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Add penPressure callback support
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@ -82,3 +82,4 @@ tests/title
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tests/vulkan
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tests/windows
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/build
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171
examples/pen.c
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171
examples/pen.c
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@ -0,0 +1,171 @@
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//========================================================================
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// Simple GLFW example
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// Copyright (c) Camilla Löwy <elmindreda@glfw.org>
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//
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// This software is provided 'as-is', without any express or implied
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// warranty. In no event will the authors be held liable for any damages
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// arising from the use of this software.
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//
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// Permission is granted to anyone to use this software for any purpose,
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// including commercial applications, and to alter it and redistribute it
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// freely, subject to the following restrictions:
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//
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// 1. The origin of this software must not be misrepresented; you must not
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// claim that you wrote the original software. If you use this software
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// in a product, an acknowledgment in the product documentation would
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// be appreciated but is not required.
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//
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// 2. Altered source versions must be plainly marked as such, and must not
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// be misrepresented as being the original software.
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//
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// 3. This notice may not be removed or altered from any source
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// distribution.
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//
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//========================================================================
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//! [code]
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#include <glad/glad.h>
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#include <GLFW/glfw3.h>
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#include "linmath.h"
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#include <stdlib.h>
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#include <stdio.h>
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static const struct
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{
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float x, y;
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float r, g, b;
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} vertices[3] =
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{
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{ -0.6f, -0.4f, 1.f, 0.f, 0.f },
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{ 0.6f, -0.4f, 0.f, 1.f, 0.f },
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{ 0.f, 0.6f, 0.f, 0.f, 1.f }
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};
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static const char* vertex_shader_text =
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"#version 110\n"
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"uniform mat4 MVP;\n"
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"attribute vec3 vCol;\n"
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"attribute vec2 vPos;\n"
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"varying vec3 color;\n"
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"void main()\n"
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"{\n"
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" gl_Position = MVP * vec4(vPos, 0.0, 1.0);\n"
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" color = vCol;\n"
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"}\n";
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static const char* fragment_shader_text =
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"#version 110\n"
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"varying vec3 color;\n"
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"void main()\n"
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"{\n"
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" gl_FragColor = vec4(color, 1.0);\n"
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"}\n";
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static void error_callback(int error, const char* description)
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{
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fprintf(stderr, "Error: %s\n", description);
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}
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static 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_ESCAPE && action == GLFW_PRESS)
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glfwSetWindowShouldClose(window, GLFW_TRUE);
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}
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static void pen_callback(GLFWwindow* window, int pressure)
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{
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fprintf(stderr, "pressure -- %d --\n", pressure);
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}
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int main(void)
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{
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GLFWwindow* window;
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GLuint vertex_buffer, vertex_shader, fragment_shader, program;
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GLint mvp_location, vpos_location, vcol_location;
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glfwSetErrorCallback(error_callback);
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if (!glfwInit())
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exit(EXIT_FAILURE);
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glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 2);
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glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 0);
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window = glfwCreateWindow(640, 480, "Simple example", NULL, NULL);
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if (!window)
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{
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glfwTerminate();
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exit(EXIT_FAILURE);
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}
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glfwSetKeyCallback(window, key_callback);
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glfwSetPenPressureCallback(window, pen_callback);
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glfwMakeContextCurrent(window);
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gladLoadGLLoader((GLADloadproc) glfwGetProcAddress);
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glfwSwapInterval(1);
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// NOTE: OpenGL error checks have been omitted for brevity
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glGenBuffers(1, &vertex_buffer);
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glBindBuffer(GL_ARRAY_BUFFER, vertex_buffer);
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glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW);
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vertex_shader = glCreateShader(GL_VERTEX_SHADER);
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glShaderSource(vertex_shader, 1, &vertex_shader_text, NULL);
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glCompileShader(vertex_shader);
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fragment_shader = glCreateShader(GL_FRAGMENT_SHADER);
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glShaderSource(fragment_shader, 1, &fragment_shader_text, NULL);
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glCompileShader(fragment_shader);
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program = glCreateProgram();
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glAttachShader(program, vertex_shader);
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glAttachShader(program, fragment_shader);
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glLinkProgram(program);
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mvp_location = glGetUniformLocation(program, "MVP");
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vpos_location = glGetAttribLocation(program, "vPos");
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vcol_location = glGetAttribLocation(program, "vCol");
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glEnableVertexAttribArray(vpos_location);
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glVertexAttribPointer(vpos_location, 2, GL_FLOAT, GL_FALSE,
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sizeof(vertices[0]), (void*) 0);
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glEnableVertexAttribArray(vcol_location);
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glVertexAttribPointer(vcol_location, 3, GL_FLOAT, GL_FALSE,
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sizeof(vertices[0]), (void*) (sizeof(float) * 2));
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while (!glfwWindowShouldClose(window))
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{
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float ratio;
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int width, height;
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mat4x4 m, p, mvp;
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glfwGetFramebufferSize(window, &width, &height);
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ratio = width / (float) height;
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glViewport(0, 0, width, height);
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glClear(GL_COLOR_BUFFER_BIT);
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mat4x4_identity(m);
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mat4x4_rotate_Z(m, m, (float) glfwGetTime());
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mat4x4_ortho(p, -ratio, ratio, -1.f, 1.f, 1.f, -1.f);
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mat4x4_mul(mvp, p, m);
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glUseProgram(program);
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glUniformMatrix4fv(mvp_location, 1, GL_FALSE, (const GLfloat*) mvp);
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glDrawArrays(GL_TRIANGLES, 0, 3);
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glfwSwapBuffers(window);
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glfwPollEvents();
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}
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glfwDestroyWindow(window);
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glfwTerminate();
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exit(EXIT_SUCCESS);
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}
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//! [code]
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@ -507,6 +507,8 @@ extern "C" {
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/*! @} */
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/*! @} */
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/*! @defgroup buttons Mouse buttons
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* @brief Mouse button IDs.
