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.github | ||
godot-headers | ||
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
This repository contains the C++ bindings for the Godot Engine's GDExtensions API.
Versioning
This repositories follows the same branch versioning as the main Godot Engine repository:
master
tracks the current development branch.3.x
tracks the development of the next 3.x minor release.- Other versioned branches (e.g.
3.3
,3.2
) track the latest stable release in the corresponding branch.
Stable releases are also tagged on this repository: Tags.
For any project built against a stable release of Godot, we recommend using this repository as a Git submodule, checking out the specific tag matching your Godot version.
As the
master
and3.x
branches are constantly getting updates, if you are usinggodot-cpp
against a more current version of Godot, see the instructions in godot-headers for updating the relevant files.
Contributing
We greatly appreciate help in maintaining and extending this project. If you wish to help out, ensure you have an account on GitHub and create a "fork" of this repository. Rémi "Akien" Verschelde wrote an excellent bit of documentation for the main Godot project on this: Pull request workflow
Please install clang-format and copy the files in misc/hooks
into .git/hooks
so formatting is done before your changes are submitted.
Getting Started
It's a bit similar to what it was for 3.x but also a bit different. This new approach is much more akin to how core Godot modules are structured.
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]
macos.debug = "bin/libgdexample.osx.debug.framework"
macos.release = "bin/libgdexample.osx.release.framework"
windows.debug.x86_64 = "bin/libgdexample.windows.debug.x86_64.dll"
windows.release.x86_64 = "bin/libgdexample.windows.release.x86_64.dll"
linux.debug.x86_64 = "bin/libgdexample.linux.debug.x86_64.so"
linux.release.x86_64 = "bin/libgdexample.linux.release.x86_64.so"
# Repeat for other architectures to support arm64, rv64, etc.
The entry_symbol
is the name of the function that initializes
your library. It should be similar to following layout:
extern "C" {
// Initialization.
GDNativeBool GDN_EXPORT example_library_init(const GDNativeInterface *p_interface, const GDNativeExtensionClassLibraryPtr p_library, GDNativeInitialization *r_initialization) {
godot::GDExtensionBinding::InitObject init_obj(p_interface, p_library, r_initialization);
init_obj.register_scene_initializer(register_example_types);
init_obj.register_scene_terminator(unregister_example_types);
return init_obj.init();
}
}
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>();
}
Any node and resource you register will be available in the corresponding Create...
dialog. Any class will be available to scripting as well.
Included Example
Check the project in the test
folder for an example on how to use and register different things.