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# cpp_bindings
C++ bindings for the Godot script API
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# Creating a GDNative library (Linux)
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Create a directory named `SimpleLibrary` with subdirectories `lib, src`
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Getting latest `cpp_bindings` and `godot_headers`
```
$ cd SimpleLibrary
$ git clone https://github.com/GodotNativeTools/cpp_bindings
$ git clone https://github.com/GodotNativeTools/godot_headers
```
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right now our directory structure should look like this
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```
[SimpleLibrary]
├── cpp_bindings/
├── godot_headers/
├── lib/
└── src/
```
Now to generate cpp bindings
```
$ cd cpp_bindings
```
Edit `SConstruct` file and assign your godot executable path at line:7 `godot_bin_path = "../godot_fork/bin/"` ,
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Building cpp_bindings
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```
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$ scons godotbinpath="../godot_fork/bin/godot_binary" headers="../godot_headers/" p=linux generate_bindings=yes
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```
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resulting libraries will be placed under `bin/` and the generated headers will be placed under `include/*`
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**Note:**
> `generate_bindings=yes` is used to generate C++ bindings (`godot_api.json` - Godot API)
> Include `use_llvm=yes` for using clang++
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Copy binding libraries into the `SimpleLibrary/lib` folder
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```
$ cd ..
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$ cp cpp_bindings/bin/libgodot_cpp_bindings.a lib/
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```
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And our directory structure will be
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```
[SimpleLibrary]
├── cpp_bindings/
├── godot_headers/
├── lib/
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│ └──libgodot_cpp_bindings.a
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└── src/
```
# Creating simple class
Create `init.cpp` under `SimpleLibrary/src/` and add the following code
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```cpp
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#include <core/Godot.hpp>
#include <Reference.hpp>
using namespace godot;
class SimpleClass : public GodotScript< Reference > {
GODOT_CLASS(SimpleClass);
public:
SimpleClass() { }
void test_void_method() {
Godot::print("This is test");
}
Variant method(Variant arg) {
Variant ret;
ret = arg;
return ret;
}
static void _register_methods() {
register_method("method", &SimpleClass::method);
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/**
* How to register exports like gdscript
* export var _name = "SimpleClass"
** /
register_property((char *)"base/name", & SimpleClass::_name, String("SimpleClass"));
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/** For registering signal ** /
// register_signal< SimpleClass > ("signal_name");
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}
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String _name;
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};
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/** GDNative Initialize ** /
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extern "C" void GDN_EXPORT godot_gdnative_init(godot_gdnative_init_options *o)
{
godot::Godot::gdnative_init(o);
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}
/** GDNative Terminate ** /
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extern "C" void GDN_EXPORT godot_gdnative_terminate(godot_gdnative_terminate_options *o)
{
godot::Godot::gdnative_terminate(o);
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}
/** NativeScript Initialize ** /
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extern "C" void GDN_EXPORT godot_nativescript_init(void *handle)
{
godot::Godot::nativescript_init(handle);
godot::register_class< SimpleClass > ();
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}
```
# Compiling
```
$ cd ..
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$ clang -fPIC -o src/init.os -c src/init.cpp -g -O3 -std=c++14 -Icpp_bindings/include -Igodot_headers
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$ clang -o lib/libtest.so -shared src/init.os -Llib -lgodot_cpp_bindings
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```
This creates the file `libtest.so` in your `SimpleLibrary/lib` directory. For windows you need to find out what compiler flags need to be used.
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# Creating `.gdns` file
follow [godot_header/README.md ](https://github.com/GodotNativeTools/godot_headers/blob/master/README.md#how-do-i-use-native-scripts-from-the-editor ) to create the `.gdns`
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# Implementing with gdscript
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```gdscript
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var simpleclass = load("res://simpleclass.gdns").new();
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simpleclass.method("Test argument");
```
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