2018-02-25 15:25:42 +00:00
|
|
|
# godot-cpp
|
2020-04-10 08:27:10 +00:00
|
|
|
|
2021-09-27 11:41:56 +00:00
|
|
|
This repository contains the *C++ bindings* for the [**Godot Engine**](https://github.com/godotengine/godot)'s GDExtensions API.
|
2020-04-10 08:27:10 +00:00
|
|
|
|
2021-09-27 11:41:56 +00:00
|
|
|
- [**Versioning**](#versioning)
|
|
|
|
- [**Contributing**](#contributing)
|
|
|
|
- [**Getting Started**](#getting-started)
|
|
|
|
- [**Included Example**](#included-example)
|
2018-02-11 14:50:01 +00:00
|
|
|
|
2021-09-27 11:41:56 +00:00
|
|
|
## Versioning
|
2021-09-27 09:48:49 +00:00
|
|
|
|
2021-09-27 11:41:56 +00:00
|
|
|
This repositories follows the same branch versioning as the main [Godot Engine
|
|
|
|
repository](https://github.com/godotengine/godot):
|
2021-09-27 09:48:49 +00:00
|
|
|
|
2021-09-27 11:41:56 +00:00
|
|
|
- `master` tracks the current development branch.
|
|
|
|
- `3.x` tracks the development of the next 3.x minor release.
|
|
|
|
- Other versioned branches (e.g. `3.3`, `3.2`) track the latest stable release
|
|
|
|
in the corresponding branch.
|
2021-09-27 09:48:49 +00:00
|
|
|
|
2021-09-27 11:41:56 +00:00
|
|
|
Stable releases are also tagged on this repository:
|
|
|
|
[**Tags**](https://github.com/godotengine/godot-cpp/tags).
|
|
|
|
|
|
|
|
**For any project built against a stable release of Godot, we recommend using
|
|
|
|
this repository as a Git submodule, checking out the specific tag matching your
|
|
|
|
Godot version.**
|
|
|
|
|
|
|
|
> As the `master` and `3.x` branches are constantly getting updates, if you are
|
|
|
|
> using `godot-cpp` against a more current version of Godot, see the instructions
|
|
|
|
> in [**godot-headers**](https://github.com/godotengine/godot-headers) for
|
|
|
|
> updating the relevant files.
|
|
|
|
|
|
|
|
## Contributing
|
|
|
|
|
|
|
|
We greatly appreciate help in maintaining and extending this project. If you
|
|
|
|
wish to help out, ensure you have an account on GitHub and create a "fork" of
|
|
|
|
this repository. Rémi "Akien" Verschelde wrote an excellent bit of documentation
|
|
|
|
for the main Godot project on this:
|
|
|
|
[Pull request workflow](https://docs.godotengine.org/en/stable/community/contributing/pr_workflow.html)
|
|
|
|
|
|
|
|
Please install clang-format and copy the files in `misc/hooks` into `.git/hooks`
|
|
|
|
so formatting is done before your changes are submitted.
|
|
|
|
|
|
|
|
## Getting Started
|
|
|
|
|
2022-05-29 08:51:33 +00:00
|
|
|
It's a bit similar to what it was for 3.x but also a bit different.
|
|
|
|
This new approach is much more akin to how core Godot modules are structured.
|
2021-09-27 09:48:49 +00:00
|
|
|
|
2021-08-19 23:25:36 +00:00
|
|
|
Compiling this repository generates a static library to be linked with your shared lib,
|
|
|
|
just like before.
|
2021-09-27 09:48:49 +00:00
|
|
|
|
2022-05-29 08:51:33 +00:00
|
|
|
To use the shared lib in your Godot project you'll need a `.gdextension`
|
|
|
|
file, which replaces what was the `.gdnlib` before.
