This PR contains the work done to update the library and the attached example project to use the Swift 6.4 computer as a minimum supported version and also, to use the latest features introduced in it. Reviewed-on: #1 Co-authored-by: Javier Cicchelli <javier@rock-n-code.com>
PlaydateKit
Swift bindings to the Playdate C API.
Namespaces per subsystem, wrapper types that own their C objects, closures instead of function-pointer/userdata pairs, OptionSets and enums instead of raw constants, and typed throws. 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
- Playdate SDK 3.1.1+ (not bundled).
- Swift 6.4 tools.
- Any macOS.
InlineArrayoverloads are@available(macOS 26, *)in Simulator builds; unrestricted on device and Linux.
Device builds also need:
- A swift.org toolchain (6.4 release or a snapshot); Xcode's lacks the Embedded Swift stdlib. With Swiftly:
swiftly install main-snapshot. - The Arm GNU toolchain (
arm-none-eabi-gcc) on yourPATH.
One-time SDK setup
CPlaydate finds pd_api.h through a playdate pkg-config module. Create it once per machine:
make setup
It reads PLAYDATE_SDK_PATH (default ~/Developer/PlaydateSDK) and writes /usr/local/lib/pkgconfig/playdate.pc; pass another directory with Scripts/install-pkgconfig.sh <directory>. If Xcode had the package open, run File ▸ Packages ▸ Reset Package Caches.
Adding the dependency
// Package.swift of your game
dependencies: [
.package(
url: "https://github.com/rock-n-code/playdate-kit.git",
from: "0.1.0"
),
],
targets: [
.target(
name: "MyGame",
dependencies: [
.product(
name: "PlaydateKit",
package: "playdate-kit"
)
]
),
]
Getting started
A Playdate game has one C entry point, eventHandler. Export it with @c, call Playdate.initialize(with:) on the first event, and install an update callback:
import CPlaydate
import PlaydateKit
@c(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.refreshRate = 50
System.setUpdateCallback {
self.update()
return true // true = redraw the display this frame
}
}
func pause() {
System.log("paused")
}
func update() {
let (_, pushed, _) = System.buttonState
if pushed.contains(.a) {
System.log("A pressed at \(System.currentTimeMilliseconds)ms")
}
Sprite.updateAndDrawAll()
System.drawFPS()
}
}
Calling any wrapper before Playdate.initialize(with:) crashes.
Tour of the API
System: input, time, menu
// Buttons: held now, pushed this frame, 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)
}
// Enable the accelerometer before reading it.
System.setPeripheralsEnabled(.accelerometer)
let (x, y, z) = System.accelerometer
// Menu items stay 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
}
// Logs go to the Simulator console or the device's serial port.
System.log("spawned \(count) enemies")
System.error("unrecoverable") // stops the game
Graphics: drawing, bitmaps, fonts
Loads (Bitmap(path:), Font(path:), …) throw PlaydateError with the OS's message:
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. On macOS 26+, the device, and Linux,
// `rows:` also takes an array literal.
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))
// Draw into a bitmap by pushing it as the drawing 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
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() // the display list keeps the sprite alive until it is removed
// 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()
}
// Collision and query APIs also have a visitor form that allocates no array:
ball.moveWithCollisions(goalX: goalX, goalY: goalY) { collision in
if collision.other.tag == Tags.brick { collision.other.remove() }
}
The binding owns the C userdata slot; store your own per-sprite data in Sprite.userdata.
Sound
// Stream from disk.
let music = try Sound.FilePlayer(path: "audio/theme")
music.play(repeat: 0) // 0 = loop forever
// Play 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)
// Modulator properties accept any SignalValue (LFO, Envelope, …).
let wobble = Sound.LFO(shape: .sine)
wobble.setRate(2)
synth.frequencyModulator = wobble
Files and JSON
// The open mode decides whether paths resolve in the Data directory or the pdx.
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(path: "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
Each server needs the user's permission:
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 until this callback fires.
