C++ bindings for the Godot script API

bruvzg 713b122b84 Add support for BitField hint, sync API files. 3 ani în urmă
.github 7901986dcf [SCons] Fix msvc, linux-clang, add version check. 3 ani în urmă
godot-headers 713b122b84 Add support for BitField hint, sync API files. 3 ani în urmă
include 713b122b84 Add support for BitField hint, sync API files. 3 ani în urmă
misc 82bc102581 Sync `misc/` scripts and hooks with upstream Godot 3 ani în urmă
src 713b122b84 Add support for BitField hint, sync API files. 3 ani în urmă
test 713b122b84 Add support for BitField hint, sync API files. 3 ani în urmă
tools 7901986dcf [SCons] Fix msvc, linux-clang, add version check. 3 ani în urmă
.clang-format cba90d6301 Update clang-format to version 11 4 ani în urmă
.gitattributes 1f36c2307a Getting this to compile on mac os x 8 ani în urmă
.gitignore b3c7581cf9 Add `.gitignore` for test, ignore potential log files 3 ani în urmă
.gitmodules c4f12ccc3c Remove godot-headers submodule, copy files directly 3 ani în urmă
CMakeLists.txt e06d5cd414 Add double precision build support. 3 ani în urmă
LICENSE.md 1632322ce0 Update copyright year 3 ani în urmă
Makefile e4ed48976a Replace bindgins to work with extensions 3 ani în urmă
README.md e5c4351bc7 Unify bits, android_arch, macos_arch ios_arch into arch, support non-x86 3 ani în urmă
SConstruct 7901986dcf [SCons] Fix msvc, linux-clang, add version check. 3 ani în urmă
binding_generator.py 713b122b84 Add support for BitField hint, sync API files. 3 ani în urmă

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.osx.debug.framework"
macos.release = "bin/libgdexample.osx.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_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.