# godot-cpp This repository contains the *C++ bindings* for the [**Godot Engine**](https://github.com/godotengine/godot)'s GDExtensions API. - [**Versioning**](#versioning) - [**Contributing**](#contributing) - [**Getting Started**](#getting-started) - [**Included Example**](#included-example) ## Versioning This repositories follows the same branch versioning as the main [Godot Engine repository](https://github.com/godotengine/godot): - `master` tracks the current development branch. - `3.x` tracks the development of the next 3.x minor release. - Other versioned branches (e.g. `3.3`, `3.2`) track the latest stable release in the corresponding branch. Stable releases are also tagged on this repository: [**Tags**](https://github.com/godotengine/godot-cpp/tags). **For any project built against a stable release of Godot, we recommend using this repository as a Git submodule, checking out the specific tag matching your Godot version.** > As the `master` and `3.x` branches are constantly getting updates, if you are > using `godot-cpp` against a more current version of Godot, see the instructions > in [**godot-headers**](https://github.com/godotengine/godot-headers) for > updating the relevant files. ## Contributing We greatly appreciate help in maintaining and extending this project. If you wish to help out, ensure you have an account on GitHub and create a "fork" of this repository. RĂ©mi "Akien" Verschelde wrote an excellent bit of documentation for the main Godot project on this: [Pull request workflow](https://docs.godotengine.org/en/stable/community/contributing/pr_workflow.html) Please install clang-format and copy the files in `misc/hooks` into `.git/hooks` so formatting is done before your changes are submitted. ## Getting Started It's a bit similar to what it was for 3.x but also a bit different. This new approach is much more akin to how core Godot modules are structured. Compiling this repository generates a static library to be linked with your shared lib, just like before. 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](test/demo/example.gdextension): ```ini [configuration] entry_symbol = "example_library_init" [libraries] macos.debug = "bin/libgdexample.osx.debug.framework" macos.release = "bin/libgdexample.osx.release.framework" windows.debug.x86_64 = "bin/libgdexample.windows.debug.x86_64.dll" windows.release.x86_64 = "bin/libgdexample.windows.release.x86_64.dll" linux.debug.x86_64 = "bin/libgdexample.linux.debug.x86_64.so" linux.release.x86_64 = "bin/libgdexample.linux.release.x86_64.so" # Repeat for other architectures to support arm64, rv64, etc. ``` The `entry_symbol` is the name of the function that initializes your library. It should be similar to following layout: ```cpp extern "C" { // Initialization. GDNativeBool GDN_EXPORT example_library_init(const GDNativeInterface *p_interface, const GDNativeExtensionClassLibraryPtr p_library, GDNativeInitialization *r_initialization) { godot::GDExtensionBinding::InitObject init_obj(p_interface, p_library, r_initialization); init_obj.register_scene_initializer(register_example_types); init_obj.register_scene_terminator(unregister_example_types); return init_obj.init(); } } ``` The `register_example_types()` should register the classes in ClassDB, very like a Godot module would do. ```cpp using namespace godot; void register_example_types() { ClassDB::register_class(); } ``` Any node and resource you register will be available in the corresponding `Create...` dialog. Any class will be available to scripting as well. ## Included Example Check the project in the `test` folder for an example on how to use and register different things.