custom_modules_in_cpp.rst 22 KB

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  1. .. _doc_custom_modules_in_c++:
  2. Custom modules in C++
  3. =====================
  4. Modules
  5. -------
  6. Godot allows extending the engine in a modular way. New modules can be
  7. created and then enabled/disabled. This allows for adding new engine
  8. functionality at every level without modifying the core, which can be
  9. split for use and reuse in different modules.
  10. Modules are located in the ``modules/`` subdirectory of the build system.
  11. By default, dozens of modules are enabled, such as GDScript (which, yes,
  12. is not part of the base engine), the Mono runtime, a regular expressions
  13. module, and others. As many new modules as desired can be
  14. created and combined. The SCons build system will take care of it
  15. transparently.
  16. What for?
  17. ---------
  18. While it's recommended that most of a game be written in scripting (as
  19. it is an enormous time saver), it's perfectly possible to use C++
  20. instead. Adding C++ modules can be useful in the following scenarios:
  21. - Binding an external library to Godot (like PhysX, FMOD, etc).
  22. - Optimize critical parts of a game.
  23. - Adding new functionality to the engine and/or editor.
  24. - Porting an existing game to Godot.
  25. - Write a whole, new game in C++ because you can't live without C++.
  26. Creating a new module
  27. ---------------------
  28. Before creating a module, make sure to download the source code of Godot
  29. and manage to compile it. There are tutorials in the documentation for this.
  30. To create a new module, the first step is creating a directory inside
  31. ``modules/``. If you want to maintain the module separately, you can checkout
  32. a different VCS into modules and use it.
  33. The example module will be called "summator", and is placed inside the
  34. Godot source tree (``C:\godot`` refers to wherever the Godot sources are
  35. located):
  36. .. code-block:: console
  37. C:\godot> cd modules
  38. C:\godot\modules> mkdir summator
  39. C:\godot\modules> cd summator
  40. C:\godot\modules\summator>
  41. Inside we will create a simple summator class:
  42. .. code-block:: cpp
  43. /* summator.h */
  44. #ifndef SUMMATOR_H
  45. #define SUMMATOR_H
  46. #include "core/reference.h"
  47. class Summator : public Reference {
  48. GDCLASS(Summator, Reference);
  49. int count;
  50. protected:
  51. static void _bind_methods();
  52. public:
  53. void add(int p_value);
  54. void reset();
  55. int get_total() const;
  56. Summator();
  57. };
  58. #endif // SUMMATOR_H
  59. And then the cpp file.
  60. .. code-block:: cpp
  61. /* summator.cpp */
  62. #include "summator.h"
  63. void Summator::add(int p_value) {
  64. count += p_value;
  65. }
  66. void Summator::reset() {
  67. count = 0;
  68. }
  69. int Summator::get_total() const {
  70. return count;
  71. }
  72. void Summator::_bind_methods() {
  73. ClassDB::bind_method(D_METHOD("add", "value"), &Summator::add);
  74. ClassDB::bind_method(D_METHOD("reset"), &Summator::reset);
  75. ClassDB::bind_method(D_METHOD("get_total"), &Summator::get_total);
  76. }
  77. Summator::Summator() {
  78. count = 0;
  79. }
  80. Then, the new class needs to be registered somehow, so two more files
  81. need to be created:
  82. .. code-block:: none
  83. register_types.h
  84. register_types.cpp
  85. .. important::
  86. These files must be in the top-level folder of your module (next to your
  87. ``SCsub`` and ``config.py`` files) for the module to be registered properly.
  88. These files should contain the following:
  89. .. code-block:: cpp
  90. /* register_types.h */
  91. void register_summator_types();
  92. void unregister_summator_types();
  93. /* yes, the word in the middle must be the same as the module folder name */
  94. .. code-block:: cpp
  95. /* register_types.cpp */
  96. #include "register_types.h"
  97. #include "core/class_db.h"
  98. #include "summator.h"
  99. void register_summator_types() {
  100. ClassDB::register_class<Summator>();
  101. }
  102. void unregister_summator_types() {
  103. // Nothing to do here in this example.
  104. }
  105. Next, we need to create a ``SCsub`` file so the build system compiles
  106. this module:
  107. .. code-block:: python
  108. # SCsub
  109. Import('env')
  110. env.add_source_files(env.modules_sources, "*.cpp") # Add all cpp files to the build
  111. With multiple sources, you can also add each file individually to a Python
  112. string list:
  113. .. code-block:: python
  114. src_list = ["summator.cpp", "other.cpp", "etc.cpp"]
  115. env.add_source_files(env.modules_sources, src_list)
  116. This allows for powerful possibilities using Python to construct the file list
  117. using loops and logic statements. Look at some modules that ship with Godot by
  118. default for examples.
