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@ -19,9 +19,9 @@ the documentation for your development environment.
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You should include the GLFW header in the source files where you use OpenGL or
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GLFW.
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@code{.c}
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```c
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#include <GLFW/glfw3.h>
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@endcode
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```
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This header defines all the constants and declares all the types and function
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prototypes of the GLFW API. By default, it also includes the OpenGL header from
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@ -48,10 +48,10 @@ ES header or extension loader header included before it and will then disable
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the inclusion of the default OpenGL header. Most extension loaders also define
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macros that disable similar headers below it.
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@code{.c}
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```c
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#include <glad/gl.h>
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#include <GLFW/glfw3.h>
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@endcode
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```
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Both of these mechanisms depend on the extension loader header defining a known
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macro. If yours doesn't or you don't know which one your users will pick, the
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@ -59,11 +59,11 @@ macro. If yours doesn't or you don't know which one your users will pick, the
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including the OpenGL header. This will also allow you to include the two
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headers in any order.
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@code{.c}
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```c
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#define GLFW_INCLUDE_NONE
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#include <GLFW/glfw3.h>
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#include <glad/gl.h>
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@endcode
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```
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### GLFW header option macros {#build_macros}
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@ -186,18 +186,18 @@ built along with your application.
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Add the root directory of the GLFW source tree to your project. This will add
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the `glfw` target to your project.
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@code{.cmake}
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```cmake
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add_subdirectory(path/to/glfw)
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@endcode
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```
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Once GLFW has been added, link your application against the `glfw` target.
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This adds the GLFW library and its link-time dependencies as it is currently
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configured, the include directory for the GLFW header and, when applicable, the
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@ref GLFW_DLL macro.
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@code{.cmake}
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```cmake
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target_link_libraries(myapp glfw)
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@endcode
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```
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Note that the `glfw` target does not depend on OpenGL, as GLFW loads any OpenGL,
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OpenGL ES or Vulkan libraries it needs at runtime. If your application calls
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@ -205,16 +205,16 @@ OpenGL directly, instead of using a modern
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[extension loader library](@ref context_glext_auto), use the OpenGL CMake
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package.
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@code{.cmake}
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```cmake
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find_package(OpenGL REQUIRED)
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@endcode
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```
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If OpenGL is found, the `OpenGL::GL` target is added to your project, containing
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library and include directory paths. Link against this like any other library.
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@code{.cmake}
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```cmake
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target_link_libraries(myapp OpenGL::GL)
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@endcode
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```
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For a minimal example of a program and GLFW sources built with CMake, see the
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[GLFW CMake Starter](https://github.com/juliettef/GLFW-CMake-starter) on GitHub.
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@ -229,17 +229,17 @@ installed. If you want to build it along with your application instead, see
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With a few changes to your `CMakeLists.txt` you can locate the package and
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target files generated when GLFW is installed.
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@code{.cmake}
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```cmake
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find_package(glfw3 3.4 REQUIRED)
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@endcode
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```
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Once GLFW has been added to the project, link against it with the `glfw` target.
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This adds the GLFW library and its link-time dependencies, the include directory
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for the GLFW header and, when applicable, the @ref GLFW_DLL macro.
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@code{.cmake}
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```cmake
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target_link_libraries(myapp glfw)
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@endcode
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```
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Note that the `glfw` target does not depend on OpenGL, as GLFW loads any OpenGL,
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OpenGL ES or Vulkan libraries it needs at runtime. If your application calls
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@ -247,16 +247,16 @@ OpenGL directly, instead of using a modern
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[extension loader library](@ref context_glext_auto), use the OpenGL CMake
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package.
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@code{.cmake}
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```cmake
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find_package(OpenGL REQUIRED)
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@endcode
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```
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If OpenGL is found, the `OpenGL::GL` target is added to your project, containing
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library and include directory paths. Link against this like any other library.
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@code{.cmake}
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```cmake
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target_link_libraries(myapp OpenGL::GL)
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@endcode
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```
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### With makefiles and pkg-config on Unix {#build_link_pkgconfig}
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@ -271,23 +271,23 @@ ones automatically.
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A typical compile and link command-line when using the static version of the
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GLFW library may look like this:
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@code{.sh}
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```sh
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cc $(pkg-config --cflags glfw3) -o myprog myprog.c $(pkg-config --static --libs glfw3)
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@endcode
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```
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If you are using the shared version of the GLFW library, omit the `--static`
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flag.
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@code{.sh}
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```sh
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cc $(pkg-config --cflags glfw3) -o myprog myprog.c $(pkg-config --libs glfw3)
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@endcode
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```
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You can also use the `glfw3.pc` file without installing it first, by using the
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`PKG_CONFIG_PATH` environment variable.
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@code{.sh}
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```sh
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env PKG_CONFIG_PATH=path/to/glfw/src cc $(pkg-config --cflags glfw3) -o myprog myprog.c $(pkg-config --libs glfw3)
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@endcode
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```
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The dependencies do not include OpenGL, as GLFW loads any OpenGL, OpenGL ES or
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Vulkan libraries it needs at runtime. If your application calls OpenGL
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@ -295,9 +295,9 @@ directly, instead of using a modern
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[extension loader library](@ref context_glext_auto), you should add the `gl`
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pkg-config package.
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@code{.sh}
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```sh
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cc $(pkg-config --cflags glfw3 gl) -o myprog myprog.c $(pkg-config --libs glfw3 gl)
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@endcode
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```
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### With Xcode on macOS {#build_link_xcode}
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@ -320,9 +320,9 @@ the `-l` and `-framework` switches.
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If you are using the dynamic GLFW library, which is named `libglfw.3.dylib`, do:
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@code{.sh}
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```sh
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cc -o myprog myprog.c -lglfw -framework Cocoa -framework OpenGL -framework IOKit
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@endcode
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```
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If you are using the static library, named `libglfw3.a`, substitute `-lglfw3`
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for `-lglfw`.
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@ -55,27 +55,27 @@ On Debian and derivatives like Ubuntu and Linux Mint you will need the `libwayla
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and `libxkbcommon-dev` packages to compile for Wayland and the `xorg-dev` meta-package to
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compile for X11. These will pull in all other dependencies.
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@code{.sh}
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```sh
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sudo apt install libwayland-dev libxkbcommon-dev xorg-dev
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@endcode
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```
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On Fedora and derivatives like Red Hat you will need the `wayland-devel` and
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`libxkbcommon-devel` packages to compile for Wayland and the `libXcursor-devel`,
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`libXi-devel`, `libXinerama-devel` and `libXrandr-devel` packages to compile for X11.
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These will pull in all other dependencies.
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@code{.sh}
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```sh
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sudo dnf install wayland-devel libxkbcommon-devel libXcursor-devel libXi-devel libXinerama-devel libXrandr-devel
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@endcode
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```
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On FreeBSD you will need the `wayland`, `libxkbcommon` and `evdev-proto` packages to
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compile for Wayland. The X11 headers are installed along the end-user X11 packages, so if
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you have an X server running you should have the headers as well. If not, install the
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`xorgproto` package to compile for X11.
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@code{.sh}
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```sh
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pkg install wayland libxkbcommon evdev-proto xorgproto
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@endcode
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```
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On Cygwin Wayland is not supported but you will need the `libXcursor-devel`,
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`libXi-devel`, `libXinerama-devel`, `libXrandr-devel` and `libXrender-devel` packages to
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@ -131,33 +131,33 @@ To make a build directory, pass the source and build directories to the `cmake`
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command. These can be relative or absolute paths. The build directory is
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created if it doesn't already exist.
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@code{.sh}
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```sh
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cmake -S path/to/glfw -B path/to/build
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@endcode
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```
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It is common to name the build directory `build` and place it in the root of the
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source tree when only planning to build a single configuration.
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@code{.sh}
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```sh
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cd path/to/glfw
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cmake -S . -B build
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@endcode
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```
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Without other flags these will generate Visual Studio project files on Windows
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and makefiles on other platforms. You can choose other targets using the `-G`
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flag.
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@code{.sh}
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```sh
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cmake -S path/to/glfw -B path/to/build -G Xcode
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@endcode
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```
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By default, GLFW will use Wayland and X11 on Linux and other Unix-like systems other than
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macOS. To disable support for one or both of these, set the @ref GLFW_BUILD_WAYLAND
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and/or @ref GLFW_BUILD_X11 CMake option.
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@code{.sh}
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```sh
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cmake -S path/to/glfw -B path/to/build -D GLFW_BUILD_X11=0
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@endcode
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```
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Once you have generated the project files or makefiles for your chosen
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development environment, move on to @ref compile_compile.
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@ -174,24 +174,24 @@ With Visual Studio open `GLFW.sln` and use the Build menu. With Xcode open
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With Linux, macOS and other forms of Unix, run `make`.
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@code{.sh}
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```sh
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cd path/to/build
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make
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@endcode
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```
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With MinGW, it is `mingw32-make`.
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@code{.sh}
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```sh
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cd path/to/build
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mingw32-make
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@endcode
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```
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Any CMake build directory can also be built with the `cmake` command and the
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`--build` flag.
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@code{.sh}
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```sh
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cmake --build path/to/build
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@endcode
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```
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This will run the platform specific build tool the directory was generated for.
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@ -214,9 +214,9 @@ distributions based on Debian GNU/Linux have this tool in a separate
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Finally, if you don't want to use any GUI, you can set options from the `cmake`
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command-line with the `-D` flag.
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@code{.sh}
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```sh
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cmake -S path/to/glfw -B path/to/build -D BUILD_SHARED_LIBS=ON
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@endcode
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```
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### Shared CMake options {#compile_options_shared}
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@ -309,9 +309,9 @@ cross-compilation of Windows binaries. To use these files you set the
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`CMAKE_TOOLCHAIN_FILE` CMake variable with the `-D` flag add an option when
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configuring and generating the build files.
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@code{.sh}
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```sh
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cmake -S path/to/glfw -B path/to/build -D CMAKE_TOOLCHAIN_FILE=path/to/file
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@endcode
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```
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The exact toolchain file to use depends on the prefix used by the MinGW or
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MinGW-w64 binaries on your system. You can usually see this in the /usr
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@ -319,9 +319,9 @@ directory. For example, both the Ubuntu and Cygwin MinGW-w64 packages have
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`/usr/x86_64-w64-mingw32` for the 64-bit compilers, so the correct invocation
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would be:
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@code{.sh}
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```sh
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cmake -S path/to/glfw -B path/to/build -D CMAKE_TOOLCHAIN_FILE=CMake/x86_64-w64-mingw32.cmake
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@endcode
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```
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The path to the toolchain file is relative to the path to the GLFW source tree
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passed to the `-S` flag, not to the current directory.
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@ -45,9 +45,9 @@ When creating a window and its OpenGL or OpenGL ES context with @ref
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glfwCreateWindow, you can specify another window whose context the new one
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should share its objects (textures, vertex and element buffers, etc.) with.
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@code{.c}
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```c
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GLFWwindow* second_window = glfwCreateWindow(640, 480, "Second Window", NULL, first_window);
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@endcode
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```
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Object sharing is implemented by the operating system and graphics driver. On
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platforms where it is possible to choose which types of objects are shared, GLFW
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@ -68,11 +68,11 @@ GLFW doesn't support creating contexts without an associated window. However,
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contexts with hidden windows can be created with the
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[GLFW_VISIBLE](@ref GLFW_VISIBLE_hint) window hint.
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@code{.c}
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```c
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glfwWindowHint(GLFW_VISIBLE, GLFW_FALSE);
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GLFWwindow* offscreen_context = glfwCreateWindow(640, 480, "", NULL, NULL);
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@endcode
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```
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The window never needs to be shown and its context can be used as a plain
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offscreen context. Depending on the window manager, the size of a hidden
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@ -103,15 +103,15 @@ thread before making it current on the new one.
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The context of a window is made current with @ref glfwMakeContextCurrent.
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@code{.c}
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```c
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glfwMakeContextCurrent(window);
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@endcode
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```
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The window of the current context is returned by @ref glfwGetCurrentContext.
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@code{.c}
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```c
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GLFWwindow* window = glfwGetCurrentContext();
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@endcode
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```
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The following GLFW functions require a context to be current. Calling any these
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functions without a current context will generate a @ref GLFW_NO_CURRENT_CONTEXT
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@ -167,9 +167,9 @@ both GLFW and glad, but loaders for OpenGL ES, as well as loaders for specific
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API versions and extension sets can be generated. The generated files are
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written to the `output` directory.
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@code{.sh}
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```sh
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python main.py --generator c --no-loader --out-path output
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@endcode
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```
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The `--no-loader` option is added because GLFW already provides a function for
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loading OpenGL and OpenGL ES function pointers, one that automatically uses the
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@ -183,14 +183,14 @@ include the glad header file, which will replace the OpenGL header of your
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development environment. By including the glad header before the GLFW header,
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it suppresses the development environment's OpenGL or OpenGL ES header.
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@code{.c}
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```c
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#include <glad/glad.h>
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#include <GLFW/glfw3.h>
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@endcode
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```
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Finally, you need to initialize glad once you have a suitable current context.
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@code{.c}
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```c
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window = glfwCreateWindow(640, 480, "My Window", NULL, NULL);
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if (!window)
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{
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@ -200,7 +200,7 @@ if (!window)
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glfwMakeContextCurrent(window);
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gladLoadGLLoader((GLADloadproc) glfwGetProcAddress);
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@endcode
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```
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Once glad has been loaded, you have access to all OpenGL core and extension
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functions supported by both the context you created and the glad loader you
|
||||
@ -213,22 +213,22 @@ check the actual OpenGL or OpenGL ES version with
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a specific version is supported by the current context with the
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`GLAD_GL_VERSION_x_x` booleans.
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|
||||
@code{.c}
|
||||
```c
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if (GLAD_GL_VERSION_3_2)
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{
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// Call OpenGL 3.2+ specific code
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}
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||||
@endcode
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||||
```
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To check whether a specific extension is supported, use the `GLAD_GL_xxx`
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booleans.
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|
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@code{.c}
|
||||
```c
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if (GLAD_GL_ARB_gl_spirv)
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{
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||||
// Use GL_ARB_gl_spirv
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||||
}
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||||
@endcode
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||||
```
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||||
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||||
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### Loading extensions manually {#context_glext_manual}
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@ -265,10 +265,10 @@ to function) and `PROC` (procedure) are added to the ends.
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||||
To include the extension header, define @ref GLFW_INCLUDE_GLEXT before including
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||||
the GLFW header.
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||||
|
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@code{.c}
|
||||
```c
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||||
#define GLFW_INCLUDE_GLEXT
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#include <GLFW/glfw3.h>
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@endcode
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||||
```
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#### Checking for extensions {#context_glext_string}
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@ -278,12 +278,12 @@ drivers or a graphics card that lacks the necessary hardware features), so it
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is necessary to check at run-time whether the context supports the extension.
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This is done with @ref glfwExtensionSupported.
