godot-cpp-template/README.md

167 lines
7.0 KiB
Markdown
Raw Normal View History

2023-08-05 22:42:21 +00:00
# godot-cpp template
This repository serves as a quickstart template for GDExtension development with Godot 4.0+.
## Contents
* An empty Godot project (`demo/`)
* godot-cpp as a submodule (`godot-cpp/`)
* GitHub Issues template (`.github/ISSUE_TEMPLATE.yml`)
* GitHub CI/CD to publish your library packages when creating a release (`.github/workflows/builds.yml`)
* preconfigured source files for C++ development of the GDExtension (`src/`)
Add build so that it can be reused. fix issue update Update action.yml lint Update action.yml Update action.yml Update build.yml Update build.yml Update action.yml Update action.yml update with only 1 action Revert "try at root lvl" This reverts commit 0c46c0af695f265b288923d90162a7fad3c2e2d6. try at root lvl check to see if works with 4.2 upd update gdextension location to root upd upd Update action.yml Update action.yml Update action.yml Update action.yml Update action.yml upd Update action.yml Update build.yml Update build.yml upd upd fix update with matrixes upd upd upd Update builds.yml Update build-gdextension.yml Update builds.yml rename Update action.yml Remove thirdparty.txt Update action.yml Update action.yml Update action.yml Update action.yml Update README.md Update README.md Update action.yml Add build so that it can be reused. fix issue update Update action.yml lint Update action.yml Update action.yml Update build.yml Update build.yml Update action.yml Update action.yml update with only 1 action Revert "try at root lvl" This reverts commit 0c46c0af695f265b288923d90162a7fad3c2e2d6. try at root lvl check to see if works with 4.2 upd update gdextension location to root upd upd Update action.yml Update action.yml Update action.yml Update action.yml Update action.yml upd Update action.yml Update build.yml Update build.yml upd upd fix update with matrixes upd upd upd Update builds.yml Update build-gdextension.yml Update builds.yml rename update thirdparty Update action.yml Update action.yml update readme. Update builds.yml Update builds.yml upd binary name Update action.yml upd Update Info.plist remove - upd update readme upd add thirdparty. Update info about where the script comes from. Update action.yml Update builds.yml update upd Update action.yml update readme Update action.yml update Update README.md Update README.md Update README.md Update README.md Update README.md Update README.md Update action.yml Update action.yml try debug symbols Update action.yml update Update action.yml Update action.yml Update action.yml Update action.yml use macos 14.3. See if anything changes Update action.yml Update README.md Update action.yml Update action.yml Update action.yml try sudo in sh Update action.yml Update action.yml Update action.yml Update action.yml Update action.yml Update action.yml try to staple too? Update action.yml Update action.yml Update action.yml Update action.yml Update action.yml update readme. Update builds.yml Update builds.yml upd binary name Update action.yml upd Update Info.plist remove - upd update readme upd add thirdparty. Update info about where the script comes from. Update action.yml Update builds.yml update upd Update action.yml update readme Update action.yml update Co-Authored-By: Patrick Exner (FlameLizard) <patrick.exner1@web.de>
2023-12-08 14:44:17 +00:00
## Usage - Actions
The actions builds `godot-cpp` at a specified location, and then builds the `gdextension` at a configurable location. It builds for desktop, mobile and web and allows for configuration on what platforms you need. It also supports configuration for debug and release builds, and for double builds.
The action uses SConstruct for both godot-cpp and the GDExtension that is built.
To reuse the build actions, in a github actions yml file, do the following:
```name: Build GDExtension
on:
workflow_call:
push:
jobs:
build:
strategy:
fail-fast: false
matrix:
include:
- platform: linux
arch: x86_64
os: ubuntu-20.04
- platform: windows
arch: x86_32
os: windows-latest
- platform: windows
arch: x86_64
os: windows-latest
- platform: macos
arch: universal
os: macos-latest
- platform: android
arch: arm64
os: ubuntu-20.04
- platform: android
arch: arm32
os: ubuntu-20.04
- platform: android
arch: x86_64
os: ubuntu-20.04
- platform: android
arch: x86_32
os: ubuntu-20.04
- platform: ios
arch: arm64
os: macos-latest
- platform: web
arch: wasm32
os: ubuntu-20.04
runs-on: ${{ matrix.os }}
steps:
- name: Checkout
uses: actions/checkout@v3
with:
submodules: true
fetch-depth: 0
- name: 🔗 GDExtension Build
uses: ughuuu/godot-cpp-template/.github/actions/build@main
with:
platform: ${{ matrix.platform }}
arch: ${{ matrix.arch }}
godot-cpp-location: godot-cpp
float-precision: single
build-target-type: template_release
- name: Upload Artifact
uses: actions/upload-artifact@v3
with:
name: GDExtension
path: |
${{ github.workspace }}/bin/**
```
## Usage - Signing
You will need:
- A Mac
- An Apple ID enrolled in Apple Developer Program (99 USD per year)
- A `Resources/Info.plist` in the `framework` folder. Take the one in this project as an example. Be careful to set CFBundleExecutable to the **EXACT** lib name, otherwise it won't work. Also, don't put strange names in the CFBundleName and other such places. Try to only use letters and spaces. Errors will be extremly vague if not impossible to debug.