  119. To add include directories for the compiler to look at you can append it to the
  120. environment's paths:
  121. .. code-block:: python
  122. env.Append(CPPPATH=["mylib/include"]) # this is a relative path
  123. env.Append(CPPPATH=["#myotherlib/include"]) # this is an 'absolute' path
  124. If you want to add custom compiler flags when building your module, you need to clone
  125. `env` first, so it won't add those flags to whole Godot build (which can cause errors).
  126. Example `SCsub` with custom flags:
  127. .. code-block:: python
  128. # SCsub
  129. Import('env')
  130. module_env = env.Clone()
  131. module_env.add_source_files(env.modules_sources, "*.cpp")
  132. module_env.Append(CCFLAGS=['-O2']) # Flags for C and C++ code
  133. module_env.Append(CXXFLAGS=['-std=c++11']) # Flags for C++ code only
  134. And finally, the configuration file for the module, this is a simple
  135. python script that must be named ``config.py``:
  136. .. code-block:: python
  137. # config.py
  138. def can_build(env, platform):
  139. return True
  140. def configure(env):
  141. pass
  142. The module is asked if it's OK to build for the specific platform (in
  143. this case, ``True`` means it will build for every platform).
  144. And that's it. Hope it was not too complex! Your module should look like
  145. this:
  146. .. code-block:: none
  147. godot/modules/summator/config.py
  148. godot/modules/summator/summator.h
  149. godot/modules/summator/summator.cpp
  150. godot/modules/summator/register_types.h
  151. godot/modules/summator/register_types.cpp
  152. godot/modules/summator/SCsub
  153. You can then zip it and share the module with everyone else. When
  154. building for every platform (instructions in the previous sections),
  155. your module will be included.
  156. .. note:: There is a parameter limit of 5 in C++ modules for things such
  157. as subclasses. This can be raised to 13 by including the header
  158. file ``core/method_bind_ext.gen.inc``.
  159. Using the module
  160. ----------------
  161. You can now use your newly created module from any script:
  162. ::
  163. var s = Summator.new()
  164. s.add(10)
  165. s.add(20)
  166. s.add(30)
  167. print(s.get_total())
  168. s.reset()
  169. The output will be ``60``.
  170. .. seealso:: The previous Summator example is great for small, custom modules,
  171. but what if you want to use a larger, external library? Refer to
  172. :ref:`doc_binding_to_external_libraries` for details about binding to
  173. external libraries.
  174. .. warning:: If your module is meant to be accessed from the running project
  175. (not just from the editor), you must also recompile every export
  176. template you plan to use, then specify the path to the custom
  177. template in each export preset. Otherwise, you'll get errors when
  178. running the project as the module isn't compiled in the export
  179. template. See the :ref:`Compiling <toc-devel-compiling>` pages
  180. for more information.
  181. Compiling a module externally
  182. -----------------------------
  183. Compiling a module involves moving the module's sources directly under the
  184. engine's ``modules/`` directory. While this is the most straightforward way to
  185. compile a module, there are a couple of reasons as to why this might not be a
  186. practical thing to do:
  187. 1. Having to manually copy modules sources every time you want to compile the
  188. engine with or without the module, or taking additional steps needed to
  189. manually disable a module during compilation with a build option similar to
  190. ``module_summator_enabled=no``. Creating symbolic links may also be a solution,
  191. but you may additionally need to overcome OS restrictions like needing the
  192. symbolic link privilege if doing this via script.
  193. 2. Depending on whether you have to work with the engine's source code, the
  194. module files added directly to ``modules/`` changes the working tree to the
  195. point where using a VCS (like ``git``) proves to be cumbersome as you need to
  196. make sure that only the engine-related code is committed by filtering
  197. changes.
  198. So if you feel like the independent structure of custom modules is needed, lets
  199. take our "summator" module and move it to the engine's parent directory:
  200. .. code-block:: shell
  201. mkdir ../modules
  202. mv modules/summator ../modules
  203. Compile the engine with our module by providing ``custom_modules`` build option
  204. which accepts a comma-separated list of directory paths containing custom C++
  205. modules, similar to the following:
  206. .. code-block:: shell
  207. scons custom_modules=../modules
  208. The build system shall detect all modules under the ``../modules`` directory
  209. and compile them accordingly, including our "summator" module.
