Zig build package and bindings for GLFW 3.4
Example build.zig:
const std = @import("std");
pub fn build(b: *std.Build) void {
const target = b.standardTargetOptions(.{});
const optimize = b.standardOptimizeOption(.{});
const exe = b.addExecutable(.{ ... });
const zglfw = b.dependency("zglfw", .{
.target = target,
.optimize = optimize,
});
exe.root_module.addImport("zglfw", zglfw.module("root"));
if (target.result.os.tag != .emscripten) {
exe.linkLibrary(zglfw.artifact("glfw"));
}
b.installArtifact(exe);
}Now in your code you may import and use zglfw:
const glfw = @import("zglfw");
pub fn main() !void {
try glfw.init();
defer glfw.terminate();
const window = try glfw.createWindow(600, 600, "zig-gamedev: minimal_glfw_gl", null, null);
defer glfw.destroyWindow(window);
// or, using the equivalent, encapsulated, "objecty" API:
const window = try glfw.Window.create(600, 600, "zig-gamedev: minimal_glfw_gl", null, null);
defer window.destroy();
// setup your graphics context here
while (!window.shouldClose()) {
glfw.pollEvents();
// render your things here
window.swapBuffers();
}
}See zig-gamedev samples for more complete usage examples.
To match types from zglfw functions and Vulkan library import_vulkan option may be used. When using this option vulkan import must be provided to the root module.
Example build.zig with vulkan-zig:
const vulkan_headers = b.dependency("vulkan_headers", .{});
const vulkan = b.dependency("vulkan", .{
.registry = vulkan_headers.path("registry/vk.xml"),
}).module("vulkan-zig");
exe.root_module.addImport("vulkan", vulkan);
const zglfw = b.dependency("zglfw", .{
.target = target,
.optimize = optimize,
.import_vulkan = true,
});
const zglfw_mod = zglfw.module("root");
zglfw_mod.addImport("vulkan", vulkan);
exe.root_module.addImport("zglfw", zglfw_mod);
if (target.result.os.tag != .emscripten) {
exe.linkLibrary(zglfw.artifact("glfw"));
}