/nimraylib_now

The Ultimate Raylib gaming library wrapper for Nim

Primary LanguageCMIT LicenseMIT

NimraylibNow! - The Ultimate Raylib wrapper for Nim

The most idiomatic and up-to-date wrapper for Raylib gaming C library. Use this library if you want to write games using Raylib in Nim.

This library is an effort to create an automatically generated wrapper which can be easily upgraded to any future version of Raylib. Anyone should be able to upgrade it with some effort and HACKING should be a guide on how to do it. Please file a bug report if any of that is too far from the reality.

Features

  • Automated generation of the wrapper using the power of (((Nim)))

  • Idiomatic Nim naming and conventions so you write Nim code, not C

  • 60+ examples converted from C to Nim

  • Includes modules: raylib, raymath, rlgl, raygui, physac

  • Supports Windows, Linux, MacOS, Emscripten (see Emscripten example)

  • Supports static compilation, dynamic linking - you choose

Quickstart

  1. Install NimraylibNow!
$ nimble install nimraylib_now  # wait 10 minutes for download, sorry
  1. Copy any example to your file, for instance crown.nim
  2. Compile and run it:
$ nim c -r -d:release --gc:orc crown.nim

Explanation of flags:

  • -r - run after compiling
  • -d:release - for speed, but also cuts away debugging information
  • --gc:orc - memory management without garbage collection and with better C interoperability

Current version and upgrading from previous versions

NimraylibNow! v0.14 is a wrapper for Raylib v4.0.0 and Raygui v3.0.

See CHANGELOG for any tips on how to upgrade your code from previous versions.

Install NimraylibNow!

Install this library with nimble (takes 6-10(!) minutes because of huge original raylib repository):

$ nimble install nimraylib_now

Or put it into your .nimble file:

requires "nimraylib_now"

How to use NimraylibNow!

Import any necessary modules and use it:

# Import everything but rlgl, should be enough for most cases!
import nimraylib_now

# Import only necessary modules for more granularity
import nimraylib_now/raylib
import nimraylib_now/[raylib, raymath, raygui]
from nimraylib_now/rlgl as rl import nil  # import rlgl with a mandatory prefix rl

See examples for how to use it. You should generally be able to follow any tutorials for official C bindings, just mind the naming. Also see official cheatsheet and directly inspect the binding sources, e.g. for raylib.

Here is a long example to showcase most features (crown.nim).

import math
import nimraylib_now

const
  nimFg: Color = (0xff, 0xc2, 0x00)          # Use this shortcut with alpha = 255!
  nimBg: Color = (0x17, 0x18, 0x1f)

# Let's draw a Nim crown!
const
  crownSides = 8                             # Low-polygon version
  centerAngle = 2.0 * PI / crownSides.float  # Angle from the center of a circle
  lowerRadius = 2.0                          # Lower crown circle
  upperRadius = lowerRadius * 1.4            # Upper crown circle
  mainHeight = lowerRadius * 0.8             # Height without teeth
  toothHeight = mainHeight * 1.3             # Height with teeth
  toothSkew = 1.2                            # Little angle for teeth

var
  lowerPoints, upperPoints: array[crownSides, tuple[x, y: float]]

# Get evenly spaced points on the lower and upper circles,
# use Nim's math module for that
for i in 0..<crownSides:
  let multiplier = i.float
  # Formulas are for 2D space, good enough for 3D since height is always same
  lowerPoints[i] = (
    x: lowerRadius * cos(centerAngle * multiplier),
    y: lowerRadius * sin(centerAngle * multiplier),
  )
  upperPoints[i] = (
    x: upperRadius * cos(centerAngle * multiplier),
    y: upperRadius * sin(centerAngle * multiplier),
  )

initWindow(800, 600, "[nim]RaylibNow!")  # Open window

var camera = Camera(
  position: (5.0, 8.0, 10.0),  # Camera position
  target: (0.0, 0.0, 0.0),     # Camera target it looks-at
  up: (0.0, 1.0, 0.0),         # Camera up vector (rotation over its axis)
  fovy: 45.0,                  # Camera field-of-view apperture in Y (degrees)
  projection: Perspective      # Defines projection type, see CameraProjection
)
camera.setCameraMode(Orbital)  # Several modes available, see CameraMode

