C++ bindings for the Godot script API

Bastiaan Olij 94efe3d410 Fixing compiler warnings around implicit type casting loosing precision 3 vuotta sitten
.github 94efe3d410 Fixing compiler warnings around implicit type casting loosing precision 3 vuotta sitten
godot-headers @ 3ada7a309e 7d01234211 headers: Sync with upstream commit 3abb5a9 3 vuotta sitten
include 94efe3d410 Fixing compiler warnings around implicit type casting loosing precision 3 vuotta sitten
misc e4ed48976a Replace bindgins to work with extensions 4 vuotta sitten
src ef528d3a86 Rename interface to gdn_interface because it's a defined keyword under windows 3 vuotta sitten
test 94efe3d410 Fixing compiler warnings around implicit type casting loosing precision 3 vuotta sitten
.clang-format cba90d6301 Update clang-format to version 11 4 vuotta sitten
.gitattributes 1f36c2307a Getting this to compile on mac os x 8 vuotta sitten
.gitignore b3c7581cf9 Add `.gitignore` for test, ignore potential log files 3 vuotta sitten
.gitmodules b36df8f86c Rename godot_headers to godot-headers to match upstream rename 4 vuotta sitten
CMakeLists.txt 5336c7e97b synced windows compile definitions with scons configuration 3 vuotta sitten
LICENSE.md 39a0567e81 Update copyright statement to 'Godot Engine contributors' 4 vuotta sitten
Makefile e4ed48976a Replace bindgins to work with extensions 4 vuotta sitten
README.md 92d25bcda6 Update readme to include new info 4 vuotta sitten
SConstruct 67f9109d1f [OSX] Add universal build support. 4 vuotta sitten
binding_generator.py 957f86c3e3 Add Array:make macro 3 vuotta sitten

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.