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# godot-cpp
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> **Warning**
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>
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> This repository's `master` branch is only usable with Godot's ([GDExtension](https://godotengine.org/article/introducing-gd-extensions))
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> API (Godot 4.0 and later).
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>
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> For GDNative users (Godot 3.x), switch to the [`3.x`](https://github.com/godotengine/godot-cpp/tree/3.x)
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> or the [`3.5`](https://github.com/godotengine/godot-cpp/tree/3.5) branch.
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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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- [**Versioning**](#versioning)
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- [**Compatibility**](#compatibility)
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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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## Versioning
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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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- `master` tracks the current GDExtension development branch for the next Godot
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4.x minor release.
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- `3.x` tracks the development of the GDNative plugin for the next 3.x minor
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release.
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- Other versioned branches (e.g. `4.0`, `3.5`) track the latest stable release
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in the corresponding branch.
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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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**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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> As the `master` branch of Godot is constantly getting updated, 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 the `gdextension` folder to update the relevant files.
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## Compatibility
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**Warning:** The GDExtension API is brand new in Godot 4.0, and is still
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considered in **beta** stage, despite Godot 4.0 itself being released.
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This applies to both the GDExtension interface header, the API JSON, and this
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first-party `godot-cpp` extension.
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Some compatibility breakage is to be expected as GDExtension and `godot-cpp`
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get more used, documented, and critical issues get resolved. See the
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[issue tracker](https://github.com/godotengine/godot/issues) for a list of known
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issues, and be sure to provide feedback on issues and PRs which affect your use
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of this extension.
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## Contributing
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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. See [Pull request workflow](https://docs.godotengine.org/en/stable/community/contributing/pr_workflow.html)
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for instructions.
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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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## Getting started
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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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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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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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```ini
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[configuration]
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entry_symbol = "example_library_init"
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[libraries]
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macos.debug = "bin/libgdexample.macos.debug.framework"
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macos.release = "bin/libgdexample.macos.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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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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```cpp
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extern "C" {
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// Initialization.
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GDExtensionBool GDE_EXPORT example_library_init(const GDExtensionInterface *p_interface, GDExtensionClassLibraryPtr p_library, GDExtensionInitialization *r_initialization) {
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godot::GDExtensionBinding::InitObject init_obj(p_interface, p_library, r_initialization);
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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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return init_obj.init();
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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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```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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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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## Included example
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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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