var pause = false              # Pausing the game will stop animation

setTargetFPS(60)               # Set the game to run at 60 frames per second

# Wait for Esc key press or when the window is closed
while not windowShouldClose():
  if not pause:
    camera.addr.updateCamera   # Rotate camera

  if isKeyPressed(Space):      # Pressing Space will stop/resume animation
    pause = not pause

  beginDrawing:                # Use drawing functions inside this block
    clearBackground(RayWhite)  # Set background color

    beginMode3D(camera):       # Use 3D drawing functions inside this block
      drawGrid(10, 1.0)

      for i in 0..<crownSides:
        # Define 5 points:
        # - Current lower circle point
        # - Current upper circle point
        # - Next lower circle point
        # - Next upper circle point
        # - Point for peak of crown tooth
        let
          nexti = if i == crownSides - 1: 0 else: i + 1
          lowerCur: Vector3 = (lowerPoints[i].x, 0.0, lowerPoints[i].y)
          upperCur: Vector3 = (upperPoints[i].x, mainHeight, upperPoints[i].y)
          lowerNext: Vector3 = (lowerPoints[nexti].x, 0.0, lowerPoints[nexti].y)
          upperNext: Vector3 = (upperPoints[nexti].x, mainHeight, upperPoints[nexti].y)
          tooth: Vector3 = (
            (upperCur.x + upperNext.x) / 2.0 * toothSkew,
            toothHeight,
            (upperCur.z + upperNext.z) / 2.0 * toothSkew
          )

        # Front polygon (clockwise order)
        drawTriangle3D(lowerCur, upperCur, upperNext, nimFg)
        drawTriangle3D(lowerCur, upperNext, lowerNext, nimFg)

        # Back polygon (counter-clockwise order)
        drawTriangle3D(lowerCur, upperNext, upperCur, nimBg)
        drawTriangle3D(lowerCur, lowerNext, upperNext, nimBg)

        # Wire line for polygons
        drawLine3D(lowerCur, upperCur, Gray)

        # Crown tooth front triangle (clockwise order)
        drawTriangle3D(upperCur, tooth, upperNext, nimFg)

        # Crown tooth back triangle (counter-clockwise order)
        drawTriangle3D(upperNext, tooth, upperCur, nimBg)

    block text:
      block:
        let
          text = "I AM NIM"
          fontSize = 60
          textWidth = measureText(text, fontSize)
          verticalPos = (getScreenHeight().float * 0.4).int
        drawText(
          text,
          (getScreenWidth() - textWidth) div 2,  # center
          (getScreenHeight() + verticalPos) div 2,
          fontSize,
          Black
        )
      block:
        let text =
          if pause: "Press Space to continue"
          else: "Press Space to pause"
        drawText(text, 10, 10, 20, Black)

closeWindow()

Nim crown drawn with polygons

Naming differences with C

Naming is converted to more Nim conventional style but in a predictable manner. Generally just omit any prefixes you see in official docs and use camelCase for procs, everything else stays the same:

void InitWindow(int width, int height, const char *title);
void GuiSetState(int state);
void rlBegin(int mode);

to

proc initWindow*(width: cint; height: cint; title: cstring)
proc setState*(state: cint)
proc begin*(mode: cint)

Although some definitions may have names like FULLSCREEN_MODE, you can still use them (and encouraged to) as FullscreenMode in code.

