pull/127/head
Nickolai Korshunov 2018-04-25 11:40:49 +03:00
commit ef37d8d76e
15 changed files with 259 additions and 90 deletions

50
Makefile Normal file
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@ -0,0 +1,50 @@
GODOT_BIN_PATH = ../godot_fork/bin/godot.x11.tools.64.llvm
REGENERATE_BINDINGS = no
HEADERS = ../godot_headers
TARGET = debug
NAME = godot-cpp
USE_CLANG = no
BASE = scons n=$(NAME) use_llvm=$(USE_CLANG) regenerate_bindings=$(REGENERATE_BINDINGS) target=$(TARGET) headers=$(HEADERS) godotbinpath=$(GODOT_BIN_PATH) -j4
LINUX = $(BASE) p=linux
WINDOWS = $(BASE) p=windows
OSX = $(BASE) p=osx
all:
make linux
make windows
linux:
make linux32
make linux64
linux32: SConstruct
$(LINUX) a=32
linux64: SConstruct
$(LINUX) a=64
windows:
make windows32
make windows64
windows32: SConstruct
$(WINDOWS) a=32
windows64: SConstruct
$(WINDOWS) a=64
osx:
make osx32
make osx64
osx32: SConstruct
$(OSX) a=32
osx64: SConstruct
$(OSX) a=64

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@ -1,53 +1,44 @@
# cpp_bindings
# godot-cpp
C++ bindings for the Godot script API
# Creating a GDNative library (Linux)
Create a directory named `SimpleLibrary` with subdirectories `lib, src`
Getting latest `cpp_bindings` and `godot_headers`
Getting latest `godot-cpp` and `godot_headers`
```
$ cd SimpleLibrary
$ git clone https://github.com/GodotNativeTools/cpp_bindings
$ 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
right now our directory structure should look like this:
```
[SimpleLibrary]
├── cpp_bindings/
├── godot_headers/
godot-cpp
godot_headers
SimpleLibrary
├── lib/
└── src/
```
Now to generate cpp bindings
```
$ cd cpp_bindings
```
Edit `SConstruct` file and assign your godot executable path at line:7 `godot_bin_path = "../godot_fork/bin/"`,
Building cpp_bindings
```
$ scons godotbinpath="../godot_fork/bin/godot_binary" headers="../godot_headers/" p=linux generate_bindings=yes
$ cd godot-cpp
$ scons godotbinpath="../godot_fork/bin/godot_binary" p=linux
$ cd ..
```
resulting libraries will be placed under `bin/` and the generated headers will be placed under `include/*`
**Note:**
> `generate_bindings=yes` is used to generate C++ bindings (`godot_api.json` - Godot API)
> `regenerate_bindings=yes` is used to force regenerating C++ bindings (`godot_api.json` - Godot API)
> Include `use_llvm=yes` for using clang++
Copy binding libraries into the `SimpleLibrary/lib` folder
```
$ cd ..
$ cp cpp_bindings/bin/libgodot_cpp_bindings.a lib/
```
And our directory structure will be
```
[SimpleLibrary]
├── cpp_bindings/
├── godot_headers/
godot-cpp
└── bin/libgodot-cpp.a
godot_headers
SimpleLibrary
├── lib/
│ └──libgodot_cpp_bindings.a
└── src/
```
@ -87,6 +78,7 @@ public:
/** For registering signal **/
// register_signal<SimpleClass>("signal_name");
// register_signal<SimpleClass>("signal_name", "string_argument", GODOT_VARIANT_TYPE_STRING)
}
String _name;
@ -115,9 +107,9 @@ extern "C" void GDN_EXPORT godot_nativescript_init(void *handle)
# Compiling
```
$ cd ..
