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mirror of https://github.com/MaSzyna-EU07/maszyna.git synced 2026-07-22 04:39:18 +02:00

maintenance: glew update to v 2.1.0, glfw update to v3.3

This commit is contained in:
tmj-fstate
2019-08-20 12:48:24 +02:00
parent d9b4b9e32b
commit 269e271f01
231 changed files with 19203 additions and 19005 deletions

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<tr id="row_0_" class="even"><td class="entry"><span style="width:16px;display:inline-block;">&#160;</span><span class="icona"><span class="icon">C</span></span><a class="el" href="structGLFWgammaramp.html" target="_self">GLFWgammaramp</a></td><td class="desc">Gamma ramp </td></tr>
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<tr id="row_2_" class="even"><td class="entry"><span style="width:16px;display:inline-block;">&#160;</span><span class="icona"><span class="icon">C</span></span><a class="el" href="structGLFWvidmode.html" target="_self">GLFWvidmode</a></td><td class="desc">Video mode type </td></tr>
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<dt><a class="anchor" id="_bug000001"></a>Page <a class="el" href="window_guide.html">Window guide</a> </dt>
<dd>On some Linux systems, creating contexts via both the native and EGL APIs in a single process will cause the application to segfault. Stick to one API or the other on Linux for now.</dd>
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Last update on Thu Aug 18 2016 for GLFW 3.2.1
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<li class="level2"><a href="#build_link_cmake_source">With CMake and GLFW source</a></li>
<li class="level2"><a href="#build_link_cmake_package">With CMake and installed GLFW binaries</a></li>
<li class="level2"><a href="#build_link_pkgconfig">With makefiles and pkg-config on Unix</a></li>
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<p>This is not a tutorial on compilation or linking. It assumes basic understanding of how to compile and link a C program as well as how to use the specific compiler of your chosen development environment. The compilation and linking process should be explained in your C programming material and in the documentation for your development environment.</p>
<h1><a class="anchor" id="build_include"></a>
Including the GLFW header file</h1>
<p>In the source files of your application where you use OpenGL or GLFW, you should include the GLFW header file, i.e.:</p>
<div class="fragment"><div class="line"><span class="preprocessor">#include &lt;<a class="code" href="glfw3_8h.html">GLFW/glfw3.h</a>&gt;</span></div></div><!-- fragment --><p>The GLFW header declares the GLFW API and by default also includes the OpenGL header of your development environment, which in turn defines all the constants, types and function prototypes of the OpenGL API.</p>
<p>The GLFW header also defines everything necessary for your OpenGL header to function. For example, under Windows you are normally required to include <code>windows.h</code> before the OpenGL header, which would pollute your code namespace with the entire Win32 API.</p>
<p>Instead, the GLFW header takes care of this for you, not by including <code>windows.h</code>, but by duplicating only the very few necessary parts of it. It does this only when needed, so if <code>windows.h</code> <em>is</em> included, the GLFW header does not try to redefine those symbols. The reverse is not true, i.e. <code>windows.h</code> cannot cope if any of its symbols have already been defined.</p>
<p>You should include the GLFW header in the source files where you use OpenGL or GLFW.</p>
<div class="fragment"><div class="line"><span class="preprocessor">#include &lt;<a class="code" href="glfw3_8h.html">GLFW/glfw3.h</a>&gt;</span></div></div><!-- fragment --><p>This header declares the GLFW API and by default also includes the OpenGL header from your development environment. See below for how to control this.</p>
<p>The GLFW header also defines any platform-specific macros needed by your OpenGL header, so it can be included without needing any window system headers.</p>
<p>For example, under Windows you are normally required to include <code>windows.h</code> before the OpenGL header, which would bring in the whole Win32 API. The GLFW header duplicates the small number of macros needed.</p>
<p>It does this only when needed, so if <code>windows.h</code> <em>is</em> included, the GLFW header does not try to redefine those symbols. The reverse is not true, i.e. <code>windows.h</code> cannot cope if any of its symbols have already been defined.</p>
<p>In other words:</p>
<ul>
<li>Do <em>not</em> include the OpenGL headers yourself, as GLFW does this for you</li>
<li>Do <em>not</em> include <code>windows.h</code> or other platform-specific headers unless you plan on using those APIs directly</li>
<li>If you <em>do</em> need to include such headers, do it <em>before</em> including the GLFW header and it will handle this</li>
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<p>If you are using an OpenGL extension loading library such as <a href="https://github.com/Dav1dde/glad">glad</a>, the extension loader header should either be included <em>before</em> the GLFW one, or the <code>GLFW_INCLUDE_NONE</code> macro (described below) should be defined.</p>
<h2><a class="anchor" id="build_macros"></a>
<p>If you are using an OpenGL extension loading library such as <a href="https://github.com/Dav1dde/glad">glad</a>, the extension loader header should be included <em>before</em> the GLFW one.</p>
<div class="fragment"><div class="line"><span class="preprocessor">#include &lt;glad/gl.h&gt;</span></div><div class="line"><span class="preprocessor">#include &lt;<a class="code" href="glfw3_8h.html">GLFW/glfw3.h</a>&gt;</span></div></div><!-- fragment --><p>Alternatively the <a class="el" href="build_guide.html#GLFW_INCLUDE_NONE">GLFW_INCLUDE_NONE</a> macro (described below) can be used to prevent the GLFW header from including the OpenGL header.</p>
<div class="fragment"><div class="line"><span class="preprocessor">#define GLFW_INCLUDE_NONE</span></div><div class="line"><span class="preprocessor">#include &lt;<a class="code" href="glfw3_8h.html">GLFW/glfw3.h</a>&gt;</span></div><div class="line"><span class="preprocessor">#include &lt;glad/gl.h&gt;</span></div></div><!-- fragment --><h2><a class="anchor" id="build_macros"></a>
GLFW header option macros</h2>
<p>These macros may be defined before the inclusion of the GLFW header and affect its behavior.</p>
<p><code>GLFW_DLL</code> is required on Windows when using the GLFW DLL, to tell the compiler that the GLFW functions are defined in a DLL.</p>
<p><a class="anchor" id="GLFW_DLL"></a><b>GLFW_DLL</b> is required on Windows when using the GLFW DLL, to tell the compiler that the GLFW functions are defined in a DLL.</p>
<p>The following macros control which OpenGL or OpenGL ES API header is included. Only one of these may be defined at a time.</p>
<p><code>GLFW_INCLUDE_GLCOREARB</code> makes the GLFW header include the modern <code>GL/glcorearb.h</code> header (<code>OpenGL/gl3.h</code> on OS X) instead of the regular OpenGL header.</p>
<p><code>GLFW_INCLUDE_ES1</code> makes the GLFW header include the OpenGL ES 1.x <code>GLES/gl.h</code> header instead of the regular OpenGL header.</p>
<p><code>GLFW_INCLUDE_ES2</code> makes the GLFW header include the OpenGL ES 2.0 <code>GLES2/gl2.h</code> header instead of the regular OpenGL header.</p>
<p><code>GLFW_INCLUDE_ES3</code> makes the GLFW header include the OpenGL ES 3.0 <code>GLES3/gl3.h</code> header instead of the regular OpenGL header.</p>
<p><code>GLFW_INCLUDE_ES31</code> makes the GLFW header include the OpenGL ES 3.1 <code>GLES3/gl31.h</code> header instead of the regular OpenGL header.</p>
<p><code>GLFW_INCLUDE_VULKAN</code> makes the GLFW header include the Vulkan <code>vulkan/vulkan.h</code> header instead of the regular OpenGL header.</p>
<p><code>GLFW_INCLUDE_NONE</code> makes the GLFW header not include any OpenGL or OpenGL ES API header. This is useful in combination with an extension loading library.</p>
<p>If none of the above inclusion macros are defined, the standard OpenGL <code>GL/gl.h</code> header (<code>OpenGL/gl.h</code> on OS X) is included.</p>
<p><a class="anchor" id="GLFW_INCLUDE_GLCOREARB"></a><b>GLFW_INCLUDE_GLCOREARB</b> makes the GLFW header include the modern <code>GL/glcorearb.h</code> header (<code>OpenGL/gl3.h</code> on macOS) instead of the regular OpenGL header.</p>
<p><a class="anchor" id="GLFW_INCLUDE_ES1"></a><b>GLFW_INCLUDE_ES1</b> makes the GLFW header include the OpenGL ES 1.x <code>GLES/gl.h</code> header instead of the regular OpenGL header.</p>
<p><a class="anchor" id="GLFW_INCLUDE_ES2"></a><b>GLFW_INCLUDE_ES2</b> makes the GLFW header include the OpenGL ES 2.0 <code>GLES2/gl2.h</code> header instead of the regular OpenGL header.</p>
<p><a class="anchor" id="GLFW_INCLUDE_ES3"></a><b>GLFW_INCLUDE_ES3</b> makes the GLFW header include the OpenGL ES 3.0 <code>GLES3/gl3.h</code> header instead of the regular OpenGL header.</p>
<p><a class="anchor" id="GLFW_INCLUDE_ES31"></a><b>GLFW_INCLUDE_ES31</b> makes the GLFW header include the OpenGL ES 3.1 <code>GLES3/gl31.h</code> header instead of the regular OpenGL header.</p>
<p><a class="anchor" id="GLFW_INCLUDE_ES32"></a><b>GLFW_INCLUDE_ES31</b> makes the GLFW header include the OpenGL ES 3.2 <code>GLES3/gl32.h</code> header instead of the regular OpenGL header.</p>
<p><a class="anchor" id="GLFW_INCLUDE_NONE"></a><b>GLFW_INCLUDE_NONE</b> makes the GLFW header not include any OpenGL or OpenGL ES API header. This is useful in combination with an extension loading library.</p>
<p>If none of the above inclusion macros are defined, the standard OpenGL <code>GL/gl.h</code> header (<code>OpenGL/gl.h</code> on macOS) is included.</p>
<p>The following macros control the inclusion of additional API headers. Any number of these may be defined simultaneously, and/or together with one of the above macros.</p>
<p><code>GLFW_INCLUDE_GLEXT</code> makes the GLFW header include the appropriate extension header for the OpenGL or OpenGL ES header selected above after and in addition to that header.</p>
<p><code>GLFW_INCLUDE_GLU</code> makes the header include the GLU header in addition to the header selected above. This should only be used with the standard OpenGL header and only for compatibility with legacy code. GLU has been deprecated and should not be used in new code.</p>
<p><a class="anchor" id="GLFW_INCLUDE_VULKAN"></a><b>GLFW_INCLUDE_VULKAN</b> makes the GLFW header include the Vulkan <code>vulkan/vulkan.h</code> header in addition to any selected OpenGL or OpenGL ES header.</p>
<p><a class="anchor" id="GLFW_INCLUDE_GLEXT"></a><b>GLFW_INCLUDE_GLEXT</b> makes the GLFW header include the appropriate extension header for the OpenGL or OpenGL ES header selected above after and in addition to that header.</p>
<p><a class="anchor" id="GLFW_INCLUDE_GLU"></a><b>GLFW_INCLUDE_GLU</b> makes the header include the GLU header in addition to the header selected above. This should only be used with the standard OpenGL header and only for compatibility with legacy code. GLU has been deprecated and should not be used in new code.</p>
<dl class="section note"><dt>Note</dt><dd>GLFW does not provide any of the API headers mentioned above. They must be provided by your development environment or your OpenGL, OpenGL ES or Vulkan SDK.</dd>
<dd>
None of these macros may be defined during the compilation of GLFW itself. If your build includes GLFW and you define any these in your build files, make sure they are not applied to the GLFW sources.</dd></dl>
<h1><a class="anchor" id="build_link"></a>
Link with the right libraries</h1>
<p>GLFW is essentially a wrapper of various platform-specific APIs and therefore needs to link against many different system libraries. If you are using GLFW as a shared library / dynamic library / DLL then it takes care of these links. However, if you are using GLFW as a static library then your executable will need to link against these libraries.</p>
<p>On Windows and OS X, the list of system libraries is static and can be hard-coded into your build environment. See the section for your development environment below. On Linux and other Unix-like operating systems, the list varies but can be retrieved in various ways as described below.</p>
<p>A good general introduction to linking is <a href="http://www.lurklurk.org/linkers/linkers.html">Beginner's Guide to Linkers</a> by David Drysdale.</p>
<p>On Windows and macOS, the list of system libraries is static and can be hard-coded into your build environment. See the section for your development environment below. On Linux and other Unix-like operating systems, the list varies but can be retrieved in various ways as described below.</p>
<p>A good general introduction to linking is <a href="https://www.lurklurk.org/linkers/linkers.html">Beginner's Guide to Linkers</a> by David Drysdale.</p>
<h2><a class="anchor" id="build_link_win32"></a>
With MinGW or Visual C++ on Windows</h2>
<p>The static version of the GLFW library is named <code>glfw3</code>. When using this version, it is also necessary to link with some libraries that GLFW uses.</p>
<p>When linking an application under Windows that uses the static version of GLFW, you must link with <code>opengl32</code>. On some versions of MinGW, you must also explicitly link with <code>gdi32</code>, while other versions of MinGW include it in the set of default libraries along with other dependencies like <code>user32</code> and <code>kernel32</code>. If you are using GLU, you must also link with <code>glu32</code>.</p>
<p>The link library for the GLFW DLL is named <code>glfw3dll</code>. When compiling an application that uses the DLL version of GLFW, you need to define the <code>GLFW_DLL</code> macro <em>before</em> any inclusion of the GLFW header. This can be done either with a compiler switch or by defining it in your source code.</p>
<p>An application using the GLFW DLL does not need to link against any of its dependencies, but you still have to link against <code>opengl32</code> if your application uses OpenGL and <code>glu32</code> if it uses GLU.</p>
<p>When using MinGW to link an application with the static version of GLFW, you must also explicitly link with <code>gdi32</code>. Other toolchains including MinGW-w64 include it in the set of default libraries along with other dependencies like <code>user32</code> and <code>kernel32</code>.</p>
<p>If you are using GLU, you must also link with <code>glu32</code>.</p>
<p>The link library for the GLFW DLL is named <code>glfw3dll</code>. When compiling an application that uses the DLL version of GLFW, you need to define the <a class="el" href="build_guide.html#GLFW_DLL">GLFW_DLL</a> macro <em>before</em> any inclusion of the GLFW header. This can be done either with a compiler switch or by defining it in your source code.</p>
<p>An application using the GLFW DLL does not need to link against any of its dependencies, but you still have to link against <code>glu32</code> if it uses GLU.</p>
<h2><a class="anchor" id="build_link_cmake_source"></a>
With CMake and GLFW source</h2>
<p>This section is about using CMake to compile and link GLFW along with your application. If you want to use an installed binary instead, see <a class="el" href="build_guide.html#build_link_cmake_package">With CMake and installed GLFW binaries</a>.</p>
<p>With just a few changes to your <code>CMakeLists.txt</code> you can have the GLFW source tree built along with your application.</p>
<p>With a few changes to your <code>CMakeLists.txt</code> you can have the GLFW source tree built along with your application.</p>
<p>When including GLFW as part of your build, you probably don't want to build the GLFW tests, examples and documentation. To disable these, set the corresponding cache variables before adding the GLFW source tree.</p>
<div class="fragment"><div class="line"><span class="keyword">set</span>(GLFW_BUILD_DOCS OFF CACHE BOOL <span class="stringliteral">&quot;&quot;</span> FORCE)</div><div class="line"><span class="keyword">set</span>(GLFW_BUILD_TESTS OFF CACHE BOOL <span class="stringliteral">&quot;&quot;</span> FORCE)</div><div class="line"><span class="keyword">set</span>(GLFW_BUILD_EXAMPLES OFF CACHE BOOL <span class="stringliteral">&quot;&quot;</span> FORCE)</div></div><!-- fragment --><p>Then add the root directory of the GLFW source tree to your project. This will add the <code>glfw</code> target and the necessary cache variables to your project.</p>
<div class="fragment"><div class="line"><a name="l00001"></a><span class="lineno"> 1</span>&#160;add_subdirectory(path/to/glfw)</div></div><!-- fragment --><p>Once GLFW has been added to the project, link against it with the <code>glfw</code> target. This adds all link-time dependencies of GLFW as it is currently configured, the include directory for the GLFW header and, when applicable, the <a class="el" href="build_guide.html#build_macros">GLFW_DLL</a> macro.</p>
<div class="fragment"><div class="line"><a name="l00001"></a><span class="lineno"> 1</span>&#160;target_link_libraries(myapp glfw)</div></div><!-- fragment --><p>Note that the dependencies do not include OpenGL or GLU, as GLFW loads any OpenGL, OpenGL ES or Vulkan libraries it needs at runtime and does not use GLU. If your application calls OpenGL directly, instead of using a modern <a class="el" href="context_guide.html#context_glext_auto">extension loader library</a> you can find it by requiring the OpenGL package.</p>
<div class="fragment"><div class="line"><a name="l00001"></a><span class="lineno"> 1</span>&#160;find_package(OpenGL REQUIRED)</div></div><!-- fragment --><p>If OpenGL is found, the <code>OPENGL_FOUND</code> variable is true and the <code>OPENGL_INCLUDE_DIR</code> and <code>OPENGL_gl_LIBRARY</code> cache variables can be used.</p>
<div class="fragment"><div class="line"><a name="l00001"></a><span class="lineno"> 1</span>&#160;target_include_directories(myapp ${OPENGL_INCLUDE_DIR})</div><div class="line"><a name="l00002"></a><span class="lineno"> 2</span>&#160;target_link_libraries(myapp ${OPENGL_gl_LIBRARY})</div></div><!-- fragment --><p>The OpenGL CMake package also looks for GLU. If GLU is found, the <code>OPENGL_GLU_FOUND</code> variable is true and the <code>OPENGL_INCLUDE_DIR</code> and <code>OPENGL_glu_LIBRARY</code> cache variables can be used.</p>
<div class="fragment"><div class="line"><a name="l00001"></a><span class="lineno"> 1</span>&#160;target_link_libraries(myapp ${OPENGL_glu_LIBRARY})</div></div><!-- fragment --><dl class="section note"><dt>Note</dt><dd>GLU has been deprecated and should not be used in new code, but some legacy code requires it.</dd></dl>
<div class="fragment"><div class="line">set(GLFW_BUILD_DOCS OFF CACHE BOOL <span class="stringliteral">&quot;&quot;</span> FORCE)</div><div class="line">set(GLFW_BUILD_TESTS OFF CACHE BOOL <span class="stringliteral">&quot;&quot;</span> FORCE)</div><div class="line">set(GLFW_BUILD_EXAMPLES OFF CACHE BOOL <span class="stringliteral">&quot;&quot;</span> FORCE)</div></div><!-- fragment --><p>Then add the root directory of the GLFW source tree to your project. This will add the <code>glfw</code> target and the necessary cache variables to your project.</p>
<div class="fragment"><div class="line">add_subdirectory(path/to/glfw)</div></div><!-- fragment --><p>Once GLFW has been added to the project, link against it with the <code>glfw</code> target. This adds all link-time dependencies of GLFW as it is currently configured, the include directory for the GLFW header and, when applicable, the <a class="el" href="build_guide.html#GLFW_DLL">GLFW_DLL</a> macro.</p>
<div class="fragment"><div class="line">target_link_libraries(myapp glfw)</div></div><!-- fragment --><p>Note that the dependencies do not include OpenGL or GLU, as GLFW loads any OpenGL, OpenGL ES or Vulkan libraries it needs at runtime and does not use GLU. If your application calls OpenGL directly, instead of using a modern <a class="el" href="context_guide.html#context_glext_auto">extension loader library</a> you can find it by requiring the OpenGL package.</p>
<div class="fragment"><div class="line">find_package(OpenGL REQUIRED)</div></div><!-- fragment --><p>If OpenGL is found, the <code>OPENGL_FOUND</code> variable is true and the <code>OPENGL_INCLUDE_DIR</code> and <code>OPENGL_gl_LIBRARY</code> cache variables can be used.</p>
<div class="fragment"><div class="line">target_include_directories(myapp PUBLIC ${OPENGL_INCLUDE_DIR})</div><div class="line">target_link_libraries(myapp ${OPENGL_gl_LIBRARY})</div></div><!-- fragment --><p>The OpenGL CMake package also looks for GLU. If GLU is found, the <code>OPENGL_GLU_FOUND</code> variable is true and the <code>OPENGL_INCLUDE_DIR</code> and <code>OPENGL_glu_LIBRARY</code> cache variables can be used.</p>
<div class="fragment"><div class="line">target_link_libraries(myapp ${OPENGL_glu_LIBRARY})</div></div><!-- fragment --><dl class="section note"><dt>Note</dt><dd>GLU has been deprecated and should not be used in new code, but some legacy code requires it. See the <a class="el" href="moving_guide.html#moving_glu">section on GLU</a> in the transition guide for suggested replacements.</dd></dl>
<h2><a class="anchor" id="build_link_cmake_package"></a>
With CMake and installed GLFW binaries</h2>
<p>This section is about using CMake to link GLFW after it has been built and installed. If you want to build it along with your application instead, see <a class="el" href="build_guide.html#build_link_cmake_source">With CMake and GLFW source</a>.</p>
<p>With just a few changes to your <code>CMakeLists.txt</code>, you can locate the package and target files generated when GLFW is installed.</p>
<div class="fragment"><div class="line"><a name="l00001"></a><span class="lineno"> 1</span>&#160;find_package(glfw3 3.2 REQUIRED)</div></div><!-- fragment --><p>Note that the dependencies do not include OpenGL or GLU, as GLFW loads any OpenGL, OpenGL ES or Vulkan libraries it needs at runtime and does not use GLU. If your application calls OpenGL directly, instead of using a modern <a class="el" href="context_guide.html#context_glext_auto">extension loader library</a> you can find it by requiring the OpenGL package.</p>
<div class="fragment"><div class="line"><a name="l00001"></a><span class="lineno"> 1</span>&#160;find_package(OpenGL REQUIRED)</div></div><!-- fragment --><p>If OpenGL is found, the <code>OPENGL_FOUND</code> variable is true and the <code>OPENGL_INCLUDE_DIR</code> and <code>OPENGL_gl_LIBRARY</code> cache variables can be used.</p>
<div class="fragment"><div class="line"><a name="l00001"></a><span class="lineno"> 1</span>&#160;target_include_directories(myapp ${OPENGL_INCLUDE_DIR})</div><div class="line"><a name="l00002"></a><span class="lineno"> 2</span>&#160;target_link_libraries(myapp ${OPENGL_gl_LIBRARY})</div></div><!-- fragment --><p>The OpenGL CMake package also looks for GLU. If GLU is found, the <code>OPENGL_GLU_FOUND</code> variable is true and the <code>OPENGL_INCLUDE_DIR</code> and <code>OPENGL_glu_LIBRARY</code> cache variables can be used.</p>
<div class="fragment"><div class="line"><a name="l00001"></a><span class="lineno"> 1</span>&#160;target_link_libraries(myapp ${OPENGL_glu_LIBRARY})</div></div><!-- fragment --><dl class="section note"><dt>Note</dt><dd>GLU has been deprecated and should not be used in new code, but some legacy code requires it.</dd></dl>
<p>With a few changes to your <code>CMakeLists.txt</code> you can locate the package and target files generated when GLFW is installed.</p>
<div class="fragment"><div class="line">find_package(glfw3 3.3 REQUIRED)</div></div><!-- fragment --><p>Once GLFW has been added to the project, link against it with the <code>glfw</code> target. This adds all link-time dependencies of GLFW as it is currently configured, the include directory for the GLFW header and, when applicable, the <a class="el" href="build_guide.html#GLFW_DLL">GLFW_DLL</a> macro.</p>
<div class="fragment"><div class="line">target_link_libraries(myapp glfw)</div></div><!-- fragment --><p>Note that the dependencies do not include OpenGL or GLU, as GLFW loads any OpenGL, OpenGL ES or Vulkan libraries it needs at runtime and does not use GLU. If your application calls OpenGL directly, instead of using a modern <a class="el" href="context_guide.html#context_glext_auto">extension loader library</a> you can find it by requiring the OpenGL package.</p>
<div class="fragment"><div class="line">find_package(OpenGL REQUIRED)</div></div><!-- fragment --><p>If OpenGL is found, the <code>OPENGL_FOUND</code> variable is true and the <code>OPENGL_INCLUDE_DIR</code> and <code>OPENGL_gl_LIBRARY</code> cache variables can be used.</p>
<div class="fragment"><div class="line">target_include_directories(myapp PUBLIC ${OPENGL_INCLUDE_DIR})</div><div class="line">target_link_libraries(myapp ${OPENGL_gl_LIBRARY})</div></div><!-- fragment --><p>The OpenGL CMake package also looks for GLU. If GLU is found, the <code>OPENGL_GLU_FOUND</code> variable is true and the <code>OPENGL_INCLUDE_DIR</code> and <code>OPENGL_glu_LIBRARY</code> cache variables can be used.</p>
<div class="fragment"><div class="line">target_link_libraries(myapp ${OPENGL_glu_LIBRARY})</div></div><!-- fragment --><dl class="section note"><dt>Note</dt><dd>GLU has been deprecated and should not be used in new code, but some legacy code requires it. See the <a class="el" href="moving_guide.html#moving_glu">section on GLU</a> in the transition guide for suggested replacements.</dd></dl>
<h2><a class="anchor" id="build_link_pkgconfig"></a>
With makefiles and pkg-config on Unix</h2>
<p>GLFW supports <a href="http://www.freedesktop.org/wiki/Software/pkg-config/">pkg-config</a>, and the <code>glfw3.pc</code> pkg-config file is generated when the GLFW library is built and is installed along with it. A pkg-config file describes all necessary compile-time and link-time flags and dependencies needed to use a library. When they are updated or if they differ between systems, you will get the correct ones automatically.</p>
<p>GLFW supports <a href="https://www.freedesktop.org/wiki/Software/pkg-config/">pkg-config</a>, and the <code>glfw3.pc</code> pkg-config file is generated when the GLFW library is built and is installed along with it. A pkg-config file describes all necessary compile-time and link-time flags and dependencies needed to use a library. When they are updated or if they differ between systems, you will get the correct ones automatically.</p>
<p>A typical compile and link command-line when using the static version of the GLFW library may look like this:</p>
<div class="fragment"><div class="line"><a name="l00001"></a><span class="lineno"> 1</span>&#160;cc `pkg-config --cflags glfw3` -o myprog myprog.c `pkg-config --static --libs glfw3`</div></div><!-- fragment --><p>If you are using the shared version of the GLFW library, simply omit the <code>--static</code> flag.</p>
<div class="fragment"><div class="line"><a name="l00001"></a><span class="lineno"> 1</span>&#160;cc `pkg-config --cflags glfw3` -o myprog myprog.c `pkg-config --libs glfw3`</div></div><!-- fragment --><p>You can also use the <code>glfw3.pc</code> file without installing it first, by using the <code>PKG_CONFIG_PATH</code> environment variable.</p>
<div class="fragment"><div class="line"><a name="l00001"></a><span class="lineno"> 1</span>&#160;env PKG_CONFIG_PATH=path/to/glfw/src cc `pkg-config --cflags glfw3` -o myprog myprog.c `pkg-config --libs glfw3`</div></div><!-- fragment --><p>The dependencies do not include OpenGL or GLU, as GLFW loads any OpenGL, OpenGL ES or Vulkan libraries it needs at runtime and does not use GLU. On OS X, GLU is built into the OpenGL framework, so if you need GLU you don't need to do anything extra. If you need GLU and are using Linux or BSD, you should add the <code>glu</code> pkg-config package.</p>
<div class="fragment"><div class="line"><a name="l00001"></a><span class="lineno"> 1</span>&#160;cc `pkg-config --cflags glfw3 glu` -o myprog myprog.c `pkg-config --libs glfw3 glu`</div></div><!-- fragment --><dl class="section note"><dt>Note</dt><dd>GLU has been deprecated and should not be used in new code, but some legacy code requires it.</dd></dl>
<div class="fragment"><div class="line">cc `pkg-config --cflags glfw3` -o myprog myprog.c `pkg-config --static --libs glfw3`</div></div><!-- fragment --><p>If you are using the shared version of the GLFW library, omit the <code>--static</code> flag.</p>
<div class="fragment"><div class="line">cc `pkg-config --cflags glfw3` -o myprog myprog.c `pkg-config --libs glfw3`</div></div><!-- fragment --><p>You can also use the <code>glfw3.pc</code> file without installing it first, by using the <code>PKG_CONFIG_PATH</code> environment variable.</p>
<div class="fragment"><div class="line">env PKG_CONFIG_PATH=path/to/glfw/src cc `pkg-config --cflags glfw3` -o myprog myprog.c `pkg-config --libs glfw3`</div></div><!-- fragment --><p>The dependencies do not include OpenGL or GLU, as GLFW loads any OpenGL, OpenGL ES or Vulkan libraries it needs at runtime and does not use GLU. On macOS, GLU is built into the OpenGL framework, so if you need GLU you don't need to do anything extra. If you need GLU and are using Linux or BSD, you should add the <code>glu</code> pkg-config package.</p>
<div class="fragment"><div class="line">cc `pkg-config --cflags glfw3 glu` -o myprog myprog.c `pkg-config --libs glfw3 glu`</div></div><!-- fragment --><dl class="section note"><dt>Note</dt><dd>GLU has been deprecated and should not be used in new code, but some legacy code requires it. See the <a class="el" href="moving_guide.html#moving_glu">section on GLU</a> in the transition guide for suggested replacements.</dd></dl>
<p>If you are using the static version of the GLFW library, make sure you don't link statically against GLU.</p>
<div class="fragment"><div class="line"><a name="l00001"></a><span class="lineno"> 1</span>&#160;cc `pkg-config --cflags glfw3 glu` -o myprog myprog.c `pkg-config --static --libs glfw3` `pkg-config --libs glu`</div></div><!-- fragment --><h2><a class="anchor" id="build_link_xcode"></a>
With Xcode on OS X</h2>
<p>If you are using the dynamic library version of GLFW, simply add it to the project dependencies.</p>
<div class="fragment"><div class="line">cc `pkg-config --cflags glfw3 glu` -o myprog myprog.c `pkg-config --static --libs glfw3` `pkg-config --libs glu`</div></div><!-- fragment --><h2><a class="anchor" id="build_link_xcode"></a>
With Xcode on macOS</h2>
<p>If you are using the dynamic library version of GLFW, add it to the project dependencies.</p>
<p>If you are using the static library version of GLFW, add it and the Cocoa, OpenGL, IOKit and CoreVideo frameworks to the project as dependencies. They can all be found in <code>/System/Library/Frameworks</code>.</p>
<h2><a class="anchor" id="build_link_osx"></a>
With command-line on OS X</h2>
<p>It is recommended that you use <a class="el" href="build_guide.html#build_link_pkgconfig">pkg-config</a> when building from the command line on OS X. That way you will get any new dependencies added automatically. If you still wish to build manually, you need to add the required frameworks and libraries to your command-line yourself using the <code>-l</code> and <code>-framework</code> switches.</p>
With command-line on macOS</h2>
<p>It is recommended that you use <a class="el" href="build_guide.html#build_link_pkgconfig">pkg-config</a> when building from the command line on macOS. That way you will get any new dependencies added automatically. If you still wish to build manually, you need to add the required frameworks and libraries to your command-line yourself using the <code>-l</code> and <code>-framework</code> switches.</p>
<p>If you are using the dynamic GLFW library, which is named <code>libglfw.3.dylib</code>, do:</p>
<div class="fragment"><div class="line"><a name="l00001"></a><span class="lineno"> 1</span>&#160;cc -o myprog myprog.c -lglfw -framework Cocoa -framework OpenGL -framework IOKit -framework CoreVideo</div></div><!-- fragment --><p>If you are using the static library, named <code>libglfw3.a</code>, substitute <code>-lglfw3</code> for <code>-lglfw</code>.</p>
<div class="fragment"><div class="line">cc -o myprog myprog.c -lglfw -framework Cocoa -framework OpenGL -framework IOKit -framework CoreVideo</div></div><!-- fragment --><p>If you are using the static library, named <code>libglfw3.a</code>, substitute <code>-lglfw3</code> for <code>-lglfw</code>.</p>
<p>Note that you do not add the <code>.framework</code> extension to a framework when linking against it from the command-line.</p>
<p>The OpenGL framework contains both the OpenGL and GLU APIs, so there is nothing special to do when using GLU. Also note that even though your machine may have <code>libGL</code>-style OpenGL libraries, they are for use with the X Window System and will <em>not</em> work with the OS X native version of GLFW. </p>
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<p>The OpenGL framework contains both the OpenGL and GLU APIs, so there is nothing special to do when using GLU. Also note that even though your machine may have <code>libGL</code>-style OpenGL libraries, they are for use with the X Window System and will <em>not</em> work with the macOS native version of GLFW. </p>
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<div class="toc"><h3>Table of Contents</h3>
<ul><li class="level1"><a href="#compat_x11">X11 extensions, protocols and IPC standards</a></li>
<li class="level1"><a href="#compat_wayland">Wayland protocols and IPC standards</a></li>
<li class="level1"><a href="#compat_glx">GLX extensions</a></li>
<li class="level1"><a href="#compat_wgl">WGL extensions</a></li>
<li class="level1"><a href="#compat_osx">OpenGL 3.2 and later on OS X</a></li>
<li class="level1"><a href="#compat_osx">OpenGL on macOS</a></li>
<li class="level1"><a href="#compat_vulkan">Vulkan loader and API</a></li>
<li class="level1"><a href="#compat_wsi">Vulkan WSI extensions</a></li>
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@@ -93,17 +77,27 @@ var searchBox = new SearchBox("searchBox", "search",false,'Search');
<p>The information in this guide is not a part of GLFW API, but merely preconditions for some parts of the library to function on a given machine. Any part of this information may change in future versions of GLFW and that will not be considered a breaking API change.</p>
<h1><a class="anchor" id="compat_x11"></a>
X11 extensions, protocols and IPC standards</h1>
<p>As GLFW uses Xlib directly, without any intervening toolkit library, it has sole responsibility for interacting well with the many and varied window managers in use on Unix-like systems. In order for applications and window managers to work well together, a number of standards and conventions have been developed that regulate behavior outside the scope of the X11 API; most importantly the <a href="http://www.tronche.com/gui/x/icccm/">Inter-Client Communication Conventions Manual</a> (ICCCM) and <a href="http://standards.freedesktop.org/wm-spec/wm-spec-latest.html">Extended Window Manager Hints</a> (EWMH) standards.</p>
<p>As GLFW uses Xlib directly, without any intervening toolkit library, it has sole responsibility for interacting well with the many and varied window managers in use on Unix-like systems. In order for applications and window managers to work well together, a number of standards and conventions have been developed that regulate behavior outside the scope of the X11 API; most importantly the <a href="https://www.tronche.com/gui/x/icccm/">Inter-Client Communication Conventions Manual</a> (ICCCM) and <a href="https://standards.freedesktop.org/wm-spec/wm-spec-latest.html">Extended Window Manager Hints</a> (EWMH) standards.</p>
<p>GLFW uses the <code>_MOTIF_WM_HINTS</code> window property to support borderless windows. If the running window manager does not support this property, the <code>GLFW_DECORATED</code> hint will have no effect.</p>
<p>GLFW uses the ICCCM <code>WM_DELETE_WINDOW</code> protocol to intercept the user attempting to close the GLFW window. If the running window manager does not support this protocol, the close callback will never be called.</p>
<p>GLFW uses the EWMH <code>_NET_WM_PING</code> protocol, allowing the window manager notify the user when the application has stopped responding, i.e. when it has ceased to process events. If the running window manager does not support this protocol, the user will not be notified if the application locks up.</p>
<p>GLFW uses the EWMH <code>_NET_WM_STATE_FULLSCREEN</code> window state to tell the window manager to make the GLFW window full screen. If the running window manager does not support this state, full screen windows may not work properly. GLFW has a fallback code path in case this state is unavailable, but every window manager behaves slightly differently in this regard.</p>
<p>GLFW uses the EWMH <code>_NET_WM_BYPASS_COMPOSITOR</code> window property to tell a compositing window manager to un-redirect full screen GLFW windows. If the running window manager uses compositing but does not support this property then additional copying may be performed for each buffer swap of full screen windows.</p>
<p>GLFW uses the <a href="http://www.freedesktop.org/wiki/ClipboardManager/">clipboard manager protocol</a> to push a clipboard string (i.e. selection) owned by a GLFW window about to be destroyed to the clipboard manager. If there is no running clipboard manager, the clipboard string will be unavailable once the window has been destroyed.</p>
<p>GLFW uses the <a href="http://www.freedesktop.org/wiki/Specifications/XDND/">X drag-and-drop protocol</a> to provide file drop events. If the application originating the drag does not support this protocol, drag and drop will not work.</p>
<p>GLFW uses the <a href="https://www.freedesktop.org/wiki/ClipboardManager/">clipboard manager protocol</a> to push a clipboard string (i.e. selection) owned by a GLFW window about to be destroyed to the clipboard manager. If there is no running clipboard manager, the clipboard string will be unavailable once the window has been destroyed.</p>
<p>GLFW uses the <a href="https://www.freedesktop.org/wiki/Specifications/XDND/">X drag-and-drop protocol</a> to provide file drop events. If the application originating the drag does not support this protocol, drag and drop will not work.</p>
<p>GLFW uses the XRandR 1.3 extension to provide multi-monitor support. If the running X server does not support this version of this extension, multi-monitor support will not function and only a single, desktop-spanning monitor will be reported.</p>
<p>GLFW uses the XRandR 1.3 and Xf86vidmode extensions to provide gamma ramp support. If the running X server does not support either or both of these extensions, gamma ramp support will not function.</p>
<p>GLFW uses the Xkb extension and detectable auto-repeat to provide keyboard input. If the running X server does not support this extension, a non-Xkb fallback path is used.</p>
<p>GLFW uses the XInput2 extension to provide raw, non-accelerated mouse motion when the cursor is disabled. If the running X server does not support this extension, regular accelerated mouse motion will be used.</p>
<p>GLFW uses both the XRender extension and the compositing manager to support transparent window framebuffers. If the running X server does not support this extension or there is no running compositing manager, the <code>GLFW_TRANSPARENT_FRAMEBUFFER</code> framebuffer hint will have no effect.</p>
<h1><a class="anchor" id="compat_wayland"></a>
Wayland protocols and IPC standards</h1>
<p>As GLFW uses libwayland directly, without any intervening toolkit library, it has sole responsibility for interacting well with every compositor in use on Unix-like systems. Most of the features are provided by the core protocol, while cursor support is provided by the libwayland-cursor helper library, EGL integration by libwayland-egl, and keyboard handling by <a href="https://xkbcommon.org/">libxkbcommon</a>. In addition, GLFW uses some protocols from wayland-protocols to provide additional features if the compositor supports them.</p>
<p>GLFW uses xkbcommon 0.5.0 to provide compose key support. When it has been built against an older xkbcommon, the compose key will be disabled even if it has been configured in the compositor.</p>
<p>GLFW uses the <a href="https://cgit.freedesktop.org/wayland/wayland-protocols/tree/stable/xdg-shell/xdg-shell.xml">xdg-shell protocol</a> to provide better window management. This protocol is part of wayland-protocols 1.12, and mandatory at build time. If the running compositor does not support this protocol, the older <a href="https://cgit.freedesktop.org/wayland/wayland/tree/protocol/wayland.xml#n972">wl_shell interface</a> will be used instead. This will result in a worse integration with the desktop, especially on tiling compositors.</p>
<p>GLFW uses the <a href="https://cgit.freedesktop.org/wayland/wayland-protocols/tree/unstable/relative-pointer/relative-pointer-unstable-v1.xml">relative pointer protocol</a> alongside the <a href="https://cgit.freedesktop.org/wayland/wayland-protocols/tree/unstable/pointer-constraints/pointer-constraints-unstable-v1.xml">pointer constraints protocol</a> to implement disabled cursor. These two protocols are part of wayland-protocols 1.1, and mandatory at build time. If the running compositor does not support both of these protocols, disabling the cursor will have no effect.</p>
<p>GLFW uses the <a href="https://cgit.freedesktop.org/wayland/wayland-protocols/tree/unstable/idle-inhibit/idle-inhibit-unstable-v1.xml">idle inhibit protocol</a> to prohibit the screensaver from starting. This protocol is part of wayland-protocols 1.6, and mandatory at build time. If the running compositor does not support this protocol, the screensaver may start even for full screen windows.</p>
<p>GLFW uses the <a href="https://cgit.freedesktop.org/wayland/wayland-protocols/tree/unstable/xdg-decoration/xdg-decoration-unstable-v1.xml">xdg-decoration protocol</a> to request decorations to be drawn around its windows. This protocol is part of wayland-protocols 1.15, and mandatory at build time. If the running compositor does not support this protocol, a very simple frame will be drawn by GLFW itself, using the <a href="https://cgit.freedesktop.org/wayland/wayland-protocols/tree/stable/viewporter/viewporter.xml">viewporter protocol</a> alongside <a href="https://cgit.freedesktop.org/wayland/wayland/tree/protocol/wayland.xml#n2598">subsurfaces</a>. This protocol is part of wayland-protocols 1.4, and mandatory at build time. If the running compositor does not support this protocol either, no decorations will be drawn around windows.</p>
<h1><a class="anchor" id="compat_glx"></a>
GLX extensions</h1>
<p>The GLX API is the default API used to create OpenGL contexts on Unix-like systems using the X Window System.</p>
@@ -125,25 +119,25 @@ WGL extensions</h1>
<p>GLFW uses the <code>WGL_ARB_context_flush_control</code> extension to provide control over whether a context is flushed when it is released (made non-current). Where this extension is unavailable, the <code>GLFW_CONTEXT_RELEASE_BEHAVIOR</code> hint will have no effect and the context will always be flushed when released.</p>
<p>GLFW uses the <code>WGL_ARB_framebuffer_sRGB</code> and <code>WGL_EXT_framebuffer_sRGB</code> extensions to provide support for sRGB framebuffers. Where both of these extension are unavailable, the <code>GLFW_SRGB_CAPABLE</code> hint will have no effect.</p>
<h1><a class="anchor" id="compat_osx"></a>
OpenGL 3.2 and later on OS X</h1>
<p>Support for OpenGL 3.2 and above was introduced with OS X 10.7 and even then only forward-compatible, core profile contexts are supported. Support for OpenGL 4.1 was introduced with OS X 10.9, also limited to forward-compatible, core profile contexts. There is also still no mechanism for requesting debug contexts. Versions of Mac OS X earlier than 10.7 support at most OpenGL version 2.1.</p>
<p>Because of this, on OS X 10.7 and later, the <code>GLFW_CONTEXT_VERSION_MAJOR</code> and <code>GLFW_CONTEXT_VERSION_MINOR</code> hints will cause <a class="el" href="group__window.html#ga5c336fddf2cbb5b92f65f10fb6043344">glfwCreateWindow</a> to fail if given version 3.0 or 3.1, the <code>GLFW_OPENGL_FORWARD_COMPAT</code> hint must be set to <code>GLFW_TRUE</code> and the <code>GLFW_OPENGL_PROFILE</code> hint must be set to <code>GLFW_OPENGL_CORE_PROFILE</code> when creating OpenGL 3.2 and later contexts and the <code>GLFW_OPENGL_DEBUG_CONTEXT</code> hint is ignored.</p>
OpenGL on macOS</h1>
<p>Support for OpenGL 3.2 and above was introduced with OS X 10.7 and even then only forward-compatible, core profile contexts are supported. Support for OpenGL 4.1 was introduced with OS X 10.9, also limited to forward-compatible, core profile contexts. There is also still no mechanism for requesting debug contexts or no-error contexts. Versions of Mac OS X earlier than 10.7 support at most OpenGL version 2.1.</p>
<p>Because of this, on OS X 10.7 and later, the <code>GLFW_CONTEXT_VERSION_MAJOR</code> and <code>GLFW_CONTEXT_VERSION_MINOR</code> hints will cause <a class="el" href="group__window.html#ga5c336fddf2cbb5b92f65f10fb6043344">glfwCreateWindow</a> to fail if given version 3.0 or 3.1. The <code>GLFW_OPENGL_FORWARD_COMPAT</code> hint must be set to <code>GLFW_TRUE</code> and the <code>GLFW_OPENGL_PROFILE</code> hint must be set to <code>GLFW_OPENGL_CORE_PROFILE</code> when creating OpenGL 3.2 and later contexts. The <code>GLFW_OPENGL_DEBUG_CONTEXT</code> and <code>GLFW_CONTEXT_NO_ERROR</code> hints are ignored.</p>
<p>Also, on Mac OS X 10.6 and below, the <code>GLFW_CONTEXT_VERSION_MAJOR</code> and <code>GLFW_CONTEXT_VERSION_MINOR</code> hints will fail if given a version above 2.1, setting the <code>GLFW_OPENGL_PROFILE</code> or <code>GLFW_OPENGL_FORWARD_COMPAT</code> hints to a non-default value will cause <a class="el" href="group__window.html#ga5c336fddf2cbb5b92f65f10fb6043344">glfwCreateWindow</a> to fail and the <code>GLFW_OPENGL_DEBUG_CONTEXT</code> hint is ignored.</p>
<h1><a class="anchor" id="compat_vulkan"></a>
Vulkan loader and API</h1>
<p>GLFW uses the standard system-wide Vulkan loader to access the Vulkan API. This should be installed by graphics drivers and Vulkan SDKs. If this is not available, <a class="el" href="group__vulkan.html#ga2e7f30931e02464b5bc8d0d4b6f9fe2b">glfwVulkanSupported</a> will return <code>GLFW_FALSE</code> and all other Vulkan-related functions will fail with an <a class="el" href="group__errors.html#ga56882b290db23261cc6c053c40c2d08e">GLFW_API_UNAVAILABLE</a> error.</p>
<p>By default, GLFW uses the standard system-wide Vulkan loader to access the Vulkan API on all platforms except macOS. This is installed by both graphics drivers and Vulkan SDKs. If either the loader or at least one minimally functional ICD is missing, <a class="el" href="group__vulkan.html#ga2e7f30931e02464b5bc8d0d4b6f9fe2b">glfwVulkanSupported</a> will return <code>GLFW_FALSE</code> and all other Vulkan-related functions will fail with an <a class="el" href="group__errors.html#ga56882b290db23261cc6c053c40c2d08e">GLFW_API_UNAVAILABLE</a> error.</p>
<h1><a class="anchor" id="compat_wsi"></a>
Vulkan WSI extensions</h1>
<p>The Vulkan WSI extensions are used to create Vulkan surfaces for GLFW windows on all supported platforms.</p>
<p>GLFW uses the <code>VK_KHR_surface</code> and <code>VK_KHR_win32_surface</code> extensions to create surfaces on Microsoft Windows. If any of these extensions are not available, <a class="el" href="group__vulkan.html#ga1abcbe61033958f22f63ef82008874b1">glfwGetRequiredInstanceExtensions</a> will return an empty list and window surface creation will fail.</p>
<p>GLFW uses the <code>VK_KHR_surface</code> and <code>VK_MVK_macos_surface</code> extensions to create surfaces on macOS. If any of these extensions are not available, <a class="el" href="group__vulkan.html#ga1abcbe61033958f22f63ef82008874b1">glfwGetRequiredInstanceExtensions</a> will return an empty list and window surface creation will fail.</p>
<p>GLFW uses the <code>VK_KHR_surface</code> and either the <code>VK_KHR_xlib_surface</code> or <code>VK_KHR_xcb_surface</code> extensions to create surfaces on X11. If <code>VK_KHR_surface</code> or both <code>VK_KHR_xlib_surface</code> and <code>VK_KHR_xcb_surface</code> are not available, <a class="el" href="group__vulkan.html#ga1abcbe61033958f22f63ef82008874b1">glfwGetRequiredInstanceExtensions</a> will return an empty list and window surface creation will fail.</p>
<p>GLFW uses the <code>VK_KHR_surface</code> and <code>VK_KHR_wayland_surface</code> extensions to create surfaces on Wayland. If any of these extensions are not available, <a class="el" href="group__vulkan.html#ga1abcbe61033958f22f63ef82008874b1">glfwGetRequiredInstanceExtensions</a> will return an empty list and window surface creation will fail.</p>
<p>GLFW uses the <code>VK_KHR_surface</code> and <code>VK_KHR_mir_surface</code> extensions to create surfaces on Mir. If any of these extensions are not available, <a class="el" href="group__vulkan.html#ga1abcbe61033958f22f63ef82008874b1">glfwGetRequiredInstanceExtensions</a> will return an empty list and window surface creation will fail.</p>
<p>GLFW does not support any extensions for window surface creation on OS X, meaning<a class="el" href="group__vulkan.html#ga1abcbe61033958f22f63ef82008874b1">glfwGetRequiredInstanceExtensions</a> will return an empty list and window surface creation will fail. </p>
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<p>GLFW uses the <code>VK_KHR_surface</code> and <code>VK_KHR_wayland_surface</code> extensions to create surfaces on Wayland. If any of these extensions are not available, <a class="el" href="group__vulkan.html#ga1abcbe61033958f22f63ef82008874b1">glfwGetRequiredInstanceExtensions</a> will return an empty list and window surface creation will fail. </p>
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Last update on Thu Aug 18 2016 for GLFW 3.2.1
Last update on Tue Apr 16 2019 for GLFW 3.3.0
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<ul><li class="level1"><a href="#compile_cmake">Using CMake</a><ul><li class="level2"><a href="#compile_deps">Dependencies</a><ul><li class="level3"><a href="#compile_deps_msvc">Dependencies for Visual C++ on Windows</a></li>
<li class="level3"><a href="#compile_deps_mingw">Dependencies for MinGW or MinGW-w64 on Windows</a></li>
<li class="level3"><a href="#compile_deps_mingw_cross">Dependencies for MinGW or MinGW-w64 cross-compilation</a></li>
<li class="level3"><a href="#compile_deps_xcode">Dependencies for Xcode on OS X</a></li>
<li class="level3"><a href="#compile_deps_xcode">Dependencies for Xcode on macOS</a></li>
<li class="level3"><a href="#compile_deps_x11">Dependencies for Linux and X11</a></li>
<li class="level3"><a href="#compile_deps_wayland">Dependencies for Linux and Wayland</a></li>
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<li class="level3"><a href="#compile_options_osx">OS X specific CMake options</a></li>
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<div class="textblock"><p>This is about compiling the GLFW library itself. For information on how to build applications that use GLFW, see <a class="el" href="build_guide.html">Building applications</a>.</p>
<h1><a class="anchor" id="compile_cmake"></a>
Using CMake</h1>
<p>GLFW uses <a href="http://www.cmake.org/">CMake</a> to generate project files or makefiles for a particular development environment. If you are on a Unix-like system such as Linux or FreeBSD or have a package system like Fink, MacPorts, Cygwin or Homebrew, you can simply install its CMake package. If not, you can download installers for Windows and OS X from the <a href="http://www.cmake.org/">CMake website</a>.</p>
<p>GLFW uses <a href="https://cmake.org/">CMake</a> to generate project files or makefiles for a particular development environment. If you are on a Unix-like system such as Linux or FreeBSD or have a package system like Fink, MacPorts, Cygwin or Homebrew, you can install its CMake package. If not, you can download installers for Windows and macOS from the <a href="https://cmake.org/">CMake website</a>.</p>
<dl class="section note"><dt>Note</dt><dd>CMake only generates project files or makefiles. It does not compile the actual GLFW library. To compile GLFW, first generate these files for your chosen development environment and then use them to compile the actual GLFW library.</dd></dl>
<h2><a class="anchor" id="compile_deps"></a>
Dependencies</h2>
<p>Once you have installed CMake, make sure that all other dependencies are available. On some platforms, GLFW needs a few additional packages to be installed. See the section for your chosen platform and development environment below.</p>
<h3><a class="anchor" id="compile_deps_msvc"></a>
Dependencies for Visual C++ on Windows</h3>
<p>The Microsoft Platform SDK that is installed along with Visual C++ already contains all the necessary headers, link libraries and tools except for CMake. Move on to <a class="el" href="compile_guide.html#compile_generate">Generating build files with CMake</a>.</p>
<p>The Windows SDK bundled with Visual C++ already contains all the necessary headers, link libraries and tools except for CMake. Move on to <a class="el" href="compile_guide.html#compile_generate">Generating build files with CMake</a>.</p>
<h3><a class="anchor" id="compile_deps_mingw"></a>
Dependencies for MinGW or MinGW-w64 on Windows</h3>
<p>Both the MinGW and the MinGW-w64 packages already contain all the necessary headers, link libraries and tools except for CMake. Move on to <a class="el" href="compile_guide.html#compile_generate">Generating build files with CMake</a>.</p>
<h3><a class="anchor" id="compile_deps_mingw_cross"></a>
Dependencies for MinGW or MinGW-w64 cross-compilation</h3>
<p>Both Cygwin and many Linux distributions have MinGW or MinGW-w64 packages. For example, Cygwin has the <code>mingw64-i686-gcc</code> and <code>mingw64-x86_64-gcc</code> packages for 32- and 64-bit version of MinGW-w64, while Debian GNU/Linux and derivatives like Ubuntu have the <code>mingw-w64</code> package for both.</p>
<p>GLFW has CMake toolchain files in the <code>CMake/</code> directory that allow for easy cross-compilation of Windows binaries. To use these files you need to add a special parameter when generating the project files or makefiles:</p>
<div class="fragment"><div class="line"><a name="l00001"></a><span class="lineno"> 1</span>&#160;cmake -DCMAKE_TOOLCHAIN_FILE=&lt;toolchain-file&gt; .</div></div><!-- fragment --><p>The exact toolchain file to use depends on the prefix used by the MinGW or MinGW-w64 binaries on your system. You can usually see this in the /usr directory. For example, both the Debian/Ubuntu and Cygwin MinGW-w64 packages have <code>/usr/x86_64-w64-mingw32</code> for the 64-bit compilers, so the correct invocation would be:</p>
<div class="fragment"><div class="line"><a name="l00001"></a><span class="lineno"> 1</span>&#160;cmake -DCMAKE_TOOLCHAIN_FILE=CMake/x86_64-w64-mingw32.cmake .</div></div><!-- fragment --><p>For more details see the article <a href="http://www.paraview.org/Wiki/CMake_Cross_Compiling">CMake Cross Compiling</a> on the CMake wiki.</p>
<p>GLFW has CMake toolchain files in the <code>CMake/</code> directory that set up cross-compilation of Windows binaries. To use these files you add an option when running <code>cmake</code> to generate the project files or makefiles:</p>
<div class="fragment"><div class="line">cmake -DCMAKE_TOOLCHAIN_FILE=&lt;toolchain-file&gt; .</div></div><!-- fragment --><p>The exact toolchain file to use depends on the prefix used by the MinGW or MinGW-w64 binaries on your system. You can usually see this in the /usr directory. For example, both the Debian/Ubuntu and Cygwin MinGW-w64 packages have <code>/usr/x86_64-w64-mingw32</code> for the 64-bit compilers, so the correct invocation would be:</p>
<div class="fragment"><div class="line">cmake -DCMAKE_TOOLCHAIN_FILE=CMake/x86_64-w64-mingw32.cmake .</div></div><!-- fragment --><p>For more details see the article <a href="https://gitlab.kitware.com/cmake/community/wikis/doc/cmake/CrossCompiling">CMake Cross Compiling</a> on the CMake wiki.</p>
<p>Once you have this set up, move on to <a class="el" href="compile_guide.html#compile_generate">Generating build files with CMake</a>.</p>
<h3><a class="anchor" id="compile_deps_xcode"></a>
Dependencies for Xcode on OS X</h3>
<p>Xcode comes with all necessary tools except for CMake. The required headers and libraries are included in the core OS X frameworks. Xcode can be downloaded from the Mac App Store or from the ADC Member Center.</p>
Dependencies for Xcode on macOS</h3>
<p>Xcode comes with all necessary tools except for CMake. The required headers and libraries are included in the core macOS frameworks. Xcode can be downloaded from the Mac App Store or from the ADC Member Center.</p>
<p>Once you have Xcode installed, move on to <a class="el" href="compile_guide.html#compile_generate">Generating build files with CMake</a>.</p>
<h3><a class="anchor" id="compile_deps_x11"></a>
Dependencies for Linux and X11</h3>
<p>To compile GLFW for X11, you need to have the X11 packages installed, as well as the basic development tools like GCC and make. For example, on Ubuntu and other distributions based on Debian GNU/Linux, you need to install the <code>xorg-dev</code> package, which pulls in all X.org header packages.</p>
<p>Once you have installed the necessary packages, move on to <a class="el" href="compile_guide.html#compile_generate">Generating build files with CMake</a>.</p>
<h3><a class="anchor" id="compile_deps_wayland"></a>
Dependencies for Linux and Wayland</h3>
<p>To compile GLFW for Wayland, you need to have the Wayland packages installed, as well as the basic development tools like GCC and make. For example, on Ubuntu and other distributions based on Debian GNU/Linux, you need to install the <code>libwayland-dev</code> package, which contains all Wayland headers and pulls in wayland-scanner, as well as the <code>wayland-protocols</code> and <code>extra-cmake-modules</code> packages.</p>
<p>Once you have installed the necessary packages, move on to <a class="el" href="compile_guide.html#compile_generate">Generating build files with CMake</a>.</p>
<h2><a class="anchor" id="compile_deps_osmesa"></a>
Dependencies for Linux and OSMesa</h2>
<p>To compile GLFW for OSMesa, you need to install the OSMesa library and header packages. For example, on Ubuntu and other distributions based on Debian GNU/Linux, you need to install the <code>libosmesa6-dev</code> package. The OSMesa library is required at runtime for context creation and is loaded on demand.</p>
<p>Once you have installed the necessary packages, move on to <a class="el" href="compile_guide.html#compile_generate">Generating build files with CMake</a>.</p>
<h2><a class="anchor" id="compile_generate"></a>
Generating build files with CMake</h2>
<p>Once you have all necessary dependencies it is time to generate the project files or makefiles for your development environment. CMake needs to know two paths for this: the path to the <em>root</em> directory of the GLFW source tree (i.e. <em>not</em> the <code>src</code> subdirectory) and the target path for the generated files and compiled binaries. If these are the same, it is called an in-tree build, otherwise it is called an out-of-tree build.</p>
@@ -140,8 +132,8 @@ Generating build files with CMake</h2>
<h3><a class="anchor" id="compile_generate_cli"></a>
Generating files with the CMake command-line tool</h3>
<p>To make an in-tree build, enter the <em>root</em> directory of the GLFW source tree (i.e. <em>not</em> the <code>src</code> subdirectory) and run CMake. The current directory is used as target path, while the path provided as an argument is used to find the source tree.</p>
<div class="fragment"><div class="line"><a name="l00001"></a><span class="lineno"> 1</span>&#160;cd &lt;glfw-root-dir&gt;</div><div class="line"><a name="l00002"></a><span class="lineno"> 2</span>&#160;cmake .</div></div><!-- fragment --><p>To make an out-of-tree build, make a directory outside of the source tree, enter it and run CMake with the (relative or absolute) path to the root of the source tree as an argument.</p>
<div class="fragment"><div class="line"><a name="l00001"></a><span class="lineno"> 1</span>&#160;mkdir glfw-build</div><div class="line"><a name="l00002"></a><span class="lineno"> 2</span>&#160;cd glfw-build</div><div class="line"><a name="l00003"></a><span class="lineno"> 3</span>&#160;cmake &lt;glfw-root-dir&gt;</div></div><!-- fragment --><p>Once you have generated the project files or makefiles for your chosen development environment, move on to <a class="el" href="compile_guide.html#compile_compile">Compiling the library</a>.</p>
<div class="fragment"><div class="line">cd &lt;glfw-root-dir&gt;</div><div class="line">cmake .</div></div><!-- fragment --><p>To make an out-of-tree build, make a directory outside of the source tree, enter it and run CMake with the (relative or absolute) path to the root of the source tree as an argument.</p>
<div class="fragment"><div class="line">mkdir glfw-build</div><div class="line">cd glfw-build</div><div class="line">cmake &lt;glfw-root-dir&gt;</div></div><!-- fragment --><p>Once you have generated the project files or makefiles for your chosen development environment, move on to <a class="el" href="compile_guide.html#compile_compile">Compiling the library</a>.</p>
<h3><a class="anchor" id="compile_generate_gui"></a>
Generating files with the CMake GUI</h3>
<p>If you are using the GUI version, choose the root of the GLFW source tree as source location and the same directory or another, empty directory as the destination for binaries. Choose <em>Configure</em>, change any options you wish to, <em>Configure</em> again to let the changes take effect and then <em>Generate</em>.</p>
@@ -155,56 +147,42 @@ CMake options</h2>
<p>The CMake files for GLFW provide a number of options, although not all are available on all supported platforms. Some of these are de facto standards among projects using CMake and so have no <code>GLFW_</code> prefix.</p>
<p>If you are using the GUI version of CMake, these are listed and can be changed from there. If you are using the command-line version of CMake you can use the <code>ccmake</code> ncurses GUI to set options. Some package systems like Ubuntu and other distributions based on Debian GNU/Linux have this tool in a separate <code>cmake-curses-gui</code> package.</p>
<p>Finally, if you don't want to use any GUI, you can set options from the <code>cmake</code> command-line with the <code>-D</code> flag.</p>
<div class="fragment"><div class="line"><a name="l00001"></a><span class="lineno"> 1</span>&#160;cmake -DBUILD_SHARED_LIBS=ON .</div></div><!-- fragment --><h3><a class="anchor" id="compile_options_shared"></a>
<div class="fragment"><div class="line">cmake -DBUILD_SHARED_LIBS=ON .</div></div><!-- fragment --><h3><a class="anchor" id="compile_options_shared"></a>
Shared CMake options</h3>
<p><code>BUILD_SHARED_LIBS</code> determines whether GLFW is built as a static library or as a DLL / shared library / dynamic library.</p>
<p><code>LIB_SUFFIX</code> affects where the GLFW shared /dynamic library is installed. If it is empty, it is installed to <code>${CMAKE_INSTALL_PREFIX}/lib</code>. If it is set to <code>64</code>, it is installed to <code>${CMAKE_INSTALL_PREFIX}/lib64</code>.</p>
<p><code>GLFW_BUILD_EXAMPLES</code> determines whether the GLFW examples are built along with the library.</p>
<p><code>GLFW_BUILD_TESTS</code> determines whether the GLFW test programs are built along with the library.</p>
<p><code>GLFW_BUILD_DOCS</code> determines whether the GLFW documentation is built along with the library.</p>
<p><code>GLFW_VULKAN_STATIC</code> determines whether to use the Vulkan loader linked statically into the application.</p>
<h3><a class="anchor" id="compile_options_osx"></a>
OS X specific CMake options</h3>
<p><code>GLFW_USE_CHDIR</code> determines whether <code>glfwInit</code> changes the current directory of bundled applications to the <code>Contents/Resources</code> directory.</p>
<p><code>GLFW_USE_MENUBAR</code> determines whether the first call to <code>glfwCreateWindow</code> sets up a minimal menu bar.</p>
<p><code>GLFW_USE_RETINA</code> determines whether windows will use the full resolution of Retina displays.</p>
<p><a class="anchor" id="BUILD_SHARED_LIBS"></a><b>BUILD_SHARED_LIBS</b> determines whether GLFW is built as a static library or as a DLL / shared library / dynamic library.</p>
<p><a class="anchor" id="GLFW_BUILD_EXAMPLES"></a><b>GLFW_BUILD_EXAMPLES</b> determines whether the GLFW examples are built along with the library.</p>
<p><a class="anchor" id="GLFW_BUILD_TESTS"></a><b>GLFW_BUILD_TESTS</b> determines whether the GLFW test programs are built along with the library.</p>
<p><a class="anchor" id="GLFW_BUILD_DOCS"></a><b>GLFW_BUILD_DOCS</b> determines whether the GLFW documentation is built along with the library.</p>
<p><a class="anchor" id="GLFW_VULKAN_STATIC"></a><b>GLFW_VULKAN_STATIC</b> determines whether to use the Vulkan loader linked directly with the application.</p>
<h3><a class="anchor" id="compile_options_win32"></a>
Windows specific CMake options</h3>
<p><code>USE_MSVC_RUNTIME_LIBRARY_DLL</code> determines whether to use the DLL version or the static library version of the Visual C++ runtime library. If set to <code>ON</code>, the DLL version of the Visual C++ library is used.</p>
<p><code>GLFW_USE_HYBRID_HPG</code> determines whether to export the <code>NvOptimusEnablement</code> and <code>AmdPowerXpressRequestHighPerformance</code> symbols, which force the use of the high-performance GPU on Nvidia Optimus and AMD PowerXpress systems. These symbols need to be exported by the EXE to be detected by the driver, so the override will not work if GLFW is built as a DLL.</p>
<p><a class="anchor" id="USE_MSVC_RUNTIME_LIBRARY_DLL"></a><b>USE_MSVC_RUNTIME_LIBRARY_DLL</b> determines whether to use the DLL version or the static library version of the Visual C++ runtime library. If set to <code>ON</code>, the DLL version of the Visual C++ library is used.</p>
<p><a class="anchor" id="GLFW_USE_HYBRID_HPG"></a><b>GLFW_USE_HYBRID_HPG</b> determines whether to export the <code>NvOptimusEnablement</code> and <code>AmdPowerXpressRequestHighPerformance</code> symbols, which force the use of the high-performance GPU on Nvidia Optimus and AMD PowerXpress systems. These symbols need to be exported by the EXE to be detected by the driver, so the override will not work if GLFW is built as a DLL.</p>
<h1><a class="anchor" id="compile_manual"></a>
Compiling GLFW manually</h1>
<p>If you wish to compile GLFW without its CMake build environment then you will have to do at least some of the platform detection yourself. GLFW needs a configuration macro to be defined in order to know what window system it's being compiled for and also has optional, platform-specific ones for various features.</p>
<p>When building with CMake, the <code>glfw_config.h</code> configuration header is generated based on the current platform and CMake options. The GLFW CMake environment defines <code>_GLFW_USE_CONFIG_H</code>, which causes this header to be included by <code>internal.h</code>. Without this macro, GLFW will expect the necessary configuration macros to be defined on the command-line.</p>
<p>When building with CMake, the <code>glfw_config.h</code> configuration header is generated based on the current platform and CMake options. The GLFW CMake environment defines <b>GLFW_USE_CONFIG_H</b>, which causes this header to be included by <code>internal.h</code>. Without this macro, GLFW will expect the necessary configuration macros to be defined on the command-line.</p>
<p>The window creation API is used to create windows, handle input, monitors, gamma ramps and clipboard. The options are:</p>
<ul>
<li><code>_GLFW_COCOA</code> to use the Cocoa frameworks</li>
<li><code>_GLFW_WIN32</code> to use the Win32 API</li>
<li><code>_GLFW_X11</code> to use the X Window System</li>
<li><code>_GLFW_WAYLAND</code> to use the Wayland API (experimental and incomplete)</li>
<li><code>_GLFW_MIR</code> to use the Mir API (experimental and incomplete)</li>
<li><b>_GLFW_COCOA</b> to use the Cocoa frameworks</li>
<li><b>_GLFW_WIN32</b> to use the Win32 API</li>
<li><b>_GLFW_X11</b> to use the X Window System</li>
<li><b>_GLFW_WAYLAND</b> to use the Wayland API (experimental and incomplete)</li>
<li><b>_GLFW_OSMESA</b> to use the OSMesa API (headless and non-interactive)</li>
</ul>
<p>If you are building GLFW as a shared library / dynamic library / DLL then you must also define <code>_GLFW_BUILD_DLL</code>. Otherwise, you must not define it.</p>
<p>If you are linking the Vulkan loader statically into your application then you must also define <code>_GLFW_VULKAN_STATIC</code>. Otherwise, GLFW will attempt to use the external version.</p>
<p>If you are building GLFW as a shared library / dynamic library / DLL then you must also define <b>_GLFW_BUILD_DLL</b>. Otherwise, you must not define it.</p>
<p>If you are linking the Vulkan loader directly with your application then you must also define <b>_GLFW_VULKAN_STATIC</b>. Otherwise, GLFW will attempt to use the external version.</p>
<p>If you are using a custom name for the Vulkan, EGL, GLX, OSMesa, OpenGL, GLESv1 or GLESv2 library, you can override the default names by defining those you need of <b>_GLFW_VULKAN_LIBRARY</b>, <b>_GLFW_EGL_LIBRARY</b>, <b>_GLFW_GLX_LIBRARY</b>, <b>_GLFW_OSMESA_LIBRARY</b>, <b>_GLFW_OPENGL_LIBRARY</b>, <b>_GLFW_GLESV1_LIBRARY</b> and <b>_GLFW_GLESV2_LIBRARY</b>. Otherwise, GLFW will use the built-in default names.</p>
<p>For the EGL context creation API, the following options are available:</p>
<ul>
<li><code>_GLFW_USE_EGLPLATFORM_H</code> to use <code>EGL/eglplatform.h</code> for native handle definitions (fallback)</li>
</ul>
<p>If you are using the X11 window creation API, support for the following X11 extensions can be enabled:</p>
<ul>
<li><code>_GLFW_HAS_XF86VM</code> to use Xxf86vm as a fallback when RandR gamma is broken (recommended)</li>
</ul>
<p>If you are using the Cocoa window creation API, the following options are available:</p>
<ul>
<li><code>_GLFW_USE_CHDIR</code> to <code>chdir</code> to the <code>Resources</code> subdirectory of the application bundle during <a class="el" href="group__init.html#ga317aac130a235ab08c6db0834907d85e">glfwInit</a> (recommended)</li>
<li><code>_GLFW_USE_MENUBAR</code> to create and populate the menu bar when the first window is created (recommended)</li>
<li><code>_GLFW_USE_RETINA</code> to have windows use the full resolution of Retina displays (recommended)</li>
<li><b>_GLFW_USE_EGLPLATFORM_H</b> to use an existing <code>EGL/eglplatform.h</code> header file for native handle types (fallback)</li>
</ul>
<dl class="section note"><dt>Note</dt><dd>None of the <a class="el" href="build_guide.html#build_macros">GLFW header option macros</a> may be defined during the compilation of GLFW. If you define any of these in your build files, make sure they are not applied to the GLFW sources. </dd></dl>
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Last update on Thu Aug 18 2016 for GLFW 3.2.1
Last update on Tue Apr 16 2019 for GLFW 3.3.0
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@@ -112,7 +95,7 @@ Context objects</h1>
<p>A window object encapsulates both a top-level window and an OpenGL or OpenGL ES context. It is created with <a class="el" href="group__window.html#ga5c336fddf2cbb5b92f65f10fb6043344">glfwCreateWindow</a> and destroyed with <a class="el" href="group__window.html#gacdf43e51376051d2c091662e9fe3d7b2">glfwDestroyWindow</a> or <a class="el" href="group__init.html#gaaae48c0a18607ea4a4ba951d939f0901">glfwTerminate</a>. See <a class="el" href="window_guide.html#window_creation">Window creation</a> for more information.</p>
<p>As the window and context are inseparably linked, the window object also serves as the context handle.</p>
<p>To test the creation of various kinds of contexts and see their properties, run the <code>glfwinfo</code> test program.</p>
<dl class="section note"><dt>Note</dt><dd>Vulkan does not have a context and the Vulkan instance is created via the Vulkan API itself. If you will be using Vulkan to render to a window, disable context creation by setting the <a class="el" href="window_guide.html#window_hints_ctx">GLFW_CLIENT_API</a> hint to <code>GLFW_NO_API</code>. For more information, see the <a class="el" href="vulkan_guide.html">Vulkan guide</a>.</dd></dl>
<dl class="section note"><dt>Note</dt><dd>Vulkan does not have a context and the Vulkan instance is created via the Vulkan API itself. If you will be using Vulkan to render to a window, disable context creation by setting the <a class="el" href="window_guide.html#GLFW_CLIENT_API_hint">GLFW_CLIENT_API</a> hint to <code>GLFW_NO_API</code>. For more information, see the <a class="el" href="vulkan_guide.html">Vulkan guide</a>.</dd></dl>
<h2><a class="anchor" id="context_hints"></a>
Context creation hints</h2>
<p>There are a number of hints, specified using <a class="el" href="group__window.html#ga7d9c8c62384b1e2821c4dc48952d2033">glfwWindowHint</a>, related to what kind of context is created. See <a class="el" href="window_guide.html#window_hints_ctx">context related hints</a> in the window guide.</p>
@@ -120,20 +103,21 @@ Context creation hints</h2>
Context object sharing</h2>
<p>When creating a window and its OpenGL or OpenGL ES context with <a class="el" href="group__window.html#ga5c336fddf2cbb5b92f65f10fb6043344">glfwCreateWindow</a>, you can specify another window whose context the new one should share its objects (textures, vertex and element buffers, etc.) with.</p>
<div class="fragment"><div class="line"><a class="code" href="group__window.html#ga3c96d80d363e67d13a41b5d1821f3242">GLFWwindow</a>* second_window = <a class="code" href="group__window.html#ga5c336fddf2cbb5b92f65f10fb6043344">glfwCreateWindow</a>(640, 480, <span class="stringliteral">&quot;Second Window&quot;</span>, NULL, first_window);</div></div><!-- fragment --><p>Object sharing is implemented by the operating system and graphics driver. On platforms where it is possible to choose which types of objects are shared, GLFW requests that all types are shared.</p>
<p>See the relevant chapter of the <a href="https://www.opengl.org/registry/">OpenGL</a> or <a href="http://www.khronos.org/opengles/">OpenGL ES</a> reference documents for more information. The name and number of this chapter unfortunately varies between versions and APIs, but has at times been named <em>Shared Objects and Multiple Contexts</em>.</p>
<p>GLFW comes with a simple object sharing test program called <code>sharing</code>.</p>
<p>See the relevant chapter of the <a href="https://www.opengl.org/registry/">OpenGL</a> or <a href="https://www.khronos.org/opengles/">OpenGL ES</a> reference documents for more information. The name and number of this chapter unfortunately varies between versions and APIs, but has at times been named <em>Shared Objects and Multiple Contexts</em>.</p>
<p>GLFW comes with a barebones object sharing example program called <code>sharing</code>.</p>
<h2><a class="anchor" id="context_offscreen"></a>
Offscreen contexts</h2>
<p>GLFW doesn't support creating contexts without an associated window. However, contexts with hidden windows can be created with the <a class="el" href="window_guide.html#window_hints_wnd">GLFW_VISIBLE</a> window hint.</p>
<div class="fragment"><div class="line"><a class="code" href="group__window.html#ga7d9c8c62384b1e2821c4dc48952d2033">glfwWindowHint</a>(<a class="code" href="glfw3_8h.html#afb3cdc45297e06d8f1eb13adc69ca6c4">GLFW_VISIBLE</a>, <a class="code" href="glfw3_8h.html#ac877fe3b627d21ef3a0a23e0a73ba8c5">GLFW_FALSE</a>);</div><div class="line"></div><div class="line"><a class="code" href="group__window.html#ga3c96d80d363e67d13a41b5d1821f3242">GLFWwindow</a>* offscreen_context = <a class="code" href="group__window.html#ga5c336fddf2cbb5b92f65f10fb6043344">glfwCreateWindow</a>(640, 480, <span class="stringliteral">&quot;&quot;</span>, NULL, NULL);</div></div><!-- fragment --><p>The window never needs to be shown and its context can be used as a plain offscreen context. Depending on the window manager, the size of a hidden window's framebuffer may not be usable or modifiable, so framebuffer objects are recommended for rendering with such contexts.</p>
<p>GLFW doesn't support creating contexts without an associated window. However, contexts with hidden windows can be created with the <a class="el" href="window_guide.html#GLFW_VISIBLE_hint">GLFW_VISIBLE</a> window hint.</p>
<div class="fragment"><div class="line"><a class="code" href="group__window.html#ga7d9c8c62384b1e2821c4dc48952d2033">glfwWindowHint</a>(<a class="code" href="group__window.html#gafb3cdc45297e06d8f1eb13adc69ca6c4">GLFW_VISIBLE</a>, <a class="code" href="group__init.html#gac877fe3b627d21ef3a0a23e0a73ba8c5">GLFW_FALSE</a>);</div><div class="line"></div><div class="line"><a class="code" href="group__window.html#ga3c96d80d363e67d13a41b5d1821f3242">GLFWwindow</a>* offscreen_context = <a class="code" href="group__window.html#ga5c336fddf2cbb5b92f65f10fb6043344">glfwCreateWindow</a>(640, 480, <span class="stringliteral">&quot;&quot;</span>, NULL, NULL);</div></div><!-- fragment --><p>The window never needs to be shown and its context can be used as a plain offscreen context. Depending on the window manager, the size of a hidden window's framebuffer may not be usable or modifiable, so framebuffer objects are recommended for rendering with such contexts.</p>
<p>You should still <a class="el" href="input_guide.html#events">process events</a> as long as you have at least one window, even if none of them are visible.</p>
<p><b>OS X:</b> The first time a window is created the menu bar is populated with common commands like Hide, Quit and About. This is not desirable for example when writing a command-line only application. The menu bar setup can be disabled with a <a class="el" href="compile_guide.html#compile_options_osx">compile-time option</a>.</p>
<p><b>macOS:</b> The first time a window is created the menu bar is created. This is not desirable for example when writing a command-line only application. Menu bar creation can be disabled with the <a class="el" href="group__init.html#ga71e0b4ce2f2696a84a9b8c5e12dc70cf">GLFW_COCOA_MENUBAR</a> init hint.</p>
<h2><a class="anchor" id="context_less"></a>
Windows without contexts</h2>
<p>You can disable context creation by setting the <a class="el" href="window_guide.html#window_hints_ctx">GLFW_CLIENT_API</a> hint to <code>GLFW_NO_API</code>. Windows without contexts must not be passed to <a class="el" href="group__context.html#ga1c04dc242268f827290fe40aa1c91157">glfwMakeContextCurrent</a> or <a class="el" href="group__window.html#ga15a5a1ee5b3c2ca6b15ca209a12efd14">glfwSwapBuffers</a>.</p>
<p>You can disable context creation by setting the <a class="el" href="window_guide.html#GLFW_CLIENT_API_hint">GLFW_CLIENT_API</a> hint to <code>GLFW_NO_API</code>. Windows without contexts must not be passed to <a class="el" href="group__context.html#ga1c04dc242268f827290fe40aa1c91157">glfwMakeContextCurrent</a> or <a class="el" href="group__window.html#ga15a5a1ee5b3c2ca6b15ca209a12efd14">glfwSwapBuffers</a>.</p>
<h1><a class="anchor" id="context_current"></a>
Current context</h1>
<p>Before you can make OpenGL or OpenGL ES calls, you need to have a current context of the correct type. A context can only be current for a single thread at a time, and a thread can only have a single context current at a time.</p>
<p>When moving a context between threads, you must make it non-current on the old thread before making it current on the new one.</p>
<p>The context of a window is made current with <a class="el" href="group__context.html#ga1c04dc242268f827290fe40aa1c91157">glfwMakeContextCurrent</a>.</p>
<div class="fragment"><div class="line"><a class="code" href="group__context.html#ga1c04dc242268f827290fe40aa1c91157">glfwMakeContextCurrent</a>(window);</div></div><!-- fragment --><p>The window of the current context is returned by <a class="el" href="group__context.html#gac84759b1f6c2d271a4fea8ae89ec980d">glfwGetCurrentContext</a>.</p>
<div class="fragment"><div class="line"><a class="code" href="group__window.html#ga3c96d80d363e67d13a41b5d1821f3242">GLFWwindow</a>* window = <a class="code" href="group__context.html#gac84759b1f6c2d271a4fea8ae89ec980d">glfwGetCurrentContext</a>();</div></div><!-- fragment --><p>The following GLFW functions require a context to be current. Calling any these functions without a current context will generate a <a class="el" href="group__errors.html#gaa8290386e9528ccb9e42a3a4e16fc0d0">GLFW_NO_CURRENT_CONTEXT</a> error.</p>
@@ -144,7 +128,7 @@ Current context</h1>
</ul>
<h1><a class="anchor" id="context_swap"></a>
Buffer swapping</h1>
<p>Buffer swapping is part of the window and framebuffer, not the context. See <a class="el" href="window_guide.html#buffer_swap">Buffer swapping</a>.</p>
<p>See <a class="el" href="window_guide.html#buffer_swap">Buffer swapping</a> in the window guide.</p>
<h1><a class="anchor" id="context_glext"></a>
OpenGL and OpenGL ES extensions</h1>
<p>One of the benefits of OpenGL and OpenGL ES is their extensibility. Hardware vendors may include extensions in their implementations that extend the API before that functionality is included in a new version of the OpenGL or OpenGL ES specification, and some extensions are never included and remain as extensions until they become obsolete.</p>
@@ -154,13 +138,13 @@ OpenGL and OpenGL ES extensions</h1>
<li>New OpenGL tokens (e.g. <code>GL_DEBUG_SEVERITY_HIGH_ARB</code>)</li>
<li>New OpenGL functions (e.g. <code>glGetDebugMessageLogARB</code>)</li>
</ul>
<p>Note the <code>ARB</code> affix, which stands for Architecture Review Board and is used for official extensions. The extension above was created by the ARB, but there are many different affixes, like <code>NV</code> for Nvidia and <code>AMD</code> for, well, AMD. Any group may also use the generic <code>EXT</code> affix. Lists of extensions, together with their specifications, can be found at the <a href="http://www.opengl.org/registry/">OpenGL Registry</a> and <a href="https://www.khronos.org/registry/gles/">OpenGL ES Registry</a>.</p>
<p>Note the <code>ARB</code> affix, which stands for Architecture Review Board and is used for official extensions. The extension above was created by the ARB, but there are many different affixes, like <code>NV</code> for Nvidia and <code>AMD</code> for, well, AMD. Any group may also use the generic <code>EXT</code> affix. Lists of extensions, together with their specifications, can be found at the <a href="https://www.opengl.org/registry/">OpenGL Registry</a> and <a href="https://www.khronos.org/registry/gles/">OpenGL ES Registry</a>.</p>
<h2><a class="anchor" id="context_glext_auto"></a>
Loading extension with a loader library</h2>
<p>An extension loader library is the easiest and best way to access both OpenGL and OpenGL ES extensions and modern versions of the core OpenGL or OpenGL ES APIs. They will take care of all the details of declaring and loading everything you need. One such library is <a href="https://github.com/Dav1dde/glad">glad</a> and there are several others.</p>
<p>The following example will use glad but all extension loader libraries work similarly.</p>
<p>First you need to generate the source files using the glad Python script. This example generates a loader for any version of OpenGL, which is the default for both GLFW and glad, but loaders for OpenGL ES, as well as loaders for specific API versions and extension sets can be generated. The generated files are written to the <code>output</code> directory.</p>
<div class="fragment"><div class="line"><a name="l00001"></a><span class="lineno"> 1</span>&#160;python main.py --generator c --no-loader --out-path output</div></div><!-- fragment --><p>The <code>--no-loader</code> option is added because GLFW already provides a function for loading OpenGL and OpenGL ES function pointers, one that automatically uses the selected context creation API, and glad can call this instead of having to implement its own. There are several other command-line options as well. See the glad documentation for details.</p>
<div class="fragment"><div class="line">python main.py --generator c --no-loader --out-path output</div></div><!-- fragment --><p>The <code>--no-loader</code> option is added because GLFW already provides a function for loading OpenGL and OpenGL ES function pointers, one that automatically uses the selected context creation API, and glad can call this instead of having to implement its own. There are several other command-line options as well. See the glad documentation for details.</p>
<p>Add the generated <code>output/src/glad.c</code>, <code>output/include/glad/glad.h</code> and <code>output/include/KHR/khrplatform.h</code> files to your build. Then you need to include the glad header file, which will replace the OpenGL header of your development environment. By including the glad header before the GLFW header, it suppresses the development environment's OpenGL or OpenGL ES header.</p>
<div class="fragment"><div class="line"><span class="preprocessor">#include &lt;glad/glad.h&gt;</span></div><div class="line"><span class="preprocessor">#include &lt;<a class="code" href="glfw3_8h.html">GLFW/glfw3.h</a>&gt;</span></div></div><!-- fragment --><p>Finally you need to initialize glad once you have a suitable current context.</p>
<div class="fragment"><div class="line">window = <a class="code" href="group__window.html#ga5c336fddf2cbb5b92f65f10fb6043344">glfwCreateWindow</a>(640, 480, <span class="stringliteral">&quot;My Window&quot;</span>, NULL, NULL);</div><div class="line"><span class="keywordflow">if</span> (!window)</div><div class="line">{</div><div class="line"> ...</div><div class="line">}</div><div class="line"></div><div class="line"><a class="code" href="group__context.html#ga1c04dc242268f827290fe40aa1c91157">glfwMakeContextCurrent</a>(window);</div><div class="line"></div><div class="line">gladLoadGLLoader((GLADloadproc) <a class="code" href="group__context.html#ga35f1837e6f666781842483937612f163">glfwGetProcAddress</a>);</div></div><!-- fragment --><p>Once glad has been loaded, you have access to all OpenGL core and extension functions supported by both the context you created and the glad loader you generated and you are ready to start rendering.</p>
@@ -173,9 +157,9 @@ Loading extensions manually</h2>
<p>This section will demonstrate manual loading of OpenGL extensions. The loading of OpenGL ES extensions is identical except for the name of the extension header.</p>
<h3><a class="anchor" id="context_glext_header"></a>
The glext.h header</h3>
<p>The <code>glext.h</code> extension header is a continually updated file that defines the interfaces for all OpenGL extensions. The latest version of this can always be found at the <a href="http://www.opengl.org/registry/">OpenGL Registry</a>. There are also extension headers for the various versions of OpenGL ES at the <a href="https://www.khronos.org/registry/gles/">OpenGL ES Registry</a>. It it strongly recommended that you use your own copy of the extension header, as the one included in your development environment may be several years out of date and may not include the extensions you wish to use.</p>
<p>The <code>glext.h</code> extension header is a continually updated file that defines the interfaces for all OpenGL extensions. The latest version of this can always be found at the <a href="https://www.opengl.org/registry/">OpenGL Registry</a>. There are also extension headers for the various versions of OpenGL ES at the <a href="https://www.khronos.org/registry/gles/">OpenGL ES Registry</a>. It it strongly recommended that you use your own copy of the extension header, as the one included in your development environment may be several years out of date and may not include the extensions you wish to use.</p>
<p>The header defines function pointer types for all functions of all extensions it supports. These have names like <code>PFNGLGETDEBUGMESSAGELOGARBPROC</code> (for <code>glGetDebugMessageLogARB</code>), i.e. the name is made uppercase and <code>PFN</code> (pointer to function) and <code>PROC</code> (procedure) are added to the ends.</p>
<p>To include the extension header, define <a class="el" href="build_guide.html#build_macros">GLFW_INCLUDE_GLEXT</a> before including the GLFW header.</p>
<p>To include the extension header, define <a class="el" href="build_guide.html#GLFW_INCLUDE_GLEXT">GLFW_INCLUDE_GLEXT</a> before including the GLFW header.</p>
<div class="fragment"><div class="line"><span class="preprocessor">#define GLFW_INCLUDE_GLEXT</span></div><div class="line"><span class="preprocessor">#include &lt;GLFW/glfw3.h&gt;</span></div></div><!-- fragment --><h3><a class="anchor" id="context_glext_string"></a>
Checking for extensions</h3>
<p>A given machine may not actually support the extension (it may have older drivers or a graphics card that lacks the necessary hardware features), so it is necessary to check at run-time whether the context supports the extension. This is done with <a class="el" href="group__context.html#ga87425065c011cef1ebd6aac75e059dfa">glfwExtensionSupported</a>.</p>
@@ -185,10 +169,11 @@ Fetching function pointers</h3>
<p>Many extensions, though not all, require the use of new OpenGL functions. These functions often do not have entry points in the client API libraries of your operating system, making it necessary to fetch them at run time. You can retrieve pointers to these functions with <a class="el" href="group__context.html#ga35f1837e6f666781842483937612f163">glfwGetProcAddress</a>.</p>
<div class="fragment"><div class="line">PFNGLGETDEBUGMESSAGELOGARBPROC pfnGetDebugMessageLog = <a class="code" href="group__context.html#ga35f1837e6f666781842483937612f163">glfwGetProcAddress</a>(<span class="stringliteral">&quot;glGetDebugMessageLogARB&quot;</span>);</div></div><!-- fragment --><p>In general, you should avoid giving the function pointer variables the (exact) same name as the function, as this may confuse your linker. Instead, you can use a different prefix, like above, or some other naming scheme.</p>
<p>Now that all the pieces have been introduced, here is what they might look like when used together.</p>
<div class="fragment"><div class="line"><span class="preprocessor">#define GLFW_INCLUDE_GLEXT</span></div><div class="line"><span class="preprocessor">#include &lt;<a class="code" href="glfw3_8h.html">GLFW/glfw3.h</a>&gt;</span></div><div class="line"></div><div class="line"><span class="preprocessor">#define glGetDebugMessageLogARB pfnGetDebugMessageLog</span></div><div class="line">PFNGLGETDEBUGMESSAGELOGARBPROC pfnGetDebugMessageLog;</div><div class="line"></div><div class="line"><span class="comment">// Flag indicating whether the extension is supported</span></div><div class="line"><span class="keywordtype">int</span> has_ARB_debug_output = 0;</div><div class="line"></div><div class="line"><span class="keywordtype">void</span> load_extensions(<span class="keywordtype">void</span>)</div><div class="line">{</div><div class="line"> <span class="keywordflow">if</span> (<a class="code" href="group__context.html#ga87425065c011cef1ebd6aac75e059dfa">glfwExtensionSupported</a>(<span class="stringliteral">&quot;GL_ARB_debug_output&quot;</span>))</div><div class="line"> {</div><div class="line"> pfnGetDebugMessageLog = (PFNGLGETDEBUGMESSAGELOGARBPROC)</div><div class="line"> <a class="code" href="group__context.html#ga35f1837e6f666781842483937612f163">glfwGetProcAddress</a>(<span class="stringliteral">&quot;glGetDebugMessageLogARB&quot;</span>);</div><div class="line"> has_ARB_debug_output = 1;</div><div class="line"> }</div><div class="line">}</div><div class="line"></div><div class="line"><span class="keywordtype">void</span> some_function(<span class="keywordtype">void</span>)</div><div class="line">{</div><div class="line"> <span class="keywordflow">if</span> (has_ARB_debug_output)</div><div class="line"> {</div><div class="line"> <span class="comment">// Now the extension function can be called as usual</span></div><div class="line"> glGetDebugMessageLogARB(...);</div><div class="line"> }</div><div class="line">}</div></div><!-- fragment --> </div></div><!-- contents -->
<div class="fragment"><div class="line"><span class="preprocessor">#define GLFW_INCLUDE_GLEXT</span></div><div class="line"><span class="preprocessor">#include &lt;<a class="code" href="glfw3_8h.html">GLFW/glfw3.h</a>&gt;</span></div><div class="line"></div><div class="line"><span class="preprocessor">#define glGetDebugMessageLogARB pfnGetDebugMessageLog</span></div><div class="line">PFNGLGETDEBUGMESSAGELOGARBPROC pfnGetDebugMessageLog;</div><div class="line"></div><div class="line"><span class="comment">// Flag indicating whether the extension is supported</span></div><div class="line"><span class="keywordtype">int</span> has_ARB_debug_output = 0;</div><div class="line"></div><div class="line"><span class="keywordtype">void</span> load_extensions(<span class="keywordtype">void</span>)</div><div class="line">{</div><div class="line"> <span class="keywordflow">if</span> (<a class="code" href="group__context.html#ga87425065c011cef1ebd6aac75e059dfa">glfwExtensionSupported</a>(<span class="stringliteral">&quot;GL_ARB_debug_output&quot;</span>))</div><div class="line"> {</div><div class="line"> pfnGetDebugMessageLog = (PFNGLGETDEBUGMESSAGELOGARBPROC)</div><div class="line"> <a class="code" href="group__context.html#ga35f1837e6f666781842483937612f163">glfwGetProcAddress</a>(<span class="stringliteral">&quot;glGetDebugMessageLogARB&quot;</span>);</div><div class="line"> has_ARB_debug_output = 1;</div><div class="line"> }</div><div class="line">}</div><div class="line"></div><div class="line"><span class="keywordtype">void</span> some_function(<span class="keywordtype">void</span>)</div><div class="line">{</div><div class="line"> <span class="keywordflow">if</span> (has_ARB_debug_output)</div><div class="line"> {</div><div class="line"> <span class="comment">// Now the extension function can be called as usual</span></div><div class="line"> glGetDebugMessageLogARB(...);</div><div class="line"> }</div><div class="line">}</div></div><!-- fragment --> </div></div><!-- PageDoc -->
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Last update on Tue Apr 16 2019 for GLFW 3.3.0
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Last update on Thu Aug 18 2016 for GLFW 3.2.1
Last update on Tue Apr 16 2019 for GLFW 3.3.0
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View File

