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Add language tags for C code sections
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@ -21,7 +21,7 @@ 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
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@code{.c}
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#include <GLFW/glfw3.h>
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@endcode
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@ -50,7 +50,7 @@ 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
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@code{.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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@ -61,7 +61,7 @@ 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
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@code{.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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@ -47,7 +47,7 @@ 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
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@code{.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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@ -70,7 +70,7 @@ 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
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@code{.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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@ -105,13 +105,13 @@ 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
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@code{.c}
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glfwMakeContextCurrent(window);
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@endcode
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The window of the current context is returned by @ref glfwGetCurrentContext.
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@code
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@code{.c}
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GLFWwindow* window = glfwGetCurrentContext();
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@endcode
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@ -185,14 +185,14 @@ 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
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@code{.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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Finally, you need to initialize glad once you have a suitable current context.
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@code
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@code{.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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@ -215,7 +215,7 @@ 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
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@code{.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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@ -225,7 +225,7 @@ if (GLAD_GL_VERSION_3_2)
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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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@code
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@code{.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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@ -267,7 +267,7 @@ 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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@code
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@code{.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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@ -280,7 +280,7 @@ 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
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@code{.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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@ -299,7 +299,7 @@ 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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@code
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@code{.c}
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PFNGLSPECIALIZESHADERARBPROC pfnSpecializeShaderARB = glfwGetProcAddress("glSpecializeShaderARB");
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@endcode
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@ -310,7 +310,7 @@ use a different prefix, like above, or some other naming scheme.
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Now that all the pieces have been introduced, here is what they might look like
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when used together.
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@code
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@code{.c}
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#define GLFW_INCLUDE_GLEXT
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#include <GLFW/glfw3.h>
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110
docs/input.dox
110
docs/input.dox
@ -42,7 +42,7 @@ There are three functions for processing pending events. @ref glfwPollEvents,
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processes only those events that have already been received and then returns
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immediately.
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@code
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@code{.c}
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glfwPollEvents();
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@endcode
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@ -51,7 +51,7 @@ This is the best choice when rendering continuously, like most games do.
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If you only need to update the contents of the window when you receive new
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input, @ref glfwWaitEvents is a better choice.
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@code
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@code{.c}
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glfwWaitEvents();
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@endcode
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@ -62,7 +62,7 @@ useful for, for example, editing tools.
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If you want to wait for events but have UI elements or other tasks that need
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periodic updates, @ref glfwWaitEventsTimeout lets you specify a timeout.
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@code
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@code{.c}
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glfwWaitEventsTimeout(0.7);
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@endcode
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@ -74,7 +74,7 @@ If the main thread is sleeping in @ref glfwWaitEvents, you can wake it from
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another thread by posting an empty event to the event queue with @ref
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glfwPostEmptyEvent.
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@code
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@code{.c}
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glfwPostEmptyEvent();
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@endcode
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@ -108,14 +108,14 @@ same keyboard layout, input method or even operating system as you.
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If you wish to be notified when a physical key is pressed or released or when it
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repeats, set a key callback.
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@code
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@code{.c}
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glfwSetKeyCallback(window, key_callback);
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@endcode
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The callback function receives the [keyboard key](@ref keys), platform-specific
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scancode, key action and [modifier bits](@ref mods).
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@code
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@code{.c}
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void key_callback(GLFWwindow* window, int key, int scancode, int action, int mods)
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{
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if (key == GLFW_KEY_E && action == GLFW_PRESS)
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@ -149,7 +149,7 @@ different scancodes depending on the platform but they are safe to save to disk.
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You can query the scancode for any [key token](@ref keys) supported on the
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current platform with @ref glfwGetKeyScancode.
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@code
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@code{.c}
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const int scancode = glfwGetKeyScancode(GLFW_KEY_X);
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set_key_mapping(scancode, swap_weapons);
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@endcode
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@ -157,7 +157,7 @@ set_key_mapping(scancode, swap_weapons);
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The last reported state for every physical key with a [key token](@ref keys) is
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also saved in per-window state arrays that can be polled with @ref glfwGetKey.
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@code
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@code{.c}
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int state = glfwGetKey(window, GLFW_KEY_E);
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if (state == GLFW_PRESS)
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{
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@ -177,7 +177,7 @@ If a pressed key is released again before you poll its state, you will have
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missed the key press. The recommended solution for this is to use a
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key callback, but there is also the `GLFW_STICKY_KEYS` input mode.
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@code
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@code{.c}
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glfwSetInputMode(window, GLFW_STICKY_KEYS, GLFW_TRUE);
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@endcode
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@ -190,7 +190,7 @@ the state will reset to `GLFW_RELEASE`, otherwise it will remain `GLFW_PRESS`.
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If you wish to know what the state of the Caps Lock and Num Lock keys was when
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input events were generated, set the `GLFW_LOCK_KEY_MODS` input mode.
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@code
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@code{.c}
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glfwSetInputMode(window, GLFW_LOCK_KEY_MODS, GLFW_TRUE);
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@endcode
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@ -217,7 +217,7 @@ you can treat the code point argument as native endian UTF-32.
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If you wish to offer regular text input, set a character callback.
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@code
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@code{.c}
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glfwSetCharCallback(window, character_callback);
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@endcode
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@ -225,7 +225,7 @@ The callback function receives Unicode code points for key events that would
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have led to regular text input and generally behaves as a standard text field on
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that platform.
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@code
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@code{.c}
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void character_callback(GLFWwindow* window, unsigned int codepoint)
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{
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}
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@ -237,7 +237,7 @@ void character_callback(GLFWwindow* window, unsigned int codepoint)
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If you wish to refer to keys by name, you can query the keyboard layout
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dependent name of printable keys with @ref glfwGetKeyName.
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@code
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@code{.c}
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const char* key_name = glfwGetKeyName(GLFW_KEY_W, 0);
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show_tutorial_hint("Press %s to move forward", key_name);
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@endcode
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@ -260,7 +260,7 @@ a custom image or a standard cursor shape from the system theme.
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If you wish to be notified when the cursor moves over the window, set a cursor
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position callback.
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@code
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@code{.c}
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glfwSetCursorPosCallback(window, cursor_position_callback);
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@endcode
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@ -268,7 +268,7 @@ The callback functions receives the cursor position, measured in screen
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coordinates but relative to the top-left corner of the window content area. On
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platforms that provide it, the full sub-pixel cursor position is passed on.
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@code
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@code{.c}
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static void cursor_position_callback(GLFWwindow* window, double xpos, double ypos)
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{
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}
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@ -277,7 +277,7 @@ static void cursor_position_callback(GLFWwindow* window, double xpos, double ypo
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The cursor position is also saved per-window and can be polled with @ref
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glfwGetCursorPos.
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@code
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@code{.c}
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double xpos, ypos;
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glfwGetCursorPos(window, &xpos, &ypos);
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@endcode
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@ -295,7 +295,7 @@ If you wish to implement mouse motion based camera controls or other input
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schemes that require unlimited mouse movement, set the cursor mode to
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`GLFW_CURSOR_DISABLED`.
