// SPDX-License-Identifier: Apache-2.0 // SPDX-FileCopyrightText: 2012 The glfw3-go Authors // SPDX-FileCopyrightText: 2023 The Ebitengine Authors //go:build darwin || freebsd || linux || netbsd || openbsd package cglfw // #include // #define GLFW_INCLUDE_NONE // #include "glfw3.h" // // void goKeyCB(void* window, int key, int scancode, int action, int mods); // void goCharCB(void* window, unsigned int character); // void goCharModsCB(void* window, unsigned int character, int mods); // void goMouseButtonCB(void* window, int button, int action, int mods); // void goCursorPosCB(void* window, double xpos, double ypos); // void goCursorEnterCB(void* window, int entered); // void goScrollCB(void* window, double xoff, double yoff); // void goDropCB(void* window, int count, char** names); // // static void glfwSetKeyCallbackCB(GLFWwindow *window) { // glfwSetKeyCallback(window, (GLFWkeyfun)goKeyCB); // } // // static void glfwSetCharCallbackCB(GLFWwindow *window) { // glfwSetCharCallback(window, (GLFWcharfun)goCharCB); // } // // static void glfwSetCharModsCallbackCB(GLFWwindow *window) { // glfwSetCharModsCallback(window, (GLFWcharmodsfun)goCharModsCB); // } // // static void glfwSetMouseButtonCallbackCB(GLFWwindow *window) { // glfwSetMouseButtonCallback(window, (GLFWmousebuttonfun)goMouseButtonCB); // } // // static void glfwSetCursorPosCallbackCB(GLFWwindow *window) { // glfwSetCursorPosCallback(window, (GLFWcursorposfun)goCursorPosCB); // } // // static void glfwSetCursorEnterCallbackCB(GLFWwindow *window) { // glfwSetCursorEnterCallback(window, (GLFWcursorenterfun)goCursorEnterCB); // } // // static void glfwSetScrollCallbackCB(GLFWwindow *window) { // glfwSetScrollCallback(window, (GLFWscrollfun)goScrollCB); // } // // static void glfwSetDropCallbackCB(GLFWwindow *window) { // glfwSetDropCallback(window, (GLFWdropfun)goDropCB); // } import "C" import ( "image" "image/draw" "unsafe" ) // Key corresponds to a keyboard key. type Key int // These key codes are inspired by the USB HID Usage Tables v1.12 (p. 53-60), // but re-arranged to map to 7-bit ASCII for printable keys (function keys are // put in the 256+ range). const ( KeyUnknown Key = C.GLFW_KEY_UNKNOWN KeySpace Key = C.GLFW_KEY_SPACE KeyApostrophe Key = C.GLFW_KEY_APOSTROPHE KeyComma Key = C.GLFW_KEY_COMMA KeyMinus Key = C.GLFW_KEY_MINUS KeyPeriod Key = C.GLFW_KEY_PERIOD KeySlash Key = C.GLFW_KEY_SLASH Key0 Key = C.GLFW_KEY_0 Key1 Key = C.GLFW_KEY_1 Key2 Key = C.GLFW_KEY_2 Key3 Key = C.GLFW_KEY_3 Key4 Key = C.GLFW_KEY_4 Key5 Key = C.GLFW_KEY_5 Key6 Key = C.GLFW_KEY_6 Key7 Key = C.GLFW_KEY_7 Key8 Key = C.GLFW_KEY_8 Key9 Key = C.GLFW_KEY_9 KeySemicolon Key = C.GLFW_KEY_SEMICOLON KeyEqual Key = C.GLFW_KEY_EQUAL KeyA Key = C.GLFW_KEY_A KeyB Key = C.GLFW_KEY_B KeyC Key = C.GLFW_KEY_C KeyD Key = C.GLFW_KEY_D KeyE Key = C.GLFW_KEY_E KeyF Key = C.GLFW_KEY_F KeyG Key = C.GLFW_KEY_G KeyH Key = C.GLFW_KEY_H KeyI Key = C.GLFW_KEY_I KeyJ Key = C.GLFW_KEY_J KeyK Key = C.GLFW_KEY_K KeyL Key = C.GLFW_KEY_L KeyM Key = C.GLFW_KEY_M KeyN Key = C.GLFW_KEY_N KeyO Key = C.GLFW_KEY_O KeyP Key = C.GLFW_KEY_P KeyQ Key = C.GLFW_KEY_Q KeyR Key = C.GLFW_KEY_R KeyS Key = C.GLFW_KEY_S KeyT Key = C.GLFW_KEY_T KeyU Key = C.GLFW_KEY_U KeyV Key = C.GLFW_KEY_V KeyW Key = C.GLFW_KEY_W KeyX Key = C.GLFW_KEY_X KeyY Key = C.GLFW_KEY_Y KeyZ Key = C.GLFW_KEY_Z KeyLeftBracket Key = C.GLFW_KEY_LEFT_BRACKET KeyBackslash Key = C.GLFW_KEY_BACKSLASH KeyRightBracket Key = C.GLFW_KEY_RIGHT_BRACKET KeyGraveAccent Key = C.GLFW_KEY_GRAVE_ACCENT KeyWorld1 Key = C.GLFW_KEY_WORLD_1 KeyWorld2 Key = C.GLFW_KEY_WORLD_2 KeyEscape Key = C.GLFW_KEY_ESCAPE KeyEnter Key = C.GLFW_KEY_ENTER KeyTab Key = C.GLFW_KEY_TAB KeyBackspace Key = C.GLFW_KEY_BACKSPACE KeyInsert Key = C.GLFW_KEY_INSERT KeyDelete Key = C.GLFW_KEY_DELETE KeyRight Key = C.GLFW_KEY_RIGHT KeyLeft Key = C.GLFW_KEY_LEFT KeyDown Key = C.GLFW_KEY_DOWN KeyUp Key = C.GLFW_KEY_UP KeyPageUp Key = C.GLFW_KEY_PAGE_UP KeyPageDown Key = C.GLFW_KEY_PAGE_DOWN KeyHome Key = C.GLFW_KEY_HOME KeyEnd Key = C.GLFW_KEY_END KeyCapsLock Key = C.GLFW_KEY_CAPS_LOCK KeyScrollLock Key = C.GLFW_KEY_SCROLL_LOCK KeyNumLock Key = C.GLFW_KEY_NUM_LOCK KeyPrintScreen Key = C.GLFW_KEY_PRINT_SCREEN KeyPause Key = C.GLFW_KEY_PAUSE KeyF1 Key = C.GLFW_KEY_F1 KeyF2 Key = C.GLFW_KEY_F2 KeyF3 Key = C.GLFW_KEY_F3 KeyF4 Key = C.GLFW_KEY_F4 KeyF5 Key = C.GLFW_KEY_F5 KeyF6 Key = C.GLFW_KEY_F6 KeyF7 Key = C.GLFW_KEY_F7 KeyF8 Key = C.GLFW_KEY_F8 KeyF9 Key = C.GLFW_KEY_F9 KeyF10 Key = C.GLFW_KEY_F10 KeyF11 Key = C.GLFW_KEY_F11 KeyF12 Key = C.GLFW_KEY_F12 KeyF13 Key = C.GLFW_KEY_F13 KeyF14 Key = C.GLFW_KEY_F14 KeyF15 Key = C.GLFW_KEY_F15 KeyF16 Key = C.GLFW_KEY_F16 KeyF17 Key = C.GLFW_KEY_F17 KeyF18 Key = C.GLFW_KEY_F18 KeyF19 Key = C.GLFW_KEY_F19 KeyF20 Key = C.GLFW_KEY_F20 KeyF21 Key = C.GLFW_KEY_F21 KeyF22 Key = C.GLFW_KEY_F22 KeyF23 Key = C.GLFW_KEY_F23 KeyF24 Key = C.GLFW_KEY_F24 KeyF25 Key = C.GLFW_KEY_F25 KeyKP0 Key = C.GLFW_KEY_KP_0 KeyKP1 Key = C.GLFW_KEY_KP_1 KeyKP2 Key = C.GLFW_KEY_KP_2 KeyKP3 Key = C.GLFW_KEY_KP_3 KeyKP4 Key = C.GLFW_KEY_KP_4 KeyKP5 Key = C.GLFW_KEY_KP_5 KeyKP6 Key = C.GLFW_KEY_KP_6 KeyKP7 Key = C.GLFW_KEY_KP_7 KeyKP8 Key = C.GLFW_KEY_KP_8 KeyKP9 Key = C.GLFW_KEY_KP_9 KeyKPDecimal Key = C.GLFW_KEY_KP_DECIMAL KeyKPDivide Key = C.GLFW_KEY_KP_DIVIDE KeyKPMultiply Key = C.GLFW_KEY_KP_MULTIPLY KeyKPSubtract Key = C.GLFW_KEY_KP_SUBTRACT KeyKPAdd Key = C.GLFW_KEY_KP_ADD KeyKPEnter Key = C.GLFW_KEY_KP_ENTER KeyKPEqual Key = C.GLFW_KEY_KP_EQUAL KeyLeftShift Key = C.GLFW_KEY_LEFT_SHIFT KeyLeftControl Key = C.GLFW_KEY_LEFT_CONTROL KeyLeftAlt Key = C.GLFW_KEY_LEFT_ALT KeyLeftSuper Key = C.GLFW_KEY_LEFT_SUPER KeyRightShift Key = C.GLFW_KEY_RIGHT_SHIFT KeyRightControl Key = C.GLFW_KEY_RIGHT_CONTROL KeyRightAlt Key = C.GLFW_KEY_RIGHT_ALT KeyRightSuper Key = C.GLFW_KEY_RIGHT_SUPER KeyMenu Key = C.GLFW_KEY_MENU KeyLast Key = C.GLFW_KEY_LAST ) // ModifierKey corresponds to a modifier key. type ModifierKey int // Modifier keys. const ( ModShift ModifierKey = C.GLFW_MOD_SHIFT ModControl ModifierKey = C.GLFW_MOD_CONTROL ModAlt ModifierKey = C.GLFW_MOD_ALT ModSuper ModifierKey = C.GLFW_MOD_SUPER ModCapsLock ModifierKey = C.GLFW_MOD_CAPS_LOCK ModNumLock ModifierKey = C.GLFW_MOD_NUM_LOCK ) // MouseButton corresponds to a mouse button. type MouseButton int // Mouse buttons. const ( MouseButton1 MouseButton = C.GLFW_MOUSE_BUTTON_1 MouseButton2 MouseButton = C.GLFW_MOUSE_BUTTON_2 MouseButton3 MouseButton = C.GLFW_MOUSE_BUTTON_3 MouseButton4 MouseButton = C.GLFW_MOUSE_BUTTON_4 MouseButton5 MouseButton = C.GLFW_MOUSE_BUTTON_5 