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1000 lines
34 KiB
# Input guide {#input_guide} |
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[TOC] |
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This guide introduces the input related functions of GLFW. For details on |
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a specific function in this category, see the @ref input. There are also guides |
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for the other areas of GLFW. |
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- @ref intro_guide |
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- @ref window_guide |
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- @ref context_guide |
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- @ref vulkan_guide |
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- @ref monitor_guide |
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GLFW provides many kinds of input. While some can only be polled, like time, or |
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only received via callbacks, like scrolling, many provide both callbacks and |
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polling. Callbacks are more work to use than polling but is less CPU intensive |
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and guarantees that you do not miss state changes. |
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All input callbacks receive a window handle. By using the |
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[window user pointer](@ref window_userptr), you can access non-global structures |
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or objects from your callbacks. |
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To get a better feel for how the various events callbacks behave, run the |
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`events` test program. It registers every callback supported by GLFW and prints |
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out all arguments provided for every event, along with time and sequence |
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information. |
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## Event processing {#events} |
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GLFW needs to poll the window system for events both to provide input to the |
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application and to prove to the window system that the application hasn't locked |
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up. Event processing is normally done each frame after |
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[buffer swapping](@ref buffer_swap). Even when you have no windows, event |
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polling needs to be done in order to receive monitor and joystick connection |
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events. |
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There are three functions for processing pending events. @ref glfwPollEvents, |
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processes only those events that have already been received and then returns |
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immediately. |
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```c |
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glfwPollEvents(); |
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``` |
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This is the best choice when rendering continuously, like most games do. |
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If you only need to update the contents of the window when you receive new |
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input, @ref glfwWaitEvents is a better choice. |
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```c |
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glfwWaitEvents(); |
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``` |
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It puts the thread to sleep until at least one event has been received and then |
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processes all received events. This saves a great deal of CPU cycles and is |
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useful for, for example, editing tools. |
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If you want to wait for events but have UI elements or other tasks that need |
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periodic updates, @ref glfwWaitEventsTimeout lets you specify a timeout. |
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```c |
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glfwWaitEventsTimeout(0.7); |
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``` |
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It puts the thread to sleep until at least one event has been received, or until |
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the specified number of seconds have elapsed. It then processes any received |
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events. |
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If the main thread is sleeping in @ref glfwWaitEvents, you can wake it from |
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another thread by posting an empty event to the event queue with @ref |
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glfwPostEmptyEvent. |
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```c |
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glfwPostEmptyEvent(); |
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``` |
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Do not assume that callbacks will _only_ be called in response to the above |
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functions. While it is necessary to process events in one or more of the ways |
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above, window systems that require GLFW to register callbacks of its own can |
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pass events to GLFW in response to many window system function calls. GLFW will |
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pass those events on to the application callbacks before returning. |
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For example, on Windows the system function that @ref glfwSetWindowSize is |
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implemented with will send window size events directly to the event callback |
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that every window has and that GLFW implements for its windows. If you have set |
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a [window size callback](@ref window_size) GLFW will call it in turn with the |
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new size before everything returns back out of the @ref glfwSetWindowSize call. |
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## Keyboard input {#input_keyboard} |
