C++ bindings for the Godot script API

Fabio Alessandrelli 794dea0dd7 Merge pull request #778 from alessandrofama/4.x_fix_static_no_return 3 years ago
.github e5c4351bc7 Unify bits, android_arch, macos_arch ios_arch into arch, support non-x86 3 years ago
godot-headers d8a65edc4a headers: Sync with upstream commit afdae67cc (4.0-alpha11) 3 years ago
include d894f48f25 Fix crash when using static methods without return value 3 years ago
misc 82bc102581 Sync `misc/` scripts and hooks with upstream Godot 3 years ago
src e3119e7d05 Sync containers with new HashMap/HashSet, sync API headers. 3 years ago
test a0fcd8a735 Add windows x86_32 library to example gdextension. 3 years ago
tools 7850785ccb [SCons] Add iOS OSXCross support, min version override. 3 years ago
.clang-format cba90d6301 Update clang-format to version 11 4 years ago
.gitattributes 1f36c2307a Getting this to compile on mac os x 8 years ago
.gitignore b3c7581cf9 Add `.gitignore` for test, ignore potential log files 3 years ago
.gitmodules c4f12ccc3c Remove godot-headers submodule, copy files directly 3 years ago
CMakeLists.txt e06d5cd414 Add double precision build support. 3 years ago
LICENSE.md 1632322ce0 Update copyright year 3 years ago
Makefile e4ed48976a Replace bindgins to work with extensions 4 years ago
README.md e5c4351bc7 Unify bits, android_arch, macos_arch ios_arch into arch, support non-x86 3 years ago
SConstruct 93f2091185 [SCons] Move toolchains logic to tools folder. 3 years ago
binding_generator.py e5c4351bc7 Unify bits, android_arch, macos_arch ios_arch into arch, support non-x86 3 years ago

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.