Add sample test project
parent
8bcf32a619
commit
b3a4a2cf93
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@ -1,6 +1,7 @@
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# Godot auto generated files
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*.gen.*
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.import/
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.godot/
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/gen/
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# Misc
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138
test/SConstruct
138
test/SConstruct
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@ -4,33 +4,32 @@ import sys
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# Try to detect the host platform automatically.
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# This is used if no `platform` argument is passed
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if sys.platform.startswith('linux'):
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host_platform = 'linux'
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elif sys.platform == 'darwin':
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host_platform = 'osx'
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elif sys.platform == 'win32' or sys.platform == 'msys':
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host_platform = 'windows'
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if sys.platform.startswith("linux"):
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host_platform = "linux"
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elif sys.platform == "darwin":
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host_platform = "osx"
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elif sys.platform == "win32" or sys.platform == "msys":
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host_platform = "windows"
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else:
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raise ValueError(
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'Could not detect platform automatically, please specify with '
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'platform=<platform>'
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)
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raise ValueError("Could not detect platform automatically, please specify with " "platform=<platform>")
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env = Environment(ENV=os.environ)
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opts = Variables([], ARGUMENTS)
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# Define our options
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opts.Add(EnumVariable('target', "Compilation target", 'debug', ['d', 'debug', 'r', 'release']))
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opts.Add(EnumVariable('platform', "Compilation platform", host_platform, ['', 'windows', 'x11', 'linux', 'osx']))
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opts.Add(EnumVariable('p', "Compilation target, alias for 'platform'", host_platform, ['', 'windows', 'x11', 'linux', 'osx']))
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opts.Add(EnumVariable('bits', 'Target platform bits', '64', ('32', '64')))
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opts.Add(BoolVariable('use_llvm', "Use the LLVM / Clang compiler", 'no'))
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opts.Add(PathVariable('target_path', 'The path where the lib is installed.', 'bin/', PathVariable.PathAccept))
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opts.Add(PathVariable('target_name', 'The library name.', 'libgdexample', PathVariable.PathAccept))
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opts.Add(EnumVariable("target", "Compilation target", "debug", ["d", "debug", "r", "release"]))
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opts.Add(EnumVariable("platform", "Compilation platform", host_platform, ["", "windows", "x11", "linux", "osx"]))
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opts.Add(
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EnumVariable("p", "Compilation target, alias for 'platform'", host_platform, ["", "windows", "x11", "linux", "osx"])
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)
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opts.Add(EnumVariable("bits", "Target platform bits", "64", ("32", "64")))
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opts.Add(BoolVariable("use_llvm", "Use the LLVM / Clang compiler", "no"))
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opts.Add(PathVariable("target_path", "The path where the lib is installed.", "bin/", PathVariable.PathAccept))
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opts.Add(PathVariable("target_name", "The library name.", "libgdexample", PathVariable.PathAccept))
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# Local dependency paths, adapt them to your setup
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godot_headers_path = "../godot-headers/"
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godot_headers_path = "../godot-headers-temp/"
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cpp_bindings_path = "../"
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cpp_library = "libgodot-cpp"
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@ -45,25 +44,25 @@ Help(opts.GenerateHelpText(env))
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# This makes sure to keep the session environment variables on Windows.
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# This way, you can run SCons in a Visual Studio 2017 prompt and it will find
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# all the required tools
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if host_platform == 'windows' and env['platform'] != 'android':
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if env['bits'] == '64':
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env = Environment(TARGET_ARCH='amd64')
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elif env['bits'] == '32':
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env = Environment(TARGET_ARCH='x86')
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if host_platform == "windows" and env["platform"] != "android":
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if env["bits"] == "64":
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env = Environment(TARGET_ARCH="amd64")
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elif env["bits"] == "32":
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env = Environment(TARGET_ARCH="x86")
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opts.Update(env)
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# Process some arguments
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if env['use_llvm']:
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env['CC'] = 'clang'
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env['CXX'] = 'clang++'
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if env["use_llvm"]:
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env["CC"] = "clang"
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env["CXX"] = "clang++"
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if env['p'] != '':
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env['platform'] = env['p']
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if env["p"] != "":
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env["platform"] = env["p"]
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if env['platform'] == '':
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if env["platform"] == "":
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print("No valid target platform selected.")
