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@page input_guide Input guide
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# Input guide {#input_guide}
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@tableofcontents
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@@ -27,7 +27,7 @@ out all arguments provided for every event, along with time and sequence
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information.
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@section events Event processing
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## Event processing {#events}
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GLFW needs to poll the window system for events both to provide input to the
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application and to prove to the window system that the application hasn't locked
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@@ -89,7 +89,7 @@ a [window size callback](@ref window_size) GLFW will call it in turn with the
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new size before everything returns back out of the @ref glfwSetWindowSize call.
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@section input_keyboard Keyboard input
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## Keyboard input {#input_keyboard}
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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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@@ -101,7 +101,7 @@ may not be the case on your machine, but your users are likely not all using the
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same keyboard layout, input method or even operating system as you.
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@subsection input_key Key input
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### Key input {#input_key}
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If you wish to be notified when a physical key is pressed or released or when it
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repeats, set a key callback.
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@@ -201,7 +201,7 @@ The `GLFW_KEY_LAST` constant holds the highest value of any
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[key token](@ref keys).
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@subsection input_char Text input
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### Text input {#input_char}
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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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@@ -230,7 +230,7 @@ void character_callback(GLFWwindow* window, unsigned int codepoint)
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@endcode
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@subsection input_key_name Key names
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### Key names {#input_key_name}
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If you wish to refer to keys by name, you can query the keyboard layout
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dependent name of printable keys with @ref glfwGetKeyName.
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@@ -246,14 +246,14 @@ ignored. This matches the behavior of the key callback, meaning the callback
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arguments can always be passed unmodified to this function.
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@section input_mouse Mouse input
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## Mouse input {#input_mouse}
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Mouse input comes in many forms, including mouse motion, button presses and
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scrolling offsets. The cursor appearance can also be changed, either to
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a custom image or a standard cursor shape from the system theme.
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@subsection cursor_pos Cursor position
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### Cursor position {#cursor_pos}
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If you wish to be notified when the cursor moves over the window, set a cursor
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position callback.
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@@ -281,7 +281,7 @@ glfwGetCursorPos(window, &xpos, &ypos);
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@endcode
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@subsection cursor_mode Cursor mode
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### Cursor mode {#cursor_mode}
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@anchor GLFW_CURSOR
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The `GLFW_CURSOR` input mode provides several cursor modes for special forms of
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@@ -336,7 +336,7 @@ If the cursor was disabled, this will move it back to its last visible position.
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@anchor GLFW_RAW_MOUSE_MOTION
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@subsection raw_mouse_motion Raw mouse motion
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### Raw mouse motion {#raw_mouse_motion}
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When the cursor is disabled, raw (unscaled and unaccelerated) mouse motion can
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be enabled if available.
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@@ -360,7 +360,7 @@ If supported, raw mouse motion can be enabled or disabled per-window and at any
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time but it will only be provided when the cursor is disabled.
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@subsection cursor_object Cursor objects
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### Cursor objects {#cursor_object}
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GLFW supports creating both custom and system theme cursor images, encapsulated
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as @ref GLFWcursor objects. They are created with @ref glfwCreateCursor or @ref
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@@ -368,7 +368,7 @@ glfwCreateStandardCursor and destroyed with @ref glfwDestroyCursor, or @ref
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glfwTerminate, if any remain.
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@subsubsection cursor_custom Custom cursor creation
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#### Custom cursor creation {#cursor_custom}
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A custom cursor is created with @ref glfwCreateCursor, which returns a handle to
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the created cursor object. For example, this creates a 16x16 white square
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@@ -394,7 +394,7 @@ per channel with the red channel first. The pixels are arranged canonically as
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sequential rows, starting from the top-left corner.
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@subsubsection cursor_standard Standard cursor creation
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#### Standard cursor creation {#cursor_standard}
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A cursor with a [standard shape](@ref shapes) from the current system cursor
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theme can be created with @ref glfwCreateStandardCursor.
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@@ -410,7 +410,7 @@ A few of these shapes are not available everywhere. If a shape is unavailable,
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`NULL` is returned. See @ref glfwCreateStandardCursor for details.
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@subsubsection cursor_destruction Cursor destruction
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#### Cursor destruction {#cursor_destruction}
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When a cursor is no longer needed, destroy it with @ref glfwDestroyCursor.
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@@ -423,7 +423,7 @@ that window will revert to the default cursor. This does not affect the cursor
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mode. All remaining cursors are destroyed when @ref glfwTerminate is called.
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@subsubsection cursor_set Cursor setting
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#### Cursor setting {#cursor_set}
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A cursor can be set as current for a window with @ref glfwSetCursor.
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@@ -447,7 +447,7 @@ When a cursor is destroyed, any window that has it set will revert to the
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default cursor. This does not affect the cursor mode.
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@subsection cursor_enter Cursor enter/leave events
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### Cursor enter/leave events {#cursor_enter}
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If you wish to be notified when the cursor enters or leaves the content area of
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a window, set a cursor enter/leave callback.
