forked from Sara.Sync/godot-cpp-template
Created game template
parent
3ec351897d
commit
09035af13b
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@ -1,2 +1,10 @@
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# Normalize EOL for all files that Git considers text files.
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* text=auto eol=lf
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*.png filter=lfs diff=lfs merge=lfs -text
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*.blend filter=lfs diff=lfs merge=lfs -text
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*.fbx filter=lfs diff=lfs merge=lfs -text
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*.glb filter=lfs diff=lfs merge=lfs -text
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*.jpg filter=lfs diff=lfs merge=lfs -text
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*.apng filter=lfs diff=lfs merge=lfs -text
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*.jpeg filter=lfs diff=lfs merge=lfs -text
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*.gif filter=lfs diff=lfs merge=lfs -text
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@ -1,44 +0,0 @@
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name: Bug report
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description: Report a bug with the godot-cpp template
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body:
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- type: markdown
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attributes:
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value: |
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- Write a descriptive issue title above.
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- Search [open](https://github.com/godotengine/godot-cpp-template/issues) and [closed](https://github.com/godotengine/godot-cpp-template/issues?q=is%3Aissue+is%3Aclosed) issues to ensure it has not already been reported.
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- type: input
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attributes:
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label: Godot version
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description: >
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Specify the Git commit hash of your Godot build.
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placeholder: v4.0.stable.official [92bee43ad]
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validations:
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required: true
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- type: input
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attributes:
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label: godot-cpp version
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description: >
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Specify the Git commit hash of the godot-cpp submodule in your project. You can run `git status` inside the folder to check it.
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placeholder: v4.0.stable.official [9d1c396c5]
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validations:
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required: true
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- type: input
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attributes:
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label: System information
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description: |
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Specify the OS version.
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placeholder: Windows 10
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validations:
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required: true
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- type: textarea
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attributes:
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label: Issue description
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description: |
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Describe your issue briefly. What doesn't work, and how do you expect it to work instead?
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You can include images or videos with drag and drop, and format code blocks or logs with <code>```</code> tags.
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validations:
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required: true
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@ -1,14 +0,0 @@
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blank_issues_enabled: false
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contact_links:
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- name: Godot proposals
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url: https://github.com/godotengine/godot-proposals
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about: Please submit feature proposals on the Godot proposals repository, not here.
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- name: Godot documentation repository
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url: https://github.com/godotengine/godot-docs
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about: Please report issues with documentation on the Godot documentation repository, not here.
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- name: Godot community channels
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url: https://godotengine.org/community
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about: Please ask for technical support on one of the other community channels, not here.
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@ -1,123 +0,0 @@
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name: Builds
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on: push
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env:
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LIBNAME: example
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concurrency:
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group: ci-${{github.actor}}-${{github.head_ref || github.run_number}}-${{github.ref}}-macos
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cancel-in-progress: true
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jobs:
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build:
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runs-on: ${{matrix.os}}
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name: ${{matrix.name}}
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strategy:
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fail-fast: false
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matrix:
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include:
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- identifier: windows-debug
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os: windows-latest
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name: 🏁 Windows Debug
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target: template_debug
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platform: windows
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arch: x86_64
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- identifier: windows-release
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os: windows-latest
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name: 🏁 Windows Release
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target: template_release
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platform: windows
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arch: x86_64
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- identifier: macos-debug
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os: macos-latest
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name: 🍎 macOS (universal) Debug
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target: template_debug
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platform: macos
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arch: universal
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- identifier: macos-release
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os: macos-latest
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name: 🍎 macOS (universal) Release
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target: template_release
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platform: macos
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arch: universal
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- identifier: linux-debug
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os: ubuntu-latest
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name: 🐧 Linux Debug
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runner: ubuntu-20.04
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target: template_debug
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platform: linux
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arch: x86_64
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- identifier: linux-release
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os: ubuntu-latest
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name: 🐧 Linux Release
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runner: ubuntu-20.04
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target: template_release
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platform: linux
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arch: x86_64
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steps:
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- name: Checkout project
