mirror of
https://github.com/glfw/glfw.git
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7dbdd2e6a5
This adds the standard cursors for diagonal and omnidirectional resize/move and operation-not-allowed. It also adds new (better?) names for the horizontal and vertical resize/move and pointing hand cursors. References: - https://developer.apple.com/documentation/appkit/nscursor - https://stackoverflow.com/questions/10733228/ - https://docs.microsoft.com/en-us/windows/win32/api/winuser/nf-winuser-setsystemcursor - https://freedesktop.org/wiki/Specifications/cursor-spec/ - https://tronche.com/gui/x/xlib/appendix/b/ Related to #427.
949 lines
32 KiB
Plaintext
949 lines
32 KiB
Plaintext
/*!
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@page input_guide Input guide
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@tableofcontents
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This guide introduces the input related functions of GLFW. For details on
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a specific function in this category, see the @ref input. There are also guides
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for the other areas of GLFW.
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- @ref intro_guide
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- @ref window_guide
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- @ref context_guide
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- @ref vulkan_guide
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- @ref monitor_guide
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GLFW provides many kinds of input. While some can only be polled, like time, or
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only received via callbacks, like scrolling, many provide both callbacks and
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polling. Callbacks are more work to use than polling but is less CPU intensive
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and guarantees that you do not miss state changes.
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All input callbacks receive a window handle. By using the
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[window user pointer](@ref window_userptr), you can access non-global structures
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or objects from your callbacks.
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To get a better feel for how the various events callbacks behave, run the
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`events` test program. It register every callback supported by GLFW and prints
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out all arguments provided for every event, along with time and sequence
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information.
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@section events Event processing
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GLFW needs to poll the window system for events both to provide input to the
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application and to prove to the window system that the application hasn't locked
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up. Event processing is normally done each frame after
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[buffer swapping](@ref buffer_swap). Even when you have no windows, event
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polling needs to be done in order to receive monitor and joystick connection
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events.
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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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glfwPollEvents();
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@endcode
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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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glfwWaitEvents();
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@endcode
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It puts the thread to sleep until at least one event has been received and then
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processes all received events. This saves a great deal of CPU cycles and is
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useful for, for example, editing tools.
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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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glfwWaitEventsTimeout(0.7);
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@endcode
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It puts the thread to sleep until at least one event has been received, or until
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the specified number of seconds have elapsed. It then processes any received
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events.
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If the main thread is sleeping in @ref glfwWaitEvents, you can wake it from
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another thread by posting an empty event to the event queue with @ref
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glfwPostEmptyEvent.
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@code
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glfwPostEmptyEvent();
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@endcode
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Do not assume that callbacks will _only_ be called in response to the above
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functions. While it is necessary to process events in one or more of the ways
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above, window systems that require GLFW to register callbacks of its own can
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pass events to GLFW in response to many window system function calls. GLFW will
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pass those events on to the application callbacks before returning.
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For example, on Windows the system function that @ref glfwSetWindowSize is
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implemented with will send window size events directly to the event callback
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that every window has and that GLFW implements for its windows. If you have set
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a [window size callback](@ref window_size) GLFW will call it in turn with the
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new size before everything returns back out of the @ref glfwSetWindowSize call.
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@section input_keyboard Keyboard input
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GLFW divides keyboard input into two categories; key events and character
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events. Key events relate to actual physical keyboard keys, whereas character
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events relate to the Unicode code points generated by pressing some of them.
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Keys and characters do not map 1:1. A single key press may produce several
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characters, and a single character may require several keys to produce. This
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may not be the case on your machine, but your users are likely not all using the
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same keyboard layout, input method or even operating system as you.
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@subsection input_key Key input
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If you wish to be notified when a physical key is pressed or released or when it
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repeats, set a key callback.
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@code
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glfwSetKeyCallback(window, key_callback);
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@endcode
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The callback function receives the [keyboard key](@ref keys), platform-specific
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scancode, key action and [modifier bits](@ref mods).