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<div class="textblock">Here is a list of all struct and union fields with links to the structures/unions they belong to:</div><ul>
<li>blue
: <a class="el" href="structGLFWgammaramp.html#acf0c836d0efe29c392fe8d1a1042744b">GLFWgammaramp</a>
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<li>blueBits
: <a class="el" href="structGLFWvidmode.html#af310977f58d2e3b188175b6e3d314047">GLFWvidmode</a>
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: <a class="el" href="structGLFWgammaramp.html#affccc6f5df47820b6562d709da3a5a3a">GLFWgammaramp</a>
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: <a class="el" href="structGLFWgammaramp.html#ad620e1cffbff9a32c51bca46301b59a5">GLFWgammaramp</a>
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<li>width
: <a class="el" href="structGLFWimage.html#af6a71cc999fe6d3aea31dd7e9687d835">GLFWimage</a>
, <a class="el" href="structGLFWvidmode.html#a698dcb200562051a7249cb6ae154c71d">GLFWvidmode</a>
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Last update on Thu Aug 18 2016 for GLFW 3.2.1
</p>
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</body>
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&#160;<ul>
<li>blue
: <a class="el" href="structGLFWgammaramp.html#acf0c836d0efe29c392fe8d1a1042744b">GLFWgammaramp</a>
</li>
<li>blueBits
: <a class="el" href="structGLFWvidmode.html#af310977f58d2e3b188175b6e3d314047">GLFWvidmode</a>
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<li>green
: <a class="el" href="structGLFWgammaramp.html#affccc6f5df47820b6562d709da3a5a3a">GLFWgammaramp</a>
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<li>greenBits
: <a class="el" href="structGLFWvidmode.html#a292fdd281f3485fb3ff102a5bda43faa">GLFWvidmode</a>
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<li>height
: <a class="el" href="structGLFWimage.html#a0b7d95368f0c80d5e5c9875057c7dbec">GLFWimage</a>
, <a class="el" href="structGLFWvidmode.html#ac65942a5f6981695517437a9d571d03c">GLFWvidmode</a>
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<li>pixels
: <a class="el" href="structGLFWimage.html#a0c532a5c2bb715555279b7817daba0fb">GLFWimage</a>
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<li>red
: <a class="el" href="structGLFWgammaramp.html#a2cce5d968734b685623eef913e635138">GLFWgammaramp</a>
</li>
<li>redBits
: <a class="el" href="structGLFWvidmode.html#a6066c4ecd251098700062d3b735dba1b">GLFWvidmode</a>
</li>
<li>refreshRate
: <a class="el" href="structGLFWvidmode.html#a791bdd6c7697b09f7e9c97054bf05649">GLFWvidmode</a>
</li>
<li>size
: <a class="el" href="structGLFWgammaramp.html#ad620e1cffbff9a32c51bca46301b59a5">GLFWgammaramp</a>
</li>
<li>width
: <a class="el" href="structGLFWimage.html#af6a71cc999fe6d3aea31dd7e9687d835">GLFWimage</a>
, <a class="el" href="structGLFWvidmode.html#a698dcb200562051a7249cb6ae154c71d">GLFWvidmode</a>
</li>
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<p>
Last update on Thu Aug 18 2016 for GLFW 3.2.1
</p>
</address>
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File diff suppressed because it is too large Load Diff

File diff suppressed because one or more lines are too long

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<div id="nav-path" class="navpath">
<ul>
<li class="navelem"><a class="el" href="dir_351f617146de9499414a6c099ebbe0ca.html">glfw-3.2.1</a></li><li class="navelem"><a class="el" href="dir_1f12d41534b9d9c99a183e145b58d6f3.html">include</a></li><li class="navelem"><a class="el" href="dir_4bcf8e981abe5adb811ce4f57d70c9af.html">GLFW</a></li> </ul>
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@@ -92,10 +69,9 @@ var searchBox = new SearchBox("searchBox", "search",false,'Search');
<div class="title">glfw3native.h File Reference</div> </div>
</div><!--header-->
<div class="contents">
<p>The header of the native access functions.
<a href="#details">More...</a></p>
<a name="details" id="details"></a><h2 class="groupheader">Description</h2>
<div class="textblock"><p>This is the header file of the native access functions. See <a class="el" href="group__native.html">Native access</a> for more information. </p>
</div>
<p><a href="glfw3native_8h_source.html">Go to the source code of this file.</a></p>
<table class="memberdecls">
<tr class="heading"><td colspan="2"><h2 class="groupheader"><a name="func-members"></a>
@@ -133,6 +109,12 @@ Functions</h2></td></tr>
<tr class="memitem:ga90ca676322740842db446999a1b1f21d"><td class="memItemLeft" align="right" valign="top">Window&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="group__native.html#ga90ca676322740842db446999a1b1f21d">glfwGetX11Window</a> (<a class="el" href="group__window.html#ga3c96d80d363e67d13a41b5d1821f3242">GLFWwindow</a> *window)</td></tr>
<tr class="memdesc:ga90ca676322740842db446999a1b1f21d"><td class="mdescLeft">&#160;</td><td class="mdescRight">Returns the <code>Window</code> of the specified window. <a href="group__native.html#ga90ca676322740842db446999a1b1f21d">More...</a><br /></td></tr>
<tr class="separator:ga90ca676322740842db446999a1b1f21d"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:ga55f879ab02d93367f966186b6f0133f7"><td class="memItemLeft" align="right" valign="top">void&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="group__native.html#ga55f879ab02d93367f966186b6f0133f7">glfwSetX11SelectionString</a> (const char *string)</td></tr>
<tr class="memdesc:ga55f879ab02d93367f966186b6f0133f7"><td class="mdescLeft">&#160;</td><td class="mdescRight">Sets the current primary selection to the specified string. <a href="group__native.html#ga55f879ab02d93367f966186b6f0133f7">More...</a><br /></td></tr>
<tr class="separator:ga55f879ab02d93367f966186b6f0133f7"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:ga72f23e3980b83788c70aa854eca31430"><td class="memItemLeft" align="right" valign="top">const char *&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="group__native.html#ga72f23e3980b83788c70aa854eca31430">glfwGetX11SelectionString</a> (void)</td></tr>
<tr class="memdesc:ga72f23e3980b83788c70aa854eca31430"><td class="mdescLeft">&#160;</td><td class="mdescRight">Returns the contents of the current primary selection as a string. <a href="group__native.html#ga72f23e3980b83788c70aa854eca31430">More...</a><br /></td></tr>
<tr class="separator:ga72f23e3980b83788c70aa854eca31430"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:ga62d884114b0abfcdc2930e89f20867e2"><td class="memItemLeft" align="right" valign="top">GLXContext&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="group__native.html#ga62d884114b0abfcdc2930e89f20867e2">glfwGetGLXContext</a> (<a class="el" href="group__window.html#ga3c96d80d363e67d13a41b5d1821f3242">GLFWwindow</a> *window)</td></tr>
<tr class="memdesc:ga62d884114b0abfcdc2930e89f20867e2"><td class="mdescLeft">&#160;</td><td class="mdescRight">Returns the <code>GLXContext</code> of the specified window. <a href="group__native.html#ga62d884114b0abfcdc2930e89f20867e2">More...</a><br /></td></tr>
<tr class="separator:ga62d884114b0abfcdc2930e89f20867e2"><td class="memSeparator" colspan="2">&#160;</td></tr>
@@ -148,15 +130,6 @@ Functions</h2></td></tr>
<tr class="memitem:ga4738d7aca4191363519a9a641c3ab64c"><td class="memItemLeft" align="right" valign="top">struct wl_surface *&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="group__native.html#ga4738d7aca4191363519a9a641c3ab64c">glfwGetWaylandWindow</a> (<a class="el" href="group__window.html#ga3c96d80d363e67d13a41b5d1821f3242">GLFWwindow</a> *window)</td></tr>
<tr class="memdesc:ga4738d7aca4191363519a9a641c3ab64c"><td class="mdescLeft">&#160;</td><td class="mdescRight">Returns the main <code>struct wl_surface*</code> of the specified window. <a href="group__native.html#ga4738d7aca4191363519a9a641c3ab64c">More...</a><br /></td></tr>
<tr class="separator:ga4738d7aca4191363519a9a641c3ab64c"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:ga40dd05325d9813fa67d61328c51d2930"><td class="memItemLeft" align="right" valign="top">MirConnection *&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="group__native.html#ga40dd05325d9813fa67d61328c51d2930">glfwGetMirDisplay</a> (void)</td></tr>
<tr class="memdesc:ga40dd05325d9813fa67d61328c51d2930"><td class="mdescLeft">&#160;</td><td class="mdescRight">Returns the <code>MirConnection*</code> used by GLFW. <a href="group__native.html#ga40dd05325d9813fa67d61328c51d2930">More...</a><br /></td></tr>
<tr class="separator:ga40dd05325d9813fa67d61328c51d2930"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:gae0941c11dc8f01aeb7cbb563f5cd930b"><td class="memItemLeft" align="right" valign="top">int&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="group__native.html#gae0941c11dc8f01aeb7cbb563f5cd930b">glfwGetMirMonitor</a> (<a class="el" href="group__monitor.html#ga8d9efd1cde9426692c73fe40437d0ae3">GLFWmonitor</a> *monitor)</td></tr>
<tr class="memdesc:gae0941c11dc8f01aeb7cbb563f5cd930b"><td class="mdescLeft">&#160;</td><td class="mdescRight">Returns the Mir output ID of the specified monitor. <a href="group__native.html#gae0941c11dc8f01aeb7cbb563f5cd930b">More...</a><br /></td></tr>
<tr class="separator:gae0941c11dc8f01aeb7cbb563f5cd930b"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:ga964d52bb7932216c379762eef1ea9b05"><td class="memItemLeft" align="right" valign="top">MirSurface *&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="group__native.html#ga964d52bb7932216c379762eef1ea9b05">glfwGetMirWindow</a> (<a class="el" href="group__window.html#ga3c96d80d363e67d13a41b5d1821f3242">GLFWwindow</a> *window)</td></tr>
<tr class="memdesc:ga964d52bb7932216c379762eef1ea9b05"><td class="mdescLeft">&#160;</td><td class="mdescRight">Returns the <code>MirSurface*</code> of the specified window. <a href="group__native.html#ga964d52bb7932216c379762eef1ea9b05">More...</a><br /></td></tr>
<tr class="separator:ga964d52bb7932216c379762eef1ea9b05"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:ga1cd8d973f47aacb5532d368147cc3138"><td class="memItemLeft" align="right" valign="top">EGLDisplay&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="group__native.html#ga1cd8d973f47aacb5532d368147cc3138">glfwGetEGLDisplay</a> (void)</td></tr>
<tr class="memdesc:ga1cd8d973f47aacb5532d368147cc3138"><td class="mdescLeft">&#160;</td><td class="mdescRight">Returns the <code>EGLDisplay</code> used by GLFW. <a href="group__native.html#ga1cd8d973f47aacb5532d368147cc3138">More...</a><br /></td></tr>
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<tr class="memitem:ga2199b36117a6a695fec8441d8052eee6"><td class="memItemLeft" align="right" valign="top">EGLSurface&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="group__native.html#ga2199b36117a6a695fec8441d8052eee6">glfwGetEGLSurface</a> (<a class="el" href="group__window.html#ga3c96d80d363e67d13a41b5d1821f3242">GLFWwindow</a> *window)</td></tr>
<tr class="memdesc:ga2199b36117a6a695fec8441d8052eee6"><td class="mdescLeft">&#160;</td><td class="mdescRight">Returns the <code>EGLSurface</code> of the specified window. <a href="group__native.html#ga2199b36117a6a695fec8441d8052eee6">More...</a><br /></td></tr>
<tr class="separator:ga2199b36117a6a695fec8441d8052eee6"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:ga3b36e3e3dcf308b776427b6bd73cc132"><td class="memItemLeft" align="right" valign="top">int&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="group__native.html#ga3b36e3e3dcf308b776427b6bd73cc132">glfwGetOSMesaColorBuffer</a> (<a class="el" href="group__window.html#ga3c96d80d363e67d13a41b5d1821f3242">GLFWwindow</a> *window, int *width, int *height, int *format, void **buffer)</td></tr>
<tr class="memdesc:ga3b36e3e3dcf308b776427b6bd73cc132"><td class="mdescLeft">&#160;</td><td class="mdescRight">Retrieves the color buffer associated with the specified window. <a href="group__native.html#ga3b36e3e3dcf308b776427b6bd73cc132">More...</a><br /></td></tr>
<tr class="separator:ga3b36e3e3dcf308b776427b6bd73cc132"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:ga6b64039ffc88a7a2f57f0956c0c75d53"><td class="memItemLeft" align="right" valign="top">int&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="group__native.html#ga6b64039ffc88a7a2f57f0956c0c75d53">glfwGetOSMesaDepthBuffer</a> (<a class="el" href="group__window.html#ga3c96d80d363e67d13a41b5d1821f3242">GLFWwindow</a> *window, int *width, int *height, int *bytesPerValue, void **buffer)</td></tr>
<tr class="memdesc:ga6b64039ffc88a7a2f57f0956c0c75d53"><td class="mdescLeft">&#160;</td><td class="mdescRight">Retrieves the depth buffer associated with the specified window. <a href="group__native.html#ga6b64039ffc88a7a2f57f0956c0c75d53">More...</a><br /></td></tr>
<tr class="separator:ga6b64039ffc88a7a2f57f0956c0c75d53"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:ga9e47700080094eb569cb053afaa88773"><td class="memItemLeft" align="right" valign="top">OSMesaContext&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="group__native.html#ga9e47700080094eb569cb053afaa88773">glfwGetOSMesaContext</a> (<a class="el" href="group__window.html#ga3c96d80d363e67d13a41b5d1821f3242">GLFWwindow</a> *window)</td></tr>
<tr class="memdesc:ga9e47700080094eb569cb053afaa88773"><td class="mdescLeft">&#160;</td><td class="mdescRight">Returns the <code>OSMesaContext</code> of the specified window. <a href="group__native.html#ga9e47700080094eb569cb053afaa88773">More...</a><br /></td></tr>
<tr class="separator:ga9e47700080094eb569cb053afaa88773"><td class="memSeparator" colspan="2">&#160;</td></tr>
</table>
<a name="details" id="details"></a><h2 class="groupheader">Detailed Description</h2>
<div class="textblock"><p>This is the header file of the native access functions. See <a class="el" href="group__native.html">Native access</a> for more information. </p>
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<p>
Last update on Thu Aug 18 2016 for GLFW 3.2.1
Last update on Tue Apr 16 2019 for GLFW 3.3.0
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<div class="textblock">Here is a list of all functions, variables, defines, enums, and typedefs with links to the files they belong to:</div>
<h3><a class="anchor" id="index_a"></a>- a -</h3><ul>
<li>GLFW_ACCUM_ALPHA_BITS
: <a class="el" href="glfw3_8h.html#ae829b55591c18169a40ab4067a041b1f">glfw3.h</a>
</li>
<li>GLFW_ACCUM_BLUE_BITS
: <a class="el" href="glfw3_8h.html#a22bbe9104a8ce1f8b88fb4f186aa36ce">glfw3.h</a>
</li>
<li>GLFW_ACCUM_GREEN_BITS
: <a class="el" href="glfw3_8h.html#a65713cee1326f8e9d806fdf93187b471">glfw3.h</a>
</li>
<li>GLFW_ACCUM_RED_BITS
: <a class="el" href="glfw3_8h.html#aead34a9a683b2bc20eecf30ba738bfc6">glfw3.h</a>
</li>
<li>GLFW_ALPHA_BITS
: <a class="el" href="glfw3_8h.html#afed79a3f468997877da86c449bd43e8c">glfw3.h</a>
</li>
<li>GLFW_ANY_RELEASE_BEHAVIOR
: <a class="el" href="glfw3_8h.html#a6b47d806f285efe9bfd7aeec667297ee">glfw3.h</a>
</li>
<li>GLFW_API_UNAVAILABLE
: <a class="el" href="group__errors.html#ga56882b290db23261cc6c053c40c2d08e">glfw3.h</a>
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<li>GLFW_ARROW_CURSOR
: <a class="el" href="group__shapes.html#ga8ab0e717245b85506cb0eaefdea39d0a">glfw3.h</a>
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<li>GLFW_AUTO_ICONIFY
: <a class="el" href="glfw3_8h.html#a9d9874fc928200136a6dcdad726aa252">glfw3.h</a>
</li>
<li>GLFW_AUX_BUFFERS
: <a class="el" href="glfw3_8h.html#ab05108c5029443b371112b031d1fa174">glfw3.h</a>
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Last update on Thu Aug 18 2016 for GLFW 3.2.1
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: <a class="el" href="glfw3_8h.html#ab292ea403db6d514537b515311bf9ae3">glfw3.h</a>
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<h3><a class="anchor" id="index_c"></a>- c -</h3><ul>
<li>GLFW_CLIENT_API
: <a class="el" href="glfw3_8h.html#a649309cf72a3d3de5b1348ca7936c95b">glfw3.h</a>
</li>
<li>GLFW_CONNECTED
: <a class="el" href="glfw3_8h.html#abe11513fd1ffbee5bb9b173f06028b9e">glfw3.h</a>
</li>
<li>GLFW_CONTEXT_CREATION_API
: <a class="el" href="glfw3_8h.html#a5154cebfcd831c1cc63a4d5ac9bb4486">glfw3.h</a>
</li>
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: <a class="el" href="glfw3_8h.html#a5a52fdfd46d8249c211f923675728082">glfw3.h</a>
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<li>GLFW_CONTEXT_RELEASE_BEHAVIOR
: <a class="el" href="glfw3_8h.html#a72b648a8378fe3310c7c7bbecc0f7be6">glfw3.h</a>
</li>
<li>GLFW_CONTEXT_REVISION
: <a class="el" href="glfw3_8h.html#afb9475071aa77c6fb05ca5a5c8678a08">glfw3.h</a>
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<li>GLFW_CONTEXT_ROBUSTNESS
: <a class="el" href="glfw3_8h.html#ade3593916b4c507900aa2d6844810e00">glfw3.h</a>
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<li>GLFW_CONTEXT_VERSION_MAJOR
: <a class="el" href="glfw3_8h.html#afe5e4922de1f9932d7e9849bb053b0c0">glfw3.h</a>
</li>
<li>GLFW_CONTEXT_VERSION_MINOR
: <a class="el" href="glfw3_8h.html#a31aca791e4b538c4e4a771eb95cc2d07">glfw3.h</a>
</li>
<li>GLFW_CROSSHAIR_CURSOR
: <a class="el" href="group__shapes.html#ga8af88c0ea05ab9e8f9ac1530e8873c22">glfw3.h</a>
</li>
<li>GLFW_CURSOR
: <a class="el" href="glfw3_8h.html#aade31da5b884a84a7625c6b059b9132c">glfw3.h</a>
</li>
<li>GLFW_CURSOR_DISABLED
: <a class="el" href="glfw3_8h.html#a2315b99a329ce53e6a13a9d46fd5ca88">glfw3.h</a>
</li>
<li>GLFW_CURSOR_HIDDEN
: <a class="el" href="glfw3_8h.html#ac4d5cb9d78de8573349c58763d53bf11">glfw3.h</a>
</li>
<li>GLFW_CURSOR_NORMAL
: <a class="el" href="glfw3_8h.html#ae04dd25c8577e19fa8c97368561f6c68">glfw3.h</a>
</li>
<li>glfwCreateCursor()
: <a class="el" href="group__input.html#gafca356935e10135016aa49ffa464c355">glfw3.h</a>
</li>
<li>glfwCreateStandardCursor()
: <a class="el" href="group__input.html#gaa65f416d03ebbbb5b8db71a489fcb894">glfw3.h</a>
</li>
<li>glfwCreateWindow()
: <a class="el" href="group__window.html#ga5c336fddf2cbb5b92f65f10fb6043344">glfw3.h</a>
</li>
<li>glfwCreateWindowSurface()
: <a class="el" href="group__vulkan.html#ga1a24536bec3f80b08ead18e28e6ae965">glfw3.h</a>
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<h3><a class="anchor" id="index_d"></a>- d -</h3><ul>
<li>GLFW_DECORATED
: <a class="el" href="glfw3_8h.html#a21b854d36314c94d65aed84405b2f25e">glfw3.h</a>
</li>
<li>GLFW_DEPTH_BITS
: <a class="el" href="glfw3_8h.html#a318a55eac1fee57dfe593b6d38149d07">glfw3.h</a>
</li>
<li>GLFW_DISCONNECTED
: <a class="el" href="glfw3_8h.html#aab64b25921ef21d89252d6f0a71bfc32">glfw3.h</a>
</li>
<li>GLFW_DONT_CARE
: <a class="el" href="glfw3_8h.html#a7a2edf2c18446833d27d07f1b7f3d571">glfw3.h</a>
</li>
<li>GLFW_DOUBLEBUFFER
: <a class="el" href="glfw3_8h.html#a714a5d569e8a274ea58fdfa020955339">glfw3.h</a>
</li>
<li>glfwDefaultWindowHints()
: <a class="el" href="group__window.html#gaa77c4898dfb83344a6b4f76aa16b9a4a">glfw3.h</a>
</li>
<li>glfwDestroyCursor()
: <a class="el" href="group__input.html#ga81b952cd1764274d0db7fb3c5a79ba6a">glfw3.h</a>
</li>
<li>glfwDestroyWindow()
: <a class="el" href="group__window.html#gacdf43e51376051d2c091662e9fe3d7b2">glfw3.h</a>
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&#160;
<h3><a class="anchor" id="index_a"></a>- a -</h3><ul>
<li>GLFW_ACCUM_ALPHA_BITS
: <a class="el" href="glfw3_8h.html#ae829b55591c18169a40ab4067a041b1f">glfw3.h</a>
</li>
<li>GLFW_ACCUM_BLUE_BITS
: <a class="el" href="glfw3_8h.html#a22bbe9104a8ce1f8b88fb4f186aa36ce">glfw3.h</a>
</li>
<li>GLFW_ACCUM_GREEN_BITS
: <a class="el" href="glfw3_8h.html#a65713cee1326f8e9d806fdf93187b471">glfw3.h</a>
</li>
<li>GLFW_ACCUM_RED_BITS
: <a class="el" href="glfw3_8h.html#aead34a9a683b2bc20eecf30ba738bfc6">glfw3.h</a>
</li>
<li>GLFW_ALPHA_BITS
: <a class="el" href="glfw3_8h.html#afed79a3f468997877da86c449bd43e8c">glfw3.h</a>
</li>
<li>GLFW_ANY_RELEASE_BEHAVIOR
: <a class="el" href="glfw3_8h.html#a6b47d806f285efe9bfd7aeec667297ee">glfw3.h</a>
</li>
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: <a class="el" href="group__errors.html#ga56882b290db23261cc6c053c40c2d08e">glfw3.h</a>
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: <a class="el" href="group__shapes.html#ga8ab0e717245b85506cb0eaefdea39d0a">glfw3.h</a>
</li>
<li>GLFW_AUTO_ICONIFY
: <a class="el" href="glfw3_8h.html#a9d9874fc928200136a6dcdad726aa252">glfw3.h</a>
</li>
<li>GLFW_AUX_BUFFERS
: <a class="el" href="glfw3_8h.html#ab05108c5029443b371112b031d1fa174">glfw3.h</a>
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&#160;
<h3><a class="anchor" id="index_b"></a>- b -</h3><ul>
<li>GLFW_BLUE_BITS
: <a class="el" href="glfw3_8h.html#ab292ea403db6d514537b515311bf9ae3">glfw3.h</a>
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&#160;
<h3><a class="anchor" id="index_c"></a>- c -</h3><ul>
<li>GLFW_CLIENT_API
: <a class="el" href="glfw3_8h.html#a649309cf72a3d3de5b1348ca7936c95b">glfw3.h</a>
</li>
<li>GLFW_CONNECTED
: <a class="el" href="glfw3_8h.html#abe11513fd1ffbee5bb9b173f06028b9e">glfw3.h</a>
</li>
<li>GLFW_CONTEXT_CREATION_API
: <a class="el" href="glfw3_8h.html#a5154cebfcd831c1cc63a4d5ac9bb4486">glfw3.h</a>
</li>
<li>GLFW_CONTEXT_NO_ERROR
: <a class="el" href="glfw3_8h.html#a5a52fdfd46d8249c211f923675728082">glfw3.h</a>
</li>
<li>GLFW_CONTEXT_RELEASE_BEHAVIOR
: <a class="el" href="glfw3_8h.html#a72b648a8378fe3310c7c7bbecc0f7be6">glfw3.h</a>
</li>
<li>GLFW_CONTEXT_REVISION
: <a class="el" href="glfw3_8h.html#afb9475071aa77c6fb05ca5a5c8678a08">glfw3.h</a>
</li>
<li>GLFW_CONTEXT_ROBUSTNESS
: <a class="el" href="glfw3_8h.html#ade3593916b4c507900aa2d6844810e00">glfw3.h</a>
</li>
<li>GLFW_CONTEXT_VERSION_MAJOR
: <a class="el" href="glfw3_8h.html#afe5e4922de1f9932d7e9849bb053b0c0">glfw3.h</a>
</li>
<li>GLFW_CONTEXT_VERSION_MINOR
: <a class="el" href="glfw3_8h.html#a31aca791e4b538c4e4a771eb95cc2d07">glfw3.h</a>
</li>
<li>GLFW_CROSSHAIR_CURSOR
: <a class="el" href="group__shapes.html#ga8af88c0ea05ab9e8f9ac1530e8873c22">glfw3.h</a>
</li>
<li>GLFW_CURSOR
: <a class="el" href="glfw3_8h.html#aade31da5b884a84a7625c6b059b9132c">glfw3.h</a>
</li>
<li>GLFW_CURSOR_DISABLED
: <a class="el" href="glfw3_8h.html#a2315b99a329ce53e6a13a9d46fd5ca88">glfw3.h</a>
</li>
<li>GLFW_CURSOR_HIDDEN
: <a class="el" href="glfw3_8h.html#ac4d5cb9d78de8573349c58763d53bf11">glfw3.h</a>
</li>
<li>GLFW_CURSOR_NORMAL
: <a class="el" href="glfw3_8h.html#ae04dd25c8577e19fa8c97368561f6c68">glfw3.h</a>
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<h3><a class="anchor" id="index_d"></a>- d -</h3><ul>
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: <a class="el" href="glfw3_8h.html#a21b854d36314c94d65aed84405b2f25e">glfw3.h</a>
</li>
<li>GLFW_DEPTH_BITS
: <a class="el" href="glfw3_8h.html#a318a55eac1fee57dfe593b6d38149d07">glfw3.h</a>
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<li>GLFW_DISCONNECTED
: <a class="el" href="glfw3_8h.html#aab64b25921ef21d89252d6f0a71bfc32">glfw3.h</a>
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: <a class="el" href="glfw3_8h.html#a7a2edf2c18446833d27d07f1b7f3d571">glfw3.h</a>
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<li>GLFW_DOUBLEBUFFER
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&#160;
<h3><a class="anchor" id="index_f"></a>- f -</h3><ul>
<li>GLFW_FALSE
: <a class="el" href="glfw3_8h.html#ac877fe3b627d21ef3a0a23e0a73ba8c5">glfw3.h</a>
</li>
<li>GLFW_FLOATING
: <a class="el" href="glfw3_8h.html#a7fb0be51407783b41adbf5bec0b09d80">glfw3.h</a>
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: <a class="el" href="glfw3_8h.html#a54ddb14825a1541a56e22afb5f832a9e">glfw3.h</a>
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<li>GLFW_FORMAT_UNAVAILABLE
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<li>GLFW_HAND_CURSOR
: <a class="el" href="group__shapes.html#ga1db35e20849e0837c82e3dc1fd797263">glfw3.h</a>
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<h3><a class="anchor" id="index_i"></a>- i -</h3><ul>
<li>GLFW_IBEAM_CURSOR
: <a class="el" href="group__shapes.html#ga36185f4375eaada1b04e431244774c86">glfw3.h</a>
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<li>GLFW_ICONIFIED
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<h3><a class="anchor" id="index_j"></a>- j -</h3><ul>
<li>GLFW_JOYSTICK_1
: <a class="el" href="group__joysticks.html#ga34a0443d059e9f22272cd4669073f73d">glfw3.h</a>
</li>
<li>GLFW_JOYSTICK_10
: <a class="el" href="group__joysticks.html#gaef55389ee605d6dfc31aef6fe98c54ec">glfw3.h</a>
</li>
<li>GLFW_JOYSTICK_11
: <a class="el" href="group__joysticks.html#gae7d26e3df447c2c14a569fcc18516af4">glfw3.h</a>
</li>
<li>GLFW_JOYSTICK_12
: <a class="el" href="group__joysticks.html#gab91bbf5b7ca6be8d3ac5c4d89ff48ac7">glfw3.h</a>
</li>
<li>GLFW_JOYSTICK_13
: <a class="el" href="group__joysticks.html#ga5c84fb4e49bf661d7d7c78eb4018c508">glfw3.h</a>
</li>
<li>GLFW_JOYSTICK_14
: <a class="el" href="group__joysticks.html#ga89540873278ae5a42b3e70d64164dc74">glfw3.h</a>
</li>
<li>GLFW_JOYSTICK_15
: <a class="el" href="group__joysticks.html#ga7b02ab70daf7a78bcc942d5d4cc1dcf9">glfw3.h</a>
</li>
<li>GLFW_JOYSTICK_16
: <a class="el" href="group__joysticks.html#ga453edeeabf350827646b6857df4f80ce">glfw3.h</a>
</li>
<li>GLFW_JOYSTICK_2
: <a class="el" href="group__joysticks.html#ga6eab65ec88e65e0850ef8413504cb50c">glfw3.h</a>
</li>
<li>GLFW_JOYSTICK_3
: <a class="el" href="group__joysticks.html#gae6f3eedfeb42424c2f5e3161efb0b654">glfw3.h</a>
</li>
<li>GLFW_JOYSTICK_4
: <a class="el" href="group__joysticks.html#ga97ddbcad02b7f48d74fad4ddb08fff59">glfw3.h</a>
</li>
<li>GLFW_JOYSTICK_5
: <a class="el" href="group__joysticks.html#gae43281bc66d3fa5089fb50c3e7a28695">glfw3.h</a>
</li>
<li>GLFW_JOYSTICK_6
: <a class="el" href="group__joysticks.html#ga74771620aa53bd68a487186dea66fd77">glfw3.h</a>
</li>
<li>GLFW_JOYSTICK_7
: <a class="el" href="group__joysticks.html#ga20a9f4f3aaefed9ea5e66072fc588b87">glfw3.h</a>
</li>
<li>GLFW_JOYSTICK_8
: <a class="el" href="group__joysticks.html#ga21a934c940bcf25db0e4c8fe9b364bdb">glfw3.h</a>
</li>
<li>GLFW_JOYSTICK_9
: <a class="el" href="group__joysticks.html#ga87689d47df0ba6f9f5fcbbcaf7b3cecf">glfw3.h</a>
</li>
<li>GLFW_JOYSTICK_LAST
: <a class="el" href="group__joysticks.html#ga9ca13ebf24c331dd98df17d84a4b72c9">glfw3.h</a>
</li>
</ul>
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<address class="footer">
<p>
Last update on Thu Aug 18 2016 for GLFW 3.2.1
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&#160;
<h3><a class="anchor" id="index_k"></a>- k -</h3><ul>
<li>GLFW_KEY_0
: <a class="el" href="group__keys.html#ga50391730e9d7112ad4fd42d0bd1597c1">glfw3.h</a>
</li>
<li>GLFW_KEY_1
: <a class="el" href="group__keys.html#ga05e4cae9ddb8d40cf6d82c8f11f2502f">glfw3.h</a>
</li>
<li>GLFW_KEY_2
: <a class="el" href="group__keys.html#gadc8e66b3a4c4b5c39ad1305cf852863c">glfw3.h</a>
</li>
<li>GLFW_KEY_3
: <a class="el" href="group__keys.html#ga812f0273fe1a981e1fa002ae73e92271">glfw3.h</a>
</li>
<li>GLFW_KEY_4
: <a class="el" href="group__keys.html#ga9e14b6975a9cc8f66cdd5cb3d3861356">glfw3.h</a>
</li>
<li>GLFW_KEY_5
: <a class="el" href="group__keys.html#ga4d74ddaa5d4c609993b4d4a15736c924">glfw3.h</a>
</li>
<li>GLFW_KEY_6
: <a class="el" href="group__keys.html#ga9ea4ab80c313a227b14d0a7c6f810b5d">glfw3.h</a>
</li>
<li>GLFW_KEY_7
: <a class="el" href="group__keys.html#gab79b1cfae7bd630cfc4604c1f263c666">glfw3.h</a>
</li>
<li>GLFW_KEY_8
: <a class="el" href="group__keys.html#gadeaa109a0f9f5afc94fe4a108e686f6f">glfw3.h</a>
</li>
<li>GLFW_KEY_9
: <a class="el" href="group__keys.html#ga2924cb5349ebbf97c8987f3521c44f39">glfw3.h</a>
</li>
<li>GLFW_KEY_A
: <a class="el" href="group__keys.html#ga03e842608e1ea323370889d33b8f70ff">glfw3.h</a>
</li>
<li>GLFW_KEY_APOSTROPHE
: <a class="el" href="group__keys.html#ga6059b0b048ba6980b6107fffbd3b4b24">glfw3.h</a>
</li>
<li>GLFW_KEY_B
: <a class="el" href="group__keys.html#ga8e3fb647ff3aca9e8dbf14fe66332941">glfw3.h</a>
</li>
<li>GLFW_KEY_BACKSLASH
: <a class="el" href="group__keys.html#gab8155ea99d1ab27ff56f24f8dc73f8d1">glfw3.h</a>
</li>
<li>GLFW_KEY_BACKSPACE
: <a class="el" href="group__keys.html#ga6c0df1fe2f156bbd5a98c66d76ff3635">glfw3.h</a>
</li>
<li>GLFW_KEY_C
: <a class="el" href="group__keys.html#ga00ccf3475d9ee2e679480d540d554669">glfw3.h</a>
</li>
<li>GLFW_KEY_CAPS_LOCK
: <a class="el" href="group__keys.html#ga92c1d2c9d63485f3d70f94f688d48672">glfw3.h</a>
</li>
<li>GLFW_KEY_COMMA
: <a class="el" href="group__keys.html#gab3d5d72e59d3055f494627b0a524926c">glfw3.h</a>
</li>
<li>GLFW_KEY_D
: <a class="el" href="group__keys.html#ga011f7cdc9a654da984a2506479606933">glfw3.h</a>
</li>
<li>GLFW_KEY_DELETE
: <a class="el" href="group__keys.html#gadb111e4df74b8a715f2c05dad58d2682">glfw3.h</a>
</li>
<li>GLFW_KEY_DOWN
: <a class="el" href="group__keys.html#gae2e3958c71595607416aa7bf082be2f9">glfw3.h</a>
</li>
<li>GLFW_KEY_E
: <a class="el" href="group__keys.html#gabf48fcc3afbe69349df432b470c96ef2">glfw3.h</a>
</li>
<li>GLFW_KEY_END
: <a class="el" href="group__keys.html#ga86587ea1df19a65978d3e3b8439bedd9">glfw3.h</a>
</li>
<li>GLFW_KEY_ENTER
: <a class="el" href="group__keys.html#ga9555a92ecbecdbc1f3435219c571d667">glfw3.h</a>
</li>
<li>GLFW_KEY_EQUAL
: <a class="el" href="group__keys.html#gae1a2de47240d6664423c204bdd91bd17">glfw3.h</a>
</li>
<li>GLFW_KEY_ESCAPE
: <a class="el" href="group__keys.html#gaac6596c350b635c245113b81c2123b93">glfw3.h</a>
</li>
<li>GLFW_KEY_F
: <a class="el" href="group__keys.html#ga5df402e02aca08444240058fd9b42a55">glfw3.h</a>
</li>
<li>GLFW_KEY_F1
: <a class="el" href="group__keys.html#gafb8d66c573acf22e364049477dcbea30">glfw3.h</a>
</li>
<li>GLFW_KEY_F10
: <a class="el" href="group__keys.html#ga718d11d2f7d57471a2f6a894235995b1">glfw3.h</a>
</li>
<li>GLFW_KEY_F11
: <a class="el" href="group__keys.html#ga0bc04b11627e7d69339151e7306b2832">glfw3.h</a>
</li>
<li>GLFW_KEY_F12
: <a class="el" href="group__keys.html#gaf5908fa9b0a906ae03fc2c61ac7aa3e2">glfw3.h</a>
</li>
<li>GLFW_KEY_F13
: <a class="el" href="group__keys.html#gad637f4308655e1001bd6ad942bc0fd4b">glfw3.h</a>
</li>
<li>GLFW_KEY_F14
: <a class="el" href="group__keys.html#gaf14c66cff3396e5bd46e803c035e6c1f">glfw3.h</a>
</li>
<li>GLFW_KEY_F15
: <a class="el" href="group__keys.html#ga7f70970db6e8be1794da8516a6d14058">glfw3.h</a>
</li>
<li>GLFW_KEY_F16
: <a class="el" href="group__keys.html#gaa582dbb1d2ba2050aa1dca0838095b27">glfw3.h</a>
</li>
<li>GLFW_KEY_F17
: <a class="el" href="group__keys.html#ga972ce5c365e2394b36104b0e3125c748">glfw3.h</a>
</li>
<li>GLFW_KEY_F18
: <a class="el" href="group__keys.html#gaebf6391058d5566601e357edc5ea737c">glfw3.h</a>
</li>
<li>GLFW_KEY_F19
: <a class="el" href="group__keys.html#gaec011d9ba044058cb54529da710e9791">glfw3.h</a>
</li>
<li>GLFW_KEY_F2
: <a class="el" href="group__keys.html#ga0900750aff94889b940f5e428c07daee">glfw3.h</a>
</li>
<li>GLFW_KEY_F20
: <a class="el" href="group__keys.html#ga82b9c721ada04cd5ca8de767da38022f">glfw3.h</a>
</li>
<li>GLFW_KEY_F21
: <a class="el" href="group__keys.html#ga356afb14d3440ff2bb378f74f7ebc60f">glfw3.h</a>
</li>
<li>GLFW_KEY_F22
: <a class="el" href="group__keys.html#ga90960bd2a155f2b09675324d3dff1565">glfw3.h</a>
</li>
<li>GLFW_KEY_F23
: <a class="el" href="group__keys.html#ga43c21099aac10952d1be909a8ddee4d5">glfw3.h</a>
</li>
<li>GLFW_KEY_F24
: <a class="el" href="group__keys.html#ga8150374677b5bed3043408732152dea2">glfw3.h</a>
</li>
<li>GLFW_KEY_F25
: <a class="el" href="group__keys.html#gaa4bbd93ed73bb4c6ae7d83df880b7199">glfw3.h</a>
</li>
<li>GLFW_KEY_F3
: <a class="el" href="group__keys.html#gaed7cd729c0147a551bb8b7bb36c17015">glfw3.h</a>
</li>
<li>GLFW_KEY_F4
: <a class="el" href="group__keys.html#ga9b61ebd0c63b44b7332fda2c9763eaa6">glfw3.h</a>
</li>
<li>GLFW_KEY_F5
: <a class="el" href="group__keys.html#gaf258dda9947daa428377938ed577c8c2">glfw3.h</a>
</li>
<li>GLFW_KEY_F6
: <a class="el" href="group__keys.html#ga6dc2d3f87b9d51ffbbbe2ef0299d8e1d">glfw3.h</a>
</li>
<li>GLFW_KEY_F7
: <a class="el" href="group__keys.html#gacca6ef8a2162c52a0ac1d881e8d9c38a">glfw3.h</a>
</li>
<li>GLFW_KEY_F8
: <a class="el" href="group__keys.html#gac9d39390336ae14e4a93e295de43c7e8">glfw3.h</a>
</li>
<li>GLFW_KEY_F9
: <a class="el" href="group__keys.html#gae40de0de1c9f21cd26c9afa3d7050851">glfw3.h</a>
</li>
<li>GLFW_KEY_G
: <a class="el" href="group__keys.html#gae74ecddf7cc96104ab23989b1cdab536">glfw3.h</a>
</li>
<li>GLFW_KEY_GRAVE_ACCENT
: <a class="el" href="group__keys.html#ga7a3701fb4e2a0b136ff4b568c3c8d668">glfw3.h</a>
</li>
<li>GLFW_KEY_H
: <a class="el" href="group__keys.html#gad4cc98fc8f35f015d9e2fb94bf136076">glfw3.h</a>
</li>
<li>GLFW_KEY_HOME
: <a class="el" href="group__keys.html#ga41452c7287195d481e43207318c126a7">glfw3.h</a>
</li>
<li>GLFW_KEY_I
: <a class="el" href="group__keys.html#ga274655c8bfe39742684ca393cf8ed093">glfw3.h</a>
</li>
<li>GLFW_KEY_INSERT
: <a class="el" href="group__keys.html#ga373ac7365435d6b0eb1068f470e34f47">glfw3.h</a>
</li>
<li>GLFW_KEY_J
: <a class="el" href="group__keys.html#ga65ff2aedb129a3149ad9cb3e4159a75f">glfw3.h</a>
</li>
<li>GLFW_KEY_K
: <a class="el" href="group__keys.html#ga4ae8debadf6d2a691badae0b53ea3ba0">glfw3.h</a>
</li>
<li>GLFW_KEY_KP_0
: <a class="el" href="group__keys.html#ga10515dafc55b71e7683f5b4fedd1c70d">glfw3.h</a>
</li>
<li>GLFW_KEY_KP_1
: <a class="el" href="group__keys.html#gaf3a29a334402c5eaf0b3439edf5587c3">glfw3.h</a>
</li>
<li>GLFW_KEY_KP_2
: <a class="el" href="group__keys.html#gaf82d5a802ab8213c72653d7480c16f13">glfw3.h</a>
</li>
<li>GLFW_KEY_KP_3
: <a class="el" href="group__keys.html#ga7e25ff30d56cd512828c1d4ae8d54ef2">glfw3.h</a>
</li>
<li>GLFW_KEY_KP_4
: <a class="el" href="group__keys.html#gada7ec86778b85e0b4de0beea72234aea">glfw3.h</a>
</li>
<li>GLFW_KEY_KP_5
: <a class="el" href="group__keys.html#ga9a5be274434866c51738cafbb6d26b45">glfw3.h</a>
</li>
<li>GLFW_KEY_KP_6
: <a class="el" href="group__keys.html#gafc141b0f8450519084c01092a3157faa">glfw3.h</a>
</li>
<li>GLFW_KEY_KP_7
: <a class="el" href="group__keys.html#ga8882f411f05d04ec77a9563974bbfa53">glfw3.h</a>
</li>
<li>GLFW_KEY_KP_8
: <a class="el" href="group__keys.html#gab2ea2e6a12f89d315045af520ac78cec">glfw3.h</a>
</li>
<li>GLFW_KEY_KP_9
: <a class="el" href="group__keys.html#gafb21426b630ed4fcc084868699ba74c1">glfw3.h</a>
</li>
<li>GLFW_KEY_KP_ADD
: <a class="el" href="group__keys.html#gad09c7c98acc79e89aa6a0a91275becac">glfw3.h</a>
</li>
<li>GLFW_KEY_KP_DECIMAL
: <a class="el" href="group__keys.html#ga4e231d968796331a9ea0dbfb98d4005b">glfw3.h</a>
</li>
<li>GLFW_KEY_KP_DIVIDE
: <a class="el" href="group__keys.html#gabca1733780a273d549129ad0f250d1e5">glfw3.h</a>
</li>
<li>GLFW_KEY_KP_ENTER
: <a class="el" href="group__keys.html#ga4f728f8738f2986bd63eedd3d412e8cf">glfw3.h</a>
</li>
<li>GLFW_KEY_KP_EQUAL
: <a class="el" href="group__keys.html#gaebdc76d4a808191e6d21b7e4ad2acd97">glfw3.h</a>
</li>
<li>GLFW_KEY_KP_MULTIPLY
: <a class="el" href="group__keys.html#ga9ada267eb0e78ed2ada8701dd24a56ef">glfw3.h</a>
</li>
<li>GLFW_KEY_KP_SUBTRACT
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: <a class="el" href="group__keys.html#ga9f97b743e81460ac4b2deddecd10a464">glfw3.h</a>
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&#160;
<h3><a class="anchor" id="index_l"></a>- l -</h3><ul>
<li>GLFW_LOSE_CONTEXT_ON_RESET
: <a class="el" href="glfw3_8h.html#aec1132f245143fc915b2f0995228564c">glfw3.h</a>
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&#160;
<h3><a class="anchor" id="index_m"></a>- m -</h3><ul>
<li>GLFW_MAXIMIZED
: <a class="el" href="glfw3_8h.html#ad8ccb396253ad0b72c6d4c917eb38a03">glfw3.h</a>
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&#160;
<h3><a class="anchor" id="index_n"></a>- n -</h3><ul>
<li>GLFW_NATIVE_CONTEXT_API
: <a class="el" href="glfw3_8h.html#a0494c9bfd3f584ab41e6dbeeaa0e6a19">glfw3.h</a>
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: <a class="el" href="glfw3_8h.html#aee84a679230d205005e22487ff678a85">glfw3.h</a>
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<li>GLFW_NO_ROBUSTNESS
: <a class="el" href="glfw3_8h.html#a8b306cb27f5bb0d6d67c7356a0e0fc34">glfw3.h</a>
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: <a class="el" href="group__errors.html#gacff24d2757da752ae4c80bf452356487">glfw3.h</a>
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&#160;
<h3><a class="anchor" id="index_o"></a>- o -</h3><ul>
<li>GLFW_OPENGL_ANY_PROFILE
: <a class="el" href="glfw3_8h.html#ad6f2335d6f21cc9bab96633b1c111d5f">glfw3.h</a>
</li>
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<li>GLFW_OPENGL_COMPAT_PROFILE
: <a class="el" href="glfw3_8h.html#ac06b663d79c8fcf04669cc8fcc0b7670">glfw3.h</a>
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<li>GLFW_OPENGL_CORE_PROFILE
: <a class="el" href="glfw3_8h.html#af094bb16da76f66ebceb19ee213b3de8">glfw3.h</a>
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<li>GLFW_OPENGL_DEBUG_CONTEXT
: <a class="el" href="glfw3_8h.html#a87ec2df0b915201e950ca42d5d0831e1">glfw3.h</a>
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<li>GLFW_OPENGL_ES_API
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<li>GLFW_OUT_OF_MEMORY
: <a class="el" href="group__errors.html#ga9023953a2bcb98c2906afd071d21ee7f">glfw3.h</a>
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&#160;
<h3><a class="anchor" id="index_p"></a>- p -</h3><ul>
<li>GLFW_PLATFORM_ERROR
: <a class="el" href="group__errors.html#gad44162d78100ea5e87cdd38426b8c7a1">glfw3.h</a>
</li>
<li>GLFW_PRESS
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&#160;
<h3><a class="anchor" id="index_r"></a>- r -</h3><ul>
<li>GLFW_RED_BITS
: <a class="el" href="glfw3_8h.html#af78ed8e417dbcc1e354906cc2708c982">glfw3.h</a>
</li>
<li>GLFW_REFRESH_RATE
: <a class="el" href="glfw3_8h.html#a0f20825e6e47ee8ba389024519682212">glfw3.h</a>
</li>
<li>GLFW_RELEASE
: <a class="el" href="group__input.html#gada11d965c4da13090ad336e030e4d11f">glfw3.h</a>
</li>
<li>GLFW_RELEASE_BEHAVIOR_FLUSH
: <a class="el" href="glfw3_8h.html#a999961d391db49cb4f949c1dece0e13b">glfw3.h</a>
</li>
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: <a class="el" href="glfw3_8h.html#afca09088eccacdce4b59036cfae349c5">glfw3.h</a>
</li>
<li>GLFW_REPEAT
: <a class="el" href="group__input.html#gac96fd3b9fc66c6f0eebaf6532595338f">glfw3.h</a>
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&#160;
<h3><a class="anchor" id="index_s"></a>- s -</h3><ul>
<li>GLFW_SAMPLES
: <a class="el" href="glfw3_8h.html#a2cdf86fdcb7722fb8829c4e201607535">glfw3.h</a>
</li>
<li>GLFW_SRGB_CAPABLE
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</li>
<li>GLFW_STENCIL_BITS
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: <a class="el" href="glfw3_8h.html#ae3bbe2315b7691ab088159eb6c9110fc">glfw3.h</a>
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<li>GLFW_STICKY_MOUSE_BUTTONS
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&#160;
<h3><a class="anchor" id="index_v"></a>- v -</h3><ul>
<li>GLFW_VERSION_MAJOR
: <a class="el" href="group__init.html#ga6337d9ea43b22fc529b2bba066b4a576">glfw3.h</a>
</li>
<li>GLFW_VERSION_MINOR
: <a class="el" href="group__init.html#gaf80d40f0aea7088ff337606e9c48f7a3">glfw3.h</a>
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: <a class="el" href="group__init.html#gab72ae2e2035d9ea461abc3495eac0502">glfw3.h</a>
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: <a class="el" href="group__errors.html#gad16c5565b4a69f9c2a9ac2c0dbc89462">glfw3.h</a>
</li>
<li>GLFW_VISIBLE
: <a class="el" href="glfw3_8h.html#afb3cdc45297e06d8f1eb13adc69ca6c4">glfw3.h</a>
</li>
<li>GLFW_VRESIZE_CURSOR
: <a class="el" href="group__shapes.html#gaf024f0e1ff8366fb2b5c260509a1fce5">glfw3.h</a>
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<h3><a class="anchor" id="index_e"></a>- e -</h3><ul>
<li>GLFW_EGL_CONTEXT_API
: <a class="el" href="glfw3_8h.html#a03cf65c9ab01fc8b872ba58842c531c9">glfw3.h</a>
</li>
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<h3><a class="anchor" id="index_f"></a>- f -</h3><ul>
<li>GLFW_FALSE
: <a class="el" href="glfw3_8h.html#ac877fe3b627d21ef3a0a23e0a73ba8c5">glfw3.h</a>
</li>
<li>GLFW_FLOATING
: <a class="el" href="glfw3_8h.html#a7fb0be51407783b41adbf5bec0b09d80">glfw3.h</a>
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: <a class="el" href="glfw3_8h.html#a54ddb14825a1541a56e22afb5f832a9e">glfw3.h</a>
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<li><a href="#index_s"><span>s</span></a></li>
<li><a href="#index_t"><span>t</span></a></li>
<li><a href="#index_v"><span>v</span></a></li>
<li class="current"><a href="#index_w"><span>w</span></a></li>
</ul>
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&#160;
<h3><a class="anchor" id="index_c"></a>- c -</h3><ul>
<li>glfwCreateCursor()
: <a class="el" href="group__input.html#gafca356935e10135016aa49ffa464c355">glfw3.h</a>
</li>
<li>glfwCreateStandardCursor()
: <a class="el" href="group__input.html#gaa65f416d03ebbbb5b8db71a489fcb894">glfw3.h</a>
</li>
<li>glfwCreateWindow()
: <a class="el" href="group__window.html#ga5c336fddf2cbb5b92f65f10fb6043344">glfw3.h</a>
</li>
<li>glfwCreateWindowSurface()
: <a class="el" href="group__vulkan.html#ga1a24536bec3f80b08ead18e28e6ae965">glfw3.h</a>
</li>
</ul>
<h3><a class="anchor" id="index_d"></a>- d -</h3><ul>
<li>glfwDefaultWindowHints()
: <a class="el" href="group__window.html#gaa77c4898dfb83344a6b4f76aa16b9a4a">glfw3.h</a>
</li>
<li>glfwDestroyCursor()
: <a class="el" href="group__input.html#ga81b952cd1764274d0db7fb3c5a79ba6a">glfw3.h</a>
</li>
<li>glfwDestroyWindow()
: <a class="el" href="group__window.html#gacdf43e51376051d2c091662e9fe3d7b2">glfw3.h</a>
</li>
</ul>
<h3><a class="anchor" id="index_e"></a>- e -</h3><ul>
<li>glfwExtensionSupported()
: <a class="el" href="group__context.html#ga87425065c011cef1ebd6aac75e059dfa">glfw3.h</a>
</li>
</ul>
<h3><a class="anchor" id="index_f"></a>- f -</h3><ul>
<li>glfwFocusWindow()
: <a class="el" href="group__window.html#ga873780357abd3f3a081d71a40aae45a1">glfw3.h</a>
</li>
</ul>
<h3><a class="anchor" id="index_g"></a>- g -</h3><ul>
<li>glfwGetClipboardString()
: <a class="el" href="group__input.html#ga5aba1d704d9ab539282b1fbe9f18bb94">glfw3.h</a>
</li>
<li>glfwGetCocoaMonitor()
: <a class="el" href="group__native.html#gaf22f429aec4b1aab316142d66d9be3e6">glfw3native.h</a>
</li>
<li>glfwGetCocoaWindow()
: <a class="el" href="group__native.html#gac3ed9d495d0c2bb9652de5a50c648715">glfw3native.h</a>
</li>
<li>glfwGetCurrentContext()
: <a class="el" href="group__context.html#gac84759b1f6c2d271a4fea8ae89ec980d">glfw3.h</a>
</li>
<li>glfwGetCursorPos()
: <a class="el" href="group__input.html#ga01d37b6c40133676b9cea60ca1d7c0cc">glfw3.h</a>
</li>
<li>glfwGetEGLContext()
: <a class="el" href="group__native.html#ga671c5072becd085f4ab5771a9c8efcf1">glfw3native.h</a>
</li>
<li>glfwGetEGLDisplay()
: <a class="el" href="group__native.html#ga1cd8d973f47aacb5532d368147cc3138">glfw3native.h</a>
</li>
<li>glfwGetEGLSurface()
: <a class="el" href="group__native.html#ga2199b36117a6a695fec8441d8052eee6">glfw3native.h</a>
</li>
<li>glfwGetFramebufferSize()
: <a class="el" href="group__window.html#ga0e2637a4161afb283f5300c7f94785c9">glfw3.h</a>
</li>
<li>glfwGetGammaRamp()
: <a class="el" href="group__monitor.html#gab7c41deb2219bde3e1eb756ddaa9ec80">glfw3.h</a>
</li>
<li>glfwGetGLXContext()
: <a class="el" href="group__native.html#ga62d884114b0abfcdc2930e89f20867e2">glfw3native.h</a>
</li>
<li>glfwGetGLXWindow()
: <a class="el" href="group__native.html#ga1ed27b8766e859a21381e8f8ce18d049">glfw3native.h</a>
</li>
<li>glfwGetInputMode()
: <a class="el" href="group__input.html#gaf5b859dbe19bdf434e42695ea45cc5f4">glfw3.h</a>
</li>
<li>glfwGetInstanceProcAddress()
: <a class="el" href="group__vulkan.html#gadf228fac94c5fd8f12423ec9af9ff1e9">glfw3.h</a>
</li>
<li>glfwGetJoystickAxes()
: <a class="el" href="group__input.html#ga6271d46a5901ec2c99601ccf4dd14731">glfw3.h</a>
</li>
<li>glfwGetJoystickButtons()
: <a class="el" href="group__input.html#gace54cd930dcd502e118fe4021384ce1b">glfw3.h</a>
</li>
<li>glfwGetJoystickName()
: <a class="el" href="group__input.html#gac8d7f6107e05cfd106cfba973ab51e19">glfw3.h</a>
</li>
<li>glfwGetKey()
: <a class="el" href="group__input.html#gadd341da06bc8d418b4dc3a3518af9ad2">glfw3.h</a>
</li>
<li>glfwGetKeyName()
: <a class="el" href="group__input.html#ga237a182e5ec0b21ce64543f3b5e7e2be">glfw3.h</a>
</li>
<li>glfwGetMirDisplay()
: <a class="el" href="group__native.html#ga40dd05325d9813fa67d61328c51d2930">glfw3native.h</a>
</li>
<li>glfwGetMirMonitor()
: <a class="el" href="group__native.html#gae0941c11dc8f01aeb7cbb563f5cd930b">glfw3native.h</a>
</li>
<li>glfwGetMirWindow()
: <a class="el" href="group__native.html#ga964d52bb7932216c379762eef1ea9b05">glfw3native.h</a>
</li>
<li>glfwGetMonitorName()
: <a class="el" href="group__monitor.html#ga79a34ee22ff080ca954a9663e4679daf">glfw3.h</a>
</li>
<li>glfwGetMonitorPhysicalSize()
: <a class="el" href="group__monitor.html#ga7d8bffc6c55539286a6bd20d32a8d7ea">glfw3.h</a>
</li>
<li>glfwGetMonitorPos()
: <a class="el" href="group__monitor.html#ga102f54e7acc9149edbcf0997152df8c9">glfw3.h</a>
</li>
<li>glfwGetMonitors()
: <a class="el" href="group__monitor.html#ga3fba51c8bd36491d4712aa5bd074a537">glfw3.h</a>
</li>
<li>glfwGetMouseButton()
: <a class="el" href="group__input.html#gac1473feacb5996c01a7a5a33b5066704">glfw3.h</a>
</li>
<li>glfwGetNSGLContext()
: <a class="el" href="group__native.html#ga559e002e3cd63c979881770cd4dc63bc">glfw3native.h</a>
</li>
<li>glfwGetPhysicalDevicePresentationSupport()
: <a class="el" href="group__vulkan.html#gaff3823355cdd7e2f3f9f4d9ea9518d92">glfw3.h</a>
</li>
<li>glfwGetPrimaryMonitor()
: <a class="el" href="group__monitor.html#ga721867d84c6d18d6790d64d2847ca0b1">glfw3.h</a>
</li>
<li>glfwGetProcAddress()
: <a class="el" href="group__context.html#ga35f1837e6f666781842483937612f163">glfw3.h</a>
</li>
<li>glfwGetRequiredInstanceExtensions()
: <a class="el" href="group__vulkan.html#ga1abcbe61033958f22f63ef82008874b1">glfw3.h</a>
</li>
<li>glfwGetTime()
: <a class="el" href="group__input.html#gaa6cf4e7a77158a3b8fd00328b1720a4a">glfw3.h</a>
</li>
<li>glfwGetTimerFrequency()
: <a class="el" href="group__input.html#ga3289ee876572f6e91f06df3a24824443">glfw3.h</a>
</li>
<li>glfwGetTimerValue()
: <a class="el" href="group__input.html#ga09b2bd37d328e0b9456c7ec575cc26aa">glfw3.h</a>
</li>
<li>glfwGetVersion()
: <a class="el" href="group__init.html#ga9f8ffaacf3c269cc48eafbf8b9b71197">glfw3.h</a>
</li>
<li>glfwGetVersionString()
: <a class="el" href="group__init.html#ga23d47dc013fce2bf58036da66079a657">glfw3.h</a>
</li>
<li>glfwGetVideoMode()
: <a class="el" href="group__monitor.html#gafc1bb972a921ad5b3bd5d63a95fc2d52">glfw3.h</a>
</li>
<li>glfwGetVideoModes()
: <a class="el" href="group__monitor.html#ga820b0ce9a5237d645ea7cbb4bd383458">glfw3.h</a>
</li>
<li>glfwGetWaylandDisplay()
: <a class="el" href="group__native.html#gaaf8118a3c877f3a6bc8e7a649519de5e">glfw3native.h</a>
</li>
<li>glfwGetWaylandMonitor()
: <a class="el" href="group__native.html#gab10427a667b6cd91eec7709f7a906bd3">glfw3native.h</a>
</li>
<li>glfwGetWaylandWindow()
: <a class="el" href="group__native.html#ga4738d7aca4191363519a9a641c3ab64c">glfw3native.h</a>
</li>
<li>glfwGetWGLContext()
: <a class="el" href="group__native.html#gadc4010d91d9cc1134d040eeb1202a143">glfw3native.h</a>
</li>
<li>glfwGetWin32Adapter()
: <a class="el" href="group__native.html#gac84f63a3f9db145b9435e5e0dbc4183d">glfw3native.h</a>
</li>
<li>glfwGetWin32Monitor()
: <a class="el" href="group__native.html#gac408b09a330749402d5d1fa1f5894dd9">glfw3native.h</a>
</li>
<li>glfwGetWin32Window()
: <a class="el" href="group__native.html#gafe5079aa79038b0079fc09d5f0a8e667">glfw3native.h</a>
</li>
<li>glfwGetWindowAttrib()
: <a class="el" href="group__window.html#gacccb29947ea4b16860ebef42c2cb9337">glfw3.h</a>
</li>
<li>glfwGetWindowFrameSize()
: <a class="el" href="group__window.html#ga1a9fd382058c53101b21cf211898f1f1">glfw3.h</a>
</li>
<li>glfwGetWindowMonitor()
: <a class="el" href="group__window.html#gaeac25e64789974ccbe0811766bd91a16">glfw3.h</a>
</li>
<li>glfwGetWindowPos()
: <a class="el" href="group__window.html#ga73cb526c000876fd8ddf571570fdb634">glfw3.h</a>
</li>
<li>glfwGetWindowSize()
: <a class="el" href="group__window.html#gaeea7cbc03373a41fb51cfbf9f2a5d4c6">glfw3.h</a>
</li>
<li>glfwGetWindowUserPointer()
: <a class="el" href="group__window.html#ga17807ce0f45ac3f8bb50d6dcc59a4e06">glfw3.h</a>
</li>
<li>glfwGetX11Adapter()
: <a class="el" href="group__native.html#ga088fbfa80f50569402b41be71ad66e40">glfw3native.h</a>
</li>
<li>glfwGetX11Display()
: <a class="el" href="group__native.html#ga8519b66594ea3ef6eeafaa2e3ee37406">glfw3native.h</a>
</li>
<li>glfwGetX11Monitor()
: <a class="el" href="group__native.html#gab2f8cc043905e9fa9b12bfdbbcfe874c">glfw3native.h</a>
</li>
<li>glfwGetX11Window()
: <a class="el" href="group__native.html#ga90ca676322740842db446999a1b1f21d">glfw3native.h</a>
</li>
</ul>
<h3><a class="anchor" id="index_h"></a>- h -</h3><ul>
<li>glfwHideWindow()
: <a class="el" href="group__window.html#ga49401f82a1ba5f15db5590728314d47c">glfw3.h</a>
</li>
</ul>
<h3><a class="anchor" id="index_i"></a>- i -</h3><ul>
<li>glfwIconifyWindow()
: <a class="el" href="group__window.html#ga1bb559c0ebaad63c5c05ad2a066779c4">glfw3.h</a>
</li>
<li>glfwInit()
: <a class="el" href="group__init.html#ga317aac130a235ab08c6db0834907d85e">glfw3.h</a>
</li>
</ul>
<h3><a class="anchor" id="index_j"></a>- j -</h3><ul>
<li>glfwJoystickPresent()
: <a class="el" href="group__input.html#gaffcbd9ac8ee737fcdd25475123a3c790">glfw3.h</a>
</li>
</ul>
<h3><a class="anchor" id="index_m"></a>- m -</h3><ul>
<li>glfwMakeContextCurrent()
: <a class="el" href="group__context.html#ga1c04dc242268f827290fe40aa1c91157">glfw3.h</a>
</li>
<li>glfwMaximizeWindow()
: <a class="el" href="group__window.html#ga3f541387449d911274324ae7f17ec56b">glfw3.h</a>
</li>
</ul>
<h3><a class="anchor" id="index_p"></a>- p -</h3><ul>
<li>glfwPollEvents()
: <a class="el" href="group__window.html#ga37bd57223967b4211d60ca1a0bf3c832">glfw3.h</a>
</li>
<li>glfwPostEmptyEvent()
: <a class="el" href="group__window.html#gab5997a25187e9fd5c6f2ecbbc8dfd7e9">glfw3.h</a>
</li>
</ul>
<h3><a class="anchor" id="index_r"></a>- r -</h3><ul>
<li>glfwRestoreWindow()
: <a class="el" href="group__window.html#ga52527a5904b47d802b6b4bb519cdebc7">glfw3.h</a>
</li>
</ul>
<h3><a class="anchor" id="index_s"></a>- s -</h3><ul>
<li>glfwSetCharCallback()
: <a class="el" href="group__input.html#ga556239421c6a5a243c66fca28da9f742">glfw3.h</a>
</li>
<li>glfwSetCharModsCallback()
: <a class="el" href="group__input.html#ga3f55ef5dc03a374e567f068b13c94afc">glfw3.h</a>
</li>
<li>glfwSetClipboardString()
: <a class="el" href="group__input.html#gaba1f022c5eb07dfac421df34cdcd31dd">glfw3.h</a>
</li>
<li>glfwSetCursor()
: <a class="el" href="group__input.html#gad3b4f38c8d5dae036bc8fa959e18343e">glfw3.h</a>
</li>
<li>glfwSetCursorEnterCallback()
: <a class="el" href="group__input.html#gaa299c41dd0a3d171d166354e01279e04">glfw3.h</a>
</li>
<li>glfwSetCursorPos()
: <a class="el" href="group__input.html#ga04b03af936d906ca123c8f4ee08b39e7">glfw3.h</a>
</li>
<li>glfwSetCursorPosCallback()
: <a class="el" href="group__input.html#ga7dad39486f2c7591af7fb25134a2501d">glfw3.h</a>
</li>
<li>glfwSetDropCallback()
: <a class="el" href="group__input.html#ga41291bf15dd3ff564b3143aa6dc74a4b">glfw3.h</a>
</li>
<li>glfwSetErrorCallback()
: <a class="el" href="group__init.html#gaa5d796c3cf7c1a7f02f845486333fb5f">glfw3.h</a>
</li>
<li>glfwSetFramebufferSizeCallback()
: <a class="el" href="group__window.html#ga3203461a5303bf289f2e05f854b2f7cf">glfw3.h</a>
</li>
<li>glfwSetGamma()
: <a class="el" href="group__monitor.html#ga6ac582625c990220785ddd34efa3169a">glfw3.h</a>
</li>
<li>glfwSetGammaRamp()
: <a class="el" href="group__monitor.html#ga583f0ffd0d29613d8cd172b996bbf0dd">glfw3.h</a>
</li>
<li>glfwSetInputMode()
: <a class="el" href="group__input.html#gaa92336e173da9c8834558b54ee80563b">glfw3.h</a>
</li>
<li>glfwSetJoystickCallback()
: <a class="el" href="group__input.html#gab1dc8379f1b82bb660a6b9c9fa06ca07">glfw3.h</a>
</li>
<li>glfwSetKeyCallback()
: <a class="el" href="group__input.html#ga7e496507126f35ea72f01b2e6ef6d155">glfw3.h</a>
</li>
<li>glfwSetMonitorCallback()
: <a class="el" href="group__monitor.html#gac3fe0f647f68b731f99756cd81897378">glfw3.h</a>
</li>
<li>glfwSetMouseButtonCallback()
: <a class="el" href="group__input.html#gaef49b72d84d615bca0a6ed65485e035d">glfw3.h</a>
</li>
<li>glfwSetScrollCallback()
: <a class="el" href="group__input.html#gacf02eb10504352f16efda4593c3ce60e">glfw3.h</a>
</li>
<li>glfwSetTime()
: <a class="el" href="group__input.html#gaf59589ef6e8b8c8b5ad184b25afd4dc0">glfw3.h</a>
</li>
<li>glfwSetWindowAspectRatio()
: <a class="el" href="group__window.html#ga72ac8cb1ee2e312a878b55153d81b937">glfw3.h</a>
</li>
<li>glfwSetWindowCloseCallback()
: <a class="el" href="group__window.html#gaade9264e79fae52bdb78e2df11ee8d6a">glfw3.h</a>
</li>
<li>glfwSetWindowFocusCallback()
: <a class="el" href="group__window.html#ga25d1c584edb375d7711c5c3548ba711f">glfw3.h</a>
</li>
<li>glfwSetWindowIcon()
: <a class="el" href="group__window.html#gadd7ccd39fe7a7d1f0904666ae5932dc5">glfw3.h</a>
</li>
<li>glfwSetWindowIconifyCallback()
: <a class="el" href="group__window.html#gab1ea7263081c0e073b8d5b91d6ffd367">glfw3.h</a>
</li>
<li>glfwSetWindowMonitor()
: <a class="el" href="group__window.html#ga81c76c418af80a1cce7055bccb0ae0a7">glfw3.h</a>
</li>
<li>glfwSetWindowPos()
: <a class="el" href="group__window.html#ga1abb6d690e8c88e0c8cd1751356dbca8">glfw3.h</a>
</li>
<li>glfwSetWindowPosCallback()
: <a class="el" href="group__window.html#ga2837d4d240659feb4268fcb6530a6ba1">glfw3.h</a>
</li>
<li>glfwSetWindowRefreshCallback()
: <a class="el" href="group__window.html#ga4569b76e8ac87c55b53199e6becd97eb">glfw3.h</a>
</li>
<li>glfwSetWindowShouldClose()
: <a class="el" href="group__window.html#ga49c449dde2a6f87d996f4daaa09d6708">glfw3.h</a>
</li>
<li>glfwSetWindowSize()
: <a class="el" href="group__window.html#ga371911f12c74c504dd8d47d832d095cb">glfw3.h</a>
</li>
<li>glfwSetWindowSizeCallback()
: <a class="el" href="group__window.html#gaa40cd24840daa8c62f36cafc847c72b6">glfw3.h</a>
</li>
<li>glfwSetWindowSizeLimits()
: <a class="el" href="group__window.html#gac314fa6cec7d2d307be9963e2709cc90">glfw3.h</a>
</li>
<li>glfwSetWindowTitle()
: <a class="el" href="group__window.html#ga5d877f09e968cef7a360b513306f17ff">glfw3.h</a>
</li>
<li>glfwSetWindowUserPointer()
: <a class="el" href="group__window.html#ga3d2fc6026e690ab31a13f78bc9fd3651">glfw3.h</a>
</li>
<li>glfwShowWindow()
: <a class="el" href="group__window.html#ga61be47917b72536a148300f46494fc66">glfw3.h</a>
</li>
<li>glfwSwapBuffers()
: <a class="el" href="group__window.html#ga15a5a1ee5b3c2ca6b15ca209a12efd14">glfw3.h</a>
</li>
<li>glfwSwapInterval()
: <a class="el" href="group__context.html#ga6d4e0cdf151b5e579bd67f13202994ed">glfw3.h</a>
</li>
</ul>
<h3><a class="anchor" id="index_t"></a>- t -</h3><ul>
<li>glfwTerminate()
: <a class="el" href="group__init.html#gaaae48c0a18607ea4a4ba951d939f0901">glfw3.h</a>
</li>
</ul>
<h3><a class="anchor" id="index_v"></a>- v -</h3><ul>
<li>glfwVulkanSupported()
: <a class="el" href="group__vulkan.html#ga2e7f30931e02464b5bc8d0d4b6f9fe2b">glfw3.h</a>
</li>
</ul>
<h3><a class="anchor" id="index_w"></a>- w -</h3><ul>
<li>glfwWaitEvents()
: <a class="el" href="group__window.html#ga554e37d781f0a997656c26b2c56c835e">glfw3.h</a>
</li>
<li>glfwWaitEventsTimeout()
: <a class="el" href="group__window.html#ga605a178db92f1a7f1a925563ef3ea2cf">glfw3.h</a>
</li>
<li>glfwWindowHint()
: <a class="el" href="group__window.html#ga7d9c8c62384b1e2821c4dc48952d2033">glfw3.h</a>
</li>
<li>glfwWindowShouldClose()
: <a class="el" href="group__window.html#ga24e02fbfefbb81fc45320989f8140ab5">glfw3.h</a>
</li>
</ul>
</div><!-- contents -->
<address class="footer">
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Last update on Thu Aug 18 2016 for GLFW 3.2.1
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<div class="textblock">Here is a list of all functions, variables, defines, enums, and typedefs with links to the files they belong to:</div>
<h3><a class="anchor" id="index_g"></a>- g -</h3><ul>
<li>GLFW_GREEN_BITS
: <a class="el" href="glfw3_8h.html#afba3b72638c914e5fb8a237dd4c50d4d">glfw3.h</a>
</li>
<li>GLFWcharfun
: <a class="el" href="group__input.html#gabf24451c7ceb1952bc02b17a0d5c3e5f">glfw3.h</a>
</li>
<li>GLFWcharmodsfun
: <a class="el" href="group__input.html#gae36fb6897d2b7df9b128900c8ce9c507">glfw3.h</a>
</li>
<li>GLFWcursor
: <a class="el" href="glfw3_8h.html#a89261ae18c75e863aaf2656ecdd238f4">glfw3.h</a>
</li>
<li>GLFWcursorenterfun
: <a class="el" href="group__input.html#ga51ab436c41eeaed6db5a0c9403b1c840">glfw3.h</a>
</li>
<li>GLFWcursorposfun
: <a class="el" href="group__input.html#ga4cfad918fa836f09541e7b9acd36686c">glfw3.h</a>
</li>
<li>GLFWdropfun
: <a class="el" href="group__input.html#gab71f4ca80b651462852e601caf308c4a">glfw3.h</a>
</li>
<li>GLFWerrorfun
: <a class="el" href="group__init.html#ga6b8a2639706d5c409fc1287e8f55e928">glfw3.h</a>
</li>
<li>GLFWframebuffersizefun
: <a class="el" href="group__window.html#ga3e218ef9ff826129c55a7d5f6971a285">glfw3.h</a>
</li>
<li>GLFWgammaramp
: <a class="el" href="group__monitor.html#gaec0bd37af673be8813592849f13e02f0">glfw3.h</a>
</li>
<li>glfwGetClipboardString()
: <a class="el" href="group__input.html#ga5aba1d704d9ab539282b1fbe9f18bb94">glfw3.h</a>
</li>
<li>glfwGetCocoaMonitor()
: <a class="el" href="group__native.html#gaf22f429aec4b1aab316142d66d9be3e6">glfw3native.h</a>
</li>
<li>glfwGetCocoaWindow()
: <a class="el" href="group__native.html#gac3ed9d495d0c2bb9652de5a50c648715">glfw3native.h</a>
</li>
<li>glfwGetCurrentContext()
: <a class="el" href="group__context.html#gac84759b1f6c2d271a4fea8ae89ec980d">glfw3.h</a>
</li>
<li>glfwGetCursorPos()
: <a class="el" href="group__input.html#ga01d37b6c40133676b9cea60ca1d7c0cc">glfw3.h</a>
</li>
<li>glfwGetEGLContext()
: <a class="el" href="group__native.html#ga671c5072becd085f4ab5771a9c8efcf1">glfw3native.h</a>
</li>
<li>glfwGetEGLDisplay()
: <a class="el" href="group__native.html#ga1cd8d973f47aacb5532d368147cc3138">glfw3native.h</a>
</li>
<li>glfwGetEGLSurface()
: <a class="el" href="group__native.html#ga2199b36117a6a695fec8441d8052eee6">glfw3native.h</a>
</li>
<li>glfwGetFramebufferSize()
: <a class="el" href="group__window.html#ga0e2637a4161afb283f5300c7f94785c9">glfw3.h</a>
</li>
<li>glfwGetGammaRamp()
: <a class="el" href="group__monitor.html#gab7c41deb2219bde3e1eb756ddaa9ec80">glfw3.h</a>
</li>
<li>glfwGetGLXContext()
: <a class="el" href="group__native.html#ga62d884114b0abfcdc2930e89f20867e2">glfw3native.h</a>
</li>
<li>glfwGetGLXWindow()
: <a class="el" href="group__native.html#ga1ed27b8766e859a21381e8f8ce18d049">glfw3native.h</a>
</li>
<li>glfwGetInputMode()
: <a class="el" href="group__input.html#gaf5b859dbe19bdf434e42695ea45cc5f4">glfw3.h</a>
</li>
<li>glfwGetInstanceProcAddress()
: <a class="el" href="group__vulkan.html#gadf228fac94c5fd8f12423ec9af9ff1e9">glfw3.h</a>
</li>
<li>glfwGetJoystickAxes()
: <a class="el" href="group__input.html#ga6271d46a5901ec2c99601ccf4dd14731">glfw3.h</a>
</li>
<li>glfwGetJoystickButtons()
: <a class="el" href="group__input.html#gace54cd930dcd502e118fe4021384ce1b">glfw3.h</a>
</li>
<li>glfwGetJoystickName()
: <a class="el" href="group__input.html#gac8d7f6107e05cfd106cfba973ab51e19">glfw3.h</a>
</li>
<li>glfwGetKey()
: <a class="el" href="group__input.html#gadd341da06bc8d418b4dc3a3518af9ad2">glfw3.h</a>
</li>
<li>glfwGetKeyName()
: <a class="el" href="group__input.html#ga237a182e5ec0b21ce64543f3b5e7e2be">glfw3.h</a>
</li>
<li>glfwGetMirDisplay()
: <a class="el" href="group__native.html#ga40dd05325d9813fa67d61328c51d2930">glfw3native.h</a>
</li>
<li>glfwGetMirMonitor()
: <a class="el" href="group__native.html#gae0941c11dc8f01aeb7cbb563f5cd930b">glfw3native.h</a>
</li>
<li>glfwGetMirWindow()
: <a class="el" href="group__native.html#ga964d52bb7932216c379762eef1ea9b05">glfw3native.h</a>
</li>
<li>glfwGetMonitorName()
: <a class="el" href="group__monitor.html#ga79a34ee22ff080ca954a9663e4679daf">glfw3.h</a>
</li>
<li>glfwGetMonitorPhysicalSize()
: <a class="el" href="group__monitor.html#ga7d8bffc6c55539286a6bd20d32a8d7ea">glfw3.h</a>
</li>
<li>glfwGetMonitorPos()
: <a class="el" href="group__monitor.html#ga102f54e7acc9149edbcf0997152df8c9">glfw3.h</a>
</li>
<li>glfwGetMonitors()
: <a class="el" href="group__monitor.html#ga3fba51c8bd36491d4712aa5bd074a537">glfw3.h</a>
</li>
<li>glfwGetMouseButton()
: <a class="el" href="group__input.html#gac1473feacb5996c01a7a5a33b5066704">glfw3.h</a>
</li>
<li>glfwGetNSGLContext()
: <a class="el" href="group__native.html#ga559e002e3cd63c979881770cd4dc63bc">glfw3native.h</a>
</li>
<li>glfwGetPhysicalDevicePresentationSupport()
: <a class="el" href="group__vulkan.html#gaff3823355cdd7e2f3f9f4d9ea9518d92">glfw3.h</a>
</li>
<li>glfwGetPrimaryMonitor()
: <a class="el" href="group__monitor.html#ga721867d84c6d18d6790d64d2847ca0b1">glfw3.h</a>
</li>
<li>glfwGetProcAddress()
: <a class="el" href="group__context.html#ga35f1837e6f666781842483937612f163">glfw3.h</a>
</li>
<li>glfwGetRequiredInstanceExtensions()
: <a class="el" href="group__vulkan.html#ga1abcbe61033958f22f63ef82008874b1">glfw3.h</a>
</li>
<li>glfwGetTime()
: <a class="el" href="group__input.html#gaa6cf4e7a77158a3b8fd00328b1720a4a">glfw3.h</a>
</li>
<li>glfwGetTimerFrequency()
: <a class="el" href="group__input.html#ga3289ee876572f6e91f06df3a24824443">glfw3.h</a>
</li>
<li>glfwGetTimerValue()
: <a class="el" href="group__input.html#ga09b2bd37d328e0b9456c7ec575cc26aa">glfw3.h</a>
</li>
<li>glfwGetVersion()
: <a class="el" href="group__init.html#ga9f8ffaacf3c269cc48eafbf8b9b71197">glfw3.h</a>
</li>
<li>glfwGetVersionString()
: <a class="el" href="group__init.html#ga23d47dc013fce2bf58036da66079a657">glfw3.h</a>
</li>
<li>glfwGetVideoMode()
: <a class="el" href="group__monitor.html#gafc1bb972a921ad5b3bd5d63a95fc2d52">glfw3.h</a>
</li>
<li>glfwGetVideoModes()
: <a class="el" href="group__monitor.html#ga820b0ce9a5237d645ea7cbb4bd383458">glfw3.h</a>
</li>
<li>glfwGetWaylandDisplay()
: <a class="el" href="group__native.html#gaaf8118a3c877f3a6bc8e7a649519de5e">glfw3native.h</a>
</li>
<li>glfwGetWaylandMonitor()
: <a class="el" href="group__native.html#gab10427a667b6cd91eec7709f7a906bd3">glfw3native.h</a>
</li>
<li>glfwGetWaylandWindow()
: <a class="el" href="group__native.html#ga4738d7aca4191363519a9a641c3ab64c">glfw3native.h</a>
</li>
<li>glfwGetWGLContext()
: <a class="el" href="group__native.html#gadc4010d91d9cc1134d040eeb1202a143">glfw3native.h</a>
</li>
<li>glfwGetWin32Adapter()
: <a class="el" href="group__native.html#gac84f63a3f9db145b9435e5e0dbc4183d">glfw3native.h</a>
</li>
<li>glfwGetWin32Monitor()
: <a class="el" href="group__native.html#gac408b09a330749402d5d1fa1f5894dd9">glfw3native.h</a>
</li>
<li>glfwGetWin32Window()
: <a class="el" href="group__native.html#gafe5079aa79038b0079fc09d5f0a8e667">glfw3native.h</a>
</li>
<li>glfwGetWindowAttrib()
: <a class="el" href="group__window.html#gacccb29947ea4b16860ebef42c2cb9337">glfw3.h</a>
</li>
<li>glfwGetWindowFrameSize()
: <a class="el" href="group__window.html#ga1a9fd382058c53101b21cf211898f1f1">glfw3.h</a>
</li>
<li>glfwGetWindowMonitor()
: <a class="el" href="group__window.html#gaeac25e64789974ccbe0811766bd91a16">glfw3.h</a>
</li>
<li>glfwGetWindowPos()
: <a class="el" href="group__window.html#ga73cb526c000876fd8ddf571570fdb634">glfw3.h</a>
</li>
<li>glfwGetWindowSize()
: <a class="el" href="group__window.html#gaeea7cbc03373a41fb51cfbf9f2a5d4c6">glfw3.h</a>
</li>
<li>glfwGetWindowUserPointer()
: <a class="el" href="group__window.html#ga17807ce0f45ac3f8bb50d6dcc59a4e06">glfw3.h</a>
</li>
<li>glfwGetX11Adapter()
: <a class="el" href="group__native.html#ga088fbfa80f50569402b41be71ad66e40">glfw3native.h</a>
</li>
<li>glfwGetX11Display()
: <a class="el" href="group__native.html#ga8519b66594ea3ef6eeafaa2e3ee37406">glfw3native.h</a>
</li>
<li>glfwGetX11Monitor()
: <a class="el" href="group__native.html#gab2f8cc043905e9fa9b12bfdbbcfe874c">glfw3native.h</a>
</li>
<li>glfwGetX11Window()
: <a class="el" href="group__native.html#ga90ca676322740842db446999a1b1f21d">glfw3native.h</a>
</li>
<li>GLFWglproc
: <a class="el" href="group__context.html#ga3d47c2d2fbe0be9c505d0e04e91a133c">glfw3.h</a>
</li>
<li>GLFWimage
: <a class="el" href="glfw3_8h.html#ac81c32f4437de7b3aa58ab62c3d9e5b1">glfw3.h</a>
</li>
<li>GLFWjoystickfun
: <a class="el" href="group__input.html#gaa67aa597e974298c748bfe4fb17d406d">glfw3.h</a>
</li>
<li>GLFWkeyfun
: <a class="el" href="group__input.html#ga0192a232a41e4e82948217c8ba94fdfd">glfw3.h</a>
</li>
<li>GLFWmonitor
: <a class="el" href="group__monitor.html#ga8d9efd1cde9426692c73fe40437d0ae3">glfw3.h</a>
</li>
<li>GLFWmonitorfun
: <a class="el" href="group__monitor.html#ga8a7ee579a66720f24d656526f3e44c63">glfw3.h</a>
</li>
<li>GLFWmousebuttonfun
: <a class="el" href="group__input.html#ga39893a4a7e7c3239c98d29c9e084350c">glfw3.h</a>
</li>
<li>GLFWscrollfun
: <a class="el" href="group__input.html#ga4687e2199c60a18a8dd1da532e6d75c9">glfw3.h</a>
</li>
<li>GLFWvidmode
: <a class="el" href="group__monitor.html#gae48aadf4ea0967e6605c8f58fa5daccb">glfw3.h</a>
</li>
<li>GLFWvkproc
: <a class="el" href="group__vulkan.html#ga70c01918dc9d233a4fbe0681a43018af">glfw3.h</a>
</li>
<li>GLFWwindow
: <a class="el" href="group__window.html#ga3c96d80d363e67d13a41b5d1821f3242">glfw3.h</a>
</li>
<li>GLFWwindowclosefun
: <a class="el" href="group__window.html#ga93e7c2555bd837f4ed8b20f76cada72e">glfw3.h</a>
</li>
<li>GLFWwindowfocusfun
: <a class="el" href="group__window.html#ga58be2061828dd35080bb438405d3a7e2">glfw3.h</a>
</li>
<li>GLFWwindowiconifyfun
: <a class="el" href="group__window.html#gad2d4e4c3d28b1242e742e8268b9528af">glfw3.h</a>
</li>
<li>GLFWwindowposfun
: <a class="el" href="group__window.html#gafd8db81fdb0e850549dc6bace5ed697a">glfw3.h</a>
</li>
<li>GLFWwindowrefreshfun
: <a class="el" href="group__window.html#ga7a56f9e0227e2cd9470d80d919032e08">glfw3.h</a>
</li>
<li>GLFWwindowsizefun
: <a class="el" href="group__window.html#gae49ee6ebc03fa2da024b89943a331355">glfw3.h</a>
</li>
</ul>
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<address class="footer">
<p>
Last update on Thu Aug 18 2016 for GLFW 3.2.1
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<h3><a class="anchor" id="index_h"></a>- h -</h3><ul>
<li>GLFW_HAND_CURSOR
: <a class="el" href="group__shapes.html#ga1db35e20849e0837c82e3dc1fd797263">glfw3.h</a>
</li>
<li>GLFW_HRESIZE_CURSOR
: <a class="el" href="group__shapes.html#gabb3eb0109f11bb808fc34659177ca962">glfw3.h</a>
</li>
<li>glfwHideWindow()
: <a class="el" href="group__window.html#ga49401f82a1ba5f15db5590728314d47c">glfw3.h</a>
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<h3><a class="anchor" id="index_i"></a>- i -</h3><ul>
<li>GLFW_IBEAM_CURSOR
: <a class="el" href="group__shapes.html#ga36185f4375eaada1b04e431244774c86">glfw3.h</a>
</li>
<li>GLFW_ICONIFIED
: <a class="el" href="glfw3_8h.html#a39d44b7c056e55e581355a92d240b58a">glfw3.h</a>
</li>
<li>GLFW_INVALID_ENUM
: <a class="el" href="group__errors.html#ga76f6bb9c4eea73db675f096b404593ce">glfw3.h</a>
</li>
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: <a class="el" href="group__errors.html#gaaf2ef9aa8202c2b82ac2d921e554c687">glfw3.h</a>
</li>
<li>glfwIconifyWindow()
: <a class="el" href="group__window.html#ga1bb559c0ebaad63c5c05ad2a066779c4">glfw3.h</a>
</li>
<li>glfwInit()
: <a class="el" href="group__init.html#ga317aac130a235ab08c6db0834907d85e">glfw3.h</a>
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<h3><a class="anchor" id="index_j"></a>- j -</h3><ul>
<li>GLFW_JOYSTICK_1
: <a class="el" href="group__joysticks.html#ga34a0443d059e9f22272cd4669073f73d">glfw3.h</a>
</li>
<li>GLFW_JOYSTICK_10
: <a class="el" href="group__joysticks.html#gaef55389ee605d6dfc31aef6fe98c54ec">glfw3.h</a>
</li>
<li>GLFW_JOYSTICK_11
: <a class="el" href="group__joysticks.html#gae7d26e3df447c2c14a569fcc18516af4">glfw3.h</a>
</li>
<li>GLFW_JOYSTICK_12
: <a class="el" href="group__joysticks.html#gab91bbf5b7ca6be8d3ac5c4d89ff48ac7">glfw3.h</a>
</li>
<li>GLFW_JOYSTICK_13
: <a class="el" href="group__joysticks.html#ga5c84fb4e49bf661d7d7c78eb4018c508">glfw3.h</a>
</li>
<li>GLFW_JOYSTICK_14
: <a class="el" href="group__joysticks.html#ga89540873278ae5a42b3e70d64164dc74">glfw3.h</a>
</li>
<li>GLFW_JOYSTICK_15
: <a class="el" href="group__joysticks.html#ga7b02ab70daf7a78bcc942d5d4cc1dcf9">glfw3.h</a>
</li>
<li>GLFW_JOYSTICK_16
: <a class="el" href="group__joysticks.html#ga453edeeabf350827646b6857df4f80ce">glfw3.h</a>
</li>
<li>GLFW_JOYSTICK_2
: <a class="el" href="group__joysticks.html#ga6eab65ec88e65e0850ef8413504cb50c">glfw3.h</a>
</li>
<li>GLFW_JOYSTICK_3
: <a class="el" href="group__joysticks.html#gae6f3eedfeb42424c2f5e3161efb0b654">glfw3.h</a>
</li>
<li>GLFW_JOYSTICK_4
: <a class="el" href="group__joysticks.html#ga97ddbcad02b7f48d74fad4ddb08fff59">glfw3.h</a>
</li>
<li>GLFW_JOYSTICK_5
: <a class="el" href="group__joysticks.html#gae43281bc66d3fa5089fb50c3e7a28695">glfw3.h</a>
</li>
<li>GLFW_JOYSTICK_6
: <a class="el" href="group__joysticks.html#ga74771620aa53bd68a487186dea66fd77">glfw3.h</a>
</li>
<li>GLFW_JOYSTICK_7
: <a class="el" href="group__joysticks.html#ga20a9f4f3aaefed9ea5e66072fc588b87">glfw3.h</a>
</li>
<li>GLFW_JOYSTICK_8
: <a class="el" href="group__joysticks.html#ga21a934c940bcf25db0e4c8fe9b364bdb">glfw3.h</a>
</li>
<li>GLFW_JOYSTICK_9
: <a class="el" href="group__joysticks.html#ga87689d47df0ba6f9f5fcbbcaf7b3cecf">glfw3.h</a>
</li>
<li>GLFW_JOYSTICK_LAST
: <a class="el" href="group__joysticks.html#ga9ca13ebf24c331dd98df17d84a4b72c9">glfw3.h</a>
</li>
<li>glfwJoystickPresent()
: <a class="el" href="group__input.html#gaffcbd9ac8ee737fcdd25475123a3c790">glfw3.h</a>
</li>
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<div class="contents">
<div class="textblock">Here is a list of all functions, variables, defines, enums, and typedefs with links to the files they belong to:</div>
<h3><a class="anchor" id="index_k"></a>- k -</h3><ul>
<li>GLFW_KEY_0
: <a class="el" href="group__keys.html#ga50391730e9d7112ad4fd42d0bd1597c1">glfw3.h</a>
</li>
<li>GLFW_KEY_1
: <a class="el" href="group__keys.html#ga05e4cae9ddb8d40cf6d82c8f11f2502f">glfw3.h</a>
</li>
<li>GLFW_KEY_2
: <a class="el" href="group__keys.html#gadc8e66b3a4c4b5c39ad1305cf852863c">glfw3.h</a>
</li>
<li>GLFW_KEY_3
: <a class="el" href="group__keys.html#ga812f0273fe1a981e1fa002ae73e92271">glfw3.h</a>
</li>
<li>GLFW_KEY_4
: <a class="el" href="group__keys.html#ga9e14b6975a9cc8f66cdd5cb3d3861356">glfw3.h</a>
</li>
<li>GLFW_KEY_5
: <a class="el" href="group__keys.html#ga4d74ddaa5d4c609993b4d4a15736c924">glfw3.h</a>
</li>
<li>GLFW_KEY_6
: <a class="el" href="group__keys.html#ga9ea4ab80c313a227b14d0a7c6f810b5d">glfw3.h</a>
</li>
<li>GLFW_KEY_7
: <a class="el" href="group__keys.html#gab79b1cfae7bd630cfc4604c1f263c666">glfw3.h</a>
</li>
<li>GLFW_KEY_8
: <a class="el" href="group__keys.html#gadeaa109a0f9f5afc94fe4a108e686f6f">glfw3.h</a>
</li>
<li>GLFW_KEY_9
: <a class="el" href="group__keys.html#ga2924cb5349ebbf97c8987f3521c44f39">glfw3.h</a>
</li>
<li>GLFW_KEY_A
: <a class="el" href="group__keys.html#ga03e842608e1ea323370889d33b8f70ff">glfw3.h</a>
</li>
<li>GLFW_KEY_APOSTROPHE
: <a class="el" href="group__keys.html#ga6059b0b048ba6980b6107fffbd3b4b24">glfw3.h</a>
</li>
<li>GLFW_KEY_B
: <a class="el" href="group__keys.html#ga8e3fb647ff3aca9e8dbf14fe66332941">glfw3.h</a>
</li>
<li>GLFW_KEY_BACKSLASH
: <a class="el" href="group__keys.html#gab8155ea99d1ab27ff56f24f8dc73f8d1">glfw3.h</a>
</li>
<li>GLFW_KEY_BACKSPACE
: <a class="el" href="group__keys.html#ga6c0df1fe2f156bbd5a98c66d76ff3635">glfw3.h</a>
</li>
<li>GLFW_KEY_C
: <a class="el" href="group__keys.html#ga00ccf3475d9ee2e679480d540d554669">glfw3.h</a>
</li>
<li>GLFW_KEY_CAPS_LOCK
: <a class="el" href="group__keys.html#ga92c1d2c9d63485f3d70f94f688d48672">glfw3.h</a>
</li>
<li>GLFW_KEY_COMMA
: <a class="el" href="group__keys.html#gab3d5d72e59d3055f494627b0a524926c">glfw3.h</a>
</li>
<li>GLFW_KEY_D
: <a class="el" href="group__keys.html#ga011f7cdc9a654da984a2506479606933">glfw3.h</a>
</li>
<li>GLFW_KEY_DELETE
: <a class="el" href="group__keys.html#gadb111e4df74b8a715f2c05dad58d2682">glfw3.h</a>
</li>
<li>GLFW_KEY_DOWN
: <a class="el" href="group__keys.html#gae2e3958c71595607416aa7bf082be2f9">glfw3.h</a>
</li>
<li>GLFW_KEY_E
: <a class="el" href="group__keys.html#gabf48fcc3afbe69349df432b470c96ef2">glfw3.h</a>
</li>
<li>GLFW_KEY_END
: <a class="el" href="group__keys.html#ga86587ea1df19a65978d3e3b8439bedd9">glfw3.h</a>
</li>
<li>GLFW_KEY_ENTER
: <a class="el" href="group__keys.html#ga9555a92ecbecdbc1f3435219c571d667">glfw3.h</a>
</li>
<li>GLFW_KEY_EQUAL
: <a class="el" href="group__keys.html#gae1a2de47240d6664423c204bdd91bd17">glfw3.h</a>
</li>
<li>GLFW_KEY_ESCAPE
: <a class="el" href="group__keys.html#gaac6596c350b635c245113b81c2123b93">glfw3.h</a>
</li>
<li>GLFW_KEY_F
: <a class="el" href="group__keys.html#ga5df402e02aca08444240058fd9b42a55">glfw3.h</a>
</li>
<li>GLFW_KEY_F1
: <a class="el" href="group__keys.html#gafb8d66c573acf22e364049477dcbea30">glfw3.h</a>
</li>
<li>GLFW_KEY_F10
: <a class="el" href="group__keys.html#ga718d11d2f7d57471a2f6a894235995b1">glfw3.h</a>
</li>
<li>GLFW_KEY_F11
: <a class="el" href="group__keys.html#ga0bc04b11627e7d69339151e7306b2832">glfw3.h</a>
</li>
<li>GLFW_KEY_F12
: <a class="el" href="group__keys.html#gaf5908fa9b0a906ae03fc2c61ac7aa3e2">glfw3.h</a>
</li>
<li>GLFW_KEY_F13
: <a class="el" href="group__keys.html#gad637f4308655e1001bd6ad942bc0fd4b">glfw3.h</a>
</li>
<li>GLFW_KEY_F14
: <a class="el" href="group__keys.html#gaf14c66cff3396e5bd46e803c035e6c1f">glfw3.h</a>
</li>
<li>GLFW_KEY_F15
: <a class="el" href="group__keys.html#ga7f70970db6e8be1794da8516a6d14058">glfw3.h</a>
</li>
<li>GLFW_KEY_F16
: <a class="el" href="group__keys.html#gaa582dbb1d2ba2050aa1dca0838095b27">glfw3.h</a>
</li>
<li>GLFW_KEY_F17
: <a class="el" href="group__keys.html#ga972ce5c365e2394b36104b0e3125c748">glfw3.h</a>
</li>
<li>GLFW_KEY_F18
: <a class="el" href="group__keys.html#gaebf6391058d5566601e357edc5ea737c">glfw3.h</a>
</li>
<li>GLFW_KEY_F19
: <a class="el" href="group__keys.html#gaec011d9ba044058cb54529da710e9791">glfw3.h</a>
</li>
<li>GLFW_KEY_F2
: <a class="el" href="group__keys.html#ga0900750aff94889b940f5e428c07daee">glfw3.h</a>
</li>
<li>GLFW_KEY_F20
: <a class="el" href="group__keys.html#ga82b9c721ada04cd5ca8de767da38022f">glfw3.h</a>
</li>
<li>GLFW_KEY_F21
: <a class="el" href="group__keys.html#ga356afb14d3440ff2bb378f74f7ebc60f">glfw3.h</a>
</li>
<li>GLFW_KEY_F22
: <a class="el" href="group__keys.html#ga90960bd2a155f2b09675324d3dff1565">glfw3.h</a>
</li>
<li>GLFW_KEY_F23
: <a class="el" href="group__keys.html#ga43c21099aac10952d1be909a8ddee4d5">glfw3.h</a>
</li>
<li>GLFW_KEY_F24
: <a class="el" href="group__keys.html#ga8150374677b5bed3043408732152dea2">glfw3.h</a>
</li>
<li>GLFW_KEY_F25
: <a class="el" href="group__keys.html#gaa4bbd93ed73bb4c6ae7d83df880b7199">glfw3.h</a>
</li>
<li>GLFW_KEY_F3
: <a class="el" href="group__keys.html#gaed7cd729c0147a551bb8b7bb36c17015">glfw3.h</a>
</li>
<li>GLFW_KEY_F4
: <a class="el" href="group__keys.html#ga9b61ebd0c63b44b7332fda2c9763eaa6">glfw3.h</a>
</li>
<li>GLFW_KEY_F5
: <a class="el" href="group__keys.html#gaf258dda9947daa428377938ed577c8c2">glfw3.h</a>
</li>
<li>GLFW_KEY_F6
: <a class="el" href="group__keys.html#ga6dc2d3f87b9d51ffbbbe2ef0299d8e1d">glfw3.h</a>
</li>
<li>GLFW_KEY_F7
: <a class="el" href="group__keys.html#gacca6ef8a2162c52a0ac1d881e8d9c38a">glfw3.h</a>
</li>
<li>GLFW_KEY_F8
: <a class="el" href="group__keys.html#gac9d39390336ae14e4a93e295de43c7e8">glfw3.h</a>
</li>
<li>GLFW_KEY_F9
: <a class="el" href="group__keys.html#gae40de0de1c9f21cd26c9afa3d7050851">glfw3.h</a>
</li>
<li>GLFW_KEY_G
: <a class="el" href="group__keys.html#gae74ecddf7cc96104ab23989b1cdab536">glfw3.h</a>
</li>
<li>GLFW_KEY_GRAVE_ACCENT
: <a class="el" href="group__keys.html#ga7a3701fb4e2a0b136ff4b568c3c8d668">glfw3.h</a>
</li>
<li>GLFW_KEY_H
: <a class="el" href="group__keys.html#gad4cc98fc8f35f015d9e2fb94bf136076">glfw3.h</a>
</li>
<li>GLFW_KEY_HOME
: <a class="el" href="group__keys.html#ga41452c7287195d481e43207318c126a7">glfw3.h</a>
</li>
<li>GLFW_KEY_I
: <a class="el" href="group__keys.html#ga274655c8bfe39742684ca393cf8ed093">glfw3.h</a>
</li>
<li>GLFW_KEY_INSERT
: <a class="el" href="group__keys.html#ga373ac7365435d6b0eb1068f470e34f47">glfw3.h</a>
</li>
<li>GLFW_KEY_J
: <a class="el" href="group__keys.html#ga65ff2aedb129a3149ad9cb3e4159a75f">glfw3.h</a>
</li>
<li>GLFW_KEY_K
: <a class="el" href="group__keys.html#ga4ae8debadf6d2a691badae0b53ea3ba0">glfw3.h</a>
</li>
<li>GLFW_KEY_KP_0
: <a class="el" href="group__keys.html#ga10515dafc55b71e7683f5b4fedd1c70d">glfw3.h</a>
</li>
<li>GLFW_KEY_KP_1
: <a class="el" href="group__keys.html#gaf3a29a334402c5eaf0b3439edf5587c3">glfw3.h</a>
</li>
<li>GLFW_KEY_KP_2
: <a class="el" href="group__keys.html#gaf82d5a802ab8213c72653d7480c16f13">glfw3.h</a>
</li>
<li>GLFW_KEY_KP_3
: <a class="el" href="group__keys.html#ga7e25ff30d56cd512828c1d4ae8d54ef2">glfw3.h</a>
</li>
<li>GLFW_KEY_KP_4
: <a class="el" href="group__keys.html#gada7ec86778b85e0b4de0beea72234aea">glfw3.h</a>
</li>
<li>GLFW_KEY_KP_5
: <a class="el" href="group__keys.html#ga9a5be274434866c51738cafbb6d26b45">glfw3.h</a>
</li>
<li>GLFW_KEY_KP_6
: <a class="el" href="group__keys.html#gafc141b0f8450519084c01092a3157faa">glfw3.h</a>
</li>
<li>GLFW_KEY_KP_7
: <a class="el" href="group__keys.html#ga8882f411f05d04ec77a9563974bbfa53">glfw3.h</a>
</li>
<li>GLFW_KEY_KP_8
: <a class="el" href="group__keys.html#gab2ea2e6a12f89d315045af520ac78cec">glfw3.h</a>
</li>
<li>GLFW_KEY_KP_9
: <a class="el" href="group__keys.html#gafb21426b630ed4fcc084868699ba74c1">glfw3.h</a>
</li>
<li>GLFW_KEY_KP_ADD
: <a class="el" href="group__keys.html#gad09c7c98acc79e89aa6a0a91275becac">glfw3.h</a>
</li>
<li>GLFW_KEY_KP_DECIMAL
: <a class="el" href="group__keys.html#ga4e231d968796331a9ea0dbfb98d4005b">glfw3.h</a>
</li>
<li>GLFW_KEY_KP_DIVIDE
: <a class="el" href="group__keys.html#gabca1733780a273d549129ad0f250d1e5">glfw3.h</a>
</li>
<li>GLFW_KEY_KP_ENTER
: <a class="el" href="group__keys.html#ga4f728f8738f2986bd63eedd3d412e8cf">glfw3.h</a>
</li>
<li>GLFW_KEY_KP_EQUAL
: <a class="el" href="group__keys.html#gaebdc76d4a808191e6d21b7e4ad2acd97">glfw3.h</a>
</li>
<li>GLFW_KEY_KP_MULTIPLY
: <a class="el" href="group__keys.html#ga9ada267eb0e78ed2ada8701dd24a56ef">glfw3.h</a>
</li>
<li>GLFW_KEY_KP_SUBTRACT
: <a class="el" href="group__keys.html#gaa3dbd60782ff93d6082a124bce1fa236">glfw3.h</a>
</li>
<li>GLFW_KEY_L
: <a class="el" href="group__keys.html#gaaa8b54a13f6b1eed85ac86f82d550db2">glfw3.h</a>
</li>
<li>GLFW_KEY_LAST
: <a class="el" href="group__keys.html#ga442cbaef7bfb9a4ba13594dd7fbf2789">glfw3.h</a>
</li>
<li>GLFW_KEY_LEFT
: <a class="el" href="group__keys.html#gae12a010d33c309a67ab9460c51eb2462">glfw3.h</a>
</li>
<li>GLFW_KEY_LEFT_ALT
: <a class="el" href="group__keys.html#ga7f27dabf63a7789daa31e1c96790219b">glfw3.h</a>
</li>
<li>GLFW_KEY_LEFT_BRACKET
: <a class="el" href="group__keys.html#gad1c8d9adac53925276ecb1d592511d8a">glfw3.h</a>
</li>
<li>GLFW_KEY_LEFT_CONTROL
: <a class="el" href="group__keys.html#ga9f97b743e81460ac4b2deddecd10a464">glfw3.h</a>
</li>
<li>GLFW_KEY_LEFT_SHIFT
: <a class="el" href="group__keys.html#ga8a530a28a65c44ab5d00b759b756d3f6">glfw3.h</a>
</li>
<li>GLFW_KEY_LEFT_SUPER
: <a class="el" href="group__keys.html#gafb1207c91997fc295afd1835fbc5641a">glfw3.h</a>
</li>
<li>GLFW_KEY_M
: <a class="el" href="group__keys.html#ga4d7f0260c82e4ea3d6ebc7a21d6e3716">glfw3.h</a>
</li>
<li>GLFW_KEY_MENU
: <a class="el" href="group__keys.html#ga9845be48a745fc232045c9ec174d8820">glfw3.h</a>
</li>
<li>GLFW_KEY_MINUS
: <a class="el" href="group__keys.html#gac556b360f7f6fca4b70ba0aecf313fd4">glfw3.h</a>
</li>
<li>GLFW_KEY_N
: <a class="el" href="group__keys.html#gae00856dfeb5d13aafebf59d44de5cdda">glfw3.h</a>
</li>
<li>GLFW_KEY_NUM_LOCK
: <a class="el" href="group__keys.html#ga3946edc362aeff213b2be6304296cf43">glfw3.h</a>
</li>
<li>GLFW_KEY_O
: <a class="el" href="group__keys.html#gaecbbb79130df419d58dd7f09a169efe9">glfw3.h</a>
</li>
<li>GLFW_KEY_P
: <a class="el" href="group__keys.html#ga8fc15819c1094fb2afa01d84546b33e1">glfw3.h</a>
</li>
<li>GLFW_KEY_PAGE_DOWN
: <a class="el" href="group__keys.html#gaee0a8fa442001cc2147812f84b59041c">glfw3.h</a>
</li>
<li>GLFW_KEY_PAGE_UP
: <a class="el" href="group__keys.html#ga3ab731f9622f0db280178a5f3cc6d586">glfw3.h</a>
</li>
<li>GLFW_KEY_PAUSE
: <a class="el" href="group__keys.html#ga8116b9692d87382afb5849b6d8907f18">glfw3.h</a>
</li>
<li>GLFW_KEY_PERIOD
: <a class="el" href="group__keys.html#ga37e296b650eab419fc474ff69033d927">glfw3.h</a>
</li>
<li>GLFW_KEY_PRINT_SCREEN
: <a class="el" href="group__keys.html#gaf964c2e65e97d0cf785a5636ee8df642">glfw3.h</a>
</li>
<li>GLFW_KEY_Q
: <a class="el" href="group__keys.html#gafdd01e38b120d67cf51e348bb47f3964">glfw3.h</a>
</li>
<li>GLFW_KEY_R
: <a class="el" href="group__keys.html#ga4ce6c70a0c98c50b3fe4ab9a728d4d36">glfw3.h</a>
</li>
<li>GLFW_KEY_RIGHT
: <a class="el" href="group__keys.html#ga06ba07662e8c291a4a84535379ffc7ac">glfw3.h</a>
</li>
<li>GLFW_KEY_RIGHT_ALT
: <a class="el" href="group__keys.html#ga687b38009131cfdd07a8d05fff8fa446">glfw3.h</a>
</li>
<li>GLFW_KEY_RIGHT_BRACKET
: <a class="el" href="group__keys.html#ga86ef225fd6a66404caae71044cdd58d8">glfw3.h</a>
</li>
<li>GLFW_KEY_RIGHT_CONTROL
: <a class="el" href="group__keys.html#gad1ca2094b2694e7251d0ab1fd34f8519">glfw3.h</a>
</li>
<li>GLFW_KEY_RIGHT_SHIFT
: <a class="el" href="group__keys.html#gaffca36b99c9dce1a19cb9befbadce691">glfw3.h</a>
</li>
<li>GLFW_KEY_RIGHT_SUPER
: <a class="el" href="group__keys.html#gad4547a3e8e247594acb60423fe6502db">glfw3.h</a>
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: <a class="el" href="group__keys.html#gadf3d753b2d479148d711de34b83fd0db">glfw3.h</a>
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: <a class="el" href="group__keys.html#gaddb2c23772b97fd7e26e8ee66f1ad014">glfw3.h</a>
</li>
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: <a class="el" href="group__keys.html#ga90e0560422ec7a30e7f3f375bc9f37f9">glfw3.h</a>
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: <a class="el" href="group__keys.html#ga6908a4bda9950a3e2b73f794bbe985df">glfw3.h</a>
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: <a class="el" href="group__keys.html#gacad52f3bf7d378fc0ffa72a76769256d">glfw3.h</a>
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: <a class="el" href="group__keys.html#ga99aacc875b6b27a072552631e13775c7">glfw3.h</a>
</li>
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: <a class="el" href="group__keys.html#ga2f3342b194020d3544c67e3506b6f144">glfw3.h</a>
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: <a class="el" href="group__keys.html#ga22c7763899ecf7788862e5f90eacce6b">glfw3.h</a>
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: <a class="el" href="group__keys.html#gaa06a712e6202661fc03da5bdb7b6e545">glfw3.h</a>
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: <a class="el" href="group__keys.html#gadc78dad3dab76bcd4b5c20114052577a">glfw3.h</a>
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: <a class="el" href="group__keys.html#ga20494bfebf0bb4fc9503afca18ab2c5e">glfw3.h</a>
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: <a class="el" href="group__keys.html#gac1c42c0bf4192cea713c55598b06b744">glfw3.h</a>
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: <a class="el" href="group__keys.html#gafd9f115a549effdf8e372a787c360313">glfw3.h</a>
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: <a class="el" href="group__keys.html#gac489e208c26afda8d4938ed88718760a">glfw3.h</a>
</li>
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<h3><a class="anchor" id="index_l"></a>- l -</h3><ul>
<li>GLFW_LOSE_CONTEXT_ON_RESET
: <a class="el" href="glfw3_8h.html#aec1132f245143fc915b2f0995228564c">glfw3.h</a>
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<h3><a class="anchor" id="index_m"></a>- m -</h3><ul>
<li>GLFW_MAXIMIZED
: <a class="el" href="glfw3_8h.html#ad8ccb396253ad0b72c6d4c917eb38a03">glfw3.h</a>
</li>
<li>GLFW_MOD_ALT
: <a class="el" href="group__mods.html#gad2acd5633463c29e07008687ea73c0f4">glfw3.h</a>
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: <a class="el" href="group__mods.html#ga6ed94871c3208eefd85713fa929d45aa">glfw3.h</a>
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: <a class="el" href="group__mods.html#ga14994d3196c290aaa347248e51740274">glfw3.h</a>
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: <a class="el" href="group__mods.html#ga6b64ba10ea0227cf6f42efd0a220aba1">glfw3.h</a>
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<li>GLFW_MOUSE_BUTTON_1
: <a class="el" href="group__buttons.html#ga181a6e875251fd8671654eff00f9112e">glfw3.h</a>
</li>
<li>GLFW_MOUSE_BUTTON_2
: <a class="el" href="group__buttons.html#ga604b39b92c88ce9bd332e97fc3f4156c">glfw3.h</a>
</li>
<li>GLFW_MOUSE_BUTTON_3
: <a class="el" href="group__buttons.html#ga0130d505563d0236a6f85545f19e1721">glfw3.h</a>
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<li>GLFW_MOUSE_BUTTON_4
: <a class="el" href="group__buttons.html#ga53f4097bb01d5521c7d9513418c91ca9">glfw3.h</a>
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<li>GLFW_MOUSE_BUTTON_5
: <a class="el" href="group__buttons.html#gaf08c4ddecb051d3d9667db1d5e417c9c">glfw3.h</a>
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<li>GLFW_MOUSE_BUTTON_6
: <a class="el" href="group__buttons.html#gae8513e06aab8aa393b595f22c6d8257a">glfw3.h</a>
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<li>GLFW_MOUSE_BUTTON_7
: <a class="el" href="group__buttons.html#ga8b02a1ab55dde45b3a3883d54ffd7dc7">glfw3.h</a>
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: <a class="el" href="group__buttons.html#ga35d5c4263e0dc0d0a4731ca6c562f32c">glfw3.h</a>
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: <a class="el" href="group__buttons.html#gab1fd86a4518a9141ec7bcde2e15a2fdf">glfw3.h</a>
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: <a class="el" href="group__buttons.html#gaf37100431dcd5082d48f95ee8bc8cd56">glfw3.h</a>
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: <a class="el" href="group__buttons.html#ga34a4d2a701434f763fd93a2ff842b95a">glfw3.h</a>
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: <a class="el" href="group__buttons.html#ga3e2f2cf3c4942df73cc094247d275e74">glfw3.h</a>
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<li>glfwMakeContextCurrent()
: <a class="el" href="group__context.html#ga1c04dc242268f827290fe40aa1c91157">glfw3.h</a>
</li>
<li>glfwMaximizeWindow()
: <a class="el" href="group__window.html#ga3f541387449d911274324ae7f17ec56b">glfw3.h</a>
</li>
</ul>
</div><!-- contents -->
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Last update on Thu Aug 18 2016 for GLFW 3.2.1
</p>
</address>
</body>
</html>