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*
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@ -1277,6 +1279,28 @@ typedef void (* GLFWframebuffersizefun)(GLFWwindow*,int,int);
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*/
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typedef void (* GLFWmousebuttonfun)(GLFWwindow*,int,int,int);
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/*! @brief The function signature for pen --button-- callbacks.
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*
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* This is the function signature for pen --button-- callback functions.
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*
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* @param[in] window The window that received the event.
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* @param[in] button The [pen button](@ref buttons) that was pressed or
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* released.
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* @param[in] action One of `GLFW_PRESS` or `GLFW_RELEASE`.
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* @param[in] mods Bit field describing which [modifier keys](@ref mods) were
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* held down.
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*
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* @sa @ref input_pen_button
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* @sa @ref glfwSetPenButtonCallback
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*
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* ---- @since Added in version 1.0.
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* @glfw3 Added window handle and modifier mask parameters.------
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*
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* @ingroup input
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*/
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typedef void(*GLFWpenpressurefun)(GLFWwindow*, int);
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/*! @brief The function signature for cursor position callbacks.
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*
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* This is the function signature for cursor position callback functions.
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@ -1349,6 +1373,7 @@ typedef void (* GLFWscrollfun)(GLFWwindow*,double,double);
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*
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* @ingroup input
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*/
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typedef void (* GLFWkeyfun)(GLFWwindow*,int,int,int,int);
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/*! @brief The function signature for Unicode character callbacks.
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@ -3762,7 +3787,32 @@ GLFWAPI int glfwGetKey(GLFWwindow* window, int key);
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*
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* @ingroup input
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*/
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GLFWAPI int glfwGetMouseButton(GLFWwindow* window, int button);
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GLFWAPI int glfwGetMouseButton(GLFWwindow* handle, int button);
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/*! @brief Returns the last reported state of a pen button for the specified
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* window.
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*
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* This function returns the last state reported for the specified pen button
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* to the specified window. The returned state is one of `GLFW_PRESS` or
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* `GLFW_RELEASE`.
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*
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* @param[in] window The desired window.
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* @param[in] button The desired [pen button](@ref pen buttons).
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* @return One of `GLFW_PRESS` or `GLFW_RELEASE`.
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*
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* @errors Possible errors include @ref GLFW_NOT_INITIALIZED and @ref
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* GLFW_INVALID_ENUM.
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*
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* @thread_safety This function must only be called from the main thread.
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*
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* @sa @ref input_pen_button
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*
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* @since Added in version 1.0.
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* @glfw3 Added window handle parameter.
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*
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* @ingroup input
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*/
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GLFWAPI int glfwGetPenPressure(GLFWwindow* handle);
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/*! @brief Retrieves the position of the cursor relative to the client area of
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* the window.
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@ -4100,6 +4150,35 @@ GLFWAPI GLFWcharmodsfun glfwSetCharModsCallback(GLFWwindow* window, GLFWcharmods
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* @ingroup input
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*/
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GLFWAPI GLFWmousebuttonfun glfwSetMouseButtonCallback(GLFWwindow* window, GLFWmousebuttonfun cbfun);
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/*! @brief Sets the pen --button-- callback.
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*
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* This function sets the pen --button-- callback of the specified window, which
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* is called when a pen --button-- is pressed or released.
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*
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* When a window loses input focus, it will generate synthetic pen --button--
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* release events for all pressed pen buttons. You can tell these events
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* from user-generated events by the fact that the synthetic ones are generated
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* after the focus loss event has been processed, i.e. after the
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* [window focus callback](@ref glfwSetWindowFocusCallback) has been called.
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*
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* @param[in] window The window whose callback to set.
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* @param[in] cbfun The new callback, or `NULL` to remove the currently set
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* callback.
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* @return The previously set callback, or `NULL` if no callback was set or the
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* library had not been [initialized](@ref intro_init).
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*
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* @errors Possible errors include @ref GLFW_NOT_INITIALIZED.
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*
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* @thread_safety This function must only be called from the main thread.
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*
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* @sa @ref input_pen_button
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*
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* @since Added in version 1.0.