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uses: actions/checkout@v3
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with:
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submodules: recursive
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- name: Set up Python
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uses: actions/setup-python@v4
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with:
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python-version: '3.x'
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- name: Set up SCons
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shell: bash
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run: |
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python -c "import sys; print(sys.version)"
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python -m pip install scons
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scons --version
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- name: Linux dependencies
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if: ${{ matrix.platform == 'linux' }}
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run: |
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sudo apt-get update -qq
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sudo apt-get install -qqq build-essential pkg-config
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- name: Setup MinGW for Windows/MinGW build
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if: ${{ matrix.platform == 'windows' }}
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uses: egor-tensin/setup-mingw@v2
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with:
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version: 12.2.0
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- name: Compile godot-cpp
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shell: sh
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run: |
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scons target='${{ matrix.target }}' platform='${{ matrix.platform }}' arch='${{ matrix.arch }}'
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working-directory: godot-cpp
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- name: Compile Extension
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shell: sh
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run: |
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scons target='${{ matrix.target }}' platform='${{ matrix.platform }}' arch='${{ matrix.arch }}'
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- name: Delete compilation files
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if: ${{ matrix.platform == 'windows' }}
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run: |
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Remove-Item bin/* -Include *.exp,*.lib,*.pdb -Force
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- name: Upload artifact
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uses: actions/upload-artifact@v3
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with:
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name: ${{ github.event.repository.name }}
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path: |
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${{ github.workspace }}/bin/*
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- name: Archive Release
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uses: thedoctor0/zip-release@0.7.1
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with:
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type: 'zip'
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filename: '${{ env.LIBNAME }}.${{ matrix.platform }}.${{ matrix.arch }}.zip'
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path: '${{ github.workspace }}/bin/'
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if: github.event_name == 'push' && startsWith(github.ref, 'refs/tags')
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- name: Create and upload asset
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if: success() && github.event_name == 'push' && startsWith(github.ref, 'refs/tags')
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uses: ncipollo/release-action@v1
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with:
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allowUpdates: true
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artifacts: "${{ env.LIBNAME }}.${{ matrix.platform }}.${{ matrix.arch }}.zip"
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omitNameDuringUpdate: true
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omitBodyDuringUpdate: true
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token: ${{ secrets.GITHUB_TOKEN }}
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@ -2,20 +2,20 @@
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.godot/
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# Ignore library files but not the gdextension file
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demo/bin/*
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!demo/bin/android
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demo/bin/android/*
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!demo/bin/android/.gitkeep
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!demo/bin/linux
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demo/bin/linux/*
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!demo/bin/linux/.gitkeep
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!demo/bin/macos
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demo/bin/macos/*
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!demo/bin/macos/.gitkeep
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!demo/bin/windows
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demo/bin/windows/*
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!demo/bin/windows/.gitkeep
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!demo/bin/*.gdextension
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godot/bin/*
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!godot/bin/android
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godot/bin/android/*
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!godot/bin/android/.gitkeep
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!godot/bin/linux
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godot/bin/linux/*
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!godot/bin/linux/.gitkeep
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!godot/bin/macos
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godot/bin/macos/*
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!godot/bin/macos/.gitkeep
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!godot/bin/windows
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godot/bin/windows/*
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!godot/bin/windows/.gitkeep
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!godot/bin/*.gdextension
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.sconsign*.dblite
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# Ignore custom.py
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@ -47,4 +47,5 @@ compile_commands.json
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# VSCode
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.vscode/*
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!.vscode/extensions.json
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!.vscode/extensions.json
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.cache/
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[submodule "godot-cpp"]
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path = godot-cpp
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url = https://github.com/godotengine/godot-cpp.git
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branch = 4.0
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branch = 4.1
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[submodule "src/utils"]
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path = src/utils
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url = https://git.saragerretsen.nl/Sara/godot-cpp-utils.git
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{
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"recommendations": [
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"ms-vscode.cpptools-extension-pack",
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"ms-python.python"
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]
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}
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22
README.md
22
README.md
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# godot-cpp template
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This repository serves as a quickstart template for GDExtension development with Godot 4.0+.
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## Contents
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* An empty Godot project (`demo/`)
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* godot-cpp as a submodule (`godot-cpp/`)
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* GitHub Issues template (`.github/ISSUE_TEMPLATE.yml`)
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* GitHub CI/CD to publish your library packages when creating a release (`.github/workflows/builds.yml`)
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* preconfigured source files for C++ development of the GDExtension (`src/`)
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## Usage
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To use this template, log in to github and click the green "Use this template" button at the top of the repository page.
