125 lines
3.0 KiB
Markdown
125 lines
3.0 KiB
Markdown
# cpp_bindings
|
|
C++ bindings for the Godot script API
|
|
|
|
# Creating a GDNative library (Linux)
|
|
Create a directory named `SimpleLibrary` with subdirectories `lib, src`
|
|
|
|
Getting latest `cpp_bindings` and `godot_headers`
|
|
```
|
|
$ cd SimpleLibrary
|
|
$ git clone https://github.com/GodotNativeTools/cpp_bindings
|
|
$ git clone https://github.com/GodotNativeTools/godot_headers
|
|
```
|
|
right now our directory structure should look like this
|
|
```
|
|
[SimpleLibrary]
|
|
├── cpp_bindings/
|
|
├── godot_headers/
|
|
├── lib/
|
|
└── src/
|
|
```
|
|
|
|
Now to generate cpp bindings
|
|
```
|
|
$ cd cpp_bindings
|
|
```
|
|
|
|
Edit `SConstruct` file and assign your godot executable path at line:7 `godot_bin_path = "../godot_fork/bin/"`,
|
|
|
|
Building cpp_bindings
|
|
```
|
|
$ scons p=linux
|
|
```
|
|
resulting libraries will be placed under `bin/` and the generated headers will be placed under `include/*`
|
|
|
|
Note:
|
|
Using `generate_bindings=yes` you can generate `godot_api.json` (Godot API)
|
|
Use `use_llvm=yes` to use clang++.
|
|
|
|
Copy binding libraries into the `SimpleLibrary/lib` folder
|
|
```
|
|
$ cd ..
|
|
$ cp cpp_bindings/bin/libgodot_cpp_bindings.a lib/
|
|
```
|
|
And our directory structure will be
|
|
```
|
|
[SimpleLibrary]
|
|
├── cpp_bindings/
|
|
├── godot_headers/
|
|
├── lib/
|
|
│ └──libgodot_cpp_bindings.a
|
|
└── 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"));
|
|
}
|
|
|
|
String _name;
|
|
};
|
|
|
|
/** GDNative Initialize **/
|
|
GDNATIVE_INIT(godot_gdnative_init_options *options) {
|
|
|
|
}
|
|
|
|
/** GDNative Terminate **/
|
|
GDNATIVE_TERMINATE(godot_gdnative_terminate_options *options) {
|
|
|
|
}
|
|
|
|
/** NativeScript Initialize **/
|
|
NATIVESCRIPT_INIT() {
|
|
register_class<SimpleClass>();
|
|
}
|
|
```
|
|
|
|
# Compiling
|
|
```
|
|
$ cd ..
|
|
$ clang -fPIC -o src/init.os -c src/init.cpp -g -O3 -std=c++14 -Icpp_bindings/include -Igodot_headers -Icpp_bindings/include/
|
|
$ clang -o lib/libtest.so -shared src/init.os -Llib -lgodot_cpp_bindings
|
|
```
|
|
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](https://github.com/GodotNativeTools/godot_headers/blob/master/README.md#how-do-i-use-native-scripts-from-the-editor) to create the `.gdns`
|
|
|
|
# Implementing with gdscript
|
|
```gdscript
|
|
var simpleclass = load("res://simpleclass.gdns").new();
|
|
simpleclass.method("Test argument");
|
|
```
|
|
|