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@code{.c}
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```c
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if (glfwExtensionSupported("GL_ARB_gl_spirv"))
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{
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// The extension is supported by the current context
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}
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||||
@endcode
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||||
```
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||||
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||||
The argument is a null terminated ASCII string with the extension name. If the
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extension is supported, @ref glfwExtensionSupported returns `GLFW_TRUE`,
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@ -297,9 +297,9 @@ These functions often do not have entry points in the client API libraries of
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your operating system, making it necessary to fetch them at run time. You can
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||||
retrieve pointers to these functions with @ref glfwGetProcAddress.
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||||
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@code{.c}
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||||
```c
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||||
PFNGLSPECIALIZESHADERARBPROC pfnSpecializeShaderARB = glfwGetProcAddress("glSpecializeShaderARB");
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@endcode
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||||
```
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||||
|
||||
In general, you should avoid giving the function pointer variables the (exact)
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||||
same name as the function, as this may confuse your linker. Instead, you can
|
||||
@ -308,7 +308,7 @@ use a different prefix, like above, or some other naming scheme.
|
||||
Now that all the pieces have been introduced, here is what they might look like
|
||||
when used together.
|
||||
|
||||
@code{.c}
|
||||
```c
|
||||
#define GLFW_INCLUDE_GLEXT
|
||||
#include <GLFW/glfw3.h>
|
||||
|
||||
@ -336,5 +336,5 @@ void some_function(void)
|
||||
glSpecializeShaderARB(...);
|
||||
}
|
||||
}
|
||||
@endcode
|
||||
```
|
||||
|
||||
|
224
docs/input.md
224
docs/input.md
@ -40,18 +40,18 @@ There are three functions for processing pending events. @ref glfwPollEvents,
|
||||
processes only those events that have already been received and then returns
|
||||
immediately.
|
||||
|
||||
@code{.c}
|
||||
```c
|
||||
glfwPollEvents();
|
||||
@endcode
|
||||
```
|
||||
|
||||
This is the best choice when rendering continuously, like most games do.
|
||||
|
||||
If you only need to update the contents of the window when you receive new
|
||||
input, @ref glfwWaitEvents is a better choice.
|
||||
|
||||
@code{.c}
|
||||
```c
|
||||
glfwWaitEvents();
|
||||
@endcode
|
||||
```
|
||||
|
||||
It puts the thread to sleep until at least one event has been received and then
|
||||
processes all received events. This saves a great deal of CPU cycles and is
|
||||
@ -60,9 +60,9 @@ useful for, for example, editing tools.
|
||||
If you want to wait for events but have UI elements or other tasks that need
|
||||
periodic updates, @ref glfwWaitEventsTimeout lets you specify a timeout.
|
||||
|
||||
@code{.c}
|
||||
```c
|
||||
glfwWaitEventsTimeout(0.7);
|
||||
@endcode
|
||||
```
|
||||
|
||||
It puts the thread to sleep until at least one event has been received, or until
|
||||
the specified number of seconds have elapsed. It then processes any received
|
||||
@ -72,9 +72,9 @@ If the main thread is sleeping in @ref glfwWaitEvents, you can wake it from
|
||||
another thread by posting an empty event to the event queue with @ref
|
||||
glfwPostEmptyEvent.
|
||||
|
||||
@code{.c}
|
||||
```c
|
||||
glfwPostEmptyEvent();
|
||||
@endcode
|
||||
```
|
||||
|
||||
Do not assume that callbacks will _only_ be called in response to the above
|
||||
functions. While it is necessary to process events in one or more of the ways
|
||||
@ -106,20 +106,20 @@ same keyboard layout, input method or even operating system as you.
|
||||
If you wish to be notified when a physical key is pressed or released or when it
|
||||
repeats, set a key callback.
|
||||
|
||||
@code{.c}
|
||||
```c
|
||||
glfwSetKeyCallback(window, key_callback);
|
||||
@endcode
|
||||
```
|
||||
|
||||
The callback function receives the [keyboard key](@ref keys), platform-specific
|
||||
scancode, key action and [modifier bits](@ref mods).
|
||||
|
||||
@code{.c}
|
||||
```c
|
||||
void key_callback(GLFWwindow* window, int key, int scancode, int action, int mods)
|
||||
{
|
||||
if (key == GLFW_KEY_E && action == GLFW_PRESS)
|
||||
activate_airship();
|
||||
}
|
||||
@endcode
|
||||
```
|
||||
|
||||
The action is one of `GLFW_PRESS`, `GLFW_REPEAT` or `GLFW_RELEASE`. Events with
|
||||
`GLFW_PRESS` and `GLFW_RELEASE` actions are emitted for every key press. Most
|
||||
@ -147,21 +147,21 @@ different scancodes depending on the platform but they are safe to save to disk.
|
||||
You can query the scancode for any [key token](@ref keys) supported on the
|
||||
current platform with @ref glfwGetKeyScancode.
|
||||
|
||||
@code{.c}
|
||||
```c
|
||||
const int scancode = glfwGetKeyScancode(GLFW_KEY_X);
|
||||
set_key_mapping(scancode, swap_weapons);
|
||||
@endcode
|
||||
```
|
||||
|
||||
The last reported state for every physical key with a [key token](@ref keys) is
|
||||
also saved in per-window state arrays that can be polled with @ref glfwGetKey.
|
||||
|
||||
@code{.c}
|
||||
```c
|
||||
int state = glfwGetKey(window, GLFW_KEY_E);
|
||||
if (state == GLFW_PRESS)
|
||||
{
|
||||
activate_airship();
|
||||
}
|
||||
@endcode
|
||||
```
|
||||
|
||||
The returned state is one of `GLFW_PRESS` or `GLFW_RELEASE`.
|
||||
|
||||
@ -175,9 +175,9 @@ If a pressed key is released again before you poll its state, you will have
|
||||
missed the key press. The recommended solution for this is to use a
|
||||
key callback, but there is also the `GLFW_STICKY_KEYS` input mode.
|
||||
|
||||
@code{.c}
|
||||
```c
|
||||
glfwSetInputMode(window, GLFW_STICKY_KEYS, GLFW_TRUE);
|
||||
@endcode
|
||||
```
|
||||
|
||||
When sticky keys mode is enabled, the pollable state of a key will remain
|
||||
`GLFW_PRESS` until the state of that key is polled with @ref glfwGetKey. Once
|
||||
@ -188,9 +188,9 @@ the state will reset to `GLFW_RELEASE`, otherwise it will remain `GLFW_PRESS`.
|
||||
If you wish to know what the state of the Caps Lock and Num Lock keys was when
|
||||
input events were generated, set the `GLFW_LOCK_KEY_MODS` input mode.
|
||||
|
||||
@code{.c}
|
||||
```c
|
||||
glfwSetInputMode(window, GLFW_LOCK_KEY_MODS, GLFW_TRUE);
|
||||
@endcode
|
||||
```
|
||||
|
||||
When this input mode is enabled, any callback that receives
|
||||
[modifier bits](@ref mods) will have the @ref GLFW_MOD_CAPS_LOCK bit set if Caps
|
||||
@ -215,19 +215,19 @@ you can treat the code point argument as native endian UTF-32.
|
||||
|
||||
If you wish to offer regular text input, set a character callback.
|
||||
|
||||
@code{.c}
|
||||
```c
|
||||
glfwSetCharCallback(window, character_callback);
|
||||
@endcode
|
||||
```
|
||||
|
||||
The callback function receives Unicode code points for key events that would
|
||||
have led to regular text input and generally behaves as a standard text field on
|
||||
that platform.
|
||||
|
||||
@code{.c}
|
||||
```c
|
||||
void character_callback(GLFWwindow* window, unsigned int codepoint)
|
||||
{
|
||||
}
|
||||
@endcode
|
||||
```
|
||||
|
||||
|
||||
### Key names {#input_key_name}
|
||||
@ -235,10 +235,10 @@ void character_callback(GLFWwindow* window, unsigned int codepoint)
|
||||
If you wish to refer to keys by name, you can query the keyboard layout
|
||||
dependent name of printable keys with @ref glfwGetKeyName.
|
||||
|
||||
@code{.c}
|
||||
```c
|
||||
const char* key_name = glfwGetKeyName(GLFW_KEY_W, 0);
|
||||
show_tutorial_hint("Press %s to move forward", key_name);
|
||||
@endcode
|
||||
```
|
||||
|
||||
This function can handle both [keys and scancodes](@ref input_key). If the
|
||||
specified key is `GLFW_KEY_UNKNOWN` then the scancode is used, otherwise it is
|
||||
@ -258,27 +258,27 @@ a custom image or a standard cursor shape from the system theme.
|
||||
If you wish to be notified when the cursor moves over the window, set a cursor
|
||||
position callback.
|
||||
|
||||
@code{.c}
|
||||
```c
|
||||
glfwSetCursorPosCallback(window, cursor_position_callback);
|
||||
@endcode
|
||||
```
|
||||
|
||||
The callback functions receives the cursor position, measured in screen
|
||||
coordinates but relative to the top-left corner of the window content area. On
|
||||
platforms that provide it, the full sub-pixel cursor position is passed on.
|
||||
|
||||
@code{.c}
|
||||
```c
|
||||
static void cursor_position_callback(GLFWwindow* window, double xpos, double ypos)
|
||||
{
|
||||
}
|
||||
@endcode
|
||||
```
|
||||
|
||||
The cursor position is also saved per-window and can be polled with @ref
|
||||
glfwGetCursorPos.
|
||||
|
||||
@code{.c}
|
||||
```c
|
||||
double xpos, ypos;
|
||||
glfwGetCursorPos(window, &xpos, &ypos);
|
||||
@endcode
|
||||
```
|
||||
|
||||
|
||||
### Cursor mode {#cursor_mode}
|
||||
@ -293,9 +293,9 @@ If you wish to implement mouse motion based camera controls or other input
|
||||
schemes that require unlimited mouse movement, set the cursor mode to
|
||||
`GLFW_CURSOR_DISABLED`.
|
||||
|
||||
@code{.c}
|
||||
```c
|
||||
glfwSetInputMode(window, GLFW_CURSOR, GLFW_CURSOR_DISABLED);
|
||||
@endcode
|
||||
```
|
||||
|
||||
This will hide the cursor and lock it to the specified window. GLFW will then
|
||||
take care of all the details of cursor re-centering and offset calculation and
|
||||
@ -309,18 +309,18 @@ other features of GLFW. It is not supported and will not work as robustly as
|
||||
If you only wish the cursor to become hidden when it is over a window but still
|
||||
want it to behave normally, set the cursor mode to `GLFW_CURSOR_HIDDEN`.
|
||||
|
||||
@code{.c}
|
||||
```c
|
||||
glfwSetInputMode(window, GLFW_CURSOR, GLFW_CURSOR_HIDDEN);
|
||||
@endcode
|
||||
```
|
||||
|
||||
This mode puts no limit on the motion of the cursor.
|
||||
|
||||
If you wish the cursor to be visible but confined to the content area of the
|
||||
window, set the cursor mode to `GLFW_CURSOR_CAPTURED`.
|
||||
|
||||
@code{.c}
|
||||
```c
|
||||
glfwSetInputMode(window, GLFW_CURSOR, GLFW_CURSOR_CAPTURED);
|
||||
@endcode
|
||||
```
|
||||
|
||||
The cursor will behave normally inside the content area but will not be able to
|
||||
leave unless the window loses focus.
|
||||
@ -328,9 +328,9 @@ leave unless the window loses focus.
|
||||
To exit out of either of these special modes, restore the `GLFW_CURSOR_NORMAL`
|
||||
cursor mode.
|
||||
|
||||
@code{.c}
|
||||
```c
|
||||
glfwSetInputMode(window, GLFW_CURSOR, GLFW_CURSOR_NORMAL);
|
||||
@endcode
|
||||
```
|
||||
|
||||
If the cursor was disabled, this will move it back to its last visible position.
|
||||
|
||||
@ -351,10 +351,10 @@ Call @ref glfwRawMouseMotionSupported to check if the current machine provides
|
||||
raw motion and set the `GLFW_RAW_MOUSE_MOTION` input mode to enable it. It is
|
||||
disabled by default.
|
||||
|
||||
@code{.c}
|
||||
```c
|
||||
if (glfwRawMouseMotionSupported())
|
||||
glfwSetInputMode(window, GLFW_RAW_MOUSE_MOTION, GLFW_TRUE);
|
||||
@endcode
|
||||
```
|
||||
|
||||
If supported, raw mouse motion can be enabled or disabled per-window and at any
|
||||
time but it will only be provided when the cursor is disabled.
|
||||
@ -374,7 +374,7 @@ A custom cursor is created with @ref glfwCreateCursor, which returns a handle to
|
||||
the created cursor object. For example, this creates a 16x16 white square
|
||||
cursor with the hot-spot in the upper-left corner:
|
||||
|
||||
@code{.c}
|
||||
```c
|
||||
unsigned char pixels[16 * 16 * 4];
|
||||
memset(pixels, 0xff, sizeof(pixels));
|
||||
|
||||
@ -384,7 +384,7 @@ image.height = 16;
|
||||
image.pixels = pixels;
|
||||
|
||||
GLFWcursor* cursor = glfwCreateCursor(&image, 0, 0);
|
||||
@endcode
|
||||
```
|
||||
|
||||
If cursor creation fails, `NULL` will be returned, so it is necessary to check
|
||||
the return value.
|
||||
@ -399,9 +399,9 @@ sequential rows, starting from the top-left corner.
|
||||
A cursor with a [standard shape](@ref shapes) from the current system cursor
|
||||
theme can be created with @ref glfwCreateStandardCursor.
|
||||
|
||||
@code{.c}
|
||||
```c
|
||||
GLFWcursor* url_cursor = glfwCreateStandardCursor(GLFW_POINTING_HAND_CURSOR);
|
||||
@endcode
|
||||
```
|
||||
|
||||
These cursor objects behave in the exact same way as those created with @ref
|
||||
glfwCreateCursor except that the system cursor theme provides the actual image.
|
||||
@ -414,9 +414,9 @@ A few of these shapes are not available everywhere. If a shape is unavailable,
|
||||
|
||||
When a cursor is no longer needed, destroy it with @ref glfwDestroyCursor.
|
||||
|
||||
@code{.c}
|
||||
```c
|
||||
glfwDestroyCursor(cursor);
|
||||
@endcode
|
||||
```
|
||||
|
||||
Cursor destruction always succeeds. If the cursor is current for any window,
|
||||
that window will revert to the default cursor. This does not affect the cursor
|
||||
@ -427,9 +427,9 @@ mode. All remaining cursors are destroyed when @ref glfwTerminate is called.
|
||||
|
||||
A cursor can be set as current for a window with @ref glfwSetCursor.
|
||||
|
||||
@code{.c}
|
||||
```c
|
||||
glfwSetCursor(window, cursor);
|
||||
@endcode
|
||||
```
|
||||
|
||||
Once set, the cursor image will be used as long as the system cursor is over the
|
||||
content area of the window and the [cursor mode](@ref cursor_mode) is set
|
||||
@ -439,9 +439,9 @@ A single cursor may be set for any number of windows.
|
||||
|
||||
To revert to the default cursor, set the cursor of that window to `NULL`.