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</li>
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<li>GLFW_OPENGL_ANY_PROFILE
: <a class="el" href="glfw3_8h.html#ad6f2335d6f21cc9bab96633b1c111d5f">glfw3.h</a>
</li>
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: <a class="el" href="glfw3_8h.html#a01b3f66db266341425e9abee6b257db2">glfw3.h</a>
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: <a class="el" href="glfw3_8h.html#ac06b663d79c8fcf04669cc8fcc0b7670">glfw3.h</a>
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: <a class="el" href="glfw3_8h.html#af094bb16da76f66ebceb19ee213b3de8">glfw3.h</a>
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: <a class="el" href="glfw3_8h.html#a87ec2df0b915201e950ca42d5d0831e1">glfw3.h</a>
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: <a class="el" href="glfw3_8h.html#a28d9b3bc6c2a522d815c8e146595051f">glfw3.h</a>
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<li>GLFW_PLATFORM_ERROR
: <a class="el" href="group__errors.html#gad44162d78100ea5e87cdd38426b8c7a1">glfw3.h</a>
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: <a class="el" href="group__input.html#ga2485743d0b59df3791c45951c4195265">glfw3.h</a>
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<h3><a class="anchor" id="index_r"></a>- r -</h3><ul>
<li>GLFW_RED_BITS
: <a class="el" href="glfw3_8h.html#af78ed8e417dbcc1e354906cc2708c982">glfw3.h</a>
</li>
<li>GLFW_REFRESH_RATE
: <a class="el" href="glfw3_8h.html#a0f20825e6e47ee8ba389024519682212">glfw3.h</a>
</li>
<li>GLFW_RELEASE
: <a class="el" href="group__input.html#gada11d965c4da13090ad336e030e4d11f">glfw3.h</a>
</li>
<li>GLFW_RELEASE_BEHAVIOR_FLUSH
: <a class="el" href="glfw3_8h.html#a999961d391db49cb4f949c1dece0e13b">glfw3.h</a>
</li>
<li>GLFW_RELEASE_BEHAVIOR_NONE
: <a class="el" href="glfw3_8h.html#afca09088eccacdce4b59036cfae349c5">glfw3.h</a>
</li>
<li>GLFW_REPEAT
: <a class="el" href="group__input.html#gac96fd3b9fc66c6f0eebaf6532595338f">glfw3.h</a>
</li>
<li>GLFW_RESIZABLE
: <a class="el" href="glfw3_8h.html#adba13c7a1b3aa40831eb2beedbd5bd1d">glfw3.h</a>
</li>
<li>glfwRestoreWindow()
: <a class="el" href="group__window.html#ga52527a5904b47d802b6b4bb519cdebc7">glfw3.h</a>
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<div class="textblock">Here is a list of all functions, variables, defines, enums, and typedefs with links to the files they belong to:</div>
<h3><a class="anchor" id="index_s"></a>- s -</h3><ul>
<li>GLFW_SAMPLES
: <a class="el" href="glfw3_8h.html#a2cdf86fdcb7722fb8829c4e201607535">glfw3.h</a>
</li>
<li>GLFW_SRGB_CAPABLE
: <a class="el" href="glfw3_8h.html#a444a8f00414a63220591f9fdb7b5642b">glfw3.h</a>
</li>
<li>GLFW_STENCIL_BITS
: <a class="el" href="glfw3_8h.html#a5339890a45a1fb38e93cb9fcc5fd069d">glfw3.h</a>
</li>
<li>GLFW_STEREO
: <a class="el" href="glfw3_8h.html#a83d991efca02537e2d69969135b77b03">glfw3.h</a>
</li>
<li>GLFW_STICKY_KEYS
: <a class="el" href="glfw3_8h.html#ae3bbe2315b7691ab088159eb6c9110fc">glfw3.h</a>
</li>
<li>GLFW_STICKY_MOUSE_BUTTONS
: <a class="el" href="glfw3_8h.html#a4d7ce8ce71030c3b04e2b78145bc59d1">glfw3.h</a>
</li>
<li>glfwSetCharCallback()
: <a class="el" href="group__input.html#ga556239421c6a5a243c66fca28da9f742">glfw3.h</a>
</li>
<li>glfwSetCharModsCallback()
: <a class="el" href="group__input.html#ga3f55ef5dc03a374e567f068b13c94afc">glfw3.h</a>
</li>
<li>glfwSetClipboardString()
: <a class="el" href="group__input.html#gaba1f022c5eb07dfac421df34cdcd31dd">glfw3.h</a>
</li>
<li>glfwSetCursor()
: <a class="el" href="group__input.html#gad3b4f38c8d5dae036bc8fa959e18343e">glfw3.h</a>
</li>
<li>glfwSetCursorEnterCallback()
: <a class="el" href="group__input.html#gaa299c41dd0a3d171d166354e01279e04">glfw3.h</a>
</li>
<li>glfwSetCursorPos()
: <a class="el" href="group__input.html#ga04b03af936d906ca123c8f4ee08b39e7">glfw3.h</a>
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<li>glfwSetCursorPosCallback()
: <a class="el" href="group__input.html#ga7dad39486f2c7591af7fb25134a2501d">glfw3.h</a>
</li>
<li>glfwSetDropCallback()
: <a class="el" href="group__input.html#ga41291bf15dd3ff564b3143aa6dc74a4b">glfw3.h</a>
</li>
<li>glfwSetErrorCallback()
: <a class="el" href="group__init.html#gaa5d796c3cf7c1a7f02f845486333fb5f">glfw3.h</a>
</li>
<li>glfwSetFramebufferSizeCallback()
: <a class="el" href="group__window.html#ga3203461a5303bf289f2e05f854b2f7cf">glfw3.h</a>
</li>
<li>glfwSetGamma()
: <a class="el" href="group__monitor.html#ga6ac582625c990220785ddd34efa3169a">glfw3.h</a>
</li>
<li>glfwSetGammaRamp()
: <a class="el" href="group__monitor.html#ga583f0ffd0d29613d8cd172b996bbf0dd">glfw3.h</a>
</li>
<li>glfwSetInputMode()
: <a class="el" href="group__input.html#gaa92336e173da9c8834558b54ee80563b">glfw3.h</a>
</li>
<li>glfwSetJoystickCallback()
: <a class="el" href="group__input.html#gab1dc8379f1b82bb660a6b9c9fa06ca07">glfw3.h</a>
</li>
<li>glfwSetKeyCallback()
: <a class="el" href="group__input.html#ga7e496507126f35ea72f01b2e6ef6d155">glfw3.h</a>
</li>
<li>glfwSetMonitorCallback()
: <a class="el" href="group__monitor.html#gac3fe0f647f68b731f99756cd81897378">glfw3.h</a>
</li>
<li>glfwSetMouseButtonCallback()
: <a class="el" href="group__input.html#gaef49b72d84d615bca0a6ed65485e035d">glfw3.h</a>
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<li>glfwSetScrollCallback()
: <a class="el" href="group__input.html#gacf02eb10504352f16efda4593c3ce60e">glfw3.h</a>
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<li>glfwSetTime()
: <a class="el" href="group__input.html#gaf59589ef6e8b8c8b5ad184b25afd4dc0">glfw3.h</a>
</li>
<li>glfwSetWindowAspectRatio()
: <a class="el" href="group__window.html#ga72ac8cb1ee2e312a878b55153d81b937">glfw3.h</a>
</li>
<li>glfwSetWindowCloseCallback()
: <a class="el" href="group__window.html#gaade9264e79fae52bdb78e2df11ee8d6a">glfw3.h</a>
</li>
<li>glfwSetWindowFocusCallback()
: <a class="el" href="group__window.html#ga25d1c584edb375d7711c5c3548ba711f">glfw3.h</a>
</li>
<li>glfwSetWindowIcon()
: <a class="el" href="group__window.html#gadd7ccd39fe7a7d1f0904666ae5932dc5">glfw3.h</a>
</li>
<li>glfwSetWindowIconifyCallback()
: <a class="el" href="group__window.html#gab1ea7263081c0e073b8d5b91d6ffd367">glfw3.h</a>
</li>
<li>glfwSetWindowMonitor()
: <a class="el" href="group__window.html#ga81c76c418af80a1cce7055bccb0ae0a7">glfw3.h</a>
</li>
<li>glfwSetWindowPos()
: <a class="el" href="group__window.html#ga1abb6d690e8c88e0c8cd1751356dbca8">glfw3.h</a>
</li>
<li>glfwSetWindowPosCallback()
: <a class="el" href="group__window.html#ga2837d4d240659feb4268fcb6530a6ba1">glfw3.h</a>
</li>
<li>glfwSetWindowRefreshCallback()
: <a class="el" href="group__window.html#ga4569b76e8ac87c55b53199e6becd97eb">glfw3.h</a>
</li>
<li>glfwSetWindowShouldClose()
: <a class="el" href="group__window.html#ga49c449dde2a6f87d996f4daaa09d6708">glfw3.h</a>
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<li>glfwSetWindowSize()
: <a class="el" href="group__window.html#ga371911f12c74c504dd8d47d832d095cb">glfw3.h</a>
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: <a class="el" href="group__window.html#gaa40cd24840daa8c62f36cafc847c72b6">glfw3.h</a>
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<li>glfwSetWindowSizeLimits()
: <a class="el" href="group__window.html#gac314fa6cec7d2d307be9963e2709cc90">glfw3.h</a>
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: <a class="el" href="group__window.html#ga5d877f09e968cef7a360b513306f17ff">glfw3.h</a>
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: <a class="el" href="group__window.html#ga3d2fc6026e690ab31a13f78bc9fd3651">glfw3.h</a>
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: <a class="el" href="group__window.html#ga61be47917b72536a148300f46494fc66">glfw3.h</a>
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: <a class="el" href="group__window.html#ga15a5a1ee5b3c2ca6b15ca209a12efd14">glfw3.h</a>
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<li>glfwSwapInterval()
: <a class="el" href="group__context.html#ga6d4e0cdf151b5e579bd67f13202994ed">glfw3.h</a>
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<h3><a class="anchor" id="index_t"></a>- t -</h3><ul>
<li>GLFW_TRUE
: <a class="el" href="glfw3_8h.html#a2744fbb29b5631bb28802dbe0cf36eba">glfw3.h</a>
</li>
<li>glfwTerminate()
: <a class="el" href="group__init.html#gaaae48c0a18607ea4a4ba951d939f0901">glfw3.h</a>
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&#160;<ul>
<li>GLFWcharfun
: <a class="el" href="group__input.html#gabf24451c7ceb1952bc02b17a0d5c3e5f">glfw3.h</a>
</li>
<li>GLFWcharmodsfun
: <a class="el" href="group__input.html#gae36fb6897d2b7df9b128900c8ce9c507">glfw3.h</a>
</li>
<li>GLFWcursor
: <a class="el" href="glfw3_8h.html#a89261ae18c75e863aaf2656ecdd238f4">glfw3.h</a>
</li>
<li>GLFWcursorenterfun
: <a class="el" href="group__input.html#ga51ab436c41eeaed6db5a0c9403b1c840">glfw3.h</a>
</li>
<li>GLFWcursorposfun
: <a class="el" href="group__input.html#ga4cfad918fa836f09541e7b9acd36686c">glfw3.h</a>
</li>
<li>GLFWdropfun
: <a class="el" href="group__input.html#gab71f4ca80b651462852e601caf308c4a">glfw3.h</a>
</li>
<li>GLFWerrorfun
: <a class="el" href="group__init.html#ga6b8a2639706d5c409fc1287e8f55e928">glfw3.h</a>
</li>
<li>GLFWframebuffersizefun
: <a class="el" href="group__window.html#ga3e218ef9ff826129c55a7d5f6971a285">glfw3.h</a>
</li>
<li>GLFWgammaramp
: <a class="el" href="group__monitor.html#gaec0bd37af673be8813592849f13e02f0">glfw3.h</a>
</li>
<li>GLFWglproc
: <a class="el" href="group__context.html#ga3d47c2d2fbe0be9c505d0e04e91a133c">glfw3.h</a>
</li>
<li>GLFWimage
: <a class="el" href="glfw3_8h.html#ac81c32f4437de7b3aa58ab62c3d9e5b1">glfw3.h</a>
</li>
<li>GLFWjoystickfun
: <a class="el" href="group__input.html#gaa67aa597e974298c748bfe4fb17d406d">glfw3.h</a>
</li>
<li>GLFWkeyfun
: <a class="el" href="group__input.html#ga0192a232a41e4e82948217c8ba94fdfd">glfw3.h</a>
</li>
<li>GLFWmonitor
: <a class="el" href="group__monitor.html#ga8d9efd1cde9426692c73fe40437d0ae3">glfw3.h</a>
</li>
<li>GLFWmonitorfun
: <a class="el" href="group__monitor.html#ga8a7ee579a66720f24d656526f3e44c63">glfw3.h</a>
</li>
<li>GLFWmousebuttonfun
: <a class="el" href="group__input.html#ga39893a4a7e7c3239c98d29c9e084350c">glfw3.h</a>
</li>
<li>GLFWscrollfun
: <a class="el" href="group__input.html#ga4687e2199c60a18a8dd1da532e6d75c9">glfw3.h</a>
</li>
<li>GLFWvidmode
: <a class="el" href="group__monitor.html#gae48aadf4ea0967e6605c8f58fa5daccb">glfw3.h</a>
</li>
<li>GLFWvkproc
: <a class="el" href="group__vulkan.html#ga70c01918dc9d233a4fbe0681a43018af">glfw3.h</a>
</li>
<li>GLFWwindow
: <a class="el" href="group__window.html#ga3c96d80d363e67d13a41b5d1821f3242">glfw3.h</a>
</li>
<li>GLFWwindowclosefun
: <a class="el" href="group__window.html#ga93e7c2555bd837f4ed8b20f76cada72e">glfw3.h</a>
</li>
<li>GLFWwindowfocusfun
: <a class="el" href="group__window.html#ga58be2061828dd35080bb438405d3a7e2">glfw3.h</a>
</li>
<li>GLFWwindowiconifyfun
: <a class="el" href="group__window.html#gad2d4e4c3d28b1242e742e8268b9528af">glfw3.h</a>
</li>
<li>GLFWwindowposfun
: <a class="el" href="group__window.html#gafd8db81fdb0e850549dc6bace5ed697a">glfw3.h</a>
</li>
<li>GLFWwindowrefreshfun
: <a class="el" href="group__window.html#ga7a56f9e0227e2cd9470d80d919032e08">glfw3.h</a>
</li>
<li>GLFWwindowsizefun
: <a class="el" href="group__window.html#gae49ee6ebc03fa2da024b89943a331355">glfw3.h</a>
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<h3><a class="anchor" id="index_v"></a>- v -</h3><ul>
<li>GLFW_VERSION_MAJOR
: <a class="el" href="group__init.html#ga6337d9ea43b22fc529b2bba066b4a576">glfw3.h</a>
</li>
<li>GLFW_VERSION_MINOR
: <a class="el" href="group__init.html#gaf80d40f0aea7088ff337606e9c48f7a3">glfw3.h</a>
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<li>GLFW_VERSION_REVISION
: <a class="el" href="group__init.html#gab72ae2e2035d9ea461abc3495eac0502">glfw3.h</a>
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: <a class="el" href="group__errors.html#gad16c5565b4a69f9c2a9ac2c0dbc89462">glfw3.h</a>
</li>
<li>GLFW_VISIBLE
: <a class="el" href="glfw3_8h.html#afb3cdc45297e06d8f1eb13adc69ca6c4">glfw3.h</a>
</li>
<li>GLFW_VRESIZE_CURSOR
: <a class="el" href="group__shapes.html#gaf024f0e1ff8366fb2b5c260509a1fce5">glfw3.h</a>
</li>
<li>glfwVulkanSupported()
: <a class="el" href="group__vulkan.html#ga2e7f30931e02464b5bc8d0d4b6f9fe2b">glfw3.h</a>
</li>
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<h3><a class="anchor" id="index_w"></a>- w -</h3><ul>
<li>glfwWaitEvents()
: <a class="el" href="group__window.html#ga554e37d781f0a997656c26b2c56c835e">glfw3.h</a>
</li>
<li>glfwWaitEventsTimeout()
: <a class="el" href="group__window.html#ga605a178db92f1a7f1a925563ef3ea2cf">glfw3.h</a>
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<li>glfwWindowHint()
: <a class="el" href="group__window.html#ga7d9c8c62384b1e2821c4dc48952d2033">glfw3.h</a>
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: <a class="el" href="group__window.html#ga24e02fbfefbb81fc45320989f8140ab5">glfw3.h</a>
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<address class="footer">
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Last update on Thu Aug 18 2016 for GLFW 3.2.1
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<p>See <a class="el" href="input_guide.html#input_mouse_button">mouse button input</a> for how these are used. </p>
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Macros</h2></td></tr>
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<p>See <a class="el" href="input_guide.html#input_mouse_button">mouse button input</a> for how these are used. </p>
<h2 class="groupheader">Macro Definition Documentation</h2>
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<h2 class="memtitle"><span class="permalink"><a href="#gaf37100431dcd5082d48f95ee8bc8cd56">&#9670;&nbsp;</a></span>GLFW_MOUSE_BUTTON_LEFT</h2>
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<td class="memname">#define GLFW_MOUSE_BUTTON_MIDDLE&#160;&#160;&#160;<a class="el" href="group__buttons.html#ga0130d505563d0236a6f85545f19e1721">GLFW_MOUSE_BUTTON_3</a></td>
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<address class="footer">
<p>
Last update on Thu Aug 18 2016 for GLFW 3.2.1
Last update on Tue Apr 16 2019 for GLFW 3.3.0
</p>
</address>
</body>

View File

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<div class="title">Context reference</div> </div>
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<a name="details" id="details"></a><h2 class="groupheader">Description</h2>
<p>This is the reference documentation for OpenGL and OpenGL ES context related functions. For more task-oriented information, see the <a class="el" href="context_guide.html">Context guide</a>. </p>
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<p>This is the reference documentation for OpenGL and OpenGL ES context related functions. For more task-oriented information, see the <a class="el" href="context_guide.html">Context guide</a>. </p>
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<p>Generic function pointer used for returning client API function pointers without forcing a cast from a regular pointer.</p>
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</tr>
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</div><div class="memdoc">
<p>This function returns the window whose OpenGL or OpenGL ES context is current on the calling thread.</p>
<dl class="section return"><dt>Returns</dt><dd>The window whose context is current, or <code>NULL</code> if no window's context is current.</dd></dl>
<dl class="section user"><dt>Errors</dt><dd>Possible errors include <a class="el" href="group__errors.html#ga2374ee02c177f12e1fa76ff3ed15e14a">GLFW_NOT_INITIALIZED</a>.</dd></dl>
<dl class="section user"><dt>Thread safety</dt><dd>This function may be called from any thread.</dd></dl>
<dl class="section see"><dt>See also</dt><dd><a class="el" href="context_guide.html#context_current">Current context</a> </dd>
<dd>
<a class="el" href="group__context.html#ga1c04dc242268f827290fe40aa1c91157">glfwMakeContextCurrent</a></dd></dl>
<dl class="section since"><dt>Since</dt><dd>Added in version 3.0. </dd></dl>
</div>
</div>
<a id="ga6d4e0cdf151b5e579bd67f13202994ed"></a>
<h2 class="memtitle"><span class="permalink"><a href="#ga6d4e0cdf151b5e579bd67f13202994ed">&#9670;&nbsp;</a></span>glfwSwapInterval()</h2>
<div class="memitem">
<div class="memproto">
<table class="memname">
<tr>
<td class="memname">void glfwSwapInterval </td>
<td>(</td>
<td class="paramtype">int&#160;</td>
<td class="paramname"><em>interval</em></td><td>)</td>
<td></td>
</tr>
</table>
</div><div class="memdoc">
<p>This function sets the swap interval for the current OpenGL or OpenGL ES context, i.e. the number of screen updates to wait from the time <a class="el" href="group__window.html#ga15a5a1ee5b3c2ca6b15ca209a12efd14">glfwSwapBuffers</a> was called before swapping the buffers and returning. This is sometimes called <em>vertical synchronization</em>, <em>vertical retrace synchronization</em> or just <em>vsync</em>.</p>
<p>A context that supports either of the <code>WGL_EXT_swap_control_tear</code> and <code>GLX_EXT_swap_control_tear</code> extensions also accepts <em>negative</em> swap intervals, which allows the driver to swap immediately even if a frame arrives a little bit late. You can check for these extensions with <a class="el" href="group__context.html#ga87425065c011cef1ebd6aac75e059dfa">glfwExtensionSupported</a>.</p>
<p>A context must be current on the calling thread. Calling this function without a current context will cause a <a class="el" href="group__errors.html#gaa8290386e9528ccb9e42a3a4e16fc0d0">GLFW_NO_CURRENT_CONTEXT</a> error.</p>
<p>This function does not apply to Vulkan. If you are rendering with Vulkan, see the present mode of your swapchain instead.</p>
<dl class="params"><dt>Parameters</dt><dd>
<table class="params">
<tr><td class="paramdir">[in]</td><td class="paramname">interval</td><td>The minimum number of screen updates to wait for until the buffers are swapped by <a class="el" href="group__window.html#ga15a5a1ee5b3c2ca6b15ca209a12efd14">glfwSwapBuffers</a>.</td></tr>
</table>
</dd>
</dl>
<dl class="section user"><dt>Errors</dt><dd>Possible errors include <a class="el" href="group__errors.html#ga2374ee02c177f12e1fa76ff3ed15e14a">GLFW_NOT_INITIALIZED</a>, <a class="el" href="group__errors.html#gaa8290386e9528ccb9e42a3a4e16fc0d0">GLFW_NO_CURRENT_CONTEXT</a> and <a class="el" href="group__errors.html#gad44162d78100ea5e87cdd38426b8c7a1">GLFW_PLATFORM_ERROR</a>.</dd></dl>
<dl class="section remark"><dt>Remarks</dt><dd>This function is not called during context creation, leaving the swap interval set to whatever is the default on that platform. This is done because some swap interval extensions used by GLFW do not allow the swap interval to be reset to zero once it has been set to a non-zero value.</dd>
<dd>
Some GPU drivers do not honor the requested swap interval, either because of a user setting that overrides the application's request or due to bugs in the driver.</dd></dl>
<dl class="section user"><dt>Thread safety</dt><dd>This function may be called from any thread.</dd></dl>
<dl class="section see"><dt>See also</dt><dd><a class="el" href="window_guide.html#buffer_swap">Buffer swapping</a> </dd>
<dd>
<a class="el" href="group__window.html#ga15a5a1ee5b3c2ca6b15ca209a12efd14">glfwSwapBuffers</a></dd></dl>
<dl class="section since"><dt>Since</dt><dd>Added in version 1.0. </dd></dl>
</div>
</div>
<a id="ga87425065c011cef1ebd6aac75e059dfa"></a>
<h2 class="memtitle"><span class="permalink"><a href="#ga87425065c011cef1ebd6aac75e059dfa">&#9670;&nbsp;</a></span>glfwExtensionSupported()</h2>
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@@ -157,36 +241,14 @@ Functions</h2></td></tr>
<dl class="section user"><dt>Thread safety</dt><dd>This function may be called from any thread.</dd></dl>
<dl class="section see"><dt>See also</dt><dd><a class="el" href="context_guide.html#context_glext">OpenGL and OpenGL ES extensions</a> </dd>
<dd>
<a class="el" href="group__context.html#ga35f1837e6f666781842483937612f163" title="Returns the address of the specified function for the current context. ">glfwGetProcAddress</a></dd></dl>
<a class="el" href="group__context.html#ga35f1837e6f666781842483937612f163">glfwGetProcAddress</a></dd></dl>
<dl class="section since"><dt>Since</dt><dd>Added in version 1.0. </dd></dl>
</div>
</div>
<a class="anchor" id="gac84759b1f6c2d271a4fea8ae89ec980d"></a>
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<td class="memname"><a class="el" href="group__window.html#ga3c96d80d363e67d13a41b5d1821f3242">GLFWwindow</a>* glfwGetCurrentContext </td>
<td>(</td>
<td class="paramtype">void&#160;</td>
<td class="paramname"></td><td>)</td>
<td></td>
</tr>
</table>
</div><div class="memdoc">
<p>This function returns the window whose OpenGL or OpenGL ES context is current on the calling thread.</p>
<dl class="section return"><dt>Returns</dt><dd>The window whose context is current, or <code>NULL</code> if no window's context is current.</dd></dl>
<dl class="section user"><dt>Errors</dt><dd>Possible errors include <a class="el" href="group__errors.html#ga2374ee02c177f12e1fa76ff3ed15e14a">GLFW_NOT_INITIALIZED</a>.</dd></dl>
<dl class="section user"><dt>Thread safety</dt><dd>This function may be called from any thread.</dd></dl>
<dl class="section see"><dt>See also</dt><dd><a class="el" href="context_guide.html#context_current">Current context</a> </dd>
<dd>
<a class="el" href="group__context.html#ga1c04dc242268f827290fe40aa1c91157" title="Makes the context of the specified window current for the calling thread. ">glfwMakeContextCurrent</a></dd></dl>
<dl class="section since"><dt>Since</dt><dd>Added in version 3.0. </dd></dl>
<a id="ga35f1837e6f666781842483937612f163"></a>
<h2 class="memtitle"><span class="permalink"><a href="#ga35f1837e6f666781842483937612f163">&#9670;&nbsp;</a></span>glfwGetProcAddress()</h2>
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@@ -217,73 +279,7 @@ This function may return a non-<code>NULL</code> address despite the associated
<dl class="section user"><dt>Thread safety</dt><dd>This function may be called from any thread.</dd></dl>
<dl class="section see"><dt>See also</dt><dd><a class="el" href="context_guide.html#context_glext">OpenGL and OpenGL ES extensions</a> </dd>
<dd>
<a class="el" href="group__context.html#ga87425065c011cef1ebd6aac75e059dfa" title="Returns whether the specified extension is available. ">glfwExtensionSupported</a></dd></dl>
<dl class="section since"><dt>Since</dt><dd>Added in version 1.0. </dd></dl>
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<td class="memname">void glfwMakeContextCurrent </td>
<td>(</td>
<td class="paramtype"><a class="el" href="group__window.html#ga3c96d80d363e67d13a41b5d1821f3242">GLFWwindow</a> *&#160;</td>
<td class="paramname"><em>window</em></td><td>)</td>
<td></td>
</tr>
</table>
</div><div class="memdoc">
<p>This function makes the OpenGL or OpenGL ES context of the specified window current on the calling thread. A context can only be made current on a single thread at a time and each thread can have only a single current context at a time.</p>
<p>By default, making a context non-current implicitly forces a pipeline flush. On machines that support <code>GL_KHR_context_flush_control</code>, you can control whether a context performs this flush by setting the <a class="el" href="window_guide.html#window_hints_ctx">GLFW_CONTEXT_RELEASE_BEHAVIOR</a> window hint.</p>
<p>The specified window must have an OpenGL or OpenGL ES context. Specifying a window without a context will generate a <a class="el" href="group__errors.html#gacff24d2757da752ae4c80bf452356487">GLFW_NO_WINDOW_CONTEXT</a> error.</p>
<dl class="params"><dt>Parameters</dt><dd>
<table class="params">
<tr><td class="paramdir">[in]</td><td class="paramname">window</td><td>The window whose context to make current, or <code>NULL</code> to detach the current context.</td></tr>
</table>
</dd>
</dl>
<dl class="section user"><dt>Errors</dt><dd>Possible errors include <a class="el" href="group__errors.html#ga2374ee02c177f12e1fa76ff3ed15e14a">GLFW_NOT_INITIALIZED</a>, <a class="el" href="group__errors.html#gacff24d2757da752ae4c80bf452356487">GLFW_NO_WINDOW_CONTEXT</a> and <a class="el" href="group__errors.html#gad44162d78100ea5e87cdd38426b8c7a1">GLFW_PLATFORM_ERROR</a>.</dd></dl>
<dl class="section user"><dt>Thread safety</dt><dd>This function may be called from any thread.</dd></dl>
<dl class="section see"><dt>See also</dt><dd><a class="el" href="context_guide.html#context_current">Current context</a> </dd>
<dd>
<a class="el" href="group__context.html#gac84759b1f6c2d271a4fea8ae89ec980d" title="Returns the window whose context is current on the calling thread. ">glfwGetCurrentContext</a></dd></dl>
<dl class="section since"><dt>Since</dt><dd>Added in version 3.0. </dd></dl>
</div>
</div>
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<td class="memname">void glfwSwapInterval </td>
<td>(</td>
<td class="paramtype">int&#160;</td>
<td class="paramname"><em>interval</em></td><td>)</td>
<td></td>
</tr>
</table>
</div><div class="memdoc">
<p>This function sets the swap interval for the current OpenGL or OpenGL ES context, i.e. the number of screen updates to wait from the time <a class="el" href="group__window.html#ga15a5a1ee5b3c2ca6b15ca209a12efd14">glfwSwapBuffers</a> was called before swapping the buffers and returning. This is sometimes called <em>vertical synchronization</em>, <em>vertical retrace synchronization</em> or just <em>vsync</em>.</p>
<p>Contexts that support either of the <code>WGL_EXT_swap_control_tear</code> and <code>GLX_EXT_swap_control_tear</code> extensions also accept negative swap intervals, which allow the driver to swap even if a frame arrives a little bit late. You can check for the presence of these extensions using <a class="el" href="group__context.html#ga87425065c011cef1ebd6aac75e059dfa">glfwExtensionSupported</a>. For more information about swap tearing, see the extension specifications.</p>
<p>A context must be current on the calling thread. Calling this function without a current context will cause a <a class="el" href="group__errors.html#gaa8290386e9528ccb9e42a3a4e16fc0d0">GLFW_NO_CURRENT_CONTEXT</a> error.</p>
<p>This function does not apply to Vulkan. If you are rendering with Vulkan, see the present mode of your swapchain instead.</p>
<dl class="params"><dt>Parameters</dt><dd>
<table class="params">
<tr><td class="paramdir">[in]</td><td class="paramname">interval</td><td>The minimum number of screen updates to wait for until the buffers are swapped by <a class="el" href="group__window.html#ga15a5a1ee5b3c2ca6b15ca209a12efd14">glfwSwapBuffers</a>.</td></tr>
</table>
</dd>
</dl>
<dl class="section user"><dt>Errors</dt><dd>Possible errors include <a class="el" href="group__errors.html#ga2374ee02c177f12e1fa76ff3ed15e14a">GLFW_NOT_INITIALIZED</a>, <a class="el" href="group__errors.html#gaa8290386e9528ccb9e42a3a4e16fc0d0">GLFW_NO_CURRENT_CONTEXT</a> and <a class="el" href="group__errors.html#gad44162d78100ea5e87cdd38426b8c7a1">GLFW_PLATFORM_ERROR</a>.</dd></dl>
<dl class="section remark"><dt>Remarks</dt><dd>This function is not called during context creation, leaving the swap interval set to whatever is the default on that platform. This is done because some swap interval extensions used by GLFW do not allow the swap interval to be reset to zero once it has been set to a non-zero value.</dd>
<dd>
Some GPU drivers do not honor the requested swap interval, either because of a user setting that overrides the application's request or due to bugs in the driver.</dd></dl>
<dl class="section user"><dt>Thread safety</dt><dd>This function may be called from any thread.</dd></dl>
<dl class="section see"><dt>See also</dt><dd><a class="el" href="window_guide.html#buffer_swap">Buffer swapping</a> </dd>
<dd>
<a class="el" href="group__window.html#ga15a5a1ee5b3c2ca6b15ca209a12efd14" title="Swaps the front and back buffers of the specified window. ">glfwSwapBuffers</a></dd></dl>
<a class="el" href="group__context.html#ga87425065c011cef1ebd6aac75e059dfa">glfwExtensionSupported</a></dd></dl>
<dl class="section since"><dt>Since</dt><dd>Added in version 1.0. </dd></dl>
</div>
@@ -291,7 +287,7 @@ Some GPU drivers do not honor the requested swap interval, either because of a u
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<p>
Last update on Thu Aug 18 2016 for GLFW 3.2.1
Last update on Tue Apr 16 2019 for GLFW 3.3.0
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@@ -3,7 +3,7 @@
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@@ -21,45 +18,31 @@
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<a href="http://www.glfw.org/" id="glfwhome">GLFW</a>
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@@ -82,9 +65,14 @@ var searchBox = new SearchBox("searchBox", "search",false,'Search');
<div class="title">Error codes<div class="ingroups"><a class="el" href="group__init.html">Initialization, version and error reference</a></div></div> </div>
</div><!--header-->
<div class="contents">
<a name="details" id="details"></a><h2 class="groupheader">Description</h2>
<p>See <a class="el" href="intro_guide.html#error_handling">error handling</a> for how these are used. </p>
<table class="memberdecls">
<tr class="heading"><td colspan="2"><h2 class="groupheader"><a name="define-members"></a>
Macros</h2></td></tr>
<tr class="memitem:gafa30deee5db4d69c4c93d116ed87dbf4"><td class="memItemLeft" align="right" valign="top">#define&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="group__errors.html#gafa30deee5db4d69c4c93d116ed87dbf4">GLFW_NO_ERROR</a>&#160;&#160;&#160;0</td></tr>
<tr class="memdesc:gafa30deee5db4d69c4c93d116ed87dbf4"><td class="mdescLeft">&#160;</td><td class="mdescRight">No error has occurred. <a href="#gafa30deee5db4d69c4c93d116ed87dbf4">More...</a><br /></td></tr>
<tr class="separator:gafa30deee5db4d69c4c93d116ed87dbf4"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:ga2374ee02c177f12e1fa76ff3ed15e14a"><td class="memItemLeft" align="right" valign="top">#define&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="group__errors.html#ga2374ee02c177f12e1fa76ff3ed15e14a">GLFW_NOT_INITIALIZED</a>&#160;&#160;&#160;0x00010001</td></tr>
<tr class="memdesc:ga2374ee02c177f12e1fa76ff3ed15e14a"><td class="mdescLeft">&#160;</td><td class="mdescRight">GLFW has not been initialized. <a href="#ga2374ee02c177f12e1fa76ff3ed15e14a">More...</a><br /></td></tr>
<tr class="separator:ga2374ee02c177f12e1fa76ff3ed15e14a"><td class="memSeparator" colspan="2">&#160;</td></tr>
@@ -116,10 +104,107 @@ Macros</h2></td></tr>
<tr class="memdesc:gacff24d2757da752ae4c80bf452356487"><td class="mdescLeft">&#160;</td><td class="mdescRight">The specified window does not have an OpenGL or OpenGL ES context. <a href="#gacff24d2757da752ae4c80bf452356487">More...</a><br /></td></tr>
<tr class="separator:gacff24d2757da752ae4c80bf452356487"><td class="memSeparator" colspan="2">&#160;</td></tr>
</table>
<a name="details" id="details"></a><h2 class="groupheader">Detailed Description</h2>
<p>See <a class="el" href="intro_guide.html#error_handling">error handling</a> for how these are used. </p>
<h2 class="groupheader">Macro Definition Documentation</h2>
<a class="anchor" id="ga56882b290db23261cc6c053c40c2d08e"></a>
<a id="gafa30deee5db4d69c4c93d116ed87dbf4"></a>
<h2 class="memtitle"><span class="permalink"><a href="#gafa30deee5db4d69c4c93d116ed87dbf4">&#9670;&nbsp;</a></span>GLFW_NO_ERROR</h2>
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<td class="memname">#define GLFW_NO_ERROR&#160;&#160;&#160;0</td>
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<p>No error has occurred.</p>
<dl class="section user"><dt>Analysis</dt><dd>Yay. </dd></dl>
</div>
</div>
<a id="ga2374ee02c177f12e1fa76ff3ed15e14a"></a>
<h2 class="memtitle"><span class="permalink"><a href="#ga2374ee02c177f12e1fa76ff3ed15e14a">&#9670;&nbsp;</a></span>GLFW_NOT_INITIALIZED</h2>
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<td class="memname">#define GLFW_NOT_INITIALIZED&#160;&#160;&#160;0x00010001</td>
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<p>This occurs if a GLFW function was called that must not be called unless the library is <a class="el" href="intro_guide.html#intro_init">initialized</a>.</p>
<dl class="section user"><dt>Analysis</dt><dd>Application programmer error. Initialize GLFW before calling any function that requires initialization. </dd></dl>
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<a id="gaa8290386e9528ccb9e42a3a4e16fc0d0"></a>
<h2 class="memtitle"><span class="permalink"><a href="#gaa8290386e9528ccb9e42a3a4e16fc0d0">&#9670;&nbsp;</a></span>GLFW_NO_CURRENT_CONTEXT</h2>
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<td class="memname">#define GLFW_NO_CURRENT_CONTEXT&#160;&#160;&#160;0x00010002</td>
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<p>This occurs if a GLFW function was called that needs and operates on the current OpenGL or OpenGL ES context but no context is current on the calling thread. One such function is <a class="el" href="group__context.html#ga6d4e0cdf151b5e579bd67f13202994ed">glfwSwapInterval</a>.</p>
<dl class="section user"><dt>Analysis</dt><dd>Application programmer error. Ensure a context is current before calling functions that require a current context. </dd></dl>
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</div>
<a id="ga76f6bb9c4eea73db675f096b404593ce"></a>
<h2 class="memtitle"><span class="permalink"><a href="#ga76f6bb9c4eea73db675f096b404593ce">&#9670;&nbsp;</a></span>GLFW_INVALID_ENUM</h2>
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<td class="memname">#define GLFW_INVALID_ENUM&#160;&#160;&#160;0x00010003</td>
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<p>One of the arguments to the function was an invalid enum value, for example requesting <a class="el" href="window_guide.html#GLFW_RED_BITS">GLFW_RED_BITS</a> with <a class="el" href="group__window.html#gacccb29947ea4b16860ebef42c2cb9337">glfwGetWindowAttrib</a>.</p>
<dl class="section user"><dt>Analysis</dt><dd>Application programmer error. Fix the offending call. </dd></dl>
</div>
</div>
<a id="gaaf2ef9aa8202c2b82ac2d921e554c687"></a>
<h2 class="memtitle"><span class="permalink"><a href="#gaaf2ef9aa8202c2b82ac2d921e554c687">&#9670;&nbsp;</a></span>GLFW_INVALID_VALUE</h2>
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<td class="memname">#define GLFW_INVALID_VALUE&#160;&#160;&#160;0x00010004</td>
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<p>One of the arguments to the function was an invalid value, for example requesting a non-existent OpenGL or OpenGL ES version like 2.7.</p>
<p>Requesting a valid but unavailable OpenGL or OpenGL ES version will instead result in a <a class="el" href="group__errors.html#gad16c5565b4a69f9c2a9ac2c0dbc89462">GLFW_VERSION_UNAVAILABLE</a> error.</p>
<dl class="section user"><dt>Analysis</dt><dd>Application programmer error. Fix the offending call. </dd></dl>
</div>
</div>
<a id="ga9023953a2bcb98c2906afd071d21ee7f"></a>
<h2 class="memtitle"><span class="permalink"><a href="#ga9023953a2bcb98c2906afd071d21ee7f">&#9670;&nbsp;</a></span>GLFW_OUT_OF_MEMORY</h2>
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<td class="memname">#define GLFW_OUT_OF_MEMORY&#160;&#160;&#160;0x00010005</td>
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<p>A memory allocation failed.</p>
<dl class="section user"><dt>Analysis</dt><dd>A bug in GLFW or the underlying operating system. Report the bug to our <a href="https://github.com/glfw/glfw/issues">issue tracker</a>. </dd></dl>
</div>
</div>
<a id="ga56882b290db23261cc6c053c40c2d08e"></a>
<h2 class="memtitle"><span class="permalink"><a href="#ga56882b290db23261cc6c053c40c2d08e">&#9670;&nbsp;</a></span>GLFW_API_UNAVAILABLE</h2>
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@@ -130,11 +215,46 @@ Macros</h2></td></tr>
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<p>GLFW could not find support for the requested API on the system.</p>
<dl class="section user"><dt>Analysis</dt><dd>The installed graphics driver does not support the requested API, or does not support it via the chosen context creation backend. Below are a few examples.</dd></dl>
<dl class="section user"><dt></dt><dd>Some pre-installed Windows graphics drivers do not support OpenGL. AMD only supports OpenGL ES via EGL, while Nvidia and Intel only support it via a WGL or GLX extension. OS X does not provide OpenGL ES at all. The Mesa EGL, OpenGL and OpenGL ES libraries do not interface with the Nvidia binary driver. Older graphics drivers do not support Vulkan. </dd></dl>
<dl class="section user"><dt></dt><dd>Some pre-installed Windows graphics drivers do not support OpenGL. AMD only supports OpenGL ES via EGL, while Nvidia and Intel only support it via a WGL or GLX extension. macOS does not provide OpenGL ES at all. The Mesa EGL, OpenGL and OpenGL ES libraries do not interface with the Nvidia binary driver. Older graphics drivers do not support Vulkan. </dd></dl>
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<a id="gad16c5565b4a69f9c2a9ac2c0dbc89462"></a>
<h2 class="memtitle"><span class="permalink"><a href="#gad16c5565b4a69f9c2a9ac2c0dbc89462">&#9670;&nbsp;</a></span>GLFW_VERSION_UNAVAILABLE</h2>
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<td class="memname">#define GLFW_VERSION_UNAVAILABLE&#160;&#160;&#160;0x00010007</td>
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<p>The requested OpenGL or OpenGL ES version (including any requested context or framebuffer hints) is not available on this machine.</p>
<dl class="section user"><dt>Analysis</dt><dd>The machine does not support your requirements. If your application is sufficiently flexible, downgrade your requirements and try again. Otherwise, inform the user that their machine does not match your requirements.</dd></dl>
<dl class="section user"><dt></dt><dd>Future invalid OpenGL and OpenGL ES versions, for example OpenGL 4.8 if 5.0 comes out before the 4.x series gets that far, also fail with this error and not <a class="el" href="group__errors.html#gaaf2ef9aa8202c2b82ac2d921e554c687">GLFW_INVALID_VALUE</a>, because GLFW cannot know what future versions will exist. </dd></dl>
</div>
</div>
<a id="gad44162d78100ea5e87cdd38426b8c7a1"></a>
<h2 class="memtitle"><span class="permalink"><a href="#gad44162d78100ea5e87cdd38426b8c7a1">&#9670;&nbsp;</a></span>GLFW_PLATFORM_ERROR</h2>
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<td class="memname">#define GLFW_PLATFORM_ERROR&#160;&#160;&#160;0x00010008</td>
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<p>A platform-specific error occurred that does not match any of the more specific categories.</p>
<dl class="section user"><dt>Analysis</dt><dd>A bug or configuration error in GLFW, the underlying operating system or its drivers, or a lack of required resources. Report the issue to our <a href="https://github.com/glfw/glfw/issues">issue tracker</a>. </dd></dl>
</div>
</div>
<a id="ga196e125ef261d94184e2b55c05762f14"></a>
<h2 class="memtitle"><span class="permalink"><a href="#ga196e125ef261d94184e2b55c05762f14">&#9670;&nbsp;</a></span>GLFW_FORMAT_UNAVAILABLE</h2>
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@@ -150,50 +270,9 @@ Macros</h2></td></tr>
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<td class="memname">#define GLFW_INVALID_ENUM&#160;&#160;&#160;0x00010003</td>
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<p>One of the arguments to the function was an invalid enum value, for example requesting <a class="el" href="window_guide.html#window_hints_fb">GLFW_RED_BITS</a> with <a class="el" href="group__window.html#gacccb29947ea4b16860ebef42c2cb9337">glfwGetWindowAttrib</a>.</p>
<dl class="section user"><dt>Analysis</dt><dd>Application programmer error. Fix the offending call. </dd></dl>
<a id="gacff24d2757da752ae4c80bf452356487"></a>
<h2 class="memtitle"><span class="permalink"><a href="#gacff24d2757da752ae4c80bf452356487">&#9670;&nbsp;</a></span>GLFW_NO_WINDOW_CONTEXT</h2>
</div>
</div>
<a class="anchor" id="gaaf2ef9aa8202c2b82ac2d921e554c687"></a>
<div class="memitem">
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<td class="memname">#define GLFW_INVALID_VALUE&#160;&#160;&#160;0x00010004</td>
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<p>One of the arguments to the function was an invalid value, for example requesting a non-existent OpenGL or OpenGL ES version like 2.7.</p>
<p>Requesting a valid but unavailable OpenGL or OpenGL ES version will instead result in a <a class="el" href="group__errors.html#gad16c5565b4a69f9c2a9ac2c0dbc89462">GLFW_VERSION_UNAVAILABLE</a> error.</p>
<dl class="section user"><dt>Analysis</dt><dd>Application programmer error. Fix the offending call. </dd></dl>
</div>
</div>
<a class="anchor" id="gaa8290386e9528ccb9e42a3a4e16fc0d0"></a>
<div class="memitem">
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<td class="memname">#define GLFW_NO_CURRENT_CONTEXT&#160;&#160;&#160;0x00010002</td>
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<p>This occurs if a GLFW function was called that needs and operates on the current OpenGL or OpenGL ES context but no context is current on the calling thread. One such function is <a class="el" href="group__context.html#ga6d4e0cdf151b5e579bd67f13202994ed">glfwSwapInterval</a>.</p>
<dl class="section user"><dt>Analysis</dt><dd>Application programmer error. Ensure a context is current before calling functions that require a current context. </dd></dl>
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@@ -205,69 +284,12 @@ Macros</h2></td></tr>
<p>A window that does not have an OpenGL or OpenGL ES context was passed to a function that requires it to have one.</p>
<dl class="section user"><dt>Analysis</dt><dd>Application programmer error. Fix the offending call. </dd></dl>
</div>
</div>
<a class="anchor" id="ga2374ee02c177f12e1fa76ff3ed15e14a"></a>
<div class="memitem">
<div class="memproto">
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<td class="memname">#define GLFW_NOT_INITIALIZED&#160;&#160;&#160;0x00010001</td>
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<p>This occurs if a GLFW function was called that must not be called unless the library is <a class="el" href="intro_guide.html#intro_init">initialized</a>.</p>
<dl class="section user"><dt>Analysis</dt><dd>Application programmer error. Initialize GLFW before calling any function that requires initialization. </dd></dl>
</div>
</div>
<a class="anchor" id="ga9023953a2bcb98c2906afd071d21ee7f"></a>
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<td class="memname">#define GLFW_OUT_OF_MEMORY&#160;&#160;&#160;0x00010005</td>
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<p>A memory allocation failed.</p>
<dl class="section user"><dt>Analysis</dt><dd>A bug in GLFW or the underlying operating system. Report the bug to our <a href="https://github.com/glfw/glfw/issues">issue tracker</a>. </dd></dl>
</div>
</div>
<a class="anchor" id="gad44162d78100ea5e87cdd38426b8c7a1"></a>
<div class="memitem">
<div class="memproto">
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<td class="memname">#define GLFW_PLATFORM_ERROR&#160;&#160;&#160;0x00010008</td>
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<p>A platform-specific error occurred that does not match any of the more specific categories.</p>
<dl class="section user"><dt>Analysis</dt><dd>A bug or configuration error in GLFW, the underlying operating system or its drivers, or a lack of required resources. Report the issue to our <a href="https://github.com/glfw/glfw/issues">issue tracker</a>. </dd></dl>
</div>
</div>
<a class="anchor" id="gad16c5565b4a69f9c2a9ac2c0dbc89462"></a>
<div class="memitem">
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<td class="memname">#define GLFW_VERSION_UNAVAILABLE&#160;&#160;&#160;0x00010007</td>
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<p>The requested OpenGL or OpenGL ES version (including any requested context or framebuffer hints) is not available on this machine.</p>
<dl class="section user"><dt>Analysis</dt><dd>The machine does not support your requirements. If your application is sufficiently flexible, downgrade your requirements and try again. Otherwise, inform the user that their machine does not match your requirements.</dd></dl>
<dl class="section user"><dt></dt><dd>Future invalid OpenGL and OpenGL ES versions, for example OpenGL 4.8 if 5.0 comes out before the 4.x series gets that far, also fail with this error and not <a class="el" href="group__errors.html#gaaf2ef9aa8202c2b82ac2d921e554c687">GLFW_INVALID_VALUE</a>, because GLFW cannot know what future versions will exist. </dd></dl>
</div>
</div>
</div><!-- contents -->
<address class="footer">
<p>
Last update on Thu Aug 18 2016 for GLFW 3.2.1
Last update on Tue Apr 16 2019 for GLFW 3.3.0
</p>
</address>
</body>

