$npx -y skills add rudedogg/zig-skills --skill zig-sdl3-bindingsZig bindings for SDL3 multimedia library. Use for cross-platform game
| 1 | # Zig SDL3 Bindings Reference |
| 2 | |
| 3 | Idiomatic Zig bindings for SDL3, wrapping the C API with Zig patterns: error unions, optionals, slices, and defer-based resource management. |
| 4 | |
| 5 | **Version:** 0.1.7+ (SDL 3.4.0+) |
| 6 | |
| 7 | ## Critical: Build Configuration |
| 8 | |
| 9 | ### build.zig.zon Dependency |
| 10 | |
| 11 | ```zig |
| 12 | .dependencies = .{ |
| 13 | .sdl3 = .{ |
| 14 | .url = "git+https://codeberg.org/7Games/zig-sdl3#main", |
| 15 | .hash = "...", // Get from build error on first run |
| 16 | }, |
| 17 | }, |
| 18 | ``` |
| 19 | |
| 20 | ### build.zig Setup |
| 21 | |
| 22 | ```zig |
| 23 | const std = @import("std"); |
| 24 | |
| 25 | pub fn build(b: *std.Build) void { |
| 26 | const target = b.standardTargetOptions(.{}); |
| 27 | const optimize = b.standardOptimizeOption(.{}); |
| 28 | |
| 29 | // Get the SDL3 dependency |
| 30 | const sdl3_dep = b.dependency("sdl3", .{ |
| 31 | .target = target, |
| 32 | .optimize = optimize, |
| 33 | // Build options: |
| 34 | // .callbacks = true, // Enable SDL main callbacks pattern |
| 35 | // .main = true, // Enable SDL_main |
| 36 | // .ext_image = true, // Enable SDL_image extension |
| 37 | // .ext_ttf = true, // Enable SDL_ttf extension |
| 38 | // .ext_net = true, // Enable SDL_net extension |
| 39 | }); |
| 40 | |
| 41 | const exe = b.addExecutable(.{ |
| 42 | .name = "my-game", |
| 43 | .root_module = b.createModule(.{ |
| 44 | .root_source_file = b.path("src/main.zig"), |
| 45 | .target = target, |
| 46 | .optimize = optimize, |
| 47 | }), |
| 48 | }); |
| 49 | |
| 50 | // Add SDL3 module and link |
| 51 | exe.root_module.addImport("sdl3", sdl3_dep.module("sdl3")); |
| 52 | |
| 53 | b.installArtifact(exe); |
| 54 | } |
| 55 | ``` |
| 56 | |
| 57 | ### Import in Code |
| 58 | |
| 59 | ```zig |
| 60 | const sdl3 = @import("sdl3"); |
| 61 | ``` |
| 62 | |
| 63 | ## Critical: Two Application Patterns |
| 64 | |
| 65 | ### Pattern 1: Traditional Main Loop (Recommended for most apps) |
| 66 | |
| 67 | ```zig |
| 68 | const sdl3 = @import("sdl3"); |
| 69 | |
| 70 | pub fn main() !void { |
| 71 | // ALWAYS call shutdown at end, even on error |
| 72 | defer sdl3.shutdown(); |
| 73 | |
| 74 | // Initialize subsystems |
| 75 | const init_flags = sdl3.InitFlags{ .video = true, .audio = true }; |
| 76 | try sdl3.init(init_flags); |
| 77 | defer sdl3.quit(init_flags); |
| 78 | |
| 79 | // Create window |
| 80 | const window = try sdl3.video.Window.init("My Game", 800, 600, .{}); |
| 81 | defer window.deinit(); |
| 82 | |
| 83 | // Optional: Create renderer for 2D graphics |
| 84 | const renderer = try sdl3.render.Renderer.init(window, null); |
| 85 | defer renderer.deinit(); |
| 86 | |
| 87 | // FPS limiter (provided by zig-sdl3) |
| 88 | var fps_capper = sdl3.extras.FramerateCapper(f32){ .mode = .{ .limited = 60 } }; |
| 89 | |
| 90 | var running = true; |
| 91 | while (running) { |
| 92 | const dt = fps_capper.delay(); // Delta time in seconds |
| 93 | |
| 94 | // Event handling |
| 95 | while (sdl3.events.poll()) |event| { |
| 96 | switch (event) { |
| 97 | .quit, .terminating => running = false, |
| 98 | .key_down => |key| { |
| 99 | if (key.scancode == .escape) running = false; |
| 100 | }, |
| 101 | else => {}, |
| 102 | } |
| 103 | } |
| 104 | |
| 105 | // Update game state using dt... |
| 106 | |
| 107 | // Render |
| 108 | try renderer.setDrawColor(.{ .r = 0, .g = 0, .b = 0, .a = 255 }); |
| 109 | try renderer.clear(); |
| 110 | // Draw game objects... |
| 111 | try renderer.present(); |
| 112 | } |
| 113 | } |
| 114 | ``` |
| 115 | |
| 116 | ### Pattern 2: App Callbacks (Mobile-friendly, required for some platforms) |
| 117 | |
| 118 | Enable with `-Dcallbacks=true` build option: |
| 119 | |
| 120 | ```zig |
| 121 | const sdl3 = @import("sdl3"); |
| 122 | const std = @import("std"); |
| 123 | |
| 124 | const allocator = std.heap.smp_allocator; |
| 125 | |
| 126 | const AppState = struct { |
| 127 | window: sdl3.video.Window, |
| 128 | renderer: sdl3.render.Renderer, |
| 129 | fps_capper: sdl3.extras.FramerateCapper(f32), |
| 130 | }; |
| 131 | |
| 132 | fn init(app_state: *?*AppState, args: [][*:0]u8) !sdl3.AppResult { |
| 133 | _ = args; |
| 134 | |
| 135 | const window = try sdl3.video.Window.init("Callback App", 800, 600, .{}); |
| 136 | errdefer window.deinit(); |
| 137 | |
| 138 | const renderer = try sdl3.render.Renderer.init(window, null); |
| 139 | errdefer renderer.deinit(); |
| 140 | |
| 141 | const state = try allocator.create(AppState); |
| 142 | state.* = .{ |
| 143 | .window = window, |
| 144 | .renderer = renderer, |
| 145 | .fps_capper = .{ .mode = .{ .limited = 60 } }, |
| 146 | }; |
| 147 | app_state.* = state; |
| 148 | |
| 149 | return .run; // Continue running |
| 150 | } |
| 151 | |
| 152 | fn iterate(app_state: *AppState) !sdl3.AppResult { |
| 153 | const dt = app_state.fps_capper.delay(); |
| 154 | _ = dt; |
| 155 | |
| 156 | try app_state.renderer.setDrawColor(.{ .r = 100, .g = 50, .b = 200, .a = 255 }); |
| 157 | try app_state.renderer.clear(); |
| 158 | try app_state.renderer.present(); |
| 159 | |
| 160 | return .run; |
| 161 | } |
| 162 | |
| 163 | fn event(app_state: *AppState, curr_event: sdl3.events.Event) !sdl3.AppResult { |
| 164 | _ = app_state; |
| 165 | return switch (curr_event) { |
| 166 | .quit, .terminating => .success, // Exit successfully |
| 167 | else => .run, |
| 168 | }; |
| 169 | } |
| 170 | |
| 171 | fn quit(app_state: ?*AppState, result: sdl3.AppResult) void { |
| 172 | _ = result; |