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@code
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void key_callback(GLFWwindow* window, int key, int scancode, int action, int mods)
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{
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if (key == GLFW_KEY_E && action == GLFW_PRESS)
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activate_airship();
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}
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@endcode
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The action is one of `GLFW_PRESS`, `GLFW_REPEAT` or `GLFW_RELEASE`. The key
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will be `GLFW_KEY_UNKNOWN` if GLFW lacks a key token for it, for example
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_E-mail_ and _Play_ keys.
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The scancode is unique for every key, regardless of whether it has a key token.
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Scancodes are platform-specific but consistent over time, so keys will have
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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 [named key](@ref keys) on the current
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platform with @ref glfwGetKeyScancode.
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@code
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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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The last reported state for every [named key](@ref keys) is also saved in
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per-window state arrays that can be polled with @ref glfwGetKey.
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@code
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int state = glfwGetKey(window, GLFW_KEY_E);
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if (state == GLFW_PRESS)
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{
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activate_airship();
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}
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@endcode
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The returned state is one of `GLFW_PRESS` or `GLFW_RELEASE`.
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This function only returns cached key event state. It does not poll the
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system for the current physical state of the key.
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@anchor GLFW_STICKY_KEYS
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Whenever you poll state, you risk missing the state change you are looking for.
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If a pressed key is released again before you poll its state, you will have
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missed the key press. The recommended solution for this is to use a
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key callback, but there is also the `GLFW_STICKY_KEYS` input mode.
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@code
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glfwSetInputMode(window, GLFW_STICKY_KEYS, GLFW_TRUE);
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@endcode
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When sticky keys mode is enabled, the pollable state of a key will remain
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`GLFW_PRESS` until the state of that key is polled with @ref glfwGetKey. Once
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it has been polled, if a key release event had been processed in the meantime,
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the state will reset to `GLFW_RELEASE`, otherwise it will remain `GLFW_PRESS`.
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@anchor GLFW_LOCK_KEY_MODS
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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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glfwSetInputMode(window, GLFW_LOCK_KEY_MODS, GLFW_TRUE);
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@endcode
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When this input mode is enabled, any callback that receives
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[modifier bits](@ref mods) will have the @ref GLFW_MOD_CAPS_LOCK bit set if Caps
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Lock was on when the event occurred and the @ref GLFW_MOD_NUM_LOCK bit set if
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Num Lock was on.
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The `GLFW_KEY_LAST` constant holds the highest value of any
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[named key](@ref keys).
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@subsection input_char Text input
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GLFW supports text input in the form of a stream of
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[Unicode code points](https://en.wikipedia.org/wiki/Unicode), as produced by the
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operating system text input system. Unlike key input, text input obeys keyboard
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layouts and modifier keys and supports composing characters using
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[dead keys](https://en.wikipedia.org/wiki/Dead_key). Once received, you can
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encode the code points into UTF-8 or any other encoding you prefer.
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Because an `unsigned int` is 32 bits long on all platforms supported by GLFW,
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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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glfwSetCharCallback(window, character_callback);
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@endcode
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The callback function receives Unicode code points for key events that would
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have led to regular text input and generally behaves as a standard text field on
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that platform.
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@code
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void character_callback(GLFWwindow* window, unsigned int codepoint)
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{
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}
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@endcode
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@subsection input_key_name Key names
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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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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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This function can handle both [keys and scancodes](@ref input_key). If the
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specified key is `GLFW_KEY_UNKNOWN` then the scancode is used, otherwise it is
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ignored. This matches the behavior of the key callback, meaning the callback
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arguments can always be passed unmodified to this function.
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@section input_mouse Mouse input
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Mouse input comes in many forms, including mouse motion, button presses and
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scrolling offsets. The cursor appearance can also be changed, either to
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a custom image or a standard cursor shape from the system theme.
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@subsection cursor_pos Cursor position
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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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glfwSetCursorPosCallback(window, cursor_position_callback);
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@endcode
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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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static void cursor_position_callback(GLFWwindow* window, double xpos, double ypos)
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{
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}
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@endcode
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The cursor position is also saved per-window and can be polled with @ref
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glfwGetCursorPos.