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<div class="header">
<div class="summary">
<a href="#groups">Modules</a> &#124;
<a href="#define-members">Macros</a> &#124;
<a href="#typedef-members">Typedefs</a> &#124;
<a href="#func-members">Functions</a> </div>
<div class="headertitle">
<div class="title">Initialization, version and error reference</div> </div>
</div><!--header-->
<div class="contents">
<a name="details" id="details"></a><h2 class="groupheader">Description</h2>
<p>This is the reference documentation for initialization and termination of the library, version management and error handling. For more task-oriented information, see the <a class="el" href="intro_guide.html">Introduction to the API</a>. </p>
<table class="memberdecls">
<tr class="heading"><td colspan="2"><h2 class="groupheader"><a name="groups"></a>
Modules</h2></td></tr>
<tr class="memitem:group__errors"><td class="memItemLeft" align="right" valign="top">&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="group__errors.html">Error codes</a></td></tr>
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<tr class="separator:"><td class="memSeparator" colspan="2">&#160;</td></tr>
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<tr class="heading"><td colspan="2"><h2 class="groupheader"><a name="define-members"></a>
Macros</h2></td></tr>
<tr class="memitem:ga2744fbb29b5631bb28802dbe0cf36eba"><td class="memItemLeft" align="right" valign="top">#define&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="group__init.html#ga2744fbb29b5631bb28802dbe0cf36eba">GLFW_TRUE</a>&#160;&#160;&#160;1</td></tr>
<tr class="memdesc:ga2744fbb29b5631bb28802dbe0cf36eba"><td class="mdescLeft">&#160;</td><td class="mdescRight">One. <a href="#ga2744fbb29b5631bb28802dbe0cf36eba">More...</a><br /></td></tr>
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<tr class="memdesc:gac877fe3b627d21ef3a0a23e0a73ba8c5"><td class="mdescLeft">&#160;</td><td class="mdescRight">Zero. <a href="#gac877fe3b627d21ef3a0a23e0a73ba8c5">More...</a><br /></td></tr>
<tr class="separator:gac877fe3b627d21ef3a0a23e0a73ba8c5"><td class="memSeparator" colspan="2">&#160;</td></tr>
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<tr class="memdesc:gab9c0534709fda03ec8959201da3a9a18"><td class="mdescLeft">&#160;</td><td class="mdescRight">Joystick hat buttons init hint. <a href="#gab9c0534709fda03ec8959201da3a9a18">More...</a><br /></td></tr>
<tr class="separator:gab9c0534709fda03ec8959201da3a9a18"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:gab937983147a3158d45f88fad7129d9f2"><td class="memItemLeft" align="right" valign="top">#define&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="group__init.html#gab937983147a3158d45f88fad7129d9f2">GLFW_COCOA_CHDIR_RESOURCES</a>&#160;&#160;&#160;0x00051001</td></tr>
<tr class="memdesc:gab937983147a3158d45f88fad7129d9f2"><td class="mdescLeft">&#160;</td><td class="mdescRight">macOS specific init hint. <a href="#gab937983147a3158d45f88fad7129d9f2">More...</a><br /></td></tr>
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<tr class="memitem:ga71e0b4ce2f2696a84a9b8c5e12dc70cf"><td class="memItemLeft" align="right" valign="top">#define&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="group__init.html#ga71e0b4ce2f2696a84a9b8c5e12dc70cf">GLFW_COCOA_MENUBAR</a>&#160;&#160;&#160;0x00051002</td></tr>
<tr class="memdesc:ga71e0b4ce2f2696a84a9b8c5e12dc70cf"><td class="mdescLeft">&#160;</td><td class="mdescRight">macOS specific init hint. <a href="#ga71e0b4ce2f2696a84a9b8c5e12dc70cf">More...</a><br /></td></tr>
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Typedefs</h2></td></tr>
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<tr class="memdesc:gaaae48c0a18607ea4a4ba951d939f0901"><td class="mdescLeft">&#160;</td><td class="mdescRight">Terminates the GLFW library. <a href="#gaaae48c0a18607ea4a4ba951d939f0901">More...</a><br /></td></tr>
<tr class="separator:gaaae48c0a18607ea4a4ba951d939f0901"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:ga110fd1d3f0412822b4f1908c026f724a"><td class="memItemLeft" align="right" valign="top">void&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="group__init.html#ga110fd1d3f0412822b4f1908c026f724a">glfwInitHint</a> (int hint, int value)</td></tr>
<tr class="memdesc:ga110fd1d3f0412822b4f1908c026f724a"><td class="mdescLeft">&#160;</td><td class="mdescRight">Sets the specified init hint to the desired value. <a href="#ga110fd1d3f0412822b4f1908c026f724a">More...</a><br /></td></tr>
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<tr class="memitem:ga9f8ffaacf3c269cc48eafbf8b9b71197"><td class="memItemLeft" align="right" valign="top">void&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="group__init.html#ga9f8ffaacf3c269cc48eafbf8b9b71197">glfwGetVersion</a> (int *major, int *minor, int *rev)</td></tr>
<tr class="memdesc:ga9f8ffaacf3c269cc48eafbf8b9b71197"><td class="mdescLeft">&#160;</td><td class="mdescRight">Retrieves the version of the GLFW library. <a href="#ga9f8ffaacf3c269cc48eafbf8b9b71197">More...</a><br /></td></tr>
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<tr class="memitem:ga23d47dc013fce2bf58036da66079a657"><td class="memItemLeft" align="right" valign="top">const char *&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="group__init.html#ga23d47dc013fce2bf58036da66079a657">glfwGetVersionString</a> (void)</td></tr>
<tr class="memdesc:ga23d47dc013fce2bf58036da66079a657"><td class="mdescLeft">&#160;</td><td class="mdescRight">Returns a string describing the compile-time configuration. <a href="#ga23d47dc013fce2bf58036da66079a657">More...</a><br /></td></tr>
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<tr class="memitem:ga944986b4ec0b928d488141f92982aa18"><td class="memItemLeft" align="right" valign="top">int&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="group__init.html#ga944986b4ec0b928d488141f92982aa18">glfwGetError</a> (const char **description)</td></tr>
<tr class="memdesc:ga944986b4ec0b928d488141f92982aa18"><td class="mdescLeft">&#160;</td><td class="mdescRight">Returns and clears the last error for the calling thread. <a href="#ga944986b4ec0b928d488141f92982aa18">More...</a><br /></td></tr>
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<tr class="memitem:gaa5d796c3cf7c1a7f02f845486333fb5f"><td class="memItemLeft" align="right" valign="top"><a class="el" href="group__init.html#ga6b8a2639706d5c409fc1287e8f55e928">GLFWerrorfun</a>&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="group__init.html#gaa5d796c3cf7c1a7f02f845486333fb5f">glfwSetErrorCallback</a> (<a class="el" href="group__init.html#ga6b8a2639706d5c409fc1287e8f55e928">GLFWerrorfun</a> cbfun)</td></tr>
<tr class="memdesc:gaa5d796c3cf7c1a7f02f845486333fb5f"><td class="mdescLeft">&#160;</td><td class="mdescRight">Sets the error callback. <a href="#gaa5d796c3cf7c1a7f02f845486333fb5f">More...</a><br /></td></tr>
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<tr class="heading"><td colspan="2"><h2 class="groupheader"><a name="member-group"></a>
GLFW version macros</h2></td></tr>
<tr class="memitem:ga6337d9ea43b22fc529b2bba066b4a576"><td class="memItemLeft" align="right" valign="top">#define&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="group__init.html#ga6337d9ea43b22fc529b2bba066b4a576">GLFW_VERSION_MAJOR</a>&#160;&#160;&#160;3</td></tr>
<tr class="memdesc:ga6337d9ea43b22fc529b2bba066b4a576"><td class="mdescLeft">&#160;</td><td class="mdescRight">The major version number of the GLFW library. <a href="#ga6337d9ea43b22fc529b2bba066b4a576">More...</a><br /></td></tr>
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<tr class="memitem:gaf80d40f0aea7088ff337606e9c48f7a3"><td class="memItemLeft" align="right" valign="top">#define&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="group__init.html#gaf80d40f0aea7088ff337606e9c48f7a3">GLFW_VERSION_MINOR</a>&#160;&#160;&#160;2</td></tr>
<tr class="memdesc:gaf80d40f0aea7088ff337606e9c48f7a3"><td class="mdescLeft">&#160;</td><td class="mdescRight">The minor version number of the GLFW library. <a href="#gaf80d40f0aea7088ff337606e9c48f7a3">More...</a><br /></td></tr>
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<tr class="memitem:gab72ae2e2035d9ea461abc3495eac0502"><td class="memItemLeft" align="right" valign="top">#define&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="group__init.html#gab72ae2e2035d9ea461abc3495eac0502">GLFW_VERSION_REVISION</a>&#160;&#160;&#160;1</td></tr>
<tr class="memdesc:gab72ae2e2035d9ea461abc3495eac0502"><td class="mdescLeft">&#160;</td><td class="mdescRight">The revision number of the GLFW library. <a href="#gab72ae2e2035d9ea461abc3495eac0502">More...</a><br /></td></tr>
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<a name="details" id="details"></a><h2 class="groupheader">Detailed Description</h2>
<p>This is the reference documentation for initialization and termination of the library, version management and error handling. For more task-oriented information, see the <a class="el" href="intro_guide.html">Introduction to the API</a>. </p>
<h2 class="groupheader">Macro Definition Documentation</h2>
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<h2 class="memtitle"><span class="permalink"><a href="#ga6337d9ea43b22fc529b2bba066b4a576">&#9670;&nbsp;</a></span>GLFW_VERSION_MAJOR</h2>
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<h2 class="memtitle"><span class="permalink"><a href="#gaf80d40f0aea7088ff337606e9c48f7a3">&#9670;&nbsp;</a></span>GLFW_VERSION_MINOR</h2>
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<td class="memname">#define GLFW_VERSION_MINOR&#160;&#160;&#160;2</td>
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<h2 class="memtitle"><span class="permalink"><a href="#gab72ae2e2035d9ea461abc3495eac0502">&#9670;&nbsp;</a></span>GLFW_VERSION_REVISION</h2>
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<td class="memname">#define GLFW_VERSION_REVISION&#160;&#160;&#160;1</td>
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<p>This is incremented when a bug fix release is made that does not contain any API changes. </p>
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<h2 class="memtitle"><span class="permalink"><a href="#ga2744fbb29b5631bb28802dbe0cf36eba">&#9670;&nbsp;</a></span>GLFW_TRUE</h2>
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<td class="memname">#define GLFW_TRUE&#160;&#160;&#160;1</td>
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<p>This is only semantic sugar for the number 1. You can instead use <code>1</code> or <code>true</code> or <code>_True</code> or <code>GL_TRUE</code> or <code>VK_TRUE</code> or anything else that is equal to one. </p>
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<h2 class="memtitle"><span class="permalink"><a href="#gac877fe3b627d21ef3a0a23e0a73ba8c5">&#9670;&nbsp;</a></span>GLFW_FALSE</h2>
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<td class="memname">#define GLFW_FALSE&#160;&#160;&#160;0</td>
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<p>This is only semantic sugar for the number 0. You can instead use <code>0</code> or <code>false</code> or <code>_False</code> or <code>GL_FALSE</code> or <code>VK_FALSE</code> or anything else that is equal to zero. </p>
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<h2 class="memtitle"><span class="permalink"><a href="#gab9c0534709fda03ec8959201da3a9a18">&#9670;&nbsp;</a></span>GLFW_JOYSTICK_HAT_BUTTONS</h2>
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<td class="memname">#define GLFW_JOYSTICK_HAT_BUTTONS&#160;&#160;&#160;0x00050001</td>
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<p>Joystick hat buttons <a class="el" href="intro_guide.html#GLFW_JOYSTICK_HAT_BUTTONS">init hint</a>. </p>
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<h2 class="memtitle"><span class="permalink"><a href="#gab937983147a3158d45f88fad7129d9f2">&#9670;&nbsp;</a></span>GLFW_COCOA_CHDIR_RESOURCES</h2>
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<td class="memname">#define GLFW_COCOA_CHDIR_RESOURCES&#160;&#160;&#160;0x00051001</td>
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<p>macOS specific <a class="el" href="intro_guide.html#GLFW_COCOA_CHDIR_RESOURCES_hint">init hint</a>. </p>
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<h2 class="memtitle"><span class="permalink"><a href="#ga71e0b4ce2f2696a84a9b8c5e12dc70cf">&#9670;&nbsp;</a></span>GLFW_COCOA_MENUBAR</h2>
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<td class="memname">#define GLFW_COCOA_MENUBAR&#160;&#160;&#160;0x00051002</td>
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<p>macOS specific <a class="el" href="intro_guide.html#GLFW_COCOA_MENUBAR_hint">init hint</a>. </p>
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<h2 class="groupheader">Typedef Documentation</h2>
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<h2 class="memtitle"><span class="permalink"><a href="#ga6b8a2639706d5c409fc1287e8f55e928">&#9670;&nbsp;</a></span>GLFWerrorfun</h2>
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@@ -188,13 +268,118 @@ GLFW version macros</h2></td></tr>
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<dl class="section see"><dt>See also</dt><dd><a class="el" href="intro_guide.html#error_handling">Error handling</a> </dd>
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<a class="el" href="group__init.html#gaa5d796c3cf7c1a7f02f845486333fb5f" title="Sets the error callback. ">glfwSetErrorCallback</a></dd></dl>
<a class="el" href="group__init.html#gaa5d796c3cf7c1a7f02f845486333fb5f">glfwSetErrorCallback</a></dd></dl>
<dl class="section since"><dt>Since</dt><dd>Added in version 3.0. </dd></dl>
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<h2 class="groupheader">Function Documentation</h2>
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<h2 class="memtitle"><span class="permalink"><a href="#ga317aac130a235ab08c6db0834907d85e">&#9670;&nbsp;</a></span>glfwInit()</h2>
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<td class="memname">int glfwInit </td>
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<p>This function initializes the GLFW library. Before most GLFW functions can be used, GLFW must be initialized, and before an application terminates GLFW should be terminated in order to free any resources allocated during or after initialization.</p>
<p>If this function fails, it calls <a class="el" href="group__init.html#gaaae48c0a18607ea4a4ba951d939f0901">glfwTerminate</a> before returning. If it succeeds, you should call <a class="el" href="group__init.html#gaaae48c0a18607ea4a4ba951d939f0901">glfwTerminate</a> before the application exits.</p>
<p>Additional calls to this function after successful initialization but before termination will return <code>GLFW_TRUE</code> immediately.</p>
<dl class="section return"><dt>Returns</dt><dd><code>GLFW_TRUE</code> if successful, or <code>GLFW_FALSE</code> if an <a class="el" href="intro_guide.html#error_handling">error</a> occurred.</dd></dl>
<dl class="section user"><dt>Errors</dt><dd>Possible errors include <a class="el" href="group__errors.html#gad44162d78100ea5e87cdd38426b8c7a1">GLFW_PLATFORM_ERROR</a>.</dd></dl>
<dl class="section remark"><dt>Remarks</dt><dd><b>macOS:</b> This function will change the current directory of the application to the <code>Contents/Resources</code> subdirectory of the application's bundle, if present. This can be disabled with the <a class="el" href="group__init.html#gab937983147a3158d45f88fad7129d9f2">GLFW_COCOA_CHDIR_RESOURCES</a> init hint.</dd></dl>
<dl class="section user"><dt>Thread safety</dt><dd>This function must only be called from the main thread.</dd></dl>
<dl class="section see"><dt>See also</dt><dd><a class="el" href="intro_guide.html#intro_init">Initialization and termination</a> </dd>
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<a class="el" href="group__init.html#gaaae48c0a18607ea4a4ba951d939f0901">glfwTerminate</a></dd></dl>
<dl class="section since"><dt>Since</dt><dd>Added in version 1.0. </dd></dl>
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<h2 class="memtitle"><span class="permalink"><a href="#gaaae48c0a18607ea4a4ba951d939f0901">&#9670;&nbsp;</a></span>glfwTerminate()</h2>
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<td class="memname">void glfwTerminate </td>
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<p>This function destroys all remaining windows and cursors, restores any modified gamma ramps and frees any other allocated resources. Once this function is called, you must again call <a class="el" href="group__init.html#ga317aac130a235ab08c6db0834907d85e">glfwInit</a> successfully before you will be able to use most GLFW functions.</p>
<p>If GLFW has been successfully initialized, this function should be called before the application exits. If initialization fails, there is no need to call this function, as it is called by <a class="el" href="group__init.html#ga317aac130a235ab08c6db0834907d85e">glfwInit</a> before it returns failure.</p>
<dl class="section user"><dt>Errors</dt><dd>Possible errors include <a class="el" href="group__errors.html#gad44162d78100ea5e87cdd38426b8c7a1">GLFW_PLATFORM_ERROR</a>.</dd></dl>
<dl class="section remark"><dt>Remarks</dt><dd>This function may be called before <a class="el" href="group__init.html#ga317aac130a235ab08c6db0834907d85e">glfwInit</a>.</dd></dl>
<dl class="section warning"><dt>Warning</dt><dd>The contexts of any remaining windows must not be current on any other thread when this function is called.</dd></dl>
<dl class="section user"><dt>Reentrancy</dt><dd>This function must not be called from a callback.</dd></dl>
<dl class="section user"><dt>Thread safety</dt><dd>This function must only be called from the main thread.</dd></dl>
<dl class="section see"><dt>See also</dt><dd><a class="el" href="intro_guide.html#intro_init">Initialization and termination</a> </dd>
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<a class="el" href="group__init.html#ga317aac130a235ab08c6db0834907d85e">glfwInit</a></dd></dl>
<dl class="section since"><dt>Since</dt><dd>Added in version 1.0. </dd></dl>
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<td class="memname">void glfwInitHint </td>
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<p>This function sets hints for the next initialization of GLFW.</p>
<p>The values you set hints to are never reset by GLFW, but they only take effect during initialization. Once GLFW has been initialized, any values you set will be ignored until the library is terminated and initialized again.</p>
<p>Some hints are platform specific. These may be set on any platform but they will only affect their specific platform. Other platforms will ignore them. Setting these hints requires no platform specific headers or functions.</p>
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<tr><td class="paramdir">[in]</td><td class="paramname">hint</td><td>The <a class="el" href="intro_guide.html#init_hints">init hint</a> to set. </td></tr>
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<dl class="section user"><dt>Errors</dt><dd>Possible errors include <a class="el" href="group__errors.html#ga76f6bb9c4eea73db675f096b404593ce">GLFW_INVALID_ENUM</a> and <a class="el" href="group__errors.html#gaaf2ef9aa8202c2b82ac2d921e554c687">GLFW_INVALID_VALUE</a>.</dd></dl>
<dl class="section remark"><dt>Remarks</dt><dd>This function may be called before <a class="el" href="group__init.html#ga317aac130a235ab08c6db0834907d85e">glfwInit</a>.</dd></dl>
<dl class="section user"><dt>Thread safety</dt><dd>This function must only be called from the main thread.</dd></dl>
<dl class="section see"><dt>See also</dt><dd>init_hints </dd>
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<a class="el" href="group__init.html#ga317aac130a235ab08c6db0834907d85e" title="Initializes the GLFW library.">glfwInit</a></dd></dl>
<dl class="section since"><dt>Since</dt><dd>Added in version 3.3. </dd></dl>
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<dl class="section user"><dt>Thread safety</dt><dd>This function may be called from any thread.</dd></dl>
<dl class="section see"><dt>See also</dt><dd><a class="el" href="intro_guide.html#intro_version">Version management</a> </dd>
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<a class="el" href="group__init.html#ga23d47dc013fce2bf58036da66079a657" title="Returns a string describing the compile-time configuration. ">glfwGetVersionString</a></dd></dl>
<a class="el" href="group__init.html#ga23d47dc013fce2bf58036da66079a657">glfwGetVersionString</a></dd></dl>
<dl class="section since"><dt>Since</dt><dd>Added in version 1.0. </dd></dl>
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<dl class="section user"><dt>Thread safety</dt><dd>This function may be called from any thread.</dd></dl>
<dl class="section see"><dt>See also</dt><dd><a class="el" href="intro_guide.html#intro_version">Version management</a> </dd>
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<a class="el" href="group__init.html#ga9f8ffaacf3c269cc48eafbf8b9b71197" title="Retrieves the version of the GLFW library. ">glfwGetVersion</a></dd></dl>
<a class="el" href="group__init.html#ga9f8ffaacf3c269cc48eafbf8b9b71197">glfwGetVersion</a></dd></dl>
<dl class="section since"><dt>Since</dt><dd>Added in version 3.0. </dd></dl>
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<td class="memname">int glfwInit </td>
<td class="memname">int glfwGetError </td>
<td>(</td>
<td class="paramtype">void&#160;</td>
<td class="paramname"></td><td>)</td>
<td class="paramtype">const char **&#160;</td>
<td class="paramname"><em>description</em></td><td>)</td>
<td></td>
</tr>
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<p>This function initializes the GLFW library. Before most GLFW functions can be used, GLFW must be initialized, and before an application terminates GLFW should be terminated in order to free any resources allocated during or after initialization.</p>
<p>If this function fails, it calls <a class="el" href="group__init.html#gaaae48c0a18607ea4a4ba951d939f0901">glfwTerminate</a> before returning. If it succeeds, you should call <a class="el" href="group__init.html#gaaae48c0a18607ea4a4ba951d939f0901">glfwTerminate</a> before the application exits.</p>
<p>Additional calls to this function after successful initialization but before termination will return <code>GLFW_TRUE</code> immediately.</p>
<dl class="section return"><dt>Returns</dt><dd><code>GLFW_TRUE</code> if successful, or <code>GLFW_FALSE</code> if an <a class="el" href="intro_guide.html#error_handling">error</a> occurred.</dd></dl>
<dl class="section user"><dt>Errors</dt><dd>Possible errors include <a class="el" href="group__errors.html#gad44162d78100ea5e87cdd38426b8c7a1">GLFW_PLATFORM_ERROR</a>.</dd></dl>
<dl class="section remark"><dt>Remarks</dt><dd><b>OS X:</b> This function will change the current directory of the application to the <code>Contents/Resources</code> subdirectory of the application's bundle, if present. This can be disabled with a <a class="el" href="compile_guide.html#compile_options_osx">compile-time option</a>.</dd></dl>
<dl class="section user"><dt>Thread safety</dt><dd>This function must only be called from the main thread.</dd></dl>
<dl class="section see"><dt>See also</dt><dd><a class="el" href="intro_guide.html#intro_init">Initialization and termination</a> </dd>
<p>This function returns and clears the <a class="el" href="group__errors.html">error code</a> of the last error that occurred on the calling thread, and optionally a UTF-8 encoded human-readable description of it. If no error has occurred since the last call, it returns <a class="el" href="group__errors.html#gafa30deee5db4d69c4c93d116ed87dbf4">GLFW_NO_ERROR</a> (zero) and the description pointer is set to <code>NULL</code>.</p>
<dl class="params"><dt>Parameters</dt><dd>
<table class="params">
<tr><td class="paramdir">[in]</td><td class="paramname">description</td><td>Where to store the error description pointer, or <code>NULL</code>. </td></tr>
</table>
</dd>
</dl>
<dl class="section return"><dt>Returns</dt><dd>The last error code for the calling thread, or <a class="el" href="group__errors.html#gafa30deee5db4d69c4c93d116ed87dbf4">GLFW_NO_ERROR</a> (zero).</dd></dl>
<dl class="section user"><dt>Errors</dt><dd>None.</dd></dl>
<dl class="section user"><dt>Pointer lifetime</dt><dd>The returned string is allocated and freed by GLFW. You should not free it yourself. It is guaranteed to be valid only until the next error occurs or the library is terminated.</dd></dl>
<dl class="section remark"><dt>Remarks</dt><dd>This function may be called before <a class="el" href="group__init.html#ga317aac130a235ab08c6db0834907d85e">glfwInit</a>.</dd></dl>
<dl class="section user"><dt>Thread safety</dt><dd>This function may be called from any thread.</dd></dl>
<dl class="section see"><dt>See also</dt><dd><a class="el" href="intro_guide.html#error_handling">Error handling</a> </dd>
<dd>
<a class="el" href="group__init.html#gaaae48c0a18607ea4a4ba951d939f0901" title="Terminates the GLFW library. ">glfwTerminate</a></dd></dl>
<dl class="section since"><dt>Since</dt><dd>Added in version 1.0. </dd></dl>
<a class="el" href="group__init.html#gaa5d796c3cf7c1a7f02f845486333fb5f">glfwSetErrorCallback</a></dd></dl>
<dl class="section since"><dt>Since</dt><dd>Added in version 3.3. </dd></dl>
</div>
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<h2 class="memtitle"><span class="permalink"><a href="#gaa5d796c3cf7c1a7f02f845486333fb5f">&#9670;&nbsp;</a></span>glfwSetErrorCallback()</h2>
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@@ -311,6 +507,7 @@ GLFW version macros</h2></td></tr>
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<p>This function sets the error callback, which is called with an error code and a human-readable description each time a GLFW error occurs.</p>
<p>The error code is set before the callback is called. Calling <a class="el" href="group__init.html#ga944986b4ec0b928d488141f92982aa18">glfwGetError</a> from the error callback will return the same value as the error code argument.</p>
<p>The error callback is called on the thread where the error occurred. If you are using GLFW from multiple threads, your error callback needs to be written accordingly.</p>
<p>Because the description string may have been generated specifically for that error, it is not guaranteed to be valid after the callback has returned. If you wish to use it after the callback returns, you need to make a copy.</p>
<p>Once set, the error callback remains set even after the library has been terminated.</p>
@@ -324,42 +521,17 @@ GLFW version macros</h2></td></tr>
<dl class="section user"><dt>Errors</dt><dd>None.</dd></dl>
<dl class="section remark"><dt>Remarks</dt><dd>This function may be called before <a class="el" href="group__init.html#ga317aac130a235ab08c6db0834907d85e">glfwInit</a>.</dd></dl>
<dl class="section user"><dt>Thread safety</dt><dd>This function must only be called from the main thread.</dd></dl>
<dl class="section see"><dt>See also</dt><dd><a class="el" href="intro_guide.html#error_handling">Error handling</a></dd></dl>
<dl class="section since"><dt>Since</dt><dd>Added in version 3.0. </dd></dl>
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<td class="memname">void glfwTerminate </td>
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<p>This function destroys all remaining windows and cursors, restores any modified gamma ramps and frees any other allocated resources. Once this function is called, you must again call <a class="el" href="group__init.html#ga317aac130a235ab08c6db0834907d85e">glfwInit</a> successfully before you will be able to use most GLFW functions.</p>
<p>If GLFW has been successfully initialized, this function should be called before the application exits. If initialization fails, there is no need to call this function, as it is called by <a class="el" href="group__init.html#ga317aac130a235ab08c6db0834907d85e">glfwInit</a> before it returns failure.</p>
<dl class="section user"><dt>Errors</dt><dd>Possible errors include <a class="el" href="group__errors.html#gad44162d78100ea5e87cdd38426b8c7a1">GLFW_PLATFORM_ERROR</a>.</dd></dl>
<dl class="section remark"><dt>Remarks</dt><dd>This function may be called before <a class="el" href="group__init.html#ga317aac130a235ab08c6db0834907d85e">glfwInit</a>.</dd></dl>
<dl class="section warning"><dt>Warning</dt><dd>The contexts of any remaining windows must not be current on any other thread when this function is called.</dd></dl>
<dl class="section user"><dt>Reentrancy</dt><dd>This function must not be called from a callback.</dd></dl>
<dl class="section user"><dt>Thread safety</dt><dd>This function must only be called from the main thread.</dd></dl>
<dl class="section see"><dt>See also</dt><dd><a class="el" href="intro_guide.html#intro_init">Initialization and termination</a> </dd>
<dl class="section see"><dt>See also</dt><dd><a class="el" href="intro_guide.html#error_handling">Error handling</a> </dd>
<dd>
<a class="el" href="group__init.html#ga317aac130a235ab08c6db0834907d85e" title="Initializes the GLFW library. ">glfwInit</a></dd></dl>
<dl class="section since"><dt>Since</dt><dd>Added in version 1.0. </dd></dl>
<a class="el" href="group__init.html#ga944986b4ec0b928d488141f92982aa18">glfwGetError</a></dd></dl>
<dl class="section since"><dt>Since</dt><dd>Added in version 3.0. </dd></dl>
</div>
</div>
</div><!-- contents -->
<address class="footer">
<p>
Last update on Thu Aug 18 2016 for GLFW 3.2.1
Last update on Tue Apr 16 2019 for GLFW 3.3.0
</p>
</address>
</body>

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<div class="title">Joysticks<div class="ingroups"><a class="el" href="group__input.html">Input reference</a></div></div> </div>
</div><!--header-->
<div class="contents">
<a name="details" id="details"></a><h2 class="groupheader">Description</h2>
<p>See <a class="el" href="input_guide.html#joystick">joystick input</a> for how these are used. </p>
<table class="memberdecls">
<tr class="heading"><td colspan="2"><h2 class="groupheader"><a name="define-members"></a>
Macros</h2></td></tr>
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<tr class="memitem:ga9ca13ebf24c331dd98df17d84a4b72c9"><td class="memItemLeft" align="right" valign="top">#define&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="group__joysticks.html#ga9ca13ebf24c331dd98df17d84a4b72c9">GLFW_JOYSTICK_LAST</a>&#160;&#160;&#160;<a class="el" href="group__joysticks.html#ga453edeeabf350827646b6857df4f80ce">GLFW_JOYSTICK_16</a></td></tr>
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<a name="details" id="details"></a><h2 class="groupheader">Detailed Description</h2>
<p>See <a class="el" href="input_guide.html#joystick">joystick input</a> for how these are used. </p>
<h2 class="groupheader">Macro Definition Documentation</h2>
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<h2 class="memtitle"><span class="permalink"><a href="#ga89540873278ae5a42b3e70d64164dc74">&#9670;&nbsp;</a></span>GLFW_JOYSTICK_14</h2>
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<td class="memname">#define GLFW_JOYSTICK_15&#160;&#160;&#160;14</td>
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</div>
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<h2 class="memtitle"><span class="permalink"><a href="#ga453edeeabf350827646b6857df4f80ce">&#9670;&nbsp;</a></span>GLFW_JOYSTICK_16</h2>
<div class="memitem">
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<table class="memname">
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<td class="memname">#define GLFW_JOYSTICK_16&#160;&#160;&#160;15</td>
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</table>
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</div>
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<h2 class="memtitle"><span class="permalink"><a href="#ga9ca13ebf24c331dd98df17d84a4b72c9">&#9670;&nbsp;</a></span>GLFW_JOYSTICK_LAST</h2>
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@@ -330,7 +347,7 @@ Macros</h2></td></tr>
</div><!-- contents -->
<address class="footer">
<p>
Last update on Thu Aug 18 2016 for GLFW 3.2.1
Last update on Tue Apr 16 2019 for GLFW 3.3.0
</p>
</address>
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@@ -3,7 +3,7 @@
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<title>GLFW: Modifier key flags</title>
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<div id="titlearea">
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<a href="http://www.glfw.org/" id="glfwhome">GLFW</a>
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@@ -82,6 +65,8 @@ var searchBox = new SearchBox("searchBox", "search",false,'Search');
<div class="title">Modifier key flags<div class="ingroups"><a class="el" href="group__input.html">Input reference</a></div></div> </div>
</div><!--header-->
<div class="contents">
<a name="details" id="details"></a><h2 class="groupheader">Description</h2>
<p>See <a class="el" href="input_guide.html#input_key">key input</a> for how these are used. </p>
<table class="memberdecls">
<tr class="heading"><td colspan="2"><h2 class="groupheader"><a name="define-members"></a>
Macros</h2></td></tr>
@@ -97,35 +82,17 @@ Macros</h2></td></tr>
<tr class="memitem:ga6b64ba10ea0227cf6f42efd0a220aba1"><td class="memItemLeft" align="right" valign="top">#define&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="group__mods.html#ga6b64ba10ea0227cf6f42efd0a220aba1">GLFW_MOD_SUPER</a>&#160;&#160;&#160;0x0008</td></tr>
<tr class="memdesc:ga6b64ba10ea0227cf6f42efd0a220aba1"><td class="mdescLeft">&#160;</td><td class="mdescRight">If this bit is set one or more Super keys were held down. <a href="#ga6b64ba10ea0227cf6f42efd0a220aba1">More...</a><br /></td></tr>
<tr class="separator:ga6b64ba10ea0227cf6f42efd0a220aba1"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:gaefeef8fcf825a6e43e241b337897200f"><td class="memItemLeft" align="right" valign="top">#define&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="group__mods.html#gaefeef8fcf825a6e43e241b337897200f">GLFW_MOD_CAPS_LOCK</a>&#160;&#160;&#160;0x0010</td></tr>
<tr class="memdesc:gaefeef8fcf825a6e43e241b337897200f"><td class="mdescLeft">&#160;</td><td class="mdescRight">If this bit is set the Caps Lock key is enabled. <a href="#gaefeef8fcf825a6e43e241b337897200f">More...</a><br /></td></tr>
<tr class="separator:gaefeef8fcf825a6e43e241b337897200f"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:ga64e020b8a42af8376e944baf61feecbe"><td class="memItemLeft" align="right" valign="top">#define&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="group__mods.html#ga64e020b8a42af8376e944baf61feecbe">GLFW_MOD_NUM_LOCK</a>&#160;&#160;&#160;0x0020</td></tr>
<tr class="memdesc:ga64e020b8a42af8376e944baf61feecbe"><td class="mdescLeft">&#160;</td><td class="mdescRight">If this bit is set the Num Lock key is enabled. <a href="#ga64e020b8a42af8376e944baf61feecbe">More...</a><br /></td></tr>
<tr class="separator:ga64e020b8a42af8376e944baf61feecbe"><td class="memSeparator" colspan="2">&#160;</td></tr>
</table>
<a name="details" id="details"></a><h2 class="groupheader">Detailed Description</h2>
<p>See <a class="el" href="input_guide.html#input_key">key input</a> for how these are used. </p>
<h2 class="groupheader">Macro Definition Documentation</h2>
<a class="anchor" id="gad2acd5633463c29e07008687ea73c0f4"></a>
<div class="memitem">
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<td class="memname">#define GLFW_MOD_ALT&#160;&#160;&#160;0x0004</td>
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<a id="ga14994d3196c290aaa347248e51740274"></a>
<h2 class="memtitle"><span class="permalink"><a href="#ga14994d3196c290aaa347248e51740274">&#9670;&nbsp;</a></span>GLFW_MOD_SHIFT</h2>
</div>
</div>
<a class="anchor" id="ga6ed94871c3208eefd85713fa929d45aa"></a>
<div class="memitem">
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<td class="memname">#define GLFW_MOD_CONTROL&#160;&#160;&#160;0x0002</td>
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@@ -134,10 +101,43 @@ Macros</h2></td></tr>
</tr>
</table>
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<p>If this bit is set one or more Shift keys were held down. </p>
</div>
</div>
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<a id="ga6ed94871c3208eefd85713fa929d45aa"></a>
<h2 class="memtitle"><span class="permalink"><a href="#ga6ed94871c3208eefd85713fa929d45aa">&#9670;&nbsp;</a></span>GLFW_MOD_CONTROL</h2>
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<tr>
<td class="memname">#define GLFW_MOD_CONTROL&#160;&#160;&#160;0x0002</td>
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</table>
</div><div class="memdoc">
<p>If this bit is set one or more Control keys were held down. </p>
</div>
</div>
<a id="gad2acd5633463c29e07008687ea73c0f4"></a>
<h2 class="memtitle"><span class="permalink"><a href="#gad2acd5633463c29e07008687ea73c0f4">&#9670;&nbsp;</a></span>GLFW_MOD_ALT</h2>
<div class="memitem">
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<tr>
<td class="memname">#define GLFW_MOD_ALT&#160;&#160;&#160;0x0004</td>
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</div><div class="memdoc">
<p>If this bit is set one or more Alt keys were held down. </p>
</div>
</div>
<a id="ga6b64ba10ea0227cf6f42efd0a220aba1"></a>
<h2 class="memtitle"><span class="permalink"><a href="#ga6b64ba10ea0227cf6f42efd0a220aba1">&#9670;&nbsp;</a></span>GLFW_MOD_SUPER</h2>
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<table class="memname">
@@ -146,13 +146,44 @@ Macros</h2></td></tr>
</tr>
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<p>If this bit is set one or more Super keys were held down. </p>
</div>
</div>
<a id="gaefeef8fcf825a6e43e241b337897200f"></a>
<h2 class="memtitle"><span class="permalink"><a href="#gaefeef8fcf825a6e43e241b337897200f">&#9670;&nbsp;</a></span>GLFW_MOD_CAPS_LOCK</h2>
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<tr>
<td class="memname">#define GLFW_MOD_CAPS_LOCK&#160;&#160;&#160;0x0010</td>
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</table>
</div><div class="memdoc">
<p>If this bit is set the Caps Lock key is enabled and the <a class="el" href="input_guide.html#GLFW_LOCK_KEY_MODS">GLFW_LOCK_KEY_MODS</a> input mode is set. </p>
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<h2 class="memtitle"><span class="permalink"><a href="#ga64e020b8a42af8376e944baf61feecbe">&#9670;&nbsp;</a></span>GLFW_MOD_NUM_LOCK</h2>
<div class="memitem">
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<tr>
<td class="memname">#define GLFW_MOD_NUM_LOCK&#160;&#160;&#160;0x0020</td>
</tr>
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</div><div class="memdoc">
<p>If this bit is set the Num Lock key is enabled and the <a class="el" href="input_guide.html#GLFW_LOCK_KEY_MODS">GLFW_LOCK_KEY_MODS</a> input mode is set. </p>
</div>
</div>
</div><!-- contents -->
<address class="footer">
<p>
Last update on Thu Aug 18 2016 for GLFW 3.2.1
Last update on Tue Apr 16 2019 for GLFW 3.3.0
</p>
</address>
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View File

