188 lines
7.5 KiB
Markdown
188 lines
7.5 KiB
Markdown
# mach/glfw - Ziggified GLFW bindings [](https://github.com/hexops/mach-glfw/actions) <a href="https://hexops.com"><img align="right" alt="Hexops logo" src="https://raw.githubusercontent.com/hexops/media/main/readme.svg"></img></a>
|
|
|
|
Ziggified GLFW bindings that [Mach engine](https://github.com/hexops/mach) uses, with 100% API coverage, zero-fuss installation, cross compilation, and more.
|
|
|
|
This repository is a separate copy of the same library in the [main Mach repository](https://github.com/hexops/mach), and is automatically kept in sync, 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:
|
|
|
|
- `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:
|
|
|
|
<img width="912" alt="image" src="https://user-images.githubusercontent.com/3173176/139573985-d862f35a-e78e-40c2-bc0c-9c4fb68d6ecd.png">
|
|
|
|
## Getting started
|
|
|
|
### Adding dependency (using Git)
|
|
|
|
In a `libs` subdirectory of the root of your project:
|
|
|
|
```sh
|
|
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: *Build) !void {
|
|
...
|
|
exe.addModule("glfw", glfw.module(b));
|
|
try glfw.link(b, exe, .{});
|
|
}
|
|
```
|
|
|
|
<details>
|
|
<summary>
|
|
|
|
### (optional) Adding dependency using Gyro
|
|
|
|
</summary>
|
|
|
|
```sh
|
|
gyro add --src github hexops/mach-glfw --root src/main.zig --alias glfw
|
|
gyro add --build_dep --src github hexops/mach-glfw --root build.zig --alias build-glfw
|
|
```
|
|
|
|
Then in your `build.zig` add:
|
|
|
|
```zig
|
|
...
|
|
const pkgs = @import("deps.zig").pkgs;
|
|
const glfw = @import("build-glfw");
|
|
|
|
pub fn build(b: *Build) !void {
|
|
...
|
|
|
|
exe.addModule("glfw", pkgs.glfw);
|
|
try glfw.link(b, exe, .{});
|
|
}
|
|
```
|
|
|
|
**Note: You should use `gyro build` instead of `zig build` to use gyro**
|
|
|
|
</details>
|
|
|
|
# Next steps
|
|
|
|
Now in your code you may import and use GLFW:
|
|
|
|
```zig
|
|
const glfw = @import("glfw");
|
|
|
|
/// Default GLFW error handling callback
|
|
fn errorCallback(error_code: glfw.ErrorCode, description: [:0]const u8) void {
|
|
std.log.err("glfw: {}: {s}\n", .{ error_code, description });
|
|
}
|
|
|
|
pub fn main() !void {
|
|
glfw.setErrorCallback(errorCallback);
|
|
if (!glfw.init(.{})) {
|
|
std.log.err("failed to initialize GLFW: {?s}", .{glfw.getErrorString()});
|
|
std.process.exit(1);
|
|
}
|
|
defer glfw.terminate();
|
|
|
|
// Create our window
|
|
const window = glfw.Window.create(640, 480, "Hello, mach-glfw!", null, null, .{}) orelse {
|
|
std.log.err("failed to create GLFW window: {?s}", .{glfw.getErrorString()});
|
|
std.process.exit(1);
|
|
};
|
|
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 terminating on error.
|
|
|
|
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.
|
|
|
|
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`
|
|
|
|
For example, `window.getPos()` will always return x=0, y=0 on Wayland due to lack of platform support.
|
|
Ignoring this error is a reasonable choice for most applications.
|
|
However, errors like this can still be caught and handled:
|
|
|
|
```zig
|
|
const pos = window.getPos();
|
|
|
|
// Option 1: convert a GLFW error into a Zig error.
|
|
glfw.getErrorCode() catch |err| {
|
|
std.log.err("failed to get window position: error={}", .{err});
|
|
return err; // Or fall back to an alternative implementation.
|
|
};
|
|
|
|
// Option 2: log a human-readable description of the error.
|
|
if (glfw.getErrorString()) |description| {
|
|
std.log.err("failed to get window position: {s}", .{description});
|
|
// ...
|
|
}
|
|
|
|
// Option 3: use a combination of the above approaches.
|
|
if (glfw.getError()) |err| {
|
|
const error_code = err.error_code; // Zig error
|
|
const description = err.description; // Human-readable description
|
|
std.log.err("failed to get window position: error={}: {s}", .{error_code, description});
|
|
// ...
|
|
}
|
|
```
|
|
|
|
Note that the above example relies on GLFW's saved error being empty; otherwise, previously emitted errors may be mistaken for an error caused by `window.getPos()`.
|
|
If your application frequently ignores errors, it may be necessary to call `glfw.clearError()` or `defer glfw.clearError()` to ensure a clean slate for future error handling.
|
|
|
|
## Join the community
|
|
|
|
Join the Mach engine community [on Discord](https://discord.gg/XNG3NZgCqp) to discuss this project, ask questions, get help, etc.
|
|
|
|
## 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. Pull requests must be sent to [the main repository](https://github.com/hexops/mach/tree/main/libs/glfw) to avoid some complex merge conflicts we'd get by accepting contributions in both repositories. Once the changes are merged there, they'll get sync'd to this repository automatically.
|
|
|
|
For now mach/glfw tracks the latest `master` revision of GLFW, as recorded [in this file](https://github.com/hexops-graveyard/glfw/blob/main/VERSION), as this version has critical undefined behavior fixes required for GLFW to work with Zig. We will switch to stable releases of GLFW once GLFW 3.4 is tagged.
|