Comments (2)
All the operating systems / window systems supported by GLFW have cursor positions in screen coordinates, and so this is what GLFW exposes. The coordinate system is discussed in the documentation.
Note that only MacOS and Wayland have potentially different window and framebuffer sizes.
GLFW doesn't have an explicit cursor pixel position function, and I'm not sure this would be wise to implement in GLFW as OpenGL / Vulkan etc. have different pixel coordinate origins. The added computational complexity of doing it in your own code is low, and since there are a number of ways of handling UI / cursor interaction it seems that user code is probably the best place to do this.
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Yes, I was thinking twice about this yesterday, and came to the same conclusion as you. I'm leaving it open just in case anybody has anything to add, but feel free to close it.
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