|
||||
|
||||
@code{.c}
|
||||
```c
|
||||
glfwSetCursor(window, NULL);
|
||||
@endcode
|
||||
```
|
||||
|
||||
When a cursor is destroyed, any window that has it set will revert to the
|
||||
default cursor. This does not affect the cursor mode.
|
||||
@ -452,13 +452,13 @@ default cursor. This does not affect the cursor mode.
|
||||
If you wish to be notified when the cursor enters or leaves the content area of
|
||||
a window, set a cursor enter/leave callback.
|
||||
|
||||
@code{.c}
|
||||
```c
|
||||
glfwSetCursorEnterCallback(window, cursor_enter_callback);
|
||||
@endcode
|
||||
```
|
||||
|
||||
The callback function receives the new classification of the cursor.
|
||||
|
||||
@code{.c}
|
||||
```c
|
||||
void cursor_enter_callback(GLFWwindow* window, int entered)
|
||||
{
|
||||
if (entered)
|
||||
@ -470,17 +470,17 @@ void cursor_enter_callback(GLFWwindow* window, int entered)
|
||||
// The cursor left the content area of the window
|
||||
}
|
||||
}
|
||||
@endcode
|
||||
```
|
||||
|
||||
You can query whether the cursor is currently inside the content area of the
|
||||
window with the [GLFW_HOVERED](@ref GLFW_HOVERED_attrib) window attribute.
|
||||
|
||||
@code{.c}
|
||||
```c
|
||||
if (glfwGetWindowAttrib(window, GLFW_HOVERED))
|
||||
{
|
||||
highlight_interface();
|
||||
}
|
||||
@endcode
|
||||
```
|
||||
|
||||
|
||||
### Mouse button input {#input_mouse_button}
|
||||
@ -488,20 +488,20 @@ if (glfwGetWindowAttrib(window, GLFW_HOVERED))
|
||||
If you wish to be notified when a mouse button is pressed or released, set
|
||||
a mouse button callback.
|
||||
|
||||
@code{.c}
|
||||
```c
|
||||
glfwSetMouseButtonCallback(window, mouse_button_callback);
|
||||
@endcode
|
||||
```
|
||||
|
||||
The callback function receives the [mouse button](@ref buttons), button action
|
||||
and [modifier bits](@ref mods).
|
||||
|
||||
@code{.c}
|
||||
```c
|
||||
void mouse_button_callback(GLFWwindow* window, int button, int action, int mods)
|
||||
{
|
||||
if (button == GLFW_MOUSE_BUTTON_RIGHT && action == GLFW_PRESS)
|
||||
popup_menu();
|
||||
}
|
||||
@endcode
|
||||
```
|
||||
|
||||
The action is one of `GLFW_PRESS` or `GLFW_RELEASE`.
|
||||
|
||||
@ -509,13 +509,13 @@ The last reported state for every [supported mouse button](@ref buttons) is also
|
||||
saved in per-window state arrays that can be polled with @ref
|
||||
glfwGetMouseButton.
|
||||
|
||||
@code{.c}
|
||||
```c
|
||||
int state = glfwGetMouseButton(window, GLFW_MOUSE_BUTTON_LEFT);
|
||||
if (state == GLFW_PRESS)
|
||||
{
|
||||
upgrade_cow();
|
||||
}
|
||||
@endcode
|
||||
```
|
||||
|
||||
The returned state is one of `GLFW_PRESS` or `GLFW_RELEASE`.
|
||||
|
||||
@ -529,9 +529,9 @@ 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{.c}
|
||||
```c
|
||||
glfwSetInputMode(window, GLFW_STICKY_MOUSE_BUTTONS, GLFW_TRUE);
|
||||
@endcode
|
||||
```
|
||||
|
||||
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
|
||||
@ -548,17 +548,17 @@ The `GLFW_MOUSE_BUTTON_LAST` constant holds the highest value of any
|
||||
If you wish to be notified when the user scrolls, whether with a mouse wheel or
|
||||
touchpad gesture, set a scroll callback.
|
||||
|
||||
@code{.c}
|
||||
```c
|
||||
glfwSetScrollCallback(window, scroll_callback);
|
||||
@endcode
|
||||
```
|
||||
|
||||
The callback function receives two-dimensional scroll offsets.
|
||||
|
||||
@code{.c}
|
||||
```c
|
||||
void scroll_callback(GLFWwindow* window, double xoffset, double yoffset)
|
||||
{
|
||||
}
|
||||
@endcode
|
||||
```
|
||||
|
||||
A normal mouse wheel, being vertical, provides offsets along the Y-axis.
|
||||
|
||||
@ -571,9 +571,9 @@ referred to as joysticks. It supports up to sixteen joysticks, ranging from
|
||||
`GLFW_JOYSTICK_LAST`. You can test whether a [joystick](@ref joysticks) is
|
||||
present with @ref glfwJoystickPresent.
|
||||
|
||||
@code{.c}
|
||||
```c
|
||||
int present = glfwJoystickPresent(GLFW_JOYSTICK_1);
|
||||
@endcode
|
||||
```
|
||||
|
||||
Each joystick has zero or more axes, zero or more buttons, zero or more hats,
|
||||
a human-readable name, a user pointer and an SDL compatible GUID.
|
||||
@ -599,10 +599,10 @@ 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{.c}
|
||||
```c
|
||||
int count;
|
||||
const float* axes = glfwGetJoystickAxes(GLFW_JOYSTICK_5, &count);
|
||||
@endcode
|
||||
```
|
||||
|
||||
Each element in the returned array is a value between -1.0 and 1.0.
|
||||
|
||||
@ -613,10 +613,10 @@ 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{.c}
|
||||
```c
|
||||
int count;
|
||||
const unsigned char* buttons = glfwGetJoystickButtons(GLFW_JOYSTICK_3, &count);
|
||||
@endcode
|
||||
```
|
||||
|
||||
Each element in the returned array is either `GLFW_PRESS` or `GLFW_RELEASE`.
|
||||
|
||||
@ -630,10 +630,10 @@ the reference documentation for @ref glfwGetJoystickButtons for details.
|
||||
The states of all hats are returned by @ref glfwGetJoystickHats. See the
|
||||
reference documentation for the lifetime of the returned array.
|
||||
|
||||
@code{.c}
|
||||
```c
|
||||
int count;
|
||||
const unsigned char* hats = glfwGetJoystickHats(GLFW_JOYSTICK_7, &count);
|
||||
@endcode
|
||||
```
|
||||
|
||||
Each element in the returned array is one of the following:
|
||||
|
||||
@ -653,12 +653,12 @@ 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{.c}
|
||||
```c
|
||||
if (hats[2] & GLFW_HAT_RIGHT)
|
||||
{
|
||||
// State of hat 2 could be right-up, right or right-down
|
||||
}
|
||||
@endcode
|
||||
```
|
||||
|
||||
For backward compatibility with earlier versions that did not have @ref
|
||||
glfwGetJoystickHats, all hats are by default also included in the button array.
|
||||
@ -671,9 +671,9 @@ 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{.c}
|
||||
```c
|
||||
const char* name = glfwGetJoystickName(GLFW_JOYSTICK_4);
|
||||
@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 ID](@ref joysticks) is
|
||||
@ -696,14 +696,14 @@ The initial value of the pointer is `NULL`.
|
||||
If you wish to be notified when a joystick is connected or disconnected, set
|
||||
a joystick callback.
|
||||
|
||||
@code{.c}
|
||||
```c
|
||||
glfwSetJoystickCallback(joystick_callback);
|
||||
@endcode
|
||||
```
|
||||
|
||||
The callback function receives the ID of the joystick that has been connected
|
||||
and disconnected and the event that occurred.
|
||||
|
||||
@code{.c}
|
||||
```c
|
||||
void joystick_callback(int jid, int event)
|
||||
{
|
||||
if (event == GLFW_CONNECTED)
|
||||
@ -715,7 +715,7 @@ void joystick_callback(int jid, int event)
|
||||
// The joystick was disconnected
|
||||
}
|
||||
}
|
||||
@endcode
|
||||
```
|
||||
|
||||
For joystick connection and disconnection events to be delivered on all
|
||||
platforms, you need to call one of the [event processing](@ref events)
|
||||
@ -746,12 +746,12 @@ a joystick is connected or the mappings are updated.
|
||||
You can check whether a joystick is both present and has a gamepad mapping with
|
||||
@ref glfwJoystickIsGamepad.
|
||||
|
||||
@code{.c}
|
||||
```c
|
||||
if (glfwJoystickIsGamepad(GLFW_JOYSTICK_2))
|
||||
{
|
||||
// Use as gamepad
|
||||
}
|
||||
@endcode
|
||||
```
|
||||
|
||||
If you are only interested in gamepad input you can use this function instead of
|
||||
@ref glfwJoystickPresent.
|
||||
@ -760,13 +760,13 @@ You can query the human-readable name provided by the gamepad mapping with @ref
|
||||
glfwGetGamepadName. This may or may not be the same as the
|
||||
[joystick name](@ref joystick_name).
|
||||
|
||||
@code{.c}
|
||||
```c
|
||||
const char* name = glfwGetGamepadName(GLFW_JOYSTICK_7);
|
||||
@endcode
|
||||
```
|
||||
|
||||
To retrieve the gamepad state of a joystick, call @ref glfwGetGamepadState.
|
||||
|
||||
@code{.c}
|
||||
```c
|
||||
GLFWgamepadstate state;
|
||||
|
||||
if (glfwGetGamepadState(GLFW_JOYSTICK_3, &state))
|
||||
@ -778,7 +778,7 @@ if (glfwGetGamepadState(GLFW_JOYSTICK_3, &state))
|
||||
|
||||
input_speed(state.axes[GLFW_GAMEPAD_AXIS_RIGHT_TRIGGER]);
|
||||
}
|
||||
@endcode
|
||||
```
|
||||
|
||||
The @ref GLFWgamepadstate struct has two arrays; one for button states and one
|
||||
for axis states. The values for each button and axis are the same as for the
|
||||
@ -816,11 +816,11 @@ GLFW contains a copy of the mappings available in
|
||||
time of release. Newer ones can be added at runtime with @ref
|
||||
glfwUpdateGamepadMappings.
|
||||
|
||||
@code{.c}
|
||||
```c
|
||||
const char* mappings = load_file_contents("game/data/gamecontrollerdb.txt");
|
||||
|
||||
glfwUpdateGamepadMappings(mappings);
|
||||
@endcode
|
||||
```
|
||||
|
||||
This function supports everything from single lines up to and including the
|
||||
unmodified contents of the whole `gamecontrollerdb.txt` file.
|
||||
@ -880,12 +880,12 @@ one built into GLFW for Xbox controllers accessed via the XInput API on Windows.
|
||||
This example has been broken into several lines to fit on the page, but real
|
||||
gamepad mappings must be a single line.
|
||||
|
||||
@code{.unparsed}
|
||||
```
|
||||
78696e70757401000000000000000000,XInput Gamepad (GLFW),platform:Windows,a:b0,
|
||||
b:b1,x:b2,y:b3,leftshoulder:b4,rightshoulder:b5,back:b6,start:b7,leftstick:b8,
|
||||
rightstick:b9,leftx:a0,lefty:a1,rightx:a2,righty:a3,lefttrigger:a4,
|
||||
righttrigger:a5,dpup:h0.1,dpright:h0.2,dpdown:h0.4,dpleft:h0.8,
|
||||
@endcode
|
||||
```
|
||||
|
||||
@note GLFW does not yet support the output range and modifiers `+` and `-` that
|
||||
were recently added to SDL. The input modifiers `+`, `-` and `~` are supported
|
||||
@ -896,9 +896,9 @@ and described above.
|
||||
|
||||
GLFW provides high-resolution time input, in seconds, with @ref glfwGetTime.
|
||||
|
||||
@code{.c}
|
||||
```c
|
||||
double seconds = glfwGetTime();
|
||||
@endcode
|
||||
```
|
||||
|
||||
It returns the number of seconds since the library was initialized with @ref
|
||||
glfwInit. The platform-specific time sources used typically have micro- or
|
||||
@ -906,9 +906,9 @@ nanosecond resolution.
|
||||
|
||||
You can modify the base time with @ref glfwSetTime.
|
||||
|
||||
@code{.c}
|
||||
```c
|
||||
glfwSetTime(4.0);
|
||||
@endcode
|
||||
```
|
||||
|
||||
This sets the time to the specified time, in seconds, and it continues to count
|
||||
from there.
|
||||
@ -916,17 +916,17 @@ from there.
|
||||
You can also access the raw timer used to implement the functions above,
|
||||
with @ref glfwGetTimerValue.
|
||||
|
||||
@code{.c}
|
||||
```c
|
||||
uint64_t value = glfwGetTimerValue();
|
||||
@endcode
|
||||
```
|
||||
|
||||
This value is in 1 / frequency seconds. The frequency of the raw
|
||||
timer varies depending on the operating system and hardware. You can query the
|
||||
frequency, in Hz, with @ref glfwGetTimerFrequency.
|
||||
|
||||
@code{.c}
|
||||
```c
|
||||
uint64_t frequency = glfwGetTimerFrequency();
|
||||
@endcode
|
||||
```
|
||||
|
||||
|
||||
## Clipboard input and output {#clipboard}
|
||||
@ -935,13 +935,13 @@ 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{.c}
|
||||
```c
|
||||
const char* text = glfwGetClipboardString(NULL);
|
||||
if (text)
|
||||
{
|
||||
insert_text(text);
|
||||
}
|
||||
@endcode
|
||||
```
|
||||
|
||||
If the clipboard is empty or if its contents could not be converted, `NULL` is
|
||||
returned.
|
||||
@ -949,9 +949,9 @@ returned.
|
||||
The contents of the system clipboard can be set to a UTF-8 encoded string with
|
||||
@ref glfwSetClipboardString.
|
||||
|
||||
@code{.c}
|
||||
```c
|
||||
glfwSetClipboardString(NULL, "A string with words in it");
|
||||
@endcode
|
||||
```
|
||||
|
||||
|
||||
## Path drop input {#path_drop}
|
||||
@ -959,20 +959,20 @@ glfwSetClipboardString(NULL, "A string with words in it");
|
||||
If you wish to receive the paths of files and/or directories dropped on
|
||||
a window, set a file drop callback.
|
||||
|
||||
@code{.c}
|
||||
```c
|
||||
glfwSetDropCallback(window, drop_callback);
|
||||
@endcode
|
||||
```
|
||||
|
||||
The callback function receives an array of paths encoded as UTF-8.
|
||||
|
||||
@code{.c}
|
||||
```c
|
||||
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
|
||||
|
@ -46,12 +46,12 @@ GLFW_NOT_INITIALIZED error.
|
||||
The library is initialized with @ref glfwInit, which returns `GLFW_FALSE` if an
|
||||
error occurred.
|
||||
|
||||
@code{.c}
|
||||
```c
|
||||
if (!glfwInit())
|
||||
{
|
||||
// Handle initialization failure
|
||||
}
|
||||
@endcode
|
||||
```
|
||||
|
||||
If any part of initialization fails, any parts that succeeded are terminated as
|
||||
if @ref glfwTerminate had been called. The library only needs to be initialized
|
||||
@ -74,9 +74,9 @@ hint.