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quit();
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quit()
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# For the reference:
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# - CCFLAGS are compilation flags shared between C and C++
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@ -73,63 +72,64 @@ if env['platform'] == '':
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# - CPPDEFINES are for pre-processor defines
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# - LINKFLAGS are for linking flags
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if env["target"] == "debug":
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env.Append(CPPDEFINES=["DEBUG_ENABLED", "DEBUG_METHODS_ENABLED"])
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# Check our platform specifics
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if env['platform'] == "osx":
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env['target_path'] += 'osx/'
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cpp_library += '.osx'
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env.Append(CCFLAGS=['-arch', 'x86_64'])
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env.Append(CXXFLAGS=['-std=c++17'])
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env.Append(LINKFLAGS=['-arch', 'x86_64'])
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if env['target'] in ('debug', 'd'):
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env.Append(CCFLAGS=['-g', '-O2'])
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if env["platform"] == "osx":
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env["target_path"] += "osx/"
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cpp_library += ".osx"
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env.Append(CCFLAGS=["-arch", "x86_64"])
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env.Append(CXXFLAGS=["-std=c++17"])
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env.Append(LINKFLAGS=["-arch", "x86_64"])
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if env["target"] in ("debug", "d"):
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env.Append(CCFLAGS=["-g", "-O2"])
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else:
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env.Append(CCFLAGS=['-g', '-O3'])
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env.Append(CCFLAGS=["-g", "-O3"])
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elif env['platform'] in ('x11', 'linux'):
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env['target_path'] += 'x11/'
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cpp_library += '.linux'
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env.Append(CCFLAGS=['-fPIC'])
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env.Append(CXXFLAGS=['-std=c++17'])
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if env['target'] in ('debug', 'd'):
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env.Append(CCFLAGS=['-g3', '-Og'])
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elif env["platform"] in ("x11", "linux"):
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env["target_path"] += "x11/"
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cpp_library += ".linux"
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env.Append(CCFLAGS=["-fPIC"])
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env.Append(CXXFLAGS=["-std=c++17"])
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if env["target"] in ("debug", "d"):
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env.Append(CCFLAGS=["-g3", "-Og"])
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else:
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env.Append(CCFLAGS=['-g', '-O3'])
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env.Append(CCFLAGS=["-g", "-O3"])
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elif env['platform'] == "windows":
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env['target_path'] += 'win64/'
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cpp_library += '.windows'
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elif env["platform"] == "windows":
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env["target_path"] += "win64/"
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cpp_library += ".windows"
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# This makes sure to keep the session environment variables on windows,
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# that way you can run scons in a vs 2017 prompt and it will find all the required tools
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env.Append(ENV=os.environ)
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env.Append(CPPDEFINES=['WIN32', '_WIN32', '_WINDOWS', '_CRT_SECURE_NO_WARNINGS'])
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env.Append(CCFLAGS=['-W3', '-GR'])
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env.Append(CXXFLAGS=['-std:c++17'])
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if env['target'] in ('debug', 'd'):
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env.Append(CPPDEFINES=['_DEBUG'])
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env.Append(CCFLAGS=['-EHsc', '-MDd', '-ZI'])
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env.Append(LINKFLAGS=['-DEBUG'])
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env.Append(CPPDEFINES=["WIN32", "_WIN32", "_WINDOWS", "_CRT_SECURE_NO_WARNINGS"])
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env.Append(CCFLAGS=["-W3", "-GR"])
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if env["target"] in ("debug", "d"):
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env.Append(CPPDEFINES=["_DEBUG"])
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env.Append(CCFLAGS=["-EHsc", "-MDd", "-ZI"])
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env.Append(LINKFLAGS=["-DEBUG"])
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else:
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env.Append(CPPDEFINES=['NDEBUG'])
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env.Append(CCFLAGS=['-O2', '-EHsc', '-MD'])
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env.Append(CPPDEFINES=["NDEBUG"])
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env.Append(CCFLAGS=["-O2", "-EHsc", "-MD"])
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if env['target'] in ('debug', 'd'):
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cpp_library += '.debug'
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if env["target"] in ("debug", "d"):
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cpp_library += ".debug"
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else:
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cpp_library += '.release'
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cpp_library += ".release"
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cpp_library += '.' + str(bits)
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cpp_library += "." + str(bits)
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# make sure our binding library is properly includes
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env.Append(CPPPATH=['.', godot_headers_path, cpp_bindings_path + 'include/', cpp_bindings_path + 'include/core/', cpp_bindings_path + 'include/gen/'])
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env.Append(LIBPATH=[cpp_bindings_path + 'bin/'])
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env.Append(CPPPATH=[".", godot_headers_path, cpp_bindings_path + "include/", cpp_bindings_path + "gen/include/"])
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env.Append(LIBPATH=[cpp_bindings_path + "bin/"])
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env.Append(LIBS=[cpp_library])
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# tweak this if you want to use different folders, or more folders, to store your source code in.
