Add sample test project

pull/602/head
George Marques 2021-08-19 14:51:41 -03:00 committed by Bastiaan Olij
parent 8bcf32a619
commit b3a4a2cf93
13 changed files with 388 additions and 70 deletions

1
.gitignore vendored
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@ -1,6 +1,7 @@
# Godot auto generated files
*.gen.*
.import/
.godot/
/gen/
# Misc

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@ -4,33 +4,32 @@ import sys
# Try to detect the host platform automatically.
# This is used if no `platform` argument is passed
if sys.platform.startswith('linux'):
host_platform = 'linux'
elif sys.platform == 'darwin':
host_platform = 'osx'
elif sys.platform == 'win32' or sys.platform == 'msys':
host_platform = 'windows'
if sys.platform.startswith("linux"):
host_platform = "linux"
elif sys.platform == "darwin":
host_platform = "osx"
elif sys.platform == "win32" or sys.platform == "msys":
host_platform = "windows"
else:
raise ValueError(
'Could not detect platform automatically, please specify with '
'platform=<platform>'
)
raise ValueError("Could not detect platform automatically, please specify with " "platform=<platform>")
env = Environment(ENV=os.environ)
opts = Variables([], ARGUMENTS)
# Define our options
opts.Add(EnumVariable('target', "Compilation target", 'debug', ['d', 'debug', 'r', 'release']))
opts.Add(EnumVariable('platform', "Compilation platform", host_platform, ['', 'windows', 'x11', 'linux', 'osx']))
opts.Add(EnumVariable('p', "Compilation target, alias for 'platform'", host_platform, ['', 'windows', 'x11', 'linux', 'osx']))
opts.Add(EnumVariable('bits', 'Target platform bits', '64', ('32', '64')))
opts.Add(BoolVariable('use_llvm', "Use the LLVM / Clang compiler", 'no'))
opts.Add(PathVariable('target_path', 'The path where the lib is installed.', 'bin/', PathVariable.PathAccept))
opts.Add(PathVariable('target_name', 'The library name.', 'libgdexample', PathVariable.PathAccept))
opts.Add(EnumVariable("target", "Compilation target", "debug", ["d", "debug", "r", "release"]))
opts.Add(EnumVariable("platform", "Compilation platform", host_platform, ["", "windows", "x11", "linux", "osx"]))
opts.Add(
EnumVariable("p", "Compilation target, alias for 'platform'", host_platform, ["", "windows", "x11", "linux", "osx"])
)
opts.Add(EnumVariable("bits", "Target platform bits", "64", ("32", "64")))
opts.Add(BoolVariable("use_llvm", "Use the LLVM / Clang compiler", "no"))
opts.Add(PathVariable("target_path", "The path where the lib is installed.", "bin/", PathVariable.PathAccept))
opts.Add(PathVariable("target_name", "The library name.", "libgdexample", PathVariable.PathAccept))
# Local dependency paths, adapt them to your setup
godot_headers_path = "../godot-headers/"
godot_headers_path = "../godot-headers-temp/"
cpp_bindings_path = "../"
cpp_library = "libgodot-cpp"
@ -45,25 +44,25 @@ Help(opts.GenerateHelpText(env))
# This makes sure to keep the session environment variables on Windows.
# This way, you can run SCons in a Visual Studio 2017 prompt and it will find
# all the required tools
if host_platform == 'windows' and env['platform'] != 'android':
if env['bits'] == '64':
env = Environment(TARGET_ARCH='amd64')
elif env['bits'] == '32':
env = Environment(TARGET_ARCH='x86')
if host_platform == "windows" and env["platform"] != "android":
if env["bits"] == "64":
env = Environment(TARGET_ARCH="amd64")
elif env["bits"] == "32":
env = Environment(TARGET_ARCH="x86")
opts.Update(env)
# Process some arguments
if env['use_llvm']:
env['CC'] = 'clang'
env['CXX'] = 'clang++'
if env["use_llvm"]:
env["CC"] = "clang"
env["CXX"] = "clang++"
if env['p'] != '':
env['platform'] = env['p']
if env["p"] != "":
env["platform"] = env["p"]
if env['platform'] == '':
if env["platform"] == "":
