Merge pull request #158 from BastiaanOlij/new_docs

New documentation based on nativescript 1.1
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# godot-cpp
C++ bindings for the Godot script API
# Creating a GDNative library (Linux)
Create a directory named `SimpleLibrary` with subdirectories `lib, src`
Note that the master branch in this repository is for use with Godot build from its latest master.
If you need to support older versions of Godot use the relevant branch for that version in this repository.
The instructions below feature the new NativeScript 1.1 class structure and will only work for modules created for Godot 3.1 and later.
- [**Getting Started**](#getting-started)
- [**Creating a simple class**](#creating-a-simple-class)
## Getting Started
| **Build latest version of Godot** | [**GitHub**](https://github.com/godotengine/godot) | [**Docs**](https://godot.readthedocs.io/en/latest/development/compiling/index.html) |
| --- | --- | --- |
### Setting up a new project
We recommend using git for managing your project and the instructions below assume so. Alternatively you can download the source code directly from GitHub in which case you need to download both [godot-cpp](https://github.com/GodotNativeTools/godot-cpp) and [godot_headers](https://github.com/GodotNativeTools/godot_headers).
Getting latest `godot-cpp` and `godot_headers`
```
$ 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:
```
godot-cpp
godot_headers
SimpleLibrary
├── lib/
└── src/
$ mkdir SimpleLibrary
$ cd SimpleLibrary
$ mkdir bin
$ mkdir src
$ git clone --recursive https://github.com/GodotNativeTools/godot-cpp
```
Now to generate cpp bindings
Note that if you wish to use a specific branch, add the -b option to the clone command:
```
$ git clone --recursive https://github.com/GodotNativeTools/godot-cpp -b 3.0
```
Right now our directory structure should look like this:
```
SimpleLibrary/
├─godot-cpp/
| └─godot_headers/
├─bin/
└─src/
```
### Updating the api.json
Our api.json file contains meta data of all the classes that are part of the Godot core and are needed to generate the C++ binding classes for use in GDNative modules.
A file is supplied in our repository for your convinience but if you are running a custom build of Godot and need access to classes that have recent changes a new api.json file must be generated. You do this by starting your Godot executable with the following parameters:
```
$ godot --gdnative-generate-json-api api.json
```
Now copy the api.json file into your folder structure so its easy to access.
### Compiling the cpp bindings library
The final step is to compile our cpp bindings library:
```
$ cd godot-cpp
$ scons godotbinpath="../godot_fork/bin/godot_binary" p=linux
$ scons platform=<your platform> generate_bindings=yes
$ cd ..
```
resulting libraries will be placed under `bin/` and the generated headers will be placed under `include/*`
**Note:**
> `generate_bindings=yes` is used to force regenerating C++ bindings (`godot_api.json` - Godot API)
> Replace `<your platform>` with either `windows`, `linux` or `osx`.
> Include `use_llvm=yes` for using clang++
> You may need to specify `headers=../godot_headers` if you have compilation issues related to missing include files
> Include `target=runtime` to build a runtime build (windows only at the moment)
And our directory structure will be
```
godot-cpp
└── bin/libgodot-cpp.a
godot_headers
SimpleLibrary
├── lib/
└── src/
```
> The resulting library will be created in `godot-cpp/bin/`, take note of its name as it will be different depending on platform.
# Creating simple class
> If you want to use an alternative api.json file add `use_custom_api_file=yes custom_api_file=../api.json`, be sure to specify the correct location of where you placed your file.
