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Using raylib in VSCode
VSCode is an excellent choice of code editor when it comes to raylib. Getting set up with a new VSCode project is easy.
The quickstart is a cross platform template for all desktop platforms that will setup raylib automatically.
https://github.com/raylib-extras/raylib-quickstart
It works with many compilers on windows, linux and Mac OS. Works with makefiles, visual studio, and VSCode.
Simply follow the instructions in that link and you will be done, you do not need to use the rest of this document.
Note
Make sure you install Raylib from the official release binaries which you can find here, rather than building Raylib from source (should work without changes on Windows if you install Raylib mingw release).
If you have not installed MinGW or W64DevKit yet, go here and follow instructions to set up C/C++ in your local machine.
Additionally further steps assume that you have installed both raylib
and w64devkit
in C:\raylib\
folder and your folder structure looks like this:
.
├── raylib
│ ├── CHANGELOG
│ ├── include
│ ├── lib
│ ├── LICENSE
│ ├── README.md
│ └── src
└── w64devkit
├── bin
├── COPYING.MinGW-w64-runtime.txt
├── Dockerfile
├── include
├── lib
├── libexec
├── README.md
├── share
├── src
├── VERSION.txt
├── w64devkit.exe
├── w64devkit.ini
└── x86_64-w64-mingw32
Feel free to install differently but do the changes to the configuration files accordingly.
Clone this repository and follow the steps outlined there.
Copy the VSCode folder (and all its contents) from raylib/projects/VSCode (from your installed directory) to your desired project location. These files can also be found here.
Note
You can use the Zip Tool to download only the VSCode folder as a zip.
Make sure you set the proper paths to your local build of raylib in c_cpp_properties.json
and tasks.json
. These will be specific to your installation of raylib.
In c_cpp_properties.json
make sure that compilerPath
is correct:
"includePath": [
"C:/raylib/raylib/src/**",
"${workspaceFolder}/**"
],
"compilerPath": "C:/raylib/w64devkit/bin/gcc.exe",
Similarly in tasks.json
also you have to make this change for compile to occur.
If you are on Windows and use Windows Terminal with the Windows Subsystem for Linux as your default shell, you won't be able to debug or build your game with the default settings. That's because the build configuration will try to launch cmd
to open a standard Windows shell which won't exists in your Linux distribution.
To make it work, edit launch.json
in the .vscode
folder so that the externalConsole
property is true
instead of false
.
Important
You need to make this change twice i.e. you should see "externalConsole": true,
in both configurations.
Install the "C/C++" VSCode extension. (From Menu - File > Preferences > Extensions)
Try launching by using the "Debug" launch configuration in the Debug tab or press F5
.
or
You can Build the game using View > Command Palette (or Ctrl + Shift + P), Type Run Task and press Enter. And Select the Build Debug option. A game executable will be created in the project folder. You can see any error in the console
Install brew, cmake and raylib, if you have not installed them yet.
- Follow the instructions on brew to install brew.
- Install CMake through:
brew install cmake
- Install Raylib through :
brew install raylib
To make your life easier, it is best to use a combination of different extensions. Luckily, we can start this by installing this particular extension pack called C/C++ Extension Pack. It contains C/C++ utilities and CMake Tools.
You can read this article if you want to know more CMake VScode Setup
Assuming that you have a basic knowledge about CMakeLists, we will just briefly skim through process.
If you have not modified anything to your homebrew install path, you will most likely find your raylib files in
/opt/homebrew/opt/raylib/include
and dylib files in
/opt/homebrew/opt/raylib/lib
First off, try to add the include files into your projects by:
find_path(RL_INCLUDE_DIR NAMES raylib.h PATHS /opt/homebrew/opt/raylib/include)
include_directories(${RL_INCLUDE_DIR})
This will remove error squiggle lines from your files if you have tried to include raylib.h
Secondly, try to add the dylib library itself and link against it
find_library(RL_LIBRARY NAMES raylib PATHS /opt/homebrew/opt/raylib/lib)
Make sure you use target_link_libraries after you have use the add_executable
target_link_libraries($YOUR_PROJECT ${RL_LIBRARY})
Make sure you have a main.c or main.cpp file to test whether if everything is linking properly or not
Press Ctrl+Shift+P to open up the command palette, and then search and select CMake: Configure
After that, select the run button at the bottom of the screen (not the one at the top)
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)
- 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