all: build: organize build files and reduce unreachables (#567)

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Ali Chraghi 2022-09-25 20:32:51 +03:30 committed by GitHub
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@ -20,20 +20,20 @@ There are 130+ tests, and CI tests on all major platforms as well as cross-compi
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, ...)`
- 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
- (Vulkan) https://github.com/Snektron/vulkan-zig (also see https://github.com/Avokadoen/zig_vulkan)
- (OpenGL) https://github.com/ziglibs/zgl
## Examples
@ -57,10 +57,10 @@ Then in your `build.zig` add:
...
const glfw = @import("libs/mach-glfw/build.zig");
pub fn build(b: *Builder) void {
pub fn build(b: *Builder) !void {
...
exe.addPackage(glfw.pkg);
glfw.link(b, exe, .{});
try glfw.link(b, exe, .{});
}
```
@ -83,11 +83,11 @@ Then in your `build.zig` add:
const pkgs = @import("deps.zig").pkgs;
const glfw = @import("build-glfw");
pub fn build(b: *Builder) void {
pub fn build(b: *Builder) !void {
...
exe.addPackage(pkgs.glfw);
glfw.link(b, exe, .{});
try glfw.link(b, exe, .{});
}
```
@ -134,11 +134,11 @@ const pos = window.getPos() catch |err| {
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`
- `Window.setIcon`
- `Window.setPos`, `Window.getPos`
- `Window.iconify`, `Window.focus`
- `Monitor.setGamma`
- `Monitor.getGammaRamp`, `Monitor.setGammaRamp`
## Join the community