javierandClaude Fable 5 09760f99b0 Swift bindings to the Playdate C API
Wraps all ten subsystems of the Playdate SDK 3.1.1 C API (system, display,
graphics, sprites, sound, file, JSON, Lua, scoreboards, network) in
idiomatic Swift: namespaced APIs, wrapper types with ownership semantics,
closures for callbacks, and typed throws. Written within the Embedded Swift
subset so the same code can target the device.

The SDK headers are resolved through a "playdate" pkg-config module
(Scripts/install-pkgconfig.sh), so the package works as a normal SwiftPM
dependency without unsafe build flags.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-24 10:33:45 +02:00
2026-07-24 10:33:45 +02:00
2026-07-24 10:33:45 +02:00

PlayDate

Swift bindings to the Playdate C API.

The Playdate C API is delivered as a PlaydateAPI* struct of function pointers that the firmware hands to your game at launch. This package wraps that surface in idiomatic Swift: namespaced APIs, wrapper types with ownership semantics, closures instead of function-pointer/userdata pairs, OptionSets and enums instead of raw constants, and typed throws for fallible calls.

All ten C subsystems are covered:

Namespace Wraps Highlights
Playdate.System playdate->system input, time, menu items, logging
Playdate.Display playdate->display refresh rate, scale, mosaic, flip
Playdate.Graphics playdate->graphics drawing, Bitmap, Font, TileMap, video
Playdate.Sprite playdate->sprite display list, collisions, custom draw
Playdate.Sound playdate->sound players, synths, sequences, effects
Playdate.File playdate->file Handle, directory operations
Playdate.JSON playdate->json Value tree decode/encode
Playdate.Lua playdate->lua C functions, classes, stack access
Playdate.Scoreboards playdate->scoreboards online leaderboards
Playdate.Network playdate->network wifi, HTTPConnection, TCPConnection

Requirements

  • The Playdate SDK (3.1.1 or later). The SDK is not vendored into this repository.
  • Swift 6.4 tools or later.

One-time SDK setup

The CPlaydate target resolves pd_api.h through a playdate pkg-config module, so the package works as a normal SwiftPM dependency without unsafe build flags. Generate the pkg-config file once per machine:

Scripts/install-pkgconfig.sh

The script locates the SDK via PLAYDATE_SDK_PATH (default ~/Developer/PlaydateSDK) and writes playdate.pc into a directory SwiftPM searches by default (/usr/local/lib/pkgconfig). Pass a custom destination as an argument if you prefer another location on your PKG_CONFIG_PATH.

If Xcode had the package open before you ran the script, make it re-read the manifest (File ▸ Packages ▸ Reset Package Caches) — Xcode caches package resolution and won't notice the new .pc file on its own.

Adding the dependency

// Package.swift of your game
dependencies: [
    .package(url: "https://github.com/<you>/play-date.git", from: "0.1.0"),
    // …or, while developing locally:
    // .package(path: "../play-date"),
],
targets: [
    .target(
        name: "MyGame",
        dependencies: [.product(name: "PlayDate", package: "play-date")]
    ),
]

Getting started

A Playdate game has a single C entry point, eventHandler. Export it with @_cdecl, initialize the binding on the first event, and install an update callback:

import CPlaydate
import PlayDate

@_cdecl("eventHandler")
func eventHandler(pointer: UnsafeMutableRawPointer,
                  event: PDSystemEvent,
                  argument: UInt32) -> Int32 {
    switch Playdate.SystemEvent(event: event, argument: argument) {
    case .initialize:
        Playdate.initialize(with: pointer)   // must happen before anything else
        Game.shared.start()
    case .pause:
        Game.shared.pause()
    default:
        break
    }
    return 0
}

final class Game {
    nonisolated(unsafe) static let shared = Game()

    var player = Playdate.Sprite()

    func start() {
        Playdate.Display.setRefreshRate(50)

        Playdate.System.setUpdateCallback {
            self.update()
            return true   // true = redraw the display this frame
        }
    }

    func update() {
        let (_, pushed, _) = Playdate.System.buttonState
        if pushed.contains(.a) {
            Playdate.System.log("A pressed at \(Playdate.System.currentTimeMilliseconds)ms")
        }

        Playdate.Sprite.updateAndDrawAll()
        Playdate.System.drawFPS()
    }
}

Playdate.initialize(with:) stores the API pointer once; every wrapper in the module uses it from then on. Calling any wrapper before initialize is a programmer error and will crash.