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GLFW divides keyboard input into two categories; key events and character |
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events. Key events relate to actual physical keyboard keys, whereas character |
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events relate to the text that is generated by pressing some of them. |
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Keys and characters do not map 1:1. A single key press may produce several |
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characters, and a single character may require several keys to produce. This |
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may not be the case on your machine, but your users are likely not all using the |
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same keyboard layout, input method or even operating system as you. |
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### Key input {#input_key} |
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If you wish to be notified when a physical key is pressed or released or when it |
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repeats, set a key callback. |
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```c |
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glfwSetKeyCallback(window, key_callback); |
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``` |
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The callback function receives the [keyboard key](@ref keys), platform-specific |
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scancode, key action and [modifier bits](@ref mods). |
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```c |
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void key_callback(GLFWwindow* window, int key, int scancode, int action, int mods) |
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{ |
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if (key == GLFW_KEY_E && action == GLFW_PRESS) |
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activate_airship(); |
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} |
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``` |
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The action is one of `GLFW_PRESS`, `GLFW_REPEAT` or `GLFW_RELEASE`. Events with |
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`GLFW_PRESS` and `GLFW_RELEASE` actions are emitted for every key press. Most |
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keys will also emit events with `GLFW_REPEAT` actions while a key is held down. |
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Note that many keyboards have a limit on how many keys being simultaneous held |
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down that they can detect. This limit is called |
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[key rollover](https://en.wikipedia.org/wiki/Key_rollover). |
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Key events with `GLFW_REPEAT` actions are intended for text input. They are |
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emitted at the rate set in the user's keyboard settings. At most one key is |
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repeated even if several keys are held down. `GLFW_REPEAT` actions should not |
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be relied on to know which keys are being held down or to drive animation. |
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Instead you should either save the state of relevant keys based on `GLFW_PRESS` |
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and `GLFW_RELEASE` actions, or call @ref glfwGetKey, which provides basic cached |
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key state. |
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The key will be one of the existing [key tokens](@ref keys), or |
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`GLFW_KEY_UNKNOWN` if GLFW lacks a token for it, for example _E-mail_ and _Play_ |
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keys. |
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The scancode is unique for every key, regardless of whether it has a key token. |
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Scancodes are platform-specific but consistent over time, so keys will have |
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different scancodes depending on the platform but they are safe to save to disk. |
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You can query the scancode for any [key token](@ref keys) supported on the |
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current platform with @ref glfwGetKeyScancode. |
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```c |
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const int scancode = glfwGetKeyScancode(GLFW_KEY_X); |
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set_key_mapping(scancode, swap_weapons); |
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``` |
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The last reported state for every physical key with a [key token](@ref keys) is |
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also saved in per-window state arrays that can be polled with @ref glfwGetKey. |
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```c |
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int state = glfwGetKey(window, GLFW_KEY_E); |
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if (state == GLFW_PRESS) |
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{ |
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activate_airship(); |
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} |
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``` |
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The returned state is one of `GLFW_PRESS` or `GLFW_RELEASE`. |
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This function only returns cached key event state. It does not poll the |
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system for the current state of the physical key. It also does not provide any |
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key repeat information. |
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@anchor GLFW_STICKY_KEYS |
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Whenever you poll state, you risk missing the state change you are looking for. |
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If a pressed key is released again before you poll its state, you will have |
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missed the key press. The recommended solution for this is to use a |
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key callback, but there is also the `GLFW_STICKY_KEYS` input mode. |
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```c |
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glfwSetInputMode(window, GLFW_STICKY_KEYS, GLFW_TRUE); |
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``` |
