Class GLFW

java.lang.Object
org.lwjgl.glfw.GLFW

public class GLFW extends Object
Native bindings to the GLFW library.

GLFW is a free, Open Source, multi-platform library for opening a window, creating an OpenGL context and managing input. It is easy to integrate into existing applications and does not lay claim to the main loop.

  • Field Details

    • GLFW_VERSION_MAJOR

      public static final int GLFW_VERSION_MAJOR
      The major version number of the GLFW header.

      This is incremented when the API is changed in non-compatible ways.

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    • GLFW_VERSION_MINOR

      public static final int GLFW_VERSION_MINOR
      The minor version number of the GLFW header.

      This is incremented when features are added to the API but it remains backward-compatible.

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    • GLFW_VERSION_REVISION

      public static final int GLFW_VERSION_REVISION
      The revision number of the GLFW header.

      This is incremented when a bug fix release is made that does not contain any API changes.

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    • GLFW_TRUE

      public static final int GLFW_TRUE
      Boolean values.
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    • GLFW_FALSE

      public static final int GLFW_FALSE
      Boolean values.
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    • GLFW_RELEASE

      public static final int GLFW_RELEASE
      The key or button was released.
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    • GLFW_PRESS

      public static final int GLFW_PRESS
      The key or button was pressed.
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    • GLFW_REPEAT

      public static final int GLFW_REPEAT
      The key was held down until it repeated.
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    • GLFW_HAT_CENTERED

      public static final int GLFW_HAT_CENTERED
      Joystick hat states.
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    • GLFW_HAT_UP

      public static final int GLFW_HAT_UP
      Joystick hat states.
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    • GLFW_HAT_RIGHT

      public static final int GLFW_HAT_RIGHT
      Joystick hat states.
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    • GLFW_HAT_DOWN

      public static final int GLFW_HAT_DOWN
      Joystick hat states.
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    • GLFW_HAT_LEFT

      public static final int GLFW_HAT_LEFT
      Joystick hat states.
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    • GLFW_HAT_RIGHT_UP

      public static final int GLFW_HAT_RIGHT_UP
      Joystick hat states.
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    • GLFW_HAT_RIGHT_DOWN

      public static final int GLFW_HAT_RIGHT_DOWN
      Joystick hat states.
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    • GLFW_HAT_LEFT_UP

      public static final int GLFW_HAT_LEFT_UP
      Joystick hat states.
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    • GLFW_HAT_LEFT_DOWN

      public static final int GLFW_HAT_LEFT_DOWN
      Joystick hat states.
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    • GLFW_KEY_UNKNOWN

      public static final int GLFW_KEY_UNKNOWN
      The unknown key.
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    • GLFW_KEY_SPACE

      public static final int GLFW_KEY_SPACE
      Printable keys.
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    • GLFW_KEY_APOSTROPHE

      public static final int GLFW_KEY_APOSTROPHE
      Printable keys.
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    • GLFW_KEY_COMMA

      public static final int GLFW_KEY_COMMA
      Printable keys.
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    • GLFW_KEY_MINUS

      public static final int GLFW_KEY_MINUS
      Printable keys.
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    • GLFW_KEY_PERIOD

      public static final int GLFW_KEY_PERIOD
      Printable keys.
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    • GLFW_KEY_SLASH

      public static final int GLFW_KEY_SLASH
      Printable keys.
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    • GLFW_KEY_0

      public static final int GLFW_KEY_0
      Printable keys.
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    • GLFW_KEY_1

      public static final int GLFW_KEY_1
      Printable keys.
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    • GLFW_KEY_2

      public static final int GLFW_KEY_2
      Printable keys.
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    • GLFW_KEY_3

      public static final int GLFW_KEY_3
      Printable keys.
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    • GLFW_KEY_4

      public static final int GLFW_KEY_4
      Printable keys.
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    • GLFW_KEY_5

      public static final int GLFW_KEY_5
      Printable keys.
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    • GLFW_KEY_6

      public static final int GLFW_KEY_6
      Printable keys.
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    • GLFW_KEY_7

      public static final int GLFW_KEY_7
      Printable keys.
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    • GLFW_KEY_8

      public static final int GLFW_KEY_8
      Printable keys.
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    • GLFW_KEY_9

      public static final int GLFW_KEY_9
      Printable keys.
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    • GLFW_KEY_SEMICOLON

      public static final int GLFW_KEY_SEMICOLON
      Printable keys.
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    • GLFW_KEY_EQUAL

      public static final int GLFW_KEY_EQUAL
      Printable keys.
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    • GLFW_KEY_A

      public static final int GLFW_KEY_A
      Printable keys.
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    • GLFW_KEY_B

      public static final int GLFW_KEY_B
      Printable keys.
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    • GLFW_KEY_C

      public static final int GLFW_KEY_C
      Printable keys.
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    • GLFW_KEY_D

      public static final int GLFW_KEY_D
      Printable keys.
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    • GLFW_KEY_E

      public static final int GLFW_KEY_E
      Printable keys.
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    • GLFW_KEY_F

      public static final int GLFW_KEY_F
      Printable keys.
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    • GLFW_KEY_G

      public static final int GLFW_KEY_G
      Printable keys.
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    • GLFW_KEY_H

      public static final int GLFW_KEY_H
      Printable keys.
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    • GLFW_KEY_I

      public static final int GLFW_KEY_I
      Printable keys.
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    • GLFW_KEY_J

      public static final int GLFW_KEY_J
      Printable keys.
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    • GLFW_KEY_K

      public static final int GLFW_KEY_K
      Printable keys.
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    • GLFW_KEY_L

      public static final int GLFW_KEY_L
      Printable keys.
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    • GLFW_KEY_M

      public static final int GLFW_KEY_M
      Printable keys.
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    • GLFW_KEY_N

      public static final int GLFW_KEY_N
      Printable keys.
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    • GLFW_KEY_O

      public static final int GLFW_KEY_O
      Printable keys.
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    • GLFW_KEY_P

      public static final int GLFW_KEY_P
      Printable keys.
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    • GLFW_KEY_Q

      public static final int GLFW_KEY_Q
      Printable keys.
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    • GLFW_KEY_R

      public static final int GLFW_KEY_R
      Printable keys.
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    • GLFW_KEY_S

      public static final int GLFW_KEY_S
      Printable keys.
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    • GLFW_KEY_T

      public static final int GLFW_KEY_T
      Printable keys.
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    • GLFW_KEY_U

      public static final int GLFW_KEY_U
      Printable keys.
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    • GLFW_KEY_V

      public static final int GLFW_KEY_V
      Printable keys.
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    • GLFW_KEY_W

      public static final int GLFW_KEY_W
      Printable keys.
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    • GLFW_KEY_X

      public static final int GLFW_KEY_X
      Printable keys.
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    • GLFW_KEY_Y

      public static final int GLFW_KEY_Y
      Printable keys.
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    • GLFW_KEY_Z

      public static final int GLFW_KEY_Z
      Printable keys.
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    • GLFW_KEY_LEFT_BRACKET

      public static final int GLFW_KEY_LEFT_BRACKET
      Printable keys.
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    • GLFW_KEY_BACKSLASH

      public static final int GLFW_KEY_BACKSLASH
      Printable keys.
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    • GLFW_KEY_RIGHT_BRACKET

      public static final int GLFW_KEY_RIGHT_BRACKET
      Printable keys.
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    • GLFW_KEY_GRAVE_ACCENT

      public static final int GLFW_KEY_GRAVE_ACCENT
      Printable keys.
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    • GLFW_KEY_WORLD_1

      public static final int GLFW_KEY_WORLD_1
      Printable keys.
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    • GLFW_KEY_WORLD_2

      public static final int GLFW_KEY_WORLD_2
      Printable keys.
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    • GLFW_KEY_ESCAPE

      public static final int GLFW_KEY_ESCAPE
      Function keys.
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    • GLFW_KEY_ENTER

      public static final int GLFW_KEY_ENTER
      Function keys.
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    • GLFW_KEY_TAB

      public static final int GLFW_KEY_TAB
      Function keys.
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    • GLFW_KEY_BACKSPACE

      public static final int GLFW_KEY_BACKSPACE
      Function keys.
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    • GLFW_KEY_INSERT

      public static final int GLFW_KEY_INSERT
      Function keys.
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    • GLFW_KEY_DELETE

      public static final int GLFW_KEY_DELETE
      Function keys.
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    • GLFW_KEY_RIGHT

      public static final int GLFW_KEY_RIGHT
      Function keys.
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    • GLFW_KEY_LEFT

      public static final int GLFW_KEY_LEFT
      Function keys.
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    • GLFW_KEY_DOWN

      public static final int GLFW_KEY_DOWN
      Function keys.
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    • GLFW_KEY_UP

      public static final int GLFW_KEY_UP
      Function keys.
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    • GLFW_KEY_PAGE_UP

      public static final int GLFW_KEY_PAGE_UP
      Function keys.
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    • GLFW_KEY_PAGE_DOWN

      public static final int GLFW_KEY_PAGE_DOWN
      Function keys.
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    • GLFW_KEY_HOME

      public static final int GLFW_KEY_HOME
      Function keys.
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    • GLFW_KEY_END

      public static final int GLFW_KEY_END
      Function keys.
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    • GLFW_KEY_CAPS_LOCK

      public static final int GLFW_KEY_CAPS_LOCK
      Function keys.
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    • GLFW_KEY_SCROLL_LOCK

      public static final int GLFW_KEY_SCROLL_LOCK
      Function keys.
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    • GLFW_KEY_NUM_LOCK

      public static final int GLFW_KEY_NUM_LOCK
      Function keys.
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    • GLFW_KEY_PRINT_SCREEN

      public static final int GLFW_KEY_PRINT_SCREEN
      Function keys.
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    • GLFW_KEY_PAUSE

      public static final int GLFW_KEY_PAUSE
      Function keys.
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    • GLFW_KEY_F1

      public static final int GLFW_KEY_F1
      Function keys.
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    • GLFW_KEY_F2

      public static final int GLFW_KEY_F2
      Function keys.
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    • GLFW_KEY_F3

      public static final int GLFW_KEY_F3
      Function keys.
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    • GLFW_KEY_F4

      public static final int GLFW_KEY_F4
      Function keys.
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    • GLFW_KEY_F5

      public static final int GLFW_KEY_F5
      Function keys.
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    • GLFW_KEY_F6

      public static final int GLFW_KEY_F6
      Function keys.
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    • GLFW_KEY_F7

      public static final int GLFW_KEY_F7
      Function keys.
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    • GLFW_KEY_F8

      public static final int GLFW_KEY_F8
      Function keys.
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    • GLFW_KEY_F9

      public static final int GLFW_KEY_F9
      Function keys.
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    • GLFW_KEY_F10

      public static final int GLFW_KEY_F10
      Function keys.
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    • GLFW_KEY_F11

      public static final int GLFW_KEY_F11
      Function keys.
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    • GLFW_KEY_F12

      public static final int GLFW_KEY_F12
      Function keys.
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    • GLFW_KEY_F13

      public static final int GLFW_KEY_F13
      Function keys.
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    • GLFW_KEY_F14

      public static final int GLFW_KEY_F14
      Function keys.
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    • GLFW_KEY_F15

      public static final int GLFW_KEY_F15
      Function keys.
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    • GLFW_KEY_F16

      public static final int GLFW_KEY_F16
      Function keys.
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    • GLFW_KEY_F17

      public static final int GLFW_KEY_F17
      Function keys.
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    • GLFW_KEY_F18

      public static final int GLFW_KEY_F18
      Function keys.
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    • GLFW_KEY_F19

      public static final int GLFW_KEY_F19
      Function keys.
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    • GLFW_KEY_F20

      public static final int GLFW_KEY_F20
      Function keys.
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    • GLFW_KEY_F21

      public static final int GLFW_KEY_F21
      Function keys.
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    • GLFW_KEY_F22

      public static final int GLFW_KEY_F22
      Function keys.
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    • GLFW_KEY_F23

      public static final int GLFW_KEY_F23
      Function keys.
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    • GLFW_KEY_F24

      public static final int GLFW_KEY_F24
      Function keys.
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    • GLFW_KEY_F25

      public static final int GLFW_KEY_F25
      Function keys.
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    • GLFW_KEY_KP_0

      public static final int GLFW_KEY_KP_0
      Function keys.
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    • GLFW_KEY_KP_1

      public static final int GLFW_KEY_KP_1
      Function keys.
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    • GLFW_KEY_KP_2

      public static final int GLFW_KEY_KP_2
      Function keys.
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    • GLFW_KEY_KP_3

      public static final int GLFW_KEY_KP_3
      Function keys.
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    • GLFW_KEY_KP_4

      public static final int GLFW_KEY_KP_4
      Function keys.
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    • GLFW_KEY_KP_5

      public static final int GLFW_KEY_KP_5
      Function keys.
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    • GLFW_KEY_KP_6

      public static final int GLFW_KEY_KP_6
      Function keys.
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    • GLFW_KEY_KP_7

      public static final int GLFW_KEY_KP_7
      Function keys.
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    • GLFW_KEY_KP_8

      public static final int GLFW_KEY_KP_8
      Function keys.
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    • GLFW_KEY_KP_9

      public static final int GLFW_KEY_KP_9
      Function keys.
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    • GLFW_KEY_KP_DECIMAL

      public static final int GLFW_KEY_KP_DECIMAL
      Function keys.
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    • GLFW_KEY_KP_DIVIDE

      public static final int GLFW_KEY_KP_DIVIDE
      Function keys.
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    • GLFW_KEY_KP_MULTIPLY

      public static final int GLFW_KEY_KP_MULTIPLY
      Function keys.
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    • GLFW_KEY_KP_SUBTRACT

      public static final int GLFW_KEY_KP_SUBTRACT
      Function keys.
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    • GLFW_KEY_KP_ADD

      public static final int GLFW_KEY_KP_ADD
      Function keys.
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    • GLFW_KEY_KP_ENTER

      public static final int GLFW_KEY_KP_ENTER
      Function keys.
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    • GLFW_KEY_KP_EQUAL

      public static final int GLFW_KEY_KP_EQUAL
      Function keys.
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    • GLFW_KEY_LEFT_SHIFT

      public static final int GLFW_KEY_LEFT_SHIFT
      Function keys.
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    • GLFW_KEY_LEFT_CONTROL

      public static final int GLFW_KEY_LEFT_CONTROL
      Function keys.
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    • GLFW_KEY_LEFT_ALT

      public static final int GLFW_KEY_LEFT_ALT
      Function keys.
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    • GLFW_KEY_LEFT_SUPER

      public static final int GLFW_KEY_LEFT_SUPER
      Function keys.
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    • GLFW_KEY_RIGHT_SHIFT

      public static final int GLFW_KEY_RIGHT_SHIFT
      Function keys.
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    • GLFW_KEY_RIGHT_CONTROL

      public static final int GLFW_KEY_RIGHT_CONTROL
      Function keys.
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    • GLFW_KEY_RIGHT_ALT

      public static final int GLFW_KEY_RIGHT_ALT
      Function keys.
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    • GLFW_KEY_RIGHT_SUPER

      public static final int GLFW_KEY_RIGHT_SUPER
      Function keys.
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    • GLFW_KEY_MENU

      public static final int GLFW_KEY_MENU
      Function keys.
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    • GLFW_KEY_LAST

      public static final int GLFW_KEY_LAST
      Function keys.
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    • GLFW_MOD_SHIFT

      public static final int GLFW_MOD_SHIFT
      If this bit is set one or more Shift keys were held down.
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    • GLFW_MOD_CONTROL

      public static final int GLFW_MOD_CONTROL
      If this bit is set one or more Control keys were held down.
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    • GLFW_MOD_ALT

      public static final int GLFW_MOD_ALT
      If this bit is set one or more Alt keys were held down.
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    • GLFW_MOD_SUPER

      public static final int GLFW_MOD_SUPER
      If this bit is set one or more Super keys were held down.
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    • GLFW_MOD_CAPS_LOCK

      public static final int GLFW_MOD_CAPS_LOCK
      If this bit is set the Caps Lock key is enabled and the LOCK_KEY_MODS input mode is set.
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    • GLFW_MOD_NUM_LOCK

      public static final int GLFW_MOD_NUM_LOCK
      If this bit is set the Num Lock key is enabled and the LOCK_KEY_MODS input mode is set.
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    • GLFW_MOUSE_BUTTON_1

      public static final int GLFW_MOUSE_BUTTON_1
      Mouse buttons. See mouse button input for how these are used.
      See Also:
    • GLFW_MOUSE_BUTTON_2

      public static final int GLFW_MOUSE_BUTTON_2
      Mouse buttons. See mouse button input for how these are used.
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    • GLFW_MOUSE_BUTTON_3

      public static final int GLFW_MOUSE_BUTTON_3
      Mouse buttons. See mouse button input for how these are used.
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    • GLFW_MOUSE_BUTTON_4

      public static final int GLFW_MOUSE_BUTTON_4
      Mouse buttons. See mouse button input for how these are used.
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    • GLFW_MOUSE_BUTTON_5

      public static final int GLFW_MOUSE_BUTTON_5
      Mouse buttons. See mouse button input for how these are used.
      See Also:
    • GLFW_MOUSE_BUTTON_6

      public static final int GLFW_MOUSE_BUTTON_6
      Mouse buttons. See mouse button input for how these are used.
      See Also:
    • GLFW_MOUSE_BUTTON_7

      public static final int GLFW_MOUSE_BUTTON_7
      Mouse buttons. See mouse button input for how these are used.
      See Also:
    • GLFW_MOUSE_BUTTON_8

      public static final int GLFW_MOUSE_BUTTON_8
      Mouse buttons. See mouse button input for how these are used.
      See Also:
    • GLFW_MOUSE_BUTTON_LAST

      public static final int GLFW_MOUSE_BUTTON_LAST
      Mouse buttons. See mouse button input for how these are used.
      See Also:
    • GLFW_MOUSE_BUTTON_LEFT

      public static final int GLFW_MOUSE_BUTTON_LEFT
      Mouse buttons. See mouse button input for how these are used.
      See Also:
    • GLFW_MOUSE_BUTTON_RIGHT

      public static final int GLFW_MOUSE_BUTTON_RIGHT
      Mouse buttons. See mouse button input for how these are used.
      See Also:
    • GLFW_MOUSE_BUTTON_MIDDLE

      public static final int GLFW_MOUSE_BUTTON_MIDDLE
      Mouse buttons. See mouse button input for how these are used.
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    • GLFW_JOYSTICK_1

      public static final int GLFW_JOYSTICK_1
      Joysticks. See joystick input for how these are used.
      See Also:
    • GLFW_JOYSTICK_2

      public static final int GLFW_JOYSTICK_2
      Joysticks. See joystick input for how these are used.
      See Also:
    • GLFW_JOYSTICK_3

      public static final int GLFW_JOYSTICK_3
      Joysticks. See joystick input for how these are used.
      See Also:
    • GLFW_JOYSTICK_4

      public static final int GLFW_JOYSTICK_4
      Joysticks. See joystick input for how these are used.
      See Also:
    • GLFW_JOYSTICK_5

      public static final int GLFW_JOYSTICK_5
      Joysticks. See joystick input for how these are used.
      See Also:
    • GLFW_JOYSTICK_6

      public static final int GLFW_JOYSTICK_6
      Joysticks. See joystick input for how these are used.
      See Also:
    • GLFW_JOYSTICK_7

      public static final int GLFW_JOYSTICK_7
      Joysticks. See joystick input for how these are used.
      See Also:
    • GLFW_JOYSTICK_8

      public static final int GLFW_JOYSTICK_8
      Joysticks. See joystick input for how these are used.
      See Also:
    • GLFW_JOYSTICK_9

      public static final int GLFW_JOYSTICK_9
      Joysticks. See joystick input for how these are used.
      See Also:
    • GLFW_JOYSTICK_10

      public static final int GLFW_JOYSTICK_10
      Joysticks. See joystick input for how these are used.
      See Also:
    • GLFW_JOYSTICK_11

      public static final int GLFW_JOYSTICK_11
      Joysticks. See joystick input for how these are used.
      See Also:
    • GLFW_JOYSTICK_12

      public static final int GLFW_JOYSTICK_12
      Joysticks. See joystick input for how these are used.
      See Also:
    • GLFW_JOYSTICK_13

      public static final int GLFW_JOYSTICK_13
      Joysticks. See joystick input for how these are used.
      See Also:
    • GLFW_JOYSTICK_14

      public static final int GLFW_JOYSTICK_14
      Joysticks. See joystick input for how these are used.
      See Also:
    • GLFW_JOYSTICK_15

      public static final int GLFW_JOYSTICK_15
      Joysticks. See joystick input for how these are used.
      See Also:
    • GLFW_JOYSTICK_16

      public static final int GLFW_JOYSTICK_16
      Joysticks. See joystick input for how these are used.
      See Also:
    • GLFW_JOYSTICK_LAST

      public static final int GLFW_JOYSTICK_LAST
      Joysticks. See joystick input for how these are used.
      See Also:
    • GLFW_GAMEPAD_BUTTON_A

      public static final int GLFW_GAMEPAD_BUTTON_A
      Gamepad buttons. See gamepad for how these are used.
      See Also:
    • GLFW_GAMEPAD_BUTTON_B

      public static final int GLFW_GAMEPAD_BUTTON_B
      Gamepad buttons. See gamepad for how these are used.
      See Also:
    • GLFW_GAMEPAD_BUTTON_X

      public static final int GLFW_GAMEPAD_BUTTON_X
      Gamepad buttons. See gamepad for how these are used.
      See Also:
    • GLFW_GAMEPAD_BUTTON_Y

      public static final int GLFW_GAMEPAD_BUTTON_Y
      Gamepad buttons. See gamepad for how these are used.
      See Also:
    • GLFW_GAMEPAD_BUTTON_LEFT_BUMPER

      public static final int GLFW_GAMEPAD_BUTTON_LEFT_BUMPER
      Gamepad buttons. See gamepad for how these are used.
      See Also:
    • GLFW_GAMEPAD_BUTTON_RIGHT_BUMPER

      public static final int GLFW_GAMEPAD_BUTTON_RIGHT_BUMPER
      Gamepad buttons. See gamepad for how these are used.
      See Also:
    • GLFW_GAMEPAD_BUTTON_BACK

      public static final int GLFW_GAMEPAD_BUTTON_BACK
      Gamepad buttons. See gamepad for how these are used.
      See Also:
    • GLFW_GAMEPAD_BUTTON_START

      public static final int GLFW_GAMEPAD_BUTTON_START
      Gamepad buttons. See gamepad for how these are used.
      See Also:
    • GLFW_GAMEPAD_BUTTON_GUIDE

      public static final int GLFW_GAMEPAD_BUTTON_GUIDE
      Gamepad buttons. See gamepad for how these are used.
      See Also:
    • GLFW_GAMEPAD_BUTTON_LEFT_THUMB

      public static final int GLFW_GAMEPAD_BUTTON_LEFT_THUMB
      Gamepad buttons. See gamepad for how these are used.
      See Also:
    • GLFW_GAMEPAD_BUTTON_RIGHT_THUMB

      public static final int GLFW_GAMEPAD_BUTTON_RIGHT_THUMB
      Gamepad buttons. See gamepad for how these are used.
      See Also:
    • GLFW_GAMEPAD_BUTTON_DPAD_UP

      public static final int GLFW_GAMEPAD_BUTTON_DPAD_UP
      Gamepad buttons. See gamepad for how these are used.
      See Also:
    • GLFW_GAMEPAD_BUTTON_DPAD_RIGHT

      public static final int GLFW_GAMEPAD_BUTTON_DPAD_RIGHT
      Gamepad buttons. See gamepad for how these are used.
      See Also:
    • GLFW_GAMEPAD_BUTTON_DPAD_DOWN

      public static final int GLFW_GAMEPAD_BUTTON_DPAD_DOWN
      Gamepad buttons. See gamepad for how these are used.
      See Also:
    • GLFW_GAMEPAD_BUTTON_DPAD_LEFT

      public static final int GLFW_GAMEPAD_BUTTON_DPAD_LEFT
      Gamepad buttons. See gamepad for how these are used.
      See Also:
    • GLFW_GAMEPAD_BUTTON_LAST

      public static final int GLFW_GAMEPAD_BUTTON_LAST
      Gamepad buttons. See gamepad for how these are used.
      See Also:
    • GLFW_GAMEPAD_BUTTON_CROSS

      public static final int GLFW_GAMEPAD_BUTTON_CROSS
      Gamepad buttons. See gamepad for how these are used.
      See Also:
    • GLFW_GAMEPAD_BUTTON_CIRCLE

      public static final int GLFW_GAMEPAD_BUTTON_CIRCLE
      Gamepad buttons. See gamepad for how these are used.
      See Also:
    • GLFW_GAMEPAD_BUTTON_SQUARE

      public static final int GLFW_GAMEPAD_BUTTON_SQUARE
      Gamepad buttons. See gamepad for how these are used.
      See Also:
    • GLFW_GAMEPAD_BUTTON_TRIANGLE

      public static final int GLFW_GAMEPAD_BUTTON_TRIANGLE
      Gamepad buttons. See gamepad for how these are used.
      See Also:
    • GLFW_GAMEPAD_AXIS_LEFT_X

      public static final int GLFW_GAMEPAD_AXIS_LEFT_X
      Gamepad axes. See gamepad for how these are used.
      See Also:
    • GLFW_GAMEPAD_AXIS_LEFT_Y

      public static final int GLFW_GAMEPAD_AXIS_LEFT_Y
      Gamepad axes. See gamepad for how these are used.
      See Also:
    • GLFW_GAMEPAD_AXIS_RIGHT_X

      public static final int GLFW_GAMEPAD_AXIS_RIGHT_X
      Gamepad axes. See gamepad for how these are used.
      See Also:
    • GLFW_GAMEPAD_AXIS_RIGHT_Y

      public static final int GLFW_GAMEPAD_AXIS_RIGHT_Y
      Gamepad axes. See gamepad for how these are used.
      See Also:
    • GLFW_GAMEPAD_AXIS_LEFT_TRIGGER

      public static final int GLFW_GAMEPAD_AXIS_LEFT_TRIGGER
      Gamepad axes. See gamepad for how these are used.
      See Also:
    • GLFW_GAMEPAD_AXIS_RIGHT_TRIGGER

      public static final int GLFW_GAMEPAD_AXIS_RIGHT_TRIGGER
      Gamepad axes. See gamepad for how these are used.
      See Also:
    • GLFW_GAMEPAD_AXIS_LAST

      public static final int GLFW_GAMEPAD_AXIS_LAST
      Gamepad axes. See gamepad for how these are used.
      See Also:
    • GLFW_NO_ERROR

      public static final int GLFW_NO_ERROR
      Error codes.
      Enum values:
      • NO_ERROR - No error has occurred.
      • NOT_INITIALIZED - GLFW has not been initialized.

        This occurs if a GLFW function was called that may not be called unless the library is initialized.

      • NO_CURRENT_CONTEXT - No context is current for this thread.

        This occurs if a GLFW function was called that needs and operates on the current OpenGL or OpenGL ES context but no context is current on the calling thread. One such function is SwapInterval.

      • INVALID_ENUM - One of the arguments to the function was an invalid enum value.

        One of the arguments to the function was an invalid enum value, for example requesting RED_BITS with GetWindowAttrib.

      • INVALID_VALUE - One of the arguments to the function was an invalid value.

        One of the arguments to the function was an invalid value, for example requesting a non-existent OpenGL or OpenGL ES version like 2.7.

        Requesting a valid but unavailable OpenGL or OpenGL ES version will instead result in a VERSION_UNAVAILABLE error.

      • OUT_OF_MEMORY - A memory allocation failed.

        A bug in GLFW or the underlying operating system. Report the bug to our issue tracker.

      • API_UNAVAILABLE - GLFW could not find support for the requested API on the system.

        The installed graphics driver does not support the requested API, or does not support it via the chosen context creation API. Below are a few examples:

        Some pre-installed Windows graphics drivers do not support OpenGL. AMD only supports OpenGL ES via EGL, while Nvidia and Intel only support it via a WGL or GLX extension. macOS does not provide OpenGL ES at all. The Mesa EGL, OpenGL and OpenGL ES libraries do not interface with the Nvidia binary driver. Older graphics drivers do not support Vulkan.

      • VERSION_UNAVAILABLE - The requested OpenGL or OpenGL ES version (including any requested context or framebuffer hints) is not available on this machine.

        The machine does not support your requirements. If your application is sufficiently flexible, downgrade your requirements and try again. Otherwise, inform the user that their machine does not match your requirements.

        Future invalid OpenGL and OpenGL ES versions, for example OpenGL 4.8 if 5.0 comes out before the 4.x series gets that far, also fail with this error and not INVALID_VALUE, because GLFW cannot know what future versions will exist.

      • PLATFORM_ERROR - A platform-specific error occurred that does not match any of the more specific categories.

        A bug or configuration error in GLFW, the underlying operating system or its drivers, or a lack of required resources. Report the issue to our issue tracker.

      • FORMAT_UNAVAILABLE - The requested format is not supported or available.

        If emitted during window creation, one or more hard constraints did not match any of the available pixel formats. If your application is sufficiently flexible, downgrade your requirements and try again. Otherwise, inform the user that their machine does not match your requirements.

        If emitted when querying the clipboard, ignore the error or report it to the user, as appropriate.

      • NO_WINDOW_CONTEXT - The specified window does not have an OpenGL or OpenGL ES context.

        A window that does not have an OpenGL or OpenGL ES context was passed to a function that requires it to have one.

        Application programmer error. Fix the offending call.

      • CURSOR_UNAVAILABLE - The specified cursor shape is not available.

        The specified standard cursor shape is not available, either because the current platform cursor theme does not provide it or because it is not available on the platform.

        Platform or system settings limitation. Pick another standard cursor shape or create a custom cursor.

      • FEATURE_UNAVAILABLE - The requested feature is not provided by the platform.

        The requested feature is not provided by the platform, so GLFW is unable to implement it. The documentation for each function notes if it could emit this error.

        Platform or platform version limitation. The error can be ignored unless the feature is critical to the application.

        A function call that emits this error has no effect other than the error and updating any existing out parameters.

      • FEATURE_UNIMPLEMENTED - The requested feature has not yet been implemented in GLFW for this platform.

        An incomplete implementation of GLFW for this platform, hopefully fixed in a future release. The error can be ignored unless the feature is critical to the application.

        A function call that emits this error has no effect other than the error and updating any existing out parameters.

      • PLATFORM_UNAVAILABLE - Platform unavailable or no matching platform was found.

        If emitted during initialization, no matching platform was found. If PLATFORM is set to ANY_PLATFORM, GLFW could not detect any of the platforms supported by this library binary, except for the Null platform. If set to a specific platform, it is either not supported by this library binary or GLFW was not able to detect it.

        If emitted by a native access function, GLFW was initialized for a different platform than the function is for.

        Failure to detect any platform usually only happens on non-macOS Unix systems, either when no window system is running or the program was run from a terminal that does not have the necessary environment variables. Fall back to a different platform if possible or notify the user that no usable platform was detected.

        Failure to detect a specific platform may have the same cause as above or because support for that platform was not compiled in. Call PlatformSupported to check whether a specific platform is supported by a library binary.

      See Also:
    • GLFW_NOT_INITIALIZED

      public static final int GLFW_NOT_INITIALIZED
      Error codes.
      Enum values:
      • NO_ERROR - No error has occurred.
      • NOT_INITIALIZED - GLFW has not been initialized.

        This occurs if a GLFW function was called that may not be called unless the library is initialized.

      • NO_CURRENT_CONTEXT - No context is current for this thread.

        This occurs if a GLFW function was called that needs and operates on the current OpenGL or OpenGL ES context but no context is current on the calling thread. One such function is SwapInterval.

      • INVALID_ENUM - One of the arguments to the function was an invalid enum value.

        One of the arguments to the function was an invalid enum value, for example requesting RED_BITS with GetWindowAttrib.

      • INVALID_VALUE - One of the arguments to the function was an invalid value.

        One of the arguments to the function was an invalid value, for example requesting a non-existent OpenGL or OpenGL ES version like 2.7.

        Requesting a valid but unavailable OpenGL or OpenGL ES version will instead result in a VERSION_UNAVAILABLE error.

      • OUT_OF_MEMORY - A memory allocation failed.

        A bug in GLFW or the underlying operating system. Report the bug to our issue tracker.

      • API_UNAVAILABLE - GLFW could not find support for the requested API on the system.

        The installed graphics driver does not support the requested API, or does not support it via the chosen context creation API. Below are a few examples:

        Some pre-installed Windows graphics drivers do not support OpenGL. AMD only supports OpenGL ES via EGL, while Nvidia and Intel only support it via a WGL or GLX extension. macOS does not provide OpenGL ES at all. The Mesa EGL, OpenGL and OpenGL ES libraries do not interface with the Nvidia binary driver. Older graphics drivers do not support Vulkan.

      • VERSION_UNAVAILABLE - The requested OpenGL or OpenGL ES version (including any requested context or framebuffer hints) is not available on this machine.

        The machine does not support your requirements. If your application is sufficiently flexible, downgrade your requirements and try again. Otherwise, inform the user that their machine does not match your requirements.

        Future invalid OpenGL and OpenGL ES versions, for example OpenGL 4.8 if 5.0 comes out before the 4.x series gets that far, also fail with this error and not INVALID_VALUE, because GLFW cannot know what future versions will exist.

      • PLATFORM_ERROR - A platform-specific error occurred that does not match any of the more specific categories.

        A bug or configuration error in GLFW, the underlying operating system or its drivers, or a lack of required resources. Report the issue to our issue tracker.

      • FORMAT_UNAVAILABLE - The requested format is not supported or available.

        If emitted during window creation, one or more hard constraints did not match any of the available pixel formats. If your application is sufficiently flexible, downgrade your requirements and try again. Otherwise, inform the user that their machine does not match your requirements.

        If emitted when querying the clipboard, ignore the error or report it to the user, as appropriate.

      • NO_WINDOW_CONTEXT - The specified window does not have an OpenGL or OpenGL ES context.

        A window that does not have an OpenGL or OpenGL ES context was passed to a function that requires it to have one.

        Application programmer error. Fix the offending call.

      • CURSOR_UNAVAILABLE - The specified cursor shape is not available.

        The specified standard cursor shape is not available, either because the current platform cursor theme does not provide it or because it is not available on the platform.

        Platform or system settings limitation. Pick another standard cursor shape or create a custom cursor.

      • FEATURE_UNAVAILABLE - The requested feature is not provided by the platform.

        The requested feature is not provided by the platform, so GLFW is unable to implement it. The documentation for each function notes if it could emit this error.

        Platform or platform version limitation. The error can be ignored unless the feature is critical to the application.

        A function call that emits this error has no effect other than the error and updating any existing out parameters.

      • FEATURE_UNIMPLEMENTED - The requested feature has not yet been implemented in GLFW for this platform.

        An incomplete implementation of GLFW for this platform, hopefully fixed in a future release. The error can be ignored unless the feature is critical to the application.

        A function call that emits this error has no effect other than the error and updating any existing out parameters.

      • PLATFORM_UNAVAILABLE - Platform unavailable or no matching platform was found.

        If emitted during initialization, no matching platform was found. If PLATFORM is set to ANY_PLATFORM, GLFW could not detect any of the platforms supported by this library binary, except for the Null platform. If set to a specific platform, it is either not supported by this library binary or GLFW was not able to detect it.

        If emitted by a native access function, GLFW was initialized for a different platform than the function is for.

        Failure to detect any platform usually only happens on non-macOS Unix systems, either when no window system is running or the program was run from a terminal that does not have the necessary environment variables. Fall back to a different platform if possible or notify the user that no usable platform was detected.

        Failure to detect a specific platform may have the same cause as above or because support for that platform was not compiled in. Call PlatformSupported to check whether a specific platform is supported by a library binary.

      See Also:
    • GLFW_NO_CURRENT_CONTEXT

      public static final int GLFW_NO_CURRENT_CONTEXT
      Error codes.
      Enum values:
      • NO_ERROR - No error has occurred.
      • NOT_INITIALIZED - GLFW has not been initialized.

        This occurs if a GLFW function was called that may not be called unless the library is initialized.

      • NO_CURRENT_CONTEXT - No context is current for this thread.

        This occurs if a GLFW function was called that needs and operates on the current OpenGL or OpenGL ES context but no context is current on the calling thread. One such function is SwapInterval.

      • INVALID_ENUM - One of the arguments to the function was an invalid enum value.

        One of the arguments to the function was an invalid enum value, for example requesting RED_BITS with GetWindowAttrib.

      • INVALID_VALUE - One of the arguments to the function was an invalid value.

        One of the arguments to the function was an invalid value, for example requesting a non-existent OpenGL or OpenGL ES version like 2.7.

        Requesting a valid but unavailable OpenGL or OpenGL ES version will instead result in a VERSION_UNAVAILABLE error.

      • OUT_OF_MEMORY - A memory allocation failed.

        A bug in GLFW or the underlying operating system. Report the bug to our issue tracker.

      • API_UNAVAILABLE - GLFW could not find support for the requested API on the system.

        The installed graphics driver does not support the requested API, or does not support it via the chosen context creation API. Below are a few examples:

        Some pre-installed Windows graphics drivers do not support OpenGL. AMD only supports OpenGL ES via EGL, while Nvidia and Intel only support it via a WGL or GLX extension. macOS does not provide OpenGL ES at all. The Mesa EGL, OpenGL and OpenGL ES libraries do not interface with the Nvidia binary driver. Older graphics drivers do not support Vulkan.

      • VERSION_UNAVAILABLE - The requested OpenGL or OpenGL ES version (including any requested context or framebuffer hints) is not available on this machine.

        The machine does not support your requirements. If your application is sufficiently flexible, downgrade your requirements and try again. Otherwise, inform the user that their machine does not match your requirements.

        Future invalid OpenGL and OpenGL ES versions, for example OpenGL 4.8 if 5.0 comes out before the 4.x series gets that far, also fail with this error and not INVALID_VALUE, because GLFW cannot know what future versions will exist.

      • PLATFORM_ERROR - A platform-specific error occurred that does not match any of the more specific categories.

        A bug or configuration error in GLFW, the underlying operating system or its drivers, or a lack of required resources. Report the issue to our issue tracker.

      • FORMAT_UNAVAILABLE - The requested format is not supported or available.

        If emitted during window creation, one or more hard constraints did not match any of the available pixel formats. If your application is sufficiently flexible, downgrade your requirements and try again. Otherwise, inform the user that their machine does not match your requirements.

        If emitted when querying the clipboard, ignore the error or report it to the user, as appropriate.

      • NO_WINDOW_CONTEXT - The specified window does not have an OpenGL or OpenGL ES context.

        A window that does not have an OpenGL or OpenGL ES context was passed to a function that requires it to have one.

        Application programmer error. Fix the offending call.

      • CURSOR_UNAVAILABLE - The specified cursor shape is not available.

        The specified standard cursor shape is not available, either because the current platform cursor theme does not provide it or because it is not available on the platform.

        Platform or system settings limitation. Pick another standard cursor shape or create a custom cursor.

      • FEATURE_UNAVAILABLE - The requested feature is not provided by the platform.

        The requested feature is not provided by the platform, so GLFW is unable to implement it. The documentation for each function notes if it could emit this error.

        Platform or platform version limitation. The error can be ignored unless the feature is critical to the application.

        A function call that emits this error has no effect other than the error and updating any existing out parameters.

      • FEATURE_UNIMPLEMENTED - The requested feature has not yet been implemented in GLFW for this platform.

        An incomplete implementation of GLFW for this platform, hopefully fixed in a future release. The error can be ignored unless the feature is critical to the application.

        A function call that emits this error has no effect other than the error and updating any existing out parameters.

      • PLATFORM_UNAVAILABLE - Platform unavailable or no matching platform was found.

        If emitted during initialization, no matching platform was found. If PLATFORM is set to ANY_PLATFORM, GLFW could not detect any of the platforms supported by this library binary, except for the Null platform. If set to a specific platform, it is either not supported by this library binary or GLFW was not able to detect it.

        If emitted by a native access function, GLFW was initialized for a different platform than the function is for.

        Failure to detect any platform usually only happens on non-macOS Unix systems, either when no window system is running or the program was run from a terminal that does not have the necessary environment variables. Fall back to a different platform if possible or notify the user that no usable platform was detected.

        Failure to detect a specific platform may have the same cause as above or because support for that platform was not compiled in. Call PlatformSupported to check whether a specific platform is supported by a library binary.

      See Also:
    • GLFW_INVALID_ENUM

      public static final int GLFW_INVALID_ENUM
      Error codes.
      Enum values:
      • NO_ERROR - No error has occurred.
      • NOT_INITIALIZED - GLFW has not been initialized.

        This occurs if a GLFW function was called that may not be called unless the library is initialized.

      • NO_CURRENT_CONTEXT - No context is current for this thread.

        This occurs if a GLFW function was called that needs and operates on the current OpenGL or OpenGL ES context but no context is current on the calling thread. One such function is SwapInterval.

      • INVALID_ENUM - One of the arguments to the function was an invalid enum value.

        One of the arguments to the function was an invalid enum value, for example requesting RED_BITS with GetWindowAttrib.

      • INVALID_VALUE - One of the arguments to the function was an invalid value.

        One of the arguments to the function was an invalid value, for example requesting a non-existent OpenGL or OpenGL ES version like 2.7.

        Requesting a valid but unavailable OpenGL or OpenGL ES version will instead result in a VERSION_UNAVAILABLE error.

      • OUT_OF_MEMORY - A memory allocation failed.

        A bug in GLFW or the underlying operating system. Report the bug to our issue tracker.

      • API_UNAVAILABLE - GLFW could not find support for the requested API on the system.

        The installed graphics driver does not support the requested API, or does not support it via the chosen context creation API. Below are a few examples:

        Some pre-installed Windows graphics drivers do not support OpenGL. AMD only supports OpenGL ES via EGL, while Nvidia and Intel only support it via a WGL or GLX extension. macOS does not provide OpenGL ES at all. The Mesa EGL, OpenGL and OpenGL ES libraries do not interface with the Nvidia binary driver. Older graphics drivers do not support Vulkan.

      • VERSION_UNAVAILABLE - The requested OpenGL or OpenGL ES version (including any requested context or framebuffer hints) is not available on this machine.

        The machine does not support your requirements. If your application is sufficiently flexible, downgrade your requirements and try again. Otherwise, inform the user that their machine does not match your requirements.

        Future invalid OpenGL and OpenGL ES versions, for example OpenGL 4.8 if 5.0 comes out before the 4.x series gets that far, also fail with this error and not INVALID_VALUE, because GLFW cannot know what future versions will exist.

      • PLATFORM_ERROR - A platform-specific error occurred that does not match any of the more specific categories.

        A bug or configuration error in GLFW, the underlying operating system or its drivers, or a lack of required resources. Report the issue to our issue tracker.

      • FORMAT_UNAVAILABLE - The requested format is not supported or available.

        If emitted during window creation, one or more hard constraints did not match any of the available pixel formats. If your application is sufficiently flexible, downgrade your requirements and try again. Otherwise, inform the user that their machine does not match your requirements.