Tour of the API

System: input, time, menu

// Buttons are an OptionSet: current (held), pushed and released this frame.
let (current, pushed, released) = Playdate.System.buttonState
if current.contains([.b, .down]) { /* charge shot */ }

// Crank.
if !Playdate.System.isCrankDocked {
    aim(degrees: Playdate.System.crankAngle)
    spin(by: Playdate.System.crankChange)
}

// Accelerometer is a peripheral you enable first.
Playdate.System.setPeripheralsEnabled(.accelerometer)
let (x, y, z) = Playdate.System.accelerometer

// System menu items take closures; the binding keeps them alive until removed.
Playdate.System.addCheckmarkMenuItem(title: "music", isChecked: true) { item in
    Audio.musicEnabled = item.isChecked
}
Playdate.System.addOptionsMenuItem(title: "mode", options: ["easy", "hard"]) { item in
    Game.shared.difficulty = item.value
}

// Logging goes to the simulator console or device serial.
Playdate.System.log("spawned \(count) enemies")
Playdate.System.error("unrecoverable")   // stops execution

Graphics: drawing, bitmaps, fonts

Fallible loads (Bitmap(path:), Font(path:), …) throw Playdate.Error, which carries the message produced by the OS:

let font = try Playdate.Graphics.Font(path: "fonts/Asheville-Sans-14-Bold.pft")
Playdate.Graphics.setFont(font)

Playdate.Graphics.clear(color: .white)
Playdate.Graphics.fillRect(x: 0, y: 0, width: 400, height: 32, color: .black)
Playdate.Graphics.drawText("Hëllo, Playdate", x: 8, y: 8)

// Colors are solid or 8×8 patterns.
let checker = Playdate.Graphics.Pattern(rows: (0xAA, 0x55, 0xAA, 0x55,
                                               0xAA, 0x55, 0xAA, 0x55))
Playdate.Graphics.fillEllipse(x: 100, y: 100, width: 64, height: 64,
                              color: .pattern(checker))

// Bitmaps draw themselves; draw into one by pushing it as the context.
let logo = try Playdate.Graphics.Bitmap(path: "images/logo")
logo.draw(x: 168, y: 88)

let canvas = Playdate.Graphics.Bitmap(width: 64, height: 64)
Playdate.Graphics.pushContext(canvas)
Playdate.Graphics.drawLine(x1: 0, y1: 0, x2: 63, y2: 63, width: 2, color: .black)
Playdate.Graphics.popContext()

Sprites and collisions

let ball = Playdate.Sprite()
ball.setImage(try Playdate.Graphics.Bitmap(path: "images/ball"))
ball.moveTo(x: 200, y: 120)
ball.collideRect = Playdate.Rect(x: 0, y: 0, width: 16, height: 16)
ball.setCollisionResponseFunction { _, _ in .bounce }
ball.add()   // adds to the display list; the binding keeps it alive while added

// In the update callback:
let (actual, collisions) = ball.moveWithCollisions(goalX: goalX, goalY: goalY)
for collision in collisions where collision.other.tag == Tags.brick {
    collision.other.remove()
}

Sprite callbacks (setUpdateFunction, setDrawFunction, setCollisionResponseFunction) receive the Swift wrapper back. The C-level sprite userdata slot is reserved by the binding for that recovery — use the userdata property on Sprite for your own per-sprite storage instead.

Sound

// Stream music from disk.
let music = try Playdate.Sound.FilePlayer(path: "audio/theme")
music.play(repeat: 0)   // 0 = loop forever

// Play short effects from memory.
let blip = try Playdate.Sound.SamplePlayer(path: "audio/blip")
blip.play()

// Synthesis.
let synth = Playdate.Sound.Synth(waveform: .square)
synth.setAttackTime(0.01)
synth.setReleaseTime(0.2)
synth.playMIDINote(Playdate.Sound.noteC4, velocity: 0.8, length: 0.5)

// Channels mix sources and effects.
let channel = Playdate.Sound.Channel()
channel.add()
channel.addSource(synth)
let filter = Playdate.Sound.TwoPoleFilter(kind: .lowPass)
filter.setFrequency(800)
channel.addEffect(filter)

