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/*
* Copyright LWJGL. All rights reserved.
* License terms: https://www.lwjgl.org/license
* MACHINE GENERATED FILE, DO NOT EDIT
*/
package org.lwjgl.glfw;
import java.nio.*;
import org.lwjgl.*;
import org.lwjgl.system.*;
import static org.lwjgl.system.APIUtil.*;
import static org.lwjgl.system.Checks.*;
import static org.lwjgl.system.JNI.*;
import static org.lwjgl.system.MemoryStack.*;
import static org.lwjgl.system.MemoryUtil.*;
/**
* Native bindings to the GLFW library.
*
* GLFW is a free, Open Source, multi-platform library for opening a window, creating an OpenGL context and managing input. It is easy to integrate into
* existing applications and does not lay claim to the main loop.
*/
public class GLFW {
/** The major version number of the GLFW library. This is incremented when the API is changed in non-compatible ways. */
public static final int GLFW_VERSION_MAJOR = 3;
/** The minor version number of the GLFW library. This is incremented when features are added to the API but it remains backward-compatible. */
public static final int GLFW_VERSION_MINOR = 3;
/** The revision number of the GLFW library. This is incremented when a bug fix release is made that does not contain any API changes. */
public static final int GLFW_VERSION_REVISION = 0;
/** Boolean values. */
public static final int
GLFW_TRUE = 1,
GLFW_FALSE = 0;
/** The key or button was released. */
public static final int GLFW_RELEASE = 0;
/** The key or button was pressed. */
public static final int GLFW_PRESS = 1;
/** The key was held down until it repeated. */
public static final int GLFW_REPEAT = 2;
/** Joystick hat states. */
public static final int
GLFW_HAT_CENTERED = 0,
GLFW_HAT_UP = 1,
GLFW_HAT_RIGHT = 2,
GLFW_HAT_DOWN = 4,
GLFW_HAT_LEFT = 8,
GLFW_HAT_RIGHT_UP = (GLFW_HAT_RIGHT | GLFW_HAT_UP),
GLFW_HAT_RIGHT_DOWN = (GLFW_HAT_RIGHT | GLFW_HAT_DOWN),
GLFW_HAT_LEFT_UP = (GLFW_HAT_LEFT | GLFW_HAT_UP),
GLFW_HAT_LEFT_DOWN = (GLFW_HAT_LEFT | GLFW_HAT_DOWN);
/** The unknown key. */
public static final int GLFW_KEY_UNKNOWN = -1;
/** Printable keys. */
public static final int
GLFW_KEY_SPACE = 32,
GLFW_KEY_APOSTROPHE = 39,
GLFW_KEY_COMMA = 44,
GLFW_KEY_MINUS = 45,
GLFW_KEY_PERIOD = 46,
GLFW_KEY_SLASH = 47,
GLFW_KEY_0 = 48,
GLFW_KEY_1 = 49,
GLFW_KEY_2 = 50,
GLFW_KEY_3 = 51,
GLFW_KEY_4 = 52,
GLFW_KEY_5 = 53,
GLFW_KEY_6 = 54,
GLFW_KEY_7 = 55,
GLFW_KEY_8 = 56,
GLFW_KEY_9 = 57,
GLFW_KEY_SEMICOLON = 59,
GLFW_KEY_EQUAL = 61,
GLFW_KEY_A = 65,
GLFW_KEY_B = 66,
GLFW_KEY_C = 67,
GLFW_KEY_D = 68,
GLFW_KEY_E = 69,
GLFW_KEY_F = 70,
GLFW_KEY_G = 71,
GLFW_KEY_H = 72,
GLFW_KEY_I = 73,
GLFW_KEY_J = 74,
GLFW_KEY_K = 75,
GLFW_KEY_L = 76,
GLFW_KEY_M = 77,
GLFW_KEY_N = 78,
GLFW_KEY_O = 79,
GLFW_KEY_P = 80,
GLFW_KEY_Q = 81,
GLFW_KEY_R = 82,
GLFW_KEY_S = 83,
GLFW_KEY_T = 84,
GLFW_KEY_U = 85,
GLFW_KEY_V = 86,
GLFW_KEY_W = 87,
GLFW_KEY_X = 88,
GLFW_KEY_Y = 89,
GLFW_KEY_Z = 90,
GLFW_KEY_LEFT_BRACKET = 91,
GLFW_KEY_BACKSLASH = 92,
GLFW_KEY_RIGHT_BRACKET = 93,
GLFW_KEY_GRAVE_ACCENT = 96,
GLFW_KEY_WORLD_1 = 161,
GLFW_KEY_WORLD_2 = 162;
/** Function keys. */
public static final int
GLFW_KEY_ESCAPE = 256,
GLFW_KEY_ENTER = 257,
GLFW_KEY_TAB = 258,
GLFW_KEY_BACKSPACE = 259,
GLFW_KEY_INSERT = 260,
GLFW_KEY_DELETE = 261,
GLFW_KEY_RIGHT = 262,
GLFW_KEY_LEFT = 263,
GLFW_KEY_DOWN = 264,
GLFW_KEY_UP = 265,
GLFW_KEY_PAGE_UP = 266,
GLFW_KEY_PAGE_DOWN = 267,
GLFW_KEY_HOME = 268,
GLFW_KEY_END = 269,
GLFW_KEY_CAPS_LOCK = 280,
GLFW_KEY_SCROLL_LOCK = 281,
GLFW_KEY_NUM_LOCK = 282,
GLFW_KEY_PRINT_SCREEN = 283,
GLFW_KEY_PAUSE = 284,
GLFW_KEY_F1 = 290,
GLFW_KEY_F2 = 291,
GLFW_KEY_F3 = 292,
GLFW_KEY_F4 = 293,
GLFW_KEY_F5 = 294,
GLFW_KEY_F6 = 295,
GLFW_KEY_F7 = 296,
GLFW_KEY_F8 = 297,
GLFW_KEY_F9 = 298,
GLFW_KEY_F10 = 299,
GLFW_KEY_F11 = 300,
GLFW_KEY_F12 = 301,
GLFW_KEY_F13 = 302,
GLFW_KEY_F14 = 303,
GLFW_KEY_F15 = 304,
GLFW_KEY_F16 = 305,
GLFW_KEY_F17 = 306,
GLFW_KEY_F18 = 307,
GLFW_KEY_F19 = 308,
GLFW_KEY_F20 = 309,
GLFW_KEY_F21 = 310,
GLFW_KEY_F22 = 311,
GLFW_KEY_F23 = 312,
GLFW_KEY_F24 = 313,
GLFW_KEY_F25 = 314,
GLFW_KEY_KP_0 = 320,
GLFW_KEY_KP_1 = 321,
GLFW_KEY_KP_2 = 322,
GLFW_KEY_KP_3 = 323,
GLFW_KEY_KP_4 = 324,
GLFW_KEY_KP_5 = 325,
GLFW_KEY_KP_6 = 326,
GLFW_KEY_KP_7 = 327,
GLFW_KEY_KP_8 = 328,
GLFW_KEY_KP_9 = 329,
GLFW_KEY_KP_DECIMAL = 330,
GLFW_KEY_KP_DIVIDE = 331,
GLFW_KEY_KP_MULTIPLY = 332,
GLFW_KEY_KP_SUBTRACT = 333,
GLFW_KEY_KP_ADD = 334,
GLFW_KEY_KP_ENTER = 335,
GLFW_KEY_KP_EQUAL = 336,
GLFW_KEY_LEFT_SHIFT = 340,
GLFW_KEY_LEFT_CONTROL = 341,
GLFW_KEY_LEFT_ALT = 342,
GLFW_KEY_LEFT_SUPER = 343,
GLFW_KEY_RIGHT_SHIFT = 344,
GLFW_KEY_RIGHT_CONTROL = 345,
GLFW_KEY_RIGHT_ALT = 346,
GLFW_KEY_RIGHT_SUPER = 347,
GLFW_KEY_MENU = 348,
GLFW_KEY_LAST = GLFW_KEY_MENU;
/** If this bit is set one or more Shift keys were held down. */
public static final int GLFW_MOD_SHIFT = 0x1;
/** If this bit is set one or more Control keys were held down. */
public static final int GLFW_MOD_CONTROL = 0x2;
/** If this bit is set one or more Alt keys were held down. */
public static final int GLFW_MOD_ALT = 0x4;
/** If this bit is set one or more Super keys were held down. */
public static final int GLFW_MOD_SUPER = 0x8;
/** Mouse buttons. See mouse button input for how these are used. */
public static final int
GLFW_MOUSE_BUTTON_1 = 0,
GLFW_MOUSE_BUTTON_2 = 1,
GLFW_MOUSE_BUTTON_3 = 2,
GLFW_MOUSE_BUTTON_4 = 3,
GLFW_MOUSE_BUTTON_5 = 4,
GLFW_MOUSE_BUTTON_6 = 5,
GLFW_MOUSE_BUTTON_7 = 6,
GLFW_MOUSE_BUTTON_8 = 7,
GLFW_MOUSE_BUTTON_LAST = GLFW_MOUSE_BUTTON_8,
GLFW_MOUSE_BUTTON_LEFT = GLFW_MOUSE_BUTTON_1,
GLFW_MOUSE_BUTTON_RIGHT = GLFW_MOUSE_BUTTON_2,
GLFW_MOUSE_BUTTON_MIDDLE = GLFW_MOUSE_BUTTON_3;
/** Joysticks. See joystick input for how these are used. */
public static final int
GLFW_JOYSTICK_1 = 0,
GLFW_JOYSTICK_2 = 1,
GLFW_JOYSTICK_3 = 2,
GLFW_JOYSTICK_4 = 3,
GLFW_JOYSTICK_5 = 4,
GLFW_JOYSTICK_6 = 5,
GLFW_JOYSTICK_7 = 6,
GLFW_JOYSTICK_8 = 7,
GLFW_JOYSTICK_9 = 8,
GLFW_JOYSTICK_10 = 9,
GLFW_JOYSTICK_11 = 10,
GLFW_JOYSTICK_12 = 11,
GLFW_JOYSTICK_13 = 12,
GLFW_JOYSTICK_14 = 13,
GLFW_JOYSTICK_15 = 14,
GLFW_JOYSTICK_16 = 15,
GLFW_JOYSTICK_LAST = GLFW_JOYSTICK_16;
/**
* Error codes.
*
* Enum values:
*
*
* - {@link #GLFW_NO_ERROR NO_ERROR} - No error has occurred.
* - {@link #GLFW_NOT_INITIALIZED NOT_INITIALIZED} -
* GLFW has not been initialized.
*
*
This occurs if a GLFW function was called that may not be called unless the library is initialized.
*
* - {@link #GLFW_NO_CURRENT_CONTEXT NO_CURRENT_CONTEXT} -
* No context is current for this thread.
*
*
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 {@link #glfwSwapInterval SwapInterval}.
*
* - {@link #GLFW_INVALID_ENUM INVALID_ENUM} -
* One of the arguments to the function was an invalid enum value.
*
*
One of the arguments to the function was an invalid enum value, for example requesting {@link #GLFW_RED_BITS RED_BITS} with {@link #glfwGetWindowAttrib GetWindowAttrib}.
*
* - {@link #GLFW_INVALID_VALUE INVALID_VALUE} -
* One of the arguments to the function was an invalid value.
*
*
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.
*
* Requesting a valid but unavailable OpenGL or OpenGL ES version will instead result in a {@link #GLFW_VERSION_UNAVAILABLE VERSION_UNAVAILABLE} error.
*
* - {@link #GLFW_OUT_OF_MEMORY OUT_OF_MEMORY} -
* A memory allocation failed.
*
*
A bug in GLFW or the underlying operating system. Report the bug to our issue tracker.
*
* - {@link #GLFW_API_UNAVAILABLE API_UNAVAILABLE} -
* GLFW could not find support for the requested API on the system.
*
*
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:
*
* 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.
*
* - {@link #GLFW_VERSION_UNAVAILABLE VERSION_UNAVAILABLE} -
* The requested OpenGL or OpenGL ES version (including any requested context or framebuffer hints) is not available on this machine.
*
*
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.
*
* 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 {@link #GLFW_INVALID_VALUE INVALID_VALUE}, because GLFW cannot know what future versions will exist.
*
* - {@link #GLFW_PLATFORM_ERROR PLATFORM_ERROR} -
* A platform-specific error occurred that does not match any of the more specific categories.
*
*
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
* issue tracker.
*
* - {@link #GLFW_FORMAT_UNAVAILABLE FORMAT_UNAVAILABLE} -
* The requested format is not supported or available.
*
*
If emitted during window creation, one or more hard constraints did not match any of the available pixel formats. If your application is
* sufficiently flexible, downgrade your requirements and try again. Otherwise, inform the user that their machine does not match your requirements.
*
* If emitted when querying the clipboard, ignore the error or report it to the user, as appropriate.
*
* - {@link #GLFW_NO_WINDOW_CONTEXT NO_WINDOW_CONTEXT} -
* The specified window does not have an OpenGL or OpenGL ES context.
*
*
A window that does not have an OpenGL or OpenGL ES context was passed to a function that requires it to have one.
*
* Application programmer error. Fix the offending call.
*
*
*/
public static final int
GLFW_NO_ERROR = 0,
GLFW_NOT_INITIALIZED = 0x10001,
GLFW_NO_CURRENT_CONTEXT = 0x10002,
GLFW_INVALID_ENUM = 0x10003,
GLFW_INVALID_VALUE = 0x10004,
GLFW_OUT_OF_MEMORY = 0x10005,
GLFW_API_UNAVAILABLE = 0x10006,
GLFW_VERSION_UNAVAILABLE = 0x10007,
GLFW_PLATFORM_ERROR = 0x10008,
GLFW_FORMAT_UNAVAILABLE = 0x10009,
GLFW_NO_WINDOW_CONTEXT = 0x1000A;
/**
* Window attributes.
*
* Enum values:
*
*
* - {@link #GLFW_FOCUSED FOCUSED} -
* {@code WindowHint}: Specifies whether the windowed mode window will be given input focus when created. This hint is ignored for full screen and
* initially hidden windows.
*
*
{@code GetWindowAttrib}: Indicates whether the specified window has input focus.
*
* - {@link #GLFW_ICONIFIED ICONIFIED} - {@code GetWindowAttrib}: Indicates whether the specified window is iconified, whether by the user or with {@link #glfwIconifyWindow IconifyWindow}.
* - {@link #GLFW_RESIZABLE RESIZABLE} -
* {@code WindowHint}: Specifies whether the windowed mode window will be resizable by the user. The window will still be resizable using the
* {@link #glfwSetWindowSize SetWindowSize} function. This hint is ignored for full screen windows.
*
*
{@code GetWindowAttrib}: Indicates whether the specified window is resizable by the user.
*
* - {@link #GLFW_VISIBLE VISIBLE} -
* {@code WindowHint}: Specifies whether the windowed mode window will be initially visible. This hint is ignored for full screen windows. Windows created
* hidden are completely invisible to the user until shown. This can be useful if you need to set up your window further before showing it, for
* example moving it to a specific location.
*
*
{@code GetWindowAttrib}: Indicates whether the specified window is visible. Window visibility can be controlled with {@link #glfwShowWindow ShowWindow} and {@link #glfwHideWindow HideWindow}.
*
* - {@link #GLFW_DECORATED DECORATED} -
* {@code WindowHint}: Specifies whether the windowed mode window will have window decorations such as a border, a close widget, etc. An undecorated window
* may still allow the user to generate close events on some platforms. This hint is ignored for full screen windows.
*
*
{@code GetWindowAttrib}: Indicates whether the specified window has decorations such as a border, a close widget, etc.
*
* - {@link #GLFW_AUTO_ICONIFY AUTO_ICONIFY} -
* {@code WindowHint}: Specifies whether the full screen window will automatically iconify and restore the previous video mode on input focus loss. This
* hint is ignored for windowed mode windows.
*
* - {@link #GLFW_FLOATING FLOATING} -
* {@code WindowHint}: Specifies whether the windowed mode window will be floating above other regular windows, also called topmost or always-on-top. This
* is intended primarily for debugging purposes and cannot be used to implement proper full screen windows. This hint is ignored for full screen
* windows.
*
*
{@code GetWindowAttrib}: Indicates whether the specified window is floating, also called topmost or always-on-top.
*
* - {@link #GLFW_MAXIMIZED MAXIMIZED} -
* {@code WindowHint}: Specifies whether the windowed mode window will be maximized when created. This hint is ignored for full screen windows.
*
*
{@code GetWindowAttrib}: Indicates whether the specified window is maximized, whether by the user or {@link #glfwMaximizeWindow MaximizeWindow}.
*
* - {@link #GLFW_CENTER_CURSOR CENTER_CURSOR} -
* {@code WindowHint}: Specifies whether the cursor should be centered over newly created full screen windows. This hint is ignored for windowed mode
* windows.
*
*
*/
public static final int
GLFW_FOCUSED = 0x20001,
GLFW_ICONIFIED = 0x20002,
GLFW_RESIZABLE = 0x20003,
GLFW_VISIBLE = 0x20004,
GLFW_DECORATED = 0x20005,
GLFW_AUTO_ICONIFY = 0x20006,
GLFW_FLOATING = 0x20007,
GLFW_MAXIMIZED = 0x20008,
GLFW_CENTER_CURSOR = 0x20009;
/** Input options. */
public static final int
GLFW_CURSOR = 0x33001,
GLFW_STICKY_KEYS = 0x33002,
GLFW_STICKY_MOUSE_BUTTONS = 0x33003;
/** Cursor state. */
public static final int
GLFW_CURSOR_NORMAL = 0x34001,
GLFW_CURSOR_HIDDEN = 0x34002,
GLFW_CURSOR_DISABLED = 0x34003;
/** Standard cursor shapes. See standard cursor creation for how these are used. */
public static final int
GLFW_ARROW_CURSOR = 0x36001,
GLFW_IBEAM_CURSOR = 0x36002,
GLFW_CROSSHAIR_CURSOR = 0x36003,
GLFW_HAND_CURSOR = 0x36004,
GLFW_HRESIZE_CURSOR = 0x36005,
GLFW_VRESIZE_CURSOR = 0x36006;
/** Monitor events. */
public static final int
GLFW_CONNECTED = 0x40001,
GLFW_DISCONNECTED = 0x40002;
/** Init hints. */
public static final int
GLFW_JOYSTICK_HAT_BUTTONS = 0x50001,
GLFW_COCOA_CHDIR_RESOURCES = 0x51001,
GLFW_COCOA_MENUBAR = 0x51002;
/** Don't care value. */
public static final int GLFW_DONT_CARE = -1;
/** PixelFormat hints. */
public static final int
GLFW_RED_BITS = 0x21001,
GLFW_GREEN_BITS = 0x21002,
GLFW_BLUE_BITS = 0x21003,
GLFW_ALPHA_BITS = 0x21004,
GLFW_DEPTH_BITS = 0x21005,
GLFW_STENCIL_BITS = 0x21006,
GLFW_ACCUM_RED_BITS = 0x21007,
GLFW_ACCUM_GREEN_BITS = 0x21008,
GLFW_ACCUM_BLUE_BITS = 0x21009,
GLFW_ACCUM_ALPHA_BITS = 0x2100A,
GLFW_AUX_BUFFERS = 0x2100B,
GLFW_STEREO = 0x2100C,
GLFW_SAMPLES = 0x2100D,
GLFW_SRGB_CAPABLE = 0x2100E,
GLFW_REFRESH_RATE = 0x2100F,
GLFW_DOUBLEBUFFER = 0x21010;
/**
* Client API hints.
*
* Enum values:
*
*
* - {@link #GLFW_CLIENT_API CLIENT_API} -
* {@code WindowHint}: Specifies which client API to create the context for. Possible values are {@link #GLFW_OPENGL_API OPENGL_API}, {@link #GLFW_OPENGL_ES_API OPENGL_ES_API} and {@link #GLFW_NO_API NO_API}. This is a hard
* constraint.
*
*
{@code GetWindowAttrib}: Indicates the client API provided by the window's context; either {@link #GLFW_OPENGL_API OPENGL_API}, {@link #GLFW_OPENGL_ES_API OPENGL_ES_API} or {@link #GLFW_NO_API NO_API}.
*
* - {@link #GLFW_CONTEXT_VERSION_MAJOR CONTEXT_VERSION_MAJOR} -
* {@code WindowHint}: Specifies the client API major version that the created context must be compatible with. The exact behavior of this hint depends on
* the requested client API.
*
*
Note
*
*
* - While there is no way to ask the driver for a context of the highest supported version, GLFW will attempt to provide this when you ask for a
* version 1.0 context, which is the default for these hints.
* - OpenGL: {@link #GLFW_CONTEXT_VERSION_MAJOR CONTEXT_VERSION_MAJOR} and {@link #GLFW_CONTEXT_VERSION_MINOR CONTEXT_VERSION_MINOR} are not hard constraints, but creation will fail if the OpenGL version of the
* created context is less than the one requested. It is therefore perfectly safe to use the default of version 1.0 for legacy code and you will
* still get backwards-compatible contexts of version 3.0 and above when available.
* - OpenGL ES: {@link #GLFW_CONTEXT_VERSION_MAJOR CONTEXT_VERSION_MAJOR} and {@link #GLFW_CONTEXT_VERSION_MINOR CONTEXT_VERSION_MINOR} are not hard constraints, but creation will fail if the OpenGL ES version
* of the created context is less than the one requested. Additionally, OpenGL ES 1.x cannot be returned if 2.0 or later was requested, and vice
* versa. This is because OpenGL ES 3.x is backward compatible with 2.0, but OpenGL ES 2.0 is not backward compatible with 1.x.