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When sticky keys mode is enabled, the pollable state of a key will remain |
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`GLFW_PRESS` until the state of that key is polled with @ref glfwGetKey. Once |
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it has been polled, if a key release event had been processed in the meantime, |
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the state will reset to `GLFW_RELEASE`, otherwise it will remain `GLFW_PRESS`. |
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@anchor GLFW_LOCK_KEY_MODS |
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If you wish to know what the state of the Caps Lock and Num Lock keys was when |
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input events were generated, set the `GLFW_LOCK_KEY_MODS` input mode. |
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```c |
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glfwSetInputMode(window, GLFW_LOCK_KEY_MODS, GLFW_TRUE); |
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``` |
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When this input mode is enabled, any callback that receives |
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[modifier bits](@ref mods) will have the @ref GLFW_MOD_CAPS_LOCK bit set if Caps |
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Lock was on when the event occurred and the @ref GLFW_MOD_NUM_LOCK bit set if |
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Num Lock was on. |
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The `GLFW_KEY_LAST` constant holds the highest value of any |
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[key token](@ref keys). |
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### Text input {#input_char} |
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GLFW supports text input in the form of a stream of |
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[Unicode code points](https://en.wikipedia.org/wiki/Unicode), as produced by the |
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operating system text input system. Unlike key input, text input is affected by |
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keyboard layouts and modifier keys and supports composing characters using |
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[dead keys](https://en.wikipedia.org/wiki/Dead_key). Once received, you can |
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encode the code points into UTF-8 or any other encoding you prefer. |
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Because an `unsigned int` is 32 bits long on all platforms supported by GLFW, |
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you can treat the code point argument as native endian UTF-32. |
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If you wish to offer regular text input, set a character callback. |
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```c |
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glfwSetCharCallback(window, character_callback); |
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``` |
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The callback function receives Unicode code points for key events that would |
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have led to regular text input and generally behaves as a standard text field on |
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that platform. |
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```c |
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void character_callback(GLFWwindow* window, unsigned int codepoint) |
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{ |
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} |
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``` |
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### Key names {#input_key_name} |
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If you wish to refer to keys by name, you can query the keyboard layout |
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dependent name of printable keys with @ref glfwGetKeyName. |
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```c |
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const char* key_name = glfwGetKeyName(GLFW_KEY_W, 0); |
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show_tutorial_hint("Press %s to move forward", key_name); |
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``` |
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This function can handle both [keys and scancodes](@ref input_key). If the |
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specified key is `GLFW_KEY_UNKNOWN` then the scancode is used, otherwise it is |
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ignored. This matches the behavior of the key callback, meaning the callback |
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arguments can always be passed unmodified to this function. |
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## Mouse input {#input_mouse} |
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Mouse input comes in many forms, including mouse motion, button presses and |
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scrolling offsets. The cursor appearance can also be changed, either to |
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a custom image or a standard cursor shape from the system theme. |
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### Cursor position {#cursor_pos} |
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If you wish to be notified when the cursor moves over the window, set a cursor |
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position callback. |
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```c |
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glfwSetCursorPosCallback(window, cursor_position_callback); |
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``` |
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The callback functions receives the cursor position, measured in screen |
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coordinates but relative to the top-left corner of the window content area. On |
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platforms that provide it, the full sub-pixel cursor position is passed on. |
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```c |
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static void cursor_position_callback(GLFWwindow* window, double xpos, double ypos) |
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{ |
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} |
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``` |
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The cursor position is also saved per-window and can be polled with @ref |
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glfwGetCursorPos. |
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```c |
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double xpos, ypos; |
