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cede5027d3
Closes #2703
506 lines
18 KiB
Go
506 lines
18 KiB
Go
// SPDX-License-Identifier: Apache-2.0
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// SPDX-FileCopyrightText: 2012 The glfw3-go Authors
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// SPDX-FileCopyrightText: 2023 The Ebitengine Authors
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//go:build darwin || freebsd || linux || netbsd || openbsd
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package glfw
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// #include <stdlib.h>
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// #define GLFW_INCLUDE_NONE
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// #include "glfw3_unix.h"
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//
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// void goKeyCB(void* window, int key, int scancode, int action, int mods);
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// void goCharCB(void* window, unsigned int character);
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// void goCharModsCB(void* window, unsigned int character, int mods);
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// void goMouseButtonCB(void* window, int button, int action, int mods);
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// void goCursorPosCB(void* window, double xpos, double ypos);
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// void goCursorEnterCB(void* window, int entered);
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// void goScrollCB(void* window, double xoff, double yoff);
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// void goDropCB(void* window, int count, char** names);
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//
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// static void glfwSetKeyCallbackCB(GLFWwindow *window) {
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// glfwSetKeyCallback(window, (GLFWkeyfun)goKeyCB);
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// }
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//
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// static void glfwSetCharCallbackCB(GLFWwindow *window) {
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// glfwSetCharCallback(window, (GLFWcharfun)goCharCB);
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// }
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//
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// static void glfwSetCharModsCallbackCB(GLFWwindow *window) {
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// glfwSetCharModsCallback(window, (GLFWcharmodsfun)goCharModsCB);
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// }
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//
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// static void glfwSetMouseButtonCallbackCB(GLFWwindow *window) {
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// glfwSetMouseButtonCallback(window, (GLFWmousebuttonfun)goMouseButtonCB);
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// }
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//
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// static void glfwSetCursorPosCallbackCB(GLFWwindow *window) {
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// glfwSetCursorPosCallback(window, (GLFWcursorposfun)goCursorPosCB);
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// }
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//
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// static void glfwSetCursorEnterCallbackCB(GLFWwindow *window) {
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// glfwSetCursorEnterCallback(window, (GLFWcursorenterfun)goCursorEnterCB);
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// }
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//
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// static void glfwSetScrollCallbackCB(GLFWwindow *window) {
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// glfwSetScrollCallback(window, (GLFWscrollfun)goScrollCB);
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// }
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//
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// static void glfwSetDropCallbackCB(GLFWwindow *window) {
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// glfwSetDropCallback(window, (GLFWdropfun)goDropCB);
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// }
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import "C"
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import (
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"image"
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"image/draw"
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"unsafe"
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)
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// Cursor represents a cursor.
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type Cursor struct {
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data *C.GLFWcursor
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}
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//export goMouseButtonCB
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func goMouseButtonCB(window unsafe.Pointer, button, action, mods C.int) {
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w := windows.get((*C.GLFWwindow)(window))
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w.fMouseButtonHolder(w, MouseButton(button), Action(action), ModifierKey(mods))
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}
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//export goCursorPosCB
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func goCursorPosCB(window unsafe.Pointer, xpos, ypos C.double) {
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w := windows.get((*C.GLFWwindow)(window))
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w.fCursorPosHolder(w, float64(xpos), float64(ypos))
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}
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//export goCursorEnterCB
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func goCursorEnterCB(window unsafe.Pointer, entered C.int) {
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w := windows.get((*C.GLFWwindow)(window))
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hasEntered := entered != 0
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w.fCursorEnterHolder(w, hasEntered)
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}
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//export goScrollCB
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func goScrollCB(window unsafe.Pointer, xoff, yoff C.double) {
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w := windows.get((*C.GLFWwindow)(window))
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w.fScrollHolder(w, float64(xoff), float64(yoff))
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}
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//export goKeyCB
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func goKeyCB(window unsafe.Pointer, key, scancode, action, mods C.int) {
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w := windows.get((*C.GLFWwindow)(window))
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w.fKeyHolder(w, Key(key), int(scancode), Action(action), ModifierKey(mods))
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}
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//export goCharCB
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func goCharCB(window unsafe.Pointer, character C.uint) {
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w := windows.get((*C.GLFWwindow)(window))
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w.fCharHolder(w, rune(character))
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}
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//export goCharModsCB
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func goCharModsCB(window unsafe.Pointer, character C.uint, mods C.int) {
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w := windows.get((*C.GLFWwindow)(window))
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w.fCharModsHolder(w, rune(character), ModifierKey(mods))
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}
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//export goDropCB
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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.