  210. .. warning::
  211. Any path passed to ``custom_modules`` will be converted to an absolute path
  212. internally as a way to distinguish between custom and built-in modules. It
  213. means that things like generating module documentation may rely on a
  214. specific path structure on your machine.
  215. .. seealso::
  216. :ref:`Introduction to the buildsystem - Custom modules build option <doc_buildsystem_custom_modules>`.
  217. Customizing module types initialization
  218. ---------------------------------------
  219. Modules can interact with other built-in engine classes during runtime and even
  220. affect the way core types are initialized. So far, we've been using
  221. ``register_summator_types`` as a way to bring in module classes to be available
  222. within the engine.
  223. A crude order of the engine setup can be summarized as a list of the following
  224. type registration methods:
  225. .. code-block:: cpp
  226. preregister_module_types();
  227. preregister_server_types();
  228. register_core_singletons();
  229. register_server_types();
  230. register_scene_types();
  231. EditorNode::register_editor_types();
  232. register_platform_apis();
  233. register_module_types();
  234. initialize_physics();
  235. initialize_navigation_server();
  236. register_server_singletons();
  237. register_driver_types();
  238. ScriptServer::init_languages();
  239. Our ``Summator`` class is initialized during the ``register_module_types()``
  240. call. Imagine that we need to satisfy some common module run-time dependency
  241. (like singletons), or allow us to override existing engine method callbacks
  242. before they can be assigned by the engine itself. In that case, we want to
  243. ensure that our module classes are registered *before* any other built-in type.
  244. This is where we can define an optional ``preregister_summator_types()``
  245. method which will be called before anything else during the
  246. ``preregister_module_types()`` engine setup stage.
  247. We now need to add this method to ``register_types`` header and source files:
  248. .. code-block:: cpp
  249. /* register_types.h */
  250. #define MODULE_SUMMATOR_HAS_PREREGISTER
  251. void preregister_summator_types();
  252. void register_summator_types();
  253. void unregister_summator_types();
  254. .. note:: Unlike other register methods, we have to explicitly define
  255. ``MODULE_SUMMATOR_HAS_PREREGISTER`` to let the build system know what
  256. relevant method calls to include at compile time. The module's name
  257. has to be converted to uppercase as well.
  258. .. code-block:: cpp
  259. /* register_types.cpp */
  260. #include "register_types.h"
  261. #include "core/class_db.h"
  262. #include "summator.h"
  263. void preregister_summator_types() {
  264. // Called before any other core types are registered.
  265. // Nothing to do here in this example.
  266. }
  267. void register_summator_types() {
  268. ClassDB::register_class<Summator>();
  269. }
  270. void unregister_summator_types() {
  271. // Nothing to do here in this example.
  272. }
  273. Improving the build system for development
  274. ------------------------------------------
  275. So far we defined a clean and simple SCsub that allows us to add the sources
  276. of our new module as part of the Godot binary.
  277. This static approach is fine when we want to build a release version of our
  278. game given we want all the modules in a single binary.
  279. However, the trade-off is every single change means a full recompilation of the
  280. game. Even if SCons is able to detect and recompile only the file that have
  281. changed, finding such files and eventually linking the final binary is a
  282. long and costly part.
  283. The solution to avoid such a cost is to build our own module as a shared
  284. library that will be dynamically loaded when starting our game's binary.
  285. .. code-block:: python
  286. # SCsub
  287. Import('env')
  288. sources = [
  289. "register_types.cpp",
  290. "summator.cpp"
  291. ]
  292. # First, create a custom env for the shared library.
  293. module_env = env.Clone()
  294. # Position-independent code is required for a shared library.
  295. module_env.Append(CCFLAGS=['-fPIC'])
  296. # Don't inject Godot's dependencies into our shared library.
  297. module_env['LIBS'] = []
  298. # Define the shared library. By default, it would be built in the module's
  299. # folder, however it's better to output it into `bin` next to the
  300. # Godot binary.
  301. shared_lib = module_env.SharedLibrary(target='#bin/summator', source=sources)
  302. # Finally, notify the main build environment it now has our shared library
  303. # as a new dependency.
  304. # LIBPATH and LIBS need to be set on the real "env" (not the clone)
  305. # to link the specified libraries to the Godot executable.
  306. env.Append(LIBPATH=['#bin'])
  307. # SCons wants the name of the library with it custom suffixes
  308. # (e.g. ".linuxbsd.tools.64") but without the final ".so".