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@code
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@code{.c}
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glfwSetInputMode(window, GLFW_CURSOR, GLFW_CURSOR_DISABLED);
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@endcode
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@ -311,7 +311,7 @@ other features of GLFW. It is not supported and will not work as robustly as
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If you only wish the cursor to become hidden when it is over a window but still
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want it to behave normally, set the cursor mode to `GLFW_CURSOR_HIDDEN`.
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@code
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@code{.c}
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glfwSetInputMode(window, GLFW_CURSOR, GLFW_CURSOR_HIDDEN);
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@endcode
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@ -320,7 +320,7 @@ This mode puts no limit on the motion of the cursor.
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If you wish the cursor to be visible but confined to the content area of the
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window, set the cursor mode to `GLFW_CURSOR_CAPTURED`.
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@code
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@code{.c}
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glfwSetInputMode(window, GLFW_CURSOR, GLFW_CURSOR_CAPTURED);
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@endcode
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@ -330,7 +330,7 @@ leave unless the window loses focus.
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To exit out of either of these special modes, restore the `GLFW_CURSOR_NORMAL`
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cursor mode.
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@code
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@code{.c}
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glfwSetInputMode(window, GLFW_CURSOR, GLFW_CURSOR_NORMAL);
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@endcode
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@ -353,7 +353,7 @@ Call @ref glfwRawMouseMotionSupported to check if the current machine provides
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raw motion and set the `GLFW_RAW_MOUSE_MOTION` input mode to enable it. It is
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disabled by default.
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@code
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@code{.c}
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if (glfwRawMouseMotionSupported())
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glfwSetInputMode(window, GLFW_RAW_MOUSE_MOTION, GLFW_TRUE);
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@endcode
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@ -376,7 +376,7 @@ A custom cursor is created with @ref glfwCreateCursor, which returns a handle to
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the created cursor object. For example, this creates a 16x16 white square
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cursor with the hot-spot in the upper-left corner:
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@code
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@code{.c}
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unsigned char pixels[16 * 16 * 4];
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memset(pixels, 0xff, sizeof(pixels));
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@ -401,7 +401,7 @@ sequential rows, starting from the top-left corner.
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A cursor with a [standard shape](@ref shapes) from the current system cursor
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theme can be created with @ref glfwCreateStandardCursor.
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@code
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@code{.c}
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GLFWcursor* url_cursor = glfwCreateStandardCursor(GLFW_POINTING_HAND_CURSOR);
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@endcode
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@ -416,7 +416,7 @@ A few of these shapes are not available everywhere. If a shape is unavailable,
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When a cursor is no longer needed, destroy it with @ref glfwDestroyCursor.
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@code
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@code{.c}
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glfwDestroyCursor(cursor);
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@endcode
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@ -429,7 +429,7 @@ mode. All remaining cursors are destroyed when @ref glfwTerminate is called.
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A cursor can be set as current for a window with @ref glfwSetCursor.
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@code
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@code{.c}
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glfwSetCursor(window, cursor);
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@endcode
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@ -441,7 +441,7 @@ A single cursor may be set for any number of windows.
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To revert to the default cursor, set the cursor of that window to `NULL`.
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@code
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@code{.c}
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glfwSetCursor(window, NULL);
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@endcode
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@ -454,13 +454,13 @@ default cursor. This does not affect the cursor mode.
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If you wish to be notified when the cursor enters or leaves the content area of
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a window, set a cursor enter/leave callback.
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@code
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@code{.c}
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glfwSetCursorEnterCallback(window, cursor_enter_callback);
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@endcode
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The callback function receives the new classification of the cursor.
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@code
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@code{.c}
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void cursor_enter_callback(GLFWwindow* window, int entered)
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{
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if (entered)
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@ -477,7 +477,7 @@ void cursor_enter_callback(GLFWwindow* window, int entered)
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You can query whether the cursor is currently inside the content area of the
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window with the [GLFW_HOVERED](@ref GLFW_HOVERED_attrib) window attribute.
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@code
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@code{.c}
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if (glfwGetWindowAttrib(window, GLFW_HOVERED))
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{
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highlight_interface();
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@ -490,14 +490,14 @@ if (glfwGetWindowAttrib(window, GLFW_HOVERED))
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If you wish to be notified when a mouse button is pressed or released, set
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a mouse button callback.
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@code
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@code{.c}
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glfwSetMouseButtonCallback(window, mouse_button_callback);
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@endcode
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The callback function receives the [mouse button](@ref buttons), button action
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and [modifier bits](@ref mods).
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@code
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@code{.c}
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void mouse_button_callback(GLFWwindow* window, int button, int action, int mods)
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{
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if (button == GLFW_MOUSE_BUTTON_RIGHT && action == GLFW_PRESS)
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@ -511,7 +511,7 @@ The last reported state for every [supported mouse button](@ref buttons) is also
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saved in per-window state arrays that can be polled with @ref
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glfwGetMouseButton.
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@code
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@code{.c}
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int state = glfwGetMouseButton(window, GLFW_MOUSE_BUTTON_LEFT);
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if (state == GLFW_PRESS)
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{
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@ -531,7 +531,7 @@ missed the button press. The recommended solution for this is to use a
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mouse button callback, but there is also the `GLFW_STICKY_MOUSE_BUTTONS`
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input mode.
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@code
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@code{.c}
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glfwSetInputMode(window, GLFW_STICKY_MOUSE_BUTTONS, GLFW_TRUE);
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@endcode
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@ -550,13 +550,13 @@ The `GLFW_MOUSE_BUTTON_LAST` constant holds the highest value of any
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If you wish to be notified when the user scrolls, whether with a mouse wheel or
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touchpad gesture, set a scroll callback.
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@code
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@code{.c}
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glfwSetScrollCallback(window, scroll_callback);
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@endcode
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The callback function receives two-dimensional scroll offsets.
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@code
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@code{.c}
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void scroll_callback(GLFWwindow* window, double xoffset, double yoffset)
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{
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}
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@ -573,7 +573,7 @@ referred to as joysticks. It supports up to sixteen joysticks, ranging from
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`GLFW_JOYSTICK_LAST`. You can test whether a [joystick](@ref joysticks) is
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present with @ref glfwJoystickPresent.
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@code
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@code{.c}
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int present = glfwJoystickPresent(GLFW_JOYSTICK_1);
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@endcode
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@ -601,7 +601,7 @@ The positions of all axes of a joystick are returned by @ref
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glfwGetJoystickAxes. See the reference documentation for the lifetime of the
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returned array.
