mirror of
https://github.com/ghostty-org/ghostty.git
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Closes #6702 This removes our mach-glfw dependency and replaces it with an in-tree pkg/glfw that includes both the source for compiling glfw as well as the Zig bindings. This matches the pattern from our other packages. This is based on the upstream mach-glfw work and therefore includes the original license and copyright information. The reasoning is stated in the issue but to summarize for the commit: - mach-glfw is no longer maintained, so we have to take ownership - mach-glfw depended on some large blobs of header files to enable cross-compilation but this isn't something we actually care about, so we can (and do) drop the blobs - mach-glfw blobs were hosted on mach hosts. given mach-glfw is unmaintained, we can't rely on this hosting - mach-glfw relied on a "glfw" package which was owned by another person to be Zig 0.14 compatible, but we no longer need to rely on this - mach-glfw builds were outdated based on latest Zig practices
587 lines
24 KiB
Zig
587 lines
24 KiB
Zig
const std = @import("std");
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const testing = std.testing;
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const c = @import("c.zig").c;
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const key = @import("key.zig");
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const errors = @import("errors.zig");
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/// Possible value for various window hints, etc.
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pub const dont_care = c.GLFW_DONT_CARE;
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pub const getError = errors.getError;
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pub const mustGetError = errors.mustGetError;
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pub const getErrorCode = errors.getErrorCode;
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pub const mustGetErrorCode = errors.mustGetErrorCode;
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pub const getErrorString = errors.getErrorString;
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pub const mustGetErrorString = errors.mustGetErrorString;
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pub const setErrorCallback = errors.setErrorCallback;
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pub const clearError = errors.clearError;
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pub const ErrorCode = errors.ErrorCode;
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pub const Error = errors.Error;
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pub const Action = @import("action.zig").Action;
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pub const GamepadAxis = @import("gamepad_axis.zig").GamepadAxis;
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pub const GamepadButton = @import("gamepad_button.zig").GamepadButton;
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pub const gamepad_axis = @import("gamepad_axis.zig");
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pub const gamepad_button = @import("gamepad_button.zig");
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pub const GammaRamp = @import("GammaRamp.zig");
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pub const Image = @import("Image.zig");
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pub const Joystick = @import("Joystick.zig");
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pub const Monitor = @import("Monitor.zig");
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pub const mouse_button = @import("mouse_button.zig");
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pub const MouseButton = mouse_button.MouseButton;
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pub const version = @import("version.zig");
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pub const VideoMode = @import("VideoMode.zig");
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pub const Window = @import("Window.zig");
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pub const Cursor = @import("Cursor.zig");
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pub const Native = @import("native.zig").Native;
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pub const BackendOptions = @import("native.zig").BackendOptions;
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pub const Key = key.Key;
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pub const setClipboardString = @import("clipboard.zig").setClipboardString;
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pub const getClipboardString = @import("clipboard.zig").getClipboardString;
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pub const makeContextCurrent = @import("opengl.zig").makeContextCurrent;
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pub const getCurrentContext = @import("opengl.zig").getCurrentContext;
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pub const swapInterval = @import("opengl.zig").swapInterval;
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pub const extensionSupported = @import("opengl.zig").extensionSupported;
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pub const GLProc = @import("opengl.zig").GLProc;
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pub const getProcAddress = @import("opengl.zig").getProcAddress;
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pub const getTime = @import("time.zig").getTime;
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pub const setTime = @import("time.zig").setTime;
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pub const getTimerValue = @import("time.zig").getTimerValue;
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pub const getTimerFrequency = @import("time.zig").getTimerFrequency;
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pub const Hat = @import("hat.zig").Hat;
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pub const RawHat = @import("hat.zig").RawHat;
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pub const Mods = @import("mod.zig").Mods;
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pub const RawMods = @import("mod.zig").RawMods;
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const internal_debug = @import("internal_debug.zig");
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/// If GLFW was already initialized in your program, e.g. you are embedding Zig code into an existing
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/// program that has already called glfwInit via the C API for you - then you need to tell mach/glfw
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/// that it has in fact been initialized already, otherwise when you call other methods mach/glfw
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/// would panic thinking glfw.init has not been called yet.
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pub fn assumeInitialized() void {
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internal_debug.assumeInitialized();
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}
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/// Initializes the GLFW library.
