C++ bindings for the Godot script API
 
 
 
 
 
 
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README.md

cpp_bindings

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

$ cd SimpleLibrary
$ git clone https://github.com/GodotNativeTools/cpp_bindings
$ git clone https://github.com/GodotNativeTools/godot_headers

right now our directory structure should look like this

[SimpleLibrary]
	├── cpp_bindings/
	├── godot_headers/
	├── 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/" headers="../godot_headers/" p=linux generate_bindings=yes

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) 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/
  ├── lib/
  │	  └──libgodot_cpp_bindings.a
  └── src/

Creating simple class

Create init.cpp under SimpleLibrary/src/ and add the following code

#include <core/Godot.hpp>
#include <Reference.hpp>

using namespace godot;

class SimpleClass : public GodotScript<Reference> {
        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<SimpleClass>("signal_name");
        }
	
	String _name;
};

/** GDNative Initialize **/
GDNATIVE_INIT(godot_gdnative_init_options *options) {

}

/** GDNative Terminate **/
GDNATIVE_TERMINATE(godot_gdnative_terminate_options *options) {

}

/** NativeScript Initialize **/
NATIVESCRIPT_INIT() {
        register_class<SimpleClass>();
}

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

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 to create the .gdns

Implementing with gdscript

var simpleclass = load("res://simpleclass.gdns").new();
simpleclass.method("Test argument");