Bindings are generated by default; Replaced generate with regenerate flag; Updated readme
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3
Makefile
3
Makefile
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@ -1,10 +1,11 @@
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GODOT_BIN_PATH = ../godot_fork/bin/godot.x11.tools.64.llvm
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REGENERATE_BINDINGS = no
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HEADERS = ../godot_headers
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TARGET = debug
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NAME = godot-cpp
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BASE = scons n=$(NAME) generate_bindings=yes target=$(TARGET) headers=$(HEADERS) godotbinpath=$(GODOT_BIN_PATH) -j4
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BASE = scons n=$(NAME) regenerate_bindings=$(REGENERATE_BINDINGS) target=$(TARGET) headers=$(HEADERS) godotbinpath=$(GODOT_BIN_PATH) -j4
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LINUX = $(BASE) p=linux
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WINDOWS = $(BASE) p=windows
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OSX = $(BASE) p=osx
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49
README.md
49
README.md
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@ -1,53 +1,44 @@
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# cpp_bindings
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# godot-cpp
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C++ bindings for the Godot script API
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# Creating a GDNative library (Linux)
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Create a directory named `SimpleLibrary` with subdirectories `lib, src`
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Getting latest `cpp_bindings` and `godot_headers`
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Getting latest `godot-cpp` and `godot_headers`
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```
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$ cd SimpleLibrary
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$ git clone https://github.com/GodotNativeTools/cpp_bindings
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$ git clone https://github.com/GodotNativeTools/godot-cpp
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$ git clone https://github.com/GodotNativeTools/godot_headers
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```
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right now our directory structure should look like this
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right now our directory structure should look like this:
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```
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[SimpleLibrary]
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├── cpp_bindings/
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├── godot_headers/
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godot-cpp
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godot_headers
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SimpleLibrary
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├── lib/
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└── src/
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```
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Now to generate cpp bindings
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```
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$ cd cpp_bindings
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```
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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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$ cd godot-cpp
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$ scons godotbinpath="../godot_fork/bin/godot_binary" p=linux
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$ cd ..
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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:**
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> `generate_bindings=yes` is used to generate C++ bindings (`godot_api.json` - Godot API)
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> `regenerate_bindings=yes` is used to force regenerating C++ bindings (`godot_api.json` - Godot API)
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> Include `use_llvm=yes` for using clang++
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Copy binding libraries into the `SimpleLibrary/lib` folder
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```
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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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```
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[SimpleLibrary]
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├── cpp_bindings/
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├── godot_headers/
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godot-cpp
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└── bin/libgodot-cpp.a
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godot_headers
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SimpleLibrary
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├── lib/
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│ └──libgodot_cpp_bindings.a
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└── src/
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```
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@ -115,9 +106,9 @@ extern "C" void GDN_EXPORT godot_nativescript_init(void *handle)
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# Compiling
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```
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$ 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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$ cd SimpleLibrary
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$ clang -fPIC -o src/init.os -c src/init.cpp -g -O3 -std=c++14 -I../godot-cpp/include -Igodot_headers
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$ clang -o lib/libtest.so -shared src/init.os -L../godot-cpp/lib -lgodot-cpp
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```
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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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12
SConstruct
12
SConstruct
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@ -3,9 +3,6 @@
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import os, subprocess, platform
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def add_source(sources, name):
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sources.append(name)
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def add_sources(sources, dir, extension):
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for f in os.listdir(dir):
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if f.endswith('.' + extension):
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@ -21,7 +18,7 @@ target = ARGUMENTS.get('target', 'debug')
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# Local dependency paths, adapt them to your setup
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godot_headers = ARGUMENTS.get('headers', '../godot_headers')
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godot_bin_path = ARGUMENTS.get('godotbinpath', os.getenv('GODOT_BIN_PATH', '../godot_fork/bin/godot.x11.tools.64.llvm'))
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result_path = 'bin/'
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result_path = 'bin'
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result_name = ARGUMENTS.get('n', ARGUMENTS.get('name', os.path.relpath('.', '..')))
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@ -53,7 +50,7 @@ elif target_platform == 'windows':
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result_name += '.windows.' + target_arch
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if host_platform == 'Windows':
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result_name += '.dll'
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result_name += '.lib'
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env.Append(LINKFLAGS = [ '/WX' ])
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if target == 'debug':
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@ -77,10 +74,9 @@ elif platform == 'osx':
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env.Append(CPPPATH=['.', godot_headers, 'include', 'include/core'])
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if ARGUMENTS.get('generate_bindings', 'no') == 'yes':
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# TODO Generating the API should be done only if the Godot build is more recent than the JSON file
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# Generate bindings
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json_api_file = os.path.join(os.getcwd(), 'godot_api.json')
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if os.path.exists(json_api_file) == False or ARGUMENTS.get('regenerate_bindings', 'no') == 'yes':
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subprocess.call([os.path.expanduser(godot_bin_path), '--gdnative-generate-json-api', json_api_file])
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# actually create the bindings here
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