![]() Having `glfw.getInstanceProcAddress` conform to the GLFW C ABI is important as it is often likely to be passed into libraries which expect exactly that ABI, e.g. zig-vulkan. Fixes hexops/mach#49 Signed-off-by: Stephen Gutekanst <stephen@hexops.com> |
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mach/glfw - Ziggified GLFW bindings

Ziggified GLFW bindings that Mach engine uses, with 100% API coverage, zero-fuss installation, cross compilation, and more.
The main Mach repository includes this one 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, 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
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
andfalse
booleans instead ofc.GLFW_TRUE
andc.GLFW_FALSE
integers- Methods, so you can write e.g.
window.hint
instead ofglfwWindowHint
- Generics, so you can just use
window.hint
instead ofglfwWindowHint
,glfwWindowHintString
, etc. - Enums, so you can write
window.getKey(.escape)
instead ofc.glfwGetKey(window, c.GLFW_KEY_ESCAPE)
- Slices instead of C pointers and lengths.
packed struct
to represent bit masks, so you can interact with each bit the same way you'd interact with abool
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.
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
.