summaryrefslogtreecommitdiffstats
path: root/README.md
blob: 4a0dcea0c01b523e698ada99f027c96443adc366 (plain)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
# godot-cpp

> **Warning**
>
> This repository's `master` branch is only usable with the latest version of
> Godot's ([GDExtension](https://godotengine.org/article/introducing-gd-extensions))
> API (Godot 4.1 and later).
>
> For users of Godot 4.0.x, switch to the [`4.0`](https://github.com/godotengine/godot-cpp/tree/4.0) branch.
>
> For GDNative users (Godot 3.x), switch to the [`3.x`](https://github.com/godotengine/godot-cpp/tree/3.x)
> or the [`3.5`](https://github.com/godotengine/godot-cpp/tree/3.5) branch.

This repository contains the  *C++ bindings* for the [**Godot Engine**](https://github.com/godotengine/godot)'s GDExtensions API.

- [**Versioning**](#versioning)
- [**Compatibility**](#compatibility)
- [**Contributing**](#contributing)
- [**Getting started**](#getting-started)
- [**Included example**](#included-example)

## Versioning

This repositories follows the same branch versioning as the main [Godot Engine
repository](https://github.com/godotengine/godot):

- `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**](https://github.com/godotengine/godot-cpp/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](https://github.com/godotengine/godot/issues) 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](https://docs.godotengine.org/en/stable/community/contributing/pr_workflow.html)
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](test/demo/example.gdextension):

```ini
[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:

```cpp
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.

```cpp
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.