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@code
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@code{.c}
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int count;
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const float* axes = glfwGetJoystickAxes(GLFW_JOYSTICK_5, &count);
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@endcode
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@ -615,7 +615,7 @@ 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
|
||||
@code{.c}
|
||||
int count;
|
||||
const unsigned char* buttons = glfwGetJoystickButtons(GLFW_JOYSTICK_3, &count);
|
||||
@endcode
|
||||
@ -632,7 +632,7 @@ 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
|
||||
@code{.c}
|
||||
int count;
|
||||
const unsigned char* hats = glfwGetJoystickHats(GLFW_JOYSTICK_7, &count);
|
||||
@endcode
|
||||
@ -655,7 +655,7 @@ 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
|
||||
@code{.c}
|
||||
if (hats[2] & GLFW_HAT_RIGHT)
|
||||
{
|
||||
// State of hat 2 could be right-up, right or right-down
|
||||
@ -673,7 +673,7 @@ 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
|
||||
@code{.c}
|
||||
const char* name = glfwGetJoystickName(GLFW_JOYSTICK_4);
|
||||
@endcode
|
||||
|
||||
@ -698,14 +698,14 @@ 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
|
||||
@code{.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
|
||||
@code{.c}
|
||||
void joystick_callback(int jid, int event)
|
||||
{
|
||||
if (event == GLFW_CONNECTED)
|
||||
@ -748,7 +748,7 @@ 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
|
||||
@code{.c}
|
||||
if (glfwJoystickIsGamepad(GLFW_JOYSTICK_2))
|
||||
{
|
||||
// Use as gamepad
|
||||
@ -762,13 +762,13 @@ 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
|
||||
@code{.c}
|
||||
const char* name = glfwGetGamepadName(GLFW_JOYSTICK_7);
|
||||
@endcode
|
||||
|
||||
To retrieve the gamepad state of a joystick, call @ref glfwGetGamepadState.
|
||||
|
||||
@code
|
||||
@code{.c}
|
||||
GLFWgamepadstate state;
|
||||
|
||||
if (glfwGetGamepadState(GLFW_JOYSTICK_3, &state))
|
||||
@ -818,7 +818,7 @@ GLFW contains a copy of the mappings available in
|
||||
time of release. Newer ones can be added at runtime with @ref
|
||||
glfwUpdateGamepadMappings.
|
||||
|
||||
@code
|
||||
@code{.c}
|
||||
const char* mappings = load_file_contents("game/data/gamecontrollerdb.txt");
|
||||
|
||||
glfwUpdateGamepadMappings(mappings);
|
||||
@ -898,7 +898,7 @@ and described above.
|
||||
|
||||
GLFW provides high-resolution time input, in seconds, with @ref glfwGetTime.
|
||||
|
||||
@code
|
||||
@code{.c}
|
||||
double seconds = glfwGetTime();
|
||||
@endcode
|
||||
|
||||
@ -908,7 +908,7 @@ nanosecond resolution.
|
||||
|
||||
You can modify the base time with @ref glfwSetTime.
|
||||
|
||||
@code
|
||||
@code{.c}
|
||||
glfwSetTime(4.0);
|
||||
@endcode
|
||||
|
||||
@ -918,7 +918,7 @@ from there.
|
||||
You can also access the raw timer used to implement the functions above,
|
||||
with @ref glfwGetTimerValue.
|
||||
|
||||
@code
|
||||
@code{.c}
|
||||
uint64_t value = glfwGetTimerValue();
|
||||
@endcode
|
||||
|
||||
@ -926,7 +926,7 @@ 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
|
||||
@code{.c}
|
||||
uint64_t frequency = glfwGetTimerFrequency();
|
||||
@endcode
|
||||
|
||||
@ -937,7 +937,7 @@ 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
|
||||
@code{.c}
|
||||
const char* text = glfwGetClipboardString(NULL);
|
||||
if (text)
|
||||
{
|
||||
@ -951,7 +951,7 @@ returned.
|
||||
The contents of the system clipboard can be set to a UTF-8 encoded string with
|
||||
@ref glfwSetClipboardString.
|
||||
|
||||
@code
|
||||
@code{.c}
|
||||
glfwSetClipboardString(NULL, "A string with words in it");
|
||||
@endcode
|
||||
|
||||
@ -961,13 +961,13 @@ 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
|
||||
@code{.c}
|
||||
glfwSetDropCallback(window, drop_callback);
|
||||
@endcode
|
||||
|
||||
The callback function receives an array of paths encoded as UTF-8.
|
||||
|
||||
@code
|
||||
@code{.c}
|
||||
void drop_callback(GLFWwindow* window, int count, const char** paths)
|
||||
{
|
||||
int i;
|
||||
|
@ -48,7 +48,7 @@ GLFW_NOT_INITIALIZED error.
|
||||
The library is initialized with @ref glfwInit, which returns `GLFW_FALSE` if an
|
||||
error occurred.
|
||||
|
||||
@code
|
||||
@code{.c}
|
||||
if (!glfwInit())
|
||||
{
|
||||
// Handle initialization failure
|
||||
@ -76,7 +76,7 @@ hint.
|
||||
Initialization hints are set before @ref glfwInit and affect how the library
|
||||
behaves until termination. Hints are set with @ref glfwInitHint.
|
||||
|
||||
@code
|
||||
@code{.c}
|
||||
glfwInitHint(GLFW_JOYSTICK_HAT_BUTTONS, GLFW_FALSE);
|
||||
@endcode
|
||||
|
||||
@ -176,7 +176,7 @@ 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
|
||||
@code{.c}
|
||||
glfwInitHint(GLFW_PLATFORM, GLFW_PLATFORM_X11);
|
||||
@endcode
|
||||
|
||||
@ -184,14 +184,14 @@ This mechanism also provides the Null platform, which is always supported but ne
|
||||
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
|
||||
@code{.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
|
||||
@code{.c}
|
||||
if (glfwPlatformSupported(GLFW_PLATFORM_WAYLAND))
|
||||
glfwInitHint(GLFW_PLATFORM, GLFW_PLATFORM_WAYLAND);
|
||||
@endcode
|
||||
@ -199,7 +199,7 @@ if (glfwPlatformSupported(GLFW_PLATFORM_WAYLAND))
|
||||
Once GLFW has been initialized, you can query which platform was selected with @ref
|
||||
glfwGetPlatform.
|
||||
|
||||
@code
|
||||
@code{.c}
|
||||
int platform = glfwGetPlatform();
|
||||
@endcode
|
||||
|
||||
@ -213,7 +213,7 @@ selected platform.
|
||||
The heap memory allocator can be customized before initialization with @ref
|
||||
glfwInitAllocator.
|
||||
|
||||
@code
|
||||
@code{.c}
|
||||
GLFWallocator allocator;
|
||||
allocator.allocate = my_malloc;
|
||||
allocator.reallocate = my_realloc;
|
||||
@ -235,7 +235,7 @@ 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
|
||||
@code{.c}
|
||||
void* my_malloc(size_t size, void* user)
|
||||
{
|
||||
...
|
||||
@ -250,7 +250,7 @@ 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
|
||||
@code{.c}
|
||||
void* my_realloc(void* block, size_t size, void* user)
|
||||
{
|
||||
...
|
||||
@ -264,7 +264,7 @@ 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
|
||||
@code{.c}
|
||||
void my_free(void* block, void* user)
|
||||
{
|
||||
...
|
||||
@ -280,7 +280,7 @@ 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
|
||||
@code{.c}
|
||||
glfwTerminate();
|
||||
@endcode
|
||||
|
||||
@ -305,7 +305,7 @@ values.
|
||||
The last [error code](@ref errors) for the calling thread can be queried at any
|
||||
time with @ref glfwGetError.
