Update README.md
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README.md
54
README.md
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@ -26,20 +26,20 @@ $ cd cpp_bindings
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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 core/bindings, (`libgodot_cpp_core.so` , `libgodot_cpp_bindings.so`)
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Building cpp_bindings
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```
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$ scons p=linux
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$ scons p=linux target=bindings generate_bindings=yes
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```
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resulting libraries will be placed under `bin/` and generated bindings will be found under `includes/*`
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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: Use `use_llvm=yes` to use clang.
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Note:
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Using `generate_bindings=yes` you can generate `godot_api.json` (Godot API)
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Use `use_llvm=yes` to use clang++.
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copy Core && Bindings librarys into `SimpleLibrary/lib` folder
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Copy bindings librarys into `SimpleLibrary/lib` folder
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```
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$ cd ..
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$ cp cpp_bindings/bin/libgodot_cpp_core.so lib/
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$ cp cpp_bindings/bin/libgodot_cpp_bindings.so lib/
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$ cp cpp_bindings/bin/libgodot_cpp_bindings.a lib/
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```
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And our file structure will be
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```
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@ -47,19 +47,15 @@ And our file structure will be
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├── cpp_bindings/
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├── godot_headers/
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├── lib/
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│ ├── libgodot_cpp_core.so
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│ ├── libgodot_cpp_bindings.so
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│ └──libgodot_cpp_bindings.a
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└── src/
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```
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# Creating simple class
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Create `init.cpp` under `SimpleLibrary/src/` and add the following code
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```cpp
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#include <godot.h>
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```
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#include <core/Godot.hpp>
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#include <core/GodotGlobal.hpp>
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#include <Reference.hpp>
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using namespace godot;
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@ -82,10 +78,29 @@ public:
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static void _register_methods() {
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register_method("method", &SimpleClass::method);
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/**
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* How to register exports like gdscript
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* export var _name = "SimpleClass"
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**/
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register_property((char *)"base/name", &SimpleClass::_name, String("SimpleClass"));
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}
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String _name;
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};
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GODOT_NATIVE_INIT(godot_native_init_options *options) {
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/** GDNative Initialize **/
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GDNATIVE_INIT(godot_gdnative_init_options *options) {
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}
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/** GDNative Terminate **/
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GDNATIVE_TERMINATE(godot_gdnative_terminate_options *options) {
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}
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/** NativeScript Initialize **/
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NATIVESCRIPT_INIT() {
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register_class<SimpleClass>();
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}
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```
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@ -93,16 +108,17 @@ GODOT_NATIVE_INIT(godot_native_init_options *options) {
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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 -Icpp_bindings/include/core
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$ clang -o lib/libtest.so -shared src/init.os -Llib -lgodot_cpp_core -lgodot_cpp_bindings
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$ clang -fPIC -o src/init.os -c src/init.cpp -g -O3 -std=c++14 -Icpp_bindings/include -Igodot_headers -Icpp_bindings/include/
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$ clang -o lib/libtest.so -shared src/init.os -Llib -lgodot_cpp_bindings
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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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# Creating `.gdn` file
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follow [godot_header/README.md](https://github.com/GodotNativeTools/godot_headers/blob/master/README.md) file to create the `.gdn`
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# Creating `.gdns` file
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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.gdn").new();
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var simpleclass = load("res://simpleclass.gdns").new();
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simpleclass.method("Test argument");
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```
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