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diff --git a/glfw-3.2.1/docs/input.dox b/glfw-3.2.1/docs/input.dox new file mode 100644 index 0000000..1a06e62 --- /dev/null +++ b/glfw-3.2.1/docs/input.dox @@ -0,0 +1,665 @@ +/*! + +@page input_guide Input guide + +@tableofcontents + +This guide introduces the input related functions of GLFW. For details on +a specific function in this category, see the @ref input. There are also guides +for the other areas of GLFW. + + - @ref intro_guide + - @ref window_guide + - @ref context_guide + - @ref vulkan_guide + - @ref monitor_guide + +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 any windows and is normally +done each frame after [buffer swapping](@ref buffer_swap). Even when you have +no windows, event polling needs to be done in order to receive monitor +connection events. + +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 you want to wait for events but have UI elements that need periodic updates, +call @ref glfwWaitEventsTimeout. + +@code +glfwWaitEventsTimeout(0.7); +@endcode + +It puts the thread to sleep until at least one event has been received, or until +the specified number of seconds have elapsed. It then processes any received +events. + +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, for example +_E-mail_ and _Play_ keys. + +The scancode is unique for every key, regardless of whether it has a key token. +Scancodes are platform-specific but consistent over time, so keys will have +different scancodes depending on the platform but they are safe to save to disk. + +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 + + +@subsection input_key_name Key names + +If you wish to refer to keys by name, you can query the keyboard layout +dependent name of printable keys with @ref glfwGetKeyName. + +@code +const char* key_name = glfwGetKeyName(GLFW_KEY_W, 0); +show_tutorial_hint("Press %s to move forward", key_name); +@endcode + +This function can handle both [keys and scancodes](@ref input_key). If the +specified key is `GLFW_KEY_UNKNOWN` then the scancode is used, otherwise it is +ignored. This matches the behavior of the key callback, meaning the callback +arguments can always be passed unmodified to this function. + + +@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, measured in screen +coordinates but relative to the top-left corner of the window client area. 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, little-endian, non-premultiplied 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. + + +@subsection joystick_event Joystick configuration changes + +If you wish to be notified when a joystick is connected or disconnected, set +a joystick callback. + +@code +glfwSetJoystickCallback(joystick_callback); +@endcode + +The callback function receives the ID of the joystick that has been connected +and disconnected and the event that occurred. + +@code +void joystick_callback(int joy, int event) +{ + if (event == GLFW_CONNECTED) + { + // The joystick was connected + } + else if (event == GLFW_DISCONNECTED) + { + // The joystick was disconnected + } +} +@endcode + + +@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. + +You can also access the raw timer value, measured in 1 / frequency +seconds, with @ref glfwGetTimerValue. + +@code +uint64_t value = glfwGetTimerValue(); +@endcode + +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. + +@code +uint64_t freqency = glfwGetTimerFrequency(); +@endcode + + +@section clipboard Clipboard input and output + +If the system clipboard contains a UTF-8 encoded string or if it can be +converted to one, you can retrieve it with @ref glfwGetClipboardString. See the +reference documentation for the lifetime of the returned string. + +@code +const char* text = glfwGetClipboardString(window); +if (text) + insert_text(text); +@endcode + +If the clipboard is empty or if its contents could not be converted, `NULL` is +returned. + +The contents of the system clipboard can be set to a UTF-8 encoded string with +@ref glfwSetClipboardString. + +@code +glfwSetClipboardString(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. + +*/ |