MouseButton6 MouseButton = C.GLFW_MOUSE_BUTTON_6 MouseButton7 MouseButton = C.GLFW_MOUSE_BUTTON_7 MouseButton8 MouseButton = C.GLFW_MOUSE_BUTTON_8 MouseButtonLast MouseButton = C.GLFW_MOUSE_BUTTON_LAST MouseButtonLeft MouseButton = C.GLFW_MOUSE_BUTTON_LEFT MouseButtonRight MouseButton = C.GLFW_MOUSE_BUTTON_RIGHT MouseButtonMiddle MouseButton = C.GLFW_MOUSE_BUTTON_MIDDLE ) // StandardCursor corresponds to a standard cursor icon. type StandardCursor int // Standard cursors const ( ArrowCursor StandardCursor = C.GLFW_ARROW_CURSOR IBeamCursor StandardCursor = C.GLFW_IBEAM_CURSOR CrosshairCursor StandardCursor = C.GLFW_CROSSHAIR_CURSOR HandCursor StandardCursor = C.GLFW_HAND_CURSOR HResizeCursor StandardCursor = C.GLFW_HRESIZE_CURSOR VResizeCursor StandardCursor = C.GLFW_VRESIZE_CURSOR ) // Action corresponds to a key or button action. type Action int // Action types. const ( Release Action = C.GLFW_RELEASE // The key or button was released. Press Action = C.GLFW_PRESS // The key or button was pressed. Repeat Action = C.GLFW_REPEAT // The key was held down until it repeated. ) // InputMode corresponds to an input mode. type InputMode int // Input modes. const ( CursorMode InputMode = C.GLFW_CURSOR // See Cursor mode values StickyKeysMode InputMode = C.GLFW_STICKY_KEYS // Value can be either 1 or 0 StickyMouseButtonsMode InputMode = C.GLFW_STICKY_MOUSE_BUTTONS // Value can be either 1 or 0 LockKeyMods InputMode = C.GLFW_LOCK_KEY_MODS // Value can be either 1 or 0 RawMouseMotion InputMode = C.GLFW_RAW_MOUSE_MOTION // Value can be either 1 or 0 ) // Cursor mode values. const ( CursorNormal int = C.GLFW_CURSOR_NORMAL CursorHidden int = C.GLFW_CURSOR_HIDDEN CursorDisabled int = C.GLFW_CURSOR_DISABLED ) // Cursor represents a cursor. type Cursor struct { data *C.GLFWcursor } //export goMouseButtonCB func goMouseButtonCB(window unsafe.Pointer, button, action, mods C.int) { w := windows.get((*C.GLFWwindow)(window)) w.fMouseButtonHolder(w, MouseButton(button), Action(action), ModifierKey(mods)) } //export goCursorPosCB func goCursorPosCB(window unsafe.Pointer, xpos, ypos C.double) { w := windows.get((*C.GLFWwindow)(window)) w.fCursorPosHolder(w, float64(xpos), float64(ypos)) } //export goCursorEnterCB func goCursorEnterCB(window unsafe.Pointer, entered C.int) { w := windows.get((*C.GLFWwindow)(window)) hasEntered := entered != 0 w.fCursorEnterHolder(w, hasEntered) } //export goScrollCB func goScrollCB(window unsafe.Pointer, xoff, yoff C.double) { w := windows.get((*C.GLFWwindow)(window)) w.fScrollHolder(w, float64(xoff), float64(yoff)) } //export goKeyCB func goKeyCB(window unsafe.Pointer, key, scancode, action, mods C.int) { w := windows.get((*C.GLFWwindow)(window)) w.fKeyHolder(w, Key(key), int(scancode), Action(action), ModifierKey(mods)) } //export goCharCB func goCharCB(window unsafe.Pointer, character C.uint) { w := windows.get((*C.GLFWwindow)(window)) w.fCharHolder(w, rune(character)) } //export goCharModsCB func goCharModsCB(window unsafe.Pointer, character C.uint, mods C.int) { w := windows.get((*C.GLFWwindow)(window)) w.fCharModsHolder(w, rune(character), ModifierKey(mods)) } //export goDropCB func goDropCB(window unsafe.Pointer, count C.int, names **C.char) { // TODO: The types of name can be `**C.char` or `unsafe.Pointer`, use whichever is better. w := windows.get((*C.GLFWwindow)(window)) namesSlice := make([]string, int(count)) // TODO: Make this better. This part is unfinished, hacky, probably not correct, and not idiomatic. for i := 0; i < int(count); i++ { // TODO: Make this better. It should be cleaned up and vetted. var x *C.char // TODO: Make this better. p := (**C.char)(unsafe.Pointer(uintptr(unsafe.Pointer(names)) + uintptr(i)*unsafe.Sizeof(x))) // TODO: Make this better. namesSlice[i] = C.GoString(*p) // TODO: Make this better. } w.fDropHolder(w, namesSlice) } // GetInputMode returns the value of an input option of the window. func (w *Window) GetInputMode(mode InputMode) int { ret := int(C.glfwGetInputMode(w.data, C.int(mode))) panicError() return ret } // SetInputMode sets an input option for the window. func (w *Window) SetInputMode(mode InputMode, value int) { C.glfwSetInputMode(w.data, C.int(mode), C.int(value)) panicError() } // RawMouseMotionSupported returns whether raw mouse motion is supported on the // current system. This status does not change after GLFW has been initialized // so you only need to check this once. If you attempt to enable raw motion on // a system that does not support it, PlatformError will be emitted. // // Raw mouse motion is closer to the actual motion of the mouse across a // surface. It is not affected by the scaling and acceleration applied to the // motion of the desktop cursor. That processing is suitable for a cursor while // raw motion is better for controlling for example a 3D camera. Because of // this, raw mouse motion is only provided when the cursor is disabled. // // This function must only be called from the main thread. func RawMouseMotionSupported() bool { return int(C.glfwRawMouseMotionSupported()) == True } // GetKeyScancode function returns the platform-specific scancode of the // specified key. // // If the key is KeyUnknown or does not exist on the keyboard this method will // return -1. func GetKeyScancode(key Key) int { return int(C.glfwGetKeyScancode(C.int(key))) } // GetKey returns the last reported state of a keyboard key. The returned state // is one of Press or Release. The higher-level state Repeat is only reported to // the key callback. // // If the StickyKeys input mode is enabled, this function returns Press the first // time you call this function after a key has been pressed, even if the key has // already been released. // // The key functions deal with physical keys, with key tokens named after their // use on the standard US keyboard layout. If you want to input text, use the // Unicode character callback instead. func (w *Window) GetKey(key Key) Action { ret := Action(C.glfwGetKey(w.data, C.int(key))) panicError() return ret } // GetKeyName returns the localized name of the specified printable key. // // If the key is glfw.KeyUnknown, the scancode is used, otherwise the scancode is ignored. func GetKeyName(key Key, scancode int) string { ret := C.glfwGetKeyName(C.int(key), C.int(scancode)) panicError() return C.GoString(ret) } // GetMouseButton returns the last state reported for the specified mouse button. // // If the StickyMouseButtons input mode is enabled, this function returns Press // the first time you call this function after