|
||||
|
||||
@code
|
||||
@code{.c}
|
||||
int code = glfwGetError(NULL);
|
||||
|
||||
if (code != GLFW_NO_ERROR)
|
||||
@ -324,7 +324,7 @@ 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
|
||||
@code{.c}
|
||||
const char* description;
|
||||
int code = glfwGetError(&description);
|
||||
|
||||
@ -338,14 +338,14 @@ 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
|
||||
@code{.c}
|
||||
glfwSetErrorCallback(error_callback);
|
||||
@endcode
|
||||
|
||||
The error callback receives the same error code and human-readable description
|
||||
returned by @ref glfwGetError.
|
||||
|
||||
@code
|
||||
@code{.c}
|
||||
void error_callback(int code, const char* description)
|
||||
{
|
||||
display_error_message(code, description);
|
||||
@ -572,7 +572,7 @@ 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
|
||||
@code{.c}
|
||||
printf("Compiled against GLFW %i.%i.%i\n",
|
||||
GLFW_VERSION_MAJOR,
|
||||
GLFW_VERSION_MINOR,
|
||||
@ -585,7 +585,7 @@ 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
|
||||
@code{.c}
|
||||
int major, minor, revision;
|
||||
glfwGetVersion(&major, &minor, &revision);
|
||||
|
||||
@ -624,14 +624,14 @@ 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
|
||||
@code{.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
|
||||
@code{.c}
|
||||
3.4.0 Wayland X11 GLX Null EGL OSMesa monotonic
|
||||
@endcode
|
||||
|
||||
|
@ -42,14 +42,14 @@ 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
|
||||
@code{.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
|
||||
@code{.c}
|
||||
int count;
|
||||
GLFWmonitor** monitors = glfwGetMonitors(&count);
|
||||
@endcode
|
||||
@ -64,14 +64,14 @@ disconnected.
|
||||
If you wish to be notified when a monitor is connected or disconnected, set
|
||||
a monitor callback.
|
||||
|
||||
@code
|
||||
@code{.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
|
||||
@code{.c}
|
||||
void monitor_callback(GLFWmonitor* monitor, int event)
|
||||
{
|
||||
if (event == GLFW_CONNECTED)
|
||||
@ -109,7 +109,7 @@ 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
|
||||
@code{.c}
|
||||
int count;
|
||||
GLFWvidmode* modes = glfwGetVideoModes(monitor, &count);
|
||||
@endcode
|
||||
@ -117,7 +117,7 @@ GLFWvidmode* modes = glfwGetVideoModes(monitor, &count);
|
||||
To get the current video mode of a monitor call @ref glfwGetVideoMode. See the
|
||||
reference documentation for the lifetime of the returned pointer.
|
||||
|
||||
@code
|
||||
@code{.c}
|
||||
const GLFWvidmode* mode = glfwGetVideoMode(monitor);
|
||||
@endcode
|
||||
|
||||
@ -132,7 +132,7 @@ 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
|
||||
@code{.c}
|
||||
int width_mm, height_mm;
|
||||
glfwGetMonitorPhysicalSize(monitor, &width_mm, &height_mm);
|
||||
@endcode
|
||||
@ -147,7 +147,7 @@ useful. Instead, use the [monitor content scale](@ref monitor_scale) and
|
||||
The content scale for a monitor can be retrieved with @ref
|
||||
glfwGetMonitorContentScale.
|
||||
|
||||
@code
|
||||
@code{.c}
|
||||
float xscale, yscale;
|
||||
glfwGetMonitorContentScale(monitor, &xscale, &yscale);
|
||||
@endcode
|
||||
@ -170,7 +170,7 @@ The position of the monitor on the virtual desktop, in
|
||||
[screen coordinates](@ref coordinate_systems), can be retrieved with @ref
|
||||
glfwGetMonitorPos.
|
||||
|
||||
@code
|
||||
@code{.c}
|
||||
int xpos, ypos;
|
||||
glfwGetMonitorPos(monitor, &xpos, &ypos);
|
||||
@endcode
|
||||
@ -182,7 +182,7 @@ 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
|
||||
@code{.c}
|
||||
int xpos, ypos, width, height;
|
||||
glfwGetMonitorWorkarea(monitor, &xpos, &ypos, &width, &height);
|
||||
@endcode
|
||||
@ -194,7 +194,7 @@ 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
|
||||
@code{.c}
|
||||
const char* name = glfwGetMonitorName(monitor);
|
||||
@endcode
|
||||
|
||||
@ -219,7 +219,7 @@ 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
|
||||
@code{.c}
|
||||
GLFWgammaramp ramp;
|
||||
unsigned short red[256], green[256], blue[256];
|
||||
|
||||
@ -245,7 +245,7 @@ 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
|
||||
@code{.c}
|
||||
const GLFWgammaramp* ramp = glfwGetGammaRamp(monitor);
|
||||
@endcode
|
||||
|
||||
@ -253,7 +253,7 @@ 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
|
||||
@code{.c}
|
||||
glfwSetGamma(monitor, 1.0);
|
||||
@endcode
|
||||
|
||||
|
@ -22,12 +22,12 @@ Unix-like systems, where it uses the
|
||||
[soname](https://en.wikipedia.org/wiki/soname) `libglfw.so.3`.
|
||||
|
||||
@par Old syntax
|
||||
@code
|
||||
@code{.c}
|
||||
#include <GL/glfw.h>
|
||||
@endcode
|
||||
|
||||
@par New syntax
|
||||
@code
|
||||
@code{.c}
|
||||
#include <GLFW/glfw3.h>
|
||||
@endcode
|
||||
|
||||
@ -95,12 +95,12 @@ the creation of DLLs and DLL link libraries, as there's no need to explicitly
|
||||
disable `@n` entry point suffixes.
|
||||
|
||||
@par Old syntax
|
||||
@code
|
||||
@code{.c}
|
||||
void GLFWCALL callback_function(...);
|
||||
@endcode
|
||||
|
||||
@par New syntax
|
||||
@code
|
||||
@code{.c}
|
||||
void callback_function(...);
|
||||
@endcode
|
||||
|
||||
@ -114,12 +114,12 @@ 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
|
||||
@code{.c}
|
||||
glfwSetWindowTitle("New Window Title");
|
||||
@endcode
|
||||
|
||||
@par New syntax
|
||||
@code
|
||||
@code{.c}
|
||||
glfwSetWindowTitle(window, "New Window Title");
|
||||
@endcode
|
||||
|
||||
@ -134,12 +134,12 @@ 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
|
||||
@code{.c}
|
||||
glfwOpenWindow(640, 480, 8, 8, 8, 0, 24, 0, GLFW_FULLSCREEN);
|
||||
@endcode
|
||||
|
||||
@par New basic full screen
|
||||
@code
|
||||
@code{.c}
|
||||
window = glfwCreateWindow(640, 480, "My Window", glfwGetPrimaryMonitor(), NULL);
|
||||
@endcode
|
||||
|
||||
@ -156,7 +156,7 @@ buffer swap, which acts on a single window, the event processing functions act
|
||||
on all windows at once.
|
||||
|
||||
@par Old basic main loop
|
||||
@code
|
||||
@code{.c}
|
||||
while (...)
|
||||
{
|
||||
// Process input
|
||||
@ -166,7 +166,7 @@ while (...)