@@ -3,7 +3,7 @@
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@@ -11,9 +11,6 @@
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<div id="titlearea">
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<li><a href="http://www.glfw.org/community.html">Community</a></li>
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<div class="header">
<div class="summary">
<a href="#nested-classes">Data Structures</a> &#124;
<a href="#typedef-members">Typedefs</a> &#124;
<a href="#func-members">Functions</a> </div>
<div class="headertitle">
<div class="title">Monitor reference</div> </div>
</div><!--header-->
<div class="contents">
<a name="details" id="details"></a><h2 class="groupheader">Description</h2>
<p>This is the reference documentation for monitor related functions and types. For more task-oriented information, see the <a class="el" href="monitor_guide.html">Monitor guide</a>. </p>
<table class="memberdecls">
<tr class="heading"><td colspan="2"><h2 class="groupheader"><a name="nested-classes"></a>
Data Structures</h2></td></tr>
<tr class="memitem:"><td class="memItemLeft" align="right" valign="top">struct &#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="structGLFWvidmode.html">GLFWvidmode</a></td></tr>
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<tr class="memitem:"><td class="memItemLeft" align="right" valign="top">struct &#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="structGLFWgammaramp.html">GLFWgammaramp</a></td></tr>
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<tr class="separator:"><td class="memSeparator" colspan="2">&#160;</td></tr>
</table><table class="memberdecls">
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Typedefs</h2></td></tr>
<tr class="memitem:ga8d9efd1cde9426692c73fe40437d0ae3"><td class="memItemLeft" align="right" valign="top">typedef struct <a class="el" href="group__monitor.html#ga8d9efd1cde9426692c73fe40437d0ae3">GLFWmonitor</a>&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="group__monitor.html#ga8d9efd1cde9426692c73fe40437d0ae3">GLFWmonitor</a></td></tr>
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<tr class="memitem:ga102f54e7acc9149edbcf0997152df8c9"><td class="memItemLeft" align="right" valign="top">void&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="group__monitor.html#ga102f54e7acc9149edbcf0997152df8c9">glfwGetMonitorPos</a> (<a class="el" href="group__monitor.html#ga8d9efd1cde9426692c73fe40437d0ae3">GLFWmonitor</a> *monitor, int *xpos, int *ypos)</td></tr>
<tr class="memdesc:ga102f54e7acc9149edbcf0997152df8c9"><td class="mdescLeft">&#160;</td><td class="mdescRight">Returns the position of the monitor's viewport on the virtual screen. <a href="#ga102f54e7acc9149edbcf0997152df8c9">More...</a><br /></td></tr>
<tr class="separator:ga102f54e7acc9149edbcf0997152df8c9"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:ga7387a3bdb64bfe8ebf2b9e54f5b6c9d0"><td class="memItemLeft" align="right" valign="top">void&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="group__monitor.html#ga7387a3bdb64bfe8ebf2b9e54f5b6c9d0">glfwGetMonitorWorkarea</a> (<a class="el" href="group__monitor.html#ga8d9efd1cde9426692c73fe40437d0ae3">GLFWmonitor</a> *monitor, int *xpos, int *ypos, int *width, int *height)</td></tr>
<tr class="memdesc:ga7387a3bdb64bfe8ebf2b9e54f5b6c9d0"><td class="mdescLeft">&#160;</td><td class="mdescRight">Retrives the work area of the monitor. <a href="#ga7387a3bdb64bfe8ebf2b9e54f5b6c9d0">More...</a><br /></td></tr>
<tr class="separator:ga7387a3bdb64bfe8ebf2b9e54f5b6c9d0"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:ga7d8bffc6c55539286a6bd20d32a8d7ea"><td class="memItemLeft" align="right" valign="top">void&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="group__monitor.html#ga7d8bffc6c55539286a6bd20d32a8d7ea">glfwGetMonitorPhysicalSize</a> (<a class="el" href="group__monitor.html#ga8d9efd1cde9426692c73fe40437d0ae3">GLFWmonitor</a> *monitor, int *widthMM, int *heightMM)</td></tr>
<tr class="memdesc:ga7d8bffc6c55539286a6bd20d32a8d7ea"><td class="mdescLeft">&#160;</td><td class="mdescRight">Returns the physical size of the monitor. <a href="#ga7d8bffc6c55539286a6bd20d32a8d7ea">More...</a><br /></td></tr>
<tr class="separator:ga7d8bffc6c55539286a6bd20d32a8d7ea"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:gad3152e84465fa620b601265ebfcdb21b"><td class="memItemLeft" align="right" valign="top">void&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="group__monitor.html#gad3152e84465fa620b601265ebfcdb21b">glfwGetMonitorContentScale</a> (<a class="el" href="group__monitor.html#ga8d9efd1cde9426692c73fe40437d0ae3">GLFWmonitor</a> *monitor, float *xscale, float *yscale)</td></tr>
<tr class="memdesc:gad3152e84465fa620b601265ebfcdb21b"><td class="mdescLeft">&#160;</td><td class="mdescRight">Retrieves the content scale for the specified monitor. <a href="#gad3152e84465fa620b601265ebfcdb21b">More...</a><br /></td></tr>
<tr class="separator:gad3152e84465fa620b601265ebfcdb21b"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:ga79a34ee22ff080ca954a9663e4679daf"><td class="memItemLeft" align="right" valign="top">const char *&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="group__monitor.html#ga79a34ee22ff080ca954a9663e4679daf">glfwGetMonitorName</a> (<a class="el" href="group__monitor.html#ga8d9efd1cde9426692c73fe40437d0ae3">GLFWmonitor</a> *monitor)</td></tr>
<tr class="memdesc:ga79a34ee22ff080ca954a9663e4679daf"><td class="mdescLeft">&#160;</td><td class="mdescRight">Returns the name of the specified monitor. <a href="#ga79a34ee22ff080ca954a9663e4679daf">More...</a><br /></td></tr>
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<tr class="memitem:ga702750e24313a686d3637297b6e85fda"><td class="memItemLeft" align="right" valign="top">void&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="group__monitor.html#ga702750e24313a686d3637297b6e85fda">glfwSetMonitorUserPointer</a> (<a class="el" href="group__monitor.html#ga8d9efd1cde9426692c73fe40437d0ae3">GLFWmonitor</a> *monitor, void *pointer)</td></tr>
<tr class="memdesc:ga702750e24313a686d3637297b6e85fda"><td class="mdescLeft">&#160;</td><td class="mdescRight">Sets the user pointer of the specified monitor. <a href="#ga702750e24313a686d3637297b6e85fda">More...</a><br /></td></tr>
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<tr class="memitem:gac2d4209016b049222877f620010ed0d8"><td class="memItemLeft" align="right" valign="top">void *&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="group__monitor.html#gac2d4209016b049222877f620010ed0d8">glfwGetMonitorUserPointer</a> (<a class="el" href="group__monitor.html#ga8d9efd1cde9426692c73fe40437d0ae3">GLFWmonitor</a> *monitor)</td></tr>
<tr class="memdesc:gac2d4209016b049222877f620010ed0d8"><td class="mdescLeft">&#160;</td><td class="mdescRight">Returns the user pointer of the specified monitor. <a href="#gac2d4209016b049222877f620010ed0d8">More...</a><br /></td></tr>
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<tr class="memitem:gac3fe0f647f68b731f99756cd81897378"><td class="memItemLeft" align="right" valign="top"><a class="el" href="group__monitor.html#ga8a7ee579a66720f24d656526f3e44c63">GLFWmonitorfun</a>&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="group__monitor.html#gac3fe0f647f68b731f99756cd81897378">glfwSetMonitorCallback</a> (<a class="el" href="group__monitor.html#ga8a7ee579a66720f24d656526f3e44c63">GLFWmonitorfun</a> cbfun)</td></tr>
<tr class="memdesc:gac3fe0f647f68b731f99756cd81897378"><td class="mdescLeft">&#160;</td><td class="mdescRight">Sets the monitor configuration callback. <a href="#gac3fe0f647f68b731f99756cd81897378">More...</a><br /></td></tr>
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@@ -145,27 +132,10 @@ Functions</h2></td></tr>
<tr class="memdesc:ga583f0ffd0d29613d8cd172b996bbf0dd"><td class="mdescLeft">&#160;</td><td class="mdescRight">Sets the current gamma ramp for the specified monitor. <a href="#ga583f0ffd0d29613d8cd172b996bbf0dd">More...</a><br /></td></tr>
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<a name="details" id="details"></a><h2 class="groupheader">Detailed Description</h2>
<p>This is the reference documentation for monitor related functions and types. For more task-oriented information, see the <a class="el" href="monitor_guide.html">Monitor guide</a>. </p>
<h2 class="groupheader">Typedef Documentation</h2>
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<p>This describes the gamma ramp for a monitor.</p>
<dl class="section see"><dt>See also</dt><dd><a class="el" href="monitor_guide.html#monitor_gamma">Gamma ramp</a> </dd>
<dd>
<a class="el" href="group__monitor.html#gab7c41deb2219bde3e1eb756ddaa9ec80" title="Returns the current gamma ramp for the specified monitor. ">glfwGetGammaRamp</a> <a class="el" href="group__monitor.html#ga583f0ffd0d29613d8cd172b996bbf0dd" title="Sets the current gamma ramp for the specified monitor. ">glfwSetGammaRamp</a></dd></dl>
<dl class="section since"><dt>Since</dt><dd>Added in version 3.0. </dd></dl>
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<h2 class="memtitle"><span class="permalink"><a href="#ga8d9efd1cde9426692c73fe40437d0ae3">&#9670;&nbsp;</a></span>GLFWmonitor</h2>
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<h2 class="memtitle"><span class="permalink"><a href="#ga8a7ee579a66720f24d656526f3e44c63">&#9670;&nbsp;</a></span>GLFWmonitorfun</h2>
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<dl class="params"><dt>Parameters</dt><dd>
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<tr><td class="paramdir">[in]</td><td class="paramname">monitor</td><td>The monitor that was connected or disconnected. </td></tr>
<tr><td class="paramdir">[in]</td><td class="paramname">event</td><td>One of <code>GLFW_CONNECTED</code> or <code>GLFW_DISCONNECTED</code>.</td></tr>
<tr><td class="paramdir">[in]</td><td class="paramname">event</td><td>One of <code>GLFW_CONNECTED</code> or <code>GLFW_DISCONNECTED</code>. Remaining values reserved for future use.</td></tr>
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<dl class="section see"><dt>See also</dt><dd><a class="el" href="monitor_guide.html#monitor_event">Monitor configuration changes</a> </dd>
<dd>
<a class="el" href="group__monitor.html#gac3fe0f647f68b731f99756cd81897378" title="Sets the monitor configuration callback. ">glfwSetMonitorCallback</a></dd></dl>
<a class="el" href="group__monitor.html#gac3fe0f647f68b731f99756cd81897378">glfwSetMonitorCallback</a></dd></dl>
<dl class="section since"><dt>Since</dt><dd>Added in version 3.0. </dd></dl>
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<h2 class="memtitle"><span class="permalink"><a href="#gae48aadf4ea0967e6605c8f58fa5daccb">&#9670;&nbsp;</a></span>GLFWvidmode</h2>
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<p>This describes a single video mode.</p>
<dl class="section see"><dt>See also</dt><dd><a class="el" href="monitor_guide.html#monitor_modes">Video modes</a> </dd>
<dd>
<a class="el" href="group__monitor.html#gafc1bb972a921ad5b3bd5d63a95fc2d52" title="Returns the current mode of the specified monitor. ">glfwGetVideoMode</a> <a class="el" href="group__monitor.html#ga820b0ce9a5237d645ea7cbb4bd383458" title="Returns the available video modes for the specified monitor. ">glfwGetVideoModes</a></dd></dl>
<dl class="section since"><dt>Since</dt><dd>Added in version 1.0. </dd></dl>
<dl class="section user"><dt></dt><dd><b>GLFW 3:</b> Added refresh rate member. </dd></dl>
<a class="el" href="group__monitor.html#gafc1bb972a921ad5b3bd5d63a95fc2d52">glfwGetVideoMode</a> </dd>
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<a class="el" href="group__monitor.html#ga820b0ce9a5237d645ea7cbb4bd383458">glfwGetVideoModes</a></dd></dl>
<dl class="section since"><dt>Since</dt><dd>Added in version 1.0. <b>GLFW 3:</b> Added refresh rate member. </dd></dl>
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<h2 class="groupheader">Function Documentation</h2>
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<td class="memname">const <a class="el" href="structGLFWgammaramp.html">GLFWgammaramp</a>* glfwGetGammaRamp </td>
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<td class="paramtype"><a class="el" href="group__monitor.html#ga8d9efd1cde9426692c73fe40437d0ae3">GLFWmonitor</a> *&#160;</td>
<td class="paramname"><em>monitor</em></td><td>)</td>
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<td class="memname">typedef struct <a class="el" href="structGLFWgammaramp.html">GLFWgammaramp</a> <a class="el" href="structGLFWgammaramp.html">GLFWgammaramp</a></td>
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<p>This function returns the current gamma ramp of the specified monitor.</p>
<dl class="params"><dt>Parameters</dt><dd>
<table class="params">
<tr><td class="paramdir">[in]</td><td class="paramname">monitor</td><td>The monitor to query. </td></tr>
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</dd>
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<dl class="section return"><dt>Returns</dt><dd>The current gamma ramp, or <code>NULL</code> if an <a class="el" href="intro_guide.html#error_handling">error</a> occurred.</dd></dl>
<dl class="section user"><dt>Errors</dt><dd>Possible errors include <a class="el" href="group__errors.html#ga2374ee02c177f12e1fa76ff3ed15e14a">GLFW_NOT_INITIALIZED</a> and <a class="el" href="group__errors.html#gad44162d78100ea5e87cdd38426b8c7a1">GLFW_PLATFORM_ERROR</a>.</dd></dl>
<dl class="section user"><dt>Pointer lifetime</dt><dd>The returned structure and its arrays are allocated and freed by GLFW. You should not free them yourself. They are valid until the specified monitor is disconnected, this function is called again for that monitor or the library is terminated.</dd></dl>
<dl class="section user"><dt>Thread safety</dt><dd>This function must only be called from the main thread.</dd></dl>
<dl class="section see"><dt>See also</dt><dd><a class="el" href="monitor_guide.html#monitor_gamma">Gamma ramp</a></dd></dl>
<p>This describes the gamma ramp for a monitor.</p>
<dl class="section see"><dt>See also</dt><dd><a class="el" href="monitor_guide.html#monitor_gamma">Gamma ramp</a> </dd>
<dd>
<a class="el" href="group__monitor.html#gab7c41deb2219bde3e1eb756ddaa9ec80">glfwGetGammaRamp</a> </dd>
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<a class="el" href="group__monitor.html#ga583f0ffd0d29613d8cd172b996bbf0dd">glfwSetGammaRamp</a></dd></dl>
<dl class="section since"><dt>Since</dt><dd>Added in version 3.0. </dd></dl>
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<h2 class="groupheader">Function Documentation</h2>
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<h2 class="memtitle"><span class="permalink"><a href="#ga3fba51c8bd36491d4712aa5bd074a537">&#9670;&nbsp;</a></span>glfwGetMonitors()</h2>
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<td class="memname">const char* glfwGetMonitorName </td>
<td class="memname"><a class="el" href="group__monitor.html#ga8d9efd1cde9426692c73fe40437d0ae3">GLFWmonitor</a>** glfwGetMonitors </td>
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<td class="paramtype"><a class="el" href="group__monitor.html#ga8d9efd1cde9426692c73fe40437d0ae3">GLFWmonitor</a> *&#160;</td>
<td class="paramname"><em>monitor</em></td><td>)</td>
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<p>This function returns a human-readable name, encoded as UTF-8, of the specified monitor. The name typically reflects the make and model of the monitor and is not guaranteed to be unique among the connected monitors.</p>
<p>This function returns an array of handles for all currently connected monitors. The primary monitor is always first in the returned array. If no monitors were found, this function returns <code>NULL</code>.</p>
<dl class="params"><dt>Parameters</dt><dd>
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<tr><td class="paramdir">[in]</td><td class="paramname">monitor</td><td>The monitor to query. </td></tr>
<tr><td class="paramdir">[out]</td><td class="paramname">count</td><td>Where to store the number of monitors in the returned array. This is set to zero if an error occurred. </td></tr>
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<dl class="section return"><dt>Returns</dt><dd>The UTF-8 encoded name of the monitor, or <code>NULL</code> if an <a class="el" href="intro_guide.html#error_handling">error</a> occurred.</dd></dl>
<dl class="section return"><dt>Returns</dt><dd>An array of monitor handles, or <code>NULL</code> if no monitors were found or if an <a class="el" href="intro_guide.html#error_handling">error</a> occurred.</dd></dl>
<dl class="section user"><dt>Errors</dt><dd>Possible errors include <a class="el" href="group__errors.html#ga2374ee02c177f12e1fa76ff3ed15e14a">GLFW_NOT_INITIALIZED</a>.</dd></dl>
<dl class="section user"><dt>Pointer lifetime</dt><dd>The returned string is allocated and freed by GLFW. You should not free it yourself. It is valid until the specified monitor is disconnected or the library is terminated.</dd></dl>
<dl class="section user"><dt>Pointer lifetime</dt><dd>The returned array is allocated and freed by GLFW. You should not free it yourself. It is guaranteed to be valid only until the monitor configuration changes or the library is terminated.</dd></dl>
<dl class="section user"><dt>Thread safety</dt><dd>This function must only be called from the main thread.</dd></dl>
<dl class="section see"><dt>See also</dt><dd><a class="el" href="monitor_guide.html#monitor_monitors">Retrieving monitors</a> </dd>
<dd>
<a class="el" href="monitor_guide.html#monitor_event">Monitor configuration changes</a> </dd>
<dd>
<a class="el" href="group__monitor.html#ga721867d84c6d18d6790d64d2847ca0b1">glfwGetPrimaryMonitor</a></dd></dl>
<dl class="section since"><dt>Since</dt><dd>Added in version 3.0. </dd></dl>
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<h2 class="memtitle"><span class="permalink"><a href="#ga721867d84c6d18d6790d64d2847ca0b1">&#9670;&nbsp;</a></span>glfwGetPrimaryMonitor()</h2>
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<td class="memname"><a class="el" href="group__monitor.html#ga8d9efd1cde9426692c73fe40437d0ae3">GLFWmonitor</a>* glfwGetPrimaryMonitor </td>
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<p>This function returns the primary monitor. This is usually the monitor where elements like the task bar or global menu bar are located.</p>
<dl class="section return"><dt>Returns</dt><dd>The primary monitor, or <code>NULL</code> if no monitors were found or if an <a class="el" href="intro_guide.html#error_handling">error</a> occurred.</dd></dl>
<dl class="section user"><dt>Errors</dt><dd>Possible errors include <a class="el" href="group__errors.html#ga2374ee02c177f12e1fa76ff3ed15e14a">GLFW_NOT_INITIALIZED</a>.</dd></dl>
<dl class="section user"><dt>Thread safety</dt><dd>This function must only be called from the main thread.</dd></dl>
<dl class="section remark"><dt>Remarks</dt><dd>The primary monitor is always first in the array returned by <a class="el" href="group__monitor.html#ga3fba51c8bd36491d4712aa5bd074a537">glfwGetMonitors</a>.</dd></dl>
<dl class="section see"><dt>See also</dt><dd><a class="el" href="monitor_guide.html#monitor_monitors">Retrieving monitors</a> </dd>
<dd>
<a class="el" href="group__monitor.html#ga3fba51c8bd36491d4712aa5bd074a537">glfwGetMonitors</a></dd></dl>
<dl class="section since"><dt>Since</dt><dd>Added in version 3.0. </dd></dl>
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<h2 class="memtitle"><span class="permalink"><a href="#ga102f54e7acc9149edbcf0997152df8c9">&#9670;&nbsp;</a></span>glfwGetMonitorPos()</h2>
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<td class="memname">void glfwGetMonitorPos </td>
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<p>This function returns the position, in screen coordinates, of the upper-left corner of the specified monitor.</p>
<p>Any or all of the position arguments may be <code>NULL</code>. If an error occurs, all non-<code>NULL</code> position arguments will be set to zero.</p>
<dl class="params"><dt>Parameters</dt><dd>
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<tr><td class="paramdir">[in]</td><td class="paramname">monitor</td><td>The monitor to query. </td></tr>
<tr><td class="paramdir">[out]</td><td class="paramname">xpos</td><td>Where to store the monitor x-coordinate, or <code>NULL</code>. </td></tr>
<tr><td class="paramdir">[out]</td><td class="paramname">ypos</td><td>Where to store the monitor y-coordinate, or <code>NULL</code>.</td></tr>
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<dl class="section user"><dt>Errors</dt><dd>Possible errors include <a class="el" href="group__errors.html#ga2374ee02c177f12e1fa76ff3ed15e14a">GLFW_NOT_INITIALIZED</a> and <a class="el" href="group__errors.html#gad44162d78100ea5e87cdd38426b8c7a1">GLFW_PLATFORM_ERROR</a>.</dd></dl>
<dl class="section user"><dt>Thread safety</dt><dd>This function must only be called from the main thread.</dd></dl>
<dl class="section see"><dt>See also</dt><dd><a class="el" href="monitor_guide.html#monitor_properties">Monitor properties</a></dd></dl>
<dl class="section since"><dt>Since</dt><dd>Added in version 3.0. </dd></dl>
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<h2 class="memtitle"><span class="permalink"><a href="#ga7387a3bdb64bfe8ebf2b9e54f5b6c9d0">&#9670;&nbsp;</a></span>glfwGetMonitorWorkarea()</h2>
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<td class="memname">void glfwGetMonitorWorkarea </td>
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<p>This function returns the position, in screen coordinates, of the upper-left corner of the work area of the specified monitor along with the work area size in screen coordinates. The work area is defined as the area of the monitor not occluded by the operating system task bar where present. If no task bar exists then the work area is the monitor resolution in screen coordinates.</p>
<p>Any or all of the position and size arguments may be <code>NULL</code>. If an error occurs, all non-<code>NULL</code> position and size arguments will be set to zero.</p>
<dl class="params"><dt>Parameters</dt><dd>
<table class="params">
<tr><td class="paramdir">[in]</td><td class="paramname">monitor</td><td>The monitor to query. </td></tr>
<tr><td class="paramdir">[out]</td><td class="paramname">xpos</td><td>Where to store the monitor x-coordinate, or <code>NULL</code>. </td></tr>
<tr><td class="paramdir">[out]</td><td class="paramname">ypos</td><td>Where to store the monitor y-coordinate, or <code>NULL</code>. </td></tr>
<tr><td class="paramdir">[out]</td><td class="paramname">width</td><td>Where to store the monitor width, or <code>NULL</code>. </td></tr>
<tr><td class="paramdir">[out]</td><td class="paramname">height</td><td>Where to store the monitor height, or <code>NULL</code>.</td></tr>
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</dd>
</dl>
<dl class="section user"><dt>Errors</dt><dd>Possible errors include <a class="el" href="group__errors.html#ga2374ee02c177f12e1fa76ff3ed15e14a">GLFW_NOT_INITIALIZED</a> and <a class="el" href="group__errors.html#gad44162d78100ea5e87cdd38426b8c7a1">GLFW_PLATFORM_ERROR</a>.</dd></dl>
<dl class="section user"><dt>Thread safety</dt><dd>This function must only be called from the main thread.</dd></dl>
<dl class="section see"><dt>See also</dt><dd><a class="el" href="monitor_guide.html#monitor_workarea">Work area</a></dd></dl>
<dl class="section since"><dt>Since</dt><dd>Added in version 3.3. </dd></dl>
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<h2 class="memtitle"><span class="permalink"><a href="#ga7d8bffc6c55539286a6bd20d32a8d7ea">&#9670;&nbsp;</a></span>glfwGetMonitorPhysicalSize()</h2>
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<h2 class="memtitle"><span class="permalink"><a href="#gad3152e84465fa620b601265ebfcdb21b">&#9670;&nbsp;</a></span>glfwGetMonitorContentScale()</h2>
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<td class="memname">void glfwGetMonitorPos </td>
<td class="memname">void glfwGetMonitorContentScale </td>
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<td class="paramtype"><a class="el" href="group__monitor.html#ga8d9efd1cde9426692c73fe40437d0ae3">GLFWmonitor</a> *&#160;</td>
<td class="paramname"><em>monitor</em>, </td>
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<td class="paramtype">int *&#160;</td>
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<td class="paramtype">float *&#160;</td>
<td class="paramname"><em>xscale</em>, </td>
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<td class="paramtype">int *&#160;</td>
<td class="paramname"><em>ypos</em>&#160;</td>
<td class="paramtype">float *&#160;</td>
<td class="paramname"><em>yscale</em>&#160;</td>
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<p>This function returns the position, in screen coordinates, of the upper-left corner of the specified monitor.</p>
<p>Any or all of the position arguments may be <code>NULL</code>. If an error occurs, all non-<code>NULL</code> position arguments will be set to zero.</p>
<p>This function retrieves the content scale for the specified monitor. The content scale is the ratio between the current DPI and the platform's default DPI. This is especially important for text and any UI elements. If the pixel dimensions of your UI scaled by this look appropriate on your machine then it should appear at a reasonable size on other machines regardless of their DPI and scaling settings. This relies on the system DPI and scaling settings being somewhat correct.</p>
<p>The content scale may depend on both the monitor resolution and pixel density and on user settings. It may be very different from the raw DPI calculated from the physical size and current resolution.</p>
<dl class="params"><dt>Parameters</dt><dd>
<table class="params">
<tr><td class="paramdir">[in]</td><td class="paramname">monitor</td><td>The monitor to query. </td></tr>
<tr><td class="paramdir">[out]</td><td class="paramname">xpos</td><td>Where to store the monitor x-coordinate, or <code>NULL</code>. </td></tr>
<tr><td class="paramdir">[out]</td><td class="paramname">ypos</td><td>Where to store the monitor y-coordinate, or <code>NULL</code>.</td></tr>
<tr><td class="paramdir">[out]</td><td class="paramname">xscale</td><td>Where to store the x-axis content scale, or <code>NULL</code>. </td></tr>
<tr><td class="paramdir">[out]</td><td class="paramname">yscale</td><td>Where to store the y-axis content scale, or <code>NULL</code>.</td></tr>
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</dd>
</dl>
<dl class="section user"><dt>Errors</dt><dd>Possible errors include <a class="el" href="group__errors.html#ga2374ee02c177f12e1fa76ff3ed15e14a">GLFW_NOT_INITIALIZED</a> and <a class="el" href="group__errors.html#gad44162d78100ea5e87cdd38426b8c7a1">GLFW_PLATFORM_ERROR</a>.</dd></dl>
<dl class="section user"><dt>Thread safety</dt><dd>This function must only be called from the main thread.</dd></dl>
<dl class="section see"><dt>See also</dt><dd><a class="el" href="monitor_guide.html#monitor_properties">Monitor properties</a></dd></dl>
<dl class="section since"><dt>Since</dt><dd>Added in version 3.0. </dd></dl>
<dl class="section see"><dt>See also</dt><dd><a class="el" href="monitor_guide.html#monitor_scale">Content scale</a> </dd>
<dd>
<a class="el" href="group__window.html#gaf5d31de9c19c4f994facea64d2b3106c">glfwGetWindowContentScale</a></dd></dl>
<dl class="section since"><dt>Since</dt><dd>Added in version 3.3. </dd></dl>
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<h2 class="memtitle"><span class="permalink"><a href="#ga79a34ee22ff080ca954a9663e4679daf">&#9670;&nbsp;</a></span>glfwGetMonitorName()</h2>
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<td class="memname"><a class="el" href="group__monitor.html#ga8d9efd1cde9426692c73fe40437d0ae3">GLFWmonitor</a>** glfwGetMonitors </td>
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<p>This function returns an array of handles for all currently connected monitors. The primary monitor is always first in the returned array. If no monitors were found, this function returns <code>NULL</code>.</p>
<dl class="params"><dt>Parameters</dt><dd>
<table class="params">
<tr><td class="paramdir">[out]</td><td class="paramname">count</td><td>Where to store the number of monitors in the returned array. This is set to zero if an error occurred. </td></tr>
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<dl class="section return"><dt>Returns</dt><dd>An array of monitor handles, or <code>NULL</code> if no monitors were found or if an <a class="el" href="intro_guide.html#error_handling">error</a> occurred.</dd></dl>
<dl class="section user"><dt>Errors</dt><dd>Possible errors include <a class="el" href="group__errors.html#ga2374ee02c177f12e1fa76ff3ed15e14a">GLFW_NOT_INITIALIZED</a>.</dd></dl>
<dl class="section user"><dt>Pointer lifetime</dt><dd>The returned array is allocated and freed by GLFW. You should not free it yourself. It is guaranteed to be valid only until the monitor configuration changes or the library is terminated.</dd></dl>
<dl class="section user"><dt>Thread safety</dt><dd>This function must only be called from the main thread.</dd></dl>
<dl class="section see"><dt>See also</dt><dd><a class="el" href="monitor_guide.html#monitor_monitors">Retrieving monitors</a> </dd>
<dd>
<a class="el" href="monitor_guide.html#monitor_event">Monitor configuration changes</a> </dd>
<dd>
<a class="el" href="group__monitor.html#ga721867d84c6d18d6790d64d2847ca0b1" title="Returns the primary monitor. ">glfwGetPrimaryMonitor</a></dd></dl>
<dl class="section since"><dt>Since</dt><dd>Added in version 3.0. </dd></dl>
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<td class="memname"><a class="el" href="group__monitor.html#ga8d9efd1cde9426692c73fe40437d0ae3">GLFWmonitor</a>* glfwGetPrimaryMonitor </td>
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<p>This function returns the primary monitor. This is usually the monitor where elements like the task bar or global menu bar are located.</p>
<dl class="section return"><dt>Returns</dt><dd>The primary monitor, or <code>NULL</code> if no monitors were found or if an <a class="el" href="intro_guide.html#error_handling">error</a> occurred.</dd></dl>
<dl class="section user"><dt>Errors</dt><dd>Possible errors include <a class="el" href="group__errors.html#ga2374ee02c177f12e1fa76ff3ed15e14a">GLFW_NOT_INITIALIZED</a>.</dd></dl>
<dl class="section user"><dt>Thread safety</dt><dd>This function must only be called from the main thread.</dd></dl>
<dl class="section remark"><dt>Remarks</dt><dd>The primary monitor is always first in the array returned by <a class="el" href="group__monitor.html#ga3fba51c8bd36491d4712aa5bd074a537">glfwGetMonitors</a>.</dd></dl>
<dl class="section see"><dt>See also</dt><dd><a class="el" href="monitor_guide.html#monitor_monitors">Retrieving monitors</a> </dd>
<dd>
<a class="el" href="group__monitor.html#ga3fba51c8bd36491d4712aa5bd074a537" title="Returns the currently connected monitors. ">glfwGetMonitors</a></dd></dl>
<dl class="section since"><dt>Since</dt><dd>Added in version 3.0. </dd></dl>
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<td class="memname">const <a class="el" href="structGLFWvidmode.html">GLFWvidmode</a>* glfwGetVideoMode </td>
<td class="memname">const char* glfwGetMonitorName </td>
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<td class="paramtype"><a class="el" href="group__monitor.html#ga8d9efd1cde9426692c73fe40437d0ae3">GLFWmonitor</a> *&#160;</td>
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<p>This function returns the current video mode of the specified monitor. If you have created a full screen window for that monitor, the return value will depend on whether that window is iconified.</p>
<p>This function returns a human-readable name, encoded as UTF-8, of the specified monitor. The name typically reflects the make and model of the monitor and is not guaranteed to be unique among the connected monitors.</p>
<dl class="params"><dt>Parameters</dt><dd>
<table class="params">
<tr><td class="paramdir">[in]</td><td class="paramname">monitor</td><td>The monitor to query. </td></tr>
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</dd>
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<dl class="section return"><dt>Returns</dt><dd>The current mode of the monitor, or <code>NULL</code> if an <a class="el" href="intro_guide.html#error_handling">error</a> occurred.</dd></dl>
<dl class="section user"><dt>Errors</dt><dd>Possible errors include <a class="el" href="group__errors.html#ga2374ee02c177f12e1fa76ff3ed15e14a">GLFW_NOT_INITIALIZED</a> and <a class="el" href="group__errors.html#gad44162d78100ea5e87cdd38426b8c7a1">GLFW_PLATFORM_ERROR</a>.</dd></dl>
<dl class="section user"><dt>Pointer lifetime</dt><dd>The returned array is allocated and freed by GLFW. You should not free it yourself. It is valid until the specified monitor is disconnected or the library is terminated.</dd></dl>
<dl class="section return"><dt>Returns</dt><dd>The UTF-8 encoded name of the monitor, or <code>NULL</code> if an <a class="el" href="intro_guide.html#error_handling">error</a> occurred.</dd></dl>
<dl class="section user"><dt>Errors</dt><dd>Possible errors include <a class="el" href="group__errors.html#ga2374ee02c177f12e1fa76ff3ed15e14a">GLFW_NOT_INITIALIZED</a>.</dd></dl>
<dl class="section user"><dt>Pointer lifetime</dt><dd>The returned string is allocated and freed by GLFW. You should not free it yourself. It is valid until the specified monitor is disconnected or the library is terminated.</dd></dl>
<dl class="section user"><dt>Thread safety</dt><dd>This function must only be called from the main thread.</dd></dl>
<dl class="section see"><dt>See also</dt><dd><a class="el" href="monitor_guide.html#monitor_modes">Video modes</a> </dd>
<dd>
<a class="el" href="group__monitor.html#ga820b0ce9a5237d645ea7cbb4bd383458" title="Returns the available video modes for the specified monitor. ">glfwGetVideoModes</a></dd></dl>
<dl class="section since"><dt>Since</dt><dd>Added in version 3.0. Replaces <code>glfwGetDesktopMode</code>. </dd></dl>
<dl class="section see"><dt>See also</dt><dd><a class="el" href="monitor_guide.html#monitor_properties">Monitor properties</a></dd></dl>
<dl class="section since"><dt>Since</dt><dd>Added in version 3.0. </dd></dl>
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<h2 class="memtitle"><span class="permalink"><a href="#ga702750e24313a686d3637297b6e85fda">&#9670;&nbsp;</a></span>glfwSetMonitorUserPointer()</h2>
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<td class="memname">void glfwSetMonitorUserPointer </td>
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<p>This function sets the user-defined pointer of the specified monitor. The current value is retained until the monitor is disconnected. The initial value is <code>NULL</code>.</p>
<p>This function may be called from the monitor callback, even for a monitor that is being disconnected.</p>
<dl class="params"><dt>Parameters</dt><dd>
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<tr><td class="paramdir">[in]</td><td class="paramname">monitor</td><td>The monitor whose pointer to set. </td></tr>
<tr><td class="paramdir">[in]</td><td class="paramname">pointer</td><td>The new value.</td></tr>
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<dl class="section user"><dt>Errors</dt><dd>Possible errors include <a class="el" href="group__errors.html#ga2374ee02c177f12e1fa76ff3ed15e14a">GLFW_NOT_INITIALIZED</a>.</dd></dl>
<dl class="section user"><dt>Thread safety</dt><dd>This function may be called from any thread. Access is not synchronized.</dd></dl>
<dl class="section see"><dt>See also</dt><dd><a class="el" href="monitor_guide.html#monitor_userptr">User pointer</a> </dd>
<dd>
<a class="el" href="group__monitor.html#gac2d4209016b049222877f620010ed0d8">glfwGetMonitorUserPointer</a></dd></dl>
<dl class="section since"><dt>Since</dt><dd>Added in version 3.3. </dd></dl>
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<h2 class="memtitle"><span class="permalink"><a href="#gac2d4209016b049222877f620010ed0d8">&#9670;&nbsp;</a></span>glfwGetMonitorUserPointer()</h2>
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<td class="memname">void* glfwGetMonitorUserPointer </td>
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<td class="paramtype"><a class="el" href="group__monitor.html#ga8d9efd1cde9426692c73fe40437d0ae3">GLFWmonitor</a> *&#160;</td>
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<p>This function returns the current value of the user-defined pointer of the specified monitor. The initial value is <code>NULL</code>.</p>
<p>This function may be called from the monitor callback, even for a monitor that is being disconnected.</p>
<dl class="params"><dt>Parameters</dt><dd>
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<tr><td class="paramdir">[in]</td><td class="paramname">monitor</td><td>The monitor whose pointer to return.</td></tr>
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</dd>
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<dl class="section user"><dt>Errors</dt><dd>Possible errors include <a class="el" href="group__errors.html#ga2374ee02c177f12e1fa76ff3ed15e14a">GLFW_NOT_INITIALIZED</a>.</dd></dl>
<dl class="section user"><dt>Thread safety</dt><dd>This function may be called from any thread. Access is not synchronized.</dd></dl>
<dl class="section see"><dt>See also</dt><dd><a class="el" href="monitor_guide.html#monitor_userptr">User pointer</a> </dd>
<dd>
<a class="el" href="group__monitor.html#ga702750e24313a686d3637297b6e85fda">glfwSetMonitorUserPointer</a></dd></dl>
<dl class="section since"><dt>Since</dt><dd>Added in version 3.3. </dd></dl>
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<h2 class="memtitle"><span class="permalink"><a href="#gac3fe0f647f68b731f99756cd81897378">&#9670;&nbsp;</a></span>glfwSetMonitorCallback()</h2>
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<td class="memname"><a class="el" href="group__monitor.html#ga8a7ee579a66720f24d656526f3e44c63">GLFWmonitorfun</a> glfwSetMonitorCallback </td>
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<p>This function sets the monitor configuration callback, or removes the currently set callback. This is called when a monitor is connected to or disconnected from the system.</p>
<dl class="params"><dt>Parameters</dt><dd>
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<tr><td class="paramdir">[in]</td><td class="paramname">cbfun</td><td>The new callback, or <code>NULL</code> to remove the currently set callback. </td></tr>
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<dl class="section return"><dt>Returns</dt><dd>The previously set callback, or <code>NULL</code> if no callback was set or the library had not been <a class="el" href="intro_guide.html#intro_init">initialized</a>.</dd></dl>
<dl class="section user"><dt>Errors</dt><dd>Possible errors include <a class="el" href="group__errors.html#ga2374ee02c177f12e1fa76ff3ed15e14a">GLFW_NOT_INITIALIZED</a>.</dd></dl>
<dl class="section user"><dt>Thread safety</dt><dd>This function must only be called from the main thread.</dd></dl>
<dl class="section see"><dt>See also</dt><dd><a class="el" href="monitor_guide.html#monitor_event">Monitor configuration changes</a></dd></dl>
<dl class="section since"><dt>Since</dt><dd>Added in version 3.0. </dd></dl>
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<h2 class="memtitle"><span class="permalink"><a href="#ga820b0ce9a5237d645ea7cbb4bd383458">&#9670;&nbsp;</a></span>glfwGetVideoModes()</h2>
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<dl class="section see"><dt>See also</dt><dd><a class="el" href="monitor_guide.html#monitor_modes">Video modes</a> </dd>
<dd>
<a class="el" href="group__monitor.html#gafc1bb972a921ad5b3bd5d63a95fc2d52" title="Returns the current mode of the specified monitor. ">glfwGetVideoMode</a></dd></dl>
<dl class="section since"><dt>Since</dt><dd>Added in version 1.0. </dd></dl>
<dl class="section user"><dt></dt><dd><b>GLFW 3:</b> Changed to return an array of modes for a specific monitor. </dd></dl>
<a class="el" href="group__monitor.html#gafc1bb972a921ad5b3bd5d63a95fc2d52">glfwGetVideoMode</a></dd></dl>
<dl class="section since"><dt>Since</dt><dd>Added in version 1.0. <b>GLFW 3:</b> Changed to return an array of modes for a specific monitor. </dd></dl>
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<h2 class="memtitle"><span class="permalink"><a href="#gafc1bb972a921ad5b3bd5d63a95fc2d52">&#9670;&nbsp;</a></span>glfwGetVideoMode()</h2>
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<td class="memname">const <a class="el" href="structGLFWvidmode.html">GLFWvidmode</a>* glfwGetVideoMode </td>
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<p>This function returns the current video mode of the specified monitor. If you have created a full screen window for that monitor, the return value will depend on whether that window is iconified.</p>
<dl class="params"><dt>Parameters</dt><dd>
<table class="params">
<tr><td class="paramdir">[in]</td><td class="paramname">monitor</td><td>The monitor to query. </td></tr>
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<dl class="section return"><dt>Returns</dt><dd>The current mode of the monitor, or <code>NULL</code> if an <a class="el" href="intro_guide.html#error_handling">error</a> occurred.</dd></dl>
<dl class="section user"><dt>Errors</dt><dd>Possible errors include <a class="el" href="group__errors.html#ga2374ee02c177f12e1fa76ff3ed15e14a">GLFW_NOT_INITIALIZED</a> and <a class="el" href="group__errors.html#gad44162d78100ea5e87cdd38426b8c7a1">GLFW_PLATFORM_ERROR</a>.</dd></dl>
<dl class="section user"><dt>Pointer lifetime</dt><dd>The returned array is allocated and freed by GLFW. You should not free it yourself. It is valid until the specified monitor is disconnected or the library is terminated.</dd></dl>
<dl class="section user"><dt>Thread safety</dt><dd>This function must only be called from the main thread.</dd></dl>
<dl class="section see"><dt>See also</dt><dd><a class="el" href="monitor_guide.html#monitor_modes">Video modes</a> </dd>
<dd>
<a class="el" href="group__monitor.html#ga820b0ce9a5237d645ea7cbb4bd383458">glfwGetVideoModes</a></dd></dl>
<dl class="section since"><dt>Since</dt><dd>Added in version 3.0. Replaces <code>glfwGetDesktopMode</code>. </dd></dl>
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<h2 class="memtitle"><span class="permalink"><a href="#ga6ac582625c990220785ddd34efa3169a">&#9670;&nbsp;</a></span>glfwSetGamma()</h2>
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@@ -530,7 +729,9 @@ Functions</h2></td></tr>
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<p>This function generates a 256-element gamma ramp from the specified exponent and then calls <a class="el" href="group__monitor.html#ga583f0ffd0d29613d8cd172b996bbf0dd">glfwSetGammaRamp</a> with it. The value must be a finite number greater than zero.</p>
<p>This function generates an appropriately sized gamma ramp from the specified exponent and then calls <a class="el" href="group__monitor.html#ga583f0ffd0d29613d8cd172b996bbf0dd">glfwSetGammaRamp</a> with it. The value must be a finite number greater than zero.</p>
<p>The software controlled gamma ramp is applied <em>in addition</em> to the hardware gamma correction, which today is usually an approximation of sRGB gamma. This means that setting a perfectly linear ramp, or gamma 1.0, will produce the default (usually sRGB-like) behavior.</p>
<p>For gamma correct rendering with OpenGL or OpenGL ES, see the <a class="el" href="window_guide.html#GLFW_SRGB_CAPABLE">GLFW_SRGB_CAPABLE</a> hint.</p>
<dl class="params"><dt>Parameters</dt><dd>
<table class="params">
<tr><td class="paramdir">[in]</td><td class="paramname">monitor</td><td>The monitor whose gamma ramp to set. </td></tr>
@@ -539,13 +740,48 @@ Functions</h2></td></tr>
</dd>
</dl>
<dl class="section user"><dt>Errors</dt><dd>Possible errors include <a class="el" href="group__errors.html#ga2374ee02c177f12e1fa76ff3ed15e14a">GLFW_NOT_INITIALIZED</a>, <a class="el" href="group__errors.html#gaaf2ef9aa8202c2b82ac2d921e554c687">GLFW_INVALID_VALUE</a> and <a class="el" href="group__errors.html#gad44162d78100ea5e87cdd38426b8c7a1">GLFW_PLATFORM_ERROR</a>.</dd></dl>
<dl class="section remark"><dt>Remarks</dt><dd><b>Wayland:</b> Gamma handling is a priviledged protocol, this function will thus never be implemented and emits <a class="el" href="group__errors.html#gad44162d78100ea5e87cdd38426b8c7a1">GLFW_PLATFORM_ERROR</a>.</dd></dl>
<dl class="section user"><dt>Thread safety</dt><dd>This function must only be called from the main thread.</dd></dl>
<dl class="section see"><dt>See also</dt><dd><a class="el" href="monitor_guide.html#monitor_gamma">Gamma ramp</a></dd></dl>
<dl class="section since"><dt>Since</dt><dd>Added in version 3.0. </dd></dl>
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<h2 class="memtitle"><span class="permalink"><a href="#gab7c41deb2219bde3e1eb756ddaa9ec80">&#9670;&nbsp;</a></span>glfwGetGammaRamp()</h2>
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<td class="memname">const <a class="el" href="structGLFWgammaramp.html">GLFWgammaramp</a>* glfwGetGammaRamp </td>
<td>(</td>
<td class="paramtype"><a class="el" href="group__monitor.html#ga8d9efd1cde9426692c73fe40437d0ae3">GLFWmonitor</a> *&#160;</td>
<td class="paramname"><em>monitor</em></td><td>)</td>
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<p>This function returns the current gamma ramp of the specified monitor.</p>
<dl class="params"><dt>Parameters</dt><dd>
<table class="params">
<tr><td class="paramdir">[in]</td><td class="paramname">monitor</td><td>The monitor to query. </td></tr>
</table>
</dd>
</dl>
<dl class="section return"><dt>Returns</dt><dd>The current gamma ramp, or <code>NULL</code> if an <a class="el" href="intro_guide.html#error_handling">error</a> occurred.</dd></dl>
<dl class="section user"><dt>Errors</dt><dd>Possible errors include <a class="el" href="group__errors.html#ga2374ee02c177f12e1fa76ff3ed15e14a">GLFW_NOT_INITIALIZED</a> and <a class="el" href="group__errors.html#gad44162d78100ea5e87cdd38426b8c7a1">GLFW_PLATFORM_ERROR</a>.</dd></dl>
<dl class="section remark"><dt>Remarks</dt><dd><b>Wayland:</b> Gamma handling is a priviledged protocol, this function will thus never be implemented and emits <a class="el" href="group__errors.html#gad44162d78100ea5e87cdd38426b8c7a1">GLFW_PLATFORM_ERROR</a> while returning <code>NULL</code>.</dd></dl>
<dl class="section user"><dt>Pointer lifetime</dt><dd>The returned structure and its arrays are allocated and freed by GLFW. You should not free them yourself. They are valid until the specified monitor is disconnected, this function is called again for that monitor or the library is terminated.</dd></dl>
<dl class="section user"><dt>Thread safety</dt><dd>This function must only be called from the main thread.</dd></dl>
<dl class="section see"><dt>See also</dt><dd><a class="el" href="monitor_guide.html#monitor_gamma">Gamma ramp</a></dd></dl>
<dl class="section since"><dt>Since</dt><dd>Added in version 3.0. </dd></dl>
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<h2 class="memtitle"><span class="permalink"><a href="#ga583f0ffd0d29613d8cd172b996bbf0dd">&#9670;&nbsp;</a></span>glfwSetGammaRamp()</h2>
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<p>This function sets the current gamma ramp for the specified monitor. The original gamma ramp for that monitor is saved by GLFW the first time this function is called and is restored by <a class="el" href="group__init.html#gaaae48c0a18607ea4a4ba951d939f0901">glfwTerminate</a>.</p>
<p>The software controlled gamma ramp is applied <em>in addition</em> to the hardware gamma correction, which today is usually an approximation of sRGB gamma. This means that setting a perfectly linear ramp, or gamma 1.0, will produce the default (usually sRGB-like) behavior.</p>
<p>For gamma correct rendering with OpenGL or OpenGL ES, see the <a class="el" href="window_guide.html#GLFW_SRGB_CAPABLE">GLFW_SRGB_CAPABLE</a> hint.</p>
<dl class="params"><dt>Parameters</dt><dd>
<table class="params">
<tr><td class="paramdir">[in]</td><td class="paramname">monitor</td><td>The monitor whose gamma ramp to set. </td></tr>
@@ -577,48 +815,22 @@ Functions</h2></td></tr>
</dd>
</dl>
<dl class="section user"><dt>Errors</dt><dd>Possible errors include <a class="el" href="group__errors.html#ga2374ee02c177f12e1fa76ff3ed15e14a">GLFW_NOT_INITIALIZED</a> and <a class="el" href="group__errors.html#gad44162d78100ea5e87cdd38426b8c7a1">GLFW_PLATFORM_ERROR</a>.</dd></dl>
<dl class="section remark"><dt>Remarks</dt><dd>Gamma ramp sizes other than 256 are not supported by all platforms or graphics hardware.</dd>
<dl class="section remark"><dt>Remarks</dt><dd>The size of the specified gamma ramp should match the size of the current ramp for that monitor.</dd>
<dd>
<b>Windows:</b> The gamma ramp size must be 256.</dd></dl>
<b>Windows:</b> The gamma ramp size must be 256.</dd>
<dd>
<b>Wayland:</b> Gamma handling is a priviledged protocol, this function will thus never be implemented and emits <a class="el" href="group__errors.html#gad44162d78100ea5e87cdd38426b8c7a1">GLFW_PLATFORM_ERROR</a>.</dd></dl>
<dl class="section user"><dt>Pointer lifetime</dt><dd>The specified gamma ramp is copied before this function returns.</dd></dl>
<dl class="section user"><dt>Thread safety</dt><dd>This function must only be called from the main thread.</dd></dl>
<dl class="section see"><dt>See also</dt><dd><a class="el" href="monitor_guide.html#monitor_gamma">Gamma ramp</a></dd></dl>
<dl class="section since"><dt>Since</dt><dd>Added in version 3.0. </dd></dl>
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<td class="memname"><a class="el" href="group__monitor.html#ga8a7ee579a66720f24d656526f3e44c63">GLFWmonitorfun</a> glfwSetMonitorCallback </td>
<td>(</td>
<td class="paramtype"><a class="el" href="group__monitor.html#ga8a7ee579a66720f24d656526f3e44c63">GLFWmonitorfun</a>&#160;</td>
<td class="paramname"><em>cbfun</em></td><td>)</td>
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<p>This function sets the monitor configuration callback, or removes the currently set callback. This is called when a monitor is connected to or disconnected from the system.</p>
<dl class="params"><dt>Parameters</dt><dd>
<table class="params">
<tr><td class="paramdir">[in]</td><td class="paramname">cbfun</td><td>The new callback, or <code>NULL</code> to remove the currently set callback. </td></tr>
</table>
</dd>
</dl>
<dl class="section return"><dt>Returns</dt><dd>The previously set callback, or <code>NULL</code> if no callback was set or the library had not been <a class="el" href="intro_guide.html#intro_init">initialized</a>.</dd></dl>
<dl class="section user"><dt>Errors</dt><dd>Possible errors include <a class="el" href="group__errors.html#ga2374ee02c177f12e1fa76ff3ed15e14a">GLFW_NOT_INITIALIZED</a>.</dd></dl>
<dl class="section user"><dt>Thread safety</dt><dd>This function must only be called from the main thread.</dd></dl>
<dl class="section see"><dt>See also</dt><dd><a class="el" href="monitor_guide.html#monitor_event">Monitor configuration changes</a></dd></dl>
<dl class="section since"><dt>Since</dt><dd>Added in version 3.0. </dd></dl>
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Last update on Thu Aug 18 2016 for GLFW 3.2.1
Last update on Tue Apr 16 2019 for GLFW 3.3.0
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<div class="title">Native access</div> </div>
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<a name="details" id="details"></a><h2 class="groupheader">Description</h2>
<p><b>By using the native access functions you assert that you know what you're doing and how to fix problems caused by using them. If you don't, you shouldn't be using them.</b></p>
<p>Before the inclusion of <a class="el" href="glfw3native_8h.html">glfw3native.h</a>, you may define zero or more window system API macro and zero or more context creation API macros.</p>
<p>The chosen backends must match those the library was compiled for. Failure to do this will cause a link-time error.</p>
<p>The available window API macros are:</p><ul>
<li><code>GLFW_EXPOSE_NATIVE_WIN32</code></li>
<li><code>GLFW_EXPOSE_NATIVE_COCOA</code></li>
<li><code>GLFW_EXPOSE_NATIVE_X11</code></li>
<li><code>GLFW_EXPOSE_NATIVE_WAYLAND</code></li>
</ul>
<p>The available context API macros are:</p><ul>
<li><code>GLFW_EXPOSE_NATIVE_WGL</code></li>
<li><code>GLFW_EXPOSE_NATIVE_NSGL</code></li>
<li><code>GLFW_EXPOSE_NATIVE_GLX</code></li>
<li><code>GLFW_EXPOSE_NATIVE_EGL</code></li>
<li><code>GLFW_EXPOSE_NATIVE_OSMESA</code></li>
</ul>
<p>These macros select which of the native access functions that are declared and which platform-specific headers to include. It is then up your (by definition platform-specific) code to handle which of these should be defined. </p>
<table class="memberdecls">
<tr class="heading"><td colspan="2"><h2 class="groupheader"><a name="func-members"></a>
Functions</h2></td></tr>
@@ -118,6 +119,12 @@ Functions</h2></td></tr>
<tr class="memitem:ga90ca676322740842db446999a1b1f21d"><td class="memItemLeft" align="right" valign="top">Window&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="group__native.html#ga90ca676322740842db446999a1b1f21d">glfwGetX11Window</a> (<a class="el" href="group__window.html#ga3c96d80d363e67d13a41b5d1821f3242">GLFWwindow</a> *window)</td></tr>
<tr class="memdesc:ga90ca676322740842db446999a1b1f21d"><td class="mdescLeft">&#160;</td><td class="mdescRight">Returns the <code>Window</code> of the specified window. <a href="#ga90ca676322740842db446999a1b1f21d">More...</a><br /></td></tr>
<tr class="separator:ga90ca676322740842db446999a1b1f21d"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:ga55f879ab02d93367f966186b6f0133f7"><td class="memItemLeft" align="right" valign="top">void&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="group__native.html#ga55f879ab02d93367f966186b6f0133f7">glfwSetX11SelectionString</a> (const char *string)</td></tr>
<tr class="memdesc:ga55f879ab02d93367f966186b6f0133f7"><td class="mdescLeft">&#160;</td><td class="mdescRight">Sets the current primary selection to the specified string. <a href="#ga55f879ab02d93367f966186b6f0133f7">More...</a><br /></td></tr>
<tr class="separator:ga55f879ab02d93367f966186b6f0133f7"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:ga72f23e3980b83788c70aa854eca31430"><td class="memItemLeft" align="right" valign="top">const char *&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="group__native.html#ga72f23e3980b83788c70aa854eca31430">glfwGetX11SelectionString</a> (void)</td></tr>
<tr class="memdesc:ga72f23e3980b83788c70aa854eca31430"><td class="mdescLeft">&#160;</td><td class="mdescRight">Returns the contents of the current primary selection as a string. <a href="#ga72f23e3980b83788c70aa854eca31430">More...</a><br /></td></tr>
<tr class="separator:ga72f23e3980b83788c70aa854eca31430"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:ga62d884114b0abfcdc2930e89f20867e2"><td class="memItemLeft" align="right" valign="top">GLXContext&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="group__native.html#ga62d884114b0abfcdc2930e89f20867e2">glfwGetGLXContext</a> (<a class="el" href="group__window.html#ga3c96d80d363e67d13a41b5d1821f3242">GLFWwindow</a> *window)</td></tr>
<tr class="memdesc:ga62d884114b0abfcdc2930e89f20867e2"><td class="mdescLeft">&#160;</td><td class="mdescRight">Returns the <code>GLXContext</code> of the specified window. <a href="#ga62d884114b0abfcdc2930e89f20867e2">More...</a><br /></td></tr>
<tr class="separator:ga62d884114b0abfcdc2930e89f20867e2"><td class="memSeparator" colspan="2">&#160;</td></tr>
@@ -133,15 +140,6 @@ Functions</h2></td></tr>
<tr class="memitem:ga4738d7aca4191363519a9a641c3ab64c"><td class="memItemLeft" align="right" valign="top">struct wl_surface *&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="group__native.html#ga4738d7aca4191363519a9a641c3ab64c">glfwGetWaylandWindow</a> (<a class="el" href="group__window.html#ga3c96d80d363e67d13a41b5d1821f3242">GLFWwindow</a> *window)</td></tr>
<tr class="memdesc:ga4738d7aca4191363519a9a641c3ab64c"><td class="mdescLeft">&#160;</td><td class="mdescRight">Returns the main <code>struct wl_surface*</code> of the specified window. <a href="#ga4738d7aca4191363519a9a641c3ab64c">More...</a><br /></td></tr>
<tr class="separator:ga4738d7aca4191363519a9a641c3ab64c"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:ga40dd05325d9813fa67d61328c51d2930"><td class="memItemLeft" align="right" valign="top">MirConnection *&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="group__native.html#ga40dd05325d9813fa67d61328c51d2930">glfwGetMirDisplay</a> (void)</td></tr>
<tr class="memdesc:ga40dd05325d9813fa67d61328c51d2930"><td class="mdescLeft">&#160;</td><td class="mdescRight">Returns the <code>MirConnection*</code> used by GLFW. <a href="#ga40dd05325d9813fa67d61328c51d2930">More...</a><br /></td></tr>
<tr class="separator:ga40dd05325d9813fa67d61328c51d2930"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:gae0941c11dc8f01aeb7cbb563f5cd930b"><td class="memItemLeft" align="right" valign="top">int&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="group__native.html#gae0941c11dc8f01aeb7cbb563f5cd930b">glfwGetMirMonitor</a> (<a class="el" href="group__monitor.html#ga8d9efd1cde9426692c73fe40437d0ae3">GLFWmonitor</a> *monitor)</td></tr>
<tr class="memdesc:gae0941c11dc8f01aeb7cbb563f5cd930b"><td class="mdescLeft">&#160;</td><td class="mdescRight">Returns the Mir output ID of the specified monitor. <a href="#gae0941c11dc8f01aeb7cbb563f5cd930b">More...</a><br /></td></tr>
<tr class="separator:gae0941c11dc8f01aeb7cbb563f5cd930b"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:ga964d52bb7932216c379762eef1ea9b05"><td class="memItemLeft" align="right" valign="top">MirSurface *&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="group__native.html#ga964d52bb7932216c379762eef1ea9b05">glfwGetMirWindow</a> (<a class="el" href="group__window.html#ga3c96d80d363e67d13a41b5d1821f3242">GLFWwindow</a> *window)</td></tr>
<tr class="memdesc:ga964d52bb7932216c379762eef1ea9b05"><td class="mdescLeft">&#160;</td><td class="mdescRight">Returns the <code>MirSurface*</code> of the specified window. <a href="#ga964d52bb7932216c379762eef1ea9b05">More...</a><br /></td></tr>
<tr class="separator:ga964d52bb7932216c379762eef1ea9b05"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:ga1cd8d973f47aacb5532d368147cc3138"><td class="memItemLeft" align="right" valign="top">EGLDisplay&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="group__native.html#ga1cd8d973f47aacb5532d368147cc3138">glfwGetEGLDisplay</a> (void)</td></tr>
<tr class="memdesc:ga1cd8d973f47aacb5532d368147cc3138"><td class="mdescLeft">&#160;</td><td class="mdescRight">Returns the <code>EGLDisplay</code> used by GLFW. <a href="#ga1cd8d973f47aacb5532d368147cc3138">More...</a><br /></td></tr>
<tr class="separator:ga1cd8d973f47aacb5532d368147cc3138"><td class="memSeparator" colspan="2">&#160;</td></tr>
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<tr class="memitem:ga2199b36117a6a695fec8441d8052eee6"><td class="memItemLeft" align="right" valign="top">EGLSurface&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="group__native.html#ga2199b36117a6a695fec8441d8052eee6">glfwGetEGLSurface</a> (<a class="el" href="group__window.html#ga3c96d80d363e67d13a41b5d1821f3242">GLFWwindow</a> *window)</td></tr>
<tr class="memdesc:ga2199b36117a6a695fec8441d8052eee6"><td class="mdescLeft">&#160;</td><td class="mdescRight">Returns the <code>EGLSurface</code> of the specified window. <a href="#ga2199b36117a6a695fec8441d8052eee6">More...</a><br /></td></tr>
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<tr class="memitem:ga3b36e3e3dcf308b776427b6bd73cc132"><td class="memItemLeft" align="right" valign="top">int&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="group__native.html#ga3b36e3e3dcf308b776427b6bd73cc132">glfwGetOSMesaColorBuffer</a> (<a class="el" href="group__window.html#ga3c96d80d363e67d13a41b5d1821f3242">GLFWwindow</a> *window, int *width, int *height, int *format, void **buffer)</td></tr>
<tr class="memdesc:ga3b36e3e3dcf308b776427b6bd73cc132"><td class="mdescLeft">&#160;</td><td class="mdescRight">Retrieves the color buffer associated with the specified window. <a href="#ga3b36e3e3dcf308b776427b6bd73cc132">More...</a><br /></td></tr>
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<tr class="memitem:ga6b64039ffc88a7a2f57f0956c0c75d53"><td class="memItemLeft" align="right" valign="top">int&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="group__native.html#ga6b64039ffc88a7a2f57f0956c0c75d53">glfwGetOSMesaDepthBuffer</a> (<a class="el" href="group__window.html#ga3c96d80d363e67d13a41b5d1821f3242">GLFWwindow</a> *window, int *width, int *height, int *bytesPerValue, void **buffer)</td></tr>
<tr class="memdesc:ga6b64039ffc88a7a2f57f0956c0c75d53"><td class="mdescLeft">&#160;</td><td class="mdescRight">Retrieves the depth buffer associated with the specified window. <a href="#ga6b64039ffc88a7a2f57f0956c0c75d53">More...</a><br /></td></tr>
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<tr class="memitem:ga9e47700080094eb569cb053afaa88773"><td class="memItemLeft" align="right" valign="top">OSMesaContext&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="group__native.html#ga9e47700080094eb569cb053afaa88773">glfwGetOSMesaContext</a> (<a class="el" href="group__window.html#ga3c96d80d363e67d13a41b5d1821f3242">GLFWwindow</a> *window)</td></tr>
<tr class="memdesc:ga9e47700080094eb569cb053afaa88773"><td class="mdescLeft">&#160;</td><td class="mdescRight">Returns the <code>OSMesaContext</code> of the specified window. <a href="#ga9e47700080094eb569cb053afaa88773">More...</a><br /></td></tr>
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<a name="details" id="details"></a><h2 class="groupheader">Detailed Description</h2>
<p><b>By using the native access functions you assert that you know what you're doing and how to fix problems caused by using them. If you don't, you shouldn't be using them.</b></p>
<p>Before the inclusion of <a class="el" href="glfw3native_8h.html">glfw3native.h</a>, you may define exactly one window system API macro and zero or more context creation API macros.</p>
<p>The chosen backends must match those the library was compiled for. Failure to do this will cause a link-time error.</p>
<p>The available window API macros are:</p><ul>
<li><code>GLFW_EXPOSE_NATIVE_WIN32</code></li>
<li><code>GLFW_EXPOSE_NATIVE_COCOA</code></li>
<li><code>GLFW_EXPOSE_NATIVE_X11</code></li>
<li><code>GLFW_EXPOSE_NATIVE_WAYLAND</code></li>
<li><code>GLFW_EXPOSE_NATIVE_MIR</code></li>
</ul>
<p>The available context API macros are:</p><ul>
<li><code>GLFW_EXPOSE_NATIVE_WGL</code></li>
<li><code>GLFW_EXPOSE_NATIVE_NSGL</code></li>
<li><code>GLFW_EXPOSE_NATIVE_GLX</code></li>
<li><code>GLFW_EXPOSE_NATIVE_EGL</code></li>
</ul>
<p>These macros select which of the native access functions that are declared and which platform-specific headers to include. It is then up your (by definition platform-specific) code to handle which of these should be defined. </p>
<h2 class="groupheader">Function Documentation</h2>
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<td class="memname">CGDirectDisplayID glfwGetCocoaMonitor </td>
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<td class="paramtype"><a class="el" href="group__monitor.html#ga8d9efd1cde9426692c73fe40437d0ae3">GLFWmonitor</a> *&#160;</td>
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<dl class="section return"><dt>Returns</dt><dd>The <code>CGDirectDisplayID</code> of the specified monitor, or <code>kCGNullDirectDisplay</code> if an <a class="el" href="intro_guide.html#error_handling">error</a> occurred.</dd></dl>
<dl class="section user"><dt>Thread safety</dt><dd>This function may be called from any thread. Access is not synchronized.</dd></dl>
<dl class="section since"><dt>Since</dt><dd>Added in version 3.1. </dd></dl>
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<h2 class="memtitle"><span class="permalink"><a href="#gac84f63a3f9db145b9435e5e0dbc4183d">&#9670;&nbsp;</a></span>glfwGetWin32Adapter()</h2>
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<td class="memname">id glfwGetCocoaWindow </td>
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<td class="paramtype"><a class="el" href="group__window.html#ga3c96d80d363e67d13a41b5d1821f3242">GLFWwindow</a> *&#160;</td>
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<dl class="section return"><dt>Returns</dt><dd>The <code>NSWindow</code> of the specified window, or <code>nil</code> if an <a class="el" href="intro_guide.html#error_handling">error</a> occurred.</dd></dl>
<dl class="section user"><dt>Thread safety</dt><dd>This function may be called from any thread. Access is not synchronized.</dd></dl>
<dl class="section since"><dt>Since</dt><dd>Added in version 3.0. </dd></dl>
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<td class="memname">EGLContext glfwGetEGLContext </td>
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<td class="paramtype"><a class="el" href="group__window.html#ga3c96d80d363e67d13a41b5d1821f3242">GLFWwindow</a> *&#160;</td>
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<dl class="section return"><dt>Returns</dt><dd>The <code>EGLContext</code> of the specified window, or <code>EGL_NO_CONTEXT</code> if an <a class="el" href="intro_guide.html#error_handling">error</a> occurred.</dd></dl>
<dl class="section user"><dt>Thread safety</dt><dd>This function may be called from any thread. Access is not synchronized.</dd></dl>
<dl class="section since"><dt>Since</dt><dd>Added in version 3.0. </dd></dl>
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<td class="memname">EGLDisplay glfwGetEGLDisplay </td>
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<dl class="section return"><dt>Returns</dt><dd>The <code>EGLDisplay</code> used by GLFW, or <code>EGL_NO_DISPLAY</code> if an <a class="el" href="intro_guide.html#error_handling">error</a> occurred.</dd></dl>
<dl class="section user"><dt>Thread safety</dt><dd>This function may be called from any thread. Access is not synchronized.</dd></dl>
<dl class="section since"><dt>Since</dt><dd>Added in version 3.0. </dd></dl>
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<td class="memname">EGLSurface glfwGetEGLSurface </td>
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<td class="paramtype"><a class="el" href="group__window.html#ga3c96d80d363e67d13a41b5d1821f3242">GLFWwindow</a> *&#160;</td>
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<dl class="section return"><dt>Returns</dt><dd>The <code>EGLSurface</code> of the specified window, or <code>EGL_NO_SURFACE</code> if an <a class="el" href="intro_guide.html#error_handling">error</a> occurred.</dd></dl>
<dl class="section user"><dt>Thread safety</dt><dd>This function may be called from any thread. Access is not synchronized.</dd></dl>
<dl class="section since"><dt>Since</dt><dd>Added in version 3.0. </dd></dl>
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<td class="memname">GLXContext glfwGetGLXContext </td>
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<td class="paramtype"><a class="el" href="group__window.html#ga3c96d80d363e67d13a41b5d1821f3242">GLFWwindow</a> *&#160;</td>
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<dl class="section return"><dt>Returns</dt><dd>The <code>GLXContext</code> of the specified window, or <code>NULL</code> if an <a class="el" href="intro_guide.html#error_handling">error</a> occurred.</dd></dl>
<dl class="section user"><dt>Thread safety</dt><dd>This function may be called from any thread. Access is not synchronized.</dd></dl>
<dl class="section since"><dt>Since</dt><dd>Added in version 3.0. </dd></dl>
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<td class="memname">GLXWindow glfwGetGLXWindow </td>
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<td class="paramtype"><a class="el" href="group__window.html#ga3c96d80d363e67d13a41b5d1821f3242">GLFWwindow</a> *&#160;</td>
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<dl class="section return"><dt>Returns</dt><dd>The <code>GLXWindow</code> of the specified window, or <code>None</code> if an <a class="el" href="intro_guide.html#error_handling">error</a> occurred.</dd></dl>
<dl class="section user"><dt>Thread safety</dt><dd>This function may be called from any thread. Access is not synchronized.</dd></dl>
<dl class="section since"><dt>Since</dt><dd>Added in version 3.2. </dd></dl>
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<td class="memname">MirConnection* glfwGetMirDisplay </td>
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<dl class="section return"><dt>Returns</dt><dd>The <code>MirConnection*</code> used by GLFW, or <code>NULL</code> if an <a class="el" href="intro_guide.html#error_handling">error</a> occurred.</dd></dl>
<dl class="section user"><dt>Thread safety</dt><dd>This function may be called from any thread. Access is not synchronized.</dd></dl>
<dl class="section since"><dt>Since</dt><dd>Added in version 3.2. </dd></dl>
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<td class="memname">int glfwGetMirMonitor </td>
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<td class="paramtype"><a class="el" href="group__monitor.html#ga8d9efd1cde9426692c73fe40437d0ae3">GLFWmonitor</a> *&#160;</td>
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<dl class="section return"><dt>Returns</dt><dd>The Mir output ID of the specified monitor, or zero if an <a class="el" href="intro_guide.html#error_handling">error</a> occurred.</dd></dl>
<dl class="section user"><dt>Thread safety</dt><dd>This function may be called from any thread. Access is not synchronized.</dd></dl>
<dl class="section since"><dt>Since</dt><dd>Added in version 3.2. </dd></dl>
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<td class="paramtype"><a class="el" href="group__window.html#ga3c96d80d363e67d13a41b5d1821f3242">GLFWwindow</a> *&#160;</td>
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<dl class="section return"><dt>Returns</dt><dd>The <code>MirSurface*</code> of the specified window, or <code>NULL</code> if an <a class="el" href="intro_guide.html#error_handling">error</a> occurred.</dd></dl>
<dl class="section user"><dt>Thread safety</dt><dd>This function may be called from any thread. Access is not synchronized.</dd></dl>
<dl class="section since"><dt>Since</dt><dd>Added in version 3.2. </dd></dl>
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<td class="memname">id glfwGetNSGLContext </td>
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<td class="paramtype"><a class="el" href="group__window.html#ga3c96d80d363e67d13a41b5d1821f3242">GLFWwindow</a> *&#160;</td>
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<dl class="section return"><dt>Returns</dt><dd>The <code>NSOpenGLContext</code> of the specified window, or <code>nil</code> if an <a class="el" href="intro_guide.html#error_handling">error</a> occurred.</dd></dl>
<dl class="section user"><dt>Thread safety</dt><dd>This function may be called from any thread. Access is not synchronized.</dd></dl>
<dl class="section since"><dt>Since</dt><dd>Added in version 3.0. </dd></dl>
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<td class="memname">struct wl_display* glfwGetWaylandDisplay </td>
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<dl class="section return"><dt>Returns</dt><dd>The <code>struct wl_display*</code> used by GLFW, or <code>NULL</code> if an <a class="el" href="intro_guide.html#error_handling">error</a> occurred.</dd></dl>
<dl class="section user"><dt>Thread safety</dt><dd>This function may be called from any thread. Access is not synchronized.</dd></dl>
<dl class="section since"><dt>Since</dt><dd>Added in version 3.2. </dd></dl>
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<dl class="section return"><dt>Returns</dt><dd>The <code>struct wl_output*</code> of the specified monitor, or <code>NULL</code> if an <a class="el" href="intro_guide.html#error_handling">error</a> occurred.</dd></dl>
<dl class="section user"><dt>Thread safety</dt><dd>This function may be called from any thread. Access is not synchronized.</dd></dl>
<dl class="section since"><dt>Since</dt><dd>Added in version 3.2. </dd></dl>
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<td class="memname">struct wl_surface* glfwGetWaylandWindow </td>
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<dl class="section return"><dt>Returns</dt><dd>The main <code>struct wl_surface*</code> of the specified window, or <code>NULL</code> if an <a class="el" href="intro_guide.html#error_handling">error</a> occurred.</dd></dl>
<dl class="section user"><dt>Thread safety</dt><dd>This function may be called from any thread. Access is not synchronized.</dd></dl>
<dl class="section since"><dt>Since</dt><dd>Added in version 3.2. </dd></dl>
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<dl class="section return"><dt>Returns</dt><dd>The <code>HGLRC</code> of the specified window, or <code>NULL</code> if an <a class="el" href="intro_guide.html#error_handling">error</a> occurred.</dd></dl>
<dl class="section user"><dt>Thread safety</dt><dd>This function may be called from any thread. Access is not synchronized.</dd></dl>
<dl class="section since"><dt>Since</dt><dd>Added in version 3.0. </dd></dl>
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<td class="memname">RRCrtc glfwGetX11Adapter </td>
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<dl class="section return"><dt>Returns</dt><dd>The <code>HGLRC</code> of the specified window, or <code>NULL</code> if an <a class="el" href="intro_guide.html#error_handling">error</a> occurred.</dd></dl>
<dl class="section user"><dt>Thread safety</dt><dd>This function may be called from any thread. Access is not synchronized.</dd></dl>
<dl class="section since"><dt>Since</dt><dd>Added in version 3.0. </dd></dl>
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<dl class="section return"><dt>Returns</dt><dd>The <code>RRCrtc</code> of the specified monitor, or <code>None</code> if an <a class="el" href="intro_guide.html#error_handling">error</a> occurred.</dd></dl>
<dl class="section return"><dt>Returns</dt><dd>The <code>CGDirectDisplayID</code> of the specified monitor, or <code>kCGNullDirectDisplay</code> if an <a class="el" href="intro_guide.html#error_handling">error</a> occurred.</dd></dl>
<dl class="section user"><dt>Thread safety</dt><dd>This function may be called from any thread. Access is not synchronized.</dd></dl>
<dl class="section since"><dt>Since</dt><dd>Added in version 3.1. </dd></dl>
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<h2 class="memtitle"><span class="permalink"><a href="#gac3ed9d495d0c2bb9652de5a50c648715">&#9670;&nbsp;</a></span>glfwGetCocoaWindow()</h2>
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<td class="memname">id glfwGetCocoaWindow </td>
<td>(</td>
<td class="paramtype"><a class="el" href="group__window.html#ga3c96d80d363e67d13a41b5d1821f3242">GLFWwindow</a> *&#160;</td>
<td class="paramname"><em>window</em></td><td>)</td>
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<dl class="section return"><dt>Returns</dt><dd>The <code>NSWindow</code> of the specified window, or <code>nil</code> if an <a class="el" href="intro_guide.html#error_handling">error</a> occurred.</dd></dl>
<dl class="section user"><dt>Thread safety</dt><dd>This function may be called from any thread. Access is not synchronized.</dd></dl>
<dl class="section since"><dt>Since</dt><dd>Added in version 3.0. </dd></dl>
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<h2 class="memtitle"><span class="permalink"><a href="#ga559e002e3cd63c979881770cd4dc63bc">&#9670;&nbsp;</a></span>glfwGetNSGLContext()</h2>
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<td class="memname">id glfwGetNSGLContext </td>
<td>(</td>
<td class="paramtype"><a class="el" href="group__window.html#ga3c96d80d363e67d13a41b5d1821f3242">GLFWwindow</a> *&#160;</td>
<td class="paramname"><em>window</em></td><td>)</td>
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<dl class="section return"><dt>Returns</dt><dd>The <code>NSOpenGLContext</code> of the specified window, or <code>nil</code> if an <a class="el" href="intro_guide.html#error_handling">error</a> occurred.</dd></dl>
<dl class="section user"><dt>Thread safety</dt><dd>This function may be called from any thread. Access is not synchronized.</dd></dl>
<dl class="section since"><dt>Since</dt><dd>Added in version 3.0. </dd></dl>
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<h2 class="memtitle"><span class="permalink"><a href="#ga8519b66594ea3ef6eeafaa2e3ee37406">&#9670;&nbsp;</a></span>glfwGetX11Display()</h2>
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@@ -551,7 +328,30 @@ Functions</h2></td></tr>
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<h2 class="memtitle"><span class="permalink"><a href="#ga088fbfa80f50569402b41be71ad66e40">&#9670;&nbsp;</a></span>glfwGetX11Adapter()</h2>
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<td class="memname">RRCrtc glfwGetX11Adapter </td>
<td>(</td>
<td class="paramtype"><a class="el" href="group__monitor.html#ga8d9efd1cde9426692c73fe40437d0ae3">GLFWmonitor</a> *&#160;</td>
<td class="paramname"><em>monitor</em></td><td>)</td>
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<dl class="section return"><dt>Returns</dt><dd>The <code>RRCrtc</code> of the specified monitor, or <code>None</code> if an <a class="el" href="intro_guide.html#error_handling">error</a> occurred.</dd></dl>
<dl class="section user"><dt>Thread safety</dt><dd>This function may be called from any thread. Access is not synchronized.</dd></dl>
<dl class="section since"><dt>Since</dt><dd>Added in version 3.1. </dd></dl>
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<h2 class="memtitle"><span class="permalink"><a href="#gab2f8cc043905e9fa9b12bfdbbcfe874c">&#9670;&nbsp;</a></span>glfwGetX11Monitor()</h2>
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@@ -570,7 +370,9 @@ Functions</h2></td></tr>
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<h2 class="memtitle"><span class="permalink"><a href="#ga90ca676322740842db446999a1b1f21d">&#9670;&nbsp;</a></span>glfwGetX11Window()</h2>
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@@ -587,12 +389,381 @@ Functions</h2></td></tr>
<dl class="section user"><dt>Thread safety</dt><dd>This function may be called from any thread. Access is not synchronized.</dd></dl>
<dl class="section since"><dt>Since</dt><dd>Added in version 3.0. </dd></dl>
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<h2 class="memtitle"><span class="permalink"><a href="#ga55f879ab02d93367f966186b6f0133f7">&#9670;&nbsp;</a></span>glfwSetX11SelectionString()</h2>
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<td class="memname">void glfwSetX11SelectionString </td>
<td>(</td>
<td class="paramtype">const char *&#160;</td>
<td class="paramname"><em>string</em></td><td>)</td>
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<dl class="params"><dt>Parameters</dt><dd>
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<tr><td class="paramdir">[in]</td><td class="paramname">string</td><td>A UTF-8 encoded string.</td></tr>
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</dd>
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<dl class="section user"><dt>Errors</dt><dd>Possible errors include <a class="el" href="group__errors.html#ga2374ee02c177f12e1fa76ff3ed15e14a">GLFW_NOT_INITIALIZED</a> and <a class="el" href="group__errors.html#gad44162d78100ea5e87cdd38426b8c7a1">GLFW_PLATFORM_ERROR</a>.</dd></dl>
<dl class="section user"><dt>Pointer lifetime</dt><dd>The specified string is copied before this function returns.</dd></dl>
<dl class="section user"><dt>Thread safety</dt><dd>This function must only be called from the main thread.</dd></dl>
<dl class="section see"><dt>See also</dt><dd><a class="el" href="input_guide.html#clipboard">Clipboard input and output</a> </dd>
<dd>
<a class="el" href="group__native.html#ga72f23e3980b83788c70aa854eca31430" title="Returns the contents of the current primary selection as a string.">glfwGetX11SelectionString</a> </dd>
<dd>
<a class="el" href="group__input.html#gaba1f022c5eb07dfac421df34cdcd31dd" title="Sets the clipboard to the specified string.">glfwSetClipboardString</a></dd></dl>
<dl class="section since"><dt>Since</dt><dd>Added in version 3.3. </dd></dl>
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<h2 class="memtitle"><span class="permalink"><a href="#ga72f23e3980b83788c70aa854eca31430">&#9670;&nbsp;</a></span>glfwGetX11SelectionString()</h2>
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<td class="memname">const char* glfwGetX11SelectionString </td>
<td>(</td>
<td class="paramtype">void&#160;</td>
<td class="paramname"></td><td>)</td>
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<p>If the selection is empty or if its contents cannot be converted, <code>NULL</code> is returned and a <a class="el" href="group__errors.html#ga196e125ef261d94184e2b55c05762f14">GLFW_FORMAT_UNAVAILABLE</a> error is generated.</p>
<dl class="section return"><dt>Returns</dt><dd>The contents of the selection as a UTF-8 encoded string, or <code>NULL</code> if an <a class="el" href="intro_guide.html#error_handling">error</a> occurred.</dd></dl>
<dl class="section user"><dt>Errors</dt><dd>Possible errors include <a class="el" href="group__errors.html#ga2374ee02c177f12e1fa76ff3ed15e14a">GLFW_NOT_INITIALIZED</a> and <a class="el" href="group__errors.html#gad44162d78100ea5e87cdd38426b8c7a1">GLFW_PLATFORM_ERROR</a>.</dd></dl>
<dl class="section user"><dt>Pointer lifetime</dt><dd>The returned string is allocated and freed by GLFW. You should not free it yourself. It is valid until the next call to <a class="el" href="group__native.html#ga72f23e3980b83788c70aa854eca31430">glfwGetX11SelectionString</a> or <a class="el" href="group__native.html#ga55f879ab02d93367f966186b6f0133f7">glfwSetX11SelectionString</a>, or until the library is terminated.</dd></dl>
<dl class="section user"><dt>Thread safety</dt><dd>This function must only be called from the main thread.</dd></dl>
<dl class="section see"><dt>See also</dt><dd><a class="el" href="input_guide.html#clipboard">Clipboard input and output</a> </dd>
<dd>
<a class="el" href="group__native.html#ga55f879ab02d93367f966186b6f0133f7" title="Sets the current primary selection to the specified string.">glfwSetX11SelectionString</a> </dd>
<dd>
<a class="el" href="group__input.html#ga5aba1d704d9ab539282b1fbe9f18bb94" title="Returns the contents of the clipboard as a string.">glfwGetClipboardString</a></dd></dl>
<dl class="section since"><dt>Since</dt><dd>Added in version 3.3. </dd></dl>
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<h2 class="memtitle"><span class="permalink"><a href="#ga62d884114b0abfcdc2930e89f20867e2">&#9670;&nbsp;</a></span>glfwGetGLXContext()</h2>
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<td class="memname">GLXContext glfwGetGLXContext </td>
<td>(</td>
<td class="paramtype"><a class="el" href="group__window.html#ga3c96d80d363e67d13a41b5d1821f3242">GLFWwindow</a> *&#160;</td>
<td class="paramname"><em>window</em></td><td>)</td>
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<dl class="section return"><dt>Returns</dt><dd>The <code>GLXContext</code> of the specified window, or <code>NULL</code> if an <a class="el" href="intro_guide.html#error_handling">error</a> occurred.</dd></dl>
<dl class="section user"><dt>Thread safety</dt><dd>This function may be called from any thread. Access is not synchronized.</dd></dl>
<dl class="section since"><dt>Since</dt><dd>Added in version 3.0. </dd></dl>
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<h2 class="memtitle"><span class="permalink"><a href="#ga1ed27b8766e859a21381e8f8ce18d049">&#9670;&nbsp;</a></span>glfwGetGLXWindow()</h2>
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<td class="memname">GLXWindow glfwGetGLXWindow </td>
<td>(</td>
<td class="paramtype"><a class="el" href="group__window.html#ga3c96d80d363e67d13a41b5d1821f3242">GLFWwindow</a> *&#160;</td>
<td class="paramname"><em>window</em></td><td>)</td>
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<dl class="section return"><dt>Returns</dt><dd>The <code>GLXWindow</code> of the specified window, or <code>None</code> if an <a class="el" href="intro_guide.html#error_handling">error</a> occurred.</dd></dl>
<dl class="section user"><dt>Thread safety</dt><dd>This function may be called from any thread. Access is not synchronized.</dd></dl>
<dl class="section since"><dt>Since</dt><dd>Added in version 3.2. </dd></dl>
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<h2 class="memtitle"><span class="permalink"><a href="#gaaf8118a3c877f3a6bc8e7a649519de5e">&#9670;&nbsp;</a></span>glfwGetWaylandDisplay()</h2>
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<td class="memname">struct wl_display* glfwGetWaylandDisplay </td>
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<td class="paramtype">void&#160;</td>
<td class="paramname"></td><td>)</td>
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<dl class="section return"><dt>Returns</dt><dd>The <code>struct wl_display*</code> used by GLFW, or <code>NULL</code> if an <a class="el" href="intro_guide.html#error_handling">error</a> occurred.</dd></dl>
<dl class="section user"><dt>Thread safety</dt><dd>This function may be called from any thread. Access is not synchronized.</dd></dl>
<dl class="section since"><dt>Since</dt><dd>Added in version 3.2. </dd></dl>
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<h2 class="memtitle"><span class="permalink"><a href="#gab10427a667b6cd91eec7709f7a906bd3">&#9670;&nbsp;</a></span>glfwGetWaylandMonitor()</h2>
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<td class="memname">struct wl_output* glfwGetWaylandMonitor </td>
<td>(</td>
<td class="paramtype"><a class="el" href="group__monitor.html#ga8d9efd1cde9426692c73fe40437d0ae3">GLFWmonitor</a> *&#160;</td>
<td class="paramname"><em>monitor</em></td><td>)</td>
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<dl class="section return"><dt>Returns</dt><dd>The <code>struct wl_output*</code> of the specified monitor, or <code>NULL</code> if an <a class="el" href="intro_guide.html#error_handling">error</a> occurred.</dd></dl>
<dl class="section user"><dt>Thread safety</dt><dd>This function may be called from any thread. Access is not synchronized.</dd></dl>
<dl class="section since"><dt>Since</dt><dd>Added in version 3.2. </dd></dl>
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<h2 class="memtitle"><span class="permalink"><a href="#ga4738d7aca4191363519a9a641c3ab64c">&#9670;&nbsp;</a></span>glfwGetWaylandWindow()</h2>
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<td class="memname">struct wl_surface* glfwGetWaylandWindow </td>
<td>(</td>
<td class="paramtype"><a class="el" href="group__window.html#ga3c96d80d363e67d13a41b5d1821f3242">GLFWwindow</a> *&#160;</td>
<td class="paramname"><em>window</em></td><td>)</td>
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<dl class="section return"><dt>Returns</dt><dd>The main <code>struct wl_surface*</code> of the specified window, or <code>NULL</code> if an <a class="el" href="intro_guide.html#error_handling">error</a> occurred.</dd></dl>
<dl class="section user"><dt>Thread safety</dt><dd>This function may be called from any thread. Access is not synchronized.</dd></dl>
<dl class="section since"><dt>Since</dt><dd>Added in version 3.2. </dd></dl>
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<h2 class="memtitle"><span class="permalink"><a href="#ga1cd8d973f47aacb5532d368147cc3138">&#9670;&nbsp;</a></span>glfwGetEGLDisplay()</h2>
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<td class="memname">EGLDisplay glfwGetEGLDisplay </td>
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<td class="paramtype">void&#160;</td>
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<dl class="section return"><dt>Returns</dt><dd>The <code>EGLDisplay</code> used by GLFW, or <code>EGL_NO_DISPLAY</code> if an <a class="el" href="intro_guide.html#error_handling">error</a> occurred.</dd></dl>
<dl class="section user"><dt>Thread safety</dt><dd>This function may be called from any thread. Access is not synchronized.</dd></dl>
<dl class="section since"><dt>Since</dt><dd>Added in version 3.0. </dd></dl>
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<h2 class="memtitle"><span class="permalink"><a href="#ga671c5072becd085f4ab5771a9c8efcf1">&#9670;&nbsp;</a></span>glfwGetEGLContext()</h2>
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<td class="memname">EGLContext glfwGetEGLContext </td>
<td>(</td>
<td class="paramtype"><a class="el" href="group__window.html#ga3c96d80d363e67d13a41b5d1821f3242">GLFWwindow</a> *&#160;</td>
<td class="paramname"><em>window</em></td><td>)</td>
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<dl class="section return"><dt>Returns</dt><dd>The <code>EGLContext</code> of the specified window, or <code>EGL_NO_CONTEXT</code> if an <a class="el" href="intro_guide.html#error_handling">error</a> occurred.</dd></dl>
<dl class="section user"><dt>Thread safety</dt><dd>This function may be called from any thread. Access is not synchronized.</dd></dl>
<dl class="section since"><dt>Since</dt><dd>Added in version 3.0. </dd></dl>
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<h2 class="memtitle"><span class="permalink"><a href="#ga2199b36117a6a695fec8441d8052eee6">&#9670;&nbsp;</a></span>glfwGetEGLSurface()</h2>
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<td class="memname">EGLSurface glfwGetEGLSurface </td>
<td>(</td>
<td class="paramtype"><a class="el" href="group__window.html#ga3c96d80d363e67d13a41b5d1821f3242">GLFWwindow</a> *&#160;</td>
<td class="paramname"><em>window</em></td><td>)</td>
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<dl class="section return"><dt>Returns</dt><dd>The <code>EGLSurface</code> of the specified window, or <code>EGL_NO_SURFACE</code> if an <a class="el" href="intro_guide.html#error_handling">error</a> occurred.</dd></dl>
<dl class="section user"><dt>Thread safety</dt><dd>This function may be called from any thread. Access is not synchronized.</dd></dl>
<dl class="section since"><dt>Since</dt><dd>Added in version 3.0. </dd></dl>
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<h2 class="memtitle"><span class="permalink"><a href="#ga3b36e3e3dcf308b776427b6bd73cc132">&#9670;&nbsp;</a></span>glfwGetOSMesaColorBuffer()</h2>
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<td class="memname">int glfwGetOSMesaColorBuffer </td>
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<td class="paramtype"><a class="el" href="group__window.html#ga3c96d80d363e67d13a41b5d1821f3242">GLFWwindow</a> *&#160;</td>
<td class="paramname"><em>window</em>, </td>
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<td class="paramtype">int *&#160;</td>
<td class="paramname"><em>width</em>, </td>
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<td class="paramtype">int *&#160;</td>
<td class="paramname"><em>height</em>, </td>
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<td class="paramtype">int *&#160;</td>
<td class="paramname"><em>format</em>, </td>
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<td class="paramtype">void **&#160;</td>
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<dl class="params"><dt>Parameters</dt><dd>
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<tr><td class="paramdir">[in]</td><td class="paramname">window</td><td>The window whose color buffer to retrieve. </td></tr>
<tr><td class="paramdir">[out]</td><td class="paramname">width</td><td>Where to store the width of the color buffer, or <code>NULL</code>. </td></tr>
<tr><td class="paramdir">[out]</td><td class="paramname">height</td><td>Where to store the height of the color buffer, or <code>NULL</code>. </td></tr>
<tr><td class="paramdir">[out]</td><td class="paramname">format</td><td>Where to store the OSMesa pixel format of the color buffer, or <code>NULL</code>. </td></tr>
<tr><td class="paramdir">[out]</td><td class="paramname">buffer</td><td>Where to store the address of the color buffer, or <code>NULL</code>. </td></tr>
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</dd>
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<dl class="section return"><dt>Returns</dt><dd><code>GLFW_TRUE</code> if successful, or <code>GLFW_FALSE</code> if an <a class="el" href="intro_guide.html#error_handling">error</a> occurred.</dd></dl>
<dl class="section user"><dt>Thread safety</dt><dd>This function may be called from any thread. Access is not synchronized.</dd></dl>
<dl class="section since"><dt>Since</dt><dd>Added in version 3.3. </dd></dl>
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<h2 class="memtitle"><span class="permalink"><a href="#ga6b64039ffc88a7a2f57f0956c0c75d53">&#9670;&nbsp;</a></span>glfwGetOSMesaDepthBuffer()</h2>
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<td class="memname">int glfwGetOSMesaDepthBuffer </td>
<td>(</td>
<td class="paramtype"><a class="el" href="group__window.html#ga3c96d80d363e67d13a41b5d1821f3242">GLFWwindow</a> *&#160;</td>
<td class="paramname"><em>window</em>, </td>
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<td class="paramkey"></td>
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<td class="paramtype">int *&#160;</td>
<td class="paramname"><em>width</em>, </td>
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<td class="paramtype">int *&#160;</td>
<td class="paramname"><em>height</em>, </td>
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<td class="paramtype">int *&#160;</td>
<td class="paramname"><em>bytesPerValue</em>, </td>
</tr>
<tr>
<td class="paramkey"></td>
<td></td>
<td class="paramtype">void **&#160;</td>
<td class="paramname"><em>buffer</em>&#160;</td>
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<tr>
<td></td>
<td>)</td>
<td></td><td></td>
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<dl class="params"><dt>Parameters</dt><dd>
<table class="params">
<tr><td class="paramdir">[in]</td><td class="paramname">window</td><td>The window whose depth buffer to retrieve. </td></tr>
<tr><td class="paramdir">[out]</td><td class="paramname">width</td><td>Where to store the width of the depth buffer, or <code>NULL</code>. </td></tr>
<tr><td class="paramdir">[out]</td><td class="paramname">height</td><td>Where to store the height of the depth buffer, or <code>NULL</code>. </td></tr>
<tr><td class="paramdir">[out]</td><td class="paramname">bytesPerValue</td><td>Where to store the number of bytes per depth buffer element, or <code>NULL</code>. </td></tr>
<tr><td class="paramdir">[out]</td><td class="paramname">buffer</td><td>Where to store the address of the depth buffer, or <code>NULL</code>. </td></tr>
</table>
</dd>
</dl>
<dl class="section return"><dt>Returns</dt><dd><code>GLFW_TRUE</code> if successful, or <code>GLFW_FALSE</code> if an <a class="el" href="intro_guide.html#error_handling">error</a> occurred.</dd></dl>
<dl class="section user"><dt>Thread safety</dt><dd>This function may be called from any thread. Access is not synchronized.</dd></dl>
<dl class="section since"><dt>Since</dt><dd>Added in version 3.3. </dd></dl>
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</div>
<a id="ga9e47700080094eb569cb053afaa88773"></a>
<h2 class="memtitle"><span class="permalink"><a href="#ga9e47700080094eb569cb053afaa88773">&#9670;&nbsp;</a></span>glfwGetOSMesaContext()</h2>
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<td class="memname">OSMesaContext glfwGetOSMesaContext </td>
<td>(</td>
<td class="paramtype"><a class="el" href="group__window.html#ga3c96d80d363e67d13a41b5d1821f3242">GLFWwindow</a> *&#160;</td>
<td class="paramname"><em>window</em></td><td>)</td>
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<dl class="section return"><dt>Returns</dt><dd>The <code>OSMesaContext</code> of the specified window, or <code>NULL</code> if an <a class="el" href="intro_guide.html#error_handling">error</a> occurred.</dd></dl>
<dl class="section user"><dt>Thread safety</dt><dd>This function may be called from any thread. Access is not synchronized.</dd></dl>
<dl class="section since"><dt>Since</dt><dd>Added in version 3.3. </dd></dl>
</div>
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</div><!-- contents -->
<address class="footer">
<p>
Last update on Thu Aug 18 2016 for GLFW 3.2.1
Last update on Tue Apr 16 2019 for GLFW 3.3.0
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</address>
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View File

@@ -3,7 +3,7 @@
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<a href="http://www.glfw.org/" id="glfwhome">GLFW</a>
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@@ -82,6 +65,8 @@ var searchBox = new SearchBox("searchBox", "search",false,'Search');
<div class="title">Standard cursor shapes<div class="ingroups"><a class="el" href="group__input.html">Input reference</a></div></div> </div>
</div><!--header-->
<div class="contents">
<a name="details" id="details"></a><h2 class="groupheader">Description</h2>
<p>See <a class="el" href="input_guide.html#cursor_standard">standard cursor creation</a> for how these are used. </p>
<table class="memberdecls">
<tr class="heading"><td colspan="2"><h2 class="groupheader"><a name="define-members"></a>
Macros</h2></td></tr>
@@ -104,10 +89,10 @@ Macros</h2></td></tr>
<tr class="memdesc:gaf024f0e1ff8366fb2b5c260509a1fce5"><td class="mdescLeft">&#160;</td><td class="mdescRight">The vertical resize arrow shape. <a href="#gaf024f0e1ff8366fb2b5c260509a1fce5">More...</a><br /></td></tr>
<tr class="separator:gaf024f0e1ff8366fb2b5c260509a1fce5"><td class="memSeparator" colspan="2">&#160;</td></tr>
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<a name="details" id="details"></a><h2 class="groupheader">Detailed Description</h2>
<p>See <a class="el" href="input_guide.html#cursor_standard">standard cursor creation</a> for how these are used. </p>
<h2 class="groupheader">Macro Definition Documentation</h2>
<a class="anchor" id="ga8ab0e717245b85506cb0eaefdea39d0a"></a>
<a id="ga8ab0e717245b85506cb0eaefdea39d0a"></a>
<h2 class="memtitle"><span class="permalink"><a href="#ga8ab0e717245b85506cb0eaefdea39d0a">&#9670;&nbsp;</a></span>GLFW_ARROW_CURSOR</h2>
<div class="memitem">
<div class="memproto">
<table class="memname">
@@ -120,46 +105,9 @@ Macros</h2></td></tr>
</div>
</div>
<a class="anchor" id="ga8af88c0ea05ab9e8f9ac1530e8873c22"></a>
<div class="memitem">
<div class="memproto">
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<tr>
<td class="memname">#define GLFW_CROSSHAIR_CURSOR&#160;&#160;&#160;0x00036003</td>
</tr>
</table>
</div><div class="memdoc">
<p>The crosshair shape. </p>
<a id="ga36185f4375eaada1b04e431244774c86"></a>
<h2 class="memtitle"><span class="permalink"><a href="#ga36185f4375eaada1b04e431244774c86">&#9670;&nbsp;</a></span>GLFW_IBEAM_CURSOR</h2>
</div>
</div>
<a class="anchor" id="ga1db35e20849e0837c82e3dc1fd797263"></a>
<div class="memitem">
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<td class="memname">#define GLFW_HAND_CURSOR&#160;&#160;&#160;0x00036004</td>
</tr>
</table>
</div><div class="memdoc">
<p>The hand shape. </p>
</div>
</div>
<a class="anchor" id="gabb3eb0109f11bb808fc34659177ca962"></a>
<div class="memitem">
<div class="memproto">
<table class="memname">
<tr>
<td class="memname">#define GLFW_HRESIZE_CURSOR&#160;&#160;&#160;0x00036005</td>
</tr>
</table>
</div><div class="memdoc">
<p>The horizontal resize arrow shape. </p>
</div>
</div>
<a class="anchor" id="ga36185f4375eaada1b04e431244774c86"></a>
<div class="memitem">
<div class="memproto">
<table class="memname">
@@ -172,7 +120,54 @@ Macros</h2></td></tr>
</div>
</div>
<a class="anchor" id="gaf024f0e1ff8366fb2b5c260509a1fce5"></a>
<a id="ga8af88c0ea05ab9e8f9ac1530e8873c22"></a>
<h2 class="memtitle"><span class="permalink"><a href="#ga8af88c0ea05ab9e8f9ac1530e8873c22">&#9670;&nbsp;</a></span>GLFW_CROSSHAIR_CURSOR</h2>
<div class="memitem">
<div class="memproto">
<table class="memname">
<tr>
<td class="memname">#define GLFW_CROSSHAIR_CURSOR&#160;&#160;&#160;0x00036003</td>
</tr>
</table>
</div><div class="memdoc">
<p>The crosshair shape. </p>
</div>
</div>
<a id="ga1db35e20849e0837c82e3dc1fd797263"></a>
<h2 class="memtitle"><span class="permalink"><a href="#ga1db35e20849e0837c82e3dc1fd797263">&#9670;&nbsp;</a></span>GLFW_HAND_CURSOR</h2>
<div class="memitem">
<div class="memproto">
<table class="memname">
<tr>
<td class="memname">#define GLFW_HAND_CURSOR&#160;&#160;&#160;0x00036004</td>
</tr>
</table>
</div><div class="memdoc">
<p>The hand shape. </p>
</div>
</div>
<a id="gabb3eb0109f11bb808fc34659177ca962"></a>
<h2 class="memtitle"><span class="permalink"><a href="#gabb3eb0109f11bb808fc34659177ca962">&#9670;&nbsp;</a></span>GLFW_HRESIZE_CURSOR</h2>
<div class="memitem">
<div class="memproto">
<table class="memname">
<tr>
<td class="memname">#define GLFW_HRESIZE_CURSOR&#160;&#160;&#160;0x00036005</td>
</tr>
</table>
</div><div class="memdoc">
<p>The horizontal resize arrow shape. </p>
</div>
</div>
<a id="gaf024f0e1ff8366fb2b5c260509a1fce5"></a>
<h2 class="memtitle"><span class="permalink"><a href="#gaf024f0e1ff8366fb2b5c260509a1fce5">&#9670;&nbsp;</a></span>GLFW_VRESIZE_CURSOR</h2>
<div class="memitem">
<div class="memproto">
<table class="memname">
@@ -188,7 +183,7 @@ Macros</h2></td></tr>
</div><!-- contents -->
<address class="footer">
<p>
Last update on Thu Aug 18 2016 for GLFW 3.2.1
Last update on Tue Apr 16 2019 for GLFW 3.3.0
</p>
</address>
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View File

