359 lines
12 KiB
Markdown
359 lines
12 KiB
Markdown
# godot-cpp
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**C++ bindings for the Godot script API.**
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The instructions below feature the new NativeScript 1.1 class structure and will only work for modules created for Godot 3.1 and later. Use the following branches for older implementations:
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Version | Branch
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--- | ---
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**Godot 3.0 Nativescript 1.0** | [3.0](https://github.com/godotengine/godot-cpp/tree/3.0)
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**Godot 3.1 Nativescript 1.0** | [nativescript-1.0](https://github.com/godotengine/godot-cpp/tree/nativescript-1.0)
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## Table of contents
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- [**Contributing**](#contributing)
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- [**Getting Started**](#getting-started)
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- [**Creating a simple class**](#creating-a-simple-class)
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## Contributing
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We greatly appreciate help in maintaining and extending this project. If you
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wish to help out, ensure you have an account on GitHub and create a "fork" of
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this repository. Rémi "Akien" Verschelde wrote an excellent bit of documentation
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for the main Godot project on this:
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[Pull request workflow](https://docs.godotengine.org/en/3.0/community/contributing/pr_workflow.html)
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Please install clang-format and copy the files in `misc/hooks` into `.git/hooks`
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so formatting is done before your changes are submitted.
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## Getting Started
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| **Build latest version of Godot** | [**GitHub**](https://github.com/godotengine/godot) | [**Docs**](https://godot.readthedocs.io/en/latest/development/compiling/index.html) |
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| --- | --- | --- |
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### Setting up a new project
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We recommend using Git for managing your project. The instructions below assume
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you're using Git. Alternatively, you can download the source code directly from
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GitHub. In this case, you need to download both
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[godot-cpp](https://github.com/godotengine/godot-cpp) and
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[godot-headers](https://github.com/godotengine/godot-headers).
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```bash
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mkdir SimpleLibrary
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cd SimpleLibrary
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mkdir bin
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mkdir src
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git clone --recursive https://github.com/godotengine/godot-cpp
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```
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If you wish to use a specific branch, add the -b option to the clone command:
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```bash
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git clone --recursive https://github.com/godotengine/godot-cpp -b 3.0
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```
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If your project is an existing repository, use a Git submodule instead:
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```bash
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git submodule add https://github.com/godotengine/godot-cpp
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git submodule update --init --recursive
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```
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Right now, our directory structure should look like this:
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```text
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SimpleLibrary/
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├─godot-cpp/
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| └─godot-headers/
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├─bin/
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└─src/
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```
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### Updating the `api.json` file
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Our `api.json` file contains metadata for all the classes that are part of the
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Godot core. This metadata is required to generate the C++ binding classes for
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use in GDNative modules.
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This file is supplied with our
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[godot-headers](https://github.com/godotengine/godot-headers) repository
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for your convenience. However, if you're running a custom build of Godot and
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need access to classes that have recent changes, you must generate a new
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`api.json` file. You do this by starting your Godot executable with the
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following parameters:
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```bash
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godot --gdnative-generate-json-api api.json
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```
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Now copy the `api.json` file into your folder structure to make it easier to
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access.
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See the remark below for the extra ```custom_api_file``` SCons argument, which
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is required to tell SCons where to find your file.
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### Compiling the C++ bindings library
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The final step is to compile our C++ bindings library:
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```bash
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cd godot-cpp
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scons platform=<your platform> generate_bindings=yes
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cd ..
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```
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Replace `<your platform>` with either `windows`, `linux`, `osx` or `android`. If
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you leave out `platform`, the target platform will automatically be detected
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from the host platform.
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The resulting library will be created in `godot-cpp/bin/`, take note of its name
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as it'll differ depending on the target platform.
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#### Compiling for Android
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Download the latest [Android NDK](https://developer.android.com/ndk/downloads)
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and set the NDK path.
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```bash
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scons platform=android generate_bindings=yes ANDROID_NDK_ROOT="/PATH-TO-ANDROID-NDK/" android_arch=<arch>
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```
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The value of `android_arch` can be `armv7, arm64v8, x86, x86_64`. Most Android
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devices in use nowadays use an ARM architecture, so compiling for `armv7` and
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`arm64v8` is often enough when distributing an application.
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`ANDROID_NDK_ROOT` can also be set in the environment variables of your PC if
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you don't want to include it in your SCons call.
