a6689b2132
This is needed since that operator returns a local copy, not an lvalue. Attempting to write to the return value of these operators wouldn't change the array element. PoolVectors need locking when writing, so this operator can't return a writable reference. To update a Pool*Array, use the `set()` method which locks and unlocks the array. For multiple writes, use the `write()` method which returns a locked writable view, and unlocks when it goes out of scope. |
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include/core | ||
src/core | ||
.gitattributes | ||
.gitignore | ||
LICENSE | ||
Makefile | ||
README.md | ||
SConstruct | ||
binding_generator.py |
README.md
godot-cpp
C++ bindings for the Godot script API
Creating a GDNative library (Linux)
Create a directory named SimpleLibrary
with subdirectories lib, src
Getting latest godot-cpp
and godot_headers
$ git clone https://github.com/GodotNativeTools/godot-cpp
$ git clone https://github.com/GodotNativeTools/godot_headers
right now our directory structure should look like this:
godot-cpp
godot_headers
SimpleLibrary
├── lib/
└── src/
Now to generate cpp bindings
$ cd godot-cpp
$ scons godotbinpath="../godot_fork/bin/godot_binary" p=linux
$ cd ..
resulting libraries will be placed under bin/
and the generated headers will be placed under include/*
Note:
regenerate_bindings=yes
is used to force regenerating C++ bindings (godot_api.json
- Godot API)
Include
use_llvm=yes
for using clang++
And our directory structure will be
godot-cpp
└── bin/libgodot-cpp.a
godot_headers
SimpleLibrary
├── lib/
└── src/
Creating simple class
Create init.cpp
under SimpleLibrary/src/
and add the following code
#include <core/Godot.hpp>
#include <Reference.hpp>
using namespace godot;
class SimpleClass : public GodotScript<Reference> {
GODOT_CLASS(SimpleClass);
public:
SimpleClass() { }
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((char *)"base/name", &SimpleClass::_name, String("SimpleClass"));
/** For registering signal **/
// register_signal<SimpleClass>("signal_name");
// register_signal<SimpleClass>("signal_name", "string_argument", GODOT_VARIANT_TYPE_STRING)
}
String _name;
};
/** 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
$ cd SimpleLibrary
$ clang -fPIC -o src/init.os -c src/init.cpp -g -O3 -std=c++14 -I../godot-cpp/include -Igodot_headers
$ clang -o lib/libtest.so -shared src/init.os -L../godot-cpp/lib -lgodot-cpp
This creates the file libtest.so
in your SimpleLibrary/lib
directory. For windows you need to find out what compiler flags need to be used.
Creating .gdns
file
follow godot_header/README.md to create the .gdns
Implementing with gdscript
var simpleclass = load("res://simpleclass.gdns").new();
simpleclass.method("Test argument");