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Merge branch '3.3-stable' into new-cursors-on-3.3-stable
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@@ -24,7 +24,7 @@ All input callbacks receive a window handle. By using the
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or objects from your callbacks.
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To get a better feel for how the various events callbacks behave, run the
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`events` test program. It register every callback supported by GLFW and prints
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`events` test program. It registers every callback supported by GLFW and prints
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out all arguments provided for every event, along with time and sequence
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information.
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@@ -95,7 +95,7 @@ new size before everything returns back out of the @ref glfwSetWindowSize call.
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GLFW divides keyboard input into two categories; key events and character
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events. Key events relate to actual physical keyboard keys, whereas character
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events relate to the Unicode code points generated by pressing some of them.
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events relate to the text that is generated by pressing some of them.
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Keys and characters do not map 1:1. A single key press may produce several
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characters, and a single character may require several keys to produce. This
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@@ -123,23 +123,39 @@ void key_callback(GLFWwindow* window, int key, int scancode, int action, int mod
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}
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@endcode
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The action is one of `GLFW_PRESS`, `GLFW_REPEAT` or `GLFW_RELEASE`. The key
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will be `GLFW_KEY_UNKNOWN` if GLFW lacks a key token for it, for example
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_E-mail_ and _Play_ keys.
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The action is one of `GLFW_PRESS`, `GLFW_REPEAT` or `GLFW_RELEASE`. Events with
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`GLFW_PRESS` and `GLFW_RELEASE` actions are emitted for every key press. Most
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keys will also emit events with `GLFW_REPEAT` actions while a key is held down.
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Note that many keyboards have a limit on how many keys being simultaneous held
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down that they can detect. This limit is called
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[key rollover](https://en.wikipedia.org/wiki/Key_rollover).
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Key events with `GLFW_REPEAT` actions are intended for text input. They are
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emitted at the rate set in the user's keyboard settings. At most one key is
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repeated even if several keys are held down. `GLFW_REPEAT` actions should not
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be relied on to know which keys are being held down or to drive animation.
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Instead you should either save the state of relevant keys based on `GLFW_PRESS`
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and `GLFW_RELEASE` actions, or call @ref glfwGetKey, which provides basic cached
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key state.
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The key will be one of the existing [key tokens](@ref keys), or
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`GLFW_KEY_UNKNOWN` if GLFW lacks a token for it, for example _E-mail_ and _Play_
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keys.
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The scancode is unique for every key, regardless of whether it has a key token.
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Scancodes are platform-specific but consistent over time, so keys will have
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different scancodes depending on the platform but they are safe to save to disk.
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You can query the scancode for any [named key](@ref keys) on the current
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platform with @ref glfwGetKeyScancode.
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You can query the scancode for any [key token](@ref keys) supported on the
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current platform with @ref glfwGetKeyScancode.
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@code
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const int scancode = glfwGetKeyScancode(GLFW_KEY_X);
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set_key_mapping(scancode, swap_weapons);
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@endcode
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The last reported state for every [named key](@ref keys) is also saved in
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per-window state arrays that can be polled with @ref glfwGetKey.
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The last reported state for every physical key with a [key token](@ref keys) is
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also saved in per-window state arrays that can be polled with @ref glfwGetKey.
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@code
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int state = glfwGetKey(window, GLFW_KEY_E);
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@@ -152,7 +168,8 @@ if (state == GLFW_PRESS)
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The returned state is one of `GLFW_PRESS` or `GLFW_RELEASE`.
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This function only returns cached key event state. It does not poll the
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system for the current physical state of the key.
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system for the current state of the physical key. It also does not provide any
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key repeat information.
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@anchor GLFW_STICKY_KEYS
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Whenever you poll state, you risk missing the state change you are looking for.
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@@ -183,15 +200,15 @@ Lock was on when the event occurred and the @ref GLFW_MOD_NUM_LOCK bit set if
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Num Lock was on.
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The `GLFW_KEY_LAST` constant holds the highest value of any
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[named key](@ref keys).
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[key token](@ref keys).
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@subsection input_char Text input
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GLFW supports text input in the form of a stream of
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[Unicode code points](https://en.wikipedia.org/wiki/Unicode), as produced by the
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operating system text input system. Unlike key input, text input obeys keyboard
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layouts and modifier keys and supports composing characters using
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operating system text input system. Unlike key input, text input is affected by
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keyboard layouts and modifier keys and supports composing characters using
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[dead keys](https://en.wikipedia.org/wiki/Dead_key). Once received, you can
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encode the code points into UTF-8 or any other encoding you prefer.
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@@ -370,7 +387,7 @@ sequential rows, starting from the top-left corner.
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@subsubsection cursor_standard Standard cursor creation
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A cursor with a [standard shape](@ref shapes) from the current system cursor
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theme can be can be created with @ref glfwCreateStandardCursor.
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theme can be created with @ref glfwCreateStandardCursor.
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@code
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GLFWcursor* url_cursor = glfwCreateStandardCursor(GLFW_POINTING_HAND_CURSOR);
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@@ -478,8 +495,9 @@ void mouse_button_callback(GLFWwindow* window, int button, int action, int mods)
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The action is one of `GLFW_PRESS` or `GLFW_RELEASE`.
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Mouse button states for [named buttons](@ref buttons) are also saved in
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per-window state arrays that can be polled with @ref glfwGetMouseButton.
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The last reported state for every [supported mouse button](@ref buttons) is also
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saved in per-window state arrays that can be polled with @ref
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glfwGetMouseButton.
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@code
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int state = glfwGetMouseButton(window, GLFW_MOUSE_BUTTON_LEFT);
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@@ -512,7 +530,7 @@ had been processed in the meantime, the state will reset to `GLFW_RELEASE`,
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otherwise it will remain `GLFW_PRESS`.
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The `GLFW_MOUSE_BUTTON_LAST` constant holds the highest value of any
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[named button](@ref buttons).
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[supported mouse button](@ref buttons).
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@subsection scrolling Scroll input
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