News - Added text input support for jar launcher. - Updated MoltenVK to https://github.com/KhronosGroup/MoltenVK/commit/d880f4c Internal changes - Added more handling cases to avoid missing call to pojav_initOpenGL() - Moved custom control’s global functions and properties to ControlLayout. - Moved dylib framework outside its folder, as it’s not necessary to be bundled in framework. - Reusing custom controls to produce flexible buttons in jar launcher, which might be extended in the future. Fixes - Multistage text input (Japanese, Chinese, etc) should now work again. - Pointer lock should now function properly again. - Updated README.md to reflect current stuff
354 lines
13 KiB
C
354 lines
13 KiB
C
// From https://github.com/glfw/glfw/blob/master/include/GLFW/glfw3.h
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/*************************************************************************
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* GLFW 3.4 - www.glfw.org
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* A library for OpenGL, window and input
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*------------------------------------------------------------------------
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* Copyright (c) 2002-2006 Marcus Geelnard
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* Copyright (c) 2006-2019 Camilla Löwy <[email protected]>
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*
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* This software is provided 'as-is', without any express or implied
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* warranty. In no event will the authors be held liable for any damages
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* arising from the use of this software.
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*
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* Permission is granted to anyone to use this software for any purpose,
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* including commercial applications, and to alter it and redistribute it
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* freely, subject to the following restrictions:
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*
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* 1. The origin of this software must not be misrepresented; you must not
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* claim that you wrote the original software. If you use this software
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* in a product, an acknowledgment in the product documentation would
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* be appreciated but is not required.
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*
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* 2. Altered source versions must be plainly marked as such, and must not
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* be misrepresented as being the original software.
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*
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* 3. This notice may not be removed or altered from any source
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* distribution.
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*
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*************************************************************************/
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#pragma once
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#define GLFW_CLIENT_API 0x22001
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/* Consider GLFW_NO_API as Vulkan API */
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#define GLFW_NO_API 0
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#define GLFW_OPENGL_API 0x30001
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#define GLFW_CONTEXT_VERSION_MAJOR 0x00022002
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#define GLFW_OPENGL_PROFILE 0x00022008
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/*! @defgroup hat_state Joystick hat states
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* @brief Joystick hat states.
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*
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* See [joystick hat input](@ref joystick_hat) for how these are used.
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*
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* @ingroup input
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* @{ */
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#define GLFW_HAT_CENTERED 0
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#define GLFW_HAT_UP 1
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#define GLFW_HAT_RIGHT 2
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#define GLFW_HAT_DOWN 4
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#define GLFW_HAT_LEFT 8
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#define GLFW_HAT_RIGHT_UP (GLFW_HAT_RIGHT | GLFW_HAT_UP)
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#define GLFW_HAT_RIGHT_DOWN (GLFW_HAT_RIGHT | GLFW_HAT_DOWN)
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#define GLFW_HAT_LEFT_UP (GLFW_HAT_LEFT | GLFW_HAT_UP)
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#define GLFW_HAT_LEFT_DOWN (GLFW_HAT_LEFT | GLFW_HAT_DOWN)
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/*! @} */
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/*! @defgroup keys Keyboard keys
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* @brief Keyboard key IDs.
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*
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* See [key input](@ref input_key) for how these are used.
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*
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* These key codes are inspired by the _USB HID Usage Tables v1.12_ (p. 53-60),
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* but re-arranged to map to 7-bit ASCII for printable keys (function keys are
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* put in the 256+ range).
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*
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* The naming of the key codes follow these rules:
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* - The US keyboard layout is used
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* - Names of printable alpha-numeric characters are used (e.g. "A", "R",
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* "3", etc.)
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* - For non-alphanumeric characters, Unicode:ish names are used (e.g.
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* "COMMA", "LEFT_SQUARE_BRACKET", etc.). Note that some names do not
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* correspond to the Unicode standard (usually for brevity)
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* - Keys that lack a clear US mapping are named "WORLD_x"
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* - For non-printable keys, custom names are used (e.g. "F4",
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* "BACKSPACE", etc.)