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glfwGetCursorPos(window, &xpos, &ypos); |
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``` |
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### Cursor mode {#cursor_mode} |
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@anchor GLFW_CURSOR |
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The `GLFW_CURSOR` input mode provides several cursor modes for special forms of |
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mouse motion input. By default, the cursor mode is `GLFW_CURSOR_NORMAL`, |
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meaning the regular arrow cursor (or another cursor set with @ref glfwSetCursor) |
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is used and cursor motion is not limited. |
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If you wish to implement mouse motion based camera controls or other input |
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schemes that require unlimited mouse movement, set the cursor mode to |
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`GLFW_CURSOR_DISABLED`. |
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```c |
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glfwSetInputMode(window, GLFW_CURSOR, GLFW_CURSOR_DISABLED); |
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``` |
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This will hide the cursor and lock it to the specified window. GLFW will then |
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take care of all the details of cursor re-centering and offset calculation and |
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providing the application with a virtual cursor position. This virtual position |
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is provided normally via both the cursor position callback and through polling. |
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@note You should not implement your own version of this functionality using |
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other features of GLFW. It is not supported and will not work as robustly as |
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`GLFW_CURSOR_DISABLED`. |
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If you only wish the cursor to become hidden when it is over a window but still |
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want it to behave normally, set the cursor mode to `GLFW_CURSOR_HIDDEN`. |
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```c |
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glfwSetInputMode(window, GLFW_CURSOR, GLFW_CURSOR_HIDDEN); |
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``` |
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This mode puts no limit on the motion of the cursor. |
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If you wish the cursor to be visible but confined to the content area of the |
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window, set the cursor mode to `GLFW_CURSOR_CAPTURED`. |
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```c |
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glfwSetInputMode(window, GLFW_CURSOR, GLFW_CURSOR_CAPTURED); |
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``` |
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The cursor will behave normally inside the content area but will not be able to |
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leave unless the window loses focus. |
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To exit out of either of these special modes, restore the `GLFW_CURSOR_NORMAL` |
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cursor mode. |
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```c |
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glfwSetInputMode(window, GLFW_CURSOR, GLFW_CURSOR_NORMAL); |
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``` |
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If the cursor was disabled, this will move it back to its last visible position. |
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@anchor GLFW_RAW_MOUSE_MOTION |
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### Raw mouse motion {#raw_mouse_motion} |
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When the cursor is disabled, raw (unscaled and unaccelerated) mouse motion can |
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be enabled if available. |
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Raw mouse motion is closer to the actual motion of the mouse across a surface. |
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It is not affected by the scaling and acceleration applied to the motion of the |
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desktop cursor. That processing is suitable for a cursor while raw motion is |
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better for controlling for example a 3D camera. Because of this, raw mouse |
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motion is only provided when the cursor is disabled. |
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Call @ref glfwRawMouseMotionSupported to check if the current machine provides |
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raw motion and set the `GLFW_RAW_MOUSE_MOTION` input mode to enable it. It is |
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disabled by default. |
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```c |
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if (glfwRawMouseMotionSupported()) |
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glfwSetInputMode(window, GLFW_RAW_MOUSE_MOTION, GLFW_TRUE); |
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``` |
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If supported, raw mouse motion can be enabled or disabled per-window and at any |
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time but it will only be provided when the cursor is disabled. |
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### Cursor objects {#cursor_object} |
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GLFW supports creating both custom and system theme cursor images, encapsulated |
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as @ref GLFWcursor objects. They are created with @ref glfwCreateCursor or @ref |
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glfwCreateStandardCursor and destroyed with @ref glfwDestroyCursor, or @ref |
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glfwTerminate, if any remain. |
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#### Custom cursor creation {#cursor_custom} |
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A custom cursor is created with @ref glfwCreateCursor, which returns a handle to |
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the created cursor object. For example, this creates a 16x16 white square |
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cursor with the hot-spot in the upper-left corner: |
