2014-04-23 11:30:11 +00:00
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/*!
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2014-09-18 13:03:29 +00:00
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@page input Input guide
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2014-04-23 11:30:11 +00:00
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@tableofcontents
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2014-09-18 13:03:29 +00:00
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This guide introduces the input related functions of GLFW. There are also
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guides for the other areas of GLFW.
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- @ref intro
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- @ref window
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- @ref context
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- @ref monitor
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GLFW provides many kinds of input. While some can only be polled, like time, or
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only received via callbacks, like scrolling, there are those that provide both
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callbacks and polling. Where a callback is provided, that is the recommended
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way to receive that kind of input. The more you can use callbacks the less time
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your users' machines will need to spend polling.
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All input callbacks receive a window handle. By using the
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[window user pointer](@ref window_userptr), you can access non-global structures
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or objects from your callbacks.
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To get a better feel for how the various events callbacks behave, run the
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`events` test program. It register every callback supported by GLFW and prints
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out all arguments provided for every event, along with time and sequence
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information.
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@section input_event Event processing
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GLFW needs to communicate regularly with the window system both in order to
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receive events and to show that the application hasn't locked up. Event
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processing must be done regularly while you have visible windows and is normally
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done each frame after [buffer swapping](@ref window_swap).
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There are two functions for processing pending events. @ref glfwPollEvents,
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processes only those events that have already been received and then returns
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immediately.
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@code
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glfwPollEvents();
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@endcode
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This is the best choice when rendering continually, like most games do.
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If you only need to update the contents of the window when you receive new
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input, @ref glfwWaitEvents is a better choice.
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@code
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glfwWaitEvents();
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@endcode
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It puts the thread to sleep until at least one event has been received and then
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processes all received events. This saves a great deal of CPU cycles and is
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useful for, for example, editing tools. There must be at least one GLFW window
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for this function to sleep.
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If the main thread is sleeping in @ref glfwWaitEvents, you can wake it from
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another thread by posting an empty event to the event queue with @ref
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glfwPostEmptyEvent.
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@code
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glfwPostEmptyEvent();
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@endcode
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2014-10-02 15:35:10 +00:00
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Do not assume that callbacks will _only_ be called through either of the above
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functions. While it is necessary to process events in the event queue, some
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window systems will send some events directly to the application, which in turn
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causes callbacks to be called outside of regular event processing.
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@section input_keyboard Keyboard input
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GLFW divides keyboard input into two categories; key events and character
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events. Key events relate to actual physical keyboard keys, whereas character
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events relate to the Unicode code points generated by pressing some of them.
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Keys and characters do not map 1:1. A single key press may produce several
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characters, and a single character may require several keys to produce. This
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may not be the case on your machine, but your users are likely not all using the
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same keyboard layout, input method or even operating system as you.
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@subsection input_key Key input
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If you wish to be notified when a physical key is pressed or released or when it
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repeats, set a key callback.
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@code
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glfwSetKeyCallback(window, key_callback);
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@endcode
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The callback function receives the [keyboard key](@ref keys), platform-specific
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scancode, key action and [modifier bits](@ref mods).
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@code
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void key_callback(GLFWwindow* window, int key, int scancode, int action, int mods)
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{
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if (key == GLFW_KEY_E && action == GLFW_PRESS)
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activate_airship();
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}
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@endcode
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The action is one of `GLFW_PRESS`, `GLFW_REPEAT` or `GLFW_RELEASE`. The key
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will be `GLFW_KEY_UNKNOWN` if GLFW lacks a key token for it. These keys still
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have unique, if platform-specific scancodes.
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The scancode is unique for every key but is platform-specific, so a scancode
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will map to different keys on different platforms.
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2014-10-02 15:35:10 +00:00
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The key will be `GLFW_KEY_UNKNOWN` for special keys like _E-mail_ or _Play_ that
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don't have a key token. Those keys will still have unique, if platform-specific
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scancodes.
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Key states for [named keys](@ref keys) are also saved in per-window state arrays
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that can be polled with @ref glfwGetKey.
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@code
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int state = glfwGetKey(window, GLFW_KEY_E);
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if (state == GLFW_PRESS)
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activate_airship();
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@endcode
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The returned state is one of `GLFW_PRESS` or `GLFW_RELEASE`.
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This function only returns cached key event state. It does not poll the
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system for the current state of the key.
