Manually tweaked, auto-generated raylib bindings for zig.
Bindings tested on raylib version 5.5-dev and Zig 0.13.0
Thanks to all the contributors for their help with this binding.
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);
//----------------------------------------------------------------------------------
}
}
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
project_setup.sh project_name
, this will create a folder with the name specifiedzig build run
at any time to test your projectzig init
)Download and add raylib-zig as a dependency by running the following command in your project root:
zig fetch --save https://github.com/Not-Nik/raylib-zig/archive/devel.tar.gz
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.
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)
});
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);
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
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.