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@code
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double xpos, ypos;
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glfwGetCursorPos(window, &xpos, &ypos);
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@endcode
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@subsection cursor_mode Cursor mode
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@anchor GLFW_CURSOR
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The `GLFW_CURSOR` input mode provides several cursor modes for special forms of
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mouse motion input. By default, the cursor mode is `GLFW_CURSOR_NORMAL`,
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meaning the regular arrow cursor (or another cursor set with @ref glfwSetCursor)
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is used and cursor motion is not limited.
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If you wish to implement mouse motion based camera controls or other input
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schemes that require unlimited mouse movement, set the cursor mode to
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`GLFW_CURSOR_DISABLED`.
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@code
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glfwSetInputMode(window, GLFW_CURSOR, GLFW_CURSOR_DISABLED);
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@endcode
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This will hide the cursor and lock it to the specified window. GLFW will then
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take care of all the details of cursor re-centering and offset calculation and
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providing the application with a virtual cursor position. This virtual position
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is provided normally via both the cursor position callback and through polling.
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@note You should not implement your own version of this functionality using
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other features of GLFW. It is not supported and will not work as robustly as
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`GLFW_CURSOR_DISABLED`.
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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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glfwSetInputMode(window, GLFW_CURSOR, GLFW_CURSOR_HIDDEN);
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@endcode
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This mode puts no limit on the motion of the cursor.
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To exit out of either of these special modes, restore the `GLFW_CURSOR_NORMAL`
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cursor mode.
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@code
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glfwSetInputMode(window, GLFW_CURSOR, GLFW_CURSOR_NORMAL);
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@endcode
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@anchor GLFW_RAW_MOUSE_MOTION
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@subsection raw_mouse_motion Raw mouse motion
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When the cursor is disabled, raw (unscaled and unaccelerated) mouse motion can
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be enabled if available.
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Raw mouse motion is closer to the actual motion of the mouse across a surface.
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It is not affected by the scaling and acceleration applied to the motion of the
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desktop cursor. That processing is suitable for a cursor while raw motion is
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better for controlling for example a 3D camera. Because of this, raw mouse
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motion is only provided when the cursor is disabled.
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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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if (glfwRawMouseMotionSupported())
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glfwSetInputMode(window, GLFW_RAW_MOUSE_MOTION, GLFW_TRUE);
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@endcode
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If supported, raw mouse motion can be enabled or disabled per-window and at any
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time but it will only be provided when the cursor is disabled.
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@subsection cursor_object Cursor objects
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GLFW supports creating both custom and system theme cursor images, encapsulated
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as @ref GLFWcursor objects. They are created with @ref glfwCreateCursor or @ref
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glfwCreateStandardCursor and destroyed with @ref glfwDestroyCursor, or @ref
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glfwTerminate, if any remain.
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@subsubsection cursor_custom Custom cursor creation
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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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unsigned char pixels[16 * 16 * 4];
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memset(pixels, 0xff, sizeof(pixels));
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GLFWimage image;
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image.width = 16;
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image.height = 16;
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image.pixels = pixels;
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GLFWcursor* cursor = glfwCreateCursor(&image, 0, 0);
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@endcode
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If cursor creation fails, `NULL` will be returned, so it is necessary to check
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the return value.
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The image data is 32-bit, little-endian, non-premultiplied RGBA, i.e. eight bits
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per channel with the red channel first. The pixels are arranged canonically as
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sequential rows, starting from the top-left corner.
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@subsubsection cursor_standard Standard cursor creation
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A cursor with a [standard shape](@ref shapes) from the current system cursor
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theme can be can be created with @ref glfwCreateStandardCursor.
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@code
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GLFWcursor* url_cursor = glfwCreateStandardCursor(GLFW_POINTING_HAND_CURSOR);
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@endcode
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These cursor objects behave in the exact same way as those created with @ref
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glfwCreateCursor except that the system cursor theme provides the actual image.