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```c |
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unsigned char pixels[16 * 16 * 4]; |
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memset(pixels, 0xff, sizeof(pixels)); |
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GLFWimage image; |
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image.width = 16; |
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image.height = 16; |
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image.pixels = pixels; |
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GLFWcursor* cursor = glfwCreateCursor(&image, 0, 0); |
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``` |
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If cursor creation fails, `NULL` will be returned, so it is necessary to check |
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the return value. |
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The image data is 32-bit, little-endian, non-premultiplied RGBA, i.e. eight bits |
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per channel with the red channel first. The pixels are arranged canonically as |
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sequential rows, starting from the top-left corner. |
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#### Standard cursor creation {#cursor_standard} |
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A cursor with a [standard shape](@ref shapes) from the current system cursor |
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theme can be created with @ref glfwCreateStandardCursor. |
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```c |
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GLFWcursor* url_cursor = glfwCreateStandardCursor(GLFW_POINTING_HAND_CURSOR); |
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``` |
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These cursor objects behave in the exact same way as those created with @ref |
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glfwCreateCursor except that the system cursor theme provides the actual image. |
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A few of these shapes are not available everywhere. If a shape is unavailable, |
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`NULL` is returned. See @ref glfwCreateStandardCursor for details. |
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#### Cursor destruction {#cursor_destruction} |
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When a cursor is no longer needed, destroy it with @ref glfwDestroyCursor. |
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```c |
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glfwDestroyCursor(cursor); |
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``` |
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Cursor destruction always succeeds. If the cursor is current for any window, |
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that window will revert to the default cursor. This does not affect the cursor |
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mode. All remaining cursors are destroyed when @ref glfwTerminate is called. |
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#### Cursor setting {#cursor_set} |
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A cursor can be set as current for a window with @ref glfwSetCursor. |
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```c |
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glfwSetCursor(window, cursor); |
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``` |
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Once set, the cursor image will be used as long as the system cursor is over the |
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content area of the window and the [cursor mode](@ref cursor_mode) is set |
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to `GLFW_CURSOR_NORMAL`. |
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A single cursor may be set for any number of windows. |
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To revert to the default cursor, set the cursor of that window to `NULL`. |
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```c |
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glfwSetCursor(window, NULL); |
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``` |
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When a cursor is destroyed, any window that has it set will revert to the |
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default cursor. This does not affect the cursor mode. |
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### Cursor enter/leave events {#cursor_enter} |
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If you wish to be notified when the cursor enters or leaves the content area of |
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a window, set a cursor enter/leave callback. |
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```c |
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glfwSetCursorEnterCallback(window, cursor_enter_callback); |
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``` |
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The callback function receives the new classification of the cursor. |
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```c |
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void cursor_enter_callback(GLFWwindow* window, int entered) |
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{ |
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if (entered) |
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{ |
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// The cursor entered the content area of the window |
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} |
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else |
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{ |
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// The cursor left the content area of the window |
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} |
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} |
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``` |
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You can query whether the cursor is currently inside the content area of the |
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window with the [GLFW_HOVERED](@ref GLFW_HOVERED_attrib) window attribute. |
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```c |
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if (glfwGetWindowAttrib(window, GLFW_HOVERED)) |
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{ |
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highlight_interface(); |
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} |
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``` |
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### Mouse button input {#input_mouse_button} |
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If you wish to be notified when a mouse button is pressed or released, set |