|
||||
@endcode
|
||||
|
||||
@par New basic main loop
|
||||
@code
|
||||
@code{.c}
|
||||
while (...)
|
||||
{
|
||||
// Process input
|
||||
@ -198,13 +198,13 @@ glfwGetFramebufferSize function. A framebuffer size callback has also been
|
||||
added, which can be set with @ref glfwSetFramebufferSizeCallback.
|
||||
|
||||
@par Old basic viewport setup
|
||||
@code
|
||||
@code{.c}
|
||||
glfwGetWindowSize(&width, &height);
|
||||
glViewport(0, 0, width, height);
|
||||
@endcode
|
||||
|
||||
@par New basic viewport setup
|
||||
@code
|
||||
@code{.c}
|
||||
glfwGetFramebufferSize(window, &width, &height);
|
||||
glViewport(0, 0, width, height);
|
||||
@endcode
|
||||
@ -227,7 +227,7 @@ 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
|
||||
@code{.c}
|
||||
while (glfwGetWindowParam(GLFW_OPENED))
|
||||
{
|
||||
...
|
||||
@ -235,7 +235,7 @@ while (glfwGetWindowParam(GLFW_OPENED))
|
||||
@endcode
|
||||
|
||||
@par New basic main loop
|
||||
@code
|
||||
@code{.c}
|
||||
while (!glfwWindowShouldClose(window))
|
||||
{
|
||||
...
|
||||
@ -248,12 +248,12 @@ event processing completes. You may however not call @ref glfwDestroyWindow
|
||||
from the close callback (or any other window related callback).
|
||||
|
||||
@par Old syntax
|
||||
@code
|
||||
@code{.c}
|
||||
int GLFWCALL window_close_callback(void);
|
||||
@endcode
|
||||
|
||||
@par New syntax
|
||||
@code
|
||||
@code{.c}
|
||||
void window_close_callback(GLFWwindow* window);
|
||||
@endcode
|
||||
|
||||
@ -289,12 +289,12 @@ produce characters with diacritical marks. Even the Swedish keyboard layout
|
||||
requires this for uncommon cases like ü.
|
||||
|
||||
@par Old syntax
|
||||
@code
|
||||
@code{.c}
|
||||
void GLFWCALL character_callback(int character, int action);
|
||||
@endcode
|
||||
|
||||
@par New syntax
|
||||
@code
|
||||
@code{.c}
|
||||
void character_callback(GLFWwindow* window, int character);
|
||||
@endcode
|
||||
|
||||
@ -324,12 +324,12 @@ two-dimensional floating point scroll offsets. This allows you to receive
|
||||
precise scroll data from for example modern touchpads.
|
||||
|
||||
@par Old syntax
|
||||
@code
|
||||
@code{.c}
|
||||
void GLFWCALL mouse_wheel_callback(int position);
|
||||
@endcode
|
||||
|
||||
@par New syntax
|
||||
@code
|
||||
@code{.c}
|
||||
void scroll_callback(GLFWwindow* window, double xoffset, double yoffset);
|
||||
@endcode
|
||||
|
||||
@ -437,12 +437,12 @@ 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
|
||||
@code{.c}
|
||||
#include <GL/glfw.h>
|
||||
@endcode
|
||||
|
||||
@par New syntax
|
||||
@code
|
||||
@code{.c}
|
||||
#define GLFW_INCLUDE_GLU
|
||||
#include <GLFW/glfw3.h>
|
||||
@endcode
|
||||
|
@ -21,7 +21,7 @@ behave differently in GLFW 3.
|
||||
In the source files of your application where you use GLFW, you need to include
|
||||
its header file.
|
||||
|
||||
@code
|
||||
@code{.c}
|
||||
#include <GLFW/glfw3.h>
|
||||
@endcode
|
||||
|
||||
@ -38,7 +38,7 @@ 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
|
||||
@code{.c}
|
||||
#include <glad/gl.h>
|
||||
#include <GLFW/glfw3.h>
|
||||
@endcode
|
||||
@ -48,7 +48,7 @@ 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
|
||||
@code{.c}
|
||||
#define GLFW_INCLUDE_NONE
|
||||
#include <GLFW/glfw3.h>
|
||||
#include <glad/gl.h>
|
||||
@ -61,7 +61,7 @@ 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
|
||||
@code{.c}
|
||||
if (!glfwInit())
|
||||
{
|
||||
// Initialization failed
|
||||
@ -73,7 +73,7 @@ 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
|
||||
@code{.c}
|
||||
glfwTerminate();
|
||||
@endcode
|
||||
|
||||
@ -92,7 +92,7 @@ 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
|
||||
@code{.c}
|
||||
void error_callback(int error, const char* description)
|
||||
{
|
||||
fprintf(stderr, "Error: %s\n", description);
|
||||
@ -104,7 +104,7 @@ 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
|
||||
@code{.c}
|
||||
glfwSetErrorCallback(error_callback);
|
||||
@endcode
|
||||
|
||||
@ -115,7 +115,7 @@ 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
|
||||
@code{.c}
|
||||
GLFWwindow* window = glfwCreateWindow(640, 480, "My Title", NULL, NULL);
|
||||
if (!window)
|
||||
{
|
||||
@ -138,7 +138,7 @@ 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
|
||||
@code{.c}
|
||||
glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
|
||||
glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
|
||||
glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
|
||||
@ -151,7 +151,7 @@ if (!window)
|
||||
|
||||
When a window and context is no longer needed, destroy it.
|
||||
|
||||
@code
|
||||
@code{.c}
|
||||
glfwDestroyWindow(window);
|
||||
@endcode
|
||||
|
||||
@ -163,7 +163,7 @@ and its handle becomes invalid.
|
||||
|
||||
Before you can use the OpenGL API, you must have a current OpenGL context.
|
||||
|
||||
@code
|
||||
@code{.c}
|
||||
glfwMakeContextCurrent(window);
|
||||
@endcode
|
||||
|
||||
@ -176,7 +176,7 @@ 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
|
||||
@code{.c}
|
||||
gladLoadGL(glfwGetProcAddress);
|
||||
@endcode
|
||||
|
||||
@ -191,7 +191,7 @@ 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
|
||||
@code{.c}
|
||||
while (!glfwWindowShouldClose(window))
|
||||
{
|
||||
// Keep running
|
||||
@ -213,7 +213,7 @@ 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
|
||||
@code{.c}
|
||||
static void key_callback(GLFWwindow* window, int key, int scancode, int action, int mods)
|
||||
{
|
||||
if (key == GLFW_KEY_ESCAPE && action == GLFW_PRESS)
|
||||
@ -223,7 +223,7 @@ static void key_callback(GLFWwindow* window, int key, int scancode, int action,
|
||||
|
||||
The key callback, like other window related callbacks, are set per-window.
