e586e11637
Also updated format for library paths |
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.github | ||
cmake | ||
gdextension | ||
include/godot_cpp | ||
misc | ||
src | ||
test | ||
tools | ||
.clang-format | ||
.gdignore | ||
.gitattributes | ||
.gitignore | ||
.gitmodules | ||
CMakeLists.txt | ||
LICENSE.md | ||
Makefile | ||
README.md | ||
SConstruct | ||
binding_generator.py |
README.md
godot-cpp
Warning
This repository's
master
branch is only usable with the latest version of Godot's (GDExtension) API (Godot 4.1 and later).For users of Godot 4.0.x, switch to the
4.0
branch.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
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
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"
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;
}
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.