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Whenever you poll state, you risk missing the state change you are looking for.
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If a pressed key is released again before you poll its state, you will have
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missed the key press. The recommended solution for this is to use a
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key callback, but there is also the `GLFW_STICKY_KEYS` input mode.
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@code
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glfwSetInputMode(window, GLFW_STICKY_KEYS, 1);
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@endcode
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When sticky keys mode is enabled, the pollable state of a key will remain
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`GLFW_PRESS` until the state of that key is polled with @ref glfwGetKey. Once
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it has been polled, if a key release event had been processed in the meantime,
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the state will reset to `GLFW_RELEASE`, otherwise it will remain `GLFW_PRESS`.
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The `GLFW_KEY_LAST` constant holds the highest value of any
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[named key](@ref keys).
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@subsection input_char Unicode character input
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2014-10-02 15:35:10 +00:00
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If you wish to receive Unicode code point input, set a character callback.
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@code
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glfwSetCharCallback(window, character_callback);
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@endcode
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The callback function receives Unicode code points for key events that would
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have led to regular text input on that platform.
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@code
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void character_callback(GLFWwindow* window, unsigned int codepoint)
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{
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}
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@endcode
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If you wish to receive all Unicode code point events generated by the system, or
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just want to know exactly what modifier keys were used, set a character with
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modifiers callback.
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@code
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glfwSetCharCallback(window, charmods_callback);
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@endcode
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The callback function receives Unicode code points and
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[modifier bits](@ref mods).
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@code
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void charmods_callback(GLFWwindow* window, unsigned int codepoint, int mods)
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{
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}
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@endcode
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2014-04-23 11:30:11 +00:00
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@section input_mouse Mouse input
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2014-09-18 13:03:29 +00:00
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Mouse input comes in many forms, including of mouse motion and button presses,
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system cursor appearance and behavior, and two-dimensional scrolling. All of
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these are supported by GLFW.
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@subsection input_cursor_pos Cursor position
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If you wish to be notified when the system cursor moves over the window, set
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a cursor position callback.
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@code
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glfwSetCursorPosCallback(window, cursor_pos_callback);
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@endcode
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The callback functions receives the cursor position. On platforms that provide
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it, the full sub-pixel cursor position is passed on.
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@code
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static void cursor_position_callback(GLFWwindow* window, double xpos, double ypos)
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{
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}
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@endcode
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The cursor position is also saved per-window and can be polled with @ref
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glfwGetCursorPos.
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@code
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double xpos, ypos;
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glfwGetCursorPos(window, &xpos, &ypos);
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@endcode
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This function only returns cached cursor positions. It does not poll the
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system for the current position. Whenever you poll state, you risk missing the
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state change you are looking for.
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@subsection input_cursor_mode Cursor modes
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The `GLFW_CURSOR` input mode provides several cursor modes for special forms of
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mouse motion input. By default, the `GLFW_CURSOR_NORMAL` cursor mode is used,
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meaning the regular arrow cursor or a [custom cursor](@ref input_cursor) is used
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and cursor motion is not limited.
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If you wish to implement mouse motion based camera controls or other input
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schemes that require unlimited mouse movement, set the cursor mode to
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`GLFW_CURSOR_DISABLED`.
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@code
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glfwSetInputMode(window, GLFW_CURSOR, GLFW_CURSOR_DISABLED);
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@endcode
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This will hide the cursor and lock it to the specified window. GLFW will then
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take care of all the details of cursor re-centering and offset calculation and
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providing the application with a virtual cursor position. This virtual position
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is provided normally, both via the cursor position callback and via position
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polling.
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@note You should not implement your own version of this functionality using
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other features of GLFW. It will not work as robustly as `GLFW_CURSOR_DISABLED`,
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as those features are not intended for this purpose.
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If you just wish the cursor to become hidden when it is over a window, set
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the cursor mode to `GLFW_CURSOR_HIDDEN`.
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@code
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glfwSetInputMode(window, GLFW_CURSOR, GLFW_CURSOR_HIDDEN);
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@endcode
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This mode puts no limit on the motion of the cursor.
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To exit out of either of these special modes, restore the `GLFW_CURSOR_NORMAL`
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cursor mode.
