Files
playdate-kit/README.md
T
javierandClaude Fable 5 8cf0715cdc Add DocC documentation and a runnable example game
- DocC catalog (Sources/PlayDate/PlayDate.docc) with a curated landing
  page and a Getting Started article; swift-docc-plugin wired up for
  `swift package generate-documentation`, and a GitHub Pages deployment
  workflow renders docs on every push to main.
- Examples/HelloPlaydate: a minimal game (bouncing box, crank needle,
  button handling, system menu item) whose build.sh compiles the game as
  a dylib and produces a runnable simulator .pdx via the SDK's pdc.
  Verified: the pdx builds and exports the eventHandler entry point.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-24 11:29:13 +02:00

352 lines
14 KiB
Markdown
Raw Blame History

This file contains ambiguous Unicode characters
This file contains Unicode characters that might be confused with other characters. If you think that this is intentional, you can safely ignore this warning. Use the Escape button to reveal them.
# PlayDate
[![CI](https://github.com/<you>/play-date/actions/workflows/ci.yml/badge.svg)](https://github.com/<you>/play-date/actions/workflows/ci.yml)
Swift bindings to the [Playdate](https://play.date) 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, `OptionSet`s and `enum`s instead of raw constants, and typed `throws` for fallible calls.
All ten C subsystems are covered:
| Namespace | Wraps | Highlights |
|---|---|---|
| `System` | `playdate->system` | input, time, menu items, logging |
| `Display` | `playdate->display` | refresh rate, scale, mosaic, flip |
| `Graphics` | `playdate->graphics` | drawing, `Bitmap`, `Font`, `TileMap`, video |
| `Sprite` | `playdate->sprite` | display list, collisions, custom draw |
| `Sound` | `playdate->sound` | players, synths, sequences, effects |
| `File` | `playdate->file` | `Handle`, directory operations |
| `JSON` | `playdate->json` | `Value` tree decode/encode |
| `Lua` | `playdate->lua` | C functions, classes, stack access |
| `Scoreboards` | `playdate->scoreboards` | online leaderboards |
| `Network` | `playdate->network` | wifi, `HTTPConnection`, `TCPConnection` |
## Requirements
- The [Playdate SDK](https://play.date/dev/) (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:
```sh
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
```swift
// 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:
```swift
import CPlaydate
import PlayDate
@_cdecl("eventHandler")
func eventHandler(
pointer: UnsafeMutableRawPointer,
event: PDSystemEvent,
argument: UInt32
) -> Int32 {
switch 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 = Sprite()
func start() {
Display.setRefreshRate(50)
System.setUpdateCallback {
self.update()
return true // true = redraw the display this frame
}
}
func update() {
let (_, pushed, _) = System.buttonState
if pushed.contains(.a) {
System.log("A pressed at \(System.currentTimeMilliseconds)ms")
}
Sprite.updateAndDrawAll()
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
```swift
// Buttons are an OptionSet: current (held), pushed and released this frame.
let (current, pushed, released) = System.buttonState
if current.contains([.b, .down]) { /* charge shot */ }
// Crank.
if !System.isCrankDocked {
aim(degrees: System.crankAngle)
spin(by: System.crankChange)
}
// Accelerometer is a peripheral you enable first.
System.setPeripheralsEnabled(.accelerometer)
let (x, y, z) = System.accelerometer
// System menu items take closures; the binding keeps them alive until removed.
System.addCheckmarkMenuItem(title: "music", isChecked: true) { item in
Audio.musicEnabled = item.isChecked
}
System.addOptionsMenuItem(title: "mode", options: ["easy", "hard"]) { item in
Game.shared.difficulty = item.value
}
// Logging goes to the simulator console or device serial.
System.log("spawned \(count) enemies")
System.error("unrecoverable") // stops execution
```
### Graphics: drawing, bitmaps, fonts
Fallible loads (`Bitmap(path:)`, `Font(path:)`, …) throw `PlaydateError`,
which carries the message produced by the OS:
```swift
let font = try Graphics.Font(path: "fonts/Asheville-Sans-14-Bold.pft")
Graphics.setFont(font)
Graphics.clear(color: .white)
Graphics.fillRect(x: 0, y: 0, width: 400, height: 32, color: .black)
Graphics.drawText("Hëllo, Playdate", x: 8, y: 8)
// Colors are solid or 8×8 patterns.
let checker = Graphics.Pattern(rows: (0xAA, 0x55, 0xAA, 0x55,
0xAA, 0x55, 0xAA, 0x55))
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 Graphics.Bitmap(path: "images/logo")
logo.draw(x: 168, y: 88)
let canvas = Graphics.Bitmap(width: 64, height: 64)
Graphics.pushContext(canvas)
Graphics.drawLine(x1: 0, y1: 0, x2: 63, y2: 63, width: 2, color: .black)
Graphics.popContext()
```
### Sprites and collisions
```swift
let ball = Sprite()
ball.setImage(try Graphics.Bitmap(path: "images/ball"))
ball.moveTo(x: 200, y: 120)
ball.collideRect = 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
```swift
// Stream music from disk.
