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Added Sublime Text how-to
101
How-To:-Use-raylib-with-Sublime-Text.md
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How-To:-Use-raylib-with-Sublime-Text.md
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**[_Sublime Text 3_](https://www.sublimetext.com/)**, fast and simple code editor.
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**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.
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### Step 1
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Install the latest release of Raylib from the **[releases page](https://github.com/raysan5/raylib/releases/tag/2.5.0)**. If you're on Windows installing Raylib with MingW (GCC) or TCC included will make it easier.
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### Step 2
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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`
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Make the `build.bat` script look something like this:
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```bat
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@echo off
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cls
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:: ***********************************************************************
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rem Batch file for compiling Raylib and/or Raygui applications
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:: ***********************************************************************
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:Initialization
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echo ^> Initializing Variables
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echo ----------------------------
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SET "RAYLIB_DIR=C:\raylib"
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SET "CURRENT_DIR=%cd%"
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SET "INPUT_FILE=%1"
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SET "OUTPUT_FILE=%2"
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SET "INCLUDE_FILES="
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SET "COMPILER=%RAYLIB_DIR%\tcc\tcc.exe"
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SET "CFLAGS=%RAYLIB_DIR%\raylib\src\raylib.rc.data -std=c99 -Wall"
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SET "LDFLAGS=-lmsvcrt -lraylib -lopengl32 -lgdi32 -lwinmm -lkernel32 -lshell32 -luser32 -Wl,-subsystem=gui"
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SET "EXTRAFLAGS="
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IF /I "%3"=="Release" SET EXTRAFLAGS=%EXTRAFLAGS% -b
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:Main
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echo(
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echo ^> Removing Previous Build
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echo ----------------------------
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IF EXIST "%1.exe" del /F "%1.exe"
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echo(
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echo ^> Compiling Program
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echo ----------------------------
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%COMPILER% -o "%OUTPUT_FILE%" "%INPUT_FILE%" %INCLUDE_FILES% %CFLAGS% %LDFLAGS% %EXTRAFLAGS%
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```
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Make sure to replace the variables in `:Initialization` with the proper variables.
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`RAYLIB_DIR` the path to the root of the Raylib directory
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`INPUT_FILE` the file the build was called from (`%1` = `build.bat <arg1>`)
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`OUTPUT_FILE` the output file the build should compile to (`%2` = `build.bat <arg1> <arg2>`)
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`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)
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`COMPILER` the complete path to the compiler you want to use
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`EXTRAFLAGS` extra compiler flags (if any)
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### Step 3
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In Sublime Text, go to `Tools > Build System > New Build System...`.
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Make your sublime-build look something like this:
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```json
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{
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"selector" : "source.c",
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"quiet": true,
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"shell" : true,
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"working_dir" : "$file_path",
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"variants": [
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{
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"name": "Compile",
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"cmd" : ["$file_path\\build.bat", "$file_name", "$file_base_name.exe"]
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},
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{
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"name": "Compile & Run",
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"cmd" : ["$file_path\\build.bat", "$file_name", "$file_base_name.exe", "&&", "$file_base_name.exe"], //, "&&", "$file_base_name.exe"
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},
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{
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"name": "Release",
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"cmd" : ["$file_path\\build.bat", "$file_name", "$file_base_name.exe", "Release"]
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}
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]
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}
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```
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**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"`
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### Step 4
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Open your Raylib project in Sublime Text > Tools > Build System (or **Ctrl** + **Shift** + **B**) > Select the Raylib build system that you want to use.
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_or_
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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.
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A Windows executable is created in your project folder.
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