@@ -3,7 +3,7 @@
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@@ -83,6 +66,8 @@ var searchBox = new SearchBox("searchBox", "search",false,'Search');
<div class="title">Vulkan reference</div> </div>
</div><!--header-->
<div class="contents">
<a name="details" id="details"></a><h2 class="groupheader">Description</h2>
<p>This is the reference documentation for Vulkan related functions and types. For more task-oriented information, see the <a class="el" href="vulkan_guide.html">Vulkan guide</a>. </p>
<table class="memberdecls">
<tr class="heading"><td colspan="2"><h2 class="groupheader"><a name="typedef-members"></a>
Typedefs</h2></td></tr>
@@ -93,7 +78,7 @@ Typedefs</h2></td></tr>
<tr class="heading"><td colspan="2"><h2 class="groupheader"><a name="func-members"></a>
Functions</h2></td></tr>
<tr class="memitem:ga2e7f30931e02464b5bc8d0d4b6f9fe2b"><td class="memItemLeft" align="right" valign="top">int&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="group__vulkan.html#ga2e7f30931e02464b5bc8d0d4b6f9fe2b">glfwVulkanSupported</a> (void)</td></tr>
<tr class="memdesc:ga2e7f30931e02464b5bc8d0d4b6f9fe2b"><td class="mdescLeft">&#160;</td><td class="mdescRight">Returns whether the Vulkan loader has been found. <a href="#ga2e7f30931e02464b5bc8d0d4b6f9fe2b">More...</a><br /></td></tr>
<tr class="memdesc:ga2e7f30931e02464b5bc8d0d4b6f9fe2b"><td class="mdescLeft">&#160;</td><td class="mdescRight">Returns whether the Vulkan loader and an ICD have been found. <a href="#ga2e7f30931e02464b5bc8d0d4b6f9fe2b">More...</a><br /></td></tr>
<tr class="separator:ga2e7f30931e02464b5bc8d0d4b6f9fe2b"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:ga1abcbe61033958f22f63ef82008874b1"><td class="memItemLeft" align="right" valign="top">const char **&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="group__vulkan.html#ga1abcbe61033958f22f63ef82008874b1">glfwGetRequiredInstanceExtensions</a> (uint32_t *count)</td></tr>
<tr class="memdesc:ga1abcbe61033958f22f63ef82008874b1"><td class="mdescLeft">&#160;</td><td class="mdescRight">Returns the Vulkan instance extensions required by GLFW. <a href="#ga1abcbe61033958f22f63ef82008874b1">More...</a><br /></td></tr>
@@ -108,10 +93,10 @@ Functions</h2></td></tr>
<tr class="memdesc:ga1a24536bec3f80b08ead18e28e6ae965"><td class="mdescLeft">&#160;</td><td class="mdescRight">Creates a Vulkan surface for the specified window. <a href="#ga1a24536bec3f80b08ead18e28e6ae965">More...</a><br /></td></tr>
<tr class="separator:ga1a24536bec3f80b08ead18e28e6ae965"><td class="memSeparator" colspan="2">&#160;</td></tr>
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<a name="details" id="details"></a><h2 class="groupheader">Detailed Description</h2>
<p>This is the reference documentation for Vulkan related functions and types. For more task-oriented information, see the <a class="el" href="vulkan_guide.html">Vulkan guide</a>. </p>
<h2 class="groupheader">Typedef Documentation</h2>
<a class="anchor" id="ga70c01918dc9d233a4fbe0681a43018af"></a>
<a id="ga70c01918dc9d233a4fbe0681a43018af"></a>
<h2 class="memtitle"><span class="permalink"><a href="#ga70c01918dc9d233a4fbe0681a43018af">&#9670;&nbsp;</a></span>GLFWvkproc</h2>
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@@ -123,13 +108,178 @@ Functions</h2></td></tr>
<p>Generic function pointer used for returning Vulkan API function pointers without forcing a cast from a regular pointer.</p>
<dl class="section see"><dt>See also</dt><dd><a class="el" href="vulkan_guide.html#vulkan_proc">Querying Vulkan function pointers</a> </dd>
<dd>
<a class="el" href="group__vulkan.html#gadf228fac94c5fd8f12423ec9af9ff1e9" title="Returns the address of the specified Vulkan instance function. ">glfwGetInstanceProcAddress</a></dd></dl>
<a class="el" href="group__vulkan.html#gadf228fac94c5fd8f12423ec9af9ff1e9">glfwGetInstanceProcAddress</a></dd></dl>
<dl class="section since"><dt>Since</dt><dd>Added in version 3.2. </dd></dl>
</div>
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<h2 class="groupheader">Function Documentation</h2>
<a class="anchor" id="ga1a24536bec3f80b08ead18e28e6ae965"></a>
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<h2 class="memtitle"><span class="permalink"><a href="#ga2e7f30931e02464b5bc8d0d4b6f9fe2b">&#9670;&nbsp;</a></span>glfwVulkanSupported()</h2>
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<td class="memname">int glfwVulkanSupported </td>
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<p>This function returns whether the Vulkan loader and any minimally functional ICD have been found.</p>
<p>The availability of a Vulkan loader and even an ICD does not by itself guarantee that surface creation or even instance creation is possible. For example, on Fermi systems Nvidia will install an ICD that provides no actual Vulkan support. Call <a class="el" href="group__vulkan.html#ga1abcbe61033958f22f63ef82008874b1">glfwGetRequiredInstanceExtensions</a> to check whether the extensions necessary for Vulkan surface creation are available and <a class="el" href="group__vulkan.html#gaff3823355cdd7e2f3f9f4d9ea9518d92">glfwGetPhysicalDevicePresentationSupport</a> to check whether a queue family of a physical device supports image presentation.</p>
<dl class="section return"><dt>Returns</dt><dd><code>GLFW_TRUE</code> if Vulkan is minimally available, or <code>GLFW_FALSE</code> otherwise.</dd></dl>
<dl class="section user"><dt>Errors</dt><dd>Possible errors include <a class="el" href="group__errors.html#ga2374ee02c177f12e1fa76ff3ed15e14a">GLFW_NOT_INITIALIZED</a>.</dd></dl>
<dl class="section user"><dt>Thread safety</dt><dd>This function may be called from any thread.</dd></dl>
<dl class="section see"><dt>See also</dt><dd><a class="el" href="vulkan_guide.html#vulkan_support">Querying for Vulkan support</a></dd></dl>
<dl class="section since"><dt>Since</dt><dd>Added in version 3.2. </dd></dl>
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<h2 class="memtitle"><span class="permalink"><a href="#ga1abcbe61033958f22f63ef82008874b1">&#9670;&nbsp;</a></span>glfwGetRequiredInstanceExtensions()</h2>
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<td class="memname">const char** glfwGetRequiredInstanceExtensions </td>
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<td class="paramtype">uint32_t *&#160;</td>
<td class="paramname"><em>count</em></td><td>)</td>
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<p>This function returns an array of names of Vulkan instance extensions required by GLFW for creating Vulkan surfaces for GLFW windows. If successful, the list will always contains <code>VK_KHR_surface</code>, so if you don't require any additional extensions you can pass this list directly to the <code>VkInstanceCreateInfo</code> struct.</p>
<p>If Vulkan is not available on the machine, this function returns <code>NULL</code> and generates a <a class="el" href="group__errors.html#ga56882b290db23261cc6c053c40c2d08e">GLFW_API_UNAVAILABLE</a> error. Call <a class="el" href="group__vulkan.html#ga2e7f30931e02464b5bc8d0d4b6f9fe2b">glfwVulkanSupported</a> to check whether Vulkan is at least minimally available.</p>
<p>If Vulkan is available but no set of extensions allowing window surface creation was found, this function returns <code>NULL</code>. You may still use Vulkan for off-screen rendering and compute work.</p>
<dl class="params"><dt>Parameters</dt><dd>
<table class="params">
<tr><td class="paramdir">[out]</td><td class="paramname">count</td><td>Where to store the number of extensions in the returned array. This is set to zero if an error occurred. </td></tr>
</table>
</dd>
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<dl class="section return"><dt>Returns</dt><dd>An array of ASCII encoded extension names, or <code>NULL</code> if an <a class="el" href="intro_guide.html#error_handling">error</a> occurred.</dd></dl>
<dl class="section user"><dt>Errors</dt><dd>Possible errors include <a class="el" href="group__errors.html#ga2374ee02c177f12e1fa76ff3ed15e14a">GLFW_NOT_INITIALIZED</a> and <a class="el" href="group__errors.html#ga56882b290db23261cc6c053c40c2d08e">GLFW_API_UNAVAILABLE</a>.</dd></dl>
<dl class="section remark"><dt>Remarks</dt><dd>Additional extensions may be required by future versions of GLFW. You should check if any extensions you wish to enable are already in the returned array, as it is an error to specify an extension more than once in the <code>VkInstanceCreateInfo</code> struct.</dd>
<dd>
<b>macOS:</b> This function currently only supports the <code>VK_MVK_macos_surface</code> extension from MoltenVK.</dd></dl>
<dl class="section user"><dt>Pointer lifetime</dt><dd>The returned array is allocated and freed by GLFW. You should not free it yourself. It is guaranteed to be valid only until the library is terminated.</dd></dl>
<dl class="section user"><dt>Thread safety</dt><dd>This function may be called from any thread.</dd></dl>
<dl class="section see"><dt>See also</dt><dd><a class="el" href="vulkan_guide.html#vulkan_ext">Querying required Vulkan extensions</a> </dd>
<dd>
<a class="el" href="group__vulkan.html#ga1a24536bec3f80b08ead18e28e6ae965">glfwCreateWindowSurface</a></dd></dl>
<dl class="section since"><dt>Since</dt><dd>Added in version 3.2. </dd></dl>
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<h2 class="memtitle"><span class="permalink"><a href="#gadf228fac94c5fd8f12423ec9af9ff1e9">&#9670;&nbsp;</a></span>glfwGetInstanceProcAddress()</h2>
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<td class="memname"><a class="el" href="group__vulkan.html#ga70c01918dc9d233a4fbe0681a43018af">GLFWvkproc</a> glfwGetInstanceProcAddress </td>
<td>(</td>
<td class="paramtype">VkInstance&#160;</td>
<td class="paramname"><em>instance</em>, </td>
</tr>
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<td class="paramkey"></td>
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<td class="paramtype">const char *&#160;</td>
<td class="paramname"><em>procname</em>&#160;</td>
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<p>This function returns the address of the specified Vulkan core or extension function for the specified instance. If instance is set to <code>NULL</code> it can return any function exported from the Vulkan loader, including at least the following functions:</p>
<ul>
<li><code>vkEnumerateInstanceExtensionProperties</code></li>
<li><code>vkEnumerateInstanceLayerProperties</code></li>
<li><code>vkCreateInstance</code></li>
<li><code>vkGetInstanceProcAddr</code></li>
</ul>
<p>If Vulkan is not available on the machine, this function returns <code>NULL</code> and generates a <a class="el" href="group__errors.html#ga56882b290db23261cc6c053c40c2d08e">GLFW_API_UNAVAILABLE</a> error. Call <a class="el" href="group__vulkan.html#ga2e7f30931e02464b5bc8d0d4b6f9fe2b">glfwVulkanSupported</a> to check whether Vulkan is at least minimally available.</p>
<p>This function is equivalent to calling <code>vkGetInstanceProcAddr</code> with a platform-specific query of the Vulkan loader as a fallback.</p>
<dl class="params"><dt>Parameters</dt><dd>
<table class="params">
<tr><td class="paramdir">[in]</td><td class="paramname">instance</td><td>The Vulkan instance to query, or <code>NULL</code> to retrieve functions related to instance creation. </td></tr>
<tr><td class="paramdir">[in]</td><td class="paramname">procname</td><td>The ASCII encoded name of the function. </td></tr>
</table>
</dd>
</dl>
<dl class="section return"><dt>Returns</dt><dd>The address of the function, or <code>NULL</code> if an <a class="el" href="intro_guide.html#error_handling">error</a> occurred.</dd></dl>
<dl class="section user"><dt>Errors</dt><dd>Possible errors include <a class="el" href="group__errors.html#ga2374ee02c177f12e1fa76ff3ed15e14a">GLFW_NOT_INITIALIZED</a> and <a class="el" href="group__errors.html#ga56882b290db23261cc6c053c40c2d08e">GLFW_API_UNAVAILABLE</a>.</dd></dl>
<dl class="section user"><dt>Pointer lifetime</dt><dd>The returned function pointer is valid until the library is terminated.</dd></dl>
<dl class="section user"><dt>Thread safety</dt><dd>This function may be called from any thread.</dd></dl>
<dl class="section see"><dt>See also</dt><dd><a class="el" href="vulkan_guide.html#vulkan_proc">Querying Vulkan function pointers</a></dd></dl>
<dl class="section since"><dt>Since</dt><dd>Added in version 3.2. </dd></dl>
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<h2 class="memtitle"><span class="permalink"><a href="#gaff3823355cdd7e2f3f9f4d9ea9518d92">&#9670;&nbsp;</a></span>glfwGetPhysicalDevicePresentationSupport()</h2>
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<td class="memname">int glfwGetPhysicalDevicePresentationSupport </td>
<td>(</td>
<td class="paramtype">VkInstance&#160;</td>
<td class="paramname"><em>instance</em>, </td>
</tr>
<tr>
<td class="paramkey"></td>
<td></td>
<td class="paramtype">VkPhysicalDevice&#160;</td>
<td class="paramname"><em>device</em>, </td>
</tr>
<tr>
<td class="paramkey"></td>
<td></td>
<td class="paramtype">uint32_t&#160;</td>
<td class="paramname"><em>queuefamily</em>&#160;</td>
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<td></td>
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<p>This function returns whether the specified queue family of the specified physical device supports presentation to the platform GLFW was built for.</p>
<p>If Vulkan or the required window surface creation instance extensions are not available on the machine, or if the specified instance was not created with the required extensions, this function returns <code>GLFW_FALSE</code> and generates a <a class="el" href="group__errors.html#ga56882b290db23261cc6c053c40c2d08e">GLFW_API_UNAVAILABLE</a> error. Call <a class="el" href="group__vulkan.html#ga2e7f30931e02464b5bc8d0d4b6f9fe2b">glfwVulkanSupported</a> to check whether Vulkan is at least minimally available and <a class="el" href="group__vulkan.html#ga1abcbe61033958f22f63ef82008874b1">glfwGetRequiredInstanceExtensions</a> to check what instance extensions are required.</p>
<dl class="params"><dt>Parameters</dt><dd>
<table class="params">
<tr><td class="paramdir">[in]</td><td class="paramname">instance</td><td>The instance that the physical device belongs to. </td></tr>
<tr><td class="paramdir">[in]</td><td class="paramname">device</td><td>The physical device that the queue family belongs to. </td></tr>
<tr><td class="paramdir">[in]</td><td class="paramname">queuefamily</td><td>The index of the queue family to query. </td></tr>
</table>
</dd>
</dl>
<dl class="section return"><dt>Returns</dt><dd><code>GLFW_TRUE</code> if the queue family supports presentation, or <code>GLFW_FALSE</code> otherwise.</dd></dl>
<dl class="section user"><dt>Errors</dt><dd>Possible errors include <a class="el" href="group__errors.html#ga2374ee02c177f12e1fa76ff3ed15e14a">GLFW_NOT_INITIALIZED</a>, <a class="el" href="group__errors.html#ga56882b290db23261cc6c053c40c2d08e">GLFW_API_UNAVAILABLE</a> and <a class="el" href="group__errors.html#gad44162d78100ea5e87cdd38426b8c7a1">GLFW_PLATFORM_ERROR</a>.</dd></dl>
<dl class="section remark"><dt>Remarks</dt><dd><b>macOS:</b> This function currently always returns <code>GLFW_TRUE</code>, as the <code>VK_MVK_macos_surface</code> extension does not provide a <code>vkGetPhysicalDevice*PresentationSupport</code> type function.</dd></dl>
<dl class="section user"><dt>Thread safety</dt><dd>This function may be called from any thread. For synchronization details of Vulkan objects, see the Vulkan specification.</dd></dl>
<dl class="section see"><dt>See also</dt><dd><a class="el" href="vulkan_guide.html#vulkan_present">Querying for Vulkan presentation support</a></dd></dl>
<dl class="section since"><dt>Since</dt><dd>Added in version 3.2. </dd></dl>
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<h2 class="memtitle"><span class="permalink"><a href="#ga1a24536bec3f80b08ead18e28e6ae965">&#9670;&nbsp;</a></span>glfwCreateWindowSurface()</h2>
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<p>This function creates a Vulkan surface for the specified window.</p>
<p>If the Vulkan loader was not found at initialization, this function returns <code>VK_ERROR_INITIALIZATION_FAILED</code> and generates a <a class="el" href="group__errors.html#ga56882b290db23261cc6c053c40c2d08e">GLFW_API_UNAVAILABLE</a> error. Call <a class="el" href="group__vulkan.html#ga2e7f30931e02464b5bc8d0d4b6f9fe2b">glfwVulkanSupported</a> to check whether the Vulkan loader was found.</p>
<p>If the Vulkan loader or at least one minimally functional ICD were not found, this function returns <code>VK_ERROR_INITIALIZATION_FAILED</code> and generates a <a class="el" href="group__errors.html#ga56882b290db23261cc6c053c40c2d08e">GLFW_API_UNAVAILABLE</a> error. Call <a class="el" href="group__vulkan.html#ga2e7f30931e02464b5bc8d0d4b6f9fe2b">glfwVulkanSupported</a> to check whether Vulkan is at least minimally available.</p>
<p>If the required window surface creation instance extensions are not available or if the specified instance was not created with these extensions enabled, this function returns <code>VK_ERROR_EXTENSION_NOT_PRESENT</code> and generates a <a class="el" href="group__errors.html#ga56882b290db23261cc6c053c40c2d08e">GLFW_API_UNAVAILABLE</a> error. Call <a class="el" href="group__vulkan.html#ga1abcbe61033958f22f63ef82008874b1">glfwGetRequiredInstanceExtensions</a> to check what instance extensions are required.</p>
<p>The window surface cannot be shared with another API so the window must have been created with the <a class="el" href="window_guide.html#GLFW_CLIENT_API_attrib">client api hint</a> set to <code>GLFW_NO_API</code> otherwise it generates a <a class="el" href="group__errors.html#gaaf2ef9aa8202c2b82ac2d921e554c687">GLFW_INVALID_VALUE</a> error and returns <code>VK_ERROR_NATIVE_WINDOW_IN_USE_KHR</code>.</p>
<p>The window surface must be destroyed before the specified Vulkan instance. It is the responsibility of the caller to destroy the window surface. GLFW does not destroy it for you. Call <code>vkDestroySurfaceKHR</code> to destroy the surface.</p>
<dl class="params"><dt>Parameters</dt><dd>
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<dl class="section return"><dt>Returns</dt><dd><code>VK_SUCCESS</code> if successful, or a Vulkan error code if an <a class="el" href="intro_guide.html#error_handling">error</a> occurred.</dd></dl>
<dl class="section user"><dt>Errors</dt><dd>Possible errors include <a class="el" href="group__errors.html#ga2374ee02c177f12e1fa76ff3ed15e14a">GLFW_NOT_INITIALIZED</a>, <a class="el" href="group__errors.html#ga56882b290db23261cc6c053c40c2d08e">GLFW_API_UNAVAILABLE</a> and <a class="el" href="group__errors.html#gad44162d78100ea5e87cdd38426b8c7a1">GLFW_PLATFORM_ERROR</a>.</dd></dl>
<dl class="section remark"><dt>Remarks</dt><dd>If an error occurs before the creation call is made, GLFW returns the Vulkan error code most appropriate for the error. Appropriate use of <a class="el" href="group__vulkan.html#ga2e7f30931e02464b5bc8d0d4b6f9fe2b">glfwVulkanSupported</a> and <a class="el" href="group__vulkan.html#ga1abcbe61033958f22f63ef82008874b1">glfwGetRequiredInstanceExtensions</a> should eliminate almost all occurrences of these errors.</dd></dl>
<dl class="section user"><dt>Errors</dt><dd>Possible errors include <a class="el" href="group__errors.html#ga2374ee02c177f12e1fa76ff3ed15e14a">GLFW_NOT_INITIALIZED</a>, <a class="el" href="group__errors.html#ga56882b290db23261cc6c053c40c2d08e">GLFW_API_UNAVAILABLE</a>, <a class="el" href="group__errors.html#gad44162d78100ea5e87cdd38426b8c7a1">GLFW_PLATFORM_ERROR</a> and <a class="el" href="group__errors.html#gaaf2ef9aa8202c2b82ac2d921e554c687">GLFW_INVALID_VALUE</a></dd></dl>
<dl class="section remark"><dt>Remarks</dt><dd>If an error occurs before the creation call is made, GLFW returns the Vulkan error code most appropriate for the error. Appropriate use of <a class="el" href="group__vulkan.html#ga2e7f30931e02464b5bc8d0d4b6f9fe2b">glfwVulkanSupported</a> and <a class="el" href="group__vulkan.html#ga1abcbe61033958f22f63ef82008874b1">glfwGetRequiredInstanceExtensions</a> should eliminate almost all occurrences of these errors.</dd>
<dd>
<b>macOS:</b> This function currently only supports the <code>VK_MVK_macos_surface</code> extension from MoltenVK.</dd>
<dd>
<b>macOS:</b> This function creates and sets a <code>CAMetalLayer</code> instance for the window content view, which is required for MoltenVK to function.</dd></dl>
<dl class="section user"><dt>Thread safety</dt><dd>This function may be called from any thread. For synchronization details of Vulkan objects, see the Vulkan specification.</dd></dl>
<dl class="section see"><dt>See also</dt><dd><a class="el" href="vulkan_guide.html#vulkan_surface">Creating a Vulkan window surface</a> </dd>
<dd>
<a class="el" href="group__vulkan.html#ga1abcbe61033958f22f63ef82008874b1" title="Returns the Vulkan instance extensions required by GLFW. ">glfwGetRequiredInstanceExtensions</a></dd></dl>
<dl class="section since"><dt>Since</dt><dd>Added in version 3.2. </dd></dl>
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<td class="memname"><a class="el" href="group__vulkan.html#ga70c01918dc9d233a4fbe0681a43018af">GLFWvkproc</a> glfwGetInstanceProcAddress </td>
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<td class="paramname"><em>instance</em>, </td>
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<td class="paramkey"></td>
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<td class="paramname"><em>procname</em>&#160;</td>
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<p>This function returns the address of the specified Vulkan core or extension function for the specified instance. If instance is set to <code>NULL</code> it can return any function exported from the Vulkan loader, including at least the following functions:</p>
<ul>
<li><code>vkEnumerateInstanceExtensionProperties</code></li>
<li><code>vkEnumerateInstanceLayerProperties</code></li>
<li><code>vkCreateInstance</code></li>
<li><code>vkGetInstanceProcAddr</code></li>
</ul>
<p>If Vulkan is not available on the machine, this function returns <code>NULL</code> and generates a <a class="el" href="group__errors.html#ga56882b290db23261cc6c053c40c2d08e">GLFW_API_UNAVAILABLE</a> error. Call <a class="el" href="group__vulkan.html#ga2e7f30931e02464b5bc8d0d4b6f9fe2b">glfwVulkanSupported</a> to check whether Vulkan is available.</p>
<p>This function is equivalent to calling <code>vkGetInstanceProcAddr</code> with a platform-specific query of the Vulkan loader as a fallback.</p>
<dl class="params"><dt>Parameters</dt><dd>
<table class="params">
<tr><td class="paramdir">[in]</td><td class="paramname">instance</td><td>The Vulkan instance to query, or <code>NULL</code> to retrieve functions related to instance creation. </td></tr>
<tr><td class="paramdir">[in]</td><td class="paramname">procname</td><td>The ASCII encoded name of the function. </td></tr>
</table>
</dd>
</dl>
<dl class="section return"><dt>Returns</dt><dd>The address of the function, or <code>NULL</code> if an <a class="el" href="intro_guide.html#error_handling">error</a> occurred.</dd></dl>
<dl class="section user"><dt>Errors</dt><dd>Possible errors include <a class="el" href="group__errors.html#ga2374ee02c177f12e1fa76ff3ed15e14a">GLFW_NOT_INITIALIZED</a> and <a class="el" href="group__errors.html#ga56882b290db23261cc6c053c40c2d08e">GLFW_API_UNAVAILABLE</a>.</dd></dl>
<dl class="section user"><dt>Pointer lifetime</dt><dd>The returned function pointer is valid until the library is terminated.</dd></dl>
<dl class="section user"><dt>Thread safety</dt><dd>This function may be called from any thread.</dd></dl>
<dl class="section see"><dt>See also</dt><dd><a class="el" href="vulkan_guide.html#vulkan_proc">Querying Vulkan function pointers</a></dd></dl>
<dl class="section since"><dt>Since</dt><dd>Added in version 3.2. </dd></dl>
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<td class="memname">int glfwGetPhysicalDevicePresentationSupport </td>
<td>(</td>
<td class="paramtype">VkInstance&#160;</td>
<td class="paramname"><em>instance</em>, </td>
</tr>
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<td class="paramkey"></td>
<td></td>
<td class="paramtype">VkPhysicalDevice&#160;</td>
<td class="paramname"><em>device</em>, </td>
</tr>
<tr>
<td class="paramkey"></td>
<td></td>
<td class="paramtype">uint32_t&#160;</td>
<td class="paramname"><em>queuefamily</em>&#160;</td>
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<p>This function returns whether the specified queue family of the specified physical device supports presentation to the platform GLFW was built for.</p>
<p>If Vulkan or the required window surface creation instance extensions are not available on the machine, or if the specified instance was not created with the required extensions, this function returns <code>GLFW_FALSE</code> and generates a <a class="el" href="group__errors.html#ga56882b290db23261cc6c053c40c2d08e">GLFW_API_UNAVAILABLE</a> error. Call <a class="el" href="group__vulkan.html#ga2e7f30931e02464b5bc8d0d4b6f9fe2b">glfwVulkanSupported</a> to check whether Vulkan is available and <a class="el" href="group__vulkan.html#ga1abcbe61033958f22f63ef82008874b1">glfwGetRequiredInstanceExtensions</a> to check what instance extensions are required.</p>
<dl class="params"><dt>Parameters</dt><dd>
<table class="params">
<tr><td class="paramdir">[in]</td><td class="paramname">instance</td><td>The instance that the physical device belongs to. </td></tr>
<tr><td class="paramdir">[in]</td><td class="paramname">device</td><td>The physical device that the queue family belongs to. </td></tr>
<tr><td class="paramdir">[in]</td><td class="paramname">queuefamily</td><td>The index of the queue family to query. </td></tr>
</table>
</dd>
</dl>
<dl class="section return"><dt>Returns</dt><dd><code>GLFW_TRUE</code> if the queue family supports presentation, or <code>GLFW_FALSE</code> otherwise.</dd></dl>
<dl class="section user"><dt>Errors</dt><dd>Possible errors include <a class="el" href="group__errors.html#ga2374ee02c177f12e1fa76ff3ed15e14a">GLFW_NOT_INITIALIZED</a>, <a class="el" href="group__errors.html#ga56882b290db23261cc6c053c40c2d08e">GLFW_API_UNAVAILABLE</a> and <a class="el" href="group__errors.html#gad44162d78100ea5e87cdd38426b8c7a1">GLFW_PLATFORM_ERROR</a>.</dd></dl>
<dl class="section user"><dt>Thread safety</dt><dd>This function may be called from any thread. For synchronization details of Vulkan objects, see the Vulkan specification.</dd></dl>
<dl class="section see"><dt>See also</dt><dd><a class="el" href="vulkan_guide.html#vulkan_present">Querying for Vulkan presentation support</a></dd></dl>
<dl class="section since"><dt>Since</dt><dd>Added in version 3.2. </dd></dl>
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<td class="memname">const char** glfwGetRequiredInstanceExtensions </td>
<td>(</td>
<td class="paramtype">uint32_t *&#160;</td>
<td class="paramname"><em>count</em></td><td>)</td>
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<p>This function returns an array of names of Vulkan instance extensions required by GLFW for creating Vulkan surfaces for GLFW windows. If successful, the list will always contains <code>VK_KHR_surface</code>, so if you don't require any additional extensions you can pass this list directly to the <code>VkInstanceCreateInfo</code> struct.</p>
<p>If Vulkan is not available on the machine, this function returns <code>NULL</code> and generates a <a class="el" href="group__errors.html#ga56882b290db23261cc6c053c40c2d08e">GLFW_API_UNAVAILABLE</a> error. Call <a class="el" href="group__vulkan.html#ga2e7f30931e02464b5bc8d0d4b6f9fe2b">glfwVulkanSupported</a> to check whether Vulkan is available.</p>
<p>If Vulkan is available but no set of extensions allowing window surface creation was found, this function returns <code>NULL</code>. You may still use Vulkan for off-screen rendering and compute work.</p>
<dl class="params"><dt>Parameters</dt><dd>
<table class="params">
<tr><td class="paramdir">[out]</td><td class="paramname">count</td><td>Where to store the number of extensions in the returned array. This is set to zero if an error occurred. </td></tr>
</table>
</dd>
</dl>
<dl class="section return"><dt>Returns</dt><dd>An array of ASCII encoded extension names, or <code>NULL</code> if an <a class="el" href="intro_guide.html#error_handling">error</a> occurred.</dd></dl>
<dl class="section user"><dt>Errors</dt><dd>Possible errors include <a class="el" href="group__errors.html#ga2374ee02c177f12e1fa76ff3ed15e14a">GLFW_NOT_INITIALIZED</a> and <a class="el" href="group__errors.html#ga56882b290db23261cc6c053c40c2d08e">GLFW_API_UNAVAILABLE</a>.</dd></dl>
<dl class="section remark"><dt>Remarks</dt><dd>Additional extensions may be required by future versions of GLFW. You should check if any extensions you wish to enable are already in the returned array, as it is an error to specify an extension more than once in the <code>VkInstanceCreateInfo</code> struct.</dd></dl>
<dl class="section user"><dt>Pointer lifetime</dt><dd>The returned array is allocated and freed by GLFW. You should not free it yourself. It is guaranteed to be valid only until the library is terminated.</dd></dl>
<dl class="section user"><dt>Thread safety</dt><dd>This function may be called from any thread.</dd></dl>
<dl class="section see"><dt>See also</dt><dd><a class="el" href="vulkan_guide.html#vulkan_ext">Querying required Vulkan extensions</a> </dd>
<dd>
<a class="el" href="group__vulkan.html#ga1a24536bec3f80b08ead18e28e6ae965" title="Creates a Vulkan surface for the specified window. ">glfwCreateWindowSurface</a></dd></dl>
<dl class="section since"><dt>Since</dt><dd>Added in version 3.2. </dd></dl>
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<td class="memname">int glfwVulkanSupported </td>
<td>(</td>
<td class="paramtype">void&#160;</td>
<td class="paramname"></td><td>)</td>
<td></td>
</tr>
</table>
</div><div class="memdoc">
<p>This function returns whether the Vulkan loader has been found. This check is performed by <a class="el" href="group__init.html#ga317aac130a235ab08c6db0834907d85e">glfwInit</a>.</p>
<p>The availability of a Vulkan loader does not by itself guarantee that window surface creation or even device creation is possible. Call <a class="el" href="group__vulkan.html#ga1abcbe61033958f22f63ef82008874b1">glfwGetRequiredInstanceExtensions</a> to check whether the extensions necessary for Vulkan surface creation are available and <a class="el" href="group__vulkan.html#gaff3823355cdd7e2f3f9f4d9ea9518d92">glfwGetPhysicalDevicePresentationSupport</a> to check whether a queue family of a physical device supports image presentation.</p>
<dl class="section return"><dt>Returns</dt><dd><code>GLFW_TRUE</code> if Vulkan is available, or <code>GLFW_FALSE</code> otherwise.</dd></dl>
<dl class="section user"><dt>Errors</dt><dd>Possible errors include <a class="el" href="group__errors.html#ga2374ee02c177f12e1fa76ff3ed15e14a">GLFW_NOT_INITIALIZED</a>.</dd></dl>
<dl class="section user"><dt>Thread safety</dt><dd>This function may be called from any thread.</dd></dl>
<dl class="section see"><dt>See also</dt><dd><a class="el" href="vulkan_guide.html#vulkan_support">Querying for Vulkan support</a></dd></dl>
<a class="el" href="group__vulkan.html#ga1abcbe61033958f22f63ef82008874b1">glfwGetRequiredInstanceExtensions</a></dd></dl>
<dl class="section since"><dt>Since</dt><dd>Added in version 3.2. </dd></dl>
</div>
@@ -343,7 +346,7 @@ Functions</h2></td></tr>
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<p>
Last update on Thu Aug 18 2016 for GLFW 3.2.1
Last update on Tue Apr 16 2019 for GLFW 3.3.0
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<div class="textblock"><h1><a class="anchor" id="main_intro"></a>
Introduction</h1>
<p>GLFW is a free, Open Source, multi-platform library for OpenGL, OpenGL ES and Vulkan application development. It provides a simple, platform-independent API for creating windows, contexts and surfaces, reading input, handling events, etc.</p>
<p>See <a class="el" href="news.html#news_32">New features in 3.2</a> for release highlights or the <a href="http://www.glfw.org/changelog.html">version history</a> for details.</p>
<p><a class="el" href="news.html#news_33">Release notes for version 3.3</a> list new features, caveats and deprecations.</p>
<p><a class="el" href="quick_guide.html">Getting started</a> is a guide for users new to GLFW. It takes you through how to write a small but complete program.</p>
<p>There are guides for each section of the API:</p>
<ul>
@@ -94,13 +77,14 @@ Introduction</h1>
<p>The <a href="modules.html">reference documentation</a> provides more detailed information about specific functions.</p>
<p><a class="el" href="moving_guide.html">Moving from GLFW 2 to 3</a> explains what has changed and how to update existing code to use the new API.</p>
<p>There is a section on <a class="el" href="intro_guide.html#guarantees_limitations">Guarantees and limitations</a> for pointer lifetimes, reentrancy, thread safety, event order and backward and forward compatibility.</p>
<p>The <a href="http://www.glfw.org/faq.html">FAQ</a> answers many common questions about the design, implementation and use of GLFW.</p>
<p>The <a href="https://www.glfw.org/faq.html">FAQ</a> answers many common questions about the design, implementation and use of GLFW.</p>
<p>Finally, <a class="el" href="compat_guide.html">Standards conformance</a> explains what APIs, standards and protocols GLFW uses and what happens when they are not present on a given machine.</p>
<p>This documentation was generated with Doxygen. The sources for it are available in both the <a href="http://www.glfw.org/download.html">source distribution</a> and <a href="https://github.com/glfw/glfw">GitHub repository</a>. </p>
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Last update on Thu Aug 18 2016 for GLFW 3.2.1
Last update on Tue Apr 16 2019 for GLFW 3.3.0
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@@ -88,7 +71,8 @@ var searchBox = new SearchBox("searchBox", "search",false,'Search');
</ul>
</li>
<li class="level1"><a href="#input_mouse">Mouse input</a><ul><li class="level2"><a href="#cursor_pos">Cursor position</a></li>
<li class="level2"><a href="#cursor_mode">Cursor modes</a></li>
<li class="level2"><a href="#cursor_mode">Cursor mode</a></li>
<li class="level2"><a href="#raw_mouse_motion">Raw mouse motion</a></li>
<li class="level2"><a href="#cursor_object">Cursor objects</a><ul><li class="level3"><a href="#cursor_custom">Custom cursor creation</a></li>
<li class="level3"><a href="#cursor_standard">Standard cursor creation</a></li>
<li class="level3"><a href="#cursor_destruction">Cursor destruction</a></li>
@@ -102,8 +86,12 @@ var searchBox = new SearchBox("searchBox", "search",false,'Search');
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<li class="level1"><a href="#joystick">Joystick input</a><ul><li class="level2"><a href="#joystick_axis">Joystick axis states</a></li>
<li class="level2"><a href="#joystick_button">Joystick button states</a></li>
<li class="level2"><a href="#joystick_hat">Joystick hat states</a></li>
<li class="level2"><a href="#joystick_name">Joystick name</a></li>
<li class="level2"><a href="#joystick_userptr">Joystick user pointer</a></li>
<li class="level2"><a href="#joystick_event">Joystick configuration changes</a></li>
<li class="level2"><a href="#gamepad">Gamepad input</a></li>
<li class="level2"><a href="#gamepad_mapping">Gamepad mappings</a></li>
</ul>
</li>
<li class="level1"><a href="#time">Time input</a></li>
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<p>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.</p>
<p>GLFW provides many kinds of input. While some can only be polled, like time, or only received via callbacks, like scrolling, many provide both callbacks and polling. Callbacks are more work to use than polling but is less CPU intensive and guarantees that you do not miss state changes.</p>
<p>All input callbacks receive a window handle. By using the <a class="el" href="window_guide.html#window_userptr">window user pointer</a>, you can access non-global structures or objects from your callbacks.</p>
<p>To get a better feel for how the various events callbacks behave, run the <code>events</code> test program. It register every callback supported by GLFW and prints out all arguments provided for every event, along with time and sequence information.</p>
<h1><a class="anchor" id="events"></a>
Event processing</h1>
<p>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 <a class="el" href="window_guide.html#buffer_swap">buffer swapping</a>. Even when you have no windows, event polling needs to be done in order to receive monitor connection events.</p>
<p>There are two functions for processing pending events. <a class="el" href="group__window.html#ga37bd57223967b4211d60ca1a0bf3c832">glfwPollEvents</a>, processes only those events that have already been received and then returns immediately.</p>
<div class="fragment"><div class="line"><a class="code" href="group__window.html#ga37bd57223967b4211d60ca1a0bf3c832">glfwPollEvents</a>();</div></div><!-- fragment --><p>This is the best choice when rendering continually, like most games do.</p>
<p>GLFW needs to poll the window system for events both to provide input to the application and to prove to the window system that the application hasn't locked up. Event processing is normally done each frame after <a class="el" href="window_guide.html#buffer_swap">buffer swapping</a>. Even when you have no windows, event polling needs to be done in order to receive monitor and joystick connection events.</p>
<p>There are three functions for processing pending events. <a class="el" href="group__window.html#ga37bd57223967b4211d60ca1a0bf3c832">glfwPollEvents</a>, processes only those events that have already been received and then returns immediately.</p>
<div class="fragment"><div class="line"><a class="code" href="group__window.html#ga37bd57223967b4211d60ca1a0bf3c832">glfwPollEvents</a>();</div></div><!-- fragment --><p>This is the best choice when rendering continuously, like most games do.</p>
<p>If you only need to update the contents of the window when you receive new input, <a class="el" href="group__window.html#ga554e37d781f0a997656c26b2c56c835e">glfwWaitEvents</a> is a better choice.</p>
<div class="fragment"><div class="line"><a class="code" href="group__window.html#ga554e37d781f0a997656c26b2c56c835e">glfwWaitEvents</a>();</div></div><!-- fragment --><p>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.</p>
<p>If you want to wait for events but have UI elements that need periodic updates, call <a class="el" href="group__window.html#ga605a178db92f1a7f1a925563ef3ea2cf">glfwWaitEventsTimeout</a>.</p>
<div class="fragment"><div class="line"><a class="code" href="group__window.html#ga554e37d781f0a997656c26b2c56c835e">glfwWaitEvents</a>();</div></div><!-- fragment --><p>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.</p>
<p>If you want to wait for events but have UI elements or other tasks that need periodic updates, <a class="el" href="group__window.html#ga605a178db92f1a7f1a925563ef3ea2cf">glfwWaitEventsTimeout</a> lets you specify a timeout.</p>
<div class="fragment"><div class="line"><a class="code" href="group__window.html#ga605a178db92f1a7f1a925563ef3ea2cf">glfwWaitEventsTimeout</a>(0.7);</div></div><!-- fragment --><p>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.</p>
<p>If the main thread is sleeping in <a class="el" href="group__window.html#ga554e37d781f0a997656c26b2c56c835e">glfwWaitEvents</a>, you can wake it from another thread by posting an empty event to the event queue with <a class="el" href="group__window.html#gab5997a25187e9fd5c6f2ecbbc8dfd7e9">glfwPostEmptyEvent</a>.</p>
<div class="fragment"><div class="line"><a class="code" href="group__window.html#gab5997a25187e9fd5c6f2ecbbc8dfd7e9">glfwPostEmptyEvent</a>();</div></div><!-- fragment --><p>Do not assume that callbacks will <em>only</em> 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.</p>
<div class="fragment"><div class="line"><a class="code" href="group__window.html#gab5997a25187e9fd5c6f2ecbbc8dfd7e9">glfwPostEmptyEvent</a>();</div></div><!-- fragment --><p>Do not assume that callbacks will <em>only</em> be called in response to the above functions. While it is necessary to process events in one or more of the ways above, window systems that require GLFW to register callbacks of its own can pass events to GLFW in response to many window system function calls. GLFW will pass those events on to the application callbacks before returning.</p>
<p>For example, on Windows the system function that <a class="el" href="group__window.html#ga371911f12c74c504dd8d47d832d095cb">glfwSetWindowSize</a> is implemented with will send window size events directly to the event callback that every window has and that GLFW implements for its windows. If you have set a <a class="el" href="window_guide.html#window_size">window size callback</a> GLFW will call it in turn with the new size before everything returns back out of the <a class="el" href="group__window.html#ga371911f12c74c504dd8d47d832d095cb">glfwSetWindowSize</a> call.</p>
<h1><a class="anchor" id="input_keyboard"></a>
Keyboard input</h1>
<p>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.</p>
@@ -142,107 +131,184 @@ Key input</h2>
<p>If you wish to be notified when a physical key is pressed or released or when it repeats, set a key callback.</p>
<div class="fragment"><div class="line"><a class="code" href="group__input.html#ga7e496507126f35ea72f01b2e6ef6d155">glfwSetKeyCallback</a>(window, key_callback);</div></div><!-- fragment --><p>The callback function receives the <a class="el" href="group__keys.html">keyboard key</a>, platform-specific scancode, key action and <a class="el" href="group__mods.html">modifier bits</a>.</p>
<div class="fragment"><div class="line"><span class="keywordtype">void</span> key_callback(<a class="code" href="group__window.html#ga3c96d80d363e67d13a41b5d1821f3242">GLFWwindow</a>* window, <span class="keywordtype">int</span> key, <span class="keywordtype">int</span> scancode, <span class="keywordtype">int</span> action, <span class="keywordtype">int</span> mods)</div><div class="line">{</div><div class="line"> <span class="keywordflow">if</span> (key == <a class="code" href="group__keys.html#gabf48fcc3afbe69349df432b470c96ef2">GLFW_KEY_E</a> &amp;&amp; action == <a class="code" href="group__input.html#ga2485743d0b59df3791c45951c4195265">GLFW_PRESS</a>)</div><div class="line"> activate_airship();</div><div class="line">}</div></div><!-- fragment --><p>The action is one of <code>GLFW_PRESS</code>, <code>GLFW_REPEAT</code> or <code>GLFW_RELEASE</code>. The key will be <code>GLFW_KEY_UNKNOWN</code> if GLFW lacks a key token for it, for example <em>E-mail</em> and <em>Play</em> keys.</p>
<p>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.</p>
<p>Key states for <a class="el" href="group__keys.html">named keys</a> are also saved in per-window state arrays that can be polled with <a class="el" href="group__input.html#gadd341da06bc8d418b4dc3a3518af9ad2">glfwGetKey</a>.</p>
<div class="fragment"><div class="line"><span class="keywordtype">int</span> state = <a class="code" href="group__input.html#gadd341da06bc8d418b4dc3a3518af9ad2">glfwGetKey</a>(window, <a class="code" href="group__keys.html#gabf48fcc3afbe69349df432b470c96ef2">GLFW_KEY_E</a>);</div><div class="line"><span class="keywordflow">if</span> (state == <a class="code" href="group__input.html#ga2485743d0b59df3791c45951c4195265">GLFW_PRESS</a>)</div><div class="line"> activate_airship();</div></div><!-- fragment --><p>The returned state is one of <code>GLFW_PRESS</code> or <code>GLFW_RELEASE</code>.</p>
<p>This function only returns cached key event state. It does not poll the system for the current state of the key.</p>
<p>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 <code>GLFW_STICKY_KEYS</code> input mode.</p>
<div class="fragment"><div class="line"><a class="code" href="group__input.html#gaa92336e173da9c8834558b54ee80563b">glfwSetInputMode</a>(window, <a class="code" href="glfw3_8h.html#ae3bbe2315b7691ab088159eb6c9110fc">GLFW_STICKY_KEYS</a>, 1);</div></div><!-- fragment --><p>When sticky keys mode is enabled, the pollable state of a key will remain <code>GLFW_PRESS</code> until the state of that key is polled with <a class="el" href="group__input.html#gadd341da06bc8d418b4dc3a3518af9ad2">glfwGetKey</a>. Once it has been polled, if a key release event had been processed in the meantime, the state will reset to <code>GLFW_RELEASE</code>, otherwise it will remain <code>GLFW_PRESS</code>.</p>
<p>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. You can query the scancode for any <a class="el" href="group__keys.html">named key</a> on the current platform with <a class="el" href="group__input.html#ga67ddd1b7dcbbaff03e4a76c0ea67103a">glfwGetKeyScancode</a>.</p>
<div class="fragment"><div class="line"><span class="keyword">const</span> <span class="keywordtype">int</span> scancode = <a class="code" href="group__input.html#ga67ddd1b7dcbbaff03e4a76c0ea67103a">glfwGetKeyScancode</a>(<a class="code" href="group__keys.html#gac1c42c0bf4192cea713c55598b06b744">GLFW_KEY_X</a>);</div><div class="line">set_key_mapping(scancode, swap_weapons);</div></div><!-- fragment --><p>The last reported state for every <a class="el" href="group__keys.html">named key</a> is also saved in per-window state arrays that can be polled with <a class="el" href="group__input.html#gadd341da06bc8d418b4dc3a3518af9ad2">glfwGetKey</a>.</p>
<div class="fragment"><div class="line"><span class="keywordtype">int</span> state = <a class="code" href="group__input.html#gadd341da06bc8d418b4dc3a3518af9ad2">glfwGetKey</a>(window, <a class="code" href="group__keys.html#gabf48fcc3afbe69349df432b470c96ef2">GLFW_KEY_E</a>);</div><div class="line"><span class="keywordflow">if</span> (state == <a class="code" href="group__input.html#ga2485743d0b59df3791c45951c4195265">GLFW_PRESS</a>)</div><div class="line">{</div><div class="line"> activate_airship();</div><div class="line">}</div></div><!-- fragment --><p>The returned state is one of <code>GLFW_PRESS</code> or <code>GLFW_RELEASE</code>.</p>
<p>This function only returns cached key event state. It does not poll the system for the current physical state of the key.</p>
<p><a class="anchor" id="GLFW_STICKY_KEYS"></a>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 <code>GLFW_STICKY_KEYS</code> input mode.</p>
<div class="fragment"><div class="line"><a class="code" href="group__input.html#gaa92336e173da9c8834558b54ee80563b">glfwSetInputMode</a>(window, <a class="code" href="glfw3_8h.html#ae3bbe2315b7691ab088159eb6c9110fc">GLFW_STICKY_KEYS</a>, <a class="code" href="group__init.html#ga2744fbb29b5631bb28802dbe0cf36eba">GLFW_TRUE</a>);</div></div><!-- fragment --><p>When sticky keys mode is enabled, the pollable state of a key will remain <code>GLFW_PRESS</code> until the state of that key is polled with <a class="el" href="group__input.html#gadd341da06bc8d418b4dc3a3518af9ad2">glfwGetKey</a>. Once it has been polled, if a key release event had been processed in the meantime, the state will reset to <code>GLFW_RELEASE</code>, otherwise it will remain <code>GLFW_PRESS</code>.</p>
<p><a class="anchor" id="GLFW_LOCK_KEY_MODS"></a>If you wish to know what the state of the Caps Lock and Num Lock keys was when input events were generated, set the <code>GLFW_LOCK_KEY_MODS</code> input mode.</p>
<div class="fragment"><div class="line"><a class="code" href="group__input.html#gaa92336e173da9c8834558b54ee80563b">glfwSetInputMode</a>(window, <a class="code" href="glfw3_8h.html#a07b84de0b52143e1958f88a7d9105947">GLFW_LOCK_KEY_MODS</a>, <a class="code" href="group__init.html#ga2744fbb29b5631bb28802dbe0cf36eba">GLFW_TRUE</a>);</div></div><!-- fragment --><p>When this input mode is enabled, any callback that receives <a class="el" href="group__mods.html">modifier bits</a> will have the <a class="el" href="group__mods.html#gaefeef8fcf825a6e43e241b337897200f">GLFW_MOD_CAPS_LOCK</a> bit set if Caps Lock was on when the event occurred and the <a class="el" href="group__mods.html#ga64e020b8a42af8376e944baf61feecbe">GLFW_MOD_NUM_LOCK</a> bit set if Num Lock was on.</p>
<p>The <code>GLFW_KEY_LAST</code> constant holds the highest value of any <a class="el" href="group__keys.html">named key</a>.</p>
<h2><a class="anchor" id="input_char"></a>
Text input</h2>
<p>GLFW supports text input in the form of a stream of <a href="https://en.wikipedia.org/wiki/Unicode">Unicode code points</a>, 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 <a href="https://en.wikipedia.org/wiki/Dead_key">dead keys</a>. Once received, you can encode the code points into <a href="https://en.wikipedia.org/wiki/UTF-8">UTF-8</a> or any other encoding you prefer.</p>
<p>Because an <code>unsigned int</code> is 32 bits long on all platforms supported by GLFW, you can treat the code point argument as native endian <a href="https://en.wikipedia.org/wiki/UTF-32">UTF-32</a>.</p>
<p>There are two callbacks for receiving Unicode code points. If you wish to offer regular text input, set a character callback.</p>
<p>GLFW supports text input in the form of a stream of <a href="https://en.wikipedia.org/wiki/Unicode">Unicode code points</a>, 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 <a href="https://en.wikipedia.org/wiki/Dead_key">dead keys</a>. Once received, you can encode the code points into UTF-8 or any other encoding you prefer.</p>
<p>Because an <code>unsigned int</code> is 32 bits long on all platforms supported by GLFW, you can treat the code point argument as native endian UTF-32.</p>
<p>If you wish to offer regular text input, set a character callback.</p>
<div class="fragment"><div class="line"><a class="code" href="group__input.html#ga556239421c6a5a243c66fca28da9f742">glfwSetCharCallback</a>(window, character_callback);</div></div><!-- fragment --><p>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.</p>
<div class="fragment"><div class="line"><span class="keywordtype">void</span> character_callback(<a class="code" href="group__window.html#ga3c96d80d363e67d13a41b5d1821f3242">GLFWwindow</a>* window, <span class="keywordtype">unsigned</span> <span class="keywordtype">int</span> codepoint)</div><div class="line">{</div><div class="line">}</div></div><!-- fragment --><p>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.</p>
<div class="fragment"><div class="line"><a class="code" href="group__input.html#ga3f55ef5dc03a374e567f068b13c94afc">glfwSetCharModsCallback</a>(window, charmods_callback);</div></div><!-- fragment --><p>The callback function receives Unicode code points and <a class="el" href="group__mods.html">modifier bits</a>.</p>
<div class="fragment"><div class="line"><span class="keywordtype">void</span> charmods_callback(<a class="code" href="group__window.html#ga3c96d80d363e67d13a41b5d1821f3242">GLFWwindow</a>* window, <span class="keywordtype">unsigned</span> <span class="keywordtype">int</span> codepoint, <span class="keywordtype">int</span> mods)</div><div class="line">{</div><div class="line">}</div></div><!-- fragment --><h2><a class="anchor" id="input_key_name"></a>
<div class="fragment"><div class="line"><span class="keywordtype">void</span> character_callback(<a class="code" href="group__window.html#ga3c96d80d363e67d13a41b5d1821f3242">GLFWwindow</a>* window, <span class="keywordtype">unsigned</span> <span class="keywordtype">int</span> codepoint)</div><div class="line">{</div><div class="line">}</div></div><!-- fragment --><h2><a class="anchor" id="input_key_name"></a>
Key names</h2>
<p>If you wish to refer to keys by name, you can query the keyboard layout dependent name of printable keys with <a class="el" href="group__input.html#ga237a182e5ec0b21ce64543f3b5e7e2be">glfwGetKeyName</a>.</p>
<div class="fragment"><div class="line"><span class="keyword">const</span> <span class="keywordtype">char</span>* key_name = <a class="code" href="group__input.html#ga237a182e5ec0b21ce64543f3b5e7e2be">glfwGetKeyName</a>(<a class="code" href="group__keys.html#gaa06a712e6202661fc03da5bdb7b6e545">GLFW_KEY_W</a>, 0);</div><div class="line">show_tutorial_hint(<span class="stringliteral">&quot;Press %s to move forward&quot;</span>, key_name);</div></div><!-- fragment --><p>This function can handle both <a class="el" href="input_guide.html#input_key">keys and scancodes</a>. If the specified key is <code>GLFW_KEY_UNKNOWN</code> 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.</p>
<h1><a class="anchor" id="input_mouse"></a>
Mouse input</h1>
<p>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.</p>
<p>Mouse input comes in many forms, including mouse 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.</p>
<h2><a class="anchor" id="cursor_pos"></a>
Cursor position</h2>
<p>If you wish to be notified when the cursor moves over the window, set a cursor position callback.</p>
<div class="fragment"><div class="line"><a class="code" href="group__input.html#ga7dad39486f2c7591af7fb25134a2501d">glfwSetCursorPosCallback</a>(window, cursor_pos_callback);</div></div><!-- fragment --><p>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.</p>
<div class="fragment"><div class="line"><a class="code" href="group__input.html#ga7dad39486f2c7591af7fb25134a2501d">glfwSetCursorPosCallback</a>(window, cursor_position_callback);</div></div><!-- fragment --><p>The callback functions receives the cursor position, measured in screen coordinates but relative to the top-left corner of the window content area. On platforms that provide it, the full sub-pixel cursor position is passed on.</p>
<div class="fragment"><div class="line"><span class="keyword">static</span> <span class="keywordtype">void</span> cursor_position_callback(<a class="code" href="group__window.html#ga3c96d80d363e67d13a41b5d1821f3242">GLFWwindow</a>* window, <span class="keywordtype">double</span> xpos, <span class="keywordtype">double</span> ypos)</div><div class="line">{</div><div class="line">}</div></div><!-- fragment --><p>The cursor position is also saved per-window and can be polled with <a class="el" href="group__input.html#ga01d37b6c40133676b9cea60ca1d7c0cc">glfwGetCursorPos</a>.</p>
<div class="fragment"><div class="line"><span class="keywordtype">double</span> xpos, ypos;</div><div class="line"><a class="code" href="group__input.html#ga01d37b6c40133676b9cea60ca1d7c0cc">glfwGetCursorPos</a>(window, &amp;xpos, &amp;ypos);</div></div><!-- fragment --><h2><a class="anchor" id="cursor_mode"></a>
Cursor modes</h2>
<p>The <code>GLFW_CURSOR</code> input mode provides several cursor modes for special forms of mouse motion input. By default, the cursor mode is <code>GLFW_CURSOR_NORMAL</code>, meaning the regular arrow cursor (or another cursor set with <a class="el" href="group__input.html#gad3b4f38c8d5dae036bc8fa959e18343e">glfwSetCursor</a>) is used and cursor motion is not limited.</p>
Cursor mode</h2>
<p><a class="anchor" id="GLFW_CURSOR"></a>The <code>GLFW_CURSOR</code> input mode provides several cursor modes for special forms of mouse motion input. By default, the cursor mode is <code>GLFW_CURSOR_NORMAL</code>, meaning the regular arrow cursor (or another cursor set with <a class="el" href="group__input.html#gad3b4f38c8d5dae036bc8fa959e18343e">glfwSetCursor</a>) is used and cursor motion is not limited.</p>
<p>If you wish to implement mouse motion based camera controls or other input schemes that require unlimited mouse movement, set the cursor mode to <code>GLFW_CURSOR_DISABLED</code>.</p>
<div class="fragment"><div class="line"><a class="code" href="group__input.html#gaa92336e173da9c8834558b54ee80563b">glfwSetInputMode</a>(window, <a class="code" href="glfw3_8h.html#aade31da5b884a84a7625c6b059b9132c">GLFW_CURSOR</a>, <a class="code" href="glfw3_8h.html#a2315b99a329ce53e6a13a9d46fd5ca88">GLFW_CURSOR_DISABLED</a>);</div></div><!-- fragment --><p>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.</p>
<dl class="section note"><dt>Note</dt><dd>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 <code>GLFW_CURSOR_DISABLED</code>.</dd></dl>
<p>If you just wish the cursor to become hidden when it is over a window, set the cursor mode to <code>GLFW_CURSOR_HIDDEN</code>.</p>
<p>If you only wish the cursor to become hidden when it is over a window but still want it to behave normally, set the cursor mode to <code>GLFW_CURSOR_HIDDEN</code>.</p>
<div class="fragment"><div class="line"><a class="code" href="group__input.html#gaa92336e173da9c8834558b54ee80563b">glfwSetInputMode</a>(window, <a class="code" href="glfw3_8h.html#aade31da5b884a84a7625c6b059b9132c">GLFW_CURSOR</a>, <a class="code" href="glfw3_8h.html#ac4d5cb9d78de8573349c58763d53bf11">GLFW_CURSOR_HIDDEN</a>);</div></div><!-- fragment --><p>This mode puts no limit on the motion of the cursor.</p>
<p>To exit out of either of these special modes, restore the <code>GLFW_CURSOR_NORMAL</code> cursor mode.</p>
<div class="fragment"><div class="line"><a class="code" href="group__input.html#gaa92336e173da9c8834558b54ee80563b">glfwSetInputMode</a>(window, <a class="code" href="glfw3_8h.html#aade31da5b884a84a7625c6b059b9132c">GLFW_CURSOR</a>, <a class="code" href="glfw3_8h.html#ae04dd25c8577e19fa8c97368561f6c68">GLFW_CURSOR_NORMAL</a>);</div></div><!-- fragment --><h2><a class="anchor" id="cursor_object"></a>
<div class="fragment"><div class="line"><a class="code" href="group__input.html#gaa92336e173da9c8834558b54ee80563b">glfwSetInputMode</a>(window, <a class="code" href="glfw3_8h.html#aade31da5b884a84a7625c6b059b9132c">GLFW_CURSOR</a>, <a class="code" href="glfw3_8h.html#ae04dd25c8577e19fa8c97368561f6c68">GLFW_CURSOR_NORMAL</a>);</div></div><!-- fragment --><p><a class="anchor" id="GLFW_RAW_MOUSE_MOTION"></a></p>
<h2><a class="anchor" id="raw_mouse_motion"></a>
Raw mouse motion</h2>
<p>When the cursor is disabled, raw (unscaled and unaccelerated) mouse motion can be enabled if available.</p>
<p>Raw mouse motion is closer to the actual motion of the mouse across a surface. It is not affected by the scaling and acceleration applied to the motion of the desktop cursor. That processing is suitable for a cursor while raw motion is better for controlling for example a 3D camera. Because of this, raw mouse motion is only provided when the cursor is disabled.</p>
<p>Call <a class="el" href="group__input.html#gae4ee0dbd0d256183e1ea4026d897e1c2">glfwRawMouseMotionSupported</a> to check if the current machine provides raw motion and set the <code>GLFW_RAW_MOUSE_MOTION</code> input mode to enable it. It is disabled by default.</p>
<div class="fragment"><div class="line"><span class="keywordflow">if</span> (<a class="code" href="group__input.html#gae4ee0dbd0d256183e1ea4026d897e1c2">glfwRawMouseMotionSupported</a>())</div><div class="line"> <a class="code" href="group__input.html#gaa92336e173da9c8834558b54ee80563b">glfwSetInputMode</a>(window, <a class="code" href="glfw3_8h.html#aeeda1be76a44a1fc97c1282e06281fbb">GLFW_RAW_MOUSE_MOTION</a>, <a class="code" href="group__init.html#ga2744fbb29b5631bb28802dbe0cf36eba">GLFW_TRUE</a>);</div></div><!-- fragment --><p>If supported, raw mouse motion can be enabled or disabled per-window and at any time but it will only be provided when the cursor is disabled.</p>
<h2><a class="anchor" id="cursor_object"></a>
Cursor objects</h2>
<p>GLFW supports creating both custom and system theme cursor images, encapsulated as <a class="el" href="glfw3_8h.html#a89261ae18c75e863aaf2656ecdd238f4">GLFWcursor</a> objects. They are created with <a class="el" href="group__input.html#gafca356935e10135016aa49ffa464c355">glfwCreateCursor</a> or <a class="el" href="group__input.html#gaa65f416d03ebbbb5b8db71a489fcb894">glfwCreateStandardCursor</a> and destroyed with <a class="el" href="group__input.html#ga81b952cd1764274d0db7fb3c5a79ba6a">glfwDestroyCursor</a>, or <a class="el" href="group__init.html#gaaae48c0a18607ea4a4ba951d939f0901">glfwTerminate</a>, if any remain.</p>
<p>GLFW supports creating both custom and system theme cursor images, encapsulated as <a class="el" href="group__input.html#ga89261ae18c75e863aaf2656ecdd238f4">GLFWcursor</a> objects. They are created with <a class="el" href="group__input.html#gafca356935e10135016aa49ffa464c355">glfwCreateCursor</a> or <a class="el" href="group__input.html#gaa65f416d03ebbbb5b8db71a489fcb894">glfwCreateStandardCursor</a> and destroyed with <a class="el" href="group__input.html#ga81b952cd1764274d0db7fb3c5a79ba6a">glfwDestroyCursor</a>, or <a class="el" href="group__init.html#gaaae48c0a18607ea4a4ba951d939f0901">glfwTerminate</a>, if any remain.</p>
<h3><a class="anchor" id="cursor_custom"></a>
Custom cursor creation</h3>
<p>A custom cursor is created with <a class="el" href="group__input.html#gafca356935e10135016aa49ffa464c355">glfwCreateCursor</a>, 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:</p>
<div class="fragment"><div class="line"><span class="keywordtype">unsigned</span> <span class="keywordtype">char</span> pixels[16 * 16 * 4];</div><div class="line">memset(pixels, 0xff, <span class="keyword">sizeof</span>(pixels));</div><div class="line"></div><div class="line"><a class="code" href="structGLFWimage.html">GLFWimage</a> image;</div><div class="line">image.<a class="code" href="structGLFWimage.html#af6a71cc999fe6d3aea31dd7e9687d835">width</a> = 16;</div><div class="line">image.<a class="code" href="structGLFWimage.html#a0b7d95368f0c80d5e5c9875057c7dbec">height</a> = 16;</div><div class="line">image.<a class="code" href="structGLFWimage.html#a0c532a5c2bb715555279b7817daba0fb">pixels</a> = pixels;</div><div class="line"></div><div class="line"><a class="code" href="glfw3_8h.html#a89261ae18c75e863aaf2656ecdd238f4">GLFWcursor</a>* cursor = <a class="code" href="group__input.html#gafca356935e10135016aa49ffa464c355">glfwCreateCursor</a>(&amp;image, 0, 0);</div></div><!-- fragment --><p>If cursor creation fails, <code>NULL</code> will be returned, so it is necessary to check the return value.</p>
<p>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.</p>
<div class="fragment"><div class="line"><span class="keywordtype">unsigned</span> <span class="keywordtype">char</span> pixels[16 * 16 * 4];</div><div class="line">memset(pixels, 0xff, <span class="keyword">sizeof</span>(pixels));</div><div class="line"></div><div class="line"><a class="code" href="structGLFWimage.html">GLFWimage</a> image;</div><div class="line">image.<a class="code" href="structGLFWimage.html#af6a71cc999fe6d3aea31dd7e9687d835">width</a> = 16;</div><div class="line">image.<a class="code" href="structGLFWimage.html#a0b7d95368f0c80d5e5c9875057c7dbec">height</a> = 16;</div><div class="line">image.<a class="code" href="structGLFWimage.html#a0c532a5c2bb715555279b7817daba0fb">pixels</a> = pixels;</div><div class="line"></div><div class="line"><a class="code" href="group__input.html#ga89261ae18c75e863aaf2656ecdd238f4">GLFWcursor</a>* cursor = <a class="code" href="group__input.html#gafca356935e10135016aa49ffa464c355">glfwCreateCursor</a>(&amp;image, 0, 0);</div></div><!-- fragment --><p>If cursor creation fails, <code>NULL</code> will be returned, so it is necessary to check the return value.</p>
<p>The image data is 32-bit, little-endian, non-premultiplied RGBA, i.e. eight bits per channel with the red channel first. The pixels are arranged canonically as sequential rows, starting from the top-left corner.</p>
<h3><a class="anchor" id="cursor_standard"></a>
Standard cursor creation</h3>
<p>A cursor with a <a class="el" href="group__shapes.html">standard shape</a> from the current system cursor theme can be can be created with <a class="el" href="group__input.html#gaa65f416d03ebbbb5b8db71a489fcb894">glfwCreateStandardCursor</a>.</p>
<div class="fragment"><div class="line"><a class="code" href="glfw3_8h.html#a89261ae18c75e863aaf2656ecdd238f4">GLFWcursor</a>* cursor = <a class="code" href="group__input.html#gaa65f416d03ebbbb5b8db71a489fcb894">glfwCreateStandardCursor</a>(<a class="code" href="group__shapes.html#gabb3eb0109f11bb808fc34659177ca962">GLFW_HRESIZE_CURSOR</a>);</div></div><!-- fragment --><p>These cursor objects behave in the exact same way as those created with <a class="el" href="group__input.html#gafca356935e10135016aa49ffa464c355">glfwCreateCursor</a> except that the system cursor theme provides the actual image.</p>
<div class="fragment"><div class="line"><a class="code" href="group__input.html#ga89261ae18c75e863aaf2656ecdd238f4">GLFWcursor</a>* cursor = <a class="code" href="group__input.html#gaa65f416d03ebbbb5b8db71a489fcb894">glfwCreateStandardCursor</a>(<a class="code" href="group__shapes.html#gabb3eb0109f11bb808fc34659177ca962">GLFW_HRESIZE_CURSOR</a>);</div></div><!-- fragment --><p>These cursor objects behave in the exact same way as those created with <a class="el" href="group__input.html#gafca356935e10135016aa49ffa464c355">glfwCreateCursor</a> except that the system cursor theme provides the actual image.</p>
<h3><a class="anchor" id="cursor_destruction"></a>
Cursor destruction</h3>
<p>When a cursor is no longer needed, destroy it with <a class="el" href="group__input.html#ga81b952cd1764274d0db7fb3c5a79ba6a">glfwDestroyCursor</a>.</p>
<div class="fragment"><div class="line"><a class="code" href="group__input.html#ga81b952cd1764274d0db7fb3c5a79ba6a">glfwDestroyCursor</a>(cursor);</div></div><!-- fragment --><p>Cursor destruction always succeeds. All cursors remaining when <a class="el" href="group__init.html#gaaae48c0a18607ea4a4ba951d939f0901">glfwTerminate</a> is called are destroyed as well.</p>
<div class="fragment"><div class="line"><a class="code" href="group__input.html#ga81b952cd1764274d0db7fb3c5a79ba6a">glfwDestroyCursor</a>(cursor);</div></div><!-- fragment --><p>Cursor destruction always succeeds. If the cursor is current for any window, that window will revert to the default cursor. This does not affect the cursor mode. All remaining cursors are destroyed when <a class="el" href="group__init.html#gaaae48c0a18607ea4a4ba951d939f0901">glfwTerminate</a> is called.</p>
<h3><a class="anchor" id="cursor_set"></a>
Cursor setting</h3>
<p>A cursor can be set as current for a window with <a class="el" href="group__input.html#gad3b4f38c8d5dae036bc8fa959e18343e">glfwSetCursor</a>.</p>
<div class="fragment"><div class="line"><a class="code" href="group__input.html#gad3b4f38c8d5dae036bc8fa959e18343e">glfwSetCursor</a>(window, cursor);</div></div><!-- fragment --><p>Once set, the cursor image will be used as long as the system cursor is over the client area of the window and the <a class="el" href="input_guide.html#cursor_mode">cursor mode</a> is set to <code>GLFW_CURSOR_NORMAL</code>.</p>
<div class="fragment"><div class="line"><a class="code" href="group__input.html#gad3b4f38c8d5dae036bc8fa959e18343e">glfwSetCursor</a>(window, cursor);</div></div><!-- fragment --><p>Once set, the cursor image will be used as long as the system cursor is over the content area of the window and the <a class="el" href="input_guide.html#cursor_mode">cursor mode</a> is set to <code>GLFW_CURSOR_NORMAL</code>.</p>
<p>A single cursor may be set for any number of windows.</p>
<p>To remove a cursor from a window, set the cursor of that window to <code>NULL</code>.</p>
<div class="fragment"><div class="line"><a class="code" href="group__input.html#gad3b4f38c8d5dae036bc8fa959e18343e">glfwSetCursor</a>(window, NULL);</div></div><!-- fragment --><p>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.</p>
<p>To revert to the default cursor, set the cursor of that window to <code>NULL</code>.</p>
<div class="fragment"><div class="line"><a class="code" href="group__input.html#gad3b4f38c8d5dae036bc8fa959e18343e">glfwSetCursor</a>(window, NULL);</div></div><!-- fragment --><p>When a cursor is destroyed, any window that has it set will revert to the default cursor. This does not affect the cursor mode.</p>
<h2><a class="anchor" id="cursor_enter"></a>
Cursor enter/leave events</h2>
<p>If you wish to be notified when the cursor enters or leaves the client area of a window, set a cursor enter/leave callback.</p>
<p>If you wish to be notified when the cursor enters or leaves the content area of a window, set a cursor enter/leave callback.</p>
<div class="fragment"><div class="line"><a class="code" href="group__input.html#gaa299c41dd0a3d171d166354e01279e04">glfwSetCursorEnterCallback</a>(window, cursor_enter_callback);</div></div><!-- fragment --><p>The callback function receives the new classification of the cursor.</p>
<div class="fragment"><div class="line"><span class="keywordtype">void</span> cursor_enter_callback(<a class="code" href="group__window.html#ga3c96d80d363e67d13a41b5d1821f3242">GLFWwindow</a>* window, <span class="keywordtype">int</span> entered)</div><div class="line">{</div><div class="line"> <span class="keywordflow">if</span> (entered)</div><div class="line"> {</div><div class="line"> <span class="comment">// The cursor entered the client area of the window</span></div><div class="line"> }</div><div class="line"> <span class="keywordflow">else</span></div><div class="line"> {</div><div class="line"> <span class="comment">// The cursor left the client area of the window</span></div><div class="line"> }</div><div class="line">}</div></div><!-- fragment --><h2><a class="anchor" id="input_mouse_button"></a>
<div class="fragment"><div class="line"><span class="keywordtype">void</span> cursor_enter_callback(<a class="code" href="group__window.html#ga3c96d80d363e67d13a41b5d1821f3242">GLFWwindow</a>* window, <span class="keywordtype">int</span> entered)</div><div class="line">{</div><div class="line"> <span class="keywordflow">if</span> (entered)</div><div class="line"> {</div><div class="line"> <span class="comment">// The cursor entered the content area of the window</span></div><div class="line"> }</div><div class="line"> <span class="keywordflow">else</span></div><div class="line"> {</div><div class="line"> <span class="comment">// The cursor left the content area of the window</span></div><div class="line"> }</div><div class="line">}</div></div><!-- fragment --><p>You can query whether the cursor is currently inside the content area of the window with the <a class="el" href="window_guide.html#GLFW_HOVERED_attrib">GLFW_HOVERED</a> window attribute.</p>
<div class="fragment"><div class="line"><span class="keywordflow">if</span> (<a class="code" href="group__window.html#gacccb29947ea4b16860ebef42c2cb9337">glfwGetWindowAttrib</a>(window, <a class="code" href="group__window.html#ga8665c71c6fa3d22425c6a0e8a3f89d8a">GLFW_HOVERED</a>))</div><div class="line">{</div><div class="line"> highlight_interface();</div><div class="line">}</div></div><!-- fragment --><h2><a class="anchor" id="input_mouse_button"></a>
Mouse button input</h2>
<p>If you wish to be notified when a mouse button is pressed or released, set a mouse button callback.</p>
<div class="fragment"><div class="line"><a class="code" href="group__input.html#gaef49b72d84d615bca0a6ed65485e035d">glfwSetMouseButtonCallback</a>(window, mouse_button_callback);</div></div><!-- fragment --><p>The callback function receives the <a class="el" href="group__buttons.html">mouse button</a>, button action and <a class="el" href="group__mods.html">modifier bits</a>.</p>
<div class="fragment"><div class="line"><span class="keywordtype">void</span> mouse_button_callback(<a class="code" href="group__window.html#ga3c96d80d363e67d13a41b5d1821f3242">GLFWwindow</a>* window, <span class="keywordtype">int</span> button, <span class="keywordtype">int</span> action, <span class="keywordtype">int</span> mods)</div><div class="line">{</div><div class="line"> <span class="keywordflow">if</span> (button == <a class="code" href="group__buttons.html#ga3e2f2cf3c4942df73cc094247d275e74">GLFW_MOUSE_BUTTON_RIGHT</a> &amp;&amp; action == <a class="code" href="group__input.html#ga2485743d0b59df3791c45951c4195265">GLFW_PRESS</a>)</div><div class="line"> popup_menu();</div><div class="line">}</div></div><!-- fragment --><p>The action is one of <code>GLFW_PRESS</code> or <code>GLFW_RELEASE</code>.</p>
<p>Mouse button states for <a class="el" href="group__buttons.html">named buttons</a> are also saved in per-window state arrays that can be polled with <a class="el" href="group__input.html#gac1473feacb5996c01a7a5a33b5066704">glfwGetMouseButton</a>.</p>
<div class="fragment"><div class="line"><span class="keywordtype">int</span> state = <a class="code" href="group__input.html#gac1473feacb5996c01a7a5a33b5066704">glfwGetMouseButton</a>(window, <a class="code" href="group__buttons.html#gaf37100431dcd5082d48f95ee8bc8cd56">GLFW_MOUSE_BUTTON_LEFT</a>);</div><div class="line"><span class="keywordflow">if</span> (state == <a class="code" href="group__input.html#ga2485743d0b59df3791c45951c4195265">GLFW_PRESS</a>)</div><div class="line"> upgrade_cow();</div></div><!-- fragment --><p>The returned state is one of <code>GLFW_PRESS</code> or <code>GLFW_RELEASE</code>.</p>
<div class="fragment"><div class="line"><span class="keywordtype">int</span> state = <a class="code" href="group__input.html#gac1473feacb5996c01a7a5a33b5066704">glfwGetMouseButton</a>(window, <a class="code" href="group__buttons.html#gaf37100431dcd5082d48f95ee8bc8cd56">GLFW_MOUSE_BUTTON_LEFT</a>);</div><div class="line"><span class="keywordflow">if</span> (state == <a class="code" href="group__input.html#ga2485743d0b59df3791c45951c4195265">GLFW_PRESS</a>)</div><div class="line">{</div><div class="line"> upgrade_cow();</div><div class="line">}</div></div><!-- fragment --><p>The returned state is one of <code>GLFW_PRESS</code> or <code>GLFW_RELEASE</code>.</p>
<p>This function only returns cached mouse button event state. It does not poll the system for the current state of the mouse button.</p>
<p>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 <code>GLFW_STICKY_MOUSE_BUTTONS</code> input mode.</p>
<div class="fragment"><div class="line"><a class="code" href="group__input.html#gaa92336e173da9c8834558b54ee80563b">glfwSetInputMode</a>(window, <a class="code" href="glfw3_8h.html#a4d7ce8ce71030c3b04e2b78145bc59d1">GLFW_STICKY_MOUSE_BUTTONS</a>, 1);</div></div><!-- fragment --><p>When sticky mouse buttons mode is enabled, the pollable state of a mouse button will remain <code>GLFW_PRESS</code> until the state of that button is polled with <a class="el" href="group__input.html#gac1473feacb5996c01a7a5a33b5066704">glfwGetMouseButton</a>. Once it has been polled, if a mouse button release event had been processed in the meantime, the state will reset to <code>GLFW_RELEASE</code>, otherwise it will remain <code>GLFW_PRESS</code>.</p>
<p><a class="anchor" id="GLFW_STICKY_MOUSE_BUTTONS"></a>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 <code>GLFW_STICKY_MOUSE_BUTTONS</code> input mode.</p>
<div class="fragment"><div class="line"><a class="code" href="group__input.html#gaa92336e173da9c8834558b54ee80563b">glfwSetInputMode</a>(window, <a class="code" href="glfw3_8h.html#a4d7ce8ce71030c3b04e2b78145bc59d1">GLFW_STICKY_MOUSE_BUTTONS</a>, <a class="code" href="group__init.html#ga2744fbb29b5631bb28802dbe0cf36eba">GLFW_TRUE</a>);</div></div><!-- fragment --><p>When sticky mouse buttons mode is enabled, the pollable state of a mouse button will remain <code>GLFW_PRESS</code> until the state of that button is polled with <a class="el" href="group__input.html#gac1473feacb5996c01a7a5a33b5066704">glfwGetMouseButton</a>. Once it has been polled, if a mouse button release event had been processed in the meantime, the state will reset to <code>GLFW_RELEASE</code>, otherwise it will remain <code>GLFW_PRESS</code>.</p>
<p>The <code>GLFW_MOUSE_BUTTON_LAST</code> constant holds the highest value of any <a class="el" href="group__buttons.html">named button</a>.</p>
<h2><a class="anchor" id="scrolling"></a>
Scroll input</h2>
<p>If you wish to be notified when the user scrolls, whether with a mouse wheel or touchpad gesture, set a scroll callback.</p>
<div class="fragment"><div class="line"><a class="code" href="group__input.html#gacf02eb10504352f16efda4593c3ce60e">glfwSetScrollCallback</a>(window, scroll_callback);</div></div><!-- fragment --><p>The callback function receives two-dimensional scroll offsets.</p>
<div class="fragment"><div class="line"><span class="keywordtype">void</span> scroll_callback(<a class="code" href="group__window.html#ga3c96d80d363e67d13a41b5d1821f3242">GLFWwindow</a>* window, <span class="keywordtype">double</span> xoffset, <span class="keywordtype">double</span> yoffset)</div><div class="line">{</div><div class="line">}</div></div><!-- fragment --><p>A simple mouse wheel, being vertical, provides offsets along the Y-axis.</p>
<div class="fragment"><div class="line"><span class="keywordtype">void</span> scroll_callback(<a class="code" href="group__window.html#ga3c96d80d363e67d13a41b5d1821f3242">GLFWwindow</a>* window, <span class="keywordtype">double</span> xoffset, <span class="keywordtype">double</span> yoffset)</div><div class="line">{</div><div class="line">}</div></div><!-- fragment --><p>A normal mouse wheel, being vertical, provides offsets along the Y-axis.</p>
<h1><a class="anchor" id="joystick"></a>
Joystick input</h1>
<p>The joystick functions expose connected joysticks and controllers, with both referred to as joysticks. It supports up to sixteen joysticks, ranging from <code>GLFW_JOYSTICK_1</code>, <code>GLFW_JOYSTICK_2</code> up to <code>GLFW_JOYSTICK_LAST</code>. You can test whether a <a class="el" href="group__joysticks.html">joystick</a> is present with <a class="el" href="group__input.html#gaffcbd9ac8ee737fcdd25475123a3c790">glfwJoystickPresent</a>.</p>
<div class="fragment"><div class="line"><span class="keywordtype">int</span> present = <a class="code" href="group__input.html#gaffcbd9ac8ee737fcdd25475123a3c790">glfwJoystickPresent</a>(<a class="code" href="group__joysticks.html#ga34a0443d059e9f22272cd4669073f73d">GLFW_JOYSTICK_1</a>);</div></div><!-- fragment --><p>When GLFW is initialized, detected joysticks are added to to the beginning of the array, starting with <code>GLFW_JOYSTICK_1</code>. 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.</p>
<p>Joystick state is updated as needed when a joystick function is called and does not require a window to be created or <a class="el" href="group__window.html#ga37bd57223967b4211d60ca1a0bf3c832">glfwPollEvents</a> or <a class="el" href="group__window.html#ga554e37d781f0a997656c26b2c56c835e">glfwWaitEvents</a> to be called.</p>
<p>The joystick functions expose connected joysticks and controllers, with both referred to as joysticks. It supports up to sixteen joysticks, ranging from <code>GLFW_JOYSTICK_1</code>, <code>GLFW_JOYSTICK_2</code> up to and including <code>GLFW_JOYSTICK_16</code> or <code>GLFW_JOYSTICK_LAST</code>. You can test whether a <a class="el" href="group__joysticks.html">joystick</a> is present with <a class="el" href="group__input.html#gaed0966cee139d815317f9ffcba64c9f1">glfwJoystickPresent</a>.</p>
<div class="fragment"><div class="line"><span class="keywordtype">int</span> present = <a class="code" href="group__input.html#gaed0966cee139d815317f9ffcba64c9f1">glfwJoystickPresent</a>(<a class="code" href="group__joysticks.html#ga34a0443d059e9f22272cd4669073f73d">GLFW_JOYSTICK_1</a>);</div></div><!-- fragment --><p>Each joystick has zero or more axes, zero or more buttons, zero or more hats, a human-readable name, a user pointer and an SDL compatible GUID.</p>
<p>When GLFW is initialized, detected joysticks are added to the beginning of the array. Once a joystick is detected, it keeps its assigned ID until it is disconnected or the library is terminated, so as joysticks are connected and disconnected, there may appear gaps in the IDs.</p>
<p>Joystick axis, button and hat state is updated when polled and does not require a window to be created or events to be processed. However, if you want joystick connection and disconnection events reliably delivered to the <a class="el" href="input_guide.html#joystick_event">joystick callback</a> then you must <a class="el" href="input_guide.html#events">process events</a>.</p>
<p>To see all the properties of all connected joysticks in real-time, run the <code>joysticks</code> test program.</p>
<h2><a class="anchor" id="joystick_axis"></a>
Joystick axis states</h2>
<p>The positions of all axes of a joystick are returned by <a class="el" href="group__input.html#ga6271d46a5901ec2c99601ccf4dd14731">glfwGetJoystickAxes</a>. See the reference documentation for the lifetime of the returned array.</p>
<div class="fragment"><div class="line"><span class="keywordtype">int</span> count;</div><div class="line"><span class="keyword">const</span> <span class="keywordtype">float</span>* axes = <a class="code" href="group__input.html#ga6271d46a5901ec2c99601ccf4dd14731">glfwGetJoystickAxes</a>(<a class="code" href="group__joysticks.html#ga34a0443d059e9f22272cd4669073f73d">GLFW_JOYSTICK_1</a>, &amp;count);</div></div><!-- fragment --><p>Each element in the returned array is a value between -1.0 and 1.0.</p>
<p>The positions of all axes of a joystick are returned by <a class="el" href="group__input.html#gaa8806536731e92c061bc70bcff6edbd0">glfwGetJoystickAxes</a>. See the reference documentation for the lifetime of the returned array.</p>
<div class="fragment"><div class="line"><span class="keywordtype">int</span> count;</div><div class="line"><span class="keyword">const</span> <span class="keywordtype">float</span>* axes = <a class="code" href="group__input.html#gaa8806536731e92c061bc70bcff6edbd0">glfwGetJoystickAxes</a>(<a class="code" href="group__joysticks.html#gae43281bc66d3fa5089fb50c3e7a28695">GLFW_JOYSTICK_5</a>, &amp;count);</div></div><!-- fragment --><p>Each element in the returned array is a value between -1.0 and 1.0.</p>
<h2><a class="anchor" id="joystick_button"></a>
Joystick button states</h2>
<p>The states of all buttons of a joystick are returned by <a class="el" href="group__input.html#gace54cd930dcd502e118fe4021384ce1b">glfwGetJoystickButtons</a>. See the reference documentation for the lifetime of the returned array.</p>
<div class="fragment"><div class="line"><span class="keywordtype">int</span> count;</div><div class="line"><span class="keyword">const</span> <span class="keywordtype">unsigned</span> <span class="keywordtype">char</span>* axes = <a class="code" href="group__input.html#gace54cd930dcd502e118fe4021384ce1b">glfwGetJoystickButtons</a>(<a class="code" href="group__joysticks.html#ga34a0443d059e9f22272cd4669073f73d">GLFW_JOYSTICK_1</a>, &amp;count);</div></div><!-- fragment --><p>Each element in the returned array is either <code>GLFW_PRESS</code> or <code>GLFW_RELEASE</code>.</p>
<p>The states of all buttons of a joystick are returned by <a class="el" href="group__input.html#gadb3cbf44af90a1536f519659a53bddd6">glfwGetJoystickButtons</a>. See the reference documentation for the lifetime of the returned array.</p>
<div class="fragment"><div class="line"><span class="keywordtype">int</span> count;</div><div class="line"><span class="keyword">const</span> <span class="keywordtype">unsigned</span> <span class="keywordtype">char</span>* buttons = <a class="code" href="group__input.html#gadb3cbf44af90a1536f519659a53bddd6">glfwGetJoystickButtons</a>(<a class="code" href="group__joysticks.html#gae6f3eedfeb42424c2f5e3161efb0b654">GLFW_JOYSTICK_3</a>, &amp;count);</div></div><!-- fragment --><p>Each element in the returned array is either <code>GLFW_PRESS</code> or <code>GLFW_RELEASE</code>.</p>
<p>For backward compatibility with earlier versions that did not have <a class="el" href="group__input.html#ga2d8d0634bb81c180899aeb07477a67ea">glfwGetJoystickHats</a>, the button array by default also includes all hats. See the reference documentation for <a class="el" href="group__input.html#gadb3cbf44af90a1536f519659a53bddd6">glfwGetJoystickButtons</a> for details.</p>
<h2><a class="anchor" id="joystick_hat"></a>
Joystick hat states</h2>
<p>The states of all hats are returned by <a class="el" href="group__input.html#ga2d8d0634bb81c180899aeb07477a67ea">glfwGetJoystickHats</a>. See the reference documentation for the lifetime of the returned array.</p>
<div class="fragment"><div class="line"><span class="keywordtype">int</span> count;</div><div class="line"><span class="keyword">const</span> <span class="keywordtype">unsigned</span> <span class="keywordtype">char</span>* hats = <a class="code" href="group__input.html#ga2d8d0634bb81c180899aeb07477a67ea">glfwGetJoystickHats</a>(<a class="code" href="group__joysticks.html#ga20a9f4f3aaefed9ea5e66072fc588b87">GLFW_JOYSTICK_7</a>, &amp;count);</div></div><!-- fragment --><p>Each element in the returned array is one of the following:</p>
<table class="markdownTable">
<tr class="markdownTableHead">
<th class="markdownTableHeadNone">Name </th><th class="markdownTableHeadNone">Value </th></tr>
<tr class="markdownTableRowOdd">
<td class="markdownTableBodyNone"><code>GLFW_HAT_CENTERED</code> </td><td class="markdownTableBodyNone">0 </td></tr>
<tr class="markdownTableRowEven">
<td class="markdownTableBodyNone"><code>GLFW_HAT_UP</code> </td><td class="markdownTableBodyNone">1 </td></tr>
<tr class="markdownTableRowOdd">
<td class="markdownTableBodyNone"><code>GLFW_HAT_RIGHT</code> </td><td class="markdownTableBodyNone">2 </td></tr>
<tr class="markdownTableRowEven">
<td class="markdownTableBodyNone"><code>GLFW_HAT_DOWN</code> </td><td class="markdownTableBodyNone">4 </td></tr>
<tr class="markdownTableRowOdd">
<td class="markdownTableBodyNone"><code>GLFW_HAT_LEFT</code> </td><td class="markdownTableBodyNone">8 </td></tr>
<tr class="markdownTableRowEven">
<td class="markdownTableBodyNone"><code>GLFW_HAT_RIGHT_UP</code> </td><td class="markdownTableBodyNone"><code>GLFW_HAT_RIGHT</code> | <code>GLFW_HAT_UP</code> </td></tr>
<tr class="markdownTableRowOdd">
<td class="markdownTableBodyNone"><code>GLFW_HAT_RIGHT_DOWN</code> </td><td class="markdownTableBodyNone"><code>GLFW_HAT_RIGHT</code> | <code>GLFW_HAT_DOWN</code> </td></tr>
<tr class="markdownTableRowEven">
<td class="markdownTableBodyNone"><code>GLFW_HAT_LEFT_UP</code> </td><td class="markdownTableBodyNone"><code>GLFW_HAT_LEFT</code> | <code>GLFW_HAT_UP</code> </td></tr>
<tr class="markdownTableRowOdd">
<td class="markdownTableBodyNone"><code>GLFW_HAT_LEFT_DOWN</code> </td><td class="markdownTableBodyNone"><code>GLFW_HAT_LEFT</code> | <code>GLFW_HAT_DOWN</code> </td></tr>
</table>
<p>The diagonal directions are bitwise combinations of the primary (up, right, down and left) directions and you can test for these individually by ANDing it with the corresponding direction.</p>
<div class="fragment"><div class="line"><span class="keywordflow">if</span> (hats[2] &amp; <a class="code" href="group__hat__state.html#ga252586e3bbde75f4b0e07ad3124867f5">GLFW_HAT_RIGHT</a>)</div><div class="line">{</div><div class="line"> <span class="comment">// State of hat 2 could be right-up, right or right-down</span></div><div class="line">}</div></div><!-- fragment --><p>For backward compatibility with earlier versions that did not have <a class="el" href="group__input.html#ga2d8d0634bb81c180899aeb07477a67ea">glfwGetJoystickHats</a>, all hats are by default also included in the button array. See the reference documentation for <a class="el" href="group__input.html#gadb3cbf44af90a1536f519659a53bddd6">glfwGetJoystickButtons</a> for details.</p>
<h2><a class="anchor" id="joystick_name"></a>
Joystick name</h2>
<p>The human-readable, UTF-8 encoded name of a joystick is returned by <a class="el" href="group__input.html#gac8d7f6107e05cfd106cfba973ab51e19">glfwGetJoystickName</a>. See the reference documentation for the lifetime of the returned string.</p>
<div class="fragment"><div class="line"><span class="keyword">const</span> <span class="keywordtype">char</span>* name = <a class="code" href="group__input.html#gac8d7f6107e05cfd106cfba973ab51e19">glfwGetJoystickName</a>(<a class="code" href="group__joysticks.html#ga34a0443d059e9f22272cd4669073f73d">GLFW_JOYSTICK_1</a>);</div></div><!-- fragment --><p>Joystick names are not guaranteed to be unique. Two joysticks of the same model and make may have the same name. Only the <a class="el" href="group__joysticks.html">joystick token</a> is guaranteed to be unique, and only until that joystick is disconnected.</p>
<p>The human-readable, UTF-8 encoded name of a joystick is returned by <a class="el" href="group__input.html#gafbe3e51f670320908cfe4e20d3e5559e">glfwGetJoystickName</a>. See the reference documentation for the lifetime of the returned string.</p>
<div class="fragment"><div class="line"><span class="keyword">const</span> <span class="keywordtype">char</span>* name = <a class="code" href="group__input.html#gafbe3e51f670320908cfe4e20d3e5559e">glfwGetJoystickName</a>(<a class="code" href="group__joysticks.html#ga97ddbcad02b7f48d74fad4ddb08fff59">GLFW_JOYSTICK_4</a>);</div></div><!-- fragment --><p>Joystick names are not guaranteed to be unique. Two joysticks of the same model and make may have the same name. Only the <a class="el" href="group__joysticks.html">joystick token</a> is guaranteed to be unique, and only until that joystick is disconnected.</p>
<h2><a class="anchor" id="joystick_userptr"></a>
Joystick user pointer</h2>
<p>Each joystick has a user pointer that can be set with <a class="el" href="group__input.html#ga6b2f72d64d636b48a727b437cbb7489e">glfwSetJoystickUserPointer</a> and queried with <a class="el" href="group__input.html#ga06290acb7ed23895bf26b8e981827ebd">glfwGetJoystickUserPointer</a>. This can be used for any purpose you need and will not be modified by GLFW. The value will be kept until the joystick is disconnected or until the library is terminated.</p>
<p>The initial value of the pointer is <code>NULL</code>.</p>
<h2><a class="anchor" id="joystick_event"></a>
Joystick configuration changes</h2>
<p>If you wish to be notified when a joystick is connected or disconnected, set a joystick callback.</p>
<div class="fragment"><div class="line"><a class="code" href="group__input.html#gab1dc8379f1b82bb660a6b9c9fa06ca07">glfwSetJoystickCallback</a>(joystick_callback);</div></div><!-- fragment --><p>The callback function receives the ID of the joystick that has been connected and disconnected and the event that occurred.</p>
<div class="fragment"><div class="line"><span class="keywordtype">void</span> joystick_callback(<span class="keywordtype">int</span> joy, <span class="keywordtype">int</span> event)</div><div class="line">{</div><div class="line"> <span class="keywordflow">if</span> (event == <a class="code" href="glfw3_8h.html#abe11513fd1ffbee5bb9b173f06028b9e">GLFW_CONNECTED</a>)</div><div class="line"> {</div><div class="line"> <span class="comment">// The joystick was connected</span></div><div class="line"> }</div><div class="line"> <span class="keywordflow">else</span> <span class="keywordflow">if</span> (event == <a class="code" href="glfw3_8h.html#aab64b25921ef21d89252d6f0a71bfc32">GLFW_DISCONNECTED</a>)</div><div class="line"> {</div><div class="line"> <span class="comment">// The joystick was disconnected</span></div><div class="line"> }</div><div class="line">}</div></div><!-- fragment --><h1><a class="anchor" id="time"></a>
<div class="fragment"><div class="line"><span class="keywordtype">void</span> joystick_callback(<span class="keywordtype">int</span> jid, <span class="keywordtype">int</span> event)</div><div class="line">{</div><div class="line"> <span class="keywordflow">if</span> (event == <a class="code" href="glfw3_8h.html#abe11513fd1ffbee5bb9b173f06028b9e">GLFW_CONNECTED</a>)</div><div class="line"> {</div><div class="line"> <span class="comment">// The joystick was connected</span></div><div class="line"> }</div><div class="line"> <span class="keywordflow">else</span> <span class="keywordflow">if</span> (event == <a class="code" href="glfw3_8h.html#aab64b25921ef21d89252d6f0a71bfc32">GLFW_DISCONNECTED</a>)</div><div class="line"> {</div><div class="line"> <span class="comment">// The joystick was disconnected</span></div><div class="line"> }</div><div class="line">}</div></div><!-- fragment --><p>For joystick connection and disconnection events to be delivered on all platforms, you need to call one of the <a class="el" href="input_guide.html#events">event processing</a> functions. Joystick disconnection may also be detected and the callback called by joystick functions. The function will then return whatever it returns for a disconnected joystick.</p>
<p>Only <a class="el" href="group__input.html#gafbe3e51f670320908cfe4e20d3e5559e">glfwGetJoystickName</a> and <a class="el" href="group__input.html#ga06290acb7ed23895bf26b8e981827ebd">glfwGetJoystickUserPointer</a> will return useful values for a disconnected joystick and only before the monitor callback returns.</p>
<h2><a class="anchor" id="gamepad"></a>
Gamepad input</h2>
<p>The joystick functions provide unlabeled axes, buttons and hats, with no indication of where they are located on the device. Their order may also vary between platforms even with the same device.</p>
<p>To solve this problem the SDL community crowdsourced the <a href="https://github.com/gabomdq/SDL_GameControllerDB">SDL_GameControllerDB</a> project, a database of mappings from many different devices to an Xbox-like gamepad.</p>
<p>GLFW supports this mapping format and contains a copy of the mappings available at the time of release. See <a class="el" href="input_guide.html#gamepad_mapping">Gamepad mappings</a> for how to update this at runtime. Mappings will be assigned to joysticks automatically any time a joystick is connected or the mappings are updated.</p>
<p>You can check whether a joystick is both present and has a gamepad mapping with <a class="el" href="group__input.html#gad0f676860f329d80f7e47e9f06a96f00">glfwJoystickIsGamepad</a>.</p>
<div class="fragment"><div class="line"><span class="keywordflow">if</span> (<a class="code" href="group__input.html#gad0f676860f329d80f7e47e9f06a96f00">glfwJoystickIsGamepad</a>(<a class="code" href="group__joysticks.html#ga6eab65ec88e65e0850ef8413504cb50c">GLFW_JOYSTICK_2</a>))</div><div class="line">{</div><div class="line"> <span class="comment">// Use as gamepad</span></div><div class="line">}</div></div><!-- fragment --><p>If you are only interested in gamepad input you can use this function instead of <a class="el" href="group__input.html#gaed0966cee139d815317f9ffcba64c9f1">glfwJoystickPresent</a>.</p>
<p>You can query the human-readable name provided by the gamepad mapping with <a class="el" href="group__input.html#ga5c71e3533b2d384db9317fcd7661b210">glfwGetGamepadName</a>. This may or may not be the same as the <a class="el" href="input_guide.html#joystick_name">joystick name</a>.</p>
<div class="fragment"><div class="line"><span class="keyword">const</span> <span class="keywordtype">char</span>* name = <a class="code" href="group__input.html#ga5c71e3533b2d384db9317fcd7661b210">glfwGetGamepadName</a>(<a class="code" href="group__joysticks.html#ga20a9f4f3aaefed9ea5e66072fc588b87">GLFW_JOYSTICK_7</a>);</div></div><!-- fragment --><p>To retrieve the gamepad state of a joystick, call <a class="el" href="group__input.html#gadccddea8bce6113fa459de379ddaf051">glfwGetGamepadState</a>.</p>
<div class="fragment"><div class="line"><a class="code" href="structGLFWgamepadstate.html">GLFWgamepadstate</a> state;</div><div class="line"></div><div class="line"><span class="keywordflow">if</span> (<a class="code" href="group__input.html#gadccddea8bce6113fa459de379ddaf051">glfwGetGamepadState</a>(<a class="code" href="group__joysticks.html#gae6f3eedfeb42424c2f5e3161efb0b654">GLFW_JOYSTICK_3</a>, &amp;state))</div><div class="line">{</div><div class="line"> <span class="keywordflow">if</span> (state.<a class="code" href="structGLFWgamepadstate.html#a27e9896b51c65df15fba2c7139bfdb9a">buttons</a>[<a class="code" href="group__gamepad__buttons.html#gae055a12fbf4b48b5954c8e1cd129b810">GLFW_GAMEPAD_BUTTON_A</a>])</div><div class="line"> {</div><div class="line"> input_jump();</div><div class="line"> }</div><div class="line"></div><div class="line"> input_speed(state.<a class="code" href="structGLFWgamepadstate.html#a8b2c8939b1d31458de5359998375c189">axes</a>[<a class="code" href="group__gamepad__axes.html#ga121a7d5d20589a423cd1634dd6ee6eab">GLFW_GAMEPAD_AXIS_RIGHT_TRIGGER</a>]);</div><div class="line">}</div></div><!-- fragment --><p>The <a class="el" href="structGLFWgamepadstate.html">GLFWgamepadstate</a> struct has two arrays; one for button states and one for axis states. The values for each button and axis are the same as for the <a class="el" href="group__input.html#gadb3cbf44af90a1536f519659a53bddd6">glfwGetJoystickButtons</a> and <a class="el" href="group__input.html#gaa8806536731e92c061bc70bcff6edbd0">glfwGetJoystickAxes</a> functions, i.e. <code>GLFW_PRESS</code> or <code>GLFW_RELEASE</code> for buttons and -1.0 to 1.0 inclusive for axes.</p>
<p>The sizes of the arrays and the positions within each array are fixed.</p>
<p>The <a class="el" href="group__gamepad__buttons.html">button indices</a> are <code>GLFW_GAMEPAD_BUTTON_A</code>, <code>GLFW_GAMEPAD_BUTTON_B</code>, <code>GLFW_GAMEPAD_BUTTON_X</code>, <code>GLFW_GAMEPAD_BUTTON_Y</code>, <code>GLFW_GAMEPAD_BUTTON_LEFT_BUMPER</code>, <code>GLFW_GAMEPAD_BUTTON_RIGHT_BUMPER</code>, <code>GLFW_GAMEPAD_BUTTON_BACK</code>, <code>GLFW_GAMEPAD_BUTTON_START</code>, <code>GLFW_GAMEPAD_BUTTON_GUIDE</code>, <code>GLFW_GAMEPAD_BUTTON_LEFT_THUMB</code>, <code>GLFW_GAMEPAD_BUTTON_RIGHT_THUMB</code>, <code>GLFW_GAMEPAD_BUTTON_DPAD_UP</code>, <code>GLFW_GAMEPAD_BUTTON_DPAD_RIGHT</code>, <code>GLFW_GAMEPAD_BUTTON_DPAD_DOWN</code> and <code>GLFW_GAMEPAD_BUTTON_DPAD_LEFT</code>.</p>
<p>For those who prefer, there are also the <code>GLFW_GAMEPAD_BUTTON_CROSS</code>, <code>GLFW_GAMEPAD_BUTTON_CIRCLE</code>, <code>GLFW_GAMEPAD_BUTTON_SQUARE</code> and <code>GLFW_GAMEPAD_BUTTON_TRIANGLE</code> aliases for the A, B, X and Y button indices.</p>
<p>The <a class="el" href="group__gamepad__axes.html">axis indices</a> are <code>GLFW_GAMEPAD_AXIS_LEFT_X</code>, <code>GLFW_GAMEPAD_AXIS_LEFT_Y</code>, <code>GLFW_GAMEPAD_AXIS_RIGHT_X</code>, <code>GLFW_GAMEPAD_AXIS_RIGHT_Y</code>, <code>GLFW_GAMEPAD_AXIS_LEFT_TRIGGER</code> and <code>GLFW_GAMEPAD_AXIS_RIGHT_TRIGGER</code>.</p>
<p>The <code>GLFW_GAMEPAD_BUTTON_LAST</code> and <code>GLFW_GAMEPAD_AXIS_LAST</code> constants equal the largest available index for each array.</p>
<h2><a class="anchor" id="gamepad_mapping"></a>
Gamepad mappings</h2>
<p>GLFW contains a copy of the mappings available in <a href="https://github.com/gabomdq/SDL_GameControllerDB">SDL_GameControllerDB</a> at the time of release. Newer ones can be added at runtime with <a class="el" href="group__input.html#gaed5104612f2fa8e66aa6e846652ad00f">glfwUpdateGamepadMappings</a>.</p>
<div class="fragment"><div class="line"><span class="keyword">const</span> <span class="keywordtype">char</span>* mappings = load_file_contents(<span class="stringliteral">&quot;game/data/gamecontrollerdb.txt&quot;</span>);</div><div class="line"></div><div class="line"><a class="code" href="group__input.html#gaed5104612f2fa8e66aa6e846652ad00f">glfwUpdateGamepadMappings</a>(mappings);</div></div><!-- fragment --><p>This function supports everything from single lines up to and including the unmodified contents of the whole <code>gamecontrollerdb.txt</code> file.</p>
<p>Below is a description of the mapping format. Please keep in mind that <b>this description is not authoritative</b>. The format is defined by the SDL and SDL_GameControllerDB projects and their documentation and code takes precedence.</p>
<p>Each mapping is a single line of comma-separated values describing the GUID, name and layout of the gamepad. Lines that do not begin with a hexadecimal digit are ignored.</p>
<p>The first value is always the gamepad GUID, a 32 character long hexadecimal string that typically identifies its make, model, revision and the type of connection to the computer. When this information is not available, the GUID is generated using the gamepad name. GLFW uses the SDL 2.0.5+ GUID format but can convert from the older formats.</p>
<p>The second value is always the human-readable name of the gamepad.</p>
<p>All subsequent values are in the form <code>&lt;field&gt;:&lt;value&gt;</code> and describe the layout of the mapping. These fields may not all be present and may occur in any order.</p>
<p>The button fields are <code>a</code>, <code>b</code>, <code>c</code>, <code>d</code>, <code>back</code>, <code>start</code>, <code>guide</code>, <code>dpup</code>, <code>dpright</code>, <code>dpdown</code>, <code>dpleft</code>, <code>leftshoulder</code>, <code>rightshoulder</code>, <code>leftstick</code> and <code>rightstick</code>.</p>
<p>The axis fields are <code>leftx</code>, <code>lefty</code>, <code>rightx</code>, <code>righty</code>, <code>lefttrigger</code> and <code>righttrigger</code>.</p>
<p>The value of an axis or button field can be a joystick button, a joystick axis, a hat bitmask or empty. Joystick buttons are specified as <code>bN</code>, for example <code>b2</code> for the third button. Joystick axes are specified as <code>aN</code>, for example <code>a7</code> for the eighth button. Joystick hat bit masks are specified as <code>hN.N</code>, for example <code>h0.8</code> for left on the first hat. More than one bit may be set in the mask.</p>
<p>Before an axis there may be a <code>+</code> or <code>-</code> range modifier, for example <code>+a3</code> for the positive half of the fourth axis. This restricts input to only the positive or negative halves of the joystick axis. After an axis or half-axis there may be the <code>~</code> inversion modifier, for example <code>a2~</code> or <code>-a7~</code>. This negates the values of the gamepad axis.</p>
<p>The hat bit mask match the <a class="el" href="group__hat__state.html">hat states</a> in the joystick functions.</p>
<p>There is also the special <code>platform</code> field that specifies which platform the mapping is valid for. Possible values are <code>Windows</code>, <code>Mac OS X</code> and <code>Linux</code>.</p>
<p>Below is an example of what a gamepad mapping might look like. It is the one built into GLFW for Xbox controllers accessed via the XInput API on Windows. This example has been broken into several lines to fit on the page, but real gamepad mappings must be a single line.</p>
<div class="fragment"><div class="line">78696e70757401000000000000000000,XInput Gamepad (GLFW),platform:Windows,a:b0,</div><div class="line">b:b1,x:b2,y:b3,leftshoulder:b4,rightshoulder:b5,back:b6,start:b7,leftstick:b8,</div><div class="line">rightstick:b9,leftx:a0,lefty:a1,rightx:a2,righty:a3,lefttrigger:a4,</div><div class="line">righttrigger:a5,dpup:h0.1,dpright:h0.2,dpdown:h0.4,dpleft:h0.8,</div></div><!-- fragment --><dl class="section note"><dt>Note</dt><dd>GLFW does not yet support the output range and modifiers <code>+</code> and <code>-</code> that were recently added to SDL. The input modifiers <code>+</code>, <code>-</code> and <code>~</code> are supported and described above.</dd></dl>
<h1><a class="anchor" id="time"></a>
Time input</h1>
<p>GLFW provides high-resolution time input, in seconds, with <a class="el" href="group__input.html#gaa6cf4e7a77158a3b8fd00328b1720a4a">glfwGetTime</a>.</p>
<div class="fragment"><div class="line"><span class="keywordtype">double</span> seconds = <a class="code" href="group__input.html#gaa6cf4e7a77158a3b8fd00328b1720a4a">glfwGetTime</a>();</div></div><!-- fragment --><p>It returns the number of seconds since the timer was started when the library was initialized with <a class="el" href="group__init.html#ga317aac130a235ab08c6db0834907d85e">glfwInit</a>. The platform-specific time sources used usually have micro- or nanosecond resolution.</p>
@@ -253,18 +319,18 @@ Time input</h1>
<div class="fragment"><div class="line">uint64_t freqency = <a class="code" href="group__input.html#ga3289ee876572f6e91f06df3a24824443">glfwGetTimerFrequency</a>();</div></div><!-- fragment --><h1><a class="anchor" id="clipboard"></a>
Clipboard input and output</h1>
<p>If the system clipboard contains a UTF-8 encoded string or if it can be converted to one, you can retrieve it with <a class="el" href="group__input.html#ga5aba1d704d9ab539282b1fbe9f18bb94">glfwGetClipboardString</a>. See the reference documentation for the lifetime of the returned string.</p>
<div class="fragment"><div class="line"><span class="keyword">const</span> <span class="keywordtype">char</span>* text = <a class="code" href="group__input.html#ga5aba1d704d9ab539282b1fbe9f18bb94">glfwGetClipboardString</a>(window);</div><div class="line"><span class="keywordflow">if</span> (text)</div><div class="line"> insert_text(text);</div></div><!-- fragment --><p>If the clipboard is empty or if its contents could not be converted, <code>NULL</code> is returned.</p>
<div class="fragment"><div class="line"><span class="keyword">const</span> <span class="keywordtype">char</span>* text = <a class="code" href="group__input.html#ga5aba1d704d9ab539282b1fbe9f18bb94">glfwGetClipboardString</a>(NULL);</div><div class="line"><span class="keywordflow">if</span> (text)</div><div class="line">{</div><div class="line"> insert_text(text);</div><div class="line">}</div></div><!-- fragment --><p>If the clipboard is empty or if its contents could not be converted, <code>NULL</code> is returned.</p>
<p>The contents of the system clipboard can be set to a UTF-8 encoded string with <a class="el" href="group__input.html#gaba1f022c5eb07dfac421df34cdcd31dd">glfwSetClipboardString</a>.</p>
<div class="fragment"><div class="line"><a class="code" href="group__input.html#gaba1f022c5eb07dfac421df34cdcd31dd">glfwSetClipboardString</a>(window, <span class="stringliteral">&quot;A string with words in it&quot;</span>);</div></div><!-- fragment --><p>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.</p>
<h1><a class="anchor" id="path_drop"></a>
<div class="fragment"><div class="line"><a class="code" href="group__input.html#gaba1f022c5eb07dfac421df34cdcd31dd">glfwSetClipboardString</a>(NULL, <span class="stringliteral">&quot;A string with words in it&quot;</span>);</div></div><!-- fragment --><h1><a class="anchor" id="path_drop"></a>
Path drop input</h1>
<p>If you wish to receive the paths of files and/or directories dropped on a window, set a file drop callback.</p>
<div class="fragment"><div class="line"><a class="code" href="group__input.html#ga41291bf15dd3ff564b3143aa6dc74a4b">glfwSetDropCallback</a>(window, drop_callback);</div></div><!-- fragment --><p>The callback function receives an array of paths encoded as UTF-8.</p>
<div class="fragment"><div class="line"><span class="keywordtype">void</span> drop_callback(<a class="code" href="group__window.html#ga3c96d80d363e67d13a41b5d1821f3242">GLFWwindow</a>* window, <span class="keywordtype">int</span> count, <span class="keyword">const</span> <span class="keywordtype">char</span>** paths)</div><div class="line">{</div><div class="line"> <span class="keywordtype">int</span> i;</div><div class="line"> <span class="keywordflow">for</span> (i = 0; i &lt; count; i++)</div><div class="line"> handle_dropped_file(paths[i]);</div><div class="line">}</div></div><!-- fragment --><p>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. </p>
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Last update on Thu Aug 18 2016 for GLFW 3.2.1
Last update on Tue Apr 16 2019 for GLFW 3.3.0
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@@ -75,13 +58,18 @@ var searchBox = new SearchBox("searchBox", "search",false,'Search');
</div>
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<div class="headertitle">
<div class="title">Introduction to the API </div> </div>
</div><!--header-->
<div class="contents">
<div class="toc"><h3>Table of Contents</h3>
<ul><li class="level1"><a href="#intro_init">Initialization and termination</a><ul><li class="level2"><a href="#intro_init_init">Initializing GLFW</a></li>
<li class="level2"><a href="#init_hints">Initialization hints</a><ul><li class="level3"><a href="#init_hints_shared">Shared init hints</a></li>
<li class="level3"><a href="#init_hints_osx">macOS specific init hints</a></li>
<li class="level3"><a href="#init_hints_values">Supported and default values</a></li>
</ul>
</li>
<li class="level2"><a href="#intro_init_terminate">Terminating GLFW</a></li>
</ul>
</li>
@@ -117,7 +105,9 @@ Initialization and termination</h1>
<ul>
<li><a class="el" href="group__init.html#ga9f8ffaacf3c269cc48eafbf8b9b71197">glfwGetVersion</a></li>
<li><a class="el" href="group__init.html#ga23d47dc013fce2bf58036da66079a657">glfwGetVersionString</a></li>
<li><a class="el" href="group__init.html#ga944986b4ec0b928d488141f92982aa18">glfwGetError</a></li>
<li><a class="el" href="group__init.html#gaa5d796c3cf7c1a7f02f845486333fb5f">glfwSetErrorCallback</a></li>
<li><a class="el" href="group__init.html#ga110fd1d3f0412822b4f1908c026f724a">glfwInitHint</a></li>
<li><a class="el" href="group__init.html#ga317aac130a235ab08c6db0834907d85e">glfwInit</a></li>
<li><a class="el" href="group__init.html#gaaae48c0a18607ea4a4ba951d939f0901">glfwTerminate</a></li>
</ul>
@@ -125,8 +115,32 @@ Initialization and termination</h1>
<h2><a class="anchor" id="intro_init_init"></a>
Initializing GLFW</h2>
<p>The library is initialized with <a class="el" href="group__init.html#ga317aac130a235ab08c6db0834907d85e">glfwInit</a>, which returns <code>GLFW_FALSE</code> if an error occurred.</p>
<div class="fragment"><div class="line"><span class="keywordflow">if</span> (!<a class="code" href="group__init.html#ga317aac130a235ab08c6db0834907d85e">glfwInit</a>())</div><div class="line">{</div><div class="line"> <span class="comment">// Handle initialization failure</span></div><div class="line">}</div></div><!-- fragment --><p>If any part of initialization fails, any parts that succeeded are terminated as if <a class="el" href="group__init.html#gaaae48c0a18607ea4a4ba951d939f0901">glfwTerminate</a> had been called. The library only needs to be initialized once and additional calls to an already initialized library will simply return <code>GLFW_TRUE</code> immediately.</p>
<p>Once the library has been successfully initialized, it should be terminated before the application exits. Modern systems are very good at freeing resources allocated by programs that simply exit, but GLFW sometimes has to change global system settings and these might not be restored without termination.</p>
<div class="fragment"><div class="line"><span class="keywordflow">if</span> (!<a class="code" href="group__init.html#ga317aac130a235ab08c6db0834907d85e">glfwInit</a>())</div><div class="line">{</div><div class="line"> <span class="comment">// Handle initialization failure</span></div><div class="line">}</div></div><!-- fragment --><p>If any part of initialization fails, any parts that succeeded are terminated as if <a class="el" href="group__init.html#gaaae48c0a18607ea4a4ba951d939f0901">glfwTerminate</a> had been called. The library only needs to be initialized once and additional calls to an already initialized library will return <code>GLFW_TRUE</code> immediately.</p>
<p>Once the library has been successfully initialized, it should be terminated before the application exits. Modern systems are very good at freeing resources allocated by programs that exit, but GLFW sometimes has to change global system settings and these might not be restored without termination.</p>
<h2><a class="anchor" id="init_hints"></a>
Initialization hints</h2>
<p>Initialization hints are set before <a class="el" href="group__init.html#ga317aac130a235ab08c6db0834907d85e">glfwInit</a> and affect how the library behaves until termination. Hints are set with <a class="el" href="group__init.html#ga110fd1d3f0412822b4f1908c026f724a">glfwInitHint</a>.</p>
<div class="fragment"><div class="line"><a class="code" href="group__init.html#ga110fd1d3f0412822b4f1908c026f724a">glfwInitHint</a>(<a class="code" href="group__init.html#gab9c0534709fda03ec8959201da3a9a18">GLFW_JOYSTICK_HAT_BUTTONS</a>, <a class="code" href="group__init.html#gac877fe3b627d21ef3a0a23e0a73ba8c5">GLFW_FALSE</a>);</div></div><!-- fragment --><p>The values you set hints to are never reset by GLFW, but they only take effect during initialization. Once GLFW has been initialized, any values you set will be ignored until the library is terminated and initialized again.</p>
<p>Some hints are platform specific. These may be set on any platform but they will only affect their specific platform. Other platforms will ignore them. Setting these hints requires no platform specific headers or functions.</p>
<h3><a class="anchor" id="init_hints_shared"></a>
Shared init hints</h3>
<p><a class="anchor" id="GLFW_JOYSTICK_HAT_BUTTONS"></a><b>GLFW_JOYSTICK_HAT_BUTTONS</b> specifies whether to also expose joystick hats as buttons, for compatibility with earlier versions of GLFW that did not have <a class="el" href="group__input.html#ga2d8d0634bb81c180899aeb07477a67ea">glfwGetJoystickHats</a>. Set this with <a class="el" href="group__init.html#ga110fd1d3f0412822b4f1908c026f724a">glfwInitHint</a>.</p>
<h3><a class="anchor" id="init_hints_osx"></a>
macOS specific init hints</h3>
<p><a class="anchor" id="GLFW_COCOA_CHDIR_RESOURCES_hint"></a><b>GLFW_COCOA_CHDIR_RESOURCES</b> specifies whether to set the current directory to the application to the <code>Contents/Resources</code> subdirectory of the application's bundle, if present. Set this with <a class="el" href="group__init.html#ga110fd1d3f0412822b4f1908c026f724a">glfwInitHint</a>.</p>
<p><a class="anchor" id="GLFW_COCOA_MENUBAR_hint"></a><b>GLFW_COCOA_MENUBAR</b> specifies whether to create a basic menu bar, either from a nib or manually, when the first window is created, which is when AppKit is initialized. Set this with <a class="el" href="group__init.html#ga110fd1d3f0412822b4f1908c026f724a">glfwInitHint</a>.</p>
<h3><a class="anchor" id="init_hints_values"></a>
Supported and default values</h3>
<table class="markdownTable">
<tr class="markdownTableHead">
<th class="markdownTableHeadNone">Initialization hint </th><th class="markdownTableHeadNone">Default value </th><th class="markdownTableHeadNone">Supported values </th></tr>
<tr class="markdownTableRowOdd">
<td class="markdownTableBodyNone"><a class="el" href="intro_guide.html#GLFW_JOYSTICK_HAT_BUTTONS">GLFW_JOYSTICK_HAT_BUTTONS</a> </td><td class="markdownTableBodyNone"><code>GLFW_TRUE</code> </td><td class="markdownTableBodyNone"><code>GLFW_TRUE</code> or <code>GLFW_FALSE</code> </td></tr>
<tr class="markdownTableRowEven">
<td class="markdownTableBodyNone"><a class="el" href="group__init.html#gab937983147a3158d45f88fad7129d9f2">GLFW_COCOA_CHDIR_RESOURCES</a> </td><td class="markdownTableBodyNone"><code>GLFW_TRUE</code> </td><td class="markdownTableBodyNone"><code>GLFW_TRUE</code> or <code>GLFW_FALSE</code> </td></tr>
<tr class="markdownTableRowOdd">
<td class="markdownTableBodyNone"><a class="el" href="group__init.html#ga71e0b4ce2f2696a84a9b8c5e12dc70cf">GLFW_COCOA_MENUBAR</a> </td><td class="markdownTableBodyNone"><code>GLFW_TRUE</code> </td><td class="markdownTableBodyNone"><code>GLFW_TRUE</code> or <code>GLFW_FALSE</code> </td></tr>
</table>
<h2><a class="anchor" id="intro_init_terminate"></a>
Terminating GLFW</h2>
<p>Before your application exits, you should terminate the GLFW library if it has been initialized. This is done with <a class="el" href="group__init.html#gaaae48c0a18607ea4a4ba951d939f0901">glfwTerminate</a>.</p>
@@ -134,21 +148,26 @@ Terminating GLFW</h2>
<p>Once the library is terminated, it is as if it had never been initialized and you will need to initialize it again before being able to use GLFW. If the library was not initialized or had already been terminated, it return immediately.</p>
<h1><a class="anchor" id="error_handling"></a>
Error handling</h1>
<p>Some GLFW functions have return values that indicate an error, but this is often not very helpful when trying to figure out <em>why</em> the error occurred. Some functions also return otherwise valid values on error. Finally, far from all GLFW functions have return values.</p>
<p>This is where the error callback comes in. This callback is called whenever an error occurs. It is set with <a class="el" href="group__init.html#gaa5d796c3cf7c1a7f02f845486333fb5f">glfwSetErrorCallback</a>, a function that may be called regardless of whether GLFW is initialized.</p>
<div class="fragment"><div class="line"><a class="code" href="group__init.html#gaa5d796c3cf7c1a7f02f845486333fb5f">glfwSetErrorCallback</a>(error_callback);</div></div><!-- fragment --><p>The error callback receives a human-readable description of the error and (when possible) its cause. The description encoded as UTF-8. The callback is also provided with an <a class="el" href="group__errors.html">error code</a>.</p>
<div class="fragment"><div class="line"><span class="keywordtype">void</span> error_callback(<span class="keywordtype">int</span> error, <span class="keyword">const</span> <span class="keywordtype">char</span>* description)</div><div class="line">{</div><div class="line"> puts(description);</div><div class="line">}</div></div><!-- fragment --><p>The error code indicates the general category of the error. Some error codes, such as <a class="el" href="group__errors.html#ga2374ee02c177f12e1fa76ff3ed15e14a">GLFW_NOT_INITIALIZED</a> has only a single meaning, whereas others like <a class="el" href="group__errors.html#gad44162d78100ea5e87cdd38426b8c7a1">GLFW_PLATFORM_ERROR</a> are used for many different errors.</p>
<p>The description string is only valid until the error callback returns, as it may have been generated specifically for that error. This lets GLFW provide much more specific error descriptions but means you must make a copy if you want to keep the description string.</p>
<dl class="section note"><dt>Note</dt><dd>Relying on erroneous behavior is not forward compatible. In other words, do not rely on a currently invalid call to generate a specific error, as that same call may in future versions generate a different error or become valid.</dd></dl>
<p>Some GLFW functions have return values that indicate an error, but this is often not very helpful when trying to figure out what happened or why it occurred. Other functions have no return value reserved for errors, so error notification needs a separate channel. Finally, far from all GLFW functions have return values.</p>
<p>The last <a class="el" href="group__errors.html">error code</a> for the calling thread can be queried at any time with <a class="el" href="group__init.html#ga944986b4ec0b928d488141f92982aa18">glfwGetError</a>.</p>
<div class="fragment"><div class="line"><span class="keywordtype">int</span> code = <a class="code" href="group__init.html#ga944986b4ec0b928d488141f92982aa18">glfwGetError</a>(NULL);</div><div class="line"></div><div class="line"><span class="keywordflow">if</span> (code != <a class="code" href="group__errors.html#gafa30deee5db4d69c4c93d116ed87dbf4">GLFW_NO_ERROR</a>)</div><div class="line"> handle_error(code);</div></div><!-- fragment --><p>If no error has occurred since the last call, <a class="el" href="group__errors.html#gafa30deee5db4d69c4c93d116ed87dbf4">GLFW_NO_ERROR</a> (zero) is returned. The error is cleared before the function returns.</p>
<p>The error code indicates the general category of the error. Some error codes, such as <a class="el" href="group__errors.html#ga2374ee02c177f12e1fa76ff3ed15e14a">GLFW_NOT_INITIALIZED</a> has only a single meaning, whereas others like <a class="el" href="group__errors.html#gad44162d78100ea5e87cdd38426b8c7a1">GLFW_PLATFORM_ERROR</a> are used for many different errors.</p>
<p>GLFW often has more information about an error than its general category. You can retrieve a UTF-8 encoded human-readable description along with the error code. If no error has occurred since the last call, the description is set to <code>NULL</code>.</p>
<div class="fragment"><div class="line"><span class="keyword">const</span> <span class="keywordtype">char</span>* description;</div><div class="line"><span class="keywordtype">int</span> code = <a class="code" href="group__init.html#ga944986b4ec0b928d488141f92982aa18">glfwGetError</a>(&amp;description);</div><div class="line"></div><div class="line"><span class="keywordflow">if</span> (description)</div><div class="line"> display_error_message(code, description);</div></div><!-- fragment --><p>The retrieved description string is only valid until the next error occurs. This means you must make a copy of it if you want to keep it.</p>
<p>You can also set an error callback, which will be called each time an error occurs. It is set with <a class="el" href="group__init.html#gaa5d796c3cf7c1a7f02f845486333fb5f">glfwSetErrorCallback</a>.</p>
<div class="fragment"><div class="line"><a class="code" href="group__init.html#gaa5d796c3cf7c1a7f02f845486333fb5f">glfwSetErrorCallback</a>(error_callback);</div></div><!-- fragment --><p>The error callback receives the same error code and human-readable description returned by <a class="el" href="group__init.html#ga944986b4ec0b928d488141f92982aa18">glfwGetError</a>.</p>
<div class="fragment"><div class="line"><span class="keywordtype">void</span> error_callback(<span class="keywordtype">int</span> code, <span class="keyword">const</span> <span class="keywordtype">char</span>* description)</div><div class="line">{</div><div class="line"> display_error_message(code, description);</div><div class="line">}</div></div><!-- fragment --><p>The error callback is called after the error is stored, so calling <a class="el" href="group__init.html#ga944986b4ec0b928d488141f92982aa18">glfwGetError</a> from within the error callback returns the same values as the callback argument.</p>
<p>The description string passed to the callback is only valid until the error callback returns. This means you must make a copy of it if you want to keep it.</p>
<p><b>Reported errors are never fatal.</b> As long as GLFW was successfully initialized, it will remain initialized and in a safe state until terminated regardless of how many errors occur. If an error occurs during initialization that causes <a class="el" href="group__init.html#ga317aac130a235ab08c6db0834907d85e">glfwInit</a> to fail, any part of the library that was initialized will be safely terminated.</p>
<p>Do not rely on a currently invalid call to generate a specific error, as in the future that same call may generate a different error or become valid.</p>
<h1><a class="anchor" id="coordinate_systems"></a>
Coordinate systems</h1>
<p>GLFW has two primary coordinate systems: the <em>virtual screen</em> and the window <em>client area</em> or <em>content area</em>. Both use the same unit: <em>virtual screen coordinates</em>, or just <em>screen coordinates</em>, which don't necessarily correspond to pixels.</p>
<div class="image">
<img src="spaces.svg" width="90%"/>
</div>
<p>Both the virtual screen and the client area coordinate systems have the X-axis pointing to the right and the Y-axis pointing down.</p>
<p>Window and monitor positions are specified as the position of the upper-left corners of their content areas relative to the virtual screen, while cursor positions are specified relative to a window's client area.</p>
<p>Because the origin of the window's client area coordinate system is also the point from which the window position is specified, you can translate client area coordinates to the virtual screen by adding the window position. The window frame, when present, extends out from the client area but does not affect the window position.</p>
<p>GLFW has two primary coordinate systems: the <em>virtual screen</em> and the window <em>content area</em> or <em>content area</em>. Both use the same unit: <em>virtual screen coordinates</em>, or just <em>screen coordinates</em>, which don't necessarily correspond to pixels.</p>
<object type="image/svg+xml" data="spaces.svg" width="90%"></object>
/>
<p>Both the virtual screen and the content area coordinate systems have the X-axis pointing to the right and the Y-axis pointing down.</p>
<p>Window and monitor positions are specified as the position of the upper-left corners of their content areas relative to the virtual screen, while cursor positions are specified relative to a window's content area.</p>
<p>Because the origin of the window's content area coordinate system is also the point from which the window position is specified, you can translate content area coordinates to the virtual screen by adding the window position. The window frame, when present, extends out from the content area but does not affect the window position.</p>
<p>Almost all positions and sizes in GLFW are measured in screen coordinates relative to one of the two origins above. This includes cursor positions, window positions and sizes, window frame sizes, monitor positions and video mode resolutions.</p>
<p>Two exceptions are the <a class="el" href="monitor_guide.html#monitor_size">monitor physical size</a>, which is measured in millimetres, and <a class="el" href="window_guide.html#window_fbsize">framebuffer size</a>, which is measured in pixels.</p>
<p>Pixels and screen coordinates may map 1:1 on your machine, but they won't on every other machine, for example on a Mac with a Retina display. The ratio between screen coordinates and pixels may also change at run-time depending on which monitor the window is currently considered to be on.</p>
@@ -163,12 +182,9 @@ Pointer lifetimes</h2>
<p>Pointer lifetimes are guaranteed not to be shortened in future minor or patch releases.</p>
<h2><a class="anchor" id="reentrancy"></a>
Reentrancy</h2>
<p>GLFW event processing and object creation and destruction are not reentrant. This means that the following functions must not be called from any callback function:</p>
<p>GLFW event processing and object destruction are not reentrant. This means that the following functions must not be called from any callback function:</p>
<ul>
<li><a class="el" href="group__window.html#ga5c336fddf2cbb5b92f65f10fb6043344">glfwCreateWindow</a></li>
<li><a class="el" href="group__window.html#gacdf43e51376051d2c091662e9fe3d7b2">glfwDestroyWindow</a></li>
<li><a class="el" href="group__input.html#gafca356935e10135016aa49ffa464c355">glfwCreateCursor</a></li>
<li><a class="el" href="group__input.html#gaa65f416d03ebbbb5b8db71a489fcb894">glfwCreateStandardCursor</a></li>
<li><a class="el" href="group__input.html#ga81b952cd1764274d0db7fb3c5a79ba6a">glfwDestroyCursor</a></li>
<li><a class="el" href="group__window.html#ga37bd57223967b4211d60ca1a0bf3c832">glfwPollEvents</a></li>
<li><a class="el" href="group__window.html#ga554e37d781f0a997656c26b2c56c835e">glfwWaitEvents</a></li>
@@ -178,19 +194,26 @@ Reentrancy</h2>
<p>These functions may be made reentrant in future minor or patch releases, but functions not on this list will not be made non-reentrant.</p>
<h2><a class="anchor" id="thread_safety"></a>
Thread safety</h2>
<p>Most GLFW functions must only be called from the main thread, but some may be called from any thread. However, no GLFW function may be called from any thread but the main thread until GLFW has been successfully initialized, including functions that may called before initialization.</p>
<p>Most GLFW functions must only be called from the main thread (the thread that calls main), but some may be called from any thread once the library has been initialized. Before initialization the whole library is thread-unsafe.</p>
<p>The reference documentation for every GLFW function states whether it is limited to the main thread.</p>
<p>Initialization and termination, event processing and the creation and destruction of windows, contexts and cursors are all limited to the main thread due to limitations of one or several platforms.</p>
<p>Initialization, termination, event processing and the creation and destruction of windows, cursors and OpenGL and OpenGL ES contexts are all restricted to the main thread due to limitations of one or several platforms.</p>
<p>Because event processing must be performed on the main thread, all callbacks except for the error callback will only be called on that thread. The error callback may be called on any thread, as any GLFW function may generate errors.</p>
<p>The posting of empty events may be done from any thread. The window user pointer and close flag may also be accessed and modified from any thread, but this is not synchronized by GLFW. The following window related functions may be called from any thread:</p>
<p>The error code and description may be queried from any thread.</p>
<ul>
<li><a class="el" href="group__init.html#ga944986b4ec0b928d488141f92982aa18">glfwGetError</a></li>
</ul>
<p>Empty events may be posted from any thread.</p>
<ul>
<li><a class="el" href="group__window.html#gab5997a25187e9fd5c6f2ecbbc8dfd7e9">glfwPostEmptyEvent</a></li>
</ul>
<p>The window user pointer and close flag may be read and written from any thread, but this is not synchronized by GLFW.</p>
<ul>
<li><a class="el" href="group__window.html#ga17807ce0f45ac3f8bb50d6dcc59a4e06">glfwGetWindowUserPointer</a></li>
<li><a class="el" href="group__window.html#ga3d2fc6026e690ab31a13f78bc9fd3651">glfwSetWindowUserPointer</a></li>
<li><a class="el" href="group__window.html#ga24e02fbfefbb81fc45320989f8140ab5">glfwWindowShouldClose</a></li>
<li><a class="el" href="group__window.html#ga49c449dde2a6f87d996f4daaa09d6708">glfwSetWindowShouldClose</a></li>
</ul>
<p>Rendering may be done on any thread. The following context related functions may be called from any thread:</p>
<p>These functions for working with OpenGL and OpenGL ES contexts may be called from any thread, but the window object is not synchronized by GLFW.</p>
<ul>
<li><a class="el" href="group__context.html#ga1c04dc242268f827290fe40aa1c91157">glfwMakeContextCurrent</a></li>
<li><a class="el" href="group__context.html#gac84759b1f6c2d271a4fea8ae89ec980d">glfwGetCurrentContext</a></li>
@@ -199,22 +222,22 @@ Thread safety</h2>
<li><a class="el" href="group__context.html#ga87425065c011cef1ebd6aac75e059dfa">glfwExtensionSupported</a></li>
<li><a class="el" href="group__context.html#ga35f1837e6f666781842483937612f163">glfwGetProcAddress</a></li>
</ul>
<p>The raw timer may be queried from any thread. The following raw timer related functions may be called from any thread:</p>
<p>The raw timer functions may be called from any thread.</p>
<ul>
<li><a class="el" href="group__input.html#ga3289ee876572f6e91f06df3a24824443">glfwGetTimerFrequency</a></li>
<li><a class="el" href="group__input.html#ga09b2bd37d328e0b9456c7ec575cc26aa">glfwGetTimerValue</a></li>
</ul>
<p>The regular timer may be used from any thread, but the reading and writing of the timer offset is not synchronized by GLFW. The following timer related functions may be called from any thread:</p>
<p>The regular timer may be used from any thread, but reading and writing the timer offset is not synchronized by GLFW.</p>
<ul>
<li><a class="el" href="group__input.html#gaa6cf4e7a77158a3b8fd00328b1720a4a">glfwGetTime</a></li>
<li><a class="el" href="group__input.html#gaf59589ef6e8b8c8b5ad184b25afd4dc0">glfwSetTime</a></li>
</ul>
<p>Library version information may be queried from any thread. The following version related functions may be called from any thread:</p>
<p>Library version information may be queried from any thread.</p>
<ul>
<li><a class="el" href="group__init.html#ga9f8ffaacf3c269cc48eafbf8b9b71197">glfwGetVersion</a></li>
<li><a class="el" href="group__init.html#ga23d47dc013fce2bf58036da66079a657">glfwGetVersionString</a></li>
</ul>
<p>Vulkan objects may be created and information queried from any thread. The following Vulkan related functions may be called from any thread:</p>
<p>All Vulkan related functions may be called from any thread.</p>
<ul>
<li><a class="el" href="group__vulkan.html#ga2e7f30931e02464b5bc8d0d4b6f9fe2b">glfwVulkanSupported</a></li>
<li><a class="el" href="group__vulkan.html#ga1abcbe61033958f22f63ef82008874b1">glfwGetRequiredInstanceExtensions</a></li>
@@ -222,14 +245,14 @@ Thread safety</h2>
<li><a class="el" href="group__vulkan.html#gaff3823355cdd7e2f3f9f4d9ea9518d92">glfwGetPhysicalDevicePresentationSupport</a></li>
<li><a class="el" href="group__vulkan.html#ga1a24536bec3f80b08ead18e28e6ae965">glfwCreateWindowSurface</a></li>
</ul>
<p>GLFW uses no synchronization objects internally except for thread-local storage to keep track of the current context for each thread. Synchronization is left to the application.</p>
<p>GLFW uses synchronization objects internally only to manage the per-thread context and error states. Additional synchronization is left to the application.</p>
<p>Functions that may currently be called from any thread will always remain so, but functions that are currently limited to the main thread may be updated to allow calls from any thread in future releases.</p>
<h2><a class="anchor" id="compatibility"></a>
Version compatibility</h2>
<p>GLFW guarantees source and binary backward compatibility with earlier minor versions of the API. This means that you can drop in a newer version of the library and existing programs will continue to compile and existing binaries will continue to run.</p>
<p>GLFW uses <a href="https://semver.org/">Semantic Versioning</a>. This guarantees source and binary backward compatibility with earlier minor versions of the API. This means that you can drop in a newer version of the library and existing programs will continue to compile and existing binaries will continue to run.</p>
<p>Once a function or constant has been added, the signature of that function or value of that constant will remain unchanged until the next major version of GLFW. No compatibility of any kind is guaranteed between major versions.</p>
<p>Undocumented behavior, i.e. behavior that is not described in the documentation, may change at any time until it is documented.</p>
<p>If the reference documentation and the implementation differ, the reference documentation is correct and the implementation will be fixed in the next release.</p>
<p>If the reference documentation and the implementation differ, the reference documentation will almost always take precedence and the implementation will be fixed in the next release. The reference documentation will also take precedence over anything stated in a guide.</p>
<h2><a class="anchor" id="event_order"></a>
Event order</h2>
<p>The order of arrival of related events is not guaranteed to be consistent across platforms. The exception is synthetic key and mouse button release events, which are always delivered after the window defocus event.</p>
@@ -254,10 +277,11 @@ Version string</h2>
<li>Any additional options or APIs</li>
</ul>
<p>For example, when compiling GLFW 3.0 with MinGW using the Win32 and WGL back ends, the version string may look something like this:</p>
<div class="fragment"><div class="line">3.0.0 Win32 WGL MinGW</div></div><!-- fragment --> </div></div><!-- contents -->
<div class="fragment"><div class="line">3.0.0 Win32 WGL MinGW</div></div><!-- fragment --> </div></div><!-- PageDoc -->
</div><!-- contents -->
<address class="footer">
<p>
Last update on Thu Aug 18 2016 for GLFW 3.2.1
Last update on Tue Apr 16 2019 for GLFW 3.3.0
</p>
</address>
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@@ -11,9 +11,6 @@
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@@ -21,51 +18,31 @@
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<li><a href="https://www.glfw.org/download.html">Download</a></li>
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@@ -89,7 +66,7 @@ var searchBox = new SearchBox("searchBox", "search",false,'Search');
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@@ -21,45 +18,31 @@
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<li><a href="http://www.glfw.org/documentation.html">Documentation</a></li>
<li><a href="http://www.glfw.org/download.html">Download</a></li>
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<span class="left">
<img id="MSearchSelect" src="search/mag_sel.png"
onmouseover="return searchBox.OnSearchSelectShow()"
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@@ -77,30 +60,33 @@ var searchBox = new SearchBox("searchBox", "search",false,'Search');
<div class="header">
<div class="headertitle">
<div class="title">Modules</div> </div>
<div class="title">Reference</div> </div>
</div><!--header-->
<div class="contents">
<div class="textblock">Here is a list of all modules:</div><div class="directory">
<div class="levels">[detail level <span onclick="javascript:toggleLevel(1);">1</span><span onclick="javascript:toggleLevel(2);">2</span>]</div><table class="directory">
<tr id="row_0_" class="even"><td class="entry"><span style="width:16px;display:inline-block;">&#160;</span><a class="el" href="group__context.html" target="_self">Context reference</a></td><td class="desc"></td></tr>
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<tr id="row_1_0_" class="even"><td class="entry"><span style="width:32px;display:inline-block;">&#160;</span><a class="el" href="group__errors.html" target="_self">Error codes</a></td><td class="desc"></td></tr>
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@@ -87,8 +70,11 @@ var searchBox = new SearchBox("searchBox", "search",false,'Search');
</li>
<li class="level1"><a href="#monitor_properties">Monitor properties</a><ul><li class="level2"><a href="#monitor_modes">Video modes</a></li>
<li class="level2"><a href="#monitor_size">Physical size</a></li>
<li class="level2"><a href="#monitor_scale">Content scale</a></li>
<li class="level2"><a href="#monitor_pos">Virtual position</a></li>
<li class="level2"><a href="#monitor_workarea">Work area</a></li>
<li class="level2"><a href="#monitor_name">Human-readable name</a></li>
<li class="level2"><a href="#monitor_userptr">User pointer</a></li>
<li class="level2"><a href="#monitor_gamma">Gamma ramp</a></li>
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@@ -117,38 +103,53 @@ Retrieving monitors</h2>
Monitor configuration changes</h2>
<p>If you wish to be notified when a monitor is connected or disconnected, set a monitor callback.</p>
<div class="fragment"><div class="line"><a class="code" href="group__monitor.html#gac3fe0f647f68b731f99756cd81897378">glfwSetMonitorCallback</a>(monitor_callback);</div></div><!-- fragment --><p>The callback function receives the handle for the monitor that has been connected or disconnected and the event that occurred.</p>
<div class="fragment"><div class="line"><span class="keywordtype">void</span> monitor_callback(<a class="code" href="group__monitor.html#ga8d9efd1cde9426692c73fe40437d0ae3">GLFWmonitor</a>* monitor, <span class="keywordtype">int</span> event)</div><div class="line">{</div><div class="line"> <span class="keywordflow">if</span> (event == <a class="code" href="glfw3_8h.html#abe11513fd1ffbee5bb9b173f06028b9e">GLFW_CONNECTED</a>)</div><div class="line"> {</div><div class="line"> <span class="comment">// The monitor was connected</span></div><div class="line"> }</div><div class="line"> <span class="keywordflow">else</span> <span class="keywordflow">if</span> (event == <a class="code" href="glfw3_8h.html#aab64b25921ef21d89252d6f0a71bfc32">GLFW_DISCONNECTED</a>)</div><div class="line"> {</div><div class="line"> <span class="comment">// The monitor was disconnected</span></div><div class="line"> }</div><div class="line">}</div></div><!-- fragment --><p>If a monitor is disconnected, any windows that are full screen on it get forced into windowed mode.</p>
<div class="fragment"><div class="line"><span class="keywordtype">void</span> monitor_callback(<a class="code" href="group__monitor.html#ga8d9efd1cde9426692c73fe40437d0ae3">GLFWmonitor</a>* monitor, <span class="keywordtype">int</span> event)</div><div class="line">{</div><div class="line"> <span class="keywordflow">if</span> (event == <a class="code" href="glfw3_8h.html#abe11513fd1ffbee5bb9b173f06028b9e">GLFW_CONNECTED</a>)</div><div class="line"> {</div><div class="line"> <span class="comment">// The monitor was connected</span></div><div class="line"> }</div><div class="line"> <span class="keywordflow">else</span> <span class="keywordflow">if</span> (event == <a class="code" href="glfw3_8h.html#aab64b25921ef21d89252d6f0a71bfc32">GLFW_DISCONNECTED</a>)</div><div class="line"> {</div><div class="line"> <span class="comment">// The monitor was disconnected</span></div><div class="line"> }</div><div class="line">}</div></div><!-- fragment --><p>If a monitor is disconnected, all windows that are full screen on it will be switched to windowed mode before the callback is called. Only <a class="el" href="group__monitor.html#ga79a34ee22ff080ca954a9663e4679daf">glfwGetMonitorName</a> and <a class="el" href="group__monitor.html#gac2d4209016b049222877f620010ed0d8">glfwGetMonitorUserPointer</a> will return useful values for a disconnected monitor and only before the monitor callback returns.</p>
<h1><a class="anchor" id="monitor_properties"></a>
Monitor properties</h1>
<p>Each monitor has a current video mode, a list of supported video modes, a virtual position, a human-readable name, an estimated physical size and a gamma ramp.</p>
<p>Each monitor has a current video mode, a list of supported video modes, a virtual position, a human-readable name, a user pointer, an estimated physical size and a gamma ramp.</p>
<h2><a class="anchor" id="monitor_modes"></a>
Video modes</h2>
<p>GLFW generally does a good job selecting a suitable video mode when you create a full screen window, change its video mode or or make a windowed one full screen, but it is sometimes useful to know exactly which video modes are supported.</p>
<p>GLFW generally does a good job selecting a suitable video mode when you create a full screen window, change its video mode or make a windowed one full screen, but it is sometimes useful to know exactly which video modes are supported.</p>
<p>Video modes are represented as <a class="el" href="structGLFWvidmode.html">GLFWvidmode</a> structures. You can get an array of the video modes supported by a monitor with <a class="el" href="group__monitor.html#ga820b0ce9a5237d645ea7cbb4bd383458">glfwGetVideoModes</a>. See the reference documentation for the lifetime of the returned array.</p>
<div class="fragment"><div class="line"><span class="keywordtype">int</span> count;</div><div class="line"><a class="code" href="structGLFWvidmode.html">GLFWvidmode</a>* modes = <a class="code" href="group__monitor.html#ga820b0ce9a5237d645ea7cbb4bd383458">glfwGetVideoModes</a>(monitor, &amp;count);</div></div><!-- fragment --><p>To get the current video mode of a monitor call <a class="el" href="group__monitor.html#gafc1bb972a921ad5b3bd5d63a95fc2d52">glfwGetVideoMode</a>. See the reference documentation for the lifetime of the returned pointer.</p>
<div class="fragment"><div class="line"><span class="keyword">const</span> <a class="code" href="structGLFWvidmode.html">GLFWvidmode</a>* mode = <a class="code" href="group__monitor.html#gafc1bb972a921ad5b3bd5d63a95fc2d52">glfwGetVideoMode</a>(monitor);</div></div><!-- fragment --><p>The resolution of a video mode is specified in <a class="el" href="intro_guide.html#coordinate_systems">screen coordinates</a>, not pixels.</p>
<h2><a class="anchor" id="monitor_size"></a>
Physical size</h2>
<p>The physical size of a monitor in millimetres, or an estimation of it, can be retrieved with <a class="el" href="group__monitor.html#ga7d8bffc6c55539286a6bd20d32a8d7ea">glfwGetMonitorPhysicalSize</a>. This has no relation to its current <em>resolution</em>, i.e. the width and height of its current <a class="el" href="monitor_guide.html#monitor_modes">video mode</a>.</p>
<div class="fragment"><div class="line"><span class="keywordtype">int</span> widthMM, heightMM;</div><div class="line"><a class="code" href="group__monitor.html#ga7d8bffc6c55539286a6bd20d32a8d7ea">glfwGetMonitorPhysicalSize</a>(monitor, &amp;widthMM, &amp;heightMM);</div></div><!-- fragment --><p>This can, for example, be used together with the current video mode to calculate the DPI of a monitor.</p>
<div class="fragment"><div class="line"><span class="keyword">const</span> <span class="keywordtype">double</span> dpi = mode-&gt;<a class="code" href="structGLFWvidmode.html#a698dcb200562051a7249cb6ae154c71d">width</a> / (widthMM / 25.4);</div></div><!-- fragment --><h2><a class="anchor" id="monitor_pos"></a>
<div class="fragment"><div class="line"><span class="keywordtype">int</span> width_mm, height_mm;</div><div class="line"><a class="code" href="group__monitor.html#ga7d8bffc6c55539286a6bd20d32a8d7ea">glfwGetMonitorPhysicalSize</a>(monitor, &amp;width_mm, &amp;height_mm);</div></div><!-- fragment --><p>While this can be used to calculate the raw DPI of a monitor, this is often not useful. Instead use the <a class="el" href="monitor_guide.html#monitor_scale">monitor content scale</a> and <a class="el" href="window_guide.html#window_scale">window content scale</a> to scale your content.</p>
<h2><a class="anchor" id="monitor_scale"></a>
Content scale</h2>
<p>The content scale for a monitor can be retrieved with <a class="el" href="group__monitor.html#gad3152e84465fa620b601265ebfcdb21b">glfwGetMonitorContentScale</a>.</p>
<div class="fragment"><div class="line"><span class="keywordtype">float</span> xscale, yscale;</div><div class="line"><a class="code" href="group__monitor.html#gad3152e84465fa620b601265ebfcdb21b">glfwGetMonitorContentScale</a>(monitor, &amp;xscale, &amp;yscale);</div></div><!-- fragment --><p>The content scale is the ratio between the current DPI and the platform's default DPI. This is especially important for text and any UI elements. If the pixel dimensions of your UI scaled by this look appropriate on your machine then it should appear at a reasonable size on other machines regardless of their DPI and scaling settings. This relies on the system DPI and scaling settings being somewhat correct.</p>
<p>The content scale may depend on both the monitor resolution and pixel density and on user settings. It may be very different from the raw DPI calculated from the physical size and current resolution.</p>
<h2><a class="anchor" id="monitor_pos"></a>
Virtual position</h2>
<p>The position of the monitor on the virtual desktop, in <a class="el" href="intro_guide.html#coordinate_systems">screen coordinates</a>, can be retrieved with <a class="el" href="group__monitor.html#ga102f54e7acc9149edbcf0997152df8c9">glfwGetMonitorPos</a>.</p>
<div class="fragment"><div class="line"><span class="keywordtype">int</span> xpos, ypos;</div><div class="line"><a class="code" href="group__monitor.html#ga102f54e7acc9149edbcf0997152df8c9">glfwGetMonitorPos</a>(monitor, &amp;xpos, &amp;ypos);</div></div><!-- fragment --><h2><a class="anchor" id="monitor_name"></a>
<div class="fragment"><div class="line"><span class="keywordtype">int</span> xpos, ypos;</div><div class="line"><a class="code" href="group__monitor.html#ga102f54e7acc9149edbcf0997152df8c9">glfwGetMonitorPos</a>(monitor, &amp;xpos, &amp;ypos);</div></div><!-- fragment --><h2><a class="anchor" id="monitor_workarea"></a>
Work area</h2>
<p>The area of a monitor not occupied by global task bars or menu bars is the work area. This is specified in <a class="el" href="intro_guide.html#coordinate_systems">screen coordinates</a> and can be retrieved with <a class="el" href="group__monitor.html#ga7387a3bdb64bfe8ebf2b9e54f5b6c9d0">glfwGetMonitorWorkarea</a>.</p>
<div class="fragment"><div class="line"><span class="keywordtype">int</span> xpos, ypos, width, height;</div><div class="line"><a class="code" href="group__monitor.html#ga7387a3bdb64bfe8ebf2b9e54f5b6c9d0">glfwGetMonitorWorkarea</a>(monitor, &amp;xpos, &amp;ypos, &amp;width, &amp;height);</div></div><!-- fragment --><h2><a class="anchor" id="monitor_name"></a>
Human-readable name</h2>
<p>The human-readable, UTF-8 encoded name of a monitor is returned by <a class="el" href="group__monitor.html#ga79a34ee22ff080ca954a9663e4679daf">glfwGetMonitorName</a>. See the reference documentation for the lifetime of the returned string.</p>
<div class="fragment"><div class="line"><span class="keyword">const</span> <span class="keywordtype">char</span>* name = <a class="code" href="group__monitor.html#ga79a34ee22ff080ca954a9663e4679daf">glfwGetMonitorName</a>(monitor);</div></div><!-- fragment --><p>Monitor names are not guaranteed to be unique. Two monitors of the same model and make may have the same name. Only the monitor handle is guaranteed to be unique, and only until that monitor is disconnected.</p>
<h2><a class="anchor" id="monitor_userptr"></a>
User pointer</h2>
<p>Each monitor has a user pointer that can be set with <a class="el" href="group__monitor.html#ga702750e24313a686d3637297b6e85fda">glfwSetMonitorUserPointer</a> and queried with <a class="el" href="group__monitor.html#gac2d4209016b049222877f620010ed0d8">glfwGetMonitorUserPointer</a>. This can be used for any purpose you need and will not be modified by GLFW. The value will be kept until the monitor is disconnected or until the library is terminated.</p>
<p>The initial value of the pointer is <code>NULL</code>.</p>
<h2><a class="anchor" id="monitor_gamma"></a>
Gamma ramp</h2>
<p>The gamma ramp of a monitor can be set with <a class="el" href="group__monitor.html#ga583f0ffd0d29613d8cd172b996bbf0dd">glfwSetGammaRamp</a>, which accepts a monitor handle and a pointer to a <a class="el" href="structGLFWgammaramp.html">GLFWgammaramp</a> structure.</p>
<div class="fragment"><div class="line"><a class="code" href="structGLFWgammaramp.html">GLFWgammaramp</a> ramp;</div><div class="line"><span class="keywordtype">unsigned</span> <span class="keywordtype">short</span> red[256], green[256], blue[256];</div><div class="line"></div><div class="line">ramp.<a class="code" href="structGLFWgammaramp.html#ad620e1cffbff9a32c51bca46301b59a5">size</a> = 256;</div><div class="line">ramp.<a class="code" href="structGLFWgammaramp.html#a2cce5d968734b685623eef913e635138">red</a> = red;</div><div class="line">ramp.<a class="code" href="structGLFWgammaramp.html#affccc6f5df47820b6562d709da3a5a3a">green</a> = green;</div><div class="line">ramp.<a class="code" href="structGLFWgammaramp.html#acf0c836d0efe29c392fe8d1a1042744b">blue</a> = blue;</div><div class="line"></div><div class="line"><span class="keywordflow">for</span> (i = 0; i &lt; ramp.<a class="code" href="structGLFWgammaramp.html#ad620e1cffbff9a32c51bca46301b59a5">size</a>; i++)</div><div class="line">{</div><div class="line"> <span class="comment">// Fill out gamma ramp arrays as desired</span></div><div class="line">}</div><div class="line"></div><div class="line"><a class="code" href="group__monitor.html#ga583f0ffd0d29613d8cd172b996bbf0dd">glfwSetGammaRamp</a>(monitor, &amp;ramp);</div></div><!-- fragment --><p>The gamma ramp data is copied before the function returns, so there is no need to keep it around once the ramp has been set.</p>
<dl class="section note"><dt>Note</dt><dd>It is recommended to use gamma ramps of size 256, as that is the size supported by all graphics cards on all platforms.</dd></dl>
<p>It is recommended that your gamma ramp have the same size as the current gamma ramp for that monitor.</p>
<p>The current gamma ramp for a monitor is returned by <a class="el" href="group__monitor.html#gab7c41deb2219bde3e1eb756ddaa9ec80">glfwGetGammaRamp</a>. See the reference documentation for the lifetime of the returned structure.</p>
<div class="fragment"><div class="line"><span class="keyword">const</span> <a class="code" href="structGLFWgammaramp.html">GLFWgammaramp</a>* ramp = <a class="code" href="group__monitor.html#gab7c41deb2219bde3e1eb756ddaa9ec80">glfwGetGammaRamp</a>(monitor);</div></div><!-- fragment --><p>If you wish to set a regular gamma ramp, you can have GLFW calculate it for you from the desired exponent with <a class="el" href="group__monitor.html#ga6ac582625c990220785ddd34efa3169a">glfwSetGamma</a>, which in turn calls <a class="el" href="group__monitor.html#ga583f0ffd0d29613d8cd172b996bbf0dd">glfwSetGammaRamp</a> with the resulting ramp.</p>
<div class="fragment"><div class="line"><a class="code" href="group__monitor.html#ga6ac582625c990220785ddd34efa3169a">glfwSetGamma</a>(monitor, 1.0);</div></div><!-- fragment --> </div></div><!-- contents -->
<div class="fragment"><div class="line"><a class="code" href="group__monitor.html#ga6ac582625c990220785ddd34efa3169a">glfwSetGamma</a>(monitor, 1.0);</div></div><!-- fragment --><p>To experiment with gamma correction via the <a class="el" href="group__monitor.html#ga6ac582625c990220785ddd34efa3169a">glfwSetGamma</a> function, run the <code>gamma</code> test program.</p>
<dl class="section note"><dt>Note</dt><dd>The software controlled gamma ramp is applied <em>in addition</em> to the hardware gamma correction, which today is usually an approximation of sRGB gamma. This means that setting a perfectly linear ramp, or gamma 1.0, will produce the default (usually sRGB-like) behavior. </dd></dl>
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Last update on Thu Aug 18 2016 for GLFW 3.2.1
Last update on Tue Apr 16 2019 for GLFW 3.3.0
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<div class="title">Moving from GLFW 2 to 3 </div> </div>
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@@ -123,7 +106,7 @@ Renamed library and header file</h2>
<dl class="section user"><dt>New syntax</dt><dd><div class="fragment"><div class="line"><span class="preprocessor">#include &lt;<a class="code" href="glfw3_8h.html">GLFW/glfw3.h</a>&gt;</span></div></div><!-- fragment --></dd></dl>
<h2><a class="anchor" id="moving_threads"></a>
Removal of threading functions</h2>
<p>The threading functions have been removed, including the per-thread sleep function. They were fairly primitive, under-used, poorly integrated and took time away from the focus of GLFW (i.e. context, input and window). There are better threading libraries available and native threading support is available in both <a href="http://en.cppreference.com/w/cpp/thread">C++11</a> and <a href="http://en.cppreference.com/w/c/thread">C11</a>, both of which are gaining traction.</p>
<p>The threading functions have been removed, including the per-thread sleep function. They were fairly primitive, under-used, poorly integrated and took time away from the focus of GLFW (i.e. context, input and window). There are better threading libraries available and native threading support is available in both <a href="https://en.cppreference.com/w/cpp/thread">C++11</a> and <a href="https://en.cppreference.com/w/c/thread">C11</a>, both of which are gaining traction.</p>
<p>If you wish to use the C++11 or C11 facilities but your compiler doesn't yet support them, see the <a href="https://gitorious.org/tinythread/tinythreadpp">TinyThread++</a> and <a href="https://github.com/tinycthread/tinycthread">TinyCThread</a> projects created by the original author of GLFW. These libraries implement a usable subset of the threading APIs in C++11 and C11, and in fact some GLFW 3 test programs use TinyCThread.</p>
<p>However, GLFW 3 has better support for <em>use from multiple threads</em> than GLFW 2 had. Contexts can be made current on any thread, although only a single thread at a time, and the documentation explicitly states which functions may be used from any thread and which must only be used from the main thread.</p>
<dl class="section user"><dt>Removed functions</dt><dd><code>glfwSleep</code>, <code>glfwCreateThread</code>, <code>glfwDestroyThread</code>, <code>glfwWaitThread</code>, <code>glfwGetThreadID</code>, <code>glfwCreateMutex</code>, <code>glfwDestroyMutex</code>, <code>glfwLockMutex</code>, <code>glfwUnlockMutex</code>, <code>glfwCreateCond</code>, <code>glfwDestroyCond</code>, <code>glfwWaitCond</code>, <code>glfwSignalCond</code>, <code>glfwBroadcastCond</code> and <code>glfwGetNumberOfProcessors</code>.</dd></dl>
@@ -135,7 +118,7 @@ Removal of image and texture loading</h2>
<dl class="section user"><dt>Removed functions</dt><dd><code>glfwReadImage</code>, <code>glfwReadMemoryImage</code>, <code>glfwFreeImage</code>, <code>glfwLoadTexture2D</code>, <code>glfwLoadMemoryTexture2D</code> and <code>glfwLoadTextureImage2D</code>.</dd></dl>
<h2><a class="anchor" id="moving_stdcall"></a>
Removal of GLFWCALL macro</h2>
<p>The <code>GLFWCALL</code> macro, which made callback functions use <a href="http://msdn.microsoft.com/en-us/library/zxk0tw93.aspx">__stdcall</a> on Windows, has been removed. GLFW is written in C, not Pascal. Removing this macro means there's one less thing for application programmers to remember, i.e. the requirement to mark all callback functions with <code>GLFWCALL</code>. It also simplifies the creation of DLLs and DLL link libraries, as there's no need to explicitly disable <code>@n</code> entry point suffixes.</p>
<p>The <code>GLFWCALL</code> macro, which made callback functions use <a href="https://msdn.microsoft.com/en-us/library/zxk0tw93.aspx">__stdcall</a> on Windows, has been removed. GLFW is written in C, not Pascal. Removing this macro means there's one less thing for application programmers to remember, i.e. the requirement to mark all callback functions with <code>GLFWCALL</code>. It also simplifies the creation of DLLs and DLL link libraries, as there's no need to explicitly disable <code>@n</code> entry point suffixes.</p>
<dl class="section user"><dt>Old syntax</dt><dd><div class="fragment"><div class="line"><span class="keywordtype">void</span> GLFWCALL callback_function(...);</div></div><!-- fragment --></dd></dl>
<dl class="section user"><dt>New syntax</dt><dd><div class="fragment"><div class="line"><span class="keywordtype">void</span> callback_function(...);</div></div><!-- fragment --></dd></dl>
<h2><a class="anchor" id="moving_window_handles"></a>
@@ -166,7 +149,7 @@ Separation of window and framebuffer sizes</h2>
<h2><a class="anchor" id="moving_window_close"></a>
Window closing changes</h2>
<p>The <code>GLFW_OPENED</code> window parameter has been removed. As long as the window has not been destroyed, whether through <a class="el" href="group__window.html#gacdf43e51376051d2c091662e9fe3d7b2">glfwDestroyWindow</a> or <a class="el" href="group__init.html#gaaae48c0a18607ea4a4ba951d939f0901">glfwTerminate</a>, the window is "open".</p>
<p>A user attempting to close a window is now just an event like any other. Unlike GLFW 2, windows and contexts created with GLFW 3 will never be destroyed unless you choose them to be. Each window now has a close flag that is set to <code>GLFW_TRUE</code> when the user attempts to close that window. By default, nothing else happens and the window stays visible. It is then up to you to either destroy the window, take some other action or simply ignore the request.</p>
<p>A user attempting to close a window is now just an event like any other. Unlike GLFW 2, windows and contexts created with GLFW 3 will never be destroyed unless you choose them to be. Each window now has a close flag that is set to <code>GLFW_TRUE</code> when the user attempts to close that window. By default, nothing else happens and the window stays visible. It is then up to you to either destroy the window, take some other action or ignore the request.</p>
<p>You can query the close flag at any time with <a class="el" href="group__window.html#ga24e02fbfefbb81fc45320989f8140ab5">glfwWindowShouldClose</a> and set it at any time with <a class="el" href="group__window.html#ga49c449dde2a6f87d996f4daaa09d6708">glfwSetWindowShouldClose</a>.</p>
<dl class="section user"><dt>Old basic main loop</dt><dd><div class="fragment"><div class="line"><span class="keywordflow">while</span> (glfwGetWindowParam(GLFW_OPENED))</div><div class="line">{</div><div class="line"> ...</div><div class="line">}</div></div><!-- fragment --></dd></dl>
<dl class="section user"><dt>New basic main loop</dt><dd><div class="fragment"><div class="line"><span class="keywordflow">while</span> (!<a class="code" href="group__window.html#ga24e02fbfefbb81fc45320989f8140ab5">glfwWindowShouldClose</a>(window))</div><div class="line">{</div><div class="line"> ...</div><div class="line">}</div></div><!-- fragment --></dd></dl>
@@ -204,14 +187,14 @@ Key repeat action</h2>
Physical key input</h2>
<p>GLFW 3 key tokens map to physical keys, unlike in GLFW 2 where they mapped to the values generated by the current keyboard layout. The tokens are named according to the values they would have using the standard US layout, but this is only a convenience, as most programmers are assumed to know that layout. This means that (for example) <code>GLFW_KEY_LEFT_BRACKET</code> is always a single key and is the same key in the same place regardless of what keyboard layouts the users of your program has.</p>
<p>The key input facility was never meant for text input, although using it that way worked slightly better in GLFW 2. If you were using it to input text, you should be using the character callback instead, on both GLFW 2 and 3. This will give you the characters being input, as opposed to the keys being pressed.</p>
<p>GLFW 3 has key tokens for all keys on a standard 105 key keyboard, so instead of having to remember whether to check for <code>'a'</code> or <code>'A'</code>, you now check for <code>GLFW_KEY_A</code>.</p>
<p>GLFW 3 has key tokens for all keys on a standard 105 key keyboard, so instead of having to remember whether to check for &lsquo;'a&rsquo;<code>or</code>'A'<code>, you now check for </code>GLFW_KEY_A`.</p>
<h2><a class="anchor" id="moving_joystick"></a>
Joystick function changes</h2>
<p>The <code>glfwGetJoystickPos</code> function has been renamed to <a class="el" href="group__input.html#ga6271d46a5901ec2c99601ccf4dd14731">glfwGetJoystickAxes</a>.</p>
<p>The <code>glfwGetJoystickParam</code> function and the <code>GLFW_PRESENT</code>, <code>GLFW_AXES</code> and <code>GLFW_BUTTONS</code> tokens have been replaced by the <a class="el" href="group__input.html#gaffcbd9ac8ee737fcdd25475123a3c790">glfwJoystickPresent</a> function as well as axis and button counts returned by the <a class="el" href="group__input.html#ga6271d46a5901ec2c99601ccf4dd14731">glfwGetJoystickAxes</a> and <a class="el" href="group__input.html#gace54cd930dcd502e118fe4021384ce1b">glfwGetJoystickButtons</a> functions.</p>
<p>The <code>glfwGetJoystickPos</code> function has been renamed to <a class="el" href="group__input.html#gaa8806536731e92c061bc70bcff6edbd0">glfwGetJoystickAxes</a>.</p>
<p>The <code>glfwGetJoystickParam</code> function and the <code>GLFW_PRESENT</code>, <code>GLFW_AXES</code> and <code>GLFW_BUTTONS</code> tokens have been replaced by the <a class="el" href="group__input.html#gaed0966cee139d815317f9ffcba64c9f1">glfwJoystickPresent</a> function as well as axis and button counts returned by the <a class="el" href="group__input.html#gaa8806536731e92c061bc70bcff6edbd0">glfwGetJoystickAxes</a> and <a class="el" href="group__input.html#gadb3cbf44af90a1536f519659a53bddd6">glfwGetJoystickButtons</a> functions.</p>
<h2><a class="anchor" id="moving_mbcs"></a>
Win32 MBCS support</h2>
<p>The Win32 port of GLFW 3 will not compile in <a href="http://msdn.microsoft.com/en-us/library/5z097dxa.aspx">MBCS mode</a>. However, because the use of the Unicode version of the Win32 API doesn't affect the process as a whole, but only those windows created using it, it's perfectly possible to call MBCS functions from other parts of the same application. Therefore, even if an application using GLFW has MBCS mode code, there's no need for GLFW itself to support it.</p>
<p>The Win32 port of GLFW 3 will not compile in <a href="https://msdn.microsoft.com/en-us/library/5z097dxa.aspx">MBCS mode</a>. However, because the use of the Unicode version of the Win32 API doesn't affect the process as a whole, but only those windows created using it, it's perfectly possible to call MBCS functions from other parts of the same application. Therefore, even if an application using GLFW has MBCS mode code, there's no need for GLFW itself to support it.</p>
<h2><a class="anchor" id="moving_windows"></a>
Support for versions of Windows older than XP</h2>
<p>All explicit support for version of Windows older than XP has been removed. There is no code that actively prevents GLFW 3 from running on these earlier versions, but it uses Win32 functions that those versions lack.</p>
@@ -226,103 +209,105 @@ Automatic termination</h2>
<p>To release all resources allocated by GLFW, you should call <a class="el" href="group__init.html#gaaae48c0a18607ea4a4ba951d939f0901">glfwTerminate</a> yourself, from the main thread, before the program terminates. Note that this destroys all windows not already destroyed with <a class="el" href="group__window.html#gacdf43e51376051d2c091662e9fe3d7b2">glfwDestroyWindow</a>, invalidating any window handles you may still have.</p>
<h2><a class="anchor" id="moving_glu"></a>
GLU header inclusion</h2>
<p>GLFW 3 does not by default include the GLU header and GLU itself has been deprecated by <a href="https://en.wikipedia.org/wiki/Khronos_Group">Khronos</a>. <b>New projects should not use GLU</b>, but if you need it for legacy code that has been moved to GLFW 3, you can request that the GLFW header includes it by defining <code>GLFW_INCLUDE_GLU</code> before the inclusion of the GLFW header.</p>
<p>GLFW 3 does not by default include the GLU header and GLU itself has been deprecated by <a href="https://en.wikipedia.org/wiki/Khronos_Group">Khronos</a>. <b>New projects should not use GLU</b>, but if you need it for legacy code that has been moved to GLFW 3, you can request that the GLFW header includes it by defining <a class="el" href="build_guide.html#GLFW_INCLUDE_GLU">GLFW_INCLUDE_GLU</a> before the inclusion of the GLFW header.</p>
<dl class="section user"><dt>Old syntax</dt><dd><div class="fragment"><div class="line"><span class="preprocessor">#include &lt;GL/glfw.h&gt;</span></div></div><!-- fragment --></dd></dl>
<dl class="section user"><dt>New syntax</dt><dd><div class="fragment"><div class="line"><span class="preprocessor">#define GLFW_INCLUDE_GLU</span></div><div class="line"><span class="preprocessor">#include &lt;GLFW/glfw3.h&gt;</span></div></div><!-- fragment --></dd></dl>
<p>There are many libraries that offer replacements for the functionality offered by GLU. For the matrix helper functions, see math libraries like <a href="https://github.com/g-truc/glm">GLM</a> (for C++), <a href="https://github.com/datenwolf/linmath.h">linmath.h</a> (for C) and others. For the tessellation functions, see for example <a href="https://github.com/memononen/libtess2">libtess2</a>.</p>
<h1><a class="anchor" id="moving_tables"></a>
Name change tables</h1>
<h2><a class="anchor" id="moving_renamed_functions"></a>
Renamed functions</h2>
<table class="doxtable">
<tr>
<th>GLFW 2 </th><th>GLFW 3 </th><th>Notes </th></tr>
<tr>
<td><code>glfwOpenWindow</code> </td><td><a class="el" href="group__window.html#ga5c336fddf2cbb5b92f65f10fb6043344">glfwCreateWindow</a> </td><td>All channel bit depths are now hints </td></tr>
<tr>
<td><code>glfwCloseWindow</code> </td><td><a class="el" href="group__window.html#gacdf43e51376051d2c091662e9fe3d7b2">glfwDestroyWindow</a> </td><td></td></tr>
<tr>
<td><code>glfwOpenWindowHint</code> </td><td><a class="el" href="group__window.html#ga7d9c8c62384b1e2821c4dc48952d2033">glfwWindowHint</a> </td><td>Now accepts all <code>GLFW_*_BITS</code> tokens </td></tr>
<tr>
<td><code>glfwEnable</code> </td><td><a class="el" href="group__input.html#gaa92336e173da9c8834558b54ee80563b">glfwSetInputMode</a> </td><td></td></tr>
<tr>
<td><code>glfwDisable</code> </td><td><a class="el" href="group__input.html#gaa92336e173da9c8834558b54ee80563b">glfwSetInputMode</a> </td><td></td></tr>
<tr>
<td><code>glfwGetMousePos</code> </td><td><a class="el" href="group__input.html#ga01d37b6c40133676b9cea60ca1d7c0cc">glfwGetCursorPos</a> </td><td></td></tr>
<tr>
<td><code>glfwSetMousePos</code> </td><td><a class="el" href="group__input.html#ga04b03af936d906ca123c8f4ee08b39e7">glfwSetCursorPos</a> </td><td></td></tr>
<tr>
<td><code>glfwSetMousePosCallback</code> </td><td><a class="el" href="group__input.html#ga7dad39486f2c7591af7fb25134a2501d">glfwSetCursorPosCallback</a> </td><td></td></tr>
<tr>
<td><code>glfwSetMouseWheelCallback</code> </td><td><a class="el" href="group__input.html#gacf02eb10504352f16efda4593c3ce60e">glfwSetScrollCallback</a> </td><td>Accepts two-dimensional scroll offsets as doubles </td></tr>
<tr>
<td><code>glfwGetJoystickPos</code> </td><td><a class="el" href="group__input.html#ga6271d46a5901ec2c99601ccf4dd14731">glfwGetJoystickAxes</a> </td><td></td></tr>
<tr>
<td><code>glfwGetWindowParam</code> </td><td><a class="el" href="group__window.html#gacccb29947ea4b16860ebef42c2cb9337">glfwGetWindowAttrib</a> </td><td></td></tr>
<tr>
<td><code>glfwGetGLVersion</code> </td><td><a class="el" href="group__window.html#gacccb29947ea4b16860ebef42c2cb9337">glfwGetWindowAttrib</a> </td><td>Use <code>GLFW_CONTEXT_VERSION_MAJOR</code>, <code>GLFW_CONTEXT_VERSION_MINOR</code> and <code>GLFW_CONTEXT_REVISION</code> </td></tr>
<tr>
<td><code>glfwGetDesktopMode</code> </td><td><a class="el" href="group__monitor.html#gafc1bb972a921ad5b3bd5d63a95fc2d52">glfwGetVideoMode</a> </td><td>Returns the current mode of a monitor </td></tr>
<tr>
<td><code>glfwGetJoystickParam</code> </td><td><a class="el" href="group__input.html#gaffcbd9ac8ee737fcdd25475123a3c790">glfwJoystickPresent</a> </td><td>The axis and button counts are provided by <a class="el" href="group__input.html#ga6271d46a5901ec2c99601ccf4dd14731">glfwGetJoystickAxes</a> and <a class="el" href="group__input.html#gace54cd930dcd502e118fe4021384ce1b">glfwGetJoystickButtons</a> </td></tr>
<table class="markdownTable">
<tr class="markdownTableHead">
<th class="markdownTableHeadNone">GLFW 2 </th><th class="markdownTableHeadNone">GLFW 3 </th><th class="markdownTableHeadNone">Notes </th></tr>
<tr class="markdownTableRowOdd">
<td class="markdownTableBodyNone"><code>glfwOpenWindow</code> </td><td class="markdownTableBodyNone"><a class="el" href="group__window.html#ga5c336fddf2cbb5b92f65f10fb6043344">glfwCreateWindow</a> </td><td class="markdownTableBodyNone">All channel bit depths are now hints </td></tr>
<tr class="markdownTableRowEven">
<td class="markdownTableBodyNone"><code>glfwCloseWindow</code> </td><td class="markdownTableBodyNone"><a class="el" href="group__window.html#gacdf43e51376051d2c091662e9fe3d7b2">glfwDestroyWindow</a> </td><td class="markdownTableBodyNone"></td></tr>
<tr class="markdownTableRowOdd">
<td class="markdownTableBodyNone"><code>glfwOpenWindowHint</code> </td><td class="markdownTableBodyNone"><a class="el" href="group__window.html#ga7d9c8c62384b1e2821c4dc48952d2033">glfwWindowHint</a> </td><td class="markdownTableBodyNone">Now accepts all <code>GLFW_*_BITS</code> tokens </td></tr>
<tr class="markdownTableRowEven">
<td class="markdownTableBodyNone"><code>glfwEnable</code> </td><td class="markdownTableBodyNone"><a class="el" href="group__input.html#gaa92336e173da9c8834558b54ee80563b">glfwSetInputMode</a> </td><td class="markdownTableBodyNone"></td></tr>
<tr class="markdownTableRowOdd">
<td class="markdownTableBodyNone"><code>glfwDisable</code> </td><td class="markdownTableBodyNone"><a class="el" href="group__input.html#gaa92336e173da9c8834558b54ee80563b">glfwSetInputMode</a> </td><td class="markdownTableBodyNone"></td></tr>
<tr class="markdownTableRowEven">
<td class="markdownTableBodyNone"><code>glfwGetMousePos</code> </td><td class="markdownTableBodyNone"><a class="el" href="group__input.html#ga01d37b6c40133676b9cea60ca1d7c0cc">glfwGetCursorPos</a> </td><td class="markdownTableBodyNone"></td></tr>
<tr class="markdownTableRowOdd">
<td class="markdownTableBodyNone"><code>glfwSetMousePos</code> </td><td class="markdownTableBodyNone"><a class="el" href="group__input.html#ga04b03af936d906ca123c8f4ee08b39e7">glfwSetCursorPos</a> </td><td class="markdownTableBodyNone"></td></tr>
<tr class="markdownTableRowEven">
<td class="markdownTableBodyNone"><code>glfwSetMousePosCallback</code> </td><td class="markdownTableBodyNone"><a class="el" href="group__input.html#ga7dad39486f2c7591af7fb25134a2501d">glfwSetCursorPosCallback</a> </td><td class="markdownTableBodyNone"></td></tr>
<tr class="markdownTableRowOdd">
<td class="markdownTableBodyNone"><code>glfwSetMouseWheelCallback</code> </td><td class="markdownTableBodyNone"><a class="el" href="group__input.html#gacf02eb10504352f16efda4593c3ce60e">glfwSetScrollCallback</a> </td><td class="markdownTableBodyNone">Accepts two-dimensional scroll offsets as doubles </td></tr>
<tr class="markdownTableRowEven">
<td class="markdownTableBodyNone"><code>glfwGetJoystickPos</code> </td><td class="markdownTableBodyNone"><a class="el" href="group__input.html#gaa8806536731e92c061bc70bcff6edbd0">glfwGetJoystickAxes</a> </td><td class="markdownTableBodyNone"></td></tr>
<tr class="markdownTableRowOdd">
<td class="markdownTableBodyNone"><code>glfwGetWindowParam</code> </td><td class="markdownTableBodyNone"><a class="el" href="group__window.html#gacccb29947ea4b16860ebef42c2cb9337">glfwGetWindowAttrib</a> </td><td class="markdownTableBodyNone"></td></tr>
<tr class="markdownTableRowEven">
<td class="markdownTableBodyNone"><code>glfwGetGLVersion</code> </td><td class="markdownTableBodyNone"><a class="el" href="group__window.html#gacccb29947ea4b16860ebef42c2cb9337">glfwGetWindowAttrib</a> </td><td class="markdownTableBodyNone">Use <code>GLFW_CONTEXT_VERSION_MAJOR</code>, <code>GLFW_CONTEXT_VERSION_MINOR</code> and <code>GLFW_CONTEXT_REVISION</code> </td></tr>
<tr class="markdownTableRowOdd">
<td class="markdownTableBodyNone"><code>glfwGetDesktopMode</code> </td><td class="markdownTableBodyNone"><a class="el" href="group__monitor.html#gafc1bb972a921ad5b3bd5d63a95fc2d52">glfwGetVideoMode</a> </td><td class="markdownTableBodyNone">Returns the current mode of a monitor </td></tr>
<tr class="markdownTableRowEven">
<td class="markdownTableBodyNone"><code>glfwGetJoystickParam</code> </td><td class="markdownTableBodyNone"><a class="el" href="group__input.html#gaed0966cee139d815317f9ffcba64c9f1">glfwJoystickPresent</a> </td><td class="markdownTableBodyNone">The axis and button counts are provided by <a class="el" href="group__input.html#gaa8806536731e92c061bc70bcff6edbd0">glfwGetJoystickAxes</a> and <a class="el" href="group__input.html#gadb3cbf44af90a1536f519659a53bddd6">glfwGetJoystickButtons</a> </td></tr>
</table>
<h2><a class="anchor" id="moving_renamed_types"></a>
Renamed types</h2>
<table class="doxtable">
<tr>
<th>GLFW 2 </th><th>GLFW 3 </th><th>Notes </th></tr>
<tr>
<td><code>GLFWmousewheelfun</code> </td><td><a class="el" href="group__input.html#ga4687e2199c60a18a8dd1da532e6d75c9">GLFWscrollfun</a> </td><td></td></tr>
<tr>
<td><code>GLFWmouseposfun</code> </td><td><a class="el" href="group__input.html#ga4cfad918fa836f09541e7b9acd36686c">GLFWcursorposfun</a> </td><td></td></tr>
<table class="markdownTable">
<tr class="markdownTableHead">
<th class="markdownTableHeadNone">GLFW 2 </th><th class="markdownTableHeadNone">GLFW 3 </th><th class="markdownTableHeadNone">Notes </th></tr>
<tr class="markdownTableRowOdd">
<td class="markdownTableBodyNone"><code>GLFWmousewheelfun</code> </td><td class="markdownTableBodyNone"><a class="el" href="group__input.html#ga4687e2199c60a18a8dd1da532e6d75c9">GLFWscrollfun</a> </td><td class="markdownTableBodyNone"></td></tr>
<tr class="markdownTableRowEven">
<td class="markdownTableBodyNone"><code>GLFWmouseposfun</code> </td><td class="markdownTableBodyNone"><a class="el" href="group__input.html#ga4cfad918fa836f09541e7b9acd36686c">GLFWcursorposfun</a> </td><td class="markdownTableBodyNone"></td></tr>
</table>
<h2><a class="anchor" id="moving_renamed_tokens"></a>
Renamed tokens</h2>
<table class="doxtable">
<tr>
<th>GLFW 2 </th><th>GLFW 3 </th><th>Notes </th></tr>
<tr>
<td><code>GLFW_OPENGL_VERSION_MAJOR</code> </td><td><code>GLFW_CONTEXT_VERSION_MAJOR</code> </td><td>Renamed as it applies to OpenGL ES as well </td></tr>
<tr>
<td><code>GLFW_OPENGL_VERSION_MINOR</code> </td><td><code>GLFW_CONTEXT_VERSION_MINOR</code> </td><td>Renamed as it applies to OpenGL ES as well </td></tr>
<tr>
<td><code>GLFW_FSAA_SAMPLES</code> </td><td><code>GLFW_SAMPLES</code> </td><td>Renamed to match the OpenGL API </td></tr>
<tr>
<td><code>GLFW_ACTIVE</code> </td><td><code>GLFW_FOCUSED</code> </td><td>Renamed to match the window focus callback </td></tr>
<tr>
<td><code>GLFW_WINDOW_NO_RESIZE</code> </td><td><code>GLFW_RESIZABLE</code> </td><td>The default has been inverted </td></tr>
<tr>
<td><code>GLFW_MOUSE_CURSOR</code> </td><td><code>GLFW_CURSOR</code> </td><td>Used with <a class="el" href="group__input.html#gaa92336e173da9c8834558b54ee80563b">glfwSetInputMode</a> </td></tr>
<tr>
<td><code>GLFW_KEY_ESC</code> </td><td><code>GLFW_KEY_ESCAPE</code> </td><td></td></tr>
<tr>
<td><code>GLFW_KEY_DEL</code> </td><td><code>GLFW_KEY_DELETE</code> </td><td></td></tr>
<tr>
<td><code>GLFW_KEY_PAGEUP</code> </td><td><code>GLFW_KEY_PAGE_UP</code> </td><td></td></tr>
<tr>
<td><code>GLFW_KEY_PAGEDOWN</code> </td><td><code>GLFW_KEY_PAGE_DOWN</code> </td><td></td></tr>
<tr>
<td><code>GLFW_KEY_KP_NUM_LOCK</code> </td><td><code>GLFW_KEY_NUM_LOCK</code> </td><td></td></tr>
<tr>
<td><code>GLFW_KEY_LCTRL</code> </td><td><code>GLFW_KEY_LEFT_CONTROL</code> </td><td></td></tr>
<tr>
<td><code>GLFW_KEY_LSHIFT</code> </td><td><code>GLFW_KEY_LEFT_SHIFT</code> </td><td></td></tr>
<tr>
<td><code>GLFW_KEY_LALT</code> </td><td><code>GLFW_KEY_LEFT_ALT</code> </td><td></td></tr>
<tr>
<td><code>GLFW_KEY_LSUPER</code> </td><td><code>GLFW_KEY_LEFT_SUPER</code> </td><td></td></tr>
<tr>
<td><code>GLFW_KEY_RCTRL</code> </td><td><code>GLFW_KEY_RIGHT_CONTROL</code> </td><td></td></tr>
<tr>
<td><code>GLFW_KEY_RSHIFT</code> </td><td><code>GLFW_KEY_RIGHT_SHIFT</code> </td><td></td></tr>
<tr>
<td><code>GLFW_KEY_RALT</code> </td><td><code>GLFW_KEY_RIGHT_ALT</code> </td><td></td></tr>
<tr>
<td><code>GLFW_KEY_RSUPER</code> </td><td><code>GLFW_KEY_RIGHT_SUPER</code> </td><td></td></tr>
<table class="markdownTable">
<tr class="markdownTableHead">
<th class="markdownTableHeadNone">GLFW 2 </th><th class="markdownTableHeadNone">GLFW 3 </th><th class="markdownTableHeadNone">Notes </th></tr>
<tr class="markdownTableRowOdd">
<td class="markdownTableBodyNone"><code>GLFW_OPENGL_VERSION_MAJOR</code> </td><td class="markdownTableBodyNone"><code>GLFW_CONTEXT_VERSION_MAJOR</code> </td><td class="markdownTableBodyNone">Renamed as it applies to OpenGL ES as well </td></tr>
<tr class="markdownTableRowEven">
<td class="markdownTableBodyNone"><code>GLFW_OPENGL_VERSION_MINOR</code> </td><td class="markdownTableBodyNone"><code>GLFW_CONTEXT_VERSION_MINOR</code> </td><td class="markdownTableBodyNone">Renamed as it applies to OpenGL ES as well </td></tr>
<tr class="markdownTableRowOdd">
<td class="markdownTableBodyNone"><code>GLFW_FSAA_SAMPLES</code> </td><td class="markdownTableBodyNone"><code>GLFW_SAMPLES</code> </td><td class="markdownTableBodyNone">Renamed to match the OpenGL API </td></tr>
<tr class="markdownTableRowEven">
<td class="markdownTableBodyNone"><code>GLFW_ACTIVE</code> </td><td class="markdownTableBodyNone"><code>GLFW_FOCUSED</code> </td><td class="markdownTableBodyNone">Renamed to match the window focus callback </td></tr>
<tr class="markdownTableRowOdd">
<td class="markdownTableBodyNone"><code>GLFW_WINDOW_NO_RESIZE</code> </td><td class="markdownTableBodyNone"><code>GLFW_RESIZABLE</code> </td><td class="markdownTableBodyNone">The default has been inverted </td></tr>
<tr class="markdownTableRowEven">
<td class="markdownTableBodyNone"><code>GLFW_MOUSE_CURSOR</code> </td><td class="markdownTableBodyNone"><code>GLFW_CURSOR</code> </td><td class="markdownTableBodyNone">Used with <a class="el" href="group__input.html#gaa92336e173da9c8834558b54ee80563b">glfwSetInputMode</a> </td></tr>
<tr class="markdownTableRowOdd">
<td class="markdownTableBodyNone"><code>GLFW_KEY_ESC</code> </td><td class="markdownTableBodyNone"><code>GLFW_KEY_ESCAPE</code> </td><td class="markdownTableBodyNone"></td></tr>
<tr class="markdownTableRowEven">
<td class="markdownTableBodyNone"><code>GLFW_KEY_DEL</code> </td><td class="markdownTableBodyNone"><code>GLFW_KEY_DELETE</code> </td><td class="markdownTableBodyNone"></td></tr>
<tr class="markdownTableRowOdd">
<td class="markdownTableBodyNone"><code>GLFW_KEY_PAGEUP</code> </td><td class="markdownTableBodyNone"><code>GLFW_KEY_PAGE_UP</code> </td><td class="markdownTableBodyNone"></td></tr>
<tr class="markdownTableRowEven">
<td class="markdownTableBodyNone"><code>GLFW_KEY_PAGEDOWN</code> </td><td class="markdownTableBodyNone"><code>GLFW_KEY_PAGE_DOWN</code> </td><td class="markdownTableBodyNone"></td></tr>
<tr class="markdownTableRowOdd">
<td class="markdownTableBodyNone"><code>GLFW_KEY_KP_NUM_LOCK</code> </td><td class="markdownTableBodyNone"><code>GLFW_KEY_NUM_LOCK</code> </td><td class="markdownTableBodyNone"></td></tr>
<tr class="markdownTableRowEven">
<td class="markdownTableBodyNone"><code>GLFW_KEY_LCTRL</code> </td><td class="markdownTableBodyNone"><code>GLFW_KEY_LEFT_CONTROL</code> </td><td class="markdownTableBodyNone"></td></tr>
<tr class="markdownTableRowOdd">
<td class="markdownTableBodyNone"><code>GLFW_KEY_LSHIFT</code> </td><td class="markdownTableBodyNone"><code>GLFW_KEY_LEFT_SHIFT</code> </td><td class="markdownTableBodyNone"></td></tr>
<tr class="markdownTableRowEven">
<td class="markdownTableBodyNone"><code>GLFW_KEY_LALT</code> </td><td class="markdownTableBodyNone"><code>GLFW_KEY_LEFT_ALT</code> </td><td class="markdownTableBodyNone"></td></tr>
<tr class="markdownTableRowOdd">
<td class="markdownTableBodyNone"><code>GLFW_KEY_LSUPER</code> </td><td class="markdownTableBodyNone"><code>GLFW_KEY_LEFT_SUPER</code> </td><td class="markdownTableBodyNone"></td></tr>
<tr class="markdownTableRowEven">
<td class="markdownTableBodyNone"><code>GLFW_KEY_RCTRL</code> </td><td class="markdownTableBodyNone"><code>GLFW_KEY_RIGHT_CONTROL</code> </td><td class="markdownTableBodyNone"></td></tr>
<tr class="markdownTableRowOdd">
<td class="markdownTableBodyNone"><code>GLFW_KEY_RSHIFT</code> </td><td class="markdownTableBodyNone"><code>GLFW_KEY_RIGHT_SHIFT</code> </td><td class="markdownTableBodyNone"></td></tr>
<tr class="markdownTableRowEven">
<td class="markdownTableBodyNone"><code>GLFW_KEY_RALT</code> </td><td class="markdownTableBodyNone"><code>GLFW_KEY_RIGHT_ALT</code> </td><td class="markdownTableBodyNone"></td></tr>
<tr class="markdownTableRowOdd">
<td class="markdownTableBodyNone"><code>GLFW_KEY_RSUPER</code> </td><td class="markdownTableBodyNone"><code>GLFW_KEY_RIGHT_SUPER</code> </td><td class="markdownTableBodyNone"></td></tr>
</table>
</div></div><!-- contents -->
</div></div><!-- PageDoc -->
</div><!-- contents -->
<address class="footer">
<p>
Last update on Thu Aug 18 2016 for GLFW 3.2.1
Last update on Tue Apr 16 2019 for GLFW 3.3.0
</p>
</address>
</body>

