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godot-docs/development/cpp/custom_modules_in_cpp.rst
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.. _doc_custom_modules_in_c++:
Custom modules in C++
=====================
Modules
-------
Godot allows extending the engine in a modular way. New modules can be
created and then enabled/disabled. This allows for adding new engine
functionality at every level without modifying the core, which can be
split for use and reuse in different modules.
Modules are located in the ``modules/`` subdirectory of the build system.
By default, dozens of modules are enabled, such as GDScript (which, yes,
is not part of the base engine), the Mono runtime, a regular expressions
module, and others. As many new modules as desired can be
created and combined. The SCons build system will take care of it
transparently.
What for?
---------
While it's recommended that most of a game be written in scripting (as
it is an enormous time saver), it's perfectly possible to use C++
instead. Adding C++ modules can be useful in the following scenarios:
- Binding an external library to Godot (like PhysX, FMOD, etc).
- Optimize critical parts of a game.
- Adding new functionality to the engine and/or editor.
- Porting an existing game.
- Write a whole, new game in C++ because you can't live without C++.
Creating a new module
---------------------
Before creating a module, make sure to download the source code of Godot
and manage to compile it. There are tutorials in the documentation for this.
To create a new module, the first step is creating a directory inside
``modules/``. If you want to maintain the module separately, you can checkout
a different VCS into modules and use it.
The example module will be called "summator", and is placed inside the
Godot source tree (``C:\godot`` refers to wherever the Godot sources are
located):
.. code-block:: console
C:\godot> cd modules
C:\godot\modules> mkdir summator
C:\godot\modules> cd summator
C:\godot\modules\summator>
Inside we will create a simple summator class:
.. code-block:: cpp
/* summator.h */
#ifndef SUMMATOR_H
#define SUMMATOR_H
#include "core/reference.h"
class Summator : public Reference {
GDCLASS(Summator, Reference);
int count;
protected:
static void _bind_methods();
public:
void add(int p_value);
void reset();
int get_total() const;
Summator();
};
#endif // SUMMATOR_H
And then the cpp file.
.. code-block:: cpp
/* summator.cpp */
#include "summator.h"
void Summator::add(int p_value) {
count += p_value;
}
void Summator::reset() {
count = 0;
}
int Summator::get_total() const {
return count;
}
void Summator::_bind_methods() {
ClassDB::bind_method(D_METHOD("add", "value"), &Summator::add);
ClassDB::bind_method(D_METHOD("reset"), &Summator::reset);
ClassDB::bind_method(D_METHOD("get_total"), &Summator::get_total);
}
Summator::Summator() {
count = 0;
}
Then, the new class needs to be registered somehow, so two more files
need to be created:
.. code-block:: none
register_types.h
register_types.cpp
With the following contents:
.. code-block:: cpp
/* register_types.h */
void register_summator_types();
void unregister_summator_types();
/* yes, the word in the middle must be the same as the module folder name */
.. code-block:: cpp
/* register_types.cpp */
#include "register_types.h"
#include "core/class_db.h"
#include "summator.h"
void register_summator_types() {
ClassDB::register_class<Summator>();
}
void unregister_summator_types() {
// Nothing to do here in this example.
}
Next, we need to create a ``SCsub`` file so the build system compiles
this module:
.. code-block:: python
# SCsub
Import('env')
env.add_source_files(env.modules_sources, "*.cpp") # Add all cpp files to the build
With multiple sources, you can also add each file individually to a Python
string list:
.. code-block:: python
src_list = ["summator.cpp", "other.cpp", "etc.cpp"]
env.add_source_files(env.modules_sources, src_list)
This allows for powerful possibilities using Python to construct the file list
using loops and logic statements. Look at some modules that ship with Godot by
default for examples.
To add include directories for the compiler to look at you can append it to the
environment's paths:
.. code-block:: python
env.Append(CPPPATH=["mylib/include"]) # this is a relative path
env.Append(CPPPATH=["#myotherlib/include"]) # this is an 'absolute' path
If you want to add custom compiler flags when building your module, you need to clone
`env` first, so it won't add those flags to whole Godot build (which can cause errors).
Example `SCsub` with custom flags:
.. code-block:: python
# SCsub
Import('env')
module_env = env.Clone()
module_env.add_source_files(env.modules_sources, "*.cpp")
module_env.Append(CCFLAGS=['-O2']) # Flags for C and C++ code
module_env.Append(CXXFLAGS=['-std=c++11']) # Flags for C++ code only
And finally, the configuration file for the module, this is a simple
python script that must be named ``config.py``:
.. code-block:: python
# config.py
def can_build(env, platform):
return True
def configure(env):
pass
The module is asked if it's OK to build for the specific platform (in
this case, ``True`` means it will build for every platform).
And that's it. Hope it was not too complex! Your module should look like
this:
.. code-block:: none
godot/modules/summator/config.py
godot/modules/summator/summator.h
godot/modules/summator/summator.cpp
godot/modules/summator/register_types.h
godot/modules/summator/register_types.cpp
godot/modules/summator/SCsub
You can then zip it and share the module with everyone else. When
building for every platform (instructions in the previous sections),
your module will be included.
.. note:: There is a parameter limit of 5 in C++ modules for things such
as subclasses. This can be raised to 13 by including the header
file ``core/method_bind_ext.gen.inc``.
Using the module
----------------
You can now use your newly created module from any script:
::
var s = Summator.new()
s.add(10)
s.add(20)
s.add(30)
print(s.get_total())
s.reset()
The output will be ``60``.
.. seealso:: The previous Summator example is great for small, custom modules,
but what if you want to use a larger, external library? Refer to
:ref:`doc_binding_to_external_libraries` for details about binding to
external libraries.
