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GDExtension Lite

Automatically generated GDExtension bindings for C/C++

This is not meant to be a replacement for the godot-cpp project, but rather an alternative for those who want the full API matching extension_api.json in a C-compatible interface, for example for creating bindings for other programming languages.

Features

  • Easily embeddable in any project: include gdextension-lite.h, compile and link gdextension-lite-one.c and you're good to go
  • Automatically generated from extension_api.json file, so new Godot APIs are added in a matter of regenerating the bindings
  • Bindings for all Godot classes, variant types, methods, operators, utility functions, enums, GDExtension interface functions
  • Extra constructors with C strings for String, StringName, NodePath, Color, godot_int and godot_float
  • GDCLEANUP macro for declaring variables with automatic cleanup in C (compiler needs to support __attribute__((cleanup(...))), like GCC and clang)
  • Supports Godot 4.1+
  • Faster compilation time than godot-cpp project

How to use

  1. Generate the bindings files (needs Python 3.10+):
    make generate-bindings
  2. Implement your extension in C/C++:
    // @file my-extension.c
    
    // 1. Include gdextension-lite.h: the whole API is accessible through it
    #include <gdextension-lite/gdextension-lite.h>
    
    void initialize(void *userdata, GDExtensionInitializationLevel p_level);
    void deinitialize(void *userdata, GDExtensionInitializationLevel p_level);
    
    // 2. In your GDExtension entrypoint, call `gdextension_lite_initialize`
    GDExtensionBool gdextension_entry(
        GDExtensionInterfaceGetProcAddress p_get_proc_address,
        GDExtensionClassLibraryPtr p_library,
        GDExtensionInitialization *r_initialization
    ) {
        gdextension_lite_initialize(p_get_proc_address);
    
        // setup initialize/deinitialize as usual
        r_initialization->initialize = &initialize;
        r_initialization->deinitialize = &deinitialize;
        
        // return success as usual
        return 1;
    }
    
    // 3. Use the bindings freely
    void initialize(void *userdata, GDExtensionInitializationLevel p_level) {
        if (p_level != GDEXTENSION_INITIALIZATION_SCENE) {
            return;
        }
    
        // print("Hello from GDExtension Lite!")
        {
            godot_String msg = godot_new_String_with_latin1_chars("Hello from GDExtension Lite!");
            godot_Variant msg_var = godot_new_Variant_with_String(&msg);
            godot_print(&msg_var, NULL, 0);
            // As always in C, you are responsible for freeing objects
            godot_Variant_destroy(&msg_var);
            godot_String_destroy(&msg);
        }
    
        // prints("OS.get_name() ==", OS.get_name())
        {
            // Use "GDCLEANUP(godot_TYPE)" for automatic variable cleanup at the end of scope
            // (compiler needs to support `__attribute__((cleanup(...)))`, like GCC and clang)
            GDCLEANUP(godot_String) msg = godot_new_String_with_latin1_chars("OS.get_name() ==");
            GDCLEANUP(godot_Variant) msg_var = godot_new_Variant_with_String(&msg);
    
            // Objects are always used via pointers, no need for cleanup
            // You may need to reference/unreference RefCounted instances, though
            godot_OS *os = godot_OS_singleton();
    
            GDCLEANUP(godot_String) os_name = godot_OS_get_name(os);
            GDCLEANUP(godot_Variant) os_name_var = godot_new_Variant_with_String(&os_name);
    
            const godot_Variant *args[] = { &os_name_var };
            godot_prints(&msg_var, args, 1);
        }
    
        // var node = Node()
        // print(node)
        // node.free()
        {
            godot_Node *node = godot_new_Node();
            GDCLEANUP(godot_String) node_name = godot_Object_to_string((godot_Object *) node);
            GDCLEANUP(godot_Variant) node_name_var = godot_new_Variant_with_String(&node_name);
            godot_print(&node_name_var, NULL, 0);
            godot_object_destroy(node);
        }
    }
    
    void deinitialize(void *userdata, GDExtensionInitializationLevel p_level) {
        // no-op
    }
  3. Now compile gdextension-lite-one.c and link it to your own code. Example SConstruct:
    SharedLibrary(
        [
          'my-extension.c',
          'path-to-gdextension-lite/gdextension-lite/gdextension-lite-one.c',
        ],
        CFLAGS=["-O2", "-flto"],
    )
    We recommend compiling gdextension-lite-one.c with -O2 -flto flags to avoid linking all Godot functions, but rather link only the ones you actually use.

Sample code is also available at the sample folder.

Naming conventions

  1. Every type and function binding from Godot have the prefix godot_
  2. Every GDExtension Lite function have the prefix gdextension_lite_
  3. Constructors have the format godot_new_<type name> or godot_new_<type name>_with_<arg1 type>_<arg2 type>...
  4. Destructors have the format godot_<type name>_destroy
  5. Member getters have the format godot_<type name>_get_<member name>
  6. Member setters have the format godot_<type name>_set_<member name>
  7. Indexed getters have the format godot_<type name>_indexed_get
  8. Indexed setters have the format godot_<type name>_indexed_set
  9. Keyed getters have the format godot_<type name>_keyed_get
  10. Keyed setters have the format godot_<type name>_keyed_set
  11. Operators have the format godot_<type name>_op_<operator name> for unary operators and godot_<type name>_op_<operator name>_<right-hand side type> for binary operators
  12. Methods have the format godot_<type name>_<method name>
  13. Enumerators defined by classes have the format godot_<type name>_<enum name>
  14. Godot utility functions have the format godot_<function name>
  15. Variadic methods and utility functions expect argv/argc parameters
  16. Singleton getters have the format godot_<type name>_singleton

Generating bindings

  1. Update the extension_api.json and gdextension_interface.h files (depends on Godot 4 executable):
    make refresh-gdextension-api
  2. Generate the bindings files (depends on Python 3.10+):
    make generate-bindings
  3. Generate the distribution build/gdextension-lite.zip file with all headers:
    make dist

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Automatically generated header-only GDExtension bindings for C/C++

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