// Anything that takes a modulator accepts any SignalValue (LFO, Envelope, …).
let wobble = Playdate.Sound.LFO(shape: .sine)
wobble.setRate(2)
synth.frequencyModulator = wobble

Files and JSON

// Paths resolve against the game's Data directory and pdx per the open mode.
let save = try Playdate.File.Handle(path: "save.json", mode: .write)
try save.write(Playdate.JSON.encode(.table([
    "level": .int(3),
    "name": .string("Röck"),
])))
try save.close()

let loaded = try Playdate.JSON.decodeFile(at: "save.json")
if case .table(let entries) = loaded, case .int(let level)? = entries["level"] {
    Game.shared.level = level
}

try Playdate.File.listFiles(at: "replays") { name in
    Playdate.System.log("found \(name)")
}

Network

Network access requires user permission per server:

let reply = Playdate.Network.HTTPConnection.requestAccess(
    server: "example.com", purpose: "Fetching daily puzzles") { allowed in
    guard allowed else { return }
    Puzzles.fetch()
}

func fetch() {
    guard let connection = Playdate.Network.HTTPConnection(server: "example.com") else { return }
    connection.setRequestCompleteCallback { connection in
        let body = try? connection.read(length: connection.bytesAvailable)
        // … keep `connection` referenced somewhere until this fires …
    }
    try? connection.get(path: "/daily.json")
}

Lua interop

Lua callbacks are C function pointers with no context, so they must be @convention(c) functions rather than capturing closures:

let double: Playdate.Lua.CFunction = { _ in
    Playdate.Lua.push(Playdate.Lua.intArgument(at: 1) * 2)
    return 1   // number of return values pushed
}
try Playdate.Lua.addFunction(double, name: "mylib.double")

Conventions

  • Namespaces. Everything lives under Playdate. Games that find that verbose can alias: typealias Graphics = Playdate.Graphics.
  • Errors. Fallible operations use typed throws — throws(Playdate.Error) generally, throws(Playdate.Network.NetError) for network I/O — so catch gives you a concrete type, and no any Error existentials are needed.
  • Ownership. A wrapper that creates a C object frees it on deinit; keep the wrapper referenced for as long as you use it. Wrappers vending OS-owned objects (a Bitmap from a BitmapTable, a track from a Sequence, …) don't free them — keep the owner alive instead, as documented on each API. Resources a C object keeps referencing (a sprite's image, a synth's sample, modulators, menu-item option titles) are retained by the wrapper automatically.
  • Callbacks. Where the C API provides a userdata slot, closures are supported everywhere and delivered back with the right wrapper. A few C callbacks have no userdata (serial messages, headphone changes, scoreboard completions, getServerTime); those track one Swift closure at a time, as noted in their documentation.
  • Threading. The Playdate runtime is single-threaded (audio callbacks excepted); statics in the binding are nonisolated(unsafe) on that basis. Don't call the API from other threads.

Building for the simulator and device

This package builds as a plain Swift library, which is how you develop and unit-test game logic on the host (swift test works out of the box).

Shipping a .pdx needs the Playdate toolchain on top:

  • Simulator builds compile your game as a host dylib placed in the pdx.
  • Device builds require Embedded Swift for ARM Cortex-M7 (-enable-experimental-feature Embedded, triple armv7em-none-none-eabi).

The wrappers are written within the Embedded Swift subset for exactly this reason: no Foundation, no reflection, no untyped throws. See Apple's swift-playdate-examples for a working Makefile/toolchain setup that this library slots into.

Layout

Scripts/
  install-pkgconfig.sh   One-time setup: points the "playdate" pkg-config
                         module at your SDK installation
Sources/
  CPlaydate/        System library target: module map + umbrella header
                    importing pd_api.h from the SDK, plus inline shims for
                    the variadic log/error functions
  PlayDate/         The Swift bindings, one file per subsystem
                    (Sound and Graphics are split across several files)
Tests/
  PlayDate/         Host-runnable tests for the pure value types

License

MIT — see LICENSE. The Playdate SDK itself is licensed separately by Panic, Inc. and is not distributed with this package.

2026-07-25 23:02:18 +00:00
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