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///
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/// This function initializes the GLFW library. Before most GLFW functions can be used, GLFW must
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/// be initialized, and before an application terminates GLFW should be terminated in order to free
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/// any resources allocated during or after initialization.
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///
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/// If this function fails, it calls glfw.Terminate before returning. If it succeeds, you should
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/// call glfw.Terminate before the application exits.
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///
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/// Additional calls to this function after successful initialization but before termination will
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/// return immediately with no error.
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///
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/// The glfw.InitHint.platform init hint controls which platforms are considered during
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/// initialization. This also depends on which platforms the library was compiled to support.
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///
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/// macos: This function will change the current directory of the application to the
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/// `Contents/Resources` subdirectory of the application's bundle, if present. This can be disabled
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/// with `glfw.InitHint.cocoa_chdir_resources`.
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///
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/// macos: This function will create the main menu and dock icon for the application. If GLFW finds
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/// a `MainMenu.nib` it is loaded and assumed to contain a menu bar. Otherwise a minimal menu bar is
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/// created manually with common commands like Hide, Quit and About. The About entry opens a minimal
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/// about dialog with information from the application's bundle. The menu bar and dock icon can be
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/// disabled entirely with `glfw.InitHint.cocoa_menubar`.
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///
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/// x11: This function will set the `LC_CTYPE` category of the application locale according to the
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/// current environment if that category is still "C". This is because the "C" locale breaks
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/// Unicode text input.
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///
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/// Possible errors include glfw.ErrorCode.PlatformUnavailable, glfw.ErrorCode.PlatformError.
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/// Returns a bool indicating success.
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///
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/// @thread_safety This function must only be called from the main thread.
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pub inline fn init(hints: InitHints) bool {
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internal_debug.toggleInitialized();
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internal_debug.assertInitialized();
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errdefer {
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internal_debug.assertInitialized();
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internal_debug.toggleInitialized();
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}
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inline for (comptime std.meta.fieldNames(InitHints)) |field_name| {
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const init_hint = @field(InitHint, field_name);
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const init_value = @field(hints, field_name);
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if (@TypeOf(init_value) == PlatformType) {
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initHint(init_hint, @intFromEnum(init_value));
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} else {
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initHint(init_hint, init_value);
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}
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}
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return c.glfwInit() == c.GLFW_TRUE;
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}
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// TODO: implement custom allocator support
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//
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// /*! @brief Sets the init allocator to the desired value.
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// *
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// * To use the default allocator, call this function with a `NULL` argument.
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// *
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// * If you specify an allocator struct, every member must be a valid function
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// * pointer. If any member is `NULL`, this function emits @ref
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// * GLFW_INVALID_VALUE and the init allocator is unchanged.
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// *
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// * @param[in] allocator The allocator to use at the next initialization, or
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// * `NULL` to use the default one.
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// *
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// * @errors Possible errors include @ref GLFW_INVALID_VALUE.
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// *
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// * @pointer_lifetime The specified allocator is copied before this function
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// * returns.
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// *
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// * @thread_safety This function must only be called from the main thread.
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// *
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// * @sa @ref init_allocator
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// * @sa @ref glfwInit
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// *
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// * @since Added in version 3.4.
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// *
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// * @ingroup init
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// */
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// GLFWAPI void glfwInitAllocator(const GLFWallocator* allocator);
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/// Terminates the GLFW library.
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///
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/// This function destroys all remaining windows and cursors, restores any modified gamma ramps
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/// and frees any other allocated resources. Once this function is called, you must again call
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/// glfw.init successfully before you will be able to use most GLFW functions.
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///
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/// If GLFW has been successfully initialized, this function should be called before the
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/// application exits. If initialization fails, there is no need to call this function, as it is
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/// called by glfw.init before it returns failure.
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///
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/// This function has no effect if GLFW is not initialized.
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///
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/// Possible errors include glfw.ErrorCode.PlatformError.
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///
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/// warning: The contexts of any remaining windows must not be current on any other thread when
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/// this function is called.
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///
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/// reentrancy: This function must not be called from a callback.
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///
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/// thread_safety: This function must only be called from the main thread.
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pub inline fn terminate() void {
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internal_debug.assertInitialized();
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internal_debug.toggleInitialized();
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c.glfwTerminate();
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}
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/// Initialization hints for passing into glfw.init
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pub const InitHints = struct {
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/// Specifies whether to also expose joystick hats as buttons, for compatibility with earlier
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/// versions of GLFW that did not have glfwGetJoystickHats.