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A few of these shapes are not available everywhere. If a shape is unavailable,
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`NULL` is returned. See @ref glfwCreateStandardCursor for details.
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@subsubsection cursor_destruction Cursor destruction
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When a cursor is no longer needed, destroy it with @ref glfwDestroyCursor.
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@code
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glfwDestroyCursor(cursor);
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@endcode
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Cursor destruction always succeeds. If the cursor is current for any window,
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that window will revert to the default cursor. This does not affect the cursor
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mode. All remaining cursors are destroyed when @ref glfwTerminate is called.
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@subsubsection cursor_set Cursor setting
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A cursor can be set as current for a window with @ref glfwSetCursor.
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@code
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glfwSetCursor(window, cursor);
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@endcode
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Once set, the cursor image will be used as long as the system cursor is over the
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content area of the window and the [cursor mode](@ref cursor_mode) is set
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to `GLFW_CURSOR_NORMAL`.
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A single cursor may be set for any number of windows.
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To revert to the default cursor, set the cursor of that window to `NULL`.
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@code
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glfwSetCursor(window, NULL);
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@endcode
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When a cursor is destroyed, any window that has it set will revert to the
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default cursor. This does not affect the cursor mode.
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@subsection cursor_enter Cursor enter/leave events
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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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glfwSetCursorEnterCallback(window, cursor_enter_callback);
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@endcode
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The callback function receives the new classification of the cursor.
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@code
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void cursor_enter_callback(GLFWwindow* window, int entered)
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{
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if (entered)
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{
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// The cursor entered the content area of the window
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}
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else
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{
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// The cursor left the content area of the window
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}
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}
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@endcode
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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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if (glfwGetWindowAttrib(window, GLFW_HOVERED))
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{
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highlight_interface();
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}
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@endcode
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@subsection input_mouse_button Mouse button input
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If you wish to be notified when a mouse button is pressed or released, set
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a mouse button callback.
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@code
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glfwSetMouseButtonCallback(window, mouse_button_callback);
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@endcode
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The callback function receives the [mouse button](@ref buttons), button action
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and [modifier bits](@ref mods).
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@code
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void mouse_button_callback(GLFWwindow* window, int button, int action, int mods)
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{
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if (button == GLFW_MOUSE_BUTTON_RIGHT && action == GLFW_PRESS)
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popup_menu();
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}
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@endcode
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The action is one of `GLFW_PRESS` or `GLFW_RELEASE`.
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Mouse button states for [named buttons](@ref buttons) are also saved in
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per-window state arrays that can be polled with @ref glfwGetMouseButton.
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@code
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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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upgrade_cow();
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}
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@endcode
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The returned state is one of `GLFW_PRESS` or `GLFW_RELEASE`.
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This function only returns cached mouse button event state. It does not poll
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the system for the current state of the mouse button.
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@anchor GLFW_STICKY_MOUSE_BUTTONS
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Whenever you poll state, you risk missing the state change you are looking for.
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If a pressed mouse button is released again before you poll its state, you will have
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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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glfwSetInputMode(window, GLFW_STICKY_MOUSE_BUTTONS, GLFW_TRUE);
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@endcode
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When sticky mouse buttons mode is enabled, the pollable state of a mouse button
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will remain `GLFW_PRESS` until the state of that button is polled with @ref
|
|
glfwGetMouseButton. Once it has been polled, if a mouse button release event
|
|
had been processed in the meantime, the state will reset to `GLFW_RELEASE`,
|
|
otherwise it will remain `GLFW_PRESS`.
|
|
|
|
The `GLFW_MOUSE_BUTTON_LAST` constant holds the highest value of any
|
|
[named button](@ref buttons).
|
|
|
|
|
|
@subsection scrolling Scroll input
|
|
|
|
If you wish to be notified when the user scrolls, whether with a mouse wheel or
|
|
touchpad gesture, set a scroll callback.
|
|
|
|
@code
|
|
glfwSetScrollCallback(window, scroll_callback);
|
|
@endcode
|
|
|
|
The callback function receives two-dimensional scroll offsets.
