C++ bindings for the Godot script API
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=yesis used to force regenerating C++ bindings (godot_api.json- Godot API)
Include
use_llvm=yesfor using clang++
You may need to specify
headers=../godot_headersif 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/ 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>(); }$ 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.
follow godot_header/README.md to create the .gdns
var simpleclass = load("res://simpleclass.gdns").new(); simpleclass.method("Test argument");