*
*
* {@code GetWindowAttrib}: Indicate the client API major version of the window's context.
*
* - {@link #GLFW_CONTEXT_VERSION_MINOR CONTEXT_VERSION_MINOR} -
* {@code WindowHint}: Specifies the client API minor version that the created context must be compatible with. The exact behavior of this hint depends on
* the requested client API.
*
*
{@code GetWindowAttrib}: Indicate the client API minor version of the window's context.
*
* - {@link #GLFW_CONTEXT_REVISION CONTEXT_REVISION} - {@code GetWindowAttrib}: Indicates the client API version of the window's context.
* - {@link #GLFW_CONTEXT_ROBUSTNESS CONTEXT_ROBUSTNESS} -
* {@code WindowHint}: Specifies the robustness strategy to be used by the context. This can be one of {@link #GLFW_NO_RESET_NOTIFICATION NO_RESET_NOTIFICATION} or {@link #GLFW_LOSE_CONTEXT_ON_RESET LOSE_CONTEXT_ON_RESET}, or
* {@link #GLFW_NO_ROBUSTNESS NO_ROBUSTNESS} to not request a robustness strategy.
*
*
{@code GetWindowAttrib}: Indicates the robustness strategy used by the context. This is {@link #GLFW_LOSE_CONTEXT_ON_RESET LOSE_CONTEXT_ON_RESET} or {@link #GLFW_NO_RESET_NOTIFICATION NO_RESET_NOTIFICATION} if the window's
* context supports robustness, or {@link #GLFW_NO_ROBUSTNESS NO_ROBUSTNESS} otherwise.
*
* - {@link #GLFW_OPENGL_FORWARD_COMPAT OPENGL_FORWARD_COMPAT} -
* {@code WindowHint}: Specifies whether the OpenGL context should be forward-compatible, i.e. one where all functionality deprecated in the requested
* version of OpenGL is removed. This must only be used if the requested OpenGL version is 3.0 or above. If OpenGL ES is requested, this hint is
* ignored.
*
*
{@code GetWindowAttrib}: Indicates if the window's context is an OpenGL forward-compatible one.
*
* - {@link #GLFW_OPENGL_DEBUG_CONTEXT OPENGL_DEBUG_CONTEXT} -
* {@code WindowHint}: Specifies whether to create a debug OpenGL context, which may have additional error and performance issue reporting functionality.
* If OpenGL ES is requested, this hint is ignored.
*
*
{@code GetWindowAttrib}: Indicates if the window's context is an OpenGL debug context.
*
* - {@link #GLFW_OPENGL_PROFILE OPENGL_PROFILE} -
* {@code WindowHint}: Specifies which OpenGL profile to create the context for. Possible values are one of {@link #GLFW_OPENGL_CORE_PROFILE OPENGL_CORE_PROFILE} or {@link #GLFW_OPENGL_COMPAT_PROFILE OPENGL_COMPAT_PROFILE},
* or {@link #GLFW_OPENGL_ANY_PROFILE OPENGL_ANY_PROFILE} to not request a specific profile. If requesting an OpenGL version below 3.2, {@link #GLFW_OPENGL_ANY_PROFILE OPENGL_ANY_PROFILE} must be used. If OpenGL ES
* is requested, this hint is ignored.
*
*
{@code GetWindowAttrib}: Indicates the OpenGL profile used by the context. This is {@link #GLFW_OPENGL_CORE_PROFILE OPENGL_CORE_PROFILE} or {@link #GLFW_OPENGL_COMPAT_PROFILE OPENGL_COMPAT_PROFILE} if the context uses a
* known profile, or {@link #GLFW_OPENGL_ANY_PROFILE OPENGL_ANY_PROFILE} if the OpenGL profile is unknown or the context is an OpenGL ES context. Note that the returned profile may
* not match the profile bits of the context flags, as GLFW will try other means of detecting the profile when no bits are set.
*
* - {@link #GLFW_CONTEXT_RELEASE_BEHAVIOR CONTEXT_RELEASE_BEHAVIOR} -
* {@code WindowHint}: Specifies the release behavior to be used by the context. If the behavior is {@link #GLFW_ANY_RELEASE_BEHAVIOR ANY_RELEASE_BEHAVIOR}, the default behavior of the
* context creation API will be used. If the behavior is {@link #GLFW_RELEASE_BEHAVIOR_FLUSH RELEASE_BEHAVIOR_FLUSH}, the pipeline will be flushed whenever the context is released from
* being the current one. If the behavior is {@link #GLFW_RELEASE_BEHAVIOR_NONE RELEASE_BEHAVIOR_NONE}, the pipeline will not be flushed on release.
*
* - {@link #GLFW_CONTEXT_NO_ERROR CONTEXT_NO_ERROR} -
* {@code WindowHint}: Specifies whether errors should be generated by the context. If enabled, situations that would have generated errors instead cause
* undefined behavior.
*
* - {@link #GLFW_CONTEXT_CREATION_API CONTEXT_CREATION_API} -
* {@code WindowHint}: Specifies which context creation API to use to create the context. Possible values are {@link #GLFW_NATIVE_CONTEXT_API NATIVE_CONTEXT_API} and {@link #GLFW_EGL_CONTEXT_API EGL_CONTEXT_API}.
* This is a hard constraint. If no client API is requested, this hint is ignored.
*
*
Note
*
*
* - macOS: The EGL API is not available on this platform and requests to use it will fail.
* - Wayland, Mir: The EGL API is the native context creation API, so this hint will have no effect.
* - An OpenGL extension loader library that assumes it knows which context creation API is used on a given platform may fail if you change this
* hint. This can be resolved by having it load via {@link #glfwGetProcAddress GetProcAddress}, which always uses the selected API.
*
*
* {@code GetWindowAttrib}: Indicates the context creation API used to create the window's context; either {@link #GLFW_NATIVE_CONTEXT_API NATIVE_CONTEXT_API} or {@link #GLFW_EGL_CONTEXT_API EGL_CONTEXT_API}.
*
*
*/
public static final int
GLFW_CLIENT_API = 0x22001,
GLFW_CONTEXT_VERSION_MAJOR = 0x22002,
GLFW_CONTEXT_VERSION_MINOR = 0x22003,
GLFW_CONTEXT_REVISION = 0x22004,
GLFW_CONTEXT_ROBUSTNESS = 0x22005,
GLFW_OPENGL_FORWARD_COMPAT = 0x22006,
GLFW_OPENGL_DEBUG_CONTEXT = 0x22007,
GLFW_OPENGL_PROFILE = 0x22008,
GLFW_CONTEXT_RELEASE_BEHAVIOR = 0x22009,
GLFW_CONTEXT_NO_ERROR = 0x2200A,
GLFW_CONTEXT_CREATION_API = 0x2200B;
/** Specifies whether to use full resolution framebuffers on Retina displays. This is ignored on other platforms. */
public static final int GLFW_COCOA_RETINA_FRAMEBUFFER = 0x23001;
/** Specifies whether to activate frame autosaving on macOS. This is ignored on other platforms. */
public static final int GLFW_COCOA_FRAME_AUTOSAVE = 0x23002;
/**
* Specifies whether to enable Automatic Graphics Switching, i.e. to allow the system to choose the integrated GPU for the OpenGL context and move it
* between GPUs if necessary or whether to force it to always run on the discrete GPU. This only affects systems with both integrated and discrete GPUs.
* This is ignored on other platforms.
*/
public static final int GLFW_COCOA_GRAPHICS_SWITCHING = 0x23003;
/** Values for the {@link #GLFW_CLIENT_API CLIENT_API} hint. */
public static final int
GLFW_NO_API = 0,
GLFW_OPENGL_API = 0x30001,
GLFW_OPENGL_ES_API = 0x30002;
/** Values for the {@link #GLFW_CONTEXT_ROBUSTNESS CONTEXT_ROBUSTNESS} hint. */
public static final int
GLFW_NO_ROBUSTNESS = 0,
GLFW_NO_RESET_NOTIFICATION = 0x31001,
GLFW_LOSE_CONTEXT_ON_RESET = 0x31002;
/** Values for the {@link #GLFW_OPENGL_PROFILE OPENGL_PROFILE} hint. */
public static final int
GLFW_OPENGL_ANY_PROFILE = 0,
GLFW_OPENGL_CORE_PROFILE = 0x32001,
GLFW_OPENGL_COMPAT_PROFILE = 0x32002;
/** Values for the {@link #GLFW_CONTEXT_RELEASE_BEHAVIOR CONTEXT_RELEASE_BEHAVIOR} hint. */
public static final int
GLFW_ANY_RELEASE_BEHAVIOR = 0,
GLFW_RELEASE_BEHAVIOR_FLUSH = 0x35001,
GLFW_RELEASE_BEHAVIOR_NONE = 0x35002;
/** Values for the {@link #GLFW_CONTEXT_CREATION_API CONTEXT_CREATION_API} hint. */
public static final int
GLFW_NATIVE_CONTEXT_API = 0x36001,
GLFW_EGL_CONTEXT_API = 0x36002,
GLFW_OSMESA_CONTEXT_API = 0x36003;
protected GLFW() {
throw new UnsupportedOperationException();
}
private static final SharedLibrary GLFW = Library.loadNative(GLFW.class, Configuration.GLFW_LIBRARY_NAME.get(Platform.mapLibraryNameBundled("glfw")), true);
/** Contains the function pointers loaded from the glfw {@link SharedLibrary}. */
public static final class Functions {
private Functions() {}
/** Function address. */
public static final long
Init = apiGetFunctionAddress(GLFW, "glfwInit"),
Terminate = apiGetFunctionAddress(GLFW, "glfwTerminate"),
InitHint = apiGetFunctionAddress(GLFW, "glfwInitHint"),
GetVersion = apiGetFunctionAddress(GLFW, "glfwGetVersion"),
GetVersionString = apiGetFunctionAddress(GLFW, "glfwGetVersionString"),
GetError = apiGetFunctionAddress(GLFW, "glfwGetError"),
SetErrorCallback = apiGetFunctionAddress(GLFW, "glfwSetErrorCallback"),
GetMonitors = apiGetFunctionAddress(GLFW, "glfwGetMonitors"),
GetPrimaryMonitor = apiGetFunctionAddress(GLFW, "glfwGetPrimaryMonitor"),
GetMonitorPos = apiGetFunctionAddress(GLFW, "glfwGetMonitorPos"),
GetMonitorPhysicalSize = apiGetFunctionAddress(GLFW, "glfwGetMonitorPhysicalSize"),
GetMonitorName = apiGetFunctionAddress(GLFW, "glfwGetMonitorName"),
SetMonitorCallback = apiGetFunctionAddress(GLFW, "glfwSetMonitorCallback"),
GetVideoModes = apiGetFunctionAddress(GLFW, "glfwGetVideoModes"),
GetVideoMode = apiGetFunctionAddress(GLFW, "glfwGetVideoMode"),
SetGamma = apiGetFunctionAddress(GLFW, "glfwSetGamma"),
GetGammaRamp = apiGetFunctionAddress(GLFW, "glfwGetGammaRamp"),
SetGammaRamp = apiGetFunctionAddress(GLFW, "glfwSetGammaRamp"),
DefaultWindowHints = apiGetFunctionAddress(GLFW, "glfwDefaultWindowHints"),
WindowHint = apiGetFunctionAddress(GLFW, "glfwWindowHint"),
CreateWindow = apiGetFunctionAddress(GLFW, "glfwCreateWindow"),
DestroyWindow = apiGetFunctionAddress(GLFW, "glfwDestroyWindow"),
WindowShouldClose = apiGetFunctionAddress(GLFW, "glfwWindowShouldClose"),
SetWindowShouldClose = apiGetFunctionAddress(GLFW, "glfwSetWindowShouldClose"),
SetWindowTitle = apiGetFunctionAddress(GLFW, "glfwSetWindowTitle"),
SetWindowIcon = apiGetFunctionAddress(GLFW, "glfwSetWindowIcon"),
GetWindowPos = apiGetFunctionAddress(GLFW, "glfwGetWindowPos"),
SetWindowPos = apiGetFunctionAddress(GLFW, "glfwSetWindowPos"),
GetWindowSize = apiGetFunctionAddress(GLFW, "glfwGetWindowSize"),
SetWindowSizeLimits = apiGetFunctionAddress(GLFW, "glfwSetWindowSizeLimits"),
SetWindowAspectRatio = apiGetFunctionAddress(GLFW, "glfwSetWindowAspectRatio"),
SetWindowSize = apiGetFunctionAddress(GLFW, "glfwSetWindowSize"),
GetFramebufferSize = apiGetFunctionAddress(GLFW, "glfwGetFramebufferSize"),
GetWindowFrameSize = apiGetFunctionAddress(GLFW, "glfwGetWindowFrameSize"),
IconifyWindow = apiGetFunctionAddress(GLFW, "glfwIconifyWindow"),
RestoreWindow = apiGetFunctionAddress(GLFW, "glfwRestoreWindow"),
MaximizeWindow = apiGetFunctionAddress(GLFW, "glfwMaximizeWindow"),
ShowWindow = apiGetFunctionAddress(GLFW, "glfwShowWindow"),
HideWindow = apiGetFunctionAddress(GLFW, "glfwHideWindow"),
FocusWindow = apiGetFunctionAddress(GLFW, "glfwFocusWindow"),
RequestWindowAttention = apiGetFunctionAddress(GLFW, "glfwRequestWindowAttention"),
GetWindowMonitor = apiGetFunctionAddress(GLFW, "glfwGetWindowMonitor"),
SetWindowMonitor = apiGetFunctionAddress(GLFW, "glfwSetWindowMonitor"),
GetWindowAttrib = apiGetFunctionAddress(GLFW, "glfwGetWindowAttrib"),
SetWindowAttrib = apiGetFunctionAddress(GLFW, "glfwSetWindowAttrib"),
SetWindowUserPointer = apiGetFunctionAddress(GLFW, "glfwSetWindowUserPointer"),
GetWindowUserPointer = apiGetFunctionAddress(GLFW, "glfwGetWindowUserPointer"),
SetWindowPosCallback = apiGetFunctionAddress(GLFW, "glfwSetWindowPosCallback"),
SetWindowSizeCallback = apiGetFunctionAddress(GLFW, "glfwSetWindowSizeCallback"),
SetWindowCloseCallback = apiGetFunctionAddress(GLFW, "glfwSetWindowCloseCallback"),
SetWindowRefreshCallback = apiGetFunctionAddress(GLFW, "glfwSetWindowRefreshCallback"),
SetWindowFocusCallback = apiGetFunctionAddress(GLFW, "glfwSetWindowFocusCallback"),
SetWindowIconifyCallback = apiGetFunctionAddress(GLFW, "glfwSetWindowIconifyCallback"),
SetWindowMaximizeCallback = apiGetFunctionAddress(GLFW, "glfwSetWindowMaximizeCallback"),
SetFramebufferSizeCallback = apiGetFunctionAddress(GLFW, "glfwSetFramebufferSizeCallback"),
PollEvents = apiGetFunctionAddress(GLFW, "glfwPollEvents"),
WaitEvents = apiGetFunctionAddress(GLFW, "glfwWaitEvents"),
WaitEventsTimeout = apiGetFunctionAddress(GLFW, "glfwWaitEventsTimeout"),
PostEmptyEvent = apiGetFunctionAddress(GLFW, "glfwPostEmptyEvent"),
GetInputMode = apiGetFunctionAddress(GLFW, "glfwGetInputMode"),
SetInputMode = apiGetFunctionAddress(GLFW, "glfwSetInputMode"),
GetKeyName = apiGetFunctionAddress(GLFW, "glfwGetKeyName"),
GetKeyScancode = apiGetFunctionAddress(GLFW, "glfwGetKeyScancode"),
GetKey = apiGetFunctionAddress(GLFW, "glfwGetKey"),
GetMouseButton = apiGetFunctionAddress(GLFW, "glfwGetMouseButton"),
GetCursorPos = apiGetFunctionAddress(GLFW, "glfwGetCursorPos"),
SetCursorPos = apiGetFunctionAddress(GLFW, "glfwSetCursorPos"),
CreateCursor = apiGetFunctionAddress(GLFW, "glfwCreateCursor"),
CreateStandardCursor = apiGetFunctionAddress(GLFW, "glfwCreateStandardCursor"),
DestroyCursor = apiGetFunctionAddress(GLFW, "glfwDestroyCursor"),
SetCursor = apiGetFunctionAddress(GLFW, "glfwSetCursor"),
SetKeyCallback = apiGetFunctionAddress(GLFW, "glfwSetKeyCallback"),
SetCharCallback = apiGetFunctionAddress(GLFW, "glfwSetCharCallback"),
SetCharModsCallback = apiGetFunctionAddress(GLFW, "glfwSetCharModsCallback"),
SetMouseButtonCallback = apiGetFunctionAddress(GLFW, "glfwSetMouseButtonCallback"),
SetCursorPosCallback = apiGetFunctionAddress(GLFW, "glfwSetCursorPosCallback"),
SetCursorEnterCallback = apiGetFunctionAddress(GLFW, "glfwSetCursorEnterCallback"),
SetScrollCallback = apiGetFunctionAddress(GLFW, "glfwSetScrollCallback"),
SetDropCallback = apiGetFunctionAddress(GLFW, "glfwSetDropCallback"),
JoystickPresent = apiGetFunctionAddress(GLFW, "glfwJoystickPresent"),
GetJoystickAxes = apiGetFunctionAddress(GLFW, "glfwGetJoystickAxes"),
GetJoystickButtons = apiGetFunctionAddress(GLFW, "glfwGetJoystickButtons"),
GetJoystickHats = apiGetFunctionAddress(GLFW, "glfwGetJoystickHats"),
GetJoystickName = apiGetFunctionAddress(GLFW, "glfwGetJoystickName"),
SetJoystickCallback = apiGetFunctionAddress(GLFW, "glfwSetJoystickCallback"),
SetClipboardString = apiGetFunctionAddress(GLFW, "glfwSetClipboardString"),
GetClipboardString = apiGetFunctionAddress(GLFW, "glfwGetClipboardString"),
GetTime = apiGetFunctionAddress(GLFW, "glfwGetTime"),
SetTime = apiGetFunctionAddress(GLFW, "glfwSetTime"),
GetTimerValue = apiGetFunctionAddress(GLFW, "glfwGetTimerValue"),
GetTimerFrequency = apiGetFunctionAddress(GLFW, "glfwGetTimerFrequency"),
MakeContextCurrent = apiGetFunctionAddress(GLFW, "glfwMakeContextCurrent"),
GetCurrentContext = apiGetFunctionAddress(GLFW, "glfwGetCurrentContext"),
SwapBuffers = apiGetFunctionAddress(GLFW, "glfwSwapBuffers"),
SwapInterval = apiGetFunctionAddress(GLFW, "glfwSwapInterval"),
ExtensionSupported = apiGetFunctionAddress(GLFW, "glfwExtensionSupported"),
GetProcAddress = apiGetFunctionAddress(GLFW, "glfwGetProcAddress");
}
/** Returns the glfw {@link SharedLibrary}. */
public static SharedLibrary getLibrary() {
return GLFW;
}
// --- [ glfwInit ] ---
/**
* 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.
*
* If this function fails, it calls {@link #glfwTerminate Terminate} before returning. If it succeeds, you should call {@link #glfwTerminate Terminate} before the application exits.
*
* Additional calls to this function after successful initialization but before termination will return {@link #GLFW_TRUE TRUE} immediately.
*
* Note
*
*
* - This function must only be called from the main thread.
* - macOS: This function will change the current directory of the application to the `Contents/Resources` subdirectory of the application's
* bundle, if present. This can be disabled with the {@link #GLFW_COCOA_CHDIR_RESOURCES COCOA_CHDIR_RESOURCES} init hint.
*
*
* @return {@link #GLFW_TRUE TRUE} if successful, or {@link #GLFW_FALSE FALSE} if an error occured.
*
* @since version 1.0
*/
public static boolean glfwInit() {
long __functionAddress = Functions.Init;
return invokeI(__functionAddress) != 0;
}
// --- [ glfwTerminate ] ---
/**
* 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 {@link #glfwInit Init} successfully before you will be able to use most GLFW functions.
*
* 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 {@link #glfwInit Init} before it returns failure.
*
* Note
*
*
* - This function may be called before {@link #glfwInit Init}.
* - This function must only be called from the main thread.
* - This function must not be called from a callback.
* - No window's context may be current on another thread when this function is called.
*
*
* @since version 1.0
*/
public static void glfwTerminate() {
long __functionAddress = Functions.Terminate;
invokeV(__functionAddress);
}
// --- [ glfwInitHint ] ---
/**
* Sets the specified init hint to the desired value.
*
* This function sets hints for the next initialization of GLFW.
*
* The values you set are not affected by initialization or termination, but they are only read during initialization. Once GLFW has been initialized,
* setting new hint values will not affect behavior until the next time the library is terminated and initialized.
*
* Some hints are platform specific. These are always valid to set on any platform but they will only affect their specific platform. Other platforms will
* simply ignore them. Setting these hints requires no platform specific headers or calls.
*
* Note
*
*
* - This function may be called before {@link #glfwInit Init}.