For the actions you will need to set the following inputs. Store them as secrets in GitHub:
- APPLE_CERT_BASE64
- APPLE_CERT_PASSWORD
- APPLE_DEV_ID
- APPLE_DEV_TEAM_ID
- APPLE_DEV_PASSWORD
- APPLE_DEV_APP_ID
You will find here a guide on how to create all of them. Go to [developer.apple.com](developer.apple.com):
- Create an Apple ID if you dont have one already.
- Use your Apple ID to register in the Apple Developer Program.
- Accept all agreements from the Apple Developer Page.
### APPLE_DEV_ID - Apple ID
- Your email used for your Apple ID.
- APPLE_DEV_ID = email@provider.com
### APPLE_DEV_TEAM_ID - Apple Team ID
- Go to [developer.apple.com](https://developer.apple.com). Go to account.
- Go to membership details. Copy Team ID.
- APPLE_DEV_TEAM_ID = `1ABCD23EFG`
### APPLE_DEV_PASSWORD - Apple App-Specific Password
- Create [Apple App-Specific Password](https://support.apple.com/en-us/102654). Copy the password.
- APPLE_DEV_PASSWORD = `abcd-abcd-abcd-abcd`
### APPLE_CERT_BASE64 and APPLE_CERT_PASSWORD and APPLE_DEV_APP_ID
- Go to [developer.apple.com](https://developer.apple.com). Go to account.
- Go to certificates.
- Click on + at Certificates tab. Create Developer ID Application. Click Continue.
- Leave profile type as is. [Create a certificate signing request from a mac](https://developer.apple.com/help/account/create-certificates/create-a-certificate-signing-request). You can use your own name and email address. Save the file to disk. You will get a file called `CertificateSigningRequest.certSigningRequest`. Upload it to the Developer ID Application request. Click Continue.
- Download the certificate. You will get a file `developerID_application.cer`.
- On a Mac, right click and select open. Add it to the login keychain. In the Keychain Access app that opened, login Keychain tab, go to Keys, sort by date modified, expand your key (the key should have name you entered at common name `Common Name`), right click the expanded certificate, get info, and copy the text at Details -> Subject Name -> Common Name.
Eg.
- APPLE_DEV_APP_ID = `Developer ID Application: Common Name (1ABCD23EFG)`
- Then, select the certificate, right click and click export. At file format select p12. When exporting, set a password for the certificate. This will be APPLE_CERT_PASSWORD. You will get a `Certificates.p12` file.
Eg.
- APPLE_CERT_PASSWORD = `<password_set_when_exporting_p12>`
- Then you need to make a base64 file out of it, by running:
```
base64 -i Certificates.p12 -o Certificates.base64
```
- Copy the contents of the generated file:
Eg.
- APPLE_CERT_BASE64 = `...`(A long text file)
- While still
## Usage - Template
To use this template, log in to GitHub and click the green "Use this template" button at the top of the repository page.
2023-08-05 22:42:21 +00:00
This will let you create a copy of this repository with a clean git history. Make sure you clone the correct branch as these are configured for development of their respective Godot development branches and differ from each other. Refer to the docs to see what changed between the versions.
For getting started after cloning your own copy to your local machine, you should:
* initialize the godot-cpp git submodule via `git submodule update --init`
* change the name of your library
* change the name of the compiled library file inside the `SConstruct` file by modifying the `libname` string.
* change the pathnames of the to be loaded library name inside the `demo/bin/example.gdextension` file. By replacing `libgdexample` to the name specified in your `SConstruct` file.
* change the name of the `demo/bin/example.gdextension` file
* change the `entry_symbol` string inside your `demo/bin/your-extension.gdextension` file to be configured for your GDExtension name. This should be the same as the `GDExtensionBool GDE_EXPORT` external C function. As the name suggests, this sets the entry function for your GDExtension to be loaded by the Godot editors C API.
* register the classes you want Godot to interact with inside the `register_types.cpp` file in the initialization method (here `initialize_gdextension_types`) in the syntax `ClassDB::register_class<CLASS-NAME>();`.