Ziggified GLFW bindings with 100% API coverage, zero-fuss installation, cross compilation, and more.
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Lue a9e9ac0955 all: build: fix sdkPath for relative @src.file / fix autocompletion with ZLS / IDEs (#661)
* all: build: fix sdkPath for relative @src.file

Prior to this commit, the build system heavily assumed that the result
`@src.file` would always be absolute, but this is no longer
guaranteed, likely due to there being no such thing as an "absolute
path" in WASI.

It appears that for normal invocations of `zig build`, it is safe to
assume that `@src.file` is absolute. However, when ZLS uses a custom
`build_runner.zig` to collect build configuration, `@src.file` is
actually relative to the current working directory, at least on my
system. For a while, this led to ZLS completions breaking entirely,
but presently it actually causes ZLS to crash!

The solution is not as simple as using relative `sdkPath` results
as-is, because the build system may attempt to resolve these paths
relative to build root, when the paths are actually relative to the
current working directory.

This leads to a sticky situation: the current working directory is a
runtime concept, but `@src.file` is resolved at compile time. However,
it appears that the build runner does not change current working
directory in between compilation and execution, so it is probably safe
to calculate `sdkPath` using runtime current working directory.

Still, this requires major changes with how `sdkPath` works, since
runtime computation and allocations are required. So pretty much
anything that relied on `sdkPath` being comptime-known has been
refactored in this commit.

The most severe result of this is that, for example, `gpu.pkg` can no
longer be a comptime-known constant: it has to be a runtime function
that takes a `*Builder` and returns a `Pkg`.

This commit deals with usages of `*.pkg` and `sdkPath` within Mach
itself, but projects that depend on Mach such as `mach-examples` will
almost certainly require changes as well.

* all: update README to reflect change in pkg usage

For details on updating your code to use this version, see: 88b1106953

Signed-off-by: Stephen Gutekanst <stephen@hexops.com>
Co-authored-by: Stephen Gutekanst <stephen@hexops.com>
2023-01-02 01:23:46 -07:00
.github all: update Zig to version 0.11.0-dev.1023+1c711b0a6 2023-01-01 02:40:57 -07:00
src glfw: undo setSizeLimits workaround 2022-12-28 11:47:51 -07:00
upstream@915548c869 glfw: update Vulkan headers 2022-08-07 22:05:00 -07:00
.gitattributes all: ensure .git* files are standard across subprojects 2022-08-23 08:36:51 -07:00
.gitignore glfw: fix native import (#583) 2022-10-16 01:19:12 -07:00
.gitmodules glfw: submodule path fix for subrepo 2022-06-15 06:59:56 -07:00
build.zig all: build: fix sdkPath for relative @src.file / fix autocompletion with ZLS / IDEs (#661) 2023-01-02 01:23:46 -07:00
LICENSE LICENSE: note directories with a separate LICENSE file 2021-07-05 12:46:20 -07:00
LICENSE-APACHE initialize repository 2021-07-04 10:36:34 -07:00
LICENSE-MIT initialize repository 2021-07-04 10:36:34 -07:00
README.md all: build: fix sdkPath for relative @src.file / fix autocompletion with ZLS / IDEs (#661) 2023-01-02 01:23:46 -07:00
system_sdk.zig system_sdk: update to latest commits 2022-12-18 18:02:31 -07:00

mach/glfw - Ziggified GLFW bindings CI Hexops logo

Ziggified GLFW bindings that Mach engine 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, 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, 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

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 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 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:

Examples

A minimal Vulkan example can be found in the mach-glfw-vulkan-example repository:

image

Getting started

Adding dependency (using Git)

In a libs subdirectory of the root of your project:

git clone https://github.com/hexops/mach-glfw

Then in your build.zig add:

...
const glfw = @import("libs/mach-glfw/build.zig");

pub fn build(b: *Builder) !void {
    ...
    exe.addPackage(glfw.pkg(b));
    try glfw.link(b, exe, .{});
}

(optional) Adding dependency using Gyro

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:

...
const pkgs = @import("deps.zig").pkgs;
const glfw = @import("build-glfw");

pub fn build(b: *Builder) !void {
    ...

    exe.addPackage(pkgs.glfw);
    try glfw.link(b, exe, .{});
}

Note: You should use gyro build instead of zig build to use gyro

Next steps

Now in your code you may import and use GLFW:

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()) {
        try 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:

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

Join the community

Join the Mach engine community on Matrix chat to discuss this project, ask questions, get help, etc.

Issues

Issues are tracked in the main Mach repository.

Contributing

Contributions are very welcome. Pull requests must be sent to the main repository 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, 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.