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# godot-cpp
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# godot-cpp
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This repository contains the *C++ bindings* for the [**Godot Engine**](https://github.com/godotengine/godot)'s GDNative API.
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C++ bindings for the Godot extension API.
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- [**Versioning**](#versioning)
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**Note: this is a work in progress for the extension system included in Godot 4.0**
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- [**Contributing**](#contributing)
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- [**Getting Started**](#getting-started)
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- [**Creating a simple class**](#creating-a-simple-class)
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## Versioning
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## Stub
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This repositories follows the same branch versioning as the main [Godot Engine
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Both this whole bindings system and this document are still work in progress and
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repository](https://github.com/godotengine/godot):
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thus it is still incomplete. It will be improved once the extension API is settled.
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- `master` tracks the current development branch.
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## How to use
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- `3.x` tracks the development of the next 3.x minor release.
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- Other versioned branches (e.g. `3.3`, `3.2`) track the latest stable release
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in the corresponding branch.
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Stable releases are also tagged on this repository:
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It's a bit similar to what it was for 3.x but also a bit different.
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[**Tags**](https://github.com/godotengine/godot-cpp/tags).
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**For any project built against a stable release of Godot, we recommend using
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Compiling this repository generates a static library to be linked with your shared lib,
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this repository as a Git submodule, checking out the specific tag matching your
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just like before.
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Godot version.**
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> As the `master` and `3.x` branches are constantly getting updates, if you are
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To use the shared lib in your Godot project you'll need a `.gdextension` file, which replaces what was the `.gdnlib`before. Follow the example:
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> using `godot-cpp` against a more current version of Godot, see the instructions
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> in [**godot-headers**](https://github.com/godotengine/godot-headers) for
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> updating the relevant files.
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## Contributing
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```ini
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[configuration]
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We greatly appreciate help in maintaining and extending this project. If you
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entry_symbol = "example_library_init"
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wish to help out, ensure you have an account on GitHub and create a "fork" of
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this repository. Rémi "Akien" Verschelde wrote an excellent bit of documentation
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for the main Godot project on this:
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[Pull request workflow](https://docs.godotengine.org/en/stable/community/contributing/pr_workflow.html)
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Please install clang-format and copy the files in `misc/hooks` into `.git/hooks`
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[libraries]
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so formatting is done before your changes are submitted.
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## Getting Started
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Linux.64 = "bin/x11/libgdexample.so"
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| **Build latest version of Godot** | [**GitHub**](https://github.com/godotengine/godot) | [**Docs**](https://godot.readthedocs.io/en/latest/development/compiling/index.html) |
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| --- | --- | --- |
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### Setting up a new project
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We recommend using Git for managing your project. The instructions below assume
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you're using Git. Alternatively, you can download the source code directly from
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GitHub. In this case, you need to download both
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[godot-cpp](https://github.com/godotengine/godot-cpp) and
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[godot-headers](https://github.com/godotengine/godot-headers).
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```bash
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mkdir SimpleLibrary
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cd SimpleLibrary
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mkdir bin
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mkdir src
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git clone --recursive https://github.com/godotengine/godot-cpp
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```
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```
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If you wish to use a specific branch, add the -b option to the clone command:
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The `entry_symbol` is the name of the function that initializes your library. It should be similar to following layout:
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```bash
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git clone --recursive https://github.com/godotengine/godot-cpp -b 3.0
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```
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If your project is an existing repository, use a Git submodule instead:
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```bash
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git submodule add https://github.com/godotengine/godot-cpp
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git submodule update --init --recursive
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```
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Right now, our directory structure should look like this:
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```text
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SimpleLibrary/
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├─godot-cpp/
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├─bin/
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└─src/
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```
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### Updating the `api.json` file
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Our `api.json` file contains metadata for all the classes that are part of the
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Godot core. This metadata is required to generate the C++ binding classes for
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use in GDNative modules.