## Creating a simple class
Create `init.cpp` under `SimpleLibrary/src/` and add the following code
```cpp
#include <core/Godot.hpp>
#include <Godot.hpp>
#include <Reference.hpp>
using namespace godot;
class SimpleClass : public GodotScript<Reference> {
GODOT_CLASS(SimpleClass);
class SimpleClass : public Reference {
GODOT_CLASS(SimpleClass, Reference);
public:
SimpleClass() { }
SimpleClass() { }
void test_void_method() {
Godot::print("This is test");
}
/* _init must exist as it is called by Godot */
void _init() { }
Variant method(Variant arg) {
Variant ret;
ret = arg;
void test_void_method() {
Godot::print("This is test");
}
return ret;
}
Variant method(Variant arg) {
Variant ret;
ret = arg;
static void _register_methods() {
register_method("method", &SimpleClass::method);
return ret;
}
/**
* How to register exports like gdscript
* export var _name = "SimpleClass"
**/
register_property((char *)"base/name", &SimpleClass::_name, String("SimpleClass"));
static void _register_methods() {
register_method("method", &SimpleClass::method);
/** For registering signal **/
// register_signal<SimpleClass>("signal_name");
// register_signal<SimpleClass>("signal_name", "string_argument", GODOT_VARIANT_TYPE_STRING)
}
/**
* How to register exports like gdscript
* export var _name = "SimpleClass"
**/
register_property<SimpleClass, String>("base/name", &SimpleClass::_name, String("SimpleClass"));
String _name;
/* or alternatively with getter and setter methods */
register_property<SimpleClass, int>("base/value", &SimpleClass::set_value, &SimpleClass::get_value, 0);
/** For registering signal **/
// register_signal<SimpleClass>("signal_name");
// register_signal<SimpleClass>("signal_name", "string_argument", GODOT_VARIANT_TYPE_STRING)
}
String _name;
int _value;
void set_value(int p_value) {
_value = p_value;
}
int get_value() const {
return _value;
}
};
/** GDNative Initialize **/
extern "C" void GDN_EXPORT godot_gdnative_init(godot_gdnative_init_options *o)
{
extern "C" void GDN_EXPORT godot_gdnative_init(godot_gdnative_init_options *o) {
godot::Godot::gdnative_init(o);
}
/** GDNative Terminate **/
extern "C" void GDN_EXPORT godot_gdnative_terminate(godot_gdnative_terminate_options *o)
{
extern "C" void GDN_EXPORT godot_gdnative_terminate(godot_gdnative_terminate_options *o) {
godot::Godot::gdnative_terminate(o);
}
/** NativeScript Initialize **/
extern "C" void GDN_EXPORT godot_nativescript_init(void *handle)
{
extern "C" void GDN_EXPORT godot_nativescript_init(void *handle) {
godot::Godot::nativescript_init(handle);
godot::register_class<SimpleClass>();
}
```
# Compiling
### Compiling
*Linux*
```
$ 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
$ clang -fPIC -o src/init.os -c src/init.cpp -g -O3 -std=c++14 -Igodot-cpp/include -Igodot-cpp/include/core -Igodot-cpp/include/gen -Igodot-cpp/godot_headers
$ clang -o bin/libtest.so -shared src/init.os -Lgodot-cpp/bin -l<name of the godot-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.
> This creates the file `libtest.so` in your `SimpleLibrary/bin` directory.
# Creating `.gdns` file
> You will need to replace `<name of the godot-cpp>` with the file that was created in [**Compiling the cpp bindings library**](#compiling-the-cpp-bindings-library)
*Windows*
```
$ cd SimpleLibrary
$ cl /Fosrc/init.obj /c src/init.cpp /nologo -EHsc -DNDEBUG /MDd /Igodot-cpp\include /Igodot-cpp\include\core /Igodot-cpp\include\gen /Igodot-cpp\godot_headers
$ link /nologo /dll /out:bin\libtest.dll /implib:bin\libsimple.lib src\init.obj godot-cpp\bin\<name of the godot-cpp>
```
> This creates the file `libtest.dll` in your `SimpleLibrary/bin` directory.
> You will need to replace `<name of the godot-cpp>` with the file that was created in [**Compiling the cpp bindings library**](#compiling-the-cpp-bindings-library)
> Finally replace `/MDd` with `/MD` if you're generated a runtime build.
*macOS*
For OSX you need to find out what compiler flags need to be used.
### Creating `.gdnlib` and `.gdns` files
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`
# Implementing with gdscript
### Implementing with gdscript
```gdscript
var simpleclass = load("res://simpleclass.gdns").new();
simpleclass.method("Test argument");