1# Input guide {#input_guide} 2 3[TOC] 4 5This guide introduces the input related functions of GLFW. For details on 6a specific function in this category, see the @ref input. There are also guides 7for the other areas of GLFW. 8 9 - @ref intro_guide 10 - @ref window_guide 11 - @ref context_guide 12 - @ref vulkan_guide 13 - @ref monitor_guide 14 15GLFW provides many kinds of input. While some can only be polled, like time, or 16only received via callbacks, like scrolling, many provide both callbacks and 17polling. Callbacks are more work to use than polling but is less CPU intensive 18and guarantees that you do not miss state changes. 19 20All input callbacks receive a window handle. By using the 21[window user pointer](@ref window_userptr), you can access non-global structures 22or objects from your callbacks. 23 24To get a better feel for how the various events callbacks behave, run the 25`events` test program. It registers every callback supported by GLFW and prints 26out all arguments provided for every event, along with time and sequence 27information. 28 29 30## Event processing {#events} 31 32GLFW needs to poll the window system for events both to provide input to the 33application and to prove to the window system that the application hasn't locked 34up. Event processing is normally done each frame after 35[buffer swapping](@ref buffer_swap). Even when you have no windows, event 36polling needs to be done in order to receive monitor and joystick connection 37events. 38 39There are three functions for processing pending events. @ref glfwPollEvents, 40processes only those events that have already been received and then returns 41immediately. 42 43```c 44glfwPollEvents(); 45``` 46 47This is the best choice when rendering continuously, like most games do. 48 49If you only need to update the contents of the window when you receive new 50input, @ref glfwWaitEvents is a better choice. 51 52```c 53glfwWaitEvents(); 54``` 55 56It puts the thread to sleep until at least one event has been received and then 57processes all received events. This saves a great deal of CPU cycles and is 58useful for, for example, editing tools. 59 60If you want to wait for events but have UI elements or other tasks that need 61periodic updates, @ref glfwWaitEventsTimeout lets you specify a timeout. 62 63```c 64glfwWaitEventsTimeout(0.7); 65``` 66 67It puts the thread to sleep until at least one event has been received, or until 68the specified number of seconds have elapsed. It then processes any received 69events. 70 71If the main thread is sleeping in @ref glfwWaitEvents, you can wake it from 72another thread by posting an empty event to the event queue with @ref 73glfwPostEmptyEvent. 74 75```c 76glfwPostEmptyEvent(); 77``` 78 79Do not assume that callbacks will _only_ be called in response to the above 80functions. While it is necessary to process events in one or more of the ways 81above, window systems that require GLFW to register callbacks of its own can 82pass events to GLFW in response to many window system function calls. GLFW will 83pass those events on to the application callbacks before returning. 84 85For example, on Windows the system function that @ref glfwSetWindowSize is 86implemented with will send window size events directly to the event callback 87that every window has and that GLFW implements for its windows. If you have set 88a [window size callback](@ref window_size) GLFW will call it in turn with the 89new size before everything returns back out of the @ref glfwSetWindowSize call. 90 91 92## Keyboard input {#input_keyboard} 93 94GLFW divides keyboard input into two categories; key events and character 95events. Key events relate to actual physical keyboard keys, whereas character 96events relate to the text that is generated by pressing some of them. 97 98Keys and characters do not map 1:1. A single key press may produce several 99characters, and a single character may require several keys to produce. This 100may not be the case on your machine, but your users are likely not all using the 101same keyboard layout, input method or even operating system as you. 102 103 104### Key input {#input_key} 105 106If you wish to be notified when a physical key is pressed or released or when it 107repeats, set a key callback. 108 109```c 110glfwSetKeyCallback(window, key_callback); 111``` 112 113The callback function receives the [keyboard key](@ref keys), platform-specific 114scancode, key action and [modifier bits](@ref mods). 