raylib-rs is a Rust binding for raylib 5.0. It currently targets the stable Rust toolchain, version 1.78 or higher. Please checkout the showcase directory to find usage examples! Though this binding tries to stay close to the simple C API, it makes some changes to be more idiomatic for Rust. |
Most development happens over at: https://github.com/raylib-rs/raylib-rs
- Resources are automatically cleaned up when they go out of scope (or when
std::mem::drop
is called). This is essentially RAII. This means that "Unload" functions are not exposed (and not necessary unless you obtain aWeak
resource using make_weak()). - Most of the Raylib API is exposed through
RaylibHandle
, which is for enforcing that Raylib is only initialized once, and for making sure the window is closed properly. RaylibHandle has no size and goes away at compile time. Because of mutability rules, Raylib-rs is thread safe! - A
RaylibHandle
andRaylibThread
are obtained throughraylib::init_window(...)
or through the newerinit()
function which will allow you tobuild
up some window options before initialization (replacesset_config_flags
). RaylibThread should not be sent to any other threads, or used in a any syncronization primitives (Mutex, Arc) etc. - Manually closing the window is unnecessary, because
CloseWindow
is automatically called whenRaylibHandle
goes out of scope. Model::set_material
,Material::set_shader
, andMaterialMap::set_texture
methods were added since one cannot set the fields directly. Also enforces correct ownership semantics.Font::from_data
,Font::set_chars
, andFont::set_texture
methods were added to create aFont
from loadedCharInfo
data.SubText
andFormatText
are omitted, and are instead covered by Rust's string slicing and Rust'sformat!
macro, respectively.
API | Windows | Linux | macOS | Web | Android |
---|---|---|---|---|---|
core | ✔️ | ✔️ | ✔️ | ✔️ | ❌ |
rgui | ✔️ | ✔️ | ✔️ | ❔ | ❌ |
physac | 🚧 | 🚧 | 🚧 | ❔ | ❌ |
rlgl | ✔️ | ❌ | ❌ | ❔ | ❌ |
Requires glfw, cmake, and curl. Tips on making things work smoothly on all platforms is appreciated. Follow instructions for building raylib for your platform here
- Add the dependency to your
Cargo.toml
:
[dependencies]
raylib = { version = "5.0" }
- Start coding!
use raylib::prelude::*;
fn main() {
let (mut rl, thread) = raylib::init()
.size(640, 480)
.title("Hello, World")
.build();
while !rl.window_should_close() {
let mut d = rl.begin_drawing(&thread);
d.clear_background(Color::WHITE);
d.draw_text("Hello, world!", 12, 12, 20, Color::BLACK);
}
}
- Structs holding resources have RAII/move semantics, including:
Image
,Texture2D
,RenderTexture2D
,Font
,Mesh
,Shader
,Material
, andModel
. Wave
,Sound
,Music
, andAudioStream
have lifetimes bound toAudioHandle
.- Functions dealing with string data take in
&str
and/or return an ownedString
, for the sake of safety. The exception to this is the gui draw functions which take &CStr to avoid per frame allocations. Therstr!
macro helps make this easy. - In C,
LoadFontData
returns a pointer to a heap-allocated array ofCharInfo
structs. In this Rust binding, said array is copied into an ownedVec<CharInfo>
, the original data is freed, and the owned Vec is returned. - In C,
LoadDroppedFiles
returns a pointer to an array of strings owned by raylib. Again, for safety and also ease of use, this binding copies said array into aVec<String>
which is returned to the caller. - I've tried to make linking automatic, though I've only tested on Windows 10, Ubuntu, and MacOS 15. Other platforms may have other considerations.
- OpenGL 3.3, 2.1, and ES 2.0 may be forced via adding
["opengl_33"]
,["opengl_21"]
or["opengl_es_20]
to thefeatures
array in your Cargo.toml dependency definition.
- Clone repository:
git clone --recurse-submodules
cargo build
- Install these packages:
libglfw3-dev wayland-devel libxkbcommon-devel wayland-protocols wayland-protocols-devel libecm-dev
Note that this may not be a comprehensive list, please add details for your distribution or expand on these packages if you believe this to be incomplete.
- Enable wayland by adding
features=["wayland"]
to your dependency definition
The @rust-embedded project provides a handy tool called cross
that uses docker to cross-compile any cargo project to one of their many supported platforms. This tool makes it easy to cross-compile raylib-rs
for binary distribution (in cases where you are producing a pre-compiled game for example).
Cross-compiling from other platforms to Windows is the simplest. Just build your project with this command instead of the usual cargo build
:
cross build --target x86_64-pc-windows-gnu --release
It should be noted that the resulting exe will likely not run under wine
due to an issue with Raylib's audio handling.
Cross-compiling from any platform to Linux, or from Linux to Linux requires a little extra work since raylib-sys
has some system dependencies not provided by cross
. This following example assumes you are compiling for x86_64-unknown-linux-gnu
, but it can be any Linux-y triple.
Firstly, a custom build container must be defined. The following Dockerfile
is the minimum setup for compiling raylib-sys
:
FROM rustembedded/cross:x86_64-unknown-linux-gnu-0.2.1
RUN apt-get update -y
RUN apt-get install libasound2-dev mesa-common-dev libx11-dev libxrandr-dev libxi-dev xorg-dev libgl1-mesa-dev libglu1-mesa-dev -y
With the image defined, build it locally with:
docker build -t raylib_rs_env .
This will produce a local docker image called raylib_rs_env
which cross
will use instead of the default Linux image(s). To tell cross
to use this image, create a Cross.toml
file beside your Cargo.toml
, and add the following (remembering to change things to suit your setup):
[target.x86_64-unknown-linux-gnu]
image = "raylib_rs_env"
The Linux build can now be produced with:
cross build --target x86_64-unknown-linux-gnu --release
cross
does not support cross-compilation to any of Apple's operating systems as of now. Keep an eye on their repository in case this ever changes.
- In addition to the base library, there is also a convenient
ease
module which contains various interpolation/easing functions ported from raylib'seasings.h
, as well as aTween
struct to assist in using these functions. - Equivalent math and vector operations, ported from
raymath.h
, areimpl
ed on the various Vector and Matrix types. Operator overloading is used for more intuitive design.
The raylib-test crate tests the bindings by opening a window, and checking the results of various functions. It requires nightly to use.
- Port raylib examples over to Rust.
- More tests.
- More platform testing.
- Even more testing.
- Physac port?
All contributions are welcome. Chat about raylib on discord