C++ bindings for the Godot script API.
The instructions below feature the new NativeScript 1.1 class structure and will only work for modules created for Godot 3.1 and later. Use the following branches for older implementations:
Version | Branch |
---|---|
Godot 3.0 Nativescript 1.0 | 3.0 |
Godot 3.1 Nativescript 1.0 | nativescript-1.0 |
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. Rémi "Akien" Verschelde wrote an excellent bit of documentation for the main Godot project on this: Pull request workflow
Please install clang-format and copy the files in misc/hooks
into .git/hooks
so formatting is done before your changes are submitted.
Build latest version of Godot | GitHub | Docs |
---|
We recommend using Git for managing your project. The instructions below assume you're using Git. Alternatively, you can download the source code directly from GitHub. In this case, you need to download both godot-cpp and godot-headers.
mkdir SimpleLibrary
cd SimpleLibrary
mkdir bin
mkdir src
git clone --recursive https://github.com/godotengine/godot-cpp
If you wish to use a specific branch, add the -b option to the clone command:
git clone --recursive https://github.com/godotengine/godot-cpp -b 3.0
If your project is an existing repository, use a Git submodule instead:
git submodule add https://github.com/godotengine/godot-cpp
git submodule update --init --recursive
Right now, our directory structure should look like this:
SimpleLibrary/
├─godot-cpp/
| └─godot-headers/
├─bin/
└─src/
Our api.json
file contains metadata for all the classes that are part of the
Godot core. This metadata is required to generate the C++ binding classes for
use in GDNative modules.
This file is supplied with our
godot-headers repository
for your convenience. However, if you're running a custom build of Godot and
need access to classes that have recent changes, you must generate a new
api.json
file. You do this by starting your Godot executable with the
following parameters:
godot --gdnative-generate-json-api api.json
Now copy the api.json
file into your folder structure to make it easier to
access.
See the remark below for the extra custom_api_file
SCons argument, which
is required to tell SCons where to find your file.
The final step is to compile our C++ bindings library:
cd godot-cpp
scons platform=<your platform> generate_bindings=yes
cd ..
Replace <your platform>
with either windows
, linux
, osx
or android
. If
you leave out platform
, the target platform will automatically be detected
from the host platform.
The resulting library will be created in godot-cpp/bin/
, take note of its name
as it'll differ depending on the target platform.
Download the latest Android NDK and set the NDK path.
scons platform=android generate_bindings=yes ANDROID_NDK_ROOT="/PATH-TO-ANDROID-NDK/" android_arch=<arch>
The value of android_arch
can be armv7, arm64v8, x86, x86_64
. Most Android
devices in use nowadays use an ARM architecture, so compiling for armv7
and
arm64v8
is often enough when distributing an application.
ANDROID_NDK_ROOT
can also be set in the environment variables of your PC if
you don't want to include it in your SCons call.
You can optionally add the following options to the SCons command line:
- When targeting Linux, add
use_llvm=yes
to use Clang instead of GCC. - When targeting Windows, add
use_mingw=yes
to use MinGW instead of MSVC. - When targeting Windows, include
target=runtime
to build a runtime build. - To use an alternative
api.json
file, adduse_custom_api_file=yes custom_api_file=../api.json
. Be sure to specify the correct location where you placed your file (it can be a relative or absolute path).
Create init.cpp
under SimpleLibrary/src/
and add the following code:
#include <Godot.hpp>
#include <Reference.hpp>
using namespace godot;
class SimpleClass : public Reference {
GODOT_CLASS(SimpleClass, Reference);
public:
SimpleClass() { }
/** `_init` must exist as it is called by Godot. */
void _init() { }
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);
/**
* The line below is equivalent to the following GDScript export:
* export var _name = "SimpleClass"
**/
register_property<SimpleClass, String>("base/name", &SimpleClass::_name, String("SimpleClass"));
/** Alternatively, with getter and setter methods: */
register_property<SimpleClass, int>("base/value", &SimpleClass::set_value, &SimpleClass::get_value, 0);
/** Registering a signal: **/
// register_signal<SimpleClass>("signal_name");
// register_signal<SimpleClass>("signal_name", "string_argument", GODOT_VARIANT_TYPE_STRING)
}
String _name;
int _value;
void set_value(int p_value) {
_value = p_value;
}
int get_value() const {
return _value;
}
};
/** 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>();
}
Once you've compiled the GDNative C++ bindings (see above), you can compile the GDNative library we've just created.
cd SimpleLibrary
clang++ -fPIC -o src/init.o -c src/init.cpp -g -O3 -std=c++14 -Igodot-cpp/include -Igodot-cpp/include/core -Igodot-cpp/include/gen -Igodot-cpp/godot-headers
clang++ -o bin/libtest.so -shared src/init.o -Lgodot-cpp/bin -l<name of the godot-cpp>
You'll need to replace <name of the godot-cpp>
with the file that was created in Compiling the cpp bindings library.