115 116```c 117void key_callback(GLFWwindow* window, int key, int scancode, int action, int mods) 118{ 119 if (key == GLFW_KEY_E && action == GLFW_PRESS) 120 activate_airship(); 121} 122``` 123 124The action is one of `GLFW_PRESS`, `GLFW_REPEAT` or `GLFW_RELEASE`. Events with 125`GLFW_PRESS` and `GLFW_RELEASE` actions are emitted for every key press. Most 126keys will also emit events with `GLFW_REPEAT` actions while a key is held down. 127 128Note that many keyboards have a limit on how many keys being simultaneous held 129down that they can detect. This limit is called 130[key rollover](https://en.wikipedia.org/wiki/Key_rollover). 131 132Key events with `GLFW_REPEAT` actions are intended for text input. They are 133emitted at the rate set in the user's keyboard settings. At most one key is 134repeated even if several keys are held down. `GLFW_REPEAT` actions should not 135be relied on to know which keys are being held down or to drive animation. 136Instead you should either save the state of relevant keys based on `GLFW_PRESS` 137and `GLFW_RELEASE` actions, or call @ref glfwGetKey, which provides basic cached 138key state. 139 140The key will be one of the existing [key tokens](@ref keys), or 141`GLFW_KEY_UNKNOWN` if GLFW lacks a token for it, for example _E-mail_ and _Play_ 142keys. 143 144The scancode is unique for every key, regardless of whether it has a key token. 145Scancodes are platform-specific but consistent over time, so keys will have 146different scancodes depending on the platform but they are safe to save to disk. 147You can query the scancode for any [key token](@ref keys) supported on the 148current platform with @ref glfwGetKeyScancode. 149 150```c 151const int scancode = glfwGetKeyScancode(GLFW_KEY_X); 152set_key_mapping(scancode, swap_weapons); 153``` 154 155The last reported state for every physical key with a [key token](@ref keys) is 156also saved in per-window state arrays that can be polled with @ref glfwGetKey. 157 158```c 159int state = glfwGetKey(window, GLFW_KEY_E); 160if (state == GLFW_PRESS) 161{ 162 activate_airship(); 163} 164``` 165 166The returned state is one of `GLFW_PRESS` or `GLFW_RELEASE`. 167 168This function only returns cached key event state. It does not poll the 169system for the current state of the physical key. It also does not provide any 170key repeat information. 171 172@anchor GLFW_STICKY_KEYS 173Whenever you poll state, you risk missing the state change you are looking for. 174If a pressed key is released again before you poll its state, you will have 175missed the key press. The recommended solution for this is to use a 176key callback, but there is also the `GLFW_STICKY_KEYS` input mode. 177 178```c 179glfwSetInputMode(window, GLFW_STICKY_KEYS, GLFW_TRUE); 180``` 181 182When sticky keys mode is enabled, the pollable state of a key will remain 183`GLFW_PRESS` until the state of that key is polled with @ref glfwGetKey. Once 184it has been polled, if a key release event had been processed in the meantime, 185the state will reset to `GLFW_RELEASE`, otherwise it will remain `GLFW_PRESS`. 186 187@anchor GLFW_LOCK_KEY_MODS 188If you wish to know what the state of the Caps Lock and Num Lock keys was when 189input events were generated, set the `GLFW_LOCK_KEY_MODS` input mode. 190 191```c 192glfwSetInputMode(window, GLFW_LOCK_KEY_MODS, GLFW_TRUE); 193``` 194 195When this input mode is enabled, any callback that receives 196[modifier bits](@ref mods) will have the @ref GLFW_MOD_CAPS_LOCK bit set if Caps 197Lock was on when the event occurred and the @ref GLFW_MOD_NUM_LOCK bit set if 198Num Lock was on. 199 200The `GLFW_KEY_LAST` constant holds the highest value of any 201[key token](@ref keys). 202 203 204### Text input {#input_char} 205 206GLFW supports text input in the form of a stream of 207[Unicode code points](https://en.wikipedia.org/wiki/Unicode), as produced by the 208operating system text input system. Unlike key input, text input is affected by 209keyboard layouts and modifier keys and supports composing characters using 210[dead keys](https://en.wikipedia.org/wiki/Dead_key). Once received, you can 211encode the code points into UTF-8 or any other encoding you prefer. 212 213Because an `unsigned int` is 32 bits long on all platforms supported by GLFW, 214you can treat the code point argument as native endian UTF-32. 215 216If you wish to offer regular text input, set a character callback. 217 218```c 219glfwSetCharCallback(window, character_callback); 220``` 221 222The callback function receives Unicode code points for key events that would 223have led to regular text input and generally behaves as a standard text field on 224that platform. 