* - This function must only be called from the main thread.
*
*
* @param hint the init hint to set. One of:
{@link #GLFW_JOYSTICK_HAT_BUTTONS JOYSTICK_HAT_BUTTONS} {@link #GLFW_COCOA_CHDIR_RESOURCES COCOA_CHDIR_RESOURCES} {@link #GLFW_COCOA_MENUBAR COCOA_MENUBAR}
* @param value the new value of the init hint
*
* @since version 3.3
*/
public static void glfwInitHint(int hint, int value) {
long __functionAddress = Functions.InitHint;
invokeV(__functionAddress, hint, value);
}
// --- [ glfwGetVersion ] ---
/** Unsafe version of: {@link #glfwGetVersion GetVersion} */
public static void nglfwGetVersion(long major, long minor, long rev) {
long __functionAddress = Functions.GetVersion;
invokePPPV(__functionAddress, major, minor, rev);
}
/**
* Retrieves the major, minor and revision numbers of the GLFW library. It is intended for when you are using GLFW as a shared library and want to ensure
* that you are using the minimum required version.
*
* Note
*
*
* - Any or all of the version arguments may be {@code NULL}.
* - This function always succeeds.
* - This function may be called before {@link #glfwInit Init}.
* - This function may be called from any thread.
*
*
* @param major where to store the major version number, or {@code NULL}
* @param minor where to store the minor version number, or {@code NULL}
* @param rev where to store the revision number, or {@code NULL}
*
* @since version 1.0
*/
public static void glfwGetVersion(IntBuffer major, IntBuffer minor, IntBuffer rev) {
if (CHECKS) {
checkSafe(major, 1);
checkSafe(minor, 1);
checkSafe(rev, 1);
}
nglfwGetVersion(memAddressSafe(major), memAddressSafe(minor), memAddressSafe(rev));
}
// --- [ glfwGetVersionString ] ---
/** Unsafe version of: {@link #glfwGetVersionString GetVersionString} */
public static long nglfwGetVersionString() {
long __functionAddress = Functions.GetVersionString;
return invokeP(__functionAddress);
}
/**
* Returns the compile-time generated version string of the GLFW library binary. It describes the version, platform, compiler and any platform-specific
* compile-time options. It should not be confused with the OpenGL or OpenGL ES version string, queried with {@code glGetString}.
*
* Do not use the version string to parse the GLFW library version. The {@link #glfwGetVersion GetVersion} function already provides the version of the library binary
* in numerical format.
*
* Note
*
*
* - This function always succeeds.
* - This function may be called before {@link #glfwInit Init}.
* - This function may be called from any thread.
* - The returned string is static and compile-time generated.
*
*
* @return the ASCII encoded GLFW version string
*
* @since version 3.0
*/
public static String glfwGetVersionString() {
long __result = nglfwGetVersionString();
return memASCII(__result);
}
// --- [ glfwGetError ] ---
/**
* Returns and clears the last error for the calling thread.
*
* This function returns and clears the error code of the last error that occurred on the calling thread. If no error has occurred since the last call, it
* returns {@link #GLFW_NO_ERROR NO_ERROR}.
*
* Note
*
*
* - This function may be called before {@link #glfwInit Init}.
* - This function may be called from any thread.
*
*
* @return the last error code for the calling thread, or {@link #GLFW_NO_ERROR NO_ERROR}
*
* @since version 3.3
*/
public static int glfwGetError() {
long __functionAddress = Functions.GetError;
return invokeI(__functionAddress);
}
// --- [ glfwSetErrorCallback ] ---
/** Unsafe version of: {@link #glfwSetErrorCallback SetErrorCallback} */
public static long nglfwSetErrorCallback(long cbfun) {
long __functionAddress = Functions.SetErrorCallback;
return invokePP(__functionAddress, cbfun);
}
/**
* Sets the error callback, which is called with an error code and a human-readable description each time a GLFW error occurs.
*
* The error code is set before the callback is called. Calling {@link #glfwGetError GetError} from the error callback will return the same value as the error code argument.
*
* 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.
*
* 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.
*
* Once set, the error callback remains set even after the library has been terminated.
*
* Note
*
*
* - This function may be called before {@link #glfwInit Init}.
* - This function must only be called from the main thread.
*
*
* @param cbfun the new callback or {@code NULL} to remove the currently set callback
*
* @return the previously set callback, or {@code NULL} if no callback was set
*
* @since version 3.0
*/
public static GLFWErrorCallback glfwSetErrorCallback(GLFWErrorCallbackI cbfun) {
return GLFWErrorCallback.create(nglfwSetErrorCallback(memAddressSafe(cbfun)));
}
// --- [ glfwGetMonitors ] ---
/**
* Unsafe version of: {@link #glfwGetMonitors GetMonitors}
*
* @param count where to store the number of monitors in the returned array. This is set to zero if an error occurred.
*/
public static long nglfwGetMonitors(long count) {
long __functionAddress = Functions.GetMonitors;
return invokePP(__functionAddress, count);
}
/**
* 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}.
*
* 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.
*
* This function must only be called from the main thread.
*
* @return an array of monitor handlers, or {@code NULL} if no monitors were found or if an error occured
*
* @since version 3.0
*/
public static PointerBuffer glfwGetMonitors() {
MemoryStack stack = stackGet(); int stackPointer = stack.getPointer();
IntBuffer count = stack.callocInt(1);
try {
long __result = nglfwGetMonitors(memAddress(count));
return memPointerBuffer(__result, count.get(0));
} finally {
stack.setPointer(stackPointer);
}
}
// --- [ glfwGetPrimaryMonitor ] ---
/**
* Returns the primary monitor. This is usually the monitor where elements like the task bar or global menu bar are located.
*
* This function must only be called from the main thread.
*
* The primary monitor is always first in the array returned by {@link #glfwGetMonitors GetMonitors}.
*
* @return the primary monitor, or {@code NULL} if no monitors were found or if an error occured
*
* @since version 3.0
*/
public static long glfwGetPrimaryMonitor() {
long __functionAddress = Functions.GetPrimaryMonitor;
return invokeP(__functionAddress);
}
// --- [ glfwGetMonitorPos ] ---
/** Unsafe version of: {@link #glfwGetMonitorPos GetMonitorPos} */
public static void nglfwGetMonitorPos(long monitor, long xpos, long ypos) {
long __functionAddress = Functions.GetMonitorPos;
if (CHECKS) {
check(monitor);
}
invokePPPV(__functionAddress, monitor, xpos, ypos);
}
/**
* Returns the position, in screen coordinates, of the upper-left corner of the specified monitor.
*
* Any or all of the position arguments may be {@code NULL}. If an error occurs, all non-{@code NULL} position arguments will be set to zero.
*
* This function must only be called from the main thread.
*
* @param monitor the monitor to query
* @param xpos where to store the monitor x-coordinate, or {@code NULL}
* @param ypos where to store the monitor y-coordinate, or {@code NULL}
*
* @since version 3.0
*/
public static void glfwGetMonitorPos(long monitor, IntBuffer xpos, IntBuffer ypos) {
if (CHECKS) {
checkSafe(xpos, 1);
checkSafe(ypos, 1);
}
nglfwGetMonitorPos(monitor, memAddressSafe(xpos), memAddressSafe(ypos));
}
// --- [ glfwGetMonitorPhysicalSize ] ---
/** Unsafe version of: {@link #glfwGetMonitorPhysicalSize GetMonitorPhysicalSize} */
public static void nglfwGetMonitorPhysicalSize(long monitor, long widthMM, long heightMM) {
long __functionAddress = Functions.GetMonitorPhysicalSize;
if (CHECKS) {
check(monitor);
}
invokePPPV(__functionAddress, monitor, widthMM, heightMM);
}
/**
* Returns the size, in millimetres, of the display area of the specified monitor.
*
* Some systems do not provide accurate monitor size information, either because the monitor
* EDID data is incorrect or because the driver does not report it
* accurately.
*
* Any or all of the size arguments may be {@code NULL}. If an error occurs, all non-{@code NULL} size arguments will be set to zero.
*
* Note
*
*
* - This function must only be called from the main thread.
* - Windows: The OS calculates the returned physical size from the current resolution and system DPI instead of querying the monitor EDID data.
*
*
* @param monitor the monitor to query
* @param widthMM where to store the width, in millimetres, of the monitor's display area, or {@code NULL}
* @param heightMM where to store the height, in millimetres, of the monitor's display area, or {@code NULL}
*
* @since version 3.0
*/
public static void glfwGetMonitorPhysicalSize(long monitor, IntBuffer widthMM, IntBuffer heightMM) {
if (CHECKS) {
checkSafe(widthMM, 1);
checkSafe(heightMM, 1);
}
nglfwGetMonitorPhysicalSize(monitor, memAddressSafe(widthMM), memAddressSafe(heightMM));
}
// --- [ glfwGetMonitorName ] ---
/** Unsafe version of: {@link #glfwGetMonitorName GetMonitorName} */
public static long nglfwGetMonitorName(long monitor) {
long __functionAddress = Functions.GetMonitorName;
if (CHECKS) {
check(monitor);
}
return invokePP(__functionAddress, monitor);
}
/**
* 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.
*
* 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.
*
* This function must only be called from the main thread.
*
* @param monitor the monitor to query
*
* @return the UTF-8 encoded name of the monitor, or {@code NULL} if an error occured
*
* @since version 3.0
*/
public static String glfwGetMonitorName(long monitor) {
long __result = nglfwGetMonitorName(monitor);
return memUTF8(__result);
}
// --- [ glfwSetMonitorCallback ] ---
/** Unsafe version of: {@link #glfwSetMonitorCallback SetMonitorCallback} */
public static long nglfwSetMonitorCallback(long cbfun) {
long __functionAddress = Functions.SetMonitorCallback;
return invokePP(__functionAddress, cbfun);
}
/**
* 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.
*
* This function must only be called from the main thread.
*
* @param cbfun the new callback, or {@code NULL} to remove the currently set callback
*
* @return the previously set callback, or {@code NULL} if no callback was set or the library had not been initialized
*
* @since version 3.0
*/
public static GLFWMonitorCallback glfwSetMonitorCallback(GLFWMonitorCallbackI cbfun) {
return GLFWMonitorCallback.create(nglfwSetMonitorCallback(memAddressSafe(cbfun)));
}
// --- [ glfwGetVideoModes ] ---
/**
* Unsafe version of: {@link #glfwGetVideoModes GetVideoModes}
*
* @param count where to store the number of video modes in the returned array. This is set to zero if an error occurred.
*/
public static long nglfwGetVideoModes(long monitor, long count) {
long __functionAddress = Functions.GetVideoModes;
if (CHECKS) {
check(monitor);
}
return invokePPP(__functionAddress, monitor, count);
}
/**
* Returns an array of all video modes supported by the specified monitor. The returned array is sorted in ascending order, first by color bit depth (the
* sum of all channel depths) and then by resolution area (the product of width and height).
*
* The returned array is allocated and freed by GLFW. You should not free it yourself. It is valid until the specified monitor is disconnected, this
* function is called again for that monitor or the library is terminated.
*
* This function must only be called from the main thread.
*
* @param monitor the monitor to query
*
* @return an array of video modes, or {@code NULL} if an error occured
*
* @since version 1.0
*/
public static GLFWVidMode.Buffer glfwGetVideoModes(long monitor) {
MemoryStack stack = stackGet(); int stackPointer = stack.getPointer();
IntBuffer count = stack.callocInt(1);
try {
long __result = nglfwGetVideoModes(monitor, memAddress(count));
return GLFWVidMode.create(__result, count.get(0));
} finally {
stack.setPointer(stackPointer);
}
}
// --- [ glfwGetVideoMode ] ---
/** Unsafe version of: {@link #glfwGetVideoMode GetVideoMode} */
public static long nglfwGetVideoMode(long monitor) {
long __functionAddress = Functions.GetVideoMode;
if (CHECKS) {
check(monitor);
}
return invokePP(__functionAddress, monitor);
}
/**
* 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.
*
* 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.
*
* This function must only be called from the main thread.
*
* @param monitor the monitor to query
*
* @return the current mode of the monitor, or {@code NULL} if an error occurred
*
* @since version 3.0
*/
public static GLFWVidMode glfwGetVideoMode(long monitor) {
long __result = nglfwGetVideoMode(monitor);
return GLFWVidMode.create(__result);
}
// --- [ glfwSetGamma ] ---
/**
* Generates a 256-element gamma ramp from the specified exponent and then calls {@link #glfwSetGammaRamp SetGammaRamp} with it. The value must be a finite number greater than
* zero.
*
* The software controlled gamma ramp is applied in addition 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.
*
* For gamma correct rendering with OpenGL or OpenGL ES, see the {@link #GLFW_SRGB_CAPABLE SRGB_CAPABLE} hint.
*
* This function must only be called from the main thread.
*
* @param monitor the monitor whose gamma ramp to set
* @param gamma the desired exponent
*
* @since version 3.0
*/
public static void glfwSetGamma(long monitor, float gamma) {
long __functionAddress = Functions.SetGamma;
if (CHECKS) {
check(monitor);
}
invokePV(__functionAddress, monitor, gamma);
}
// --- [ glfwGetGammaRamp ] ---
/** Unsafe version of: {@link #glfwGetGammaRamp GetGammaRamp} */
public static long nglfwGetGammaRamp(long monitor) {
long __functionAddress = Functions.GetGammaRamp;
if (CHECKS) {
check(monitor);
}
return invokePP(__functionAddress, monitor);
}
/**
* Returns the current gamma ramp of the specified monitor.
*
* 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.
*
* This function must only be called from the main thread.
*
* @param monitor the monitor to query
*
* @return the current gamma ramp, or {@code NULL} if an error occurred
*
* @since version 3.0
*/
public static GLFWGammaRamp glfwGetGammaRamp(long monitor) {
long __result = nglfwGetGammaRamp(monitor);
return GLFWGammaRamp.create(__result);
}
// --- [ glfwSetGammaRamp ] ---
/** Unsafe version of: {@link #glfwSetGammaRamp SetGammaRamp} */
public static void nglfwSetGammaRamp(long monitor, long ramp) {
long __functionAddress = Functions.SetGammaRamp;
if (CHECKS) {
check(monitor);
GLFWGammaRamp.validate(ramp);
}
invokePPV(__functionAddress, monitor, ramp);
}
/**
* 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 {@link #glfwTerminate Terminate}.
*
* The software controlled gamma ramp is applied in addition 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.
*
* For gamma correct rendering with OpenGL or OpenGL ES, see the {@link #GLFW_SRGB_CAPABLE SRGB_CAPABLE} hint.
*
* Note
*
*
* - This function must only be called from the main thread.
* - Gamma ramp sizes other than 256 are not supported by all hardware
* - Windows: The gamma ramp size must be 256.
* - The specified gamma ramp is copied before this function returns.
*
*
* @param monitor the monitor whose gamma ramp to set
* @param ramp the gamma ramp to use
*
* @since version 3.0
*/
public static void glfwSetGammaRamp(long monitor, GLFWGammaRamp ramp) {
nglfwSetGammaRamp(monitor, ramp.address());
}
// --- [ glfwDefaultWindowHints ] ---
/**
* Resets all window hints to their default values. See {@link #glfwWindowHint WindowHint} for details.
*
* This function must only be called from the main thread.
*
* @since version 3.0
*/
public static void glfwDefaultWindowHints() {
long __functionAddress = Functions.DefaultWindowHints;
invokeV(__functionAddress);
}
// --- [ glfwWindowHint ] ---
/**
* Sets hints for the next call to {@link #glfwCreateWindow CreateWindow}. The hints, once set, retain their values until changed by a call to glfwWindowHint or
* {@link #glfwDefaultWindowHints DefaultWindowHints}, or until the library is terminated.
*
* This function does not check whether the specified hint values are valid. If you set hints to invalid values this will instead be reported by the next
* call to {@link #glfwCreateWindow CreateWindow}.
*
* Supported and default values
*
*
* Name Default value Supported values
* {@link #GLFW_RESIZABLE RESIZABLE} {@link #GLFW_TRUE TRUE} {@link #GLFW_TRUE TRUE} or {@link #GLFW_FALSE FALSE}
* {@link #GLFW_VISIBLE VISIBLE} {@link #GLFW_TRUE TRUE} {@link #GLFW_TRUE TRUE} or {@link #GLFW_FALSE FALSE}
* {@link #GLFW_DECORATED DECORATED} {@link #GLFW_TRUE TRUE} {@link #GLFW_TRUE TRUE} or {@link #GLFW_FALSE FALSE}
* {@link #GLFW_FOCUSED FOCUSED} {@link #GLFW_TRUE TRUE} {@link #GLFW_TRUE TRUE} or {@link #GLFW_FALSE FALSE}
* {@link #GLFW_AUTO_ICONIFY AUTO_ICONIFY} {@link #GLFW_TRUE TRUE} {@link #GLFW_TRUE TRUE} or {@link #GLFW_FALSE FALSE}
* {@link #GLFW_FLOATING FLOATING} {@link #GLFW_FALSE FALSE} {@link #GLFW_TRUE TRUE} or {@link #GLFW_FALSE FALSE}
* {@link #GLFW_MAXIMIZED MAXIMIZED} {@link #GLFW_FALSE FALSE} {@link #GLFW_TRUE TRUE} or {@link #GLFW_FALSE FALSE}
* {@link #GLFW_CENTER_CURSOR CENTER_CURSOR} {@link #GLFW_TRUE TRUE} {@link #GLFW_TRUE TRUE} or {@link #GLFW_FALSE FALSE}
* {@link #GLFW_RED_BITS RED_BITS} 8 0 to {@link Integer#MAX_VALUE} or {@link #GLFW_DONT_CARE DONT_CARE}
* {@link #GLFW_GREEN_BITS GREEN_BITS} 8 0 to {@link Integer#MAX_VALUE} or {@link #GLFW_DONT_CARE DONT_CARE}
* {@link #GLFW_BLUE_BITS BLUE_BITS} 8 0 to {@link Integer#MAX_VALUE} or {@link #GLFW_DONT_CARE DONT_CARE}
* {@link #GLFW_ALPHA_BITS ALPHA_BITS} 8 0 to {@link Integer#MAX_VALUE} or {@link #GLFW_DONT_CARE DONT_CARE}
* {@link #GLFW_DEPTH_BITS DEPTH_BITS} 24 0 to {@link Integer#MAX_VALUE} or {@link #GLFW_DONT_CARE DONT_CARE}
* {@link #GLFW_STENCIL_BITS STENCIL_BITS} 8 0 to {@link Integer#MAX_VALUE} or {@link #GLFW_DONT_CARE DONT_CARE}
* {@link #GLFW_ACCUM_RED_BITS ACCUM_RED_BITS} 0 0 to {@link Integer#MAX_VALUE} or {@link #GLFW_DONT_CARE DONT_CARE}
* {@link #GLFW_ACCUM_GREEN_BITS ACCUM_GREEN_BITS} 0 0 to {@link Integer#MAX_VALUE} or {@link #GLFW_DONT_CARE DONT_CARE}
* {@link #GLFW_ACCUM_BLUE_BITS ACCUM_BLUE_BITS} 0 0 to {@link Integer#MAX_VALUE} or {@link #GLFW_DONT_CARE DONT_CARE}
* {@link #GLFW_ACCUM_ALPHA_BITS ACCUM_ALPHA_BITS} 0 0 to {@link Integer#MAX_VALUE} or {@link #GLFW_DONT_CARE DONT_CARE}
* {@link #GLFW_AUX_BUFFERS AUX_BUFFERS} 0 0 to {@link Integer#MAX_VALUE}
* {@link #GLFW_SAMPLES SAMPLES} 0 0 to {@link Integer#MAX_VALUE}
* {@link #GLFW_REFRESH_RATE REFRESH_RATE} {@link #GLFW_DONT_CARE DONT_CARE} 0 to {@link Integer#MAX_VALUE} or {@link #GLFW_DONT_CARE DONT_CARE}
* {@link #GLFW_STEREO STEREO} {@link #GLFW_FALSE FALSE} {@link #GLFW_TRUE TRUE} or {@link #GLFW_FALSE FALSE}
* {@link #GLFW_SRGB_CAPABLE SRGB_CAPABLE} {@link #GLFW_FALSE FALSE} {@link #GLFW_TRUE TRUE} or {@link #GLFW_FALSE FALSE}
* {@link #GLFW_DOUBLEBUFFER DOUBLEBUFFER} {@link #GLFW_TRUE TRUE} {@link #GLFW_TRUE TRUE} or {@link #GLFW_FALSE FALSE}
* {@link #GLFW_CLIENT_API CLIENT_API} {@link #GLFW_OPENGL_API OPENGL_API} {@link #GLFW_NO_API NO_API} {@link #GLFW_OPENGL_API OPENGL_API} {@link #GLFW_OPENGL_ES_API OPENGL_ES_API}
* {@link #GLFW_CONTEXT_CREATION_API CONTEXT_CREATION_API} {@link #GLFW_NATIVE_CONTEXT_API NATIVE_CONTEXT_API} {@link #GLFW_NATIVE_CONTEXT_API NATIVE_CONTEXT_API} {@link #GLFW_EGL_CONTEXT_API EGL_CONTEXT_API} {@link #GLFW_OSMESA_CONTEXT_API OSMESA_CONTEXT_API}
* {@link #GLFW_CONTEXT_VERSION_MAJOR CONTEXT_VERSION_MAJOR} 1 Any valid major version number of the chosen client API
* {@link #GLFW_CONTEXT_VERSION_MINOR CONTEXT_VERSION_MINOR} 0 Any valid minor version number of the chosen client API
* {@link #GLFW_CONTEXT_ROBUSTNESS CONTEXT_ROBUSTNESS} {@link #GLFW_NO_ROBUSTNESS NO_ROBUSTNESS} {@link #GLFW_NO_ROBUSTNESS NO_ROBUSTNESS} {@link #GLFW_NO_RESET_NOTIFICATION NO_RESET_NOTIFICATION} {@link #GLFW_LOSE_CONTEXT_ON_RESET LOSE_CONTEXT_ON_RESET}
* {@link #GLFW_CONTEXT_RELEASE_BEHAVIOR CONTEXT_RELEASE_BEHAVIOR} {@link #GLFW_ANY_RELEASE_BEHAVIOR ANY_RELEASE_BEHAVIOR} {@link #GLFW_ANY_RELEASE_BEHAVIOR ANY_RELEASE_BEHAVIOR} {@link #GLFW_RELEASE_BEHAVIOR_FLUSH RELEASE_BEHAVIOR_FLUSH} {@link #GLFW_RELEASE_BEHAVIOR_NONE RELEASE_BEHAVIOR_NONE}
* {@link #GLFW_CONTEXT_NO_ERROR CONTEXT_NO_ERROR} {@link #GLFW_FALSE FALSE} {@link #GLFW_TRUE TRUE} or {@link #GLFW_FALSE FALSE}
* {@link #GLFW_OPENGL_FORWARD_COMPAT OPENGL_FORWARD_COMPAT} {@link #GLFW_FALSE FALSE} {@link #GLFW_TRUE TRUE} or {@link #GLFW_FALSE FALSE}
* {@link #GLFW_OPENGL_DEBUG_CONTEXT OPENGL_DEBUG_CONTEXT} {@link #GLFW_FALSE FALSE} {@link #GLFW_TRUE TRUE} or {@link #GLFW_FALSE FALSE}
* {@link #GLFW_OPENGL_PROFILE OPENGL_PROFILE} {@link #GLFW_OPENGL_ANY_PROFILE OPENGL_ANY_PROFILE} {@link #GLFW_OPENGL_ANY_PROFILE OPENGL_ANY_PROFILE} {@link #GLFW_OPENGL_CORE_PROFILE OPENGL_CORE_PROFILE} {@link #GLFW_OPENGL_COMPAT_PROFILE OPENGL_COMPAT_PROFILE}
* {@link #GLFW_COCOA_RETINA_FRAMEBUFFER COCOA_RETINA_FRAMEBUFFER} {@link #GLFW_TRUE TRUE} {@link #GLFW_TRUE TRUE} or {@link #GLFW_FALSE FALSE}
* {@link #GLFW_COCOA_FRAME_AUTOSAVE COCOA_FRAME_AUTOSAVE} {@link #GLFW_FALSE FALSE} {@link #GLFW_TRUE TRUE} or {@link #GLFW_FALSE FALSE}
* {@link #GLFW_COCOA_GRAPHICS_SWITCHING COCOA_GRAPHICS_SWITCHING} {@link #GLFW_FALSE FALSE} {@link #GLFW_TRUE TRUE} or {@link #GLFW_FALSE FALSE}
*
*
* This function must only be called from the main thread.