|
||||
|
||||
@code
|
||||
@code{.c}
|
||||
glfwSetKeyCallback(window, key_callback);
|
||||
@endcode
|
||||
|
||||
@ -237,7 +237,7 @@ 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
|
||||
@code{.c}
|
||||
int width, height;
|
||||
glfwGetFramebufferSize(window, &width, &height);
|
||||
glViewport(0, 0, width, height);
|
||||
@ -265,7 +265,7 @@ 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
|
||||
@code{.c}
|
||||
double time = glfwGetTime();
|
||||
@endcode
|
||||
|
||||
@ -279,7 +279,7 @@ 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
|
||||
@code{.c}
|
||||
glfwSwapBuffers(window);
|
||||
@endcode
|
||||
|
||||
@ -296,7 +296,7 @@ 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
|
||||
@code{.c}
|
||||
glfwSwapInterval(1);
|
||||
@endcode
|
||||
|
||||
@ -315,7 +315,7 @@ 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
|
||||
@code{.c}
|
||||
glfwPollEvents();
|
||||
@endcode
|
||||
|
||||
|
@ -45,7 +45,7 @@ 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
|
||||
@code{.c}
|
||||
glfwInitVulkanLoader(vkGetInstanceProcAddr);
|
||||
@endcode
|
||||
|
||||
@ -59,7 +59,7 @@ 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
|
||||
@code{.c}
|
||||
#define GLFW_INCLUDE_VULKAN
|
||||
#include <GLFW/glfw3.h>
|
||||
@endcode
|
||||
@ -67,7 +67,7 @@ the GLFW header.
|
||||
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
|
||||
@code{.c}
|
||||
#include <path/to/vulkan.h>
|
||||
#include <GLFW/glfw3.h>
|
||||
@endcode
|
||||
@ -94,7 +94,7 @@ 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
|
||||
@code{.c}
|
||||
if (glfwVulkanSupported())
|
||||
{
|
||||
// Vulkan is available, at least for compute
|
||||
@ -114,7 +114,7 @@ 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
|
||||
@code{.c}
|
||||
PFN_vkCreateInstance pfnCreateInstance = (PFN_vkCreateInstance)
|
||||
glfwGetInstanceProcAddress(NULL, "vkCreateInstance");
|
||||
@endcode
|
||||
@ -122,7 +122,7 @@ PFN_vkCreateInstance pfnCreateInstance = (PFN_vkCreateInstance)
|
||||
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
|
||||
@code{.c}
|
||||
PFN_vkCreateDevice pfnCreateDevice = (PFN_vkCreateDevice)
|
||||
glfwGetInstanceProcAddress(instance, "vkCreateDevice");
|
||||
@endcode
|
||||
@ -137,7 +137,7 @@ Vulkan also provides `vkGetDeviceProcAddr` for loading device-specific versions
|
||||
of Vulkan function. This function can be retrieved from an instance with @ref
|
||||
glfwGetInstanceProcAddress.
|
||||
|
||||
@code
|
||||
@code{.c}
|
||||
PFN_vkGetDeviceProcAddr pfnGetDeviceProcAddr = (PFN_vkGetDeviceProcAddr)
|
||||
glfwGetInstanceProcAddress(instance, "vkGetDeviceProcAddr");
|
||||
@endcode
|
||||
@ -156,7 +156,7 @@ GLFW requires to create Vulkan surfaces.
|
||||
To query the instance extensions required, call @ref
|
||||
glfwGetRequiredInstanceExtensions.
|
||||
|
||||
@code
|
||||
@code{.c}
|
||||
uint32_t count;
|
||||
const char** extensions = glfwGetRequiredInstanceExtensions(&count);
|
||||
@endcode
|
||||
@ -174,7 +174,7 @@ 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
|
||||
@code{.c}
|
||||
VkInstanceCreateInfo ici;
|
||||
|
||||
memset(&ici, 0, sizeof(ici));
|
||||
@ -203,7 +203,7 @@ 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
|
||||
@code{.c}
|
||||
if (glfwGetPhysicalDevicePresentationSupport(instance, physical_device, queue_family_index))
|
||||
{
|
||||
// Queue family supports image presentation
|
||||
@ -221,7 +221,7 @@ 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
|
||||
@code{.c}
|
||||
glfwWindowHint(GLFW_CLIENT_API, GLFW_NO_API);
|
||||
GLFWwindow* window = glfwCreateWindow(640, 480, "Window Title", NULL, NULL);
|
||||
@endcode
|
||||
@ -234,7 +234,7 @@ 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
|
||||
@code{.c}
|
||||
VkSurfaceKHR surface;
|
||||
VkResult err = glfwCreateWindowSurface(instance, window, NULL, &surface);
|
||||
if (err)
|
||||
|
134
docs/window.dox
134
docs/window.dox
@ -32,7 +32,7 @@ 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
|
||||
@code{.c}
|
||||
GLFWwindow* window = glfwCreateWindow(640, 480, "My Title", NULL, NULL);
|
||||
@endcode
|
||||
|
||||
@ -50,7 +50,7 @@ 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
|
||||
@code{.c}
|
||||
GLFWwindow* window = glfwCreateWindow(640, 480, "My Title", glfwGetPrimaryMonitor(), NULL);
|
||||
@endcode
|
||||
|
||||
@ -101,7 +101,7 @@ 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
|
||||
@code{.c}
|
||||
const GLFWvidmode* mode = glfwGetVideoMode(monitor);
|
||||
|
||||
glfwWindowHint(GLFW_RED_BITS, mode->redBits);
|
||||
@ -114,7 +114,7 @@ GLFWwindow* window = glfwCreateWindow(mode->width, mode->height, "My Title", mon
|
||||
|
||||
This also works for windowed mode windows that are made full screen.
|
||||
|
||||
@code
|
||||
@code{.c}
|
||||
const GLFWvidmode* mode = glfwGetVideoMode(monitor);
|
||||
|
||||
glfwSetWindowMonitor(window, monitor, 0, 0, mode->width, mode->height, mode->refreshRate);
|
||||
@ -129,7 +129,7 @@ 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
|
||||
@code{.c}
|
||||
glfwDestroyWindow(window);
|
||||
@endcode
|
||||
|
||||
@ -598,7 +598,7 @@ 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
|
||||
@code{.c}
|
||||
while (!glfwWindowShouldClose(window))
|
||||
{
|
||||
render(window);
|
||||
@ -611,7 +611,7 @@ while (!glfwWindowShouldClose(window))
|
||||
If you wish to be notified when the user attempts to close a window, set a close
|
||||
callback.
|
||||
|
||||
@code
|
||||
@code{.c}
|
||||
glfwSetWindowCloseCallback(window, window_close_callback);
|
||||
@endcode
|
||||
|
||||
@ -619,7 +619,7 @@ 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
|
||||
@code{.c}
|
||||
void window_close_callback(GLFWwindow* window)
|
||||
{
|
||||
if (!time_to_close)
|
||||
@ -635,7 +635,7 @@ 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
|
||||
@code{.c}
|
||||
glfwSetWindowSize(window, 640, 480);
|
||||
@endcode
|
||||
|
||||
@ -647,14 +647,14 @@ 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
|
||||
@code{.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
|
||||
@code{.c}
|
||||
void window_size_callback(GLFWwindow* window, int width, int height)
|
||||
{
|
||||
}
|
||||
@ -663,7 +663,7 @@ void window_size_callback(GLFWwindow* window, int width, int height)
|
||||
There is also @ref glfwGetWindowSize for directly retrieving the current size of
|
||||
a window.
