Started a Cobor Virtual Machine implementation for running the code.
This commit is contained in:
148
cobor_vm_extension/godot-cpp/README.md
Normal file
148
cobor_vm_extension/godot-cpp/README.md
Normal file
@@ -0,0 +1,148 @@
|
||||
# godot-cpp
|
||||
|
||||
> [!WARNING]
|
||||
>
|
||||
> This repository's `master` branch is only usable with
|
||||
> [GDExtension](https://godotengine.org/article/introducing-gd-extensions)
|
||||
> from Godot's `master` branch.
|
||||
>
|
||||
> For users of stable branches, switch to the branch matching your target Godot version:
|
||||
> - [`4.2`](https://github.com/godotengine/godot-cpp/tree/4.2)
|
||||
> - [`4.1`](https://github.com/godotengine/godot-cpp/tree/4.1)
|
||||
> - [`4.0`](https://github.com/godotengine/godot-cpp/tree/4.0)
|
||||
>
|
||||
> Or check out the Git tag matching your Godot version (e.g. `godot-4.1.1-stable`).
|
||||
>
|
||||
> 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)
|
||||
- [**Examples and templates**](#examples-and-templates)
|
||||
|
||||
## 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
|
||||
> [Godot issue tracker](https://github.com/godotengine/godot/issues?q=is%3Aissue+is%3Aopen+label%3Atopic%3Agdextension)
|
||||
> and the [godot-cpp issue tracker](https://github.com/godotengine/godot-cpp/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 the [pre-commit](https://pre-commit.com/) Python framework so formatting is done before your changes are submitted. See the [code style guidelines](https://docs.godotengine.org/en/latest/contributing/development/code_style_guidelines.html#pre-commit-hook) for instructions.
|
||||
|
||||
## Getting started
|
||||
|
||||
You need the same C++ pre-requisites installed that are required for the `godot` repository. Follow the [official build instructions for your target platform](https://docs.godotengine.org/en/latest/contributing/development/compiling/index.html#building-for-target-platforms).
|
||||
|
||||
Getting started with GDExtensions is 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.
|
||||
See [example.gdextension](test/project/example.gdextension) used in the test project:
|
||||
|
||||
```ini
|
||||
[configuration]
|
||||
|
||||
entry_symbol = "example_library_init"
|
||||
compatibility_minimum = "4.1"
|
||||
|
||||
[libraries]
|
||||
|
||||
macos.debug = "res://bin/libgdexample.macos.debug.framework"
|
||||
macos.release = "res://bin/libgdexample.macos.release.framework"
|
||||
windows.debug.x86_64 = "res://bin/libgdexample.windows.debug.x86_64.dll"
|
||||
windows.release.x86_64 = "res://bin/libgdexample.windows.release.x86_64.dll"
|
||||
linux.debug.x86_64 = "res://bin/libgdexample.linux.debug.x86_64.so"
|
||||
linux.release.x86_64 = "res://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;
|
||||
}
|
||||
GDREGISTER_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.
|
||||
|
||||
## Examples and templates
|
||||
|
||||
See the [godot-cpp-template](https://github.com/godotengine/godot-cpp-template) project for a
|
||||
generic reusable template.
|
||||
|
||||
Or checkout the code for the [Summator example](https://github.com/paddy-exe/GDExtensionSummator)
|
||||
as shown in the [official documentation](https://docs.godotengine.org/en/latest/tutorials/scripting/gdextension/gdextension_cpp_example.html).
|
||||
Reference in New Issue
Block a user