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This will let you create a copy of this repository with a clean git history. Make sure you clone the correct branch as these are configured for development of their respective Godot development branches and differ from each other. Refer to the docs to see what changed between the versions.
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For getting started after cloning your own copy to your local machine, you should:
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* initialize the godot-cpp git submodule via `git submodule update --init`
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* change the name of your library
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* change the name of the compiled library file inside the `SConstruct` file by modifying the `libname` string.
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* change the pathnames of the to be loaded library name inside the `demo/bin/example.gdextension` file. By replacing `libgdexample` to the name specified in your `SConstruct` file.
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* change the name of the `demo/bin/example.gdextension` file
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* change the `entry_symbol` string inside your `demo/bin/your-extension.gdextension` file to be configured for your GDExtension name. This should be the same as the `GDExtensionBool GDE_EXPORT` external C function. As the name suggests, this sets the entry function for your GDExtension to be loaded by the Godot editors C API.
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* register the classes you want Godot to interact with inside the `register_types.cpp` file in the initialization method (here `initialize_gdextension_types`) in the syntax `ClassDB::register_class<CLASS-NAME>();`.
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@ -11,8 +11,8 @@ def validate_parent_dir(key, val, env):
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raise UserError("'%s' is not a directory: %s" % (key, os.path.dirname(val)))
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libname = "EXTENSION-NAME"
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projectdir = "demo"
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libname = "EXAMPLE"
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projectdir = "godot"
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localEnv = Environment(tools=["default"], PLATFORM="")
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@ -51,7 +51,7 @@ env.Alias("compiledb", compilation_db)
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env = SConscript("godot-cpp/SConstruct", {"env": env, "customs": customs})
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env.Append(CPPPATH=["src/"])
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sources = Glob("src/*.cpp")
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sources = Glob("src/*.cpp") + Glob("src/utils/*.cpp")
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file = "{}{}{}".format(libname, env["suffix"], env["SHLIBSUFFIX"])
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[configuration]
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entry_symbol = "example_library_init"
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compatibility_minimum = "4.1"
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[libraries]
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macos.debug = "res://bin/libgdexample.macos.template_debug.framework"
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macos.release = "res://bin/libgdexample.macos.template_release.framework"
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windows.debug.x86_32 = "res://bin/libgdexample.windows.template_debug.x86_32.dll"
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windows.release.x86_32 = "res://bin/libgdexample.windows.template_release.x86_32.dll"
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windows.debug.x86_64 = "res://bin/libgdexample.windows.template_debug.x86_64.dll"
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windows.release.x86_64 = "res://bin/libgdexample.windows.template_release.x86_64.dll"
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linux.debug.x86_64 = "res://bin/libgdexample.linux.template_debug.x86_64.so"
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linux.release.x86_64 = "res://bin/libgdexample.linux.template_release.x86_64.so"
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linux.debug.arm64 = "res://bin/libgdexample.linux.template_debug.arm64.so"
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linux.release.arm64 = "res://bin/libgdexample.linux.template_release.arm64.so"
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linux.debug.rv64 = "res://bin/libgdexample.linux.template_debug.rv64.so"
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linux.release.rv64 = "res://bin/libgdexample.linux.template_release.rv64.so"
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android.debug.x86_64 = "res://bin/libgdexample.android.template_debug.x86_64.so"
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android.release.x86_64 = "res://bin/libgdexample.android.template_release.x86_64.so"
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android.debug.arm64 = "res://bin/libgdexample.android.template_debug.arm64.so"
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android.release.arm64 = "res://bin/libgdexample.android.template_release.arm64.so"
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[configuration]
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entry_symbol = "EXAMPLE_library_init"
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compatibility_minimum = "4.1"
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[libraries]
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macos.debug = "res://bin/macos/libEXAMPLE.macos.template_debug.framework"
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macos.release = "res://bin/macos/libEXAMPLE.macos.template_release.framework"
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windows.debug.x86_32 = "res://bin/windows/libEXAMPLE.windows.template_debug.x86_32.dll"
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windows.release.x86_32 = "res://bin/windows/libEXAMPLE.windows.template_release.x86_32.dll"
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windows.debug.x86_64 = "res://bin/windows/libEXAMPLE.windows.template_debug.x86_64.dll"
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windows.release.x86_64 = "res://bin/windows/libEXAMPLE.windows.template_release.x86_64.dll"