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a mouse button callback. |
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```c |
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glfwSetMouseButtonCallback(window, mouse_button_callback); |
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``` |
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@anchor GLFW_UNLIMITED_MOUSE_BUTTONS |
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To handle all mouse buttons in the callback, instead of only ones with associated |
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[button tokens](@ref buttons), set the @ref GLFW_UNLIMITED_MOUSE_BUTTONS |
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input mode. |
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```c |
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glfwSetInputMode(window, GLFW_UNLIMITED_MOUSE_BUTTONS, GLFW_TRUE); |
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``` |
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When this input mode is enabled, GLFW doesn't limit the reported mouse buttons |
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to only those that have an associated button token, for compatibility with |
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earlier versions of GLFW, which never reported any buttons over |
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@ref GLFW_MOUSE_BUTTON_LAST, on which users could have relied on. |
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The callback function receives the [mouse button](@ref buttons), button action |
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and [modifier bits](@ref mods). |
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```c |
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void mouse_button_callback(GLFWwindow* window, int button, int action, int mods) |
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{ |
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if (button == GLFW_MOUSE_BUTTON_RIGHT && action == GLFW_PRESS) |
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popup_menu(); |
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} |
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``` |
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The mouse button is an integer that can be one of the |
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[mouse button tokens](@ref buttons) or, if the |
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@ref GLFW_UNLIMITED_MOUSE_BUTTONS input mode is set, any other positive value. |
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The action is one of `GLFW_PRESS` or `GLFW_RELEASE`. |
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The last reported state for every [mouse button token](@ref buttons) is also |
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saved in per-window state arrays that can be polled with @ref |
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glfwGetMouseButton. This is not effected by the @ref GLFW_UNLIMITED_MOUSE_BUTTONS |
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input mode. |
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```c |
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int state = glfwGetMouseButton(window, GLFW_MOUSE_BUTTON_LEFT); |
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if (state == GLFW_PRESS) |
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{ |
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upgrade_cow(); |
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} |
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``` |
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The returned state is one of `GLFW_PRESS` or `GLFW_RELEASE`. |
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This function only returns cached mouse button event state. It does not poll |
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the system for the current state of the mouse button. |
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@anchor GLFW_STICKY_MOUSE_BUTTONS |
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Whenever you poll state, you risk missing the state change you are looking for. |
|
If a pressed mouse button is released again before you poll its state, you will have |
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missed the button press. The recommended solution for this is to use a |
|
mouse button callback, but there is also the `GLFW_STICKY_MOUSE_BUTTONS` |
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input mode. |
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```c |
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glfwSetInputMode(window, GLFW_STICKY_MOUSE_BUTTONS, GLFW_TRUE); |
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``` |
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When sticky mouse buttons mode is enabled, the pollable state of a mouse button |
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will remain `GLFW_PRESS` until the state of that button is polled with @ref |
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glfwGetMouseButton. Once it has been polled, if a mouse button release event |
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had been processed in the meantime, the state will reset to `GLFW_RELEASE`, |
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otherwise it will remain `GLFW_PRESS`. |
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The `GLFW_MOUSE_BUTTON_LAST` constant holds the highest value of any |
|
[mouse button token](@ref buttons). |
|
|
|
|
|
### Scroll input {#scrolling} |
|
|
|
If you wish to be notified when the user scrolls, whether with a mouse wheel or |
|
touchpad gesture, set a scroll callback. |
|
|
|
```c |
|
glfwSetScrollCallback(window, scroll_callback); |
|
``` |
|
|
|
The callback function receives two-dimensional scroll offsets. |
|
|
|
```c |
|
void scroll_callback(GLFWwindow* window, double xoffset, double yoffset) |
|
{ |
|
} |
|
``` |
|
|
|
A normal mouse wheel, being vertical, provides offsets along the Y-axis. |
|
|
|
|
|
## Joystick input {#joystick} |
|
|
|
The joystick functions expose connected joysticks and controllers, with both |
|
referred to as joysticks. It supports up to sixteen joysticks, ranging from |
|
`GLFW_JOYSTICK_1`, `GLFW_JOYSTICK_2` up to and including `GLFW_JOYSTICK_16` or |
|
`GLFW_JOYSTICK_LAST`. You can test whether a [joystick](@ref joysticks) is |
|
present with @ref glfwJoystickPresent. |
|
|
|
```c |
|
int present = glfwJoystickPresent(GLFW_JOYSTICK_1); |
|
``` |
|
|
|
Each joystick has zero or more axes, zero or more buttons, zero or more hats, |
|
a human-readable name, a user pointer and an SDL compatible GUID. |
|
|
|
Detected joysticks are added to the beginning of the array. Once a joystick is |
|
detected, it keeps its assigned ID until it is disconnected or the library is |
|
terminated, so as joysticks are connected and disconnected, there may appear |
|
gaps in the IDs. |
|
|
|