|
|
|
|
@code
|
|
void scroll_callback(GLFWwindow* window, double xoffset, double yoffset)
|
|
{
|
|
}
|
|
@endcode
|
|
|
|
A normal mouse wheel, being vertical, provides offsets along the Y-axis.
|
|
|
|
|
|
@section joystick Joystick input
|
|
|
|
The joystick functions expose connected joysticks and controllers, with both
|
|
referred to as joysticks. It supports up to sixteen joysticks, ranging from
|
|
`GLFW_JOYSTICK_1`, `GLFW_JOYSTICK_2` up to and including `GLFW_JOYSTICK_16` or
|
|
`GLFW_JOYSTICK_LAST`. You can test whether a [joystick](@ref joysticks) is
|
|
present with @ref glfwJoystickPresent.
|
|
|
|
@code
|
|
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.
|
|
|
|
When GLFW is initialized, detected joysticks are added to the beginning of
|
|
the array. Once a joystick is detected, it keeps its assigned ID until it is
|
|
disconnected or the library is terminated, so as joysticks are connected and
|
|
disconnected, there may appear gaps in the IDs.
|
|
|
|
Joystick axis, button and hat state is updated when polled and does not require
|
|
a window to be created or events to be processed. However, if you want joystick
|
|
connection and disconnection events reliably delivered to the
|
|
[joystick callback](@ref joystick_event) then you must
|
|
[process events](@ref events).
|
|
|
|
To see all the properties of all connected joysticks in real-time, run the
|
|
`joysticks` test program.
|
|
|
|
|
|
@subsection joystick_axis Joystick axis states
|
|
|
|
The positions of all axes of a joystick are returned by @ref
|
|
glfwGetJoystickAxes. See the reference documentation for the lifetime of the
|
|
returned array.
|
|
|
|
@code
|
|
int count;
|
|
const float* axes = glfwGetJoystickAxes(GLFW_JOYSTICK_5, &count);
|
|
@endcode
|
|
|
|
Each element in the returned array is a value between -1.0 and 1.0.
|
|
|
|
|
|
@subsection joystick_button Joystick button states
|
|
|
|
The states of all buttons of a joystick are returned by @ref
|
|
glfwGetJoystickButtons. See the reference documentation for the lifetime of the
|
|
returned array.
|
|
|
|
@code
|
|
int count;
|
|
const unsigned char* buttons = glfwGetJoystickButtons(GLFW_JOYSTICK_3, &count);
|
|
@endcode
|
|
|
|
Each element in the returned array is either `GLFW_PRESS` or `GLFW_RELEASE`.
|
|
|
|
For backward compatibility with earlier versions that did not have @ref
|
|
glfwGetJoystickHats, the button array by default also includes all hats. See
|
|
the reference documentation for @ref glfwGetJoystickButtons for details.
|
|
|
|
|
|
@subsection joystick_hat Joystick hat states
|
|
|
|
The states of all hats are returned by @ref glfwGetJoystickHats. See the
|
|
reference documentation for the lifetime of the returned array.
|
|
|
|
@code
|
|
int count;
|
|
const unsigned char* hats = glfwGetJoystickHats(GLFW_JOYSTICK_7, &count);
|
|
@endcode
|
|
|
|
Each element in the returned array is one of the following:
|
|
|
|
Name | Value
|
|
---- | -----
|
|
`GLFW_HAT_CENTERED` | 0
|
|
`GLFW_HAT_UP` | 1
|
|
`GLFW_HAT_RIGHT` | 2
|
|
`GLFW_HAT_DOWN` | 4
|
|
`GLFW_HAT_LEFT` | 8
|
|
`GLFW_HAT_RIGHT_UP` | `GLFW_HAT_RIGHT` \| `GLFW_HAT_UP`
|
|
`GLFW_HAT_RIGHT_DOWN` | `GLFW_HAT_RIGHT` \| `GLFW_HAT_DOWN`
|
|
`GLFW_HAT_LEFT_UP` | `GLFW_HAT_LEFT` \| `GLFW_HAT_UP`
|
|
`GLFW_HAT_LEFT_DOWN` | `GLFW_HAT_LEFT` \| `GLFW_HAT_DOWN`
|
|
|
|
The diagonal directions are bitwise combinations of the primary (up, right, down
|
|
and left) directions and you can test for these individually by ANDing it with
|
|
the corresponding direction.