  309. shared_lib_shim = shared_lib[0].name.rsplit('.', 1)[0]
  310. env.Append(LIBS=[shared_lib_shim])
  311. Once compiled, we should end up with a ``bin`` directory containing both the
  312. ``godot*`` binary and our ``libsummator*.so``. However given the .so is not in
  313. a standard directory (like ``/usr/lib``), we have to help our binary find it
  314. during runtime with the ``LD_LIBRARY_PATH`` environment variable:
  315. .. code-block:: shell
  316. export LD_LIBRARY_PATH="$PWD/bin/"
  317. ./bin/godot*
  318. .. note::
  319. You have to ``export`` the environment variable otherwise
  320. you won't be able to play your project from within the editor.
  321. On top of that, it would be nice to be able to select whether to compile our
  322. module as shared library (for development) or as a part of the Godot binary
  323. (for release). To do that we can define a custom flag to be passed to SCons
  324. using the `ARGUMENT` command:
  325. .. code-block:: python
  326. # SCsub
  327. Import('env')
  328. sources = [
  329. "register_types.cpp",
  330. "summator.cpp"
  331. ]
  332. module_env = env.Clone()
  333. module_env.Append(CCFLAGS=['-O2'])
  334. module_env.Append(CXXFLAGS=['-std=c++11'])
  335. if ARGUMENTS.get('summator_shared', 'no') == 'yes':
  336. # Shared lib compilation
  337. module_env.Append(CCFLAGS=['-fPIC'])
  338. module_env['LIBS'] = []
  339. shared_lib = module_env.SharedLibrary(target='#bin/summator', source=sources)
  340. shared_lib_shim = shared_lib[0].name.rsplit('.', 1)[0]
  341. env.Append(LIBS=[shared_lib_shim])
  342. env.Append(LIBPATH=['#bin'])
  343. else:
  344. # Static compilation
  345. module_env.add_source_files(env.modules_sources, sources)
  346. Now by default ``scons`` command will build our module as part of Godot's binary
  347. and as a shared library when passing ``summator_shared=yes``.
  348. Finally, you can even speed up the build further by explicitly specifying your
  349. shared module as target in the SCons command:
  350. .. code-block:: shell
  351. scons summator_shared=yes platform=linuxbsd bin/libsummator.linuxbsd.tools.64.so
  352. Writing custom documentation
  353. ----------------------------
  354. Writing documentation may seem like a boring task, but it is highly recommended
  355. to document your newly created module to make it easier for users to benefit
  356. from it. Not to mention that the code you've written one year ago may become
  357. indistinguishable from the code that was written by someone else, so be kind to
  358. your future self!
  359. There are several steps in order to setup custom docs for the module:
  360. 1. Make a new directory in the root of the module. The directory name can be
  361. anything, but we'll be using the ``doc_classes`` name throughout this section.
  362. 2. Now, we need to edit ``config.py``, add the following snippet:
  363. .. code-block:: python
  364. def get_doc_path():
  365. return "doc_classes"
  366. def get_doc_classes():
  367. return [
  368. "Summator",
  369. ]
  370. The ``get_doc_path()`` function is used by the build system to determine
  371. the location of the docs. In this case, they will be located in the
  372. ``modules/summator/doc_classes`` directory. If you don't define this,
  373. the doc path for your module will fall back to the main ``doc/classes``
  374. directory.
  375. The ``get_doc_classes()`` method is necessary for the build system to
  376. know which registered classes belong to the module. You need to list all of your
  377. classes here. The classes that you don't list will end up in the
  378. main ``doc/classes`` directory.
  379. .. tip::
  380. You can use Git to check if you have missed some of your classes by checking the
  381. untracked files with ``git status``. For example::
  382. user@host:~/godot$ git status
  383. Example output::
  384. Untracked files:
  385. (use "git add <file>..." to include in what will be committed)
  386. doc/classes/MyClass2D.xml
  387. doc/classes/MyClass4D.xml
  388. doc/classes/MyClass5D.xml
  389. doc/classes/MyClass6D.xml
  390. ...
  391. 3. Now we can generate the documentation:
  392. We can do this via running Godot's doctool i.e. ``godot --doctool <path>``,
  393. which will dump the engine API reference to the given ``<path>`` in XML format.
  394. In our case we'll point it to the root of the cloned repository. You can point it
  395. to an another folder, and just copy over the files that you need.
  396. Run command:
  397. ::
  398. user@host:~/godot/bin$ ./bin/<godot_binary> --doctool .
  399. Now if you go to the ``godot/modules/summator/doc_classes`` folder, you will see
  400. that it contains a ``Summator.xml`` file, or any other classes, that you referenced
  401. in your ``get_doc_classes`` function.
  402. Edit the file(s) following :ref:`doc_class_reference_writing_guidelines` and recompile the engine.
  403. Once the compilation process is finished, the docs will become accessible within
  404. the engine's built-in documentation system.