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joystick_hat_buttons: bool = true,
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/// macOS specific init hint. Ignored on other platforms.
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///
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/// Specifies whether to set the current directory to the application to the Contents/Resources
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/// subdirectory of the application's bundle, if present.
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cocoa_chdir_resources: bool = true,
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/// macOS specific init hint. Ignored on other platforms.
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///
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/// specifies whether to create a basic menu bar, either from a nib or manually, when the first
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/// window is created, which is when AppKit is initialized.
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cocoa_menubar: bool = true,
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/// Platform selection init hint.
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///
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/// Possible values are `PlatformType` enums.
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platform: PlatformType = .any,
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};
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/// Initialization hints for passing into glfw.initHint
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const InitHint = enum(c_int) {
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/// Specifies whether to also expose joystick hats as buttons, for compatibility with earlier
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/// versions of GLFW that did not have glfwGetJoystickHats.
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///
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/// Possible values are `true` and `false`.
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joystick_hat_buttons = c.GLFW_JOYSTICK_HAT_BUTTONS,
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/// ANGLE rendering backend init hint.
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///
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/// Possible values are `AnglePlatformType` enums.
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angle_platform_type = c.GLFW_ANGLE_PLATFORM_TYPE,
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/// Platform selection init hint.
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///
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/// Possible values are `PlatformType` enums.
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platform = c.GLFW_PLATFORM,
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/// macOS specific init hint. Ignored on other platforms.
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///
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/// Specifies whether to set the current directory to the application to the Contents/Resources
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/// subdirectory of the application's bundle, if present.
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///
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/// Possible values are `true` and `false`.
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cocoa_chdir_resources = c.GLFW_COCOA_CHDIR_RESOURCES,
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/// macOS specific init hint. Ignored on other platforms.
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///
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/// specifies whether to create a basic menu bar, either from a nib or manually, when the first
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/// window is created, which is when AppKit is initialized.
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///
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/// Possible values are `true` and `false`.
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cocoa_menubar = c.GLFW_COCOA_MENUBAR,
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/// X11 specific init hint.
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x11_xcb_vulkan_surface = c.GLFW_X11_XCB_VULKAN_SURFACE,
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/// Wayland specific init hint.
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///
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/// Possible values are `WaylandLibdecorInitHint` enums.
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wayland_libdecor = c.GLFW_WAYLAND_LIBDECOR,
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};
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/// Angle platform type hints for glfw.InitHint.angle_platform_type
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pub const AnglePlatformType = enum(c_int) {
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none = c.GLFW_ANGLE_PLATFORM_TYPE_NONE,
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opengl = c.GLFW_ANGLE_PLATFORM_TYPE_OPENGL,
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opengles = c.GLFW_ANGLE_PLATFORM_TYPE_OPENGLES,
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d3d9 = c.GLFW_ANGLE_PLATFORM_TYPE_D3D9,
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d3d11 = c.GLFW_ANGLE_PLATFORM_TYPE_D3D11,
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vulkan = c.GLFW_ANGLE_PLATFORM_TYPE_VULKAN,
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metal = c.GLFW_ANGLE_PLATFORM_TYPE_METAL,
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};
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/// Wayland libdecor hints for glfw.InitHint.wayland_libdecor
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///
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/// libdecor is important for GNOME, since GNOME does not implement server side decorations on
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/// wayland. libdecor is loaded dynamically at runtime, so in general enabling it is always
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/// safe to do. It is enabled by default.
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pub const WaylandLibdecorInitHint = enum(c_int) {
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wayland_prefer_libdecor = c.GLFW_WAYLAND_PREFER_LIBDECOR,
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wayland_disable_libdecor = c.GLFW_WAYLAND_DISABLE_LIBDECOR,
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};
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/// Platform type hints for glfw.InitHint.platform
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pub const PlatformType = enum(c_int) {
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/// Enables automatic platform detection.
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/// Will default to X11 on wayland.
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any = c.GLFW_ANY_PLATFORM,
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win32 = c.GLFW_PLATFORM_WIN32,
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cocoa = c.GLFW_PLATFORM_COCOA,
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wayland = c.GLFW_PLATFORM_WAYLAND,
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x11 = c.GLFW_PLATFORM_X11,
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null = c.GLFW_PLATFORM_NULL,
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};
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/// Sets the specified init hint to the desired value.
