| /*! |
| |
| @page input Input guide |
| |
| @tableofcontents |
| |
| This guide introduces the input related functions of GLFW. There are also |
| guides for the other areas of GLFW. |
| |
| - @ref intro |
| - @ref window |
| - @ref context |
| - @ref monitor |
| |
| GLFW provides many kinds of input. While some can only be polled, like time, or |
| only received via callbacks, like scrolling, there are those that provide both |
| callbacks and polling. Where a callback is provided, that is the recommended |
| way to receive that kind of input. The more you can use callbacks the less time |
| your users' machines will need to spend polling. |
| |
| All input callbacks receive a window handle. By using the |
| [window user pointer](@ref window_userptr), you can access non-global structures |
| or objects from your callbacks. |
| |
| To get a better feel for how the various events callbacks behave, run the |
| `events` test program. It register every callback supported by GLFW and prints |
| out all arguments provided for every event, along with time and sequence |
| information. |
| |
| |
| @section events Event processing |
| |
| GLFW needs to communicate regularly with the window system both in order to |
| receive events and to show that the application hasn't locked up. Event |
| processing must be done regularly while you have visible windows and is normally |
| done each frame after [buffer swapping](@ref buffer_swap). |
| |
| There are two functions for processing pending events. @ref glfwPollEvents, |
| processes only those events that have already been received and then returns |
| immediately. |
| |
| @code |
| glfwPollEvents(); |
| @endcode |
| |
| This is the best choice when rendering continually, like most games do. |
| |
| If you only need to update the contents of the window when you receive new |
| input, @ref glfwWaitEvents is a better choice. |
| |
| @code |
| glfwWaitEvents(); |
| @endcode |
| |
| It puts the thread to sleep until at least one event has been received and then |
| processes all received events. This saves a great deal of CPU cycles and is |
| useful for, for example, editing tools. There must be at least one GLFW window |
| for this function to sleep. |
| |
| If the main thread is sleeping in @ref glfwWaitEvents, you can wake it from |
| another thread by posting an empty event to the event queue with @ref |
| glfwPostEmptyEvent. |
| |
| @code |
| glfwPostEmptyEvent(); |
| @endcode |
| |
| Do not assume that callbacks will _only_ be called through either of the above |
| functions. While it is necessary to process events in the event queue, some |
| window systems will send some events directly to the application, which in turn |
| causes callbacks to be called outside of regular event processing. |
| |
| |
| @section input_keyboard Keyboard input |
| |
| GLFW divides keyboard input into two categories; key events and character |
| events. Key events relate to actual physical keyboard keys, whereas character |
| events relate to the Unicode code points generated by pressing some of them. |
| |
| Keys and characters do not map 1:1. A single key press may produce several |
| characters, and a single character may require several keys to produce. This |
| may not be the case on your machine, but your users are likely not all using the |
| same keyboard layout, input method or even operating system as you. |
| |
| |
| @subsection input_key Key input |
| |
| If you wish to be notified when a physical key is pressed or released or when it |
| repeats, set a key callback. |
| |
| @code |
| glfwSetKeyCallback(window, key_callback); |
| @endcode |
| |
| The callback function receives the [keyboard key](@ref keys), platform-specific |
| scancode, key action and [modifier bits](@ref mods). |
| |
| @code |
| void key_callback(GLFWwindow* window, int key, int scancode, int action, int mods) |
| { |
| if (key == GLFW_KEY_E && action == GLFW_PRESS) |
| activate_airship(); |
| } |
| @endcode |
| |
| The action is one of `GLFW_PRESS`, `GLFW_REPEAT` or `GLFW_RELEASE`. The key |
| will be `GLFW_KEY_UNKNOWN` if GLFW lacks a key token for it. These keys still |
| have unique, if platform-specific scancodes. |
| |
| The scancode is unique for every key but is platform-specific, so a scancode |
| will map to different keys on different platforms. |
| |