Joystick axis, button and hat state is updated when polled and does not require |
|
a window to be created or events to be processed. However, if you want joystick |
|
connection and disconnection events reliably delivered to the |
|
[joystick callback](@ref joystick_event) then you must |
|
[process events](@ref events). |
|
|
|
To see all the properties of all connected joysticks in real-time, run the |
|
`joysticks` test program. |
|
|
|
|
|
### Joystick axis states {#joystick_axis} |
|
|
|
The positions of all axes of a joystick are returned by @ref |
|
glfwGetJoystickAxes. See the reference documentation for the lifetime of the |
|
returned array. |
|
|
|
```c |
|
int count; |
|
const float* axes = glfwGetJoystickAxes(GLFW_JOYSTICK_5, &count); |
|
``` |
|
|
|
Each element in the returned array is a value between -1.0 and 1.0. |
|
|
|
|
|
### Joystick button states {#joystick_button} |
|
|
|
The states of all buttons of a joystick are returned by @ref |
|
glfwGetJoystickButtons. See the reference documentation for the lifetime of the |
|
returned array. |
|
|
|
```c |
|
int count; |
|
const unsigned char* buttons = glfwGetJoystickButtons(GLFW_JOYSTICK_3, &count); |
|
``` |
|
|
|
Each element in the returned array is either `GLFW_PRESS` or `GLFW_RELEASE`. |
|
|
|
For backward compatibility with earlier versions that did not have @ref |
|
glfwGetJoystickHats, the button array by default also includes all hats. See |
|
the reference documentation for @ref glfwGetJoystickButtons for details. |
|
|
|
|
|
### Joystick hat states {#joystick_hat} |
|
|
|
The states of all hats are returned by @ref glfwGetJoystickHats. See the |
|
reference documentation for the lifetime of the returned array. |
|
|
|
```c |
|
int count; |
|
const unsigned char* hats = glfwGetJoystickHats(GLFW_JOYSTICK_7, &count); |
|
``` |
|
|
|
Each element in the returned array is one of the following: |
|
|
|
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. |
|
|
|
```c |
|
if (hats[2] & GLFW_HAT_RIGHT) |
|
{ |
|
// State of hat 2 could be right-up, right or right-down |
|
} |
|
``` |
|
|
|
For backward compatibility with earlier versions that did not have @ref |
|
glfwGetJoystickHats, all hats are by default also included in the button array. |
|
See the reference documentation for @ref glfwGetJoystickButtons for details. |
|
|
|
|
|
### Joystick name {#joystick_name} |
|
|
|
The human-readable, UTF-8 encoded name of a joystick is returned by @ref |
|
glfwGetJoystickName. See the reference documentation for the lifetime of the |
|
returned string. |
|
|
|
```c |
|
const char* name = glfwGetJoystickName(GLFW_JOYSTICK_4); |
|
``` |
|
|
|
Joystick names are not guaranteed to be unique. Two joysticks of the same model |
|
and make may have the same name. Only the [joystick ID](@ref joysticks) is |
|
guaranteed to be unique, and only until that joystick is disconnected. |
|
|
|
|
|
### Joystick user pointer {#joystick_userptr} |
|
|
|
Each joystick has a user pointer that can be set with @ref |
|
glfwSetJoystickUserPointer and queried with @ref glfwGetJoystickUserPointer. |
|
This can be used for any purpose you need and will not be modified by GLFW. The |
|
value will be kept until the joystick is disconnected or until the library is |
|
terminated. |
|
|
|
The initial value of the pointer is `NULL`. |
|
|
|
|
|
### Joystick configuration changes {#joystick_event} |
|
|
|
If you wish to be notified when a joystick is connected or disconnected, set |
|
a joystick callback. |
|
|
|
```c |
|
glfwSetJoystickCallback(joystick_callback); |
|
``` |
|
|
|
The callback function receives the ID of the joystick that has been connected |
|
and disconnected and the event that occurred. |
|
|
|
```c |
|
void joystick_callback(int jid, int event) |
|
{ |
|
if (event == GLFW_CONNECTED) |
|
{ |
|
// The joystick was connected |
|
} |
|
else if (event == GLFW_DISCONNECTED) |
|
{ |
|
// The joystick was disconnected |
|
} |
|
} |
|
``` |
|
|
|
For joystick connection and disconnection events to be delivered on all |
|
platforms, you need to call one of the [event processing](@ref events) |
|
functions. Joystick disconnection may also be detected and the callback |
|
called by joystick functions. The function will then return whatever it |
|
returns for a disconnected joystick. |
|
|
|
Only @ref glfwGetJoystickName and @ref glfwGetJoystickUserPointer will return |
|
useful values for a disconnected joystick and only before the monitor callback |
|
returns. |
|
|
|
|
|
### Gamepad input {#gamepad} |
|
|
|
The joystick functions provide unlabeled axes, buttons and hats, with no |
|
indication of where they are located on the device. Their order may also vary |
|
between platforms even with the same device. |
|
|
|
To solve this problem the SDL community crowdsourced the |
|
[SDL_GameControllerDB][] project, a database of mappings from many different |
|
devices to an Xbox-like gamepad. |
|
|
|
[SDL_GameControllerDB]: https://github.com/gabomdq/SDL_GameControllerDB |
|
|
|
GLFW supports this mapping format and contains a copy of the mappings |
|
available at the time of release. See @ref gamepad_mapping for how to update |
|
this at runtime. Mappings will be assigned to joysticks automatically any time |
|
a joystick is connected or the mappings are updated. |
|
|
|
You can check whether a joystick is both present and has a gamepad mapping with |
|
@ref glfwJoystickIsGamepad. |
|
|
|
```c |
|
if (glfwJoystickIsGamepad(GLFW_JOYSTICK_2)) |
|
{ |
|
// Use as gamepad |
|
} |
|
``` |
|
|
|
If you are only interested in gamepad input you can use this function instead of |
|
@ref glfwJoystickPresent. |
|
|
|
You can query the human-readable name provided by the gamepad mapping with @ref |
|
glfwGetGamepadName. This may or may not be the same as the |
|
[joystick name](@ref joystick_name). |
|
|
|
```c |
|
const char* name = glfwGetGamepadName(GLFW_JOYSTICK_7); |
|
``` |
|
|
|
To retrieve the gamepad state of a joystick, call @ref glfwGetGamepadState. |
|
|
|
```c |
|
GLFWgamepadstate state; |
|
|
|
if (glfwGetGamepadState(GLFW_JOYSTICK_3, &state)) |
|
{ |
|
if (state.buttons[GLFW_GAMEPAD_BUTTON_A]) |
|
{ |
|
input_jump(); |
|
} |
|
|
|
input_speed(state.axes[GLFW_GAMEPAD_AXIS_RIGHT_TRIGGER]); |
|
} |
|
``` |
|
|
|
The @ref GLFWgamepadstate struct has two arrays; one for button states and one |
|
for axis states. The values for each button and axis are the same as for the |
|
@ref glfwGetJoystickButtons and @ref glfwGetJoystickAxes functions, i.e. |
|
`GLFW_PRESS` or `GLFW_RELEASE` for buttons and -1.0 to 1.0 inclusive for axes. |
|
|
|
The sizes of the arrays and the positions within each array are fixed. |
|
|
|
The [button indices](@ref gamepad_buttons) are `GLFW_GAMEPAD_BUTTON_A`, |
|
`GLFW_GAMEPAD_BUTTON_B`, `GLFW_GAMEPAD_BUTTON_X`, `GLFW_GAMEPAD_BUTTON_Y`, |
|
`GLFW_GAMEPAD_BUTTON_LEFT_BUMPER`, `GLFW_GAMEPAD_BUTTON_RIGHT_BUMPER`, |
|
`GLFW_GAMEPAD_BUTTON_BACK`, `GLFW_GAMEPAD_BUTTON_START`, |
|
`GLFW_GAMEPAD_BUTTON_GUIDE`, `GLFW_GAMEPAD_BUTTON_LEFT_THUMB`, |
|
`GLFW_GAMEPAD_BUTTON_RIGHT_THUMB`, `GLFW_GAMEPAD_BUTTON_DPAD_UP`, |
|
`GLFW_GAMEPAD_BUTTON_DPAD_RIGHT`, `GLFW_GAMEPAD_BUTTON_DPAD_DOWN` and |
|