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w := windows.get((*C.GLFWwindow)(window))
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namesSlice := make([]string, int(count)) // TODO: Make this better. This part is unfinished, hacky, probably not correct, and not idiomatic.
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for i := 0; i < int(count); i++ { // TODO: Make this better. It should be cleaned up and vetted.
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var x *C.char // TODO: Make this better.
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p := (**C.char)(unsafe.Pointer(uintptr(unsafe.Pointer(names)) + uintptr(i)*unsafe.Sizeof(x))) // TODO: Make this better.
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namesSlice[i] = C.GoString(*p) // TODO: Make this better.
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}
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w.fDropHolder(w, namesSlice)
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}
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// GetInputMode returns the value of an input option of the window.
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func (w *Window) GetInputMode(mode InputMode) (int, error) {
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ret := int(C.glfwGetInputMode(w.data, C.int(mode)))
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if err := fetchErrorIgnoringPlatformError(); err != nil {
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return 0, err
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}
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return ret, nil
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}
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// SetInputMode sets an input option for the window.
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func (w *Window) SetInputMode(mode InputMode, value int) error {
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C.glfwSetInputMode(w.data, C.int(mode), C.int(value))
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if err := fetchErrorIgnoringPlatformError(); err != nil {
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return err
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}
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return nil
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}
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// RawMouseMotionSupported returns whether raw mouse motion is supported on the
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// current system. This status does not change after GLFW has been initialized
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// so you only need to check this once. If you attempt to enable raw motion on
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// a system that does not support it, PlatformError will be emitted.
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//
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// Raw mouse motion is closer to the actual motion of the mouse across a
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// surface. It is not affected by the scaling and acceleration applied to the
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// motion of the desktop cursor. That processing is suitable for a cursor while
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// raw motion is better for controlling for example a 3D camera. Because of
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// this, raw mouse motion is only provided when the cursor is disabled.
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//
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// This function must only be called from the main thread.
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func RawMouseMotionSupported() bool {
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return int(C.glfwRawMouseMotionSupported()) == True
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}
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// GetKeyScancode function returns the platform-specific scancode of the
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// specified key.
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//
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// If the key is KeyUnknown or does not exist on the keyboard this method will
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// return -1.
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func GetKeyScancode(key Key) int {
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return int(C.glfwGetKeyScancode(C.int(key)))
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}
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// GetKey returns the last reported state of a keyboard key. The returned state
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// is one of Press or Release. The higher-level state Repeat is only reported to
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// the key callback.
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//
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// If the StickyKeys input mode is enabled, this function returns Press the first
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// time you call this function after a key has been pressed, even if the key has
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// already been released.
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//
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// The key functions deal with physical keys, with key tokens named after their
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// use on the standard US keyboard layout. If you want to input text, use the
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// Unicode character callback instead.
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func (w *Window) GetKey(key Key) (Action, error) {
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ret := Action(C.glfwGetKey(w.data, C.int(key)))
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if err := fetchErrorIgnoringPlatformError(); err != nil {
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return 0, err
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}
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return ret, nil
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}
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// GetKeyName returns the localized name of the specified printable key.
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//
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// If the key is glfw.KeyUnknown, the scancode is used, otherwise the scancode is ignored.