        If emitted when querying the clipboard, ignore the error or report it to the user, as appropriate.

      • NO_WINDOW_CONTEXT - The specified window does not have an OpenGL or OpenGL ES context.

        A window that does not have an OpenGL or OpenGL ES context was passed to a function that requires it to have one.

        Application programmer error. Fix the offending call.

      • CURSOR_UNAVAILABLE - The specified cursor shape is not available.

        The specified standard cursor shape is not available, either because the current platform cursor theme does not provide it or because it is not available on the platform.

        Platform or system settings limitation. Pick another standard cursor shape or create a custom cursor.

      • FEATURE_UNAVAILABLE - The requested feature is not provided by the platform.

        The requested feature is not provided by the platform, so GLFW is unable to implement it. The documentation for each function notes if it could emit this error.

        Platform or platform version limitation. The error can be ignored unless the feature is critical to the application.

        A function call that emits this error has no effect other than the error and updating any existing out parameters.

      • FEATURE_UNIMPLEMENTED - The requested feature has not yet been implemented in GLFW for this platform.

        An incomplete implementation of GLFW for this platform, hopefully fixed in a future release. The error can be ignored unless the feature is critical to the application.

        A function call that emits this error has no effect other than the error and updating any existing out parameters.

      • PLATFORM_UNAVAILABLE - Platform unavailable or no matching platform was found.

        If emitted during initialization, no matching platform was found. If PLATFORM is set to ANY_PLATFORM, GLFW could not detect any of the platforms supported by this library binary, except for the Null platform. If set to a specific platform, it is either not supported by this library binary or GLFW was not able to detect it.

        If emitted by a native access function, GLFW was initialized for a different platform than the function is for.

        Failure to detect any platform usually only happens on non-macOS Unix systems, either when no window system is running or the program was run from a terminal that does not have the necessary environment variables. Fall back to a different platform if possible or notify the user that no usable platform was detected.

        Failure to detect a specific platform may have the same cause as above or because support for that platform was not compiled in. Call PlatformSupported to check whether a specific platform is supported by a library binary.

      See Also:
    • GLFW_INVALID_VALUE

      public static final int GLFW_INVALID_VALUE
      Error codes.
      Enum values:
      • NO_ERROR - No error has occurred.
      • NOT_INITIALIZED - GLFW has not been initialized.

        This occurs if a GLFW function was called that may not be called unless the library is initialized.

      • NO_CURRENT_CONTEXT - No context is current for this thread.

        This occurs if a GLFW function was called that needs and operates on the current OpenGL or OpenGL ES context but no context is current on the calling thread. One such function is SwapInterval.

      • INVALID_ENUM - One of the arguments to the function was an invalid enum value.

        One of the arguments to the function was an invalid enum value, for example requesting RED_BITS with GetWindowAttrib.

      • INVALID_VALUE - One of the arguments to the function was an invalid value.

        One of the arguments to the function was an invalid value, for example requesting a non-existent OpenGL or OpenGL ES version like 2.7.

        Requesting a valid but unavailable OpenGL or OpenGL ES version will instead result in a VERSION_UNAVAILABLE error.

      • OUT_OF_MEMORY - A memory allocation failed.

        A bug in GLFW or the underlying operating system. Report the bug to our issue tracker.

      • API_UNAVAILABLE - GLFW could not find support for the requested API on the system.

        The installed graphics driver does not support the requested API, or does not support it via the chosen context creation API. Below are a few examples:

        Some pre-installed Windows graphics drivers do not support OpenGL. AMD only supports OpenGL ES via EGL, while Nvidia and Intel only support it via a WGL or GLX extension. macOS does not provide OpenGL ES at all. The Mesa EGL, OpenGL and OpenGL ES libraries do not interface with the Nvidia binary driver. Older graphics drivers do not support Vulkan.

      • VERSION_UNAVAILABLE - The requested OpenGL or OpenGL ES version (including any requested context or framebuffer hints) is not available on this machine.

        The machine does not support your requirements. If your application is sufficiently flexible, downgrade your requirements and try again. Otherwise, inform the user that their machine does not match your requirements.

        Future invalid OpenGL and OpenGL ES versions, for example OpenGL 4.8 if 5.0 comes out before the 4.x series gets that far, also fail with this error and not INVALID_VALUE, because GLFW cannot know what future versions will exist.

      • PLATFORM_ERROR - A platform-specific error occurred that does not match any of the more specific categories.

        A bug or configuration error in GLFW, the underlying operating system or its drivers, or a lack of required resources. Report the issue to our issue tracker.

      • FORMAT_UNAVAILABLE - The requested format is not supported or available.

        If emitted during window creation, one or more hard constraints did not match any of the available pixel formats. If your application is sufficiently flexible, downgrade your requirements and try again. Otherwise, inform the user that their machine does not match your requirements.

        If emitted when querying the clipboard, ignore the error or report it to the user, as appropriate.

      • NO_WINDOW_CONTEXT - The specified window does not have an OpenGL or OpenGL ES context.

        A window that does not have an OpenGL or OpenGL ES context was passed to a function that requires it to have one.

        Application programmer error. Fix the offending call.

      • CURSOR_UNAVAILABLE - The specified cursor shape is not available.

        The specified standard cursor shape is not available, either because the current platform cursor theme does not provide it or because it is not available on the platform.

        Platform or system settings limitation. Pick another standard cursor shape or create a custom cursor.

      • FEATURE_UNAVAILABLE - The requested feature is not provided by the platform.

        The requested feature is not provided by the platform, so GLFW is unable to implement it. The documentation for each function notes if it could emit this error.

        Platform or platform version limitation. The error can be ignored unless the feature is critical to the application.

        A function call that emits this error has no effect other than the error and updating any existing out parameters.

      • FEATURE_UNIMPLEMENTED - The requested feature has not yet been implemented in GLFW for this platform.

        An incomplete implementation of GLFW for this platform, hopefully fixed in a future release. The error can be ignored unless the feature is critical to the application.

        A function call that emits this error has no effect other than the error and updating any existing out parameters.

      • PLATFORM_UNAVAILABLE - Platform unavailable or no matching platform was found.

        If emitted during initialization, no matching platform was found. If PLATFORM is set to ANY_PLATFORM, GLFW could not detect any of the platforms supported by this library binary, except for the Null platform. If set to a specific platform, it is either not supported by this library binary or GLFW was not able to detect it.

        If emitted by a native access function, GLFW was initialized for a different platform than the function is for.

        Failure to detect any platform usually only happens on non-macOS Unix systems, either when no window system is running or the program was run from a terminal that does not have the necessary environment variables. Fall back to a different platform if possible or notify the user that no usable platform was detected.

        Failure to detect a specific platform may have the same cause as above or because support for that platform was not compiled in. Call PlatformSupported to check whether a specific platform is supported by a library binary.

      See Also:
    • GLFW_OUT_OF_MEMORY

      public static final int GLFW_OUT_OF_MEMORY
      Error codes.
      Enum values:
      • NO_ERROR - No error has occurred.
      • NOT_INITIALIZED - GLFW has not been initialized.

        This occurs if a GLFW function was called that may not be called unless the library is initialized.

      • NO_CURRENT_CONTEXT - No context is current for this thread.

        This occurs if a GLFW function was called that needs and operates on the current OpenGL or OpenGL ES context but no context is current on the calling thread. One such function is SwapInterval.

      • INVALID_ENUM - One of the arguments to the function was an invalid enum value.

        One of the arguments to the function was an invalid enum value, for example requesting RED_BITS with GetWindowAttrib.

      • INVALID_VALUE - One of the arguments to the function was an invalid value.

        One of the arguments to the function was an invalid value, for example requesting a non-existent OpenGL or OpenGL ES version like 2.7.

        Requesting a valid but unavailable OpenGL or OpenGL ES version will instead result in a VERSION_UNAVAILABLE error.

      • OUT_OF_MEMORY - A memory allocation failed.

        A bug in GLFW or the underlying operating system. Report the bug to our issue tracker.

      • API_UNAVAILABLE - GLFW could not find support for the requested API on the system.

        The installed graphics driver does not support the requested API, or does not support it via the chosen context creation API. Below are a few examples:

        Some pre-installed Windows graphics drivers do not support OpenGL. AMD only supports OpenGL ES via EGL, while Nvidia and Intel only support it via a WGL or GLX extension. macOS does not provide OpenGL ES at all. The Mesa EGL, OpenGL and OpenGL ES libraries do not interface with the Nvidia binary driver. Older graphics drivers do not support Vulkan.

      • VERSION_UNAVAILABLE - The requested OpenGL or OpenGL ES version (including any requested context or framebuffer hints) is not available on this machine.

        The machine does not support your requirements. If your application is sufficiently flexible, downgrade your requirements and try again. Otherwise, inform the user that their machine does not match your requirements.

        Future invalid OpenGL and OpenGL ES versions, for example OpenGL 4.8 if 5.0 comes out before the 4.x series gets that far, also fail with this error and not INVALID_VALUE, because GLFW cannot know what future versions will exist.

      • PLATFORM_ERROR - A platform-specific error occurred that does not match any of the more specific categories.

        A bug or configuration error in GLFW, the underlying operating system or its drivers, or a lack of required resources. Report the issue to our issue tracker.

      • FORMAT_UNAVAILABLE - The requested format is not supported or available.

        If emitted during window creation, one or more hard constraints did not match any of the available pixel formats. If your application is sufficiently flexible, downgrade your requirements and try again. Otherwise, inform the user that their machine does not match your requirements.

        If emitted when querying the clipboard, ignore the error or report it to the user, as appropriate.

      • NO_WINDOW_CONTEXT - The specified window does not have an OpenGL or OpenGL ES context.

        A window that does not have an OpenGL or OpenGL ES context was passed to a function that requires it to have one.

        Application programmer error. Fix the offending call.

      • CURSOR_UNAVAILABLE - The specified cursor shape is not available.

        The specified standard cursor shape is not available, either because the current platform cursor theme does not provide it or because it is not available on the platform.

        Platform or system settings limitation. Pick another standard cursor shape or create a custom cursor.

      • FEATURE_UNAVAILABLE - The requested feature is not provided by the platform.

        The requested feature is not provided by the platform, so GLFW is unable to implement it. The documentation for each function notes if it could emit this error.

        Platform or platform version limitation. The error can be ignored unless the feature is critical to the application.

        A function call that emits this error has no effect other than the error and updating any existing out parameters.

      • FEATURE_UNIMPLEMENTED - The requested feature has not yet been implemented in GLFW for this platform.

        An incomplete implementation of GLFW for this platform, hopefully fixed in a future release. The error can be ignored unless the feature is critical to the application.

        A function call that emits this error has no effect other than the error and updating any existing out parameters.

      • PLATFORM_UNAVAILABLE - Platform unavailable or no matching platform was found.

        If emitted during initialization, no matching platform was found. If PLATFORM is set to ANY_PLATFORM, GLFW could not detect any of the platforms supported by this library binary, except for the Null platform. If set to a specific platform, it is either not supported by this library binary or GLFW was not able to detect it.

        If emitted by a native access function, GLFW was initialized for a different platform than the function is for.

        Failure to detect any platform usually only happens on non-macOS Unix systems, either when no window system is running or the program was run from a terminal that does not have the necessary environment variables. Fall back to a different platform if possible or notify the user that no usable platform was detected.

        Failure to detect a specific platform may have the same cause as above or because support for that platform was not compiled in. Call PlatformSupported to check whether a specific platform is supported by a library binary.

      See Also:
    • GLFW_API_UNAVAILABLE

      public static final int GLFW_API_UNAVAILABLE
      Error codes.
      Enum values:
      • NO_ERROR - No error has occurred.
      • NOT_INITIALIZED - GLFW has not been initialized.

        This occurs if a GLFW function was called that may not be called unless the library is initialized.

      • NO_CURRENT_CONTEXT - No context is current for this thread.

        This occurs if a GLFW function was called that needs and operates on the current OpenGL or OpenGL ES context but no context is current on the calling thread. One such function is SwapInterval.

      • INVALID_ENUM - One of the arguments to the function was an invalid enum value.

        One of the arguments to the function was an invalid enum value, for example requesting RED_BITS with GetWindowAttrib.

      • INVALID_VALUE - One of the arguments to the function was an invalid value.

        One of the arguments to the function was an invalid value, for example requesting a non-existent OpenGL or OpenGL ES version like 2.7.

        Requesting a valid but unavailable OpenGL or OpenGL ES version will instead result in a VERSION_UNAVAILABLE error.

      • OUT_OF_MEMORY - A memory allocation failed.

        A bug in GLFW or the underlying operating system. Report the bug to our issue tracker.

      • API_UNAVAILABLE - GLFW could not find support for the requested API on the system.

        The installed graphics driver does not support the requested API, or does not support it via the chosen context creation API. Below are a few examples:

        Some pre-installed Windows graphics drivers do not support OpenGL. AMD only supports OpenGL ES via EGL, while Nvidia and Intel only support it via a WGL or GLX extension. macOS does not provide OpenGL ES at all. The Mesa EGL, OpenGL and OpenGL ES libraries do not interface with the Nvidia binary driver. Older graphics drivers do not support Vulkan.

      • VERSION_UNAVAILABLE - The requested OpenGL or OpenGL ES version (including any requested context or framebuffer hints) is not available on this machine.

        The machine does not support your requirements. If your application is sufficiently flexible, downgrade your requirements and try again. Otherwise, inform the user that their machine does not match your requirements.

        Future invalid OpenGL and OpenGL ES versions, for example OpenGL 4.8 if 5.0 comes out before the 4.x series gets that far, also fail with this error and not INVALID_VALUE, because GLFW cannot know what future versions will exist.

      • PLATFORM_ERROR - A platform-specific error occurred that does not match any of the more specific categories.

        A bug or configuration error in GLFW, the underlying operating system or its drivers, or a lack of required resources. Report the issue to our issue tracker.

      • FORMAT_UNAVAILABLE - The requested format is not supported or available.

        If emitted during window creation, one or more hard constraints did not match any of the available pixel formats. If your application is sufficiently flexible, downgrade your requirements and try again. Otherwise, inform the user that their machine does not match your requirements.

        If emitted when querying the clipboard, ignore the error or report it to the user, as appropriate.

      • NO_WINDOW_CONTEXT - The specified window does not have an OpenGL or OpenGL ES context.

        A window that does not have an OpenGL or OpenGL ES context was passed to a function that requires it to have one.

        Application programmer error. Fix the offending call.

      • CURSOR_UNAVAILABLE - The specified cursor shape is not available.

        The specified standard cursor shape is not available, either because the current platform cursor theme does not provide it or because it is not available on the platform.

        Platform or system settings limitation. Pick another standard cursor shape or create a custom cursor.

      • FEATURE_UNAVAILABLE - The requested feature is not provided by the platform.

        The requested feature is not provided by the platform, so GLFW is unable to implement it. The documentation for each function notes if it could emit this error.

        Platform or platform version limitation. The error can be ignored unless the feature is critical to the application.

        A function call that emits this error has no effect other than the error and updating any existing out parameters.

      • FEATURE_UNIMPLEMENTED - The requested feature has not yet been implemented in GLFW for this platform.

        An incomplete implementation of GLFW for this platform, hopefully fixed in a future release. The error can be ignored unless the feature is critical to the application.

        A function call that emits this error has no effect other than the error and updating any existing out parameters.

      • PLATFORM_UNAVAILABLE - Platform unavailable or no matching platform was found.

        If emitted during initialization, no matching platform was found. If PLATFORM is set to ANY_PLATFORM, GLFW could not detect any of the platforms supported by this library binary, except for the Null platform. If set to a specific platform, it is either not supported by this library binary or GLFW was not able to detect it.

        If emitted by a native access function, GLFW was initialized for a different platform than the function is for.

        Failure to detect any platform usually only happens on non-macOS Unix systems, either when no window system is running or the program was run from a terminal that does not have the necessary environment variables. Fall back to a different platform if possible or notify the user that no usable platform was detected.

        Failure to detect a specific platform may have the same cause as above or because support for that platform was not compiled in. Call PlatformSupported to check whether a specific platform is supported by a library binary.

      See Also:
    • GLFW_VERSION_UNAVAILABLE

      public static final int GLFW_VERSION_UNAVAILABLE
      Error codes.
      Enum values:
      • NO_ERROR - No error has occurred.
      • NOT_INITIALIZED - GLFW has not been initialized.

        This occurs if a GLFW function was called that may not be called unless the library is initialized.

      • NO_CURRENT_CONTEXT - No context is current for this thread.

        This occurs if a GLFW function was called that needs and operates on the current OpenGL or OpenGL ES context but no context is current on the calling thread. One such function is SwapInterval.

      • INVALID_ENUM - One of the arguments to the function was an invalid enum value.

        One of the arguments to the function was an invalid enum value, for example requesting RED_BITS with GetWindowAttrib.

      • INVALID_VALUE - One of the arguments to the function was an invalid value.

        One of the arguments to the function was an invalid value, for example requesting a non-existent OpenGL or OpenGL ES version like 2.7.

        Requesting a valid but unavailable OpenGL or OpenGL ES version will instead result in a VERSION_UNAVAILABLE error.

      • OUT_OF_MEMORY - A memory allocation failed.

        A bug in GLFW or the underlying operating system. Report the bug to our issue tracker.

      • API_UNAVAILABLE - GLFW could not find support for the requested API on the system.

        The installed graphics driver does not support the requested API, or does not support it via the chosen context creation API. Below are a few examples:

        Some pre-installed Windows graphics drivers do not support OpenGL. AMD only supports OpenGL ES via EGL, while Nvidia and Intel only support it via a WGL or GLX extension. macOS does not provide OpenGL ES at all. The Mesa EGL, OpenGL and OpenGL ES libraries do not interface with the Nvidia binary driver. Older graphics drivers do not support Vulkan.

      • VERSION_UNAVAILABLE - The requested OpenGL or OpenGL ES version (including any requested context or framebuffer hints) is not available on this machine.

        The machine does not support your requirements. If your application is sufficiently flexible, downgrade your requirements and try again. Otherwise, inform the user that their machine does not match your requirements.

        Future invalid OpenGL and OpenGL ES versions, for example OpenGL 4.8 if 5.0 comes out before the 4.x series gets that far, also fail with this error and not INVALID_VALUE, because GLFW cannot know what future versions will exist.

      • PLATFORM_ERROR - A platform-specific error occurred that does not match any of the more specific categories.

        A bug or configuration error in GLFW, the underlying operating system or its drivers, or a lack of required resources. Report the issue to our issue tracker.

      • FORMAT_UNAVAILABLE - The requested format is not supported or available.

        If emitted during window creation, one or more hard constraints did not match any of the available pixel formats. If your application is sufficiently flexible, downgrade your requirements and try again. Otherwise, inform the user that their machine does not match your requirements.

        If emitted when querying the clipboard, ignore the error or report it to the user, as appropriate.

      • NO_WINDOW_CONTEXT - The specified window does not have an OpenGL or OpenGL ES context.

        A window that does not have an OpenGL or OpenGL ES context was passed to a function that requires it to have one.

        Application programmer error. Fix the offending call.

      • CURSOR_UNAVAILABLE - The specified cursor shape is not available.

        The specified standard cursor shape is not available, either because the current platform cursor theme does not provide it or because it is not available on the platform.

        Platform or system settings limitation. Pick another standard cursor shape or create a custom cursor.

      • FEATURE_UNAVAILABLE - The requested feature is not provided by the platform.

        The requested feature is not provided by the platform, so GLFW is unable to implement it. The documentation for each function notes if it could emit this error.

        Platform or platform version limitation. The error can be ignored unless the feature is critical to the application.

        A function call that emits this error has no effect other than the error and updating any existing out parameters.

      • FEATURE_UNIMPLEMENTED - The requested feature has not yet been implemented in GLFW for this platform.

        An incomplete implementation of GLFW for this platform, hopefully fixed in a future release. The error can be ignored unless the feature is critical to the application.

        A function call that emits this error has no effect other than the error and updating any existing out parameters.

      • PLATFORM_UNAVAILABLE - Platform unavailable or no matching platform was found.

        If emitted during initialization, no matching platform was found. If PLATFORM is set to ANY_PLATFORM, GLFW could not detect any of the platforms supported by this library binary, except for the Null platform. If set to a specific platform, it is either not supported by this library binary or GLFW was not able to detect it.

        If emitted by a native access function, GLFW was initialized for a different platform than the function is for.

        Failure to detect any platform usually only happens on non-macOS Unix systems, either when no window system is running or the program was run from a terminal that does not have the necessary environment variables. Fall back to a different platform if possible or notify the user that no usable platform was detected.

        Failure to detect a specific platform may have the same cause as above or because support for that platform was not compiled in. Call PlatformSupported to check whether a specific platform is supported by a library binary.

      See Also:
    • GLFW_PLATFORM_ERROR

      public static final int GLFW_PLATFORM_ERROR
      Error codes.
      Enum values:
      • NO_ERROR - No error has occurred.
      • NOT_INITIALIZED - GLFW has not been initialized.

        This occurs if a GLFW function was called that may not be called unless the library is initialized.

      • NO_CURRENT_CONTEXT - No context is current for this thread.

        This occurs if a GLFW function was called that needs and operates on the current OpenGL or OpenGL ES context but no context is current on the calling thread. One such function is SwapInterval.

      • INVALID_ENUM - One of the arguments to the function was an invalid enum value.

        One of the arguments to the function was an invalid enum value, for example requesting RED_BITS with GetWindowAttrib.

      • INVALID_VALUE - One of the arguments to the function was an invalid value.

        One of the arguments to the function was an invalid value, for example requesting a non-existent OpenGL or OpenGL ES version like 2.7.

        Requesting a valid but unavailable OpenGL or OpenGL ES version will instead result in a VERSION_UNAVAILABLE error.

      • OUT_OF_MEMORY - A memory allocation failed.

        A bug in GLFW or the underlying operating system. Report the bug to our issue tracker.

      • API_UNAVAILABLE - GLFW could not find support for the requested API on the system.

        The installed graphics driver does not support the requested API, or does not support it via the chosen context creation API. Below are a few examples:

        Some pre-installed Windows graphics drivers do not support OpenGL. AMD only supports OpenGL ES via EGL, while Nvidia and Intel only support it via a WGL or GLX extension. macOS does not provide OpenGL ES at all. The Mesa EGL, OpenGL and OpenGL ES libraries do not interface with the Nvidia binary driver. Older graphics drivers do not support Vulkan.

      • VERSION_UNAVAILABLE - The requested OpenGL or OpenGL ES version (including any requested context or framebuffer hints) is not available on this machine.

        The machine does not support your requirements. If your application is sufficiently flexible, downgrade your requirements and try again. Otherwise, inform the user that their machine does not match your requirements.

        Future invalid OpenGL and OpenGL ES versions, for example OpenGL 4.8 if 5.0 comes out before the 4.x series gets that far, also fail with this error and not INVALID_VALUE, because GLFW cannot know what future versions will exist.

      • PLATFORM_ERROR - A platform-specific error occurred that does not match any of the more specific categories.

        A bug or configuration error in GLFW, the underlying operating system or its drivers, or a lack of required resources. Report the issue to our issue tracker.

      • FORMAT_UNAVAILABLE - The requested format is not supported or available.

        If emitted during window creation, one or more hard constraints did not match any of the available pixel formats. If your application is sufficiently flexible, downgrade your requirements and try again. Otherwise, inform the user that their machine does not match your requirements.

        If emitted when querying the clipboard, ignore the error or report it to the user, as appropriate.

      • NO_WINDOW_CONTEXT - The specified window does not have an OpenGL or OpenGL ES context.

        A window that does not have an OpenGL or OpenGL ES context was passed to a function that requires it to have one.

        Application programmer error. Fix the offending call.

      • CURSOR_UNAVAILABLE - The specified cursor shape is not available.

        The specified standard cursor shape is not available, either because the current platform cursor theme does not provide it or because it is not available on the platform.

        Platform or system settings limitation. Pick another standard cursor shape or create a custom cursor.

      • FEATURE_UNAVAILABLE - The requested feature is not provided by the platform.

        The requested feature is not provided by the platform, so GLFW is unable to implement it. The documentation for each function notes if it could emit this error.

        Platform or platform version limitation. The error can be ignored unless the feature is critical to the application.

        A function call that emits this error has no effect other than the error and updating any existing out parameters.

      • FEATURE_UNIMPLEMENTED - The requested feature has not yet been implemented in GLFW for this platform.

        An incomplete implementation of GLFW for this platform, hopefully fixed in a future release. The error can be ignored unless the feature is critical to the application.

        A function call that emits this error has no effect other than the error and updating any existing out parameters.

      • PLATFORM_UNAVAILABLE - Platform unavailable or no matching platform was found.

        If emitted during initialization, no matching platform was found. If PLATFORM is set to ANY_PLATFORM, GLFW could not detect any of the platforms supported by this library binary, except for the Null platform. If set to a specific platform, it is either not supported by this library binary or GLFW was not able to detect it.

        If emitted by a native access function, GLFW was initialized for a different platform than the function is for.

        Failure to detect any platform usually only happens on non-macOS Unix systems, either when no window system is running or the program was run from a terminal that does not have the necessary environment variables. Fall back to a different platform if possible or notify the user that no usable platform was detected.

        Failure to detect a specific platform may have the same cause as above or because support for that platform was not compiled in. Call PlatformSupported to check whether a specific platform is supported by a library binary.

      See Also:
    • GLFW_FORMAT_UNAVAILABLE

      public static final int GLFW_FORMAT_UNAVAILABLE
      Error codes.
      Enum values:
      • NO_ERROR - No error has occurred.
      • NOT_INITIALIZED - GLFW has not been initialized.

        This occurs if a GLFW function was called that may not be called unless the library is initialized.

      • NO_CURRENT_CONTEXT - No context is current for this thread.

        This occurs if a GLFW function was called that needs and operates on the current OpenGL or OpenGL ES context but no context is current on the calling thread. One such function is SwapInterval.

      • INVALID_ENUM - One of the arguments to the function was an invalid enum value.

        One of the arguments to the function was an invalid enum value, for example requesting RED_BITS with GetWindowAttrib.

      • INVALID_VALUE - One of the arguments to the function was an invalid value.

        One of the arguments to the function was an invalid value, for example requesting a non-existent OpenGL or OpenGL ES version like 2.7.

        Requesting a valid but unavailable OpenGL or OpenGL ES version will instead result in a VERSION_UNAVAILABLE error.

      • OUT_OF_MEMORY - A memory allocation failed.

        A bug in GLFW or the underlying operating system. Report the bug to our issue tracker.

      • API_UNAVAILABLE - GLFW could not find support for the requested API on the system.

        The installed graphics driver does not support the requested API, or does not support it via the chosen context creation API. Below are a few examples:

        Some pre-installed Windows graphics drivers do not support OpenGL. AMD only supports OpenGL ES via EGL, while Nvidia and Intel only support it via a WGL or GLX extension. macOS does not provide OpenGL ES at all. The Mesa EGL, OpenGL and OpenGL ES libraries do not interface with the Nvidia binary driver. Older graphics drivers do not support Vulkan.

      • VERSION_UNAVAILABLE - The requested OpenGL or OpenGL ES version (including any requested context or framebuffer hints) is not available on this machine.

        The machine does not support your requirements. If your application is sufficiently flexible, downgrade your requirements and try again. Otherwise, inform the user that their machine does not match your requirements.

        Future invalid OpenGL and OpenGL ES versions, for example OpenGL 4.8 if 5.0 comes out before the 4.x series gets that far, also fail with this error and not INVALID_VALUE, because GLFW cannot know what future versions will exist.

      • PLATFORM_ERROR - A platform-specific error occurred that does not match any of the more specific categories.

        A bug or configuration error in GLFW, the underlying operating system or its drivers, or a lack of required resources. Report the issue to our issue tracker.

      • FORMAT_UNAVAILABLE - The requested format is not supported or available.

        If emitted during window creation, one or more hard constraints did not match any of the available pixel formats. If your application is sufficiently flexible, downgrade your requirements and try again. Otherwise, inform the user that their machine does not match your requirements.

        If emitted when querying the clipboard, ignore the error or report it to the user, as appropriate.

      • NO_WINDOW_CONTEXT - The specified window does not have an OpenGL or OpenGL ES context.

        A window that does not have an OpenGL or OpenGL ES context was passed to a function that requires it to have one.

        Application programmer error. Fix the offending call.

      • CURSOR_UNAVAILABLE - The specified cursor shape is not available.

        The specified standard cursor shape is not available, either because the current platform cursor theme does not provide it or because it is not available on the platform.

        Platform or system settings limitation. Pick another standard cursor shape or create a custom cursor.

      • FEATURE_UNAVAILABLE - The requested feature is not provided by the platform.

        The requested feature is not provided by the platform, so GLFW is unable to implement it. The documentation for each function notes if it could emit this error.

        Platform or platform version limitation. The error can be ignored unless the feature is critical to the application.

        A function call that emits this error has no effect other than the error and updating any existing out parameters.

      • FEATURE_UNIMPLEMENTED - The requested feature has not yet been implemented in GLFW for this platform.

        An incomplete implementation of GLFW for this platform, hopefully fixed in a future release. The error can be ignored unless the feature is critical to the application.

        A function call that emits this error has no effect other than the error and updating any existing out parameters.

      • PLATFORM_UNAVAILABLE - Platform unavailable or no matching platform was found.

        If emitted during initialization, no matching platform was found. If PLATFORM is set to ANY_PLATFORM, GLFW could not detect any of the platforms supported by this library binary, except for the Null platform. If set to a specific platform, it is either not supported by this library binary or GLFW was not able to detect it.

        If emitted by a native access function, GLFW was initialized for a different platform than the function is for.

        Failure to detect any platform usually only happens on non-macOS Unix systems, either when no window system is running or the program was run from a terminal that does not have the necessary environment variables. Fall back to a different platform if possible or notify the user that no usable platform was detected.

        Failure to detect a specific platform may have the same cause as above or because support for that platform was not compiled in. Call PlatformSupported to check whether a specific platform is supported by a library binary.

      See Also:
    • GLFW_NO_WINDOW_CONTEXT

      public static final int GLFW_NO_WINDOW_CONTEXT
      Error codes.
      Enum values:
      • NO_ERROR - No error has occurred.
      • NOT_INITIALIZED - GLFW has not been initialized.

        This occurs if a GLFW function was called that may not be called unless the library is initialized.

      • NO_CURRENT_CONTEXT - No context is current for this thread.

        This occurs if a GLFW function was called that needs and operates on the current OpenGL or OpenGL ES context but no context is current on the calling thread. One such function is SwapInterval.

      • INVALID_ENUM - One of the arguments to the function was an invalid enum value.

        One of the arguments to the function was an invalid enum value, for example requesting RED_BITS with GetWindowAttrib.

      • INVALID_VALUE - One of the arguments to the function was an invalid value.

        One of the arguments to the function was an invalid value, for example requesting a non-existent OpenGL or OpenGL ES version like 2.7.

        Requesting a valid but unavailable OpenGL or OpenGL ES version will instead result in a VERSION_UNAVAILABLE error.

      • OUT_OF_MEMORY - A memory allocation failed.

        A bug in GLFW or the underlying operating system. Report the bug to our issue tracker.

      • API_UNAVAILABLE - GLFW could not find support for the requested API on the system.

        The installed graphics driver does not support the requested API, or does not support it via the chosen context creation API. Below are a few examples:

        Some pre-installed Windows graphics drivers do not support OpenGL. AMD only supports OpenGL ES via EGL, while Nvidia and Intel only support it via a WGL or GLX extension. macOS does not provide OpenGL ES at all. The Mesa EGL, OpenGL and OpenGL ES libraries do not interface with the Nvidia binary driver. Older graphics drivers do not support Vulkan.

      • VERSION_UNAVAILABLE - The requested OpenGL or OpenGL ES version (including any requested context or framebuffer hints) is not available on this machine.

        The machine does not support your requirements. If your application is sufficiently flexible, downgrade your requirements and try again. Otherwise, inform the user that their machine does not match your requirements.

        Future invalid OpenGL and OpenGL ES versions, for example OpenGL 4.8 if 5.0 comes out before the 4.x series gets that far, also fail with this error and not INVALID_VALUE, because GLFW cannot know what future versions will exist.

      • PLATFORM_ERROR - A platform-specific error occurred that does not match any of the more specific categories.

        A bug or configuration error in GLFW, the underlying operating system or its drivers, or a lack of required resources. Report the issue to our issue tracker.

      • FORMAT_UNAVAILABLE - The requested format is not supported or available.

        If emitted during window creation, one or more hard constraints did not match any of the available pixel formats. If your application is sufficiently flexible, downgrade your requirements and try again. Otherwise, inform the user that their machine does not match your requirements.

        If emitted when querying the clipboard, ignore the error or report it to the user, as appropriate.

      • NO_WINDOW_CONTEXT - The specified window does not have an OpenGL or OpenGL ES context.

        A window that does not have an OpenGL or OpenGL ES context was passed to a function that requires it to have one.

        Application programmer error. Fix the offending call.

      • CURSOR_UNAVAILABLE - The specified cursor shape is not available.

        The specified standard cursor shape is not available, either because the current platform cursor theme does not provide it or because it is not available on the platform.

        Platform or system settings limitation. Pick another standard cursor shape or create a custom cursor.

      • FEATURE_UNAVAILABLE - The requested feature is not provided by the platform.

        The requested feature is not provided by the platform, so GLFW is unable to implement it. The documentation for each function notes if it could emit this error.

        Platform or platform version limitation. The error can be ignored unless the feature is critical to the application.

        A function call that emits this error has no effect other than the error and updating any existing out parameters.

      • FEATURE_UNIMPLEMENTED - The requested feature has not yet been implemented in GLFW for this platform.

        An incomplete implementation of GLFW for this platform, hopefully fixed in a future release. The error can be ignored unless the feature is critical to the application.

        A function call that emits this error has no effect other than the error and updating any existing out parameters.

      • PLATFORM_UNAVAILABLE - Platform unavailable or no matching platform was found.

        If emitted during initialization, no matching platform was found. If PLATFORM is set to ANY_PLATFORM, GLFW could not detect any of the platforms supported by this library binary, except for the Null platform. If set to a specific platform, it is either not supported by this library binary or GLFW was not able to detect it.

        If emitted by a native access function, GLFW was initialized for a different platform than the function is for.

        Failure to detect any platform usually only happens on non-macOS Unix systems, either when no window system is running or the program was run from a terminal that does not have the necessary environment variables. Fall back to a different platform if possible or notify the user that no usable platform was detected.

        Failure to detect a specific platform may have the same cause as above or because support for that platform was not compiled in. Call PlatformSupported to check whether a specific platform is supported by a library binary.

      See Also:
    • GLFW_CURSOR_UNAVAILABLE

      public static final int GLFW_CURSOR_UNAVAILABLE
      Error codes.
      Enum values:
      • NO_ERROR - No error has occurred.
      • NOT_INITIALIZED - GLFW has not been initialized.

        This occurs if a GLFW function was called that may not be called unless the library is initialized.

      • NO_CURRENT_CONTEXT - No context is current for this thread.

        This occurs if a GLFW function was called that needs and operates on the current OpenGL or OpenGL ES context but no context is current on the calling thread. One such function is SwapInterval.

      • INVALID_ENUM - One of the arguments to the function was an invalid enum value.

        One of the arguments to the function was an invalid enum value, for example requesting RED_BITS with GetWindowAttrib.

      • INVALID_VALUE - One of the arguments to the function was an invalid value.

        One of the arguments to the function was an invalid value, for example requesting a non-existent OpenGL or OpenGL ES version like 2.7.

        Requesting a valid but unavailable OpenGL or OpenGL ES version will instead result in a VERSION_UNAVAILABLE error.

      • OUT_OF_MEMORY - A memory allocation failed.

        A bug in GLFW or the underlying operating system. Report the bug to our issue tracker.

      • API_UNAVAILABLE - GLFW could not find support for the requested API on the system.

        The installed graphics driver does not support the requested API, or does not support it via the chosen context creation API. Below are a few examples:

        Some pre-installed Windows graphics drivers do not support OpenGL. AMD only supports OpenGL ES via EGL, while Nvidia and Intel only support it via a WGL or GLX extension. macOS does not provide OpenGL ES at all. The Mesa EGL, OpenGL and OpenGL ES libraries do not interface with the Nvidia binary driver. Older graphics drivers do not support Vulkan.

      • VERSION_UNAVAILABLE - The requested OpenGL or OpenGL ES version (including any requested context or framebuffer hints) is not available on this machine.

        The machine does not support your requirements. If your application is sufficiently flexible, downgrade your requirements and try again. Otherwise, inform the user that their machine does not match your requirements.

        Future invalid OpenGL and OpenGL ES versions, for example OpenGL 4.8 if 5.0 comes out before the 4.x series gets that far, also fail with this error and not INVALID_VALUE, because GLFW cannot know what future versions will exist.

      • PLATFORM_ERROR - A platform-specific error occurred that does not match any of the more specific categories.

        A bug or configuration error in GLFW, the underlying operating system or its drivers, or a lack of required resources. Report the issue to our issue tracker.

      • FORMAT_UNAVAILABLE - The requested format is not supported or available.

        If emitted during window creation, one or more hard constraints did not match any of the available pixel formats. If your application is sufficiently flexible, downgrade your requirements and try again. Otherwise, inform the user that their machine does not match your requirements.

        If emitted when querying the clipboard, ignore the error or report it to the user, as appropriate.

      • NO_WINDOW_CONTEXT - The specified window does not have an OpenGL or OpenGL ES context.

        A window that does not have an OpenGL or OpenGL ES context was passed to a function that requires it to have one.

        Application programmer error. Fix the offending call.

      • CURSOR_UNAVAILABLE - The specified cursor shape is not available.

        The specified standard cursor shape is not available, either because the current platform cursor theme does not provide it or because it is not available on the platform.

        Platform or system settings limitation. Pick another standard cursor shape or create a custom cursor.

      • FEATURE_UNAVAILABLE - The requested feature is not provided by the platform.

        The requested feature is not provided by the platform, so GLFW is unable to implement it. The documentation for each function notes if it could emit this error.

        Platform or platform version limitation. The error can be ignored unless the feature is critical to the application.

        A function call that emits this error has no effect other than the error and updating any existing out parameters.

      • FEATURE_UNIMPLEMENTED - The requested feature has not yet been implemented in GLFW for this platform.

        An incomplete implementation of GLFW for this platform, hopefully fixed in a future release. The error can be ignored unless the feature is critical to the application.

        A function call that emits this error has no effect other than the error and updating any existing out parameters.

      • PLATFORM_UNAVAILABLE - Platform unavailable or no matching platform was found.

        If emitted during initialization, no matching platform was found. If PLATFORM is set to ANY_PLATFORM, GLFW could not detect any of the platforms supported by this library binary, except for the Null platform. If set to a specific platform, it is either not supported by this library binary or GLFW was not able to detect it.

        If emitted by a native access function, GLFW was initialized for a different platform than the function is for.

        Failure to detect any platform usually only happens on non-macOS Unix systems, either when no window system is running or the program was run from a terminal that does not have the necessary environment variables. Fall back to a different platform if possible or notify the user that no usable platform was detected.

        Failure to detect a specific platform may have the same cause as above or because support for that platform was not compiled in. Call PlatformSupported to check whether a specific platform is supported by a library binary.

      See Also:
    • GLFW_FEATURE_UNAVAILABLE

      public static final int GLFW_FEATURE_UNAVAILABLE
      Error codes.
      Enum values:
      • NO_ERROR - No error has occurred.
      • NOT_INITIALIZED - GLFW has not been initialized.

        This occurs if a GLFW function was called that may not be called unless the library is initialized.

      • NO_CURRENT_CONTEXT - No context is current for this thread.

        This occurs if a GLFW function was called that needs and operates on the current OpenGL or OpenGL ES context but no context is current on the calling thread. One such function is SwapInterval.

      • INVALID_ENUM - One of the arguments to the function was an invalid enum value.

        One of the arguments to the function was an invalid enum value, for example requesting RED_BITS with GetWindowAttrib.

      • INVALID_VALUE - One of the arguments to the function was an invalid value.

        One of the arguments to the function was an invalid value, for example requesting a non-existent OpenGL or OpenGL ES version like 2.7.

        Requesting a valid but unavailable OpenGL or OpenGL ES version will instead result in a VERSION_UNAVAILABLE error.

      • OUT_OF_MEMORY - A memory allocation failed.

        A bug in GLFW or the underlying operating system. Report the bug to our issue tracker.

      • API_UNAVAILABLE - GLFW could not find support for the requested API on the system.

        The installed graphics driver does not support the requested API, or does not support it via the chosen context creation API. Below are a few examples:

        Some pre-installed Windows graphics drivers do not support OpenGL. AMD only supports OpenGL ES via EGL, while Nvidia and Intel only support it via a WGL or GLX extension. macOS does not provide OpenGL ES at all. The Mesa EGL, OpenGL and OpenGL ES libraries do not interface with the Nvidia binary driver. Older graphics drivers do not support Vulkan.

      • VERSION_UNAVAILABLE - The requested OpenGL or OpenGL ES version (including any requested context or framebuffer hints) is not available on this machine.

        The machine does not support your requirements. If your application is sufficiently flexible, downgrade your requirements and try again. Otherwise, inform the user that their machine does not match your requirements.

        Future invalid OpenGL and OpenGL ES versions, for example OpenGL 4.8 if 5.0 comes out before the 4.x series gets that far, also fail with this error and not INVALID_VALUE, because GLFW cannot know what future versions will exist.

      • PLATFORM_ERROR - A platform-specific error occurred that does not match any of the more specific categories.

        A bug or configuration error in GLFW, the underlying operating system or its drivers, or a lack of required resources. Report the issue to our issue tracker.

      • FORMAT_UNAVAILABLE - The requested format is not supported or available.

        If emitted during window creation, one or more hard constraints did not match any of the available pixel formats. If your application is sufficiently flexible, downgrade your requirements and try again. Otherwise, inform the user that their machine does not match your requirements.

        If emitted when querying the clipboard, ignore the error or report it to the user, as appropriate.

      • NO_WINDOW_CONTEXT - The specified window does not have an OpenGL or OpenGL ES context.

        A window that does not have an OpenGL or OpenGL ES context was passed to a function that requires it to have one.

        Application programmer error. Fix the offending call.

      • CURSOR_UNAVAILABLE - The specified cursor shape is not available.

        The specified standard cursor shape is not available, either because the current platform cursor theme does not provide it or because it is not available on the platform.

        Platform or system settings limitation. Pick another standard cursor shape or create a custom cursor.

      • FEATURE_UNAVAILABLE - The requested feature is not provided by the platform.

        The requested feature is not provided by the platform, so GLFW is unable to implement it. The documentation for each function notes if it could emit this error.

        Platform or platform version limitation. The error can be ignored unless the feature is critical to the application.

        A function call that emits this error has no effect other than the error and updating any existing out parameters.

      • FEATURE_UNIMPLEMENTED - The requested feature has not yet been implemented in GLFW for this platform.

        An incomplete implementation of GLFW for this platform, hopefully fixed in a future release. The error can be ignored unless the feature is critical to the application.

