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Bindings are generated by default; Replaced generate with regenerate flag; Updated readme

QuentinCaffeino 7 years ago
parent
commit
43f57c7f80
3 changed files with 31 additions and 43 deletions
  1. 2 1
      Makefile
  2. 24 33
      README.md
  3. 5 9
      SConstruct

+ 2 - 1
Makefile

@@ -1,10 +1,11 @@
 
 GODOT_BIN_PATH = ../godot_fork/bin/godot.x11.tools.64.llvm
+REGENERATE_BINDINGS = no
 HEADERS = ../godot_headers
 TARGET = debug
 NAME = godot-cpp
 
-BASE = scons n=$(NAME) generate_bindings=yes target=$(TARGET) headers=$(HEADERS) godotbinpath=$(GODOT_BIN_PATH) -j4
+BASE = scons n=$(NAME) regenerate_bindings=$(REGENERATE_BINDINGS) target=$(TARGET) headers=$(HEADERS) godotbinpath=$(GODOT_BIN_PATH) -j4
 LINUX = $(BASE) p=linux
 WINDOWS = $(BASE) p=windows
 OSX = $(BASE) p=osx

+ 24 - 33
README.md

@@ -1,54 +1,45 @@
-# cpp_bindings
+# 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 `cpp_bindings` and `godot_headers`
+Getting latest `godot-cpp` and `godot_headers`
 ```
-$ cd SimpleLibrary
-$ git clone https://github.com/GodotNativeTools/cpp_bindings
+$ 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
+right now our directory structure should look like this:
 ```
-[SimpleLibrary]
-	├── cpp_bindings/
-	├── godot_headers/
-	├── lib/
-	└── src/
+godot-cpp
+godot_headers
+SimpleLibrary
+├── 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 godotbinpath="../godot_fork/bin/godot_binary" headers="../godot_headers/" p=linux generate_bindings=yes
+$ 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:**
-> `generate_bindings=yes` is used to generate C++ bindings (`godot_api.json` - Godot API)
+> `regenerate_bindings=yes` is used to force regenerating C++ bindings (`godot_api.json` - Godot API)
+
 > Include `use_llvm=yes` for using 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/
+godot-cpp
+└── bin/libgodot-cpp.a
+godot_headers
+SimpleLibrary
+├── lib/
+└── src/
 ```
 
 # Creating simple class
@@ -115,9 +106,9 @@ extern "C" void GDN_EXPORT godot_nativescript_init(void *handle)
 
 # Compiling
 ```
-$ cd ..
-$ clang -fPIC -o src/init.os -c src/init.cpp -g -O3 -std=c++14 -Icpp_bindings/include -Igodot_headers
-$ clang -o lib/libtest.so -shared src/init.os -Llib -lgodot_cpp_bindings
+$ 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.
 

+ 5 - 9
SConstruct

@@ -3,9 +3,6 @@
 import os, subprocess, platform
 
 
-def add_source(sources, name):
-  sources.append(name)
-
 def add_sources(sources, dir, extension):
   for f in os.listdir(dir):
       if f.endswith('.' + extension):
@@ -21,7 +18,7 @@ target = ARGUMENTS.get('target', 'debug')
 # Local dependency paths, adapt them to your setup
 godot_headers = ARGUMENTS.get('headers', '../godot_headers')
 godot_bin_path = ARGUMENTS.get('godotbinpath', os.getenv('GODOT_BIN_PATH', '../godot_fork/bin/godot.x11.tools.64.llvm'))
-result_path = 'bin/'
+result_path = 'bin'
 result_name = ARGUMENTS.get('n', ARGUMENTS.get('name', os.path.relpath('.', '..')))
 
 
@@ -53,7 +50,7 @@ elif target_platform == 'windows':
     result_name += '.windows.' + target_arch
 
     if host_platform == 'Windows':
-        result_name += '.dll'
+        result_name += '.lib'
 
         env.Append(LINKFLAGS = [ '/WX' ])
         if target == 'debug':
@@ -77,10 +74,9 @@ elif platform == 'osx':
 env.Append(CPPPATH=['.', godot_headers, 'include', 'include/core'])
 
 
-if ARGUMENTS.get('generate_bindings', 'no') == 'yes':
-    # TODO Generating the API should be done only if the Godot build is more recent than the JSON file
-    json_api_file = os.path.join(os.getcwd(), 'godot_api.json')
-
+# Generate bindings
+json_api_file = os.path.join(os.getcwd(), 'godot_api.json')
+if os.path.exists(json_api_file) == False or ARGUMENTS.get('regenerate_bindings', 'no') == 'yes':
     subprocess.call([os.path.expanduser(godot_bin_path), '--gdnative-generate-json-api', json_api_file])
 
     # actually create the bindings here