$ clang -fPIC -o src/init.os -c src/init.cpp -g -O3 -std=c++14 -Icpp_bindings/include -Igodot_headers
$ clang -o lib/libtest.so -shared src/init.os -Llib -lgodot_cpp_bindings
$ 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
```
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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@ -1,62 +1,102 @@
#!python
import os, subprocess
import os, subprocess, platform
def add_sources(sources, dir, extension):
for f in os.listdir(dir):
if f.endswith('.' + extension):
sources.append(dir + '/' + f)
env = Environment()
host_platform = platform.system()
target_platform = ARGUMENTS.get('p', ARGUMENTS.get('platform', 'linux'))
target_arch = ARGUMENTS.get('a', ARGUMENTS.get('arch', '64'))
# default to debug build, must be same setting as used for cpp_bindings
target = ARGUMENTS.get('target', 'debug')
# Local dependency paths, adapt them to your setup
godot_headers_path = ARGUMENTS.get("headers", os.getenv("GODOT_HEADERS", "../godot_headers/"))
godot_bin_path = ARGUMENTS.get("godotbinpath", os.getenv("GODOT_BIN_PATH", "../godot_fork/bin/godot.x11.tools.64.llvm"))
godot_headers = ARGUMENTS.get('headers', '../godot_headers')
godot_bin_path = ARGUMENTS.get('godotbinpath', os.getenv('GODOT_BIN_PATH', '../godot_fork/bin/godot.x11.tools.64.llvm'))
result_path = 'bin'
result_name = ARGUMENTS.get('n', ARGUMENTS.get('name', os.path.relpath('.', '..')))
target = ARGUMENTS.get("target", "debug")
platform = ARGUMENTS.get("p", ARGUMENTS.get("platform", "linux"))
if target_platform == 'linux':
result_name += '.linux.' + target_arch
env['CXX']='gcc-5'
if ARGUMENTS.get('use_llvm', 'no') == 'yes':
env['CXX'] = 'clang++'
env.Append(CCFLAGS = [ '-fPIC', '-g', '-O3', '-std=c++14', '-Wwrite-strings' ])
env.Append(LINKFLAGS = [ '-Wl,-R,\'$$ORIGIN\'' ])
if target_arch == '32':
env.Append(CCFLAGS = [ '-m32' ])
env.Append(LINKFLAGS = [ '-m32' ])
elif target_arch == '64':
env.Append(CCFLAGS = [ '-m64' ])
env.Append(LINKFLAGS = [ '-m64' ])
elif target_platform == '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 = Environment()
if platform == "windows":
env = Environment(ENV = os.environ)
if (target_arch == '64'):
env = Environment(ENV = os.environ, TARGET_ARCH='amd64')
else:
env = Environment(ENV = os.environ, TARGET_ARCH='x86')
if ARGUMENTS.get("use_llvm", "no") == "yes":
env["CXX"] = "clang++"
result_name += '.windows.' + target_arch
def add_sources(sources, directory):
for file in os.listdir(directory):
if file.endswith('.cpp'):
sources.append(directory + '/' + file)
if host_platform == 'Windows':
result_name += '.lib'
env.Append(LINKFLAGS = [ '/WX' ])
if target == 'debug':
env.Append(CCFLAGS = ['/EHsc', '/D_DEBUG', '/MDd' ])
else:
env.Append(CCFLAGS = ['/O2', '/EHsc', '/DNDEBUG', '/MD' ])
else:
if target_arch == '32':
env['CXX']='i686-w64-mingw32-g++'
elif target_arch == '64':
env['CXX']='x86_64-w64-mingw32-g++'
env.Append(CCFLAGS = [ '-g', '-O3', '-std=c++14', '-Wwrite-strings' ])
env.Append(LINKFLAGS = [ '--static', '-Wl,--no-undefined', '-static-libgcc', '-static-libstdc++' ])
elif target_platform == 'osx':
if ARGUMENTS.get('use_llvm', 'no') == 'yes':
env['CXX'] = 'clang++'
# Only 64-bits is supported for OS X
target_arch = '64'
result_name += '.osx.' + target_arch
if platform == "osx":
env.Append(CCFLAGS = [ '-g','-O3', '-std=c++14', '-arch', 'x86_64' ])
env.Append(LINKFLAGS = [ '-arch', 'x86_64', '-framework', 'Cocoa', '-Wl,-undefined,dynamic_lookup' ])
if platform == "linux":
env.Append(CCFLAGS = ['-fPIC', '-g','-O3', '-std=c++14'])
env.Append(CPPPATH=['.', godot_headers_path, 'include', 'include/core'])
env.Append(CPPPATH=['.', godot_headers, 'include', 'include/core'])
if platform == "windows":
if target == "debug":
env.Append(CCFLAGS = ['-EHsc', '-D_DEBUG', '/MDd'])
else:
