C++ bindings for the Godot script API
 
 
 
 
 
 
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karroffel 200bf226bf Nativescript 1.1
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)
2018-11-07 21:23:08 +11:00
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include Nativescript 1.1 2018-11-07 21:23:08 +11:00
src Nativescript 1.1 2018-11-07 21:23:08 +11:00
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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 either windows, linux or osx.

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 your SimpleLibrary/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 your SimpleLibrary/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");