|
|
|
|
@code
|
|
if (hats[2] & GLFW_HAT_RIGHT)
|
|
{
|
|
// State of hat 2 could be right-up, right or right-down
|
|
}
|
|
@endcode
|
|
|
|
For backward compatibility with earlier versions that did not have @ref
|
|
glfwGetJoystickHats, all hats are by default also included in the button array.
|
|
See the reference documentation for @ref glfwGetJoystickButtons for details.
|
|
|
|
|
|
@subsection joystick_name Joystick name
|
|
|
|
The human-readable, UTF-8 encoded name of a joystick is returned by @ref
|
|
glfwGetJoystickName. See the reference documentation for the lifetime of the
|
|
returned string.
|
|
|
|
@code
|
|
const char* name = glfwGetJoystickName(GLFW_JOYSTICK_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 token](@ref joysticks) is
|
|
guaranteed to be unique, and only until that joystick is disconnected.
|
|
|
|
|
|
@subsection joystick_userptr Joystick user pointer
|
|
|
|
Each joystick has a user pointer that can be set with @ref
|
|
glfwSetJoystickUserPointer and queried with @ref glfwGetJoystickUserPointer.
|
|
This can be used for any purpose you need and will not be modified by GLFW. The
|
|
value will be kept until the joystick is disconnected or until the library is
|
|
terminated.
|
|
|
|
The initial value of the pointer is `NULL`.
|
|
|
|
|
|
@subsection joystick_event Joystick configuration changes
|
|
|
|
If you wish to be notified when a joystick is connected or disconnected, set
|
|
a joystick callback.
|
|
|
|
@code
|
|
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
|
|
void joystick_callback(int jid, int event)
|
|
{
|
|
if (event == GLFW_CONNECTED)
|
|
{
|
|
// The joystick was connected
|
|
}
|
|
else if (event == GLFW_DISCONNECTED)
|
|
{
|
|
// 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)
|
|
functions. Joystick disconnection may also be detected and the callback
|
|
called by joystick functions. The function will then return whatever it
|
|
returns for a disconnected joystick.
|
|
|
|
Only @ref glfwGetJoystickName and @ref glfwGetJoystickUserPointer will return
|
|
useful values for a disconnected joystick and only before the monitor callback
|
|
returns.
|
|
|
|
|
|
@subsection gamepad Gamepad input
|
|
|
|
The joystick functions provide unlabeled axes, buttons and hats, with no
|
|
indication of where they are located on the device. Their order may also vary
|
|
between platforms even with the same device.
|
|
|
|
To solve this problem the SDL community crowdsourced the
|
|
[SDL_GameControllerDB](https://github.com/gabomdq/SDL_GameControllerDB) project,
|
|
a database of mappings from many different devices to an Xbox-like gamepad.
|
|
|
|
GLFW supports this mapping format and contains a copy of the mappings
|
|
available at the time of release. See @ref gamepad_mapping for how to update
|
|
this at runtime. Mappings will be assigned to joysticks automatically any time
|
|
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
|
|
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.
|
|
|
|
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
|
|
const char* name = glfwGetGamepadName(GLFW_JOYSTICK_7);
|
|
@endcode
|
|
|
|
To retrieve the gamepad state of a joystick, call @ref glfwGetGamepadState.
|
|
|
|
@code
|
|
GLFWgamepadstate state;
|
|
|
|
if (glfwGetGamepadState(GLFW_JOYSTICK_3, &state))
|
|
{
|
|
if (state.buttons[GLFW_GAMEPAD_BUTTON_A])
|
|
{
|
|
input_jump();
|
|
}
|
|
|
|
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
|
|
@ref glfwGetJoystickButtons and @ref glfwGetJoystickAxes functions, i.e.