225 226```c 227void character_callback(GLFWwindow* window, unsigned int codepoint) 228{ 229} 230``` 231 232 233### Key names {#input_key_name} 234 235If you wish to refer to keys by name, you can query the keyboard layout 236dependent name of printable keys with @ref glfwGetKeyName. 237 238```c 239const char* key_name = glfwGetKeyName(GLFW_KEY_W, 0); 240show_tutorial_hint("Press %s to move forward", key_name); 241``` 242 243This function can handle both [keys and scancodes](@ref input_key). If the 244specified key is `GLFW_KEY_UNKNOWN` then the scancode is used, otherwise it is 245ignored. This matches the behavior of the key callback, meaning the callback 246arguments can always be passed unmodified to this function. 247 248 249## Mouse input {#input_mouse} 250 251Mouse input comes in many forms, including mouse motion, button presses and 252scrolling offsets. The cursor appearance can also be changed, either to 253a custom image or a standard cursor shape from the system theme. 254 255 256### Cursor position {#cursor_pos} 257 258If you wish to be notified when the cursor moves over the window, set a cursor 259position callback. 260 261```c 262glfwSetCursorPosCallback(window, cursor_position_callback); 263``` 264 265The callback functions receives the cursor position, measured in screen 266coordinates but relative to the top-left corner of the window content area. On 267platforms that provide it, the full sub-pixel cursor position is passed on. 268 269```c 270static void cursor_position_callback(GLFWwindow* window, double xpos, double ypos) 271{ 272} 273``` 274 275The cursor position is also saved per-window and can be polled with @ref 276glfwGetCursorPos. 277 278```c 279double xpos, ypos; 280glfwGetCursorPos(window, &xpos, &ypos); 281``` 282 283 284### Cursor mode {#cursor_mode} 285 286@anchor GLFW_CURSOR 287The `GLFW_CURSOR` input mode provides several cursor modes for special forms of 288mouse motion input. By default, the cursor mode is `GLFW_CURSOR_NORMAL`, 289meaning the regular arrow cursor (or another cursor set with @ref glfwSetCursor) 290is used and cursor motion is not limited. 291 292If you wish to implement mouse motion based camera controls or other input 293schemes that require unlimited mouse movement, set the cursor mode to 294`GLFW_CURSOR_DISABLED`. 295 296```c 297glfwSetInputMode(window, GLFW_CURSOR, GLFW_CURSOR_DISABLED); 298``` 299 300This will hide the cursor and lock it to the specified window. GLFW will then 301take care of all the details of cursor re-centering and offset calculation and 302providing the application with a virtual cursor position. This virtual position 303is provided normally via both the cursor position callback and through polling. 304 305@note You should not implement your own version of this functionality using 306other features of GLFW. It is not supported and will not work as robustly as 307`GLFW_CURSOR_DISABLED`. 308 309If you only wish the cursor to become hidden when it is over a window but still 310want it to behave normally, set the cursor mode to `GLFW_CURSOR_HIDDEN`. 311 312```c 313glfwSetInputMode(window, GLFW_CURSOR, GLFW_CURSOR_HIDDEN); 314``` 315 316This mode puts no limit on the motion of the cursor. 317 318If you wish the cursor to be visible but confined to the content area of the 319window, set the cursor mode to `GLFW_CURSOR_CAPTURED`. 320 321```c 322glfwSetInputMode(window, GLFW_CURSOR, GLFW_CURSOR_CAPTURED); 323``` 324 325The cursor will behave normally inside the content area but will not be able to 326leave unless the window loses focus. 327 328To exit out of either of these special modes, restore the `GLFW_CURSOR_NORMAL` 329cursor mode. 330 331```c 332glfwSetInputMode(window, GLFW_CURSOR, GLFW_CURSOR_NORMAL); 333``` 334 335If the cursor was disabled, this will move it back to its last visible position. 336 337 338@anchor GLFW_RAW_MOUSE_MOTION 339### Raw mouse motion {#raw_mouse_motion} 340 341When the cursor is disabled, raw (unscaled and unaccelerated) mouse motion can 342be enabled if available. 343 344Raw mouse motion is closer to the actual motion of the mouse across a surface. 345It is not affected by the scaling and acceleration applied to the motion of the 346desktop cursor. That processing is suitable for a cursor while raw motion is 347better for controlling for example a 3D camera. Because of this, raw mouse 348motion is only provided when the cursor is disabled. 349 350Call @ref glfwRawMouseMotionSupported to check if the current machine provides 351raw motion and set the `GLFW_RAW_MOUSE_MOTION` input mode to enable it. It is 352disabled by default. 