hello, Zig!", null, null) catch |err| { // return without fail, because most of our CI environments are headless / we cannot open // windows on them. std.debug.print("note: failed to create window: {}\n", .{err}); return; }; defer window.destroy(); window.setCursorEnterCallback((struct { fn callback(_window: Window, entered: bool) void { _ = _window; _ = entered; } }).callback); } test "setCursorPosCallback" { const glfw = @import("main.zig"); try glfw.init(); defer glfw.terminate(); const window = glfw.Window.create(640, 480, "Hello, Zig!", null, null) catch |err| { // return without fail, because most of our CI environments are headless / we cannot open // windows on them. std.debug.print("note: failed to create window: {}\n", .{err}); return; }; defer window.destroy(); window.setCursorPosCallback((struct { fn callback(_window: Window, xpos: f64, ypos: f64) void { _ = _window; _ = xpos; _ = ypos; } }).callback); } test "setMouseButtonCallback" { const glfw = @import("main.zig"); try glfw.init(); defer glfw.terminate(); const window = glfw.Window.create(640, 480, "Hello, Zig!", null, null) catch |err| { // return without fail, because most of our CI environments are headless / we cannot open // windows on them. std.debug.print("note: failed to create window: {}\n", .{err}); return; }; defer window.destroy(); window.setMouseButtonCallback((struct { fn callback(_window: Window, button: isize, action: isize, mods: isize) void { _ = _window; _ = button; _ = action; _ = mods; } }).callback); }