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*
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* @ingroup input
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* @{
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*/
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/* The unknown key */
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#define GLFW_KEY_UNKNOWN 0 // -1
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/* Printable keys */
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#define GLFW_KEY_SPACE 32
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#define GLFW_KEY_APOSTROPHE 39 /* ' */
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#define GLFW_KEY_COMMA 44 /* , */
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#define GLFW_KEY_MINUS 45 /* - */
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#define GLFW_KEY_PERIOD 46 /* . */
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#define GLFW_KEY_SLASH 47 /* / */
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#define GLFW_KEY_0 48
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#define GLFW_KEY_1 49
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#define GLFW_KEY_2 50
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#define GLFW_KEY_3 51
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#define GLFW_KEY_4 52
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#define GLFW_KEY_5 53
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#define GLFW_KEY_6 54
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#define GLFW_KEY_7 55
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#define GLFW_KEY_8 56
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#define GLFW_KEY_9 57
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#define GLFW_KEY_SEMICOLON 59 /* ; */
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#define GLFW_KEY_EQUAL 61 /* = */
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#define GLFW_KEY_A 65
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#define GLFW_KEY_B 66
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#define GLFW_KEY_C 67
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#define GLFW_KEY_D 68
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#define GLFW_KEY_E 69
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#define GLFW_KEY_F 70
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#define GLFW_KEY_G 71
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#define GLFW_KEY_H 72
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#define GLFW_KEY_I 73
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#define GLFW_KEY_J 74
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#define GLFW_KEY_K 75
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#define GLFW_KEY_L 76
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#define GLFW_KEY_M 77
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#define GLFW_KEY_N 78
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#define GLFW_KEY_O 79
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#define GLFW_KEY_P 80
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#define GLFW_KEY_Q 81
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#define GLFW_KEY_R 82
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#define GLFW_KEY_S 83
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#define GLFW_KEY_T 84
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#define GLFW_KEY_U 85
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#define GLFW_KEY_V 86
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#define GLFW_KEY_W 87
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#define GLFW_KEY_X 88
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#define GLFW_KEY_Y 89
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#define GLFW_KEY_Z 90
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#define GLFW_KEY_LEFT_BRACKET 91 /* [ */
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#define GLFW_KEY_BACKSLASH 92 /* \ */
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#define GLFW_KEY_RIGHT_BRACKET 93 /* ] */
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#define GLFW_KEY_GRAVE_ACCENT 96 /* ` */
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#define GLFW_KEY_WORLD_1 161 /* non-US #1 */
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#define GLFW_KEY_WORLD_2 162 /* non-US #2 */
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/* Function keys */
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#define GLFW_KEY_ESCAPE 256
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#define GLFW_KEY_ENTER 257
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#define GLFW_KEY_TAB 258
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#define GLFW_KEY_BACKSPACE 259
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#define GLFW_KEY_INSERT 260
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#define GLFW_KEY_DELETE 261
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#define GLFW_KEY_DPAD_RIGHT 262
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#define GLFW_KEY_DPAD_LEFT 263
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#define GLFW_KEY_DPAD_DOWN 264
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#define GLFW_KEY_DPAD_UP 265
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#define GLFW_KEY_PAGE_UP 266
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#define GLFW_KEY_PAGE_DOWN 267
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#define GLFW_KEY_HOME 268
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#define GLFW_KEY_END 269
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#define GLFW_KEY_CAPS_LOCK 280
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#define GLFW_KEY_SCROLL_LOCK 281
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#define GLFW_KEY_NUM_LOCK 282
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#define GLFW_KEY_PRINT_SCREEN 283
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#define GLFW_KEY_PAUSE 284
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#define GLFW_KEY_F1 290
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#define GLFW_KEY_F2 291
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#define GLFW_KEY_F3 292
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#define GLFW_KEY_F4 293
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#define GLFW_KEY_F5 294
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#define GLFW_KEY_F6 295
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#define GLFW_KEY_F7 296
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#define GLFW_KEY_F8 297
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#define GLFW_KEY_F9 298
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#define GLFW_KEY_F10 299
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#define GLFW_KEY_F11 300
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#define GLFW_KEY_F12 301
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#define GLFW_KEY_F13 302
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#define GLFW_KEY_F14 303
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#define GLFW_KEY_F15 304
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#define GLFW_KEY_F16 305
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#define GLFW_KEY_F17 306
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#define GLFW_KEY_F18 307
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#define GLFW_KEY_F19 308
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#define GLFW_KEY_F20 309
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#define GLFW_KEY_F21 310
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#define GLFW_KEY_F22 311