|
||||
Initialization hints are set before @ref glfwInit and affect how the library
|
||||
behaves until termination. Hints are set with @ref glfwInitHint.
|
||||
|
||||
@code{.c}
|
||||
```c
|
||||
glfwInitHint(GLFW_JOYSTICK_HAT_BUTTONS, GLFW_FALSE);
|
||||
@endcode
|
||||
```
|
||||
|
||||
The values you set hints to are never reset by GLFW, but they only take effect
|
||||
during initialization. Once GLFW has been initialized, any values you set will
|
||||
@ -174,32 +174,32 @@ default, this is set to @ref GLFW_ANY_PLATFORM, which will look for supported wi
|
||||
systems in order of priority and select the first one it finds. It can also be set to any
|
||||
specific platform to have GLFW only look for that one.
|
||||
|
||||
@code{.c}
|
||||
```c
|
||||
glfwInitHint(GLFW_PLATFORM, GLFW_PLATFORM_X11);
|
||||
@endcode
|
||||
```
|
||||
|
||||
This mechanism also provides the Null platform, which is always supported but needs to be
|
||||
explicitly requested. This platform is effectively a stub, emulating a window system on
|
||||
a single 1080p monitor, but will not interact with any actual window system.
|
||||
|
||||
@code{.c}
|
||||
```c
|
||||
glfwInitHint(GLFW_PLATFORM, GLFW_PLATFORM_NULL);
|
||||
@endcode
|
||||
```
|
||||
|
||||
You can test whether a library binary was compiled with support for a specific platform
|
||||
with @ref glfwPlatformSupported.
|
||||
|
||||
@code{.c}
|
||||
```c
|
||||
if (glfwPlatformSupported(GLFW_PLATFORM_WAYLAND))
|
||||
glfwInitHint(GLFW_PLATFORM, GLFW_PLATFORM_WAYLAND);
|
||||
@endcode
|
||||
```
|
||||
|
||||
Once GLFW has been initialized, you can query which platform was selected with @ref
|
||||
glfwGetPlatform.
|
||||
|
||||
@code{.c}
|
||||
```c
|
||||
int platform = glfwGetPlatform();
|
||||
@endcode
|
||||
```
|
||||
|
||||
If you are using any [native access functions](@ref native), especially on Linux and other
|
||||
Unix-like systems, then you may need to check that you are calling the ones matching the
|
||||
@ -211,7 +211,7 @@ selected platform.
|
||||
The heap memory allocator can be customized before initialization with @ref
|
||||
glfwInitAllocator.
|
||||
|
||||
@code{.c}
|
||||
```c
|
||||
GLFWallocator allocator;
|
||||
allocator.allocate = my_malloc;
|
||||
allocator.reallocate = my_realloc;
|
||||
@ -219,7 +219,7 @@ allocator.deallocate = my_free;
|
||||
allocator.user = NULL;
|
||||
|
||||
glfwInitAllocator(&allocator);
|
||||
@endcode
|
||||
```
|
||||
|
||||
The allocator will be made active at the beginning of initialization and will be used by
|
||||
GLFW until the library has been fully terminated. Any allocator set after initialization
|
||||
@ -233,12 +233,12 @@ The allocation function must have a signature matching @ref GLFWallocatefun. It
|
||||
the desired size, in bytes, and the user pointer passed to @ref glfwInitAllocator and
|
||||
returns the address to the allocated memory block.
|
||||
|
||||
@code{.c}
|
||||
```c
|
||||
void* my_malloc(size_t size, void* user)
|
||||
{
|
||||
...
|
||||
}
|
||||
@endcode
|
||||
```
|
||||
|
||||
The documentation for @ref GLFWallocatefun also lists the requirements and limitations for
|
||||
an allocation function. If the active one does not meet all of these, GLFW may fail.
|
||||
@ -248,12 +248,12 @@ It receives the memory block to be reallocated, the new desired size, in bytes,
|
||||
pointer passed to @ref glfwInitAllocator and returns the address to the resized memory
|
||||
block.
|
||||
|
||||
@code{.c}
|
||||
```c
|
||||
void* my_realloc(void* block, size_t size, void* user)
|
||||
{
|
||||
...
|
||||
}
|
||||
@endcode
|
||||
```
|
||||
|
||||
The documentation for @ref GLFWreallocatefun also lists the requirements and limitations
|
||||
for a reallocation function. If the active one does not meet all of these, GLFW may fail.
|
||||
@ -262,12 +262,12 @@ The deallocation function must have a function signature matching @ref GLFWdeall
|
||||
It receives the memory block to be deallocated and the user pointer passed to @ref
|
||||
glfwInitAllocator.
|
||||
|
||||
@code{.c}
|
||||
```c
|
||||
void my_free(void* block, void* user)
|
||||
{
|
||||
...
|
||||
}
|
||||
@endcode
|
||||
```
|
||||
|
||||
The documentation for @ref GLFWdeallocatefun also lists the requirements and limitations
|
||||
for a deallocation function. If the active one does not meet all of these, GLFW may fail.
|
||||
@ -278,9 +278,9 @@ for a deallocation function. If the active one does not meet all of these, GLFW
|
||||
Before your application exits, you should terminate the GLFW library if it has
|
||||
been initialized. This is done with @ref glfwTerminate.
|
||||
|
||||
@code{.c}
|
||||
```c
|
||||
glfwTerminate();
|
||||
@endcode
|
||||
```
|
||||
|
||||
This will destroy any remaining window, monitor and cursor objects, restore any
|
||||
modified gamma ramps, re-enable the screensaver if it had been disabled and free
|
||||
@ -303,12 +303,12 @@ values.
|
||||
The last [error code](@ref errors) for the calling thread can be queried at any
|
||||
time with @ref glfwGetError.
|
||||
|
||||
@code{.c}
|
||||
```c
|
||||
int code = glfwGetError(NULL);
|
||||
|
||||
if (code != GLFW_NO_ERROR)
|
||||
handle_error(code);
|
||||
@endcode
|
||||
```
|
||||
|
||||
If no error has occurred since the last call, @ref GLFW_NO_ERROR (zero) is
|
||||
returned. The error is cleared before the function returns.
|
||||
@ -322,13 +322,13 @@ can retrieve a UTF-8 encoded human-readable description along with the error
|
||||
code. If no error has occurred since the last call, the description is set to
|
||||
`NULL`.
|
||||
|
||||
@code{.c}
|
||||
```c
|
||||
const char* description;
|
||||
int code = glfwGetError(&description);
|
||||
|
||||
if (description)
|
||||
display_error_message(code, description);
|
||||
@endcode
|
||||
```
|
||||
|
||||
The retrieved description string is only valid until the next error occurs.
|
||||
This means you must make a copy of it if you want to keep it.
|
||||
@ -336,19 +336,19 @@ This means you must make a copy of it if you want to keep it.
|
||||
You can also set an error callback, which will be called each time an error
|
||||
occurs. It is set with @ref glfwSetErrorCallback.
|
||||
|
||||
@code{.c}
|
||||
```c
|
||||
glfwSetErrorCallback(error_callback);
|
||||
@endcode
|
||||
```
|
||||
|
||||
The error callback receives the same error code and human-readable description
|
||||
returned by @ref glfwGetError.
|
||||
|
||||
@code{.c}
|
||||
```c
|
||||
void error_callback(int code, const char* description)
|
||||
{
|
||||
display_error_message(code, description);
|
||||
}
|
||||
@endcode
|
||||
```
|
||||
|
||||
The error callback is called after the error is stored, so calling @ref
|
||||
glfwGetError from within the error callback returns the same values as the
|
||||
@ -570,12 +570,12 @@ this to verify that the library binary is compatible with your application.
|
||||
The compile-time version of GLFW is provided by the GLFW header with the
|
||||
`GLFW_VERSION_MAJOR`, `GLFW_VERSION_MINOR` and `GLFW_VERSION_REVISION` macros.
|
||||
|
||||
@code{.c}
|
||||
```c
|
||||
printf("Compiled against GLFW %i.%i.%i\n",
|
||||
GLFW_VERSION_MAJOR,
|
||||
GLFW_VERSION_MINOR,
|
||||
GLFW_VERSION_REVISION);
|
||||
@endcode
|
||||
```
|
||||
|
||||
|
||||
### Run-time version {#intro_version_runtime}
|
||||
@ -583,12 +583,12 @@ printf("Compiled against GLFW %i.%i.%i\n",
|
||||
The run-time version can be retrieved with @ref glfwGetVersion, a function that
|
||||
may be called regardless of whether GLFW is initialized.
|
||||
|
||||
@code{.c}
|
||||
```c
|
||||
int major, minor, revision;
|
||||
glfwGetVersion(&major, &minor, &revision);
|
||||
|
||||
printf("Running against GLFW %i.%i.%i\n", major, minor, revision);
|
||||
@endcode
|
||||
```
|
||||
|
||||
|
||||
### Version string {#intro_version_string}
|
||||
@ -622,14 +622,14 @@ The format of the string is as follows:
|
||||
For example, compiling GLFW 3.4 with MinGW as a DLL for Windows, may result in a version string
|
||||
like this:
|
||||
|
||||
@code{.c}
|
||||
```c
|
||||
3.4.0 Win32 WGL Null EGL OSMesa MinGW DLL
|
||||
@endcode
|
||||
```
|
||||
|
||||
Compiling GLFW as a static library for Linux, with both Wayland and X11 enabled, may
|
||||
result in a version string like this:
|
||||
|
||||
@code{.c}
|
||||
```c
|
||||
3.4.0 Wayland X11 GLX Null EGL OSMesa monotonic
|
||||
@endcode
|
||||
```
|
||||
|
||||
|
@ -40,17 +40,17 @@ The primary monitor is returned by @ref glfwGetPrimaryMonitor. It is the user's
|
||||
preferred monitor and is usually the one with global UI elements like task bar
|
||||
or menu bar.
|
||||
|
||||
@code{.c}
|
||||
```c
|
||||
GLFWmonitor* primary = glfwGetPrimaryMonitor();
|
||||
@endcode
|
||||
```
|
||||
|
||||
You can retrieve all currently connected monitors with @ref glfwGetMonitors.
|
||||
See the reference documentation for the lifetime of the returned array.
|
||||
|
||||
@code{.c}
|
||||
```c
|
||||
int count;
|
||||
GLFWmonitor** monitors = glfwGetMonitors(&count);
|
||||
@endcode
|
||||
```
|
||||
|
||||
The primary monitor is always the first monitor in the returned array, but other
|
||||
monitors may be moved to a different index when a monitor is connected or
|
||||
@ -62,14 +62,14 @@ disconnected.
|
||||
If you wish to be notified when a monitor is connected or disconnected, set
|
||||
a monitor callback.
|
||||
|
||||
@code{.c}
|
||||
```c
|
||||
glfwSetMonitorCallback(monitor_callback);
|
||||
@endcode
|
||||
```
|
||||
|
||||
The callback function receives the handle for the monitor that has been
|
||||
connected or disconnected and the event that occurred.
|
||||
|
||||
@code{.c}
|
||||
```c
|
||||
void monitor_callback(GLFWmonitor* monitor, int event)
|
||||
{
|
||||
if (event == GLFW_CONNECTED)
|
||||
@ -81,7 +81,7 @@ void monitor_callback(GLFWmonitor* monitor, int event)
|
||||
// The monitor was disconnected
|
||||
}
|
||||
}
|
||||
@endcode
|
||||
```
|
||||
|
||||
If a monitor is disconnected, all windows that are full screen on it will be
|
||||
switched to windowed mode before the callback is called. Only @ref
|
||||
@ -107,17 +107,17 @@ Video modes are represented as @ref GLFWvidmode structures. You can get an
|
||||
array of the video modes supported by a monitor with @ref glfwGetVideoModes.
|
||||
See the reference documentation for the lifetime of the returned array.
|
||||
|
||||
@code{.c}
|
||||
```c
|
||||
int count;
|
||||
GLFWvidmode* modes = glfwGetVideoModes(monitor, &count);
|
||||
@endcode
|
||||
```
|
||||
|
||||
To get the current video mode of a monitor call @ref glfwGetVideoMode. See the
|
||||
reference documentation for the lifetime of the returned pointer.
|
||||
|
||||
@code{.c}
|
||||
```c
|
||||
const GLFWvidmode* mode = glfwGetVideoMode(monitor);
|
||||
@endcode
|
||||
```
|
||||
|
||||
The resolution of a video mode is specified in
|
||||
[screen coordinates](@ref coordinate_systems), not pixels.
|
||||
@ -130,10 +130,10 @@ retrieved with @ref glfwGetMonitorPhysicalSize. This has no relation to its
|
||||
current _resolution_, i.e. the width and height of its current
|
||||
[video mode](@ref monitor_modes).
|
||||
|
||||
@code{.c}
|
||||
```c
|
||||
int width_mm, height_mm;
|
||||
glfwGetMonitorPhysicalSize(monitor, &width_mm, &height_mm);
|
||||
@endcode
|
||||
```
|
||||
|
||||
While this can be used to calculate the raw DPI of a monitor, this is often not
|
||||
useful. Instead, use the [monitor content scale](@ref monitor_scale) and
|
||||
@ -145,10 +145,10 @@ useful. Instead, use the [monitor content scale](@ref monitor_scale) and
|
||||
The content scale for a monitor can be retrieved with @ref
|
||||
glfwGetMonitorContentScale.
|
||||
|
||||
@code{.c}
|
||||
```c
|
||||
float xscale, yscale;
|
||||
glfwGetMonitorContentScale(monitor, &xscale, &yscale);
|
||||
@endcode
|
||||
```
|
||||
|
||||
The content scale is the ratio between the current DPI and the platform's
|
||||
default DPI. This is especially important for text and any UI elements. If the
|
||||
@ -168,10 +168,10 @@ The position of the monitor on the virtual desktop, in
|
||||
[screen coordinates](@ref coordinate_systems), can be retrieved with @ref
|
||||
glfwGetMonitorPos.
|
||||
|
||||
@code{.c}
|
||||
```c
|
||||
int xpos, ypos;
|
||||
glfwGetMonitorPos(monitor, &xpos, &ypos);
|
||||
@endcode
|
||||
```
|
||||
|
||||
|
||||
### Work area {#monitor_workarea}
|
||||
@ -180,10 +180,10 @@ The area of a monitor not occupied by global task bars or menu bars is the work
|
||||
area. This is specified in [screen coordinates](@ref coordinate_systems) and
|
||||
can be retrieved with @ref glfwGetMonitorWorkarea.
|
||||
|
||||
@code{.c}
|
||||
```c
|
||||
int xpos, ypos, width, height;
|
||||
glfwGetMonitorWorkarea(monitor, &xpos, &ypos, &width, &height);
|
||||
@endcode
|
||||
```
|
||||
|
||||
|
||||
### Human-readable name {#monitor_name}
|
||||
@ -192,9 +192,9 @@ The human-readable, UTF-8 encoded name of a monitor is returned by @ref
|
||||
glfwGetMonitorName. See the reference documentation for the lifetime of the
|
||||
returned string.
