# 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. ## 100% API coverage, 130+ tests, etc. These bindings have 100% API coverage of GLFW v3.3.4. Every function, type, constant, etc. has been wrapped in a ziggified API. There are 130+ tests, and CI tests on all major platforms as well as cross-compilation between platforms: [platform support table](https://github.com/hexops/mach#supported-platforms) ## What does a ziggified GLFW API offer? Why create a ziggified GLFW wrapper, instead of just using `@cImport` and interfacing with GLFW directly? You get: * Errors as [zig errors](https://ziglang.org/documentation/master/#Errors) instead of via a callback function. * `true` and `false` instead of `c.GLFW_TRUE` and `c.GLFW_FALSE` constants. * Generics, so you can just use `window.hint` instead of `glfwWindowHint`, `glfwWindowHintString`, etc. * **Enums**, always know what value a GLFW function can accept as everything is strictly typed. And use the nice Zig syntax to access enums, like `window.getKey(.escape)` instead of `c.glfwGetKey(window, c.GLFW_KEY_ESCAPE)` * Slices instead of C pointers and lengths. * [packed structs](https://ziglang.org/documentation/master/#packed-struct) represent bit masks, so you can use `if (joystick.down and joystick.right)` instead of `if (joystick & c.GLFW_HAT_DOWN and joystick & c.GLFW_HAT_RIGHT)`, etc. * Methods, e.g. `my_window.hint(...)` instead of `glfwWindowHint(my_window, ...)` ## 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 ## Examples A minimal Vulkan example can be found in the [mach-glfw-vulkan-example](https://github.com/hexops/mach-glfw-vulkan-example) repository: image ## Getting started In a `libs` subdirectory of the root of your project: ```sg git clone https://github.com/hexops/mach-glfw ``` Then in your `build.zig` add: ```zig const glfw = @import("libs/mach-glfw/build.zig"); pub fn build(b: *Builder) void { ... exe.addPackagePath("glfw", "libs/mach-glfw/src/main.zig"); glfw.link(b, exe, .{}); } ``` Now in your code you may import and use GLFW: ```zig const glfw = @import("glfw"); pub fn main() !void { try glfw.init(); defer glfw.terminate(); // Create our window const window = try glfw.Window.create(640, 480, "Hello, mach-glfw!", null, null); defer window.destroy(); // Wait for the user to close the window. while (!window.shouldClose()) { glfw.pollEvents(); } } ``` ## A warning about error handling Unless the action you're performing is truly critical to your application continuing further, you should avoid using `try`. This is because GLFW unfortunately must return errors for _a large portion_ of its functionality on some platforms, but especially for Wayland - so ideally your application is resiliant to such errors and merely e.g. logs failures that are not critical. Instead of `try window.getPos()` for example, you may use: ```zig const pos = window.getPos() catch |err| { std.log.err("failed to get window position: error={}\n", err); return; } ``` Here is a rough list of functionality Wayland does not support: * `Window.setIcon` * `Window.setPos`, `Window.getPos` * `Window.iconify`, `Window.focus` * `Monitor.setGamma` * `Monitor.getGammaRamp`, `Monitor.setGammaRamp` ## 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. If possible, please send pull requests to [the main repository](https://github.com/hexops/mach/tree/main/glfw) and once merged the change will get sync'd here. 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.