Improve GDExtension tutorial based on own experience

Changed code sample to runtime class to match GDScript default.
Recorded a new animation showing the desired result inside game window.
Changed the wording around SConstruct file to make it less intimidating.
Added link to IDE setup in building from source documentation.

Co-authored-by: tetrapod <145553014+tetrapod00@users.noreply.github.com>
This commit is contained in:
Marek S. Lukasiewicz
2025-01-30 15:39:32 +01:00
committed by Marek S. Łukasiewicz
parent 7d49576f9b
commit a5db6503b7
3 changed files with 16 additions and 8 deletions

View File

@@ -25,7 +25,8 @@ There are a few prerequisites you'll need:
- a copy of the `godot-cpp
repository <https://github.com/godotengine/godot-cpp>`__.
See also :ref:`Compiling <toc-devel-compiling>` as the build tools are identical
See also :ref:`Configuring an IDE <toc-devel-configuring_an_ide>`
and :ref:`Compiling <toc-devel-compiling>` as the build tools are identical
to the ones you need to compile Godot from source.
You can download the `godot-cpp repository <https://github.com/godotengine/godot-cpp>`__ from GitHub or let Git do the work for you.
@@ -272,7 +273,7 @@ GDExtension plugin.
return;
}
GDREGISTER_CLASS(GDExample);
GDREGISTER_RUNTIME_CLASS(GDExample);
}
void uninitialize_example_module(ModuleInitializationLevel p_level) {
@@ -298,7 +299,8 @@ The ``initialize_example_module`` and ``uninitialize_example_module`` functions
called respectively when Godot loads our plugin and when it unloads it. All
we're doing here is parse through the functions in our bindings module to
initialize them, but you might have to set up more things depending on your
needs. We call the ``GDREGISTER_CLASS`` macro for each of our classes in our library.
needs. We call the ``GDREGISTER_RUNTIME_CLASS`` macro for each of our classes
in our library. This will make them run only in game, like the default for GDScript.
The important function is the third function called ``example_library_init``.
We first call a function in our bindings library that creates an initialization object.
@@ -327,10 +329,11 @@ At last, we need the header file for the ``register_types.cpp`` named
Compiling the plugin
--------------------
We cannot easily write by hand a ``SConstruct`` file that SCons would use for
building. For the purpose of this example, just use
:download:`this hardcoded SConstruct file <files/cpp_example/SConstruct>` we've
prepared. We'll cover a more customizable, detailed example on how to use these
To compile the project we need to define how SCons using should compile it
using a ``SConstruct`` file which references the one in ``godot-cpp``.
Writing it from scratch is outside the scope of this tutorial, but you can
:download:`the SConstruct file we prepared <files/cpp_example/SConstruct>`.
We'll cover a more customizable, detailed example on how to use these
build files in a subsequent tutorial.
.. note::
@@ -465,7 +468,12 @@ We're going to assign the Godot logo to this node as our texture, disable the
We're finally ready to run the project:
.. image:: img/gdextension_cpp_animated.gif
.. video:: img/gdextension_cpp_animated.webm
:alt: Screen recording of a game window, with Godot logo moving in the top-left corner
:autoplay:
:loop:
:muted:
:align: default
Adding properties
-----------------