raylib-zig
raylib-zig

Not-Nik/raylib-zig

MIT

Manually tweaked, auto-generated raylib bindings for zig. https://github.com/raysan5/raylib

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build.zig.zon  build.zig 
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Updated: 4:15:35 AM Wed Nov 27 2024 Size: 1397KB Created: 9:58:13 AM Sat Feb 15 2020
Dependencies:
raylib raygui
Supports Zig Version 0.13.0
zig  fetch  --save  git+https://github.com/Not-Nik/raylib-zig

raylib-zig

Manually tweaked, auto-generated raylib bindings for zig.

Bindings tested on raylib version 5.5 and Zig 0.13.0

Thanks to all the contributors for their help with this binding.

Example

const rl = @import("raylib");

pub fn main() anyerror!void {
    // Initialization
    //--------------------------------------------------------------------------------------
    const screenWidth = 800;
    const screenHeight = 450;

    rl.initWindow(screenWidth, screenHeight, "raylib-zig [core] example - basic window");
    defer rl.closeWindow(); // Close window and OpenGL context

    rl.setTargetFPS(60); // Set our game to run at 60 frames-per-second
    //--------------------------------------------------------------------------------------

    // Main game loop
    while (!rl.windowShouldClose()) { // Detect window close button or ESC key
        // Update
        //----------------------------------------------------------------------------------
        // TODO: Update your variables here
        //----------------------------------------------------------------------------------

        // Draw
        //----------------------------------------------------------------------------------
        rl.beginDrawing();
        defer rl.endDrawing();

        rl.clearBackground(rl.Color.white);

        rl.drawText("Congrats! You created your first window!", 190, 200, 20, rl.Color.light_gray);
        //----------------------------------------------------------------------------------
    }
}

Building the examples

To build all available examples simply zig build examples. To list available examples run zig build --help. If you want to run an example, say basic_window run zig build basic_window

Building and using

Using raylib-zig's template

  • Execute project_setup.sh project_name, this will create a folder with the name specified
  • You can copy that folder anywhere you want and edit the source
  • Run zig build run at any time to test your project

In an existing project (e.g. created with zig init)

Download and add raylib-zig as a dependency by running the following command in your project root:

zig fetch --save git+https://github.com/Not-Nik/raylib-zig#devel

Then add raylib-zig as a dependency and import its modules and artifact in your build.zig:

const raylib_dep = b.dependency("raylib-zig", .{
    .target = target,
    .optimize = optimize,
});

const raylib = raylib_dep.module("raylib"); // main raylib module
const raygui = raylib_dep.module("raygui"); // raygui module
const raylib_artifact = raylib_dep.artifact("raylib"); // raylib C library

Now add the modules and artifact to your target as you would normally:

exe.linkLibrary(raylib_artifact);
exe.root_module.addImport("raylib", raylib);
exe.root_module.addImport("raygui", raygui);

If you additionally want to support Web as a platform with emscripten, you will need to use emcc.zig by importing raylib-zig's build script with const rlz = @import("raylib-zig"); and then accessing its functions with rlz.emcc. Refer to raylib-zig's project template on how to use them.

Passing build options

raylib allows customisations of certain parts of its build process such as choosing an OpenGL version, building as a shared library or not including certain modules. You can optionally pass these options to raylib-zig dependency like so

const raylib_dep = b.dependency("raylib-zig", .{
    .target = target,
    .optimize = optimize,
    .shared = true, // Build raylib as a shared library
    .opengl_version = rlz.OpenglVersion.gl_2_1, // Use OpenGL 2.1 (requires importing raylib-zig's build script)
});

Defining feature macros

raylib lets the user enable and disable options for different features, loading different file formats for images, fonts, 3D models and audio, linkage variants. You can specify these options for your raylib-zig build by defining the corresponding C macro before you link with it, e.g.:

raylib_artifact.defineCMacro("SUPPORT_FILEFORMAT_JPG", null);

Exporting for web

To export your project for the web, first install emsdk. Once emsdk is installed, set it up by running

emsdk install latest

Find the folder where it's installed and run

zig build -Dtarget=wasm32-emscripten --sysroot [path to emsdk]/upstream/emscripten

once that is finished, the exported project should be located at zig-out/htmlout

When is the binding updated?

I plan on updating it every mayor release (2.5, 3.0, etc.). Keep in mind these are technically header files, so any implementation stuff should be updatable with some hacks on your side.

What needs to be done?

  • (Done) Set up a proper package build and a build script for the examples
  • Port all the examples
  • Member functions/initialisers