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This file is supplied with our
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[godot-headers](https://github.com/godotengine/godot-headers) repository
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for your convenience. However, if you're running a custom build of Godot and
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need access to classes that have recent changes, you must generate a new
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`api.json` file. You do this by starting your Godot executable with the
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following parameters:
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```bash
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godot --gdnative-generate-json-api api.json
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```
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Now copy the `api.json` file into your folder structure to make it easier to
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access.
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See the remark below for the extra ```custom_api_file``` SCons argument, which
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is required to tell SCons where to find your file.
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### Compiling the C++ bindings library
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The final step is to compile our C++ bindings library:
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```bash
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cd godot-cpp
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scons platform=<your platform> generate_bindings=yes
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cd ..
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```
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Replace `<your platform>` with either `windows`, `linux`, `osx` or `android`. If
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you leave out `platform`, the target platform will automatically be detected
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from the host platform.
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The resulting library will be created in `godot-cpp/bin/`, take note of its name
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as it'll differ depending on the target platform.
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#### Compiling for Android
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Download the latest [Android NDK](https://developer.android.com/ndk/downloads)
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and set the NDK path.
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```bash
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scons platform=android generate_bindings=yes ANDROID_NDK_ROOT="/PATH-TO-ANDROID-NDK/" android_arch=<arch>
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```
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The value of `android_arch` can be `armv7, arm64v8, x86, x86_64`. Most Android
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devices in use nowadays use an ARM architecture, so compiling for `armv7` and
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`arm64v8` is often enough when distributing an application.
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`ANDROID_NDK_ROOT` can also be set in the environment variables of your PC if
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you don't want to include it in your SCons call.
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#### Compilation options
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You can optionally add the following options to the SCons command line:
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- When targeting Linux, add `use_llvm=yes` to use Clang instead of GCC.
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- When targeting Windows, add `use_mingw=yes` to use MinGW instead of MSVC.
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- When targeting Windows, include `target=runtime` to build a runtime build.
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- To use an alternative `api.json` file, add `use_custom_api_file=yes
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custom_api_file=../api.json`. Be sure to specify the correct location where
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you placed your file (it can be a relative or absolute path).
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## Creating a 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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```cpp
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#include <Godot.hpp>
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extern "C" {
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#include <Reference.hpp>
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GDNativeBool GDN_EXPORT example_library_init(const GDNativeInterface *p_interface, const GDNativeExtensionClassLibraryPtr p_library, GDNativeInitialization *r_initialization) {
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GDNativeBool result = godot::GDExtensionBinding::init(p_interface, p_library, r_initialization);
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if (result) {
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register_example_types();
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}
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return result;
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}
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}
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```
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The `register_example_types()` should register the classes in ClassDB, very like a Godot module would do.
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```cpp
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using namespace godot;
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using namespace godot;
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void register_example_types() {
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class SimpleClass : public Reference {
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ClassDB::register_class<Example>();
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GODOT_CLASS(SimpleClass, Reference);
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public:
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SimpleClass() { }
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/** `_init` must exist as it is called by Godot. */
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void _init() { }
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void test_void_method() {
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Godot::print("This is test");
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}
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Variant method(Variant arg) {
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Variant ret;
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ret = arg;
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return ret;
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}
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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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* The line below is equivalent to the following GDScript export:
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* export var _name = "SimpleClass"
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**/
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register_property<SimpleClass, String>("base/name", &SimpleClass::_name, String("SimpleClass"));
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/** Alternatively, with getter and setter methods: */
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register_property<SimpleClass, int>("base/value", &SimpleClass::set_value, &SimpleClass::get_value, 0);
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/** Registering a signal: **/
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// register_signal<SimpleClass>("signal_name");
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// register_signal<SimpleClass>("signal_name", "string_argument", GODOT_VARIANT_TYPE_STRING)
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}
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String _name;
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int _value;
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void set_value(int p_value) {
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_value = p_value;
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}
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int get_value() const {
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return _value;
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}
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};
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/** GDNative Initialize **/
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extern "C" void GDN_EXPORT godot_gdnative_init(godot_gdnative_init_options *o) {
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godot::Godot::gdnative_init(o);
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}
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/** GDNative Terminate **/
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extern "C" void GDN_EXPORT godot_gdnative_terminate(godot_gdnative_terminate_options *o) {
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godot::Godot::gdnative_terminate(o);
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}
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/** NativeScript Initialize **/
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extern "C" void GDN_EXPORT godot_nativescript_init(void *handle) {
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godot::Godot::nativescript_init(handle);
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godot::register_class<SimpleClass>();
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}
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}
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```
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```
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### Compiling the GDNative library
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Extension registering has not yet been added to the Godot editor, so to make it recognize your extension you need to add the following section to your `project.godot`:
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Once you've compiled the GDNative C++ bindings (see above), you can compile the GDNative library we've just created.