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func GetKeyName(key Key, scancode int) (string, error) {
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ret := C.glfwGetKeyName(C.int(key), C.int(scancode))
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if err := fetchErrorIgnoringPlatformError(); err != nil {
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return "", err
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}
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return C.GoString(ret), nil
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}
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// GetMouseButton returns the last state reported for the specified mouse button.
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//
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// If the StickyMouseButtons input mode is enabled, this function returns Press
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// the first time you call this function after a mouse button has been pressed,
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// even if the mouse button has already been released.
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func (w *Window) GetMouseButton(button MouseButton) (Action, error) {
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ret := Action(C.glfwGetMouseButton(w.data, C.int(button)))
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if err := fetchErrorIgnoringPlatformError(); err != nil {
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return 0, err
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}
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return ret, nil
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}
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// GetCursorPos returns the last reported position of the cursor.
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//
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// If the cursor is disabled (with CursorDisabled) then the cursor position is
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// unbounded and limited only by the minimum and maximum values of a double.
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//
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// The coordinate can be converted to their integer equivalents with the floor
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// function. Casting directly to an integer type works for positive coordinates,
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// but fails for negative ones.
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func (w *Window) GetCursorPos() (x, y float64, err error) {
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var xpos, ypos C.double
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C.glfwGetCursorPos(w.data, &xpos, &ypos)
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if err := fetchErrorIgnoringPlatformError(); err != nil {
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return 0, 0, err
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}
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return float64(xpos), float64(ypos), nil
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}
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// SetCursorPos sets the position of the cursor. The specified window must
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// be focused. If the window does not have focus when this function is called,
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// it fails silently.
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//
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// If the cursor is disabled (with CursorDisabled) then the cursor position is
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// unbounded and limited only by the minimum and maximum values of a double.
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func (w *Window) SetCursorPos(xpos, ypos float64) error {
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C.glfwSetCursorPos(w.data, C.double(xpos), C.double(ypos))
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if err := fetchErrorIgnoringPlatformError(); err != nil {
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return err
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}
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return nil
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}
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// CreateCursor creates a new custom cursor image that can be set for a window with SetCursor.
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// The cursor can be destroyed with Destroy. Any remaining cursors are destroyed by Terminate.
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//
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// The image is ideally provided in the form of *image.NRGBA.
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// The pixels are 32-bit, little-endian, non-premultiplied RGBA, i.e. eight
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// bits per channel with the red channel first. They are arranged canonically
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// as packed sequential rows, starting from the top-left corner. If the image
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// type is not *image.NRGBA, it will be converted to it.
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//
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// The cursor hotspot is specified in pixels, relative to the upper-left corner of the cursor image.
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// Like all other coordinate systems in GLFW, the X-axis points to the right and the Y-axis points down.
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func CreateCursor(img image.Image, xhot, yhot int) (*Cursor, error) {
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var imgC C.GLFWimage
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var pixels []uint8
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b := img.Bounds()
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switch img := img.(type) {
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case *image.NRGBA:
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pixels = img.Pix
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default:
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m := image.NewNRGBA(image.Rect(0, 0, b.Dx(), b.Dy()))
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draw.Draw(m, m.Bounds(), img, b.Min, draw.Src)
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pixels = m.Pix
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}
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pix, free := bytes(pixels)
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imgC.width = C.int(b.Dx())
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imgC.height = C.int(b.Dy())
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imgC.pixels = (*C.uchar)(pix)
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c := C.glfwCreateCursor(&imgC, C.int(xhot), C.int(yhot))
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free()
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if err := fetchErrorIgnoringPlatformError(); err != nil {
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return nil, err
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}
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return &Cursor{c}, nil
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}
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// CreateStandardCursor returns a cursor with a standard shape,
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// that can be set for a window with SetCursor.
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func CreateStandardCursor(shape StandardCursor) (*Cursor, error) {
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c := C.glfwCreateStandardCursor(C.int(shape))
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if err := fetchErrorIgnoringPlatformError(); err != nil {
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return nil, err
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}
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return &Cursor{c}, nil
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}
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// Destroy destroys a cursor previously created with CreateCursor.