`GLFW_GAMEPAD_BUTTON_DPAD_LEFT`. |
|
|
|
For those who prefer, there are also the `GLFW_GAMEPAD_BUTTON_CROSS`, |
|
`GLFW_GAMEPAD_BUTTON_CIRCLE`, `GLFW_GAMEPAD_BUTTON_SQUARE` and |
|
`GLFW_GAMEPAD_BUTTON_TRIANGLE` aliases for the A, B, X and Y button indices. |
|
|
|
The [axis indices](@ref gamepad_axes) are `GLFW_GAMEPAD_AXIS_LEFT_X`, |
|
`GLFW_GAMEPAD_AXIS_LEFT_Y`, `GLFW_GAMEPAD_AXIS_RIGHT_X`, |
|
`GLFW_GAMEPAD_AXIS_RIGHT_Y`, `GLFW_GAMEPAD_AXIS_LEFT_TRIGGER` and |
|
`GLFW_GAMEPAD_AXIS_RIGHT_TRIGGER`. |
|
|
|
The `GLFW_GAMEPAD_BUTTON_LAST` and `GLFW_GAMEPAD_AXIS_LAST` constants equal |
|
the largest available index for each array. |
|
|
|
|
|
### Gamepad mappings {#gamepad_mapping} |
|
|
|
GLFW contains a copy of the mappings available in [SDL_GameControllerDB][] at |
|
the time of release. Newer ones can be added at runtime with @ref |
|
glfwUpdateGamepadMappings. |
|
|
|
```c |
|
const char* mappings = load_file_contents("game/data/gamecontrollerdb.txt"); |
|
|
|
glfwUpdateGamepadMappings(mappings); |
|
``` |
|
|
|
This function supports everything from single lines up to and including the |
|
unmodified contents of the whole `gamecontrollerdb.txt` file. |
|
|
|
If you are compiling GLFW from source with CMake you can update the built-in mappings by |
|
building the _update_mappings_ target. This runs the `GenerateMappings.cmake` CMake |
|
script, which downloads `gamecontrollerdb.txt` and regenerates the `mappings.h` header |
|
file. |
|
|
|
Below is a description of the mapping format. Please keep in mind that __this |
|
description is not authoritative__. The format is defined by the SDL and |
|
SDL_GameControllerDB projects and their documentation and code takes precedence. |
|
|
|
Each mapping is a single line of comma-separated values describing the GUID, |
|
name and layout of the gamepad. Lines that do not begin with a hexadecimal |
|
digit are ignored. |
|
|
|
The first value is always the gamepad GUID, a 32 character long hexadecimal |
|
string that typically identifies its make, model, revision and the type of |
|
connection to the computer. When this information is not available, the GUID is |
|
generated using the gamepad name. GLFW uses the SDL 2.0.5+ GUID format but can |
|
convert from the older formats. |
|
|
|
The second value is always the human-readable name of the gamepad. |
|
|
|
All subsequent values are in the form `<field>:<value>` and describe the layout |
|
of the mapping. These fields may not all be present and may occur in any order. |
|
|
|
The button fields are `a`, `b`, `x`, `y`, `back`, `start`, `guide`, `dpup`, |
|
`dpright`, `dpdown`, `dpleft`, `leftshoulder`, `rightshoulder`, `leftstick` and |
|
`rightstick`. |
|
|
|
The axis fields are `leftx`, `lefty`, `rightx`, `righty`, `lefttrigger` and |
|
`righttrigger`. |
|
|
|
The value of an axis or button field can be a joystick button, a joystick axis, |
|
a hat bitmask or empty. Joystick buttons are specified as `bN`, for example |
|
`b2` for the third button. Joystick axes are specified as `aN`, for example |
|
`a7` for the eighth button. Joystick hat bit masks are specified as `hN.N`, for |
|
example `h0.8` for left on the first hat. More than one bit may be set in the |
|
mask. |
|
|
|
Before an axis there may be a `+` or `-` range modifier, for example `+a3` for |
|
the positive half of the fourth axis. This restricts input to only the positive |
|
or negative halves of the joystick axis. After an axis or half-axis there may |
|
be the `~` inversion modifier, for example `a2~` or `-a7~`. This negates the |
|
values of the gamepad axis. |
|
|
|
The hat bit mask match the [hat states](@ref hat_state) in the joystick |
|
functions. |
|
|
|
There is also the special `platform` field that specifies which platform the |
|
mapping is valid for. Possible values are `Windows`, `Mac OS X` and `Linux`. |
|
|
|
Below is an example of what a gamepad mapping might look like. It is the |
|
one built into GLFW for Xbox controllers accessed via the XInput API on Windows. |
|
This example has been broken into several lines to fit on the page, but real |
|
gamepad mappings must be a single line. |
|
|
|
``` |
|
78696e70757401000000000000000000,XInput Gamepad (GLFW),platform:Windows,a:b0, |
|
b:b1,x:b2,y:b3,leftshoulder:b4,rightshoulder:b5,back:b6,start:b7,leftstick:b8, |
|
rightstick:b9,leftx:a0,lefty:a1,rightx:a2,righty:a3,lefttrigger:a4, |
|
righttrigger:a5,dpup:h0.1,dpright:h0.2,dpdown:h0.4,dpleft:h0.8, |
|
``` |
|
|
|
@note GLFW does not yet support the output range and modifiers `+` and `-` that |
|
were recently added to SDL. The input modifiers `+`, `-` and `~` are supported |
|
and described above. |
|
|
|
|
|
## Time input {#time} |
|
|
|
GLFW provides high-resolution time input, in seconds, with @ref glfwGetTime. |
|
|
|
```c |
|
double seconds = glfwGetTime(); |
|
``` |
|
|
|
It returns the number of seconds since the library was initialized with @ref |
|
glfwInit. The platform-specific time sources used typically have micro- or |
|
nanosecond resolution. |
|
|
|
You can modify the base time with @ref glfwSetTime. |
|
|
|
```c |
|
glfwSetTime(4.0); |
|
``` |
|
|
|
This sets the time to the specified time, in seconds, and it continues to count |
|
from there. |
|
|
|
You can also access the raw timer used to implement the functions above, |
|
with @ref glfwGetTimerValue. |
|
|
|
```c |
|
uint64_t value = glfwGetTimerValue(); |
|
``` |
|
|
|
This value is in 1 / frequency seconds. The frequency of the raw |
|
timer varies depending on the operating system and hardware. You can query the |
|
frequency, in Hz, with @ref glfwGetTimerFrequency. |
|
|
|
```c |
|
uint64_t frequency = glfwGetTimerFrequency(); |
|
``` |
|
|
|
|
|
## Clipboard input and output {#clipboard} |
|
|
|
If the system clipboard contains a UTF-8 encoded string or if it can be |
|
converted to one, you can retrieve it with @ref glfwGetClipboardString. See the |
|
reference documentation for the lifetime of the returned string. |
|
|
|
```c |
|
const char* text = glfwGetClipboardString(NULL); |
|
if (text) |
|
{ |
|
insert_text(text); |
|
} |
|
``` |
|
|
|
If the clipboard is empty or if its contents could not be converted, `NULL` is |
|
returned. |
|
|
|
The contents of the system clipboard can be set to a UTF-8 encoded string with |
|
@ref glfwSetClipboardString. |
|
|
|
```c |
|
glfwSetClipboardString(NULL, "A string with words in it"); |
|
``` |
|
|
|
|
|
## Path drop input {#path_drop} |
|
|
|
If you wish to receive the paths of files and/or directories dropped on |
|
a window, set a file drop callback. |
|
|
|
```c |
|
glfwSetDropCallback(window, drop_callback); |
|
``` |
|
|
|
The callback function receives an array of paths encoded as UTF-8. |
|
|
|
```c |
|
void drop_callback(GLFWwindow* window, int count, const char** paths) |
|
{ |
|
int i; |
|
for (i = 0; i < count; i++) |
|
handle_dropped_file(paths[i]); |
|
} |
|
``` |
|
|
|
The path array and its strings are only valid until the file drop callback |
|
returns, as they may have been generated specifically for that event. You need |
|
to make a deep copy of the array if you want to keep the paths. |
|
|
|
|