C++ bindings for the Godot script API

Rémi Verschelde 230fd4bc08 Merge pull request #634 from Faless/osx/universal 4 lat temu
.github 480ad9ffed [CI] Make OSX universal build instead 2 builds. 4 lat temu
godot-headers @ ea1808a146 68ebc9b2a8 Changed over to proper godot-headers 4 lat temu
include 6a720e5c7c Merge pull request #631 from Faless/ext/ref_casting_2 4 lat temu
misc e4ed48976a Replace bindgins to work with extensions 4 lat temu
src 0e3bc393d5 Fully register class on register_class call 4 lat temu
test 0f47ba54ee Setup for building both debug and release build for side by side deployment 4 lat temu
.clang-format cba90d6301 Update clang-format to version 11 4 lat temu
.gitattributes 1f36c2307a Getting this to compile on mac os x 8 lat temu
.gitignore df9164b9bd Added TYPED_METHOD_BIND and c++17 flags to windows build and moved test project files 4 lat temu
.gitmodules b36df8f86c Rename godot_headers to godot-headers to match upstream rename 4 lat temu
CMakeLists.txt 68ebc9b2a8 Changed over to proper godot-headers 4 lat temu
LICENSE.md 39a0567e81 Update copyright statement to 'Godot Engine contributors' 4 lat temu
Makefile e4ed48976a Replace bindgins to work with extensions 4 lat temu
README.md 92d25bcda6 Update readme to include new info 4 lat temu
SConstruct 67f9109d1f [OSX] Add universal build support. 4 lat temu
binding_generator.py 1f96a0d16c Use default destructor for Object 4 lat temu

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]

linux.64 = "bin/x11/libgdexample.so"
windows.64 = "bin/win64/libgdexample.dll"

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_scene_initializer(register_example_types);
	init_obj.register_scene_terminator(unregister_example_types);

	return init_obj.init();
}
}

The register_example_types() should register the classes in ClassDB, very like a Godot module would do.

using namespace godot;
void register_example_types() {
	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.