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#define GLFW_KEY_F23 312
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#define GLFW_KEY_F24 313
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#define GLFW_KEY_F25 314
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#define GLFW_KEY_NUMPAD_0 320
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#define GLFW_KEY_NUMPAD_1 321
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#define GLFW_KEY_NUMPAD_2 322
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#define GLFW_KEY_NUMPAD_3 323
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#define GLFW_KEY_NUMPAD_4 324
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#define GLFW_KEY_NUMPAD_5 325
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#define GLFW_KEY_NUMPAD_6 326
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#define GLFW_KEY_NUMPAD_7 327
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#define GLFW_KEY_NUMPAD_8 328
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#define GLFW_KEY_NUMPAD_9 329
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#define GLFW_KEY_NUMPAD_DECIMAL 330
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#define GLFW_KEY_NUMPAD_DIVIDE 331
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#define GLFW_KEY_NUMPAD_MULTIPLY 332
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#define GLFW_KEY_NUMPAD_SUBTRACT 333
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#define GLFW_KEY_NUMPAD_ADD 334
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#define GLFW_KEY_NUMPAD_ENTER 335
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#define GLFW_KEY_NUMPAD_EQUAL 336
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#define GLFW_KEY_LEFT_SHIFT 340
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#define GLFW_KEY_LEFT_CONTROL 341
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#define GLFW_KEY_LEFT_ALT 342
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#define GLFW_KEY_LEFT_SUPER 343
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#define GLFW_KEY_RIGHT_SHIFT 344
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#define GLFW_KEY_RIGHT_CONTROL 345
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#define GLFW_KEY_RIGHT_ALT 346
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#define GLFW_KEY_RIGHT_SUPER 347
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#define GLFW_KEY_MENU 348
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#define GLFW_KEY_LAST GLFW_KEY_MENU
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/*! @} */
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/*! @defgroup mods Modifier key flags
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* @brief Modifier key flags.
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*
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* See [key input](@ref input_key) for how these are used.
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*
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* @ingroup input
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* @{ */
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/*! @brief If this bit is set one or more Shift keys were held down.
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*
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* If this bit is set one or more Shift keys were held down.
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*/
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#define GLFW_MOD_SHIFT 0x0001
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/*! @brief If this bit is set one or more Control keys were held down.
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*
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* If this bit is set one or more Control keys were held down.
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*/
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#define GLFW_MOD_CONTROL 0x0002
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/*! @brief If this bit is set one or more Alt keys were held down.
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*
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* If this bit is set one or more Alt keys were held down.
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*/
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#define GLFW_MOD_ALT 0x0004
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/*! @brief If this bit is set one or more Super keys were held down.
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*
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* If this bit is set one or more Super keys were held down.
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*/
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#define GLFW_MOD_SUPER 0x0008
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/*! @brief If this bit is set the Caps Lock key is enabled.
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*
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* If this bit is set the Caps Lock key is enabled and the @ref
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* GLFW_LOCK_KEY_MODS input mode is set.
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*/
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#define GLFW_MOD_CAPS_LOCK 0x0010
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/*! @brief If this bit is set the Num Lock key is enabled.
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*
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* If this bit is set the Num Lock key is enabled and the @ref
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* GLFW_LOCK_KEY_MODS input mode is set.
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*/
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#define GLFW_MOD_NUM_LOCK 0x0020
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/*! @} */
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/*! @defgroup buttons Mouse buttons
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* @brief Mouse button IDs.
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*
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* See [mouse button input](@ref input_mouse_button) for how these are used.
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*
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* @ingroup input
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* @{ */
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#define GLFW_MOUSE_BUTTON_1 0
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#define GLFW_MOUSE_BUTTON_2 1
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#define GLFW_MOUSE_BUTTON_3 2
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#define GLFW_MOUSE_BUTTON_4 3
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#define GLFW_MOUSE_BUTTON_5 4
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#define GLFW_MOUSE_BUTTON_6 5
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#define GLFW_MOUSE_BUTTON_7 6
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#define GLFW_MOUSE_BUTTON_8 7
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#define GLFW_MOUSE_BUTTON_LAST GLFW_MOUSE_BUTTON_8
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#define GLFW_MOUSE_BUTTON_LEFT GLFW_MOUSE_BUTTON_1
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#define GLFW_MOUSE_BUTTON_RIGHT GLFW_MOUSE_BUTTON_2
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#define GLFW_MOUSE_BUTTON_MIDDLE GLFW_MOUSE_BUTTON_3
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/*! @} */
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/*! @defgroup joysticks Joysticks
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* @brief Joystick IDs.
