108 lines
		
	
	
		
			3.9 KiB
		
	
	
	
		
			Markdown
		
	
	
	
	
	
			
		
		
	
	
			108 lines
		
	
	
		
			3.9 KiB
		
	
	
	
		
			Markdown
		
	
	
	
	
	
| # godot-cpp
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| 
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| This repository contains the  *C++ bindings* for the [**Godot Engine**](https://github.com/godotengine/godot)'s GDExtensions API.
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| 
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| - [**Versioning**](#versioning)
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| - [**Contributing**](#contributing)
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| - [**Getting Started**](#getting-started)
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| - [**Included Example**](#included-example)
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| 
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| ## Versioning
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| 
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| This repositories follows the same branch versioning as the main [Godot Engine
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| repository](https://github.com/godotengine/godot):
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| 
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| - `master` tracks the current development branch.
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| - `3.x` tracks the development of the next 3.x minor release.
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| - Other versioned branches (e.g. `3.3`, `3.2`) track the latest stable release
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|   in the corresponding branch.
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| 
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| Stable releases are also tagged on this repository:
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| [**Tags**](https://github.com/godotengine/godot-cpp/tags).
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| 
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| **For any project built against a stable release of Godot, we recommend using
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| this repository as a Git submodule, checking out the specific tag matching your
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| Godot version.**
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| 
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| > As the `master` and `3.x` branches are constantly getting updates, if you are
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| > using `godot-cpp` against a more current version of Godot, see the instructions
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| > in [**godot-headers**](https://github.com/godotengine/godot-headers) for
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| > updating the relevant files.
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| 
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| ## Contributing
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| 
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| We greatly appreciate help in maintaining and extending this project. If you
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| wish to help out, ensure you have an account on GitHub and create a "fork" of
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| this repository. Rémi "Akien" Verschelde wrote an excellent bit of documentation
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| for the main Godot project on this:
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| [Pull request workflow](https://docs.godotengine.org/en/stable/community/contributing/pr_workflow.html)
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| 
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| Please install clang-format and copy the files in `misc/hooks` into `.git/hooks`
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| so formatting is done before your changes are submitted.
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| 
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| ## Getting Started
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| 
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| It's a bit similar to what it was for 3.x but also a bit different.
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| This new approach is much more akin to how core Godot modules are structured.
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| 
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| Compiling this repository generates a static library to be linked with your shared lib,
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| just like before.
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| 
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| To use the shared lib in your Godot project you'll need a `.gdextension`
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| file, which replaces what was the `.gdnlib` before.
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| Follow [the example](test/demo/example.gdextension):
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| 
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| ```ini
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| [configuration]
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| 
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| entry_symbol = "example_library_init"
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| 
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| [libraries]
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| 
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| macos.debug = "bin/libgdexample.osx.debug.framework"
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| macos.release = "bin/libgdexample.osx.release.framework"
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| windows.debug.x86_64 = "bin/libgdexample.windows.debug.x86_64.dll"
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| windows.release.x86_64 = "bin/libgdexample.windows.release.x86_64.dll"
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| linux.debug.x86_64 = "bin/libgdexample.linux.debug.x86_64.so"
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| linux.release.x86_64 = "bin/libgdexample.linux.release.x86_64.so"
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| # Repeat for other architectures to support arm64, rv64, etc.
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| ```
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| 
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| The `entry_symbol` is the name of the function that initializes
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| your library. It should be similar to following layout:
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| 
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| ```cpp
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| extern "C" {
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| 
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| // Initialization.
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| 
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| GDNativeBool GDN_EXPORT example_library_init(const GDNativeInterface *p_interface, const GDNativeExtensionClassLibraryPtr p_library, GDNativeInitialization *r_initialization) {
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| 	godot::GDExtensionBinding::InitObject init_obj(p_interface, p_library, r_initialization);
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| 
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| 	init_obj.register_initializer(initialize_example_module);
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| 	init_obj.register_terminator(uninitialize_example_module);
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| 	init_obj.set_minimum_library_initialization_level(MODULE_INITIALIZATION_LEVEL_SCENE);
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| 
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| 	return init_obj.init();
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| }
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| }
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| ```
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| 
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| The `initialize_example_module()` should register the classes in ClassDB, very like a Godot module would do.
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| 
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| ```cpp
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| using namespace godot;
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| void initialize_example_module(ModuleInitializationLevel p_level) {
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| 	if (p_level != MODULE_INITIALIZATION_LEVEL_SCENE) {
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| 		return;
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| 	}
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| 	ClassDB::register_class<Example>();
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| }
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| ```
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| 
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| Any node and resource you register will be available in the corresponding `Create...` dialog. Any class will be available to scripting as well.
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| 
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| ## Included Example
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| 
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| Check the project in the `test` folder for an example on how to use and register different things.
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