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```ini
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[native_extensions]
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#### Linux
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paths=["res://example.gdextension"]
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```bash
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cd SimpleLibrary
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clang++ -fPIC -o src/init.o -c src/init.cpp -g -O3 -std=c++14 -Igodot-cpp/include -Igodot-cpp/include/core -Igodot-cpp/include/gen -Igodot-cpp/godot-headers
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clang++ -o bin/libtest.so -shared src/init.o -Lgodot-cpp/bin -l<name of the godot-cpp>
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```
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```
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You'll 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).
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Any node and resource you register will be available in the corresponding `Create...` dialog. Any class will be available to scripting as well.
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This creates the file `libtest.so` in your `SimpleLibrary/bin` directory.
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## Example
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#### Windows
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Check the project in the `test` folder for an example on how to use and register different things.
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```bash
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This project isn't yet made to run in CI.
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cd SimpleLibrary
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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
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link /nologo /dll /out:bin\libtest.dll /implib:bin\libsimple.lib src\init.obj godot-cpp\bin\<name of the godot-cpp>
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```
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You'll need to replace `<name of the godot-cpp>` with the file that was created
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## Issues
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in [**Compiling the cpp bindingslibrary**](#compiling-the-cpp-bindings-library).
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Replace `/MDd` with `/MD` to create a release build, which will run faster and
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be smaller.
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This creates the file `libtest.dll` in your `SimpleLibrary/bin` directory.
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This really needs to be tested and very likely has things missing that weren't noticed yet. Use at your own risk (and contribute back with reports and fixes if you can).
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#### macOS
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For macOS, you'll need to find out which compiler flags need to be used. These
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are likely similar to Linux when using Clang, but may not be identical.
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If you find suitable compiler flags for this example library, feel free to
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submit a pull request :slightly_smiling_face:
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#### Android
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```bash
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cd SimpleLibrary
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aarch64-linux-android29-clang++ -fPIC -o src/init.o -c src/init.cpp -g -O3 -std=c++14 -Igodot-cpp/include -Igodot-cpp/include/core -Igodot-cpp/include/gen -Igodot-cpp/godot-headers
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aarch64-linux-android29-clang++ -o bin/libtest.so -shared src/init.o -Lgodot-cpp/bin -l<name of the godot-cpp>
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```
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You'll 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). The command above targets `arm64v8`. To target `armv7`, use `armv7a-linux-androideabi29-clang++` instead of `aarch64-linux-android29-clang++`.
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This creates the file `libtest.so` in your `SimpleLibrary/bin` directory.
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#### iOS
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GDNative isn't supported on iOS yet. This is because iOS only allows linking
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static libraries, not dynamic libraries. In theory, it would be possible to link
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a GDNative library statically, but some of GDNative's convenience would be lost
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in the process as one would have to recompile the engine on every change. See
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[issue #30](https://github.com/godotengine/godot-headers/issues/30) in the
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Godot headers repository for more information.