a mouse button has been pressed, // even if the mouse button has already been released. func (w *Window) GetMouseButton(button MouseButton) Action { ret := Action(C.glfwGetMouseButton(w.data, C.int(button))) panicError() return ret } // GetCursorPos returns the last reported position of the cursor. // // If the cursor is disabled (with CursorDisabled) then the cursor position is // unbounded and limited only by the minimum and maximum values of a double. // // The coordinate can be converted to their integer equivalents with the floor // function. Casting directly to an integer type works for positive coordinates, // but fails for negative ones. func (w *Window) GetCursorPos() (x, y float64) { var xpos, ypos C.double C.glfwGetCursorPos(w.data, &xpos, &ypos) panicError() return float64(xpos), float64(ypos) } // SetCursorPos sets the position of the cursor. The specified window must // be focused. If the window does not have focus when this function is called, // it fails silently. // // If the cursor is disabled (with CursorDisabled) then the cursor position is // unbounded and limited only by the minimum and maximum values of a double. func (w *Window) SetCursorPos(xpos, ypos float64) { C.glfwSetCursorPos(w.data, C.double(xpos), C.double(ypos)) panicError() } // CreateCursor creates a new custom cursor image that can be set for a window with SetCursor. // The cursor can be destroyed with Destroy. Any remaining cursors are destroyed by Terminate. // // The image is ideally provided in the form of *image.NRGBA. // The pixels are 32-bit, little-endian, non-premultiplied RGBA, i.e. eight // bits per channel with the red channel first. They are arranged canonically // as packed sequential rows, starting from the top-left corner. If the image // type is not *image.NRGBA, it will be converted to it. // // The cursor hotspot is specified in pixels, relative to the upper-left corner of the cursor image. // Like all other coordinate systems in GLFW, the X-axis points to the right and the Y-axis points down. func CreateCursor(img image.Image, xhot, yhot int) *Cursor { var imgC C.GLFWimage var pixels []uint8 b := img.Bounds() switch img := img.(type) { case *image.NRGBA: pixels = img.Pix default: m := image.NewNRGBA(image.Rect(0, 0, b.Dx(), b.Dy())) draw.Draw(m, m.Bounds(), img, b.Min, draw.Src) pixels = m.Pix } pix, free := bytes(pixels) imgC.width = C.int(b.Dx()) imgC.height = C.int(b.Dy()) imgC.pixels = (*C.uchar)(pix) c := C.glfwCreateCursor(&imgC, C.int(xhot), C.int(yhot)) free() panicError() return &Cursor{c} } // CreateStandardCursor returns a cursor with a standard shape, // that can be set for a window with SetCursor. func CreateStandardCursor(shape StandardCursor) *Cursor { c := C.glfwCreateStandardCursor(C.int(shape)) panicError() return &Cursor{c} } // Destroy destroys a cursor previously created with CreateCursor. // Any remaining cursors will be destroyed by Terminate. func (c *Cursor) Destroy() { C.glfwDestroyCursor(c.data) panicError() } // SetCursor sets the cursor image to be used when the cursor is over the client area // of the specified window. The set cursor will only be visible when the cursor mode of the // window is CursorNormal. // // On some platforms, the set cursor may not be visible unless the