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Use raylib with Sublime Text
Sublime Text 3, fast and simple code editor.
Note: The following how-to is mostly for Windows. If you know a way to do it on Mac and/or Linux, feel free to edit this wiki and add it.
Install the latest release of Raylib from the releases page. If you're on Windows installing Raylib with MingW (GCC) or TCC included will make it easier.
Depending on how easy you want to make it for yourself, create a file called build.bat
in the root of your current project (recommended) or in %AppData%\Sublime Text 3\Packages\User
Make the build.bat
script look something like this:
@echo off
cls
:: ***********************************************************************
rem Batch file for compiling Raylib and/or Raygui applications
:: ***********************************************************************
:Initialization
echo ^> Initializing Variables
echo ----------------------------
SET "RAYLIB_DIR=C:\raylib"
SET "CURRENT_DIR=%cd%"
SET "INPUT_FILE=%1"
SET "OUTPUT_FILE=%2"
SET "INCLUDE_FILES="
SET "COMPILER=%RAYLIB_DIR%\tcc\tcc.exe"
SET "CFLAGS=%RAYLIB_DIR%\raylib\src\raylib.rc.data -std=c99 -Wall"
SET "LDFLAGS=-lmsvcrt -lraylib -lopengl32 -lgdi32 -lwinmm -lkernel32 -lshell32 -luser32 -Wl,-subsystem=gui"
SET "EXTRAFLAGS="
IF /I "%3"=="Release" SET EXTRAFLAGS=%EXTRAFLAGS% -b
:Main
echo(
echo ^> Removing Previous Build
echo ----------------------------
IF EXIST "%1.exe" del /F "%1.exe"
echo(
echo ^> Compiling Program
echo ----------------------------
%COMPILER% -o "%OUTPUT_FILE%" "%INPUT_FILE%" %INCLUDE_FILES% %CFLAGS% %LDFLAGS% %EXTRAFLAGS%
Make sure to replace the variables in :Initialization
with the proper variables.
RAYLIB_DIR
the path to the root of the Raylib directory
INPUT_FILE
the file the build was called from (%1
= build.bat <arg1>
)
OUTPUT_FILE
the output file the build should compile to (%2
= build.bat <arg1> <arg2>
)
INCLUDE_FILES
files to include when compiling (this is why it's recommended to create build.bat
in your project directory, this way you won't have to navigate to Sublime Text user packages each time you want to change something)
COMPILER
the complete path to the compiler you want to use
EXTRAFLAGS
extra compiler flags (if any)
In Sublime Text, go to Tools > Build System > New Build System...
.
Make your sublime-build look something like this:
{
"selector" : "source.c",
"quiet": true,
"shell" : true,
"working_dir" : "$file_path",
"variants": [
{
"name": "Compile",
"cmd" : ["$file_path\\build.bat", "$file_name", "$file_base_name.exe"]
},
{
"name": "Compile & Run",
"cmd" : ["$file_path\\build.bat", "$file_name", "$file_base_name.exe", "&&", "$file_base_name.exe"], //, "&&", "$file_base_name.exe"
},
{
"name": "Release",
"cmd" : ["$file_path\\build.bat", "$file_name", "$file_base_name.exe", "Release"]
}
]
}
Note: If you decided to place build.bat
in %AppData%\Sublime Text 3\Packages\User
, you need to change "$file_path\\build.bat"
to "$packages\\user\\build.bat"
Open your Raylib project in Sublime Text > Tools > Build System (or Ctrl + Shift + B) > Select the Raylib build system that you want to use.
or
You can build the game using View > Command Palette (or Ctrl + Shift + P) > Type Run Task > Press Enter > Select the Raylib build system that you want to use.
A Windows executable is created in your project folder.
www.raylib.com | itch.io | GitHub | Discord | YouTube
- Architecture
- Syntax analysis
- Data structures
- Enumerated types
- External dependencies
- GLFW dependency
- libc dependency
- Platforms and graphics
- Input system
- Default shader
- Custom shaders
- Coding conventions
- Integration with other libs
- Working on Windows
- Working on macOS
- Working on GNU Linux
- Working on Chrome OS
- Working on FreeBSD
- Working on Raspberry Pi
- Working for Android
- Working for Web (HTML5)
- Working on exaequOS Web Computer
- Creating Discord Activities
- Working anywhere with CMake
- CMake Build Options
- raylib templates: Get started easily
- How To: Quick C/C++ Setup in Visual Studio 2022, GCC or MinGW
- How To: C# Visual Studio Setup
- How To: VSCode
- How To: Eclipse
- How To: Sublime Text
- How To: Code::Blocks