env.Append(CCFLAGS = ['-O2', '-EHsc', '-DNDEBUG', '/MD'])
sources = []
add_sources(sources, "src/core")
if ARGUMENTS.get("generate_bindings", "no") == "yes":
# TODO Generating the API should be done only if the Godot build is more recent than the JSON file
# Generate bindings
json_api_file = os.path.join(os.getcwd(), 'godot_api.json')
if os.path.exists(json_api_file) == False or ARGUMENTS.get('regenerate_bindings', 'no') == 'yes':
subprocess.call([os.path.expanduser(godot_bin_path), '--gdnative-generate-json-api', json_api_file])
# actually create the bindings here
import binding_generator
binding_generator.generate_bindings(json_api_file)
add_sources(sources, "src")
library = env.StaticLibrary(target='bin/godot_cpp_bindings', source=sources)
sources = []
add_sources(sources, 'src/core', 'cpp')
add_sources(sources, 'src', 'cpp')
library = env.StaticLibrary(target=result_path + '/' + result_name, source=sources)
Default(library)

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@ -115,6 +115,7 @@ def generate_class_header(used_classes, c):
source.append("")
vararg_templates = ""
# generate the class definition here
source.append("class " + class_name + ("" if c["base_class"] == "" else (" : public " + strip_name(c["base_class"])) ) + " {")
@ -157,14 +158,18 @@ def generate_class_header(used_classes, c):
method_signature += "static " if c["singleton"] else ""
method_signature += make_gdnative_type(method["return_type"])
method_signature += escape_cpp(method["name"]) + "("
method_name = escape_cpp(method["name"])
method_signature += method_name + "("
has_default_argument = False
method_arguments = ""
for i, argument in enumerate(method["arguments"]):
method_signature += "const " + make_gdnative_type(argument["type"])
method_signature += escape_cpp(argument["name"])
argument_name = escape_cpp(argument["name"])
method_signature += argument_name
method_arguments += argument_name
# default arguments
@ -210,10 +215,13 @@ def generate_class_header(used_classes, c):
if i != len(method["arguments"]) - 1:
method_signature += ", "
method_arguments += ","
if method["has_varargs"]:
if len(method["arguments"]) > 0:
method_signature += ", "
method_arguments += ", "
vararg_templates += "\ttemplate <class... Args> " + method_signature + "Args... args){\n\t\treturn " + method_name + "(" + method_arguments + "Array::make(args...));\n\t}\n"""
method_signature += "const Array& __var_args = Array()"
method_signature += ")" + (" const" if method["is_const"] and not c["singleton"] else "")
@ -221,7 +229,7 @@ def generate_class_header(used_classes, c):
source.append("\t" + method_signature + ";")
source.append(vararg_templates)
source.append("};")
source.append("")

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@ -3,6 +3,7 @@
#include <gdnative/array.h>
#include "Defs.hpp"
#include "String.hpp"
namespace godot {
@ -39,6 +40,11 @@ public:
Array(const PoolColorArray& a);
template <class... Args>
static Array make(Args... args) {
return helpers::append_all(Array(), args...);
}
Variant& operator [](const int idx);
Variant operator [](const int idx) const;

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@ -58,6 +58,42 @@ enum class Error {
ERR_WTF = ERR_OMFG_THIS_IS_VERY_VERY_BAD ///< short version of the above
};
namespace helpers {
template <typename T, typename ValueT>
T append_all (T appendable, ValueT value) {
appendable.append(value);
return appendable;
}
template <typename T, typename ValueT, typename... Args>
T append_all (T appendable, ValueT value, Args... args) {
appendable.append(value);
return append_all(appendable, args...);
}
template <typename T>
T append_all (T appendable) {
return appendable;
}
template <typename KV, typename KeyT, typename ValueT>
KV add_all (KV kv, KeyT key, ValueT value) {
kv[key] = value;
return kv;
}