|
|
|
|
Follow [the example](test/demo/example.gdextension):
|
2021-09-27 09:48:49 +00:00
|
|
|
|
2021-08-19 23:25:36 +00:00
|
|
|
```ini
|
|
|
|
[configuration]
|
2018-11-23 22:09:41 +00:00
|
|
|
|
2021-08-19 23:25:36 +00:00
|
|
|
entry_symbol = "example_library_init"
|
2020-04-10 08:27:10 +00:00
|
|
|
|
2021-08-19 23:25:36 +00:00
|
|
|
[libraries]
|
2018-11-23 22:09:41 +00:00
|
|
|
|
2022-07-20 08:01:47 +00:00
|
|
|
macos.debug = "bin/libgdexample.macos.debug.framework"
|
|
|
|
macos.release = "bin/libgdexample.macos.release.framework"
|
2022-05-29 08:51:33 +00:00
|
|
|
windows.debug.x86_64 = "bin/libgdexample.windows.debug.x86_64.dll"
|
|
|
|
windows.release.x86_64 = "bin/libgdexample.windows.release.x86_64.dll"
|
|
|
|
linux.debug.x86_64 = "bin/libgdexample.linux.debug.x86_64.so"
|
|
|
|
linux.release.x86_64 = "bin/libgdexample.linux.release.x86_64.so"
|
|
|
|
# Repeat for other architectures to support arm64, rv64, etc.
|
2020-04-10 08:27:10 +00:00
|
|
|
```
|
|
|
|
|
2022-05-29 08:51:33 +00:00
|
|
|
The `entry_symbol` is the name of the function that initializes
|
|
|
|
your library. It should be similar to following layout:
|
2020-04-10 08:27:10 +00:00
|
|
|
|
2018-01-29 22:05:42 +00:00
|
|
|
```cpp
|
2021-08-19 23:25:36 +00:00
|
|
|
extern "C" {
|
2021-09-27 11:41:56 +00:00
|
|
|
|
|
|
|
// Initialization.
|
|
|
|
|
2021-08-19 23:25:36 +00:00
|
|
|
GDNativeBool GDN_EXPORT example_library_init(const GDNativeInterface *p_interface, const GDNativeExtensionClassLibraryPtr p_library, GDNativeInitialization *r_initialization) {
|
2021-09-27 11:41:56 +00:00
|
|
|
godot::GDExtensionBinding::InitObject init_obj(p_interface, p_library, r_initialization);
|
2018-02-11 14:50:01 +00:00
|
|
|
|
2022-06-26 09:25:42 +00:00
|
|
|
init_obj.register_initializer(initialize_example_module);
|
|
|
|
init_obj.register_terminator(uninitialize_example_module);
|
|
|
|
init_obj.set_minimum_library_initialization_level(MODULE_INITIALIZATION_LEVEL_SCENE);
|
2018-02-11 14:50:01 +00:00
|
|
|
|
2021-09-27 11:41:56 +00:00
|
|
|
return init_obj.init();
|
2017-07-25 09:54:55 +00:00
|
|
|
}
|
2017-05-18 02:14:18 +00:00
|
|
|
}
|
|
|
|
```
|
|
|
|
|
2022-06-26 09:25:42 +00:00
|
|
|
The `initialize_example_module()` should register the classes in ClassDB, very like a Godot module would do.
|
2020-04-10 08:27:10 +00:00
|
|
|
|
2019-12-29 21:34:13 +00:00
|
|
|
```cpp
|
2021-08-19 23:25:36 +00:00
|
|
|
using namespace godot;
|
2022-06-26 09:25:42 +00:00
|
|
|
void initialize_example_module(ModuleInitializationLevel p_level) {
|
|
|
|
if (p_level != MODULE_INITIALIZATION_LEVEL_SCENE) {
|
|
|
|
return;
|
|
|
|
}
|
2021-08-19 23:25:36 +00:00
|
|
|
ClassDB::register_class<Example>();
|
|
|
|
}
|
2019-12-29 21:34:13 +00:00
|
|
|
```
|
2020-04-10 08:27:10 +00:00
|
|
|
|
2021-08-19 23:25:36 +00:00
|
|
|
Any node and resource you register will be available in the corresponding `Create...` dialog. Any class will be available to scripting as well.
|
2020-04-10 08:27:10 +00:00
|
|
|
|
2021-09-27 11:41:56 +00:00
|
|
|
## Included Example
|
2020-04-10 08:27:10 +00:00
|
|
|
|
2021-08-19 23:25:36 +00:00
|
|
|
Check the project in the `test` folder for an example on how to use and register different things.
|