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A multi-platform library for OpenGL, OpenGL ES and Vulkan development on the desktop. It provides a simple API for creating windows, contexts and surfaces, receiving input and events.

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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 javax.annotation.*;

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.MemoryUtil.*;

/** Native bindings to the GLFW library's Win32 native access functions. */
public class GLFWNativeWin32 {

    protected GLFWNativeWin32() {
        throw new UnsupportedOperationException();
    }

    /** Contains the function pointers loaded from {@code GLFW.getLibrary()}. */
    public static final class Functions {

        private Functions() {}

        /** Function address. */
        public static final long
            GetWin32Adapter   = apiGetFunctionAddress(GLFW.getLibrary(), "glfwGetWin32Adapter"),
            GetWin32Monitor   = apiGetFunctionAddress(GLFW.getLibrary(), "glfwGetWin32Monitor"),
            GetWin32Window    = apiGetFunctionAddress(GLFW.getLibrary(), "glfwGetWin32Window"),
            AttachWin32Window = apiGetFunctionAddress(GLFW.getLibrary(), "glfwAttachWin32Window");

    }

    // --- [ glfwGetWin32Adapter ] ---

    /** Unsafe version of: {@link #glfwGetWin32Adapter GetWin32Adapter} */
    public static long nglfwGetWin32Adapter(long monitor) {
        long __functionAddress = Functions.GetWin32Adapter;
        if (CHECKS) {
            check(monitor);
        }
        return invokePP(monitor, __functionAddress);
    }

    /**
     * Returns the adapter device name of the specified monitor.
     * 
     * 

Note: This function may be called from any thread. Access is not synchronized.

* * @param monitor the GLFW monitor * * @return the UTF-8 encoded adapter device name (for example `\\.\DISPLAY1`) of the specified monitor, or {@code NULL} if an error occurred * * @since version 3.1 */ @Nullable @NativeType("char const *") public static String glfwGetWin32Adapter(@NativeType("GLFWmonitor *") long monitor) { long __result = nglfwGetWin32Adapter(monitor); return memUTF8Safe(__result); } // --- [ glfwGetWin32Monitor ] --- /** Unsafe version of: {@link #glfwGetWin32Monitor GetWin32Monitor} */ public static long nglfwGetWin32Monitor(long monitor) { long __functionAddress = Functions.GetWin32Monitor; if (CHECKS) { check(monitor); } return invokePP(monitor, __functionAddress); } /** * Returns the display device name of the specified monitor. * *

Note: This function may be called from any thread. Access is not synchronized.

* * @param monitor the GLFW monitor * * @return the UTF-8 encoded display device name (for example `\\.\DISPLAY1\Monitor0`) of the specified monitor, or {@code NULL} if an error occurred * * @since version 3.1 */ @Nullable @NativeType("char const *") public static String glfwGetWin32Monitor(@NativeType("GLFWmonitor *") long monitor) { long __result = nglfwGetWin32Monitor(monitor); return memUTF8Safe(__result); } // --- [ glfwGetWin32Window ] --- /** * Returns the {@code HWND} of the specified window. * *

Note: This function may be called from any thread. Access is not synchronized.

* * @param window the GLFW window * * @return the {@code HWND} of the specified window, or {@code NULL} if an error occurred * * @since version 3.0 */ @NativeType("HWND") public static long glfwGetWin32Window(@NativeType("GLFWwindow *") long window) { long __functionAddress = Functions.GetWin32Window; if (CHECKS) { check(window); } return invokePP(window, __functionAddress); } // --- [ glfwAttachWin32Window ] --- /** * Wraps an existing {@code HWND} in a new GLFW window object. * *

This function creates a GLFW window object and its associated OpenGL or OpenGL ES context for an existing {@code HWND}. The {@code HWND} is not * destroyed by GLFW.

* *

This function may be called from any thread.

* *

LWJGL: This functionality is experimental and not officially supported by GLFW yet.

* * @param handle the {@code HWND} to attach to the window object * @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 3.3 */ @NativeType("GLFWwindow *") public static long glfwAttachWin32Window(@NativeType("HWND") long handle, @NativeType("GLFWwindow *") long share) { long __functionAddress = Functions.AttachWin32Window; if (CHECKS) { check(handle); } return invokePPP(handle, share, __functionAddress); } }




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