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#### HTML5
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GDNative is supported on [specific exports](https://docs.godotengine.org/en/latest/tutorials/export/exporting_for_web.html#export-options) for the HTML5 platform since Godot `3.3`. Linking webassembly modules is currently underspecified in the standard, but [emscripten](https://emscripten.org/), which Godot uses to build the HTML5 version, implements its own linking system.
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To build GDNative libraries, you will need a recent version of [Emscripten](https://emscripten.org/).
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```bash
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cd SimpleLibrary
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emcc -o bin/libtest.wasm -g -O3 -s SIDE_MODULE=1 src/init.cpp godot-cpp/bin/<name of the godot-cpp> -Igodot-cpp/include -Igodot-cpp/include/core -Igodot-cpp/include/gen -Igodot-cpp/godot-headers
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```
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You'll 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).
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This creates the file `libtest.so` in your `SimpleLibrary/bin` directory.
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### Creating `.gdnlib` and `.gdns` files
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Follow the instructions in
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[godot-headers/README.md](https://github.com/godotengine/godot-headers/blob/master/README.md#how-do-i-use-native-scripts-from-the-editor)
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to create the `.gdns` file. This file contains paths to GDNative libraries for
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various platforms. This makes the library usable from Godot in a
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platform-independent manner.
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### Implementing with GDScript
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Once your GDNative library is compiled and referenced in a `.gdns` file, you can use it in GDScript or C#. Here's an example with GDScript:
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```gdscript
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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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### Using Godot classes in C++
|
|
||||||
|
|
||||||
Godot expects you to manage its classes the same way the engine does. These rules apply to all Godot classes, including your NativeScripts, but not to any normal C++ classes used in your library.
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|
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- Instantiate Objects using `_new()`, not C++'s `new` operator.
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```cpp
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|
||||||
Sprite *sprite = Sprite::_new();
|
|
||||||
```
|
|
||||||
|
|
||||||
- Destroy Nodes using `queue_free()`, not C++'s `delete` operator.
|
|
||||||
|
|
||||||
```cpp
|
|
||||||
some_old_node->queue_free();
|
|
||||||
```
|
|
||||||
|
|
||||||
- Wrap References in `Ref` instead of passing around raw pointers. They are reference-counted and don't need to be freed manually.
|
|
||||||
|
|
||||||
```cpp
|
|
||||||
Ref<Texture> texture = resource_loader->load("res://icon.png");
|
|
||||||
```
|
|
||||||
|
|
||||||
- Pass core types that do *not* inherit Object by value. The containers (Array, Dictionary, PoolArray, String) manage their own memory and do not need to be explicitly initialized or freed.
|
|
||||||
|
|
||||||
```cpp
|
|
||||||
Array ints;
|
|
||||||
ints.append(123);
|
|
||||||
return ints;
|
|
||||||
```
|
|
||||||
|
|
||||||
- Initialize your NativeScript classes in their `_init()` method, not their constructor. The constructor can't access the base class's methods.
|
|
||||||
|
|
||||||
- Cast objects using `Object::cast_to`, not unsafe C-style casts or `static_cast`.
|
|
||||||
|
|
||||||
```cpp
|
|
||||||
MeshInstance *m = Object::cast_to<MeshInstance>(get_node("ChildNode"));
|
|
||||||
// `m` will be null if it's not a MeshInstance
|
|
||||||
if (m) { ... }
|
|
||||||
```
|
|
||||||
|
|
||||||
- **Never** use Godot types in static or global variables. The Godot API isn't loaded until after their constructors are called.
|
|
||||||
|
|
||||||
```cpp
|
|
||||||
String s; // crashes
|
|
||||||
class SomeClass {
|
|
||||||
static Dictionary d; // crashes
|
|
||||||
|
|
||||||
static Node *node_a = NULL; // fine, it's just a pointer
|
|
||||||
static Node *node_b = Node::_new(); // crashes
|
|
||||||
};
|
|
||||||
```
|
|
||||||
|
|
Loading…
Reference in New Issue