build mach-glfw

This commit is contained in:
Mitchell Hashimoto
2022-03-30 11:36:58 -07:00
parent 15230d527f
commit 112b13ae4d
8 changed files with 19 additions and 151 deletions

3
.gitmodules vendored Normal file
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@ -0,0 +1,3 @@
[submodule "vendor/mach"]
path = vendor/mach
url = https://github.com/hexops/mach.git

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const std = @import("std"); const std = @import("std");
const glfw = @import("vendor/mach/glfw/build.zig");
const Builder = std.build.Builder; const Builder = std.build.Builder;
const LibExeObjStep = std.build.LibExeObjStep; const LibExeObjStep = std.build.LibExeObjStep;
@ -10,10 +11,8 @@ pub fn build(b: *std.build.Builder) void {
exe.setTarget(target); exe.setTarget(target);
exe.setBuildMode(mode); exe.setBuildMode(mode);
exe.install(); exe.install();
exe.linkLibC(); exe.addPackagePath("glfw", "vendor/mach/glfw/src/main.zig");
exe.linkSystemLibrary("glfw3"); glfw.link(b, exe, .{});
// exe.linkSystemLibrary("X11");
// exe.linkSystemLibrary("xcb");
const run_cmd = exe.run(); const run_cmd = exe.run();
run_cmd.step.dependOn(b.getInstallStep()); run_cmd.step.dependOn(b.getInstallStep());

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@ -5,9 +5,8 @@
, scdoc , scdoc
, zig , zig
, glfw , libGL
, libX11 , libX11
, vulkan-headers
}: mkShell rec { }: mkShell rec {
name = "ghostty"; name = "ghostty";
@ -20,8 +19,8 @@
buildInputs = [ buildInputs = [
] ++ lib.optionals stdenv.isLinux [ ] ++ lib.optionals stdenv.isLinux [
glfw
libX11 libX11
vulkan-headers
]; ];
LD_LIBRARY_PATH="${libGL}/lib";
} }

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pub usingnamespace @cImport({
@cDefine("GLFW_INCLUDE_VULKAN", "1");
@cInclude("GLFW/glfw3.h");
});