print("No valid target platform selected.")
quit();
quit()
# For the reference:
# - CCFLAGS are compilation flags shared between C and C++
@ -73,63 +72,64 @@ if env['platform'] == '':
# - CPPDEFINES are for pre-processor defines
# - LINKFLAGS are for linking flags
if env["target"] == "debug":
env.Append(CPPDEFINES=["DEBUG_ENABLED", "DEBUG_METHODS_ENABLED"])
# Check our platform specifics
if env['platform'] == "osx":
env['target_path'] += 'osx/'
cpp_library += '.osx'
env.Append(CCFLAGS=['-arch', 'x86_64'])
env.Append(CXXFLAGS=['-std=c++17'])
env.Append(LINKFLAGS=['-arch', 'x86_64'])
if env['target'] in ('debug', 'd'):
env.Append(CCFLAGS=['-g', '-O2'])
if env["platform"] == "osx":
env["target_path"] += "osx/"
cpp_library += ".osx"
env.Append(CCFLAGS=["-arch", "x86_64"])
env.Append(CXXFLAGS=["-std=c++17"])
env.Append(LINKFLAGS=["-arch", "x86_64"])
if env["target"] in ("debug", "d"):
env.Append(CCFLAGS=["-g", "-O2"])
else:
env.Append(CCFLAGS=['-g', '-O3'])
env.Append(CCFLAGS=["-g", "-O3"])
elif env['platform'] in ('x11', 'linux'):
env['target_path'] += 'x11/'
cpp_library += '.linux'
env.Append(CCFLAGS=['-fPIC'])
env.Append(CXXFLAGS=['-std=c++17'])
if env['target'] in ('debug', 'd'):
env.Append(CCFLAGS=['-g3', '-Og'])
elif env["platform"] in ("x11", "linux"):
env["target_path"] += "x11/"
cpp_library += ".linux"
env.Append(CCFLAGS=["-fPIC"])
env.Append(CXXFLAGS=["-std=c++17"])
if env["target"] in ("debug", "d"):
env.Append(CCFLAGS=["-g3", "-Og"])
else:
env.Append(CCFLAGS=['-g', '-O3'])
env.Append(CCFLAGS=["-g", "-O3"])
elif env['platform'] == "windows":
env['target_path'] += 'win64/'
cpp_library += '.windows'
elif env["platform"] == "windows":
env["target_path"] += "win64/"
cpp_library += ".windows"
# This makes sure to keep the session environment variables on windows,
# that way you can run scons in a vs 2017 prompt and it will find all the required tools
env.Append(ENV=os.environ)
env.Append(CPPDEFINES=['WIN32', '_WIN32', '_WINDOWS', '_CRT_SECURE_NO_WARNINGS'])
env.Append(CCFLAGS=['-W3', '-GR'])
env.Append(CXXFLAGS=['-std:c++17'])
if env['target'] in ('debug', 'd'):
env.Append(CPPDEFINES=['_DEBUG'])
env.Append(CCFLAGS=['-EHsc', '-MDd', '-ZI'])
env.Append(LINKFLAGS=['-DEBUG'])
env.Append(CPPDEFINES=["WIN32", "_WIN32", "_WINDOWS", "_CRT_SECURE_NO_WARNINGS"])
env.Append(CCFLAGS=["-W3", "-GR"])
if env["target"] in ("debug", "d"):
env.Append(CPPDEFINES=["_DEBUG"])
env.Append(CCFLAGS=["-EHsc", "-MDd", "-ZI"])
env.Append(LINKFLAGS=["-DEBUG"])
else:
env.Append(CPPDEFINES=['NDEBUG'])
env.Append(CCFLAGS=['-O2', '-EHsc', '-MD'])
env.Append(CPPDEFINES=["NDEBUG"])
env.Append(CCFLAGS=["-O2", "-EHsc", "-MD"])
if env['target'] in ('debug', 'd'):
cpp_library += '.debug'
if env["target"] in ("debug", "d"):
cpp_library += ".debug"
else:
cpp_library += '.release'
cpp_library += ".release"
cpp_library += '.' + str(bits)
cpp_library += "." + str(bits)
# make sure our binding library is properly includes
env.Append(CPPPATH=['.', godot_headers_path, cpp_bindings_path + 'include/', cpp_bindings_path + 'include/core/', cpp_bindings_path + 'include/gen/'])
env.Append(LIBPATH=[cpp_bindings_path + 'bin/'])
env.Append(CPPPATH=[".", godot_headers_path, cpp_bindings_path + "include/", cpp_bindings_path + "gen/include/"])
env.Append(LIBPATH=[cpp_bindings_path + "bin/"])
env.Append(LIBS=[cpp_library])
# tweak this if you want to use different folders, or more folders, to store your source code in.
env.Append(CPPPATH=['src/'])
sources = Glob('src/*.cpp')
env.Append(CPPPATH=["src/"])
sources = Glob("src/*.cpp")
library = env.SharedLibrary(target=env['target_path'] + env['target_name'] , source=sources)
library = env.SharedLibrary(target=env["target_path"] + env["target_name"], source=sources)
Default(library)

