C++ bindings for the Godot script API

Rémi Verschelde 7fb46e9ea1 gdextension: Sync with upstream commit 7a0977ce2c558fe6219f0a14f8bd4d05aea8f019 (4.0.2-stable) 2 éve
.github ba4b50118d Fix incorrect memory allocation in release builds. 2 éve
cmake 2379034958 {cmake} Use STATIC and POSITION_INDEPENDENT_CODE 2 éve
gdextension 7fb46e9ea1 gdextension: Sync with upstream commit 7a0977ce2c558fe6219f0a14f8bd4d05aea8f019 (4.0.2-stable) 2 éve
include ba4b50118d Fix incorrect memory allocation in release builds. 2 éve
misc 931f1a3f34 Sync license copyright with upstream GH-70885 2 éve
src ba4b50118d Fix incorrect memory allocation in release builds. 2 éve
test e72bc1a12f Merge pull request #1028 from asmaloney/fix-improper-conversion 2 éve
tools 8d6982be3b [SCons] Platform agnostic default toolchain (GNU). 2 éve
.clang-format bcfa3bf320 Add more static checks and move to separate file to match main repo 2 éve
.gdignore f99aa47581 Add .gdignore file to godot-cpp, for use as submodule in Godot projects 2 éve
.gitattributes 1f36c2307a Getting this to compile on mac os x 8 éve
.gitignore 64b2c9be0b [SCons] Refactor targets, symbols, optimizations. 2 éve
.gitmodules c4f12ccc3c Remove godot-headers submodule, copy files directly 3 éve
CMakeLists.txt 2379034958 {cmake} Use STATIC and POSITION_INDEPENDENT_CODE 2 éve
LICENSE.md 931f1a3f34 Sync license copyright with upstream GH-70885 2 éve
Makefile 67c9b2f8f4 Update Makefile after recent buildsystem changes 2 éve
README.md e31e15bb3b Add compatibility warning: godot-cpp is still in beta 2 éve
SConstruct 2b7094f342 Merge pull request #988 from rburing/precision=double 2 éve
binding_generator.py a614f61015 Fix global enum cast and add Varint::Type cast. 2 éve

README.md

godot-cpp

Warning

This repository's master branch is only usable with Godot's (GDExtension) API (Godot 4.0 and later).

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"

[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(const GDExtensionInterface *p_interface, GDExtensionClassLibraryPtr p_library, GDExtensionInitialization *r_initialization) {
	godot::GDExtensionBinding::InitObject init_obj(p_interface, 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.