const std = @import("std"); pub const Backend = enum { no_backend, glfw_wgpu, win32_dx12, glfw_opengl3, sdl2_opengl3, }; pub const Options = struct { backend: Backend, shared: bool = false, }; pub const Package = struct { options: Options, zgui: *std.Build.Module, zgui_options: *std.Build.Module, zgui_c_cpp: *std.Build.CompileStep, pub fn link(pkg: Package, exe: *std.Build.CompileStep) void { exe.linkLibrary(pkg.zgui_c_cpp); exe.addModule("zgui", pkg.zgui); } }; pub fn package( b: *std.Build, target: std.zig.CrossTarget, optimize: std.builtin.Mode, args: struct { options: Options, }, ) Package { const step = b.addOptions(); step.addOption(Backend, "backend", args.options.backend); step.addOption(bool, "shared", args.options.shared); const zgui_options = step.createModule(); const zgui = b.createModule(.{ .source_file = .{ .path = thisDir() ++ "/src/main.zig" }, .dependencies = &.{ .{ .name = "zgui_options", .module = zgui_options }, }, }); const zgui_c_cpp = if (args.options.shared) blk: { const lib = b.addSharedLibrary(.{ .name = "zgui", .target = target, .optimize = optimize, }); lib.install(); if (target.isWindows()) { lib.defineCMacro("IMGUI_API", "__declspec(dllexport)"); lib.defineCMacro("IMPLOT_API", "__declspec(dllexport)"); lib.defineCMacro("ZGUI_API", "__declspec(dllexport)"); } break :blk lib; } else b.addStaticLibrary(.{ .name = "zgui", .target = target, .optimize = optimize, }); zgui_c_cpp.addIncludePath(thisDir() ++ "/libs"); zgui_c_cpp.addIncludePath(thisDir() ++ "/libs/imgui"); zgui_c_cpp.linkLibC(); zgui_c_cpp.linkLibCpp(); const cflags = &.{"-fno-sanitize=undefined"}; zgui_c_cpp.addCSourceFile(thisDir() ++ "/src/zgui.cpp", cflags); zgui_c_cpp.addCSourceFile(thisDir() ++ "/libs/imgui/imgui.cpp", cflags); zgui_c_cpp.addCSourceFile(thisDir() ++ "/libs/imgui/imgui_widgets.cpp", cflags); zgui_c_cpp.addCSourceFile(thisDir() ++ "/libs/imgui/imgui_tables.cpp", cflags); zgui_c_cpp.addCSourceFile(thisDir() ++ "/libs/imgui/imgui_draw.cpp", cflags); zgui_c_cpp.addCSourceFile(thisDir() ++ "/libs/imgui/imgui_demo.cpp", cflags); zgui_c_cpp.addCSourceFile(thisDir() ++ "/libs/imgui/implot_demo.cpp", cflags); zgui_c_cpp.addCSourceFile(thisDir() ++ "/libs/imgui/implot.cpp", cflags); zgui_c_cpp.addCSourceFile(thisDir() ++ "/libs/imgui/implot_items.cpp", cflags); switch (args.options.backend) { .glfw_wgpu => { zgui_c_cpp.addIncludePath(thisDir() ++ "/../zglfw/libs/glfw/include"); zgui_c_cpp.addIncludePath(thisDir() ++ "/../zgpu/libs/dawn/include"); zgui_c_cpp.addCSourceFile(thisDir() ++ "/libs/imgui/backends/imgui_impl_glfw.cpp", cflags); zgui_c_cpp.addCSourceFile(thisDir() ++ "/libs/imgui/backends/imgui_impl_wgpu.cpp", cflags); }, .glfw_opengl3 => { zgui_c_cpp.addCSourceFile(thisDir() ++ "/libs/imgui/backends/imgui_impl_glfw.cpp", cflags); zgui_c_cpp.addCSourceFile(thisDir() ++ "/libs/imgui/backends/imgui_impl_opengl3.cpp", cflags); }, .win32_dx12 => { zgui_c_cpp.addCSourceFile(thisDir() ++ "/libs/imgui/backends/imgui_impl_win32.cpp", cflags); zgui_c_cpp.addCSourceFile(thisDir() ++ "/libs/imgui/backends/imgui_impl_dx12.cpp", cflags); zgui_c_cpp.linkSystemLibraryName("d3dcompiler_47"); zgui_c_cpp.linkSystemLibraryName("dwmapi"); }, .sdl2_opengl3 => { if (target.isWindows()) blk: { // see: https://github.com/MasterQ32/SDL.zig/blob/37f4ba9e31bea895fa19ef8b90d1f51111e52e67/Sdk.zig#L182-L199 zgui_c_cpp.addVcpkgPaths(if (args.options.shared) .dynamic else .static); const path = zgui_c_cpp.vcpkg_bin_path orelse break :blk; const src_path = std.fs.path.join(b.allocator, &.{ path, "SDL2.dll" }) catch @panic("out of memory"); std.fs.cwd().access(src_path, .{}) catch break :blk; // we found SDL2.dll zgui_c_cpp.linkSystemLibrary("SDL2"); b.installBinFile(src_path, "SDL2.dll"); } else zgui_c_cpp.linkSystemLibrary("SDL2"); zgui_c_cpp.addCSourceFile(thisDir() ++ "/libs/imgui/backends/imgui_impl_sdl.cpp", cflags); zgui_c_cpp.addCSourceFile(thisDir() ++ "/libs/imgui/backends/imgui_impl_opengl3.cpp", cflags); }, .no_backend => {}, } return .{ .options = args.options, .zgui = zgui, .zgui_options = zgui_options, .zgui_c_cpp = zgui_c_cpp, }; } pub fn build(_: *std.Build) void {} inline fn thisDir() []const u8 { return comptime std.fs.path.dirname(@src().file) orelse "."; }