|
||||
|
||||
@code{.c}
|
||||
```c
|
||||
const char* name = glfwGetMonitorName(monitor);
|
||||
@endcode
|
||||
```
|
||||
|
||||
Monitor names are not guaranteed to be unique. Two monitors of the same model
|
||||
and make may have the same name. Only the monitor handle is guaranteed to be
|
||||
@ -217,7 +217,7 @@ The initial value of the pointer is `NULL`.
|
||||
The gamma ramp of a monitor can be set with @ref glfwSetGammaRamp, which accepts
|
||||
a monitor handle and a pointer to a @ref GLFWgammaramp structure.
|
||||
|
||||
@code{.c}
|
||||
```c
|
||||
GLFWgammaramp ramp;
|
||||
unsigned short red[256], green[256], blue[256];
|
||||
|
||||
@ -232,7 +232,7 @@ for (i = 0; i < ramp.size; i++)
|
||||
}
|
||||
|
||||
glfwSetGammaRamp(monitor, &ramp);
|
||||
@endcode
|
||||
```
|
||||
|
||||
The gamma ramp data is copied before the function returns, so there is no need
|
||||
to keep it around once the ramp has been set.
|
||||
@ -243,17 +243,17 @@ ramp for that monitor.
|
||||
The current gamma ramp for a monitor is returned by @ref glfwGetGammaRamp. See
|
||||
the reference documentation for the lifetime of the returned structure.
|
||||
|
||||
@code{.c}
|
||||
```c
|
||||
const GLFWgammaramp* ramp = glfwGetGammaRamp(monitor);
|
||||
@endcode
|
||||
```
|
||||
|
||||
If you wish to set a regular gamma ramp, you can have GLFW calculate it for you
|
||||
from the desired exponent with @ref glfwSetGamma, which in turn calls @ref
|
||||
glfwSetGammaRamp with the resulting ramp.
|
||||
|
||||
@code{.c}
|
||||
```c
|
||||
glfwSetGamma(monitor, 1.0);
|
||||
@endcode
|
||||
```
|
||||
|
||||
To experiment with gamma correction via the @ref glfwSetGamma function, run the
|
||||
`gamma` test program.
|
||||
|
@ -20,14 +20,14 @@ Unix-like systems, where it uses the
|
||||
[soname](https://en.wikipedia.org/wiki/soname) `libglfw.so.3`.
|
||||
|
||||
@par Old syntax
|
||||
@code{.c}
|
||||
```c
|
||||
#include <GL/glfw.h>
|
||||
@endcode
|
||||
```
|
||||
|
||||
@par New syntax
|
||||
@code{.c}
|
||||
```c
|
||||
#include <GLFW/glfw3.h>
|
||||
@endcode
|
||||
```
|
||||
|
||||
|
||||
### Removal of threading functions {#moving_threads}
|
||||
@ -93,14 +93,14 @@ the creation of DLLs and DLL link libraries, as there's no need to explicitly
|
||||
disable `@n` entry point suffixes.
|
||||
|
||||
@par Old syntax
|
||||
@code{.c}
|
||||
```c
|
||||
void GLFWCALL callback_function(...);
|
||||
@endcode
|
||||
```
|
||||
|
||||
@par New syntax
|
||||
@code{.c}
|
||||
```c
|
||||
void callback_function(...);
|
||||
@endcode
|
||||
```
|
||||
|
||||
|
||||
### Window handle parameters {#moving_window_handles}
|
||||
@ -112,14 +112,14 @@ a newly created window is returned by @ref glfwCreateWindow (formerly
|
||||
[opaque](https://en.wikipedia.org/wiki/Opaque_data_type) type @ref GLFWwindow.
|
||||
|
||||
@par Old syntax
|
||||
@code{.c}
|
||||
```c
|
||||
glfwSetWindowTitle("New Window Title");
|
||||
@endcode
|
||||
```
|
||||
|
||||
@par New syntax
|
||||
@code{.c}
|
||||
```c
|
||||
glfwSetWindowTitle(window, "New Window Title");
|
||||
@endcode
|
||||
```
|
||||
|
||||
|
||||
### Explicit monitor selection {#moving_monitor}
|
||||
@ -132,14 +132,14 @@ GLFW 2 would have selected, but there are many other
|
||||
[opaque](https://en.wikipedia.org/wiki/Opaque_data_type) type @ref GLFWmonitor.
|
||||
|
||||
@par Old basic full screen
|
||||
@code{.c}
|
||||
```c
|
||||
glfwOpenWindow(640, 480, 8, 8, 8, 0, 24, 0, GLFW_FULLSCREEN);
|
||||
@endcode
|
||||
```
|
||||
|
||||
@par New basic full screen
|
||||
@code{.c}
|
||||
```c
|
||||
window = glfwCreateWindow(640, 480, "My Window", glfwGetPrimaryMonitor(), NULL);
|
||||
@endcode
|
||||
```
|
||||
|
||||
@note The framebuffer bit depth parameters of `glfwOpenWindow` have been turned
|
||||
into [window hints](@ref window_hints), but as they have been given
|
||||
@ -154,17 +154,17 @@ buffer swap, which acts on a single window, the event processing functions act
|
||||
on all windows at once.
|
||||
|
||||
@par Old basic main loop
|
||||
@code{.c}
|
||||
```c
|
||||
while (...)
|
||||
{
|
||||
// Process input
|
||||
// Render output
|
||||
glfwSwapBuffers();
|
||||
}
|
||||
@endcode
|
||||
```
|
||||
|
||||
@par New basic main loop
|
||||
@code{.c}
|
||||
```c
|
||||
while (...)
|
||||
{
|
||||
// Process input
|
||||
@ -172,7 +172,7 @@ while (...)
|
||||
glfwSwapBuffers(window);
|
||||
glfwPollEvents();
|
||||
}
|
||||
@endcode
|
||||
```
|
||||
|
||||
|
||||
### Explicit context management {#moving_context}
|
||||
@ -196,16 +196,16 @@ glfwGetFramebufferSize function. A framebuffer size callback has also been
|
||||
added, which can be set with @ref glfwSetFramebufferSizeCallback.
|
||||
|
||||
@par Old basic viewport setup
|
||||
@code{.c}
|
||||
```c
|
||||
glfwGetWindowSize(&width, &height);
|
||||
glViewport(0, 0, width, height);
|
||||
@endcode
|
||||
```
|
||||
|
||||
@par New basic viewport setup
|
||||
@code{.c}
|
||||
```c
|
||||
glfwGetFramebufferSize(window, &width, &height);
|
||||
glViewport(0, 0, width, height);
|
||||
@endcode
|
||||
```
|
||||
|
||||
|
||||
### Window closing changes {#moving_window_close}
|
||||
@ -225,20 +225,20 @@ You can query the close flag at any time with @ref glfwWindowShouldClose and set
|
||||
it at any time with @ref glfwSetWindowShouldClose.
|
||||
|
||||
@par Old basic main loop
|
||||
@code{.c}
|
||||
```c
|
||||
while (glfwGetWindowParam(GLFW_OPENED))
|
||||
{
|
||||
...
|
||||
}
|
||||
@endcode
|
||||
```
|
||||
|
||||
@par New basic main loop
|
||||
@code{.c}
|
||||
```c
|
||||
while (!glfwWindowShouldClose(window))
|
||||
{
|
||||
...
|
||||
}
|
||||
@endcode
|
||||
```
|
||||
|
||||
The close callback no longer returns a value. Instead, it is called after the
|
||||
close flag has been set, so it can optionally override its value, before
|
||||
@ -246,14 +246,14 @@ event processing completes. You may however not call @ref glfwDestroyWindow
|
||||
from the close callback (or any other window related callback).
|
||||
|
||||
@par Old syntax
|
||||
@code{.c}
|
||||
```c
|
||||
int GLFWCALL window_close_callback(void);
|
||||
@endcode
|
||||
```
|
||||
|
||||
@par New syntax
|
||||
@code{.c}
|
||||
```c
|
||||
void window_close_callback(GLFWwindow* window);
|
||||
@endcode
|
||||
```
|
||||
|
||||
@note GLFW never clears the close flag to `GLFW_FALSE`, meaning you can use it
|
||||
for other reasons to close the window as well, for example the user choosing
|
||||
@ -287,14 +287,14 @@ produce characters with diacritical marks. Even the Swedish keyboard layout
|
||||
requires this for uncommon cases like ü.
|
||||
|
||||
@par Old syntax
|
||||
@code{.c}
|
||||
```c
|
||||
void GLFWCALL character_callback(int character, int action);
|
||||
@endcode
|
||||
```
|
||||
|
||||
@par New syntax
|
||||
@code{.c}
|
||||
```c
|
||||
void character_callback(GLFWwindow* window, int character);
|
||||
@endcode
|
||||
```
|
||||
|
||||
|
||||
### Cursor position changes {#moving_cursorpos}
|
||||
@ -322,14 +322,14 @@ two-dimensional floating point scroll offsets. This allows you to receive
|
||||
precise scroll data from for example modern touchpads.
|
||||
|
||||
@par Old syntax
|
||||
@code{.c}
|
||||
```c
|
||||
void GLFWCALL mouse_wheel_callback(int position);
|
||||
@endcode
|
||||
```
|
||||
|
||||
@par New syntax
|
||||
@code{.c}
|
||||
```c
|
||||
void scroll_callback(GLFWwindow* window, double xoffset, double yoffset);
|
||||
@endcode
|
||||
```
|
||||
|
||||
@par Removed functions
|
||||
`glfwGetMouseWheel`
|
||||
@ -435,15 +435,15 @@ has been moved to GLFW 3, you can request that the GLFW header includes it by
|
||||
defining @ref GLFW_INCLUDE_GLU before the inclusion of the GLFW header.
|
||||
|
||||
@par Old syntax
|
||||
@code{.c}
|
||||
```c
|
||||
#include <GL/glfw.h>
|
||||
@endcode
|
||||
```
|
||||
|
||||
@par New syntax
|
||||
@code{.c}
|
||||
```c
|
||||
#define GLFW_INCLUDE_GLU
|
||||
#include <GLFW/glfw3.h>
|
||||
@endcode
|
||||
```
|
||||
|
||||
There are many libraries that offer replacements for the functionality offered
|
||||
by GLU. For the matrix helper functions, see math libraries like
|
||||
|
@ -161,11 +161,11 @@ a subdirectory of another CMake project. To enable these, set the @ref
|
||||
GLFW_BUILD_TESTS and @ref GLFW_BUILD_EXAMPLES cache variables before adding the
|
||||
GLFW subdirectory.
|
||||
|
||||
@code{.cmake}
|
||||
```cmake
|
||||
set(GLFW_BUILD_EXAMPLES ON CACHE BOOL "" FORCE)
|
||||
set(GLFW_BUILD_TESTS ON CACHE BOOL "" FORCE)
|
||||
add_subdirectory(path/to/glfw)
|
||||
@endcode
|
||||
```
|
||||
|
||||
|
||||
#### macOS main menu now created at initialization {#initmenu_34}
|
||||
|
@ -19,9 +19,9 @@ behave differently in GLFW 3.
|
||||
In the source files of your application where you use GLFW, you need to include
|
||||
its header file.
|
||||
|
||||
@code{.c}
|
||||
```c
|
||||
#include <GLFW/glfw3.h>
|
||||
@endcode
|
||||
```
|
||||
|
||||
This header provides all the constants, types and function prototypes of the
|
||||
GLFW API.
|
||||
@ -36,21 +36,21 @@ This example uses files generated by [glad](https://gen.glad.sh/). The GLFW
|
||||
header can detect most such headers if they are included first and will then not
|
||||
include the one from your development environment.
|
||||
|
||||
@code{.c}
|
||||
```c
|
||||
#include <glad/gl.h>
|
||||
#include <GLFW/glfw3.h>
|
||||
@endcode
|
||||
```
|
||||
|
||||
To make sure there will be no header conflicts, you can define @ref
|
||||
GLFW_INCLUDE_NONE before the GLFW header to explicitly disable inclusion of the
|
||||
development environment header. This also allows the two headers to be included
|
||||
in any order.
|
||||
|
||||
@code{.c}
|
||||
```c
|
||||
#define GLFW_INCLUDE_NONE
|
||||
#include <GLFW/glfw3.h>
|
||||
#include <glad/gl.h>
|
||||
@endcode
|
||||
```
|
||||
|
||||
|
||||
### Initializing and terminating GLFW {#quick_init_term}
|
||||
@ -59,21 +59,21 @@ Before you can use most GLFW functions, the library must be initialized. On
|
||||
successful initialization, `GLFW_TRUE` is returned. If an error occurred,
|
||||
`GLFW_FALSE` is returned.
|
||||
|
||||
@code{.c}
|
||||
```c
|
||||
if (!glfwInit())
|
||||
{
|
||||
// Initialization failed
|
||||
}
|
||||
@endcode
|
||||
```
|
||||
|
||||
Note that `GLFW_TRUE` and `GLFW_FALSE` are and will always be one and zero.
|
||||
|
||||
When you are done using GLFW, typically just before the application exits, you
|
||||
need to terminate GLFW.
|
||||
|
||||
@code{.c}
|
||||
```c
|
||||
glfwTerminate();
|
||||
@endcode
|
||||
```
|
||||
|
||||
This destroys any remaining windows and releases any other resources allocated by
|
||||
GLFW. After this call, you must initialize GLFW again before using any GLFW
|
||||
@ -90,21 +90,21 @@ In case a GLFW function fails, an error is reported to the GLFW error callback.
|
||||
You can receive these reports with an error callback. This function must have
|
||||
the signature below but may do anything permitted in other callbacks.
|
||||
|
||||
@code{.c}
|
||||
```c
|
||||
void error_callback(int error, const char* description)
|
||||
{
|
||||
fprintf(stderr, "Error: %s\n", description);
|
||||
}
|
||||
@endcode
|
||||
```
|
||||
|
||||
Callback functions must be set, so GLFW knows to call them. The function to set
|
||||
the error callback is one of the few GLFW functions that may be called before
|
||||
initialization, which lets you be notified of errors both during and after
|
||||
initialization.
|
||||
|
||||
@code{.c}
|
||||
```c
|
||||
glfwSetErrorCallback(error_callback);
|
||||
@endcode
|
||||
```
|
||||
|
||||
|
||||
### Creating a window and context {#quick_create_window}
|
||||
@ -113,13 +113,13 @@ The window and its OpenGL context are created with a single call to @ref
|
||||
glfwCreateWindow, which returns a handle to the created combined window and
|
||||
context object
|
||||
|
||||
@code{.c}
|
||||
```c
|
||||
GLFWwindow* window = glfwCreateWindow(640, 480, "My Title", NULL, NULL);
|
||||
if (!window)
|
||||
{
|
||||
// Window or OpenGL context creation failed
|
||||
}
|
||||
@endcode
|
||||
```
|
||||
|
||||
This creates a 640 by 480 windowed mode window with an OpenGL context. If
|
||||
window or OpenGL context creation fails, `NULL` will be returned. You should
|
||||
@ -136,7 +136,7 @@ You can select the OpenGL profile by setting the `GLFW_OPENGL_PROFILE` hint.