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// Any remaining cursors will be destroyed by Terminate.
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func (c *Cursor) Destroy() error {
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C.glfwDestroyCursor(c.data)
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if err := fetchErrorIgnoringPlatformError(); err != nil {
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return err
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}
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return nil
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}
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// SetCursor sets the cursor image to be used when the cursor is over the client area
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// of the specified window. The set cursor will only be visible when the cursor mode of the
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// window is CursorNormal.
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//
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// On some platforms, the set cursor may not be visible unless the window also has input focus.
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func (w *Window) SetCursor(c *Cursor) error {
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if c == nil {
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C.glfwSetCursor(w.data, nil)
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} else {
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C.glfwSetCursor(w.data, c.data)
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}
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if err := fetchErrorIgnoringPlatformError(); err != nil {
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return err
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}
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return nil
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}
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// KeyCallback is the key callback.
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type KeyCallback func(w *Window, key Key, scancode int, action Action, mods ModifierKey)
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// SetKeyCallback sets the key callback which is called when a key is pressed,
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// repeated or released.
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//
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// The key functions deal with physical keys, with layout independent key tokens
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// named after their values in the standard US keyboard layout. If you want to
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// input text, use the SetCharCallback instead.
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//
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// When a window loses focus, it will generate synthetic key release events for
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// all pressed keys. You can tell these events from user-generated events by the
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// fact that the synthetic ones are generated after the window has lost focus,
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// i.e. Focused will be false and the focus callback will have already been
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// called.
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func (w *Window) SetKeyCallback(cbfun KeyCallback) (previous KeyCallback, err error) {
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previous = w.fKeyHolder
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w.fKeyHolder = cbfun
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if cbfun == nil {
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C.glfwSetKeyCallback(w.data, nil)
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} else {
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C.glfwSetKeyCallbackCB(w.data)
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}
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if err := fetchErrorIgnoringPlatformError(); err != nil {
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return nil, err
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}
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return previous, nil
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}
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// CharCallback is the character callback.
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type CharCallback func(w *Window, char rune)
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// SetCharCallback sets the character callback which is called when a
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// Unicode character is input.
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//
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// The character callback is intended for Unicode text input. As it deals with
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// characters, it is keyboard layout dependent, whereas the
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// key callback is not. Characters do not map 1:1
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// to physical keys, as a key may produce zero, one or more characters. If you
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// want to know whether a specific physical key was pressed or released, see
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// the key callback instead.
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//
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// The character callback behaves as system text input normally does and will
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// not be called if modifier keys are held down that would prevent normal text
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// input on that platform, for example a Super (Command) key on OS X or Alt key
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// on Windows. There is a character with modifiers callback that receives these events.
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func (w *Window) SetCharCallback(cbfun CharCallback) (previous CharCallback, err error) {
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previous = w.fCharHolder
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w.fCharHolder = cbfun
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if cbfun == nil {
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C.glfwSetCharCallback(w.data, nil)
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} else {
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C.glfwSetCharCallbackCB(w.data)
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}
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if err := fetchErrorIgnoringPlatformError(); err != nil {
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return nil, err
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}
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return previous, nil
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}
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// CharModsCallback is the character with modifiers callback.
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type CharModsCallback func(w *Window, char rune, mods ModifierKey)
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// SetCharModsCallback sets the character with modifiers callback which is called when a
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// Unicode character is input regardless of what modifier keys are used.
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//
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// Deprecated: Scheduled for removal in version 4.0.
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//
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// The character with modifiers callback is intended for implementing custom
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// Unicode character input. For regular Unicode text input, see the
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// character callback. Like the character callback, the character with modifiers callback
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// deals with characters and is keyboard layout dependent. Characters do not
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// map 1:1 to physical keys, as a key may produce zero, one or more characters.
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// If you want to know whether a specific physical key was pressed or released,
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// see the key callback instead.
