> Development of raylib-zig has moved to [its own organisation](https://github.com/raylib-zig/raylib-zig). > Please update your `build.zig.zon` files and other links accordingly. ![logo](https://github.com/raylib-zig/raylib-zig/raw/devel/logo/logo.png) # raylib-zig Manually tweaked, auto-generated [raylib](https://github.com/raysan5/raylib) bindings for zig. Bindings tested on raylib version 5.6-dev and Zig 0.14.0 Thanks to all the [contributors](https://github.com/raylib-zig/raylib-zig/graphs/contributors) for their help with this binding. ## Example ```zig 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(.white); rl.drawText("Congrats! You created your first window!", 190, 200, 20, .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/raylib-zig/raylib-zig#devel ``` Then add raylib-zig as a dependency and import its modules and artifact in your `build.zig`: ```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: ```zig 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 ```zig 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.: ```zig raylib_artifact.root_module.addCMacro("SUPPORT_FILEFORMAT_JPG", ""); ``` ## 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