7
test/default_env.tres Normal file
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@ -0,0 +1,7 @@
[gd_resource type="Environment" load_steps=2 format=3 uid="uid://dtd3q2x2ulcsi"]
[sub_resource type="Sky" id="1"]
[resource]
background_mode = 2
sky = SubResource( "1" )

7
test/example.gdextension Normal file
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@ -0,0 +1,7 @@
[configuration]
entry_symbol = "example_library_init"
[libraries]
Linux.64 = "bin/x11/libgdexample.so"

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test/icon.png Normal file

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test/icon.png.import Normal file
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[remap]
importer="texture"
type="StreamTexture2D"
uid="uid://cswr8vy4lt7dt"
path="res://.godot/imported/icon.png-487276ed1e3a0c39cad0279d744ee560.stex"
metadata={
"vram_texture": false
}
[deps]
source_file="res://icon.png"
dest_files=["res://.godot/imported/icon.png-487276ed1e3a0c39cad0279d744ee560.stex"]
[params]
compress/mode=0
compress/lossy_quality=0.7
compress/hdr_compression=1
compress/bptc_ldr=0
compress/normal_map=0
compress/channel_pack=0
compress/streamed=false
mipmaps/generate=false
mipmaps/limit=-1
roughness/mode=0
roughness/src_normal=""
process/fix_alpha_border=true
process/premult_alpha=false
process/normal_map_invert_y=false
process/HDR_as_SRGB=false
process/size_limit=0
detect_3d/compress_to=1
svg/scale=1.0

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test/main.gd Normal file
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extends Node
func _ready():
# Connect signals.
$Button.button_up.connect($Example.emit_custom_signal, ["Button", 42])
$Example.custom_signal.connect(on_signal)
# Call methods.
$Example.simple_func()
($Example as Example).simple_const_func() # Force use of ptrcall
prints("returned", $Example.return_something("some string"))
prints("returned const", $Example.return_something_const())
prints("vararg args", $Example.varargs_func("some", "arguments", "to", "test"))
# Use properties.
prints("custom postion is", $Example.custom_position)
$Example.custom_position = Vector2(50, 50)
prints("custom postion now is", $Example.custom_position)
# Get constants
prints("FIRST", $Example.FIRST)
prints("ANSWER_TO_EVERYTHING", $Example.ANSWER_TO_EVERYTHING)
prints("CONSTANT_WITHOUT_ENUM", $Example.CONSTANT_WITHOUT_ENUM)
func on_signal(name, value):
prints("Example emitted:", name, value)

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test/main.tscn Normal file
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[gd_scene load_steps=2 format=3 uid="uid://dmx2xuigcpvt4"]
[ext_resource type="Script" path="res://main.gd" id="1_c326s"]
[node name="Node" type="Node"]
script = ExtResource( "1_c326s" )
[node name="Example" type="Example" parent="."]
offset_right = 40.0
offset_bottom = 40.0
script = null
__meta__ = {
"_edit_use_anchors_": false
}
[node name="Label" type="Label" parent="Example"]
offset_left = 194.0
offset_top = -2.0
offset_right = 234.0
offset_bottom = 21.0
structured_text_bidi_override_options = []
script = null
[node name="Button" type="Button" parent="."]
offset_right = 79.0
offset_bottom = 29.0
text = "Click me!"
script = null
__meta__ = {
"_edit_use_anchors_": false
}

