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Today I worked the whole day on a game in zig + raylib, when suddenly the compiler complains about not finding one of the raylib headers. This was kinda confusing, because it already worked earlier. I tried restarting my environment and deleting and cloning my repository to make sure everything is clean, but it still has the same error.
I'm not 100% sure if the problem is related to raylib directly or if it's a bug in the zig compiler, but I thought I'd start here and find out.
The problem seems to be, that it want's the file /home/<user>/projects/zig/bug/thirdparty/raylib/src/rcore.c, but somehow adds the project path to the beginning again and now tries to search for /home/<user>/projects/zig/bug/home/<user>/projects/zig/bug/thirdparty/raylib/src/rcore.c which obviously doesn't exist.
conststd=@import("std");
constrl=@cImport(@cInclude("raylib.h"));
constscreen_width=800;
constscreen_height=450;
pubfnmain() anyerror!void {
rl.InitWindow(screen_width, screen_height, "ZigGame");
deferrl.CloseWindow();
rl.SetTargetFPS(60);
//--------------------------------------------------------------------------------------// Main game loopwhile (!rl.WindowShouldClose()) {
rl.BeginDrawing();
deferrl.EndDrawing();
rl.ClearBackground(rl.WHITE);
rl.DrawText("Congrats! You created your first window!", 190, 200, 20, rl.LIGHTGRAY);
}
}
and the build.zig is this:
conststd=@import("std");
constraySdk=@import("thirdparty/raylib/src/build.zig");
// Although this function looks imperative, note that its job is to// declaratively construct a build graph that will be executed by an external// runner.pubfnbuild(b: *std.Build) !void {
// Standard target options allows the person running `zig build` to choose// what target to build for. Here we do not override the defaults, which// means any target is allowed, and the default is native. Other options// for restricting supported target set are available.consttarget=b.standardTargetOptions(.{});
// Standard optimization options allow the person running `zig build` to select// between Debug, ReleaseSafe, ReleaseFast, and ReleaseSmall. Here we do not// set a preferred release mode, allowing the user to decide how to optimize.constoptimize=b.standardOptimizeOption(.{});
constexe=b.addExecutable(.{
.name="zig_game",
// In this case the main source file is merely a path, however, in more// complicated build scripts, this could be a generated file.
.root_source_file= .{ .path="src/main.zig" },
.target=target,
.optimize=optimize,
});
exe.subsystem=std.builtin.subsystem;
// This declares intent for the executable to be installed into the// standard location when the user invokes the "install" step (the default// step when running `zig build`).b.installArtifact(exe);
constraylib=tryraySdk.addRaylib(b, target, optimize, .{});
exe.addIncludePath(.{ .path="thirdparty/raylib/src" });
exe.linkLibrary(raylib);
// This *creates* a Run step in the build graph, to be executed when another// step is evaluated that depends on it. The next line below will establish// such a dependency.construn_cmd=b.addRunArtifact(exe);
// By making the run step depend on the install step, it will be run from the// installation directory rather than directly from within the cache directory.// This is not necessary, however, if the application depends on other installed// files, this ensures they will be present and in the expected location.run_cmd.step.dependOn(b.getInstallStep());
// This allows the user to pass arguments to the application in the build// command itself, like this: `zig build run -- arg1 arg2 etc`if (b.args) |args| {
run_cmd.addArgs(args);
}
// This creates a build step. It will be visible in the `zig build --help` menu,// and can be selected like this: `zig build run`// This will evaluate the `run` step rather than the default, which is "install".construn_step=b.step("run", "Run the app");
run_step.dependOn(&run_cmd.step);
// Creates a step for unit testing. This only builds the test executable// but does not run it.constunit_tests=b.addTest(.{
.root_source_file= .{ .path="src/main.zig" },
.target=target,
.optimize=optimize,
});
construn_unit_tests=b.addRunArtifact(unit_tests);
// Similar to creating the run step earlier, this exposes a `test` step to// the `zig build --help` menu, providing a way for the user to request// running the unit tests.consttest_step=b.step("test", "Run unit tests");
test_step.dependOn(&run_unit_tests.step);
}
The text was updated successfully, but these errors were encountered:
hardliner66
changed the title
[build] Short description of the issue/bug/feature
[build] Zig compiler uses wrong paths for files
Feb 26, 2024
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Issue description
Today I worked the whole day on a game in zig + raylib, when suddenly the compiler complains about not finding one of the raylib headers. This was kinda confusing, because it already worked earlier. I tried restarting my environment and deleting and cloning my repository to make sure everything is clean, but it still has the same error.
I'm not 100% sure if the problem is related to raylib directly or if it's a bug in the zig compiler, but I thought I'd start here and find out.
The problem seems to be, that it want's the file
/home/<user>/projects/zig/bug/thirdparty/raylib/src/rcore.c
, but somehow adds the project path to the beginning again and now tries to search for/home/<user>/projects/zig/bug/home/<user>/projects/zig/bug/thirdparty/raylib/src/rcore.c
which obviously doesn't exist.Environment
WSL2 on Windows 11
Issue Log
Code Example
I uploaded my reduced code here: https://github.com/hardliner66/bug
The main.zig is just the following:
and the build.zig is this:
The text was updated successfully, but these errors were encountered: