5620895e88
This function will put the calling thread to sleep until an event arrives or until the specified timeout has elapsed.
636 lines
20 KiB
Plaintext
636 lines
20 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, see the [reference documentation](@ref input). There are
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also guides 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 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, there are those that provide both
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callbacks and polling. Where a callback is provided, that is the recommended
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way to receive that kind of input. The more you can use callbacks the less time
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your users' machines will need to spend polling.
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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 communicate regularly with the window system both in order to
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receive events and to show that the application hasn't locked up. Event
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processing must be done regularly while you have visible windows and is normally
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done each frame after [buffer swapping](@ref buffer_swap).
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There are two 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 continually, 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 that need periodic updates,
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call @ref glfwWaitEventsTimeout.
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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 through either of the above
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functions. While it is necessary to process events in the event queue, some
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window systems will send some events directly to the application, which in turn
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causes callbacks to be called outside of regular event processing.
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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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Key states for [named keys](@ref keys) are also saved in per-window state arrays
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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 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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@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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@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
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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
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GLFWuint64 value = glfwGetTimerValue();
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@endcode
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The frequency of the raw timer varies depending on what time sources are
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available on the machine. You can query its frequency, in Hz, with @ref
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glfwGetTimerFrequency.
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@code
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GLFWuint64 freqency = glfwGetTimerFrequency();
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@endcode
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@section clipboard Clipboard input and output
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If the system clipboard contains a UTF-8 encoded string or if it can be
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converted to one, you can retrieve it with @ref glfwGetClipboardString. See the
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reference documentation for the lifetime of the returned string.
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@code
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const char* text = glfwGetClipboardString(window);
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if (text)
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insert_text(text);
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@endcode
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If the clipboard is empty or if its contents could not be converted, `NULL` is
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returned.
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The contents of the system clipboard can be set to a UTF-8 encoded string with
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@ref glfwSetClipboardString.
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@code
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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
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systems require a window to communicate with the system clipboard. Any valid
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window may be used.
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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
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a window, set a file drop callback.
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@code
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glfwSetDropCallback(window, drop_callback);
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@endcode
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The callback function receives an array of paths encoded as UTF-8.
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@code
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void drop_callback(GLFWwindow* window, int count, const char** paths)
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{
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int i;
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for (i = 0; i < count; i++)
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handle_dropped_file(paths[i]);
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}
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@endcode
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The path array and its strings are only valid until the file drop callback
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returns, as they may have been generated specifically for that event. You need
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to make a deep copy of the array if you want to keep the paths.
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*/
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