| The key will be `GLFW_KEY_UNKNOWN` for special keys like _E-mail_ or _Play_ that |
| don't have a key token. Those keys will still have unique, if platform-specific |
| scancodes. |
| |
| Key states for [named keys](@ref keys) are also saved in per-window state arrays |
| that can be polled with @ref glfwGetKey. |
| |
| @code |
| int state = glfwGetKey(window, GLFW_KEY_E); |
| if (state == GLFW_PRESS) |
| activate_airship(); |
| @endcode |
| |
| The returned state is one of `GLFW_PRESS` or `GLFW_RELEASE`. |
| |
| This function only returns cached key event state. It does not poll the |
| system for the current state of the key. |
| |
| Whenever you poll state, you risk missing the state change you are looking for. |
| If a pressed key is released again before you poll its state, you will have |
| missed the key press. The recommended solution for this is to use a |
| key callback, but there is also the `GLFW_STICKY_KEYS` input mode. |
| |
| @code |
| glfwSetInputMode(window, GLFW_STICKY_KEYS, 1); |
| @endcode |
| |
| When sticky keys mode is enabled, the pollable state of a key will remain |
| `GLFW_PRESS` until the state of that key is polled with @ref glfwGetKey. Once |
| it has been polled, if a key release event had been processed in the meantime, |
| the state will reset to `GLFW_RELEASE`, otherwise it will remain `GLFW_PRESS`. |
| |
| The `GLFW_KEY_LAST` constant holds the highest value of any |
| [named key](@ref keys). |
| |
| |
| @subsection input_char Text input |
| |
| GLFW supports text input in the form of a stream of |
| [Unicode code points](https://en.wikipedia.org/wiki/Unicode), as produced by the |
| operating system text input system. Unlike key input, text input obeys keyboard |
| layouts and modifier keys and supports composing characters using |
| [dead keys](https://en.wikipedia.org/wiki/Dead_key). Once received, you can |
| encode the code points into |
| [UTF-8](https://en.wikipedia.org/wiki/UTF-8) or any other encoding you prefer. |
| |
| Because an `unsigned int` is 32 bits long on all platforms supported by GLFW, |
| you can treat the code point argument as native endian |
| [UTF-32](https://en.wikipedia.org/wiki/UTF-32). |
| |
| There are two callbacks for receiving Unicode code points. If you wish to |
| offer regular text input, set a character callback. |
| |
| @code |
| glfwSetCharCallback(window, character_callback); |
| @endcode |
| |
| The callback function receives Unicode code points for key events that would |
| have led to regular text input and generally behaves as a standard text field on |
| that platform. |
| |
| @code |
| void character_callback(GLFWwindow* window, unsigned int codepoint) |
| { |
| } |
| @endcode |
| |
| If you wish to receive even those Unicode code points generated with modifier |
| key combinations that a plain text field would ignore, or just want to know |
| exactly what modifier keys were used, set a character with modifiers callback. |
| |
| @code |
| glfwSetCharModsCallback(window, charmods_callback); |
| @endcode |
| |
| The callback function receives Unicode code points and |
| [modifier bits](@ref mods). |
| |
| @code |
| void charmods_callback(GLFWwindow* window, unsigned int codepoint, int mods) |
| { |
| } |
| @endcode |
| |
| |
| @section input_mouse Mouse input |
| |
| Mouse input comes in many forms, including cursor motion, button presses and |
| scrolling offsets. The cursor appearance can also be changed, either to |
| a custom image or a standard cursor shape from the system theme. |
| |
| |
| @subsection cursor_pos Cursor position |
| |
| If you wish to be notified when the cursor moves over the window, set a cursor |
| position callback. |
| |
| @code |
| glfwSetCursorPosCallback(window, cursor_pos_callback); |
| @endcode |
| |
| The callback functions receives the cursor position. On platforms that provide |
| it, the full sub-pixel cursor position is passed on. |
| |
| @code |
| static void cursor_position_callback(GLFWwindow* window, double xpos, double ypos) |
| { |
| } |
| @endcode |
| |
| The cursor position is also saved per-window and can be polled with @ref |
| glfwGetCursorPos. |
| |
| @code |
| double xpos, ypos; |
| glfwGetCursorPos(window, &xpos, &ypos); |
| @endcode |
| |
| |
| @subsection cursor_mode Cursor modes |
| |
| The `GLFW_CURSOR` input mode provides several cursor modes for special forms of |