|
||||
This program uses the core profile as that is the only profile macOS supports
|
||||
for OpenGL 3.x and 4.x.
|
||||
|
||||
@code{.c}
|
||||
```c
|
||||
glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
|
||||
glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
|
||||
glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
|
||||
@ -145,13 +145,13 @@ if (!window)
|
||||
{
|
||||
// Window or context creation failed
|
||||
}
|
||||
@endcode
|
||||
```
|
||||
|
||||
When a window and context is no longer needed, destroy it.
|
||||
|
||||
@code{.c}
|
||||
```c
|
||||
glfwDestroyWindow(window);
|
||||
@endcode
|
||||
```
|
||||
|
||||
Once this function is called, no more events will be delivered for that window
|
||||
and its handle becomes invalid.
|
||||
@ -161,9 +161,9 @@ and its handle becomes invalid.
|
||||
|
||||
Before you can use the OpenGL API, you must have a current OpenGL context.
|
||||
|
||||
@code{.c}
|
||||
```c
|
||||
glfwMakeContextCurrent(window);
|
||||
@endcode
|
||||
```
|
||||
|
||||
The context will remain current until you make another context current or until
|
||||
the window owning the current context is destroyed.
|
||||
@ -174,9 +174,9 @@ a current context to load from. This example uses
|
||||
[glad](https://github.com/Dav1dde/glad), but the same rule applies to all such
|
||||
libraries.
|
||||
|
||||
@code{.c}
|
||||
```c
|
||||
gladLoadGL(glfwGetProcAddress);
|
||||
@endcode
|
||||
```
|
||||
|
||||
|
||||
### Checking the window close flag {#quick_window_close}
|
||||
@ -189,12 +189,12 @@ Note that __the window isn't actually closed__, so you are expected to monitor
|
||||
this flag and either destroy the window or give some kind of feedback to the
|
||||
user.
|
||||
|
||||
@code{.c}
|
||||
```c
|
||||
while (!glfwWindowShouldClose(window))
|
||||
{
|
||||
// Keep running
|
||||
}
|
||||
@endcode
|
||||
```
|
||||
|
||||
You can be notified when the user is attempting to close the window by setting
|
||||
a close callback with @ref glfwSetWindowCloseCallback. The callback will be
|
||||
@ -211,19 +211,19 @@ Each window has a large number of callbacks that can be set to receive all the
|
||||
various kinds of events. To receive key press and release events, create a key
|
||||
callback function.
|
||||
|
||||
@code{.c}
|
||||
```c
|
||||
static void key_callback(GLFWwindow* window, int key, int scancode, int action, int mods)
|
||||
{
|
||||
if (key == GLFW_KEY_ESCAPE && action == GLFW_PRESS)
|
||||
glfwSetWindowShouldClose(window, GLFW_TRUE);
|
||||
}
|
||||
@endcode
|
||||
```
|
||||
|
||||
The key callback, like other window related callbacks, are set per-window.
|
||||
|
||||
@code{.c}
|
||||
```c
|
||||
glfwSetKeyCallback(window, key_callback);
|
||||
@endcode
|
||||
```
|
||||
|
||||
In order for event callbacks to be called when events occur, you need to process
|
||||
events as described below.
|
||||
@ -235,11 +235,11 @@ Once you have a current OpenGL context, you can use OpenGL normally. In this
|
||||
tutorial, a multicolored rotating triangle will be rendered. The framebuffer
|
||||
size needs to be retrieved for `glViewport`.
|
||||
|
||||
@code{.c}
|
||||
```c
|
||||
int width, height;
|
||||
glfwGetFramebufferSize(window, &width, &height);
|
||||
glViewport(0, 0, width, height);
|
||||
@endcode
|
||||
```
|
||||
|
||||
You can also set a framebuffer size callback using @ref
|
||||
glfwSetFramebufferSizeCallback and be notified when the size changes.
|
||||
@ -263,9 +263,9 @@ returns the number of seconds since initialization. The time source used is the
|
||||
most accurate on each platform and generally has micro- or nanosecond
|
||||
resolution.
|
||||
|
||||
@code{.c}
|
||||
```c
|
||||
double time = glfwGetTime();
|
||||
@endcode
|
||||
```
|
||||
|
||||
|
||||
### Swapping buffers {#quick_swap_buffers}
|
||||
@ -277,9 +277,9 @@ the one being displayed and the back buffer the one you render to.
|
||||
When the entire frame has been rendered, the buffers need to be swapped with one
|
||||
another, so the back buffer becomes the front buffer and vice versa.
|
||||
|
||||
@code{.c}
|
||||
```c
|
||||
glfwSwapBuffers(window);
|
||||
@endcode
|
||||
```
|
||||
|
||||
The swap interval indicates how many frames to wait until swapping the buffers,
|
||||
commonly known as _vsync_. By default, the swap interval is zero, meaning
|
||||
@ -294,9 +294,9 @@ For these reasons, applications will typically want to set the swap interval to
|
||||
one. It can be set to higher values, but this is usually not recommended,
|
||||
because of the input latency it leads to.
|
||||
|
||||
@code{.c}
|
||||
```c
|
||||
glfwSwapInterval(1);
|
||||
@endcode
|
||||
```
|
||||
|
||||
This function acts on the current context and will fail unless a context is
|
||||
current.
|
||||
@ -313,9 +313,9 @@ There are two methods for processing pending events; polling and waiting. This
|
||||
example will use event polling, which processes only those events that have
|
||||
already been received and then returns immediately.
|
||||
|
||||
@code{.c}
|
||||
```c
|
||||
glfwPollEvents();
|
||||
@endcode
|
||||
```
|
||||
|
||||
This is the best choice when rendering continually, like most games do. If
|
||||
instead you only need to update your rendering once you have received new input,
|
||||
|
@ -43,9 +43,9 @@ you will need to direct GLFW to it. Pass your version of `vkGetInstanceProcAddr
|
||||
glfwInitVulkanLoader before initializing GLFW and it will use that function for all Vulkan
|
||||
entry point retrieval. This prevents GLFW from dynamically loading the Vulkan loader.
|
||||
|
||||
@code{.c}
|
||||
```c
|
||||
glfwInitVulkanLoader(vkGetInstanceProcAddr);
|
||||
@endcode
|
||||
```
|
||||
|
||||
@macos To make your application be redistributable you will need to set up the application
|
||||
bundle according to the LunarG SDK documentation. This is explained in more detail in the
|
||||
@ -57,18 +57,18 @@ bundle according to the LunarG SDK documentation. This is explained in more det
|
||||
To have GLFW include the Vulkan header, define @ref GLFW_INCLUDE_VULKAN before including
|
||||
the GLFW header.
|
||||
|
||||
@code{.c}
|
||||
```c
|
||||
#define GLFW_INCLUDE_VULKAN
|
||||
#include <GLFW/glfw3.h>
|
||||
@endcode
|
||||
```
|
||||
|
||||
If you instead want to include the Vulkan header from a custom location or use
|
||||
your own custom Vulkan header then do this before the GLFW header.
|
||||
|
||||
@code{.c}
|
||||
```c
|
||||
#include <path/to/vulkan.h>
|
||||
#include <GLFW/glfw3.h>
|
||||
@endcode
|
||||
```
|
||||
|
||||
Unless a Vulkan header is included, either by the GLFW header or above it, the following
|
||||
GLFW functions will not be declared, as depend on Vulkan types.
|
||||
@ -92,12 +92,12 @@ If you are loading the Vulkan loader dynamically instead of linking directly
|
||||
against it, you can check for the availability of a loader and ICD with @ref
|
||||
glfwVulkanSupported.
|
||||
|
||||
@code{.c}
|
||||
```c
|
||||
if (glfwVulkanSupported())
|
||||
{
|
||||
// Vulkan is available, at least for compute
|
||||
}
|
||||
@endcode
|
||||
```
|
||||
|
||||
This function returns `GLFW_TRUE` if the Vulkan loader and any minimally
|
||||
functional ICD was found.
|
||||
@ -112,18 +112,18 @@ To load any Vulkan core or extension function from the found loader, call @ref
|
||||
glfwGetInstanceProcAddress. To load functions needed for instance creation,
|
||||
pass `NULL` as the instance.
|
||||
|
||||
@code{.c}
|
||||
```c
|
||||
PFN_vkCreateInstance pfnCreateInstance = (PFN_vkCreateInstance)
|
||||
glfwGetInstanceProcAddress(NULL, "vkCreateInstance");
|
||||
@endcode
|
||||
```
|
||||
|
||||
Once you have created an instance, you can load from it all other Vulkan core
|
||||
functions and functions from any instance extensions you enabled.
|
||||
|
||||
@code{.c}
|
||||
```c
|
||||
PFN_vkCreateDevice pfnCreateDevice = (PFN_vkCreateDevice)
|
||||
glfwGetInstanceProcAddress(instance, "vkCreateDevice");
|
||||
@endcode
|
||||
```
|
||||
|
||||
This function in turn calls `vkGetInstanceProcAddr`. If that fails, the
|
||||
function falls back to a platform-specific query of the Vulkan loader (i.e.
|
||||
@ -135,10 +135,10 @@ Vulkan also provides `vkGetDeviceProcAddr` for loading device-specific versions
|
||||
of Vulkan function. This function can be retrieved from an instance with @ref
|
||||
glfwGetInstanceProcAddress.
|
||||
|
||||
@code{.c}
|
||||
```c
|
||||
PFN_vkGetDeviceProcAddr pfnGetDeviceProcAddr = (PFN_vkGetDeviceProcAddr)
|
||||
glfwGetInstanceProcAddress(instance, "vkGetDeviceProcAddr");
|
||||
@endcode
|
||||
```
|
||||
|
||||
Device-specific functions may execute a little faster, due to not having to
|
||||
dispatch internally based on the device passed to them. For more information
|
||||
@ -154,10 +154,10 @@ GLFW requires to create Vulkan surfaces.
|
||||
To query the instance extensions required, call @ref
|
||||
glfwGetRequiredInstanceExtensions.
|
||||
|
||||
@code{.c}
|
||||
```c
|
||||
uint32_t count;
|
||||
const char** extensions = glfwGetRequiredInstanceExtensions(&count);
|
||||
@endcode
|
||||
```
|
||||
|
||||
These extensions must all be enabled when creating instances that are going to
|
||||
be passed to @ref glfwGetPhysicalDevicePresentationSupport and @ref
|
||||
@ -172,14 +172,14 @@ If successful the returned array will always include `VK_KHR_surface`, so if
|
||||
you don't require any additional extensions you can pass this list directly to
|
||||
the `VkInstanceCreateInfo` struct.
|
||||
|
||||
@code{.c}
|
||||
```c
|
||||
VkInstanceCreateInfo ici;
|
||||
|
||||
memset(&ici, 0, sizeof(ici));
|
||||
ici.enabledExtensionCount = count;
|
||||
ici.ppEnabledExtensionNames = extensions;
|
||||
...
|
||||
@endcode
|
||||
```
|
||||
|
||||
Additional extensions may be required by future versions of GLFW. You should
|
||||
check whether any extensions you wish to enable are already in the returned
|
||||
@ -201,12 +201,12 @@ To check whether a specific queue family of a physical device supports image
|
||||
presentation without first having to create a window and surface, call @ref
|
||||
glfwGetPhysicalDevicePresentationSupport.
|
||||
|
||||
@code{.c}
|
||||
```c
|
||||
if (glfwGetPhysicalDevicePresentationSupport(instance, physical_device, queue_family_index))
|
||||
{
|
||||
// Queue family supports image presentation
|
||||
}
|
||||
@endcode
|
||||
```
|
||||
|
||||
The `VK_KHR_surface` extension additionally provides the
|
||||
`vkGetPhysicalDeviceSurfaceSupportKHR` function, which performs the same test on
|
||||
@ -219,10 +219,10 @@ Unless you will be using OpenGL or OpenGL ES with the same window as Vulkan,
|
||||
there is no need to create a context. You can disable context creation with the
|
||||
[GLFW_CLIENT_API](@ref GLFW_CLIENT_API_hint) hint.
|
||||
|
||||
@code{.c}
|
||||
```c
|
||||
glfwWindowHint(GLFW_CLIENT_API, GLFW_NO_API);
|
||||
GLFWwindow* window = glfwCreateWindow(640, 480, "Window Title", NULL, NULL);
|
||||
@endcode
|
||||
```
|
||||
|
||||
See @ref context_less for more information.
|
||||
|
||||
@ -232,14 +232,14 @@ See @ref context_less for more information.
|
||||
You can create a Vulkan surface (as defined by the `VK_KHR_surface` extension)
|
||||
for a GLFW window with @ref glfwCreateWindowSurface.
|
||||
|
||||
@code{.c}
|
||||
```c
|
||||
VkSurfaceKHR surface;
|
||||
VkResult err = glfwCreateWindowSurface(instance, window, NULL, &surface);
|
||||
if (err)
|
||||
{
|
||||
// Window surface creation failed
|
||||
}
|
||||
@endcode
|
||||
```
|
||||
|
||||
If an OpenGL or OpenGL ES context was created on the window, the context has
|
||||
ownership of the presentation on the window and a Vulkan surface cannot be
|
||||
|
268
docs/window.md
268
docs/window.md
@ -30,9 +30,9 @@ A window and its OpenGL or OpenGL ES context are created with @ref
|
||||
glfwCreateWindow, which returns a handle to the created window object. For
|
||||
example, this creates a 640 by 480 windowed mode window:
|
||||
|
||||
@code{.c}
|
||||
```c
|
||||
GLFWwindow* window = glfwCreateWindow(640, 480, "My Title", NULL, NULL);
|
||||
@endcode
|
||||
```
|
||||
|
||||
If window creation fails, `NULL` will be returned, so it is necessary to check
|
||||
the return value.
|
||||
@ -48,9 +48,9 @@ To create a full screen window, you need to specify which monitor the window
|
||||
should use. In most cases, the user's primary monitor is a good choice.
|
||||
For more information about retrieving monitors, see @ref monitor_monitors.
|
||||
|
||||
@code{.c}
|
||||
```c
|
||||
GLFWwindow* window = glfwCreateWindow(640, 480, "My Title", glfwGetPrimaryMonitor(), NULL);
|
||||
@endcode
|
||||
```
|
||||
|
||||
Full screen windows cover the entire display area of a monitor, have no border
|
||||
or decorations.
|
||||
@ -99,7 +99,7 @@ switching much smoother. This is sometimes called _windowed full screen_ or
|
||||
_borderless full screen_ window and counts as a full screen window. To create
|
||||
such a window, request the current video mode.
|
||||
|
||||
@code{.c}
|
||||
```c
|
||||
const GLFWvidmode* mode = glfwGetVideoMode(monitor);
|
||||
|
||||
glfwWindowHint(GLFW_RED_BITS, mode->redBits);
|
||||
@ -108,15 +108,15 @@ glfwWindowHint(GLFW_BLUE_BITS, mode->blueBits);
|
||||
glfwWindowHint(GLFW_REFRESH_RATE, mode->refreshRate);
|
||||
|
||||
GLFWwindow* window = glfwCreateWindow(mode->width, mode->height, "My Title", monitor, NULL);
|
||||
@endcode
|
||||
```
|
||||
|
||||
This also works for windowed mode windows that are made full screen.