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*
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* See [joystick input](@ref joystick) for how these are used.
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*
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* @ingroup input
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* @{ */
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#define GLFW_JOYSTICK_1 0
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#define GLFW_JOYSTICK_2 1
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#define GLFW_JOYSTICK_3 2
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#define GLFW_JOYSTICK_4 3
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#define GLFW_JOYSTICK_5 4
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#define GLFW_JOYSTICK_6 5
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#define GLFW_JOYSTICK_7 6
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#define GLFW_JOYSTICK_8 7
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#define GLFW_JOYSTICK_9 8
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#define GLFW_JOYSTICK_10 9
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#define GLFW_JOYSTICK_11 10
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#define GLFW_JOYSTICK_12 11
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#define GLFW_JOYSTICK_13 12
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#define GLFW_JOYSTICK_14 13
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#define GLFW_JOYSTICK_15 14
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#define GLFW_JOYSTICK_16 15
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#define GLFW_JOYSTICK_LAST GLFW_JOYSTICK_16
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/*! @} */
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/*! @defgroup gamepad_buttons Gamepad buttons
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* @brief Gamepad buttons.
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*
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* See @ref gamepad for how these are used.
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*
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* @ingroup input
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* @{ */
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#define GLFW_GAMEPAD_BUTTON_A 0
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#define GLFW_GAMEPAD_BUTTON_B 1
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#define GLFW_GAMEPAD_BUTTON_X 2
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#define GLFW_GAMEPAD_BUTTON_Y 3
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#define GLFW_GAMEPAD_BUTTON_LEFT_BUMPER 4
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#define GLFW_GAMEPAD_BUTTON_RIGHT_BUMPER 5
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#define GLFW_GAMEPAD_BUTTON_BACK 6
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#define GLFW_GAMEPAD_BUTTON_START 7
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#define GLFW_GAMEPAD_BUTTON_GUIDE 8
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#define GLFW_GAMEPAD_BUTTON_LEFT_THUMB 9
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#define GLFW_GAMEPAD_BUTTON_RIGHT_THUMB 10
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#define GLFW_GAMEPAD_BUTTON_DPAD_UP 11
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#define GLFW_GAMEPAD_BUTTON_DPAD_RIGHT 12
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#define GLFW_GAMEPAD_BUTTON_DPAD_DOWN 13
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#define GLFW_GAMEPAD_BUTTON_DPAD_LEFT 14
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#define GLFW_GAMEPAD_BUTTON_LAST GLFW_GAMEPAD_BUTTON_DPAD_LEFT
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// external defines
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#define GLFW_GAMEPAD_BUTTON_LEFT_TRIGGER GLFW_KEY_LAST+1
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#define GLFW_GAMEPAD_BUTTON_RIGHT_TRIGGER GLFW_KEY_LAST+2
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#define GLFW_GAMEPAD_BUTTON_CROSS GLFW_GAMEPAD_BUTTON_A
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#define GLFW_GAMEPAD_BUTTON_CIRCLE GLFW_GAMEPAD_BUTTON_B
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#define GLFW_GAMEPAD_BUTTON_SQUARE GLFW_GAMEPAD_BUTTON_X
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#define GLFW_GAMEPAD_BUTTON_TRIANGLE GLFW_GAMEPAD_BUTTON_Y
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/*! @} */
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/*! @defgroup gamepad_axes Gamepad axes
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* @brief Gamepad axes.
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*
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* See @ref gamepad for how these are used.
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*
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* @ingroup input
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* @{ */
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#define GLFW_GAMEPAD_AXIS_LEFT_X 0
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#define GLFW_GAMEPAD_AXIS_LEFT_Y 1
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#define GLFW_GAMEPAD_AXIS_RIGHT_X 2
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#define GLFW_GAMEPAD_AXIS_RIGHT_Y 3
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#define GLFW_GAMEPAD_AXIS_LEFT_TRIGGER 4
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#define GLFW_GAMEPAD_AXIS_RIGHT_TRIGGER 5
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#define GLFW_GAMEPAD_AXIS_LAST GLFW_GAMEPAD_AXIS_RIGHT_TRIGGER
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/*! @} */
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