*
* @param hint the window hint to set. One of:
{@link #GLFW_FOCUSED FOCUSED} {@link #GLFW_RESIZABLE RESIZABLE} {@link #GLFW_VISIBLE VISIBLE} {@link #GLFW_DECORATED DECORATED} {@link #GLFW_AUTO_ICONIFY AUTO_ICONIFY} {@link #GLFW_FLOATING FLOATING} {@link #GLFW_MAXIMIZED MAXIMIZED} {@link #GLFW_CENTER_CURSOR CENTER_CURSOR} {@link #GLFW_CLIENT_API CLIENT_API} {@link #GLFW_CONTEXT_VERSION_MAJOR CONTEXT_VERSION_MAJOR} {@link #GLFW_CONTEXT_VERSION_MINOR CONTEXT_VERSION_MINOR} {@link #GLFW_CONTEXT_ROBUSTNESS CONTEXT_ROBUSTNESS} {@link #GLFW_OPENGL_FORWARD_COMPAT OPENGL_FORWARD_COMPAT} {@link #GLFW_OPENGL_DEBUG_CONTEXT OPENGL_DEBUG_CONTEXT} {@link #GLFW_OPENGL_PROFILE OPENGL_PROFILE} {@link #GLFW_CONTEXT_RELEASE_BEHAVIOR CONTEXT_RELEASE_BEHAVIOR} {@link #GLFW_CONTEXT_NO_ERROR CONTEXT_NO_ERROR} {@link #GLFW_CONTEXT_CREATION_API CONTEXT_CREATION_API} {@link #GLFW_RED_BITS RED_BITS} {@link #GLFW_GREEN_BITS GREEN_BITS} {@link #GLFW_BLUE_BITS BLUE_BITS} {@link #GLFW_ALPHA_BITS ALPHA_BITS} {@link #GLFW_DEPTH_BITS DEPTH_BITS} {@link #GLFW_STENCIL_BITS STENCIL_BITS} {@link #GLFW_ACCUM_RED_BITS ACCUM_RED_BITS} {@link #GLFW_ACCUM_GREEN_BITS ACCUM_GREEN_BITS} {@link #GLFW_ACCUM_BLUE_BITS ACCUM_BLUE_BITS} {@link #GLFW_ACCUM_ALPHA_BITS ACCUM_ALPHA_BITS} {@link #GLFW_AUX_BUFFERS AUX_BUFFERS} {@link #GLFW_STEREO STEREO} {@link #GLFW_SAMPLES SAMPLES} {@link #GLFW_SRGB_CAPABLE SRGB_CAPABLE} {@link #GLFW_REFRESH_RATE REFRESH_RATE} {@link #GLFW_DOUBLEBUFFER DOUBLEBUFFER} {@link #GLFW_COCOA_RETINA_FRAMEBUFFER COCOA_RETINA_FRAMEBUFFER}
* @param value the new value of the window hint
*
* @since version 2.2
*/
public static void glfwWindowHint(int hint, int value) {
long __functionAddress = Functions.WindowHint;
invokeV(__functionAddress, hint, value);
}
// --- [ glfwCreateWindow ] ---
/** Unsafe version of: {@link #glfwCreateWindow CreateWindow} */
public static long nglfwCreateWindow(int width, int height, long title, long monitor, long share) {
long __functionAddress = Functions.CreateWindow;
return invokePPPP(__functionAddress, width, height, title, monitor, share);
}
/**
* Creates a window and its associated OpenGL or OpenGL ES context. Most of the options controlling how the window and its context should be created are
* specified with window hints.
*
* Successful creation does not change which context is current. Before you can use the newly created context, you need to make it current. For information
* about the {@code share} parameter, see context sharing.
*
* The created window, framebuffer and context may differ from what you requested, as not all parameters and hints are hard constraints. This includes the
* size of the window, especially for full screen windows. To query the actual attributes of the created window, framebuffer and context, use queries like
* {@link #glfwGetWindowAttrib GetWindowAttrib} and {@link #glfwGetWindowSize GetWindowSize} and {@link #glfwGetFramebufferSize GetFramebufferSize}.
*
* To create a full screen window, you need to specify the monitor the window will cover. If no monitor is specified, the window will be windowed mode.
* Unless you have a way for the user to choose a specific monitor, it is recommended that you pick the primary monitor. For more information on how to
* query connected monitors, see monitors.
*
* For full screen windows, the specified size becomes the resolution of the window's desired video mode. As long as a full screen window is not
* iconified, the supported video mode most closely matching the desired video mode is set for the specified monitor. For more information about full
* screen windows, including the creation of so called windowed full screen or borderless full screen windows, see
* full screen.
*
* Once you have created the window, you can switch it between windowed and full screen mode with {@link #glfwSetWindowMonitor SetWindowMonitor}. If the window has an OpenGL or
* OpenGL ES context, it will be unaffected.
*
* By default, newly created windows use the placement recommended by the window system. To create the window at a specific position, make it initially
* invisible using the {@link #GLFW_VISIBLE VISIBLE} window hint, set its position and then
* show it.
*
* As long as at least one full screen window is not iconified, the screensaver is prohibited from starting.
*
* Window systems put limits on window sizes. Very large or very small window dimensions may be overridden by the window system on creation. Check the
* actual size after creation.
*
* The swap interval is not set during window creation and the initial value may vary
* depending on driver settings and defaults.
*
* Note
*
*
* - This function must only be called from the main thread.
* - Windows: Window creation will fail if the Microsoft GDI software OpenGL implementation is the only one available.
* - Windows: If the executable has an icon resource named {@code GLFW_ICON}, it will be set as the initial icon for the window. If no such icon
* is present, the {@code IDI_WINLOGO} icon will be used instead. To set a different icon, see {@link #glfwSetWindowIcon SetWindowIcon}.
* - Windows: The context to share resources with may not be current on any other thread.
* - The OS only supports forward-compatible core profile contexts for OpenGL versions 3.2 and later. Before creating an OpenGL context of version 3.2
* or later you must set the {@link #GLFW_OPENGL_FORWARD_COMPAT OPENGL_FORWARD_COMPAT} and {@link #GLFW_OPENGL_PROFILE OPENGL_PROFILE} hints accordingly. OpenGL 3.0 and 3.1 contexts are not supported at all on
* macOS.
* - macOS: The GLFW window has no icon, as it is not a document window, but the dock icon will be the same as the application bundle's icon. For
* more information on bundles, see the
* Bundle Programming Guide in the Mac
* Developer Library.
* - macOS: The first time a window is created the menu bar is created. If GLFW finds a {@code `MainMenu.nib`} it is loaded and assumed to
* contain a menu bar. Otherwise a minimal menu bar is created manually with common commands like Hide, Quit and About. The About entry opens a
* minimal about dialog with information from the application's bundle. Menu bar creation can be disabled entirely with the {@link #GLFW_COCOA_MENUBAR COCOA_MENUBAR} init hint.
* - macOS: On macOS 10.10 and later the window frame will not be rendered at full resolution on Retina displays unless the
* {@link #GLFW_COCOA_RETINA_FRAMEBUFFER COCOA_RETINA_FRAMEBUFFER} hint is {@link #GLFW_TRUE TRUE} and the {@code NSHighResolutionCapable} key is enabled in the application bundle's {@code Info.plist}. For
* more information, see High Resolution Guidelines for macOS in the Mac Developer Library.
* - When activating frame autosaving with {@link #GLFW_COCOA_FRAME_AUTOSAVE COCOA_FRAME_AUTOSAVE}, the specified window size may be overriden by a previously saved size and position.
* - X11: Some window managers will not respect the placement of initially hidden windows.
* - X11: Due to the asynchronous nature of X11, it may take a moment for a window to reach its requested state. This means you may not be able
* to query the final size, position or other attributes directly after window creation.
*
*
* @param width the desired width, in screen coordinates, of the window
* @param height the desired height, in screen coordinates, of the window
* @param title initial, UTF-8 encoded window title
* @param monitor the monitor to use for fullscreen mode, or {@code NULL} for windowed mode
* @param share the window whose context to share resources with, or {@code NULL} to not share resources
*
* @return the handle of the created window, or {@code NULL} if an error occurred
*
* @since version 1.0
*/
public static long glfwCreateWindow(int width, int height, ByteBuffer title, long monitor, long share) {
EventLoop.OffScreen.check();
if (CHECKS) {
checkNT1(title);
}
return nglfwCreateWindow(width, height, memAddress(title), monitor, share);
}
/**
* Creates a window and its associated OpenGL or OpenGL ES context. Most of the options controlling how the window and its context should be created are
* specified with window hints.
*
* Successful creation does not change which context is current. Before you can use the newly created context, you need to make it current. For information
* about the {@code share} parameter, see context sharing.
*
* The created window, framebuffer and context may differ from what you requested, as not all parameters and hints are hard constraints. This includes the
* size of the window, especially for full screen windows. To query the actual attributes of the created window, framebuffer and context, use queries like
* {@link #glfwGetWindowAttrib GetWindowAttrib} and {@link #glfwGetWindowSize GetWindowSize} and {@link #glfwGetFramebufferSize GetFramebufferSize}.
*
* To create a full screen window, you need to specify the monitor the window will cover. If no monitor is specified, the window will be windowed mode.
* Unless you have a way for the user to choose a specific monitor, it is recommended that you pick the primary monitor. For more information on how to
* query connected monitors, see monitors.
*
* For full screen windows, the specified size becomes the resolution of the window's desired video mode. As long as a full screen window is not
* iconified, the supported video mode most closely matching the desired video mode is set for the specified monitor. For more information about full
* screen windows, including the creation of so called windowed full screen or borderless full screen windows, see
* full screen.
*
* Once you have created the window, you can switch it between windowed and full screen mode with {@link #glfwSetWindowMonitor SetWindowMonitor}. If the window has an OpenGL or
* OpenGL ES context, it will be unaffected.
*
* By default, newly created windows use the placement recommended by the window system. To create the window at a specific position, make it initially
* invisible using the {@link #GLFW_VISIBLE VISIBLE} window hint, set its position and then
* show it.
*
* As long as at least one full screen window is not iconified, the screensaver is prohibited from starting.
*
* Window systems put limits on window sizes. Very large or very small window dimensions may be overridden by the window system on creation. Check the
* actual size after creation.
*
* The swap interval is not set during window creation and the initial value may vary
* depending on driver settings and defaults.
*
* Note
*
*
* - This function must only be called from the main thread.
* - Windows: Window creation will fail if the Microsoft GDI software OpenGL implementation is the only one available.
* - Windows: If the executable has an icon resource named {@code GLFW_ICON}, it will be set as the initial icon for the window. If no such icon
* is present, the {@code IDI_WINLOGO} icon will be used instead. To set a different icon, see {@link #glfwSetWindowIcon SetWindowIcon}.
* - Windows: The context to share resources with may not be current on any other thread.
* - The OS only supports forward-compatible core profile contexts for OpenGL versions 3.2 and later. Before creating an OpenGL context of version 3.2
* or later you must set the {@link #GLFW_OPENGL_FORWARD_COMPAT OPENGL_FORWARD_COMPAT} and {@link #GLFW_OPENGL_PROFILE OPENGL_PROFILE} hints accordingly. OpenGL 3.0 and 3.1 contexts are not supported at all on
* macOS.
* - macOS: The GLFW window has no icon, as it is not a document window, but the dock icon will be the same as the application bundle's icon. For
* more information on bundles, see the
* Bundle Programming Guide in the Mac
* Developer Library.
* - macOS: The first time a window is created the menu bar is created. If GLFW finds a {@code `MainMenu.nib`} it is loaded and assumed to
* contain a menu bar. Otherwise a minimal menu bar is created manually with common commands like Hide, Quit and About. The About entry opens a
* minimal about dialog with information from the application's bundle. Menu bar creation can be disabled entirely with the {@link #GLFW_COCOA_MENUBAR COCOA_MENUBAR} init hint.
* - macOS: On macOS 10.10 and later the window frame will not be rendered at full resolution on Retina displays unless the
* {@link #GLFW_COCOA_RETINA_FRAMEBUFFER COCOA_RETINA_FRAMEBUFFER} hint is {@link #GLFW_TRUE TRUE} and the {@code NSHighResolutionCapable} key is enabled in the application bundle's {@code Info.plist}. For
* more information, see High Resolution Guidelines for macOS in the Mac Developer Library.
* - When activating frame autosaving with {@link #GLFW_COCOA_FRAME_AUTOSAVE COCOA_FRAME_AUTOSAVE}, the specified window size may be overriden by a previously saved size and position.
* - X11: Some window managers will not respect the placement of initially hidden windows.
* - X11: Due to the asynchronous nature of X11, it may take a moment for a window to reach its requested state. This means you may not be able
* to query the final size, position or other attributes directly after window creation.
*
*
* @param width the desired width, in screen coordinates, of the window
* @param height the desired height, in screen coordinates, of the window
* @param title initial, UTF-8 encoded window title
* @param monitor the monitor to use for fullscreen mode, or {@code NULL} for windowed mode
* @param share the window whose context to share resources with, or {@code NULL} to not share resources
*
* @return the handle of the created window, or {@code NULL} if an error occurred
*
* @since version 1.0
*/
public static long glfwCreateWindow(int width, int height, CharSequence title, long monitor, long share) {
EventLoop.OffScreen.check();
MemoryStack stack = stackGet(); int stackPointer = stack.getPointer();
try {
ByteBuffer titleEncoded = stack.UTF8(title);
return nglfwCreateWindow(width, height, memAddress(titleEncoded), monitor, share);
} finally {
stack.setPointer(stackPointer);
}
}
// --- [ glfwDestroyWindow ] ---
/**
* Destroys the specified window and its context. On calling this function, no further callbacks will be called for that window.
*
* If the context of the specified window is current on the main thread, it is detached before being destroyed.
*
* Note
*
*
* - This function must only be called from the main thread.
* - This function must not be called from a callback.
* - The context of the specified window must not be current on any other thread when this function is called.
*
*
* @param window the window to destroy
*
* @since version 1.0
*/
public static void glfwDestroyWindow(long window) {
long __functionAddress = Functions.DestroyWindow;
invokePV(__functionAddress, window);
}
// --- [ glfwWindowShouldClose ] ---
/**
* Returns the value of the close flag of the specified window.
*
* This function may be called from any thread.
*
* @param window the window to query
*
* @return the value of the close flag
*
* @since version 3.0
*/
public static boolean glfwWindowShouldClose(long window) {
long __functionAddress = Functions.WindowShouldClose;
if (CHECKS) {
check(window);
}
return invokePI(__functionAddress, window) != 0;
}
// --- [ glfwSetWindowShouldClose ] ---
/**
* Sets the value of the close flag of the specified window. This can be used to override the user's attempt to close the window, or to signal that it
* should be closed.
*
* This function may be called from any thread. Access is not synchronized.
*
* @param window the window whose flag to change
* @param value the new value
*
* @since version 3.0
*/
public static void glfwSetWindowShouldClose(long window, boolean value) {
long __functionAddress = Functions.SetWindowShouldClose;
if (CHECKS) {
check(window);
}
invokePV(__functionAddress, window, value ? 1 : 0);
}
// --- [ glfwSetWindowTitle ] ---
/** Unsafe version of: {@link #glfwSetWindowTitle SetWindowTitle} */
public static void nglfwSetWindowTitle(long window, long title) {
long __functionAddress = Functions.SetWindowTitle;
if (CHECKS) {
check(window);
}
invokePPV(__functionAddress, window, title);
}
/**
* Sets the window title, encoded as UTF-8, of the specified window.
*
* This function must only be called from the main thread.
*
* macOS: The window title will not be updated until the next time you process events.
*
* @param window the window whose title to change
* @param title the UTF-8 encoded window title
*
* @since version 1.0
*/
public static void glfwSetWindowTitle(long window, ByteBuffer title) {
if (CHECKS) {
checkNT1(title);
}
nglfwSetWindowTitle(window, memAddress(title));
}
/**
* Sets the window title, encoded as UTF-8, of the specified window.
*
* This function must only be called from the main thread.
*
* macOS: The window title will not be updated until the next time you process events.
*
* @param window the window whose title to change
* @param title the UTF-8 encoded window title
*
* @since version 1.0
*/
public static void glfwSetWindowTitle(long window, CharSequence title) {
MemoryStack stack = stackGet(); int stackPointer = stack.getPointer();
try {
ByteBuffer titleEncoded = stack.UTF8(title);
nglfwSetWindowTitle(window, memAddress(titleEncoded));
} finally {
stack.setPointer(stackPointer);
}
}
// --- [ glfwSetWindowIcon ] ---
/**
* Unsafe version of: {@link #glfwSetWindowIcon SetWindowIcon}
*
* @param count the number of images in the specified array, or zero to revert to the default window icon
*/
public static void nglfwSetWindowIcon(long window, int count, long images) {
long __functionAddress = Functions.SetWindowIcon;
if (CHECKS) {
check(window);
if (images != NULL) { GLFWImage.validate(images, count); }
}
invokePPV(__functionAddress, window, count, images);
}
/**
* Sets the icon for the specified window.
*
* This function sets the icon of the specified window. If passed an array of candidate images, those of or closest to the sizes desired by the system are
* selected. If no images are specified, the window reverts to its default icon.
*
* The desired image sizes varies depending on platform and system settings. The selected images will be rescaled as needed. Good sizes include 16x16,
* 32x32 and 48x48.
*
* The specified image data is copied before this function returns.
*
* macOS: The GLFW window has no icon, as it is not a document window, so this function does nothing. The dock icon will be the same as the
* application bundle's icon. For more information on bundles, see the
* Bundle Programming Guide in the Mac Developer
* Library.
*
* This function must only be called from the main thread.
*
* @param window the window whose icon to set
* @param images the images to create the icon from. This is ignored if count is zero.
*
* @since version 3.2
*/
public static void glfwSetWindowIcon(long window, GLFWImage.Buffer images) {
nglfwSetWindowIcon(window, remainingSafe(images), memAddressSafe(images));
}
// --- [ glfwGetWindowPos ] ---
/** Unsafe version of: {@link #glfwGetWindowPos GetWindowPos} */
public static void nglfwGetWindowPos(long window, long xpos, long ypos) {
long __functionAddress = Functions.GetWindowPos;
if (CHECKS) {
check(window);
}
invokePPPV(__functionAddress, window, xpos, ypos);
}
/**
* Retrieves the position, in screen coordinates, of the upper-left corner of the client area of the specified window.