        A function call that emits this error has no effect other than the error and updating any existing out parameters.

      • PLATFORM_UNAVAILABLE - Platform unavailable or no matching platform was found.

        If emitted during initialization, no matching platform was found. If PLATFORM is set to ANY_PLATFORM, GLFW could not detect any of the platforms supported by this library binary, except for the Null platform. If set to a specific platform, it is either not supported by this library binary or GLFW was not able to detect it.

        If emitted by a native access function, GLFW was initialized for a different platform than the function is for.

        Failure to detect any platform usually only happens on non-macOS Unix systems, either when no window system is running or the program was run from a terminal that does not have the necessary environment variables. Fall back to a different platform if possible or notify the user that no usable platform was detected.

        Failure to detect a specific platform may have the same cause as above or because support for that platform was not compiled in. Call PlatformSupported to check whether a specific platform is supported by a library binary.

      See Also:
    • GLFW_FEATURE_UNIMPLEMENTED

      public static final int GLFW_FEATURE_UNIMPLEMENTED
      Error codes.
      Enum values:
      • NO_ERROR - No error has occurred.
      • NOT_INITIALIZED - GLFW has not been initialized.

        This occurs if a GLFW function was called that may not be called unless the library is initialized.

      • NO_CURRENT_CONTEXT - No context is current for this thread.

        This occurs if a GLFW function was called that needs and operates on the current OpenGL or OpenGL ES context but no context is current on the calling thread. One such function is SwapInterval.

      • INVALID_ENUM - One of the arguments to the function was an invalid enum value.

        One of the arguments to the function was an invalid enum value, for example requesting RED_BITS with GetWindowAttrib.

      • INVALID_VALUE - One of the arguments to the function was an invalid value.

        One of the arguments to the function was an invalid value, for example requesting a non-existent OpenGL or OpenGL ES version like 2.7.

        Requesting a valid but unavailable OpenGL or OpenGL ES version will instead result in a VERSION_UNAVAILABLE error.

      • OUT_OF_MEMORY - A memory allocation failed.

        A bug in GLFW or the underlying operating system. Report the bug to our issue tracker.

      • API_UNAVAILABLE - GLFW could not find support for the requested API on the system.

        The installed graphics driver does not support the requested API, or does not support it via the chosen context creation API. Below are a few examples:

        Some pre-installed Windows graphics drivers do not support OpenGL. AMD only supports OpenGL ES via EGL, while Nvidia and Intel only support it via a WGL or GLX extension. macOS does not provide OpenGL ES at all. The Mesa EGL, OpenGL and OpenGL ES libraries do not interface with the Nvidia binary driver. Older graphics drivers do not support Vulkan.

      • VERSION_UNAVAILABLE - The requested OpenGL or OpenGL ES version (including any requested context or framebuffer hints) is not available on this machine.

        The machine does not support your requirements. If your application is sufficiently flexible, downgrade your requirements and try again. Otherwise, inform the user that their machine does not match your requirements.

        Future invalid OpenGL and OpenGL ES versions, for example OpenGL 4.8 if 5.0 comes out before the 4.x series gets that far, also fail with this error and not INVALID_VALUE, because GLFW cannot know what future versions will exist.

      • PLATFORM_ERROR - A platform-specific error occurred that does not match any of the more specific categories.

        A bug or configuration error in GLFW, the underlying operating system or its drivers, or a lack of required resources. Report the issue to our issue tracker.

      • FORMAT_UNAVAILABLE - The requested format is not supported or available.

        If emitted during window creation, one or more hard constraints did not match any of the available pixel formats. If your application is sufficiently flexible, downgrade your requirements and try again. Otherwise, inform the user that their machine does not match your requirements.

        If emitted when querying the clipboard, ignore the error or report it to the user, as appropriate.

      • NO_WINDOW_CONTEXT - The specified window does not have an OpenGL or OpenGL ES context.

        A window that does not have an OpenGL or OpenGL ES context was passed to a function that requires it to have one.

        Application programmer error. Fix the offending call.

      • CURSOR_UNAVAILABLE - The specified cursor shape is not available.

        The specified standard cursor shape is not available, either because the current platform cursor theme does not provide it or because it is not available on the platform.

        Platform or system settings limitation. Pick another standard cursor shape or create a custom cursor.

      • FEATURE_UNAVAILABLE - The requested feature is not provided by the platform.

        The requested feature is not provided by the platform, so GLFW is unable to implement it. The documentation for each function notes if it could emit this error.

        Platform or platform version limitation. The error can be ignored unless the feature is critical to the application.

        A function call that emits this error has no effect other than the error and updating any existing out parameters.

      • FEATURE_UNIMPLEMENTED - The requested feature has not yet been implemented in GLFW for this platform.

        An incomplete implementation of GLFW for this platform, hopefully fixed in a future release. The error can be ignored unless the feature is critical to the application.

        A function call that emits this error has no effect other than the error and updating any existing out parameters.

      • PLATFORM_UNAVAILABLE - Platform unavailable or no matching platform was found.

        If emitted during initialization, no matching platform was found. If PLATFORM is set to ANY_PLATFORM, GLFW could not detect any of the platforms supported by this library binary, except for the Null platform. If set to a specific platform, it is either not supported by this library binary or GLFW was not able to detect it.

        If emitted by a native access function, GLFW was initialized for a different platform than the function is for.

        Failure to detect any platform usually only happens on non-macOS Unix systems, either when no window system is running or the program was run from a terminal that does not have the necessary environment variables. Fall back to a different platform if possible or notify the user that no usable platform was detected.

        Failure to detect a specific platform may have the same cause as above or because support for that platform was not compiled in. Call PlatformSupported to check whether a specific platform is supported by a library binary.

      See Also:
    • GLFW_PLATFORM_UNAVAILABLE

      public static final int GLFW_PLATFORM_UNAVAILABLE
      Error codes.
      Enum values:
      • NO_ERROR - No error has occurred.
      • NOT_INITIALIZED - GLFW has not been initialized.

        This occurs if a GLFW function was called that may not be called unless the library is initialized.

      • NO_CURRENT_CONTEXT - No context is current for this thread.

        This occurs if a GLFW function was called that needs and operates on the current OpenGL or OpenGL ES context but no context is current on the calling thread. One such function is SwapInterval.

      • INVALID_ENUM - One of the arguments to the function was an invalid enum value.

        One of the arguments to the function was an invalid enum value, for example requesting RED_BITS with GetWindowAttrib.

      • INVALID_VALUE - One of the arguments to the function was an invalid value.

        One of the arguments to the function was an invalid value, for example requesting a non-existent OpenGL or OpenGL ES version like 2.7.

        Requesting a valid but unavailable OpenGL or OpenGL ES version will instead result in a VERSION_UNAVAILABLE error.

      • OUT_OF_MEMORY - A memory allocation failed.

        A bug in GLFW or the underlying operating system. Report the bug to our issue tracker.

      • API_UNAVAILABLE - GLFW could not find support for the requested API on the system.

        The installed graphics driver does not support the requested API, or does not support it via the chosen context creation API. Below are a few examples:

        Some pre-installed Windows graphics drivers do not support OpenGL. AMD only supports OpenGL ES via EGL, while Nvidia and Intel only support it via a WGL or GLX extension. macOS does not provide OpenGL ES at all. The Mesa EGL, OpenGL and OpenGL ES libraries do not interface with the Nvidia binary driver. Older graphics drivers do not support Vulkan.

      • VERSION_UNAVAILABLE - The requested OpenGL or OpenGL ES version (including any requested context or framebuffer hints) is not available on this machine.

        The machine does not support your requirements. If your application is sufficiently flexible, downgrade your requirements and try again. Otherwise, inform the user that their machine does not match your requirements.

        Future invalid OpenGL and OpenGL ES versions, for example OpenGL 4.8 if 5.0 comes out before the 4.x series gets that far, also fail with this error and not INVALID_VALUE, because GLFW cannot know what future versions will exist.

      • PLATFORM_ERROR - A platform-specific error occurred that does not match any of the more specific categories.

        A bug or configuration error in GLFW, the underlying operating system or its drivers, or a lack of required resources. Report the issue to our issue tracker.

      • FORMAT_UNAVAILABLE - The requested format is not supported or available.

        If emitted during window creation, one or more hard constraints did not match any of the available pixel formats. If your application is sufficiently flexible, downgrade your requirements and try again. Otherwise, inform the user that their machine does not match your requirements.

        If emitted when querying the clipboard, ignore the error or report it to the user, as appropriate.

      • NO_WINDOW_CONTEXT - The specified window does not have an OpenGL or OpenGL ES context.

        A window that does not have an OpenGL or OpenGL ES context was passed to a function that requires it to have one.

        Application programmer error. Fix the offending call.

      • CURSOR_UNAVAILABLE - The specified cursor shape is not available.

        The specified standard cursor shape is not available, either because the current platform cursor theme does not provide it or because it is not available on the platform.

        Platform or system settings limitation. Pick another standard cursor shape or create a custom cursor.

      • FEATURE_UNAVAILABLE - The requested feature is not provided by the platform.

        The requested feature is not provided by the platform, so GLFW is unable to implement it. The documentation for each function notes if it could emit this error.

        Platform or platform version limitation. The error can be ignored unless the feature is critical to the application.

        A function call that emits this error has no effect other than the error and updating any existing out parameters.

      • FEATURE_UNIMPLEMENTED - The requested feature has not yet been implemented in GLFW for this platform.

        An incomplete implementation of GLFW for this platform, hopefully fixed in a future release. The error can be ignored unless the feature is critical to the application.

        A function call that emits this error has no effect other than the error and updating any existing out parameters.

      • PLATFORM_UNAVAILABLE - Platform unavailable or no matching platform was found.

        If emitted during initialization, no matching platform was found. If PLATFORM is set to ANY_PLATFORM, GLFW could not detect any of the platforms supported by this library binary, except for the Null platform. If set to a specific platform, it is either not supported by this library binary or GLFW was not able to detect it.

        If emitted by a native access function, GLFW was initialized for a different platform than the function is for.

        Failure to detect any platform usually only happens on non-macOS Unix systems, either when no window system is running or the program was run from a terminal that does not have the necessary environment variables. Fall back to a different platform if possible or notify the user that no usable platform was detected.

        Failure to detect a specific platform may have the same cause as above or because support for that platform was not compiled in. Call PlatformSupported to check whether a specific platform is supported by a library binary.

      See Also:
    • GLFW_FOCUSED

      public static final int GLFW_FOCUSED
      Window attributes.
      Enum values:
      • FOCUSED - WindowHint: Specifies whether the windowed mode window will be given input focus when created. This hint is ignored for full screen and initially hidden windows.

        GetWindowAttrib: Indicates whether the specified window has input focus.

      • ICONIFIED - GetWindowAttrib: Indicates whether the specified window is iconified, whether by the user or with IconifyWindow.
      • RESIZABLE - WindowHint: Specifies whether the windowed mode window will be resizable by the user. The window will still be resizable using the SetWindowSize function. This hint is ignored for full screen windows.

        GetWindowAttrib: Indicates whether the specified window is resizable by the user.

      • VISIBLE - WindowHint: Specifies whether the windowed mode window will be initially visible. This hint is ignored for full screen windows. Windows created hidden are completely invisible to the user until shown. This can be useful if you need to set up your window further before showing it, for example moving it to a specific location.

        GetWindowAttrib: Indicates whether the specified window is visible. Window visibility can be controlled with ShowWindow and HideWindow.

      • DECORATED - WindowHint: Specifies whether the windowed mode window will have window decorations such as a border, a close widget, etc. An undecorated window may still allow the user to generate close events on some platforms. This hint is ignored for full screen windows.

        GetWindowAttrib: Indicates whether the specified window has decorations such as a border, a close widget, etc.

      • AUTO_ICONIFY - WindowHint: Specifies whether the full screen window will automatically iconify and restore the previous video mode on input focus loss. This hint is ignored for windowed mode windows.
      • FLOATING - WindowHint: Specifies whether the windowed mode window will be floating above other regular windows, also called topmost or always-on-top. This is intended primarily for debugging purposes and cannot be used to implement proper full screen windows. This hint is ignored for full screen windows.

        GetWindowAttrib: Indicates whether the specified window is floating, also called topmost or always-on-top.

      • MAXIMIZED - WindowHint: Specifies whether the windowed mode window will be maximized when created. This hint is ignored for full screen windows.

        GetWindowAttrib: Indicates whether the specified window is maximized, whether by the user or MaximizeWindow.

      • CENTER_CURSOR - WindowHint: Specifies whether the cursor should be centered over newly created full screen windows. This hint is ignored for windowed mode windows.
      • TRANSPARENT_FRAMEBUFFER - WindowHint: Specifies whether the window framebuffer will be transparent. If enabled and supported by the system, the window framebuffer alpha channel will be used to combine the framebuffer with the background. This does not affect window decorations.
      • HOVERED - GetWindowAttrib: Indicates whether the cursor is currently directly over the content area of the window, with no other windows between.
      • FOCUS_ON_SHOW - WindowHint: Specifies whether input focuses on calling show window.

        GetWindowAttrib: Indicates whether input focuses on calling show window.

      • MOUSE_PASSTHROUGH - WindowHint: Specifies whether the window is transparent to mouse input, letting any mouse events pass through to whatever window is behind it. This is only supported for undecorated windows. Decorated windows with this enabled will behave differently between platforms.

        GetWindowAttrib: Indicates whether the window is transparent to mouse input.

      • POSITION_X - WindowHint: Initial position x-coordinate window hint.
      • POSITION_Y - WindowHint: Initial position y-coordinate window hint.
      See Also:
    • GLFW_ICONIFIED

      public static final int GLFW_ICONIFIED
      Window attributes.
      Enum values:
      • FOCUSED - WindowHint: Specifies whether the windowed mode window will be given input focus when created. This hint is ignored for full screen and initially hidden windows.

        GetWindowAttrib: Indicates whether the specified window has input focus.

      • ICONIFIED - GetWindowAttrib: Indicates whether the specified window is iconified, whether by the user or with IconifyWindow.
      • RESIZABLE - WindowHint: Specifies whether the windowed mode window will be resizable by the user. The window will still be resizable using the SetWindowSize function. This hint is ignored for full screen windows.

        GetWindowAttrib: Indicates whether the specified window is resizable by the user.

      • VISIBLE - WindowHint: Specifies whether the windowed mode window will be initially visible. This hint is ignored for full screen windows. Windows created hidden are completely invisible to the user until shown. This can be useful if you need to set up your window further before showing it, for example moving it to a specific location.

        GetWindowAttrib: Indicates whether the specified window is visible. Window visibility can be controlled with ShowWindow and HideWindow.

      • DECORATED - WindowHint: Specifies whether the windowed mode window will have window decorations such as a border, a close widget, etc. An undecorated window may still allow the user to generate close events on some platforms. This hint is ignored for full screen windows.

        GetWindowAttrib: Indicates whether the specified window has decorations such as a border, a close widget, etc.

      • AUTO_ICONIFY - WindowHint: Specifies whether the full screen window will automatically iconify and restore the previous video mode on input focus loss. This hint is ignored for windowed mode windows.
      • FLOATING - WindowHint: Specifies whether the windowed mode window will be floating above other regular windows, also called topmost or always-on-top. This is intended primarily for debugging purposes and cannot be used to implement proper full screen windows. This hint is ignored for full screen windows.

        GetWindowAttrib: Indicates whether the specified window is floating, also called topmost or always-on-top.

      • MAXIMIZED - WindowHint: Specifies whether the windowed mode window will be maximized when created. This hint is ignored for full screen windows.

        GetWindowAttrib: Indicates whether the specified window is maximized, whether by the user or MaximizeWindow.

      • CENTER_CURSOR - WindowHint: Specifies whether the cursor should be centered over newly created full screen windows. This hint is ignored for windowed mode windows.
      • TRANSPARENT_FRAMEBUFFER - WindowHint: Specifies whether the window framebuffer will be transparent. If enabled and supported by the system, the window framebuffer alpha channel will be used to combine the framebuffer with the background. This does not affect window decorations.
      • HOVERED - GetWindowAttrib: Indicates whether the cursor is currently directly over the content area of the window, with no other windows between.
      • FOCUS_ON_SHOW - WindowHint: Specifies whether input focuses on calling show window.

        GetWindowAttrib: Indicates whether input focuses on calling show window.

      • MOUSE_PASSTHROUGH - WindowHint: Specifies whether the window is transparent to mouse input, letting any mouse events pass through to whatever window is behind it. This is only supported for undecorated windows. Decorated windows with this enabled will behave differently between platforms.

        GetWindowAttrib: Indicates whether the window is transparent to mouse input.

      • POSITION_X - WindowHint: Initial position x-coordinate window hint.
      • POSITION_Y - WindowHint: Initial position y-coordinate window hint.
      See Also:
    • GLFW_RESIZABLE

      public static final int GLFW_RESIZABLE
      Window attributes.
      Enum values:
      • FOCUSED - WindowHint: Specifies whether the windowed mode window will be given input focus when created. This hint is ignored for full screen and initially hidden windows.

        GetWindowAttrib: Indicates whether the specified window has input focus.

      • ICONIFIED - GetWindowAttrib: Indicates whether the specified window is iconified, whether by the user or with IconifyWindow.
      • RESIZABLE - WindowHint: Specifies whether the windowed mode window will be resizable by the user. The window will still be resizable using the SetWindowSize function. This hint is ignored for full screen windows.

        GetWindowAttrib: Indicates whether the specified window is resizable by the user.

      • VISIBLE - WindowHint: Specifies whether the windowed mode window will be initially visible. This hint is ignored for full screen windows. Windows created hidden are completely invisible to the user until shown. This can be useful if you need to set up your window further before showing it, for example moving it to a specific location.

        GetWindowAttrib: Indicates whether the specified window is visible. Window visibility can be controlled with ShowWindow and HideWindow.

      • DECORATED - WindowHint: Specifies whether the windowed mode window will have window decorations such as a border, a close widget, etc. An undecorated window may still allow the user to generate close events on some platforms. This hint is ignored for full screen windows.

        GetWindowAttrib: Indicates whether the specified window has decorations such as a border, a close widget, etc.

      • AUTO_ICONIFY - WindowHint: Specifies whether the full screen window will automatically iconify and restore the previous video mode on input focus loss. This hint is ignored for windowed mode windows.
      • FLOATING - WindowHint: Specifies whether the windowed mode window will be floating above other regular windows, also called topmost or always-on-top. This is intended primarily for debugging purposes and cannot be used to implement proper full screen windows. This hint is ignored for full screen windows.

        GetWindowAttrib: Indicates whether the specified window is floating, also called topmost or always-on-top.

      • MAXIMIZED - WindowHint: Specifies whether the windowed mode window will be maximized when created. This hint is ignored for full screen windows.

        GetWindowAttrib: Indicates whether the specified window is maximized, whether by the user or MaximizeWindow.

      • CENTER_CURSOR - WindowHint: Specifies whether the cursor should be centered over newly created full screen windows. This hint is ignored for windowed mode windows.
      • TRANSPARENT_FRAMEBUFFER - WindowHint: Specifies whether the window framebuffer will be transparent. If enabled and supported by the system, the window framebuffer alpha channel will be used to combine the framebuffer with the background. This does not affect window decorations.
      • HOVERED - GetWindowAttrib: Indicates whether the cursor is currently directly over the content area of the window, with no other windows between.
      • FOCUS_ON_SHOW - WindowHint: Specifies whether input focuses on calling show window.

        GetWindowAttrib: Indicates whether input focuses on calling show window.

      • MOUSE_PASSTHROUGH - WindowHint: Specifies whether the window is transparent to mouse input, letting any mouse events pass through to whatever window is behind it. This is only supported for undecorated windows. Decorated windows with this enabled will behave differently between platforms.

        GetWindowAttrib: Indicates whether the window is transparent to mouse input.

      • POSITION_X - WindowHint: Initial position x-coordinate window hint.
      • POSITION_Y - WindowHint: Initial position y-coordinate window hint.
      See Also:
    • GLFW_VISIBLE

      public static final int GLFW_VISIBLE
      Window attributes.
      Enum values:
      • FOCUSED - WindowHint: Specifies whether the windowed mode window will be given input focus when created. This hint is ignored for full screen and initially hidden windows.

        GetWindowAttrib: Indicates whether the specified window has input focus.

      • ICONIFIED - GetWindowAttrib: Indicates whether the specified window is iconified, whether by the user or with IconifyWindow.
      • RESIZABLE - WindowHint: Specifies whether the windowed mode window will be resizable by the user. The window will still be resizable using the SetWindowSize function. This hint is ignored for full screen windows.

        GetWindowAttrib: Indicates whether the specified window is resizable by the user.

      • VISIBLE - WindowHint: Specifies whether the windowed mode window will be initially visible. This hint is ignored for full screen windows. Windows created hidden are completely invisible to the user until shown. This can be useful if you need to set up your window further before showing it, for example moving it to a specific location.

        GetWindowAttrib: Indicates whether the specified window is visible. Window visibility can be controlled with ShowWindow and HideWindow.

      • DECORATED - WindowHint: Specifies whether the windowed mode window will have window decorations such as a border, a close widget, etc. An undecorated window may still allow the user to generate close events on some platforms. This hint is ignored for full screen windows.

        GetWindowAttrib: Indicates whether the specified window has decorations such as a border, a close widget, etc.

      • AUTO_ICONIFY - WindowHint: Specifies whether the full screen window will automatically iconify and restore the previous video mode on input focus loss. This hint is ignored for windowed mode windows.
      • FLOATING - WindowHint: Specifies whether the windowed mode window will be floating above other regular windows, also called topmost or always-on-top. This is intended primarily for debugging purposes and cannot be used to implement proper full screen windows. This hint is ignored for full screen windows.

        GetWindowAttrib: Indicates whether the specified window is floating, also called topmost or always-on-top.

      • MAXIMIZED - WindowHint: Specifies whether the windowed mode window will be maximized when created. This hint is ignored for full screen windows.

        GetWindowAttrib: Indicates whether the specified window is maximized, whether by the user or MaximizeWindow.

      • CENTER_CURSOR - WindowHint: Specifies whether the cursor should be centered over newly created full screen windows. This hint is ignored for windowed mode windows.
      • TRANSPARENT_FRAMEBUFFER - WindowHint: Specifies whether the window framebuffer will be transparent. If enabled and supported by the system, the window framebuffer alpha channel will be used to combine the framebuffer with the background. This does not affect window decorations.
      • HOVERED - GetWindowAttrib: Indicates whether the cursor is currently directly over the content area of the window, with no other windows between.
      • FOCUS_ON_SHOW - WindowHint: Specifies whether input focuses on calling show window.

        GetWindowAttrib: Indicates whether input focuses on calling show window.

      • MOUSE_PASSTHROUGH - WindowHint: Specifies whether the window is transparent to mouse input, letting any mouse events pass through to whatever window is behind it. This is only supported for undecorated windows. Decorated windows with this enabled will behave differently between platforms.

        GetWindowAttrib: Indicates whether the window is transparent to mouse input.

      • POSITION_X - WindowHint: Initial position x-coordinate window hint.
      • POSITION_Y - WindowHint: Initial position y-coordinate window hint.
      See Also:
    • GLFW_DECORATED

      public static final int GLFW_DECORATED
      Window attributes.
      Enum values:
      • FOCUSED - WindowHint: Specifies whether the windowed mode window will be given input focus when created. This hint is ignored for full screen and initially hidden windows.

        GetWindowAttrib: Indicates whether the specified window has input focus.

      • ICONIFIED - GetWindowAttrib: Indicates whether the specified window is iconified, whether by the user or with IconifyWindow.
      • RESIZABLE - WindowHint: Specifies whether the windowed mode window will be resizable by the user. The window will still be resizable using the SetWindowSize function. This hint is ignored for full screen windows.

        GetWindowAttrib: Indicates whether the specified window is resizable by the user.

      • VISIBLE - WindowHint: Specifies whether the windowed mode window will be initially visible. This hint is ignored for full screen windows. Windows created hidden are completely invisible to the user until shown. This can be useful if you need to set up your window further before showing it, for example moving it to a specific location.

        GetWindowAttrib: Indicates whether the specified window is visible. Window visibility can be controlled with ShowWindow and HideWindow.

      • DECORATED - WindowHint: Specifies whether the windowed mode window will have window decorations such as a border, a close widget, etc. An undecorated window may still allow the user to generate close events on some platforms. This hint is ignored for full screen windows.

        GetWindowAttrib: Indicates whether the specified window has decorations such as a border, a close widget, etc.

      • AUTO_ICONIFY - WindowHint: Specifies whether the full screen window will automatically iconify and restore the previous video mode on input focus loss. This hint is ignored for windowed mode windows.
      • FLOATING - WindowHint: Specifies whether the windowed mode window will be floating above other regular windows, also called topmost or always-on-top. This is intended primarily for debugging purposes and cannot be used to implement proper full screen windows. This hint is ignored for full screen windows.

        GetWindowAttrib: Indicates whether the specified window is floating, also called topmost or always-on-top.

      • MAXIMIZED - WindowHint: Specifies whether the windowed mode window will be maximized when created. This hint is ignored for full screen windows.

        GetWindowAttrib: Indicates whether the specified window is maximized, whether by the user or MaximizeWindow.

      • CENTER_CURSOR - WindowHint: Specifies whether the cursor should be centered over newly created full screen windows. This hint is ignored for windowed mode windows.
      • TRANSPARENT_FRAMEBUFFER - WindowHint: Specifies whether the window framebuffer will be transparent. If enabled and supported by the system, the window framebuffer alpha channel will be used to combine the framebuffer with the background. This does not affect window decorations.
      • HOVERED - GetWindowAttrib: Indicates whether the cursor is currently directly over the content area of the window, with no other windows between.
      • FOCUS_ON_SHOW - WindowHint: Specifies whether input focuses on calling show window.

        GetWindowAttrib: Indicates whether input focuses on calling show window.

      • MOUSE_PASSTHROUGH - WindowHint: Specifies whether the window is transparent to mouse input, letting any mouse events pass through to whatever window is behind it. This is only supported for undecorated windows. Decorated windows with this enabled will behave differently between platforms.

        GetWindowAttrib: Indicates whether the window is transparent to mouse input.

      • POSITION_X - WindowHint: Initial position x-coordinate window hint.
      • POSITION_Y - WindowHint: Initial position y-coordinate window hint.
      See Also:
    • GLFW_AUTO_ICONIFY

      public static final int GLFW_AUTO_ICONIFY
      Window attributes.
      Enum values:
      • FOCUSED - WindowHint: Specifies whether the windowed mode window will be given input focus when created. This hint is ignored for full screen and initially hidden windows.

        GetWindowAttrib: Indicates whether the specified window has input focus.

      • ICONIFIED - GetWindowAttrib: Indicates whether the specified window is iconified, whether by the user or with IconifyWindow.
      • RESIZABLE - WindowHint: Specifies whether the windowed mode window will be resizable by the user. The window will still be resizable using the SetWindowSize function. This hint is ignored for full screen windows.

        GetWindowAttrib: Indicates whether the specified window is resizable by the user.

      • VISIBLE - WindowHint: Specifies whether the windowed mode window will be initially visible. This hint is ignored for full screen windows. Windows created hidden are completely invisible to the user until shown. This can be useful if you need to set up your window further before showing it, for example moving it to a specific location.

        GetWindowAttrib: Indicates whether the specified window is visible. Window visibility can be controlled with ShowWindow and HideWindow.

      • DECORATED - WindowHint: Specifies whether the windowed mode window will have window decorations such as a border, a close widget, etc. An undecorated window may still allow the user to generate close events on some platforms. This hint is ignored for full screen windows.

        GetWindowAttrib: Indicates whether the specified window has decorations such as a border, a close widget, etc.

      • AUTO_ICONIFY - WindowHint: Specifies whether the full screen window will automatically iconify and restore the previous video mode on input focus loss. This hint is ignored for windowed mode windows.
      • FLOATING - WindowHint: Specifies whether the windowed mode window will be floating above other regular windows, also called topmost or always-on-top. This is intended primarily for debugging purposes and cannot be used to implement proper full screen windows. This hint is ignored for full screen windows.

        GetWindowAttrib: Indicates whether the specified window is floating, also called topmost or always-on-top.

      • MAXIMIZED - WindowHint: Specifies whether the windowed mode window will be maximized when created. This hint is ignored for full screen windows.

        GetWindowAttrib: Indicates whether the specified window is maximized, whether by the user or MaximizeWindow.

      • CENTER_CURSOR - WindowHint: Specifies whether the cursor should be centered over newly created full screen windows. This hint is ignored for windowed mode windows.
      • TRANSPARENT_FRAMEBUFFER - WindowHint: Specifies whether the window framebuffer will be transparent. If enabled and supported by the system, the window framebuffer alpha channel will be used to combine the framebuffer with the background. This does not affect window decorations.
      • HOVERED - GetWindowAttrib: Indicates whether the cursor is currently directly over the content area of the window, with no other windows between.
      • FOCUS_ON_SHOW - WindowHint: Specifies whether input focuses on calling show window.

        GetWindowAttrib: Indicates whether input focuses on calling show window.

      • MOUSE_PASSTHROUGH - WindowHint: Specifies whether the window is transparent to mouse input, letting any mouse events pass through to whatever window is behind it. This is only supported for undecorated windows. Decorated windows with this enabled will behave differently between platforms.

        GetWindowAttrib: Indicates whether the window is transparent to mouse input.

      • POSITION_X - WindowHint: Initial position x-coordinate window hint.
      • POSITION_Y - WindowHint: Initial position y-coordinate window hint.
      See Also:
    • GLFW_FLOATING

      public static final int GLFW_FLOATING
      Window attributes.
      Enum values:
      • FOCUSED - WindowHint: Specifies whether the windowed mode window will be given input focus when created. This hint is ignored for full screen and initially hidden windows.

        GetWindowAttrib: Indicates whether the specified window has input focus.

      • ICONIFIED - GetWindowAttrib: Indicates whether the specified window is iconified, whether by the user or with IconifyWindow.
      • RESIZABLE - WindowHint: Specifies whether the windowed mode window will be resizable by the user. The window will still be resizable using the SetWindowSize function. This hint is ignored for full screen windows.

        GetWindowAttrib: Indicates whether the specified window is resizable by the user.

      • VISIBLE - WindowHint: Specifies whether the windowed mode window will be initially visible. This hint is ignored for full screen windows. Windows created hidden are completely invisible to the user until shown. This can be useful if you need to set up your window further before showing it, for example moving it to a specific location.

        GetWindowAttrib: Indicates whether the specified window is visible. Window visibility can be controlled with ShowWindow and HideWindow.

      • DECORATED - WindowHint: Specifies whether the windowed mode window will have window decorations such as a border, a close widget, etc. An undecorated window may still allow the user to generate close events on some platforms. This hint is ignored for full screen windows.

        GetWindowAttrib: Indicates whether the specified window has decorations such as a border, a close widget, etc.

      • AUTO_ICONIFY - WindowHint: Specifies whether the full screen window will automatically iconify and restore the previous video mode on input focus loss. This hint is ignored for windowed mode windows.
      • FLOATING - WindowHint: Specifies whether the windowed mode window will be floating above other regular windows, also called topmost or always-on-top. This is intended primarily for debugging purposes and cannot be used to implement proper full screen windows. This hint is ignored for full screen windows.

        GetWindowAttrib: Indicates whether the specified window is floating, also called topmost or always-on-top.

      • MAXIMIZED - WindowHint: Specifies whether the windowed mode window will be maximized when created. This hint is ignored for full screen windows.

        GetWindowAttrib: Indicates whether the specified window is maximized, whether by the user or MaximizeWindow.

      • CENTER_CURSOR - WindowHint: Specifies whether the cursor should be centered over newly created full screen windows. This hint is ignored for windowed mode windows.
      • TRANSPARENT_FRAMEBUFFER - WindowHint: Specifies whether the window framebuffer will be transparent. If enabled and supported by the system, the window framebuffer alpha channel will be used to combine the framebuffer with the background. This does not affect window decorations.
      • HOVERED - GetWindowAttrib: Indicates whether the cursor is currently directly over the content area of the window, with no other windows between.
      • FOCUS_ON_SHOW - WindowHint: Specifies whether input focuses on calling show window.

        GetWindowAttrib: Indicates whether input focuses on calling show window.

      • MOUSE_PASSTHROUGH - WindowHint: Specifies whether the window is transparent to mouse input, letting any mouse events pass through to whatever window is behind it. This is only supported for undecorated windows. Decorated windows with this enabled will behave differently between platforms.

        GetWindowAttrib: Indicates whether the window is transparent to mouse input.

      • POSITION_X - WindowHint: Initial position x-coordinate window hint.
      • POSITION_Y - WindowHint: Initial position y-coordinate window hint.
      See Also:
    • GLFW_MAXIMIZED

      public static final int GLFW_MAXIMIZED
      Window attributes.
      Enum values:
      • FOCUSED - WindowHint: Specifies whether the windowed mode window will be given input focus when created. This hint is ignored for full screen and initially hidden windows.

        GetWindowAttrib: Indicates whether the specified window has input focus.

      • ICONIFIED - GetWindowAttrib: Indicates whether the specified window is iconified, whether by the user or with IconifyWindow.
      • RESIZABLE - WindowHint: Specifies whether the windowed mode window will be resizable by the user. The window will still be resizable using the SetWindowSize function. This hint is ignored for full screen windows.

        GetWindowAttrib: Indicates whether the specified window is resizable by the user.

      • VISIBLE - WindowHint: Specifies whether the windowed mode window will be initially visible. This hint is ignored for full screen windows. Windows created hidden are completely invisible to the user until shown. This can be useful if you need to set up your window further before showing it, for example moving it to a specific location.

        GetWindowAttrib: Indicates whether the specified window is visible. Window visibility can be controlled with ShowWindow and HideWindow.

      • DECORATED - WindowHint: Specifies whether the windowed mode window will have window decorations such as a border, a close widget, etc. An undecorated window may still allow the user to generate close events on some platforms. This hint is ignored for full screen windows.

        GetWindowAttrib: Indicates whether the specified window has decorations such as a border, a close widget, etc.

      • AUTO_ICONIFY - WindowHint: Specifies whether the full screen window will automatically iconify and restore the previous video mode on input focus loss. This hint is ignored for windowed mode windows.
      • FLOATING - WindowHint: Specifies whether the windowed mode window will be floating above other regular windows, also called topmost or always-on-top. This is intended primarily for debugging purposes and cannot be used to implement proper full screen windows. This hint is ignored for full screen windows.

        GetWindowAttrib: Indicates whether the specified window is floating, also called topmost or always-on-top.

      • MAXIMIZED - WindowHint: Specifies whether the windowed mode window will be maximized when created. This hint is ignored for full screen windows.

        GetWindowAttrib: Indicates whether the specified window is maximized, whether by the user or MaximizeWindow.

      • CENTER_CURSOR - WindowHint: Specifies whether the cursor should be centered over newly created full screen windows. This hint is ignored for windowed mode windows.
      • TRANSPARENT_FRAMEBUFFER - WindowHint: Specifies whether the window framebuffer will be transparent. If enabled and supported by the system, the window framebuffer alpha channel will be used to combine the framebuffer with the background. This does not affect window decorations.
      • HOVERED - GetWindowAttrib: Indicates whether the cursor is currently directly over the content area of the window, with no other windows between.
      • FOCUS_ON_SHOW - WindowHint: Specifies whether input focuses on calling show window.

        GetWindowAttrib: Indicates whether input focuses on calling show window.

      • MOUSE_PASSTHROUGH - WindowHint: Specifies whether the window is transparent to mouse input, letting any mouse events pass through to whatever window is behind it. This is only supported for undecorated windows. Decorated windows with this enabled will behave differently between platforms.

        GetWindowAttrib: Indicates whether the window is transparent to mouse input.

      • POSITION_X - WindowHint: Initial position x-coordinate window hint.
      • POSITION_Y - WindowHint: Initial position y-coordinate window hint.
      See Also:
    • GLFW_CENTER_CURSOR

      public static final int GLFW_CENTER_CURSOR
      Window attributes.
      Enum values:
      • FOCUSED - WindowHint: Specifies whether the windowed mode window will be given input focus when created. This hint is ignored for full screen and initially hidden windows.

        GetWindowAttrib: Indicates whether the specified window has input focus.

      • ICONIFIED - GetWindowAttrib: Indicates whether the specified window is iconified, whether by the user or with IconifyWindow.
      • RESIZABLE - WindowHint: Specifies whether the windowed mode window will be resizable by the user. The window will still be resizable using the SetWindowSize function. This hint is ignored for full screen windows.

        GetWindowAttrib: Indicates whether the specified window is resizable by the user.

      • VISIBLE - WindowHint: Specifies whether the windowed mode window will be initially visible. This hint is ignored for full screen windows. Windows created hidden are completely invisible to the user until shown. This can be useful if you need to set up your window further before showing it, for example moving it to a specific location.

        GetWindowAttrib: Indicates whether the specified window is visible. Window visibility can be controlled with ShowWindow and HideWindow.

      • DECORATED - WindowHint: Specifies whether the windowed mode window will have window decorations such as a border, a close widget, etc. An undecorated window may still allow the user to generate close events on some platforms. This hint is ignored for full screen windows.

        GetWindowAttrib: Indicates whether the specified window has decorations such as a border, a close widget, etc.

      • AUTO_ICONIFY - WindowHint: Specifies whether the full screen window will automatically iconify and restore the previous video mode on input focus loss. This hint is ignored for windowed mode windows.
      • FLOATING - WindowHint: Specifies whether the windowed mode window will be floating above other regular windows, also called topmost or always-on-top. This is intended primarily for debugging purposes and cannot be used to implement proper full screen windows. This hint is ignored for full screen windows.

        GetWindowAttrib: Indicates whether the specified window is floating, also called topmost or always-on-top.

      • MAXIMIZED - WindowHint: Specifies whether the windowed mode window will be maximized when created. This hint is ignored for full screen windows.

        GetWindowAttrib: Indicates whether the specified window is maximized, whether by the user or MaximizeWindow.

      • CENTER_CURSOR - WindowHint: Specifies whether the cursor should be centered over newly created full screen windows. This hint is ignored for windowed mode windows.
      • TRANSPARENT_FRAMEBUFFER - WindowHint: Specifies whether the window framebuffer will be transparent. If enabled and supported by the system, the window framebuffer alpha channel will be used to combine the framebuffer with the background. This does not affect window decorations.
      • HOVERED - GetWindowAttrib: Indicates whether the cursor is currently directly over the content area of the window, with no other windows between.
      • FOCUS_ON_SHOW - WindowHint: Specifies whether input focuses on calling show window.

        GetWindowAttrib: Indicates whether input focuses on calling show window.

      • MOUSE_PASSTHROUGH - WindowHint: Specifies whether the window is transparent to mouse input, letting any mouse events pass through to whatever window is behind it. This is only supported for undecorated windows. Decorated windows with this enabled will behave differently between platforms.

        GetWindowAttrib: Indicates whether the window is transparent to mouse input.

      • POSITION_X - WindowHint: Initial position x-coordinate window hint.
      • POSITION_Y - WindowHint: Initial position y-coordinate window hint.
      See Also:
    • GLFW_TRANSPARENT_FRAMEBUFFER

      public static final int GLFW_TRANSPARENT_FRAMEBUFFER
      Window attributes.
      Enum values:
      • FOCUSED - WindowHint: Specifies whether the windowed mode window will be given input focus when created. This hint is ignored for full screen and initially hidden windows.

        GetWindowAttrib: Indicates whether the specified window has input focus.

      • ICONIFIED - GetWindowAttrib: Indicates whether the specified window is iconified, whether by the user or with IconifyWindow.
      • RESIZABLE - WindowHint: Specifies whether the windowed mode window will be resizable by the user. The window will still be resizable using the SetWindowSize function. This hint is ignored for full screen windows.

        GetWindowAttrib: Indicates whether the specified window is resizable by the user.

      • VISIBLE - WindowHint: Specifies whether the windowed mode window will be initially visible. This hint is ignored for full screen windows. Windows created hidden are completely invisible to the user until shown. This can be useful if you need to set up your window further before showing it, for example moving it to a specific location.

        GetWindowAttrib: Indicates whether the specified window is visible. Window visibility can be controlled with ShowWindow and HideWindow.

      • DECORATED - WindowHint: Specifies whether the windowed mode window will have window decorations such as a border, a close widget, etc. An undecorated window may still allow the user to generate close events on some platforms. This hint is ignored for full screen windows.

        GetWindowAttrib: Indicates whether the specified window has decorations such as a border, a close widget, etc.

      • AUTO_ICONIFY - WindowHint: Specifies whether the full screen window will automatically iconify and restore the previous video mode on input focus loss. This hint is ignored for windowed mode windows.
      • FLOATING - WindowHint: Specifies whether the windowed mode window will be floating above other regular windows, also called topmost or always-on-top. This is intended primarily for debugging purposes and cannot be used to implement proper full screen windows. This hint is ignored for full screen windows.

        GetWindowAttrib: Indicates whether the specified window is floating, also called topmost or always-on-top.

      • MAXIMIZED - WindowHint: Specifies whether the windowed mode window will be maximized when created. This hint is ignored for full screen windows.

        GetWindowAttrib: Indicates whether the specified window is maximized, whether by the user or MaximizeWindow.

      • CENTER_CURSOR - WindowHint: Specifies whether the cursor should be centered over newly created full screen windows. This hint is ignored for windowed mode windows.
      • TRANSPARENT_FRAMEBUFFER - WindowHint: Specifies whether the window framebuffer will be transparent. If enabled and supported by the system, the window framebuffer alpha channel will be used to combine the framebuffer with the background. This does not affect window decorations.
      • HOVERED - GetWindowAttrib: Indicates whether the cursor is currently directly over the content area of the window, with no other windows between.
      • FOCUS_ON_SHOW - WindowHint: Specifies whether input focuses on calling show window.

        GetWindowAttrib: Indicates whether input focuses on calling show window.

      • MOUSE_PASSTHROUGH - WindowHint: Specifies whether the window is transparent to mouse input, letting any mouse events pass through to whatever window is behind it. This is only supported for undecorated windows. Decorated windows with this enabled will behave differently between platforms.

        GetWindowAttrib: Indicates whether the window is transparent to mouse input.

      • POSITION_X - WindowHint: Initial position x-coordinate window hint.
      • POSITION_Y - WindowHint: Initial position y-coordinate window hint.
      See Also:
    • GLFW_HOVERED

      public static final int GLFW_HOVERED
      Window attributes.
      Enum values:
      • FOCUSED - WindowHint: Specifies whether the windowed mode window will be given input focus when created. This hint is ignored for full screen and initially hidden windows.

        GetWindowAttrib: Indicates whether the specified window has input focus.

      • ICONIFIED - GetWindowAttrib: Indicates whether the specified window is iconified, whether by the user or with IconifyWindow.
      • RESIZABLE - WindowHint: Specifies whether the windowed mode window will be resizable by the user. The window will still be resizable using the SetWindowSize function. This hint is ignored for full screen windows.

        GetWindowAttrib: Indicates whether the specified window is resizable by the user.