353 354```c 355if (glfwRawMouseMotionSupported()) 356 glfwSetInputMode(window, GLFW_RAW_MOUSE_MOTION, GLFW_TRUE); 357``` 358 359If supported, raw mouse motion can be enabled or disabled per-window and at any 360time but it will only be provided when the cursor is disabled. 361 362 363### Cursor objects {#cursor_object} 364 365GLFW supports creating both custom and system theme cursor images, encapsulated 366as @ref GLFWcursor objects. They are created with @ref glfwCreateCursor or @ref 367glfwCreateStandardCursor and destroyed with @ref glfwDestroyCursor, or @ref 368glfwTerminate, if any remain. 369 370 371#### Custom cursor creation {#cursor_custom} 372 373A custom cursor is created with @ref glfwCreateCursor, which returns a handle to 374the created cursor object. For example, this creates a 16x16 white square 375cursor with the hot-spot in the upper-left corner: 376 377```c 378unsigned char pixels[16 * 16 * 4]; 379memset(pixels, 0xff, sizeof(pixels)); 380 381GLFWimage image; 382image.width = 16; 383image.height = 16; 384image.pixels = pixels; 385 386GLFWcursor* cursor = glfwCreateCursor(&image, 0, 0); 387``` 388 389If cursor creation fails, `NULL` will be returned, so it is necessary to check 390the return value. 391 392The image data is 32-bit, little-endian, non-premultiplied RGBA, i.e. eight bits 393per channel with the red channel first. The pixels are arranged canonically as 394sequential rows, starting from the top-left corner. 395 396 397#### Standard cursor creation {#cursor_standard} 398 399A cursor with a [standard shape](@ref shapes) from the current system cursor 400theme can be created with @ref glfwCreateStandardCursor. 401 402```c 403GLFWcursor* url_cursor = glfwCreateStandardCursor(GLFW_POINTING_HAND_CURSOR); 404``` 405 406These cursor objects behave in the exact same way as those created with @ref 407glfwCreateCursor except that the system cursor theme provides the actual image. 408 409A few of these shapes are not available everywhere. If a shape is unavailable, 410`NULL` is returned. See @ref glfwCreateStandardCursor for details. 411 412 413#### Cursor destruction {#cursor_destruction} 414 415When a cursor is no longer needed, destroy it with @ref glfwDestroyCursor. 416 417```c 418glfwDestroyCursor(cursor); 419``` 420 421Cursor destruction always succeeds. If the cursor is current for any window, 422that window will revert to the default cursor. This does not affect the cursor 423mode. All remaining cursors are destroyed when @ref glfwTerminate is called. 424 425 426#### Cursor setting {#cursor_set} 427 428A cursor can be set as current for a window with @ref glfwSetCursor. 429 430```c 431glfwSetCursor(window, cursor); 432``` 433 434Once set, the cursor image will be used as long as the system cursor is over the 435content area of the window and the [cursor mode](@ref cursor_mode) is set 436to `GLFW_CURSOR_NORMAL`. 437 438A single cursor may be set for any number of windows. 439 440To revert to the default cursor, set the cursor of that window to `NULL`. 441 442```c 443glfwSetCursor(window, NULL); 444``` 445 446When a cursor is destroyed, any window that has it set will revert to the 447default cursor. This does not affect the cursor mode. 448 449 450### Cursor enter/leave events {#cursor_enter} 451 452If you wish to be notified when the cursor enters or leaves the content area of 453a window, set a cursor enter/leave callback. 454 455```c 456glfwSetCursorEnterCallback(window, cursor_enter_callback); 457``` 458 459The callback function receives the new classification of the cursor. 460 461```c 462void cursor_enter_callback(GLFWwindow* window, int entered) 463{ 464 if (entered) 465 { 466 // The cursor entered the content area of the window 467 } 468 else 469 { 470 // The cursor left the content area of the window 471 } 472} 473``` 474 475You can query whether the cursor is currently inside the content area of the 476window with the [GLFW_HOVERED](@ref GLFW_HOVERED_attrib) window attribute. 477 478```c 479if (glfwGetWindowAttrib(window, GLFW_HOVERED)) 480{ 481 highlight_interface(); 482} 483``` 484 485 486### Mouse button input {#input_mouse_button} 487 488If you wish to be notified when a mouse button is pressed or released, set 489a mouse button callback. 