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**[_Sublime Text 3_](https://www.sublimetext.com/)**, fast and simple code editor. |
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**Note:** The following how-to is mostly for Windows. If you know a way to do it on Mac and/or Linux, feel free to edit this wiki and add it. |
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### Step 1 |
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Install the latest release of Raylib from the **[releases page](https://github.com/raysan5/raylib/releases/tag/2.5.0)**. If you're on Windows installing Raylib with MingW (GCC) or TCC included will make it easier. |
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### Step 2 |
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Depending on how easy you want to make it for yourself, create a file called `build.bat` in the root of your current project (recommended) or in `%AppData%\Sublime Text 3\Packages\User` |
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Make the `build.bat` script look something like this: |
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```bat |
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@echo off |
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cls |
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:: *********************************************************************** |
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rem Batch file for compiling Raylib and/or Raygui applications |
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:: *********************************************************************** |
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:Initialization |
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echo ^> Initializing Variables |
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echo ---------------------------- |
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SET "RAYLIB_DIR=C:\raylib" |
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SET "CURRENT_DIR=%cd%" |
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SET "INPUT_FILE=%1" |
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SET "OUTPUT_FILE=%2" |
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SET "INCLUDE_FILES=" |
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SET "COMPILER=%RAYLIB_DIR%\tcc\tcc.exe" |
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SET "CFLAGS=%RAYLIB_DIR%\raylib\src\raylib.rc.data -std=c99 -Wall" |
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SET "LDFLAGS=-lmsvcrt -lraylib -lopengl32 -lgdi32 -lwinmm -lkernel32 -lshell32 -luser32 -Wl,-subsystem=gui" |
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SET "EXTRAFLAGS=" |
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IF /I "%3"=="Release" SET EXTRAFLAGS=%EXTRAFLAGS% -b |
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:Main |
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echo( |
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echo ^> Removing Previous Build |
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echo ---------------------------- |
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IF EXIST "%1.exe" del /F "%1.exe" |
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echo( |
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echo ^> Compiling Program |
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echo ---------------------------- |
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%COMPILER% -o "%OUTPUT_FILE%" "%INPUT_FILE%" %INCLUDE_FILES% %CFLAGS% %LDFLAGS% %EXTRAFLAGS% |
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``` |
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Make sure to replace the variables in `:Initialization` with the proper variables. |
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`RAYLIB_DIR` the path to the root of the Raylib directory |
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`INPUT_FILE` the file the build was called from (`%1` = `build.bat <arg1>`) |
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`OUTPUT_FILE` the output file the build should compile to (`%2` = `build.bat <arg1> <arg2>`) |
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`INCLUDE_FILES` files to include when compiling (this is why it's recommended to create `build.bat` in your project directory, this way you won't have to navigate to Sublime Text user packages each time you want to change something) |
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`COMPILER` the complete path to the compiler you want to use |
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`EXTRAFLAGS` extra compiler flags (if any) |
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### Step 3 |
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In Sublime Text, go to `Tools > Build System > New Build System...`. |
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Make your sublime-build look something like this: |
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```json |
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{ |
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"selector" : "source.c", |
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"quiet": true, |
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"shell" : true, |
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"working_dir" : "$file_path", |
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"variants": [ |
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{ |
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"name": "Compile", |
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"cmd" : ["$file_path\\build.bat", "$file_name", "$file_base_name.exe"] |
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}, |
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{ |
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"name": "Compile & Run", |
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"cmd" : ["$file_path\\build.bat", "$file_name", "$file_base_name.exe", "&&", "$file_base_name.exe"], //, "&&", "$file_base_name.exe" |
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}, |
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{ |
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"name": "Release", |
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"cmd" : ["$file_path\\build.bat", "$file_name", "$file_base_name.exe", "Release"] |
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} |
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] |
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} |
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``` |
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**Note:** If you decided to place `build.bat` in `%AppData%\Sublime Text 3\Packages\User`, you need to change `"$file_path\\build.bat"` to `"$packages\\user\\build.bat"` |
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### Step 4 |
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Open your Raylib project in Sublime Text > Tools > Build System (or **Ctrl** + **Shift** + **B**) > Select the Raylib build system that you want to use. |
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_or_ |
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You can build the game using **View > Command Palette** (or **Ctrl** + **Shift** + **P**) > Type **Run Task** > Press **Enter** > Select the Raylib build system that you want to use. |
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A Windows executable is created in your project folder. |