C++ bindings for the Godot script API

David Snopek 269c925c29 Merge pull request #1836 from dsnopek/4.4-cherrypicks-3 5 小時之前
.github 2f0dbc7bba Update CI to use `windows-2022` 2 月之前
cmake ad484bcdbb CMake: Add GODOTCPP_SUFFIX_GENEX variable 3 周之前
doc 368ec63a24 CMake: Target as configuration option 5 月之前
gdextension e4b7c25e72 gdextension: Sync with upstream commit 49a5bc7b616bd04689a2c89e89bda41f50241464 (4.4.1-stable) 5 月之前
include b842dc9696 Take reference in `Wrapped(const StringName &)` 3 周之前
misc 6fcc184587 Style: Integrate `#pragma once` in builders/checks 2 月之前
src b842dc9696 Take reference in `Wrapped(const StringName &)` 3 周之前
test 08f893f1ea CI: Various version bumps; sync with main repo 2 月之前
tools 0eeb43c4be Fix debug symbols logic on platform=web to match Godot core. 3 周之前
.clang-format 08f893f1ea CI: Various version bumps; sync with main repo 2 月之前
.editorconfig 08f893f1ea CI: Various version bumps; sync with main repo 2 月之前
.gdignore f99aa47581 Add .gdignore file to godot-cpp, for use as submodule in Godot projects 2 年之前
.git-blame-ignore-revs 749d68037e Ignore `#pragma once` commit 2 月之前
.gitattributes 7a96d0314e Add `.editorconfig`, consolidate `.gitattributes` 1 年之前
.gitignore 8534e2104f Modernise Existing CMakeLists.txt 9 月之前
.gitmodules c4f12ccc3c Remove godot-headers submodule, copy files directly 3 年之前
.pre-commit-config.yaml 08f893f1ea CI: Various version bumps; sync with main repo 2 月之前
CMakeLists.txt 3963054a14 CMake: Update CI 2 月之前
LICENSE.md 931f1a3f34 Sync license copyright with upstream GH-70885 2 年之前
Makefile 67c9b2f8f4 Update Makefile after recent buildsystem changes 2 年之前
README.md 980edc22a7 Fix URL to gdextension cpp example in the official docs 2 月之前
SConstruct 9b6a44cb04 Add SCons variant_dir support, which allows specifying a target build directory. 3 周之前
binding_generator.py 4f2f319fb2 Fix binding generation for TypedArray/TypedDictionary with refcounted elements. 2 月之前
build_profile.py c4f1abe3f9 [Bindings] Build profile now strips methods and skip files 8 月之前
doc_source_generator.py 8814ac51ac CMake: Support for XML documentation 8 月之前
pyproject.toml 08f893f1ea CI: Various version bumps; sync with main repo 2 月之前

README.md

godot-cpp

[!WARNING]

This repository's master branch is only usable with GDExtension from Godot's master branch.

For users of stable branches, switch to the branch matching your target Godot version:

Or check out the Git tag matching your Godot version (e.g. godot-4.1.1-stable).

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

GDExtensions targeting an earlier version of Godot should work in later minor versions, but not vice-versa. For example, a GDExtension targeting Godot 4.2 should work just fine in Godot 4.3, but one targeting Godot 4.3 won't work in Godot 4.2.

There is one exception to this: extensions targeting Godot 4.0 will not work with Godot 4.1 and later. See Updating your GDExtension for 4.1.

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 the pre-commit Python framework so formatting is done before your changes are submitted. See the code style guidelines for instructions.

Getting started

You need the same C++ pre-requisites installed that are required for the godot repository. Follow the official build instructions for your target platform.

Getting started with GDExtensions is 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. See example.gdextension used in the test project:

[configuration]

entry_symbol = "example_library_init"
compatibility_minimum = "4.1"

[libraries]

macos.debug = "res://bin/libgdexample.macos.debug.framework"
macos.release = "res://bin/libgdexample.macos.release.framework"
windows.debug.x86_64 = "res://bin/libgdexample.windows.debug.x86_64.dll"
windows.release.x86_64 = "res://bin/libgdexample.windows.release.x86_64.dll"
linux.debug.x86_64 = "res://bin/libgdexample.linux.debug.x86_64.so"
linux.release.x86_64 = "res://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;
	}
	GDREGISTER_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.

Examples and templates

See the godot-cpp-template project for a generic reusable template.

Or checkout the code for the Summator example as shown in the official documentation.