window also has input focus. func (w *Window) SetCursor(c *Cursor) { if c == nil { C.glfwSetCursor(w.data, nil) } else { C.glfwSetCursor(w.data, c.data) } panicError() } // KeyCallback is the key callback. type KeyCallback func(w *Window, key Key, scancode int, action Action, mods ModifierKey) // SetKeyCallback sets the key callback which is called when a key is pressed, // repeated or released. // // The key functions deal with physical keys, with layout independent key tokens // named after their values in the standard US keyboard layout. If you want to // input text, use the SetCharCallback instead. // // When a window loses focus, it will generate synthetic key release events for // all pressed keys. You can tell these events from user-generated events by the // fact that the synthetic ones are generated after the window has lost focus, // i.e. Focused will be false and the focus callback will have already been // called. func (w *Window) SetKeyCallback(cbfun KeyCallback) (previous KeyCallback) { previous = w.fKeyHolder w.fKeyHolder = cbfun if cbfun == nil { C.glfwSetKeyCallback(w.data, nil) } else { C.glfwSetKeyCallbackCB(w.data) } panicError() return previous } // CharCallback is the character callback. type CharCallback func(w *Window, char rune) // SetCharCallback sets the character callback which is called when a // Unicode character is input. // // The character callback is intended for Unicode text input. As it deals with // characters, it is keyboard layout dependent, whereas the // key callback is not. Characters do not map 1:1 // to physical keys, as a key may produce zero, one or more characters. If you // want to know whether a specific physical key was pressed or released, see // the key callback instead. // // The character callback behaves as system text input normally does and will // not be called if modifier keys are held down that would prevent normal text // input on that platform, for example a Super (Command) key on OS X or Alt key // on Windows. There is a character with modifiers callback that receives these events. func (w *Window) SetCharCallback(cbfun CharCallback) (previous CharCallback) { previous = w.fCharHolder w.fCharHolder = cbfun if cbfun == nil { C.glfwSetCharCallback(w.data, nil) } else { C.glfwSetCharCallbackCB(w.data) } panicError() return previous } // CharModsCallback is the character with modifiers callback. type CharModsCallback func(w *Window, char rune, mods ModifierKey) // SetCharModsCallback sets the character with modifiers callback which is called when a // Unicode character is input regardless of what modifier keys are used. // // Deprecated: Scheduled for removal in version 4.0. // // The character with modifiers callback is intended for implementing custom // Unicode character input. For regular Unicode text input, see the // character callback. Like the character callback, the character with modifiers callback // deals with characters and is keyboard layout dependent. Characters do not // map 1:1 to physical keys, as a key may produce zero, one or more characters. // If you want to know whether a specific physical key was pressed or released, // see the key callback instead. func (w *Window) SetCharModsCallback(cbfun CharModsCallback) (previous CharModsCallback) { previous = w.fCharModsHolder w.fCharModsHolder = cbfun if cbfun == nil { C.glfwSetCharModsCallback(w.data, nil) } else { C.glfwSetCharModsCallbackCB(w.data) } panicError() return previous } // MouseButtonCallback is the mouse button callback. type MouseButtonCallback func(w *Window, button MouseButton, action Action, mods ModifierKey) // SetMouseButtonCallback sets the mouse button callback which is called when a // mouse button is pressed or released. // // When a window loses focus, it will generate synthetic mouse button release // events for all pressed mouse buttons. You can tell these events from // user-generated events by the fact that the synthetic ones are generated after // the window has lost focus, i.e. Focused will be false and the focus // callback will have already been called. func (w *Window) SetMouseButtonCallback(cbfun MouseButtonCallback) (previous MouseButtonCallback) { previous = w.fMouseButtonHolder w.fMouseButtonHolder = cbfun if cbfun == nil { C.glfwSetMouseButtonCallback(w.data, nil) } else { C.glfwSetMouseButtonCallbackCB(w.data) } panicError() return previous } // CursorPosCallback the cursor position callback. type CursorPosCallback func(w *Window, xpos float64, ypos float64) // SetCursorPosCallback sets the cursor position callback which is called // when the cursor is moved. The callback is provided with the position relative // to the upper-left corner of the client area of the window. func (w *Window) SetCursorPosCallback(cbfun CursorPosCallback) (previous CursorPosCallback) { previous = w.fCursorPosHolder w.fCursorPosHolder = cbfun if cbfun == nil { C.glfwSetCursorPosCallback(w.data, nil) } else { C.glfwSetCursorPosCallbackCB(w.data) } panicError() return previous } // CursorEnterCallback is the cursor boundary crossing callback. type CursorEnterCallback func(w *Window, entered bool) // SetCursorEnterCallback the cursor boundary crossing callback which is called // when the cursor enters or leaves the client area of the window. func (w *Window) SetCursorEnterCallback(cbfun CursorEnterCallback) (previous CursorEnterCallback) { previous = w.fCursorEnterHolder w.fCursorEnterHolder = cbfun if cbfun == nil { C.glfwSetCursorEnterCallback(w.data, nil) } else { C.glfwSetCursorEnterCallbackCB(w.data) } panicError() return previous } // ScrollCallback is the scroll callback. type ScrollCallback func(w *Window, xoff float64, yoff float64) // SetScrollCallback sets the scroll callback which is called when a scrolling // device is used, such as a mouse wheel or scrolling area of a touchpad. func (w *Window) SetScrollCallback(cbfun ScrollCallback) (previous ScrollCallback) { previous = w.fScrollHolder w.fScrollHolder = cbfun if cbfun == nil { C.glfwSetScrollCallback(w.data, nil) } else { C.glfwSetScrollCallbackCB(w.data) } panicError() return previous } // DropCallback is the drop callback. type DropCallback func(w *Window, names []string) // SetDropCallback sets the drop callback which is called when an object // is dropped over the window. func (w *Window) SetDropCallback(cbfun DropCallback) (previous DropCallback) { previous = w.fDropHolder w.fDropHolder = cbfun if cbfun == nil { C.glfwSetDropCallback(w.data, nil) } else { C.glfwSetDropCallbackCB(w.data) } panicError() return previous }