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ThePotatoKing55/SwiftGLFW v4.0.0
A Swift library that makes GLFW a bit more manageable.
⭐️ 8
🕓 1 year ago
macOS linux windows
.package(url: "https://github.com/ThePotatoKing55/SwiftGLFW.git", from: "v4.0.0")


A Swift library that adds a more Swift-like interface to GLFW. So far, it's only been tested on macOS, but it should compile and run on Windows and Linux with little difficulty. As of pull request #5, cross-platform should be working now.

This package is based on CGLFW3, which is just the pure C bindings.

Setting Up

Adding this to your project is pretty standard for a Swift Package.

import PackageDescription

let package = Package(
    name: "GLFWSample",
    products: [
        .executable(name: "GLFW Sample", targets: ["GLFWSample"])
    dependencies: [
        .package(url: "https://github.com/thepotatoking55/SwiftGLFW.git", .upToNextMajor(from: "4.2.0"))
    targets: [
            name: "GLFWSample",
            dependencies: [
                .product(name: "GLFW", package: "SwiftGLFW")



There's a work in progress adaptation of GLFW's C documentation on this repo, which should help show the differences (or serve as an introduction if you're new to GLFW). In-code documentation is also being worked on.

Example Code

GLFW's Hello Window example, except in a much more Swift-idiomatic way:

import GLFW
import OpenGL // Or whatever other library you use

func main() {
    do {
        try GLFWSession.initialize()
        /* macOS's OpenGL implementation requires some extra tweaking */
        GLFWWindow.hints.contextVersion = (4, 1)
        GLFWWindow.hints.openglProfile = .core
        GLFWWindow.hints.openglCompatibility = .forward
        /* Create a windowed mode window and its OpenGL context */
        let window = try GLFWWindow(width: 640, height: 480, title: "Hello World")
        /* Make the window's context current */
        /* Loop until the user closes the window */
        while !window.shouldClose {
            /* Render here */
            /* Swap front and back buffers */
            /* Poll for and process events */
    } catch let error as GLFWError {
        print(error.description ?? "Unknown error")
    } catch {

Error Handling

Since they're fundamental to GLFW, GLFWSession.initialize and GLFWWindow.init can both throw errors. However, if you're expecting potential errors in other places, you can also call

try GLFWSession.checkForError()

Or, you can assign an error handler to catch them as soon as they come up:

GLFWSession.errorHandler = { error in
    /* do something with it here */

Wrapping things up

Like Swift, this package is built with readability and strong type-checking in mind. Rather than passing ints and opaque pointers around, variables are represented with enums and so on.

import GLFW

try! GLFWSession.initialize()

guard let window = try? GLFWWindow(width: 640, height: 480, title: "Hello World") else {

window.resizable = false

window.mouse.useRawMotionInput = true
window.mouse.cursorMode = .disabled
window.scrollInputHandler = { window, x, y in

let monitor = GLFWMonitor.primary

Is equivalent to this:

#include <GLFW/glfw3.h>

GLFWwindow* window;

if !(glfwInit()) {
    return -1;

window = glfwCreateWindow(640, 480, "Hello World", NULL, NULL);
if !(window) {
    return -1;

glfwSetWindowAttrib(window, GLFW_RESIZABLE, GLFW_FALSE);

if (glfwRawMouseMotionSupported())
    glfwSetInputMode(window, GLFW_RAW_MOUSE_MOTION, GLFW_TRUE);
void scroll_callback(GLFWwindow* window, double xoffset, double yoffset) {

glfwSetScrollCallback(window, scroll_callback);

GLFWmonitor* monitor = glfwGetPrimaryMonitor();
glfwSetGamma(monitor, 1.0);


Stars: 8
Last commit: 6 weeks ago
jonrohan Something's broken? Yell at me @ptrpavlik. Praise and feedback (and money) is also welcome.


Release Notes

6 weeks ago
  • Added MIT license (should've done that ages ago!)
  • Removed deprecated openGLVersion hint

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