  405. In order to keep documentation up-to-date, all you'll have to do is simply modify
  406. one of the XML files and recompile the engine from now on.
  407. If you change your module's API, you can also re-extract the docs, they will contain
  408. the things that you previously added. Of course if you point it to your godot
  409. folder, make sure you don't lose work by extracting older docs from an older engine build
  410. on top of the newer ones.
  411. Note that if you don't have write access rights to your supplied ``<path>``,
  412. you might encounter an error similar to the following:
  413. .. code-block:: console
  414. ERROR: Can't write doc file: docs/doc/classes/@GDScript.xml
  415. At: editor/doc/doc_data.cpp:956
  416. .. _doc_custom_module_unit_tests:
  417. Writing custom unit tests
  418. -------------------------
  419. It's possible to write self-contained unit tests as part of a C++ module. If you
  420. are not familiar with the unit testing process in Godot yet, please refer to
  421. :ref:`doc_unit_testing`.
  422. The procedure is the following:
  423. 1. Create a new directory named ``tests/`` under your module's root:
  424. .. code-block:: console
  425. cd modules/summator
  426. mkdir tests
  427. cd tests
  428. 2. Create a new test suite: ``test_summator.h``. The header must be prefixed
  429. with ``test_`` so that the build system can collect it and include it as part
  430. of the ``tests/test_main.cpp`` where the tests are run.
  431. 3. Write some test cases. Here's an example:
  432. .. code-block:: cpp
  433. // test_summator.h
  434. #ifndef TEST_SUMMATOR_H
  435. #define TEST_SUMMATOR_H
  436. #include "tests/test_macros.h"
  437. #include "modules/summator/summator.h"
  438. namespace TestSummator {
  439. TEST_CASE("[Modules][Summator] Adding numbers") {
  440. Ref<Summator> s = memnew(Summator);
  441. CHECK(s->get_total() == 0);
  442. s->add(10);
  443. CHECK(s->get_total() == 10);
  444. s->add(20);
  445. CHECK(s->get_total() == 30);
  446. s->add(30);
  447. CHECK(s->get_total() == 60);
  448. s->reset();
  449. CHECK(s->get_total() == 0);
  450. }
  451. } // namespace TestSummator
  452. #endif // TEST_SUMMATOR_H
  453. 4. Compile the engine with ``scons tests=yes``, and run the tests with the
  454. following command:
  455. .. code-block:: console
  456. ./bin/<godot_binary> --test --source-file="*test_summator*" --success
  457. You should see the passing assertions now.
  458. .. _doc_custom_module_icons:
  459. Adding custom editor icons
  460. --------------------------
  461. Similarly to how you can write self-contained documentation within a module,
  462. you can also create your own custom icons for classes to appear in the editor.
  463. For the actual process of creating editor icons to be integrated within the engine,
  464. please refer to :ref:`doc_editor_icons` first.
  465. Once you've created your icon(s), proceed with the following steps:
  466. 1. Make a new directory in the root of the module named ``icons``. This is the
  467. default path for the engine to look for module's editor icons.
  468. 2. Move your newly created ``svg`` icons (optimized or not) into that folder.
  469. 3. Recompile the engine and run the editor. Now the icon(s) will appear in
  470. editor's interface where appropriate.
  471. If you'd like to store your icons somewhere else within your module,
  472. add the following code snippet to ``config.py`` to override the default path:
  473. .. code-block:: python
  474. def get_icons_path():
  475. return "path/to/icons"
  476. Summing up
  477. ----------
  478. Remember to:
  479. - Use ``GDCLASS`` macro for inheritance, so Godot can wrap it.
  480. - Use ``_bind_methods`` to bind your functions to scripting, and to
  481. allow them to work as callbacks for signals.
  482. - **Avoid multiple inheritance for classes exposed to Godot**, as ``GDCLASS``
  483. doesn't support this. You can still use multiple inheritance in your own
  484. classes as long as they're not exposed to Godot's scripting API.
  485. But this is not all, depending what you do, you will be greeted with
  486. some (hopefully positive) surprises.
  487. - If you inherit from :ref:`class_Node` (or any derived node type, such as
  488. Sprite), your new class will appear in the editor, in the inheritance
  489. tree in the "Add Node" dialog.
  490. - If you inherit from :ref:`class_Resource`, it will appear in the resource
  491. list, and all the exposed properties can be serialized when
  492. saved/loaded.
  493. - By this same logic, you can extend the Editor and almost any area of
  494. the engine.