template <typename KV, typename KeyT, typename ValueT, typename... Args>
KV add_all (KV kv, KeyT key, ValueT value, Args... args) {
kv[key] = value;
return add_all(kv, args...);
}
template <typename KV>
KV add_all (KV kv) {
return kv;
}
}
}
#include <stdio.h>

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@ -16,6 +16,11 @@ public:
Dictionary(const Dictionary & other);
Dictionary & operator=(const Dictionary & other);
template <class... Args>
static Dictionary make(Args... args) {
return helpers::add_all(Dictionary(), args...);
}
void clear();
bool empty() const;

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@ -484,6 +484,11 @@ void register_signal(String name, Dictionary args = Dictionary())
}
}
template<class T, class... Args>
void register_signal(String name, Args... varargs)
{
register_signal<T>(name, Dictionary::make(varargs...));
}
}

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@ -3,6 +3,7 @@
#include <gdnative_api_struct.gen.h>
#include "String.hpp"
#include "Array.hpp"
namespace godot {
@ -20,6 +21,11 @@ public:
static void gdnative_init(godot_gdnative_init_options *o);
static void gdnative_terminate(godot_gdnative_terminate_options *o);
static void nativescript_init(void *handle);
template <class... Args>
static void print(const String& fmt, Args... values) {
print(fmt.format(Array::make(values...)));
}
};

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@ -36,6 +36,8 @@ public:
void operator =(const NodePath& other);
bool operator ==(const NodePath& other);
~NodePath();
};

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@ -104,7 +104,7 @@ public:
void set(const int idx, const uint8_t data);
uint8_t operator [](const int idx);
const uint8_t operator [](const int idx);
int size() const;
@ -200,7 +200,7 @@ public:
void set(const int idx, const int data);
int operator [](const int idx);
const int operator [](const int idx);
int size() const;
@ -296,7 +296,7 @@ public:
void set(const int idx, const real_t data);
real_t operator [](const int idx);
const real_t operator [](const int idx);
int size() const;
@ -392,7 +392,7 @@ public:
void set(const int idx, const String& data);
String operator [](const int idx);
const String operator [](const int idx);
int size() const;
@ -489,7 +489,7 @@ public:
void set(const int idx, const Vector2& data);
Vector2 operator [](const int idx);
const Vector2 operator [](const int idx);
int size() const;
@ -585,7 +585,7 @@ public:
void set(const int idx, const Vector3& data);
Vector3 operator [](const int idx);
const Vector3 operator [](const int idx);
int size() const;
@ -681,7 +681,7 @@ public:
void set(const int idx, const Color& data);
Color operator [](const int idx);
const Color operator [](const int idx);
int size() const;

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@ -81,6 +81,7 @@ public:
int find(String what, int from = 0) const;
int find_last(String what) const;
int findn(String what, int from = 0) const;
String format(Variant values) const;
String format(Variant values, String placeholder) const;
String get_base_dir() const;
String get_basename() const;
@ -128,6 +129,7 @@ public:
String to_upper() const;
String xml_escape() const;
String xml_unescape() const;
};
String operator+(const char *a, const String &b);

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@ -17,7 +17,6 @@ NodePath::NodePath(const NodePath &other)
{
String from = other;
godot::api->godot_node_path_new(&_node_path, (godot_string *) &from);
godot::api->godot_node_path_operator_equal(&_node_path, &other._node_path);
}
NodePath::NodePath(const String &from)
@ -71,9 +70,18 @@ NodePath::operator String() const
return *(String *) &str;
}
bool NodePath::operator ==(const NodePath& other)
{
return godot::api->godot_node_path_operator_equal(&_node_path, &other._node_path);
}
