C++ bindings for the Godot script API

Rémi Verschelde 10467e3062 Merge pull request #913 from bruvzg/mac_android 2 năm trước cách đây
.github bcfa3bf320 Add more static checks and move to separate file to match main repo 2 năm trước cách đây
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include b6ba0dca13 StringName is working fine with demo \o/ 2 năm trước cách đây
misc bcfa3bf320 Add more static checks and move to separate file to match main repo 2 năm trước cách đây
src b6ba0dca13 StringName is working fine with demo \o/ 2 năm trước cách đây
test 6e7a24d390 Fix Android build on macOS. 2 năm trước cách đây
tools 6e7a24d390 Fix Android build on macOS. 2 năm trước cách đây
.clang-format bcfa3bf320 Add more static checks and move to separate file to match main repo 2 năm trước cách đây
.gitattributes 1f36c2307a Getting this to compile on mac os x 8 năm trước cách đây
.gitignore 64b2c9be0b [SCons] Refactor targets, symbols, optimizations. 2 năm trước cách đây
.gitmodules c4f12ccc3c Remove godot-headers submodule, copy files directly 3 năm trước cách đây
CMakeLists.txt 081d425277 [MSVC] Add NOMINMAX flag to scons and cmake. 2 năm trước cách đây
LICENSE.md 1632322ce0 Update copyright year 3 năm trước cách đây
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README.md 0ee980abae Rename OSX to macOS. 3 năm trước cách đây
SConstruct 64b2c9be0b [SCons] Refactor targets, symbols, optimizations. 2 năm trước cách đây
binding_generator.py b6ba0dca13 StringName is working fine with demo \o/ 2 năm trước cách đây

README.md

godot-cpp

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 development branch.
  • 3.x tracks the development of the next 3.x minor release.
  • Other versioned branches (e.g. 3.3, 3.2) 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 and 3.x branches are constantly getting updates, if you are using godot-cpp against a more current version of Godot, see the instructions in godot-headers for updating the relevant files.

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. Rémi "Akien" Verschelde wrote an excellent bit of documentation for the main Godot project on this: Pull request workflow

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"

[libraries]

macos.debug = "bin/libgdexample.macos.debug.framework"
macos.release = "bin/libgdexample.macos.release.framework"
windows.debug.x86_64 = "bin/libgdexample.windows.debug.x86_64.dll"
windows.release.x86_64 = "bin/libgdexample.windows.release.x86_64.dll"
linux.debug.x86_64 = "bin/libgdexample.linux.debug.x86_64.so"
linux.release.x86_64 = "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.

GDNativeBool GDN_EXPORT example_library_init(const GDNativeInterface *p_interface, const GDNativeExtensionClassLibraryPtr p_library, GDNativeInitialization *r_initialization) {
	godot::GDExtensionBinding::InitObject init_obj(p_interface, 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.