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@@ -3,17 +3,14 @@
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<div class="title">New features </div> </div>
<div class="title">Release notes </div> </div>
</div><!--header-->
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<div class="textblock"><h1><a class="anchor" id="news_32"></a>
New features in 3.2</h1>
<h2><a class="anchor" id="news_32_vulkan"></a>
Support for Vulkan</h2>
<p>GLFW now supports basic integration with Vulkan with <a class="el" href="group__vulkan.html#ga2e7f30931e02464b5bc8d0d4b6f9fe2b">glfwVulkanSupported</a>, <a class="el" href="group__vulkan.html#ga1abcbe61033958f22f63ef82008874b1">glfwGetRequiredInstanceExtensions</a>, <a class="el" href="group__vulkan.html#gadf228fac94c5fd8f12423ec9af9ff1e9">glfwGetInstanceProcAddress</a>, <a class="el" href="group__vulkan.html#gaff3823355cdd7e2f3f9f4d9ea9518d92">glfwGetPhysicalDevicePresentationSupport</a> and <a class="el" href="group__vulkan.html#ga1a24536bec3f80b08ead18e28e6ae965">glfwCreateWindowSurface</a>. Vulkan header inclusion can be selected with <a class="el" href="build_guide.html#build_macros">GLFW_INCLUDE_VULKAN</a>.</p>
<h2><a class="anchor" id="news_32_setwindowmonitor"></a>
Window mode switching</h2>
<div class="toc"><h3>Table of Contents</h3>
<ul><li class="level1"><a href="#news_33">Release notes for version 3.3</a><ul><li class="level2"><a href="#features_33">New features in version 3.3</a><ul><li class="level3"><a href="#gamepad_33">Gamepad input via SDL_GameControllerDB</a></li>
<li class="level3"><a href="#moltenvk_33">Support for Vulkan on macOS via MoltenVK</a></li>
<li class="level3"><a href="#content_scale_33">Content scale queries for DPI-aware rendering</a></li>
<li class="level3"><a href="#setwindowattrib_33">Support for updating window attributes</a></li>
<li class="level3"><a href="#raw_motion_33">Support for raw mouse motion</a></li>
<li class="level3"><a href="#joysticks_33">Joystick hats</a></li>
<li class="level3"><a href="#geterror_33">Error query</a></li>
<li class="level3"><a href="#init_hints_33">Support for initialization hints</a></li>
<li class="level3"><a href="#attention_33">User attention request</a></li>
<li class="level3"><a href="#maximize_33">Window maximization callback</a></li>
<li class="level3"><a href="#workarea_33">Query for the monitor work area</a></li>
<li class="level3"><a href="#transparency_33">Transparent windows and framebuffers</a></li>
<li class="level3"><a href="#key_scancode_33">Query for the scancode of a key</a></li>
<li class="level3"><a href="#center_cursor_33">Cursor centering window hint</a></li>
<li class="level3"><a href="#cursor_hover_33">Mouse cursor hover window attribute</a></li>
<li class="level3"><a href="#focusonshow_33">Window hint and attribute for input focus on show</a></li>
<li class="level3"><a href="#device_userptr_33">Monitor and joystick user pointers</a></li>
<li class="level3"><a href="#macos_nib_33">macOS menu bar from nib file</a></li>
<li class="level3"><a href="#glext_33">Support for more context creation extensions</a></li>
<li class="level3"><a href="#osmesa_33">OSMesa off-screen context creation support</a></li>
</ul>
</li>
<li class="level2"><a href="#caveats_33">Caveats for version 3.3</a><ul><li class="level3"><a href="#joystick_layout_33">Layout of joysticks have changed</a></li>
<li class="level3"><a href="#wait_events_33">No window required to wait for events</a></li>
<li class="level3"><a href="#gamma_ramp_size_33">Gamma ramp size of 256 may be rejected</a></li>
<li class="level3"><a href="#xinput_deadzone_33">Windows XInput deadzone removed</a></li>
<li class="level3"><a href="#x11_clipboard_33">X11 clipboard transfer limits</a></li>
<li class="level3"><a href="#x11_linking_33">X11 extension libraries are loaded dynamically</a></li>
<li class="level3"><a href="#cmake_version_33">CMake 3.0 or later is required</a></li>
</ul>
</li>
<li class="level2"><a href="#deprecations_33">Deprecations in version 3.3</a><ul><li class="level3"><a href="#charmods_callback_33">Character with modifiers callback</a></li>
<li class="level3"><a href="#clipboard_window_33">Window parameter to clipboard functions</a></li>
</ul>
</li>
<li class="level2"><a href="#removals_33">Removals in 3.3</a><ul><li class="level3"><a href="#macos_options_33">macOS specific CMake options and macros</a></li>
<li class="level3"><a href="#vulkan_sdk_33">LunarG Vulkan SDK dependency</a></li>
<li class="level3"><a href="#lib_suffix_33">CMake option LIB_SUFFIX</a></li>
<li class="level3"><a href="#mir_removed_33">Mir support</a></li>
</ul>
</li>
<li class="level2"><a href="#symbols_33">New symbols in version 3.3</a><ul><li class="level3"><a href="#functions_33">New functions in version 3.3</a></li>
<li class="level3"><a href="#types_33">New types in version 3.3</a></li>
<li class="level3"><a href="#constants_33">New constants in version 3.3</a></li>
</ul>
</li>
</ul>
</li>
<li class="level1"><a href="#news_32">Release notes for 3.2</a><ul><li class="level2"><a href="#features_32">New features in version 3.2</a><ul><li class="level3"><a href="#news_32_vulkan">Support for Vulkan</a></li>
<li class="level3"><a href="#news_32_setwindowmonitor">Window mode switching</a></li>
<li class="level3"><a href="#news_32_maximize">Window maxmimization support</a></li>
<li class="level3"><a href="#news_32_focus">Window input focus control</a></li>
<li class="level3"><a href="#news_32_sizelimits">Window size limit support</a></li>
<li class="level3"><a href="#news_32_keyname">Localized key names</a></li>
<li class="level3"><a href="#news_32_waittimeout">Wait for events with timeout</a></li>
<li class="level3"><a href="#news_32_icon">Window icon support</a></li>
<li class="level3"><a href="#news_32_timer">Raw timer access</a></li>
<li class="level3"><a href="#news_32_joystick">Joystick connection callback</a></li>
<li class="level3"><a href="#news_32_noapi">Context-less windows</a></li>
<li class="level3"><a href="#news_32_contextapi">Run-time context creation API selection</a></li>
<li class="level3"><a href="#news_32_noerror">Error-free context creation</a></li>
<li class="level3"><a href="#news_32_cmake">CMake config-file package support</a></li>
</ul>
</li>
</ul>
</li>
<li class="level1"><a href="#news_31">Release notes for 3.1</a><ul><li class="level2"><a href="#features_31">New features in version 3.1</a><ul><li class="level3"><a href="#news_31_cursor">Custom mouse cursor images</a></li>
<li class="level3"><a href="#news_31_drop">Path drop event</a></li>
<li class="level3"><a href="#news_31_emptyevent">Main thread wake-up</a></li>
<li class="level3"><a href="#news_31_framesize">Window frame size query</a></li>
<li class="level3"><a href="#news_31_autoiconify">Simultaneous multi-monitor rendering</a></li>
<li class="level3"><a href="#news_31_floating">Floating windows</a></li>
<li class="level3"><a href="#news_31_focused">Initially unfocused windows</a></li>
<li class="level3"><a href="#news_31_direct">Direct access for window attributes and cursor position</a></li>
<li class="level3"><a href="#news_31_charmods">Character with modifiers callback</a></li>
<li class="level3"><a href="#news_31_single">Single buffered framebuffers</a></li>
<li class="level3"><a href="#news_31_glext">Macro for including extension header</a></li>
<li class="level3"><a href="#news_31_release">Context release behaviors</a></li>
<li class="level3"><a href="#news_31_wayland">(Experimental) Wayland support</a></li>
<li class="level3"><a href="#news_31_mir">(Experimental) Mir support</a></li>
</ul>
</li>
</ul>
</li>
<li class="level1"><a href="#news_30">Release notes for 3.0</a><ul><li class="level2"><a href="#features_30">New features in version 3.0</a><ul><li class="level3"><a href="#news_30_cmake">CMake build system</a></li>
<li class="level3"><a href="#news_30_multiwnd">Multi-window support</a></li>
<li class="level3"><a href="#news_30_multimon">Multi-monitor support</a></li>
<li class="level3"><a href="#news_30_unicode">Unicode support</a></li>
<li class="level3"><a href="#news_30_clipboard">Clipboard text I/O</a></li>
<li class="level3"><a href="#news_30_gamma">Gamma ramp support</a></li>
<li class="level3"><a href="#news_30_gles">OpenGL ES support</a></li>
<li class="level3"><a href="#news_30_egl">(Experimental) EGL support</a></li>
<li class="level3"><a href="#news_30_hidpi">High-DPI support</a></li>
<li class="level3"><a href="#news_30_error">Error callback</a></li>
<li class="level3"><a href="#news_30_wndptr">Per-window user pointer</a></li>
<li class="level3"><a href="#news_30_iconifyfun">Window iconification callback</a></li>
<li class="level3"><a href="#news_30_wndposfun">Window position callback</a></li>
<li class="level3"><a href="#news_30_wndpos">Window position query</a></li>
<li class="level3"><a href="#news_30_focusfun">Window focus callback</a></li>
<li class="level3"><a href="#news_30_enterleave">Cursor enter/leave callback</a></li>
<li class="level3"><a href="#news_30_wndtitle">Initial window title</a></li>
<li class="level3"><a href="#news_30_hidden">Hidden windows</a></li>
<li class="level3"><a href="#news_30_undecorated">Undecorated windows</a></li>
<li class="level3"><a href="#news_30_keymods">Modifier key bit masks</a></li>
<li class="level3"><a href="#news_30_scancode">Platform-specific scancodes</a></li>
<li class="level3"><a href="#news_30_jsname">Joystick names</a></li>
<li class="level3"><a href="#news_30_doxygen">Doxygen documentation</a></li>
</ul>
</li>
</ul>
</li>
</ul>
</div>
<div class="textblock"><h1><a class="anchor" id="news_33"></a>
Release notes for version 3.3</h1>
<p>These are the release notes for version 3.3. For a more detailed view including all fixed bugs see the <a href="https://www.glfw.org/changelog.html">version history</a>.</p>
<p>Please review the caveats, deprecations and removals if your project was written against an earlier version of GLFW 3.</p>
<h2><a class="anchor" id="features_33"></a>
New features in version 3.3</h2>
<h3><a class="anchor" id="gamepad_33"></a>
Gamepad input via SDL_GameControllerDB</h3>
<p>GLFW can now remap game controllers to a standard Xbox-like layout using a built-in copy of SDL_GameControllerDB. Call <a class="el" href="group__input.html#gad0f676860f329d80f7e47e9f06a96f00">glfwJoystickIsGamepad</a> to check if a joystick has a mapping, <a class="el" href="group__input.html#gadccddea8bce6113fa459de379ddaf051">glfwGetGamepadState</a> to retrieve its input state, <a class="el" href="group__input.html#gaed5104612f2fa8e66aa6e846652ad00f">glfwUpdateGamepadMappings</a> to add newer mappings and <a class="el" href="group__input.html#ga5c71e3533b2d384db9317fcd7661b210">glfwGetGamepadName</a> and <a class="el" href="group__input.html#gae168c2c0b8cf2a1cb67c6b3c00bdd543">glfwGetJoystickGUID</a> for mapping related information.</p>
<p>For more information see <a class="el" href="input_guide.html#gamepad">Gamepad input</a>.</p>
<h3><a class="anchor" id="moltenvk_33"></a>
Support for Vulkan on macOS via MoltenVK</h3>
<p>GLFW now supports <a href="https://moltengl.com/moltenvk/">MoltenVK</a>, a Vulkan implementation on top of the Metal API, and its <code>VK_MVK_macos_surface</code> window surface creation extension. MoltenVK is included in the <a href="https://vulkan.lunarg.com/">macOS Vulkan SDK</a>.</p>
<p>For more information see <a class="el" href="vulkan_guide.html">Vulkan guide</a>.</p>
<h3><a class="anchor" id="content_scale_33"></a>
Content scale queries for DPI-aware rendering</h3>
<p>GLFW now provides content scales for windows and monitors, i.e. the ratio between their current DPI and the platform's default DPI, with <a class="el" href="group__window.html#gaf5d31de9c19c4f994facea64d2b3106c">glfwGetWindowContentScale</a> and <a class="el" href="group__monitor.html#gad3152e84465fa620b601265ebfcdb21b">glfwGetMonitorContentScale</a>.</p>
<p>Changes of the content scale of a window can be received with the window content scale callback, set with <a class="el" href="group__window.html#gabf3622cde4c10fac35875e24992ec26d">glfwSetWindowContentScaleCallback</a>.</p>
<p>The <a class="el" href="window_guide.html#GLFW_SCALE_TO_MONITOR">GLFW_SCALE_TO_MONITOR</a> window hint enables automatic resizing of a window by the content scale of the monitor it is placed, on platforms like Windows where this is necessary. This takes effect both on creation and when the window is moved between monitors. It is related to but different from <a class="el" href="window_guide.html#GLFW_COCOA_RETINA_FRAMEBUFFER_hint">GLFW_COCOA_RETINA_FRAMEBUFFER</a>.</p>
<p>For more information see <a class="el" href="window_guide.html#window_scale">Window content scale</a>.</p>
<h3><a class="anchor" id="setwindowattrib_33"></a>
Support for updating window attributes</h3>
<p>GLFW now supports changing the <a class="el" href="window_guide.html#GLFW_DECORATED_attrib">GLFW_DECORATED</a>, <a class="el" href="window_guide.html#GLFW_RESIZABLE_attrib">GLFW_RESIZABLE</a>, <a class="el" href="window_guide.html#GLFW_FLOATING_attrib">GLFW_FLOATING</a>, <a class="el" href="window_guide.html#GLFW_AUTO_ICONIFY_attrib">GLFW_AUTO_ICONIFY</a> and <a class="el" href="window_guide.html#GLFW_FOCUS_ON_SHOW_attrib">GLFW_FOCUS_ON_SHOW</a> attributes for existing windows with <a class="el" href="group__window.html#gace2afda29b4116ec012e410a6819033e">glfwSetWindowAttrib</a>.</p>
<p>For more information see <a class="el" href="window_guide.html#window_attribs">Window attributes</a>.</p>
<h3><a class="anchor" id="raw_motion_33"></a>
Support for raw mouse motion</h3>
<p>GLFW now supports raw (unscaled and unaccelerated) mouse motion in disabled cursor mode with the <a class="el" href="input_guide.html#GLFW_RAW_MOUSE_MOTION">GLFW_RAW_MOUSE_MOTION</a> input mode. Raw mouse motion input is not yet implemented on macOS. Call <a class="el" href="group__input.html#gae4ee0dbd0d256183e1ea4026d897e1c2">glfwRawMouseMotionSupported</a> to check if GLFW can provide raw mouse motion on the current system.</p>
<p>For more information see <a class="el" href="input_guide.html#raw_mouse_motion">Raw mouse motion</a>.</p>
<h3><a class="anchor" id="joysticks_33"></a>
Joystick hats</h3>
<p>GLFW can now return the state of hats (i.e. POVs or D-pads) of a joystick with <a class="el" href="group__input.html#ga2d8d0634bb81c180899aeb07477a67ea">glfwGetJoystickHats</a>. For compatibility, hats are also exposed as buttons. This can be disabled with the <a class="el" href="intro_guide.html#GLFW_JOYSTICK_HAT_BUTTONS">GLFW_JOYSTICK_HAT_BUTTONS</a> initialization hint.</p>
<p>For more information see <a class="el" href="input_guide.html#joystick_hat">Joystick hat states</a>.</p>
<h3><a class="anchor" id="geterror_33"></a>
Error query</h3>
<p>GLFW now supports querying the last error code for the calling thread and its human-readable description with <a class="el" href="group__init.html#ga944986b4ec0b928d488141f92982aa18">glfwGetError</a>. This can be used instead of or together with the error callback.</p>
<p>For more information see <a class="el" href="intro_guide.html#error_handling">Error handling</a>.</p>
<h3><a class="anchor" id="init_hints_33"></a>
Support for initialization hints</h3>
<p>GLFW now supports setting library initialization hints with <a class="el" href="group__init.html#ga110fd1d3f0412822b4f1908c026f724a">glfwInitHint</a>. These must be set before initialization to take effect. Some of these hints are platform specific but are safe to set on any platform.</p>
<p>For more information see <a class="el" href="intro_guide.html#init_hints">Initialization hints</a>.</p>
<h3><a class="anchor" id="attention_33"></a>
User attention request</h3>
<p>GLFW now supports requesting user attention with <a class="el" href="group__window.html#ga2f8d59323fc4692c1d54ba08c863a703">glfwRequestWindowAttention</a>. Where possible this calls attention to the specified window. On platforms like macOS it calls attention to the whole application.</p>
<p>For more information see <a class="el" href="window_guide.html#window_attention">Window attention request</a>.</p>
<h3><a class="anchor" id="maximize_33"></a>
Window maximization callback</h3>
<p>GLFW now supports notifying the application that the window has been maximized <a class="el" href="group__window.html#gaf8548ef61cb09150e09a6d33ddfa705e">glfwSetWindowMaximizeCallback</a>. This is called both when the window was maximized by the user and when it was done with <a class="el" href="group__window.html#ga3f541387449d911274324ae7f17ec56b">glfwMaximizeWindow</a>.</p>
<p>For more information see <a class="el" href="window_guide.html#window_maximize">Window maximization</a>.</p>
<h3><a class="anchor" id="workarea_33"></a>
Query for the monitor work area</h3>
<p>GLFW now supports querying the work area of a monitor, i.e. the area not occupied by task bars or global menu bars, with <a class="el" href="group__monitor.html#ga7387a3bdb64bfe8ebf2b9e54f5b6c9d0">glfwGetMonitorWorkarea</a>. On platforms that lack this concept, the whole area of the monitor is returned.</p>
<p>For more information see <a class="el" href="monitor_guide.html#monitor_workarea">Work area</a>.</p>
<h3><a class="anchor" id="transparency_33"></a>
Transparent windows and framebuffers</h3>
<p>GLFW now supports the creation of windows with transparent framebuffers on systems with desktop compositing enabled with the <a class="el" href="group__window.html#ga60a0578c3b9449027d683a9c6abb9f14">GLFW_TRANSPARENT_FRAMEBUFFER</a> window hint and attribute. This hint must be set before window creation and leaves any window decorations opaque.</p>
<p>GLFW now also supports whole window transparency with <a class="el" href="group__window.html#gad09f0bd7a6307c4533b7061828480a84">glfwGetWindowOpacity</a> and <a class="el" href="group__window.html#gac31caeb3d1088831b13d2c8a156802e9">glfwSetWindowOpacity</a>. This value controls the opacity of the whole window including decorations and unlike framebuffer transparency can be changed at any time after window creation.</p>
<p>For more information see <a class="el" href="window_guide.html#window_transparency">Window transparency</a>.</p>
<h3><a class="anchor" id="key_scancode_33"></a>
Query for the scancode of a key</h3>
<p>GLFW now supports querying the platform dependent scancode of any physical key with <a class="el" href="group__input.html#ga67ddd1b7dcbbaff03e4a76c0ea67103a">glfwGetKeyScancode</a>.</p>
<p>For more information see <a class="el" href="input_guide.html#input_key">Key input</a>.</p>
<h3><a class="anchor" id="center_cursor_33"></a>
Cursor centering window hint</h3>
<p>GLFW now supports controlling whether the cursor is centered over newly created full screen windows with the <a class="el" href="window_guide.html#GLFW_CENTER_CURSOR_hint">GLFW_CENTER_CURSOR</a> window hint. It is enabled by default.</p>
<h3><a class="anchor" id="cursor_hover_33"></a>
Mouse cursor hover window attribute</h3>
<p>GLFW now supports polling whether the cursor is hovering over the window content area with the <a class="el" href="window_guide.html#GLFW_HOVERED_attrib">GLFW_HOVERED</a> window attribute. This attribute corresponds to the <a class="el" href="input_guide.html#cursor_enter">cursor enter/leave</a> event.</p>
<h3><a class="anchor" id="focusonshow_33"></a>
Window hint and attribute for input focus on show</h3>
<p>GLFW now has the <a class="el" href="window_guide.html#GLFW_DECORATED_hint">GLFW_FOCUS_ON_SHOW</a> window hint and attribute for controlling whether a window gets input focus when shown. It is enabled by default. It applies both when creating an visible window with <a class="el" href="group__window.html#ga5c336fddf2cbb5b92f65f10fb6043344">glfwCreateWindow</a> and when showing it with <a class="el" href="group__window.html#ga61be47917b72536a148300f46494fc66">glfwShowWindow</a>.</p>
<p>This is a workaround for GLFW 3.0 lacking <a class="el" href="group__window.html#ga873780357abd3f3a081d71a40aae45a1">glfwFocusWindow</a> and will be corrected in the next major version.</p>
<p>For more information see <a class="el" href="window_guide.html#window_hide">Window visibility</a>.</p>
<h3><a class="anchor" id="device_userptr_33"></a>
Monitor and joystick user pointers</h3>
<p>GLFW now supports setting and querying user pointers for connected monitors and joysticks with <a class="el" href="group__monitor.html#ga702750e24313a686d3637297b6e85fda">glfwSetMonitorUserPointer</a>, <a class="el" href="group__monitor.html#gac2d4209016b049222877f620010ed0d8">glfwGetMonitorUserPointer</a>, <a class="el" href="group__input.html#ga6b2f72d64d636b48a727b437cbb7489e">glfwSetJoystickUserPointer</a> and <a class="el" href="group__input.html#ga06290acb7ed23895bf26b8e981827ebd">glfwGetJoystickUserPointer</a>.</p>
<p>For more information see <a class="el" href="monitor_guide.html#monitor_userptr">User pointer</a> and <a class="el" href="input_guide.html#joystick_userptr">Joystick user pointer</a>.</p>
<h3><a class="anchor" id="macos_nib_33"></a>
macOS menu bar from nib file</h3>
<p>GLFW will now load a <code>MainMenu.nib</code> file if found in the <code>Contents/Resources</code> directory of the application bundle, as a way to replace the GLFW menu bar without recompiling GLFW. This behavior can be disabled with the <a class="el" href="intro_guide.html#GLFW_COCOA_MENUBAR_hint">GLFW_COCOA_MENUBAR</a> initialization hint.</p>
<h3><a class="anchor" id="glext_33"></a>
Support for more context creation extensions</h3>
<p>The context hint <a class="el" href="window_guide.html#GLFW_SRGB_CAPABLE">GLFW_SRGB_CAPABLE</a> now supports OpenGL ES via <code>WGL_EXT_colorspace</code>, the context hint <a class="el" href="group__window.html#ga5a52fdfd46d8249c211f923675728082">GLFW_CONTEXT_NO_ERROR</a> now supports <code>WGL_ARB_create_context_no_error</code> and <code>GLX_ARB_create_context_no_error</code>, the context hint <a class="el" href="group__window.html#ga72b648a8378fe3310c7c7bbecc0f7be6">GLFW_CONTEXT_RELEASE_BEHAVIOR</a> now supports <code>EGL_KHR_context_flush_control</code> and <a class="el" href="group__context.html#ga35f1837e6f666781842483937612f163">glfwGetProcAddress</a> now supports <code>EGL_KHR_get_all_proc_addresses</code>.</p>
<h3><a class="anchor" id="osmesa_33"></a>
OSMesa off-screen context creation support</h3>
<p>GLFW now supports creating off-screen OpenGL contexts using <a href="https://www.mesa3d.org/osmesa.html">OSMesa</a> by setting <a class="el" href="window_guide.html#GLFW_CONTEXT_CREATION_API_hint">GLFW_CONTEXT_CREATION_API</a> to <code>GLFW_OSMESA_CONTEXT_API</code>. Native access function have been added to retrieve the OSMesa color and depth buffers.</p>
<p>There is also a new null backend that uses OSMesa as its native context creation API, intended for automated testing. This backend does not provide input.</p>
<h2><a class="anchor" id="caveats_33"></a>
Caveats for version 3.3</h2>
<h3><a class="anchor" id="joystick_layout_33"></a>
Layout of joysticks have changed</h3>
<p>The way joystick elements are arranged have changed to match SDL2 in order to support SDL_GameControllerDB mappings. The layout of joysticks may change again if required for compatibility with SDL2. If you need a known and stable layout for game controllers, see if you can switch to <a class="el" href="input_guide.html#gamepad">Gamepad input</a>.</p>
<p>Existing code that depends on a specific joystick layout will likely have to be updated.</p>
<h3><a class="anchor" id="wait_events_33"></a>
No window required to wait for events</h3>
<p>The <a class="el" href="group__window.html#ga554e37d781f0a997656c26b2c56c835e">glfwWaitEvents</a> and <a class="el" href="group__window.html#ga605a178db92f1a7f1a925563ef3ea2cf">glfwWaitEventsTimeout</a> functions no longer need a window to be created to wait for events. Before version 3.3 these functions would return immediately if there were no user-created windows. On platforms where only windows can receive events, an internal helper window is used.</p>
<p>Existing code that depends on the earlier behavior will likely have to be updated.</p>
<h3><a class="anchor" id="gamma_ramp_size_33"></a>
Gamma ramp size of 256 may be rejected</h3>
<p>The documentation for versions before 3.3 stated that a gamma ramp size of 256 would always be accepted. This was never the case on X11 and could lead to artifacts on macOS. The <a class="el" href="group__monitor.html#ga6ac582625c990220785ddd34efa3169a">glfwSetGamma</a> function has been updated to always generate a ramp of the correct size.</p>
<p>Existing code that hardcodes a size of 256 should be updated to use the size of the current ramp of a monitor when setting a new ramp for that monitor.</p>
<h3><a class="anchor" id="xinput_deadzone_33"></a>
Windows XInput deadzone removed</h3>
<p>GLFW no longer applies any deadzone to the input state received from the XInput API. This was never done for any other platform joystick API so this change makes the behavior more consistent but you will need to apply your own deadzone if desired.</p>
<h3><a class="anchor" id="x11_clipboard_33"></a>
X11 clipboard transfer limits</h3>
<p>GLFW now supports reading clipboard text via the <code>INCR</code> method, which removes the limit on how much text can be read with <a class="el" href="group__input.html#ga5aba1d704d9ab539282b1fbe9f18bb94">glfwGetClipboardString</a>. However, writing via this method is not yet supported, so you may not be able to write a very large string with <a class="el" href="group__input.html#gaba1f022c5eb07dfac421df34cdcd31dd">glfwSetClipboardString</a> even if you read it from the clipboard earlier.</p>
<p>The exact size limit for writing to the clipboard is negotiated with each receiving application but is at least several tens of kilobytes. Note that only the read limit has changed. Any string that could be written before still can be.</p>
<h3><a class="anchor" id="x11_linking_33"></a>
X11 extension libraries are loaded dynamically</h3>
<p>GLFW now loads all X11 extension libraries at initialization. The only X11 library you need to link against is <code>libX11</code>. The header files for the extension libraries are still required for compilation.</p>
<p>Existing projects and makefiles that link GLFW directly against the extension libraries should still build correctly but will add these libraries as load-time dependencies.</p>
<h3><a class="anchor" id="cmake_version_33"></a>
CMake 3.0 or later is required</h3>
<p>The minimum CMake version has been raised from 2.8.12 to 3.0. This is only a requirement of the GLFW CMake files. The GLFW source files do not depend on CMake.</p>
<h2><a class="anchor" id="deprecations_33"></a>
Deprecations in version 3.3</h2>
<h3><a class="anchor" id="charmods_callback_33"></a>
Character with modifiers callback</h3>
<p>The character with modifiers callback set with <a class="el" href="group__input.html#ga3f55ef5dc03a374e567f068b13c94afc">glfwSetCharModsCallback</a> has been deprecated and should if possible not be used.</p>
<p>Existing code should still work but further bug fixes will likely not be made. The callback will be removed in the next major version.</p>
<h3><a class="anchor" id="clipboard_window_33"></a>
Window parameter to clipboard functions</h3>
<p>The window parameter of the clipboard functions <a class="el" href="group__input.html#ga5aba1d704d9ab539282b1fbe9f18bb94">glfwGetClipboardString</a> and <a class="el" href="group__input.html#gaba1f022c5eb07dfac421df34cdcd31dd">glfwSetClipboardString</a> has been deprecated and is no longer used on any platform. On platforms where the clipboard must be owned by a specific window, an internal helper window is used.</p>
<p>Existing code should still work unless it depends on a specific window owning the clipboard. New code may pass <code>NULL</code> as the window argument. The parameter will be removed in a future release.</p>
<h2><a class="anchor" id="removals_33"></a>
Removals in 3.3</h2>
<h3><a class="anchor" id="macos_options_33"></a>
macOS specific CMake options and macros</h3>
<p>The <code>GLFW_USE_RETINA</code>, <code>GLFW_USE_CHDIR</code> and <code>GLFW_USE_MENUBAR</code> CMake options and the <code>_GLFW_USE_RETINA</code>, <code>_GLFW_USE_CHDIR</code> and <code>_GLFW_USE_MENUBAR</code> compile-time macros have been removed.</p>
<p>These options and macros are replaced by the window hint <a class="el" href="window_guide.html#GLFW_COCOA_RETINA_FRAMEBUFFER_hint">GLFW_COCOA_RETINA_FRAMEBUFFER</a> and the init hints <a class="el" href="intro_guide.html#GLFW_COCOA_CHDIR_RESOURCES_hint">GLFW_COCOA_CHDIR_RESOURCES</a> and <a class="el" href="intro_guide.html#GLFW_COCOA_MENUBAR_hint">GLFW_COCOA_MENUBAR</a>.</p>
<p>Existing projects and makefiles that set these options or define these macros during compilation of GLFW will still build but it will have no effect and the default behaviors will be used.</p>
<h3><a class="anchor" id="vulkan_sdk_33"></a>
LunarG Vulkan SDK dependency</h3>
<p>The GLFW test programs that previously depended on the LunarG Vulkan SDK now instead uses a Vulkan loader generated by <a href="https://github.com/Dav1dde/glad">glad2</a>. This means the GLFW CMake files no longer look for the Vulkan SDK.</p>
<p>Existing CMake projects that depended on the Vulkan SDK cache variables from GLFW will need to call <code>find_package(Vulkan)</code> themselves. CMake 3.7 and later already comes with a <a href="https://cmake.org/cmake/help/latest/module/FindVulkan.html">Vulkan find module</a> similar to the one GLFW previously included.</p>
<h3><a class="anchor" id="lib_suffix_33"></a>
CMake option LIB_SUFFIX</h3>
<p>The <code>LIB_SUFFIX</code> CMake option has been removed. GLFW now uses the GNUInstallDirs CMake package to handle platform specific details like the library directory suffix and the <code>LIB_SUFFIX</code> CMake option has been removed.</p>
<p>Existing projects and makefiles that set the <code>LIB_SUFFIX</code> option will use the suffix chosen by the GNUInstallDirs package and the option will be ignored.</p>
<h3><a class="anchor" id="mir_removed_33"></a>
Mir support</h3>
<p>The experimental Mir support has been completely removed as the Mir project has implemented support for the Wayland protocol and is recommending that applications use that instead.</p>
<p>Existing projects and makefiles that select Mir when compiling GLFW will fail. Use Wayland or X11 instead.</p>
<h2><a class="anchor" id="symbols_33"></a>
New symbols in version 3.3</h2>
<h3><a class="anchor" id="functions_33"></a>
New functions in version 3.3</h3>
<ul>
<li><a class="el" href="group__init.html#ga110fd1d3f0412822b4f1908c026f724a">glfwInitHint</a></li>
<li><a class="el" href="group__init.html#ga944986b4ec0b928d488141f92982aa18">glfwGetError</a></li>
<li><a class="el" href="group__monitor.html#ga7387a3bdb64bfe8ebf2b9e54f5b6c9d0">glfwGetMonitorWorkarea</a></li>
<li><a class="el" href="group__monitor.html#gad3152e84465fa620b601265ebfcdb21b">glfwGetMonitorContentScale</a></li>
<li><a class="el" href="group__monitor.html#gac2d4209016b049222877f620010ed0d8">glfwGetMonitorUserPointer</a></li>
<li><a class="el" href="group__monitor.html#ga702750e24313a686d3637297b6e85fda">glfwSetMonitorUserPointer</a></li>
<li><a class="el" href="group__window.html#ga8cb2782861c9d997bcf2dea97f363e5f">glfwWindowHintString</a></li>
<li><a class="el" href="group__window.html#gaf5d31de9c19c4f994facea64d2b3106c">glfwGetWindowContentScale</a></li>
<li><a class="el" href="group__window.html#gad09f0bd7a6307c4533b7061828480a84">glfwGetWindowOpacity</a></li>
<li><a class="el" href="group__window.html#gac31caeb3d1088831b13d2c8a156802e9">glfwSetWindowOpacity</a></li>
<li><a class="el" href="group__window.html#ga2f8d59323fc4692c1d54ba08c863a703">glfwRequestWindowAttention</a></li>
<li><a class="el" href="group__window.html#gace2afda29b4116ec012e410a6819033e">glfwSetWindowAttrib</a></li>
<li><a class="el" href="group__window.html#gaf8548ef61cb09150e09a6d33ddfa705e">glfwSetWindowMaximizeCallback</a></li>
<li><a class="el" href="group__window.html#gabf3622cde4c10fac35875e24992ec26d">glfwSetWindowContentScaleCallback</a></li>
<li><a class="el" href="group__input.html#gae4ee0dbd0d256183e1ea4026d897e1c2">glfwRawMouseMotionSupported</a></li>
<li><a class="el" href="group__input.html#ga67ddd1b7dcbbaff03e4a76c0ea67103a">glfwGetKeyScancode</a></li>
<li><a class="el" href="group__input.html#ga2d8d0634bb81c180899aeb07477a67ea">glfwGetJoystickHats</a></li>
<li><a class="el" href="group__input.html#gae168c2c0b8cf2a1cb67c6b3c00bdd543">glfwGetJoystickGUID</a></li>
<li><a class="el" href="group__input.html#ga06290acb7ed23895bf26b8e981827ebd">glfwGetJoystickUserPointer</a></li>
<li><a class="el" href="group__input.html#ga6b2f72d64d636b48a727b437cbb7489e">glfwSetJoystickUserPointer</a></li>
<li><a class="el" href="group__input.html#gad0f676860f329d80f7e47e9f06a96f00">glfwJoystickIsGamepad</a></li>
<li><a class="el" href="group__input.html#gaed5104612f2fa8e66aa6e846652ad00f">glfwUpdateGamepadMappings</a></li>
<li><a class="el" href="group__input.html#ga5c71e3533b2d384db9317fcd7661b210">glfwGetGamepadName</a></li>
<li><a class="el" href="group__input.html#gadccddea8bce6113fa459de379ddaf051">glfwGetGamepadState</a></li>
</ul>
<h3><a class="anchor" id="types_33"></a>
New types in version 3.3</h3>
<ul>
<li><a class="el" href="group__window.html#ga7269a3d1cb100c0081f95fc09afa4949">GLFWwindowmaximizefun</a></li>
<li><a class="el" href="group__window.html#ga1da46b65eafcc1a7ff0adb8f4a7b72fd">GLFWwindowcontentscalefun</a></li>
<li><a class="el" href="structGLFWgamepadstate.html">GLFWgamepadstate</a></li>
</ul>
<h3><a class="anchor" id="constants_33"></a>
New constants in version 3.3</h3>
<ul>
<li><a class="el" href="group__errors.html#gafa30deee5db4d69c4c93d116ed87dbf4">GLFW_NO_ERROR</a></li>
<li><a class="el" href="intro_guide.html#GLFW_JOYSTICK_HAT_BUTTONS">GLFW_JOYSTICK_HAT_BUTTONS</a></li>
<li><a class="el" href="group__init.html#gab937983147a3158d45f88fad7129d9f2">GLFW_COCOA_CHDIR_RESOURCES</a></li>
<li><a class="el" href="group__init.html#ga71e0b4ce2f2696a84a9b8c5e12dc70cf">GLFW_COCOA_MENUBAR</a></li>
<li><a class="el" href="group__window.html#ga5ac0847c0aa0b3619f2855707b8a7a77">GLFW_CENTER_CURSOR</a></li>
<li><a class="el" href="group__window.html#ga60a0578c3b9449027d683a9c6abb9f14">GLFW_TRANSPARENT_FRAMEBUFFER</a></li>
<li><a class="el" href="group__window.html#ga8665c71c6fa3d22425c6a0e8a3f89d8a">GLFW_HOVERED</a></li>
<li><a class="el" href="group__window.html#gafa94b1da34bfd6488c0d709761504dfc">GLFW_FOCUS_ON_SHOW</a></li>
<li><a class="el" href="window_guide.html#GLFW_SCALE_TO_MONITOR">GLFW_SCALE_TO_MONITOR</a></li>
<li><a class="el" href="group__window.html#gab6ef2d02eb55800d249ccf1af253c35e">GLFW_COCOA_RETINA_FRAMEBUFFER</a></li>
<li><a class="el" href="group__window.html#ga70fa0fbc745de6aa824df79a580e84b5">GLFW_COCOA_FRAME_NAME</a></li>
<li><a class="el" href="group__window.html#ga53c84ed2ddd94e15bbd44b1f6f7feafc">GLFW_COCOA_GRAPHICS_SWITCHING</a></li>
<li><a class="el" href="group__window.html#gae5a9ea2fccccd92edbd343fc56461114">GLFW_X11_CLASS_NAME</a></li>
<li><a class="el" href="group__window.html#ga494c3c0d911e4b860b946530a3e389e8">GLFW_X11_INSTANCE_NAME</a></li>
<li><a class="el" href="glfw3_8h.html#afd34a473af9fa81f317910ea371b19e3">GLFW_OSMESA_CONTEXT_API</a></li>
<li><a class="el" href="group__hat__state.html#gae2c0bcb7aec609e4736437554f6638fd">GLFW_HAT_CENTERED</a></li>
<li><a class="el" href="group__hat__state.html#ga8c9720c76cd1b912738159ed74c85b36">GLFW_HAT_UP</a></li>
<li><a class="el" href="group__hat__state.html#ga252586e3bbde75f4b0e07ad3124867f5">GLFW_HAT_RIGHT</a></li>
<li><a class="el" href="group__hat__state.html#gad60d1fd0dc85c18f2642cbae96d3deff">GLFW_HAT_DOWN</a></li>
<li><a class="el" href="group__hat__state.html#gac775f4b3154fdf5db93eb432ba546dff">GLFW_HAT_LEFT</a></li>
<li><a class="el" href="group__hat__state.html#ga94aea0ae241a8b902883536c592ee693">GLFW_HAT_RIGHT_UP</a></li>
<li><a class="el" href="group__hat__state.html#gad7f0e4f52fd68d734863aaeadab3a3f5">GLFW_HAT_RIGHT_DOWN</a></li>
<li><a class="el" href="group__hat__state.html#ga638f0e20dc5de90de21a33564e8ce129">GLFW_HAT_LEFT_UP</a></li>
<li><a class="el" href="group__hat__state.html#ga76c02baf1ea345fcbe3e8ff176a73e19">GLFW_HAT_LEFT_DOWN</a></li>
<li><a class="el" href="group__mods.html#gaefeef8fcf825a6e43e241b337897200f">GLFW_MOD_CAPS_LOCK</a></li>
<li><a class="el" href="group__mods.html#ga64e020b8a42af8376e944baf61feecbe">GLFW_MOD_NUM_LOCK</a></li>
<li><a class="el" href="input_guide.html#GLFW_LOCK_KEY_MODS">GLFW_LOCK_KEY_MODS</a></li>
<li><a class="el" href="input_guide.html#GLFW_RAW_MOUSE_MOTION">GLFW_RAW_MOUSE_MOTION</a></li>
<li><a class="el" href="group__gamepad__buttons.html#gae055a12fbf4b48b5954c8e1cd129b810">GLFW_GAMEPAD_BUTTON_A</a></li>
<li><a class="el" href="group__gamepad__buttons.html#ga2228a6512fd5950cdb51ba07846546fa">GLFW_GAMEPAD_BUTTON_B</a></li>
<li><a class="el" href="group__gamepad__buttons.html#ga52cc94785cf3fe9a12e246539259887c">GLFW_GAMEPAD_BUTTON_X</a></li>
<li><a class="el" href="group__gamepad__buttons.html#gafc931248bda494b530cbe057f386a5ed">GLFW_GAMEPAD_BUTTON_Y</a></li>
<li><a class="el" href="group__gamepad__buttons.html#ga17d67b4f39a39d6b813bd1567a3507c3">GLFW_GAMEPAD_BUTTON_LEFT_BUMPER</a></li>
<li><a class="el" href="group__gamepad__buttons.html#gadfbc9ea9bf3aae896b79fa49fdc85c7f">GLFW_GAMEPAD_BUTTON_RIGHT_BUMPER</a></li>
<li><a class="el" href="group__gamepad__buttons.html#gabc7c0264ce778835b516a472b47f6caf">GLFW_GAMEPAD_BUTTON_BACK</a></li>
<li><a class="el" href="group__gamepad__buttons.html#ga04606949dd9139434b8a1bedf4ac1021">GLFW_GAMEPAD_BUTTON_START</a></li>
<li><a class="el" href="group__gamepad__buttons.html#ga7fa48c32e5b2f5db2f080aa0b8b573dc">GLFW_GAMEPAD_BUTTON_GUIDE</a></li>
<li><a class="el" href="group__gamepad__buttons.html#ga3e089787327454f7bfca7364d6ca206a">GLFW_GAMEPAD_BUTTON_LEFT_THUMB</a></li>
<li><a class="el" href="group__gamepad__buttons.html#ga1c003f52b5aebb45272475b48953b21a">GLFW_GAMEPAD_BUTTON_RIGHT_THUMB</a></li>
<li><a class="el" href="group__gamepad__buttons.html#ga4f1ed6f974a47bc8930d4874a283476a">GLFW_GAMEPAD_BUTTON_DPAD_UP</a></li>
<li><a class="el" href="group__gamepad__buttons.html#gae2a780d2a8c79e0b77c0b7b601ca57c6">GLFW_GAMEPAD_BUTTON_DPAD_RIGHT</a></li>
<li><a class="el" href="group__gamepad__buttons.html#ga8f2b731b97d80f90f11967a83207665c">GLFW_GAMEPAD_BUTTON_DPAD_DOWN</a></li>
<li><a class="el" href="group__gamepad__buttons.html#gaf0697e0e8607b2ebe1c93b0c6befe301">GLFW_GAMEPAD_BUTTON_DPAD_LEFT</a></li>
<li><a class="el" href="group__gamepad__buttons.html#ga5cc98882f4f81dacf761639a567f61eb">GLFW_GAMEPAD_BUTTON_LAST</a></li>
<li><a class="el" href="group__gamepad__buttons.html#gaf08d0df26527c9305253422bd98ed63a">GLFW_GAMEPAD_BUTTON_CROSS</a></li>
<li><a class="el" href="group__gamepad__buttons.html#gaaef094b3dacbf15f272b274516839b82">GLFW_GAMEPAD_BUTTON_CIRCLE</a></li>
<li><a class="el" href="group__gamepad__buttons.html#gafc7821e87d77d41ed2cd3e1f726ec35f">GLFW_GAMEPAD_BUTTON_SQUARE</a></li>
<li><a class="el" href="group__gamepad__buttons.html#ga3a7ef6bcb768a08cd3bf142f7f09f802">GLFW_GAMEPAD_BUTTON_TRIANGLE</a></li>
<li><a class="el" href="group__gamepad__axes.html#ga544e396d092036a7d80c1e5f233f7a38">GLFW_GAMEPAD_AXIS_LEFT_X</a></li>
<li><a class="el" href="group__gamepad__axes.html#ga64dcf2c6e9be50b7c556ff7671996dd5">GLFW_GAMEPAD_AXIS_LEFT_Y</a></li>
<li><a class="el" href="group__gamepad__axes.html#gabd6785106cd3c5a044a6e49a395ee2fc">GLFW_GAMEPAD_AXIS_RIGHT_X</a></li>
<li><a class="el" href="group__gamepad__axes.html#ga1cc20566d44d521b7183681a8e88e2e4">GLFW_GAMEPAD_AXIS_RIGHT_Y</a></li>
<li><a class="el" href="group__gamepad__axes.html#ga6d79561dd8907c37354426242901b86e">GLFW_GAMEPAD_AXIS_LEFT_TRIGGER</a></li>
<li><a class="el" href="group__gamepad__axes.html#ga121a7d5d20589a423cd1634dd6ee6eab">GLFW_GAMEPAD_AXIS_RIGHT_TRIGGER</a></li>
<li><a class="el" href="group__gamepad__axes.html#ga0818fd9433e1359692b7443293e5ac86">GLFW_GAMEPAD_AXIS_LAST</a></li>
</ul>
<h1><a class="anchor" id="news_32"></a>
Release notes for 3.2</h1>
<p>These are the release notes for version 3.2. For a more detailed view including all fixed bugs see the <a href="https://www.glfw.org/changelog.html">version history</a>.</p>
<h2><a class="anchor" id="features_32"></a>
New features in version 3.2</h2>
<h3><a class="anchor" id="news_32_vulkan"></a>
Support for Vulkan</h3>
<p>GLFW now supports basic integration with Vulkan with <a class="el" href="group__vulkan.html#ga2e7f30931e02464b5bc8d0d4b6f9fe2b">glfwVulkanSupported</a>, <a class="el" href="group__vulkan.html#ga1abcbe61033958f22f63ef82008874b1">glfwGetRequiredInstanceExtensions</a>, <a class="el" href="group__vulkan.html#gadf228fac94c5fd8f12423ec9af9ff1e9">glfwGetInstanceProcAddress</a>, <a class="el" href="group__vulkan.html#gaff3823355cdd7e2f3f9f4d9ea9518d92">glfwGetPhysicalDevicePresentationSupport</a> and <a class="el" href="group__vulkan.html#ga1a24536bec3f80b08ead18e28e6ae965">glfwCreateWindowSurface</a>. Vulkan header inclusion can be selected with <a class="el" href="build_guide.html#GLFW_INCLUDE_VULKAN">GLFW_INCLUDE_VULKAN</a>.</p>
<h3><a class="anchor" id="news_32_setwindowmonitor"></a>
Window mode switching</h3>
<p>GLFW now supports switching between windowed and full screen modes and updating the monitor and desired resolution and refresh rate of full screen windows with <a class="el" href="group__window.html#ga81c76c418af80a1cce7055bccb0ae0a7">glfwSetWindowMonitor</a>.</p>
<h2><a class="anchor" id="news_32_maximize"></a>
Window maxmimization support</h2>
<p>GLFW now supports window maximization with <a class="el" href="group__window.html#ga3f541387449d911274324ae7f17ec56b">glfwMaximizeWindow</a> and the <a class="el" href="window_guide.html#window_attribs_wnd">GLFW_MAXIMIZED</a> window hint and attribute.</p>
<h2><a class="anchor" id="news_32_focus"></a>
Window input focus control</h2>
<h3><a class="anchor" id="news_32_maximize"></a>
Window maxmimization support</h3>
<p>GLFW now supports window maximization with <a class="el" href="group__window.html#ga3f541387449d911274324ae7f17ec56b">glfwMaximizeWindow</a> and the <a class="el" href="group__window.html#gad8ccb396253ad0b72c6d4c917eb38a03">GLFW_MAXIMIZED</a> window hint and attribute.</p>
<h3><a class="anchor" id="news_32_focus"></a>
Window input focus control</h3>
<p>GLFW now supports giving windows input focus with <a class="el" href="group__window.html#ga873780357abd3f3a081d71a40aae45a1">glfwFocusWindow</a>.</p>
<h2><a class="anchor" id="news_32_sizelimits"></a>
Window size limit support</h2>
<h3><a class="anchor" id="news_32_sizelimits"></a>
Window size limit support</h3>
<p>GLFW now supports setting both absolute and relative window size limits with <a class="el" href="group__window.html#gac314fa6cec7d2d307be9963e2709cc90">glfwSetWindowSizeLimits</a> and <a class="el" href="group__window.html#ga72ac8cb1ee2e312a878b55153d81b937">glfwSetWindowAspectRatio</a>.</p>
<h2><a class="anchor" id="news_32_keyname"></a>
Localized key names</h2>
<h3><a class="anchor" id="news_32_keyname"></a>
Localized key names</h3>
<p>GLFW now supports querying the localized name of printable keys with <a class="el" href="group__input.html#ga237a182e5ec0b21ce64543f3b5e7e2be">glfwGetKeyName</a>, either by key token or by scancode.</p>
<h2><a class="anchor" id="news_32_waittimeout"></a>
Wait for events with timeout</h2>
<h3><a class="anchor" id="news_32_waittimeout"></a>
Wait for events with timeout</h3>
<p>GLFW now supports waiting for events for a set amount of time with <a class="el" href="group__window.html#ga605a178db92f1a7f1a925563ef3ea2cf">glfwWaitEventsTimeout</a>.</p>
<h2><a class="anchor" id="news_32_icon"></a>
Window icon support</h2>
<h3><a class="anchor" id="news_32_icon"></a>
Window icon support</h3>
<p>GLFW now supports setting the icon of windows with <a class="el" href="group__window.html#gadd7ccd39fe7a7d1f0904666ae5932dc5">glfwSetWindowIcon</a>.</p>
<h2><a class="anchor" id="news_32_timer"></a>
Raw timer access</h2>
<h3><a class="anchor" id="news_32_timer"></a>
Raw timer access</h3>
<p>GLFW now supports raw timer values with <a class="el" href="group__input.html#ga09b2bd37d328e0b9456c7ec575cc26aa">glfwGetTimerValue</a> and <a class="el" href="group__input.html#ga3289ee876572f6e91f06df3a24824443">glfwGetTimerFrequency</a>.</p>
<h2><a class="anchor" id="news_32_joystick"></a>
Joystick connection callback</h2>
<h3><a class="anchor" id="news_32_joystick"></a>
Joystick connection callback</h3>
<p>GLFW now supports notifying when a joystick has been connected or disconnected with <a class="el" href="group__input.html#gab1dc8379f1b82bb660a6b9c9fa06ca07">glfwSetJoystickCallback</a>.</p>
<h2><a class="anchor" id="news_32_noapi"></a>
Context-less windows</h2>
<p>GLFW now supports creating windows without a OpenGL or OpenGL ES context with <a class="el" href="window_guide.html#window_hints_ctx">GLFW_NO_API</a>.</p>
<h2><a class="anchor" id="news_32_contextapi"></a>
Run-time context creation API selection</h2>
<p>GLFW now supports selecting the context creation API at run-time with the <a class="el" href="window_guide.html#window_hints_ctx">GLFW_CONTEXT_CREATION_API</a> window hint value.</p>
<h2><a class="anchor" id="news_32_noerror"></a>
Error-free context creation</h2>
<p>GLFW now supports creating OpenGL and OpenGL ES contexts that do not emit errors with the <a class="el" href="window_guide.html#window_hints_ctx">GLFW_CONTEXT_NO_ERROR</a> window hint, provided the machine supports the <code>GL_KHR_no_error</code> extension.</p>
<h2><a class="anchor" id="news_32_cmake"></a>
CMake config-file package support</h2>
<h3><a class="anchor" id="news_32_noapi"></a>
Context-less windows</h3>
<p>GLFW now supports creating windows without a OpenGL or OpenGL ES context by setting the <a class="el" href="window_guide.html#GLFW_CLIENT_API_hint">GLFW_CLIENT_API</a> hint to <code>GLFW_NO_API</code>.</p>
<h3><a class="anchor" id="news_32_contextapi"></a>
Run-time context creation API selection</h3>
<p>GLFW now supports selecting and querying the context creation API at run-time with the <a class="el" href="group__window.html#ga5154cebfcd831c1cc63a4d5ac9bb4486">GLFW_CONTEXT_CREATION_API</a> hint and attribute.</p>
<h3><a class="anchor" id="news_32_noerror"></a>
Error-free context creation</h3>
<p>GLFW now supports creating and querying OpenGL and OpenGL ES contexts that do not emit errors with the <a class="el" href="group__window.html#ga5a52fdfd46d8249c211f923675728082">GLFW_CONTEXT_NO_ERROR</a> hint, provided the machine supports the <code>GL_KHR_no_error</code> extension.</p>
<h3><a class="anchor" id="news_32_cmake"></a>
CMake config-file package support</h3>
<p>GLFW now supports being used as a <a class="el" href="build_guide.html#build_link_cmake_package">config-file package</a> from other projects for easy linking with the library and its dependencies.</p>
<h1><a class="anchor" id="news_31"></a>
New features in 3.1</h1>
<p>These are the release highlights. For a full list of changes see the <a href="http://www.glfw.org/changelog.html">version history</a>.</p>
<h2><a class="anchor" id="news_31_cursor"></a>
Custom mouse cursor images</h2>
Release notes for 3.1</h1>
<p>These are the release notes for version 3.1. For a more detailed view including all fixed bugs see the <a href="https://www.glfw.org/changelog.html">version history</a>.</p>
<h2><a class="anchor" id="features_31"></a>
New features in version 3.1</h2>
<h3><a class="anchor" id="news_31_cursor"></a>
Custom mouse cursor images</h3>
<p>GLFW now supports creating and setting both custom cursor images and standard cursor shapes. They are created with <a class="el" href="group__input.html#gafca356935e10135016aa49ffa464c355">glfwCreateCursor</a> or <a class="el" href="group__input.html#gaa65f416d03ebbbb5b8db71a489fcb894">glfwCreateStandardCursor</a>, set with <a class="el" href="group__input.html#gad3b4f38c8d5dae036bc8fa959e18343e">glfwSetCursor</a> and destroyed with <a class="el" href="group__input.html#ga81b952cd1764274d0db7fb3c5a79ba6a">glfwDestroyCursor</a>.</p>
<dl class="section see"><dt>See also</dt><dd><a class="el" href="input_guide.html#cursor_object">Cursor objects</a></dd></dl>
<h2><a class="anchor" id="news_31_drop"></a>
Path drop event</h2>
<h3><a class="anchor" id="news_31_drop"></a>
Path drop event</h3>
<p>GLFW now provides a callback for receiving the paths of files and directories dropped onto GLFW windows. The callback is set with <a class="el" href="group__input.html#ga41291bf15dd3ff564b3143aa6dc74a4b">glfwSetDropCallback</a>.</p>
<dl class="section see"><dt>See also</dt><dd><a class="el" href="input_guide.html#path_drop">Path drop input</a></dd></dl>
<h2><a class="anchor" id="news_31_emptyevent"></a>
Main thread wake-up</h2>
<h3><a class="anchor" id="news_31_emptyevent"></a>
Main thread wake-up</h3>
<p>GLFW now provides the <a class="el" href="group__window.html#gab5997a25187e9fd5c6f2ecbbc8dfd7e9">glfwPostEmptyEvent</a> function for posting an empty event from another thread to the main thread event queue, causing <a class="el" href="group__window.html#ga554e37d781f0a997656c26b2c56c835e">glfwWaitEvents</a> to return.</p>
<dl class="section see"><dt>See also</dt><dd><a class="el" href="input_guide.html#events">Event processing</a></dd></dl>
<h2><a class="anchor" id="news_31_framesize"></a>
Window frame size query</h2>
<p>GLFW now supports querying the size, on each side, of the frame around the client area of a window, with <a class="el" href="group__window.html#ga1a9fd382058c53101b21cf211898f1f1">glfwGetWindowFrameSize</a>.</p>
<h3><a class="anchor" id="news_31_framesize"></a>
Window frame size query</h3>
<p>GLFW now supports querying the size, on each side, of the frame around the content area of a window, with <a class="el" href="group__window.html#ga1a9fd382058c53101b21cf211898f1f1">glfwGetWindowFrameSize</a>.</p>
<dl class="section see"><dt>See also</dt><dd><a class="el" href="window_guide.html#window_size">Window size</a></dd></dl>
<h2><a class="anchor" id="news_31_autoiconify"></a>
Simultaneous multi-monitor rendering</h2>
<p>GLFW now supports disabling auto-iconification of full screen windows with the <a class="el" href="window_guide.html#window_hints_wnd">GLFW_AUTO_ICONIFY</a> window hint. This is intended for people building multi-monitor installations, where you need windows to stay in full screen despite losing input focus.</p>
<h2><a class="anchor" id="news_31_floating"></a>
Floating windows</h2>
<p>GLFW now supports floating windows, also called topmost or always on top, for easier debugging with the <a class="el" href="window_guide.html#window_hints_wnd">GLFW_FLOATING</a> window hint.</p>
<h2><a class="anchor" id="news_31_focused"></a>
Initially unfocused windows</h2>
<p>GLFW now supports preventing a windowed mode window from gaining input focus on creation, with the <a class="el" href="window_guide.html#window_hints_wnd">GLFW_FOCUSED</a> window hint.</p>
<h2><a class="anchor" id="news_31_direct"></a>
Direct access for window attributes and cursor position</h2>
<h3><a class="anchor" id="news_31_autoiconify"></a>
Simultaneous multi-monitor rendering</h3>
<p>GLFW now supports disabling auto-iconification of full screen windows with the <a class="el" href="window_guide.html#GLFW_AUTO_ICONIFY_hint">GLFW_AUTO_ICONIFY</a> window hint. This is intended for people building multi-monitor installations, where you need windows to stay in full screen despite losing input focus.</p>
<h3><a class="anchor" id="news_31_floating"></a>
Floating windows</h3>
<p>GLFW now supports floating windows, also called topmost or always on top, for easier debugging with the <a class="el" href="group__window.html#ga7fb0be51407783b41adbf5bec0b09d80">GLFW_FLOATING</a> window hint and attribute.</p>
<h3><a class="anchor" id="news_31_focused"></a>
Initially unfocused windows</h3>
<p>GLFW now supports preventing a windowed mode window from gaining input focus on creation, with the <a class="el" href="window_guide.html#GLFW_FOCUSED_hint">GLFW_FOCUSED</a> window hint.</p>
<h3><a class="anchor" id="news_31_direct"></a>
Direct access for window attributes and cursor position</h3>
<p>GLFW now queries the window input focus, visibility and iconification attributes and the cursor position directly instead of returning cached data.</p>
<h2><a class="anchor" id="news_31_charmods"></a>
Character with modifiers callback</h2>
<h3><a class="anchor" id="news_31_charmods"></a>
Character with modifiers callback</h3>
<p>GLFW now provides a callback for character events with modifier key bits. The callback is set with <a class="el" href="group__input.html#ga3f55ef5dc03a374e567f068b13c94afc">glfwSetCharModsCallback</a>. Unlike the regular character callback, this will report character events that will not result in a character being input, for example if the Control key is held down.</p>
<dl class="section see"><dt>See also</dt><dd><a class="el" href="input_guide.html#input_char">Text input</a></dd></dl>
<h2><a class="anchor" id="news_31_single"></a>
Single buffered framebuffers</h2>
<p>GLFW now supports the creation of single buffered windows, with the <a class="el" href="window_guide.html#window_hints_fb">GLFW_DOUBLEBUFFER</a> window hint.</p>
<h2><a class="anchor" id="news_31_glext"></a>
Macro for including extension header</h2>
<p>GLFW now includes the extension header appropriate for the chosen OpenGL or OpenGL ES header when <a class="el" href="build_guide.html#build_macros">GLFW_INCLUDE_GLEXT</a> is defined. GLFW does not provide these headers. They must be provided by your development environment or your OpenGL or OpenGL ES SDK.</p>
<h2><a class="anchor" id="news_31_release"></a>
Context release behaviors</h2>
<p>GLFW now supports controlling whether the pipeline is flushed when a context is made non-current, with the <a class="el" href="window_guide.html#window_hints_ctx">GLFW_CONTEXT_RELEASE_BEHAVIOR</a> window hint, provided the machine supports the <code>GL_KHR_context_flush_control</code> extension.</p>
<h2><a class="anchor" id="news_31_wayland"></a>
(Experimental) Wayland support</h2>
<h3><a class="anchor" id="news_31_single"></a>
Single buffered framebuffers</h3>
<p>GLFW now supports the creation of single buffered windows, with the <a class="el" href="window_guide.html#GLFW_DOUBLEBUFFER">GLFW_DOUBLEBUFFER</a> hint.</p>
<h3><a class="anchor" id="news_31_glext"></a>
Macro for including extension header</h3>
<p>GLFW now includes the extension header appropriate for the chosen OpenGL or OpenGL ES header when <a class="el" href="build_guide.html#GLFW_INCLUDE_GLEXT">GLFW_INCLUDE_GLEXT</a> is defined. GLFW does not provide these headers. They must be provided by your development environment or your OpenGL or OpenGL ES SDK.</p>
<h3><a class="anchor" id="news_31_release"></a>
Context release behaviors</h3>
<p>GLFW now supports controlling and querying whether the pipeline is flushed when a context is made non-current, with the <a class="el" href="group__window.html#ga72b648a8378fe3310c7c7bbecc0f7be6">GLFW_CONTEXT_RELEASE_BEHAVIOR</a> hint and attribute, provided the machine supports the <code>GL_KHR_context_flush_control</code> extension.</p>
<h3><a class="anchor" id="news_31_wayland"></a>
(Experimental) Wayland support</h3>
<p>GLFW now has an <em>experimental</em> Wayland display protocol backend that can be selected on Linux with a CMake option.</p>
<h2><a class="anchor" id="news_31_mir"></a>
(Experimental) Mir support</h2>
<h3><a class="anchor" id="news_31_mir"></a>
(Experimental) Mir support</h3>
<p>GLFW now has an <em>experimental</em> Mir display server backend that can be selected on Linux with a CMake option.</p>
<h1><a class="anchor" id="news_30"></a>
New features in 3.0</h1>
<p>These are the release highlights. For a full list of changes see the <a href="http://www.glfw.org/changelog.html">version history</a>.</p>
<h2><a class="anchor" id="news_30_cmake"></a>
CMake build system</h2>
Release notes for 3.0</h1>
<p>These are the release notes for version 3.0. For a more detailed view including all fixed bugs see the <a href="https://www.glfw.org/changelog.html">version history</a>.</p>
<h2><a class="anchor" id="features_30"></a>
New features in version 3.0</h2>
<h3><a class="anchor" id="news_30_cmake"></a>
CMake build system</h3>
<p>GLFW now uses the CMake build system instead of the various makefiles and project files used by earlier versions. CMake is available for all platforms supported by GLFW, is present in most package systems and can generate makefiles and/or project files for most popular development environments.</p>
<p>For more information on how to use CMake, see the <a href="http://cmake.org/cmake/help/documentation.html">CMake manual</a>.</p>
<h2><a class="anchor" id="news_30_multiwnd"></a>
Multi-window support</h2>
<p>For more information on how to use CMake, see the <a href="https://cmake.org/cmake/help/documentation.html">CMake manual</a>.</p>
<h3><a class="anchor" id="news_30_multiwnd"></a>
Multi-window support</h3>
<p>GLFW now supports the creation of multiple windows, each with their own OpenGL or OpenGL ES context, and all window functions now take a window handle. Event callbacks are now per-window and are provided with the handle of the window that received the event. The <a class="el" href="group__context.html#ga1c04dc242268f827290fe40aa1c91157">glfwMakeContextCurrent</a> function has been added to select which context is current on a given thread.</p>
<h2><a class="anchor" id="news_30_multimon"></a>
Multi-monitor support</h2>
<h3><a class="anchor" id="news_30_multimon"></a>
Multi-monitor support</h3>
<p>GLFW now explicitly supports multiple monitors. They can be enumerated with <a class="el" href="group__monitor.html#ga3fba51c8bd36491d4712aa5bd074a537">glfwGetMonitors</a>, queried with <a class="el" href="group__monitor.html#ga820b0ce9a5237d645ea7cbb4bd383458">glfwGetVideoModes</a>, <a class="el" href="group__monitor.html#ga102f54e7acc9149edbcf0997152df8c9">glfwGetMonitorPos</a>, <a class="el" href="group__monitor.html#ga79a34ee22ff080ca954a9663e4679daf">glfwGetMonitorName</a> and <a class="el" href="group__monitor.html#ga7d8bffc6c55539286a6bd20d32a8d7ea">glfwGetMonitorPhysicalSize</a>, and specified at window creation to make the newly created window full screen on that specific monitor.</p>
<h2><a class="anchor" id="news_30_unicode"></a>
Unicode support</h2>
<h3><a class="anchor" id="news_30_unicode"></a>
Unicode support</h3>
<p>All string arguments to GLFW functions and all strings returned by GLFW now use the UTF-8 encoding. This includes the window title, error string, clipboard text, monitor and joystick names as well as the extension function arguments (as ASCII is a subset of UTF-8).</p>
<h2><a class="anchor" id="news_30_clipboard"></a>
Clipboard text I/O</h2>
<h3><a class="anchor" id="news_30_clipboard"></a>
Clipboard text I/O</h3>
<p>GLFW now supports reading and writing plain text to and from the system clipboard, with the <a class="el" href="group__input.html#ga5aba1d704d9ab539282b1fbe9f18bb94">glfwGetClipboardString</a> and <a class="el" href="group__input.html#gaba1f022c5eb07dfac421df34cdcd31dd">glfwSetClipboardString</a> functions.</p>
<h2><a class="anchor" id="news_30_gamma"></a>
Gamma ramp support</h2>
<h3><a class="anchor" id="news_30_gamma"></a>
Gamma ramp support</h3>
<p>GLFW now supports setting and reading back the gamma ramp of monitors, with the <a class="el" href="group__monitor.html#gab7c41deb2219bde3e1eb756ddaa9ec80">glfwGetGammaRamp</a> and <a class="el" href="group__monitor.html#ga583f0ffd0d29613d8cd172b996bbf0dd">glfwSetGammaRamp</a> functions. There is also <a class="el" href="group__monitor.html#ga6ac582625c990220785ddd34efa3169a">glfwSetGamma</a>, which generates a ramp from a gamma value and then sets it.</p>
<h2><a class="anchor" id="news_30_gles"></a>
OpenGL ES support</h2>
<p>GLFW now supports the creation of OpenGL ES contexts, by setting the <code>GLFW_CLIENT_API</code> window hint to <code>GLFW_OPENGL_ES_API</code>, where creation of such contexts are supported. Note that GLFW <em>does not implement</em> OpenGL ES, so your driver must provide support in a way usable by GLFW. Modern Nvidia and Intel drivers support creation of OpenGL ES context using the GLX and WGL APIs, while AMD provides an EGL implementation instead.</p>
<h2><a class="anchor" id="news_30_egl"></a>
(Experimental) EGL support</h2>
<h3><a class="anchor" id="news_30_gles"></a>
OpenGL ES support</h3>
<p>GLFW now supports the creation of OpenGL ES contexts, by setting the <a class="el" href="window_guide.html#GLFW_CLIENT_API_hint">GLFW_CLIENT_API</a> hint to <code>GLFW_OPENGL_ES_API</code>, where creation of such contexts are supported. Note that GLFW <em>does not implement</em> OpenGL ES, so your driver must provide support in a way usable by GLFW. Modern Nvidia and Intel drivers support creation of OpenGL ES context using the GLX and WGL APIs, while AMD provides an EGL implementation instead.</p>
<h3><a class="anchor" id="news_30_egl"></a>
(Experimental) EGL support</h3>
<p>GLFW now has an experimental EGL context creation back end that can be selected through CMake options.</p>
<h2><a class="anchor" id="news_30_hidpi"></a>
High-DPI support</h2>
<p>GLFW now supports high-DPI monitors on both Windows and OS X, giving windows full resolution framebuffers where other UI elements are scaled up. To achieve this, <a class="el" href="group__window.html#ga0e2637a4161afb283f5300c7f94785c9">glfwGetFramebufferSize</a> and <a class="el" href="group__window.html#ga3203461a5303bf289f2e05f854b2f7cf">glfwSetFramebufferSizeCallback</a> have been added. These work with pixels, while the rest of the GLFW API works with screen coordinates. This is important as OpenGL uses pixels, not screen coordinates.</p>
<h2><a class="anchor" id="news_30_error"></a>
Error callback</h2>
<h3><a class="anchor" id="news_30_hidpi"></a>
High-DPI support</h3>
<p>GLFW now supports high-DPI monitors on both Windows and macOS, giving windows full resolution framebuffers where other UI elements are scaled up. To achieve this, <a class="el" href="group__window.html#ga0e2637a4161afb283f5300c7f94785c9">glfwGetFramebufferSize</a> and <a class="el" href="group__window.html#ga3203461a5303bf289f2e05f854b2f7cf">glfwSetFramebufferSizeCallback</a> have been added. These work with pixels, while the rest of the GLFW API works with screen coordinates. This is important as OpenGL uses pixels, not screen coordinates.</p>
<h3><a class="anchor" id="news_30_error"></a>
Error callback</h3>
<p>GLFW now has an error callback, which can provide your application with much more detailed diagnostics than was previously possible. The callback is passed an error code and a description string.</p>
<h2><a class="anchor" id="news_30_wndptr"></a>
Per-window user pointer</h2>
<h3><a class="anchor" id="news_30_wndptr"></a>
Per-window user pointer</h3>
<p>Each window now has a user-defined pointer, retrieved with <a class="el" href="group__window.html#ga17807ce0f45ac3f8bb50d6dcc59a4e06">glfwGetWindowUserPointer</a> and set with <a class="el" href="group__window.html#ga3d2fc6026e690ab31a13f78bc9fd3651">glfwSetWindowUserPointer</a>, to make it easier to integrate GLFW into C++ code.</p>
<h2><a class="anchor" id="news_30_iconifyfun"></a>
Window iconification callback</h2>
<h3><a class="anchor" id="news_30_iconifyfun"></a>
Window iconification callback</h3>
<p>Each window now has a callback for iconification and restoration events, which is set with <a class="el" href="group__window.html#gab1ea7263081c0e073b8d5b91d6ffd367">glfwSetWindowIconifyCallback</a>.</p>
<h2><a class="anchor" id="news_30_wndposfun"></a>
Window position callback</h2>
<h3><a class="anchor" id="news_30_wndposfun"></a>
Window position callback</h3>
<p>Each window now has a callback for position events, which is set with <a class="el" href="group__window.html#ga2837d4d240659feb4268fcb6530a6ba1">glfwSetWindowPosCallback</a>.</p>
<h2><a class="anchor" id="news_30_wndpos"></a>
Window position query</h2>
<h3><a class="anchor" id="news_30_wndpos"></a>
Window position query</h3>
<p>The position of a window can now be retrieved using <a class="el" href="group__window.html#ga73cb526c000876fd8ddf571570fdb634">glfwGetWindowPos</a>.</p>
<h2><a class="anchor" id="news_30_focusfun"></a>
Window focus callback</h2>
<h3><a class="anchor" id="news_30_focusfun"></a>
Window focus callback</h3>
<p>Each windows now has a callback for focus events, which is set with <a class="el" href="group__window.html#ga25d1c584edb375d7711c5c3548ba711f">glfwSetWindowFocusCallback</a>.</p>
<h2><a class="anchor" id="news_30_enterleave"></a>
Cursor enter/leave callback</h2>
<p>Each window now has a callback for when the mouse cursor enters or leaves its client area, which is set with <a class="el" href="group__input.html#gaa299c41dd0a3d171d166354e01279e04">glfwSetCursorEnterCallback</a>.</p>
<h2><a class="anchor" id="news_30_wndtitle"></a>
Initial window title</h2>
<h3><a class="anchor" id="news_30_enterleave"></a>
Cursor enter/leave callback</h3>
<p>Each window now has a callback for when the mouse cursor enters or leaves its content area, which is set with <a class="el" href="group__input.html#gaa299c41dd0a3d171d166354e01279e04">glfwSetCursorEnterCallback</a>.</p>
<h3><a class="anchor" id="news_30_wndtitle"></a>
Initial window title</h3>
<p>The title of a window is now specified at creation time, as one of the arguments to <a class="el" href="group__window.html#ga5c336fddf2cbb5b92f65f10fb6043344">glfwCreateWindow</a>.</p>
<h2><a class="anchor" id="news_30_hidden"></a>
Hidden windows</h2>
<p>Windows can now be hidden with <a class="el" href="group__window.html#ga49401f82a1ba5f15db5590728314d47c">glfwHideWindow</a>, shown using <a class="el" href="group__window.html#ga61be47917b72536a148300f46494fc66">glfwShowWindow</a> and created initially hidden with the <code>GLFW_VISIBLE</code> window hint. This allows for off-screen rendering in a way compatible with most drivers, as well as moving a window to a specific position before showing it.</p>
<h2><a class="anchor" id="news_30_undecorated"></a>
Undecorated windows</h2>
<p>Windowed mode windows can now be created without decorations, e.g. things like a frame, a title bar, with the <code>GLFW_DECORATED</code> window hint. This allows for the creation of things like splash screens.</p>
<h2><a class="anchor" id="news_30_keymods"></a>
Modifier key bit masks</h2>
<h3><a class="anchor" id="news_30_hidden"></a>
Hidden windows</h3>
<p>Windows can now be hidden with <a class="el" href="group__window.html#ga49401f82a1ba5f15db5590728314d47c">glfwHideWindow</a>, shown using <a class="el" href="group__window.html#ga61be47917b72536a148300f46494fc66">glfwShowWindow</a> and created initially hidden with the <a class="el" href="group__window.html#gafb3cdc45297e06d8f1eb13adc69ca6c4">GLFW_VISIBLE</a> window hint and attribute. This allows for off-screen rendering in a way compatible with most drivers, as well as moving a window to a specific position before showing it.</p>
<h3><a class="anchor" id="news_30_undecorated"></a>
Undecorated windows</h3>
<p>Windowed mode windows can now be created without decorations, e.g. things like a frame, a title bar, with the <a class="el" href="group__window.html#ga21b854d36314c94d65aed84405b2f25e">GLFW_DECORATED</a> window hint and attribute. This allows for the creation of things like splash screens.</p>
<h3><a class="anchor" id="news_30_keymods"></a>
Modifier key bit masks</h3>
<p><a class="el" href="group__mods.html">Modifier key bit mask</a> parameters have been added to the <a class="el" href="group__input.html#ga39893a4a7e7c3239c98d29c9e084350c">mouse button</a> and <a class="el" href="group__input.html#ga0192a232a41e4e82948217c8ba94fdfd">key</a> callbacks.</p>
<h2><a class="anchor" id="news_30_scancode"></a>
Platform-specific scancodes</h2>
<h3><a class="anchor" id="news_30_scancode"></a>
Platform-specific scancodes</h3>
<p>A scancode parameter has been added to the <a class="el" href="group__input.html#ga0192a232a41e4e82948217c8ba94fdfd">key callback</a>. Keys that don't have a <a class="el" href="group__keys.html">key token</a> still get passed on with the key parameter set to <code>GLFW_KEY_UNKNOWN</code>. These scancodes will vary between machines and are intended to be used for key bindings.</p>
<h2><a class="anchor" id="news_30_jsname"></a>
Joystick names</h2>
<p>The name of a joystick can now be retrieved using <a class="el" href="group__input.html#gac8d7f6107e05cfd106cfba973ab51e19">glfwGetJoystickName</a>.</p>
<h2><a class="anchor" id="news_30_doxygen"></a>
Doxygen documentation</h2>
<h3><a class="anchor" id="news_30_jsname"></a>
Joystick names</h3>
<p>The name of a joystick can now be retrieved using <a class="el" href="group__input.html#gafbe3e51f670320908cfe4e20d3e5559e">glfwGetJoystickName</a>.</p>
<h3><a class="anchor" id="news_30_doxygen"></a>
Doxygen documentation</h3>
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<!-- window showing the filter options -->
<div id="MSearchSelectWindow"
onmouseover="return searchBox.OnSearchSelectShow()"
@@ -89,7 +66,7 @@ var searchBox = new SearchBox("searchBox", "search",false,'Search');
</div><!-- contents -->
<address class="footer">
<p>
Last update on Thu Aug 18 2016 for GLFW 3.2.1
Last update on Tue Apr 16 2019 for GLFW 3.3.0
</p>
</address>
</body>