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@code
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glfwSetInputMode(window, GLFW_CURSOR, GLFW_CURSOR_NORMAL);
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@endcode
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@subsection input_cursor Cursor objects
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GLFW supports creating custom system cursor images, encapsulated as @ref
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GLFWcursor objects. They are created with @ref glfwCreateCursor and destroyed
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with @ref glfwDestroyCursor (or @ref glfwTerminate, if any remain).
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@subsubsection input_cursor_creation Cursor creation
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A cursor is created with @ref glfwCreateCursor, which returns a handle to the
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created cursor object. For example, this creates a 16x16 white square cursor
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with the hot-spot in the upper-left corner:
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@code
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unsigned char pixels[16 * 16 * 4];
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memset(pixels, 0xff, sizeof(pixels));
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GLFWimage image;
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image.width = 16;
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image.height = 16;
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image.pixels = pixels;
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GLFWcursor* cursor = glfwCreateCursor(&image, 0, 0);
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@endcode
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2014-10-02 15:35:10 +00:00
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If cursor creation fails, `NULL` will be returned, so it is necessary to check
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the return value.
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2014-09-18 13:03:29 +00:00
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The image data is 32-bit RGBA, i.e. eight bits per channel. The pixels are
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arranged canonically as sequental rows, starting from the top-left corner.
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@subsubsection input_cursor_destruction Cursor destruction
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When a cursor is no longer needed, destroy it with @ref glfwDestroyCursor.
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@code
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glfwDestroyCursor(cursor);
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@endcode
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Cursor destruction always succeeds. All cursors remaining when @ref
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glfwTerminate is called are destroyed as well.
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@subsubsection input_cursor_set Cursor setting
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A cursor can be set as current for a window with @ref glfwSetCursor.
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@code
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glfwSetCursor(window, cursor);
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@endcode
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Once set, the cursor image will be used as long as the system cursor is over the
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client area of the window and the [cursor mode](@ref input_cursor_mode) is set
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to `GLFW_CURSOR_NORMAL`.
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A single cursor may be set for any number of windows.
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To remove a cursor from a window, set the cursor of that window to `NULL`.
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@code
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glfwSetCursor(window, NULL);
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@endcode
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When a cursor is destroyed, it is removed from any window where it is set. This
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does not affect the cursor modes of those windows.
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@subsection input_cursor_enter Cursor enter/leave events
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If you wish to be notified when the cursor enters or leaves the client area of
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a window, set a cursor enter/leave callback.
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@code
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glfwSetCursorEnterCallback(window, cursor_enter_callback);
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@endcode
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The callback function receives the new classification of the cursor.
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@code
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void cursor_enter_callback(GLFWwindow* window, int entered)
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{
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if (entered)
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{
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// The cursor entered the client area of the window
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}
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else
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{
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// The cursor left the client area of the window
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}
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}
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@endcode
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@subsection input_mouse_button Mouse button input
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If you wish to be notified when a mouse button is pressed or released, set
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a mouse button callback.
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@code
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glfwSetMouseButtonCallback(window, mouse_button_callback);
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@endcode
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The callback function receives the [mouse button](@ref buttons), button action
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and [modifier bits](@ref mods).
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@code
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void mouse_button_callback(GLFWwindow* window, int button, int action, int mods)
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{
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if (button == GLFW_MOUSE_BUTTON_RIGHT && action == GLFW_PRESS)
|
|
|
|
popup_menu();
|
|
|
|
}
|
|
|
|
@endcode
|
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|
|
|
The action is one of `GLFW_PRESS` or `GLFW_RELEASE`.
|
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|
|
|
|
|
|
Mouse button states for [named buttons](@ref buttons) are also saved in
|
|
|
|
per-window state arrays that can be polled with @ref glfwGetMouseButton.
|
|
|
|
|
|
|
|
@code
|
|
|
|
int state = glfwGetMouseButton(window, GLFW_MOUSE_BUTTON_LEFT);
|
|
|
|
if (state == GLFW_PRESS)
|
|
|
|
upgrade_cow();
|
|
|
|
@endcode
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|
|
The returned state is one of `GLFW_PRESS` or `GLFW_RELEASE`.
|
|
|
|
|
|
|
|
This function only returns cached mouse button event state. It does not poll
|
|
|
|
the system for the current state of the mouse button.
|
|
|
|
|
|
|
|
Whenever you poll state, you risk missing the state change you are looking for.