*
* Any or all of the position arguments may be {@code NULL}. If an error occurs, all non-{@code NULL} position arguments will be set to zero.
*
* This function must only be called from the main thread.
*
* @param window the window to query
* @param xpos where to store the x-coordinate of the upper-left corner of the client area, or {@code NULL}
* @param ypos where to store the y-coordinate of the upper-left corner of the client area, or {@code NULL}
*
* @since version 3.0
*/
public static void glfwGetWindowPos(long window, IntBuffer xpos, IntBuffer ypos) {
if (CHECKS) {
checkSafe(xpos, 1);
checkSafe(ypos, 1);
}
nglfwGetWindowPos(window, memAddressSafe(xpos), memAddressSafe(ypos));
}
// --- [ glfwSetWindowPos ] ---
/**
* Sets the position, in screen coordinates, of the upper-left corner of the client area of the specified windowed mode window. If the window is a full
* screen window, this function does nothing.
*
* Do not use this function to move an already visible window unless you have very good reasons for doing so, as it will confuse and annoy the
* user.
*
* The window manager may put limits on what positions are allowed. GLFW cannot and should not override these limits.
*
* This function must only be called from the main thread.
*
* @param window the window to query
* @param xpos the x-coordinate of the upper-left corner of the client area
* @param ypos the y-coordinate of the upper-left corner of the client area
*
* @since version 1.0
*/
public static void glfwSetWindowPos(long window, int xpos, int ypos) {
long __functionAddress = Functions.SetWindowPos;
if (CHECKS) {
check(window);
}
invokePV(__functionAddress, window, xpos, ypos);
}
// --- [ glfwGetWindowSize ] ---
/** Unsafe version of: {@link #glfwGetWindowSize GetWindowSize} */
public static void nglfwGetWindowSize(long window, long width, long height) {
long __functionAddress = Functions.GetWindowSize;
if (CHECKS) {
check(window);
}
invokePPPV(__functionAddress, window, width, height);
}
/**
* Retrieves the size, in screen coordinates, of the client area of the specified window. If you wish to retrieve the size of the framebuffer of the
* window in pixels, see {@link #glfwGetFramebufferSize GetFramebufferSize}.
*
* Any or all of the size arguments may be {@code NULL}. If an error occurs, all non-{@code NULL} size arguments will be set to zero.
*
* This function must only be called from the main thread.
*
* @param window the window whose size to retrieve
* @param width where to store the width, in screen coordinates, of the client area, or {@code NULL}
* @param height where to store the height, in screen coordinates, of the client area, or {@code NULL}
*
* @since version 1.0
*/
public static void glfwGetWindowSize(long window, IntBuffer width, IntBuffer height) {
if (CHECKS) {
checkSafe(width, 1);
checkSafe(height, 1);
}
nglfwGetWindowSize(window, memAddressSafe(width), memAddressSafe(height));
}
// --- [ glfwSetWindowSizeLimits ] ---
/**
* Sets the size limits of the client area of the specified window. If the window is full screen, the size limits only take effect if once it is made
* windowed. If the window is not resizable, this function does nothing.
*
* The size limits are applied immediately to a windowed mode window and may cause it to be resized.
*
* The maximum dimensions must be greater than or equal to the minimum dimensions and all must be greater than or equal to zero.
*
* This function must only be called from the main thread.
*
* @param window the window to set limits for
* @param minwidth the minimum width, in screen coordinates, of the client area, or {@link #GLFW_DONT_CARE DONT_CARE}
* @param minheight the minimum height, in screen coordinates, of the client area, or {@link #GLFW_DONT_CARE DONT_CARE}
* @param maxwidth the maximum width, in screen coordinates, of the client area, or {@link #GLFW_DONT_CARE DONT_CARE}
* @param maxheight the maximum height, in screen coordinates, of the client area, or {@link #GLFW_DONT_CARE DONT_CARE}
*
* @since version 3.2
*/
public static void glfwSetWindowSizeLimits(long window, int minwidth, int minheight, int maxwidth, int maxheight) {
long __functionAddress = Functions.SetWindowSizeLimits;
if (CHECKS) {
check(window);
}
invokePV(__functionAddress, window, minwidth, minheight, maxwidth, maxheight);
}
// --- [ glfwSetWindowAspectRatio ] ---
/**
* Sets the required aspect ratio of the client area of the specified window. If the window is full screen, the aspect ratio only takes effect once it is
* made windowed. If the window is not resizable, this function does nothing.
*
* The aspect ratio is specified as a numerator and a denominator and both values must be greater than zero. For example, the common 16:9 aspect ratio is
* specified as 16 and 9, respectively.
*
* If the numerator and denominator is set to {@link #GLFW_DONT_CARE DONT_CARE} then the aspect ratio limit is disabled.
*
* The aspect ratio is applied immediately to a windowed mode window and may cause it to be resized.
*
* This function must only be called from the main thread.
*
* @param window the window to set limits for
* @param numer the numerator of the desired aspect ratio, or {@link #GLFW_DONT_CARE DONT_CARE}
* @param denom the denominator of the desired aspect ratio, or {@link #GLFW_DONT_CARE DONT_CARE}
*
* @since version 3.2
*/
public static void glfwSetWindowAspectRatio(long window, int numer, int denom) {
long __functionAddress = Functions.SetWindowAspectRatio;
if (CHECKS) {
check(window);
}
invokePV(__functionAddress, window, numer, denom);
}
// --- [ glfwSetWindowSize ] ---
/**
* Sets the size, in pixels, of the client area of the specified window.
*
* For full screen windows, this function updates the resolution of its desired video mode and switches to the video mode closest to it, without affecting
* the window's context. As the context is unaffected, the bit depths of the framebuffer remain unchanged.
*
* If you wish to update the refresh rate of the desired video mode in addition to its resolution, see {@link #glfwSetWindowMonitor SetWindowMonitor}.
*
* The window manager may put limits on what sizes are allowed. GLFW cannot and should not override these limits.
*
* This function must only be called from the main thread.
*
* @param window the window to resize
* @param width the desired width, in screen coordinates, of the window client area
* @param height the desired height, in screen coordinates, of the window client area
*
* @since version 1.0
*/
public static void glfwSetWindowSize(long window, int width, int height) {
long __functionAddress = Functions.SetWindowSize;
if (CHECKS) {
check(window);
}
invokePV(__functionAddress, window, width, height);
}
// --- [ glfwGetFramebufferSize ] ---
/** Unsafe version of: {@link #glfwGetFramebufferSize GetFramebufferSize} */
public static void nglfwGetFramebufferSize(long window, long width, long height) {
long __functionAddress = Functions.GetFramebufferSize;
if (CHECKS) {
check(window);
}
invokePPPV(__functionAddress, window, width, height);
}
/**
* Retrieves the size, in pixels, of the framebuffer of the specified window. If you wish to retrieve the size of the window in screen coordinates, see
* {@link #glfwGetWindowSize GetWindowSize}.
*
* Any or all of the size arguments may be {@code NULL}. If an error occurs, all non-{@code NULL} size arguments will be set to zero.
*
* This function must only be called from the main thread.
*
* @param window the window whose framebuffer to query
* @param width where to store the width, in pixels, of the framebuffer, or {@code NULL}
* @param height where to store the height, in pixels, of the framebuffer, or {@code NULL}
*
* @since version 3.0
*/
public static void glfwGetFramebufferSize(long window, IntBuffer width, IntBuffer height) {
if (CHECKS) {
checkSafe(width, 1);
checkSafe(height, 1);
}
nglfwGetFramebufferSize(window, memAddressSafe(width), memAddressSafe(height));
}
// --- [ glfwGetWindowFrameSize ] ---
/** Unsafe version of: {@link #glfwGetWindowFrameSize GetWindowFrameSize} */
public static void nglfwGetWindowFrameSize(long window, long left, long top, long right, long bottom) {
long __functionAddress = Functions.GetWindowFrameSize;
if (CHECKS) {
check(window);
}
invokePPPPPV(__functionAddress, window, left, top, right, bottom);
}
/**
* Retrieves the size, in screen coordinates, of each edge of the frame of the specified window. This size includes the title bar, if the window has one.
* The size of the frame may vary depending on the window-related hints used to
* create it.
*
* Because this function retrieves the size of each window frame edge and not the offset along a particular coordinate axis, the retrieved values will
* always be zero or positive.
*
* Any or all of the size arguments may be {@code NULL}. If an error occurs, all non-{@code NULL} size arguments will be set to zero.
*
* This function must only be called from the main thread.
*
* @param window the window whose frame size to query
* @param left where to store the size, in screen coordinates, of the left edge of the window frame, or {@code NULL}
* @param top where to store the size, in screen coordinates, of the top edge of the window frame, or {@code NULL}
* @param right where to store the size, in screen coordinates, of the right edge of the window frame, or {@code NULL}
* @param bottom where to store the size, in screen coordinates, of the bottom edge of the window frame, or {@code NULL}
*
* @since version 3.1
*/
public static void glfwGetWindowFrameSize(long window, IntBuffer left, IntBuffer top, IntBuffer right, IntBuffer bottom) {
if (CHECKS) {
checkSafe(left, 1);
checkSafe(top, 1);
checkSafe(right, 1);
checkSafe(bottom, 1);
}
nglfwGetWindowFrameSize(window, memAddressSafe(left), memAddressSafe(top), memAddressSafe(right), memAddressSafe(bottom));
}
// --- [ glfwIconifyWindow ] ---
/**
* Iconifies (minimizes) the specified window if it was previously restored. If the window is already iconified, this function does nothing.
*
* If the specified window is a full screen window, the original monitor resolution is restored until the window is restored.
*
* This function must only be called from the main thread.
*
* @param window the window to iconify
*
* @since version 2.1
*/
public static void glfwIconifyWindow(long window) {
long __functionAddress = Functions.IconifyWindow;
if (CHECKS) {
check(window);
}
invokePV(__functionAddress, window);
}
// --- [ glfwRestoreWindow ] ---
/**
* Restores the specified window if it was previously iconified (minimized) or maximized. If the window is already restored, this function does nothing.
*
* If the specified window is a full screen window, the resolution chosen for the window is restored on the selected monitor.
*
* This function must only be called from the main thread.
*
* @param window the window to restore
*
* @since version 2.1
*/
public static void glfwRestoreWindow(long window) {
long __functionAddress = Functions.RestoreWindow;
if (CHECKS) {
check(window);
}
invokePV(__functionAddress, window);
}
// --- [ glfwMaximizeWindow ] ---
/**
* Maximizes the specified window if it was previously not maximized. If the window is already maximized, this function does nothing.
*
* If the specified window is a full screen window, this function does nothing.
*
* This function may only be called from the main thread.
*
* @param window the window to maximize
*
* @since version 3.2
*/
public static void glfwMaximizeWindow(long window) {
long __functionAddress = Functions.MaximizeWindow;
if (CHECKS) {
check(window);
}
invokePV(__functionAddress, window);
}
// --- [ glfwShowWindow ] ---
/**
* Makes the specified window visible if it was previously hidden. If the window is already visible or is in full screen mode, this function does nothing.
*
* This function must only be called from the main thread.
*
* @param window the window to make visible
*
* @since version 3.0
*/
public static void glfwShowWindow(long window) {
long __functionAddress = Functions.ShowWindow;
EventLoop.OnScreen.check();
if (CHECKS) {
check(window);
}
invokePV(__functionAddress, window);
}
// --- [ glfwHideWindow ] ---
/**
* Hides the specified window, if it was previously visible. If the window is already hidden or is in full screen mode, this function does nothing.
*
* This function must only be called from the main thread.
*
* @param window the window to hide
*
* @since version 3.0
*/
public static void glfwHideWindow(long window) {
long __functionAddress = Functions.HideWindow;
if (CHECKS) {
check(window);
}
invokePV(__functionAddress, window);
}
// --- [ glfwFocusWindow ] ---
/**
* Brings the specified window to front and sets input focus. The window should already be visible and not iconified.
*
* By default, both windowed and full screen mode windows are focused when initially created. Set the {@link #GLFW_FOCUSED FOCUSED} hint to disable this behavior.
*
* Do not use this function to steal focus from other applications unless you are certain that is what the user wants. Focus stealing can be
* extremely disruptive.
*
* For a less disruptive way of getting the user's attention, see {@link #glfwRequestWindowAttention RequestWindowAttention}.
*
* This function must only be called from the main thread.
*
* @param window the window to give input focus
*
* @since version 3.2
*/
public static void glfwFocusWindow(long window) {
long __functionAddress = Functions.FocusWindow;
if (CHECKS) {
check(window);
}
invokePV(__functionAddress, window);
}
// --- [ glfwRequestWindowAttention ] ---
/**
* Requests user attention to the specified window.
*
* This function requests user attention to the specified window. On platforms where this is not supported, attention is requested to the application as
* a whole.
*
* Once the user has given attention, usually by focusing the window or application, the system will end the request automatically.
*
* Note
*
*
* - This function must only be called from the main thread.
* - macOS: Attention is requested to the application as a whole, not the specific window.
*
*
* @param window the window to request attention to
*
* @since version 3.3
*/
public static void glfwRequestWindowAttention(long window) {
long __functionAddress = Functions.RequestWindowAttention;
if (CHECKS) {
check(window);
}
invokePV(__functionAddress, window);
}
// --- [ glfwGetWindowMonitor ] ---
/**
* Returns the handle of the monitor that the specified window is in full screen on.
*
* This function must only be called from the main thread.
*
* @param window the window to query
*
* @return the monitor, or {@code NULL} if the window is in windowed mode or an error occurred
*
* @since version 3.0
*/
public static long glfwGetWindowMonitor(long window) {
long __functionAddress = Functions.GetWindowMonitor;
if (CHECKS) {
check(window);
}
return invokePP(__functionAddress, window);
}
// --- [ glfwSetWindowMonitor ] ---
/**
* Sets the mode, monitor, video mode and placement of a window.
*
* This function sets the monitor that the window uses for full screen mode or, if the monitor is {@code NULL}, makes it windowed mode.
*
* When setting a monitor, this function updates the width, height and refresh rate of the desired video mode and switches to the video mode closest to
* it. The window position is ignored when setting a monitor.
*
* When the monitor is {@code NULL}, the position, width and height are used to place the window client area. The refresh rate is ignored when no monitor is
* specified.
*
* If you only wish to update the resolution of a full screen window or the size of a windowed mode window, see {@link #glfwSetWindowSize SetWindowSize}.
*
* When a window transitions from full screen to windowed mode, this function restores any previous window settings such as whether it is decorated,
* floating, resizable, has size or aspect ratio limits, etc.
*
* This function must only be called from the main thread.
*
* @param window the window whose monitor, size or video mode to set
* @param monitor the desired monitor, or {@code NULL} to set windowed mode
* @param xpos the desired x-coordinate of the upper-left corner of the client area
* @param ypos the desired y-coordinate of the upper-left corner of the client area
* @param width the desired with, in screen coordinates, of the client area or video mode
* @param height the desired height, in screen coordinates, of the client area or video mode
* @param refreshRate the desired refresh rate, in Hz, of the video mode, or {@link #GLFW_DONT_CARE DONT_CARE}
*
* @since version 3.2
*/
public static void glfwSetWindowMonitor(long window, long monitor, int xpos, int ypos, int width, int height, int refreshRate) {
long __functionAddress = Functions.SetWindowMonitor;
if (CHECKS) {
check(window);
}
invokePPV(__functionAddress, window, monitor, xpos, ypos, width, height, refreshRate);
}
// --- [ glfwGetWindowAttrib ] ---
/**
* Returns the value of an attribute of the specified window or its OpenGL or OpenGL ES context.
*
* This function must only be called from the main thread.
*
* Framebuffer related hints are not window attributes.
*
* Zero is a valid value for many window and context related attributes so you cannot use a return value of zero as an indication of errors. However, this
* function should not fail as long as it is passed valid arguments and the library has been initialized.
*
* @param window the window to query
* @param attrib the window attribute whose value to return. One of:
{@link #GLFW_FOCUSED FOCUSED} {@link #GLFW_ICONIFIED ICONIFIED} {@link #GLFW_RESIZABLE RESIZABLE} {@link #GLFW_VISIBLE VISIBLE} {@link #GLFW_DECORATED DECORATED} {@link #GLFW_FLOATING FLOATING} {@link #GLFW_MAXIMIZED MAXIMIZED} {@link #GLFW_CENTER_CURSOR CENTER_CURSOR} {@link #GLFW_CLIENT_API CLIENT_API} {@link #GLFW_CONTEXT_VERSION_MAJOR CONTEXT_VERSION_MAJOR} {@link #GLFW_CONTEXT_VERSION_MINOR CONTEXT_VERSION_MINOR} {@link #GLFW_CONTEXT_REVISION CONTEXT_REVISION} {@link #GLFW_CONTEXT_ROBUSTNESS CONTEXT_ROBUSTNESS} {@link #GLFW_OPENGL_FORWARD_COMPAT OPENGL_FORWARD_COMPAT} {@link #GLFW_OPENGL_DEBUG_CONTEXT OPENGL_DEBUG_CONTEXT} {@link #GLFW_OPENGL_PROFILE OPENGL_PROFILE} {@link #GLFW_CONTEXT_RELEASE_BEHAVIOR CONTEXT_RELEASE_BEHAVIOR} {@link #GLFW_CONTEXT_NO_ERROR CONTEXT_NO_ERROR} {@link #GLFW_CONTEXT_CREATION_API CONTEXT_CREATION_API}
*
* @return the value of the attribute, or zero if an error occured
*
* @since version 3.0
*/
public static int glfwGetWindowAttrib(long window, int attrib) {
long __functionAddress = Functions.GetWindowAttrib;
if (CHECKS) {
check(window);
}
return invokePI(__functionAddress, window, attrib);
}
// --- [ glfwSetWindowAttrib ] ---
/**
* Sets an attribute of the specified window.
*
* This function must only be called from the main thread.
*
* @param window the window to set the attribute for
* @param attrib the attribute to set.
*
* Some of these attributes are ignored for full screen windows. The new value will take effect if the window is later made windowed.
*
* Some of these attributes are ignored for windowed mode windows. The new value will take effect if the window is later made full screen.
*
* Calling {@link #glfwGetWindowAttrib GetWindowAttrib} will always return the latest value, even if that value is ignored by the current mode of the window. One of:
{@link #GLFW_DECORATED DECORATED} {@link #GLFW_RESIZABLE RESIZABLE} {@link #GLFW_FLOATING FLOATING} {@link #GLFW_AUTO_ICONIFY AUTO_ICONIFY}
* @param value the value to set
*
* @since version 3.3
*/
public static void glfwSetWindowAttrib(long window, int attrib, int value) {
long __functionAddress = Functions.SetWindowAttrib;
if (CHECKS) {
check(window);
}
invokePV(__functionAddress, window, attrib, value);
}
// --- [ glfwSetWindowUserPointer ] ---
/**
* Sets the user-defined pointer of the specified window. The current value is retained until the window is destroyed. The initial value is {@code NULL}.
*
* This function may be called from any thread. Access is not synchronized.
*
* @param window the window whose pointer to set
* @param pointer the new value
*
* @since version 3.0
*/
public static void glfwSetWindowUserPointer(long window, long pointer) {
long __functionAddress = Functions.SetWindowUserPointer;
if (CHECKS) {
check(window);
}
invokePPV(__functionAddress, window, pointer);
}
// --- [ glfwGetWindowUserPointer ] ---
/**
* Returns the current value of the user-defined pointer of the specified window. The initial value is {@code NULL}.
*
* This function may be called from any thread. Access is not synchronized.
*
* @param window the window whose pointer to return
*
* @since version 3.0
*/
public static long glfwGetWindowUserPointer(long window) {
long __functionAddress = Functions.GetWindowUserPointer;
if (CHECKS) {
check(window);
}
return invokePP(__functionAddress, window);
}
// --- [ glfwSetWindowPosCallback ] ---
/** Unsafe version of: {@link #glfwSetWindowPosCallback SetWindowPosCallback} */
public static long nglfwSetWindowPosCallback(long window, long cbfun) {
long __functionAddress = Functions.SetWindowPosCallback;
if (CHECKS) {
check(window);
}
return invokePPP(__functionAddress, window, cbfun);
}
/**
* Sets the position callback of the specified window, which is called when the window is moved. The callback is provided with the screen position of the
* upper-left corner of the client area of the window.
*
* This function must only be called from the main thread.
*
* @param window the window whose callback to set
* @param cbfun the new callback or {@code NULL} to remove the currently set callback
*
* @return the previously set callback, or {@code NULL} if no callback was set or the library had not been
* initialized
*
* @since version 1.0
*/
public static GLFWWindowPosCallback glfwSetWindowPosCallback(long window, GLFWWindowPosCallbackI cbfun) {
return GLFWWindowPosCallback.create(nglfwSetWindowPosCallback(window, memAddressSafe(cbfun)));
}
// --- [ glfwSetWindowSizeCallback ] ---
/** Unsafe version of: {@link #glfwSetWindowSizeCallback SetWindowSizeCallback} */
public static long nglfwSetWindowSizeCallback(long window, long cbfun) {
long __functionAddress = Functions.SetWindowSizeCallback;
if (CHECKS) {
check(window);
}
return invokePPP(__functionAddress, window, cbfun);
}
/**
* Sets the size callback of the specified window, which is called when the window is resized. The callback is provided with the size, in screen
* coordinates, of the client area of the window.