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linux.debug.x86_64 = "res://bin/linux/libEXAMPLE.linux.template_debug.x86_64.so"
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linux.release.x86_64 = "res://bin/linux/libEXAMPLE.linux.template_release.x86_64.so"
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linux.debug.arm64 = "res://bin/linux/libEXAMPLE.linux.template_debug.arm64.so"
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linux.release.arm64 = "res://bin/linux/libEXAMPLE.linux.template_release.arm64.so"
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linux.debug.rv64 = "res://bin/linux/libEXAMPLE.linux.template_debug.rv64.so"
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linux.release.rv64 = "res://bin/linux/libEXAMPLE.linux.template_release.rv64.so"
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android.debug.x86_64 = "res://bin/linux/libEXAMPLE.android.template_debug.x86_64.so"
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android.release.x86_64 = "res://bin/linux/libEXAMPLE.android.template_release.x86_64.so"
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android.debug.arm64 = "res://bin/linux/libEXAMPLE.android.template_debug.arm64.so"
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android.release.arm64 = "res://bin/linux/libEXAMPLE.android.template_release.arm64.so"
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Before Width: | Height: | Size: 4.1 KiB After Width: | Height: | Size: 4.1 KiB |
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@ -11,5 +11,5 @@ config_version=5
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[application]
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config/name="godot cpp template"
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config/features=PackedStringArray("4.1", "Forward Plus")
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config/features=PackedStringArray("4.2", "Forward Plus")
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config/icon="res://icon.svg"
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@ -8,28 +8,27 @@ using namespace godot;
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void initialize_gdextension_types(ModuleInitializationLevel p_level)
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{
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if (p_level != MODULE_INITIALIZATION_LEVEL_SCENE) {
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return;
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}
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//ClassDB::register_class<YourClass>();
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if (p_level != MODULE_INITIALIZATION_LEVEL_SCENE) {
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return;
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}
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}
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void uninitialize_gdextension_types(ModuleInitializationLevel p_level) {
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if (p_level != MODULE_INITIALIZATION_LEVEL_SCENE) {
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return;
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}
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}
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//void uninitialize_gdextension_types(ModuleInitializationLevel p_level) {
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// if (p_level != MODULE_INITIALIZATION_LEVEL_SCENE) {
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// return;
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// }
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//}
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extern "C"
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{
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// Initialization
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GDExtensionBool GDE_EXPORT example_library_init(GDExtensionInterfaceGetProcAddress p_get_proc_address, GDExtensionClassLibraryPtr p_library, GDExtensionInitialization *r_initialization)
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{
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GDExtensionBinding::InitObject init_obj(p_get_proc_address, p_library, r_initialization);
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init_obj.register_initializer(initialize_gdextension_types);
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init_obj.register_terminator(uninitialize_gdextension_types);
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init_obj.set_minimum_library_initialization_level(MODULE_INITIALIZATION_LEVEL_SCENE);
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// Initialization
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GDExtensionBool GDE_EXPORT EXAMPLE_library_init(GDExtensionInterfaceGetProcAddress p_get_proc_address, GDExtensionClassLibraryPtr p_library, GDExtensionInitialization *r_initialization)
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{
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GDExtensionBinding::InitObject init_obj(p_get_proc_address, p_library, r_initialization);
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init_obj.register_initializer(initialize_gdextension_types);
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// init_obj.register_terminator(uninitialize_gdextension_types);
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init_obj.set_minimum_library_initialization_level(MODULE_INITIALIZATION_LEVEL_SCENE);
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return init_obj.init();
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}
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}
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return init_obj.init();
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}
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}
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@ -4,4 +4,4 @@
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void initialize_gdextension_types();
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void uninitialize_gdextension_types();
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#endif // EXAMPLE_REGISTER_TYPES_H
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#endif // EXAMPLE_REGISTER_TYPES_H
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@ -0,0 +1 @@
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|||
Subproject commit 988d39bdb446f107d2b5d37e29d89d75f583768b
|
Loading…
Reference in New Issue