      • VISIBLE - WindowHint: Specifies whether the windowed mode window will be initially visible. This hint is ignored for full screen windows. Windows created hidden are completely invisible to the user until shown. This can be useful if you need to set up your window further before showing it, for example moving it to a specific location.

        GetWindowAttrib: Indicates whether the specified window is visible. Window visibility can be controlled with ShowWindow and HideWindow.

      • DECORATED - WindowHint: Specifies whether the windowed mode window will have window decorations such as a border, a close widget, etc. An undecorated window may still allow the user to generate close events on some platforms. This hint is ignored for full screen windows.

        GetWindowAttrib: Indicates whether the specified window has decorations such as a border, a close widget, etc.

      • AUTO_ICONIFY - WindowHint: Specifies whether the full screen window will automatically iconify and restore the previous video mode on input focus loss. This hint is ignored for windowed mode windows.
      • FLOATING - WindowHint: Specifies whether the windowed mode window will be floating above other regular windows, also called topmost or always-on-top. This is intended primarily for debugging purposes and cannot be used to implement proper full screen windows. This hint is ignored for full screen windows.

        GetWindowAttrib: Indicates whether the specified window is floating, also called topmost or always-on-top.

      • MAXIMIZED - WindowHint: Specifies whether the windowed mode window will be maximized when created. This hint is ignored for full screen windows.

        GetWindowAttrib: Indicates whether the specified window is maximized, whether by the user or MaximizeWindow.

      • CENTER_CURSOR - WindowHint: Specifies whether the cursor should be centered over newly created full screen windows. This hint is ignored for windowed mode windows.
      • TRANSPARENT_FRAMEBUFFER - WindowHint: Specifies whether the window framebuffer will be transparent. If enabled and supported by the system, the window framebuffer alpha channel will be used to combine the framebuffer with the background. This does not affect window decorations.
      • HOVERED - GetWindowAttrib: Indicates whether the cursor is currently directly over the content area of the window, with no other windows between.
      • FOCUS_ON_SHOW - WindowHint: Specifies whether input focuses on calling show window.

        GetWindowAttrib: Indicates whether input focuses on calling show window.

      • MOUSE_PASSTHROUGH - WindowHint: Specifies whether the window is transparent to mouse input, letting any mouse events pass through to whatever window is behind it. This is only supported for undecorated windows. Decorated windows with this enabled will behave differently between platforms.

        GetWindowAttrib: Indicates whether the window is transparent to mouse input.

      • POSITION_X - WindowHint: Initial position x-coordinate window hint.
      • POSITION_Y - WindowHint: Initial position y-coordinate window hint.
      See Also:
    • GLFW_FOCUS_ON_SHOW

      public static final int GLFW_FOCUS_ON_SHOW
      Window attributes.
      Enum values:
      • FOCUSED - WindowHint: Specifies whether the windowed mode window will be given input focus when created. This hint is ignored for full screen and initially hidden windows.

        GetWindowAttrib: Indicates whether the specified window has input focus.

      • ICONIFIED - GetWindowAttrib: Indicates whether the specified window is iconified, whether by the user or with IconifyWindow.
      • RESIZABLE - WindowHint: Specifies whether the windowed mode window will be resizable by the user. The window will still be resizable using the SetWindowSize function. This hint is ignored for full screen windows.

        GetWindowAttrib: Indicates whether the specified window is resizable by the user.

      • VISIBLE - WindowHint: Specifies whether the windowed mode window will be initially visible. This hint is ignored for full screen windows. Windows created hidden are completely invisible to the user until shown. This can be useful if you need to set up your window further before showing it, for example moving it to a specific location.

        GetWindowAttrib: Indicates whether the specified window is visible. Window visibility can be controlled with ShowWindow and HideWindow.

      • DECORATED - WindowHint: Specifies whether the windowed mode window will have window decorations such as a border, a close widget, etc. An undecorated window may still allow the user to generate close events on some platforms. This hint is ignored for full screen windows.

        GetWindowAttrib: Indicates whether the specified window has decorations such as a border, a close widget, etc.

      • AUTO_ICONIFY - WindowHint: Specifies whether the full screen window will automatically iconify and restore the previous video mode on input focus loss. This hint is ignored for windowed mode windows.
      • FLOATING - WindowHint: Specifies whether the windowed mode window will be floating above other regular windows, also called topmost or always-on-top. This is intended primarily for debugging purposes and cannot be used to implement proper full screen windows. This hint is ignored for full screen windows.

        GetWindowAttrib: Indicates whether the specified window is floating, also called topmost or always-on-top.

      • MAXIMIZED - WindowHint: Specifies whether the windowed mode window will be maximized when created. This hint is ignored for full screen windows.

        GetWindowAttrib: Indicates whether the specified window is maximized, whether by the user or MaximizeWindow.

      • CENTER_CURSOR - WindowHint: Specifies whether the cursor should be centered over newly created full screen windows. This hint is ignored for windowed mode windows.
      • TRANSPARENT_FRAMEBUFFER - WindowHint: Specifies whether the window framebuffer will be transparent. If enabled and supported by the system, the window framebuffer alpha channel will be used to combine the framebuffer with the background. This does not affect window decorations.
      • HOVERED - GetWindowAttrib: Indicates whether the cursor is currently directly over the content area of the window, with no other windows between.
      • FOCUS_ON_SHOW - WindowHint: Specifies whether input focuses on calling show window.

        GetWindowAttrib: Indicates whether input focuses on calling show window.

      • MOUSE_PASSTHROUGH - WindowHint: Specifies whether the window is transparent to mouse input, letting any mouse events pass through to whatever window is behind it. This is only supported for undecorated windows. Decorated windows with this enabled will behave differently between platforms.

        GetWindowAttrib: Indicates whether the window is transparent to mouse input.

      • POSITION_X - WindowHint: Initial position x-coordinate window hint.
      • POSITION_Y - WindowHint: Initial position y-coordinate window hint.
      See Also:
    • GLFW_MOUSE_PASSTHROUGH

      public static final int GLFW_MOUSE_PASSTHROUGH
      Window attributes.
      Enum values:
      • FOCUSED - WindowHint: Specifies whether the windowed mode window will be given input focus when created. This hint is ignored for full screen and initially hidden windows.

        GetWindowAttrib: Indicates whether the specified window has input focus.

      • ICONIFIED - GetWindowAttrib: Indicates whether the specified window is iconified, whether by the user or with IconifyWindow.
      • RESIZABLE - WindowHint: Specifies whether the windowed mode window will be resizable by the user. The window will still be resizable using the SetWindowSize function. This hint is ignored for full screen windows.

        GetWindowAttrib: Indicates whether the specified window is resizable by the user.

      • VISIBLE - WindowHint: Specifies whether the windowed mode window will be initially visible. This hint is ignored for full screen windows. Windows created hidden are completely invisible to the user until shown. This can be useful if you need to set up your window further before showing it, for example moving it to a specific location.

        GetWindowAttrib: Indicates whether the specified window is visible. Window visibility can be controlled with ShowWindow and HideWindow.

      • DECORATED - WindowHint: Specifies whether the windowed mode window will have window decorations such as a border, a close widget, etc. An undecorated window may still allow the user to generate close events on some platforms. This hint is ignored for full screen windows.

        GetWindowAttrib: Indicates whether the specified window has decorations such as a border, a close widget, etc.

      • AUTO_ICONIFY - WindowHint: Specifies whether the full screen window will automatically iconify and restore the previous video mode on input focus loss. This hint is ignored for windowed mode windows.
      • FLOATING - WindowHint: Specifies whether the windowed mode window will be floating above other regular windows, also called topmost or always-on-top. This is intended primarily for debugging purposes and cannot be used to implement proper full screen windows. This hint is ignored for full screen windows.

        GetWindowAttrib: Indicates whether the specified window is floating, also called topmost or always-on-top.

      • MAXIMIZED - WindowHint: Specifies whether the windowed mode window will be maximized when created. This hint is ignored for full screen windows.

        GetWindowAttrib: Indicates whether the specified window is maximized, whether by the user or MaximizeWindow.

      • CENTER_CURSOR - WindowHint: Specifies whether the cursor should be centered over newly created full screen windows. This hint is ignored for windowed mode windows.
      • TRANSPARENT_FRAMEBUFFER - WindowHint: Specifies whether the window framebuffer will be transparent. If enabled and supported by the system, the window framebuffer alpha channel will be used to combine the framebuffer with the background. This does not affect window decorations.
      • HOVERED - GetWindowAttrib: Indicates whether the cursor is currently directly over the content area of the window, with no other windows between.
      • FOCUS_ON_SHOW - WindowHint: Specifies whether input focuses on calling show window.

        GetWindowAttrib: Indicates whether input focuses on calling show window.

      • MOUSE_PASSTHROUGH - WindowHint: Specifies whether the window is transparent to mouse input, letting any mouse events pass through to whatever window is behind it. This is only supported for undecorated windows. Decorated windows with this enabled will behave differently between platforms.

        GetWindowAttrib: Indicates whether the window is transparent to mouse input.

      • POSITION_X - WindowHint: Initial position x-coordinate window hint.
      • POSITION_Y - WindowHint: Initial position y-coordinate window hint.
      See Also:
    • GLFW_POSITION_X

      public static final int GLFW_POSITION_X
      Window attributes.
      Enum values:
      • FOCUSED - WindowHint: Specifies whether the windowed mode window will be given input focus when created. This hint is ignored for full screen and initially hidden windows.

        GetWindowAttrib: Indicates whether the specified window has input focus.

      • ICONIFIED - GetWindowAttrib: Indicates whether the specified window is iconified, whether by the user or with IconifyWindow.
      • RESIZABLE - WindowHint: Specifies whether the windowed mode window will be resizable by the user. The window will still be resizable using the SetWindowSize function. This hint is ignored for full screen windows.

        GetWindowAttrib: Indicates whether the specified window is resizable by the user.

      • VISIBLE - WindowHint: Specifies whether the windowed mode window will be initially visible. This hint is ignored for full screen windows. Windows created hidden are completely invisible to the user until shown. This can be useful if you need to set up your window further before showing it, for example moving it to a specific location.

        GetWindowAttrib: Indicates whether the specified window is visible. Window visibility can be controlled with ShowWindow and HideWindow.

      • DECORATED - WindowHint: Specifies whether the windowed mode window will have window decorations such as a border, a close widget, etc. An undecorated window may still allow the user to generate close events on some platforms. This hint is ignored for full screen windows.

        GetWindowAttrib: Indicates whether the specified window has decorations such as a border, a close widget, etc.

      • AUTO_ICONIFY - WindowHint: Specifies whether the full screen window will automatically iconify and restore the previous video mode on input focus loss. This hint is ignored for windowed mode windows.
      • FLOATING - WindowHint: Specifies whether the windowed mode window will be floating above other regular windows, also called topmost or always-on-top. This is intended primarily for debugging purposes and cannot be used to implement proper full screen windows. This hint is ignored for full screen windows.

        GetWindowAttrib: Indicates whether the specified window is floating, also called topmost or always-on-top.

      • MAXIMIZED - WindowHint: Specifies whether the windowed mode window will be maximized when created. This hint is ignored for full screen windows.

        GetWindowAttrib: Indicates whether the specified window is maximized, whether by the user or MaximizeWindow.

      • CENTER_CURSOR - WindowHint: Specifies whether the cursor should be centered over newly created full screen windows. This hint is ignored for windowed mode windows.
      • TRANSPARENT_FRAMEBUFFER - WindowHint: Specifies whether the window framebuffer will be transparent. If enabled and supported by the system, the window framebuffer alpha channel will be used to combine the framebuffer with the background. This does not affect window decorations.
      • HOVERED - GetWindowAttrib: Indicates whether the cursor is currently directly over the content area of the window, with no other windows between.
      • FOCUS_ON_SHOW - WindowHint: Specifies whether input focuses on calling show window.

        GetWindowAttrib: Indicates whether input focuses on calling show window.

      • MOUSE_PASSTHROUGH - WindowHint: Specifies whether the window is transparent to mouse input, letting any mouse events pass through to whatever window is behind it. This is only supported for undecorated windows. Decorated windows with this enabled will behave differently between platforms.

        GetWindowAttrib: Indicates whether the window is transparent to mouse input.

      • POSITION_X - WindowHint: Initial position x-coordinate window hint.
      • POSITION_Y - WindowHint: Initial position y-coordinate window hint.
      See Also:
    • GLFW_POSITION_Y

      public static final int GLFW_POSITION_Y
      Window attributes.
      Enum values:
      • FOCUSED - WindowHint: Specifies whether the windowed mode window will be given input focus when created. This hint is ignored for full screen and initially hidden windows.

        GetWindowAttrib: Indicates whether the specified window has input focus.

      • ICONIFIED - GetWindowAttrib: Indicates whether the specified window is iconified, whether by the user or with IconifyWindow.
      • RESIZABLE - WindowHint: Specifies whether the windowed mode window will be resizable by the user. The window will still be resizable using the SetWindowSize function. This hint is ignored for full screen windows.

        GetWindowAttrib: Indicates whether the specified window is resizable by the user.

      • VISIBLE - WindowHint: Specifies whether the windowed mode window will be initially visible. This hint is ignored for full screen windows. Windows created hidden are completely invisible to the user until shown. This can be useful if you need to set up your window further before showing it, for example moving it to a specific location.

        GetWindowAttrib: Indicates whether the specified window is visible. Window visibility can be controlled with ShowWindow and HideWindow.

      • DECORATED - WindowHint: Specifies whether the windowed mode window will have window decorations such as a border, a close widget, etc. An undecorated window may still allow the user to generate close events on some platforms. This hint is ignored for full screen windows.

        GetWindowAttrib: Indicates whether the specified window has decorations such as a border, a close widget, etc.

      • AUTO_ICONIFY - WindowHint: Specifies whether the full screen window will automatically iconify and restore the previous video mode on input focus loss. This hint is ignored for windowed mode windows.
      • FLOATING - WindowHint: Specifies whether the windowed mode window will be floating above other regular windows, also called topmost or always-on-top. This is intended primarily for debugging purposes and cannot be used to implement proper full screen windows. This hint is ignored for full screen windows.

        GetWindowAttrib: Indicates whether the specified window is floating, also called topmost or always-on-top.

      • MAXIMIZED - WindowHint: Specifies whether the windowed mode window will be maximized when created. This hint is ignored for full screen windows.

        GetWindowAttrib: Indicates whether the specified window is maximized, whether by the user or MaximizeWindow.

      • CENTER_CURSOR - WindowHint: Specifies whether the cursor should be centered over newly created full screen windows. This hint is ignored for windowed mode windows.
      • TRANSPARENT_FRAMEBUFFER - WindowHint: Specifies whether the window framebuffer will be transparent. If enabled and supported by the system, the window framebuffer alpha channel will be used to combine the framebuffer with the background. This does not affect window decorations.
      • HOVERED - GetWindowAttrib: Indicates whether the cursor is currently directly over the content area of the window, with no other windows between.
      • FOCUS_ON_SHOW - WindowHint: Specifies whether input focuses on calling show window.

        GetWindowAttrib: Indicates whether input focuses on calling show window.

      • MOUSE_PASSTHROUGH - WindowHint: Specifies whether the window is transparent to mouse input, letting any mouse events pass through to whatever window is behind it. This is only supported for undecorated windows. Decorated windows with this enabled will behave differently between platforms.

        GetWindowAttrib: Indicates whether the window is transparent to mouse input.

      • POSITION_X - WindowHint: Initial position x-coordinate window hint.
      • POSITION_Y - WindowHint: Initial position y-coordinate window hint.
      See Also:
    • GLFW_CURSOR

      public static final int GLFW_CURSOR
      Input options.
      See Also:
    • GLFW_STICKY_KEYS

      public static final int GLFW_STICKY_KEYS
      Input options.
      See Also:
    • GLFW_STICKY_MOUSE_BUTTONS

      public static final int GLFW_STICKY_MOUSE_BUTTONS
      Input options.
      See Also:
    • GLFW_LOCK_KEY_MODS

      public static final int GLFW_LOCK_KEY_MODS
      Input options.
      See Also:
    • GLFW_RAW_MOUSE_MOTION

      public static final int GLFW_RAW_MOUSE_MOTION
      Input options.
      See Also:
    • GLFW_CURSOR_NORMAL

      public static final int GLFW_CURSOR_NORMAL
      Cursor state.
      See Also:
    • GLFW_CURSOR_HIDDEN

      public static final int GLFW_CURSOR_HIDDEN
      Cursor state.
      See Also:
    • GLFW_CURSOR_DISABLED

      public static final int GLFW_CURSOR_DISABLED
      Cursor state.
      See Also:
    • GLFW_CURSOR_CAPTURED

      public static final int GLFW_CURSOR_CAPTURED
      Cursor state.
      See Also:
    • GLFW_ARROW_CURSOR

      public static final int GLFW_ARROW_CURSOR
      The regular arrow cursor shape.
      See Also:
    • GLFW_IBEAM_CURSOR

      public static final int GLFW_IBEAM_CURSOR
      The text input I-beam cursor shape.
      See Also:
    • GLFW_CROSSHAIR_CURSOR

      public static final int GLFW_CROSSHAIR_CURSOR
      The crosshair cursor shape.
      See Also:
    • GLFW_POINTING_HAND_CURSOR

      public static final int GLFW_POINTING_HAND_CURSOR
      The pointing hand cursor shape.
      See Also:
    • GLFW_RESIZE_EW_CURSOR

      public static final int GLFW_RESIZE_EW_CURSOR
      The horizontal resize/move arrow shape.

      This is usually a horizontal double-headed arrow.

      See Also:
    • GLFW_RESIZE_NS_CURSOR

      public static final int GLFW_RESIZE_NS_CURSOR
      The vertical resize/move shape.

      This is usually a vertical double-headed arrow.

      See Also:
    • GLFW_RESIZE_NWSE_CURSOR

      public static final int GLFW_RESIZE_NWSE_CURSOR
      The top-left to bottom-right diagonal resize/move shape.

      This is usually a diagonal double-headed arrow.

      Note
      • macOS: This shape is provided by a private system API and may fail with CURSOR_UNAVAILABLE in the future.
      • X11: This shape is provided by a newer standard not supported by all cursor themes.
      • Wayland: This shape is provided by a newer standard not supported by all cursor themes.
      See Also:
    • GLFW_RESIZE_NESW_CURSOR

      public static final int GLFW_RESIZE_NESW_CURSOR
      The top-right to bottom-left diagonal resize/move shape.

      This is usually a diagonal double-headed arrow.

      Note
      • macOS: This shape is provided by a private system API and may fail with CURSOR_UNAVAILABLE in the future.
      • X11: This shape is provided by a newer standard not supported by all cursor themes.
      • Wayland: This shape is provided by a newer standard not supported by all cursor themes.
      See Also:
    • GLFW_RESIZE_ALL_CURSOR

      public static final int GLFW_RESIZE_ALL_CURSOR
      The omni-directional resize cursor/move shape.

      This is usually either a combined horizontal and vertical double-headed arrow or a grabbing hand.

      See Also:
    • GLFW_NOT_ALLOWED_CURSOR

      public static final int GLFW_NOT_ALLOWED_CURSOR
      The operation-not-allowed shape.

      This is usually a circle with a diagonal line through it.

      Note
      • X11: This shape is provided by a newer standard not supported by all cursor themes.
      • Wayland: This shape is provided by a newer standard not supported by all cursor themes.
      See Also:
    • GLFW_HRESIZE_CURSOR

      public static final int GLFW_HRESIZE_CURSOR
      Legacy name for compatibility.
      See Also:
    • GLFW_VRESIZE_CURSOR

      public static final int GLFW_VRESIZE_CURSOR
      Legacy name for compatibility.
      See Also:
    • GLFW_HAND_CURSOR

      public static final int GLFW_HAND_CURSOR
      Legacy name for compatibility.
      See Also:
    • GLFW_CONNECTED

      public static final int GLFW_CONNECTED
      Monitor events.
      See Also:
    • GLFW_DISCONNECTED

      public static final int GLFW_DISCONNECTED
      Monitor events.
      See Also:
    • GLFW_JOYSTICK_HAT_BUTTONS

      public static final int GLFW_JOYSTICK_HAT_BUTTONS
      Joystick hat buttons init hint.

      Specifies whether to also expose joystick hats as buttons, for compatibility with earlier versions of GLFW that did not have GetJoystickHats. Possible values are TRUE and FALSE.

      See Also:
    • GLFW_ANGLE_PLATFORM_TYPE

      public static final int GLFW_ANGLE_PLATFORM_TYPE
      ANGLE rendering backend init hint.

      Specifies the platform type (rendering backend) to request when using OpenGL ES and EGL via ANGLE. If the requested platform type is unavailable, ANGLE will use its default. Possible values are one of ANGLE_PLATFORM_TYPE_NONE, ANGLE_PLATFORM_TYPE_OPENGL, ANGLE_PLATFORM_TYPE_OPENGLES, ANGLE_PLATFORM_TYPE_D3D9, ANGLE_PLATFORM_TYPE_D3D11, ANGLE_PLATFORM_TYPE_VULKAN and ANGLE_PLATFORM_TYPE_METAL.

      See Also:
    • GLFW_ANY_POSITION

      public static final int GLFW_ANY_POSITION
      See Also:
    • GLFW_PLATFORM

      public static final int GLFW_PLATFORM
      Platform selection init hint.
      See Also:
    • GLFW_COCOA_CHDIR_RESOURCES

      public static final int GLFW_COCOA_CHDIR_RESOURCES
      macOS specific init hint.

      Specifies whether to set the current directory to the application to the Contents/Resources subdirectory of the application's bundle, if present. Possible values are TRUE` and FALSE`. This is ignored on other platforms.

      See Also:
    • GLFW_COCOA_MENUBAR

      public static final int GLFW_COCOA_MENUBAR
      macOS specific init hint.

      Specifies whether to create the menu bar and dock icon when GLFW is initialized. This applies whether the menu bar is created from a nib or manually by GLFW. Possible values are TRUE and FALSE. This is ignored on other platforms.

      See Also:
    • GLFW_X11_XCB_VULKAN_SURFACE

      public static final int GLFW_X11_XCB_VULKAN_SURFACE
      X11 specific init hint.
      See Also:
    • GLFW_WAYLAND_LIBDECOR

      public static final int GLFW_WAYLAND_LIBDECOR
      Wayland specific init hint.
      See Also:
    • GLFW_ANY_PLATFORM

      public static final int GLFW_ANY_PLATFORM
      Hint value for PLATFORM that enables automatic platform selection.
      See Also:
    • GLFW_PLATFORM_WIN32

      public static final int GLFW_PLATFORM_WIN32
      Hint value for PLATFORM that enables automatic platform selection.
      See Also:
    • GLFW_PLATFORM_COCOA

      public static final int GLFW_PLATFORM_COCOA
      Hint value for PLATFORM that enables automatic platform selection.
      See Also:
    • GLFW_PLATFORM_WAYLAND

      public static final int GLFW_PLATFORM_WAYLAND
      Hint value for PLATFORM that enables automatic platform selection.
      See Also:
    • GLFW_PLATFORM_X11

      public static final int GLFW_PLATFORM_X11
      Hint value for PLATFORM that enables automatic platform selection.
      See Also:
    • GLFW_PLATFORM_NULL

      public static final int GLFW_PLATFORM_NULL
      Hint value for PLATFORM that enables automatic platform selection.
      See Also:
    • GLFW_DONT_CARE

      public static final int GLFW_DONT_CARE
      Don't care value.
      See Also:
    • GLFW_RED_BITS

      public static final int GLFW_RED_BITS
      PixelFormat hints.
      See Also:
    • GLFW_GREEN_BITS

      public static final int GLFW_GREEN_BITS
      PixelFormat hints.
      See Also:
    • GLFW_BLUE_BITS

      public static final int GLFW_BLUE_BITS
      PixelFormat hints.
      See Also:
    • GLFW_ALPHA_BITS

      public static final int GLFW_ALPHA_BITS
      PixelFormat hints.
      See Also:
    • GLFW_DEPTH_BITS

      public static final int GLFW_DEPTH_BITS
      PixelFormat hints.
      See Also:
    • GLFW_STENCIL_BITS

      public static final int GLFW_STENCIL_BITS
      PixelFormat hints.
      See Also:
    • GLFW_ACCUM_RED_BITS

      public static final int GLFW_ACCUM_RED_BITS
      PixelFormat hints.
      See Also:
    • GLFW_ACCUM_GREEN_BITS

      public static final int GLFW_ACCUM_GREEN_BITS
      PixelFormat hints.
      See Also:
    • GLFW_ACCUM_BLUE_BITS

      public static final int GLFW_ACCUM_BLUE_BITS
      PixelFormat hints.
      See Also:
    • GLFW_ACCUM_ALPHA_BITS

      public static final int GLFW_ACCUM_ALPHA_BITS
      PixelFormat hints.
      See Also:
    • GLFW_AUX_BUFFERS

      public static final int GLFW_AUX_BUFFERS
      PixelFormat hints.
      See Also:
    • GLFW_STEREO

      public static final int GLFW_STEREO
      PixelFormat hints.
      See Also:
    • GLFW_SAMPLES

      public static final int GLFW_SAMPLES
      PixelFormat hints.
      See Also:
    • GLFW_SRGB_CAPABLE

      public static final int GLFW_SRGB_CAPABLE
      PixelFormat hints.
      See Also:
    • GLFW_REFRESH_RATE

      public static final int GLFW_REFRESH_RATE
      PixelFormat hints.
      See Also:
    • GLFW_DOUBLEBUFFER

      public static final int GLFW_DOUBLEBUFFER
      PixelFormat hints.
      See Also:
    • GLFW_CLIENT_API

      public static final int GLFW_CLIENT_API
      Client API hints.
      Enum values:
      • CLIENT_API - WindowHint: Specifies which client API to create the context for. Possible values are OPENGL_API, OPENGL_ES_API and NO_API. This is a hard constraint.

        GetWindowAttrib: Indicates the client API provided by the window's context; either OPENGL_API, OPENGL_ES_API or NO_API.

      • CONTEXT_VERSION_MAJOR - WindowHint: Specifies the client API major version that the created context must be compatible with. The exact behavior of this hint depends on the requested client API.
        Note
        • While there is no way to ask the driver for a context of the highest supported version, GLFW will attempt to provide this when you ask for a version 1.0 context, which is the default for these hints.
        • OpenGL: CONTEXT_VERSION_MAJOR and CONTEXT_VERSION_MINOR are not hard constraints, but creation will fail if the OpenGL version of the created context is less than the one requested. It is therefore perfectly safe to use the default of version 1.0 for legacy code and you will still get backwards-compatible contexts of version 3.0 and above when available.
        • OpenGL ES: CONTEXT_VERSION_MAJOR and CONTEXT_VERSION_MINOR are not hard constraints, but creation will fail if the OpenGL ES version of the created context is less than the one requested. Additionally, OpenGL ES 1.x cannot be returned if 2.0 or later was requested, and vice versa. This is because OpenGL ES 3.x is backward compatible with 2.0, but OpenGL ES 2.0 is not backward compatible with 1.x.

        GetWindowAttrib: Indicate the client API major version of the window's context.

      • CONTEXT_VERSION_MINOR - WindowHint: Specifies the client API minor version that the created context must be compatible with. The exact behavior of this hint depends on the requested client API.

        GetWindowAttrib: Indicate the client API minor version of the window's context.

      • CONTEXT_REVISION - GetWindowAttrib: Indicates the client API version of the window's context.
      • CONTEXT_ROBUSTNESS - WindowHint: Specifies the robustness strategy to be used by the context. This can be one of NO_RESET_NOTIFICATION or LOSE_CONTEXT_ON_RESET, or NO_ROBUSTNESS to not request a robustness strategy.

        GetWindowAttrib: Indicates the robustness strategy used by the context. This is LOSE_CONTEXT_ON_RESET or NO_RESET_NOTIFICATION if the window's context supports robustness, or NO_ROBUSTNESS otherwise.

      • OPENGL_FORWARD_COMPAT - WindowHint: Specifies whether the OpenGL context should be forward-compatible, i.e. one where all functionality deprecated in the requested version of OpenGL is removed. This must only be used if the requested OpenGL version is 3.0 or above. If OpenGL ES is requested, this hint is ignored.

        GetWindowAttrib: Indicates if the window's context is an OpenGL forward-compatible one.

      • CONTEXT_DEBUG - WindowHint: Specifies whether to create a debug context, which may have additional error and performance issue reporting functionality.

        GetWindowAttrib: Indicates if the window's context is a debug context.

      • OPENGL_DEBUG_CONTEXT - Alias of CONTEXT_DEBUG for compatibility with earlier versions.
      • OPENGL_PROFILE - WindowHint: Specifies which OpenGL profile to create the context for. Possible values are one of OPENGL_CORE_PROFILE or OPENGL_COMPAT_PROFILE, or OPENGL_ANY_PROFILE to not request a specific profile. If requesting an OpenGL version below 3.2, OPENGL_ANY_PROFILE must be used. If OpenGL ES is requested, this hint is ignored.

        GetWindowAttrib: Indicates the OpenGL profile used by the context. This is OPENGL_CORE_PROFILE or OPENGL_COMPAT_PROFILE if the context uses a known profile, or OPENGL_ANY_PROFILE if the OpenGL profile is unknown or the context is an OpenGL ES context. Note that the returned profile may not match the profile bits of the context flags, as GLFW will try other means of detecting the profile when no bits are set.

      • CONTEXT_RELEASE_BEHAVIOR - WindowHint: Specifies the release behavior to be used by the context. If the behavior is ANY_RELEASE_BEHAVIOR, the default behavior of the context creation API will be used. If the behavior is RELEASE_BEHAVIOR_FLUSH, the pipeline will be flushed whenever the context is released from being the current one. If the behavior is RELEASE_BEHAVIOR_NONE, the pipeline will not be flushed on release.
      • CONTEXT_NO_ERROR - WindowHint: Specifies whether errors should be generated by the context. If enabled, situations that would have generated errors instead cause undefined behavior.
      • CONTEXT_CREATION_API - WindowHint: Specifies which context creation API to use to create the context. Possible values are NATIVE_CONTEXT_API, EGL_CONTEXT_API and OSMESA_CONTEXT_API. This is a hard constraint. If no client API is requested, this hint is ignored.
        Note
        • macOS: The EGL API is not available on this platform and requests to use it will fail.
        • Wayland, Mir: The EGL API is the native context creation API, so this hint will have no effect.
        • An OpenGL extension loader library that assumes it knows which context creation API is used on a given platform may fail if you change this hint. This can be resolved by having it load via GetProcAddress, which always uses the selected API.

        GetWindowAttrib: Indicates the context creation API used to create the window's context; either NATIVE_CONTEXT_API or EGL_CONTEXT_API.

      • SCALE_TO_MONITOR - WindowHint: Specifies whether the window content area should be resized based on the monitor content scale of any monitor it is placed on. This includes the initial placement when the window is created. Possible values are TRUE and FALSE.

        This hint only has an effect on platforms where screen coordinates and pixels always map 1:1 such as Windows and X11. On platforms like macOS the resolution of the framebuffer is changed independently of the window size.

      See Also:
    • GLFW_CONTEXT_VERSION_MAJOR

      public static final int GLFW_CONTEXT_VERSION_MAJOR
      Client API hints.
      Enum values:
      • CLIENT_API - WindowHint: Specifies which client API to create the context for. Possible values are OPENGL_API, OPENGL_ES_API and NO_API. This is a hard constraint.

        GetWindowAttrib: Indicates the client API provided by the window's context; either OPENGL_API, OPENGL_ES_API or NO_API.

      • CONTEXT_VERSION_MAJOR - WindowHint: Specifies the client API major version that the created context must be compatible with. The exact behavior of this hint depends on the requested client API.
        Note
        • While there is no way to ask the driver for a context of the highest supported version, GLFW will attempt to provide this when you ask for a version 1.0 context, which is the default for these hints.
        • OpenGL: CONTEXT_VERSION_MAJOR and CONTEXT_VERSION_MINOR are not hard constraints, but creation will fail if the OpenGL version of the created context is less than the one requested. It is therefore perfectly safe to use the default of version 1.0 for legacy code and you will still get backwards-compatible contexts of version 3.0 and above when available.
        • OpenGL ES: CONTEXT_VERSION_MAJOR and CONTEXT_VERSION_MINOR are not hard constraints, but creation will fail if the OpenGL ES version of the created context is less than the one requested. Additionally, OpenGL ES 1.x cannot be returned if 2.0 or later was requested, and vice versa. This is because OpenGL ES 3.x is backward compatible with 2.0, but OpenGL ES 2.0 is not backward compatible with 1.x.

        GetWindowAttrib: Indicate the client API major version of the window's context.

      • CONTEXT_VERSION_MINOR - WindowHint: Specifies the client API minor version that the created context must be compatible with. The exact behavior of this hint depends on the requested client API.

        GetWindowAttrib: Indicate the client API minor version of the window's context.

      • CONTEXT_REVISION - GetWindowAttrib: Indicates the client API version of the window's context.
      • CONTEXT_ROBUSTNESS - WindowHint: Specifies the robustness strategy to be used by the context. This can be one of NO_RESET_NOTIFICATION or LOSE_CONTEXT_ON_RESET, or NO_ROBUSTNESS to not request a robustness strategy.

        GetWindowAttrib: Indicates the robustness strategy used by the context. This is LOSE_CONTEXT_ON_RESET or NO_RESET_NOTIFICATION if the window's context supports robustness, or NO_ROBUSTNESS otherwise.

      • OPENGL_FORWARD_COMPAT - WindowHint: Specifies whether the OpenGL context should be forward-compatible, i.e. one where all functionality deprecated in the requested version of OpenGL is removed. This must only be used if the requested OpenGL version is 3.0 or above. If OpenGL ES is requested, this hint is ignored.

        GetWindowAttrib: Indicates if the window's context is an OpenGL forward-compatible one.

      • CONTEXT_DEBUG - WindowHint: Specifies whether to create a debug context, which may have additional error and performance issue reporting functionality.

        GetWindowAttrib: Indicates if the window's context is a debug context.

      • OPENGL_DEBUG_CONTEXT - Alias of CONTEXT_DEBUG for compatibility with earlier versions.
      • OPENGL_PROFILE - WindowHint: Specifies which OpenGL profile to create the context for. Possible values are one of OPENGL_CORE_PROFILE or OPENGL_COMPAT_PROFILE, or OPENGL_ANY_PROFILE to not request a specific profile. If requesting an OpenGL version below 3.2, OPENGL_ANY_PROFILE must be used. If OpenGL ES is requested, this hint is ignored.

        GetWindowAttrib: Indicates the OpenGL profile used by the context. This is OPENGL_CORE_PROFILE or OPENGL_COMPAT_PROFILE if the context uses a known profile, or OPENGL_ANY_PROFILE if the OpenGL profile is unknown or the context is an OpenGL ES context. Note that the returned profile may not match the profile bits of the context flags, as GLFW will try other means of detecting the profile when no bits are set.

      • CONTEXT_RELEASE_BEHAVIOR - WindowHint: Specifies the release behavior to be used by the context. If the behavior is ANY_RELEASE_BEHAVIOR, the default behavior of the context creation API will be used. If the behavior is RELEASE_BEHAVIOR_FLUSH, the pipeline will be flushed whenever the context is released from being the current one. If the behavior is RELEASE_BEHAVIOR_NONE, the pipeline will not be flushed on release.
      • CONTEXT_NO_ERROR - WindowHint: Specifies whether errors should be generated by the context. If enabled, situations that would have generated errors instead cause undefined behavior.
      • CONTEXT_CREATION_API - WindowHint: Specifies which context creation API to use to create the context. Possible values are NATIVE_CONTEXT_API, EGL_CONTEXT_API and OSMESA_CONTEXT_API. This is a hard constraint. If no client API is requested, this hint is ignored.
        Note
        • macOS: The EGL API is not available on this platform and requests to use it will fail.
        • Wayland, Mir: The EGL API is the native context creation API, so this hint will have no effect.
        • An OpenGL extension loader library that assumes it knows which context creation API is used on a given platform may fail if you change this hint. This can be resolved by having it load via GetProcAddress, which always uses the selected API.

        GetWindowAttrib: Indicates the context creation API used to create the window's context; either NATIVE_CONTEXT_API or EGL_CONTEXT_API.

      • SCALE_TO_MONITOR - WindowHint: Specifies whether the window content area should be resized based on the monitor content scale of any monitor it is placed on. This includes the initial placement when the window is created. Possible values are TRUE and FALSE.

        This hint only has an effect on platforms where screen coordinates and pixels always map 1:1 such as Windows and X11. On platforms like macOS the resolution of the framebuffer is changed independently of the window size.

      See Also:
    • GLFW_CONTEXT_VERSION_MINOR

      public static final int GLFW_CONTEXT_VERSION_MINOR
      Client API hints.
      Enum values:
      • CLIENT_API - WindowHint: Specifies which client API to create the context for. Possible values are OPENGL_API, OPENGL_ES_API and NO_API. This is a hard constraint.

        GetWindowAttrib: Indicates the client API provided by the window's context; either OPENGL_API, OPENGL_ES_API or NO_API.

      • CONTEXT_VERSION_MAJOR - WindowHint: Specifies the client API major version that the created context must be compatible with. The exact behavior of this hint depends on the requested client API.
        Note
        • While there is no way to ask the driver for a context of the highest supported version, GLFW will attempt to provide this when you ask for a version 1.0 context, which is the default for these hints.
        • OpenGL: CONTEXT_VERSION_MAJOR and CONTEXT_VERSION_MINOR are not hard constraints, but creation will fail if the OpenGL version of the created context is less than the one requested. It is therefore perfectly safe to use the default of version 1.0 for legacy code and you will still get backwards-compatible contexts of version 3.0 and above when available.
        • OpenGL ES: CONTEXT_VERSION_MAJOR and CONTEXT_VERSION_MINOR are not hard constraints, but creation will fail if the OpenGL ES version of the created context is less than the one requested. Additionally, OpenGL ES 1.x cannot be returned if 2.0 or later was requested, and vice versa. This is because OpenGL ES 3.x is backward compatible with 2.0, but OpenGL ES 2.0 is not backward compatible with 1.x.

        GetWindowAttrib: Indicate the client API major version of the window's context.

      • CONTEXT_VERSION_MINOR - WindowHint: Specifies the client API minor version that the created context must be compatible with. The exact behavior of this hint depends on the requested client API.

        GetWindowAttrib: Indicate the client API minor version of the window's context.

      • CONTEXT_REVISION - GetWindowAttrib: Indicates the client API version of the window's context.
      • CONTEXT_ROBUSTNESS - WindowHint: Specifies the robustness strategy to be used by the context. This can be one of NO_RESET_NOTIFICATION or LOSE_CONTEXT_ON_RESET, or NO_ROBUSTNESS to not request a robustness strategy.

        GetWindowAttrib: Indicates the robustness strategy used by the context. This is LOSE_CONTEXT_ON_RESET or NO_RESET_NOTIFICATION if the window's context supports robustness, or NO_ROBUSTNESS otherwise.

      • OPENGL_FORWARD_COMPAT - WindowHint: Specifies whether the OpenGL context should be forward-compatible, i.e. one where all functionality deprecated in the requested version of OpenGL is removed. This must only be used if the requested OpenGL version is 3.0 or above. If OpenGL ES is requested, this hint is ignored.

        GetWindowAttrib: Indicates if the window's context is an OpenGL forward-compatible one.

      • CONTEXT_DEBUG - WindowHint: Specifies whether to create a debug context, which may have additional error and performance issue reporting functionality.

        GetWindowAttrib: Indicates if the window's context is a debug context.

      • OPENGL_DEBUG_CONTEXT - Alias of CONTEXT_DEBUG for compatibility with earlier versions.
      • OPENGL_PROFILE - WindowHint: Specifies which OpenGL profile to create the context for. Possible values are one of OPENGL_CORE_PROFILE or OPENGL_COMPAT_PROFILE, or OPENGL_ANY_PROFILE to not request a specific profile. If requesting an OpenGL version below 3.2, OPENGL_ANY_PROFILE must be used. If OpenGL ES is requested, this hint is ignored.

        GetWindowAttrib: Indicates the OpenGL profile used by the context. This is OPENGL_CORE_PROFILE or OPENGL_COMPAT_PROFILE if the context uses a known profile, or OPENGL_ANY_PROFILE if the OpenGL profile is unknown or the context is an OpenGL ES context. Note that the returned profile may not match the profile bits of the context flags, as GLFW will try other means of detecting the profile when no bits are set.

      • CONTEXT_RELEASE_BEHAVIOR - WindowHint: Specifies the release behavior to be used by the context. If the behavior is ANY_RELEASE_BEHAVIOR, the default behavior of the context creation API will be used. If the behavior is RELEASE_BEHAVIOR_FLUSH, the pipeline will be flushed whenever the context is released from being the current one. If the behavior is RELEASE_BEHAVIOR_NONE, the pipeline will not be flushed on release.
      • CONTEXT_NO_ERROR - WindowHint: Specifies whether errors should be generated by the context. If enabled, situations that would have generated errors instead cause undefined behavior.
      • CONTEXT_CREATION_API - WindowHint: Specifies which context creation API to use to create the context. Possible values are NATIVE_CONTEXT_API, EGL_CONTEXT_API and OSMESA_CONTEXT_API. This is a hard constraint. If no client API is requested, this hint is ignored.
        Note
        • macOS: The EGL API is not available on this platform and requests to use it will fail.
        • Wayland, Mir: The EGL API is the native context creation API, so this hint will have no effect.
        • An OpenGL extension loader library that assumes it knows which context creation API is used on a given platform may fail if you change this hint. This can be resolved by having it load via GetProcAddress, which always uses the selected API.

        GetWindowAttrib: Indicates the context creation API used to create the window's context; either NATIVE_CONTEXT_API or EGL_CONTEXT_API.

      • SCALE_TO_MONITOR - WindowHint: Specifies whether the window content area should be resized based on the monitor content scale of any monitor it is placed on. This includes the initial placement when the window is created. Possible values are TRUE and FALSE.

        This hint only has an effect on platforms where screen coordinates and pixels always map 1:1 such as Windows and X11. On platforms like macOS the resolution of the framebuffer is changed independently of the window size.

      See Also:
    • GLFW_CONTEXT_REVISION

      public static final int GLFW_CONTEXT_REVISION
      Client API hints.
      Enum values:
      • CLIENT_API - WindowHint: Specifies which client API to create the context for. Possible values are OPENGL_API, OPENGL_ES_API and NO_API. This is a hard constraint.

        GetWindowAttrib: Indicates the client API provided by the window's context; either OPENGL_API, OPENGL_ES_API or NO_API.