490 491```c 492glfwSetMouseButtonCallback(window, mouse_button_callback); 493``` 494 495@anchor GLFW_UNLIMITED_MOUSE_BUTTONS 496To handle all mouse buttons in the callback, instead of only ones with associated 497[button tokens](@ref buttons), set the @ref GLFW_UNLIMITED_MOUSE_BUTTONS 498input mode. 499 500```c 501glfwSetInputMode(window, GLFW_UNLIMITED_MOUSE_BUTTONS, GLFW_TRUE); 502``` 503 504When this input mode is enabled, GLFW doesn't limit the reported mouse buttons 505to only those that have an associated button token, for compatibility with 506earlier versions of GLFW, which never reported any buttons over 507@ref GLFW_MOUSE_BUTTON_LAST, on which users could have relied on. 508 509The callback function receives the [mouse button](@ref buttons), button action 510and [modifier bits](@ref mods). 511 512```c 513void mouse_button_callback(GLFWwindow* window, int button, int action, int mods) 514{ 515 if (button == GLFW_MOUSE_BUTTON_RIGHT && action == GLFW_PRESS) 516 popup_menu(); 517} 518``` 519 520The mouse button is an integer that can be one of the 521[mouse button tokens](@ref buttons) or, if the 522@ref GLFW_UNLIMITED_MOUSE_BUTTONS input mode is set, any other positive value. 523 524The action is one of `GLFW_PRESS` or `GLFW_RELEASE`. 525 526The last reported state for every [mouse button token](@ref buttons) is also 527saved in per-window state arrays that can be polled with @ref 528glfwGetMouseButton. This is not effected by the @ref GLFW_UNLIMITED_MOUSE_BUTTONS 529input mode. 530 531```c 532int state = glfwGetMouseButton(window, GLFW_MOUSE_BUTTON_LEFT); 533if (state == GLFW_PRESS) 534{ 535 upgrade_cow(); 536} 537``` 538 539The returned state is one of `GLFW_PRESS` or `GLFW_RELEASE`. 540 541This function only returns cached mouse button event state. It does not poll 542the system for the current state of the mouse button. 543 544@anchor GLFW_STICKY_MOUSE_BUTTONS 545Whenever you poll state, you risk missing the state change you are looking for. 546If a pressed mouse button is released again before you poll its state, you will have 547missed the button press. The recommended solution for this is to use a 548mouse button callback, but there is also the `GLFW_STICKY_MOUSE_BUTTONS` 549input mode. 550 551```c 552glfwSetInputMode(window, GLFW_STICKY_MOUSE_BUTTONS, GLFW_TRUE); 553``` 554 555When sticky mouse buttons mode is enabled, the pollable state of a mouse button 556will remain `GLFW_PRESS` until the state of that button is polled with @ref 557glfwGetMouseButton. Once it has been polled, if a mouse button release event 558had been processed in the meantime, the state will reset to `GLFW_RELEASE`, 559otherwise it will remain `GLFW_PRESS`. 560 561The `GLFW_MOUSE_BUTTON_LAST` constant holds the highest value of any 562[mouse button token](@ref buttons). 563 564 565### Scroll input {#scrolling} 566 567If you wish to be notified when the user scrolls, whether with a mouse wheel or 568touchpad gesture, set a scroll callback. 569 570```c 571glfwSetScrollCallback(window, scroll_callback); 572``` 573 574The callback function receives two-dimensional scroll offsets. 575 576```c 577void scroll_callback(GLFWwindow* window, double xoffset, double yoffset) 578{ 579} 580``` 581 582A normal mouse wheel, being vertical, provides offsets along the Y-axis. 583 584 585## Joystick input {#joystick} 586 587The joystick functions expose connected joysticks and controllers, with both 588referred to as joysticks. It supports up to sixteen joysticks, ranging from 589`GLFW_JOYSTICK_1`, `GLFW_JOYSTICK_2` up to and including `GLFW_JOYSTICK_16` or 590`GLFW_JOYSTICK_LAST`. You can test whether a [joystick](@ref joysticks) is 591present with @ref glfwJoystickPresent. 592 593```c 594int present = glfwJoystickPresent(GLFW_JOYSTICK_1); 595``` 596 597Each joystick has zero or more axes, zero or more buttons, zero or more hats, 598a human-readable name, a user pointer and an SDL compatible GUID. 599 600Detected joysticks are added to the beginning of the array. Once a joystick is 601detected, it keeps its assigned ID until it is disconnected or the library is 602terminated, so as joysticks are connected and disconnected, there may appear 603gaps in the IDs. 604 605Joystick axis, button and hat state is updated when polled and does not require 606a window to be created or events to be processed. However, if you want joystick 607connection and disconnection events reliably delivered to the 608[joystick callback](@ref joystick_event) then you must 609[process events](@ref events). 610 611To see all the properties of all connected joysticks in real-time, run the 612`joysticks` test program. 613 614 615### Joystick axis states {#joystick_axis} 616 617The positions of all axes of a joystick are returned by @ref 618glfwGetJoystickAxes. See the reference documentation for the lifetime of the 619returned array. 620 621```c 622int count; 623const float* axes = glfwGetJoystickAxes(GLFW_JOYSTICK_5, &count); 624``` 625 626Each element in the returned array is a value between -1.0 and 1.0. 