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