      • CONTEXT_VERSION_MAJOR - WindowHint: Specifies the client API major version that the created context must be compatible with. The exact behavior of this hint depends on the requested client API.
        Note
        • While there is no way to ask the driver for a context of the highest supported version, GLFW will attempt to provide this when you ask for a version 1.0 context, which is the default for these hints.
        • OpenGL: CONTEXT_VERSION_MAJOR and CONTEXT_VERSION_MINOR are not hard constraints, but creation will fail if the OpenGL version of the created context is less than the one requested. It is therefore perfectly safe to use the default of version 1.0 for legacy code and you will still get backwards-compatible contexts of version 3.0 and above when available.
        • OpenGL ES: CONTEXT_VERSION_MAJOR and CONTEXT_VERSION_MINOR are not hard constraints, but creation will fail if the OpenGL ES version of the created context is less than the one requested. Additionally, OpenGL ES 1.x cannot be returned if 2.0 or later was requested, and vice versa. This is because OpenGL ES 3.x is backward compatible with 2.0, but OpenGL ES 2.0 is not backward compatible with 1.x.

        GetWindowAttrib: Indicate the client API major version of the window's context.

      • CONTEXT_VERSION_MINOR - WindowHint: Specifies the client API minor version that the created context must be compatible with. The exact behavior of this hint depends on the requested client API.

        GetWindowAttrib: Indicate the client API minor version of the window's context.

      • CONTEXT_REVISION - GetWindowAttrib: Indicates the client API version of the window's context.
      • CONTEXT_ROBUSTNESS - WindowHint: Specifies the robustness strategy to be used by the context. This can be one of NO_RESET_NOTIFICATION or LOSE_CONTEXT_ON_RESET, or NO_ROBUSTNESS to not request a robustness strategy.

        GetWindowAttrib: Indicates the robustness strategy used by the context. This is LOSE_CONTEXT_ON_RESET or NO_RESET_NOTIFICATION if the window's context supports robustness, or NO_ROBUSTNESS otherwise.

      • OPENGL_FORWARD_COMPAT - WindowHint: Specifies whether the OpenGL context should be forward-compatible, i.e. one where all functionality deprecated in the requested version of OpenGL is removed. This must only be used if the requested OpenGL version is 3.0 or above. If OpenGL ES is requested, this hint is ignored.

        GetWindowAttrib: Indicates if the window's context is an OpenGL forward-compatible one.

      • CONTEXT_DEBUG - WindowHint: Specifies whether to create a debug context, which may have additional error and performance issue reporting functionality.

        GetWindowAttrib: Indicates if the window's context is a debug context.

      • OPENGL_DEBUG_CONTEXT - Alias of CONTEXT_DEBUG for compatibility with earlier versions.
      • OPENGL_PROFILE - WindowHint: Specifies which OpenGL profile to create the context for. Possible values are one of OPENGL_CORE_PROFILE or OPENGL_COMPAT_PROFILE, or OPENGL_ANY_PROFILE to not request a specific profile. If requesting an OpenGL version below 3.2, OPENGL_ANY_PROFILE must be used. If OpenGL ES is requested, this hint is ignored.

        GetWindowAttrib: Indicates the OpenGL profile used by the context. This is OPENGL_CORE_PROFILE or OPENGL_COMPAT_PROFILE if the context uses a known profile, or OPENGL_ANY_PROFILE if the OpenGL profile is unknown or the context is an OpenGL ES context. Note that the returned profile may not match the profile bits of the context flags, as GLFW will try other means of detecting the profile when no bits are set.

      • CONTEXT_RELEASE_BEHAVIOR - WindowHint: Specifies the release behavior to be used by the context. If the behavior is ANY_RELEASE_BEHAVIOR, the default behavior of the context creation API will be used. If the behavior is RELEASE_BEHAVIOR_FLUSH, the pipeline will be flushed whenever the context is released from being the current one. If the behavior is RELEASE_BEHAVIOR_NONE, the pipeline will not be flushed on release.
      • CONTEXT_NO_ERROR - WindowHint: Specifies whether errors should be generated by the context. If enabled, situations that would have generated errors instead cause undefined behavior.
      • CONTEXT_CREATION_API - WindowHint: Specifies which context creation API to use to create the context. Possible values are NATIVE_CONTEXT_API, EGL_CONTEXT_API and OSMESA_CONTEXT_API. This is a hard constraint. If no client API is requested, this hint is ignored.
        Note
        • macOS: The EGL API is not available on this platform and requests to use it will fail.
        • Wayland, Mir: The EGL API is the native context creation API, so this hint will have no effect.
        • An OpenGL extension loader library that assumes it knows which context creation API is used on a given platform may fail if you change this hint. This can be resolved by having it load via GetProcAddress, which always uses the selected API.

        GetWindowAttrib: Indicates the context creation API used to create the window's context; either NATIVE_CONTEXT_API or EGL_CONTEXT_API.

      • SCALE_TO_MONITOR - WindowHint: Specifies whether the window content area should be resized based on the monitor content scale of any monitor it is placed on. This includes the initial placement when the window is created. Possible values are TRUE and FALSE.

        This hint only has an effect on platforms where screen coordinates and pixels always map 1:1 such as Windows and X11. On platforms like macOS the resolution of the framebuffer is changed independently of the window size.

      See Also:
    • GLFW_CONTEXT_ROBUSTNESS

      public static final int GLFW_CONTEXT_ROBUSTNESS
      Client API hints.
      Enum values:
      • CLIENT_API - WindowHint: Specifies which client API to create the context for. Possible values are OPENGL_API, OPENGL_ES_API and NO_API. This is a hard constraint.

        GetWindowAttrib: Indicates the client API provided by the window's context; either OPENGL_API, OPENGL_ES_API or NO_API.

      • CONTEXT_VERSION_MAJOR - WindowHint: Specifies the client API major version that the created context must be compatible with. The exact behavior of this hint depends on the requested client API.
        Note
        • While there is no way to ask the driver for a context of the highest supported version, GLFW will attempt to provide this when you ask for a version 1.0 context, which is the default for these hints.
        • OpenGL: CONTEXT_VERSION_MAJOR and CONTEXT_VERSION_MINOR are not hard constraints, but creation will fail if the OpenGL version of the created context is less than the one requested. It is therefore perfectly safe to use the default of version 1.0 for legacy code and you will still get backwards-compatible contexts of version 3.0 and above when available.
        • OpenGL ES: CONTEXT_VERSION_MAJOR and CONTEXT_VERSION_MINOR are not hard constraints, but creation will fail if the OpenGL ES version of the created context is less than the one requested. Additionally, OpenGL ES 1.x cannot be returned if 2.0 or later was requested, and vice versa. This is because OpenGL ES 3.x is backward compatible with 2.0, but OpenGL ES 2.0 is not backward compatible with 1.x.

        GetWindowAttrib: Indicate the client API major version of the window's context.

      • CONTEXT_VERSION_MINOR - WindowHint: Specifies the client API minor version that the created context must be compatible with. The exact behavior of this hint depends on the requested client API.

        GetWindowAttrib: Indicate the client API minor version of the window's context.

      • CONTEXT_REVISION - GetWindowAttrib: Indicates the client API version of the window's context.
      • CONTEXT_ROBUSTNESS - WindowHint: Specifies the robustness strategy to be used by the context. This can be one of NO_RESET_NOTIFICATION or LOSE_CONTEXT_ON_RESET, or NO_ROBUSTNESS to not request a robustness strategy.

        GetWindowAttrib: Indicates the robustness strategy used by the context. This is LOSE_CONTEXT_ON_RESET or NO_RESET_NOTIFICATION if the window's context supports robustness, or NO_ROBUSTNESS otherwise.

      • OPENGL_FORWARD_COMPAT - WindowHint: Specifies whether the OpenGL context should be forward-compatible, i.e. one where all functionality deprecated in the requested version of OpenGL is removed. This must only be used if the requested OpenGL version is 3.0 or above. If OpenGL ES is requested, this hint is ignored.

        GetWindowAttrib: Indicates if the window's context is an OpenGL forward-compatible one.

      • CONTEXT_DEBUG - WindowHint: Specifies whether to create a debug context, which may have additional error and performance issue reporting functionality.

        GetWindowAttrib: Indicates if the window's context is a debug context.

      • OPENGL_DEBUG_CONTEXT - Alias of CONTEXT_DEBUG for compatibility with earlier versions.
      • OPENGL_PROFILE - WindowHint: Specifies which OpenGL profile to create the context for. Possible values are one of OPENGL_CORE_PROFILE or OPENGL_COMPAT_PROFILE, or OPENGL_ANY_PROFILE to not request a specific profile. If requesting an OpenGL version below 3.2, OPENGL_ANY_PROFILE must be used. If OpenGL ES is requested, this hint is ignored.

        GetWindowAttrib: Indicates the OpenGL profile used by the context. This is OPENGL_CORE_PROFILE or OPENGL_COMPAT_PROFILE if the context uses a known profile, or OPENGL_ANY_PROFILE if the OpenGL profile is unknown or the context is an OpenGL ES context. Note that the returned profile may not match the profile bits of the context flags, as GLFW will try other means of detecting the profile when no bits are set.

      • CONTEXT_RELEASE_BEHAVIOR - WindowHint: Specifies the release behavior to be used by the context. If the behavior is ANY_RELEASE_BEHAVIOR, the default behavior of the context creation API will be used. If the behavior is RELEASE_BEHAVIOR_FLUSH, the pipeline will be flushed whenever the context is released from being the current one. If the behavior is RELEASE_BEHAVIOR_NONE, the pipeline will not be flushed on release.
      • CONTEXT_NO_ERROR - WindowHint: Specifies whether errors should be generated by the context. If enabled, situations that would have generated errors instead cause undefined behavior.
      • CONTEXT_CREATION_API - WindowHint: Specifies which context creation API to use to create the context. Possible values are NATIVE_CONTEXT_API, EGL_CONTEXT_API and OSMESA_CONTEXT_API. This is a hard constraint. If no client API is requested, this hint is ignored.
        Note
        • macOS: The EGL API is not available on this platform and requests to use it will fail.
        • Wayland, Mir: The EGL API is the native context creation API, so this hint will have no effect.
        • An OpenGL extension loader library that assumes it knows which context creation API is used on a given platform may fail if you change this hint. This can be resolved by having it load via GetProcAddress, which always uses the selected API.

        GetWindowAttrib: Indicates the context creation API used to create the window's context; either NATIVE_CONTEXT_API or EGL_CONTEXT_API.

      • SCALE_TO_MONITOR - WindowHint: Specifies whether the window content area should be resized based on the monitor content scale of any monitor it is placed on. This includes the initial placement when the window is created. Possible values are TRUE and FALSE.

        This hint only has an effect on platforms where screen coordinates and pixels always map 1:1 such as Windows and X11. On platforms like macOS the resolution of the framebuffer is changed independently of the window size.

      See Also:
    • GLFW_OPENGL_FORWARD_COMPAT

      public static final int GLFW_OPENGL_FORWARD_COMPAT
      Client API hints.
      Enum values:
      • CLIENT_API - WindowHint: Specifies which client API to create the context for. Possible values are OPENGL_API, OPENGL_ES_API and NO_API. This is a hard constraint.

        GetWindowAttrib: Indicates the client API provided by the window's context; either OPENGL_API, OPENGL_ES_API or NO_API.

      • CONTEXT_VERSION_MAJOR - WindowHint: Specifies the client API major version that the created context must be compatible with. The exact behavior of this hint depends on the requested client API.
        Note
        • While there is no way to ask the driver for a context of the highest supported version, GLFW will attempt to provide this when you ask for a version 1.0 context, which is the default for these hints.
        • OpenGL: CONTEXT_VERSION_MAJOR and CONTEXT_VERSION_MINOR are not hard constraints, but creation will fail if the OpenGL version of the created context is less than the one requested. It is therefore perfectly safe to use the default of version 1.0 for legacy code and you will still get backwards-compatible contexts of version 3.0 and above when available.
        • OpenGL ES: CONTEXT_VERSION_MAJOR and CONTEXT_VERSION_MINOR are not hard constraints, but creation will fail if the OpenGL ES version of the created context is less than the one requested. Additionally, OpenGL ES 1.x cannot be returned if 2.0 or later was requested, and vice versa. This is because OpenGL ES 3.x is backward compatible with 2.0, but OpenGL ES 2.0 is not backward compatible with 1.x.

        GetWindowAttrib: Indicate the client API major version of the window's context.

      • CONTEXT_VERSION_MINOR - WindowHint: Specifies the client API minor version that the created context must be compatible with. The exact behavior of this hint depends on the requested client API.

        GetWindowAttrib: Indicate the client API minor version of the window's context.

      • CONTEXT_REVISION - GetWindowAttrib: Indicates the client API version of the window's context.
      • CONTEXT_ROBUSTNESS - WindowHint: Specifies the robustness strategy to be used by the context. This can be one of NO_RESET_NOTIFICATION or LOSE_CONTEXT_ON_RESET, or NO_ROBUSTNESS to not request a robustness strategy.

        GetWindowAttrib: Indicates the robustness strategy used by the context. This is LOSE_CONTEXT_ON_RESET or NO_RESET_NOTIFICATION if the window's context supports robustness, or NO_ROBUSTNESS otherwise.

      • OPENGL_FORWARD_COMPAT - WindowHint: Specifies whether the OpenGL context should be forward-compatible, i.e. one where all functionality deprecated in the requested version of OpenGL is removed. This must only be used if the requested OpenGL version is 3.0 or above. If OpenGL ES is requested, this hint is ignored.

        GetWindowAttrib: Indicates if the window's context is an OpenGL forward-compatible one.

      • CONTEXT_DEBUG - WindowHint: Specifies whether to create a debug context, which may have additional error and performance issue reporting functionality.

        GetWindowAttrib: Indicates if the window's context is a debug context.

      • OPENGL_DEBUG_CONTEXT - Alias of CONTEXT_DEBUG for compatibility with earlier versions.
      • OPENGL_PROFILE - WindowHint: Specifies which OpenGL profile to create the context for. Possible values are one of OPENGL_CORE_PROFILE or OPENGL_COMPAT_PROFILE, or OPENGL_ANY_PROFILE to not request a specific profile. If requesting an OpenGL version below 3.2, OPENGL_ANY_PROFILE must be used. If OpenGL ES is requested, this hint is ignored.

        GetWindowAttrib: Indicates the OpenGL profile used by the context. This is OPENGL_CORE_PROFILE or OPENGL_COMPAT_PROFILE if the context uses a known profile, or OPENGL_ANY_PROFILE if the OpenGL profile is unknown or the context is an OpenGL ES context. Note that the returned profile may not match the profile bits of the context flags, as GLFW will try other means of detecting the profile when no bits are set.

      • CONTEXT_RELEASE_BEHAVIOR - WindowHint: Specifies the release behavior to be used by the context. If the behavior is ANY_RELEASE_BEHAVIOR, the default behavior of the context creation API will be used. If the behavior is RELEASE_BEHAVIOR_FLUSH, the pipeline will be flushed whenever the context is released from being the current one. If the behavior is RELEASE_BEHAVIOR_NONE, the pipeline will not be flushed on release.
      • CONTEXT_NO_ERROR - WindowHint: Specifies whether errors should be generated by the context. If enabled, situations that would have generated errors instead cause undefined behavior.
      • CONTEXT_CREATION_API - WindowHint: Specifies which context creation API to use to create the context. Possible values are NATIVE_CONTEXT_API, EGL_CONTEXT_API and OSMESA_CONTEXT_API. This is a hard constraint. If no client API is requested, this hint is ignored.
        Note
        • macOS: The EGL API is not available on this platform and requests to use it will fail.
        • Wayland, Mir: The EGL API is the native context creation API, so this hint will have no effect.
        • An OpenGL extension loader library that assumes it knows which context creation API is used on a given platform may fail if you change this hint. This can be resolved by having it load via GetProcAddress, which always uses the selected API.

        GetWindowAttrib: Indicates the context creation API used to create the window's context; either NATIVE_CONTEXT_API or EGL_CONTEXT_API.

      • SCALE_TO_MONITOR - WindowHint: Specifies whether the window content area should be resized based on the monitor content scale of any monitor it is placed on. This includes the initial placement when the window is created. Possible values are TRUE and FALSE.

        This hint only has an effect on platforms where screen coordinates and pixels always map 1:1 such as Windows and X11. On platforms like macOS the resolution of the framebuffer is changed independently of the window size.

      See Also:
    • GLFW_CONTEXT_DEBUG

      public static final int GLFW_CONTEXT_DEBUG
      Client API hints.
      Enum values:
      • CLIENT_API - WindowHint: Specifies which client API to create the context for. Possible values are OPENGL_API, OPENGL_ES_API and NO_API. This is a hard constraint.

        GetWindowAttrib: Indicates the client API provided by the window's context; either OPENGL_API, OPENGL_ES_API or NO_API.

      • CONTEXT_VERSION_MAJOR - WindowHint: Specifies the client API major version that the created context must be compatible with. The exact behavior of this hint depends on the requested client API.
        Note
        • While there is no way to ask the driver for a context of the highest supported version, GLFW will attempt to provide this when you ask for a version 1.0 context, which is the default for these hints.
        • OpenGL: CONTEXT_VERSION_MAJOR and CONTEXT_VERSION_MINOR are not hard constraints, but creation will fail if the OpenGL version of the created context is less than the one requested. It is therefore perfectly safe to use the default of version 1.0 for legacy code and you will still get backwards-compatible contexts of version 3.0 and above when available.
        • OpenGL ES: CONTEXT_VERSION_MAJOR and CONTEXT_VERSION_MINOR are not hard constraints, but creation will fail if the OpenGL ES version of the created context is less than the one requested. Additionally, OpenGL ES 1.x cannot be returned if 2.0 or later was requested, and vice versa. This is because OpenGL ES 3.x is backward compatible with 2.0, but OpenGL ES 2.0 is not backward compatible with 1.x.

        GetWindowAttrib: Indicate the client API major version of the window's context.

      • CONTEXT_VERSION_MINOR - WindowHint: Specifies the client API minor version that the created context must be compatible with. The exact behavior of this hint depends on the requested client API.

        GetWindowAttrib: Indicate the client API minor version of the window's context.

      • CONTEXT_REVISION - GetWindowAttrib: Indicates the client API version of the window's context.
      • CONTEXT_ROBUSTNESS - WindowHint: Specifies the robustness strategy to be used by the context. This can be one of NO_RESET_NOTIFICATION or LOSE_CONTEXT_ON_RESET, or NO_ROBUSTNESS to not request a robustness strategy.

        GetWindowAttrib: Indicates the robustness strategy used by the context. This is LOSE_CONTEXT_ON_RESET or NO_RESET_NOTIFICATION if the window's context supports robustness, or NO_ROBUSTNESS otherwise.

      • OPENGL_FORWARD_COMPAT - WindowHint: Specifies whether the OpenGL context should be forward-compatible, i.e. one where all functionality deprecated in the requested version of OpenGL is removed. This must only be used if the requested OpenGL version is 3.0 or above. If OpenGL ES is requested, this hint is ignored.

        GetWindowAttrib: Indicates if the window's context is an OpenGL forward-compatible one.

      • CONTEXT_DEBUG - WindowHint: Specifies whether to create a debug context, which may have additional error and performance issue reporting functionality.

        GetWindowAttrib: Indicates if the window's context is a debug context.

      • OPENGL_DEBUG_CONTEXT - Alias of CONTEXT_DEBUG for compatibility with earlier versions.
      • OPENGL_PROFILE - WindowHint: Specifies which OpenGL profile to create the context for. Possible values are one of OPENGL_CORE_PROFILE or OPENGL_COMPAT_PROFILE, or OPENGL_ANY_PROFILE to not request a specific profile. If requesting an OpenGL version below 3.2, OPENGL_ANY_PROFILE must be used. If OpenGL ES is requested, this hint is ignored.

        GetWindowAttrib: Indicates the OpenGL profile used by the context. This is OPENGL_CORE_PROFILE or OPENGL_COMPAT_PROFILE if the context uses a known profile, or OPENGL_ANY_PROFILE if the OpenGL profile is unknown or the context is an OpenGL ES context. Note that the returned profile may not match the profile bits of the context flags, as GLFW will try other means of detecting the profile when no bits are set.

      • CONTEXT_RELEASE_BEHAVIOR - WindowHint: Specifies the release behavior to be used by the context. If the behavior is ANY_RELEASE_BEHAVIOR, the default behavior of the context creation API will be used. If the behavior is RELEASE_BEHAVIOR_FLUSH, the pipeline will be flushed whenever the context is released from being the current one. If the behavior is RELEASE_BEHAVIOR_NONE, the pipeline will not be flushed on release.
      • CONTEXT_NO_ERROR - WindowHint: Specifies whether errors should be generated by the context. If enabled, situations that would have generated errors instead cause undefined behavior.
      • CONTEXT_CREATION_API - WindowHint: Specifies which context creation API to use to create the context. Possible values are NATIVE_CONTEXT_API, EGL_CONTEXT_API and OSMESA_CONTEXT_API. This is a hard constraint. If no client API is requested, this hint is ignored.
        Note
        • macOS: The EGL API is not available on this platform and requests to use it will fail.
        • Wayland, Mir: The EGL API is the native context creation API, so this hint will have no effect.
        • An OpenGL extension loader library that assumes it knows which context creation API is used on a given platform may fail if you change this hint. This can be resolved by having it load via GetProcAddress, which always uses the selected API.

        GetWindowAttrib: Indicates the context creation API used to create the window's context; either NATIVE_CONTEXT_API or EGL_CONTEXT_API.

      • SCALE_TO_MONITOR - WindowHint: Specifies whether the window content area should be resized based on the monitor content scale of any monitor it is placed on. This includes the initial placement when the window is created. Possible values are TRUE and FALSE.

        This hint only has an effect on platforms where screen coordinates and pixels always map 1:1 such as Windows and X11. On platforms like macOS the resolution of the framebuffer is changed independently of the window size.

      See Also:
    • GLFW_OPENGL_DEBUG_CONTEXT

      public static final int GLFW_OPENGL_DEBUG_CONTEXT
      Client API hints.
      Enum values:
      • CLIENT_API - WindowHint: Specifies which client API to create the context for. Possible values are OPENGL_API, OPENGL_ES_API and NO_API. This is a hard constraint.

        GetWindowAttrib: Indicates the client API provided by the window's context; either OPENGL_API, OPENGL_ES_API or NO_API.

      • CONTEXT_VERSION_MAJOR - WindowHint: Specifies the client API major version that the created context must be compatible with. The exact behavior of this hint depends on the requested client API.
        Note
        • While there is no way to ask the driver for a context of the highest supported version, GLFW will attempt to provide this when you ask for a version 1.0 context, which is the default for these hints.
        • OpenGL: CONTEXT_VERSION_MAJOR and CONTEXT_VERSION_MINOR are not hard constraints, but creation will fail if the OpenGL version of the created context is less than the one requested. It is therefore perfectly safe to use the default of version 1.0 for legacy code and you will still get backwards-compatible contexts of version 3.0 and above when available.
        • OpenGL ES: CONTEXT_VERSION_MAJOR and CONTEXT_VERSION_MINOR are not hard constraints, but creation will fail if the OpenGL ES version of the created context is less than the one requested. Additionally, OpenGL ES 1.x cannot be returned if 2.0 or later was requested, and vice versa. This is because OpenGL ES 3.x is backward compatible with 2.0, but OpenGL ES 2.0 is not backward compatible with 1.x.

        GetWindowAttrib: Indicate the client API major version of the window's context.

      • CONTEXT_VERSION_MINOR - WindowHint: Specifies the client API minor version that the created context must be compatible with. The exact behavior of this hint depends on the requested client API.

        GetWindowAttrib: Indicate the client API minor version of the window's context.

      • CONTEXT_REVISION - GetWindowAttrib: Indicates the client API version of the window's context.
      • CONTEXT_ROBUSTNESS - WindowHint: Specifies the robustness strategy to be used by the context. This can be one of NO_RESET_NOTIFICATION or LOSE_CONTEXT_ON_RESET, or NO_ROBUSTNESS to not request a robustness strategy.

        GetWindowAttrib: Indicates the robustness strategy used by the context. This is LOSE_CONTEXT_ON_RESET or NO_RESET_NOTIFICATION if the window's context supports robustness, or NO_ROBUSTNESS otherwise.

      • OPENGL_FORWARD_COMPAT - WindowHint: Specifies whether the OpenGL context should be forward-compatible, i.e. one where all functionality deprecated in the requested version of OpenGL is removed. This must only be used if the requested OpenGL version is 3.0 or above. If OpenGL ES is requested, this hint is ignored.

        GetWindowAttrib: Indicates if the window's context is an OpenGL forward-compatible one.

      • CONTEXT_DEBUG - WindowHint: Specifies whether to create a debug context, which may have additional error and performance issue reporting functionality.

        GetWindowAttrib: Indicates if the window's context is a debug context.

      • OPENGL_DEBUG_CONTEXT - Alias of CONTEXT_DEBUG for compatibility with earlier versions.
      • OPENGL_PROFILE - WindowHint: Specifies which OpenGL profile to create the context for. Possible values are one of OPENGL_CORE_PROFILE or OPENGL_COMPAT_PROFILE, or OPENGL_ANY_PROFILE to not request a specific profile. If requesting an OpenGL version below 3.2, OPENGL_ANY_PROFILE must be used. If OpenGL ES is requested, this hint is ignored.

        GetWindowAttrib: Indicates the OpenGL profile used by the context. This is OPENGL_CORE_PROFILE or OPENGL_COMPAT_PROFILE if the context uses a known profile, or OPENGL_ANY_PROFILE if the OpenGL profile is unknown or the context is an OpenGL ES context. Note that the returned profile may not match the profile bits of the context flags, as GLFW will try other means of detecting the profile when no bits are set.

      • CONTEXT_RELEASE_BEHAVIOR - WindowHint: Specifies the release behavior to be used by the context. If the behavior is ANY_RELEASE_BEHAVIOR, the default behavior of the context creation API will be used. If the behavior is RELEASE_BEHAVIOR_FLUSH, the pipeline will be flushed whenever the context is released from being the current one. If the behavior is RELEASE_BEHAVIOR_NONE, the pipeline will not be flushed on release.
      • CONTEXT_NO_ERROR - WindowHint: Specifies whether errors should be generated by the context. If enabled, situations that would have generated errors instead cause undefined behavior.
      • CONTEXT_CREATION_API - WindowHint: Specifies which context creation API to use to create the context. Possible values are NATIVE_CONTEXT_API, EGL_CONTEXT_API and OSMESA_CONTEXT_API. This is a hard constraint. If no client API is requested, this hint is ignored.
        Note
        • macOS: The EGL API is not available on this platform and requests to use it will fail.
        • Wayland, Mir: The EGL API is the native context creation API, so this hint will have no effect.
        • An OpenGL extension loader library that assumes it knows which context creation API is used on a given platform may fail if you change this hint. This can be resolved by having it load via GetProcAddress, which always uses the selected API.

        GetWindowAttrib: Indicates the context creation API used to create the window's context; either NATIVE_CONTEXT_API or EGL_CONTEXT_API.

      • SCALE_TO_MONITOR - WindowHint: Specifies whether the window content area should be resized based on the monitor content scale of any monitor it is placed on. This includes the initial placement when the window is created. Possible values are TRUE and FALSE.

        This hint only has an effect on platforms where screen coordinates and pixels always map 1:1 such as Windows and X11. On platforms like macOS the resolution of the framebuffer is changed independently of the window size.

      See Also:
    • GLFW_OPENGL_PROFILE

      public static final int GLFW_OPENGL_PROFILE
      Client API hints.
      Enum values:
      • CLIENT_API - WindowHint: Specifies which client API to create the context for. Possible values are OPENGL_API, OPENGL_ES_API and NO_API. This is a hard constraint.

        GetWindowAttrib: Indicates the client API provided by the window's context; either OPENGL_API, OPENGL_ES_API or NO_API.

      • CONTEXT_VERSION_MAJOR - WindowHint: Specifies the client API major version that the created context must be compatible with. The exact behavior of this hint depends on the requested client API.
        Note
        • While there is no way to ask the driver for a context of the highest supported version, GLFW will attempt to provide this when you ask for a version 1.0 context, which is the default for these hints.
        • OpenGL: CONTEXT_VERSION_MAJOR and CONTEXT_VERSION_MINOR are not hard constraints, but creation will fail if the OpenGL version of the created context is less than the one requested. It is therefore perfectly safe to use the default of version 1.0 for legacy code and you will still get backwards-compatible contexts of version 3.0 and above when available.
        • OpenGL ES: CONTEXT_VERSION_MAJOR and CONTEXT_VERSION_MINOR are not hard constraints, but creation will fail if the OpenGL ES version of the created context is less than the one requested. Additionally, OpenGL ES 1.x cannot be returned if 2.0 or later was requested, and vice versa. This is because OpenGL ES 3.x is backward compatible with 2.0, but OpenGL ES 2.0 is not backward compatible with 1.x.

        GetWindowAttrib: Indicate the client API major version of the window's context.

      • CONTEXT_VERSION_MINOR - WindowHint: Specifies the client API minor version that the created context must be compatible with. The exact behavior of this hint depends on the requested client API.

        GetWindowAttrib: Indicate the client API minor version of the window's context.

      • CONTEXT_REVISION - GetWindowAttrib: Indicates the client API version of the window's context.
      • CONTEXT_ROBUSTNESS - WindowHint: Specifies the robustness strategy to be used by the context. This can be one of NO_RESET_NOTIFICATION or LOSE_CONTEXT_ON_RESET, or NO_ROBUSTNESS to not request a robustness strategy.

        GetWindowAttrib: Indicates the robustness strategy used by the context. This is LOSE_CONTEXT_ON_RESET or NO_RESET_NOTIFICATION if the window's context supports robustness, or NO_ROBUSTNESS otherwise.

      • OPENGL_FORWARD_COMPAT - WindowHint: Specifies whether the OpenGL context should be forward-compatible, i.e. one where all functionality deprecated in the requested version of OpenGL is removed. This must only be used if the requested OpenGL version is 3.0 or above. If OpenGL ES is requested, this hint is ignored.

        GetWindowAttrib: Indicates if the window's context is an OpenGL forward-compatible one.

      • CONTEXT_DEBUG - WindowHint: Specifies whether to create a debug context, which may have additional error and performance issue reporting functionality.

        GetWindowAttrib: Indicates if the window's context is a debug context.

      • OPENGL_DEBUG_CONTEXT - Alias of CONTEXT_DEBUG for compatibility with earlier versions.
      • OPENGL_PROFILE - WindowHint: Specifies which OpenGL profile to create the context for. Possible values are one of OPENGL_CORE_PROFILE or OPENGL_COMPAT_PROFILE, or OPENGL_ANY_PROFILE to not request a specific profile. If requesting an OpenGL version below 3.2, OPENGL_ANY_PROFILE must be used. If OpenGL ES is requested, this hint is ignored.

        GetWindowAttrib: Indicates the OpenGL profile used by the context. This is OPENGL_CORE_PROFILE or OPENGL_COMPAT_PROFILE if the context uses a known profile, or OPENGL_ANY_PROFILE if the OpenGL profile is unknown or the context is an OpenGL ES context. Note that the returned profile may not match the profile bits of the context flags, as GLFW will try other means of detecting the profile when no bits are set.

      • CONTEXT_RELEASE_BEHAVIOR - WindowHint: Specifies the release behavior to be used by the context. If the behavior is ANY_RELEASE_BEHAVIOR, the default behavior of the context creation API will be used. If the behavior is RELEASE_BEHAVIOR_FLUSH, the pipeline will be flushed whenever the context is released from being the current one. If the behavior is RELEASE_BEHAVIOR_NONE, the pipeline will not be flushed on release.
      • CONTEXT_NO_ERROR - WindowHint: Specifies whether errors should be generated by the context. If enabled, situations that would have generated errors instead cause undefined behavior.
      • CONTEXT_CREATION_API - WindowHint: Specifies which context creation API to use to create the context. Possible values are NATIVE_CONTEXT_API, EGL_CONTEXT_API and OSMESA_CONTEXT_API. This is a hard constraint. If no client API is requested, this hint is ignored.
        Note
        • macOS: The EGL API is not available on this platform and requests to use it will fail.
        • Wayland, Mir: The EGL API is the native context creation API, so this hint will have no effect.
        • An OpenGL extension loader library that assumes it knows which context creation API is used on a given platform may fail if you change this hint. This can be resolved by having it load via GetProcAddress, which always uses the selected API.

        GetWindowAttrib: Indicates the context creation API used to create the window's context; either NATIVE_CONTEXT_API or EGL_CONTEXT_API.

      • SCALE_TO_MONITOR - WindowHint: Specifies whether the window content area should be resized based on the monitor content scale of any monitor it is placed on. This includes the initial placement when the window is created. Possible values are TRUE and FALSE.

        This hint only has an effect on platforms where screen coordinates and pixels always map 1:1 such as Windows and X11. On platforms like macOS the resolution of the framebuffer is changed independently of the window size.

      See Also:
    • GLFW_CONTEXT_RELEASE_BEHAVIOR

      public static final int GLFW_CONTEXT_RELEASE_BEHAVIOR
      Client API hints.
      Enum values:
      • CLIENT_API - WindowHint: Specifies which client API to create the context for. Possible values are OPENGL_API, OPENGL_ES_API and NO_API. This is a hard constraint.

        GetWindowAttrib: Indicates the client API provided by the window's context; either OPENGL_API, OPENGL_ES_API or NO_API.

      • CONTEXT_VERSION_MAJOR - WindowHint: Specifies the client API major version that the created context must be compatible with. The exact behavior of this hint depends on the requested client API.
        Note
        • While there is no way to ask the driver for a context of the highest supported version, GLFW will attempt to provide this when you ask for a version 1.0 context, which is the default for these hints.
        • OpenGL: CONTEXT_VERSION_MAJOR and CONTEXT_VERSION_MINOR are not hard constraints, but creation will fail if the OpenGL version of the created context is less than the one requested. It is therefore perfectly safe to use the default of version 1.0 for legacy code and you will still get backwards-compatible contexts of version 3.0 and above when available.
        • OpenGL ES: CONTEXT_VERSION_MAJOR and CONTEXT_VERSION_MINOR are not hard constraints, but creation will fail if the OpenGL ES version of the created context is less than the one requested. Additionally, OpenGL ES 1.x cannot be returned if 2.0 or later was requested, and vice versa. This is because OpenGL ES 3.x is backward compatible with 2.0, but OpenGL ES 2.0 is not backward compatible with 1.x.

        GetWindowAttrib: Indicate the client API major version of the window's context.

      • CONTEXT_VERSION_MINOR - WindowHint: Specifies the client API minor version that the created context must be compatible with. The exact behavior of this hint depends on the requested client API.

        GetWindowAttrib: Indicate the client API minor version of the window's context.

      • CONTEXT_REVISION - GetWindowAttrib: Indicates the client API version of the window's context.
      • CONTEXT_ROBUSTNESS - WindowHint: Specifies the robustness strategy to be used by the context. This can be one of NO_RESET_NOTIFICATION or LOSE_CONTEXT_ON_RESET, or NO_ROBUSTNESS to not request a robustness strategy.

        GetWindowAttrib: Indicates the robustness strategy used by the context. This is LOSE_CONTEXT_ON_RESET or NO_RESET_NOTIFICATION if the window's context supports robustness, or NO_ROBUSTNESS otherwise.

      • OPENGL_FORWARD_COMPAT - WindowHint: Specifies whether the OpenGL context should be forward-compatible, i.e. one where all functionality deprecated in the requested version of OpenGL is removed. This must only be used if the requested OpenGL version is 3.0 or above. If OpenGL ES is requested, this hint is ignored.

        GetWindowAttrib: Indicates if the window's context is an OpenGL forward-compatible one.

      • CONTEXT_DEBUG - WindowHint: Specifies whether to create a debug context, which may have additional error and performance issue reporting functionality.

        GetWindowAttrib: Indicates if the window's context is a debug context.

      • OPENGL_DEBUG_CONTEXT - Alias of CONTEXT_DEBUG for compatibility with earlier versions.
      • OPENGL_PROFILE - WindowHint: Specifies which OpenGL profile to create the context for. Possible values are one of OPENGL_CORE_PROFILE or OPENGL_COMPAT_PROFILE, or OPENGL_ANY_PROFILE to not request a specific profile. If requesting an OpenGL version below 3.2, OPENGL_ANY_PROFILE must be used. If OpenGL ES is requested, this hint is ignored.

        GetWindowAttrib: Indicates the OpenGL profile used by the context. This is OPENGL_CORE_PROFILE or OPENGL_COMPAT_PROFILE if the context uses a known profile, or OPENGL_ANY_PROFILE if the OpenGL profile is unknown or the context is an OpenGL ES context. Note that the returned profile may not match the profile bits of the context flags, as GLFW will try other means of detecting the profile when no bits are set.

      • CONTEXT_RELEASE_BEHAVIOR - WindowHint: Specifies the release behavior to be used by the context. If the behavior is ANY_RELEASE_BEHAVIOR, the default behavior of the context creation API will be used. If the behavior is RELEASE_BEHAVIOR_FLUSH, the pipeline will be flushed whenever the context is released from being the current one. If the behavior is RELEASE_BEHAVIOR_NONE, the pipeline will not be flushed on release.
      • CONTEXT_NO_ERROR - WindowHint: Specifies whether errors should be generated by the context. If enabled, situations that would have generated errors instead cause undefined behavior.
      • CONTEXT_CREATION_API - WindowHint: Specifies which context creation API to use to create the context. Possible values are NATIVE_CONTEXT_API, EGL_CONTEXT_API and OSMESA_CONTEXT_API. This is a hard constraint. If no client API is requested, this hint is ignored.
        Note
        • macOS: The EGL API is not available on this platform and requests to use it will fail.
        • Wayland, Mir: The EGL API is the native context creation API, so this hint will have no effect.
        • An OpenGL extension loader library that assumes it knows which context creation API is used on a given platform may fail if you change this hint. This can be resolved by having it load via GetProcAddress, which always uses the selected API.

        GetWindowAttrib: Indicates the context creation API used to create the window's context; either NATIVE_CONTEXT_API or EGL_CONTEXT_API.

      • SCALE_TO_MONITOR - WindowHint: Specifies whether the window content area should be resized based on the monitor content scale of any monitor it is placed on. This includes the initial placement when the window is created. Possible values are TRUE and FALSE.

        This hint only has an effect on platforms where screen coordinates and pixels always map 1:1 such as Windows and X11. On platforms like macOS the resolution of the framebuffer is changed independently of the window size.

      See Also:
    • GLFW_CONTEXT_NO_ERROR

      public static final int GLFW_CONTEXT_NO_ERROR
      Client API hints.
      Enum values:
      • CLIENT_API - WindowHint: Specifies which client API to create the context for. Possible values are OPENGL_API, OPENGL_ES_API and NO_API. This is a hard constraint.

        GetWindowAttrib: Indicates the client API provided by the window's context; either OPENGL_API, OPENGL_ES_API or NO_API.

      • CONTEXT_VERSION_MAJOR - WindowHint: Specifies the client API major version that the created context must be compatible with. The exact behavior of this hint depends on the requested client API.
        Note
        • While there is no way to ask the driver for a context of the highest supported version, GLFW will attempt to provide this when you ask for a version 1.0 context, which is the default for these hints.
        • OpenGL: CONTEXT_VERSION_MAJOR and CONTEXT_VERSION_MINOR are not hard constraints, but creation will fail if the OpenGL version of the created context is less than the one requested. It is therefore perfectly safe to use the default of version 1.0 for legacy code and you will still get backwards-compatible contexts of version 3.0 and above when available.
        • OpenGL ES: CONTEXT_VERSION_MAJOR and CONTEXT_VERSION_MINOR are not hard constraints, but creation will fail if the OpenGL ES version of the created context is less than the one requested. Additionally, OpenGL ES 1.x cannot be returned if 2.0 or later was requested, and vice versa. This is because OpenGL ES 3.x is backward compatible with 2.0, but OpenGL ES 2.0 is not backward compatible with 1.x.

        GetWindowAttrib: Indicate the client API major version of the window's context.

      • CONTEXT_VERSION_MINOR - WindowHint: Specifies the client API minor version that the created context must be compatible with. The exact behavior of this hint depends on the requested client API.

        GetWindowAttrib: Indicate the client API minor version of the window's context.

      • CONTEXT_REVISION - GetWindowAttrib: Indicates the client API version of the window's context.
      • CONTEXT_ROBUSTNESS - WindowHint: Specifies the robustness strategy to be used by the context. This can be one of NO_RESET_NOTIFICATION or LOSE_CONTEXT_ON_RESET, or NO_ROBUSTNESS to not request a robustness strategy.

        GetWindowAttrib: Indicates the robustness strategy used by the context. This is LOSE_CONTEXT_ON_RESET or NO_RESET_NOTIFICATION if the window's context supports robustness, or NO_ROBUSTNESS otherwise.

      • OPENGL_FORWARD_COMPAT - WindowHint: Specifies whether the OpenGL context should be forward-compatible, i.e. one where all functionality deprecated in the requested version of OpenGL is removed. This must only be used if the requested OpenGL version is 3.0 or above. If OpenGL ES is requested, this hint is ignored.

        GetWindowAttrib: Indicates if the window's context is an OpenGL forward-compatible one.

      • CONTEXT_DEBUG - WindowHint: Specifies whether to create a debug context, which may have additional error and performance issue reporting functionality.

        GetWindowAttrib: Indicates if the window's context is a debug context.

      • OPENGL_DEBUG_CONTEXT - Alias of CONTEXT_DEBUG for compatibility with earlier versions.
      • OPENGL_PROFILE - WindowHint: Specifies which OpenGL profile to create the context for. Possible values are one of OPENGL_CORE_PROFILE or OPENGL_COMPAT_PROFILE, or OPENGL_ANY_PROFILE to not request a specific profile. If requesting an OpenGL version below 3.2, OPENGL_ANY_PROFILE must be used. If OpenGL ES is requested, this hint is ignored.

        GetWindowAttrib: Indicates the OpenGL profile used by the context. This is OPENGL_CORE_PROFILE or OPENGL_COMPAT_PROFILE if the context uses a known profile, or OPENGL_ANY_PROFILE if the OpenGL profile is unknown or the context is an OpenGL ES context. Note that the returned profile may not match the profile bits of the context flags, as GLFW will try other means of detecting the profile when no bits are set.

      • CONTEXT_RELEASE_BEHAVIOR - WindowHint: Specifies the release behavior to be used by the context. If the behavior is ANY_RELEASE_BEHAVIOR, the default behavior of the context creation API will be used. If the behavior is RELEASE_BEHAVIOR_FLUSH, the pipeline will be flushed whenever the context is released from being the current one. If the behavior is RELEASE_BEHAVIOR_NONE, the pipeline will not be flushed on release.
      • CONTEXT_NO_ERROR - WindowHint: Specifies whether errors should be generated by the context. If enabled, situations that would have generated errors instead cause undefined behavior.
      • CONTEXT_CREATION_API - WindowHint: Specifies which context creation API to use to create the context. Possible values are NATIVE_CONTEXT_API, EGL_CONTEXT_API and OSMESA_CONTEXT_API. This is a hard constraint. If no client API is requested, this hint is ignored.
        Note
        • macOS: The EGL API is not available on this platform and requests to use it will fail.
        • Wayland, Mir: The EGL API is the native context creation API, so this hint will have no effect.
        • An OpenGL extension loader library that assumes it knows which context creation API is used on a given platform may fail if you change this hint. This can be resolved by having it load via GetProcAddress, which always uses the selected API.