*
* This function must only be called from the main thread.
*
* @param window the window whose callback to set
* @param cbfun the new callback or {@code NULL} to remove the currently set callback
*
* @return the previously set callback, or {@code NULL} if no callback was set or the library had not been
* initialized
*
* @since version 1.0
*/
public static GLFWWindowSizeCallback glfwSetWindowSizeCallback(long window, GLFWWindowSizeCallbackI cbfun) {
return GLFWWindowSizeCallback.create(nglfwSetWindowSizeCallback(window, memAddressSafe(cbfun)));
}
// --- [ glfwSetWindowCloseCallback ] ---
/** Unsafe version of: {@link #glfwSetWindowCloseCallback SetWindowCloseCallback} */
public static long nglfwSetWindowCloseCallback(long window, long cbfun) {
long __functionAddress = Functions.SetWindowCloseCallback;
if (CHECKS) {
check(window);
}
return invokePPP(__functionAddress, window, cbfun);
}
/**
* Sets the close callback of the specified window, which is called when the user attempts to close the window, for example by clicking the close widget in
* the title bar.
*
* The close flag is set before this callback is called, but you can modify it at any time with {@link #glfwSetWindowShouldClose SetWindowShouldClose}.
*
* The close callback is not triggered by {@link #glfwDestroyWindow DestroyWindow}.
*
* Note
*
*
* - This function must only be called from the main thread.
* - macOS: Selecting Quit from the application menu will trigger the close callback for all windows.
*
*
* @param window the window whose callback to set
* @param cbfun the new callback or {@code NULL} to remove the currently set callback
*
* @return the previously set callback, or {@code NULL} if no callback was set or the library had not been
* initialized
*
* @since version 2.5
*/
public static GLFWWindowCloseCallback glfwSetWindowCloseCallback(long window, GLFWWindowCloseCallbackI cbfun) {
return GLFWWindowCloseCallback.create(nglfwSetWindowCloseCallback(window, memAddressSafe(cbfun)));
}
// --- [ glfwSetWindowRefreshCallback ] ---
/** Unsafe version of: {@link #glfwSetWindowRefreshCallback SetWindowRefreshCallback} */
public static long nglfwSetWindowRefreshCallback(long window, long cbfun) {
long __functionAddress = Functions.SetWindowRefreshCallback;
if (CHECKS) {
check(window);
}
return invokePPP(__functionAddress, window, cbfun);
}
/**
* Sets the refresh callback of the specified window, which is called when the client area of the window needs to be redrawn, for example if the window has
* been exposed after having been covered by another window.
*
* On compositing window systems such as Aero, Compiz or Aqua, where the window contents are saved off-screen, this callback may be called only very
* infrequently or never at all.
*
* This function must only be called from the main thread.
*
* @param window the window whose callback to set
* @param cbfun the new callback or {@code NULL} to remove the currently set callback
*
* @return the previously set callback, or {@code NULL} if no callback was set or the library had not been
* initialized
*
* @since version 2.5
*/
public static GLFWWindowRefreshCallback glfwSetWindowRefreshCallback(long window, GLFWWindowRefreshCallbackI cbfun) {
return GLFWWindowRefreshCallback.create(nglfwSetWindowRefreshCallback(window, memAddressSafe(cbfun)));
}
// --- [ glfwSetWindowFocusCallback ] ---
/** Unsafe version of: {@link #glfwSetWindowFocusCallback SetWindowFocusCallback} */
public static long nglfwSetWindowFocusCallback(long window, long cbfun) {
long __functionAddress = Functions.SetWindowFocusCallback;
if (CHECKS) {
check(window);
}
return invokePPP(__functionAddress, window, cbfun);
}
/**
* Sets the focus callback of the specified window, which is called when the window gains or loses input focus.
*
* After the focus callback is called for a window that lost input focus, synthetic key and mouse button release events will be generated for all such
* that had been pressed. For more information, see {@link #glfwSetKeyCallback SetKeyCallback} and {@link #glfwSetMouseButtonCallback SetMouseButtonCallback}.
*
* This function must only be called from the main thread.
*
* @param window the window whose callback to set
* @param cbfun the new callback or {@code NULL} to remove the currently set callback
*
* @return the previously set callback, or {@code NULL} if no callback was set or the library had not been
* initialized
*
* @since version 3.0
*/
public static GLFWWindowFocusCallback glfwSetWindowFocusCallback(long window, GLFWWindowFocusCallbackI cbfun) {
return GLFWWindowFocusCallback.create(nglfwSetWindowFocusCallback(window, memAddressSafe(cbfun)));
}
// --- [ glfwSetWindowIconifyCallback ] ---
/** Unsafe version of: {@link #glfwSetWindowIconifyCallback SetWindowIconifyCallback} */
public static long nglfwSetWindowIconifyCallback(long window, long cbfun) {
long __functionAddress = Functions.SetWindowIconifyCallback;
if (CHECKS) {
check(window);
}
return invokePPP(__functionAddress, window, cbfun);
}
/**
* Sets the iconification callback of the specified window, which is called when the window is iconified or restored.
*
* This function must only be called from the main thread.
*
* @param window the window whose callback to set
* @param cbfun the new callback or {@code NULL} to remove the currently set callback
*
* @return the previously set callback, or {@code NULL} if no callback was set or the library had not been
* initialized
*
* @since version 3.0
*/
public static GLFWWindowIconifyCallback glfwSetWindowIconifyCallback(long window, GLFWWindowIconifyCallbackI cbfun) {
return GLFWWindowIconifyCallback.create(nglfwSetWindowIconifyCallback(window, memAddressSafe(cbfun)));
}
// --- [ glfwSetWindowMaximizeCallback ] ---
/** Unsafe version of: {@link #glfwSetWindowMaximizeCallback SetWindowMaximizeCallback} */
public static long nglfwSetWindowMaximizeCallback(long window, long cbfun) {
long __functionAddress = Functions.SetWindowMaximizeCallback;
if (CHECKS) {
check(window);
}
return invokePPP(__functionAddress, window, cbfun);
}
/**
* Sets the maximization callback of the specified window, which is called when the window is maximized or restored.
*
* This function must only be called from the main thread.
*
* @param window the window whose callback to set
* @param cbfun the new callback or {@code NULL} to remove the currently set callback
*
* @return the previously set callback, or {@code NULL} if no callback was set or the library had not been
* initialized
*
* @since version 3.3
*/
public static GLFWWindowMaximizeCallback glfwSetWindowMaximizeCallback(long window, GLFWWindowMaximizeCallbackI cbfun) {
return GLFWWindowMaximizeCallback.create(nglfwSetWindowMaximizeCallback(window, memAddressSafe(cbfun)));
}
// --- [ glfwSetFramebufferSizeCallback ] ---
/** Unsafe version of: {@link #glfwSetFramebufferSizeCallback SetFramebufferSizeCallback} */
public static long nglfwSetFramebufferSizeCallback(long window, long cbfun) {
long __functionAddress = Functions.SetFramebufferSizeCallback;
if (CHECKS) {
check(window);
}
return invokePPP(__functionAddress, window, cbfun);
}
/**
* Sets the framebuffer resize callback of the specified window, which is called when the framebuffer of the specified window is resized.
*
* This function must only be called from the main thread.
*
* @param window the window whose callback to set
* @param cbfun the new callback or {@code NULL} to remove the currently set callback
*
* @return the previously set callback, or {@code NULL} if no callback was set or the library had not been
* initialized
*
* @since version 3.0
*/
public static GLFWFramebufferSizeCallback glfwSetFramebufferSizeCallback(long window, GLFWFramebufferSizeCallbackI cbfun) {
return GLFWFramebufferSizeCallback.create(nglfwSetFramebufferSizeCallback(window, memAddressSafe(cbfun)));
}
// --- [ glfwPollEvents ] ---
/**
* Processes all pending events.
*
* This function processes only those events that are already in the event queue and then returns immediately. Processing events will cause the window and
* input callbacks associated with those events to be called.
*
* On some platforms, a window move, resize or menu operation will cause event processing to block. This is due to how event processing is designed on
* those platforms. You can use the window refresh callback to redraw the
* contents of your window when necessary during such operations.
*
* On some platforms, certain events are sent directly to the application without going through the event queue, causing callbacks to be called outside of
* a call to one of the event processing functions.
*
* Event processing is not required for joystick input to work.
*
* Note
*
*
* - This function must only be called from the main thread.
* - This function must not be called from a callback.
*
*
* @since version 1.0
*/
public static void glfwPollEvents() {
long __functionAddress = Functions.PollEvents;
EventLoop.OnScreen.check();
invokeV(__functionAddress);
}
// --- [ glfwWaitEvents ] ---
/**
* Waits until events are queued and processes them.
*
* This function puts the calling thread to sleep until at least one event is available in the event queue. Once one or more events are available, it
* behaves exactly like {@link #glfwPollEvents PollEvents}, i.e. the events in the queue are processed and the function then returns immediately. Processing events will cause
* the window and input callbacks associated with those events to be called.
*
* Since not all events are associated with callbacks, this function may return without a callback having been called even if you are monitoring all
* callbacks.
*
* On some platforms, a window move, resize or menu operation will cause event processing to block. This is due to how event processing is designed on
* those platforms. You can use the window refresh callback to redraw the
* contents of your window when necessary during such operations.
*
* On some platforms, certain callbacks may be called outside of a call to one of the event processing functions.
*
* If no windows exist, this function returns immediately. For synchronization of threads in applications that do not create windows, use your threading
* library of choice.
*
* Event processing is not required for joystick input to work.
*
* Note
*
*
* - This function must only be called from the main thread.
* - This function must not be called from a callback.
*
*
* @since version 2.5
*/
public static void glfwWaitEvents() {
long __functionAddress = Functions.WaitEvents;
EventLoop.OnScreen.check();
invokeV(__functionAddress);
}
// --- [ glfwWaitEventsTimeout ] ---
/**
* Waits with timeout until events are queued and processes them.
*
* This function puts the calling thread to sleep until at least one event is available in the event queue, or until the specified timeout is reached. If
* one or more events are available, it behaves exactly like {@link #glfwPollEvents PollEvents}, i.e. the events in the queue are processed and the function then returns
* immediately. Processing events will cause the window and input callbacks associated with those events to be called.
*
* The timeout value must be a positive finite number.
*
* Since not all events are associated with callbacks, this function may return without a callback having been called even if you are monitoring all
* callbacks.
*
* On some platforms, a window move, resize or menu operation will cause event processing to block. This is due to how event processing is designed on
* those platforms. You can use the window refresh callback to redraw the contents of your window when necessary during such operations.
*
* On some platforms, certain callbacks may be called outside of a call to one of the event processing functions.
*
* If no windows exist, this function returns immediately. For synchronization of threads in applications that do not create windows, use your threading
* library of choice.
*
* Event processing is not required for joystick input to work.
*
* Note
*
*
* - This function must only be called from the main thread.
* - This function must not be called from a callback.
*
*
* @param timeout the maximum amount of time, in seconds, to wait
*
* @since version 3.2
*/
public static void glfwWaitEventsTimeout(double timeout) {
long __functionAddress = Functions.WaitEventsTimeout;
EventLoop.OnScreen.check();
invokeV(__functionAddress, timeout);
}
// --- [ glfwPostEmptyEvent ] ---
/**
* Posts an empty event from the current thread to the main thread event queue, causing {@link #glfwWaitEvents WaitEvents} or {@link #glfwWaitEventsTimeout WaitEventsTimeout} to return.
*
* If no windows exist, this function returns immediately. For synchronization of threads in applications that do not create windows, use your threading
* library of choice.
*
* This function may be called from any thread.
*
* @since version 3.1
*/
public static void glfwPostEmptyEvent() {
long __functionAddress = Functions.PostEmptyEvent;
invokeV(__functionAddress);
}
// --- [ glfwGetInputMode ] ---
/**
* Returns the value of an input option for the specified window.
*
* This function must only be called from the main thread.
*
* @param window the window to query
* @param mode the input mode whose value to return. One of:
{@link #GLFW_CURSOR CURSOR} {@link #GLFW_STICKY_KEYS STICKY_KEYS} {@link #GLFW_STICKY_MOUSE_BUTTONS STICKY_MOUSE_BUTTONS}
*
* @return the input mode value
*
* @since version 3.0
*/
public static int glfwGetInputMode(long window, int mode) {
long __functionAddress = Functions.GetInputMode;
if (CHECKS) {
check(window);
}
return invokePI(__functionAddress, window, mode);
}
// --- [ glfwSetInputMode ] ---
/**
* Sets an input option for the specified window.
*
* If {@code mode} is {@link #GLFW_CURSOR CURSOR}, the value must be one of the following cursor modes:
*
*
* - {@link #GLFW_CURSOR_NORMAL CURSOR_NORMAL} makes the cursor visible and behaving normally.
* - {@link #GLFW_CURSOR_HIDDEN CURSOR_HIDDEN} makes the cursor invisible when it is over the client area of the window but does not restrict the cursor from leaving.
* - {@link #GLFW_CURSOR_DISABLED CURSOR_DISABLED} hides and grabs the cursor, providing virtual and unlimited cursor movement. This is useful for implementing for example 3D camera
* controls.
*
*
* If {@code mode} is {@link #GLFW_STICKY_KEYS STICKY_KEYS}, the value must be either {@link #GLFW_TRUE TRUE} to enable sticky keys, or {@link #GLFW_FALSE FALSE} to disable it. If sticky keys are
* enabled, a key press will ensure that {@link #glfwGetKey GetKey} returns {@link #GLFW_PRESS PRESS} the next time it is called even if the key had been released before the call. This is
* useful when you are only interested in whether keys have been pressed but not when or in which order.
*
* If {@code mode} is {@link #GLFW_STICKY_MOUSE_BUTTONS STICKY_MOUSE_BUTTONS}, the value must be either {@link #GLFW_TRUE TRUE} to enable sticky mouse buttons, or {@link #GLFW_FALSE FALSE} to
* disable it. If sticky mouse buttons are enabled, a mouse button press will ensure that {@link #glfwGetMouseButton GetMouseButton} returns {@link #GLFW_PRESS PRESS} the next
* time it is called even if the mouse button had been released before the call. This is useful when you are only interested in whether mouse buttons have
* been pressed but not when or in which order.
*
* This function must only be called from the main thread.
*
* @param window the window whose input mode to set
* @param mode the input mode to set. One of:
{@link #GLFW_CURSOR CURSOR} {@link #GLFW_STICKY_KEYS STICKY_KEYS} {@link #GLFW_STICKY_MOUSE_BUTTONS STICKY_MOUSE_BUTTONS}
* @param value the new value of the specified input mode
*
* @since GFLW 3.0
*/
public static void glfwSetInputMode(long window, int mode, int value) {
long __functionAddress = Functions.SetInputMode;
if (CHECKS) {
check(window);
}
invokePV(__functionAddress, window, mode, value);
}
// --- [ glfwGetKeyName ] ---
/** Unsafe version of: {@link #glfwGetKeyName GetKeyName} */
public static long nglfwGetKeyName(int key, int scancode) {
long __functionAddress = Functions.GetKeyName;
return invokeP(__functionAddress, key, scancode);
}
/**
* Returns the layout-specific name of the specified printable key.
*
* This function returns the name of the specified printable key, encoded as UTF-8. This is typically the character that key would produce without any
* modifier keys, intended for displaying key bindings to the user. For dead keys, it is typically the diacritic it would add to a character.
*
* Do not use this function for text input. You will break text input for many languages even if it happens to work for yours.
*
* If the key is {@link #GLFW_KEY_UNKNOWN KEY_UNKNOWN}, the scancode is used to identify the key, otherwise the scancode is ignored. If you specify a non-printable key, or
* {@link #GLFW_KEY_UNKNOWN KEY_UNKNOWN} and a scancode that maps to a non-printable key, this function returns {@code NULL} but does not emit an error.
*
* This behavior allows you to always pass in the arguments in the key callback without modification.
*
* The printable keys are:
*
*
* - {@link #GLFW_KEY_APOSTROPHE KEY_APOSTROPHE}
* - {@link #GLFW_KEY_COMMA KEY_COMMA}
* - {@link #GLFW_KEY_MINUS KEY_MINUS}
* - {@link #GLFW_KEY_PERIOD KEY_PERIOD}
* - {@link #GLFW_KEY_SLASH KEY_SLASH}
* - {@link #GLFW_KEY_SEMICOLON KEY_SEMICOLON}
* - {@link #GLFW_KEY_EQUAL KEY_EQUAL}
* - {@link #GLFW_KEY_LEFT_BRACKET KEY_LEFT_BRACKET}
* - {@link #GLFW_KEY_RIGHT_BRACKET KEY_RIGHT_BRACKET}
* - {@link #GLFW_KEY_BACKSLASH KEY_BACKSLASH}
* - {@link #GLFW_KEY_WORLD_1 KEY_WORLD_1}
* - {@link #GLFW_KEY_WORLD_2 KEY_WORLD_2}
* - {@link #GLFW_KEY_0 KEY_0} to {@link #GLFW_KEY_9 KEY_9}
* - {@link #GLFW_KEY_A KEY_A} to {@link #GLFW_KEY_Z KEY_Z}
* - {@link #GLFW_KEY_KP_0 KEY_KP_0} to {@link #GLFW_KEY_KP_9 KEY_KP_9}
* - {@link #GLFW_KEY_KP_DECIMAL KEY_KP_DECIMAL}
* - {@link #GLFW_KEY_KP_DIVIDE KEY_KP_DIVIDE}
* - {@link #GLFW_KEY_KP_MULTIPLY KEY_KP_MULTIPLY}
* - {@link #GLFW_KEY_KP_SUBTRACT KEY_KP_SUBTRACT}
* - {@link #GLFW_KEY_KP_ADD KEY_KP_ADD}
* - {@link #GLFW_KEY_KP_EQUAL KEY_KP_EQUAL}
*
*
* Names for printable keys depend on keyboard layout, while names for non-printable keys are the same across layouts but depend on the application
* language and should be localized along with other user interface text.
*
* The returned string is allocated and freed by GLFW. You should not free it yourself. It is valid until the next call to {@link #glfwGetKeyName GetKeyName}, or until the
* library is terminated.
*
* This function must only be called from the main thread.
*
* @param key the key to query, or {@link #GLFW_KEY_UNKNOWN KEY_UNKNOWN}
* @param scancode the scancode of the key to query
*
* @return the UTF-8 encoded, layout-specific name of the key, or {@code NULL}
*
* @since version 3.2
*/
public static String glfwGetKeyName(int key, int scancode) {
long __result = nglfwGetKeyName(key, scancode);
return memUTF8(__result);
}
// --- [ glfwGetKeyScancode ] ---
/**
* Returns the platform dependent scancode of the specified key.
*
* This function returns the platform dependent scancode of the specified key. This is intended for platform specific default keybindings.
*
* If the key is {@link #GLFW_KEY_UNKNOWN KEY_UNKNOWN} or does not exist on the keyboard this method will return {@code -1}.
*
* This function may be called from any thread.
*
* @param key the key to query, or {@link #GLFW_KEY_UNKNOWN KEY_UNKNOWN}
*
* @return the platform dependent scancode for the key, or {@code -1} if an errror occurred
*
* @since version 3.3
*/
public static int glfwGetKeyScancode(int key) {
long __functionAddress = Functions.GetKeyScancode;
return invokeI(__functionAddress, key);
}
// --- [ glfwGetKey ] ---
/**
* Returns the last state reported for the specified key to the specified window. The returned state is one of {@link #GLFW_PRESS PRESS} or {@link #GLFW_RELEASE RELEASE}. The higher-level action
* {@link #GLFW_REPEAT REPEAT} is only reported to the key callback.
*
* If the {@link #GLFW_STICKY_KEYS STICKY_KEYS} input mode is enabled, this function returns {@link #GLFW_PRESS PRESS} the first time you call it for a key that was pressed, even if that
* key has already been released.
*
* The key functions deal with physical keys, with key tokens named after their use on the standard US keyboard layout. If you want to input text, use the
* Unicode character callback instead.
*
* The modifier key bit masks are not key tokens and cannot be used with this function.
*
* Do not use this function to implement text input.
*
* Note
*
*
* - This function must only be called from the main thread.
* - {@link #GLFW_KEY_UNKNOWN KEY_UNKNOWN} is not a valid key for this function.
*
*
* @param window the desired window
* @param key the desired keyboard key
*
* @return one of {@link #GLFW_PRESS PRESS} or {@link #GLFW_RELEASE RELEASE}
*
* @since version 1.0
*/
public static int glfwGetKey(long window, int key) {
long __functionAddress = Functions.GetKey;
if (CHECKS) {
check(window);
}
return invokePI(__functionAddress, window, key);
}
// --- [ glfwGetMouseButton ] ---
/**
* Returns the last state reported for the specified mouse button to the specified window. The returned state is one of {@link #GLFW_PRESS PRESS} or {@link #GLFW_RELEASE RELEASE}. The
* higher-level action {@link #GLFW_REPEAT REPEAT} is only reported to the mouse button callback.