|
|
|
|
If a pressed mouse button is released again before you poll its state, you will have
|
|
|
|
missed the button press. The recommended solution for this is to use a
|
|
|
|
mouse button callback, but there is also the `GLFW_STICKY_MOUSE_BUTTONS`
|
|
|
|
input mode.
|
|
|
|
|
|
|
|
@code
|
|
|
|
glfwSetInputMode(window, GLFW_STICKY_MOUSE_BUTTONS, 1);
|
|
|
|
@endcode
|
|
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|
|
|
When sticky mouse buttons mode is enabled, the pollable state of a mouse button
|
|
|
|
will remain `GLFW_PRESS` until the state of that button is polled with @ref
|
|
|
|
glfwGetMouseButton. Once it has been polled, if a mouse button release event
|
|
|
|
had been processed in the meantime, the state will reset to `GLFW_RELEASE`,
|
|
|
|
otherwise it will remain `GLFW_PRESS`.
|
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|
|
|
|
|
|
The `GLFW_MOUSE_BUTTON_LAST` constant holds the highest value of any
|
|
|
|
[named button](@ref buttons).
|
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|
|
|
|
|
|
|
|
|
|
@subsection input_scroll Scroll input
|
|
|
|
|
|
|
|
If you wish to be notified when the user scrolls, whether with a mouse wheel or
|
2014-10-02 15:35:10 +00:00
|
|
|
touchpad gesture, set a scroll callback.
|
2014-09-18 13:03:29 +00:00
|
|
|
|
|
|
|
@code
|
|
|
|
glfwSetScrollCallback(window, scroll_callback);
|
|
|
|
@endcode
|
|
|
|
|
|
|
|
The callback function receives two-dimensional scroll offsets.
|
|
|
|
|
|
|
|
@code
|
|
|
|
void scroll_callback(GLFWwindow* window, double xoffset, double yoffset)
|
|
|
|
{
|
|
|
|
}
|
|
|
|
@endcode
|
|
|
|
|
|
|
|
A simple mouse wheel, being vertical, provides offsets along the Y-axis.
|
|
|
|
|
|
|
|
|
2014-04-23 11:30:11 +00:00
|
|
|
@section input_joy Joystick input
|
|
|
|
|
2014-09-18 13:03:29 +00:00
|
|
|
The joystick functions expose connected joysticks and controllers, with both
|
|
|
|
referred to as joysticks. It supports up to sixteen joysticks, ranging from
|
|
|
|
`GLFW_JOYSTICK_1`, `GLFW_JOYSTICK_2` up to `GLFW_JOYSTICK_LAST`. You can test
|
|
|
|
whether a [joystick](@ref joysticks) is present with @ref glfwJoystickPresent.
|
|
|
|
|
|
|
|
@code
|
|
|
|
int present = glfwJoystickPresent(GLFW_JOYSTICK_1);
|
|
|
|
@endcode
|
|
|
|
|
|
|
|
When GLFW is initialized, detected joysticks are added to to the beginning of
|
|
|
|
the array, starting with `GLFW_JOYSTICK_1`. Once a joystick is detected, it
|
|
|
|
keeps its assigned index until it is disconnected, so as joysticks are connected
|
|
|
|
and disconnected, they will become spread out.
|
|
|
|
|
|
|
|
Joystick state is updated as needed when a joystick function is called and does
|
|
|
|
not require a window to be created or @ref glfwPollEvents or @ref glfwWaitEvents
|
|
|
|
to be called.
|
|
|
|
|
|
|
|
|
|
|
|
@subsection input_joy_axis Joystick axis states
|
|
|
|
|
|
|
|
The positions of all axes of a joystick are returned by @ref
|
|
|
|
glfwGetJoystickAxes. See the reference documentation for the lifetime of the
|
|
|
|
returned array.
|
|
|
|
|
|
|
|
@code
|
|
|
|
int count;
|
|
|
|
const float* axes = glfwGetJoystickAxes(GLFW_JOYSTICK_1, &count);
|
|
|
|
@endcode
|
|
|
|
|
|
|
|
Each element in the returned array is a value between -1.0 and 1.0.
|
|
|
|
|
|
|
|
|
|
|
|
@subsection input_joy_button Joystick button states
|
|
|
|
|
|
|
|
The states of all buttons of a joystick are returned by @ref
|
|
|
|
glfwGetJoystickButtons. See the reference documentation for the lifetime of the
|
|
|
|
returned array.