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env.Append(CPPPATH=['src/'])
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sources = Glob('src/*.cpp')
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env.Append(CPPPATH=["src/"])
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sources = Glob("src/*.cpp")
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library = env.SharedLibrary(target=env['target_path'] + env['target_name'] , source=sources)
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library = env.SharedLibrary(target=env["target_path"] + env["target_name"], source=sources)
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Default(library)
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@ -0,0 +1,7 @@
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[gd_resource type="Environment" load_steps=2 format=3 uid="uid://dtd3q2x2ulcsi"]
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[sub_resource type="Sky" id="1"]
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[resource]
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background_mode = 2
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sky = SubResource( "1" )
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@ -0,0 +1,7 @@
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[configuration]
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entry_symbol = "example_library_init"
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[libraries]
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Linux.64 = "bin/x11/libgdexample.so"
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Binary file not shown.
After Width: | Height: | Size: 3.2 KiB |
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[remap]
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importer="texture"
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type="StreamTexture2D"
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uid="uid://cswr8vy4lt7dt"
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path="res://.godot/imported/icon.png-487276ed1e3a0c39cad0279d744ee560.stex"
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metadata={
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"vram_texture": false
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}
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[deps]
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source_file="res://icon.png"
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dest_files=["res://.godot/imported/icon.png-487276ed1e3a0c39cad0279d744ee560.stex"]
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[params]
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compress/mode=0
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compress/lossy_quality=0.7
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compress/hdr_compression=1
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compress/bptc_ldr=0
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compress/normal_map=0
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compress/channel_pack=0
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compress/streamed=false
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mipmaps/generate=false
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mipmaps/limit=-1
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roughness/mode=0
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roughness/src_normal=""
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process/fix_alpha_border=true
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process/premult_alpha=false
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process/normal_map_invert_y=false
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process/HDR_as_SRGB=false
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process/size_limit=0
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detect_3d/compress_to=1
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svg/scale=1.0
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@ -0,0 +1,26 @@
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extends Node
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func _ready():
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# Connect signals.
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$Button.button_up.connect($Example.emit_custom_signal, ["Button", 42])
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$Example.custom_signal.connect(on_signal)
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# Call methods.
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$Example.simple_func()
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($Example as Example).simple_const_func() # Force use of ptrcall
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prints("returned", $Example.return_something("some string"))
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prints("returned const", $Example.return_something_const())
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prints("vararg args", $Example.varargs_func("some", "arguments", "to", "test"))
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# Use properties.
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prints("custom postion is", $Example.custom_position)
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$Example.custom_position = Vector2(50, 50)
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prints("custom postion now is", $Example.custom_position)
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# Get constants
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prints("FIRST", $Example.FIRST)
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prints("ANSWER_TO_EVERYTHING", $Example.ANSWER_TO_EVERYTHING)
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prints("CONSTANT_WITHOUT_ENUM", $Example.CONSTANT_WITHOUT_ENUM)
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func on_signal(name, value):
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prints("Example emitted:", name, value)
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[gd_scene load_steps=2 format=3 uid="uid://dmx2xuigcpvt4"]
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[ext_resource type="Script" path="res://main.gd" id="1_c326s"]
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[node name="Node" type="Node"]
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script = ExtResource( "1_c326s" )
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[node name="Example" type="Example" parent="."]