        GetWindowAttrib: Indicates the context creation API used to create the window's context; either NATIVE_CONTEXT_API or EGL_CONTEXT_API.

      • SCALE_TO_MONITOR - WindowHint: Specifies whether the window content area should be resized based on the monitor content scale of any monitor it is placed on. This includes the initial placement when the window is created. Possible values are TRUE and FALSE.

        This hint only has an effect on platforms where screen coordinates and pixels always map 1:1 such as Windows and X11. On platforms like macOS the resolution of the framebuffer is changed independently of the window size.

      See Also:
    • GLFW_CONTEXT_CREATION_API

      public static final int GLFW_CONTEXT_CREATION_API
      Client API hints.
      Enum values:
      • CLIENT_API - WindowHint: Specifies which client API to create the context for. Possible values are OPENGL_API, OPENGL_ES_API and NO_API. This is a hard constraint.

        GetWindowAttrib: Indicates the client API provided by the window's context; either OPENGL_API, OPENGL_ES_API or NO_API.

      • CONTEXT_VERSION_MAJOR - WindowHint: Specifies the client API major version that the created context must be compatible with. The exact behavior of this hint depends on the requested client API.
        Note
        • While there is no way to ask the driver for a context of the highest supported version, GLFW will attempt to provide this when you ask for a version 1.0 context, which is the default for these hints.
        • OpenGL: CONTEXT_VERSION_MAJOR and CONTEXT_VERSION_MINOR are not hard constraints, but creation will fail if the OpenGL version of the created context is less than the one requested. It is therefore perfectly safe to use the default of version 1.0 for legacy code and you will still get backwards-compatible contexts of version 3.0 and above when available.
        • OpenGL ES: CONTEXT_VERSION_MAJOR and CONTEXT_VERSION_MINOR are not hard constraints, but creation will fail if the OpenGL ES version of the created context is less than the one requested. Additionally, OpenGL ES 1.x cannot be returned if 2.0 or later was requested, and vice versa. This is because OpenGL ES 3.x is backward compatible with 2.0, but OpenGL ES 2.0 is not backward compatible with 1.x.

        GetWindowAttrib: Indicate the client API major version of the window's context.

      • CONTEXT_VERSION_MINOR - WindowHint: Specifies the client API minor version that the created context must be compatible with. The exact behavior of this hint depends on the requested client API.

        GetWindowAttrib: Indicate the client API minor version of the window's context.

      • CONTEXT_REVISION - GetWindowAttrib: Indicates the client API version of the window's context.
      • CONTEXT_ROBUSTNESS - WindowHint: Specifies the robustness strategy to be used by the context. This can be one of NO_RESET_NOTIFICATION or LOSE_CONTEXT_ON_RESET, or NO_ROBUSTNESS to not request a robustness strategy.

        GetWindowAttrib: Indicates the robustness strategy used by the context. This is LOSE_CONTEXT_ON_RESET or NO_RESET_NOTIFICATION if the window's context supports robustness, or NO_ROBUSTNESS otherwise.

      • OPENGL_FORWARD_COMPAT - WindowHint: Specifies whether the OpenGL context should be forward-compatible, i.e. one where all functionality deprecated in the requested version of OpenGL is removed. This must only be used if the requested OpenGL version is 3.0 or above. If OpenGL ES is requested, this hint is ignored.

        GetWindowAttrib: Indicates if the window's context is an OpenGL forward-compatible one.

      • CONTEXT_DEBUG - WindowHint: Specifies whether to create a debug context, which may have additional error and performance issue reporting functionality.

        GetWindowAttrib: Indicates if the window's context is a debug context.

      • OPENGL_DEBUG_CONTEXT - Alias of CONTEXT_DEBUG for compatibility with earlier versions.
      • OPENGL_PROFILE - WindowHint: Specifies which OpenGL profile to create the context for. Possible values are one of OPENGL_CORE_PROFILE or OPENGL_COMPAT_PROFILE, or OPENGL_ANY_PROFILE to not request a specific profile. If requesting an OpenGL version below 3.2, OPENGL_ANY_PROFILE must be used. If OpenGL ES is requested, this hint is ignored.

        GetWindowAttrib: Indicates the OpenGL profile used by the context. This is OPENGL_CORE_PROFILE or OPENGL_COMPAT_PROFILE if the context uses a known profile, or OPENGL_ANY_PROFILE if the OpenGL profile is unknown or the context is an OpenGL ES context. Note that the returned profile may not match the profile bits of the context flags, as GLFW will try other means of detecting the profile when no bits are set.

      • CONTEXT_RELEASE_BEHAVIOR - WindowHint: Specifies the release behavior to be used by the context. If the behavior is ANY_RELEASE_BEHAVIOR, the default behavior of the context creation API will be used. If the behavior is RELEASE_BEHAVIOR_FLUSH, the pipeline will be flushed whenever the context is released from being the current one. If the behavior is RELEASE_BEHAVIOR_NONE, the pipeline will not be flushed on release.
      • CONTEXT_NO_ERROR - WindowHint: Specifies whether errors should be generated by the context. If enabled, situations that would have generated errors instead cause undefined behavior.
      • CONTEXT_CREATION_API - WindowHint: Specifies which context creation API to use to create the context. Possible values are NATIVE_CONTEXT_API, EGL_CONTEXT_API and OSMESA_CONTEXT_API. This is a hard constraint. If no client API is requested, this hint is ignored.
        Note
        • macOS: The EGL API is not available on this platform and requests to use it will fail.
        • Wayland, Mir: The EGL API is the native context creation API, so this hint will have no effect.
        • An OpenGL extension loader library that assumes it knows which context creation API is used on a given platform may fail if you change this hint. This can be resolved by having it load via GetProcAddress, which always uses the selected API.

        GetWindowAttrib: Indicates the context creation API used to create the window's context; either NATIVE_CONTEXT_API or EGL_CONTEXT_API.

      • SCALE_TO_MONITOR - WindowHint: Specifies whether the window content area should be resized based on the monitor content scale of any monitor it is placed on. This includes the initial placement when the window is created. Possible values are TRUE and FALSE.

        This hint only has an effect on platforms where screen coordinates and pixels always map 1:1 such as Windows and X11. On platforms like macOS the resolution of the framebuffer is changed independently of the window size.

      See Also:
    • GLFW_SCALE_TO_MONITOR

      public static final int GLFW_SCALE_TO_MONITOR
      Client API hints.
      Enum values:
      • CLIENT_API - WindowHint: Specifies which client API to create the context for. Possible values are OPENGL_API, OPENGL_ES_API and NO_API. This is a hard constraint.

        GetWindowAttrib: Indicates the client API provided by the window's context; either OPENGL_API, OPENGL_ES_API or NO_API.

      • CONTEXT_VERSION_MAJOR - WindowHint: Specifies the client API major version that the created context must be compatible with. The exact behavior of this hint depends on the requested client API.
        Note
        • While there is no way to ask the driver for a context of the highest supported version, GLFW will attempt to provide this when you ask for a version 1.0 context, which is the default for these hints.
        • OpenGL: CONTEXT_VERSION_MAJOR and CONTEXT_VERSION_MINOR are not hard constraints, but creation will fail if the OpenGL version of the created context is less than the one requested. It is therefore perfectly safe to use the default of version 1.0 for legacy code and you will still get backwards-compatible contexts of version 3.0 and above when available.
        • OpenGL ES: CONTEXT_VERSION_MAJOR and CONTEXT_VERSION_MINOR are not hard constraints, but creation will fail if the OpenGL ES version of the created context is less than the one requested. Additionally, OpenGL ES 1.x cannot be returned if 2.0 or later was requested, and vice versa. This is because OpenGL ES 3.x is backward compatible with 2.0, but OpenGL ES 2.0 is not backward compatible with 1.x.

        GetWindowAttrib: Indicate the client API major version of the window's context.

      • CONTEXT_VERSION_MINOR - WindowHint: Specifies the client API minor version that the created context must be compatible with. The exact behavior of this hint depends on the requested client API.

        GetWindowAttrib: Indicate the client API minor version of the window's context.

      • CONTEXT_REVISION - GetWindowAttrib: Indicates the client API version of the window's context.
      • CONTEXT_ROBUSTNESS - WindowHint: Specifies the robustness strategy to be used by the context. This can be one of NO_RESET_NOTIFICATION or LOSE_CONTEXT_ON_RESET, or NO_ROBUSTNESS to not request a robustness strategy.

        GetWindowAttrib: Indicates the robustness strategy used by the context. This is LOSE_CONTEXT_ON_RESET or NO_RESET_NOTIFICATION if the window's context supports robustness, or NO_ROBUSTNESS otherwise.

      • OPENGL_FORWARD_COMPAT - WindowHint: Specifies whether the OpenGL context should be forward-compatible, i.e. one where all functionality deprecated in the requested version of OpenGL is removed. This must only be used if the requested OpenGL version is 3.0 or above. If OpenGL ES is requested, this hint is ignored.

        GetWindowAttrib: Indicates if the window's context is an OpenGL forward-compatible one.

      • CONTEXT_DEBUG - WindowHint: Specifies whether to create a debug context, which may have additional error and performance issue reporting functionality.

        GetWindowAttrib: Indicates if the window's context is a debug context.

      • OPENGL_DEBUG_CONTEXT - Alias of CONTEXT_DEBUG for compatibility with earlier versions.
      • OPENGL_PROFILE - WindowHint: Specifies which OpenGL profile to create the context for. Possible values are one of OPENGL_CORE_PROFILE or OPENGL_COMPAT_PROFILE, or OPENGL_ANY_PROFILE to not request a specific profile. If requesting an OpenGL version below 3.2, OPENGL_ANY_PROFILE must be used. If OpenGL ES is requested, this hint is ignored.

        GetWindowAttrib: Indicates the OpenGL profile used by the context. This is OPENGL_CORE_PROFILE or OPENGL_COMPAT_PROFILE if the context uses a known profile, or OPENGL_ANY_PROFILE if the OpenGL profile is unknown or the context is an OpenGL ES context. Note that the returned profile may not match the profile bits of the context flags, as GLFW will try other means of detecting the profile when no bits are set.

      • CONTEXT_RELEASE_BEHAVIOR - WindowHint: Specifies the release behavior to be used by the context. If the behavior is ANY_RELEASE_BEHAVIOR, the default behavior of the context creation API will be used. If the behavior is RELEASE_BEHAVIOR_FLUSH, the pipeline will be flushed whenever the context is released from being the current one. If the behavior is RELEASE_BEHAVIOR_NONE, the pipeline will not be flushed on release.
      • CONTEXT_NO_ERROR - WindowHint: Specifies whether errors should be generated by the context. If enabled, situations that would have generated errors instead cause undefined behavior.
      • CONTEXT_CREATION_API - WindowHint: Specifies which context creation API to use to create the context. Possible values are NATIVE_CONTEXT_API, EGL_CONTEXT_API and OSMESA_CONTEXT_API. This is a hard constraint. If no client API is requested, this hint is ignored.
        Note
        • macOS: The EGL API is not available on this platform and requests to use it will fail.
        • Wayland, Mir: The EGL API is the native context creation API, so this hint will have no effect.
        • An OpenGL extension loader library that assumes it knows which context creation API is used on a given platform may fail if you change this hint. This can be resolved by having it load via GetProcAddress, which always uses the selected API.

        GetWindowAttrib: Indicates the context creation API used to create the window's context; either NATIVE_CONTEXT_API or EGL_CONTEXT_API.

      • SCALE_TO_MONITOR - WindowHint: Specifies whether the window content area should be resized based on the monitor content scale of any monitor it is placed on. This includes the initial placement when the window is created. Possible values are TRUE and FALSE.

        This hint only has an effect on platforms where screen coordinates and pixels always map 1:1 such as Windows and X11. On platforms like macOS the resolution of the framebuffer is changed independently of the window size.

      See Also:
    • GLFW_COCOA_RETINA_FRAMEBUFFER

      public static final int GLFW_COCOA_RETINA_FRAMEBUFFER
      Specifies whether to use full resolution framebuffers on Retina displays.

      This is ignored on other platforms.

      See Also:
    • GLFW_COCOA_FRAME_NAME

      public static final int GLFW_COCOA_FRAME_NAME
      Specifies the UTF-8 encoded name to use for autosaving the window frame, or if empty disables frame autosaving for the window.

      This is ignored on other platforms.

      See Also:
    • GLFW_COCOA_GRAPHICS_SWITCHING

      public static final int GLFW_COCOA_GRAPHICS_SWITCHING
      Specifies whether to enable Automatic Graphics Switching, i.e. to allow the system to choose the integrated GPU for the OpenGL context and move it between GPUs if necessary or whether to force it to always run on the discrete GPU. This only affects systems with both integrated and discrete GPUs.

      This is ignored on other platforms.

      See Also:
    • GLFW_X11_CLASS_NAME

      public static final int GLFW_X11_CLASS_NAME
      The desired ASCII encoded class and instance parts of the ICCCM WM_CLASS window property.

      These are ignored on other platforms.

      See Also:
    • GLFW_X11_INSTANCE_NAME

      public static final int GLFW_X11_INSTANCE_NAME
      The desired ASCII encoded class and instance parts of the ICCCM WM_CLASS window property.

      These are ignored on other platforms.

      See Also:
    • GLFW_WIN32_KEYBOARD_MENU

      public static final int GLFW_WIN32_KEYBOARD_MENU
      Specifies whether to allow access to the window menu via the Alt+Space and Alt-and-then-Space keyboard shortcuts.

      This is ignored on other platforms.

      See Also:
    • GLFW_WAYLAND_APP_ID

      public static final int GLFW_WAYLAND_APP_ID
      Allows specification of the Wayland app_id.

      This is ignored on other platforms.

      See Also:
    • GLFW_NO_API

      public static final int GLFW_NO_API
      Values for the CLIENT_API hint.
      See Also:
    • GLFW_OPENGL_API

      public static final int GLFW_OPENGL_API
      Values for the CLIENT_API hint.
      See Also:
    • GLFW_OPENGL_ES_API

      public static final int GLFW_OPENGL_ES_API
      Values for the CLIENT_API hint.
      See Also:
    • GLFW_NO_ROBUSTNESS

      public static final int GLFW_NO_ROBUSTNESS
      Values for the CONTEXT_ROBUSTNESS hint.
      See Also:
    • GLFW_NO_RESET_NOTIFICATION

      public static final int GLFW_NO_RESET_NOTIFICATION
      Values for the CONTEXT_ROBUSTNESS hint.
      See Also:
    • GLFW_LOSE_CONTEXT_ON_RESET

      public static final int GLFW_LOSE_CONTEXT_ON_RESET
      Values for the CONTEXT_ROBUSTNESS hint.
      See Also:
    • GLFW_OPENGL_ANY_PROFILE

      public static final int GLFW_OPENGL_ANY_PROFILE
      Values for the OPENGL_PROFILE hint.
      See Also:
    • GLFW_OPENGL_CORE_PROFILE

      public static final int GLFW_OPENGL_CORE_PROFILE
      Values for the OPENGL_PROFILE hint.
      See Also:
    • GLFW_OPENGL_COMPAT_PROFILE

      public static final int GLFW_OPENGL_COMPAT_PROFILE
      Values for the OPENGL_PROFILE hint.
      See Also:
    • GLFW_ANY_RELEASE_BEHAVIOR

      public static final int GLFW_ANY_RELEASE_BEHAVIOR
      Values for the CONTEXT_RELEASE_BEHAVIOR hint.
      See Also:
    • GLFW_RELEASE_BEHAVIOR_FLUSH

      public static final int GLFW_RELEASE_BEHAVIOR_FLUSH
      Values for the CONTEXT_RELEASE_BEHAVIOR hint.
      See Also:
    • GLFW_RELEASE_BEHAVIOR_NONE

      public static final int GLFW_RELEASE_BEHAVIOR_NONE
      Values for the CONTEXT_RELEASE_BEHAVIOR hint.
      See Also:
    • GLFW_NATIVE_CONTEXT_API

      public static final int GLFW_NATIVE_CONTEXT_API
      Values for the CONTEXT_CREATION_API hint.
      See Also:
    • GLFW_EGL_CONTEXT_API

      public static final int GLFW_EGL_CONTEXT_API
      Values for the CONTEXT_CREATION_API hint.
      See Also:
    • GLFW_OSMESA_CONTEXT_API

      public static final int GLFW_OSMESA_CONTEXT_API
      Values for the CONTEXT_CREATION_API hint.
      See Also:
    • GLFW_ANGLE_PLATFORM_TYPE_NONE

      public static final int GLFW_ANGLE_PLATFORM_TYPE_NONE
      Values for the ANGLE_PLATFORM_TYPE hint.
      See Also:
    • GLFW_ANGLE_PLATFORM_TYPE_OPENGL

      public static final int GLFW_ANGLE_PLATFORM_TYPE_OPENGL
      Values for the ANGLE_PLATFORM_TYPE hint.
      See Also:
    • GLFW_ANGLE_PLATFORM_TYPE_OPENGLES

      public static final int GLFW_ANGLE_PLATFORM_TYPE_OPENGLES
      Values for the ANGLE_PLATFORM_TYPE hint.
      See Also:
    • GLFW_ANGLE_PLATFORM_TYPE_D3D9

      public static final int GLFW_ANGLE_PLATFORM_TYPE_D3D9
      Values for the ANGLE_PLATFORM_TYPE hint.
      See Also:
    • GLFW_ANGLE_PLATFORM_TYPE_D3D11

      public static final int GLFW_ANGLE_PLATFORM_TYPE_D3D11
      Values for the ANGLE_PLATFORM_TYPE hint.
      See Also:
    • GLFW_ANGLE_PLATFORM_TYPE_VULKAN

      public static final int GLFW_ANGLE_PLATFORM_TYPE_VULKAN
      Values for the ANGLE_PLATFORM_TYPE hint.
      See Also:
    • GLFW_ANGLE_PLATFORM_TYPE_METAL

      public static final int GLFW_ANGLE_PLATFORM_TYPE_METAL
      Values for the ANGLE_PLATFORM_TYPE hint.
      See Also:
    • GLFW_WAYLAND_PREFER_LIBDECOR

      public static final int GLFW_WAYLAND_PREFER_LIBDECOR
      Values for the WAYLAND_LIBDECOR hint.
      See Also:
    • GLFW_WAYLAND_DISABLE_LIBDECOR

      public static final int GLFW_WAYLAND_DISABLE_LIBDECOR
      Values for the WAYLAND_LIBDECOR hint.
      See Also:
  • Method Details

    • getLibrary

      public static org.lwjgl.system.SharedLibrary getLibrary()
      Returns the glfw SharedLibrary.
    • glfwInit

      public static boolean glfwInit()
      Initializes the GLFW library. Before most GLFW functions can be used, GLFW must be initialized, and before an application terminates GLFW should be terminated in order to free any resources allocated during or after initialization.

      If this function fails, it calls Terminate before returning. If it succeeds, you should call Terminate before the application exits.

      Additional calls to this function after successful initialization but before termination will return TRUE immediately.

      The PLATFORM init hint controls which platforms are considered during initialization. This also depends on which platforms the library was compiled to support.

      Note
      • This function must only be called from the main thread.
      • macOS: This function will change the current directory of the application to the `Contents/Resources` subdirectory of the application's bundle, if present. This can be disabled with the COCOA_CHDIR_RESOURCES init hint.
      • macOS: This function will create the main menu and dock icon for the application. If GLFW finds a MainMenu.nib it is loaded and assumed to contain a menu bar. Otherwise a minimal menu bar is created manually with common commands like Hide, Quit and About. The About entry opens a minimal about dialog with information from the application's bundle. The menu bar and dock icon can be disabled entirely with the COCOA_MENUBAR init hint.
      • x11: This function will set the LC_CTYPE category of the application locale according to the current environment if that category is still "C". This is because the "C" locale breaks Unicode text input.
      Returns:
      TRUE if successful, or FALSE if an error occurred.

      Possible errors include PLATFORM_UNAVAILABLE and PLATFORM_ERROR.

      Since:
      version 1.0
    • glfwTerminate

      public static void glfwTerminate()
      Terminates the GLFW library.

      This function destroys all remaining windows and cursors, restores any modified gamma ramps and frees any other allocated resources. Once this function is called, you must again call Init successfully before you will be able to use most GLFW functions.

      If GLFW has been successfully initialized, this function should be called before the application exits. If initialization fails, there is no need to call this function, as it is called by Init before it returns failure.

      This function has no effect if GLFW is not initialized.

      Note
      • This function may be called before Init.
      • This function must only be called from the main thread.
      • This function must not be called from a callback.
      • No window's context may be current on another thread when this function is called.
      Since:
      version 1.0
    • glfwInitHint

      public static void glfwInitHint(int hint, int value)
      Sets hints for the next initialization of GLFW.

      The values you set hints to are never reset by GLFW, but they only take effect during initialization. Once GLFW has been initialized, any values you set will be ignored until the library is terminated and initialized again.

      Some hints are platform specific. These may be set on any platform but they will only affect their specific platform. Other platforms will simply ignore them. Setting these hints requires no platform specific headers or functions.

      Note
      • This function may be called before Init.
      • This function must only be called from the main thread.
      Parameters:
      hint - the init hint to set. One of:
      JOYSTICK_HAT_BUTTONSANGLE_PLATFORM_TYPECOCOA_CHDIR_RESOURCESCOCOA_MENUBAR
      PLATFORMX11_XCB_VULKAN_SURFACE
      value - the new value of the init hint
      Since:
      version 3.3
    • nglfwInitAllocator

      public static void nglfwInitAllocator(long allocator)
      Unsafe version of: InitAllocator
    • glfwInitAllocator

      public static void glfwInitAllocator(@Nullable GLFWAllocator allocator)
      Sets the init allocator to the desired value.

      To use the default allocator, call this function with a NULL argument.

      If you specify an allocator struct, every member must be a valid function pointer. If any member is NULL, this function emits INVALID_VALUE and the init allocator is unchanged.

      Note
      • Possible errors include INVALID_VALUE.
      • The specified allocator is copied before this function returns.
      • This function must only be called from the main thread.
      Parameters:
      allocator - the allocator to use at the next initialization, or NULL to use the default one
      Since:
      version 3.4
    • nglfwGetVersion

      public static void nglfwGetVersion(long major, long minor, long rev)
      Unsafe version of: GetVersion
    • glfwGetVersion

      public static void glfwGetVersion(@Nullable IntBuffer major, @Nullable IntBuffer minor, @Nullable IntBuffer rev)
      Retrieves the major, minor and revision numbers of the GLFW library. It is intended for when you are using GLFW as a shared library and want to ensure that you are using the minimum required version.
      Note
      • Any or all of the version arguments may be NULL.
      • This function always succeeds.
      • This function may be called before Init.
      • This function may be called from any thread.
      Parameters:
      major - where to store the major version number, or NULL
      minor - where to store the minor version number, or NULL
      rev - where to store the revision number, or NULL
      Since:
      version 1.0
    • nglfwGetVersionString

      public static long nglfwGetVersionString()
      Unsafe version of: GetVersionString
    • glfwGetVersionString

      public static String glfwGetVersionString()
      Returns the compile-time generated version string of the GLFW library binary. It describes the version, platforms, compiler and any platform or operating system specific compile-time options. It should not be confused with the OpenGL or OpenGL ES version string, queried with glGetString.

      Do not use the version string to parse the GLFW library version. The GetVersion function already provides the version of the library binary in numerical format.

      Do not use the version string to parse what platforms are supported. The PlatformSupported function lets you query platform support.

      Note
      • This function always succeeds.
      • This function may be called before Init.
      • This function may be called from any thread.
      • The returned string is static and compile-time generated.
      Returns:
      the ASCII encoded GLFW version string
      Since:
      version 3.0
    • nglfwGetError

      public static int nglfwGetError(long description)
      Unsafe version of: GetError
    • glfwGetError

      public static int glfwGetError(@Nullable org.lwjgl.PointerBuffer description)
      Returns and clears the last error for the calling thread.

      This function returns and clears the error code of the last error that occurred on the calling thread and optionally a UTF-8 encoded human-readable description of it. If no error has occurred since the last call, it returns NO_ERROR (zero), and the description pointer is set to NULL.

      Note
      • This function may be called before Init.
      • This function may be called from any thread.
      • The returned string is allocated and freed by GLFW. You should not free it yourself. It is guaranteed to be valid only until the next error occurs or the library is terminated.
      Parameters:
      description - where to store the error description pointer, or NULL
      Returns:
      the last error code for the calling thread, or NO_ERROR (zero)
      Since:
      version 3.3
    • nglfwSetErrorCallback

      public static long nglfwSetErrorCallback(long cbfun)
      Unsafe version of: SetErrorCallback
    • glfwSetErrorCallback

      @Nullable public static GLFWErrorCallback glfwSetErrorCallback(@Nullable GLFWErrorCallbackI cbfun)
      Sets the error callback, which is called with an error code and a human-readable description each time a GLFW error occurs.

      The error code is set before the callback is called. Calling GetError from the error callback will return the same value as the error code argument.

      The error callback is called on the thread where the error occurred. If you are using GLFW from multiple threads, your error callback needs to be written accordingly.

      Because the description string may have been generated specifically for that error, it is not guaranteed to be valid after the callback has returned. If you wish to use it after the callback returns, you need to make a copy.

      Once set, the error callback remains set even after the library has been terminated.

      Note
      • This function may be called before Init.
      • This function must only be called from the main thread.
      Parameters:
      cbfun - the new callback or NULL to remove the currently set callback
      Returns:
      the previously set callback, or NULL if no callback was set
      Since:
      version 3.0
    • glfwGetPlatform

      public static int glfwGetPlatform()
      Returns the currently selected platform.

      This function returns the platform that was selected during initialization. The returned value will be one of PLATFORM_WIN32, PLATFORM_COCOA, PLATFORM_WAYLAND, PLATFORM_X11 or PLATFORM_NULL.

      This function may be called from any thread.

      Returns:
      the currently selected platform, or zero if an error occurred.

      Possible errors include NOT_INITIALIZED.

      Since:
      version 3.4
    • glfwPlatformSupported

      public static boolean glfwPlatformSupported(int platform)
      Returns whether the library includes support for the specified platform.

      This function returns whether the library was compiled with support for the specified platform.

      This function may be called before Init.

      This function may be called from any thread.

      Parameters:
      platform - the platform to query. One of:
      PLATFORM_WIN32PLATFORM_COCOAPLATFORM_WAYLANDPLATFORM_X11PLATFORM_NULL
      Returns:
      TRUE if the platform is supported, or FALSE otherwise.

      Possible errors include INVALID_ENUM.

      Since:
      version 3.4
    • nglfwGetMonitors

      public static long nglfwGetMonitors(long count)
      Unsafe version of: GetMonitors
      Parameters:
      count - where to store the number of monitors in the returned array. This is set to zero if an error occurred.
    • glfwGetMonitors

      @Nullable public static org.lwjgl.PointerBuffer glfwGetMonitors()
      Returns an array of handles for all currently connected monitors. The primary monitor is always first in the returned array. If no monitors were found, this function returns NULL.

      The returned array is allocated and freed by GLFW. You should not free it yourself. It is guaranteed to be valid only until the monitor configuration changes or the library is terminated.

      This function must only be called from the main thread.

      Returns:
      an array of monitor handlers, or NULL if no monitors were found or if an error occurred
      Since:
      version 3.0
    • glfwGetPrimaryMonitor

      public static long glfwGetPrimaryMonitor()
      Returns the primary monitor. This is usually the monitor where elements like the task bar or global menu bar are located.

      This function must only be called from the main thread.

      The primary monitor is always first in the array returned by GetMonitors.

      Returns:
      the primary monitor, or NULL if no monitors were found or if an error occurred
      Since:
      version 3.0
    • nglfwGetMonitorPos

      public static void nglfwGetMonitorPos(long monitor, long xpos, long ypos)
      Unsafe version of: GetMonitorPos
    • glfwGetMonitorPos

      public static void glfwGetMonitorPos(long monitor, @Nullable IntBuffer xpos, @Nullable IntBuffer ypos)
      Returns the position, in screen coordinates, of the upper-left corner of the specified monitor.

      Any or all of the position arguments may be NULL. If an error occurs, all non-NULL position arguments will be set to zero.

      This function must only be called from the main thread.

      Parameters:
      monitor - the monitor to query
      xpos - where to store the monitor x-coordinate, or NULL
      ypos - where to store the monitor y-coordinate, or NULL
      Since:
      version 3.0
    • nglfwGetMonitorWorkarea

      public static void nglfwGetMonitorWorkarea(long monitor, long xpos, long ypos, long width, long height)
      Unsafe version of: GetMonitorWorkarea
    • glfwGetMonitorWorkarea

      public static void glfwGetMonitorWorkarea(long monitor, @Nullable IntBuffer xpos, @Nullable IntBuffer ypos, @Nullable IntBuffer width, @Nullable IntBuffer height)
      Retrieves the work area of the monitor.

      This function returns the position, in screen coordinates, of the upper-left corner of the work area of the specified monitor along with the work area size in screen coordinates. The work area is defined as the area of the monitor not occluded by the window system task bar where present. If no task bar exists then the work area is the monitor resolution in screen coordinates.

      Any or all of the position and size arguments may be NULL. If an error occurs, all non-NULL position and size arguments will be set to zero.

      This function must only be called from the main thread.

      Parameters:
      monitor - the monitor to query
      xpos - where to store the working area x-coordinate, or NULL
      ypos - where to store the working area y-coordinate, or NULL
      width - where to store the working area width, or NULL
      height - where to store the working area height, or NULL
      Since:
      version 3.3
    • nglfwGetMonitorPhysicalSize

      public static void nglfwGetMonitorPhysicalSize(long monitor, long widthMM, long heightMM)
      Unsafe version of: GetMonitorPhysicalSize
    • glfwGetMonitorPhysicalSize

      public static void glfwGetMonitorPhysicalSize(long monitor, @Nullable IntBuffer widthMM, @Nullable IntBuffer heightMM)
      Returns the size, in millimetres, of the display area of the specified monitor.

      Some platforms do not provide accurate monitor size information, either because the monitor EDID data is incorrect or because the driver does not report it accurately.

      Any or all of the size arguments may be NULL. If an error occurs, all non-NULL size arguments will be set to zero.

      Note
      • This function must only be called from the main thread.
      • Windows: On Windows 8 and earlier the physical size is calculated from the current resolution and system DPI instead of querying the monitor EDID data.
      Parameters:
      monitor - the monitor to query
      widthMM - where to store the width, in millimetres, of the monitor's display area, or NULL
      heightMM - where to store the height, in millimetres, of the monitor's display area, or NULL
      Since:
      version 3.0
    • nglfwGetMonitorContentScale

      public static void nglfwGetMonitorContentScale(long monitor, long xscale, long yscale)
      Unsafe version of: GetMonitorContentScale
    • glfwGetMonitorContentScale

      public static void glfwGetMonitorContentScale(long monitor, @Nullable FloatBuffer xscale, @Nullable FloatBuffer yscale)
      Retrieves the content scale for the specified monitor.

      This function retrieves the content scale for the specified monitor. The content scale is the ratio between the current DPI and the platform's default DPI. This is especially important for text and any UI elements. If the pixel dimensions of your UI scaled by this look appropriate on your machine then it should appear at a reasonable size on other machines regardless of their DPI and scaling settings. This relies on the system DPI and scaling settings being somewhat correct.

      The content scale may depend on both the monitor resolution and pixel density and on user settings. It may be very different from the raw DPI calculated from the physical size and current resolution.

      This function must only be called from the main thread.

      Parameters:
      monitor - the monitor to query
      xscale - where to store the x-axis content scale, or NULL
      yscale - where to store the y-axis content scale, or NULL
      Since:
      version 3.3
    • nglfwGetMonitorName

      public static long nglfwGetMonitorName(long monitor)
      Unsafe version of: GetMonitorName
    • glfwGetMonitorName

      @Nullable public static String glfwGetMonitorName(long monitor)
      Returns a human-readable name, encoded as UTF-8, of the specified monitor. The name typically reflects the make and model of the monitor and is not guaranteed to be unique among the connected monitors.

      The returned string is allocated and freed by GLFW. You should not free it yourself. It is valid until the specified monitor is disconnected or the library is terminated.

      This function must only be called from the main thread.

      Parameters:
      monitor - the monitor to query
      Returns:
      the UTF-8 encoded name of the monitor, or NULL if an error occurred
      Since:
      version 3.0
    • glfwSetMonitorUserPointer

      public static void glfwSetMonitorUserPointer(long monitor, long pointer)
      Sets the user pointer of the specified monitor.

      This function sets the user-defined pointer of the specified monitor. The current value is retained until the monitor is disconnected. The initial value is NULL.

      This function may be called from the monitor callback, even for a monitor that is being disconnected.

      This function may be called from any thread. Access is not synchronized.

      Parameters:
      monitor - the monitor whose pointer to set
      pointer - the new value
      Since:
      version 3.3
    • glfwGetMonitorUserPointer

      public static long glfwGetMonitorUserPointer(long monitor)
      Returns the user pointer of the specified monitor.

      This function returns the current value of the user-defined pointer of the specified monitor. The initial value is NULL.

      This function may be called from the monitor callback, even for a monitor that is being disconnected.

      This function may be called from any thread. Access is not synchronized.

      Parameters:
      monitor - the monitor whose pointer to return
      Since:
      version 3.3
    • nglfwSetMonitorCallback

      public static long nglfwSetMonitorCallback(long cbfun)
      Unsafe version of: SetMonitorCallback
    • glfwSetMonitorCallback

      @Nullable public static GLFWMonitorCallback glfwSetMonitorCallback(@Nullable GLFWMonitorCallbackI cbfun)
      Sets the monitor configuration callback, or removes the currently set callback. This is called when a monitor is connected to or disconnected from the system.

      This function must only be called from the main thread.

      Parameters:
      cbfun - the new callback, or NULL to remove the currently set callback
      Returns:
      the previously set callback, or NULL if no callback was set or the library had not been initialized
      Since:
      version 3.0
    • nglfwGetVideoModes

      public static long nglfwGetVideoModes(long monitor, long count)
      Unsafe version of: GetVideoModes
      Parameters:
      count - where to store the number of video modes in the returned array. This is set to zero if an error occurred.
    • glfwGetVideoModes

      @Nullable public static GLFWVidMode.Buffer glfwGetVideoModes(long monitor)
      Returns an array of all video modes supported by the specified monitor.

      The returned array is sorted in ascending order, first by color bit depth (the sum of all channel depths), then by resolution area (the product of width and height), then resolution width and finally by refresh rate.

      The returned array is allocated and freed by GLFW. You should not free it yourself. It is valid until the specified monitor is disconnected, this function is called again for that monitor or the library is terminated.

      This function must only be called from the main thread.

      Parameters:
      monitor - the monitor to query
      Returns:
      an array of video modes, or NULL if an error occurred
      Since:
      version 1.0
    • nglfwGetVideoMode

      public static long nglfwGetVideoMode(long monitor)
      Unsafe version of: GetVideoMode
    • glfwGetVideoMode

      @Nullable public static GLFWVidMode glfwGetVideoMode(long monitor)
      Returns the current video mode of the specified monitor. If you have created a full screen window for that monitor, the return value will depend on whether that window is iconified.

      The returned array is allocated and freed by GLFW. You should not free it yourself. It is valid until the specified monitor is disconnected or the library is terminated.

      This function must only be called from the main thread.

      Parameters:
      monitor - the monitor to query
      Returns:
      the current mode of the monitor, or NULL if an error occurred
      Since:
      version 3.0
    • glfwSetGamma

      public static void glfwSetGamma(long monitor, float gamma)
      Generates a gamma ramp and sets it for the specified monitor.

      This function generates an appropriately sized gamma ramp from the specified exponent and then calls SetGammaRamp with it. The value must be a finite number greater than zero.

      The software controlled gamma ramp is applied in addition to the hardware gamma correction, which today is usually an approximation of sRGB gamma. This means that setting a perfectly linear ramp, or gamma 1.0, will produce the default (usually sRGB-like) behavior.

      For gamma correct rendering with OpenGL or OpenGL ES, see the SRGB_CAPABLE hint.

      Notes:

      • This function must only be called from the main thread.
      • Wayland: Gamma handling is a privileged protocol, this function will thus never be implemented and emits PLATFORM_ERROR.
      Parameters:
      monitor - the monitor whose gamma ramp to set
      gamma - the desired exponent
      Since:
      version 3.0
    • nglfwGetGammaRamp

      public static long nglfwGetGammaRamp(long monitor)
      Unsafe version of: GetGammaRamp
    • glfwGetGammaRamp

      @Nullable public static GLFWGammaRamp glfwGetGammaRamp(long monitor)
      Returns the current gamma ramp of the specified monitor.

      The returned structure and its arrays are allocated and freed by GLFW. You should not free them yourself. They are valid until the specified monitor is disconnected, this function is called again for that monitor or the library is terminated.

      Notes:

      • This function must only be called from the main thread.
      • Wayland: Gamma handling is a privileged protocol, this function will thus never be implemented and emits PLATFORM_ERROR while returning NULL.
      Parameters:
      monitor - the monitor to query
      Returns:
      the current gamma ramp, or NULL if an error occurred
      Since:
      version 3.0
    • nglfwSetGammaRamp

      public static void nglfwSetGammaRamp(long monitor, long ramp)
      Unsafe version of: SetGammaRamp
    • glfwSetGammaRamp

      public static void glfwSetGammaRamp(long monitor, GLFWGammaRamp ramp)
      Sets the current gamma ramp for the specified monitor.

      This function sets the current gamma ramp for the specified monitor. The original gamma ramp for that monitor is saved by GLFW the first time this function is called and is restored by Terminate.

      The software controlled gamma ramp is applied in addition to the hardware gamma correction, which today is usually an approximation of sRGB gamma. This means that setting a perfectly linear ramp, or gamma 1.0, will produce the default (usually sRGB-like) behavior.

      For gamma correct rendering with OpenGL or OpenGL ES, see the SRGB_CAPABLE hint.

      Note
      • This function must only be called from the main thread.
      • The size of the specified gamma ramp should match the size of the current ramp for that monitor.
      • Windows: The gamma ramp size must be 256.
      • Wayland: Gamma handling is a privileged protocol, this function will thus never be implemented and emits PLATFORM_ERROR.
      • The specified gamma ramp is copied before this function returns.
      Parameters:
      monitor - the monitor whose gamma ramp to set
      ramp - the gamma ramp to use
      Since:
      version 3.0
    • glfwDefaultWindowHints

      public static void glfwDefaultWindowHints()
      Resets all window hints to their default values. See WindowHint for details.

      This function must only be called from the main thread.

      Since:
      version 3.0
    • glfwWindowHint

      public static void glfwWindowHint(int hint, int value)
      Sets hints for the next call to CreateWindow. The hints, once set, retain their values until changed by a call to this function or DefaultWindowHints, or until the library is terminated.

      Only integer value hints can be set with this function. String value hints are set with WindowHintString.

      This function does not check whether the specified hint values are valid. If you set hints to invalid values this will instead be reported by the next call to CreateWindow.

      Some hints are platform specific. These may be set on any platform but they will only affect their specific platform. Other platforms will ignore them. Setting these hints requires no platform specific headers or functions.

      Supported and default values
      NameDefault valueSupported values
      RESIZABLETRUETRUE or FALSE
      VISIBLETRUETRUE or FALSE
      DECORATEDTRUETRUE or FALSE
      FOCUSEDTRUETRUE or FALSE
      AUTO_ICONIFYTRUETRUE or FALSE
      FLOATINGFALSETRUE or FALSE
      MAXIMIZEDFALSETRUE or FALSE
      CENTER_CURSORTRUETRUE or FALSE
      TRANSPARENT_FRAMEBUFFERFALSETRUE or FALSE
      FOCUS_ON_SHOWTRUETRUE or FALSE
      SCALE_TO_MONITORFALSETRUE or FALSE
      MOUSE_PASSTHROUGHFALSETRUE or FALSE
      RED_BITS80 to Integer.MAX_VALUE or DONT_CARE
      GREEN_BITS80 to Integer.MAX_VALUE or DONT_CARE
      BLUE_BITS80 to Integer.MAX_VALUE or DONT_CARE
      ALPHA_BITS80 to Integer.MAX_VALUE or DONT_CARE
      DEPTH_BITS240 to Integer.MAX_VALUE or DONT_CARE
      STENCIL_BITS80 to Integer.MAX_VALUE or DONT_CARE
      ACCUM_RED_BITS00 to Integer.MAX_VALUE or DONT_CARE
      ACCUM_GREEN_BITS00 to Integer.MAX_VALUE or DONT_CARE
      ACCUM_BLUE_BITS00 to Integer.MAX_VALUE or DONT_CARE
      ACCUM_ALPHA_BITS00 to Integer.MAX_VALUE or DONT_CARE
      AUX_BUFFERS00 to Integer.MAX_VALUE
      SAMPLES00 to Integer.MAX_VALUE
      REFRESH_RATEDONT_CARE0 to Integer.MAX_VALUE or DONT_CARE
      STEREOFALSETRUE or FALSE
      SRGB_CAPABLEFALSETRUE or FALSE
      DOUBLEBUFFERTRUETRUE or FALSE
      CLIENT_APIOPENGL_APINO_API OPENGL_API OPENGL_ES_API
      CONTEXT_CREATION_APINATIVE_CONTEXT_APINATIVE_CONTEXT_API EGL_CONTEXT_API OSMESA_CONTEXT_API
      CONTEXT_VERSION_MAJOR1Any valid major version number of the chosen client API
      CONTEXT_VERSION_MINOR0Any valid minor version number of the chosen client API
      CONTEXT_ROBUSTNESSNO_ROBUSTNESSNO_ROBUSTNESS NO_RESET_NOTIFICATION LOSE_CONTEXT_ON_RESET
      CONTEXT_RELEASE_BEHAVIORANY_RELEASE_BEHAVIORANY_RELEASE_BEHAVIOR RELEASE_BEHAVIOR_FLUSH RELEASE_BEHAVIOR_NONE
      CONTEXT_NO_ERRORFALSETRUE or FALSE
      OPENGL_FORWARD_COMPATFALSETRUE or FALSE
      OPENGL_DEBUG_CONTEXTFALSETRUE or FALSE
      OPENGL_PROFILEOPENGL_ANY_PROFILEOPENGL_ANY_PROFILE OPENGL_CORE_PROFILE OPENGL_COMPAT_PROFILE
      WIN32_KEYBOARD_MENUFALSETRUE or FALSE
      COCOA_RETINA_FRAMEBUFFERTRUETRUE or FALSE
      COCOA_GRAPHICS_SWITCHINGFALSETRUE or FALSE

      This function must only be called from the main thread.

