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https://github.com/glfw/glfw.git
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@@ -3026,9 +3026,12 @@ GLFWAPI GLFWframebuffersizefun glfwSetFramebufferSizeCallback(GLFWwindow* window
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* [window refresh callback](@ref window_refresh) to redraw the contents of
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* your window when necessary during such operations.
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*
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* On some platforms, certain events are sent directly to the application
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* without going through the event queue, causing callbacks to be called
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* outside of a call to one of the event processing functions.
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* Do not assume that callbacks you set will _only_ be called in response to
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* event processing functions like this one. While it is necessary to poll for
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* events, window systems that require GLFW to register callbacks of its own
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* can pass events to GLFW in response to many window system function calls.
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* GLFW will pass those events on to the application callbacks before
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* returning.
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*
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* Event processing is not required for joystick input to work.
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*
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@@ -3068,8 +3071,12 @@ GLFWAPI void glfwPollEvents(void);
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* [window refresh callback](@ref window_refresh) to redraw the contents of
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* your window when necessary during such operations.
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*
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* On some platforms, certain callbacks may be called outside of a call to one
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* of the event processing functions.
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* Do not assume that callbacks you set will _only_ be called in response to
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* event processing functions like this one. While it is necessary to poll for
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* events, window systems that require GLFW to register callbacks of its own
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* can pass events to GLFW in response to many window system function calls.
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* GLFW will pass those events on to the application callbacks before
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* returning.
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*
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* If no windows exist, this function returns immediately. For synchronization
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* of threads in applications that do not create windows, use your threading
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@@ -3115,8 +3122,12 @@ GLFWAPI void glfwWaitEvents(void);
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* [window refresh callback](@ref window_refresh) to redraw the contents of
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* your window when necessary during such operations.
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*
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* On some platforms, certain callbacks may be called outside of a call to one
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* of the event processing functions.
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* Do not assume that callbacks you set will _only_ be called in response to
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* event processing functions like this one. While it is necessary to poll for
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* events, window systems that require GLFW to register callbacks of its own
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* can pass events to GLFW in response to many window system function calls.
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* GLFW will pass those events on to the application callbacks before
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* returning.
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*
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* If no windows exist, this function returns immediately. For synchronization
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* of threads in applications that do not create windows, use your threading
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@@ -3292,16 +3303,15 @@ GLFWAPI void glfwSetInputMode(GLFWwindow* window, int mode, int value);
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*/
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GLFWAPI const char* glfwGetKeyName(int key, int scancode);
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/*! @brief Returns the platform dependent scancode of the specified key.
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/*! @brief Returns the platform-specific scancode of the specified key.
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*
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* This function returns the platform dependent scancode of the specified key.
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* This is intended for platform specific default keybindings.
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* This function returns the platform-specific scancode of the specified key.
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*
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* If the key is `GLFW_KEY_UNKNOWN` or does not exist on the keyboard this
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* method will return `-1`.
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*
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* @param[in] key The key to query.
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* @return The platform dependent scancode for the key, or `-1` if an
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* @param[in] key Any [named key](@ref keys).
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* @return The platform-specific scancode for the key, or `-1` if an
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* [error](@ref error_handling) occurred.
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*
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* @errors Possible errors include @ref GLFW_NOT_INITIALIZED, @ref
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@@ -3309,7 +3319,7 @@ GLFWAPI const char* glfwGetKeyName(int key, int scancode);
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*
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* @thread_safety This function may be called from any thread.
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*
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* @sa @ref input_key_scancode
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* @sa @ref input_key
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*
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* @since Added in version 3.3.
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*
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