200bf226bf
implemented instance binding data usage This commit changes the way C++ wrapper classes work. Previously, wrapper classes were merely wrapper *interfaces*. They used the `this` pointer to store the actual foreign Godot Object. With the NativeScript 1.1 extension it is now possible to have low-overhead language binding data attached to Objects. The C++ bindings use that feature to implement *proper* wrappers and enable regular C++ inheritance usage that way. Some things might still be buggy and untested, but the C++ SimpleDemo works with those changes. new and free change, custom free will crash engine, be wary fix exporting of non-object types fix free() crash with custom resources added type tags and safe object casting fix global type registration order fix cast_to changed build system to be more self contained updated .gitignore use typeid() for type tags now fix indentation in bindings generator remove accidentally added files fix gitignore Fixed up registering tool and updated godot_headers Fix crash when calling String::split/split_floats Was casting to the wrong object type. Also adds parse_ints function to String with the same logic Better warning/error macros Change gitignore so we get our gen folders New documentation based on nativescript 1.1 Fixed GODOT_SUBCLASS macro Preventing crash when function returned null ptr Adds needed include <typeinfo> Solves this issue #168 due to not having the include of typeinfo Fix compile error of 'WARN_PRINT' and 'ERR_PRINT'. cannot pass non-trivial object of type 'godot::String' to variadic function; expected type from format string was 'char *' [-Wnon-pod-varargs] update vector3::distance_to Remove godot_api.json as its now in the godot_headers submodule (api.json) |
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godot_headers@a51d905c5a | ||
include | ||
src | ||
.gitattributes | ||
.gitignore | ||
.gitmodules | ||
LICENSE | ||
Makefile | ||
README.md | ||
SConstruct | ||
binding_generator.py |
README.md
godot-cpp
C++ bindings for the Godot script API
Note that the master branch in this repository is for use with Godot build from its latest master. If you need to support older versions of Godot use the relevant branch for that version in this repository.
The instructions below feature the new NativeScript 1.1 class structure and will only work for modules created for Godot 3.1 and later.
Getting Started
Build latest version of Godot | GitHub | Docs |
---|
Setting up a new project
We recommend using git for managing your project and the instructions below assume so. Alternatively you can download the source code directly from GitHub in which case you need to download both godot-cpp and godot_headers.
$ mkdir SimpleLibrary
$ cd SimpleLibrary
$ mkdir bin
$ mkdir src
$ git clone --recursive https://github.com/GodotNativeTools/godot-cpp
Note that if you wish to use a specific branch, add the -b option to the clone command:
$ git clone --recursive https://github.com/GodotNativeTools/godot-cpp -b 3.0
Right now our directory structure should look like this:
SimpleLibrary/
├─godot-cpp/
| └─godot_headers/
├─bin/
└─src/
Updating the api.json
Our api.json file contains meta data of all the classes that are part of the Godot core and are needed to generate the C++ binding classes for use in GDNative modules.
A file is supplied in our repository for your convinience but if you are running a custom build of Godot and need access to classes that have recent changes a new api.json file must be generated. You do this by starting your Godot executable with the following parameters:
$ godot --gdnative-generate-json-api api.json
Now copy the api.json file into your folder structure so its easy to access.
Compiling the cpp bindings library
The final step is to compile our cpp bindings library:
$ cd godot-cpp
$ scons platform=<your platform> generate_bindings=yes
$ cd ..
Replace
<your platform>
with eitherwindows
,linux
orosx
.
Include
use_llvm=yes
for using clang++
Include
target=runtime
to build a runtime build (windows only at the moment)
The resulting library will be created in
godot-cpp/bin/
, take note of its name as it will be different depending on platform.
If you want to use an alternative api.json file add
use_custom_api_file=yes custom_api_file=../api.json
, be sure to specify the correct location of where you placed your file.
Creating a simple class
Create init.cpp
under SimpleLibrary/src/
and add the following code
#include <Godot.hpp>
#include <Reference.hpp>
using namespace godot;
class SimpleClass : public Reference {
GODOT_CLASS(SimpleClass, Reference);
public:
SimpleClass() { }
/* _init must exist as it is called by Godot */
void _init() { }
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<SimpleClass, String>("base/name", &SimpleClass::_name, String("SimpleClass"));
/* or alternatively with getter and setter methods */
register_property<SimpleClass, int>("base/value", &SimpleClass::set_value, &SimpleClass::get_value, 0);
/** For registering signal **/
// register_signal<SimpleClass>("signal_name");
// register_signal<SimpleClass>("signal_name", "string_argument", GODOT_VARIANT_TYPE_STRING)
}
String _name;
int _value;
void set_value(int p_value) {
_value = p_value;
}
int get_value() const {
return _value;
}
};
/** 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<SimpleClass>();
}
Compiling
Linux
$ cd SimpleLibrary
$ clang -fPIC -o src/init.os -c src/init.cpp -g -O3 -std=c++14 -Igodot-cpp/include -Igodot-cpp/include/core -Igodot-cpp/include/gen -Igodot-cpp/godot_headers
$ clang -o bin/libtest.so -shared src/init.os -Lgodot-cpp/bin -l<name of the godot-cpp>
This creates the file
libtest.so
in yourSimpleLibrary/bin
directory.
You will need to replace
<name of the godot-cpp>
with the file that was created in Compiling the cpp bindings library
Windows
$ cd SimpleLibrary
$ 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
$ link /nologo /dll /out:bin\libtest.dll /implib:bin\libsimple.lib src\init.obj godot-cpp\bin\<name of the godot-cpp>
This creates the file
libtest.dll
in yourSimpleLibrary/bin
directory.
You will need to replace
<name of the godot-cpp>
with the file that was created in Compiling the cpp bindings library
Finally replace
/MDd
with/MD
if you're generated a runtime build.
macOS For OSX you need to find out what compiler flags need to be used.
Creating .gdnlib
and .gdns
files
follow godot_header/README.md to create the .gdns
Implementing with gdscript
var simpleclass = load("res://simpleclass.gdns").new();
simpleclass.method("Test argument");