38ee8bfcf7
This makes sure custom constructors are always called on extension classes. However, note that constructors should not take any parameters, since Godot doesn't support that. Parameters are ignore in memnew macro. Use memnew(MyClass()) instead of memnew(MyClass) since it now needs a value instead of a class name. This macro calls MyClass::_new() (define in GDCLASS macro) which ultimately calls Godot to create the object, ensuring that both the Godot and the extension instances are created. Non Godot classes (that don't derive godot::Object) are constructed as usual an can have parameters. memdelete is also changed for the same reason, as it needs to destroy the Godot object as well, and that automatically frees the bound extension instance. |
||
---|---|---|
.github | ||
godot-headers@68174528c9 | ||
godot-headers-temp | ||
include/godot_cpp | ||
misc | ||
src | ||
test | ||
.clang-format | ||
.gitattributes | ||
.gitignore | ||
.gitmodules | ||
CMakeLists.txt | ||
LICENSE.md | ||
Makefile | ||
README.md | ||
SConstruct | ||
binding_generator.py |
README.md
godot-cpp
C++ bindings for the Godot extension API.
Note: this is a work in progress for the extension system included in Godot 4.0
Stub
Both this whole bindings system and this document are still work in progress and thus it is still incomplete. It will be improved once the extension API is settled.
How to use
It's a bit similar to what it was for 3.x but also a bit different.
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:
[configuration]
entry_symbol = "example_library_init"
[libraries]
Linux.64 = "bin/x11/libgdexample.so"
The entry_symbol
is the name of the function that initializes your library. It should be similar to following layout:
extern "C" {
GDNativeBool GDN_EXPORT example_library_init(const GDNativeInterface *p_interface, const GDNativeExtensionClassLibraryPtr p_library, GDNativeInitialization *r_initialization) {
GDNativeBool result = godot::GDExtensionBinding::init(p_interface, p_library, r_initialization);
if (result) {
register_example_types();
}
return result;
}
}
The register_example_types()
should register the classes in ClassDB, very like a Godot module would do.
using namespace godot;
void register_example_types() {
ClassDB::register_class<Example>();
}
Extension registering has not yet been added to the Godot editor, so to make it recognize your extension you need to add the following section to your project.godot
:
[native_extensions]
paths=["res://example.gdextension"]
Any node and resource you register will be available in the corresponding Create...
dialog. Any class will be available to scripting as well.
Example
Check the project in the test
folder for an example on how to use and register different things.
This project isn't yet made to run in CI.
Issues
This really needs to be tested and very likely has things missing that weren't noticed yet. Use at your own risk (and contribute back with reports and fixes if you can).