# raylib lessons learned — desktop (non-game) applications Notes accumulated while building rspektrum (a spectrogram viewer) on top of raylib. raylib is built for games — a fixed-step loop that redraws every frame — so most of these are about making it behave like a *desktop tool* that sits idle, respects the OS, and doesn't cook the laptop. Concrete, learned-the-hard- way, not the docs. ## Idle CPU: the three things that secretly burn a core A "doing nothing" raylib window can easily hold 30–40% of a core. There are three independent culprits; fixing one without the others gets you nowhere. ### 1. You are redrawing 60×/sec for no reason The default loop calls `BeginDrawing()`/`EndDrawing()` every frame even when nothing changed. For a UI, draw only when something actually changed. - Lower the active frame rate. **30 fps is plenty for a UI** — `SetTargetFPS(30)` halves per-frame cost vs. 60 with no perceptible difference for a non-game. - Gate "is anything happening" behind a single predicate (mouse moved, a key is down, window resized, an animation/playback/background job is running, a drag is in progress, a transient message timer is alive). If none are true, you're idle. ### 2. raylib's frame limiter busy-waits ~5% of a core *regardless of FPS* This is the big surprise. raylib is built with `SUPPORT_PARTIALBUSY_WAIT_LOOP=1`, so `EndDrawing()`'s frame limiter spins in a partial busy-wait for the tail of each frame interval. **Lowering `SetTargetFPS` from 60 → 10 → 5 does almost nothing to idle CPU** because the busy-wait is a fraction of *each* frame, not a fixed amount of work — fewer, longer frames still each end in a spin. The fix is to stop running the frame loop at all when idle: switch to **event-driven waiting**. ```c // raylib exposes glfwWaitEvents() through these: EnableEventWaiting(); // PollInputEvents() now blocks in glfwWaitEvents() DisableEventWaiting(); // back to glfwPollEvents() (non-blocking) ``` With `EnableEventWaiting()` active and `SetTargetFPS(0)`, the loop blocks in the OS until an input event arrives — true ~0% idle, and it wakes instantly on mouse move / key / focus. Pattern that worked well (track state so you only toggle on transitions, not every frame): ```c static double lastActive = -1000.0; static int waiting = -1; // -1 unknown, 0 active, 1 waiting bool focused = IsWindowFocused(); if (focused && AppIsDoingSomething()) lastActive = GetTime(); bool active = focused && (GetTime() - lastActive < IDLE_GRACE_SECONDS); if (active) { if (waiting != 0) { DisableEventWaiting(); SetTargetFPS(30); waiting = 0; } } else { if (waiting != 1) { SetTargetFPS(0); EnableEventWaiting(); waiting = 1; } // ... release expensive resources here (see audio, below) ... } ``` Keep a small **grace window** (~0.5 s) after the last activity before dropping into the blocking wait, so a quick pause mid-interaction doesn't feel laggy. `WindowShouldClose()` still works under event-waiting — it returns a cached flag refreshed by `PollInputEvents()`, which `glfwWaitEvents()` drives. ### 3. The audio device runs a mixing thread forever `InitAudioDevice()` starts miniaudio's device thread (`ma_device_start`) and it keeps running — costing a steady ~1–2% of a core — until `CloseAudioDevice()`. **Don't open the audio device at startup.** Open it lazily on first playback and release it when idle: ```c void EnsureAudioDevice(void){ if (!IsAudioDeviceReady()) InitAudioDevice(); } void ReleaseAudioDevice(void){ if (!IsAudioDeviceReady()) return; if (sound.frameCount) { UnloadSound(sound); sound = (Sound){0}; } CloseAudioDevice(); } ``` Caveat: raylib only exposes `InitAudioDevice` / `CloseAudioDevice` / `IsAudioDeviceReady`. There is **no pause/stop** for the device thread — `ma_device_uninit` (inside Close) joins the thread. So to "stop" it you must fully close it. Guard the release so you don't close mid-playback: only release when `!IsSoundPlaying(...)`. (We release in the idle branch above, gated on "not currently playing.") ## Window focus - `IsWindowFocused()` lets you pause rendering entirely when backgrounded. A hidden/unfocused window doesn't need to draw at all — combine with event- waiting and `continue` past `BeginDrawing()` when unfocused. You still want to `PollInputEvents()` so you notice when focus returns. - Combined, "unfocused → stop drawing + release audio + block on events" got a backgrounded window to ~0%. ## Headless rendering (no visible window) You can render to an offscreen framebuffer and export a PNG without a visible window — useful for CLI/batch image generation: ```c SetConfigFlags(FLAG_WINDOW_HIDDEN); // BEFORE InitWindow InitWindow(w, h, "title"); // ... do your drawing in one BeginDrawing/EndDrawing ... Image img = LoadImageFromScreen(); // grabs the framebuffer ImageCrop(&img, (Rectangle){...}); // optional: crop to a sub-pane ExportImage(img, "out.png"); ``` Gotchas: - You still need a GL context, so a display is still required unless you run under a virtual one (Xvfb + llvmpipe software GL works; it's just slow). - `LoadImageFromScreen()` reads the *current* framebuffer — call it after `EndDrawing()` of the frame you want, before the next clear. - Do any "background"/incremental work **synchronously** before the capture frame. A worker that normally finishes over many frames won't have run yet on the single headless frame — force it to completion (e.g. `skipFactor=1`, run the incremental compute to 100%, build textures) before you draw. - Under software GL (Xvfb/llvmpipe) idle-CPU measurements are **worthless** — software rasterization pegs a core and background-thread contention changes behavior. Measure idle CPU on real hardware, not in CI/Xvfb. ## Toolchain / build warnings worth heeding These bit us specifically; the compiler was right both times. - `-Wshadow`: raylib idioms encourage short names (`L`, `m`, `c`). It's easy to shadow a loop variable with a local of the same name in a nested capture block — rename (we used `capL` for a second `Layout`). - `-Wformat-truncation` (only fires at `-O2`, so a debug build looks clean and the release build fails): `snprintf` into a too-small fixed buffer for a worst-case `"%d/%d"` etc. Size buffers for the worst case, not the typical one. **Build release before declaring victory** — it enables optimizations that turn on additional warnings. ## General mindset raylib defaults are tuned for a game that *wants* to run flat-out. For a desktop tool, you are constantly opting *out* of that: lower FPS, event-driven idle, lazy resource acquisition, draw-on-change, pause-when-unfocused. None of it is hard, but none of it is the default — you have to ask for all of it explicitly.