let music = try Sound.FilePlayer(path: "audio/theme")
music.play(repeat: 0) // 0 = loop forever
// Play short effects from memory.
let blip = try Sound.SamplePlayer(path: "audio/blip")
blip.play()
// Synthesis.
let synth = Sound.Synth(waveform: .square)
synth.setAttackTime(0.01)
synth.setReleaseTime(0.2)
synth.playMIDINote(Sound.noteC4, velocity: 0.8, length: 0.5)
// Channels mix sources and effects.
let channel = Sound.Channel()
channel.add()
channel.addSource(synth)
let filter = Sound.TwoPoleFilter(kind: .lowPass)
filter.setFrequency(800)
channel.addEffect(filter)
// Anything that takes a modulator accepts any SignalValue (LFO, Envelope, …).
let wobble = Sound.LFO(shape: .sine)
wobble.setRate(2)
synth.frequencyModulator = wobble
```
### Files and JSON
```swift
// Paths resolve against the game's Data directory and pdx per the open mode.
let save = try File.Handle(path: "save.json", mode: .write)
try save.write(JSON.encode(.table([
"level": .int(3),
"name": .string("Röck"),
])))
try save.close()
let loaded = try JSON.decodeFile(at: "save.json")
if case .table(let entries) = loaded, case .int(let level)? = entries["level"] {
Game.shared.level = level
}
try File.listFiles(at: "replays") { name in
System.log("found \(name)")
}
```
### Network
Network access requires user permission per server:
```swift
let reply = Network.HTTPConnection.requestAccess(
server: "example.com", purpose: "Fetching daily puzzles") { allowed in
guard allowed else { return }
Puzzles.fetch()
}
func fetch() {
guard let connection = 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:
```swift
let double: Lua.CFunction = { _ in
Lua.push(Lua.intArgument(at: 1) * 2)
return 1 // number of return values pushed
}
try Lua.addFunction(double, name: "mylib.double")
```
## Conventions
- **Namespaces.** The subsystem namespaces (`System`, `Graphics`, `Sound`, …) live at the top level of the module; only the raw C API bootstrap stays under `Playdate` (`Playdate.initialize(with:)`, `Playdate.api`). On a name collision with another module, qualify with the module name: `PlayDate.System`.
- **Errors.** Fallible operations use typed throws — `throws(PlaydateError)` generally, `throws(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. That claim is enforced, not aspirational: `Scripts/build-embedded.sh` cross-compiles the whole module for `armv7em-none-none-eabi` with Embedded Swift enabled, and CI runs it on every push. Running it locally needs a swift.org development snapshot toolchain (Xcode's toolchain doesn't ship the bare-metal embedded stdlib) and the Arm GNU toolchain headers:
```sh
SWIFT_BIN=~/Library/Developer/Toolchains/swift-DEVELOPMENT-SNAPSHOT-<date>.xctoolchain/usr/bin/swift \
Scripts/build-embedded.sh
```
See Apple's [swift-playdate-examples](https://github.com/apple/swift-playdate-examples) for a working Makefile/toolchain setup that this library slots into.
## Example
[`Examples/HelloPlaydate`](Examples/HelloPlaydate) is a complete minimal game — bouncing box, crank needle, button handling, a system menu item — that builds into a runnable simulator `.pdx`:
```sh
cd Examples/HelloPlaydate
./build.sh
open -a "$HOME/Developer/PlaydateSDK/bin/Playdate Simulator.app" HelloPlaydate.pdx
```
## Documentation
The API reference is a DocC catalog. Generate it locally with:
```sh
swift package generate-documentation --target PlayDate
```
or browse it with Xcode's documentation viewer (Product ▸ Build Documentation). Pushes to `main` publish the rendered docs to GitHub Pages via `.github/workflows/docs.yml` (enable Pages ▸ Source: GitHub Actions in the repository settings once).
## Layout
```
Examples/
HelloPlaydate/ Minimal game buildable into a simulator .pdx
Scripts/
install-pkgconfig.sh One-time setup: points the "playdate" pkg-config
module at your SDK installation
build-embedded.sh Compile-only device check: Embedded Swift for
armv7em-none-none-eabi (run by CI)
consumer-test.sh Builds a scratch package depending on play-date
to prove settings propagate to consumers (CI)
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),
plus the PlayDate.docc documentation catalog
Tests/
PlayDate/ Host-runnable tests for the pure value types
```
## License
MIT — see [LICENSE](LICENSE). The Playdate SDK itself is licensed separately by Panic, Inc. and is not distributed with this package.