}
try? connection.get(path: "/daily.json")
}
Lua interop
Lua callbacks are C function pointers with no context, so they cannot capture:
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. Subsystems are top-level; only the bootstrap lives in
Playdate. Qualify on a clash:PlaydateKit.System. - Properties vs. methods. Readable state is a property;
set…methods are write-only or take extra arguments. Callbacks:set…Callback/set…Function. - Paths.
path:for files,at:for directories;File.stat/mkdir/unlinkare unlabeled like C. - Errors. Typed throws:
PlaydateError, orNetwork.NetErrorfor network I/O. - Buffers.
Span/MutableSpan, valid only during the call. Mono audio gets an emptyright. - Ownership. Wrappers free what they create on
deinitand retain what their C object references. Objects vended by the OS (a table'sBitmap, aSequencetrack) need their owner alive.File.Handleis non-copyable and closes at end of scope or onclose(). - Callbacks. C callbacks without a userdata slot (serial, headphones, scoreboards,
getServerTime) keep one closure at a time. - Threading. Single-threaded except audio callbacks; don't call the API from other threads.
Building for the simulator and device
Game logic builds and tests on the host with swift build / swift test. For a .pdx:
- Simulator: a host dylib inside the pdx; see
Examples/HelloPlaydate/build.sh. - Device: Embedded Swift for
armv7em-none-none-eabi(-fshort-enums), linked by the SDK's make rules.
Examples/swift.mk runs the device pipeline; a game adds a short Makefile like Examples/HelloPlaydate/Makefile, and make builds a .pdx with both binaries. Swift compiles -Osize (~15% smaller than -O); override with make SWIFT_OPT=-O. Adapted from Apple's swift-playdate-examples.
The library stays within Embedded Swift (no Foundation, reflection, or untyped throws). make embedded checks this by compiling the module for the device; it uses ~/Library/Developer/Toolchains/swift-latest.xctoolchain unless SWIFT_BIN=<path to swift> is set.
Make targets
embedded and example* need the device toolchains; the rest need only Xcode and make setup.
| Target | Effect |
|---|---|
make setup |
Point the playdate pkg-config module at the SDK (once per machine) |
make build / make test |
Build the bindings for the host / run the unit tests |
make outdated / make upgrade |
Show / apply updates to the SwiftPM dependencies |
make embedded |
Compile-only device check (Embedded Swift, armv7em-none-none-eabi) |
make consumer-test |
Build and run a scratch package depending on playdate-kit |
make check |
build, test, embedded, and consumer-test |
make docs / make docs-preview |
Generate / preview the DocC documentation |
make example / make example-run |
Build the HelloPlaydate example / open it in the Playdate Simulator |
make clean |
Remove build products of the package and the example |
Example
Examples/HelloPlaydate: a bouncing box, crank needle, buttons, and a menu item.
cd Examples/HelloPlaydate
# Simulator only (SwiftPM, no extra toolchains):
./build.sh
open -a "$HOME/Developer/PlaydateSDK/bin/Playdate Simulator.app" HelloPlaydate.pdx
# Device and Simulator (swift.org toolchain and arm-none-eabi-gcc required):
make
Install on a device with Device ▸ Upload Game to Device in the Simulator, or pdutil.
Documentation
DocC: make docs, make docs-preview, or Xcode's Product ▸ Build Documentation.
Layout
Examples/
swift.mk Device build rules
HelloPlaydate/ Example game
Scripts/
install-pkgconfig.sh Writes the playdate pkg-config module
build-embedded.sh Device compile check
consumer-test.sh Builds a package that depends on playdate-kit
Sources/
CPlaydate/ pd_api.h module and log/error shims
PlaydateKit/ Bindings: a folder per subsystem, a type per file, plus the DocC catalog
Tests/
PlaydateKit/ Tests against a mock PlaydateAPI
License
MIT (LICENSE). The Playdate SDK is licensed separately by Panic, Inc.