627 628 629### Joystick button states {#joystick_button} 630 631The states of all buttons of a joystick are returned by @ref 632glfwGetJoystickButtons. See the reference documentation for the lifetime of the 633returned array. 634 635```c 636int count; 637const unsigned char* buttons = glfwGetJoystickButtons(GLFW_JOYSTICK_3, &count); 638``` 639 640Each element in the returned array is either `GLFW_PRESS` or `GLFW_RELEASE`. 641 642For backward compatibility with earlier versions that did not have @ref 643glfwGetJoystickHats, the button array by default also includes all hats. See 644the reference documentation for @ref glfwGetJoystickButtons for details. 645 646 647### Joystick hat states {#joystick_hat} 648 649The states of all hats are returned by @ref glfwGetJoystickHats. See the 650reference documentation for the lifetime of the returned array. 651 652```c 653int count; 654const unsigned char* hats = glfwGetJoystickHats(GLFW_JOYSTICK_7, &count); 655``` 656 657Each element in the returned array is one of the following: 658 659Name | Value 660---- | ----- 661`GLFW_HAT_CENTERED` | 0 662`GLFW_HAT_UP` | 1 663`GLFW_HAT_RIGHT` | 2 664`GLFW_HAT_DOWN` | 4 665`GLFW_HAT_LEFT` | 8 666`GLFW_HAT_RIGHT_UP` | `GLFW_HAT_RIGHT` \| `GLFW_HAT_UP` 667`GLFW_HAT_RIGHT_DOWN` | `GLFW_HAT_RIGHT` \| `GLFW_HAT_DOWN` 668`GLFW_HAT_LEFT_UP` | `GLFW_HAT_LEFT` \| `GLFW_HAT_UP` 669`GLFW_HAT_LEFT_DOWN` | `GLFW_HAT_LEFT` \| `GLFW_HAT_DOWN` 670 671The diagonal directions are bitwise combinations of the primary (up, right, down 672and left) directions and you can test for these individually by ANDing it with 673the corresponding direction. 674 675```c 676if (hats[2] & GLFW_HAT_RIGHT) 677{ 678 // State of hat 2 could be right-up, right or right-down 679} 680``` 681 682For backward compatibility with earlier versions that did not have @ref 683glfwGetJoystickHats, all hats are by default also included in the button array. 684See the reference documentation for @ref glfwGetJoystickButtons for details. 685 686 687### Joystick name {#joystick_name} 688 689The human-readable, UTF-8 encoded name of a joystick is returned by @ref 690glfwGetJoystickName. See the reference documentation for the lifetime of the 691returned string. 692 693```c 694const char* name = glfwGetJoystickName(GLFW_JOYSTICK_4); 695``` 696 697Joystick names are not guaranteed to be unique. Two joysticks of the same model 698and make may have the same name. Only the [joystick ID](@ref joysticks) is 699guaranteed to be unique, and only until that joystick is disconnected. 700 701 702### Joystick user pointer {#joystick_userptr} 703 704Each joystick has a user pointer that can be set with @ref 705glfwSetJoystickUserPointer and queried with @ref glfwGetJoystickUserPointer. 706This can be used for any purpose you need and will not be modified by GLFW. The 707value will be kept until the joystick is disconnected or until the library is 708terminated. 709 710The initial value of the pointer is `NULL`. 711 712 713### Joystick configuration changes {#joystick_event} 714 715If you wish to be notified when a joystick is connected or disconnected, set 716a joystick callback. 717 718```c 719glfwSetJoystickCallback(joystick_callback); 720``` 721 722The callback function receives the ID of the joystick that has been connected 723and disconnected and the event that occurred. 724 725```c 726void joystick_callback(int jid, int event) 727{ 728 if (event == GLFW_CONNECTED) 729 { 730 // The joystick was connected 731 } 732 else if (event == GLFW_DISCONNECTED) 733 { 734 // The joystick was disconnected 735 } 736} 737``` 738 739For joystick connection and disconnection events to be delivered on all 740platforms, you need to call one of the [event processing](@ref events) 741functions. Joystick disconnection may also be detected and the callback 742called by joystick functions. The function will then return whatever it 743returns for a disconnected joystick. 744 745Only @ref glfwGetJoystickName and @ref glfwGetJoystickUserPointer will return 746useful values for a disconnected joystick and only before the monitor callback 747returns. 748 749 750### Gamepad input {#gamepad} 751 752The joystick functions provide unlabeled axes, buttons and hats, with no 753indication of where they are located on the device. Their order may also vary 754between platforms even with the same device. 755 756To solve this problem the SDL community crowdsourced the 757[SDL_GameControllerDB][] project, a database of mappings from many different 758devices to an Xbox-like gamepad. 