Initial commit

4.0
Patrick 2023-08-06 00:42:21 +02:00
commit ab88d0b254
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# Normalize EOL for all files that Git considers text files.
* text=auto eol=lf

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name: Bug report
description: Report a bug with the godot-cpp template
body:
- type: markdown
attributes:
value: |
- Write a descriptive issue title above.
- Search [open]() and [closed]() issues to ensure it has not already been reported.
- type: input
attributes:
label: Godot version
description: >
Specify the Git commit hash of your Godot build.
placeholder: v4.0.stable.official [92bee43ad]
validations:
required: true
- type: input
attributes:
label: godot-cpp version
description: >
Specify the Git commit hash of the godot-cpp submodule in your project. You can run `git status` inside the folder to check it.
placeholder: v4.0.stable.official [9d1c396c5]
validations:
required: true
- type: input
attributes:
label: System information
description: |
Specify the OS version.
placeholder: Windows 10
validations:
required: true
- type: textarea
attributes:
label: Issue description
description: |
Describe your issue briefly. What doesn't work, and how do you expect it to work instead?
You can include images or videos with drag and drop, and format code blocks or logs with <code>```</code> tags.
validations:
required: true

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name: Builds
on: push
env:
LIBNAME: example
concurrency:
group: ci-${{github.actor}}-${{github.head_ref || github.run_number}}-${{github.ref}}-macos
cancel-in-progress: true
jobs:
build:
runs-on: ${{matrix.os}}
name: ${{matrix.name}}
strategy:
fail-fast: false
matrix:
include:
- identifier: windows-debug
os: windows-latest
name: 🏁 Windows Debug
target: template_debug
platform: windows
arch: x86_64
- identifier: windows-release
os: windows-latest
name: 🏁 Windows Release
target: template_release
platform: windows
arch: x86_64
- identifier: macos-debug
os: macos-latest
name: 🍎 macOS (universal) Debug
target: template_debug
platform: macos
arch: universal
- identifier: macos-release
os: macos-latest
name: 🍎 macOS (universal) Release
target: template_release
platform: macos
arch: universal
- identifier: linux-debug
os: ubuntu-latest
name: 🐧 Linux Debug
runner: ubuntu-20.04
target: template_debug
platform: linux
arch: x86_64
- identifier: linux-release
os: ubuntu-latest
name: 🐧 Linux Release
runner: ubuntu-20.04
target: template_release
platform: linux
arch: x86_64
steps:
- name: Checkout project
uses: actions/checkout@v3
with:
submodules: recursive
- name: Set up Python
uses: actions/setup-python@v4
with:
python-version: '3.x'
- name: Set up SCons
shell: bash
run: |
python -c "import sys; print(sys.version)"
python -m pip install scons
scons --version
- name: Linux dependencies
if: ${{ matrix.platform == 'linux' }}
run: |
sudo apt-get update -qq
sudo apt-get install -qqq build-essential pkg-config
- name: Setup MinGW for Windows/MinGW build
if: ${{ matrix.platform == 'windows' }}
uses: egor-tensin/setup-mingw@v2
- name: Compile godot-cpp
shell: sh
run: |
scons target='${{ matrix.target }}' platform='${{ matrix.platform }}' arch='${{ matrix.arch }}'
working-directory: godot-cpp
- name: Compile Extension
shell: sh
run: |
scons target='${{ matrix.target }}' platform='${{ matrix.platform }}' arch='${{ matrix.arch }}'
- name: Delete compilation files
if: ${{ matrix.platform == 'windows' }}
run: |
Remove-Item bin/* -Include *.exp,*.lib,*.pdb -Force
- name: Upload artifact
uses: actions/upload-artifact@v3
with:
name: ${{ github.event.repository.name }}
path: |
${{ github.workspace }}/bin/*
- name: Archive Release
uses: thedoctor0/zip-release@0.7.1
with:
type: 'zip'
filename: '${{ env.LIBNAME }}.${{ matrix.platform }}.${{ matrix.arch }}.zip'
path: '${{ github.workspace }}/bin/'
if: github.event_name == 'push' && startsWith(github.ref, 'refs/tags')
- name: Create and upload asset
if: success() && github.event_name == 'push' && startsWith(github.ref, 'refs/tags')
uses: ncipollo/release-action@v1
with:
allowUpdates: true
artifacts: "${{ env.LIBNAME }}.${{ matrix.platform }}.${{ matrix.arch }}.zip"
omitNameDuringUpdate: true
omitBodyDuringUpdate: true
token: ${{ secrets.GITHUB_TOKEN }}

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# Godot 4+ specific ignores
.godot/
# Ignore library files but not the gdextension file
demo/bin/*
!demo/bin/*.gdextension
.sconsign*.dblite
# Binaries
*.o
*.os
*.so
*.obj
*.bc
*.pyc
*.dblite
*.pdb
*.lib
*.config
*.creator
*.creator.user
*.files
*.includes
*.idb
*.exp
# Other stuff
*.log

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[submodule "godot-cpp"]
path = godot-cpp
url = https://github.com/godotengine/godot-cpp.git
branch = 4.0