|
||||
|
||||
@code
|
||||
@code{.c}
|
||||
int width, height;
|
||||
glfwGetWindowSize(window, &width, &height);
|
||||
@endcode
|
||||
@ -677,7 +677,7 @@ 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
|
||||
@code{.c}
|
||||
int left, top, right, bottom;
|
||||
glfwGetWindowFrameSize(window, &left, &top, &right, &bottom);
|
||||
@endcode
|
||||
@ -698,14 +698,14 @@ 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
|
||||
@code{.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
|
||||
@code{.c}
|
||||
void framebuffer_size_callback(GLFWwindow* window, int width, int height)
|
||||
{
|
||||
glViewport(0, 0, width, height);
|
||||
@ -715,7 +715,7 @@ void framebuffer_size_callback(GLFWwindow* window, int width, int height)
|
||||
There is also @ref glfwGetFramebufferSize for directly retrieving the current
|
||||
size of the framebuffer of a window.
|
||||
|
||||
@code
|
||||
@code{.c}
|
||||
int width, height;
|
||||
glfwGetFramebufferSize(window, &width, &height);
|
||||
glViewport(0, 0, width, height);
|
||||
@ -730,7 +730,7 @@ 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
|
||||
@code{.c}
|
||||
float xscale, yscale;
|
||||
glfwGetWindowContentScale(window, &xscale, &yscale);
|
||||
@endcode
|
||||
@ -750,13 +750,13 @@ 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
|
||||
@code{.c}
|
||||
glfwSetWindowContentScaleCallback(window, window_content_scale_callback);
|
||||
@endcode
|
||||
|
||||
The callback function receives the new content scale of the window.
|
||||
|
||||
@code
|
||||
@code{.c}
|
||||
void window_content_scale_callback(GLFWwindow* window, float xscale, float yscale)
|
||||
{
|
||||
set_interface_scale(xscale, yscale);
|
||||
@ -777,14 +777,14 @@ 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
|
||||
@code{.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
|
||||
@code{.c}
|
||||
glfwSetWindowSizeLimits(window, 640, 480, GLFW_DONT_CARE, GLFW_DONT_CARE);
|
||||
@endcode
|
||||
|
||||
@ -795,7 +795,7 @@ 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
|
||||
@code{.c}
|
||||
glfwSetWindowAspectRatio(window, 16, 9);
|
||||
@endcode
|
||||
|
||||
@ -803,7 +803,7 @@ 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
|
||||
@code{.c}
|
||||
int width, height;
|
||||
glfwGetWindowSize(window, &width, &height);
|
||||
glfwSetWindowAspectRatio(window, width, height);
|
||||
@ -824,7 +824,7 @@ 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
|
||||
@code{.c}
|
||||
glfwWindowHint(GLFW_POSITION_X, 70);
|
||||
glfwWindowHint(GLFW_POSITION_Y, 83);
|
||||
@endcode
|
||||
@ -836,21 +836,21 @@ 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
|
||||
@code{.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
|
||||
@code{.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
|
||||
@code{.c}
|
||||
void window_pos_callback(GLFWwindow* window, int xpos, int ypos)
|
||||
{
|
||||
}
|
||||
@ -859,7 +859,7 @@ void window_pos_callback(GLFWwindow* window, int xpos, int ypos)
|
||||
There is also @ref glfwGetWindowPos for directly retrieving the current position
|
||||
of the content area of the window.
|
||||
|
||||
@code
|
||||
@code{.c}
|
||||
int xpos, ypos;
|
||||
glfwGetWindowPos(window, &xpos, &ypos);
|
||||
@endcode
|
||||
@ -871,7 +871,7 @@ 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
|
||||
@code{.c}
|
||||
glfwSetWindowTitle(window, "My Window");
|
||||
@endcode
|
||||
|
||||
@ -881,13 +881,13 @@ 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
|
||||
@code{.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
|
||||
@code{.c}
|
||||
glfwSetWindowTitle(window, u8"This is always a UTF-8 string");
|
||||
@endcode
|
||||
|
||||
@ -897,7 +897,7 @@ 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
|
||||
@code{.c}
|
||||
GLFWimage images[2];
|
||||
images[0] = load_icon("my_icon.png");
|
||||
images[1] = load_icon("my_icon_small.png");
|
||||
@ -911,7 +911,7 @@ sequential rows, starting from the top-left corner.
|
||||
|
||||
To revert to the default window icon, pass in an empty image array.
|
||||
|
||||
@code
|
||||
@code{.c}
|
||||
glfwSetWindowIcon(window, 0, NULL);
|
||||
@endcode
|
||||
|
||||
@ -921,7 +921,7 @@ 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
|
||||
@code{.c}
|
||||
GLFWmonitor* monitor = glfwGetWindowMonitor(window);
|
||||
@endcode
|
||||
|
||||
@ -935,7 +935,7 @@ 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
|
||||
@code{.c}
|
||||
const GLFWvidmode* mode = glfwGetVideoMode(monitor);
|
||||
|
||||
glfwSetWindowMonitor(window, monitor, 0, 0, mode->width, mode->height, mode->refreshRate);
|
||||
@ -944,7 +944,7 @@ glfwSetWindowMonitor(window, monitor, 0, 0, mode->width, mode->height, mode->ref
|
||||
When making the window windowed, specify the desired position and size. The
|
||||
refresh rate argument is ignored.
|
||||
|
||||
@code
|
||||
@code{.c}
|
||||
glfwSetWindowMonitor(window, NULL, xpos, ypos, width, height, 0);
|
||||
@endcode
|
||||
|
||||
@ -958,7 +958,7 @@ before making it full screen and then pass them in as above.
|
||||
|
||||
Windows can be iconified (i.e. minimized) with @ref glfwIconifyWindow.
|
||||
|
||||
@code
|
||||
@code{.c}
|
||||
glfwIconifyWindow(window);
|
||||
@endcode
|
||||
|
||||
@ -968,7 +968,7 @@ 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
|
||||
@code{.c}
|
||||
glfwRestoreWindow(window);
|
||||
@endcode
|
||||
|
||||
@ -978,13 +978,13 @@ 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
|
||||
@code{.c}
|
||||
glfwSetWindowIconifyCallback(window, window_iconify_callback);
|
||||
@endcode
|
||||
|
||||
The callback function receives changes in the iconification state of the window.
|
||||
|
||||
@code
|
||||
@code{.c}
|
||||
void window_iconify_callback(GLFWwindow* window, int iconified)
|
||||
{
|
||||
if (iconified)
|
||||
@ -1000,7 +1000,7 @@ void window_iconify_callback(GLFWwindow* window, int iconified)
|
||||
|
||||
You can also get the current iconification state with @ref glfwGetWindowAttrib.
|
||||
|
||||
@code
|
||||
@code{.c}
|
||||
int iconified = glfwGetWindowAttrib(window, GLFW_ICONIFIED);
|
||||
@endcode
|
||||
|
||||
@ -1009,7 +1009,7 @@ int iconified = glfwGetWindowAttrib(window, GLFW_ICONIFIED);
|
||||
|
||||
Windows can be maximized (i.e. zoomed) with @ref glfwMaximizeWindow.
