9e7cec9f42
generate compat generate compat Update ci.yml Update binding_generator.py generate compat generate compat lint python files Update compat_generator.py update docs Update binding_generator.py Update module_converter.py also collect defines Add module converter file that converts module based projects to godot_compat Update ci.yml update docs Update compat_generator.py lint python files generate compat generate compat generate compat generate compat Update ci.yml fix path issue when caling from outside Update binding_generator.py update to also take missing classes/structs Update binding_generator.py Generate godot compat for dual build generate compat generate compat Update ci.yml Update binding_generator.py generate compat generate compat lint python files Update compat_generator.py update docs Update binding_generator.py Update module_converter.py also collect defines Add module converter file that converts module based projects to godot_compat Update ci.yml update docs Update compat_generator.py lint python files generate compat generate compat generate compat generate compat Update ci.yml fix path issue when caling from outside Add support for build profiles. Allow enabling or disabling specific classes (which will not be built). Allow forwarding from `ClassDB` to `ClassDBSingleton` to support enumerations update to also take missing classes/structs Update binding_generator.py update update naming of files add godot mappings. update and run output_header_mapping.json Update README.md make godot_compat work without a file generated fix the test Update binding_generator.py Update binding_generator.py Update binding_generator.py use files from include too Update README.md lint lint lint Update CMakeLists.txt update to use all. fix linting a bit update wip fix posix path Update CMakeLists.txt Update binding_generator.py add using namespace godot; everywhere to includes fix includes Try fixes. generate new include files 123 Update binding_generator.py Update binding_generator.py Update binding_generator.py Update binding_generator.py update fix GODOT_MODULE_COMPAT fix manual includes to match. Update godot.hpp Update color_names.inc.hpp |
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.github | ||
cmake | ||
doc | ||
gdextension | ||
include/godot_cpp | ||
misc | ||
src | ||
test | ||
tools | ||
.clang-format | ||
.editorconfig | ||
.gdignore | ||
.gitattributes | ||
.gitignore | ||
.gitmodules | ||
.pre-commit-config.yaml | ||
CMakeLists.txt | ||
LICENSE.md | ||
Makefile | ||
README.md | ||
SConstruct | ||
binding_generator.py | ||
compat_generator.py | ||
header_matcher.py | ||
pyproject.toml |
README.md
godot-cpp
[!WARNING]
This repository's
master
branch is only usable with GDExtension from Godot'smaster
branch.For users of stable branches, switch to the branch matching your target Godot version:
Or check out the Git tag matching your Godot version (e.g.
godot-4.1.1-stable
).For GDNative users (Godot 3.x), switch to the
3.x
or the3.5
branch.
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 GDExtension development branch for the next Godot 4.x minor release.3.x
tracks the development of the GDNative plugin for the next 3.x minor release.- Other versioned branches (e.g.
4.0
,3.5
) 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
branch of Godot is constantly getting updated, if you are usinggodot-cpp
against a more current version of Godot, see the instructions in thegdextension
folder to update the relevant files.
Compatibility
[!WARNING]
The GDExtension API is brand new in Godot 4.0, and is still considered in beta stage, despite Godot 4.0 itself being released.
This applies to both the GDExtension interface header, the API JSON, and this first-party
godot-cpp
extension.Some compatibility breakage is to be expected as GDExtension and
godot-cpp
get more used, documented, and critical issues get resolved. See the Godot issue tracker and the godot-cpp issue tracker for a list of known issues, and be sure to provide feedback on issues and PRs which affect your use of this extension.
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. See Pull request workflow for instructions.
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
You need the same C++ pre-requisites installed that are required for the godot
repository. Follow the official build instructions for your target platform.
Getting started with GDExtensions is 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.
See example.gdextension used in the test project:
[configuration]
entry_symbol = "example_library_init"
compatibility_minimum = "4.1"
[libraries]
macos.debug = "res://bin/libgdexample.macos.debug.framework"
macos.release = "res://bin/libgdexample.macos.release.framework"
windows.debug.x86_64 = "res://bin/libgdexample.windows.debug.x86_64.dll"
windows.release.x86_64 = "res://bin/libgdexample.windows.release.x86_64.dll"
linux.debug.x86_64 = "res://bin/libgdexample.linux.debug.x86_64.so"
linux.release.x86_64 = "res://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.
GDExtensionBool GDE_EXPORT example_library_init(GDExtensionInterfaceGetProcAddress p_get_proc_address, GDExtensionClassLibraryPtr p_library, GDExtensionInitialization *r_initialization) {
godot::GDExtensionBinding::InitObject init_obj(p_get_proc_address, p_library, r_initialization);
init_obj.register_initializer(initialize_example_module);
init_obj.register_terminator(uninitialize_example_module);
init_obj.set_minimum_library_initialization_level(MODULE_INITIALIZATION_LEVEL_SCENE);
return init_obj.init();
}
}
The initialize_example_module()
should register the classes in ClassDB, very like a Godot module would do.
using namespace godot;
void initialize_example_module(ModuleInitializationLevel p_level) {
if (p_level != MODULE_INITIALIZATION_LEVEL_SCENE) {
return;
}
GDREGISTER_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.
Examples and templates
See the godot-cpp-template project for a generic reusable template.
Or checkout the code for the Summator example as shown in the official documentation.
Godot and Godot Cpp Compatibility
If you intend to target both building as a GDExtension and as a module using godot repo, you can generate compatibility includes that will target either GDExtension or module, based on the GODOT_MODULE define.
If you want such headers, when running the build command, scons
, pass the godot_repo
param with the path to the godot repository. Eg. if you have the godot repository cloned at path ../godot
, then do:
scons godot_repo="../godot"
This will generate something like this:
gen/include/godot_cpp/..
gen/include/godot_compat/..
Now, all you need to do is when writing your addon/module, replace includes like these:
#include <godot_cpp/classes/a_star_grid2d.hpp>
with
#include <godot_compat/classes/a_star_grid2d.hpp>
Inside, this file will have code for both godot and godot-cpp:
#ifdef GODOT_MODULE
#include <core/math/a_star_grid_2d.h>
#else
#include <godot_cpp/classes/a_star_grid2d.hpp>
#endif
Manually generate mapping files
The mappings can be manually generated by running the compat_generator.py
script.
Example of how to run compat_generator.py
:
git clone godotengine/godot
python compat_generator.py godot
The first argument of compat_generator.py
is the folder where the repo is (can be godot or godot-cpp repo). If this folder is not given, the current directory is assumed. The output of this is either output_header_mapping_godot.json
or output_header_mapping_godot_cpp.json
Manually match the mapping files
If you want to manually match the godot mapping file with the godot-cpp one, you can do that by running:
python header_matcher.py
This will generate the header_matches.json
file with matches from godot and godot_cpp repo.