|
||||
|
||||
@code{.c}
|
||||
```c
|
||||
const GLFWvidmode* mode = glfwGetVideoMode(monitor);
|
||||
|
||||
glfwSetWindowMonitor(window, monitor, 0, 0, mode->width, mode->height, mode->refreshRate);
|
||||
@endcode
|
||||
```
|
||||
|
||||
Note that @ref glfwGetVideoMode returns the _current_ video mode of a monitor,
|
||||
so if you already have a full screen window on that monitor that you want to
|
||||
@ -127,9 +127,9 @@ make windowed full screen, you need to have saved the desktop resolution before.
|
||||
|
||||
When a window is no longer needed, destroy it with @ref glfwDestroyWindow.
|
||||
|
||||
@code{.c}
|
||||
```c
|
||||
glfwDestroyWindow(window);
|
||||
@endcode
|
||||
```
|
||||
|
||||
Window destruction always succeeds. Before the actual destruction, all
|
||||
callbacks are removed so no further events will be delivered for the window.
|
||||
@ -596,7 +596,7 @@ The current state of the close flag is returned by @ref glfwWindowShouldClose
|
||||
and can be set or cleared directly with @ref glfwSetWindowShouldClose. A common
|
||||
pattern is to use the close flag as a main loop condition.
|
||||
|
||||
@code{.c}
|
||||
```c
|
||||
while (!glfwWindowShouldClose(window))
|
||||
{
|
||||
render(window);
|
||||
@ -604,26 +604,26 @@ while (!glfwWindowShouldClose(window))
|
||||
glfwSwapBuffers(window);
|
||||
glfwPollEvents();
|
||||
}
|
||||
@endcode
|
||||
```
|
||||
|
||||
If you wish to be notified when the user attempts to close a window, set a close
|
||||
callback.
|
||||
|
||||
@code{.c}
|
||||
```c
|
||||
glfwSetWindowCloseCallback(window, window_close_callback);
|
||||
@endcode
|
||||
```
|
||||
|
||||
The callback function is called directly _after_ the close flag has been set.
|
||||
It can be used for example to filter close requests and clear the close flag
|
||||
again unless certain conditions are met.
|
||||
|
||||
@code{.c}
|
||||
```c
|
||||
void window_close_callback(GLFWwindow* window)
|
||||
{
|
||||
if (!time_to_close)
|
||||
glfwSetWindowShouldClose(window, GLFW_FALSE);
|
||||
}
|
||||
@endcode
|
||||
```
|
||||
|
||||
|
||||
### Window size {#window_size}
|
||||
@ -633,9 +633,9 @@ mode windows, this sets the size, in
|
||||
[screen coordinates](@ref coordinate_systems) of the _content area_ or _content
|
||||
area_ of the window. The window system may impose limits on window size.
|
||||
|
||||
@code{.c}
|
||||
```c
|
||||
glfwSetWindowSize(window, 640, 480);
|
||||
@endcode
|
||||
```
|
||||
|
||||
For full screen windows, the specified size becomes the new resolution of the
|
||||
window's desired video mode. The video mode most closely matching the new
|
||||
@ -645,26 +645,26 @@ resolution of the set video mode.
|
||||
If you wish to be notified when a window is resized, whether by the user, the
|
||||
system or your own code, set a size callback.
|
||||
|
||||
@code{.c}
|
||||
```c
|
||||
glfwSetWindowSizeCallback(window, window_size_callback);
|
||||
@endcode
|
||||
```
|
||||
|
||||
The callback function receives the new size, in screen coordinates, of the
|
||||
content area of the window when the window is resized.
|
||||
|
||||
@code{.c}
|
||||
```c
|
||||
void window_size_callback(GLFWwindow* window, int width, int height)
|
||||
{
|
||||
}
|
||||
@endcode
|
||||
```
|
||||
|
||||
There is also @ref glfwGetWindowSize for directly retrieving the current size of
|
||||
a window.
|
||||
|
||||
@code{.c}
|
||||
```c
|
||||
int width, height;
|
||||
glfwGetWindowSize(window, &width, &height);
|
||||
@endcode
|
||||
```
|
||||
|
||||
@note Do not pass the window size to `glViewport` or other pixel-based OpenGL
|
||||
calls. The window size is in screen coordinates, not pixels. Use the
|
||||
@ -675,10 +675,10 @@ The above functions work with the size of the content area, but decorated
|
||||
windows typically have title bars and window frames around this rectangle. You
|
||||
can retrieve the extents of these with @ref glfwGetWindowFrameSize.
|
||||
|
||||
@code{.c}
|
||||
```c
|
||||
int left, top, right, bottom;
|
||||
glfwGetWindowFrameSize(window, &left, &top, &right, &bottom);
|
||||
@endcode
|
||||
```
|
||||
|
||||
The returned values are the distances, in screen coordinates, from the edges of
|
||||
the content area to the corresponding edges of the full window. As they are
|
||||
@ -696,28 +696,28 @@ pixels, of the framebuffer of a window.
|
||||
If you wish to be notified when the framebuffer of a window is resized, whether
|
||||
by the user or the system, set a size callback.
|
||||
|
||||
@code{.c}
|
||||
```c
|
||||
glfwSetFramebufferSizeCallback(window, framebuffer_size_callback);
|
||||
@endcode
|
||||
```
|
||||
|
||||
The callback function receives the new size of the framebuffer when it is
|
||||
resized, which can for example be used to update the OpenGL viewport.
|
||||
|
||||
@code{.c}
|
||||
```c
|
||||
void framebuffer_size_callback(GLFWwindow* window, int width, int height)
|
||||
{
|
||||
glViewport(0, 0, width, height);
|
||||
}
|
||||
@endcode
|
||||
```
|
||||
|
||||
There is also @ref glfwGetFramebufferSize for directly retrieving the current
|
||||
size of the framebuffer of a window.
|
||||
|
||||
@code{.c}
|
||||
```c
|
||||
int width, height;
|
||||
glfwGetFramebufferSize(window, &width, &height);
|
||||
glViewport(0, 0, width, height);
|
||||
@endcode
|
||||
```
|
||||
|
||||
The size of a framebuffer may change independently of the size of a window, for
|
||||
example if the window is dragged between a regular monitor and a high-DPI one.
|
||||
@ -728,10 +728,10 @@ example if the window is dragged between a regular monitor and a high-DPI one.
|
||||
The content scale for a window can be retrieved with @ref
|
||||
glfwGetWindowContentScale.
|
||||
|
||||
@code{.c}
|
||||
```c
|
||||
float xscale, yscale;
|
||||
glfwGetWindowContentScale(window, &xscale, &yscale);
|
||||
@endcode
|
||||
```
|
||||
|
||||
The content scale is the ratio between the current DPI and the platform's
|
||||
default DPI. This is especially important for text and any UI elements. If the
|
||||
@ -748,18 +748,18 @@ If you wish to be notified when the content scale of a window changes, whether
|
||||
because of a system setting change or because it was moved to a monitor with
|
||||
a different scale, set a content scale callback.
|
||||
|
||||
@code{.c}
|
||||
```c
|
||||
glfwSetWindowContentScaleCallback(window, window_content_scale_callback);
|
||||
@endcode
|
||||
```
|
||||
|
||||
The callback function receives the new content scale of the window.
|
||||
|
||||
@code{.c}
|
||||
```c
|
||||
void window_content_scale_callback(GLFWwindow* window, float xscale, float yscale)
|
||||
{
|
||||
set_interface_scale(xscale, yscale);
|
||||
}
|
||||
@endcode
|
||||
```
|
||||
|
||||
On platforms where pixels and screen coordinates always map 1:1, the window
|
||||
will need to be resized to appear the same size when it is moved to a monitor
|
||||
@ -775,16 +775,16 @@ be enforced with @ref glfwSetWindowSizeLimits. The user may resize the window
|
||||
to any size and aspect ratio within the specified limits, unless the aspect
|
||||
ratio is also set.
|
||||
|
||||
@code{.c}
|
||||
```c
|
||||
glfwSetWindowSizeLimits(window, 200, 200, 400, 400);
|
||||
@endcode
|
||||
```
|
||||
|
||||
To specify only a minimum size or only a maximum one, set the other pair to
|
||||
`GLFW_DONT_CARE`.
|
||||
|
||||
@code{.c}
|
||||
```c
|
||||
glfwSetWindowSizeLimits(window, 640, 480, GLFW_DONT_CARE, GLFW_DONT_CARE);
|
||||
@endcode
|
||||
```
|
||||
|
||||
To disable size limits for a window, set them all to `GLFW_DONT_CARE`.
|
||||
|
||||
@ -793,19 +793,19 @@ with @ref glfwSetWindowAspectRatio. The user may resize the window freely
|
||||
unless size limits are also set, but the size will be constrained to maintain
|
||||
the aspect ratio.
|
||||
|
||||
@code{.c}
|
||||
```c
|
||||
glfwSetWindowAspectRatio(window, 16, 9);
|
||||
@endcode
|
||||
```
|
||||
|
||||
The aspect ratio is specified as a numerator and denominator, corresponding to
|
||||
the width and height, respectively. If you want a window to maintain its
|
||||
current aspect ratio, use its current size as the ratio.
|
||||
|
||||
@code{.c}
|
||||
```c
|
||||
int width, height;
|
||||
glfwGetWindowSize(window, &width, &height);
|
||||
glfwSetWindowAspectRatio(window, width, height);
|
||||
@endcode
|
||||
```
|
||||
|
||||
To disable the aspect ratio limit for a window, set both terms to
|
||||
`GLFW_DONT_CARE`.
|
||||
@ -822,10 +822,10 @@ This is most often the right choice. If you need to create a window at
|
||||
a specific position, you can set the desired position with the @ref
|
||||
GLFW_POSITION_X and @ref GLFW_POSITION_Y window hints.
|
||||
|
||||
@code{.c}
|
||||
```c
|
||||
glfwWindowHint(GLFW_POSITION_X, 70);
|
||||
glfwWindowHint(GLFW_POSITION_Y, 83);
|
||||
@endcode
|
||||
```
|
||||
|
||||
To restore the previous behavior, set these hints to `GLFW_ANY_POSITION`.
|
||||
|
||||
@ -834,33 +834,33 @@ glfwSetWindowPos. This moves the window so that the upper-left corner of its
|
||||
content area has the specified [screen coordinates](@ref coordinate_systems).
|
||||
The window system may put limitations on window placement.
|
||||
|
||||
@code{.c}
|
||||
```c
|
||||
glfwSetWindowPos(window, 100, 100);
|
||||
@endcode
|
||||
```
|
||||
|
||||
If you wish to be notified when a window is moved, whether by the user, the
|
||||
system or your own code, set a position callback.
|
||||
|
||||
@code{.c}
|
||||
```c
|
||||
glfwSetWindowPosCallback(window, window_pos_callback);
|
||||
@endcode
|
||||
```
|
||||
|
||||
The callback function receives the new position, in screen coordinates, of the
|
||||
upper-left corner of the content area when the window is moved.
|
||||
|
||||
@code{.c}
|
||||
```c
|
||||
void window_pos_callback(GLFWwindow* window, int xpos, int ypos)
|
||||
{
|
||||
}
|
||||
@endcode
|
||||
```
|
||||
|
||||
There is also @ref glfwGetWindowPos for directly retrieving the current position
|
||||
of the content area of the window.
|
||||
|
||||
@code{.c}
|
||||
```c
|
||||
int xpos, ypos;
|
||||
glfwGetWindowPos(window, &xpos, &ypos);
|
||||
@endcode
|
||||
```
|
||||
|
||||
|
||||
### Window title {#window_title}
|
||||
@ -869,9 +869,9 @@ All GLFW windows have a title, although undecorated or full screen windows may
|
||||
not display it or only display it in a task bar or similar interface. You can
|
||||
set a UTF-8 encoded window title with @ref glfwSetWindowTitle.
|
||||
|
||||
@code{.c}
|
||||
```c
|
||||
glfwSetWindowTitle(window, "My Window");
|
||||
@endcode
|
||||
```
|
||||
|
||||
The specified string is copied before the function returns, so there is no need
|
||||
to keep it around.
|
||||
@ -879,15 +879,15 @@ to keep it around.
|
||||
As long as your source file is encoded as UTF-8, you can use any Unicode
|
||||
characters directly in the source.
|
||||
|
||||
@code{.c}
|
||||
```c
|
||||
glfwSetWindowTitle(window, "ラストエグザイル");
|
||||
@endcode
|
||||
```
|
||||
|
||||
If you are using C++11 or C11, you can use a UTF-8 string literal.
|
||||
|
||||
@code{.c}
|
||||
```c
|
||||
glfwSetWindowTitle(window, u8"This is always a UTF-8 string");
|
||||
@endcode
|
||||
```
|
||||
|
||||
|
||||
### Window icon {#window_icon}
|
||||
@ -895,13 +895,13 @@ glfwSetWindowTitle(window, u8"This is always a UTF-8 string");
|
||||
Decorated windows have icons on some platforms. You can set this icon by
|
||||
specifying a list of candidate images with @ref glfwSetWindowIcon.
|
||||
|
||||
@code{.c}
|
||||
```c
|
||||
GLFWimage images[2];
|
||||
images[0] = load_icon("my_icon.png");
|
||||
images[1] = load_icon("my_icon_small.png");
|
||||
|
||||
glfwSetWindowIcon(window, 2, images);
|
||||
@endcode
|
||||
```
|
||||
|
||||
The image data is 32-bit, little-endian, non-premultiplied RGBA, i.e. eight bits
|
||||
per channel with the red channel first. The pixels are arranged canonically as
|
||||
@ -909,9 +909,9 @@ sequential rows, starting from the top-left corner.
|
||||
|
||||
To revert to the default window icon, pass in an empty image array.
|
||||
|
||||
@code{.c}
|
||||
```c
|
||||
glfwSetWindowIcon(window, 0, NULL);
|
||||
@endcode
|
||||
```
|
||||
|
||||
|
||||
### Window monitor {#window_monitor}
|
||||
@ -919,9 +919,9 @@ glfwSetWindowIcon(window, 0, NULL);
|
||||
Full screen windows are associated with a specific monitor. You can get the
|
||||
handle for this monitor with @ref glfwGetWindowMonitor.
|
||||
|
||||
@code{.c}
|
||||
```c
|
||||
GLFWmonitor* monitor = glfwGetWindowMonitor(window);
|
||||
@endcode
|
||||
```
|
||||
|
||||
This monitor handle is one of those returned by @ref glfwGetMonitors.
|
||||
|
||||
@ -933,18 +933,18 @@ with @ref glfwSetWindowMonitor. When making a window full screen on the same or
|
||||
on a different monitor, specify the desired monitor, resolution and refresh
|
||||
rate. The position arguments are ignored.
