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/*!
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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. There must be at least one GLFW window
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for this function to sleep.
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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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activate_airship();
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@endcode
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The returned state is one of `GLFW_PRESS` or `GLFW_RELEASE`.
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This function only returns cached key event state. It does not poll the
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system for the current physical state of the key.
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Whenever you poll state, you risk missing the state change you are looking for.
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If a pressed key is released again before you poll its state, you will have
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missed the key press. The recommended solution for this is to use a
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key callback, but there is also the `GLFW_STICKY_KEYS` input mode.
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@code
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glfwSetInputMode(window, GLFW_STICKY_KEYS, 1);
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@endcode
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When sticky keys mode is enabled, the pollable state of a key will remain
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`GLFW_PRESS` until the state of that key is polled with @ref glfwGetKey. Once
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it has been polled, if a key release event had been processed in the meantime,
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the state will reset to `GLFW_RELEASE`, otherwise it will remain `GLFW_PRESS`.
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The `GLFW_KEY_LAST` constant holds the highest value of any
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[named key](@ref keys).
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@subsection input_char 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
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[UTF-8](https://en.wikipedia.org/wiki/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
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[UTF-32](https://en.wikipedia.org/wiki/UTF-32).
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There are two callbacks for receiving Unicode code points. If you wish to
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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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If you wish to receive even those Unicode code points generated with modifier
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key combinations that a plain text field would ignore, or just want to know
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exactly what modifier keys were used, set a character with modifiers callback.
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@code
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glfwSetCharModsCallback(window, charmods_callback);
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@endcode
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The callback function receives Unicode code points and
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[modifier bits](@ref mods).
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@code
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void charmods_callback(GLFWwindow* window, unsigned int codepoint, int mods)
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{
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}
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@endcode
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@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 cursor 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_pos_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 client 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 modes
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The `GLFW_CURSOR` input mode provides several cursor modes for special forms of
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mouse motion input. By default, the 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 just wish the cursor to become hidden when it is over a window, set
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the cursor mode to `GLFW_CURSOR_HIDDEN`.
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@code
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glfwSetInputMode(window, GLFW_CURSOR, GLFW_CURSOR_HIDDEN);
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@endcode
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This mode puts no limit on the motion of the cursor.
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To exit out of either of these special modes, restore the `GLFW_CURSOR_NORMAL`
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cursor mode.
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@code
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glfwSetInputMode(window, GLFW_CURSOR, GLFW_CURSOR_NORMAL);
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@endcode
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@subsection 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. The pixels are arranged canonically as sequential rows, starting
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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* cursor = glfwCreateStandardCursor(GLFW_HRESIZE_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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@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. All cursors remaining when @ref
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glfwTerminate is called are destroyed as well.
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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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client 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 remove a cursor from a window, set the cursor of that window to `NULL`.
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@code
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glfwSetCursor(window, NULL);
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@endcode
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When a cursor is destroyed, it is removed from any window where it is set. This
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does not affect the cursor modes of those windows.
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@subsection cursor_enter Cursor enter/leave events
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If you wish to be notified when the cursor enters or leaves the client area of
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a window, set a cursor enter/leave callback.
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@code
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glfwSetCursorEnterCallback(window, cursor_enter_callback);
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@endcode
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The callback function receives the new classification of the cursor.
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@code
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void cursor_enter_callback(GLFWwindow* window, int entered)
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{
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if (entered)
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{
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// The cursor entered the client area of the window
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}
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else
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{
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// The cursor left the client area of the window
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}
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}
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@endcode
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@subsection input_mouse_button Mouse button input
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If you wish to be notified when a mouse button is pressed or released, set
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a mouse button callback.
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@code
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glfwSetMouseButtonCallback(window, mouse_button_callback);
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@endcode
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The callback function receives the [mouse button](@ref buttons), button action
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and [modifier bits](@ref mods).
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@code
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void mouse_button_callback(GLFWwindow* window, int button, int action, int mods)
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{
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if (button == GLFW_MOUSE_BUTTON_RIGHT && action == GLFW_PRESS)
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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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upgrade_cow();
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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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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, 1);
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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
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glfwGetMouseButton. Once it has been polled, if a mouse button release event
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had been processed in the meantime, the state will reset to `GLFW_RELEASE`,
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otherwise it will remain `GLFW_PRESS`.
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The `GLFW_MOUSE_BUTTON_LAST` constant holds the highest value of any
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[named button](@ref buttons).
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@subsection scrolling Scroll input
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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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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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void scroll_callback(GLFWwindow* window, double xoffset, double yoffset)
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{
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}
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@endcode
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A simple mouse wheel, being vertical, provides offsets along the Y-axis.