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test/project.godot Normal file
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@ -0,0 +1,23 @@
; Engine configuration file.
; It's best edited using the editor UI and not directly,
; since the parameters that go here are not all obvious.
;
; Format:
; [section] ; section goes between []
; param=value ; assign values to parameters
config_version=4
[application]
config/name="GDExtension Test Project"
run/main_scene="res://main.tscn"
config/icon="res://icon.png"
[native_extensions]
paths=["res://example.gdextension"]
[rendering]
environment/defaults/default_environment="res://default_env.tres"

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test/src/example.cpp Normal file
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#include "example.h"
#include <godot_cpp/core/class_db.hpp>
#include <godot_cpp/classes/global_constants.hpp>
#include <godot_cpp/classes/label.hpp>
#include <godot_cpp/variant/utility_functions.hpp>
using namespace godot;
void Example::_bind_methods() {
// Methods.
ClassDB::bind_method(D_METHOD("simple_func"), &Example::simple_func);
ClassDB::bind_method(D_METHOD("simple_const_func"), &Example::simple_const_func);
ClassDB::bind_method(D_METHOD("return_something"), &Example::return_something);
ClassDB::bind_method(D_METHOD("return_something_const"), &Example::return_something_const);
{
MethodInfo mi;
mi.arguments.push_back(PropertyInfo(Variant::STRING, "some_argument"));
mi.name = "varargs_func";
ClassDB::bind_vararg_method(METHOD_FLAGS_DEFAULT, "varargs_func", &Example::varargs_func, mi);
}
// Properties.
ClassDB::bind_method(D_METHOD("get_custom_position"), &Example::get_custom_position);
ClassDB::bind_method(D_METHOD("set_custom_position", "position"), &Example::set_custom_position);
ADD_PROPERTY(PropertyInfo(Variant::VECTOR2, "custom_position"), "set_custom_position", "get_custom_position");
// Signals.
ADD_SIGNAL(MethodInfo("custom_signal", PropertyInfo(Variant::STRING, "name"), PropertyInfo(Variant::INT, "value")));
ClassDB::bind_method(D_METHOD("emit_custom_signal", "name", "value"), &Example::emit_custom_signal);
// Constants.
BIND_ENUM_CONSTANT(FIRST);
BIND_ENUM_CONSTANT(ANSWER_TO_EVERYTHING);
BIND_CONSTANT(CONSTANT_WITHOUT_ENUM);
// Virtual function override.
BIND_VIRTUAL_METHOD(_has_point);
}
// Methods.
void Example::simple_func() {
UtilityFunctions::print("Simple func called.");
}
void Example::simple_const_func() const {
UtilityFunctions::print("Simple const func called.");
}
String Example::return_something(const String &base) {
UtilityFunctions::print("Return something called.");
return base;
}
Viewport *Example::return_something_const() const {
UtilityFunctions::print("Return something const called.");
if (is_inside_tree()) {
Viewport *result = get_viewport();
return result;
}
return nullptr;
}
Variant Example::varargs_func(const Variant **args, GDNativeInt arg_count, GDNativeCallError &error) {
UtilityFunctions::print("Varargs called with ", String::num(arg_count), " arguments");
return arg_count;
}
void Example::emit_custom_signal(const String &name, int value) {
emit_signal("custom_signal", name, value);
}
// Properties.
void Example::set_custom_position(const Vector2 &pos) {
custom_position = pos;
}
Vector2 Example::get_custom_position() const {
return custom_position;
}
// Virtual function override.
bool Example::_has_point(const Vector2 &point) {
Label *label = get_node<Label>("Label");
label->set_text("Got point: " + Variant(point).stringify());
return false;
}

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test/src/example.h Normal file
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#ifndef EXAMPLE_CLASS_H
#define EXAMPLE_CLASS_H
#include <godot_cpp/classes/control.hpp>
#include <godot_cpp/classes/global_constants.hpp>
#include <godot_cpp/classes/viewport.hpp>
#include <godot_cpp/core/binder_common.hpp>
using namespace godot;
class Example : public Control {
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

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@ -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);
}
}

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#ifndef EXAMPLE_REGISTER_TYPES_H
#define EXAMPLE_REGISTER_TYPES_H
void register_example_types();
void unregister_example_types();
#endif // ! EXAMPLE_REGISTER_TYPES_H