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#### Compilation options
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You can optionally add the following options to the SCons command line:
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- When targeting Linux, add `use_llvm=yes` to use Clang instead of GCC.
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- When targeting Windows, add `use_mingw=yes` to use MinGW instead of MSVC.
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- When targeting Windows, include `target=runtime` to build a runtime build.
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- To use an alternative `api.json` file, add `use_custom_api_file=yes
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custom_api_file=../api.json`. Be sure to specify the correct location where
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you placed your file (it can be a relative or absolute path).
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## Creating a simple class
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Create `init.cpp` under `SimpleLibrary/src/` and add the following code:
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```cpp
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#include <Godot.hpp>
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#include <Reference.hpp>
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using namespace godot;
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class SimpleClass : public Reference {
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GODOT_CLASS(SimpleClass, Reference);
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public:
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SimpleClass() { }
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/** `_init` must exist as it is called by Godot. */
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void _init() { }
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void test_void_method() {
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Godot::print("This is test");
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}
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Variant method(Variant arg) {
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Variant ret;
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ret = arg;
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return ret;
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}
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static void _register_methods() {
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register_method("method", &SimpleClass::method);
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/**
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* The line below is equivalent to the following GDScript export:
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* export var _name = "SimpleClass"
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**/
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register_property<SimpleClass, String>("base/name", &SimpleClass::_name, String("SimpleClass"));
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/** Alternatively, with getter and setter methods: */
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register_property<SimpleClass, int>("base/value", &SimpleClass::set_value, &SimpleClass::get_value, 0);
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/** Registering a signal: **/
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// register_signal<SimpleClass>("signal_name");
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// register_signal<SimpleClass>("signal_name", "string_argument", GODOT_VARIANT_TYPE_STRING)
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}
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String _name;
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int _value;
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void set_value(int p_value) {
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_value = p_value;
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}
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int get_value() const {
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return _value;
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}
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};
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/** GDNative Initialize **/
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extern "C" void GDN_EXPORT godot_gdnative_init(godot_gdnative_init_options *o) {
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godot::Godot::gdnative_init(o);
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}
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/** GDNative Terminate **/
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extern "C" void GDN_EXPORT godot_gdnative_terminate(godot_gdnative_terminate_options *o) {
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godot::Godot::gdnative_terminate(o);
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}
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/** NativeScript Initialize **/
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extern "C" void GDN_EXPORT godot_nativescript_init(void *handle) {
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godot::Godot::nativescript_init(handle);
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godot::register_class<SimpleClass>();
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}
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```
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### Compiling the GDNative library
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Once you've compiled the GDNative C++ bindings (see above), you can compile the GDNative library we've just created.
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#### Linux
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```bash
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cd SimpleLibrary
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clang++ -fPIC -o src/init.o -c src/init.cpp -g -O3 -std=c++14 -Igodot-cpp/include -Igodot-cpp/include/core -Igodot-cpp/include/gen -Igodot-cpp/godot-headers
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clang++ -o bin/libtest.so -shared src/init.o -Lgodot-cpp/bin -l<name of the godot-cpp>
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```
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You'll need to replace `<name of the godot-cpp>` with the file that was created in [**Compiling the cpp bindings library**](#compiling-the-cpp-bindings-library).
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This creates the file `libtest.so` in your `SimpleLibrary/bin` directory.
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#### Windows
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```bash
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cd SimpleLibrary
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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
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link /nologo /dll /out:bin\libtest.dll /implib:bin\libsimple.lib src\init.obj godot-cpp\bin\<name of the godot-cpp>
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```
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You'll need to replace `<name of the godot-cpp>` with the file that was created
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in [**Compiling the cpp bindingslibrary**](#compiling-the-cpp-bindings-library).
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Replace `/MDd` with `/MD` to create a release build, which will run faster and
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be smaller.
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This creates the file `libtest.dll` in your `SimpleLibrary/bin` directory.
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#### macOS
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For macOS, you'll need to find out which compiler flags need to be used. These
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are likely similar to Linux when using Clang, but may not be identical.
