Zigified bindings for SDL libs. Work in progress.
Example build.zig
:
pub fn build(b: *std.Build) !void {
const exe = b.addExecutable(.{ ... });
exe.linkLibC();
const zsdl = b.dependency("zsdl", .{});
exe.root_module.addImport("zsdl2", zsdl.module("zsdl2"));
exe.root_module.addImport("zsdl2_ttf", zsdl.module("zsdl2_ttf"));
exe.root_module.addImport("zsdl2_image", zsdl.module("zsdl2_image"));
// Link against SDL libs
linkSdlLibs(exe);
}
Link against SDL:
pub fn linkSdlLibs(compile_step: *std.Build.Step.Compile) void {
// Adjust as needed for the libraries you are using.
switch (compile_step.rootModuleTarget().os.tag) {
.windows => {
compile_step.linkSystemLibrary("SDL2");
compile_step.linkSystemLibrary("SDL2main"); // Only needed for SDL2, not ttf or image
compile_step.linkSystemLibrary("SDL2_ttf");
compile_step.linkSystemLibrary("SDL2_image");
},
.linux => {
compile_step.linkSystemLibrary("SDL2");
compile_step.linkSystemLibrary("SDL2_ttf");
compile_step.linkSystemLibrary("SDL2_image");
},
.macos => {
compile_step.linkFramework("SDL2");
compile_step.linkFramework("SDL2_ttf");
compile_step.linkFramework("SDL2_image");
},
else => {},
}
}
NOTE: If you want to use our prebuilt libraries also add the following to your build.zig.zon
:
.@"sdl2-prebuilt-macos" = .{
.url = "https://github.com/zig-gamedev/sdl2-prebuilt-macos/archive/f14773fa3de719b3a399b854c31eb4139d63842f.tar.gz",
.hash = "12205cb2da6fb4a7fcf28b9cd27b60aaf12f4d4a55be0260b1ae36eaf93ca5a99f03",
.lazy = true,
},
.@"sdl2-prebuilt-x86_64-windows-gnu" = .{
.url = "https://github.com/zig-gamedev/sdl2-prebuilt-x86_64-windows-gnu/archive/8143e2a5c28dbace399cbff14c3e8749a1afd418.tar.gz",
.hash = "1220ade6b84d06d73bf83cef22c73ec4abc21a6d50b9f48875f348b7942c80dde11b",
.lazy = true,
},
.@"sdl2-prebuilt-x86_64-linux-gnu" = .{
.url = "https://github.com/zig-gamedev/sdl2-prebuilt-x86_64-linux-gnu/archive/2eccc574ad909b0d00b694b10c217a95145c47af.tar.gz",
.hash = "12200ecb91c0596d0356ff39d573af83abcd44fecb27943589f11c2cd172763fea39",
.lazy = true,
},
And add the following to your build.zig
:
fn build(b: *std.Build) !void {
// ... other build steps ...
// Optionally use prebuilt libs instead of relying on system installed SDL...
@import("zsdl").prebuilt_sdl2.addLibraryPathsTo(exe);
if (@import("zsdl").prebuilt_sdl2.install(b, target.result, .bin), .{
.ttf = true,
.image = true,
}) |install_sdl2_step| {
b.getInstallStep().dependOn(install_sdl2_step);
}
// Prebuilt libraries are installed to the executable directory. Set the RPath so the
// executable knows where to look at runtime.
switch (exe.rootModuleTarget().os.tag) {
.windows => {}, // rpath is not used on Windows
.linux => exe.root_module.addRPathSpecial("$ORIGIN"),
.macos => exe.root_module.addRPathSpecial("@executable_path"),
else => {},
}
}
Now in your code you may import and use zsdl2
:
const std = @import("std");
const sdl = @import("zsdl2");
pub fn main() !void {
...
try sdl.init(.{ .audio = true, .video = true });
defer sdl.quit();
const window = try sdl.Window.create(
"zig-gamedev-window",
sdl.Window.pos_undefined,
sdl.Window.pos_undefined,
600,
600,
.{ .opengl = true, .allow_highdpi = true },
);
defer window.destroy();
...
}
TODO