# 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 `godot-cpp` and `godot_headers` ``` $ 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: ``` godot-cpp godot_headers SimpleLibrary ├── lib/ └── src/ ``` Now to generate cpp bindings ``` $ 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 force regenerating C++ bindings (`godot_api.json` - Godot API) > Include `use_llvm=yes` for using clang++ > You may need to specify `headers=../godot_headers` if you have compilation issues related to missing include files And our directory structure will be ``` godot-cpp └── bin/libgodot-cpp.a godot_headers SimpleLibrary ├── lib/ └── src/ ``` # Creating simple class Create `init.cpp` under `SimpleLibrary/src/` and add the following code ```cpp #include #include using namespace godot; class SimpleClass : public GodotScript { GODOT_CLASS(SimpleClass); public: SimpleClass() { } void test_void_method() { Godot::print("This is test"); } Variant method(Variant arg) { Variant ret; ret = arg; return ret; } static void _register_methods() { register_method("method", &SimpleClass::method); /** * How to register exports like gdscript * export var _name = "SimpleClass" **/ register_property((char *)"base/name", &SimpleClass::_name, String("SimpleClass")); /** For registering signal **/ // register_signal("signal_name"); // register_signal("signal_name", "string_argument", GODOT_VARIANT_TYPE_STRING) } String _name; }; /** GDNative Initialize **/ extern "C" void GDN_EXPORT godot_gdnative_init(godot_gdnative_init_options *o) { godot::Godot::gdnative_init(o); } /** GDNative Terminate **/ extern "C" void GDN_EXPORT godot_gdnative_terminate(godot_gdnative_terminate_options *o) { godot::Godot::gdnative_terminate(o); } /** NativeScript Initialize **/ extern "C" void GDN_EXPORT godot_nativescript_init(void *handle) { godot::Godot::nativescript_init(handle); godot::register_class(); } ``` # Compiling ``` $ 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. # Creating `.gdns` file follow [godot_header/README.md](https://github.com/GodotNativeTools/godot_headers/blob/master/README.md#how-do-i-use-native-scripts-from-the-editor) to create the `.gdns` # Implementing with gdscript ```gdscript var simpleclass = load("res://simpleclass.gdns").new(); simpleclass.method("Test argument"); ```