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offset_right = 40.0
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offset_bottom = 40.0
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script = null
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__meta__ = {
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"_edit_use_anchors_": false
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}
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[node name="Label" type="Label" parent="Example"]
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offset_left = 194.0
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offset_top = -2.0
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offset_right = 234.0
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offset_bottom = 21.0
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structured_text_bidi_override_options = []
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script = null
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[node name="Button" type="Button" parent="."]
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offset_right = 79.0
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offset_bottom = 29.0
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text = "Click me!"
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script = null
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__meta__ = {
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"_edit_use_anchors_": false
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}
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; Engine configuration file.
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; It's best edited using the editor UI and not directly,
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; since the parameters that go here are not all obvious.
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;
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; Format:
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; [section] ; section goes between []
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; param=value ; assign values to parameters
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config_version=4
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[application]
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config/name="GDExtension Test Project"
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run/main_scene="res://main.tscn"
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config/icon="res://icon.png"
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[native_extensions]
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paths=["res://example.gdextension"]
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[rendering]
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environment/defaults/default_environment="res://default_env.tres"
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#include "example.h"
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#include <godot_cpp/core/class_db.hpp>
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#include <godot_cpp/classes/global_constants.hpp>
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#include <godot_cpp/classes/label.hpp>
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#include <godot_cpp/variant/utility_functions.hpp>
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using namespace godot;
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void Example::_bind_methods() {
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// Methods.
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ClassDB::bind_method(D_METHOD("simple_func"), &Example::simple_func);
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ClassDB::bind_method(D_METHOD("simple_const_func"), &Example::simple_const_func);
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ClassDB::bind_method(D_METHOD("return_something"), &Example::return_something);
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ClassDB::bind_method(D_METHOD("return_something_const"), &Example::return_something_const);
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{
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MethodInfo mi;
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mi.arguments.push_back(PropertyInfo(Variant::STRING, "some_argument"));
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mi.name = "varargs_func";
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ClassDB::bind_vararg_method(METHOD_FLAGS_DEFAULT, "varargs_func", &Example::varargs_func, mi);
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}
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// Properties.
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ClassDB::bind_method(D_METHOD("get_custom_position"), &Example::get_custom_position);
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ClassDB::bind_method(D_METHOD("set_custom_position", "position"), &Example::set_custom_position);
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ADD_PROPERTY(PropertyInfo(Variant::VECTOR2, "custom_position"), "set_custom_position", "get_custom_position");
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// Signals.
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ADD_SIGNAL(MethodInfo("custom_signal", PropertyInfo(Variant::STRING, "name"), PropertyInfo(Variant::INT, "value")));
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ClassDB::bind_method(D_METHOD("emit_custom_signal", "name", "value"), &Example::emit_custom_signal);
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// Constants.
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BIND_ENUM_CONSTANT(FIRST);
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BIND_ENUM_CONSTANT(ANSWER_TO_EVERYTHING);
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BIND_CONSTANT(CONSTANT_WITHOUT_ENUM);
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// Virtual function override.
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BIND_VIRTUAL_METHOD(_has_point);
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}
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// Methods.
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void Example::simple_func() {
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UtilityFunctions::print("Simple func called.");
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}
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void Example::simple_const_func() const {
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UtilityFunctions::print("Simple const func called.");
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}
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String Example::return_something(const String &base) {
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UtilityFunctions::print("Return something called.");
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return base;
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}
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Viewport *Example::return_something_const() const {
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UtilityFunctions::print("Return something const called.");
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if (is_inside_tree()) {
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Viewport *result = get_viewport();
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return result;
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}
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return nullptr;
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}
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Variant Example::varargs_func(const Variant **args, GDNativeInt arg_count, GDNativeCallError &error) {
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UtilityFunctions::print("Varargs called with ", String::num(arg_count), " arguments");
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return arg_count;
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}
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void Example::emit_custom_signal(const String &name, int value) {
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emit_signal("custom_signal", name, value);
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}
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// Properties.