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///
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/// This function sets hints for the next initialization of GLFW.
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///
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/// The values you set hints to are never reset by GLFW, but they only take effect during
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/// initialization. Once GLFW has been initialized, any values you set will be ignored until the
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/// library is terminated and initialized again.
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///
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/// Some hints are platform specific. These may be set on any platform but they will only affect
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/// their specific platform. Other platforms will ignore them. Setting these hints requires no
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/// platform specific headers or functions.
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///
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/// @param hint: The init hint to set.
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/// @param value: The new value of the init hint.
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///
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/// Possible errors include glfw.ErrorCode.InvalidEnum and glfw.ErrorCode.InvalidValue.
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///
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/// @remarks This function may be called before glfw.init.
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///
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/// @thread_safety This function must only be called from the main thread.
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fn initHint(hint: InitHint, value: anytype) void {
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switch (@import("shims.zig").typeInfo(@TypeOf(value))) {
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.int, .comptime_int => {
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c.glfwInitHint(@intFromEnum(hint), @as(c_int, @intCast(value)));
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},
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.bool => c.glfwInitHint(@intFromEnum(hint), @as(c_int, @intCast(@intFromBool(value)))),
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else => @compileError("expected a int or bool, got " ++ @typeName(@TypeOf(value))),
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}
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}
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/// Returns a string describing the compile-time configuration.
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///
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/// This function returns the compile-time generated version string of the GLFW library binary. It
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/// describes the version, platform, compiler and any platform or operating system specific
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/// compile-time options. It should not be confused with the OpenGL or OpenGL ES version string,
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/// queried with `glGetString`.
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///
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/// __Do not use the version string__ to parse the GLFW library version. Use the glfw.version
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/// constants instead.
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///
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/// __Do not use the version string__ to parse what platforms are supported. The
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/// `glfw.platformSupported` function lets you query platform support.
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///
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/// returns: The ASCII encoded GLFW version string.
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///
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/// remark: This function may be called before @ref glfw.Init.
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///
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/// pointer_lifetime: The returned string is static and compile-time generated.
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///
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/// thread_safety: This function may be called from any thread.
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pub inline fn getVersionString() [:0]const u8 {
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return std.mem.span(@as([*:0]const u8, @ptrCast(c.glfwGetVersionString())));
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}
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/// Returns the currently selected platform.
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///
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/// This function returns the platform that was selected during initialization. The returned value
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/// will be one of `glfw.PlatformType.win32`, `glfw.PlatformType.cocoa`,
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/// `glfw.PlatformType.wayland`, `glfw.PlatformType.x11` or `glfw.PlatformType.null`.
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///
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/// thread_safety: This function may be called from any thread.
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pub fn getPlatform() PlatformType {
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internal_debug.assertInitialized();
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return @as(PlatformType, @enumFromInt(c.glfwGetPlatform()));
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}
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/// Returns whether the library includes support for the specified platform.
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///
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/// This function returns whether the library was compiled with support for the specified platform.
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/// The platform must be one of `glfw.PlatformType.win32`, `glfw.PlatformType.cocoa`,
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/// `glfw.PlatformType.wayland`, `glfw.PlatformType.x11` or `glfw.PlatformType.null`.
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///
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/// remark: This function may be called before glfw.Init.
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///
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/// thread_safety: This function may be called from any thread.
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pub fn platformSupported(platform: PlatformType) bool {
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internal_debug.assertInitialized();
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return c.glfwPlatformSupported(@intFromEnum(platform)) == c.GLFW_TRUE;
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}
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/// Processes all pending events.
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///
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/// This function processes only those events that are already in the event queue and then returns
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/// immediately. Processing events will cause the window and input callbacks associated with those
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/// events to be called.
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///
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/// On some platforms, a window move, resize or menu operation will cause event processing to
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/// block. This is due to how event processing is designed on those platforms. You can use the
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/// window refresh callback (see window_refresh) to redraw the contents of your window when
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/// necessary during such operations.
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///
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/// Do not assume that callbacks you set will _only_ be called in response to event processing
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/// functions like this one. While it is necessary to poll for events, window systems that require
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/// GLFW to register callbacks of its own can pass events to GLFW in response to many window system
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/// function calls. GLFW will pass those events on to the application callbacks before returning.