| mouse motion input. By default, the cursor mode is `GLFW_CURSOR_NORMAL`, |
| meaning the regular arrow cursor (or another cursor set with @ref glfwSetCursor) |
| is used and cursor motion is not limited. |
| |
| If you wish to implement mouse motion based camera controls or other input |
| schemes that require unlimited mouse movement, set the cursor mode to |
| `GLFW_CURSOR_DISABLED`. |
| |
| @code |
| glfwSetInputMode(window, GLFW_CURSOR, GLFW_CURSOR_DISABLED); |
| @endcode |
| |
| This will hide the cursor and lock it to the specified window. GLFW will then |
| take care of all the details of cursor re-centering and offset calculation and |
| providing the application with a virtual cursor position. This virtual position |
| is provided normally via both the cursor position callback and through polling. |
| |
| @note You should not implement your own version of this functionality using |
| other features of GLFW. It is not supported and will not work as robustly as |
| `GLFW_CURSOR_DISABLED`. |
| |
| If you just wish the cursor to become hidden when it is over a window, set |
| the cursor mode to `GLFW_CURSOR_HIDDEN`. |
| |
| @code |
| glfwSetInputMode(window, GLFW_CURSOR, GLFW_CURSOR_HIDDEN); |
| @endcode |
| |
| This mode puts no limit on the motion of the cursor. |
| |
| To exit out of either of these special modes, restore the `GLFW_CURSOR_NORMAL` |
| cursor mode. |
| |
| @code |
| glfwSetInputMode(window, GLFW_CURSOR, GLFW_CURSOR_NORMAL); |
| @endcode |
| |
| |
| @subsection cursor_object Cursor objects |
| |
| GLFW supports creating both custom and system theme cursor images, encapsulated |
| as @ref GLFWcursor objects. They are created with @ref glfwCreateCursor or @ref |
| glfwCreateStandardCursor and destroyed with @ref glfwDestroyCursor, or @ref |
| glfwTerminate, if any remain. |
| |
| |
| @subsubsection cursor_custom Custom cursor creation |
| |
| A custom cursor is created with @ref glfwCreateCursor, which returns a handle to |
| the created cursor object. For example, this creates a 16x16 white square |
| cursor with the hot-spot in the upper-left corner: |
| |
| @code |
| unsigned char pixels[16 * 16 * 4]; |
| memset(pixels, 0xff, sizeof(pixels)); |
| |
| GLFWimage image; |
| image.width = 16; |
| image.height = 16; |
| image.pixels = pixels; |
| |
| GLFWcursor* cursor = glfwCreateCursor(&image, 0, 0); |
| @endcode |
| |
| If cursor creation fails, `NULL` will be returned, so it is necessary to check |
| the return value. |
| |
| The image data is 32-bit RGBA, i.e. eight bits per channel. The pixels are |
| arranged canonically as sequential rows, starting from the top-left corner. |
| |
| |
| @subsubsection cursor_standard Standard cursor creation |
| |
| A cursor with a [standard shape](@ref shapes) from the current system cursor |
| theme can be can be created with @ref glfwCreateStandardCursor. |
| |
| @code |
| GLFWcursor* cursor = glfwCreateStandardCursor(GLFW_HRESIZE_CURSOR); |
| @endcode |
| |
| These cursor objects behave in the exact same way as those created with @ref |
| glfwCreateCursor except that the system cursor theme provides the actual image. |
| |
| |
| @subsubsection cursor_destruction Cursor destruction |
| |
| When a cursor is no longer needed, destroy it with @ref glfwDestroyCursor. |
| |
| @code |
| glfwDestroyCursor(cursor); |
| @endcode |
| |
| Cursor destruction always succeeds. All cursors remaining when @ref |
| glfwTerminate is called are destroyed as well. |
| |
| |
| @subsubsection cursor_set Cursor setting |
| |
| A cursor can be set as current for a window with @ref glfwSetCursor. |
| |
| @code |
| glfwSetCursor(window, cursor); |
| @endcode |
| |
| Once set, the cursor image will be used as long as the system cursor is over the |
| client area of the window and the [cursor mode](@ref cursor_mode) is set |
| to `GLFW_CURSOR_NORMAL`. |
| |
| A single cursor may be set for any number of windows. |
| |
| To remove a cursor from a window, set the cursor of that window to `NULL`. |
| |
| @code |
| glfwSetCursor(window, NULL); |
| @endcode |
| |
| When a cursor is destroyed, it is removed from any window where it is set. This |
| does not affect the cursor modes of those windows. |
| |
| |
| @subsection cursor_enter Cursor enter/leave events |
| |
| If you wish to be notified when the cursor enters or leaves the client area of |
