
* updated build.zig and generate_functions.py to add raygui * added raygui.h and manually coded some structs & enums in raygui prelude WIP * ported all the structs, enums and globals to zig till raygui implementation * imported types from raylib in raygui * re-encoded raygui-prelude.zig. I don't know for some reason it was showing up as UTF-16 unicode text file. re-encoded it to UTF-8 * fixed imports in prelude to work properly with generated files * updated generate_functions.py file to generate for raygui [text type error not fixed] * simple temporary patch for mentioned text type issue * removed unused imports from raylib in raygui * added generated files * Manually define raygui functions for slice arguments * Manually define raygui functions with pointer return values --------- Co-authored-by: Not-Nik <nik.wipper@gmx.de>
raylib-zig
Manually tweaked, auto-generated raylib bindings for zig.
Bindings tested on raylib version 5.1-dev and Zig 0.12.0
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-exe
)
Create a build.zig.zon
and add raylib-zig as a dependency like so:
.{
// ...
.dependencies = .{
.@"raylib-zig" = .{
.url = "https://github.com/Not-Nik/raylib-zig/archive/devel.tar.gz",
.hash = "12000000000000000000000000000000000000000000000000000000000000000000", // put the actual hash here
},
},
// ...
}
Then add raylib-zig as a dependency and import it's 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 raylib_math = raylib_dep.module("raylib-math"); // raymath module
const rlgl = raylib_dep.module("rlgl"); // rlgl 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("raylib-math", raylib_math);
exe.root_module.addImport("rlgl", rlgl);
If you additionally want to support Web as a platform with emscripten, you will need emcc.zig
. Refer to raylib-zig's project template on how to use it
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