|
|
`GLFW_PRESS` or `GLFW_RELEASE` for buttons and -1.0 to 1.0 inclusive for axes.
|
|
|
|
The sizes of the arrays and the positions within each array are fixed.
|
|
|
|
The [button indices](@ref gamepad_buttons) are `GLFW_GAMEPAD_BUTTON_A`,
|
|
`GLFW_GAMEPAD_BUTTON_B`, `GLFW_GAMEPAD_BUTTON_X`, `GLFW_GAMEPAD_BUTTON_Y`,
|
|
`GLFW_GAMEPAD_BUTTON_LEFT_BUMPER`, `GLFW_GAMEPAD_BUTTON_RIGHT_BUMPER`,
|
|
`GLFW_GAMEPAD_BUTTON_BACK`, `GLFW_GAMEPAD_BUTTON_START`,
|
|
`GLFW_GAMEPAD_BUTTON_GUIDE`, `GLFW_GAMEPAD_BUTTON_LEFT_THUMB`,
|
|
`GLFW_GAMEPAD_BUTTON_RIGHT_THUMB`, `GLFW_GAMEPAD_BUTTON_DPAD_UP`,
|
|
`GLFW_GAMEPAD_BUTTON_DPAD_RIGHT`, `GLFW_GAMEPAD_BUTTON_DPAD_DOWN` and
|
|
`GLFW_GAMEPAD_BUTTON_DPAD_LEFT`.
|
|
|
|
For those who prefer, there are also the `GLFW_GAMEPAD_BUTTON_CROSS`,
|
|
`GLFW_GAMEPAD_BUTTON_CIRCLE`, `GLFW_GAMEPAD_BUTTON_SQUARE` and
|
|
`GLFW_GAMEPAD_BUTTON_TRIANGLE` aliases for the A, B, X and Y button indices.
|
|
|
|
The [axis indices](@ref gamepad_axes) are `GLFW_GAMEPAD_AXIS_LEFT_X`,
|
|
`GLFW_GAMEPAD_AXIS_LEFT_Y`, `GLFW_GAMEPAD_AXIS_RIGHT_X`,
|
|
`GLFW_GAMEPAD_AXIS_RIGHT_Y`, `GLFW_GAMEPAD_AXIS_LEFT_TRIGGER` and
|
|
`GLFW_GAMEPAD_AXIS_RIGHT_TRIGGER`.
|
|
|
|
The `GLFW_GAMEPAD_BUTTON_LAST` and `GLFW_GAMEPAD_AXIS_LAST` constants equal
|
|
the largest available index for each array.
|
|
|
|
|
|
@subsection gamepad_mapping Gamepad mappings
|
|
|
|
GLFW contains a copy of the mappings available in
|
|
[SDL_GameControllerDB](https://github.com/gabomdq/SDL_GameControllerDB) at the
|
|
time of release. Newer ones can be added at runtime with @ref
|
|
glfwUpdateGamepadMappings.
|
|
|
|
@code
|
|
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.
|
|
|
|
Below is a description of the mapping format. Please keep in mind that __this
|
|
description is not authoritative__. The format is defined by the SDL and
|
|
SDL_GameControllerDB projects and their documentation and code takes precedence.
|
|
|
|
Each mapping is a single line of comma-separated values describing the GUID,
|
|
name and layout of the gamepad. Lines that do not begin with a hexadecimal
|
|
digit are ignored.
|
|
|
|
The first value is always the gamepad GUID, a 32 character long hexadecimal
|
|
string that typically identifies its make, model, revision and the type of
|
|
connection to the computer. When this information is not available, the GUID is
|
|
generated using the gamepad name. GLFW uses the SDL 2.0.5+ GUID format but can
|
|
convert from the older formats.
|
|
|
|
The second value is always the human-readable name of the gamepad.
|
|
|
|
All subsequent values are in the form `<field>:<value>` and describe the layout
|
|
of the mapping. These fields may not all be present and may occur in any order.
