C++ bindings for the Godot script API

David Snopek efc16b49d9 In generated methods, only construct the method StringName the first time 2 vuotta sitten
.github aef9ea7387 Merge pull request #1113 from Calinou/add-issue-template 2 vuotta sitten
cmake 2379034958 {cmake} Use STATIC and POSITION_INDEPENDENT_CODE 2 vuotta sitten
gdextension d627942b64 gdextension: Sync with upstream commit 970459615f6b2b4151742ec6d7ef8559f87fd5c5 (4.1-stable) 2 vuotta sitten
include 20be441026 Unregister custom classes in reverse registration order 2 vuotta sitten
misc 931f1a3f34 Sync license copyright with upstream GH-70885 2 vuotta sitten
src 4b1072e4da Remove unused free-standing `initialize_level` and `deinitialize_level` 2 vuotta sitten
test 155f2e2a62 Add RPC tests. 2 vuotta sitten
tools 8d6982be3b [SCons] Platform agnostic default toolchain (GNU). 2 vuotta sitten
.clang-format bcfa3bf320 Add more static checks and move to separate file to match main repo 2 vuotta sitten
.gdignore f99aa47581 Add .gdignore file to godot-cpp, for use as submodule in Godot projects 2 vuotta sitten
.gitattributes 1f36c2307a Getting this to compile on mac os x 8 vuotta sitten
.gitignore 64b2c9be0b [SCons] Refactor targets, symbols, optimizations. 2 vuotta sitten
.gitmodules c4f12ccc3c Remove godot-headers submodule, copy files directly 3 vuotta sitten
CMakeLists.txt 7f94f90b01 Update CMakeLists.txt 2 vuotta sitten
LICENSE.md 931f1a3f34 Sync license copyright with upstream GH-70885 2 vuotta sitten
Makefile 67c9b2f8f4 Update Makefile after recent buildsystem changes 2 vuotta sitten
README.md 6f0649a86d Update getting started section of README.md 2 vuotta sitten
SConstruct 6f7e80bbb6 Prepend PATH to scons env 2 vuotta sitten
binding_generator.py efc16b49d9 In generated methods, only construct the method StringName the first time 2 vuotta sitten

README.md

godot-cpp

Warning

This repository's master branch is only usable with the latest version of Godot's (GDExtension) API (Godot 4.1 and later).

For users of Godot 4.0.x, switch to the 4.0 branch.

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"
compatibility_minimum = 4.1

[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(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;
	}
	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.