      Parameters:
      hint - the window hint to set. One of:
      FOCUSEDRESIZABLEVISIBLEDECORATEDAUTO_ICONIFY
      FLOATINGMAXIMIZEDCENTER_CURSORTRANSPARENT_FRAMEBUFFERFOCUS_ON_SHOW
      MOUSE_PASSTHROUGHPOSITION_XPOSITION_YCLIENT_APICONTEXT_VERSION_MAJOR
      CONTEXT_VERSION_MINORCONTEXT_ROBUSTNESSOPENGL_FORWARD_COMPATCONTEXT_DEBUGOPENGL_DEBUG_CONTEXT
      OPENGL_PROFILECONTEXT_RELEASE_BEHAVIORCONTEXT_NO_ERRORCONTEXT_CREATION_APISCALE_TO_MONITOR
      RED_BITSGREEN_BITSBLUE_BITSALPHA_BITSDEPTH_BITS
      STENCIL_BITSACCUM_RED_BITSACCUM_GREEN_BITSACCUM_BLUE_BITSACCUM_ALPHA_BITS
      AUX_BUFFERSSTEREOSAMPLESSRGB_CAPABLEREFRESH_RATE
      DOUBLEBUFFERCOCOA_RETINA_FRAMEBUFFERCOCOA_GRAPHICS_SWITCHING
      value - the new value of the window hint
      Since:
      version 2.2
    • nglfwWindowHintString

      public static void nglfwWindowHintString(int hint, long value)
      Unsafe version of: WindowHintString
    • glfwWindowHintString

      public static void glfwWindowHintString(int hint, ByteBuffer value)
      Sets the specified window hint to the desired value.

      This function sets hints for the next call to CreateWindow. The hints, once set, retain their values until changed by a call to this function or DefaultWindowHints, or until the library is terminated.

      Only string type hints can be set with this function. Integer value hints are set with WindowHint.

      This function does not check whether the specified hint values are valid. If you set hints to invalid values this will instead be reported by the next call to CreateWindow.

      Some hints are platform specific. These may be set on any platform but they will only affect their specific platform. Other platforms will ignore them. Setting these hints requires no platform specific headers or functions.

      Supported and default values
      NameDefault valueSupported values
      COCOA_FRAME_NAME""A UTF-8 encoded frame autosave name
      X11_CLASS_NAME""An ASCII encoded WM_CLASS class name
      X11_INSTANCE_NAME""An ASCII encoded WM_CLASS instance name
      WAYLAND_APP_ID""An ASCII encoded Wayland app_id name

      This function must only be called from the main thread.

      Parameters:
      hint - the window hint to set. One of:
      COCOA_FRAME_NAMEX11_CLASS_NAMEX11_INSTANCE_NAMEWAYLAND_APP_ID
      value - the new value of the window hint. The specified string is copied before this function returns.
      Since:
      version 3.3
    • glfwWindowHintString

      public static void glfwWindowHintString(int hint, CharSequence value)
      Sets the specified window hint to the desired value.

      This function sets hints for the next call to CreateWindow. The hints, once set, retain their values until changed by a call to this function or DefaultWindowHints, or until the library is terminated.

      Only string type hints can be set with this function. Integer value hints are set with WindowHint.

      This function does not check whether the specified hint values are valid. If you set hints to invalid values this will instead be reported by the next call to CreateWindow.

      Some hints are platform specific. These may be set on any platform but they will only affect their specific platform. Other platforms will ignore them. Setting these hints requires no platform specific headers or functions.

      Supported and default values
      NameDefault valueSupported values
      COCOA_FRAME_NAME""A UTF-8 encoded frame autosave name
      X11_CLASS_NAME""An ASCII encoded WM_CLASS class name
      X11_INSTANCE_NAME""An ASCII encoded WM_CLASS instance name
      WAYLAND_APP_ID""An ASCII encoded Wayland app_id name

      This function must only be called from the main thread.

      Parameters:
      hint - the window hint to set. One of:
      COCOA_FRAME_NAMEX11_CLASS_NAMEX11_INSTANCE_NAMEWAYLAND_APP_ID
      value - the new value of the window hint. The specified string is copied before this function returns.
      Since:
      version 3.3
    • nglfwCreateWindow

      public static long nglfwCreateWindow(int width, int height, long title, long monitor, long share)
      Unsafe version of: CreateWindow
    • glfwCreateWindow

      public static long glfwCreateWindow(int width, int height, ByteBuffer title, long monitor, long share)
      Creates a window and its associated OpenGL or OpenGL ES context. Most of the options controlling how the window and its context should be created are specified with window hints.

      Successful creation does not change which context is current. Before you can use the newly created context, you need to make it current. For information about the share parameter, see context sharing.

      The created window, framebuffer and context may differ from what you requested, as not all parameters and hints are hard constraints. This includes the size of the window, especially for full screen windows. To query the actual attributes of the created window, framebuffer and context, use queries like GetWindowAttrib and GetWindowSize and GetFramebufferSize.

      To create a full screen window, you need to specify the monitor the window will cover. If no monitor is specified, the window will be windowed mode. Unless you have a way for the user to choose a specific monitor, it is recommended that you pick the primary monitor. For more information on how to query connected monitors, see monitors.

      For full screen windows, the specified size becomes the resolution of the window's desired video mode. As long as a full screen window is not iconified, the supported video mode most closely matching the desired video mode is set for the specified monitor. For more information about full screen windows, including the creation of so called windowed full screen or borderless full screen windows, see full screen.

      Once you have created the window, you can switch it between windowed and full screen mode with SetWindowMonitor. If the window has an OpenGL or OpenGL ES context, it will be unaffected.

      By default, newly created windows use the placement recommended by the window system. To create the window at a specific position, set the POSITION_X and POSITION_Y window hints before creation. To restore the default behavior, set either or both hints back to ANY_POSITION.

      As long as at least one full screen window is not iconified, the screensaver is prohibited from starting.

      Window systems put limits on window sizes. Very large or very small window dimensions may be overridden by the window system on creation. Check the actual size after creation.

      The swap interval is not set during window creation and the initial value may vary depending on driver settings and defaults.

      Note
      • This function must only be called from the main thread.
      • Windows: Window creation will fail if the Microsoft GDI software OpenGL implementation is the only one available.
      • Windows: If the executable has an icon resource named GLFW_ICON, it will be set as the initial icon for the window. If no such icon is present, the IDI_APPLICATION icon will be used instead. To set a different icon, see SetWindowIcon.
      • Windows: The context to share resources with may not be current on any other thread.
      • The OS only supports core profile contexts for OpenGL versions 3.2 and later. Before creating an OpenGL context of version 3.2 or later you must set the OPENGL_PROFILE hint accordingly. OpenGL 3.0 and 3.1 contexts are not supported at all on macOS.
      • macOS: The GLFW window has no icon, as it is not a document window, but the dock icon will be the same as the application bundle's icon. For more information on bundles, see the Bundle Programming Guide in the Mac Developer Library.
      • macOS: On macOS 10.10 and later the window frame will not be rendered at full resolution on Retina displays unless the COCOA_RETINA_FRAMEBUFFER hint is TRUE and the NSHighResolutionCapable key is enabled in the application bundle's Info.plist. For more information, see High Resolution Guidelines for macOS in the Mac Developer Library.
      • macOS: When activating frame autosaving with COCOA_FRAME_NAME, the specified window size and position may be overridden by previously saved values.
      • X11: Some window managers will not respect the placement of initially hidden windows.
      • X11: Due to the asynchronous nature of X11, it may take a moment for a window to reach its requested state. This means you may not be able to query the final size, position or other attributes directly after window creation.
      • X11: The class part of the WM_CLASS window property will by default be set to the window title passed to this function. The instance part will use the contents of the RESOURCE_NAME environment variable, if present and not empty, or fall back to the window title. Set the X11_CLASS_NAME and X11_INSTANCE_NAME window hints to override this.
      • Wayland: Compositors should implement the xdg-decoration protocol for GLFW to decorate the window properly. If this protocol isn't supported, or if the compositor prefers client-side decorations, a very simple fallback frame will be drawn using the wp_viewporter protocol. A compositor can still emit close, maximize or fullscreen events, using for instance a keybind mechanism. If neither of these protocols is supported, the window won't be decorated.
      • Wayland: A full screen window will not attempt to change the mode, no matter what the requested size or refresh rate.
      • Wayland: Screensaver inhibition requires the idle-inhibit protocol to be implemented in the user's compositor.
      Parameters:
      width - the desired width, in screen coordinates, of the window
      height - the desired height, in screen coordinates, of the window
      title - initial, UTF-8 encoded window title
      monitor - the monitor to use for fullscreen mode, or NULL for windowed mode
      share - the window whose context to share resources with, or NULL to not share resources
      Returns:
      the handle of the created window, or NULL if an error occurred
      Since:
      version 1.0
    • glfwCreateWindow

      public static long glfwCreateWindow(int width, int height, CharSequence title, long monitor, long share)
      Creates a window and its associated OpenGL or OpenGL ES context. Most of the options controlling how the window and its context should be created are specified with window hints.

      Successful creation does not change which context is current. Before you can use the newly created context, you need to make it current. For information about the share parameter, see context sharing.

      The created window, framebuffer and context may differ from what you requested, as not all parameters and hints are hard constraints. This includes the size of the window, especially for full screen windows. To query the actual attributes of the created window, framebuffer and context, use queries like GetWindowAttrib and GetWindowSize and GetFramebufferSize.

      To create a full screen window, you need to specify the monitor the window will cover. If no monitor is specified, the window will be windowed mode. Unless you have a way for the user to choose a specific monitor, it is recommended that you pick the primary monitor. For more information on how to query connected monitors, see monitors.

      For full screen windows, the specified size becomes the resolution of the window's desired video mode. As long as a full screen window is not iconified, the supported video mode most closely matching the desired video mode is set for the specified monitor. For more information about full screen windows, including the creation of so called windowed full screen or borderless full screen windows, see full screen.

      Once you have created the window, you can switch it between windowed and full screen mode with SetWindowMonitor. If the window has an OpenGL or OpenGL ES context, it will be unaffected.

      By default, newly created windows use the placement recommended by the window system. To create the window at a specific position, set the POSITION_X and POSITION_Y window hints before creation. To restore the default behavior, set either or both hints back to ANY_POSITION.

      As long as at least one full screen window is not iconified, the screensaver is prohibited from starting.

      Window systems put limits on window sizes. Very large or very small window dimensions may be overridden by the window system on creation. Check the actual size after creation.

      The swap interval is not set during window creation and the initial value may vary depending on driver settings and defaults.

      Note
      • This function must only be called from the main thread.
      • Windows: Window creation will fail if the Microsoft GDI software OpenGL implementation is the only one available.
      • Windows: If the executable has an icon resource named GLFW_ICON, it will be set as the initial icon for the window. If no such icon is present, the IDI_APPLICATION icon will be used instead. To set a different icon, see SetWindowIcon.
      • Windows: The context to share resources with may not be current on any other thread.
      • The OS only supports core profile contexts for OpenGL versions 3.2 and later. Before creating an OpenGL context of version 3.2 or later you must set the OPENGL_PROFILE hint accordingly. OpenGL 3.0 and 3.1 contexts are not supported at all on macOS.
      • macOS: The GLFW window has no icon, as it is not a document window, but the dock icon will be the same as the application bundle's icon. For more information on bundles, see the Bundle Programming Guide in the Mac Developer Library.
      • macOS: On macOS 10.10 and later the window frame will not be rendered at full resolution on Retina displays unless the COCOA_RETINA_FRAMEBUFFER hint is TRUE and the NSHighResolutionCapable key is enabled in the application bundle's Info.plist. For more information, see High Resolution Guidelines for macOS in the Mac Developer Library.
      • macOS: When activating frame autosaving with COCOA_FRAME_NAME, the specified window size and position may be overridden by previously saved values.
      • X11: Some window managers will not respect the placement of initially hidden windows.
      • X11: Due to the asynchronous nature of X11, it may take a moment for a window to reach its requested state. This means you may not be able to query the final size, position or other attributes directly after window creation.
      • X11: The class part of the WM_CLASS window property will by default be set to the window title passed to this function. The instance part will use the contents of the RESOURCE_NAME environment variable, if present and not empty, or fall back to the window title. Set the X11_CLASS_NAME and X11_INSTANCE_NAME window hints to override this.
      • Wayland: Compositors should implement the xdg-decoration protocol for GLFW to decorate the window properly. If this protocol isn't supported, or if the compositor prefers client-side decorations, a very simple fallback frame will be drawn using the wp_viewporter protocol. A compositor can still emit close, maximize or fullscreen events, using for instance a keybind mechanism. If neither of these protocols is supported, the window won't be decorated.
      • Wayland: A full screen window will not attempt to change the mode, no matter what the requested size or refresh rate.
      • Wayland: Screensaver inhibition requires the idle-inhibit protocol to be implemented in the user's compositor.
      Parameters:
      width - the desired width, in screen coordinates, of the window
      height - the desired height, in screen coordinates, of the window
      title - initial, UTF-8 encoded window title
      monitor - the monitor to use for fullscreen mode, or NULL for windowed mode
      share - the window whose context to share resources with, or NULL to not share resources
      Returns:
      the handle of the created window, or NULL if an error occurred
      Since:
      version 1.0
    • glfwDestroyWindow

      public static void glfwDestroyWindow(long window)
      Destroys the specified window and its context. On calling this function, no further callbacks will be called for that window.

      If the context of the specified window is current on the main thread, it is detached before being destroyed.

      Note
      • This function must only be called from the main thread.
      • This function must not be called from a callback.
      • The context of the specified window must not be current on any other thread when this function is called.
      Parameters:
      window - the window to destroy
      Since:
      version 1.0
    • glfwWindowShouldClose

      public static boolean glfwWindowShouldClose(long window)
      Returns the value of the close flag of the specified window.

      This function may be called from any thread.

      Parameters:
      window - the window to query
      Returns:
      the value of the close flag
      Since:
      version 3.0
    • glfwSetWindowShouldClose

      public static void glfwSetWindowShouldClose(long window, boolean value)
      Sets the value of the close flag of the specified window. This can be used to override the user's attempt to close the window, or to signal that it should be closed.

      This function may be called from any thread. Access is not synchronized.

      Parameters:
      window - the window whose flag to change
      value - the new value
      Since:
      version 3.0
    • nglfwSetWindowTitle

      public static void nglfwSetWindowTitle(long window, long title)
      Unsafe version of: SetWindowTitle
    • glfwSetWindowTitle

      public static void glfwSetWindowTitle(long window, ByteBuffer title)
      Sets the window title, encoded as UTF-8, of the specified window.

      This function must only be called from the main thread.

      macOS: The window title will not be updated until the next time you process events.

      Parameters:
      window - the window whose title to change
      title - the UTF-8 encoded window title
      Since:
      version 1.0
    • glfwSetWindowTitle

      public static void glfwSetWindowTitle(long window, CharSequence title)
      Sets the window title, encoded as UTF-8, of the specified window.

      This function must only be called from the main thread.

      macOS: The window title will not be updated until the next time you process events.

      Parameters:
      window - the window whose title to change
      title - the UTF-8 encoded window title
      Since:
      version 1.0
    • nglfwSetWindowIcon

      public static void nglfwSetWindowIcon(long window, int count, long images)
      Unsafe version of: SetWindowIcon
      Parameters:
      count - the number of images in the specified array, or zero to revert to the default window icon
    • glfwSetWindowIcon

      public static void glfwSetWindowIcon(long window, @Nullable GLFWImage.Buffer images)
      Sets the icon for the specified window.

      This function sets the icon of the specified window. If passed an array of candidate images, those of or closest to the sizes desired by the system are selected. If no images are specified, the window reverts to its default icon.

      The pixels are 32-bit, little-endian, non-premultiplied RGBA, i.e. eight bits per channel with the red channel first. They are arranged canonically as packed sequential rows, starting from the top-left corner.

      The desired image sizes varies depending on platform and system settings. The selected images will be rescaled as needed. Good sizes include 16x16, 32x32 and 48x48.

      Notes:

      • This function must only be called from the main thread.
      • The specified image data is copied before this function returns.
      • macOS: Regular windows do not have icons on macOS. This function will emit FEATURE_UNAVAILABLE. The dock icon will be the same as the application bundle's icon. For more information on bundles, see the Bundle Programming Guide in the Mac Developer Library.
      • Wayland: There is no existing protocol to change an icon, the window will thus inherit the one defined in the application's desktop file. This function will emit FEATURE_UNAVAILABLE.
      Parameters:
      window - the window whose icon to set
      images - the images to create the icon from. This is ignored if count is zero.
      Since:
      version 3.2
    • nglfwGetWindowPos

      public static void nglfwGetWindowPos(long window, long xpos, long ypos)
      Unsafe version of: GetWindowPos
    • glfwGetWindowPos

      public static void glfwGetWindowPos(long window, @Nullable IntBuffer xpos, @Nullable IntBuffer ypos)
      Retrieves the position, in screen coordinates, of the upper-left corner of the content area of the specified window.

      Any or all of the position arguments may be NULL. If an error occurs, all non-NULL position arguments will be set to zero.

      Notes:

      • This function must only be called from the main thread.
      • Wayland: There is no way for an application to retrieve the global position of its windows. This function will emit FEATURE_UNAVAILABLE.
      Parameters:
      window - the window to query
      xpos - where to store the x-coordinate of the upper-left corner of the content area, or NULL
      ypos - where to store the y-coordinate of the upper-left corner of the content area, or NULL
      Since:
      version 3.0
    • glfwSetWindowPos

      public static void glfwSetWindowPos(long window, int xpos, int ypos)
      Sets the position, in screen coordinates, of the upper-left corner of the content area of the specified windowed mode window. If the window is a full screen window, this function does nothing.

      Do not use this function to move an already visible window unless you have very good reasons for doing so, as it will confuse and annoy the user.

      The window manager may put limits on what positions are allowed. GLFW cannot and should not override these limits.

      Notes:

      • This function must only be called from the main thread.
      • Wayland: There is no way for an application to set the global position of its windows. This function will emit FEATURE_UNAVAILABLE.
      Parameters:
      window - the window to query
      xpos - the x-coordinate of the upper-left corner of the content area
      ypos - the y-coordinate of the upper-left corner of the content area
      Since:
      version 1.0
    • nglfwGetWindowSize

      public static void nglfwGetWindowSize(long window, long width, long height)
      Unsafe version of: GetWindowSize
    • glfwGetWindowSize

      public static void glfwGetWindowSize(long window, @Nullable IntBuffer width, @Nullable IntBuffer height)
      Retrieves the size, in screen coordinates, of the content area of the specified window. If you wish to retrieve the size of the framebuffer of the window in pixels, see GetFramebufferSize.

      Any or all of the size arguments may be NULL. If an error occurs, all non-NULL size arguments will be set to zero.

      This function must only be called from the main thread.

      Parameters:
      window - the window whose size to retrieve
      width - where to store the width, in screen coordinates, of the content area, or NULL
      height - where to store the height, in screen coordinates, of the content area, or NULL
      Since:
      version 1.0
    • glfwSetWindowSizeLimits

      public static void glfwSetWindowSizeLimits(long window, int minwidth, int minheight, int maxwidth, int maxheight)
      Sets the size limits of the content area of the specified window. If the window is full screen, the size limits only take effect if once it is made windowed. If the window is not resizable, this function does nothing.

      The size limits are applied immediately to a windowed mode window and may cause it to be resized.

      The maximum dimensions must be greater than or equal to the minimum dimensions and all must be greater than or equal to zero.

      Notes:

      • This function must only be called from the main thread.
      • Wayland: The size limits will not be applied until the window is actually resized, either by the user or by the compositor.
      Parameters:
      window - the window to set limits for
      minwidth - the minimum width, in screen coordinates, of the content area, or DONT_CARE
      minheight - the minimum height, in screen coordinates, of the content area, or DONT_CARE
      maxwidth - the maximum width, in screen coordinates, of the content area, or DONT_CARE
      maxheight - the maximum height, in screen coordinates, of the content area, or DONT_CARE
      Since:
      version 3.2
    • glfwSetWindowAspectRatio

      public static void glfwSetWindowAspectRatio(long window, int numer, int denom)
      Sets the required aspect ratio of the content area of the specified window. If the window is full screen, the aspect ratio only takes effect once it is made windowed. If the window is not resizable, this function does nothing.

      The aspect ratio is specified as a numerator and a denominator and both values must be greater than zero. For example, the common 16:9 aspect ratio is specified as 16 and 9, respectively.

      If the numerator and denominator is set to DONT_CARE then the aspect ratio limit is disabled.

      The aspect ratio is applied immediately to a windowed mode window and may cause it to be resized.

      Notes:

      • This function must only be called from the main thread.
      • Wayland: The aspect ratio will not be applied until the window is actually resized, either by the user or by the compositor.
      Parameters:
      window - the window to set limits for
      numer - the numerator of the desired aspect ratio, or DONT_CARE
      denom - the denominator of the desired aspect ratio, or DONT_CARE
      Since:
      version 3.2
    • glfwSetWindowSize

      public static void glfwSetWindowSize(long window, int width, int height)
      Sets the size, in pixels, of the content area of the specified window.

      For full screen windows, this function updates the resolution of its desired video mode and switches to the video mode closest to it, without affecting the window's context. As the context is unaffected, the bit depths of the framebuffer remain unchanged.

      If you wish to update the refresh rate of the desired video mode in addition to its resolution, see SetWindowMonitor.

      The window manager may put limits on what sizes are allowed. GLFW cannot and should not override these limits.

      Notes:

      • This function must only be called from the main thread.
      • Wayland: A full screen window will not attempt to change the mode, no matter what the requested size.
      Parameters:
      window - the window to resize
      width - the desired width, in screen coordinates, of the window content area
      height - the desired height, in screen coordinates, of the window content area
      Since:
      version 1.0
    • nglfwGetFramebufferSize

      public static void nglfwGetFramebufferSize(long window, long width, long height)
      Unsafe version of: GetFramebufferSize
    • glfwGetFramebufferSize

      public static void glfwGetFramebufferSize(long window, @Nullable IntBuffer width, @Nullable IntBuffer height)
      Retrieves the size, in pixels, of the framebuffer of the specified window. If you wish to retrieve the size of the window in screen coordinates, see GetWindowSize.

      Any or all of the size arguments may be NULL. If an error occurs, all non-NULL size arguments will be set to zero.

      This function must only be called from the main thread.

      Parameters:
      window - the window whose framebuffer to query
      width - where to store the width, in pixels, of the framebuffer, or NULL
      height - where to store the height, in pixels, of the framebuffer, or NULL
      Since:
      version 3.0
    • nglfwGetWindowFrameSize

      public static void nglfwGetWindowFrameSize(long window, long left, long top, long right, long bottom)
      Unsafe version of: GetWindowFrameSize
    • glfwGetWindowFrameSize

      public static void glfwGetWindowFrameSize(long window, @Nullable IntBuffer left, @Nullable IntBuffer top, @Nullable IntBuffer right, @Nullable IntBuffer bottom)
      Retrieves the size, in screen coordinates, of each edge of the frame of the specified window. This size includes the title bar, if the window has one. The size of the frame may vary depending on the window-related hints used to create it.

      Because this function retrieves the size of each window frame edge and not the offset along a particular coordinate axis, the retrieved values will always be zero or positive.

      Any or all of the size arguments may be NULL. If an error occurs, all non-NULL size arguments will be set to zero.

      This function must only be called from the main thread.

      Parameters:
      window - the window whose frame size to query
      left - where to store the size, in screen coordinates, of the left edge of the window frame, or NULL
      top - where to store the size, in screen coordinates, of the top edge of the window frame, or NULL
      right - where to store the size, in screen coordinates, of the right edge of the window frame, or NULL
      bottom - where to store the size, in screen coordinates, of the bottom edge of the window frame, or NULL
      Since:
      version 3.1
    • nglfwGetWindowContentScale

      public static void nglfwGetWindowContentScale(long window, long xscale, long yscale)
      Unsafe version of: GetWindowContentScale
    • glfwGetWindowContentScale

      public static void glfwGetWindowContentScale(long window, @Nullable FloatBuffer xscale, @Nullable FloatBuffer yscale)
      Retrieves the content scale for the specified window.

      This function retrieves the content scale for the specified window. The content scale is the ratio between the current DPI and the platform's default DPI. This is especially important for text and any UI elements. If the pixel dimensions of your UI scaled by this look appropriate on your machine then it should appear at a reasonable size on other machines regardless of their DPI and scaling settings. This relies on the system DPI and scaling settings being somewhat correct.

      On platforms where each monitor can have its own content scale, the window content scale will depend on which monitor the system considers the window to be on.

      Parameters:
      window - the window to query
      xscale - where to store the x-axis content scale, or NULL
      yscale - where to store the y-axis content scale, or NULL
      Since:
      version 3.3
    • glfwGetWindowOpacity

      public static float glfwGetWindowOpacity(long window)
      Returns the opacity of the whole window.

      This function returns the opacity of the window, including any decorations.

      The opacity (or alpha) value is a positive finite number between zero and one, where zero is fully transparent and one is fully opaque. If the system does not support whole window transparency, this function always returns one.

      The initial opacity value for newly created windows is one.

      This function must only be called from the main thread.

      Parameters:
      window - the window to query
      Returns:
      the opacity value of the specified window
      Since:
      version 3.3
    • glfwSetWindowOpacity

      public static void glfwSetWindowOpacity(long window, float opacity)
      Sets the opacity of the whole window.

      This function sets the opacity of the window, including any decorations.

      The opacity (or alpha) value is a positive finite number between zero and one, where zero is fully transparent and one is fully opaque.

      The initial opacity value for newly created windows is one.

      A window created with framebuffer transparency may not use whole window transparency. The results of doing this are undefined.

      Notes:

      • This function must only be called from the main thread.
      • Wayland: There is no way to set an opacity factor for a window. This function will emit FEATURE_UNAVAILABLE.
      Parameters:
      window - the window to set the opacity for
      opacity - the desired opacity of the specified window
      Since:
      version 3.3
    • glfwIconifyWindow

      public static void glfwIconifyWindow(long window)
      Iconifies (minimizes) the specified window if it was previously restored. If the window is already iconified, this function does nothing.

      If the specified window is a full screen window, GLFW restores the original video mode of the monitor. The window's desired video mode is set again when the window is restored.

      Notes:

      • This function must only be called from the main thread.
      • Wayland: Once a window is iconified, RestoreWindow won’t be able to restore it. This is a design decision of the xdg-shell.
      Parameters:
      window - the window to iconify
      Since:
      version 2.1
    • glfwRestoreWindow

      public static void glfwRestoreWindow(long window)
      Restores the specified window if it was previously iconified (minimized) or maximized. If the window is already restored, this function does nothing.

      If the specified window is an iconified full screen window, its desired video mode is set again for its monitor when the window is restored.

      This function must only be called from the main thread.

      Parameters:
      window - the window to restore
      Since:
      version 2.1
    • glfwMaximizeWindow

      public static void glfwMaximizeWindow(long window)
      Maximizes the specified window if it was previously not maximized. If the window is already maximized, this function does nothing.

      If the specified window is a full screen window, this function does nothing.

      This function may only be called from the main thread.

      Parameters:
      window - the window to maximize
      Since:
      version 3.2
    • glfwShowWindow

      public static void glfwShowWindow(long window)
      Makes the specified window visible if it was previously hidden. If the window is already visible or is in full screen mode, this function does nothing.

      By default, windowed mode windows are focused when shown. Set the FOCUS_ON_SHOW window hint to change this behavior for all newly created windows, or change the behavior for an existing window with SetWindowAttrib.

      Notes:

      • This function must only be called from the main thread.
      • Wayland: Because Wayland wants every frame of the desktop to be complete, this function does not immediately make the window visible. Instead it will become visible the next time the window framebuffer is updated after this call.
      Parameters:
      window - the window to make visible
      Since:
      version 3.0
    • glfwHideWindow

      public static void glfwHideWindow(long window)
      Hides the specified window, if it was previously visible. If the window is already hidden or is in full screen mode, this function does nothing.

      This function must only be called from the main thread.

      Parameters:
      window - the window to hide
      Since:
      version 3.0
    • glfwFocusWindow

      public static void glfwFocusWindow(long window)
      Brings the specified window to front and sets input focus. The window should already be visible and not iconified.

      By default, both windowed and full screen mode windows are focused when initially created. Set the FOCUSED hint to disable this behavior.

      Also by default, windowed mode windows are focused when shown with ShowWindow. Set the FOCUS_ON_SHOW window hint to disable this behavior.

      Do not use this function to steal focus from other applications unless you are certain that is what the user wants. Focus stealing can be extremely disruptive.

      For a less disruptive way of getting the user's attention, see RequestWindowAttention.

      Notes:

      • This function must only be called from the main thread.
      • Wayland: It is not possible for an application to set the input focus. This function will emit FEATURE_UNAVAILABLE.
      Parameters:
      window - the window to give input focus
      Since:
      version 3.2
    • glfwRequestWindowAttention

      public static void glfwRequestWindowAttention(long window)
      Requests user attention to the specified window.

      This function requests user attention to the specified window. On platforms where this is not supported, attention is requested to the application as a whole.

      Once the user has given attention, usually by focusing the window or application, the system will end the request automatically.

      Note
      • This function must only be called from the main thread.
      • macOS: Attention is requested to the application as a whole, not the specific window.
      Parameters:
      window - the window to request attention to
      Since:
      version 3.3
    • glfwGetWindowMonitor

      public static long glfwGetWindowMonitor(long window)
      Returns the handle of the monitor that the specified window is in full screen on.

      This function must only be called from the main thread.

      Parameters:
      window - the window to query
      Returns:
      the monitor, or NULL if the window is in windowed mode or an error occurred
      Since:
      version 3.0
    • glfwSetWindowMonitor

      public static void glfwSetWindowMonitor(long window, long monitor, int xpos, int ypos, int width, int height, int refreshRate)
      Sets the mode, monitor, video mode and placement of a window.

      This function sets the monitor that the window uses for full screen mode or, if the monitor is NULL, makes it windowed mode.

      When setting a monitor, this function updates the width, height and refresh rate of the desired video mode and switches to the video mode closest to it. The window position is ignored when setting a monitor.

      When the monitor is NULL, the position, width and height are used to place the window content area. The refresh rate is ignored when no monitor is specified.

      If you only wish to update the resolution of a full screen window or the size of a windowed mode window, see SetWindowSize.

      When a window transitions from full screen to windowed mode, this function restores any previous window settings such as whether it is decorated, floating, resizable, has size or aspect ratio limits, etc.

      Notes:

      • This function must only be called from the main thread.
      • Wayland: The desired window position is ignored, as there is no way for an application to set this property.
      • Wayland: Setting the window to full screen will not attempt to change the mode, no matter what the requested size or refresh rate.
      Parameters:
      window - the window whose monitor, size or video mode to set
      monitor - the desired monitor, or NULL to set windowed mode
      xpos - the desired x-coordinate of the upper-left corner of the content area
      ypos - the desired y-coordinate of the upper-left corner of the content area
      width - the desired with, in screen coordinates, of the content area or video mode
      height - the desired height, in screen coordinates, of the content area or video mode
      refreshRate - the desired refresh rate, in Hz, of the video mode, or DONT_CARE
      Since:
      version 3.2
    • glfwGetWindowAttrib

      public static int glfwGetWindowAttrib(long window, int attrib)
      Returns the value of an attribute of the specified window or its OpenGL or OpenGL ES context.

      This function must only be called from the main thread.

      Framebuffer related hints are not window attributes.

      Zero is a valid value for many window and context related attributes so you cannot use a return value of zero as an indication of errors. However, this function should not fail as long as it is passed valid arguments and the library has been initialized.

      Wayland: The Wayland protocol provides no way to check whether a window is iconfied, so ICONIFIED always returns FALSE.

      Parameters:
      window - the window to query
      attrib - the window attribute whose value to return. One of:
      FOCUSEDICONIFIEDRESIZABLEVISIBLEDECORATED
      FLOATINGMAXIMIZEDCENTER_CURSORTRANSPARENT_FRAMEBUFFERHOVERED
      FOCUS_ON_SHOWMOUSE_PASSTHROUGHPOSITION_XPOSITION_YCLIENT_API
      CONTEXT_VERSION_MAJORCONTEXT_VERSION_MINORCONTEXT_REVISIONCONTEXT_ROBUSTNESSOPENGL_FORWARD_COMPAT
      CONTEXT_DEBUGOPENGL_DEBUG_CONTEXTOPENGL_PROFILECONTEXT_RELEASE_BEHAVIORCONTEXT_NO_ERROR
      CONTEXT_CREATION_APISCALE_TO_MONITOR
      Returns:
      the value of the attribute, or zero if an error occurred
      Since:
      version 3.0
    • glfwSetWindowAttrib

      public static void glfwSetWindowAttrib(long window, int attrib, int value)
      Sets an attribute of the specified window.

      This function must only be called from the main thread.

      Parameters:
      window - the window to set the attribute for
      attrib - the attribute to set.

      Some of these attributes are ignored for full screen windows. The new value will take effect if the window is later made windowed.

      Some of these attributes are ignored for windowed mode windows. The new value will take effect if the window is later made full screen.

      Calling GetWindowAttrib will always return the latest value, even if that value is ignored by the current mode of the window. One of:

      DECORATEDRESIZABLEFLOATINGAUTO_ICONIFYFOCUS_ON_SHOWMOUSE_PASSTHROUGH
      value - the value to set
      Since:
      version 3.3
    • glfwSetWindowUserPointer

      public static void glfwSetWindowUserPointer(long window, long pointer)
      Sets the user-defined pointer of the specified window. The current value is retained until the window is destroyed. The initial value is NULL.

      This function may be called from any thread. Access is not synchronized.

      Parameters:
      window - the window whose pointer to set
      pointer - the new value
      Since:
      version 3.0
    • glfwGetWindowUserPointer

      public static long glfwGetWindowUserPointer(long window)
      Returns the current value of the user-defined pointer of the specified window. The initial value is NULL.

      This function may be called from any thread. Access is not synchronized.

      Parameters:
      window - the window whose pointer to return
      Since:
      version 3.0
    • nglfwSetWindowPosCallback

      public static long nglfwSetWindowPosCallback(long window, long cbfun)
      Unsafe version of: SetWindowPosCallback
    • glfwSetWindowPosCallback

      @Nullable public static GLFWWindowPosCallback glfwSetWindowPosCallback(long window, @Nullable GLFWWindowPosCallbackI cbfun)
      Sets the position callback of the specified window, which is called when the window is moved. The callback is provided with the position, in screen coordinates, of the upper-left corner of the content area of the window.

      Notes:

      • This function must only be called from the main thread.
      • Wayland: This callback will never be called, as there is no way for an application to know its global position.
      Parameters:
      window - the window whose callback to set
      cbfun - the new callback or NULL to remove the currently set callback
      Returns:
      the previously set callback, or NULL if no callback was set or the library had not been initialized
      Since:
      version 1.0
    • nglfwSetWindowSizeCallback

      public static long nglfwSetWindowSizeCallback(long window, long cbfun)
      Unsafe version of: SetWindowSizeCallback
    • glfwSetWindowSizeCallback

      @Nullable public static GLFWWindowSizeCallback glfwSetWindowSizeCallback(long window, @Nullable GLFWWindowSizeCallbackI cbfun)
      Sets the size callback of the specified window, which is called when the window is resized. The callback is provided with the size, in screen coordinates, of the content area of the window.

      This function must only be called from the main thread.

      Parameters:
      window - the window whose callback to set
      cbfun - the new callback or NULL to remove the currently set callback
      Returns:
      the previously set callback, or NULL if no callback was set or the library had not been initialized
      Since:
      version 1.0
    • nglfwSetWindowCloseCallback

      public static long nglfwSetWindowCloseCallback(long window, long cbfun)
      Unsafe version of: SetWindowCloseCallback
    • glfwSetWindowCloseCallback

      @Nullable public static GLFWWindowCloseCallback glfwSetWindowCloseCallback(long window, @Nullable GLFWWindowCloseCallbackI cbfun)
      Sets the close callback of the specified window, which is called when the user attempts to close the window, for example by clicking the close widget in the title bar.

      The close flag is set before this callback is called, but you can modify it at any time with SetWindowShouldClose.

      The close callback is not triggered by DestroyWindow.

      Note
      • This function must only be called from the main thread.
      • macOS: Selecting Quit from the application menu will trigger the close callback for all windows.
      Parameters:
      window - the window whose callback to set
      cbfun - the new callback or NULL to remove the currently set callback
      Returns:
      the previously set callback, or NULL if no callback was set or the library had not been initialized
      Since:
      version 2.5
    • nglfwSetWindowRefreshCallback

      public static long nglfwSetWindowRefreshCallback(long window, long cbfun)
      Unsafe version of: SetWindowRefreshCallback
    • glfwSetWindowRefreshCallback

      @Nullable public static GLFWWindowRefreshCallback glfwSetWindowRefreshCallback(long window, @Nullable GLFWWindowRefreshCallbackI cbfun)
      Sets the refresh callback of the specified window, which is called when the content area of the window needs to be redrawn, for example if the window has been exposed after having been covered by another window.

      On compositing window systems such as Aero, Compiz or Aqua, where the window contents are saved off-screen, this callback may be called only very infrequently or never at all.

      This function must only be called from the main thread.

      Parameters:
      window - the window whose callback to set
      cbfun - the new callback or NULL to remove the currently set callback
      Returns:
      the previously set callback, or NULL if no callback was set or the library had not been initialized
      Since:
      version 2.5
    • nglfwSetWindowFocusCallback

      public static long nglfwSetWindowFocusCallback(long window, long cbfun)
      Unsafe version of: SetWindowFocusCallback
    • glfwSetWindowFocusCallback

      @Nullable public static GLFWWindowFocusCallback glfwSetWindowFocusCallback(long window, @Nullable GLFWWindowFocusCallbackI cbfun)
      Sets the focus callback of the specified window, which is called when the window gains or loses input focus.

      After the focus callback is called for a window that lost input focus, synthetic key and mouse button release events will be generated for all such that had been pressed. For more information, see SetKeyCallback and SetMouseButtonCallback.

      This function must only be called from the main thread.

      Parameters:
      window - the window whose callback to set
      cbfun - the new callback or NULL to remove the currently set callback
      Returns:
      the previously set callback, or NULL if no callback was set or the library had not been initialized
      Since:
      version 3.0
    • nglfwSetWindowIconifyCallback

      public static long nglfwSetWindowIconifyCallback(long window, long cbfun)
      Unsafe version of: SetWindowIconifyCallback
    • glfwSetWindowIconifyCallback

      @Nullable public static GLFWWindowIconifyCallback glfwSetWindowIconifyCallback(long window, @Nullable GLFWWindowIconifyCallbackI cbfun)
      Sets the iconification callback of the specified window, which is called when the window is iconified or restored.

      This function must only be called from the main thread.

      Parameters:
      window - the window whose callback to set
      cbfun - the new callback or NULL to remove the currently set callback
      Returns:
      the previously set callback, or NULL if no callback was set or the library had not been initialized
      Since:
      version 3.0
    • nglfwSetWindowMaximizeCallback

      public static long nglfwSetWindowMaximizeCallback(long window, long cbfun)
      Unsafe version of: SetWindowMaximizeCallback
    • glfwSetWindowMaximizeCallback

      @Nullable public static GLFWWindowMaximizeCallback glfwSetWindowMaximizeCallback(long window, @Nullable GLFWWindowMaximizeCallbackI cbfun)
      Sets the maximization callback of the specified window, which is called when the window is maximized or restored.

      This function must only be called from the main thread.

      Parameters:
      window - the window whose callback to set
      cbfun - the new callback or NULL to remove the currently set callback
      Returns:
      the previously set callback, or NULL if no callback was set or the library had not been initialized
      Since:
      version 3.3
    • nglfwSetFramebufferSizeCallback

      public static long nglfwSetFramebufferSizeCallback(long window, long cbfun)
      Unsafe version of: SetFramebufferSizeCallback
    • glfwSetFramebufferSizeCallback

      @Nullable public static GLFWFramebufferSizeCallback glfwSetFramebufferSizeCallback(long window, @Nullable GLFWFramebufferSizeCallbackI cbfun)
      Sets the framebuffer resize callback of the specified window, which is called when the framebuffer of the specified window is resized.

      This function must only be called from the main thread.

      Parameters:
      window - the window whose callback to set
      cbfun - the new callback or NULL to remove the currently set callback
      Returns:
      the previously set callback, or NULL if no callback was set or the library had not been initialized
      Since:
      version 3.0
    • nglfwSetWindowContentScaleCallback

      public static long nglfwSetWindowContentScaleCallback(long window, long cbfun)
    • glfwSetWindowContentScaleCallback

      @Nullable public static GLFWWindowContentScaleCallback glfwSetWindowContentScaleCallback(long window, @Nullable GLFWWindowContentScaleCallbackI cbfun)
      Sets the window content scale callback for the specified window, which is called when the content scale of the specified window changes.

      This function must only be called from the main thread.

      Parameters:
      window - the window whose callback to set
      cbfun - the new callback or NULL to remove the currently set callback
      Returns:
      the previously set callback, or NULL if no callback was set or the library had not been initialized
      Since:
      version 3.3
    • glfwPollEvents

      public static void glfwPollEvents()
      Processes all pending events.

      This function processes only those events that are already in the event queue and then returns immediately. Processing events will cause the window and input callbacks associated with those events to be called.

      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 to redraw the contents of your window when necessary during such operations.

      On some platforms, certain events are sent directly to the application without going through the event queue, causing callbacks to be called outside of a call to one of the event processing functions.

      Event processing is not required for joystick input to work.

      Note
      • This function must only be called from the main thread.
      • This function must not be called from a callback.
      Since:
      version 1.0
    • glfwWaitEvents

      public static void glfwWaitEvents()
      Waits until events are queued and processes them.

      This function puts the calling thread to sleep until at least one event is available in the event queue. Once one or more events are available, it behaves exactly like 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.

      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 to redraw the contents of your window when necessary during such operations.

      On some platforms, certain callbacks may be called outside of a call to one of the event processing functions.

      Event processing is not required for joystick input to work.

      Note
      • This function must only be called from the main thread.
      • This function must not be called from a callback.
      Since:
      version 2.5
    • glfwWaitEventsTimeout

      public static void glfwWaitEventsTimeout(double timeout)
      Waits with timeout until events are queued and processes them.

      This function puts the calling thread to sleep until at least one event is available in the event queue, or until the specified timeout is reached. If one or more events are available, it behaves exactly like 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 to redraw the contents of your window when necessary during such operations.

      On some platforms, certain callbacks may be called outside of a call to one of the event processing functions.

      Event processing is not required for joystick input to work.

      Note
      • This function must only be called from the main thread.
      • This function must not be called from a callback.
      Parameters:
      timeout - the maximum amount of time, in seconds, to wait
      Since:
      version 3.2
    • glfwPostEmptyEvent

      public static void glfwPostEmptyEvent()
      Posts an empty event from the current thread to the main thread event queue, causing WaitEvents or WaitEventsTimeout to return.

      This function may be called from any thread.

      Since:
      version 3.1
    • glfwGetInputMode

      public static int glfwGetInputMode(long window, int mode)
      Returns the value of an input option for the specified window.

      This function must only be called from the main thread.