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func (w *Window) SetCharModsCallback(cbfun CharModsCallback) (previous CharModsCallback, err error) {
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previous = w.fCharModsHolder
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w.fCharModsHolder = cbfun
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if cbfun == nil {
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C.glfwSetCharModsCallback(w.data, nil)
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} else {
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C.glfwSetCharModsCallbackCB(w.data)
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}
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if err := fetchErrorIgnoringPlatformError(); err != nil {
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return nil, err
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}
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return previous, nil
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}
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// MouseButtonCallback is the mouse button callback.
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type MouseButtonCallback func(w *Window, button MouseButton, action Action, mods ModifierKey)
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// SetMouseButtonCallback sets the mouse button callback which is called when a
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// mouse button is pressed or released.
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//
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// When a window loses focus, it will generate synthetic mouse button release
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// events for all pressed mouse buttons. You can tell these events from
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// user-generated events by the fact that the synthetic ones are generated after
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// the window has lost focus, i.e. Focused will be false and the focus
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// callback will have already been called.
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func (w *Window) SetMouseButtonCallback(cbfun MouseButtonCallback) (previous MouseButtonCallback, err error) {
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previous = w.fMouseButtonHolder
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w.fMouseButtonHolder = cbfun
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if cbfun == nil {
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C.glfwSetMouseButtonCallback(w.data, nil)
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} else {
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C.glfwSetMouseButtonCallbackCB(w.data)
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}
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if err := fetchErrorIgnoringPlatformError(); err != nil {
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return nil, err
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}
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return previous, nil
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}
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// CursorPosCallback the cursor position callback.
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type CursorPosCallback func(w *Window, xpos float64, ypos float64)
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// SetCursorPosCallback sets the cursor position callback which is called
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// when the cursor is moved. The callback is provided with the position relative
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// to the upper-left corner of the client area of the window.
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func (w *Window) SetCursorPosCallback(cbfun CursorPosCallback) (previous CursorPosCallback, err error) {
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previous = w.fCursorPosHolder
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w.fCursorPosHolder = cbfun
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if cbfun == nil {
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C.glfwSetCursorPosCallback(w.data, nil)
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} else {
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C.glfwSetCursorPosCallbackCB(w.data)
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}
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if err := fetchErrorIgnoringPlatformError(); err != nil {
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return nil, err
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}
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return previous, nil
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}
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// CursorEnterCallback is the cursor boundary crossing callback.
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type CursorEnterCallback func(w *Window, entered bool)
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// SetCursorEnterCallback the cursor boundary crossing callback which is called
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// when the cursor enters or leaves the client area of the window.
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func (w *Window) SetCursorEnterCallback(cbfun CursorEnterCallback) (previous CursorEnterCallback, err error) {
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previous = w.fCursorEnterHolder
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w.fCursorEnterHolder = cbfun
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if cbfun == nil {
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C.glfwSetCursorEnterCallback(w.data, nil)
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} else {
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C.glfwSetCursorEnterCallbackCB(w.data)
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}
|
|
if err := fetchErrorIgnoringPlatformError(); err != nil {
|
|
return nil, err
|
|
}
|
|
return previous, nil
|
|
}
|
|
|
|
// 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, err error) {
|
|
previous = w.fScrollHolder
|
|
w.fScrollHolder = cbfun
|
|
if cbfun == nil {
|
|
C.glfwSetScrollCallback(w.data, nil)
|
|
} else {
|
|
C.glfwSetScrollCallbackCB(w.data)
|
|
}
|
|
if err := fetchErrorIgnoringPlatformError(); err != nil {
|
|
return nil, err
|
|
}
|
|
return previous, nil
|
|
}
|
|
|
|
// 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, err error) {
|
|
previous = w.fDropHolder
|
|
w.fDropHolder = cbfun
|
|
if cbfun == nil {
|
|
C.glfwSetDropCallback(w.data, nil)
|
|
} else {
|
|
C.glfwSetDropCallbackCB(w.data)
|
|
}
|
|
if err := fetchErrorIgnoringPlatformError(); err != nil {
|
|
return nil, err
|
|
}
|
|
return previous, nil
|
|
}
|