759 760[SDL_GameControllerDB]: https://github.com/gabomdq/SDL_GameControllerDB 761 762GLFW supports this mapping format and contains a copy of the mappings 763available at the time of release. See @ref gamepad_mapping for how to update 764this at runtime. Mappings will be assigned to joysticks automatically any time 765a joystick is connected or the mappings are updated. 766 767You can check whether a joystick is both present and has a gamepad mapping with 768@ref glfwJoystickIsGamepad. 769 770```c 771if (glfwJoystickIsGamepad(GLFW_JOYSTICK_2)) 772{ 773 // Use as gamepad 774} 775``` 776 777If you are only interested in gamepad input you can use this function instead of 778@ref glfwJoystickPresent. 779 780You can query the human-readable name provided by the gamepad mapping with @ref 781glfwGetGamepadName. This may or may not be the same as the 782[joystick name](@ref joystick_name). 783 784```c 785const char* name = glfwGetGamepadName(GLFW_JOYSTICK_7); 786``` 787 788To retrieve the gamepad state of a joystick, call @ref glfwGetGamepadState. 789 790```c 791GLFWgamepadstate state; 792 793if (glfwGetGamepadState(GLFW_JOYSTICK_3, &state)) 794{ 795 if (state.buttons[GLFW_GAMEPAD_BUTTON_A]) 796 { 797 input_jump(); 798 } 799 800 input_speed(state.axes[GLFW_GAMEPAD_AXIS_RIGHT_TRIGGER]); 801} 802``` 803 804The @ref GLFWgamepadstate struct has two arrays; one for button states and one 805for axis states. The values for each button and axis are the same as for the 806@ref glfwGetJoystickButtons and @ref glfwGetJoystickAxes functions, i.e. 807`GLFW_PRESS` or `GLFW_RELEASE` for buttons and -1.0 to 1.0 inclusive for axes. 808 809The sizes of the arrays and the positions within each array are fixed. 810 811The [button indices](@ref gamepad_buttons) are `GLFW_GAMEPAD_BUTTON_A`, 812`GLFW_GAMEPAD_BUTTON_B`, `GLFW_GAMEPAD_BUTTON_X`, `GLFW_GAMEPAD_BUTTON_Y`, 813`GLFW_GAMEPAD_BUTTON_LEFT_BUMPER`, `GLFW_GAMEPAD_BUTTON_RIGHT_BUMPER`, 814`GLFW_GAMEPAD_BUTTON_BACK`, `GLFW_GAMEPAD_BUTTON_START`, 815`GLFW_GAMEPAD_BUTTON_GUIDE`, `GLFW_GAMEPAD_BUTTON_LEFT_THUMB`, 816`GLFW_GAMEPAD_BUTTON_RIGHT_THUMB`, `GLFW_GAMEPAD_BUTTON_DPAD_UP`, 817`GLFW_GAMEPAD_BUTTON_DPAD_RIGHT`, `GLFW_GAMEPAD_BUTTON_DPAD_DOWN` and 818`GLFW_GAMEPAD_BUTTON_DPAD_LEFT`. 819 820For those who prefer, there are also the `GLFW_GAMEPAD_BUTTON_CROSS`, 821`GLFW_GAMEPAD_BUTTON_CIRCLE`, `GLFW_GAMEPAD_BUTTON_SQUARE` and 822`GLFW_GAMEPAD_BUTTON_TRIANGLE` aliases for the A, B, X and Y button indices. 823 824The [axis indices](@ref gamepad_axes) are `GLFW_GAMEPAD_AXIS_LEFT_X`, 825`GLFW_GAMEPAD_AXIS_LEFT_Y`, `GLFW_GAMEPAD_AXIS_RIGHT_X`, 826`GLFW_GAMEPAD_AXIS_RIGHT_Y`, `GLFW_GAMEPAD_AXIS_LEFT_TRIGGER` and 827`GLFW_GAMEPAD_AXIS_RIGHT_TRIGGER`. 828 829The `GLFW_GAMEPAD_BUTTON_LAST` and `GLFW_GAMEPAD_AXIS_LAST` constants equal 830the largest available index for each array. 831 832 833### Gamepad mappings {#gamepad_mapping} 834 835GLFW contains a copy of the mappings available in [SDL_GameControllerDB][] at 836the time of release. Newer ones can be added at runtime with @ref 837glfwUpdateGamepadMappings. 838 839```c 840const char* mappings = load_file_contents("game/data/gamecontrollerdb.txt"); 841 842glfwUpdateGamepadMappings(mappings); 843``` 844 845This function supports everything from single lines up to and including the 846unmodified contents of the whole `gamecontrollerdb.txt` file. 847 848If you are compiling GLFW from source with CMake you can update the built-in mappings by 849building the _update_mappings_ target. This runs the `GenerateMappings.cmake` CMake 850script, which downloads `gamecontrollerdb.txt` and regenerates the `mappings.h` header 851file. 852 853Below is a description of the mapping format. Please keep in mind that __this 854description is not authoritative__. The format is defined by the SDL and 855SDL_GameControllerDB projects and their documentation and code takes precedence. 856 857Each mapping is a single line of comma-separated values describing the GUID, 858name and layout of the gamepad. Lines that do not begin with a hexadecimal 859digit are ignored. 860 861The first value is always the gamepad GUID, a 32 character long hexadecimal 862string that typically identifies its make, model, revision and the type of 863connection to the computer. When this information is not available, the GUID is 864generated using the gamepad name. GLFW uses the SDL 2.0.5+ GUID format but can 865convert from the older formats. 866 867The second value is always the human-readable name of the gamepad. 868 869All subsequent values are in the form `<field>:<value>` and describe the layout 870of the mapping. These fields may not all be present and may occur in any order. 