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godot-cpp

C++ bindings for the Godot script API

Creating a GDNative library (Linux)

Create a directory named SimpleLibrary with subdirectories lib, src

Getting latest godot-cpp and godot_headers

$ git clone https://github.com/GodotNativeTools/godot-cpp $ git clone https://github.com/GodotNativeTools/godot_headers 

right now our directory structure should look like this:

godot-cpp godot_headers SimpleLibrary ├── lib/ └── src/ 

Now to generate cpp bindings

$ cd godot-cpp $ scons godotbinpath="../godot_fork/bin/godot_binary" p=linux $ cd .. 

resulting libraries will be placed under bin/ and the generated headers will be placed under include/*

Note:

generate_bindings=yes is used to force regenerating C++ bindings (godot_api.json - Godot API)

Include use_llvm=yes for using clang++

You may need to specify headers=../godot_headers if you have compilation issues related to missing include files

And our directory structure will be

godot-cpp └── bin/libgodot-cpp.a godot_headers SimpleLibrary ├── lib/ └── src/ 

Creating simple class

Create init.cpp under SimpleLibrary/src/ and add the following code

#include <core/Godot.hpp> #include <Reference.hpp> using namespace godot; class SimpleClass : public GodotScript<Reference> { GODOT_CLASS(SimpleClass); public: SimpleClass() { } void test_void_method() { Godot::print("This is test"); } Variant method(Variant arg) { Variant ret; ret = arg; return ret; } static void _register_methods() { register_method("method", &SimpleClass::method); /**  * How to register exports like gdscript  * export var _name = "SimpleClass"  **/ register_property((char *)"base/name", &SimpleClass::_name, String("SimpleClass")); /** For registering signal **/ // register_signal<SimpleClass>("signal_name"); // register_signal<SimpleClass>("signal_name", "string_argument", GODOT_VARIANT_TYPE_STRING) }	String _name; }; /** GDNative Initialize **/ extern "C" void GDN_EXPORT godot_gdnative_init(godot_gdnative_init_options *o) { godot::Godot::gdnative_init(o); } /** GDNative Terminate **/ extern "C" void GDN_EXPORT godot_gdnative_terminate(godot_gdnative_terminate_options *o) { godot::Godot::gdnative_terminate(o); } /** NativeScript Initialize **/ extern "C" void GDN_EXPORT godot_nativescript_init(void *handle) { godot::Godot::nativescript_init(handle); godot::register_class<SimpleClass>(); }

Compiling

$ cd SimpleLibrary $ clang -fPIC -o src/init.os -c src/init.cpp -g -O3 -std=c++14 -I../godot-cpp/include -Igodot_headers $ clang -o lib/libtest.so -shared src/init.os -L../godot-cpp/lib -lgodot-cpp 

This creates the file libtest.so in your SimpleLibrary/lib directory. For windows you need to find out what compiler flags need to be used.

Creating .gdns file

follow godot_header/README.md to create the .gdns

Implementing with gdscript

var simpleclass = load("res://simpleclass.gdns").new(); simpleclass.method("Test argument");