# mach/glfw - Ziggified GLFW bindings [![CI](https://github.com/hexops/mach-glfw/workflows/CI/badge.svg)](https://github.com/hexops/mach-glfw/actions) Hexops logo Ziggified GLFW bindings that [Mach engine](https://github.com/hexops/mach) uses, with 100% API coverage, zero-fuss installation, cross compilation, and more. The [main Mach repository](https://github.com/hexops/mach) includes [this one](https://github.com/hexops/mach-glfw) as a `git subtree`. This is a separate repo so that anyone can use this library in their own project / engine if they like! ## Zero fuss installation, cross compilation, and more [Just as with Mach](https://github.com/hexops/mach#zero-fuss-installation--cross-compilation), you get zero fuss installation & cross compilation using these GLFW bindings. **only `zig` and `git` are needed to build from any OS and produce binaries for every OS.** No system dependencies at all. See also: [platform support table](https://github.com/hexops/mach#supported-platforms) ## 100% API coverage These bindings recently achieved 100% API coverage of GLFW v3.3.4. Every function, type, etc. has been wrapped in a ziggified API. ## What does a ziggified GLFW API offer? You could just `@cImport` GLFW with Zig - the main reasons to use a ziggified wrapper though are because you get: * `true` and `false` booleans instead of `c.GLFW_TRUE` and `c.GLFW_FALSE` integers * Methods, so you can write e.g. `window.hint` instead of `glfwWindowHint` * Generics, so you can just use `window.hint` instead of `glfwWindowHint`, `glfwWindowHintString`, etc. * Enums, so you can write `window.getKey(.escape)` instead of `c.glfwGetKey(window, c.GLFW_KEY_ESCAPE)` * Slices instead of C pointers and lengths. * [`packed struct`](https://ziglang.org/documentation/master/#packed-struct) to represent bit masks, so you can interact with each bit the same way you'd interact with a `bool` if you like, instead of remembering the `&` `|` `^` incantation (although you're free to do that too.) ## How do I use OpenGL, Vulkan, WebGPU, etc. with this? You'll need to bring your own library for this. Some are: * (Vulkan) https://github.com/Snektron/vulkan-zig (also see https://github.com/Avokadoen/zig_vulkan) * (OpenGL) https://github.com/ziglibs/zgl ## Issues Issues are tracked in the [main Mach repository](https://github.com/hexops/mach/issues?q=is%3Aissue+is%3Aopen+label%3Aglfw). ## Contributing Contributions are very welcome. Just send a PR to this repository. We track the latest stable release of GLFW, if you need a newer version we can start a development branch / figure that out - just open an issue. Once your PR is merged, if you're using Mach engine and wanting the changes there, it will be sync'd to the main repo via `git subtree`.