C++ bindings for the Godot script API

Rémi Verschelde 1bc9ca7b57 Merge pull request #1139 from Trey2k/master il y a 2 ans
.github aef9ea7387 Merge pull request #1113 from Calinou/add-issue-template il y a 2 ans
cmake 2379034958 {cmake} Use STATIC and POSITION_INDEPENDENT_CODE il y a 2 ans
gdextension be25a50617 gdextension: Sync with upstream commit a2575cba48121a9e31c3a550ebd29398a7facf3f (4.1-beta2) il y a 2 ans
include ad726015e7 Revert the changes from PR #1044 and #1045 and standardize on `Object **` encoding in ptrcall il y a 2 ans
misc 931f1a3f34 Sync license copyright with upstream GH-70885 il y a 2 ans
src ee5cf3a11d Merge pull request #1137 from dsnopek/no-more-legacy-mode il y a 2 ans
test d12cf071bb Merge pull request #1128 from Mathis-Z/master il y a 2 ans
tools 8d6982be3b [SCons] Platform agnostic default toolchain (GNU). il y a 2 ans
.clang-format bcfa3bf320 Add more static checks and move to separate file to match main repo il y a 2 ans
.gdignore f99aa47581 Add .gdignore file to godot-cpp, for use as submodule in Godot projects il y a 2 ans
.gitattributes 1f36c2307a Getting this to compile on mac os x il y a 8 ans
.gitignore 64b2c9be0b [SCons] Refactor targets, symbols, optimizations. il y a 2 ans
.gitmodules c4f12ccc3c Remove godot-headers submodule, copy files directly il y a 3 ans
CMakeLists.txt 7f94f90b01 Update CMakeLists.txt il y a 2 ans
LICENSE.md 931f1a3f34 Sync license copyright with upstream GH-70885 il y a 2 ans
Makefile 67c9b2f8f4 Update Makefile after recent buildsystem changes il y a 2 ans
README.md 6f0649a86d Update getting started section of README.md il y a 2 ans
SConstruct 6f7e80bbb6 Prepend PATH to scons env il y a 2 ans
binding_generator.py d12cf071bb Merge pull request #1128 from Mathis-Z/master il y a 2 ans

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 the 3.5 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 using godot-cpp against a more current version of Godot, see the instructions in the gdextension 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 = "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.

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.