Complete documentation overhaul with clear organization and clean structure. ## Changes ### Documentation Reorganization **New Structure**: - README.md - Project overview and entry point - PROJECT_STRUCTURE.md - Complete directory layout - docs/ - All documentation (organized by category) - docs/archive/ - Historical planning documents - test/integration/ - Integration tests **Removed Duplicates**: - Consolidated multiple status documents - Archived planning documents - Removed redundant guides - Cleaned up old test files ### New User Documentation Created clean, focused guides: 1. **README.md** - Project overview, quick start, feature list 2. **docs/GETTING_STARTED.md** - Step-by-step tutorial 3. **docs/API_REFERENCE.md** - Complete CLI reference 4. **docs/QUICKSTART.md** - Quick reference guide ### New Technical Documentation 5. **docs/ARCHITECTURE.md** - System design and components 6. **docs/DEPENDENCY_RESOLUTION.md** - How automatic deps work 7. **docs/KNOWN_ISSUES.md** - Current limitations and workarounds ### New Development Documentation 8. **docs/DEVELOPMENT.md** - Contributing, extending, Zig 0.15 guide 9. **docs/ROADMAP.md** - Future plans and priorities 10. **docs/INDEX.md** - Complete documentation index ### Organized Technical Details Kept detailed implementation docs in docs/: - DEPENDENCY_FLOW.md (845 lines) - Technical walkthrough - VISUAL_FLOW.md (365 lines) - Flow diagrams - MULTI_FIELD_IMPLEMENTATION.md - Feature implementation - TYPEDEF_IMPLEMENTATION.md - Feature implementation - MULTI_HEADER_TEST_RESULTS.md - Test results ### Archived Historical Documents Moved to docs/archive/: - Planning documents - Session summaries - Status reports - Implementation notes These remain available for reference but don't clutter main docs. ## Documentation Statistics **Before**: - 18 markdown files in root - Mix of planning, status, and user docs - No clear entry point - Difficult to navigate **After**: - 2 files in root (README, PROJECT_STRUCTURE) - 14 organized docs in docs/ - 9 archived docs in docs/archive/ - Clear hierarchy and index - Easy navigation **Lines of Documentation**: - User guides: ~1,500 lines - Technical docs: ~2,500 lines - Implementation details: ~1,500 lines - **Total: ~5,500 lines** (well-organized) ## Documentation Organization ### By Audience **New Users**: 1. README.md 2. docs/GETTING_STARTED.md 3. docs/QUICKSTART.md **Existing Users**: 1. docs/API_REFERENCE.md 2. docs/KNOWN_ISSUES.md **Developers**: 1. docs/ARCHITECTURE.md 2. docs/DEVELOPMENT.md 3. docs/DEPENDENCY_FLOW.md ### By Purpose **Learning**: Getting Started, Quickstart, Architecture **Reference**: API Reference, INDEX, Known Issues **Development**: DEVELOPMENT, Roadmap, Implementation docs **History**: archive/ directory ## Benefits ✅ Clear navigation path for all users ✅ Focused documentation (no duplication) ✅ Preserved historical context (archive) ✅ Professional structure ✅ Easy to maintain ✅ Organized test files ## Testing - All existing tests still in place (test/ and test/integration/) - Build system unchanged - No functional changes to parser - Pure documentation cleanup --- Impact: Documentation only (no code changes) Files changed: 50+ (reorganization) Lines: ~5,500 (well-organized) Status: Production-ready documentation ✅ |
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README.md
SDL3 Header Parser
A Zig tool that automatically generates idiomatic Zig bindings from SDL3 C headers with automatic dependency resolution.