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If you find suitable compiler flags for this example library, feel free to
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submit a pull request :slightly_smiling_face:
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#### Android
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```bash
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cd SimpleLibrary
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aarch64-linux-android29-clang++ -fPIC -o src/init.o -c src/init.cpp -g -O3 -std=c++14 -Igodot-cpp/include -Igodot-cpp/include/core -Igodot-cpp/include/gen -Igodot-cpp/godot-headers
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aarch64-linux-android29-clang++ -o bin/libtest.so -shared src/init.o -Lgodot-cpp/bin -l<name of the godot-cpp>
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```
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You'll need to replace `<name of the godot-cpp>` with the file that was created in [**Compiling the cpp bindings library**](#compiling-the-cpp-bindings-library). The command above targets `arm64v8`. To target `armv7`, use `armv7a-linux-androideabi29-clang++` instead of `aarch64-linux-android29-clang++`.
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This creates the file `libtest.so` in your `SimpleLibrary/bin` directory.
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#### iOS
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GDNative isn't supported on iOS yet. This is because iOS only allows linking
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static libraries, not dynamic libraries. In theory, it would be possible to link
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a GDNative library statically, but some of GDNative's convenience would be lost
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in the process as one would have to recompile the engine on every change. See
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[issue #30](https://github.com/godotengine/godot-headers/issues/30) in the
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Godot headers repository for more information.
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#### HTML5
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GDNative is supported on [specific exports](https://docs.godotengine.org/en/latest/tutorials/export/exporting_for_web.html#export-options) for the HTML5 platform since Godot `3.3`. Linking webassembly modules is currently underspecified in the standard, but [emscripten](https://emscripten.org/), which Godot uses to build the HTML5 version, implements its own linking system.
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To build GDNative libraries, you will need a recent version of [Emscripten](https://emscripten.org/).
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```bash
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cd SimpleLibrary
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emcc -o bin/libtest.wasm -g -O3 -s SIDE_MODULE=1 src/init.cpp godot-cpp/bin/<name of the godot-cpp> -Igodot-cpp/include -Igodot-cpp/include/core -Igodot-cpp/include/gen -Igodot-cpp/godot-headers
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```
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You'll need to replace `<name of the godot-cpp>` with the file that was created in [**Compiling the cpp bindings library**](#compiling-the-cpp-bindings-library).
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This creates the file `libtest.so` in your `SimpleLibrary/bin` directory.
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### Creating `.gdnlib` and `.gdns` files
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Follow the instructions in
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[godot-headers/README.md](https://github.com/godotengine/godot-headers/blob/master/README.md#how-do-i-use-native-scripts-from-the-editor)
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to create the `.gdns` file. This file contains paths to GDNative libraries for
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various platforms. This makes the library usable from Godot in a
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platform-independent manner.
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### Implementing with GDScript
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Once your GDNative library is compiled and referenced in a `.gdns` file, you can use it in GDScript or C#. Here's an example with GDScript:
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```gdscript
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var simpleclass = load("res://simpleclass.gdns").new()
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simpleclass.method("Test argument")
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```
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### Using Godot classes in C++
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Godot expects you to manage its classes the same way the engine does. These rules apply to all Godot classes, including your NativeScripts, but not to any normal C++ classes used in your library.
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- Instantiate Objects using `_new()`, not C++'s `new` operator.
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```cpp
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Sprite *sprite = Sprite::_new();
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```
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- Destroy Nodes using `queue_free()`, not C++'s `delete` operator.
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```cpp
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some_old_node->queue_free();
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```
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- Wrap References in `Ref` instead of passing around raw pointers. They are reference-counted and don't need to be freed manually.
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```cpp
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Ref<Texture> texture = resource_loader->load("res://icon.png");
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```
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- Pass core types that do *not* inherit Object by value. The containers (Array, Dictionary, PoolArray, String) manage their own memory and do not need to be explicitly initialized or freed.
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```cpp
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Array ints;
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ints.append(123);
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return ints;
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```
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- Initialize your NativeScript classes in their `_init()` method, not their constructor. The constructor can't access the base class's methods.
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- Cast objects using `Object::cast_to`, not unsafe C-style casts or `static_cast`.
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```cpp
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MeshInstance *m = Object::cast_to<MeshInstance>(get_node("ChildNode"));
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// `m` will be null if it's not a MeshInstance
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if (m) { ... }
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```
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- **Never** use Godot types in static or global variables. The Godot API isn't loaded until after their constructors are called.
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```cpp
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String s; // crashes
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class SomeClass {
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static Dictionary d; // crashes
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static Node *node_a = NULL; // fine, it's just a pointer
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static Node *node_b = Node::_new(); // crashes
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};
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```
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