void NodePath::operator =(const NodePath& other)
{
godot::api->godot_node_path_operator_equal(&_node_path, &other._node_path);
godot::api->godot_node_path_destroy(&_node_path);
String other_string = (String) other;
godot::api->godot_node_path_new(&_node_path, (godot_string *) &other_string);
}
NodePath::~NodePath()

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@ -86,7 +86,7 @@ void PoolByteArray::set(const int idx, const uint8_t data)
godot::api->godot_pool_byte_array_set(&_godot_array, idx, data);
}
uint8_t PoolByteArray::operator [](const int idx)
const uint8_t PoolByteArray::operator [](const int idx)
{
return godot::api->godot_pool_byte_array_get(&_godot_array, idx);
}
@ -180,7 +180,7 @@ void PoolIntArray::set(const int idx, const int data)
godot::api->godot_pool_int_array_set(&_godot_array, idx, data);
}
int PoolIntArray::operator [](const int idx)
const int PoolIntArray::operator [](const int idx)
{
return godot::api->godot_pool_int_array_get(&_godot_array, idx);
}
@ -273,7 +273,7 @@ void PoolRealArray::set(const int idx, const real_t data)
godot::api->godot_pool_real_array_set(&_godot_array, idx, data);
}
real_t PoolRealArray::operator [](const int idx)
const real_t PoolRealArray::operator [](const int idx)
{
return godot::api->godot_pool_real_array_get(&_godot_array, idx);
}
@ -367,7 +367,7 @@ void PoolStringArray::set(const int idx, const String& data)
godot::api->godot_pool_string_array_set(&_godot_array, idx, (godot_string *) &data);
}
String PoolStringArray::operator [](const int idx)
const String PoolStringArray::operator [](const int idx)
{
String s;
godot_string str = godot::api->godot_pool_string_array_get(&_godot_array, idx);
@ -465,7 +465,7 @@ void PoolVector2Array::set(const int idx, const Vector2& data)
godot::api->godot_pool_vector2_array_set(&_godot_array, idx, (godot_vector2 *) &data);
}
Vector2 PoolVector2Array::operator [](const int idx)
const Vector2 PoolVector2Array::operator [](const int idx)
{
Vector2 v;
*(godot_vector2 *) &v = godot::api->godot_pool_vector2_array_get(&_godot_array, idx);
@ -561,7 +561,7 @@ void PoolVector3Array::set(const int idx, const Vector3& data)
godot::api->godot_pool_vector3_array_set(&_godot_array, idx, (godot_vector3 *) &data);
}
Vector3 PoolVector3Array::operator [](const int idx)
const Vector3 PoolVector3Array::operator [](const int idx)
{
Vector3 v;
*(godot_vector3 *) &v = godot::api->godot_pool_vector3_array_get(&_godot_array, idx);
@ -656,7 +656,7 @@ void PoolColorArray::set(const int idx, const Color& data)
godot::api->godot_pool_color_array_set(&_godot_array, idx, (godot_color *) &data);
}
Color PoolColorArray::operator [](const int idx)
const Color PoolColorArray::operator [](const int idx)
{
Color v;
*(godot_color *) &v = godot::api->godot_pool_color_array_get(&_godot_array, idx);

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@ -267,13 +267,22 @@ int String::findn(String what, int from) const {
return godot::api->godot_string_findn(&_godot_string, what._godot_string);
}
String String::format(Variant values, String placeholder) const {
String String::format(Variant values) const {
String new_string;
new_string._godot_string = godot::api->godot_string_format(&_godot_string, (godot_variant *)&values);
return new_string;
}
String String::format(Variant values, String placeholder) const {
String new_string;
godot_char_string contents = godot::api->godot_string_utf8(&placeholder._godot_string);
new_string._godot_string = godot::api->godot_string_format_with_custom_placeholder(&_godot_string, (godot_variant *)&values, godot::api->godot_char_string_get_data(&contents));
godot::api->godot_char_string_destroy(&contents);
return new_string;
}
String String::get_base_dir() const {
String new_string;
new_string._godot_string = godot::api->godot_string_get_base_dir(&_godot_string);