*
* If the {@link #GLFW_STICKY_MOUSE_BUTTONS STICKY_MOUSE_BUTTONS} input mode is enabled, this function returns {@link #GLFW_PRESS PRESS} the first time you call it for a mouse button that has been pressed,
* even if that mouse button has already been released.
*
* This function must only be called from the main thread.
*
* @param window the desired window
* @param button the desired mouse button
*
* @return one of {@link #GLFW_PRESS PRESS} or {@link #GLFW_RELEASE RELEASE}
*
* @since version 1.0
*/
public static int glfwGetMouseButton(long window, int button) {
long __functionAddress = Functions.GetMouseButton;
if (CHECKS) {
check(window);
}
return invokePI(__functionAddress, window, button);
}
// --- [ glfwGetCursorPos ] ---
/** Unsafe version of: {@link #glfwGetCursorPos GetCursorPos} */
public static void nglfwGetCursorPos(long window, long xpos, long ypos) {
long __functionAddress = Functions.GetCursorPos;
if (CHECKS) {
check(window);
}
invokePPPV(__functionAddress, window, xpos, ypos);
}
/**
* Returns the position of the cursor, in screen coordinates, relative to the upper-left corner of the client area of the specified window.
*
* If the cursor is disabled (with {@link #GLFW_CURSOR_DISABLED CURSOR_DISABLED}) then the cursor position is unbounded and limited only by the minimum and maximum values of a
* double.
*
* The coordinates can be converted to their integer equivalents with the {@link Math#floor} function. Casting directly to an integer type works for positive
* coordinates, but fails for negative ones.
*
* Any or all of the position arguments may be {@code NULL}. If an error occurs, all non-{@code NULL} position arguments will be set to zero.
*
* This function must only be called from the main thread.
*
* @param window the desired window
* @param xpos where to store the cursor x-coordinate, relative to the left edge of the client area, or {@code NULL}
* @param ypos where to store the cursor y-coordinate, relative to the to top edge of the client area, or {@code NULL}.
*
* @since version 1.0
*/
public static void glfwGetCursorPos(long window, DoubleBuffer xpos, DoubleBuffer ypos) {
if (CHECKS) {
checkSafe(xpos, 1);
checkSafe(ypos, 1);
}
nglfwGetCursorPos(window, memAddressSafe(xpos), memAddressSafe(ypos));
}
// --- [ glfwSetCursorPos ] ---
/**
* Sets the position, in screen coordinates, of the cursor relative to the upper-left corner of the client area of the specified window. The window must
* have input focus. If the window does not have input focus when this function is called, it fails silently.
*
* Do not use this function to implement things like camera controls. GLFW already provides the {@link #GLFW_CURSOR_DISABLED CURSOR_DISABLED} cursor mode that hides the cursor,
* transparently re-centers it and provides unconstrained cursor motion. See {@link #glfwSetInputMode SetInputMode} for more information.
*
* If the cursor mode is {@link #GLFW_CURSOR_DISABLED CURSOR_DISABLED} then the cursor position is unconstrained and limited only by the minimum and maximum values of double.
*
* This function must only be called from the main thread.
*
* @param window the desired window
* @param xpos the desired x-coordinate, relative to the left edge of the client area
* @param ypos the desired y-coordinate, relative to the top edge of the client area
*
* @since version 1.0
*/
public static void glfwSetCursorPos(long window, double xpos, double ypos) {
long __functionAddress = Functions.SetCursorPos;
if (CHECKS) {
check(window);
}
invokePV(__functionAddress, window, xpos, ypos);
}
// --- [ glfwCreateCursor ] ---
/** Unsafe version of: {@link #glfwCreateCursor CreateCursor} */
public static long nglfwCreateCursor(long image, int xhot, int yhot) {
long __functionAddress = Functions.CreateCursor;
if (CHECKS) {
GLFWImage.validate(image);
}
return invokePP(__functionAddress, image, xhot, yhot);
}
/**
* Creates a new custom cursor image that can be set for a window with {@link #glfwSetCursor SetCursor}. The cursor can be destroyed with {@link #glfwDestroyCursor DestroyCursor}. Any remaining
* cursors are destroyed by {@link #glfwTerminate Terminate}.
*
* The pixels are 32-bit, little-endian, non-premultiplied RGBA, i.e. eight bits per channel. They are arranged canonically as packed sequential rows,
* starting from the top-left corner.
*
* The cursor hotspot is specified in pixels, relative to the upper-left corner of the cursor image. Like all other coordinate systems in GLFW, the X-axis
* points to the right and the Y-axis points down.
*
* Note
*
*
* - This function must only be called from the main thread.
* - The specified image data is copied before this function returns.
*
*
* @param image the desired cursor image
* @param xhot the desired x-coordinate, in pixels, of the cursor hotspot
* @param yhot the desired y-coordinate, in pixels, of the cursor hotspot
*
* @return the handle of the created cursor, or {@code NULL} if an error occurred
*
* @since version 3.1
*/
public static long glfwCreateCursor(GLFWImage image, int xhot, int yhot) {
return nglfwCreateCursor(image.address(), xhot, yhot);
}
// --- [ glfwCreateStandardCursor ] ---
/**
* Returns a cursor with a standard shape, that can be set for a window with {@link #glfwSetCursor SetCursor}.
*
* Note
*
*
* - This function must only be called from the main thread.
* - The specified image data is copied before this function returns.
*
*
* @param shape one of the standard shapes. One of:
{@link #GLFW_ARROW_CURSOR ARROW_CURSOR} {@link #GLFW_IBEAM_CURSOR IBEAM_CURSOR} {@link #GLFW_CROSSHAIR_CURSOR CROSSHAIR_CURSOR} {@link #GLFW_HAND_CURSOR HAND_CURSOR} {@link #GLFW_HRESIZE_CURSOR HRESIZE_CURSOR} {@link #GLFW_VRESIZE_CURSOR VRESIZE_CURSOR}
*
* @return a new cursor ready to use or {@code NULL} if an error occurred
*
* @since version 3.1
*/
public static long glfwCreateStandardCursor(int shape) {
long __functionAddress = Functions.CreateStandardCursor;
return invokeP(__functionAddress, shape);
}
// --- [ glfwDestroyCursor ] ---
/**
* Destroys a cursor previously created with {@link #glfwCreateCursor CreateCursor}. Any remaining cursors will be destroyed by {@link #glfwTerminate Terminate}.
*
* Note
*
*
* - This function must only be called from the main thread.
* - This function must not be called from a callback.
*
*
* @param cursor the cursor object to destroy
*
* @since version 3.1
*/
public static void glfwDestroyCursor(long cursor) {
long __functionAddress = Functions.DestroyCursor;
if (CHECKS) {
check(cursor);
}
invokePV(__functionAddress, cursor);
}
// --- [ glfwSetCursor ] ---
/**
* Sets the cursor image to be used when the cursor is over the client area of the specified window. The set cursor will only be visible when the
* cursor mode of the window is {@link #GLFW_CURSOR_NORMAL CURSOR_NORMAL}.
*
* On some platforms, the set cursor may not be visible unless the window also has input focus.
*
* This function must only be called from the main thread.
*
* @param window the window to set the system cursor for
* @param cursor the cursor to set, or {@code NULL} to switch back to the default arrow cursor
*
* @since version 3.1
*/
public static void glfwSetCursor(long window, long cursor) {
long __functionAddress = Functions.SetCursor;
if (CHECKS) {
check(window);
}
invokePPV(__functionAddress, window, cursor);
}
// --- [ glfwSetKeyCallback ] ---
/** Unsafe version of: {@link #glfwSetKeyCallback SetKeyCallback} */
public static long nglfwSetKeyCallback(long window, long cbfun) {
long __functionAddress = Functions.SetKeyCallback;
if (CHECKS) {
check(window);
}
return invokePPP(__functionAddress, window, cbfun);
}
/**
* Sets the key callback of the specified window, which is called when a key is pressed, repeated or released.
*
* The key functions deal with physical keys, with layout independent key tokens named after their values in the standard US keyboard layout. If you want
* to input text, use {@link #glfwSetCharCallback SetCharCallback} instead.
*
* When a window loses input focus, it will generate synthetic key release events for all pressed keys. You can tell these events from user-generated
* events by the fact that the synthetic ones are generated after the focus loss event has been processed, i.e. after the window focus callback has been
* called.
*
* The scancode of a key is specific to that platform or sometimes even to that machine. Scancodes are intended to allow users to bind keys that don't have
* a GLFW key token. Such keys have {@code key} set to {@link #GLFW_KEY_UNKNOWN KEY_UNKNOWN}, their state is not saved and so it cannot be queried with {@link #glfwGetKey GetKey}.
*
* Sometimes GLFW needs to generate synthetic key events, in which case the scancode may be zero.
*
* This function must only be called from the main thread.
*
* @param window the window whose callback to set
* @param cbfun the new callback or {@code NULL} to remove the currently set callback
*
* @return the previously set callback, or {@code NULL} if no callback was set
*
* @since version 1.0
*/
public static GLFWKeyCallback glfwSetKeyCallback(long window, GLFWKeyCallbackI cbfun) {
return GLFWKeyCallback.create(nglfwSetKeyCallback(window, memAddressSafe(cbfun)));
}
// --- [ glfwSetCharCallback ] ---
/** Unsafe version of: {@link #glfwSetCharCallback SetCharCallback} */
public static long nglfwSetCharCallback(long window, long cbfun) {
long __functionAddress = Functions.SetCharCallback;
if (CHECKS) {
check(window);
}
return invokePPP(__functionAddress, window, cbfun);
}
/**
* Sets the character callback of the specified window, which is called when a Unicode character is input.
*
* The character callback is intended for Unicode text input. As it deals with characters, it is keyboard layout dependent, whereas {@link #glfwSetKeyCallback SetKeyCallback} is
* not. Characters do not map 1:1 to physical keys, as a key may produce zero, one or more characters. If you want to know whether a specific physical key
* was pressed or released, see the key callback instead.
*
* The character callback behaves as system text input normally does and will not be called if modifier keys are held down that would prevent normal text
* input on that platform, for example a Super (Command) key on macOS or Alt key on Windows. There is {@link #glfwSetCharModsCallback SetCharModsCallback} that receives these events.
*
* This function must only be called from the main thread.
*
* @param window the window whose callback to set
* @param cbfun the new callback or {@code NULL} to remove the currently set callback
*
* @return the previously set callback, or {@code NULL} if no callback was set
*
* @since version 2.4
*/
public static GLFWCharCallback glfwSetCharCallback(long window, GLFWCharCallbackI cbfun) {
return GLFWCharCallback.create(nglfwSetCharCallback(window, memAddressSafe(cbfun)));
}
// --- [ glfwSetCharModsCallback ] ---
/** Unsafe version of: {@link #glfwSetCharModsCallback SetCharModsCallback} */
public static long nglfwSetCharModsCallback(long window, long cbfun) {
long __functionAddress = Functions.SetCharModsCallback;
if (CHECKS) {
check(window);
}
return invokePPP(__functionAddress, window, cbfun);
}
/**
* Sets the character with modifiers callback of the specified window, which is called when a Unicode character is input regardless of what modifier keys
* are used.
*
* The character with modifiers callback is intended for implementing custom Unicode character input. For regular Unicode text input, see
* {@link #glfwSetCharCallback SetCharCallback}. Like the character callback, the character with modifiers callback deals with characters and is keyboard layout dependent.
* Characters do not map 1:1 to physical keys, as a key may produce zero, one or more characters. If you want to know whether a specific physical key was
* pressed or released, see {@link #glfwSetKeyCallback SetKeyCallback} instead.
*
* This function must only be called from the main thread.
*
* @param window the window whose callback to set
* @param cbfun the new callback or {@code NULL} to remove the currently set callback
*
* @return the previously set callback, or {@code NULL} if no callback was set
*
* @since version 3.1
*/
public static GLFWCharModsCallback glfwSetCharModsCallback(long window, GLFWCharModsCallbackI cbfun) {
return GLFWCharModsCallback.create(nglfwSetCharModsCallback(window, memAddressSafe(cbfun)));
}
// --- [ glfwSetMouseButtonCallback ] ---
/** Unsafe version of: {@link #glfwSetMouseButtonCallback SetMouseButtonCallback} */
public static long nglfwSetMouseButtonCallback(long window, long cbfun) {
long __functionAddress = Functions.SetMouseButtonCallback;
if (CHECKS) {
check(window);
}
return invokePPP(__functionAddress, window, cbfun);
}
/**
* Sets the mouse button callback of the specified window, which is called when a mouse button is pressed or released.
*
* When a window loses input focus, it will generate synthetic mouse button release events for all pressed mouse buttons. You can tell these events from
* user-generated events by the fact that the synthetic ones are generated after the focus loss event has been processed, i.e. after the window focus
* callback has been called.
*
* This function must only be called from the main thread.
*
* @param window the window whose callback to set
* @param cbfun the new callback or {@code NULL} to remove the currently set callback
*
* @return the previously set callback, or {@code NULL} if no callback was set
*
* @since version 1.0
*/
public static GLFWMouseButtonCallback glfwSetMouseButtonCallback(long window, GLFWMouseButtonCallbackI cbfun) {
return GLFWMouseButtonCallback.create(nglfwSetMouseButtonCallback(window, memAddressSafe(cbfun)));
}
// --- [ glfwSetCursorPosCallback ] ---
/** Unsafe version of: {@link #glfwSetCursorPosCallback SetCursorPosCallback} */
public static long nglfwSetCursorPosCallback(long window, long cbfun) {
long __functionAddress = Functions.SetCursorPosCallback;
if (CHECKS) {
check(window);
}
return invokePPP(__functionAddress, window, cbfun);
}
/**
* Sets the cursor position callback of the specified window, which is called when the cursor is moved. The callback is provided with the position, in
* screen coordinates, relative to the upper-left corner of the client area of the window.
*
* This function must only be called from the main thread.
*
* @param window the window whose callback to set
* @param cbfun the new callback or {@code NULL} to remove the currently set callback
*
* @return the previously set callback, or {@code NULL} if no callback was set
*
* @since version 1.0
*/
public static GLFWCursorPosCallback glfwSetCursorPosCallback(long window, GLFWCursorPosCallbackI cbfun) {
return GLFWCursorPosCallback.create(nglfwSetCursorPosCallback(window, memAddressSafe(cbfun)));
}
// --- [ glfwSetCursorEnterCallback ] ---
/** Unsafe version of: {@link #glfwSetCursorEnterCallback SetCursorEnterCallback} */
public static long nglfwSetCursorEnterCallback(long window, long cbfun) {
long __functionAddress = Functions.SetCursorEnterCallback;
if (CHECKS) {
check(window);
}
return invokePPP(__functionAddress, window, cbfun);
}
/**
* Sets the cursor boundary crossing callback of the specified window, which is called when the cursor enters or leaves the client area of the window.
*
* This function must only be called from the main thread.
*
* @param window the window whose callback to set
* @param cbfun the new callback or {@code NULL} to remove the currently set callback
*
* @return the previously set callback, or {@code NULL} if no callback was set
*
* @since version 3.0
*/
public static GLFWCursorEnterCallback glfwSetCursorEnterCallback(long window, GLFWCursorEnterCallbackI cbfun) {
return GLFWCursorEnterCallback.create(nglfwSetCursorEnterCallback(window, memAddressSafe(cbfun)));
}
// --- [ glfwSetScrollCallback ] ---
/** Unsafe version of: {@link #glfwSetScrollCallback SetScrollCallback} */
public static long nglfwSetScrollCallback(long window, long cbfun) {
long __functionAddress = Functions.SetScrollCallback;
if (CHECKS) {
check(window);
}
return invokePPP(__functionAddress, window, cbfun);
}
/**
* Sets the scroll callback of the specified window, which is called when a scrolling device is used.
*
* The scroll callback receives all scrolling input, like that from a mouse wheel or a touchpad scrolling area.
*
* This function must only be called from the main thread.
*
* @param window the window whose callback to set
* @param cbfun the new callback or {@code NULL} to remove the currently set callback
*
* @return the previously set callback, or {@code NULL} if no callback was set
*
* @since version 2.1
*/
public static GLFWScrollCallback glfwSetScrollCallback(long window, GLFWScrollCallbackI cbfun) {
return GLFWScrollCallback.create(nglfwSetScrollCallback(window, memAddressSafe(cbfun)));
}
// --- [ glfwSetDropCallback ] ---
/** Unsafe version of: {@link #glfwSetDropCallback SetDropCallback} */
public static long nglfwSetDropCallback(long window, long cbfun) {
long __functionAddress = Functions.SetDropCallback;
if (CHECKS) {
check(window);
}
return invokePPP(__functionAddress, window, cbfun);
}
/**
* Sets the file drop callback of the specified window, which is called when one or more dragged files are dropped on the window.
*
* Because the path array and its strings may have been generated specifically for that event, they are not guaranteed to be valid after the callback has
* returned. If you wish to use them after the callback returns, you need to make a deep copy.
*
* This function must only be called from the main thread.
*
* @param window the window whose callback to set
* @param cbfun the new callback or {@code NULL} to remove the currently set callback
*
* @return the previously set callback, or {@code NULL} if no callback was set
*
* @since version 3.1
*/
public static GLFWDropCallback glfwSetDropCallback(long window, GLFWDropCallbackI cbfun) {
return GLFWDropCallback.create(nglfwSetDropCallback(window, memAddressSafe(cbfun)));
}
// --- [ glfwJoystickPresent ] ---
/**
* Returns whether the specified joystick is present.
*
* This function must only be called from the main thread.
*
* @param jid joystick to query
*
* @return {@link #GLFW_TRUE TRUE} if the joystick is present, or {@link #GLFW_FALSE FALSE} otherwise
*
* @since version 3.0
*/
public static boolean glfwJoystickPresent(int jid) {
long __functionAddress = Functions.JoystickPresent;
return invokeI(__functionAddress, jid) != 0;
}
// --- [ glfwGetJoystickAxes ] ---
/**
* Unsafe version of: {@link #glfwGetJoystickAxes GetJoystickAxes}
*
* @param count where to store the number of axis values in the returned array. This is set to zero if the joystick is not present or an error occurred.
*/
public static long nglfwGetJoystickAxes(int jid, long count) {
long __functionAddress = Functions.GetJoystickAxes;
return invokePP(__functionAddress, jid, count);
}
/**
* Returns the values of all axes of the specified joystick. Each element in the array is a value between -1.0 and 1.0.
*
* Querying a joystick ID with no device present is not an error, but will cause this function to return {@code NULL}. Call {@link #glfwJoystickPresent JoystickPresent} to check device
* presence.
*
* The returned array is allocated and freed by GLFW. You should not free it yourself. It is valid until the specified joystick is disconnected, this
* function is called again for that joystick or the library is terminated.
*
* This function must only be called from the main thread.
*
* @param jid the joystick to query
*
* @return an array of axis values, or {@code NULL} if the joystick is not present
*
* @since version 2.2
*/
public static FloatBuffer glfwGetJoystickAxes(int jid) {
MemoryStack stack = stackGet(); int stackPointer = stack.getPointer();
IntBuffer count = stack.callocInt(1);
try {
long __result = nglfwGetJoystickAxes(jid, memAddress(count));
return memFloatBuffer(__result, count.get(0));
} finally {
stack.setPointer(stackPointer);
}
}
// --- [ glfwGetJoystickButtons ] ---
/**
* Unsafe version of: {@link #glfwGetJoystickButtons GetJoystickButtons}
*
* @param count where to store the number of button states in the returned array. This is set to zero if the joystick is not present or an error occurred.
*/
public static long nglfwGetJoystickButtons(int jid, long count) {
long __functionAddress = Functions.GetJoystickButtons;
return invokePP(__functionAddress, jid, count);
}
/**
* Returns the state of all buttons of the specified joystick. Each element in the array is either {@link #GLFW_PRESS PRESS} or {@link #GLFW_RELEASE RELEASE}.
*
* For backward compatibility with earlier versions that did not have {@link #glfwGetJoystickHats GetJoystickHats}, the button array also includes all hats, each represented as four
* buttons. The hats are in the same order as returned by {@link #glfwGetJoystickHats GetJoystickHats} and are in the order up, right, down and left. To disable these extra
* buttons, set the {@link #GLFW_JOYSTICK_HAT_BUTTONS JOYSTICK_HAT_BUTTONS} init hint before initialization.
*
* Querying a joystick ID with no device present is not an error, but will cause this function to return {@code NULL}. Call {@link #glfwJoystickPresent JoystickPresent} to check device
* presence.
*
* The returned array is allocated and freed by GLFW. You should not free it yourself. It is valid until the specified joystick is disconnected, this
* function is called again for that joystick or the library is terminated.
*
* This function must only be called from the main thread.
*
* @param jid the joystick to query
*
* @return an array of button states, or {@code NULL} if the joystick is not present
*
* @since version 2.2
*/
public static ByteBuffer glfwGetJoystickButtons(int jid) {
MemoryStack stack = stackGet(); int stackPointer = stack.getPointer();
IntBuffer count = stack.callocInt(1);
try {
long __result = nglfwGetJoystickButtons(jid, memAddress(count));
return memByteBuffer(__result, count.get(0));
} finally {
stack.setPointer(stackPointer);
}
}
// --- [ glfwGetJoystickHats ] ---
/**
* Unsafe version of: {@link #glfwGetJoystickHats GetJoystickHats}
*
* @param count where to store the number of hat states in the returned array. This is set to zero if the joystick is not present or an error occurred.