|
|
|
|
|
|
|
|
@code
|
|
|
|
int count;
|
|
|
|
const unsigned char* axes = glfwGetJoystickButtons(GLFW_JOYSTICK_1, &count);
|
|
|
|
@endcode
|
|
|
|
|
|
|
|
Each element in the returned array is either `GLFW_PRESS` or `GLFW_RELEASE`.
|
|
|
|
|
|
|
|
|
|
|
|
@subsection input_joy_name Joystick name
|
|
|
|
|
|
|
|
The human-readable, UTF-8 encoded name of a joystick is returned by @ref
|
|
|
|
glfwGetJoystickName. See the reference documentation for the lifetime of the
|
|
|
|
returned string.
|
|
|
|
|
|
|
|
@code
|
|
|
|
const char* name = glfwGetJoystickName(GLFW_JOYSTICK_1);
|
|
|
|
@endcode
|
|
|
|
|
|
|
|
Joystick names are not guaranteed to be unique. Two joysticks of the same model
|
|
|
|
and make may have the same name. Only the [joystick token](@ref joysticks) is
|
|
|
|
guaranteed to be unique, and only until that joystick is disconnected.
|
|
|
|
|
|
|
|
|
|
|
|
@section input_time Time input
|
|
|
|
|
|
|
|
GLFW provides high-resolution time input, in seconds, with @ref glfwGetTime.
|
|
|
|
|
|
|
|
@code
|
|
|
|
double seconds = glfwGetTime();
|
|
|
|
@endcode
|
|
|
|
|
|
|
|
It returns the number of seconds since the timer was started when the library
|
|
|
|
was initialized with @ref glfwInit. The platform-specific time sources used
|
|
|
|
usually have micro- or nanosecond resolution.
|
|
|
|
|
|
|
|
You can modify the reference time with @ref glfwSetTime.
|
|
|
|
|
|
|
|
@code
|
|
|
|
glfwSetTime(4.0);
|
|
|
|
@endcode
|
|
|
|
|
|
|
|
This sets the timer to the specified time, in seconds.
|
|
|
|
|
|
|
|
|
|
|
|
@section input_clipboard Clipboard input and output
|
|
|
|
|
|
|
|
If the system clipboard contains a UTF-8 encoded string or if it can be
|
|
|
|
converted to one, you can retrieve it with @ref glfwGetClipboardString. See the
|
|
|
|
reference documentation for the lifetime of the returned string.
|
|
|
|
|
|
|
|
@code
|
|
|
|
const char* clipboard = glfwGetClipboardString(window);
|
|
|
|
@endcode
|
|
|
|
|
|
|
|
The contents of the system clipboard can be set to a UTF-8 encoded string with
|
|
|
|
@ref glfwSetClipboardString.
|
|
|
|
|
|
|
|
@code
|
|
|
|
glfwSetClipboardString(window, "A string with words in it");
|
|
|
|
@endcode
|
|
|
|
|
|
|
|
The clipboard functions take a window handle argument because some window
|
|
|
|
systems require a window to communicate with the system clipboard. Any valid
|
|
|
|
window may be used.
|
|
|
|
|
|
|
|
|
|
|
|
@section input_drop Path drop input
|
|
|
|
|
|
|
|
If you wish to receive the paths of files and/or directories dropped on
|
2014-10-02 15:35:10 +00:00
|
|
|
a window, set a file drop callback.
|
2014-09-18 13:03:29 +00:00
|
|
|
|
|
|
|
@code
|
|
|
|
glfwSetDropCallback(window, drop_callback);
|
|
|
|
@endcode
|
|
|
|
|
|
|
|
The callback function receives an array of paths encoded as UTF-8.
|
|
|
|
|
|
|
|
@code
|
|
|
|
void drop_callback(GLFWwindow* window, int count, const char** paths)
|
|
|
|
{
|
|
|
|
int i;
|
|
|
|
for (i = 0; i < count; i++)
|
|
|
|
handle_dropped_file(paths[i]);
|
|
|
|
}
|
|
|
|
@endcode
|
|
|
|
|
|
|
|
The path array and its strings are only valid until the file drop callback
|
|
|
|
returns, as they may have been generated specifically for that event. You need
|
|
|
|
to make a deep copy of the array if you want to keep the paths.
|
|
|
|
|
2014-04-23 11:30:11 +00:00
|
|
|
*/
|