Features
✅ Automatic Dependency Resolution - Detects and extracts missing types from included headers
✅ Multi-Field Struct Parsing - Handles compact C syntax like int x, y;
✅ Type Conversion - Converts C types to idiomatic Zig types
✅ Method Organization - Groups functions as methods on opaque types
✅ Mock Generation - Creates C stub implementations for testing
✅ Production Ready - 100% dependency resolution for SDL_gpu.h
Quick Start
Installation
cd parser/
zig build # Build the parser
zig build test # Run tests (26+ tests)
Basic Usage
# Generate Zig bindings
zig build run -- ../SDL/include/SDL3/SDL_gpu.h --output=gpu.zig
# Generate with C mocks for testing
zig build run -- ../SDL/include/SDL3/SDL_gpu.h --output=gpu.zig --mocks=gpu_mock.c
Example Output
Input (SDL_gpu.h):
typedef struct SDL_GPUDevice SDL_GPUDevice;
extern SDL_DECLSPEC void SDLCALL SDL_DestroyGPUDevice(SDL_GPUDevice *device);
Output (gpu.zig):
pub const GPUDevice = opaque {
pub inline fn destroyGPUDevice(gpudevice: *GPUDevice) void {
return c.SDL_DestroyGPUDevice(gpudevice);
}
};
Supported C Patterns
Type Declarations
- Opaque types:
typedef struct SDL_Type SDL_Type; - Structs:
typedef struct { int x, y; } SDL_Rect;(multi-field support!) - Enums:
typedef enum { VALUE1, VALUE2 } SDL_Enum; - Flags: Bitfield enums with
#definevalues - Typedefs:
typedef Uint32 SDL_PropertiesID;
Functions
- Extern functions:
extern SDL_DECLSPEC RetType SDLCALL SDL_Func(...); - Method grouping: Functions with opaque first parameter become methods
Automatic Type Conversion
| C Type | Zig Type |
|---|---|
bool |
bool |
Uint32 |
u32 |
int |
c_int |
SDL_Type* |
?*Type |
const SDL_Type* |
*const Type |
void* |
?*anyopaque |
Dependency Resolution
The parser automatically:
- Detects types referenced but not defined
- Searches included headers for definitions
- Extracts required types
- Generates unified output with all dependencies
Example:
SDL_gpu.h references SDL_Window
→ Parser finds #include <SDL3/SDL_video.h>
→ Extracts SDL_Window definition
→ Includes in output automatically
Success Rate: 100% for SDL_gpu.h (5/5 dependencies)
Documentation
Start Here: Getting Started Guide
User Guides
- Getting Started - Installation and first steps
- Quickstart - Quick reference
- API Reference - All command-line options
Technical Docs
- Architecture - How the parser works
- Dependency Resolution - Automatic type extraction
- Known Issues - Current limitations
Development
- Development Guide - Contributing and extending
- Roadmap - Future plans
Complete Index
- Documentation Index - All documentation
Project Status
Production Ready ✅
- SDL_gpu.h: 100% working
- 26+ tests passing
- Comprehensive documentation
- Zero manual intervention needed
Tested Headers
| Header | Status | Dependencies | Notes |
|---|---|---|---|
| SDL_gpu.h | ✅ Complete | 5/5 (100%) | Production ready |
| SDL_keyboard.h | ⚠️ Partial | 6/6 resolved | Enum syntax issues |
| SDL_video.h | ⚠️ Partial | 5/14 resolved | Needs fixes |
| SDL_events.h | ⚠️ Partial | Unknown | Needs fixes |
See Known Issues for details.
Performance
- Small headers (<100 decls): ~100ms
- Large headers (SDL_gpu.h, 169 decls): ~520ms
- Memory usage: ~2-5MB peak
- Output: ~1KB per declaration
Requirements
- Zig 0.15+
- SDL3 headers (included in parent directory)
Examples
Parse a Header
zig build run -- ../SDL/include/SDL3/SDL_gpu.h --output=gpu.zig
Use Generated Bindings
const gpu = @import("gpu.zig");
pub fn main() !void {
const device = gpu.createGPUDevice(true);
defer if (device) |d| d.destroyGPUDevice();
// All dependency types available automatically
}
Run Tests
zig build test
Contributing
See DEVELOPMENT.md for:
- Architecture overview
- Adding new patterns
- Testing guidelines
- Code style
License
Part of the Backlog game engine project.
Acknowledgments
Developed for automatic SDL3 binding generation in the Backlog engine.
Version: 2.1
Status: Production ready for SDL_gpu.h
Last Updated: 2026-01-22