Raymath

All prefixes specific to types were omitted where possible:

Vector2 Vector2Zero(void);
Vector3 Vector3Zero(void);

Vector2 Vector2Add(Vector2 v1, Vector2 v2);
Vector3 Vector3Add(Vector3 v1, Vector3 v2);

to

proc vector2Zero*(): Vector2
proc vector3Zero*(): Vector3

proc add*(v1: Vector2; v2: Vector2): Vector2
proc add*(v1: Vector3; v2: Vector3): Vector3

Passing values by addresses

BE VERY CAREFUL with values which are passed as addresses, always convert them to approapriate C-compatible types:

# Will do incorrect things!
var
  xPos = 0.0  # this is `float` type, will not be converted to `cfloat` automatically
  cameraPos = [xPos, camera.position.y, camera.position.z]
setShaderValue(shader, viewEyeLoc, cameraPos.addr, Vec3)  # cameraPos.addr is a pointer

# Convert values instead
var xPos: cfloat = 0.0
# or
var cameraPos = [xPos.cfloat, camera.position.y, camera.position.z]
# So this finally works as intended:
setShaderValue(shader, viewEyeLoc, cameraPos.addr, Vec3)

Tips and tricks

Tuple to object converters for geometry

Vector2, Vector3, Vector4 (Quaternion), Matrix, Rectangle, Color can be written as a tuple to save on typing as they have pretty much standard parameter sequence:

# All are valid:
var
  v1: Vector2 = (x: 3.0, y: 5.0)
  v2 = Vector2(x: 3.0, y: 5.0)
  v3 = (3.0, 5.0)
  c: Color = (0xc9, 0xc9, 0xc9)  # color can be written as a tuple even without the alpha value!

Require fully qualified procs

For functions operating on global scope it could be convenient to use fully qualified proc name:

rlgl.begin(rlgl.Triangles)
# draw something
rlgl.end()

which can be enforced by the compiler by importing rlgl module like this:

from nimraylib_now/rlgl import nil

# or to use a shorter `rl`
from nimraylib_now/rlgl as rl import nil

Begin-End pairs sugar

There are pairs like beginDrawing() - endDrawing(), each have helping templates to automatically insert end-proc at the end:

beginDrawing:
  drawLine(...)

is same as

beginDrawing()
drawLine(...)
endDrawing()

Reserved words

Be careful and use "stropping" when using fields or functions which are also reserved words in Nim:

`end`()

Enums

All enums are marked as {.pure.} which means they should be fully qualified when compiler can't guess their type:

camera.projection = Perspective  # can be guessed, no need for CameraProjection.Perspective
if isKeyDown(Right):             # can be guessed, no need for KeyboardKey.Right
if KeyboardKey.Right.isKeyDown:  # cannot be guessed

Raymath infix operators

You can use infix operators like +, -, *, / for operations on vectors, matrices and quaternions:

let
  v1 = Vector3(x: 5, y: 2, z: 1)
  v2 = Vector3(x: 3, y: 0, z: 0)
assert v1 - v2 == Vector3(x: 2.0, y: 2.0, z: 1.0)

Raylib, the original C library

If you would like to know more about how this wrapper uses Raylib library and see all the different options, check USING_RAYLIB, it should help.

Contributing

Do you want to contribute but don't know how? Check out CONTRIBUTING!

How does wrapper work?

If you would like to know how this wrapper works or how to update it, check out HACKING.

Troubleshooting

Freezes on Wayland

Random freezes when everything stops being responsive can be caused by glfw compiled against Wayland library. Try X11 version of glfw.

GLFW is a raylib dependency that was installed by your package manager, you can uninstall raylib with clearing all of its dependencies and install it again choosing X11 version of glfw.

Windows error: The application was unable to start correctly (0x00000007b)

Or similar errors which point to missing libwinpthread-1.dll file mean that you do not have path set correctly and MinGW can't find correct library files.

Based on this answer in stack-overflow you can do the following to fix the problem:

  • Install MSYS2 x64
  • Open MSYS2 MinGW x64 command prompt
  • Run pacman -S base-devel mingw-w64-x86_64-toolchain to install the GCC toolchain (all components)
  • Add c:\msys64\mingw64\bin to the System PATH

Community

Find us at #raylib-nim channel in the official Raylib discord server.

Thanks

Many thanks to V.A. Guevara for the efforts on Raylib-Forever library which was the initial inspiration for this library.

Thanks to everyone who contributed to this project!

License

MIT licensed, see LICENSE.md.