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void Example::set_custom_position(const Vector2 &pos) {
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custom_position = pos;
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}
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Vector2 Example::get_custom_position() const {
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return custom_position;
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}
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// Virtual function override.
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bool Example::_has_point(const Vector2 &point) {
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Label *label = get_node<Label>("Label");
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label->set_text("Got point: " + Variant(point).stringify());
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return false;
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}
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#ifndef EXAMPLE_CLASS_H
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#define EXAMPLE_CLASS_H
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#include <godot_cpp/classes/control.hpp>
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#include <godot_cpp/classes/global_constants.hpp>
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#include <godot_cpp/classes/viewport.hpp>
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#include <godot_cpp/core/binder_common.hpp>
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using namespace godot;
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class Example : public Control {
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GDCLASS(Example, Control);
|
||||
|
||||
protected:
|
||||
static void _bind_methods();
|
||||
|
||||
private:
|
||||
Vector2 custom_position;
|
||||
|
||||
public:
|
||||
// Constants.
|
||||
enum Constants {
|
||||
FIRST,
|
||||
ANSWER_TO_EVERYTHING = 42,
|
||||
};
|
||||
|
||||
enum {
|
||||
CONSTANT_WITHOUT_ENUM = 314,
|
||||
};
|
||||
|
||||
// Functions
|
||||
void simple_func();
|
||||
void simple_const_func() const;
|
||||
String return_something(const String &base);
|
||||
Viewport *return_something_const() const;
|
||||
Variant varargs_func(const Variant **args, GDNativeInt arg_count, GDNativeCallError &error);
|
||||
void emit_custom_signal(const String &name, int value);
|
||||
|
||||
// Property
|
||||
void set_custom_position(const Vector2 &pos);
|
||||
Vector2 get_custom_position() const;
|
||||
|
||||
// Virtual function override
|
||||
virtual bool _has_point(const Vector2 &point);
|
||||
};
|
||||
|
||||
VARIANT_ENUM_CAST(Example, Constants);
|
||||
|
||||
#endif // ! EXAMPLE_CLASS_H
|
|
@ -0,0 +1,40 @@
|
|||
#include "register_types.h"
|
||||
|
||||
#include <godot/gdnative_interface.h>
|
||||
|
||||
#include <godot_cpp/core/class_db.hpp>
|
||||
#include <godot_cpp/core/defs.hpp>
|
||||
#include <godot_cpp/godot.hpp>
|
||||
|
||||
#include "example.h"
|
||||
|
||||
using namespace godot;
|
||||
|
||||
void register_example_types() {
|
||||
ClassDB::register_class<Example>();
|
||||
}
|
||||
|
||||
void unregister_example_types() {}
|
||||
|
||||
extern "C" {
|
||||
|
||||
// Initialization.
|
||||
|
||||
GDNativeBool GDN_EXPORT example_library_init(const GDNativeInterface *p_interface, const GDNativeExtensionClassLibraryPtr p_library, GDNativeInitialization *r_initialization) {
|
||||
GDNativeBool result = godot::GDExtensionBinding::init(p_interface, p_library, r_initialization);
|
||||
|
||||
if (result) {
|
||||
register_example_types();
|
||||
}
|
||||
|
||||
return result;
|
||||
}
|
||||
|
||||
void GDN_EXPORT initialize_level(void *userdata, GDNativeInitializationLevel p_level) {
|
||||
godot::GDExtensionBinding::initialize_level(userdata, p_level);
|
||||
}
|
||||
|
||||
void GDN_EXPORT deinitialize_level(void *userdata, GDNativeInitializationLevel p_level) {
|
||||
godot::GDExtensionBinding::deinitialize_level(userdata, p_level);
|
||||
}
|
||||
}
|
|
@ -0,0 +1,7 @@
|
|||
#ifndef EXAMPLE_REGISTER_TYPES_H
|
||||
#define EXAMPLE_REGISTER_TYPES_H
|
||||
|
||||
void register_example_types();
|
||||
void unregister_example_types();
|
||||
|
||||
#endif // ! EXAMPLE_REGISTER_TYPES_H
|
Loading…
Reference in New Issue