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Home/ Questions/Q 9256425
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Editorial Team
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Editorial Team
Asked: June 18, 20262026-06-18T11:56:17+00:00 2026-06-18T11:56:17+00:00

I’ve already set GLFW library up and according to it’s User Guide, I should

  • 0

I’ve already set GLFW library up and according to it’s User Guide, I should use glfwInit() function to initialize it. After that I should be able to – for example – call callback function after I press key on my keyboard, but this function wasn’t called, so I tried with something easier – getting mouse position. But it also doesn’t work, so I assume that something is wrong with my whole GLFW.

This is main loop for my application:

while (!m_exit)
{

    int x, y;
    glfwGetMousePos(&x, &y);
    glfwPollEvents();
    gameCycle();                        // Do one cycle

    while (PeekMessage (&msg, NULL, 0, 0, PM_NOREMOVE))
    {
        // Check the pressence of commands
        if (!GetMessage (&msg, NULL, 0, 0))
        {
            return msg.wParam; // Hand the control on to system
        }

        TranslateMessage (&msg);
        DispatchMessage (&msg);
    }
}

Also before this loop, I initialize my GLFW:

// Initialize GLFW
if( !glfwInit() )
{
    exit( EXIT_FAILURE );
}

glfwSetKeyCallback(processKeys);

// Main message loop:
int loopRet = g_pGameAppLayer->mainLoop();

When I check values which are saved in x and y variables, I get only -858993460 which indicates that no value is passed to them.

So what am I missing in setting GLFW up?

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1 Answer

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  1. Editorial Team
    Editorial Team
    2026-06-18T11:56:19+00:00Added an answer on June 18, 2026 at 11:56 am

    Your problem is here:

    After that I should be able to – for example – call callback function after I press key on my keyboard

    No, you shouldn’t. Until you have created a window with GLFW, you can’t get input. This is generally true of many windowing systems; you only get input if you have a window.

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