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This is free and unencumbered software released into the public domain.
Anyone is free to copy, modify, publish, use, compile, sell, or
distribute this software, either in source code form or as a compiled
binary, for any purpose, commercial or non-commercial, and by any
means.
In jurisdictions that recognize copyright laws, the author or authors
of this software dedicate any and all copyright interest in the
software to the public domain. We make this dedication for the benefit
of the public at large and to the detriment of our heirs and
successors. We intend this dedication to be an overt act of
relinquishment in perpetuity of all present and future rights to this
software under copyright law.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.
IN NO EVENT SHALL THE AUTHORS BE LIABLE FOR ANY CLAIM, DAMAGES OR
OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE,
ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR
OTHER DEALINGS IN THE SOFTWARE.
For more information, please refer to <https://unlicense.org>

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# godot-cpp template
This repository serves as a quickstart template for GDExtension development with Godot 4.0+.
## Contents
* An empty Godot project (`demo/`)
* godot-cpp as a submodule (`godot-cpp/`)
* GitHub Issues template (`.github/ISSUE_TEMPLATE.yml`)
* GitHub CI/CD to publish your library packages when creating a release (`.github/workflows/builds.yml`)
* preconfigured source files for C++ development of the GDExtension (`src/`)
## Usage
To use this template, click the green "Use this template" button at the top of the repository page.
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.
For getting started after cloning your own copy to your local machine, you should
* change the name of the compiled library file inside the `SConstruct` file by modifying the `libname` string.
* change the name of the to be loaded library name inside the `.gdextension` file. This should be the same name as in your `SConstruct` file.
* change the `entry_symbol` string inside your `.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.
* 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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#!/usr/bin/env python
libname = "EXTENSION-NAME"
env = SConscript("godot-cpp/SConstruct")
env.Append(CPPPATH=["src/"])
sources = Glob("src/*.cpp")
if env["platform"] == "macos":
platlibname = "{}.{}.{}".format(libname, env["platform"], env["target"])
library = env.SharedLibrary(
"bin/{}.framework/{}".format(platlibname, platlibname),
source=sources,
)
else:
library = env.SharedLibrary(
"bin/{}{}{}".format(libname, env["suffix"], env["SHLIBSUFFIX"]),
source=sources,
)
Default(library)

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[configuration]
entry_symbol = "example_library_init"
[libraries]
macos.debug = "res://bin/libgdexample.macos.template_debug.framework"
macos.release = "res://bin/libgdexample.macos.template_release.framework"
windows.debug.x86_32 = "res://bin/libgdexample.windows.template_debug.x86_32.dll"
windows.release.x86_32 = "res://bin/libgdexample.windows.template_release.x86_32.dll"
windows.debug.x86_64 = "res://bin/libgdexample.windows.template_debug.x86_64.dll"
windows.release.x86_64 = "res://bin/libgdexample.windows.template_release.x86_64.dll"
linux.debug.x86_64 = "res://bin/libgdexample.linux.template_debug.x86_64.so"
linux.release.x86_64 = "res://bin/libgdexample.linux.template_release.x86_64.so"
linux.debug.arm64 = "res://bin/libgdexample.linux.template_debug.arm64.so"
linux.release.arm64 = "res://bin/libgdexample.linux.template_release.arm64.so"
linux.debug.rv64 = "res://bin/libgdexample.linux.template_debug.rv64.so"
linux.release.rv64 = "res://bin/libgdexample.linux.template_release.rv64.so"
android.debug.x86_64 = "res://bin/libgdexample.android.template_debug.x86_64.so"
android.release.x86_64 = "res://bin/libgdexample.android.template_release.x86_64.so"
android.debug.arm64 = "res://bin/libgdexample.android.template_debug.arm64.so"
android.release.arm64 = "res://bin/libgdexample.android.template_release.arm64.so"

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; Engine configuration file.
; It's best edited using the editor UI and not directly,
; since the parameters that go here are not all obvious.
;
; Format:
; [section] ; section goes between []
; param=value ; assign values to parameters
config_version=5
[application]
config/name="godot cpp template"
config/features=PackedStringArray("4.0", "Forward Plus")
config/icon="res://icon.svg"

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Subproject commit 3a9118cb0dafef74773216c47a030c3a4a490747

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#include "register_types.h"
#include <gdextension_interface.h>
#include <godot_cpp/core/class_db.hpp>
#include <godot_cpp/core/defs.hpp>
#include <godot_cpp/godot.hpp>
using namespace godot;
void initialize_gdextension_types(ModuleInitializationLevel p_level)
{
if (p_level != MODULE_INITIALIZATION_LEVEL_SCENE) {
return;
}
}
void uninitialize_gdextension_types(ModuleInitializationLevel p_level) {
if (p_level != MODULE_INITIALIZATION_LEVEL_SCENE) {
return;
}
}
extern "C"
{
// Initialization
GDExtensionBool GDE_EXPORT example_library_init(const GDExtensionInterface *p_interface, const GDExtensionClassLibraryPtr p_library, GDExtensionInitialization *r_initialization)
{
GDExtensionBinding::InitObject init_obj(p_interface, p_library, r_initialization);
init_obj.register_initializer(initialize_gdextension_types);
init_obj.register_terminator(uninitialize_gdextension_types);
init_obj.set_minimum_library_initialization_level(MODULE_INITIALIZATION_LEVEL_SCENE);
return init_obj.init();
}
}

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#ifndef EXAMPLE_REGISTER_TYPES_H
#define EXAMPLE_REGISTER_TYPES_H
void initialize_gdextension_types();
void uninitialize_gdextension_types();
#endif // EXAMPLE_REGISTER_TYPES_H