|
||||
|
||||
@code
|
||||
@code{.c}
|
||||
glfwMaximizeWindow(window);
|
||||
@endcode
|
||||
|
||||
@ -1019,20 +1019,20 @@ function does nothing.
|
||||
Maximized windows can be restored with @ref glfwRestoreWindow. This function
|
||||
also restores windows from iconification.
|
||||
|
||||
@code
|
||||
@code{.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
|
||||
@code{.c}
|
||||
glfwSetWindowMaximizeCallback(window, window_maximize_callback);
|
||||
@endcode
|
||||
|
||||
The callback function receives changes in the maximization state of the window.
|
||||
|
||||
@code
|
||||
@code{.c}
|
||||
void window_maximize_callback(GLFWwindow* window, int maximized)
|
||||
{
|
||||
if (maximized)
|
||||
@ -1048,7 +1048,7 @@ void window_maximize_callback(GLFWwindow* window, int maximized)
|
||||
|
||||
You can also get the current maximization state with @ref glfwGetWindowAttrib.
|
||||
|
||||
@code
|
||||
@code{.c}
|
||||
int maximized = glfwGetWindowAttrib(window, GLFW_MAXIMIZED);
|
||||
@endcode
|
||||
|
||||
@ -1056,7 +1056,7 @@ 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
|
||||
@code{.c}
|
||||
glfwWindowHint(GLFW_MAXIMIZED, GLFW_TRUE);
|
||||
@endcode
|
||||
|
||||
@ -1065,7 +1065,7 @@ glfwWindowHint(GLFW_MAXIMIZED, GLFW_TRUE);
|
||||
|
||||
Windowed mode windows can be hidden with @ref glfwHideWindow.
|
||||
|
||||
@code
|
||||
@code{.c}
|
||||
glfwHideWindow(window);
|
||||
@endcode
|
||||
|
||||
@ -1075,7 +1075,7 @@ and calling @ref glfwHideWindow on a full screen window does nothing.
|
||||
|
||||
Hidden windows can be shown with @ref glfwShowWindow.
|
||||
|
||||
@code
|
||||
@code{.c}
|
||||
glfwShowWindow(window);
|
||||
@endcode
|
||||
|
||||
@ -1086,7 +1086,7 @@ existing window with @ref glfwSetWindowAttrib.
|
||||
|
||||
You can also get the current visibility state with @ref glfwGetWindowAttrib.
|
||||
|
||||
@code
|
||||
@code{.c}
|
||||
int visible = glfwGetWindowAttrib(window, GLFW_VISIBLE);
|
||||
@endcode
|
||||
|
||||
@ -1094,7 +1094,7 @@ 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
|
||||
@code{.c}
|
||||
glfwWindowHint(GLFW_VISIBLE, GLFW_FALSE);
|
||||
@endcode
|
||||
|
||||
@ -1108,7 +1108,7 @@ example moving it to a specific location.
|
||||
Windows can be given input focus and brought to the front with @ref
|
||||
glfwFocusWindow.
|
||||
|
||||
@code
|
||||
@code{.c}
|
||||
glfwFocusWindow(window);
|
||||
@endcode
|
||||
|
||||
@ -1119,13 +1119,13 @@ 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
|
||||
@code{.c}
|
||||
glfwSetWindowFocusCallback(window, window_focus_callback);
|
||||
@endcode
|
||||
|
||||
The callback function receives changes in the input focus state of the window.
|
||||
|
||||
@code
|
||||
@code{.c}
|
||||
void window_focus_callback(GLFWwindow* window, int focused)
|
||||
{
|
||||
if (focused)
|
||||
@ -1141,7 +1141,7 @@ void window_focus_callback(GLFWwindow* window, int focused)
|
||||
|
||||
You can also get the current input focus state with @ref glfwGetWindowAttrib.
|
||||
|
||||
@code
|
||||
@code{.c}
|
||||
int focused = glfwGetWindowAttrib(window, GLFW_FOCUSED);
|
||||
@endcode
|
||||
|
||||
@ -1149,7 +1149,7 @@ 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
|
||||
@code{.c}
|
||||
glfwWindowHint(GLFW_FOCUSED, GLFW_FALSE);
|
||||
@endcode
|
||||
|
||||
@ -1159,7 +1159,7 @@ 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
|
||||
@code{.c}
|
||||
glfwRequestWindowAttention(window);
|
||||
@endcode
|
||||
|
||||
@ -1173,14 +1173,14 @@ 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
|
||||
@code{.c}
|
||||
glfwSetWindowRefreshCallback(m_handle, window_refresh_callback);
|
||||
@endcode
|
||||
|
||||
The callback function is called when the contents of the window needs to be
|
||||
refreshed.
|
||||
|
||||
@code
|
||||
@code{.c}
|
||||
void window_refresh_callback(GLFWwindow* window)
|
||||
{
|
||||
draw_editor_ui(window);
|
||||
@ -1207,7 +1207,7 @@ 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
|
||||
@code{.c}
|
||||
glfwWindowHint(GLFW_TRANSPARENT_FRAMEBUFFER, GLFW_TRUE);
|
||||
@endcode
|
||||
|
||||
@ -1220,7 +1220,7 @@ with the
|
||||
[GLFW_TRANSPARENT_FRAMEBUFFER](@ref GLFW_TRANSPARENT_FRAMEBUFFER_attrib)
|
||||
window attribute.
|
||||
|
||||
@code
|
||||
@code{.c}
|
||||
if (glfwGetWindowAttrib(window, GLFW_TRANSPARENT_FRAMEBUFFER))
|
||||
{
|
||||
// window framebuffer is currently transparent
|
||||
@ -1232,7 +1232,7 @@ 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
|
||||
@code{.c}
|
||||
glfwSetWindowOpacity(window, 0.5f);
|
||||
@endcode
|
||||
|
||||
@ -1242,7 +1242,7 @@ opacity value for newly created windows is 1.
|
||||
|
||||
The current opacity of a window can be queried with @ref glfwGetWindowOpacity.
|
||||
|
||||
@code
|
||||
@code{.c}
|
||||
float opacity = glfwGetWindowOpacity(window);
|
||||
@endcode
|
||||
|
||||
@ -1265,7 +1265,7 @@ 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
|
||||
@code{.c}
|
||||
if (glfwGetWindowAttrib(window, GLFW_FOCUSED))
|
||||
{
|
||||
// window has input focus
|
||||
@ -1279,7 +1279,7 @@ 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
|
||||
@code{.c}
|
||||
glfwSetWindowAttrib(window, GLFW_RESIZABLE, GLFW_FALSE);
|
||||
@endcode
|
||||
|
||||
@ -1465,7 +1465,7 @@ 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
|
||||
@code{.c}
|
||||
glfwSwapBuffers(window);
|
||||
@endcode
|
||||
|
||||
@ -1474,7 +1474,7 @@ 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
|
||||
@code{.c}
|
||||
glfwSwapInterval(1);
|
||||
@endcode
|
||||
|
||||
|
Loading…
Reference in New Issue
Block a user