diff --git a/Makefile b/Makefile index 976f0022..95989ff9 100644 --- a/Makefile +++ b/Makefile @@ -1,10 +1,11 @@ GODOT_BIN_PATH = ../godot_fork/bin/godot.x11.tools.64.llvm +REGENERATE_BINDINGS = no HEADERS = ../godot_headers TARGET = debug NAME = godot-cpp -BASE = scons n=$(NAME) generate_bindings=yes target=$(TARGET) headers=$(HEADERS) godotbinpath=$(GODOT_BIN_PATH) -j4 +BASE = scons n=$(NAME) regenerate_bindings=$(REGENERATE_BINDINGS) target=$(TARGET) headers=$(HEADERS) godotbinpath=$(GODOT_BIN_PATH) -j4 LINUX = $(BASE) p=linux WINDOWS = $(BASE) p=windows OSX = $(BASE) p=osx diff --git a/README.md b/README.md index 918c39f8..4766a8ed 100644 --- a/README.md +++ b/README.md @@ -1,54 +1,45 @@ -# cpp_bindings +# godot-cpp C++ bindings for the Godot script API # Creating a GDNative library (Linux) Create a directory named `SimpleLibrary` with subdirectories `lib, src` -Getting latest `cpp_bindings` and `godot_headers` +Getting latest `godot-cpp` and `godot_headers` ``` -$ cd SimpleLibrary -$ git clone https://github.com/GodotNativeTools/cpp_bindings +$ git clone https://github.com/GodotNativeTools/godot-cpp $ git clone https://github.com/GodotNativeTools/godot_headers ``` -right now our directory structure should look like this +right now our directory structure should look like this: ``` -[SimpleLibrary] - ├── cpp_bindings/ - ├── godot_headers/ - ├── lib/ - └── src/ +godot-cpp +godot_headers +SimpleLibrary +├── 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/"`, - -Building cpp_bindings -``` -$ scons godotbinpath="../godot_fork/bin/godot_binary" headers="../godot_headers/" p=linux generate_bindings=yes +$ cd godot-cpp +$ scons godotbinpath="../godot_fork/bin/godot_binary" p=linux +$ cd .. ``` resulting libraries will be placed under `bin/` and the generated headers will be placed under `include/*` **Note:** -> `generate_bindings=yes` is used to generate C++ bindings (`godot_api.json` - Godot API) +> `regenerate_bindings=yes` is used to force regenerating C++ bindings (`godot_api.json` - Godot API) + > Include `use_llvm=yes` for using clang++ -Copy binding libraries into the `SimpleLibrary/lib` folder -``` -$ cd .. -$ cp cpp_bindings/bin/libgodot_cpp_bindings.a lib/ -``` + And our directory structure will be ``` -[SimpleLibrary] - ├── cpp_bindings/ - ├── godot_headers/ - ├── lib/ - │ └──libgodot_cpp_bindings.a - └── src/ +godot-cpp +└── bin/libgodot-cpp.a +godot_headers +SimpleLibrary +├── lib/ +└── src/ ``` # Creating simple class @@ -115,9 +106,9 @@ extern "C" void GDN_EXPORT godot_nativescript_init(void *handle) # Compiling ``` -$ cd .. -$ clang -fPIC -o src/init.os -c src/init.cpp -g -O3 -std=c++14 -Icpp_bindings/include -Igodot_headers -$ clang -o lib/libtest.so -shared src/init.os -Llib -lgodot_cpp_bindings +$ cd SimpleLibrary +$ clang -fPIC -o src/init.os -c src/init.cpp -g -O3 -std=c++14 -I../godot-cpp/include -Igodot_headers +$ clang -o lib/libtest.so -shared src/init.os -L../godot-cpp/lib -lgodot-cpp ``` 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. diff --git a/SConstruct b/SConstruct index 1c36cc09..2171328e 100644 --- a/SConstruct +++ b/SConstruct @@ -3,9 +3,6 @@ import os, subprocess, platform -def add_source(sources, name): - sources.append(name) - def add_sources(sources, dir, extension): for f in os.listdir(dir): if f.endswith('.' + extension): @@ -21,7 +18,7 @@ target = ARGUMENTS.get('target', 'debug') # Local dependency paths, adapt them to your setup godot_headers = ARGUMENTS.get('headers', '../godot_headers') godot_bin_path = ARGUMENTS.get('godotbinpath', os.getenv('GODOT_BIN_PATH', '../godot_fork/bin/godot.x11.tools.64.llvm')) -result_path = 'bin/' +result_path = 'bin' result_name = ARGUMENTS.get('n', ARGUMENTS.get('name', os.path.relpath('.', '..'))) @@ -53,7 +50,7 @@ elif target_platform == 'windows': result_name += '.windows.' + target_arch if host_platform == 'Windows': - result_name += '.dll' + result_name += '.lib' env.Append(LINKFLAGS = [ '/WX' ]) if target == 'debug': @@ -77,10 +74,9 @@ elif platform == 'osx': env.Append(CPPPATH=['.', godot_headers, 'include', 'include/core']) -if ARGUMENTS.get('generate_bindings', 'no') == 'yes': - # TODO Generating the API should be done only if the Godot build is more recent than the JSON file - json_api_file = os.path.join(os.getcwd(), 'godot_api.json') - +# Generate bindings +json_api_file = os.path.join(os.getcwd(), 'godot_api.json') +if os.path.exists(json_api_file) == False or ARGUMENTS.get('regenerate_bindings', 'no') == 'yes': subprocess.call([os.path.expanduser(godot_bin_path), '--gdnative-generate-json-api', json_api_file]) # actually create the bindings here