|
|
|
|
The button fields are `a`, `b`, `c`, `d`, `back`, `start`, `guide`, `dpup`,
|
|
`dpright`, `dpdown`, `dpleft`, `leftshoulder`, `rightshoulder`, `leftstick` and
|
|
`rightstick`.
|
|
|
|
The axis fields are `leftx`, `lefty`, `rightx`, `righty`, `lefttrigger` and
|
|
`righttrigger`.
|
|
|
|
The value of an axis or button field can be a joystick button, a joystick axis,
|
|
a hat bitmask or empty. Joystick buttons are specified as `bN`, for example
|
|
`b2` for the third button. Joystick axes are specified as `aN`, for example
|
|
`a7` for the eighth button. Joystick hat bit masks are specified as `hN.N`, for
|
|
example `h0.8` for left on the first hat. More than one bit may be set in the
|
|
mask.
|
|
|
|
Before an axis there may be a `+` or `-` range modifier, for example `+a3` for
|
|
the positive half of the fourth axis. This restricts input to only the positive
|
|
or negative halves of the joystick axis. After an axis or half-axis there may
|
|
be the `~` inversion modifier, for example `a2~` or `-a7~`. This negates the
|
|
values of the gamepad axis.
|
|
|
|
The hat bit mask match the [hat states](@ref hat_state) in the joystick
|
|
functions.
|
|
|
|
There is also the special `platform` field that specifies which platform the
|
|
mapping is valid for. Possible values are `Windows`, `Mac OS X` and `Linux`.
|
|
|
|
Below is an example of what a gamepad mapping might look like. It is the
|
|
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
|
|
and described above.
|
|
|
|
|
|
@section time Time input
|
|
|
|
GLFW provides high-resolution time input, in seconds, with @ref glfwGetTime.
|
|
|
|
@code
|
|
double seconds = glfwGetTime();
|
|
@endcode
|
|
|
|
It returns the number of seconds since the library was initialized with @ref
|
|
glfwInit. The platform-specific time sources used typically have micro- or
|
|
nanosecond resolution.
|
|
|
|
You can modify the base time with @ref glfwSetTime.
|
|
|
|
@code
|
|
glfwSetTime(4.0);
|
|
@endcode
|
|
|
|
This sets the time to the specified time, in seconds, and it continues to count
|
|
from there.
|
|
|
|
You can also access the raw timer used to implement the functions above,
|
|
with @ref glfwGetTimerValue.
|
|
|
|
@code
|
|
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
|
|
uint64_t frequency = glfwGetTimerFrequency();
|
|
@endcode
|
|
|
|
|
|
@section clipboard Clipboard input and output
|
|
|
|
If the system clipboard contains a UTF-8 encoded string or if it can be
|
|
converted to one, you can retrieve it with @ref glfwGetClipboardString. See the
|
|
reference documentation for the lifetime of the returned string.
|
|
|
|
@code
|
|
const char* 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.
|
|
|
|
The contents of the system clipboard can be set to a UTF-8 encoded string with
|
|
@ref glfwSetClipboardString.
|
|
|
|
@code
|
|
glfwSetClipboardString(NULL, "A string with words in it");
|
|
@endcode
|
|
|
|
|
|
@section path_drop Path drop input
|
|
|
|
If you wish to receive the paths of files and/or directories dropped on
|
|
a window, set a file drop callback.
|
|
|
|
@code
|
|
glfwSetDropCallback(window, drop_callback);
|
|
@endcode
|
|
|
|
The callback function receives an array of paths encoded as UTF-8.
|
|
|
|
@code
|
|
void drop_callback(GLFWwindow* window, int count, const char** paths)
|
|
{
|
|
int i;
|
|
for (i = 0; i < count; i++)
|
|
handle_dropped_file(paths[i]);
|
|
}
|
|
@endcode
|
|
|
|
The path array and its strings are only valid until the file drop callback
|
|
returns, as they may have been generated specifically for that event. You need
|
|
to make a deep copy of the array if you want to keep the paths.
|
|
|
|
*/
|