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@@ -1,7 +1,7 @@
<!DOCTYPE html PUBLIC "-//W3C//DTD XHTML 1.0 Transitional//EN" "http://www.w3.org/TR/xhtml1/DTD/xhtml1-transitional.dtd">
<!DOCTYPE html PUBLIC "-//W3C//DTD XHTML 1.0 Transitional//EN" "https://www.w3.org/TR/xhtml1/DTD/xhtml1-transitional.dtd">
<html><head><title></title>
<meta http-equiv="Content-Type" content="text/xhtml;charset=UTF-8"/>
<meta name="generator" content="Doxygen 1.8.11"/>
<meta name="generator" content="Doxygen 1.8.15"/>
<link rel="stylesheet" type="text/css" href="search.css"/>
<script type="text/javascript" src="all_0.js"></script>
<script type="text/javascript" src="search.js"></script>
@@ -11,15 +11,19 @@
<div class="SRStatus" id="Loading">Loading...</div>
<div id="SRResults"></div>
<script type="text/javascript"><!--
/* @license magnet:?xt=urn:btih:cf05388f2679ee054f2beb29a391d25f4e673ac3&amp;dn=gpl-2.0.txt GPL-v2 */
createResults();
/* @license-end */
--></script>
<div class="SRStatus" id="Searching">Searching...</div>
<div class="SRStatus" id="NoMatches">No Matches</div>
<script type="text/javascript"><!--
/* @license magnet:?xt=urn:btih:cf05388f2679ee054f2beb29a391d25f4e673ac3&amp;dn=gpl-2.0.txt GPL-v2 */
document.getElementById("Loading").style.display="none";
document.getElementById("NoMatches").style.display="none";
var searchResults = new SearchResults("searchResults");
searchResults.Search();
/* @license-end */
--></script>
</div>
</body>

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