| a window, set a cursor enter/leave callback. |
| |
| @code |
| glfwSetCursorEnterCallback(window, cursor_enter_callback); |
| @endcode |
| |
| The callback function receives the new classification of the cursor. |
| |
| @code |
| void cursor_enter_callback(GLFWwindow* window, int entered) |
| { |
| if (entered) |
| { |
| // The cursor entered the client area of the window |
| } |
| else |
| { |
| // The cursor left the client area of the window |
| } |
| } |
| @endcode |
| |
| |
| @subsection input_mouse_button Mouse button input |
| |
| If you wish to be notified when a mouse button is pressed or released, set |
| a mouse button callback. |
| |
| @code |
| glfwSetMouseButtonCallback(window, mouse_button_callback); |
| @endcode |
| |
| The callback function receives the [mouse button](@ref buttons), button action |
| and [modifier bits](@ref mods). |
| |
| @code |
| void mouse_button_callback(GLFWwindow* window, int button, int action, int mods) |
| { |
| if (button == GLFW_MOUSE_BUTTON_RIGHT && action == GLFW_PRESS) |
| popup_menu(); |
| } |
| @endcode |
| |
| The action is one of `GLFW_PRESS` or `GLFW_RELEASE`. |
| |
| Mouse button states for [named buttons](@ref buttons) are also saved in |
| per-window state arrays that can be polled with @ref glfwGetMouseButton. |
| |
| @code |
| int state = glfwGetMouseButton(window, GLFW_MOUSE_BUTTON_LEFT); |
| if (state == GLFW_PRESS) |
| upgrade_cow(); |
| @endcode |
| |
| The returned state is one of `GLFW_PRESS` or `GLFW_RELEASE`. |
| |
| This function only returns cached mouse button event state. It does not poll |
| the system for the current state of the mouse button. |
| |
| Whenever you poll state, you risk missing the state change you are looking for. |
| If a pressed mouse button is released again before you poll its state, you will have |
| missed the button press. The recommended solution for this is to use a |
| mouse button callback, but there is also the `GLFW_STICKY_MOUSE_BUTTONS` |
| input mode. |
| |
| @code |
| glfwSetInputMode(window, GLFW_STICKY_MOUSE_BUTTONS, 1); |
| @endcode |
| |
| When sticky mouse buttons mode is enabled, the pollable state of a mouse button |
| will remain `GLFW_PRESS` until the state of that button is polled with @ref |
| 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 simple 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 `GLFW_JOYSTICK_LAST`. You can test |
| whether a [joystick](@ref joysticks) is present with @ref glfwJoystickPresent. |
| |
| @code |
| int present = glfwJoystickPresent(GLFW_JOYSTICK_1); |
| @endcode |
| |
| When GLFW is initialized, detected joysticks are added to to the beginning of |
| the array, starting with `GLFW_JOYSTICK_1`. Once a joystick is detected, it |
| keeps its assigned index until it is disconnected, so as joysticks are connected |
| and disconnected, they will become spread out. |
| |
| Joystick state is updated as needed when a joystick function is called and does |
| not require a window to be created or @ref glfwPollEvents or @ref glfwWaitEvents |
| to be called. |
| |
| |
| @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_1, &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* axes = glfwGetJoystickButtons(GLFW_JOYSTICK_1, &count); |
| @endcode |
| |
| Each element in the returned array is either `GLFW_PRESS` or `GLFW_RELEASE`. |
| |
| |
| @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_1); |
| @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. |
| |
| |
| @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 timer was started when the library |
| was initialized with @ref glfwInit. The platform-specific time sources used |
| usually have micro- or nanosecond resolution. |
| |
| You can modify the reference time with @ref glfwSetTime. |
| |
| @code |
| glfwSetTime(4.0); |
| @endcode |
| |
| This sets the timer to the specified time, in seconds. |
| |
| |
| @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* clipboard = glfwGetClipboardString(window); |
| @endcode |
| |
| The contents of the system clipboard can be set to a UTF-8 encoded string with |
| @ref glfwSetClipboardString. |
| |
| @code |
| glfwSetClipboardString(window, "A string with words in it"); |
| @endcode |
| |
| 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. |
| |
| |
| @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. |
| |
| */ |