*/
public static long nglfwGetJoystickHats(int jid, long count) {
long __functionAddress = Functions.GetJoystickHats;
return invokePP(__functionAddress, jid, count);
}
/**
* Returns the state of all hats of the specified joystick.
*
* This function returns the state of all hats of the specified joystick. Each element in the array is one of the following values:
*
*
* Name | Value
* ------------------- | ------------------------------
* GLFW_HAT_CENTERED | 0
* GLFW_HAT_UP | 1
* GLFW_HAT_RIGHT | 2
* GLFW_HAT_DOWN | 4
* GLFW_HAT_LEFT | 8
* GLFW_HAT_RIGHT_UP | GLFW_HAT_RIGHT | GLFW_HAT_UP
* GLFW_HAT_RIGHT_DOWN | GLFW_HAT_RIGHT | GLFW_HAT_DOWN
* GLFW_HAT_LEFT_UP | GLFW_HAT_LEFT | GLFW_HAT_UP
* GLFW_HAT_LEFT_DOWN | GLFW_HAT_LEFT | GLFW_HAT_DOWN
*
* 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.
*
*
* if (hats[2] & GLFW_HAT_RIGHT)
* {
* // State of hat 2 could be right-up, right or right-down
* }
*
* Querying a joystick ID with no device present is not an error, but will cause this function to return {@code NULL}. Call {@link #glfwJoystickPresent JoystickPresent} to check device
* presence.
*
* Note
*
*
* - Linux: Joystick hats are currently unimplemented.
* - The returned array is allocated and freed by GLFW. You * should not free it yourself. It is valid until the specified joystick is * disconnected, this function is called again for that joystick or the library * is terminated.
* - This function must only be called from the main thread.
*
*
* @param jid the joystick to query
*
* @return an array of hat states, or {@code NULL} if the joystick is not present or an error occurred
*
* @since version 3.3
*/
public static ByteBuffer glfwGetJoystickHats(int jid) {
MemoryStack stack = stackGet(); int stackPointer = stack.getPointer();
IntBuffer count = stack.callocInt(1);
try {
long __result = nglfwGetJoystickHats(jid, memAddress(count));
return memByteBuffer(__result, count.get(0));
} finally {
stack.setPointer(stackPointer);
}
}
// --- [ glfwGetJoystickName ] ---
/** Unsafe version of: {@link #glfwGetJoystickName GetJoystickName} */
public static long nglfwGetJoystickName(int jid) {
long __functionAddress = Functions.GetJoystickName;
return invokeP(__functionAddress, jid);
}
/**
* Returns the name, encoded as UTF-8, of the specified joystick.
*
* Querying a joystick ID with no device present is not an error, but will cause this function to return {@code NULL}. Call {@link #glfwJoystickPresent JoystickPresent} to check device
* presence.
*
* The returned string is allocated and freed by GLFW. You should not free it yourself. It is valid until the specified joystick is disconnected, this
* function is called again for that joystick or the library is terminated.
*
* This function must only be called from the main thread.
*
* @param jid the joystick to query
*
* @return the UTF-8 encoded name of the joystick, or {@code NULL} if the joystick is not present
*
* @since version 3.0
*/
public static String glfwGetJoystickName(int jid) {
long __result = nglfwGetJoystickName(jid);
return memUTF8(__result);
}
// --- [ glfwSetJoystickCallback ] ---
/** Unsafe version of: {@link #glfwSetJoystickCallback SetJoystickCallback} */
public static long nglfwSetJoystickCallback(long cbfun) {
long __functionAddress = Functions.SetJoystickCallback;
return invokePP(__functionAddress, cbfun);
}
/**
* Sets the joystick configuration callback, or removes the currently set callback.
*
* This is called when a joystick is connected to or disconnected from the system.
*
* This function must only be called from the main thread.
*
* @param cbfun the new callback, or {@code NULL} to remove the currently set callback
*
* @return the previously set callback, or {@code NULL} if no callback was set or the library had not been initialized
*
* @since version 3.2
*/
public static GLFWJoystickCallback glfwSetJoystickCallback(GLFWJoystickCallbackI cbfun) {
return GLFWJoystickCallback.create(nglfwSetJoystickCallback(memAddressSafe(cbfun)));
}
// --- [ glfwSetClipboardString ] ---
/** Unsafe version of: {@link #glfwSetClipboardString SetClipboardString} */
public static void nglfwSetClipboardString(long window, long string) {
long __functionAddress = Functions.SetClipboardString;
if (CHECKS) {
check(window);
}
invokePPV(__functionAddress, window, string);
}
/**
* Sets the system clipboard to the specified, UTF-8 encoded string.
*
* The specified string is copied before this function returns.
*
* This function must only be called from the main thread.
*
* @param window the window that will own the clipboard contents
* @param string a UTF-8 encoded string
*
* @since version 3.0
*/
public static void glfwSetClipboardString(long window, ByteBuffer string) {
if (CHECKS) {
checkNT1(string);
}
nglfwSetClipboardString(window, memAddress(string));
}
/**
* Sets the system clipboard to the specified, UTF-8 encoded string.
*
* The specified string is copied before this function returns.
*
* This function must only be called from the main thread.
*
* @param window the window that will own the clipboard contents
* @param string a UTF-8 encoded string
*
* @since version 3.0
*/
public static void glfwSetClipboardString(long window, CharSequence string) {
MemoryStack stack = stackGet(); int stackPointer = stack.getPointer();
try {
ByteBuffer stringEncoded = stack.UTF8(string);
nglfwSetClipboardString(window, memAddress(stringEncoded));
} finally {
stack.setPointer(stackPointer);
}
}
// --- [ glfwGetClipboardString ] ---
/** Unsafe version of: {@link #glfwGetClipboardString GetClipboardString} */
public static long nglfwGetClipboardString(long window) {
long __functionAddress = Functions.GetClipboardString;
if (CHECKS) {
check(window);
}
return invokePP(__functionAddress, window);
}
/**
* Returns the contents of the system clipboard, if it contains or is convertible to a UTF-8 encoded string. If the clipboard is empty or if its contents
* cannot be converted, {@code NULL} is returned and a {@link #GLFW_FORMAT_UNAVAILABLE FORMAT_UNAVAILABLE} error is generated.
*
* The returned string is allocated and freed by GLFW. You should not free it yourself. It is valid until the next call to {@link #glfwGetClipboardString GetClipboardString} or
* {@link #glfwSetClipboardString SetClipboardString}, or until the library is terminated.
*
* Note
*
*
* - This function must only be called from the main thread.
* - The returned string is allocated and freed by GLFW. You should not free it yourself.
* - The returned string is valid only until the next call to {@link #glfwGetClipboardString GetClipboardString} or {@link #glfwSetClipboardString SetClipboardString}.
*
*
* @param window the window that will request the clipboard contents
*
* @return the contents of the clipboard as a UTF-8 encoded string, or {@code NULL} if an error occurred
*
* @since version 3.0
*/
public static String glfwGetClipboardString(long window) {
long __result = nglfwGetClipboardString(window);
return memUTF8(__result);
}
// --- [ glfwGetTime ] ---
/**
* Returns the value of the GLFW timer. Unless the timer has been set using {@link #glfwSetTime SetTime}, the timer measures time elapsed since GLFW was initialized.
*
* The resolution of the timer is system dependent, but is usually on the order of a few micro- or nanoseconds. It uses the highest-resolution monotonic
* time source on each supported platform.
*
* This function may be called from any thread. Reading and writing of the internal timer offset is not atomic, so it needs to be externally synchronized
* with calls to {@link #glfwSetTime SetTime}.
*
* @return the current value, in seconds, or zero if an error occurred
*
* @since version 1.0
*/
public static double glfwGetTime() {
long __functionAddress = Functions.GetTime;
return invokeD(__functionAddress);
}
// --- [ glfwSetTime ] ---
/**
* Sets the value of the GLFW timer. It then continues to count up from that value. The value must be a positive finite number less than or equal to
* 18446744073.0, which is approximately 584.5 years.
*
* The upper limit of the timer is calculated as
floor((264 - 1) / 109)
*
* and is due to implementations storing nanoseconds
* in 64 bits. The limit may be increased in the future.
*
* This function may be called from any thread. Reading and writing of the internal timer offset is not atomic, so it needs to be externally synchronized
* with calls to {@link #glfwGetTime GetTime}.
*
* @param time the new value, in seconds
*
* @since version 2.2
*/
public static void glfwSetTime(double time) {
long __functionAddress = Functions.SetTime;
invokeV(__functionAddress, time);
}
// --- [ glfwGetTimerValue ] ---
/**
* Returns the current value of the raw timer.
*
* This function returns the current value of the raw timer, measured in {@code 1 / frequency} seconds. To get the frequency, call {@link #glfwGetTimerFrequency GetTimerFrequency}.
*
* This function may be called from any thread.
*
* @return the value of the timer, or zero if an error occurred
*
* @since version 3.2
*/
public static long glfwGetTimerValue() {
long __functionAddress = Functions.GetTimerValue;
return invokeJ(__functionAddress);
}
// --- [ glfwGetTimerFrequency ] ---
/**
* Returns the frequency, in Hz, of the raw timer.
*
* This function may be called from any thread.
*
* @return the frequency of the timer, in Hz, or zero if an error occurred
*
* @since version 3.2
*/
public static long glfwGetTimerFrequency() {
long __functionAddress = Functions.GetTimerFrequency;
return invokeJ(__functionAddress);
}
// --- [ glfwMakeContextCurrent ] ---
/**
* 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.
*
* By default, making a context non-current implicitly forces a pipeline flush. On machines that support
* GL_KHR_context_flush_control, you can control whether a context
* performs this flush by setting the {@link #GLFW_CONTEXT_RELEASE_BEHAVIOR CONTEXT_RELEASE_BEHAVIOR} window hint.
*
* The specified window must have an OpenGL or OpenGL ES context. Specifying a window without a context will generate a {@link #GLFW_NO_WINDOW_CONTEXT NO_WINDOW_CONTEXT} error.
*
* This function may be called from any thread.
*
* @param window the window whose context to make current, or {@code NULL} to detach the current context
*
* @since version 3.0
*/
public static void glfwMakeContextCurrent(long window) {
long __functionAddress = Functions.MakeContextCurrent;
invokePV(__functionAddress, window);
}
// --- [ glfwGetCurrentContext ] ---
/**
* Returns the window whose OpenGL or OpenGL ES context is current on the calling thread.
*
* This function may be called from any thread.
*
* @return the window whose context is current, or {@code NULL} if no window's context is current
*
* @since version 3.0
*/
public static long glfwGetCurrentContext() {
long __functionAddress = Functions.GetCurrentContext;
return invokeP(__functionAddress);
}
// --- [ glfwSwapBuffers ] ---
/**
* Swaps the front and back buffers of the specified window when rendering with OpenGL or OpenGL ES. If the swap interval is greater than zero, the GPU
* driver waits the specified number of screen updates before swapping the buffers.
*
* The specified window must have an OpenGL or OpenGL ES context. Specifying a window without a context will generate a {@link #GLFW_NO_WINDOW_CONTEXT NO_WINDOW_CONTEXT} error.
*
* This function does not apply to Vulkan. If you are rendering with Vulkan, {@code vkQueuePresentKHR} instead.
*
* EGL: The context of the specified window must be current on the calling thread.
*
* This function may be called from any thread.
*
* @param window the window whose buffers to swap
*
* @since version 1.0
*/
public static void glfwSwapBuffers(long window) {
long __functionAddress = Functions.SwapBuffers;
if (CHECKS) {
check(window);
}
invokePV(__functionAddress, window);
}
// --- [ glfwSwapInterval ] ---
/**
* Sets the swap interval for the current OpenGL or OpenGL ES context, i.e. the number of screen updates to wait from the time {@link #glfwSwapBuffers SwapBuffers} was called
* before swapping the buffers and returning. This is sometimes called vertical synchronization, vertical retrace synchronization or just
* vsync.
*
* Contexts that support either of the WGL_EXT_swap_control_tear and
* GLX_EXT_swap_control_tear 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
* {@link #glfwExtensionSupported ExtensionSupported}. For more information about swap tearing, see the extension specifications.
*
* A context must be current on the calling thread. Calling this function without a current context will cause a {@link #GLFW_NO_CURRENT_CONTEXT NO_CURRENT_CONTEXT} error.
*
* This function does not apply to Vulkan. If you are rendering with Vulkan, see the present mode of your swapchain instead.
*
* Note
*
*
* - This function may be called from any thread.
* - This function is not called during window 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.
* - 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.
*
*
* @param interval the minimum number of screen updates to wait for until the buffers are swapped by {@link #glfwSwapBuffers SwapBuffers}
*
* @since version 1.0
*/
public static void glfwSwapInterval(int interval) {
long __functionAddress = Functions.SwapInterval;
invokeV(__functionAddress, interval);
}
// --- [ glfwExtensionSupported ] ---
/** Unsafe version of: {@link #glfwExtensionSupported ExtensionSupported} */
public static int nglfwExtensionSupported(long extension) {
long __functionAddress = Functions.ExtensionSupported;
return invokePI(__functionAddress, extension);
}
/**
* Returns whether the specified API extension is supported by the current
* OpenGL or OpenGL ES context. It searches both for client API extension and context creation API extensions.
*
* A context must be current on the calling thread. Calling this function without a current context will cause a {@link #GLFW_NO_CURRENT_CONTEXT NO_CURRENT_CONTEXT} error.
*
* As this functions retrieves and searches one or more extension strings each call, it is recommended that you cache its results if it is going to be used
* frequently. The extension strings will not change during the lifetime of a context, so there is no danger in doing this.
*
* This function does not apply to Vulkan. If you are using Vulkan, see {@code glfwGetRequiredInstanceExtensions},
* {@code vkEnumerateInstanceExtensionProperties} and {@code vkEnumerateDeviceExtensionProperties} instead.
*
* This function may be called from any thread.
*
* @param extension the ASCII encoded name of the extension
*
* @return {@link #GLFW_TRUE TRUE} if the extension is available, or {@link #GLFW_FALSE FALSE} otherwise
*
* @since version 1.0
*/
public static boolean glfwExtensionSupported(ByteBuffer extension) {
if (CHECKS) {
checkNT1(extension);
}
return nglfwExtensionSupported(memAddress(extension)) != 0;
}
/**
* Returns whether the specified API extension is supported by the current
* OpenGL or OpenGL ES context. It searches both for client API extension and context creation API extensions.
*
* A context must be current on the calling thread. Calling this function without a current context will cause a {@link #GLFW_NO_CURRENT_CONTEXT NO_CURRENT_CONTEXT} error.
*
* As this functions retrieves and searches one or more extension strings each call, it is recommended that you cache its results if it is going to be used
* frequently. The extension strings will not change during the lifetime of a context, so there is no danger in doing this.
*
* This function does not apply to Vulkan. If you are using Vulkan, see {@code glfwGetRequiredInstanceExtensions},
* {@code vkEnumerateInstanceExtensionProperties} and {@code vkEnumerateDeviceExtensionProperties} instead.
*
* This function may be called from any thread.
*
* @param extension the ASCII encoded name of the extension
*
* @return {@link #GLFW_TRUE TRUE} if the extension is available, or {@link #GLFW_FALSE FALSE} otherwise
*
* @since version 1.0
*/
public static boolean glfwExtensionSupported(CharSequence extension) {
MemoryStack stack = stackGet(); int stackPointer = stack.getPointer();
try {
ByteBuffer extensionEncoded = stack.ASCII(extension);
return nglfwExtensionSupported(memAddress(extensionEncoded)) != 0;
} finally {
stack.setPointer(stackPointer);
}
}
// --- [ glfwGetProcAddress ] ---
/** Unsafe version of: {@link #glfwGetProcAddress GetProcAddress} */
public static long nglfwGetProcAddress(long procname) {
long __functionAddress = Functions.GetProcAddress;
return invokePP(__functionAddress, procname);
}
/**
* Returns the address of the specified OpenGL or OpenGL ES core or extension function, if it is supported by the current context.
*
* A context must be current on the calling thread. Calling this function without a current context will cause a {@link #GLFW_NO_CURRENT_CONTEXT NO_CURRENT_CONTEXT} error.
*
* This function does not apply to Vulkan. If you are rendering with Vulkan, {@code glfwGetInstanceProcAddress}, {@code vkGetInstanceProcAddr} and
* {@code vkGetDeviceProcAddr} instead.
*
* Note
*
*
* - The address of a given function is not guaranteed to be the same between contexts.
* - This function may return a non-{@code NULL} address despite the associated version or extension not being available. Always check the context version or
* extension string first.
* - The returned function pointer is valid until the context is destroyed or the library is terminated.
* - This function may be called from any thread.
*
*
* @param procname the ASCII encoded name of the function
*
* @return the address of the function, or {@code NULL} if an error occured
*
* @since version 1.0
*/
public static long glfwGetProcAddress(ByteBuffer procname) {
if (CHECKS) {
checkNT1(procname);
}
return nglfwGetProcAddress(memAddress(procname));
}
/**
* Returns the address of the specified OpenGL or OpenGL ES core or extension function, if it is supported by the current context.
*
* A context must be current on the calling thread. Calling this function without a current context will cause a {@link #GLFW_NO_CURRENT_CONTEXT NO_CURRENT_CONTEXT} error.
*
* This function does not apply to Vulkan. If you are rendering with Vulkan, {@code glfwGetInstanceProcAddress}, {@code vkGetInstanceProcAddr} and
* {@code vkGetDeviceProcAddr} instead.
*
* Note
*
*
* - The address of a given function is not guaranteed to be the same between contexts.
* - This function may return a non-{@code NULL} address despite the associated version or extension not being available. Always check the context version or
* extension string first.
* - The returned function pointer is valid until the context is destroyed or the library is terminated.
* - This function may be called from any thread.
*
*
* @param procname the ASCII encoded name of the function
*
* @return the address of the function, or {@code NULL} if an error occured
*
* @since version 1.0
*/
public static long glfwGetProcAddress(CharSequence procname) {
MemoryStack stack = stackGet(); int stackPointer = stack.getPointer();
try {
ByteBuffer procnameEncoded = stack.ASCII(procname);
return nglfwGetProcAddress(memAddress(procnameEncoded));
} finally {
stack.setPointer(stackPointer);
}
}
/** Array version of: {@link #glfwGetVersion GetVersion} */
public static void glfwGetVersion(int[] major, int[] minor, int[] rev) {
long __functionAddress = Functions.GetVersion;
if (CHECKS) {
checkSafe(major, 1);
checkSafe(minor, 1);
checkSafe(rev, 1);
}
invokePPPV(__functionAddress, major, minor, rev);
}
/** Array version of: {@link #glfwGetMonitorPos GetMonitorPos} */
public static void glfwGetMonitorPos(long monitor, int[] xpos, int[] ypos) {
long __functionAddress = Functions.GetMonitorPos;
if (CHECKS) {
check(monitor);
checkSafe(xpos, 1);
checkSafe(ypos, 1);
}
invokePPPV(__functionAddress, monitor, xpos, ypos);
}
/** Array version of: {@link #glfwGetMonitorPhysicalSize GetMonitorPhysicalSize} */
public static void glfwGetMonitorPhysicalSize(long monitor, int[] widthMM, int[] heightMM) {
long __functionAddress = Functions.GetMonitorPhysicalSize;
if (CHECKS) {
check(monitor);
checkSafe(widthMM, 1);
checkSafe(heightMM, 1);
}
invokePPPV(__functionAddress, monitor, widthMM, heightMM);
}
/** Array version of: {@link #glfwGetWindowPos GetWindowPos} */
public static void glfwGetWindowPos(long window, int[] xpos, int[] ypos) {
long __functionAddress = Functions.GetWindowPos;
if (CHECKS) {
check(window);
checkSafe(xpos, 1);
checkSafe(ypos, 1);
}
invokePPPV(__functionAddress, window, xpos, ypos);
}
/** Array version of: {@link #glfwGetWindowSize GetWindowSize} */
public static void glfwGetWindowSize(long window, int[] width, int[] height) {
long __functionAddress = Functions.GetWindowSize;
if (CHECKS) {
check(window);
checkSafe(width, 1);
checkSafe(height, 1);
}
invokePPPV(__functionAddress, window, width, height);
}
/** Array version of: {@link #glfwGetFramebufferSize GetFramebufferSize} */
public static void glfwGetFramebufferSize(long window, int[] width, int[] height) {
long __functionAddress = Functions.GetFramebufferSize;
if (CHECKS) {
check(window);
checkSafe(width, 1);
checkSafe(height, 1);
}
invokePPPV(__functionAddress, window, width, height);
}
/** Array version of: {@link #glfwGetWindowFrameSize GetWindowFrameSize} */
public static void glfwGetWindowFrameSize(long window, int[] left, int[] top, int[] right, int[] bottom) {
long __functionAddress = Functions.GetWindowFrameSize;
if (CHECKS) {
check(window);
checkSafe(left, 1);
checkSafe(top, 1);
checkSafe(right, 1);
checkSafe(bottom, 1);
}
invokePPPPPV(__functionAddress, window, left, top, right, bottom);
}
/** Array version of: {@link #glfwGetCursorPos GetCursorPos} */
public static void glfwGetCursorPos(long window, double[] xpos, double[] ypos) {
long __functionAddress = Functions.GetCursorPos;
if (CHECKS) {
check(window);
checkSafe(xpos, 1);
checkSafe(ypos, 1);
}
invokePPPV(__functionAddress, window, xpos, ypos);
}
}