|
||||
|
||||
@code{.c}
|
||||
```c
|
||||
const GLFWvidmode* mode = glfwGetVideoMode(monitor);
|
||||
|
||||
glfwSetWindowMonitor(window, monitor, 0, 0, mode->width, mode->height, mode->refreshRate);
|
||||
@endcode
|
||||
```
|
||||
|
||||
When making the window windowed, specify the desired position and size. The
|
||||
refresh rate argument is ignored.
|
||||
|
||||
@code{.c}
|
||||
```c
|
||||
glfwSetWindowMonitor(window, NULL, xpos, ypos, width, height, 0);
|
||||
@endcode
|
||||
```
|
||||
|
||||
This restores any previous window settings such as whether it is decorated,
|
||||
floating, resizable, has size or aspect ratio limits, etc.. To restore a window
|
||||
@ -956,9 +956,9 @@ before making it full screen and then pass them in as above.
|
||||
|
||||
Windows can be iconified (i.e. minimized) with @ref glfwIconifyWindow.
|
||||
|
||||
@code{.c}
|
||||
```c
|
||||
glfwIconifyWindow(window);
|
||||
@endcode
|
||||
```
|
||||
|
||||
When a full screen window is iconified, the original video mode of its monitor
|
||||
is restored until the user or application restores the window.
|
||||
@ -966,9 +966,9 @@ is restored until the user or application restores the window.
|
||||
Iconified windows can be restored with @ref glfwRestoreWindow. This function
|
||||
also restores windows from maximization.
|
||||
|
||||
@code{.c}
|
||||
```c
|
||||
glfwRestoreWindow(window);
|
||||
@endcode
|
||||
```
|
||||
|
||||
When a full screen window is restored, the desired video mode is restored to its
|
||||
monitor as well.
|
||||
@ -976,13 +976,13 @@ monitor as well.
|
||||
If you wish to be notified when a window is iconified or restored, whether by
|
||||
the user, system or your own code, set an iconify callback.
|
||||
|
||||
@code{.c}
|
||||
```c
|
||||
glfwSetWindowIconifyCallback(window, window_iconify_callback);
|
||||
@endcode
|
||||
```
|
||||
|
||||
The callback function receives changes in the iconification state of the window.
|
||||
|
||||
@code{.c}
|
||||
```c
|
||||
void window_iconify_callback(GLFWwindow* window, int iconified)
|
||||
{
|
||||
if (iconified)
|
||||
@ -994,22 +994,22 @@ void window_iconify_callback(GLFWwindow* window, int iconified)
|
||||
// The window was restored
|
||||
}
|
||||
}
|
||||
@endcode
|
||||
```
|
||||
|
||||
You can also get the current iconification state with @ref glfwGetWindowAttrib.
|
||||
|
||||
@code{.c}
|
||||
```c
|
||||
int iconified = glfwGetWindowAttrib(window, GLFW_ICONIFIED);
|
||||
@endcode
|
||||
```
|
||||
|
||||
|
||||
### Window maximization {#window_maximize}
|
||||
|
||||
Windows can be maximized (i.e. zoomed) with @ref glfwMaximizeWindow.
|
||||
|
||||
@code{.c}
|
||||
```c
|
||||
glfwMaximizeWindow(window);
|
||||
@endcode
|
||||
```
|
||||
|
||||
Full screen windows cannot be maximized and passing a full screen window to this
|
||||
function does nothing.
|
||||
@ -1017,20 +1017,20 @@ function does nothing.
|
||||
Maximized windows can be restored with @ref glfwRestoreWindow. This function
|
||||
also restores windows from iconification.
|
||||
|
||||
@code{.c}
|
||||
```c
|
||||
glfwRestoreWindow(window);
|
||||
@endcode
|
||||
```
|
||||
|
||||
If you wish to be notified when a window is maximized or restored, whether by
|
||||
the user, system or your own code, set a maximize callback.
|
||||
|
||||
@code{.c}
|
||||
```c
|
||||
glfwSetWindowMaximizeCallback(window, window_maximize_callback);
|
||||
@endcode
|
||||
```
|
||||
|
||||
The callback function receives changes in the maximization state of the window.
|
||||
|
||||
@code{.c}
|
||||
```c
|
||||
void window_maximize_callback(GLFWwindow* window, int maximized)
|
||||
{
|
||||
if (maximized)
|
||||
@ -1042,30 +1042,30 @@ void window_maximize_callback(GLFWwindow* window, int maximized)
|
||||
// The window was restored
|
||||
}
|
||||
}
|
||||
@endcode
|
||||
```
|
||||
|
||||
You can also get the current maximization state with @ref glfwGetWindowAttrib.
|
||||
|
||||
@code{.c}
|
||||
```c
|
||||
int maximized = glfwGetWindowAttrib(window, GLFW_MAXIMIZED);
|
||||
@endcode
|
||||
```
|
||||
|
||||
By default, newly created windows are not maximized. You can change this
|
||||
behavior by setting the [GLFW_MAXIMIZED](@ref GLFW_MAXIMIZED_hint) window hint
|
||||
before creating the window.
|
||||
|
||||
@code{.c}
|
||||
```c
|
||||
glfwWindowHint(GLFW_MAXIMIZED, GLFW_TRUE);
|
||||
@endcode
|
||||
```
|
||||
|
||||
|
||||
### Window visibility {#window_hide}
|
||||
|
||||
Windowed mode windows can be hidden with @ref glfwHideWindow.
|
||||
|
||||
@code{.c}
|
||||
```c
|
||||
glfwHideWindow(window);
|
||||
@endcode
|
||||
```
|
||||
|
||||
This makes the window completely invisible to the user, including removing it
|
||||
from the task bar, dock or window list. Full screen windows cannot be hidden
|
||||
@ -1073,9 +1073,9 @@ and calling @ref glfwHideWindow on a full screen window does nothing.
|
||||
|
||||
Hidden windows can be shown with @ref glfwShowWindow.
|
||||
|
||||
@code{.c}
|
||||
```c
|
||||
glfwShowWindow(window);
|
||||
@endcode
|
||||
```
|
||||
|
||||
By default, this function will also set the input focus to that window. Set
|
||||
the [GLFW_FOCUS_ON_SHOW](@ref GLFW_FOCUS_ON_SHOW_hint) window hint to change
|
||||
@ -1084,17 +1084,17 @@ existing window with @ref glfwSetWindowAttrib.
|
||||
|
||||
You can also get the current visibility state with @ref glfwGetWindowAttrib.
|
||||
|
||||
@code{.c}
|
||||
```c
|
||||
int visible = glfwGetWindowAttrib(window, GLFW_VISIBLE);
|
||||
@endcode
|
||||
```
|
||||
|
||||
By default, newly created windows are visible. You can change this behavior by
|
||||
setting the [GLFW_VISIBLE](@ref GLFW_VISIBLE_hint) window hint before creating
|
||||
the window.
|
||||
|
||||
@code{.c}
|
||||
```c
|
||||
glfwWindowHint(GLFW_VISIBLE, GLFW_FALSE);
|
||||
@endcode
|
||||
```
|
||||
|
||||
Windows created hidden are completely invisible to the user until shown. This
|
||||
can be useful if you need to set up your window further before showing it, for
|
||||
@ -1106,9 +1106,9 @@ example moving it to a specific location.
|
||||
Windows can be given input focus and brought to the front with @ref
|
||||
glfwFocusWindow.
|
||||
|
||||
@code{.c}
|
||||
```c
|
||||
glfwFocusWindow(window);
|
||||
@endcode
|
||||
```
|
||||
|
||||
Keep in mind that it can be very disruptive to the user when a window is forced
|
||||
to the top. For a less disruptive way of getting the user's attention, see
|
||||
@ -1117,13 +1117,13 @@ to the top. For a less disruptive way of getting the user's attention, see
|
||||
If you wish to be notified when a window gains or loses input focus, whether by
|
||||
the user, system or your own code, set a focus callback.
|
||||
|
||||
@code{.c}
|
||||
```c
|
||||
glfwSetWindowFocusCallback(window, window_focus_callback);
|
||||
@endcode
|
||||
```
|
||||
|
||||
The callback function receives changes in the input focus state of the window.
|
||||
|
||||
@code{.c}
|
||||
```c
|
||||
void window_focus_callback(GLFWwindow* window, int focused)
|
||||
{
|
||||
if (focused)
|
||||
@ -1135,21 +1135,21 @@ void window_focus_callback(GLFWwindow* window, int focused)
|
||||
// The window lost input focus
|
||||
}
|
||||
}
|
||||
@endcode
|
||||
```
|
||||
|
||||
You can also get the current input focus state with @ref glfwGetWindowAttrib.
|
||||
|
||||
@code{.c}
|
||||
```c
|
||||
int focused = glfwGetWindowAttrib(window, GLFW_FOCUSED);
|
||||
@endcode
|
||||
```
|
||||
|
||||
By default, newly created windows are given input focus. You can change this
|
||||
behavior by setting the [GLFW_FOCUSED](@ref GLFW_FOCUSED_hint) window hint
|
||||
before creating the window.
|
||||
|
||||
@code{.c}
|
||||
```c
|
||||
glfwWindowHint(GLFW_FOCUSED, GLFW_FALSE);
|
||||
@endcode
|
||||
```
|
||||
|
||||
|
||||
### Window attention request {#window_attention}
|
||||
@ -1157,9 +1157,9 @@ glfwWindowHint(GLFW_FOCUSED, GLFW_FALSE);
|
||||
If you wish to notify the user of an event without interrupting, you can request
|
||||
attention with @ref glfwRequestWindowAttention.
|
||||
|
||||
@code{.c}
|
||||
```c
|
||||
glfwRequestWindowAttention(window);
|
||||
@endcode
|
||||
```
|
||||
|
||||
The system will highlight the specified window, or on platforms where this is
|
||||
not supported, the application as a whole. Once the user has given it
|
||||
@ -1171,20 +1171,20 @@ attention, the system will automatically end the request.
|
||||
If you wish to be notified when the contents of a window is damaged and needs
|
||||
to be refreshed, set a window refresh callback.
|
||||
|
||||
@code{.c}
|
||||
```c
|
||||
glfwSetWindowRefreshCallback(m_handle, window_refresh_callback);
|
||||
@endcode
|
||||
```
|
||||
|
||||
The callback function is called when the contents of the window needs to be
|
||||
refreshed.
|
||||
|
||||
@code{.c}
|
||||
```c
|
||||
void window_refresh_callback(GLFWwindow* window)
|
||||
{
|
||||
draw_editor_ui(window);
|
||||
glfwSwapBuffers(window);
|
||||
}
|
||||
@endcode
|
||||
```
|
||||
|
||||
@note On compositing window systems such as Aero, Compiz or Aqua, where the
|
||||
window contents are saved off-screen, this callback might only be called when
|
||||
@ -1205,9 +1205,9 @@ Window framebuffers can be made transparent on a per-pixel per-frame basis with
|
||||
the [GLFW_TRANSPARENT_FRAMEBUFFER](@ref GLFW_TRANSPARENT_FRAMEBUFFER_hint)
|
||||
window hint.
|
||||
|
||||
@code{.c}
|
||||
```c
|
||||
glfwWindowHint(GLFW_TRANSPARENT_FRAMEBUFFER, GLFW_TRUE);
|
||||
@endcode
|
||||
```
|
||||
|
||||
If supported by the system, the window content area will be composited with the
|
||||
background using the framebuffer per-pixel alpha channel. This requires desktop
|
||||
@ -1218,21 +1218,21 @@ with the
|
||||
[GLFW_TRANSPARENT_FRAMEBUFFER](@ref GLFW_TRANSPARENT_FRAMEBUFFER_attrib)
|
||||
window attribute.
|
||||
|
||||
@code{.c}
|
||||
```c
|
||||
if (glfwGetWindowAttrib(window, GLFW_TRANSPARENT_FRAMEBUFFER))
|
||||
{
|
||||
// window framebuffer is currently transparent
|
||||
}
|
||||
@endcode
|
||||
```
|
||||
|
||||
GLFW comes with an example that enabled framebuffer transparency called `gears`.
|
||||
|
||||
The opacity of the whole window, including any decorations, can be set with @ref
|
||||
glfwSetWindowOpacity.
|
||||
|
||||
@code{.c}
|
||||
```c
|
||||
glfwSetWindowOpacity(window, 0.5f);
|
||||
@endcode
|
||||
```
|
||||
|
||||
The opacity (or alpha) value is a positive finite number between zero and one,
|
||||
where 0 (zero) is fully transparent and 1 (one) is fully opaque. The initial
|
||||
@ -1240,9 +1240,9 @@ opacity value for newly created windows is 1.
|
||||
|
||||
The current opacity of a window can be queried with @ref glfwGetWindowOpacity.
|
||||
|
||||
@code{.c}
|
||||
```c
|
||||
float opacity = glfwGetWindowOpacity(window);
|
||||
@endcode
|
||||
```
|
||||
|
||||
If the system does not support whole window transparency, this function always
|
||||
returns one.
|
||||
@ -1263,12 +1263,12 @@ interaction, (e.g. whether it has input focus), while others reflect inherent
|
||||
properties of the window (e.g. what kind of border it has). Some are related to
|
||||
the window and others to its OpenGL or OpenGL ES context.
|
||||
|
||||
@code{.c}
|
||||
```c
|
||||
if (glfwGetWindowAttrib(window, GLFW_FOCUSED))
|
||||
{
|
||||
// window has input focus
|
||||
}
|
||||
@endcode
|
||||
```
|
||||
|
||||
The [GLFW_DECORATED](@ref GLFW_DECORATED_attrib),
|
||||
[GLFW_RESIZABLE](@ref GLFW_RESIZABLE_attrib),
|
||||
@ -1277,9 +1277,9 @@ The [GLFW_DECORATED](@ref GLFW_DECORATED_attrib),
|
||||
[GLFW_FOCUS_ON_SHOW](@ref GLFW_FOCUS_ON_SHOW_attrib) window attributes can be
|
||||
changed with @ref glfwSetWindowAttrib.
|
||||
|
||||
@code{.c}
|
||||
```c
|
||||
glfwSetWindowAttrib(window, GLFW_RESIZABLE, GLFW_FALSE);
|
||||
@endcode
|
||||
```
|
||||
|
||||
|
||||
|
||||
@ -1463,18 +1463,18 @@ When the entire frame has been rendered, it is time to swap the back and the
|
||||
front buffers in order to display what has been rendered and begin rendering
|
||||
a new frame. This is done with @ref glfwSwapBuffers.
|
||||
|
||||
@code{.c}
|
||||
```c
|
||||
glfwSwapBuffers(window);
|
||||
@endcode
|
||||
```
|
||||
|
||||
Sometimes it can be useful to select when the buffer swap will occur. With the
|
||||
function @ref glfwSwapInterval it is possible to select the minimum number of
|
||||
monitor refreshes the driver should wait from the time @ref glfwSwapBuffers was
|
||||
called before swapping the buffers:
|
||||
|
||||
@code{.c}
|
||||
```c
|
||||
glfwSwapInterval(1);
|
||||
@endcode
|
||||
```
|
||||
|
||||
If the interval is zero, the swap will take place immediately when @ref
|
||||
glfwSwapBuffers is called without waiting for a refresh. Otherwise at least
|
||||
|
Loading…
Reference in New Issue
Block a user