glfw: add TODOs for tracking 100% GLFW API coverage

Signed-off-by: Stephen Gutekanst <stephen@hexops.com>
This commit is contained in:
Stephen Gutekanst 2021-10-16 14:47:55 -07:00 committed by Stephen Gutekanst
parent d808ec54d6
commit 41c2ef44c1
8 changed files with 2485 additions and 2719 deletions

View file

@ -22,6 +22,12 @@ pub const version = @import("version.zig");
pub const VideoMode = @import("VideoMode.zig");
pub const Window = @import("Window.zig");
pub usingnamespace @import("clipboard.zig");
pub usingnamespace @import("input.zig");
pub usingnamespace @import("opengl.zig");
pub usingnamespace @import("vulkan.zig");
pub usingnamespace @import("time.zig");
/// Initializes the GLFW library.
///
/// This function initializes the GLFW library. Before most GLFW functions can be used, GLFW must
@ -121,6 +127,131 @@ pub inline fn getVersionString() [*c]const u8 {
return c.glfwGetVersionString();
}
// TODO(events):
// /// 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](@ref window_refresh) to redraw the contents of
// /// your window when necessary during such operations.
// ///
// /// Do not assume that callbacks you set will _only_ be called in response to
// /// event processing functions like this one. While it is necessary to poll for
// /// events, window systems that require GLFW to register callbacks of its own
// /// can pass events to GLFW in response to many window system function calls.
// /// GLFW will pass those events on to the application callbacks before
// /// returning.
// ///
// /// Event processing is not required for joystick input to work.
// ///
// /// Possible errors include glfw.Error.NotInitialized and glfw.Error.PlatformError.
// ///
// /// @reentrancy This function must not be called from a callback.
// ///
// /// @thread_safety This function must only be called from the main thread.
// ///
// /// see also: events, glfw.waitEvents, glfw.waitEventsTimeout
// ///
// GLFWAPI void glfwPollEvents(void);
// /// 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 @ref glfwPollEvents, 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](@ref window_refresh) to redraw the contents of
// /// your window when necessary during such operations.
// ///
// /// Do not assume that callbacks you set will _only_ be called in response to
// /// event processing functions like this one. While it is necessary to poll for
// /// events, window systems that require GLFW to register callbacks of its own
// /// can pass events to GLFW in response to many window system function calls.
// /// GLFW will pass those events on to the application callbacks before
// /// returning.
// ///
// /// Event processing is not required for joystick input to work.
// ///
// /// Possible errors include glfw.Error.NotInitialized and glfw.Error.PlatformError.
// ///
// /// @reentrancy This function must not be called from a callback.
// ///
// /// @thread_safety This function must only be called from the main thread.
// ///
// /// see also: events, glfw.pollEvents, glfw.waitEventsTimeout
// ///
// GLFWAPI void glfwWaitEvents(void);
// /// 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 @ref
// /// glfwPollEvents, 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](@ref window_refresh) to redraw the contents of
// /// your window when necessary during such operations.
// ///
// /// Do not assume that callbacks you set will _only_ be called in response to
// /// event processing functions like this one. While it is necessary to poll for
// /// events, window systems that require GLFW to register callbacks of its own
// /// can pass events to GLFW in response to many window system function calls.
// /// GLFW will pass those events on to the application callbacks before
// /// returning.
// ///
// /// Event processing is not required for joystick input to work.
// ///
// /// @param[in] timeout The maximum amount of time, in seconds, to wait.
// ///
// /// Possible errors include glfw.Error.NotInitialized, glfw.Error.InvalidValue and glfw.Error.PlatformError.
// ///
// /// @reentrancy This function must not be called from a callback.
// ///
// /// @thread_safety This function must only be called from the main thread.
// ///
// /// see also: events, glfw.pollEvents, glfw.waitEvents
// ///
// GLFWAPI void glfwWaitEventsTimeout(double timeout);
// /// Posts an empty event to the event queue.
// ///
// /// This function posts an empty event from the current thread to the event
// /// queue, causing @ref glfwWaitEvents or @ref glfwWaitEventsTimeout to return.
// ///
// /// Possible errors include glfw.Error.NotInitialized and glfw.Error.PlatformError.
// ///
// /// @thread_safety This function may be called from any thread.
// ///
// /// see also: events, glfw.waitEvents, glfw.waitEventsTimeout
// ///
// GLFWAPI void glfwPostEmptyEvent(void);
pub fn basicTest() !void {
try init();
defer terminate();