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///
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/// Event processing is not required for joystick input to work.
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///
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/// Possible errors include glfw.ErrorCode.PlatformError.
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///
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/// @reentrancy This function must not be called from a callback.
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///
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/// @thread_safety This function must only be called from the main thread.
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///
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/// see also: events, glfw.waitEvents, glfw.waitEventsTimeout
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pub inline fn pollEvents() void {
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internal_debug.assertInitialized();
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c.glfwPollEvents();
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}
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/// Waits until events are queued and processes them.
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///
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/// This function puts the calling thread to sleep until at least one event is available in the
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/// event queue. Once one or more events are available, it behaves exactly like glfw.pollEvents,
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/// i.e. the events in the queue are processed and the function then returns immediately.
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/// Processing events will cause the window and input callbacks associated with those events to be
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/// called.
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///
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/// Since not all events are associated with callbacks, this function may return without a callback
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/// having been called even if you are monitoring all callbacks.
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///
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/// On some platforms, a window move, resize or menu operation will cause event processing to
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/// block. This is due to how event processing is designed on those platforms. You can use the
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/// window refresh callback (see window_refresh) to redraw the contents of your window when
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/// necessary during such operations.
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///
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/// Do not assume that callbacks you set will _only_ be called in response to event processing
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/// functions like this one. While it is necessary to poll for events, window systems that require
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/// GLFW to register callbacks of its own can pass events to GLFW in response to many window system
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/// function calls. GLFW will pass those events on to the application callbacks before returning.
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///
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/// Event processing is not required for joystick input to work.
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///
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/// Possible errors include glfw.ErrorCode.PlatformError.
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///
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/// @reentrancy This function must not be called from a callback.
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///
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/// @thread_safety This function must only be called from the main thread.
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///
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/// see also: events, glfw.pollEvents, glfw.waitEventsTimeout
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pub inline fn waitEvents() void {
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internal_debug.assertInitialized();
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c.glfwWaitEvents();
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}
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/// Waits with timeout until events are queued and processes them.
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///
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/// This function puts the calling thread to sleep until at least one event is available in the
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/// event queue, or until the specified timeout is reached. If one or more events are available, it
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/// behaves exactly like glfw.pollEvents, i.e. the events in the queue are processed and the
|
|
/// function then returns immediately. Processing events will cause the window and input callbacks
|
|
/// associated with those events to be called.
|
|
///
|
|
/// The timeout value must be a positive finite number.
|
|
///
|
|
/// Since not all events are associated with callbacks, this function may return without a callback
|
|
/// having been called even if you are monitoring all callbacks.
|
|
///
|
|
/// On some platforms, a window move, resize or menu operation will cause event processing to
|
|
/// block. This is due to how event processing is designed on those platforms. You can use the
|
|
/// window refresh callback (see window_refresh) to redraw the contents of your window when
|
|
/// necessary during such operations.
|
|
///
|
|
/// Do not assume that callbacks you set will _only_ be called in response to event processing
|
|
/// functions like this one. While it is necessary to poll for events, window systems that require
|
|
/// GLFW to register callbacks of its own can pass events to GLFW in response to many window system
|
|
/// function calls. GLFW will pass those events on to the application callbacks before returning.
|
|
///
|
|
/// Event processing is not required for joystick input to work.
|
|
///
|
|
/// @param[in] timeout The maximum amount of time, in seconds, to wait.
|
|
///
|
|
/// Possible errors include glfw.ErrorCode.InvalidValue and glfw.ErrorCode.PlatformError.
|
|
///
|
|
/// @reentrancy This function must not be called from a callback.
|
|
///
|
|
/// @thread_safety This function must only be called from the main thread.
|
|
///
|
|
/// see also: events, glfw.pollEvents, glfw.waitEvents
|
|
pub inline fn waitEventsTimeout(timeout: f64) void {
|
|
internal_debug.assertInitialized();
|
|
std.debug.assert(!std.math.isNan(timeout));
|
|
std.debug.assert(timeout >= 0);
|
|
std.debug.assert(timeout <= std.math.floatMax(f64));
|
|
c.glfwWaitEventsTimeout(timeout);
|
|
}
|
|
|
|
/// Posts an empty event to the event queue.
|
|
///
|
|
/// This function posts an empty event from the current thread to the event queue, causing
|
|
/// glfw.waitEvents or glfw.waitEventsTimeout to return.