This creates the file libtest.so
in your SimpleLibrary/bin
directory.
cd SimpleLibrary
cl /Fosrc/init.obj /c src/init.cpp /nologo -EHsc -DNDEBUG /MDd /Igodot-cpp\include /Igodot-cpp\include\core /Igodot-cpp\include\gen /Igodot-cpp\godot-headers
link /nologo /dll /out:bin\libtest.dll /implib:bin\libsimple.lib src\init.obj godot-cpp\bin\<name of the godot-cpp>
You'll need to replace <name of the godot-cpp>
with the file that was created
in Compiling the cpp bindingslibrary.
Replace /MDd
with /MD
to create a release build, which will run faster and
be smaller.
This creates the file libtest.dll
in your SimpleLibrary/bin
directory.
For macOS, you'll need to find out which compiler flags need to be used. These are likely similar to Linux when using Clang, but may not be identical.
If you find suitable compiler flags for this example library, feel free to submit a pull request 🙂
cd SimpleLibrary
aarch64-linux-android29-clang++ -fPIC -o src/init.o -c src/init.cpp -g -O3 -std=c++14 -Igodot-cpp/include -Igodot-cpp/include/core -Igodot-cpp/include/gen -Igodot-cpp/godot-headers
aarch64-linux-android29-clang++ -o bin/libtest.so -shared src/init.o -Lgodot-cpp/bin -l<name of the godot-cpp>
You'll need to replace <name of the godot-cpp>
with the file that was created in Compiling the cpp bindings library. The command above targets arm64v8
. To target armv7
, use armv7a-linux-androideabi29-clang++
instead of aarch64-linux-android29-clang++
.
This creates the file libtest.so
in your SimpleLibrary/bin
directory.
GDNative isn't supported on iOS yet. This is because iOS only allows linking static libraries, not dynamic libraries. In theory, it would be possible to link a GDNative library statically, but some of GDNative's convenience would be lost in the process as one would have to recompile the engine on every change. See issue #30 in the Godot headers repository for more information.
GDNative is supported on specific exports for the HTML5 platform since Godot 3.2.4
. Linking webassembly modules is currently underspecified in the standard, but emscripten, which Godot uses to build the HTML5 version, implements its own linking system.
To build GDNative libraries you wwill need a recent version of emscripten.
cd SimpleLibrary
emcc -o bin/libtest.wasm -g -O3 -s SIDE_MODULE=1 src/init.cpp godot-cpp/bin/<name of the godot-cpp> -Igodot-cpp/include -Igodot-cpp/include/core -Igodot-cpp/include/gen -Igodot-cpp/godot-headers
You'll need to replace <name of the godot-cpp>
with the file that was created in Compiling the cpp bindings library.
This creates the file libtest.so
in your SimpleLibrary/bin
directory.
Follow the instructions in
godot-headers/README.md
to create the .gdns
file. This file contains paths to GDNative libraries for
various platforms. This makes the library usable from Godot in a
platform-independent manner.
Once your GDNative library is compiled and referenced in a .gdns
file, you can use it in GDScript or C#. Here's an example with GDScript:
var simpleclass = load("res://simpleclass.gdns").new()
simpleclass.method("Test argument")
Godot expects you to manage its classes the same way the engine does. These rules apply to all Godot classes, including your NativeScripts, but not to any normal C++ classes used in your library.
- Instantiate Objects using
_new()
, not C++'snew
operator.
Sprite *sprite = Sprite::_new();
- Destroy Nodes using
queue_free()
, not C++'sdelete
operator.
some_old_node->queue_free();
- Wrap References in
Ref
instead of passing around raw pointers. They are reference-counted and don't need to be freed manually.
Ref<Texture> texture = resource_loader->load("res://icon.png");
- Pass core types that do not inherit Object by value. The containers (Array, Dictionary, PoolArray, String) manage their own memory and do not need to be explicitly initialized or freed.
Array ints;
ints.append(123);
return ints;
-
Initialize your NativeScript classes in their
_init()
method, not their constructor. The constructor can't access the base class's methods. -
Cast objects using
Object::cast_to
, not unsafe C-style casts orstatic_cast
.
MeshInstance *m = Object::cast_to<MeshInstance>(get_node("ChildNode"));
// `m` will be null if it's not a MeshInstance
if (m) { ... }
- Never use Godot types in static or global variables. The Godot API isn't loaded until after their constructors are called.
String s; // crashes
class SomeClass {
static Dictionary d; // crashes
static Node *node_a = NULL; // fine, it's just a pointer
static Node *node_b = Node::_new(); // crashes
};