871 872The button fields are `a`, `b`, `x`, `y`, `back`, `start`, `guide`, `dpup`, 873`dpright`, `dpdown`, `dpleft`, `leftshoulder`, `rightshoulder`, `leftstick` and 874`rightstick`. 875 876The axis fields are `leftx`, `lefty`, `rightx`, `righty`, `lefttrigger` and 877`righttrigger`. 878 879The value of an axis or button field can be a joystick button, a joystick axis, 880a hat bitmask or empty. Joystick buttons are specified as `bN`, for example 881`b2` for the third button. Joystick axes are specified as `aN`, for example 882`a7` for the eighth button. Joystick hat bit masks are specified as `hN.N`, for 883example `h0.8` for left on the first hat. More than one bit may be set in the 884mask. 885 886Before an axis there may be a `+` or `-` range modifier, for example `+a3` for 887the positive half of the fourth axis. This restricts input to only the positive 888or negative halves of the joystick axis. After an axis or half-axis there may 889be the `~` inversion modifier, for example `a2~` or `-a7~`. This negates the 890values of the gamepad axis. 891 892The hat bit mask match the [hat states](@ref hat_state) in the joystick 893functions. 894 895There is also the special `platform` field that specifies which platform the 896mapping is valid for. Possible values are `Windows`, `Mac OS X` and `Linux`. 897 898Below is an example of what a gamepad mapping might look like. It is the 899one built into GLFW for Xbox controllers accessed via the XInput API on Windows. 900This example has been broken into several lines to fit on the page, but real 901gamepad mappings must be a single line. 902 903``` 90478696e70757401000000000000000000,XInput Gamepad (GLFW),platform:Windows,a:b0, 905b:b1,x:b2,y:b3,leftshoulder:b4,rightshoulder:b5,back:b6,start:b7,leftstick:b8, 906rightstick:b9,leftx:a0,lefty:a1,rightx:a2,righty:a3,lefttrigger:a4, 907righttrigger:a5,dpup:h0.1,dpright:h0.2,dpdown:h0.4,dpleft:h0.8, 908``` 909 910@note GLFW does not yet support the output range and modifiers `+` and `-` that 911were recently added to SDL. The input modifiers `+`, `-` and `~` are supported 912and described above. 913 914 915## Time input {#time} 916 917GLFW provides high-resolution time input, in seconds, with @ref glfwGetTime. 918 919```c 920double seconds = glfwGetTime(); 921``` 922 923It returns the number of seconds since the library was initialized with @ref 924glfwInit. The platform-specific time sources used typically have micro- or 925nanosecond resolution. 926 927You can modify the base time with @ref glfwSetTime. 928 929```c 930glfwSetTime(4.0); 931``` 932 933This sets the time to the specified time, in seconds, and it continues to count 934from there. 935 936You can also access the raw timer used to implement the functions above, 937with @ref glfwGetTimerValue. 938 939```c 940uint64_t value = glfwGetTimerValue(); 941``` 942 943This value is in 1 / frequency seconds. The frequency of the raw 944timer varies depending on the operating system and hardware. You can query the 945frequency, in Hz, with @ref glfwGetTimerFrequency. 946 947```c 948uint64_t frequency = glfwGetTimerFrequency(); 949``` 950 951 952## Clipboard input and output {#clipboard} 953 954If the system clipboard contains a UTF-8 encoded string or if it can be 955converted to one, you can retrieve it with @ref glfwGetClipboardString. See the 956reference documentation for the lifetime of the returned string. 957 958```c 959const char* text = glfwGetClipboardString(NULL); 960if (text) 961{ 962 insert_text(text); 963} 964``` 965 966If the clipboard is empty or if its contents could not be converted, `NULL` is 967returned. 968 969The contents of the system clipboard can be set to a UTF-8 encoded string with 970@ref glfwSetClipboardString. 971 972```c 973glfwSetClipboardString(NULL, "A string with words in it"); 974``` 975 976 977## Path drop input {#path_drop} 978 979If you wish to receive the paths of files and/or directories dropped on 980a window, set a file drop callback. 981 982```c 983glfwSetDropCallback(window, drop_callback); 984``` 985 986The callback function receives an array of paths encoded as UTF-8. 987 988```c 989void drop_callback(GLFWwindow* window, int count, const char** paths) 990{ 991 int i; 992 for (i = 0; i < count; i++) 993 handle_dropped_file(paths[i]); 994} 995``` 996 997The path array and its strings are only valid until the file drop callback 998returns, as they may have been generated specifically for that event. You need 999to make a deep copy of the array if you want to keep the paths. 1000 1001