|
|
///
|
|
/// Possible errors include glfw.ErrorCode.PlatformError.
|
|
///
|
|
/// @thread_safety This function may be called from any thread.
|
|
///
|
|
/// see also: events, glfw.waitEvents, glfw.waitEventsTimeout
|
|
pub inline fn postEmptyEvent() void {
|
|
internal_debug.assertInitialized();
|
|
c.glfwPostEmptyEvent();
|
|
}
|
|
|
|
/// Returns whether raw mouse motion is supported.
|
|
///
|
|
/// This function 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, glfw.ErrorCode.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.
|
|
///
|
|
/// @return `true` if raw mouse motion is supported on the current machine, or `false` otherwise.
|
|
///
|
|
/// @thread_safety This function must only be called from the main thread.
|
|
///
|
|
/// see also: raw_mouse_motion, glfw.setInputMode
|
|
pub inline fn rawMouseMotionSupported() bool {
|
|
internal_debug.assertInitialized();
|
|
return c.glfwRawMouseMotionSupported() == c.GLFW_TRUE;
|
|
}
|
|
|
|
pub fn basicTest() !void {
|
|
defer clearError(); // clear any error we generate
|
|
if (!init(.{})) {
|
|
std.log.err("failed to initialize GLFW: {?s}", .{getErrorString()});
|
|
std.process.exit(1);
|
|
}
|
|
defer terminate();
|
|
|
|
const window = Window.create(640, 480, "GLFW example", null, null, .{}) orelse {
|
|
std.log.warn("failed to create window: {?s}", .{getErrorString()});
|
|
return error.SkipZigTest; // note: we don't exit(1) here because our CI can't open windows
|
|
};
|
|
defer window.destroy();
|
|
|
|
const start = std.time.milliTimestamp();
|
|
while (std.time.milliTimestamp() < start + 1000 and !window.shouldClose()) {
|
|
c.glfwPollEvents();
|
|
}
|
|
}
|
|
|
|
test {
|
|
std.testing.refAllDeclsRecursive(@This());
|
|
}
|
|
|
|
test "getVersionString" {
|
|
std.debug.print("\nGLFW version v{}.{}.{}\n", .{ version.major, version.minor, version.revision });
|
|
std.debug.print("\nstring: {s}\n", .{getVersionString()});
|
|
}
|
|
|
|
test "init" {
|
|
_ = init(.{ .cocoa_chdir_resources = true });
|
|
if (getErrorString()) |err| {
|
|
std.log.err("failed to initialize GLFW: {?s}", .{err});
|
|
std.process.exit(1);
|
|
}
|
|
defer terminate();
|
|
}
|
|
|
|
test "pollEvents" {
|
|
defer clearError(); // clear any error we generate
|
|
if (!init(.{})) {
|
|
std.log.err("failed to initialize GLFW: {?s}", .{getErrorString()});
|
|
std.process.exit(1);
|
|
}
|
|
defer terminate();
|
|
|
|
pollEvents();
|
|
}
|
|
|
|
test "waitEventsTimeout" {
|
|
defer clearError(); // clear any error we generate
|
|
if (!init(.{})) {
|
|
std.log.err("failed to initialize GLFW: {?s}", .{getErrorString()});
|
|
std.process.exit(1);
|
|
}
|
|
defer terminate();
|
|
|
|
waitEventsTimeout(0.25);
|
|
}
|
|
|
|
test "postEmptyEvent_and_waitEvents" {
|
|
defer clearError(); // clear any error we generate
|
|
if (!init(.{})) {
|
|
std.log.err("failed to initialize GLFW: {?s}", .{getErrorString()});
|
|
std.process.exit(1);
|
|
}
|
|
defer terminate();
|
|
|
|
postEmptyEvent();
|
|
waitEvents();
|
|
}
|
|
|
|
test "rawMouseMotionSupported" {
|
|
defer clearError(); // clear any error we generate
|
|
if (!init(.{})) {
|
|
std.log.err("failed to initialize GLFW: {?s}", .{getErrorString()});
|
|
std.process.exit(1);
|
|
}
|
|
defer terminate();
|
|
|
|
_ = rawMouseMotionSupported();
|
|
}
|
|
|
|
test "basic" {
|
|
try basicTest();
|
|
}
|