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@section joystick Joystick input
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The joystick functions expose connected joysticks and controllers, with both
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referred to as joysticks. It supports up to sixteen joysticks, ranging from
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`GLFW_JOYSTICK_1`, `GLFW_JOYSTICK_2` up to `GLFW_JOYSTICK_LAST`. You can test
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whether a [joystick](@ref joysticks) is present with @ref glfwJoystickPresent.
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@code
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int present = glfwJoystickPresent(GLFW_JOYSTICK_1);
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@endcode
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When GLFW is initialized, detected joysticks are added to to the beginning of
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the array, starting with `GLFW_JOYSTICK_1`. Once a joystick is detected, it
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keeps its assigned index until it is disconnected, so as joysticks are connected
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and disconnected, they will become spread out.
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Joystick state is updated as needed when a joystick function is called and does
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not require a window to be created or @ref glfwPollEvents or @ref glfwWaitEvents
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to be called.
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To see all the properties of all connected joysticks in real-time, run the
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`joysticks` test program.
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@subsection joystick_axis Joystick axis states
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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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int count;
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const float* axes = glfwGetJoystickAxes(GLFW_JOYSTICK_1, &count);
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@endcode
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Each element in the returned array is a value between -1.0 and 1.0.
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@subsection joystick_button Joystick button states
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The states of all buttons of a joystick are returned by @ref
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glfwGetJoystickButtons. See the reference documentation for the lifetime of the
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returned array.
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@code
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int count;
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const unsigned char* axes = glfwGetJoystickButtons(GLFW_JOYSTICK_1, &count);
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@endcode
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Each element in the returned array is either `GLFW_PRESS` or `GLFW_RELEASE`.
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@subsection joystick_name Joystick name
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The human-readable, UTF-8 encoded name of a joystick is returned by @ref
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glfwGetJoystickName. See the reference documentation for the lifetime of the
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returned string.
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@code
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const char* name = glfwGetJoystickName(GLFW_JOYSTICK_1);
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@endcode
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Joystick names are not guaranteed to be unique. Two joysticks of the same model
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and make may have the same name. Only the [joystick token](@ref joysticks) is
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guaranteed to be unique, and only until that joystick is disconnected.
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@subsection joystick_event Joystick configuration changes
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If you wish to be notified when a joystick is connected or disconnected, set
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a joystick callback.
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@code
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glfwSetJoystickCallback(joystick_callback);
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@endcode
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The callback function receives the ID of the joystick that has been connected
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and disconnected and the event that occurred.
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@code
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void joystick_callback(int jid, int event)
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{
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if (event == GLFW_CONNECTED)
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{
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// The joystick was connected
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}
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else if (event == GLFW_DISCONNECTED)
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{
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// The joystick was disconnected
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}
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}
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@endcode
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@section time Time input
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GLFW provides high-resolution time input, in seconds, with @ref glfwGetTime.
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@code
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|
double seconds = glfwGetTime();
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@endcode
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It returns the number of seconds since the timer was started when the library
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|
was initialized with @ref glfwInit. The platform-specific time sources used
|
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usually have micro- or nanosecond resolution.
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You can modify the reference time with @ref glfwSetTime.
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@code
|
|
glfwSetTime(4.0);
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@endcode
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This sets the timer to the specified time, in seconds.
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You can also access the raw timer value, measured in 1 / frequency
|
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seconds, with @ref glfwGetTimerValue.
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@code
|
|
uint64_t value = glfwGetTimerValue();
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@endcode
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|
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The frequency of the raw timer varies depending on what time sources are
|
|
available on the machine. You can query its frequency, in Hz, with @ref
|
|
glfwGetTimerFrequency.
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@code
|
|
uint64_t freqency = glfwGetTimerFrequency();
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@endcode
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@section clipboard Clipboard input and output
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|
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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.
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|
|
@code
|
|
const char* text = glfwGetClipboardString(window);
|
|
if (text)
|
|
insert_text(text);
|
|
@endcode
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|
|
|
If the clipboard is empty or if its contents could not be converted, `NULL` is
|
|
returned.
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|
|
|
The contents of the system clipboard can be set to a UTF-8 encoded string with
|
|
@ref glfwSetClipboardString.
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|
|
|
@code
|
|
glfwSetClipboardString(window, "A string with words in it");
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|
@endcode
|
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|
|
The clipboard functions take a window handle argument because some window
|
|
systems require a window to communicate with the system clipboard. Any valid
|
|
window may be used.
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|
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@section path_drop Path drop input
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|
|
|
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.
|
|
|
|
*/
|