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* @glfw3 Added window handle parameter and return value.
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*
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* @ingroup input
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*/
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GLFWAPI GLFWpenpressurefun glfwSetPenPressureCallback(GLFWwindow* window, GLFWpenpressurefun cbfun);
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/*! @brief Sets the cursor position callback.
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*
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36
src/input.c
36
src/input.c
@ -232,6 +232,16 @@ void _glfwInputMouseClick(_GLFWwindow* window, int button, int action, int mods)
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window->callbacks.mouseButton((GLFWwindow*) window, button, action, mods);
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}
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/*************************PEN**************************************************/
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void _glfwInputPenPressure(_GLFWwindow* window, int pressure)
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{
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window->penPressure = pressure;
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if (window->callbacks.penPressure)
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window->callbacks.penPressure((GLFWwindow*)window, pressure);
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}
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/***********************************PEN*************************************/
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void _glfwInputCursorPos(_GLFWwindow* window, double xpos, double ypos)
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{
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if (window->virtualCursorPosX == xpos && window->virtualCursorPosY == ypos)
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@ -513,6 +523,19 @@ GLFWAPI int glfwGetMouseButton(GLFWwindow* handle, int button)
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return (int) window->mouseButtons[button];
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}
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/***************************PEN**************************************************/
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GLFWAPI int glfwGetPenPressure(GLFWwindow* handle)
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{
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_GLFWwindow* window = (_GLFWwindow*)handle;
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assert(window != NULL);
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_GLFW_REQUIRE_INIT_OR_RETURN(0);
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return window->penPressure;
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}
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/**************************PEN***************************************************/
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GLFWAPI void glfwGetCursorPos(GLFWwindow* handle, double* xpos, double* ypos)
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{
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_GLFWwindow* window = (_GLFWwindow*) handle;
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@ -708,6 +731,19 @@ GLFWAPI GLFWmousebuttonfun glfwSetMouseButtonCallback(GLFWwindow* handle,
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return cbfun;
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}
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/*********PEN************************************/
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GLFWAPI GLFWpenpressurefun glfwSetPenPressureCallback(GLFWwindow* handle,
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GLFWpenpressurefun cbfun)
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{
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_GLFWwindow* window = (_GLFWwindow*)handle;
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assert(window != NULL);
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_GLFW_REQUIRE_INIT_OR_RETURN(NULL);
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_GLFW_SWAP_POINTERS(window->callbacks.penPressure, cbfun);
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return cbfun;
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}
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/************************************************/
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GLFWAPI GLFWcursorposfun glfwSetCursorPosCallback(GLFWwindow* handle,
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GLFWcursorposfun cbfun)
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{
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@ -417,6 +417,7 @@ struct _GLFWwindow
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GLFWbool stickyKeys;
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GLFWbool stickyMouseButtons;
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int penPressure;
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int cursorMode;
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char mouseButtons[GLFW_MOUSE_BUTTON_LAST + 1];
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char keys[GLFW_KEY_LAST + 1];
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@ -435,6 +436,7 @@ struct _GLFWwindow
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GLFWwindowmaximizefun maximize;
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GLFWframebuffersizefun fbsize;
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GLFWmousebuttonfun mouseButton;
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GLFWpenpressurefun penPressure;
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GLFWcursorposfun cursorPos;
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GLFWcursorenterfun cursorEnter;
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GLFWscrollfun scroll;
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@ -816,6 +818,15 @@ void _glfwInputScroll(_GLFWwindow* window, double xoffset, double yoffset);
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*/
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void _glfwInputMouseClick(_GLFWwindow* window, int button, int action, int mods);
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/*! @brief Notifies shared code of a pen button click event.
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* @param[in] window The window that received the event.
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* @param[in] button The button that was pressed or released.
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* @param[in] action @ref GLFW_PRESS or @ref GLFW_RELEASE.
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* @param[in] mods The modifiers pressed when the event was generated.
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* @ingroup event
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*/
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void _glfwInputPenPressure(_GLFWwindow* window, int pressure);
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/*! @brief Notifies shared code of a cursor motion event.
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* @param[in] window The window that received the event.
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* @param[in] xpos The new x-coordinate of the cursor, relative to the left
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@ -564,6 +564,8 @@ static LRESULT CALLBACK windowProc(HWND hWnd, UINT uMsg,
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}
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case WM_POINTERDOWN:
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case WM_POINTERUPDATE:
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case WM_POINTERUP:
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{
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POINTER_TOUCH_INFO touchInfo;
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POINTER_PEN_INFO penInfo;
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@ -599,7 +601,7 @@ static LRESULT CALLBACK windowProc(HWND hWnd, UINT uMsg,
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int yPos = GET_Y_LPARAM(lParam);
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if (IS_POINTER_INCONTACT_WPARAM(wParam))
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{
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printf("The pen pressure is = %d", penInfo.pressure);
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_glfwInputPenPressure(window, penInfo.pressure);
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}
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// mark as handled to skip call to DefWindowProc
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fHandled = TRUE;
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