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const c = @import("c.zig");
/// Errors that GLFW can produce.
pub const Error = error{
/// GLFW has not been initialized.
///
/// This occurs if a GLFW function was called that must not be called unless the library is
/// initialized.
NotInitialized,
/// No context is current for this thread.
///
/// This occurs if a GLFW function was called that needs and operates on the current OpenGL or
/// OpenGL ES context but no context is current on the calling thread. One such function is
/// glfw.SwapInterval.
NoCurrentContext,
/// One of the arguments to the function was an invalid enum value.
///
/// One of the arguments to the function was an invalid enum value, for example requesting
/// glfw.red_bits with glfw.getWindowAttrib.
InvalidEnum,
/// One of the arguments to the function was an invalid value.
///
/// One of the arguments to the function was an invalid value, for example requesting a
/// non-existent OpenGL or OpenGL ES version like 2.7.
///
/// Requesting a valid but unavailable OpenGL or OpenGL ES version will instead result in a
/// glfw.Error.VersionUnavailable error.
InvalidValue,
/// A memory allocation failed.
OutOfMemory,
/// GLFW could not find support for the requested API on the system.
///
/// The installed graphics driver does not support the requested API, or does not support it
/// via the chosen context creation backend. Below are a few examples.
///
/// Some pre-installed Windows graphics drivers do not support OpenGL. AMD only supports
/// OpenGL ES via EGL, while Nvidia and Intel only support it via a WGL or GLX extension. macOS
/// does not provide OpenGL ES at all. The Mesa EGL, OpenGL and OpenGL ES libraries do not
/// interface with the Nvidia binary driver. Older graphics drivers do not support Vulkan.
APIUnavailable,
/// The requested OpenGL or OpenGL ES version (including any requested context or framebuffer
/// hints) is not available on this machine.
///
/// The machine does not support your requirements. If your application is sufficiently
/// flexible, downgrade your requirements and try again. Otherwise, inform the user that their
/// machine does not match your requirements.
///
/// Future invalid OpenGL and OpenGL ES versions, for example OpenGL 4.8 if 5.0 comes out
/// before the 4.x series gets that far, also fail with this error and not glfw.Error.InvalidValue,
/// because GLFW cannot know what future versions will exist.
VersionUnavailable,
/// A platform-specific error occurred that does not match any of the more specific categories.
///
/// A bug or configuration error in GLFW, the underlying operating system or its drivers, or a
/// lack of required resources. Report the issue to our [issue tracker](https://github.com/glfw/glfw/issues).
PlatformError,
/// The requested format is not supported or available.
///
/// If emitted during window creation, the requested pixel format is not supported.
///
/// If emitted when querying the clipboard, the contents of the clipboard could not be
/// converted to the requested format.
///
/// If emitted during window creation, one or more hard constraints did not match any of the
/// available pixel formats. If your application is sufficiently flexible, downgrade your
/// requirements and try again. Otherwise, inform the user that their machine does not match
/// your requirements.
///
/// If emitted when querying the clipboard, ignore the error or report it to the user, as
/// appropriate.
FormatUnavailable,
/// The specified window does not have an OpenGL or OpenGL ES context.
///
/// A window that does not have an OpenGL or OpenGL ES context was passed to a function that
/// requires it to have one.
NoWindowContext,
};
fn convertError(e: c_int) Error!void {
return switch (e) {
c.GLFW_NO_ERROR => {},
c.GLFW_NOT_INITIALIZED => Error.NotInitialized,
c.GLFW_NO_CURRENT_CONTEXT => Error.NoCurrentContext,
c.GLFW_INVALID_ENUM => Error.InvalidEnum,
c.GLFW_INVALID_VALUE => Error.InvalidValue,
c.GLFW_OUT_OF_MEMORY => Error.OutOfMemory,
c.GLFW_API_UNAVAILABLE => Error.APIUnavailable,
c.GLFW_VERSION_UNAVAILABLE => Error.VersionUnavailable,
c.GLFW_PLATFORM_ERROR => Error.PlatformError,
c.GLFW_FORMAT_UNAVAILABLE => Error.FormatUnavailable,
c.GLFW_NO_WINDOW_CONTEXT => Error.NoWindowContext,
else => unreachable,
};
}
/// Returns and clears the last error for the calling thread.
///
/// This function returns and clears the error code of the last error that occurred on the calling
/// thread, and optionally a UTF-8 encoded human-readable description of it. If no error has
/// occurred since the last call, it returns GLFW_NO_ERROR (zero) and the description pointer is
/// set to `NULL`.
///
/// * @param[in] description Where to store the error description pointer, or `NULL`.
/// @return The last error code for the calling thread, or @ref GLFW_NO_ERROR (zero).
///
/// @pointer_lifetime The returned string is allocated and freed by GLFW. You should not free it
/// yourself. It is guaranteed to be valid only until the next error occurs or the library is
/// terminated.
///
/// @remark This function may be called before @ref glfwInit.
///
/// @thread_safety This function may be called from any thread.
pub inline fn getError() Error!void {
return convertError(c.glfwGetError(null));
}

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pub const c = @import("c.zig");
pub const errors = @import("errors.zig");

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const std = @import("std"); const std = @import("std");
const glfw = @import("glfw/glfw.zig"); const glfw = @import("glfw");
pub fn main() !void { pub fn main() !void {
// Iniialize GLFW try glfw.init(.{});
if (glfw.c.glfwInit() != glfw.c.GLFW_TRUE) return glfw.errors.getError(); defer glfw.terminate();
defer glfw.c.glfwTerminate();
// Create our initial window // Create our window
const window = glfw.c.glfwCreateWindow(640, 480, "My Title", null, null) orelse const window = try glfw.Window.create(640, 480, "Hello, mach-glfw!", null, null, .{});
return glfw.errors.getError(); defer window.destroy();
defer glfw.c.glfwDestroyWindow(window);
// Setup OpenGL // Wait for the user to close the window.
glfw.c.glfwMakeContextCurrent(window); while (!window.shouldClose()) {
try glfw.pollEvents();
while (glfw.c.glfwWindowShouldClose(window) == glfw.c.GLFW_FALSE) {
glfw.c.glfwWaitEvents();
} }
} }

1
vendor/mach vendored Submodule

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Subproject commit d26c76b074c243365de086ed56448455b7988b69