      Parameters:
      window - the window to query
      mode - the input mode whose value to return. One of:
      CURSORSTICKY_KEYSSTICKY_MOUSE_BUTTONSLOCK_KEY_MODSRAW_MOUSE_MOTION
      Returns:
      the input mode value
      Since:
      version 3.0
    • glfwSetInputMode

      public static void glfwSetInputMode(long window, int mode, int value)
      Sets an input option for the specified window.

      If mode is CURSOR, the value must be one of the following cursor modes:

      • CURSOR_NORMAL makes the cursor visible and behaving normally.
      • CURSOR_HIDDEN makes the cursor invisible when it is over the content area of the window but does not restrict the cursor from leaving.
      • CURSOR_DISABLED hides and grabs the cursor, providing virtual and unlimited cursor movement. This is useful for implementing for example 3D camera controls.
      • CURSOR_CAPTURED makes the cursor visible and confines it to the content area of the window.

      If the mode is STICKY_KEYS, the value must be either TRUE to enable sticky keys, or FALSE to disable it. If sticky keys are enabled, a key press will ensure that GetKey returns PRESS the next time it is called even if the key had been released before the call. This is useful when you are only interested in whether keys have been pressed but not when or in which order.

      If the mode is STICKY_MOUSE_BUTTONS, the value must be either TRUE to enable sticky mouse buttons, or FALSE to disable it. If sticky mouse buttons are enabled, a mouse button press will ensure that GetMouseButton returns PRESS the next time it is called even if the mouse button had been released before the call. This is useful when you are only interested in whether mouse buttons have been pressed but not when or in which order.

      If the mode is LOCK_KEY_MODS, the value must be either TRUE to enable lock key modifier bits, or FALSE to disable them. If enabled, callbacks that receive modifier bits will also have the MOD_CAPS_LOCK bit set when the event was generated with Caps Lock on, and the MOD_NUM_LOCK bit when Num Lock was on.

      If the mode is RAW_MOUSE_MOTION, the value must be either TRUE to enable raw (unscaled and unaccelerated) mouse motion when the cursor is disabled, or FALSE to disable it. If raw motion is not supported, attempting to set this will emit FEATURE_UNAVAILABLE. Call RawMouseMotionSupported to check for support.

      This function must only be called from the main thread.

      Parameters:
      window - the window whose input mode to set
      mode - the input mode to set. One of:
      CURSORSTICKY_KEYSSTICKY_MOUSE_BUTTONS
      value - the new value of the specified input mode
      Since:
      GFLW 3.0
    • glfwRawMouseMotionSupported

      public static boolean glfwRawMouseMotionSupported()
      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, PLATFORM_ERROR will be emitted.

      Raw mouse motion is closer to the actual motion of the mouse across a surface. It is not affected by the scaling and acceleration applied to the motion of the desktop cursor. That processing is suitable for a cursor while raw motion is better for controlling for example a 3D camera. Because of this, raw mouse motion is only provided when the cursor is disabled.

      This function must only be called from the main thread.

      Returns:
      TRUE if raw mouse motion is supported on the current machine, or FALSE otherwise
      Since:
      version 3.3
    • nglfwGetKeyName

      public static long nglfwGetKeyName(int key, int scancode)
      Unsafe version of: GetKeyName
    • glfwGetKeyName

      @Nullable public static String glfwGetKeyName(int key, int scancode)
      Returns the layout-specific name of the specified printable key.

      This function returns the name of the specified printable key, encoded as UTF-8. This is typically the character that key would produce without any modifier keys, intended for displaying key bindings to the user. For dead keys, it is typically the diacritic it would add to a character.

      Do not use this function for text input. You will break text input for many languages even if it happens to work for yours.

      If the key is KEY_UNKNOWN, the scancode is used to identify the key, otherwise the scancode is ignored. If you specify a non-printable key, or KEY_UNKNOWN and a scancode that maps to a non-printable key, this function returns NULL but does not emit an error.

      This behavior allows you to always pass in the arguments in the key callback without modification.

      The printable keys are:

      Names for printable keys depend on keyboard layout, while names for non-printable keys are the same across layouts but depend on the application language and should be localized along with other user interface text.

      The contents of the returned string may change when a keyboard layout change event is received.

      The returned string is allocated and freed by GLFW. You should not free it yourself. It is valid until the library is terminated.

      This function must only be called from the main thread.

      Parameters:
      key - the key to query, or KEY_UNKNOWN
      scancode - the scancode of the key to query
      Returns:
      the UTF-8 encoded, layout-specific name of the key, or NULL
      Since:
      version 3.2
    • glfwGetKeyScancode

      public static int glfwGetKeyScancode(int key)
      Returns the platform dependent scancode of the specified key.

      This function returns the platform dependent scancode of the specified key. This is intended for platform specific default keybindings.

      If the key is KEY_UNKNOWN or does not exist on the keyboard this method will return -1.

      This function may be called from any thread.

      Parameters:
      key - the key to query, or KEY_UNKNOWN
      Returns:
      the platform dependent scancode for the key, or -1 if an errror occurred
      Since:
      version 3.3
    • glfwGetKey

      public static int glfwGetKey(long window, int key)
      Returns the last state reported for the specified key to the specified window. The returned state is one of PRESS or RELEASE. The action REPEAT is only reported to the key callback.

      If the STICKY_KEYS input mode is enabled, this function returns PRESS the first time you call it for a key that was pressed, even if that key has already been released.

      The key functions deal with physical keys, with key tokens named after their use on the standard US keyboard layout. If you want to input text, use the Unicode character callback instead.

      The modifier key bit masks are not key tokens and cannot be used with this function.

      Do not use this function to implement text input.

      Note
      • This function must only be called from the main thread.
      • KEY_UNKNOWN is not a valid key for this function.
      Parameters:
      window - the desired window
      key - the desired keyboard key
      Returns:
      one of PRESS or RELEASE
      Since:
      version 1.0
    • glfwGetMouseButton

      public static int glfwGetMouseButton(long window, int button)
      Returns the last state reported for the specified mouse button to the specified window. The returned state is one of PRESS or RELEASE. The higher-level action REPEAT is only reported to the mouse button callback.

      If the STICKY_MOUSE_BUTTONS input mode is enabled, this function returns PRESS the first time you call it for a mouse button that was pressed, even if that mouse button has already been released.

      This function must only be called from the main thread.

      Parameters:
      window - the desired window
      button - the desired mouse button
      Returns:
      one of PRESS or RELEASE
      Since:
      version 1.0
    • nglfwGetCursorPos

      public static void nglfwGetCursorPos(long window, long xpos, long ypos)
      Unsafe version of: GetCursorPos
    • glfwGetCursorPos

      public static void glfwGetCursorPos(long window, @Nullable DoubleBuffer xpos, @Nullable DoubleBuffer ypos)
      Returns the position of the cursor, in screen coordinates, relative to the upper-left corner of the content area of the specified window.

      If the cursor is disabled (with CURSOR_DISABLED) then the cursor position is unbounded and limited only by the minimum and maximum values of a double.

      The coordinates can be converted to their integer equivalents with the Math.floor(double) function. Casting directly to an integer type works for positive coordinates, but fails for negative ones.

      Any or all of the position arguments may be NULL. If an error occurs, all non-NULL position arguments will be set to zero.

      This function must only be called from the main thread.

      Parameters:
      window - the desired window
      xpos - where to store the cursor x-coordinate, relative to the left edge of the content area, or NULL
      ypos - where to store the cursor y-coordinate, relative to the to top edge of the content area, or NULL.
      Since:
      version 1.0
    • glfwSetCursorPos

      public static void glfwSetCursorPos(long window, double xpos, double ypos)
      Sets the position, in screen coordinates, of the cursor relative to the upper-left corner of the content area of the specified window. The window must have input focus. If the window does not have input focus when this function is called, it fails silently.

      Do not use this function to implement things like camera controls. GLFW already provides the CURSOR_DISABLED cursor mode that hides the cursor, transparently re-centers it and provides unconstrained cursor motion. See SetInputMode for more information.

      If the cursor mode is CURSOR_DISABLED then the cursor position is unconstrained and limited only by the minimum and maximum values of double.

      Notes:

      • This function must only be called from the main thread.
      • Wayland: This function will only work when the cursor mode is CURSOR_DISABLED, otherwise it will emit FEATURE_UNAVAILABLE.
      Parameters:
      window - the desired window
      xpos - the desired x-coordinate, relative to the left edge of the content area
      ypos - the desired y-coordinate, relative to the top edge of the content area
      Since:
      version 1.0
    • nglfwCreateCursor

      public static long nglfwCreateCursor(long image, int xhot, int yhot)
      Unsafe version of: CreateCursor
    • glfwCreateCursor

      public static long glfwCreateCursor(GLFWImage image, int xhot, int yhot)
      Creates a new custom cursor image that can be set for a window with SetCursor. The cursor can be destroyed with DestroyCursor. Any remaining cursors are destroyed by Terminate.

      The pixels are 32-bit, little-endian, non-premultiplied RGBA, i.e. eight bits per channel with the red channel first. They are arranged canonically as packed sequential rows, starting from the top-left corner.

      The cursor hotspot is specified in pixels, relative to the upper-left corner of the cursor image. Like all other coordinate systems in GLFW, the X-axis points to the right and the Y-axis points down.

      Note
      • This function must only be called from the main thread.
      • The specified image data is copied before this function returns.
      Parameters:
      image - the desired cursor image
      xhot - the desired x-coordinate, in pixels, of the cursor hotspot
      yhot - the desired y-coordinate, in pixels, of the cursor hotspot
      Returns:
      the handle of the created cursor, or NULL if an error occurred
      Since:
      version 3.1
    • glfwCreateStandardCursor

      public static long glfwCreateStandardCursor(int shape)
      Returns a cursor with a standard shape, that can be set for a window with SetCursor.

      The images for these cursors come from the system cursor theme and their exact appearance will vary between platforms.

      Most of these shapes are guaranteed to exist on every supported platform but a few may not be present. See the table below for details.

      Cursor shapeWindowsmacOSX11Wayland
      ARROW_CURSORYesYesYesYes
      IBEAM_CURSORYesYesYesYes
      CROSSHAIR_CURSORYesYesYesYes
      POINTING_HAND_CURSORYesYesYesYes
      RESIZE_EW_CURSORYesYesYesYes
      RESIZE_NS_CURSORYesYesYesYes
      RESIZE_NWSE_CURSORYesYes1Maybe2Maybe2
      RESIZE_NESW_CURSORYesYes1Maybe2Maybe2
      RESIZE_ALL_CURSORYesYesYesYes
      NOT_ALLOWED_CURSORYesYesMaybe2Maybe2
      Note
      1. This uses a private system API and may fail in the future.
      2. This uses a newer standard that not all cursor themes support.

      If the requested shape is not available, this function emits a CURSOR_UNAVAILABLE error and returns NULL.

      This function must only be called from the main thread.

      Parameters:
      shape - one of the standard shapes. One of:
      ARROW_CURSORIBEAM_CURSORCROSSHAIR_CURSORPOINTING_HAND_CURSORRESIZE_EW_CURSOR
      RESIZE_NS_CURSORRESIZE_NWSE_CURSORRESIZE_NESW_CURSORRESIZE_ALL_CURSORNOT_ALLOWED_CURSOR
      Returns:
      a new cursor ready to use or NULL if an error occurred. Possible errors include NOT_INITIALIZED, INVALID_ENUM, CURSOR_UNAVAILABLE and PLATFORM_ERROR.
      Since:
      version 3.1
    • glfwDestroyCursor

      public static void glfwDestroyCursor(long cursor)
      Destroys a cursor previously created with CreateCursor. Any remaining cursors will be destroyed by Terminate.
      Note
      • This function must only be called from the main thread.
      • This function must not be called from a callback.
      Parameters:
      cursor - the cursor object to destroy
      Since:
      version 3.1
    • glfwSetCursor

      public static void glfwSetCursor(long window, long cursor)
      Sets the cursor image to be used when the cursor is over the content area of the specified window. The set cursor will only be visible when the cursor mode of the window is CURSOR_NORMAL.

      On some platforms, the set cursor may not be visible unless the window also has input focus.

      This function must only be called from the main thread.

      Parameters:
      window - the window to set the system cursor for
      cursor - the cursor to set, or NULL to switch back to the default arrow cursor
      Since:
      version 3.1
    • nglfwSetKeyCallback

      public static long nglfwSetKeyCallback(long window, long cbfun)
      Unsafe version of: SetKeyCallback
    • glfwSetKeyCallback

      @Nullable public static GLFWKeyCallback glfwSetKeyCallback(long window, @Nullable GLFWKeyCallbackI cbfun)
      Sets the key callback of the specified window, which is called when a key is pressed, repeated or released.

      The key functions deal with physical keys, with layout independent key tokens named after their values in the standard US keyboard layout. If you want to input text, use SetCharCallback instead.

      When a window loses input focus, it will generate synthetic key release events for all pressed keys. You can tell these events from user-generated events by the fact that the synthetic ones are generated after the focus loss event has been processed, i.e. after the window focus callback has been called.

      The scancode of a key is specific to that platform or sometimes even to that machine. Scancodes are intended to allow users to bind keys that don't have a GLFW key token. Such keys have key set to KEY_UNKNOWN, their state is not saved and so it cannot be queried with GetKey.

      Sometimes GLFW needs to generate synthetic key events, in which case the scancode may be zero.

      This function must only be called from the main thread.

      Parameters:
      window - the window whose callback to set
      cbfun - the new callback or NULL to remove the currently set callback
      Returns:
      the previously set callback, or NULL if no callback was set
      Since:
      version 1.0
    • nglfwSetCharCallback

      public static long nglfwSetCharCallback(long window, long cbfun)
      Unsafe version of: SetCharCallback
    • glfwSetCharCallback

      @Nullable public static GLFWCharCallback glfwSetCharCallback(long window, @Nullable GLFWCharCallbackI cbfun)
      Sets the character callback of the specified window, which is called when a Unicode character is input.

      The character callback is intended for Unicode text input. As it deals with characters, it is keyboard layout dependent, whereas SetKeyCallback is not. Characters do not map 1:1 to physical keys, as a key may produce zero, one or more characters. If you want to know whether a specific physical key was pressed or released, see the key callback instead.

      The character callback behaves as system text input normally does and will not be called if modifier keys are held down that would prevent normal text input on that platform, for example a Super (Command) key on macOS or Alt key on Windows.

      This function must only be called from the main thread.

      Parameters:
      window - the window whose callback to set
      cbfun - the new callback or NULL to remove the currently set callback
      Returns:
      the previously set callback, or NULL if no callback was set
      Since:
      version 2.4
    • nglfwSetCharModsCallback

      public static long nglfwSetCharModsCallback(long window, long cbfun)
      Unsafe version of: SetCharModsCallback
    • glfwSetCharModsCallback

      @Nullable public static GLFWCharModsCallback glfwSetCharModsCallback(long window, @Nullable GLFWCharModsCallbackI cbfun)
      Sets the character with modifiers callback of the specified window, which is called when a Unicode character is input regardless of what modifier keys are used.

      The character with modifiers callback is intended for implementing custom Unicode character input. For regular Unicode text input, see SetCharCallback. Like the character callback, the character with modifiers callback deals with characters and is keyboard layout dependent. Characters do not map 1:1 to physical keys, as a key may produce zero, one or more characters. If you want to know whether a specific physical key was pressed or released, see SetKeyCallback instead.

      This function must only be called from the main thread.

      Deprecated: scheduled for removal in version 4.0.

      Parameters:
      window - the window whose callback to set
      cbfun - the new callback or NULL to remove the currently set callback
      Returns:
      the previously set callback, or NULL if no callback was set
      Since:
      version 3.1
    • nglfwSetMouseButtonCallback

      public static long nglfwSetMouseButtonCallback(long window, long cbfun)
      Unsafe version of: SetMouseButtonCallback
    • glfwSetMouseButtonCallback

      @Nullable public static GLFWMouseButtonCallback glfwSetMouseButtonCallback(long window, @Nullable GLFWMouseButtonCallbackI cbfun)
      Sets the mouse button callback of the specified window, which is called when a mouse button is pressed or released.

      When a window loses input focus, it will generate synthetic mouse button release events for all pressed mouse buttons. You can tell these events from user-generated events by the fact that the synthetic ones are generated after the focus loss event has been processed, i.e. after the window focus callback has been called.

      This function must only be called from the main thread.

      Parameters:
      window - the window whose callback to set
      cbfun - the new callback or NULL to remove the currently set callback
      Returns:
      the previously set callback, or NULL if no callback was set
      Since:
      version 1.0
    • nglfwSetCursorPosCallback

      public static long nglfwSetCursorPosCallback(long window, long cbfun)
      Unsafe version of: SetCursorPosCallback
    • glfwSetCursorPosCallback

      @Nullable public static GLFWCursorPosCallback glfwSetCursorPosCallback(long window, @Nullable GLFWCursorPosCallbackI cbfun)
      Sets the cursor position callback of the specified window, which is called when the cursor is moved. The callback is provided with the position, in screen coordinates, relative to the upper-left corner of the content area of the window.

      This function must only be called from the main thread.

      Parameters:
      window - the window whose callback to set
      cbfun - the new callback or NULL to remove the currently set callback
      Returns:
      the previously set callback, or NULL if no callback was set
      Since:
      version 1.0
    • nglfwSetCursorEnterCallback

      public static long nglfwSetCursorEnterCallback(long window, long cbfun)
      Unsafe version of: SetCursorEnterCallback
    • glfwSetCursorEnterCallback

      @Nullable public static GLFWCursorEnterCallback glfwSetCursorEnterCallback(long window, @Nullable GLFWCursorEnterCallbackI cbfun)
      Sets the cursor boundary crossing callback of the specified window, which is called when the cursor enters or leaves the content area of the window.

      This function must only be called from the main thread.

      Parameters:
      window - the window whose callback to set
      cbfun - the new callback or NULL to remove the currently set callback
      Returns:
      the previously set callback, or NULL if no callback was set
      Since:
      version 3.0
    • nglfwSetScrollCallback

      public static long nglfwSetScrollCallback(long window, long cbfun)
      Unsafe version of: SetScrollCallback
    • glfwSetScrollCallback

      @Nullable public static GLFWScrollCallback glfwSetScrollCallback(long window, @Nullable GLFWScrollCallbackI cbfun)
      Sets the scroll callback of the specified window, which is called when a scrolling device is used.

      The scroll callback receives all scrolling input, like that from a mouse wheel or a touchpad scrolling area.

      This function must only be called from the main thread.

      Parameters:
      window - the window whose callback to set
      cbfun - the new callback or NULL to remove the currently set callback
      Returns:
      the previously set callback, or NULL if no callback was set
      Since:
      version 2.1
    • nglfwSetDropCallback

      public static long nglfwSetDropCallback(long window, long cbfun)
      Unsafe version of: SetDropCallback
    • glfwSetDropCallback

      @Nullable public static GLFWDropCallback glfwSetDropCallback(long window, @Nullable GLFWDropCallbackI cbfun)
      Sets the file drop callback of the specified window, which is called when one or more dragged files are dropped on the window.

      Because the path array and its strings may have been generated specifically for that event, they are not guaranteed to be valid after the callback has returned. If you wish to use them after the callback returns, you need to make a deep copy.

      Notes:

      • This function must only be called from the main thread.
      • Wayland: File drop is currently unimplemented.
      Parameters:
      window - the window whose callback to set
      cbfun - the new callback or NULL to remove the currently set callback
      Returns:
      the previously set callback, or NULL if no callback was set
      Since:
      version 3.1
    • glfwJoystickPresent

      public static boolean glfwJoystickPresent(int jid)
      Returns whether the specified joystick is present.

      This function must only be called from the main thread.

      Parameters:
      jid - joystick to query
      Returns:
      TRUE if the joystick is present, or FALSE otherwise
      Since:
      version 3.0
    • nglfwGetJoystickAxes

      public static long nglfwGetJoystickAxes(int jid, long count)
      Unsafe version of: GetJoystickAxes
      Parameters:
      count - where to store the number of axis values in the returned array. This is set to zero if the joystick is not present or an error occurred.
    • glfwGetJoystickAxes

      @Nullable public static FloatBuffer glfwGetJoystickAxes(int jid)
      Returns the values of all axes of the specified joystick. Each element in the array is a value between -1.0 and 1.0.

      If the specified joystick is not present this function will return NULL but will not generate an error. This can be used instead of first calling JoystickPresent.

      The returned array is allocated and freed by GLFW. You should not free it yourself. It is valid until the specified joystick is disconnected, this function is called again for that joystick or the library is terminated.

      This function must only be called from the main thread.

      Parameters:
      jid - the joystick to query
      Returns:
      an array of axis values, or NULL if the joystick is not present
      Since:
      version 2.2
    • nglfwGetJoystickButtons

      public static long nglfwGetJoystickButtons(int jid, long count)
      Unsafe version of: GetJoystickButtons
      Parameters:
      count - where to store the number of button states in the returned array. This is set to zero if the joystick is not present or an error occurred.
    • glfwGetJoystickButtons

      @Nullable public static ByteBuffer glfwGetJoystickButtons(int jid)
      Returns the state of all buttons of the specified joystick. Each element in the array is either PRESS or RELEASE.

      For backward compatibility with earlier versions that did not have GetJoystickHats, the button array also includes all hats, each represented as four buttons. The hats are in the same order as returned by GetJoystickHats and are in the order up, right, down and left. To disable these extra buttons, set the JOYSTICK_HAT_BUTTONS init hint before initialization.

      If the specified joystick is not present this function will return NULL but will not generate an error. This can be used instead of first calling JoystickPresent.

      The returned array is allocated and freed by GLFW. You should not free it yourself. It is valid until the specified joystick is disconnected, this function is called again for that joystick or the library is terminated.

      This function must only be called from the main thread.

      Parameters:
      jid - the joystick to query
      Returns:
      an array of button states, or NULL if the joystick is not present
      Since:
      version 2.2
    • nglfwGetJoystickHats

      public static long nglfwGetJoystickHats(int jid, long count)
      Unsafe version of: GetJoystickHats
      Parameters:
      count - where to store the number of hat states in the returned array. This is set to zero if the joystick is not present or an error occurred.
    • glfwGetJoystickHats

      @Nullable public static ByteBuffer glfwGetJoystickHats(int jid)
      Returns the state of all hats of the specified joystick.

      This function returns the state of all hats of the specified joystick. Each element in the array is one of the following values:

      
       Name                | Value
       ------------------- | ------------------------------
       GLFW_HAT_CENTERED   | 0
       GLFW_HAT_UP         | 1
       GLFW_HAT_RIGHT      | 2
       GLFW_HAT_DOWN       | 4
       GLFW_HAT_LEFT       | 8
       GLFW_HAT_RIGHT_UP   | GLFW_HAT_RIGHT | GLFW_HAT_UP
       GLFW_HAT_RIGHT_DOWN | GLFW_HAT_RIGHT | GLFW_HAT_DOWN
       GLFW_HAT_LEFT_UP    | GLFW_HAT_LEFT  | GLFW_HAT_UP
       GLFW_HAT_LEFT_DOWN  | GLFW_HAT_LEFT  | GLFW_HAT_DOWN

      The diagonal directions are bitwise combinations of the primary (up, right, down and left) directions and you can test for these individually by ANDing it with the corresponding direction.

      
       if (hats[2] & GLFW_HAT_RIGHT)
       {
           // State of hat 2 could be right-up, right or right-down
       }

      If the specified joystick is not present this function will return NULL but will not generate an error. This can be used instead of first calling JoystickPresent.

      Note
      • This function must only be called from the main thread.
      • The returned array is allocated and freed by GLFW. You should not free it yourself. It is valid until the specified joystick is disconnected, this function is called again for that joystick or the library is terminated.
      Parameters:
      jid - the joystick to query
      Returns:
      an array of hat states, or NULL if the joystick is not present or an error occurred
      Since:
      version 3.3
    • nglfwGetJoystickName

      public static long nglfwGetJoystickName(int jid)
      Unsafe version of: GetJoystickName
    • glfwGetJoystickName

      @Nullable public static String glfwGetJoystickName(int jid)
      Returns the name, encoded as UTF-8, of the specified joystick.

      If the specified joystick is not present this function will return NULL but will not generate an error. This can be used instead of first calling JoystickPresent.

      The returned string is allocated and freed by GLFW. You should not free it yourself. It is valid until the specified joystick is disconnected, this function is called again for that joystick or the library is terminated.

      This function must only be called from the main thread.

      Parameters:
      jid - the joystick to query
      Returns:
      the UTF-8 encoded name of the joystick, or NULL if the joystick is not present
      Since:
      version 3.0
    • nglfwGetJoystickGUID

      public static long nglfwGetJoystickGUID(int jid)
      Unsafe version of: GetJoystickGUID
    • glfwGetJoystickGUID

      @Nullable public static String glfwGetJoystickGUID(int jid)
      Returns the SDL compatible GUID, as a UTF-8 encoded hexadecimal string, of the specified joystick.

      The GUID is what connects a joystick to a gamepad mapping. A connected joystick will always have a GUID even if there is no gamepad mapping assigned to it.

      The GUID uses the format introduced in SDL 2.0.5. This GUID tries to uniquely identify the make and model of a joystick but does not identify a specific unit, e.g. all wired Xbox 360 controllers will have the same GUID on that platform. The GUID for a unit may vary between platforms depending on what hardware information the platform specific APIs provide.

      If the specified joystick is not present this function will return NULL but will not generate an error. This can be used instead of first calling JoystickPresent.

      The returned string is allocated and freed by GLFW. You should not free it yourself. It is valid until the specified joystick is disconnected or the library is terminated.

      This function must only be called from the main thread.

      Parameters:
      jid - the joystick to query
      Returns:
      the UTF-8 encoded GUID of the joystick, or NULL if the joystick is not present or an error occurred
      Since:
      version 3.3
    • glfwSetJoystickUserPointer

      public static void glfwSetJoystickUserPointer(int jid, long pointer)
      Sets the user pointer of the specified joystick.

      This function sets the user-defined pointer of the specified joystick. The current value is retained until the joystick is disconnected. The initial value is NULL.

      This function may be called from the joystick callback, even for a joystick that is being disconnected.

      This function may be called from any thread. Access is not synchronized.

      Parameters:
      jid - the joystick whose pointer to set
      pointer - the new value
      Since:
      version 3.3
    • glfwGetJoystickUserPointer

      public static long glfwGetJoystickUserPointer(int jid)
      Returns the user pointer of the specified joystick.

      This function returns the current value of the user-defined pointer of the specified joystick. The initial value is NULL.

      This function may be called from the joystick callback, even for a joystick that is being disconnected.

      This function may be called from any thread. Access is not synchronized.

      Parameters:
      jid - the joystick whose pointer to set
      Since:
      version 3.3
    • glfwJoystickIsGamepad

      public static boolean glfwJoystickIsGamepad(int jid)
      Returns whether the specified joystick is both present and has a gamepad mapping.

      If the specified joystick is present but does not have a gamepad mapping this function will return false but will not generate an error. Call JoystickPresent to check if a joystick is present regardless of whether it has a mapping.

      This function must only be called from the main thread.

      Parameters:
      jid - the joystick id to query
      Returns:
      true if a joystick is both present and has a gamepad mapping or false otherwise
      Since:
      version 3.3
    • nglfwSetJoystickCallback

      public static long nglfwSetJoystickCallback(long cbfun)
      Unsafe version of: SetJoystickCallback
    • glfwSetJoystickCallback

      @Nullable public static GLFWJoystickCallback glfwSetJoystickCallback(@Nullable GLFWJoystickCallbackI cbfun)
      Sets the joystick configuration callback, or removes the currently set callback. This is called when a joystick is connected to or disconnected from the system.

      For joystick connection and disconnection events to be delivered on all platforms, you need to call one of the event processing functions. Joystick disconnection may also be detected and the callback called by joystick functions. The function will then return whatever it returns if the joystick is not present.

      This function must only be called from the main thread.

      Parameters:
      cbfun - the new callback, or NULL to remove the currently set callback
      Returns:
      the previously set callback, or NULL if no callback was set or the library had not been initialized
      Since:
      version 3.2
    • nglfwUpdateGamepadMappings

      public static int nglfwUpdateGamepadMappings(long string)
      Unsafe version of: UpdateGamepadMappings
    • glfwUpdateGamepadMappings

      public static boolean glfwUpdateGamepadMappings(ByteBuffer string)
      Adds the specified SDL_GameControllerDB gamepad mappings.

      This function parses the specified ASCII encoded string and updates the internal list with any gamepad mappings it finds. This string may contain either a single gamepad mapping or many mappings separated by newlines. The parser supports the full format of the gamecontrollerdb.txt source file including empty lines and comments.

      See gamepad_mapping for a description of the format.

      If there is already a gamepad mapping for a given GUID in the internal list, it will be replaced by the one passed to this function. If the library is terminated and re-initialized the internal list will revert to the built-in default.

      This function must only be called from the main thread.

      Parameters:
      string - the string containing the gamepad mappings
      Returns:
      true, or false if an error occurred
      Since:
      version 3.3
    • nglfwGetGamepadName

      public static long nglfwGetGamepadName(int jid)
      Unsafe version of: GetGamepadName
    • glfwGetGamepadName

      @Nullable public static String glfwGetGamepadName(int jid)
      Returns the human-readable name of the gamepad from the gamepad mapping assigned to the specified joystick.

      If the specified joystick is not present or does not have a gamepad mapping this function will return NULL but will not generate an error. Call JoystickIsGamepad to check if a joystick is present regardless of whether it has a mapping.

      The returned string is allocated and freed by GLFW. You should not free it yourself. It is valid until the specified joystick is disconnected, the gamepad mappings are updated or the library is terminated.

      This function must only be called from the main thread.

      Parameters:
      jid - the joystick to query
      Returns:
      the UTF-8 encoded name of the gamepad, or NULL if the joystick is not present, does not have a mapping or an error occurred
      Since:
      version 3.3
    • nglfwGetGamepadState

      public static int nglfwGetGamepadState(int jid, long state)
      Unsafe version of: GetGamepadState
    • glfwGetGamepadState

      public static boolean glfwGetGamepadState(int jid, GLFWGamepadState state)
      Retrieves the state of the specified joystick remapped to an Xbox-like gamepad.

      If the specified joystick is not present or does not have a gamepad mapping this function will return FALSE but will not generate an error. Call JoystickPresent to check whether it is present regardless of whether it has a mapping.

      The Guide button may not be available for input as it is often hooked by the system or the Steam client.

      Not all devices have all the buttons or axes provided by GLFWGamepadState. Unavailable buttons and axes will always report RELEASE and 0.0 respectively.

      This function must only be called from the main thread.

      Parameters:
      jid - the joystick to query
      state - the gamepad input state of the joystick
      Returns:
      true if successful, or false if no joystick is connected, it has no gamepad mapping or an error occurred
      Since:
      version 3.3
    • nglfwSetClipboardString

      public static void nglfwSetClipboardString(long window, long string)
      Unsafe version of: SetClipboardString
    • glfwSetClipboardString

      public static void glfwSetClipboardString(long window, ByteBuffer string)
      Sets the system clipboard to the specified, UTF-8 encoded string.

      The specified string is copied before this function returns.

      Notes:

      • This function must only be called from the main thread.
      Parameters:
      window - deprecated, any valid window or NULL.
      string - a UTF-8 encoded string
      Since:
      version 3.0
    • glfwSetClipboardString

      public static void glfwSetClipboardString(long window, CharSequence string)
      Sets the system clipboard to the specified, UTF-8 encoded string.

      The specified string is copied before this function returns.

      Notes:

      • This function must only be called from the main thread.
      Parameters:
      window - deprecated, any valid window or NULL.
      string - a UTF-8 encoded string
      Since:
      version 3.0
    • nglfwGetClipboardString

      public static long nglfwGetClipboardString(long window)
      Unsafe version of: GetClipboardString
    • glfwGetClipboardString

      @Nullable public static String glfwGetClipboardString(long window)
      Returns the contents of the system clipboard, if it contains or is convertible to a UTF-8 encoded string. If the clipboard is empty or if its contents cannot be converted, NULL is returned and a FORMAT_UNAVAILABLE error is generated.

      The returned string is allocated and freed by GLFW. You should not free it yourself. It is valid until the next call to GetClipboardString or SetClipboardString, or until the library is terminated.

      Note
      • This function must only be called from the main thread.
      • The returned string is allocated and freed by GLFW. You should not free it yourself.
      • The returned string is valid only until the next call to GetClipboardString or SetClipboardString.
      Parameters:
      window - deprecated, any valid window or NULL.
      Returns:
      the contents of the clipboard as a UTF-8 encoded string, or NULL if an error occurred
      Since:
      version 3.0
    • glfwGetTime

      public static double glfwGetTime()
      Returns the value of the GLFW timer. Unless the timer has been set using SetTime, the timer measures time elapsed since GLFW was initialized.

      The resolution of the timer is system dependent, but is usually on the order of a few micro- or nanoseconds. It uses the highest-resolution monotonic time source on each operating system.

      This function may be called from any thread. Reading and writing of the internal timer offset is not atomic, so it needs to be externally synchronized with calls to SetTime.

      Returns:
      the current value, in seconds, or zero if an error occurred
      Since:
      version 1.0
    • glfwSetTime

      public static void glfwSetTime(double time)
      Sets the value of the GLFW timer. It then continues to count up from that value. The value must be a positive finite number less than or equal to 18446744073.0, which is approximately 584.5 years.

      The upper limit of the timer is calculated as floor((264 - 1) / 109) and is due to implementations storing nanoseconds in 64 bits. The limit may be increased in the future.

      This function may be called from any thread. Reading and writing of the internal timer offset is not atomic, so it needs to be externally synchronized with calls to GetTime.

      Parameters:
      time - the new value, in seconds
      Since:
      version 2.2
    • glfwGetTimerValue

      public static long glfwGetTimerValue()
      Returns the current value of the raw timer.

      This function returns the current value of the raw timer, measured in 1 / frequency seconds. To get the frequency, call GetTimerFrequency.

      This function may be called from any thread.

      Returns:
      the value of the timer, or zero if an error occurred
      Since:
      version 3.2
    • glfwGetTimerFrequency

      public static long glfwGetTimerFrequency()
      Returns the frequency, in Hz, of the raw timer.

      This function may be called from any thread.

      Returns:
      the frequency of the timer, in Hz, or zero if an error occurred
      Since:
      version 3.2
    • glfwMakeContextCurrent

      public static void glfwMakeContextCurrent(long window)
      Makes the OpenGL or OpenGL ES context of the specified window current on the calling thread. A context must only be made current on a single thread at a time and each thread can have only a single current context at a time.

      When moving a context between threads, you must make it non-current on the old thread before making it current on the new one.

      By default, making a context non-current implicitly forces a pipeline flush. On machines that support GL_KHR_context_flush_control, you can control whether a context performs this flush by setting the CONTEXT_RELEASE_BEHAVIOR window hint.

      The specified window must have an OpenGL or OpenGL ES context. Specifying a window without a context will generate a NO_WINDOW_CONTEXT error.

      This function may be called from any thread.

      Parameters:
      window - the window whose context to make current, or NULL to detach the current context
      Since:
      version 3.0
    • glfwGetCurrentContext

      public static long glfwGetCurrentContext()
      Returns the window whose OpenGL or OpenGL ES context is current on the calling thread.

      This function may be called from any thread.

      Returns:
      the window whose context is current, or NULL if no window's context is current
      Since:
      version 3.0
    • glfwSwapBuffers

      public static void glfwSwapBuffers(long window)
      Swaps the front and back buffers of the specified window when rendering with OpenGL or OpenGL ES. If the swap interval is greater than zero, the GPU driver waits the specified number of screen updates before swapping the buffers.

      The specified window must have an OpenGL or OpenGL ES context. Specifying a window without a context will generate a NO_WINDOW_CONTEXT error.

      This function does not apply to Vulkan. If you are rendering with Vulkan, vkQueuePresentKHR instead.

      EGL: The context of the specified window must be current on the calling thread.

      This function may be called from any thread.

      Parameters:
      window - the window whose buffers to swap
      Since:
      version 1.0
    • glfwSwapInterval

      public static void glfwSwapInterval(int interval)
      Sets the swap interval for the current OpenGL or OpenGL ES context, i.e. the number of screen updates to wait from the time SwapBuffers was called before swapping the buffers and returning. This is sometimes called vertical synchronization, vertical retrace synchronization or just vsync.

      A context that supports either of the WGL_EXT_swap_control_tear and GLX_EXT_swap_control_tear extensions also accepts negative swap intervals, which allows the driver to swap immediately even if a frame arrives a little bit late. You can check for these extensions with ExtensionSupported. For more information about swap tearing, see the extension specifications.

      A context must be current on the calling thread. Calling this function without a current context will cause a NO_CURRENT_CONTEXT error.

      This function does not apply to Vulkan. If you are rendering with Vulkan, see the present mode of your swapchain instead.

      Note
      • This function may be called from any thread.
      • This function is not called during window creation, leaving the swap interval set to whatever is the default for that API. This is done because some swap interval extensions used by GLFW do not allow the swap interval to be reset to zero once it has been set to a non-zero value.
      • Some GPU drivers do not honor the requested swap interval, either because of a user setting that overrides the application's request or due to bugs in the driver.
      Parameters:
      interval - the minimum number of screen updates to wait for until the buffers are swapped by SwapBuffers
      Since:
      version 1.0
    • nglfwExtensionSupported

      public static int nglfwExtensionSupported(long extension)
      Unsafe version of: ExtensionSupported
    • glfwExtensionSupported

      public static boolean glfwExtensionSupported(ByteBuffer extension)
      Returns whether the specified API extension is supported by the current OpenGL or OpenGL ES context. It searches both for client API extension and context creation API extensions.

      A context must be current on the calling thread. Calling this function without a current context will cause a NO_CURRENT_CONTEXT error.

      As this functions retrieves and searches one or more extension strings each call, it is recommended that you cache its results if it is going to be used frequently. The extension strings will not change during the lifetime of a context, so there is no danger in doing this.

      This function does not apply to Vulkan. If you are using Vulkan, see glfwGetRequiredInstanceExtensions, vkEnumerateInstanceExtensionProperties and vkEnumerateDeviceExtensionProperties instead.

      This function may be called from any thread.

      Parameters:
      extension - the ASCII encoded name of the extension
      Returns:
      TRUE if the extension is available, or FALSE otherwise
      Since:
      version 1.0
    • glfwExtensionSupported

      public static boolean glfwExtensionSupported(CharSequence extension)
      Returns whether the specified API extension is supported by the current OpenGL or OpenGL ES context. It searches both for client API extension and context creation API extensions.

      A context must be current on the calling thread. Calling this function without a current context will cause a NO_CURRENT_CONTEXT error.

      As this functions retrieves and searches one or more extension strings each call, it is recommended that you cache its results if it is going to be used frequently. The extension strings will not change during the lifetime of a context, so there is no danger in doing this.

      This function does not apply to Vulkan. If you are using Vulkan, see glfwGetRequiredInstanceExtensions, vkEnumerateInstanceExtensionProperties and vkEnumerateDeviceExtensionProperties instead.

      This function may be called from any thread.

      Parameters:
      extension - the ASCII encoded name of the extension
      Returns:
      TRUE if the extension is available, or FALSE otherwise
      Since:
      version 1.0
    • nglfwGetProcAddress

      public static long nglfwGetProcAddress(long procname)
      Unsafe version of: GetProcAddress
    • glfwGetProcAddress

      public static long glfwGetProcAddress(ByteBuffer procname)
      Returns the address of the specified OpenGL or OpenGL ES core or extension function, if it is supported by the current context.

      A context must be current on the calling thread. Calling this function without a current context will cause a NO_CURRENT_CONTEXT error.

      This function does not apply to Vulkan. If you are rendering with Vulkan, glfwGetInstanceProcAddress, vkGetInstanceProcAddr and vkGetDeviceProcAddr instead.

      Note
      • The address of a given function is not guaranteed to be the same between contexts.
      • This function may return a non-NULL address despite the associated version or extension not being available. Always check the context version or extension string first.
      • The returned function pointer is valid until the context is destroyed or the library is terminated.
      • This function may be called from any thread.
      Parameters:
      procname - the ASCII encoded name of the function
      Returns:
      the address of the function, or NULL if an error occurred
      Since:
      version 1.0
    • glfwGetProcAddress

      public static long glfwGetProcAddress(CharSequence procname)
      Returns the address of the specified OpenGL or OpenGL ES core or extension function, if it is supported by the current context.

      A context must be current on the calling thread. Calling this function without a current context will cause a NO_CURRENT_CONTEXT error.

      This function does not apply to Vulkan. If you are rendering with Vulkan, glfwGetInstanceProcAddress, vkGetInstanceProcAddr and vkGetDeviceProcAddr instead.

      Note
      • The address of a given function is not guaranteed to be the same between contexts.
      • This function may return a non-NULL address despite the associated version or extension not being available. Always check the context version or extension string first.
      • The returned function pointer is valid until the context is destroyed or the library is terminated.
      • This function may be called from any thread.
      Parameters:
      procname - the ASCII encoded name of the function
      Returns:
      the address of the function, or NULL if an error occurred
      Since:
      version 1.0
    • glfwGetVersion

      public static void glfwGetVersion(@Nullable int[] major, @Nullable int[] minor, @Nullable int[] rev)
      Array version of: GetVersion
    • glfwGetMonitorPos

      public static void glfwGetMonitorPos(long monitor, @Nullable int[] xpos, @Nullable int[] ypos)
      Array version of: GetMonitorPos
    • glfwGetMonitorWorkarea

      public static void glfwGetMonitorWorkarea(long monitor, @Nullable int[] xpos, @Nullable int[] ypos, @Nullable int[] width, @Nullable int[] height)
      Array version of: GetMonitorWorkarea
    • glfwGetMonitorPhysicalSize

      public static void glfwGetMonitorPhysicalSize(long monitor, @Nullable int[] widthMM, @Nullable int[] heightMM)
      Array version of: GetMonitorPhysicalSize
    • glfwGetMonitorContentScale

      public static void glfwGetMonitorContentScale(long monitor, @Nullable float[] xscale, @Nullable float[] yscale)
      Array version of: GetMonitorContentScale
    • glfwGetWindowPos

      public static void glfwGetWindowPos(long window, @Nullable int[] xpos, @Nullable int[] ypos)
      Array version of: GetWindowPos
    • glfwGetWindowSize

      public static void glfwGetWindowSize(long window, @Nullable int[] width, @Nullable int[] height)
      Array version of: GetWindowSize
    • glfwGetFramebufferSize

      public static void glfwGetFramebufferSize(long window, @Nullable int[] width, @Nullable int[] height)
      Array version of: GetFramebufferSize
    • glfwGetWindowFrameSize

      public static void glfwGetWindowFrameSize(long window, @Nullable int[] left, @Nullable int[] top, @Nullable int[] right, @Nullable int[] bottom)
      Array version of: GetWindowFrameSize
    • glfwGetWindowContentScale

      public static void glfwGetWindowContentScale(long window, @Nullable float[] xscale, @Nullable float[] yscale)
      Array version of: GetWindowContentScale
    • glfwGetCursorPos

      public static void glfwGetCursorPos(long window, @Nullable double[] xpos, @Nullable double[] ypos)
      Array version of: GetCursorPos