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@@ -483,7 +483,7 @@ if (glfwGetWindowAttrib(window, GLFW_HOVERED))
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@endcode
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@subsection input_mouse_button Mouse button input
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### Mouse button input {#input_mouse_button}
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If you wish to be notified when a mouse button is pressed or released, set
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a mouse button callback.
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@@ -543,7 +543,7 @@ The `GLFW_MOUSE_BUTTON_LAST` constant holds the highest value of any
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[supported mouse button](@ref buttons).
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@subsection scrolling Scroll input
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### Scroll input {#scrolling}
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If you wish to be notified when the user scrolls, whether with a mouse wheel or
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touchpad gesture, set a scroll callback.
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@@ -563,7 +563,7 @@ void scroll_callback(GLFWwindow* window, double xoffset, double yoffset)
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A normal mouse wheel, being vertical, provides offsets along the Y-axis.
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@section joystick Joystick input
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## Joystick input {#joystick}
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The joystick functions expose connected joysticks and controllers, with both
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referred to as joysticks. It supports up to sixteen joysticks, ranging from
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@@ -593,7 +593,7 @@ To see all the properties of all connected joysticks in real-time, run the
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`joysticks` test program.
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@subsection joystick_axis Joystick axis states
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### Joystick axis states {#joystick_axis}
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The positions of all axes of a joystick are returned by @ref
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glfwGetJoystickAxes. See the reference documentation for the lifetime of the
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@@ -607,7 +607,7 @@ const float* axes = glfwGetJoystickAxes(GLFW_JOYSTICK_5, &count);
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Each element in the returned array is a value between -1.0 and 1.0.
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@subsection joystick_button Joystick button states
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### Joystick button states {#joystick_button}
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The states of all buttons of a joystick are returned by @ref
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glfwGetJoystickButtons. See the reference documentation for the lifetime of the
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@@ -625,7 +625,7 @@ glfwGetJoystickHats, the button array by default also includes all hats. See
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the reference documentation for @ref glfwGetJoystickButtons for details.
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@subsection joystick_hat Joystick hat states
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### Joystick hat states {#joystick_hat}
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The states of all hats are returned by @ref glfwGetJoystickHats. See the
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reference documentation for the lifetime of the returned array.
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@@ -665,7 +665,7 @@ glfwGetJoystickHats, all hats are by default also included in the button array.
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See the reference documentation for @ref glfwGetJoystickButtons for details.
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@subsection joystick_name Joystick name
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### Joystick name {#joystick_name}
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The human-readable, UTF-8 encoded name of a joystick is returned by @ref
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glfwGetJoystickName. See the reference documentation for the lifetime of the
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@@ -680,7 +680,7 @@ and make may have the same name. Only the [joystick ID](@ref joysticks) is
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guaranteed to be unique, and only until that joystick is disconnected.
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@subsection joystick_userptr Joystick user pointer
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### Joystick user pointer {#joystick_userptr}
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Each joystick has a user pointer that can be set with @ref
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glfwSetJoystickUserPointer and queried with @ref glfwGetJoystickUserPointer.
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@@ -691,7 +691,7 @@ terminated.
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The initial value of the pointer is `NULL`.
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@subsection joystick_event Joystick configuration changes
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### Joystick configuration changes {#joystick_event}
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If you wish to be notified when a joystick is connected or disconnected, set
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a joystick callback.
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@@ -728,7 +728,7 @@ useful values for a disconnected joystick and only before the monitor callback
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returns.
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@subsection gamepad Gamepad input
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### Gamepad input {#gamepad}
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The joystick functions provide unlabeled axes, buttons and hats, with no
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indication of where they are located on the device. Their order may also vary
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@@ -809,7 +809,7 @@ The `GLFW_GAMEPAD_BUTTON_LAST` and `GLFW_GAMEPAD_AXIS_LAST` constants equal
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the largest available index for each array.
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@subsection gamepad_mapping Gamepad mappings
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### Gamepad mappings {#gamepad_mapping}
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GLFW contains a copy of the mappings available in
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[SDL_GameControllerDB](https://github.com/gabomdq/SDL_GameControllerDB) at the
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@@ -892,7 +892,7 @@ were recently added to SDL. The input modifiers `+`, `-` and `~` are supported
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and described above.
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@section time Time input
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## Time input {#time}
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GLFW provides high-resolution time input, in seconds, with @ref glfwGetTime.
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@@ -929,7 +929,7 @@ uint64_t frequency = glfwGetTimerFrequency();
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@endcode
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@section clipboard Clipboard input and output
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## Clipboard input and output {#clipboard}
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If the system clipboard contains a UTF-8 encoded string or if it can be
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converted to one, you can retrieve it with @ref glfwGetClipboardString. See the
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@@ -954,7 +954,7 @@ glfwSetClipboardString(NULL, "A string with words in it");
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@endcode
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@section path_drop Path drop input
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## Path drop input {#path_drop}
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If you wish to receive the paths of files and/or directories dropped on
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a window, set a file drop callback.
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