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>
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 — socatchgives you a concrete type, and noany Errorexistentials 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 (aBitmapfrom aBitmapTable, a track from aSequence, …) 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, triplearmv7em-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.