.. warning:: If your module is meant to be accessed from the running project
(not just from the editor), you must also recompile every export
template you plan to use, then specify the path to the custom
template in each export preset. Otherwise, you'll get errors when
running the project as the module isn't compiled in the export
template. See the :ref:`Compiling <toc-devel-compiling>` pages
for more information.
Customizing module types initialization
---------------------------------------
Modules can interact with other built-in engine classes during runtime and even
affect the way core types are initialized. So far, we've been using
``register_summator_types`` as a way to bring in module classes to be available
within the engine.
A crude order of the engine setup can be summarized as a list of the following
type registration methods:
.. code-block:: cpp
preregister_module_types();
preregister_server_types();
register_core_singletons();
register_server_types();
register_scene_types();
EditorNode::register_editor_types();
register_platform_apis();
register_module_types();
initialize_physics();
initialize_navigation_server();
register_server_singletons();
register_driver_types();
ScriptServer::init_languages();
Our ``Summator`` class is initialized during the ``register_module_types()``
call. Imagine that we need to satisfy some common module run-time dependency
(like singletons), or allow us to override existing engine method callbacks
before they can be assigned by the engine itself. In that case, we want to
ensure that our module classes are registered *before* any other built-in type.
This is where we can define an optional ``preregister_summator_types()``
method which will be called before anything else during the
``preregister_module_types()`` engine setup stage.
We now need to add this method to ``register_types`` header and source files:
.. code-block:: cpp
/* register_types.h */
#define MODULE_SUMMATOR_HAS_PREREGISTER
void preregister_summator_types();
void register_summator_types();
void unregister_summator_types();
.. note:: Unlike other register methods, we have to explicitly define
``MODULE_SUMMATOR_HAS_PREREGISTER`` to let the build system know what
relevant method calls to include at compile time. The module's name
has to be converted to uppercase as well.
.. code-block:: cpp
/* register_types.cpp */
#include "register_types.h"
#include "core/class_db.h"
#include "summator.h"
void preregister_summator_types() {
// Called before any other core types are registered.
// Nothing to do here in this example.
}
void register_summator_types() {
ClassDB::register_class<Summator>();
}
void unregister_summator_types() {
// Nothing to do here in this example.
}
Improving the build system for development
------------------------------------------
So far we defined a clean and simple SCsub that allows us to add the sources
of our new module as part of the Godot binary.
This static approach is fine when we want to build a release version of our
game given we want all the modules in a single binary.
However, the trade-off is every single change means a full recompilation of the
game. Even if SCons is able to detect and recompile only the file that have
changed, finding such files and eventually linking the final binary is a
long and costly part.
The solution to avoid such a cost is to build our own module as a shared
library that will be dynamically loaded when starting our game's binary.
.. code-block:: python
# SCsub
Import('env')
sources = [
"register_types.cpp",
"summator.cpp"
]
# First, create a custom env for the shared library.
module_env = env.Clone()
module_env.Append(CCFLAGS=['-fPIC']) # Needed to compile shared library
# We don't want godot's dependencies to be injected into our shared library.
module_env['LIBS'] = []
# Now define the shared library. Note that by default it would be built
# into the module's folder, however it's better to output it into `bin`
# next to the Godot binary.
shared_lib = module_env.SharedLibrary(target='#bin/summator', source=sources)
# Finally, notify the main env it has our shared lirary as a new dependency.
# To do so, SCons wants the name of the lib with it custom suffixes
# (e.g. ".linuxbsd.tools.64") but without the final ".so".
# We pass this along with the directory of our library to the main env.
shared_lib_shim = shared_lib[0].name.rsplit('.', 1)[0]
env.Append(LIBS=[shared_lib_shim])
env.Append(LIBPATH=['#bin'])
Once compiled, we should end up with a ``bin`` directory containing both the
``godot*`` binary and our ``libsummator*.so``. However given the .so is not in
a standard directory (like ``/usr/lib``), we have to help our binary find it
during runtime with the ``LD_LIBRARY_PATH`` environ variable:
.. code-block:: shell
export LD_LIBRARY_PATH=`pwd`/bin/
./bin/godot*
**note**: Pay attention you have to ``export`` the environ variable otherwise
you won't be able to play your project from within the editor.
On top of that, it would be nice to be able to select whether to compile our
module as shared library (for development) or as a part of the Godot binary
(for release). To do that we can define a custom flag to be passed to SCons
using the `ARGUMENT` command:
.. code-block:: python
# SCsub
Import('env')
sources = [
"register_types.cpp",
"summator.cpp"
]
module_env = env.Clone()
module_env.Append(CCFLAGS=['-O2'])
module_env.Append(CXXFLAGS=['-std=c++11'])
if ARGUMENTS.get('summator_shared', 'no') == 'yes':
# Shared lib compilation
module_env.Append(CCFLAGS=['-fPIC'])
module_env['LIBS'] = []
shared_lib = module_env.SharedLibrary(target='#bin/summator', source=sources)
shared_lib_shim = shared_lib[0].name.rsplit('.', 1)[0]
env.Append(LIBS=[shared_lib_shim])
env.Append(LIBPATH=['#bin'])
else:
# Static compilation
module_env.add_source_files(env.modules_sources, sources)
Now by default ``scons`` command will build our module as part of Godot's binary
and as a shared library when passing ``summator_shared=yes``.
Finally, you can even speed up the build further by explicitly specifying your
shared module as target in the SCons command:
.. code-block:: shell
scons summator_shared=yes platform=linuxbsd bin/libsummator.linuxbsd.tools.64.so
Writing custom documentation
----------------------------
Writing documentation may seem like a boring task, but it is highly recommended
to document your newly created module in order to make it easier for users to
benefit from it. Not to mention that the code you've written one year ago may
become indistinguishable from the code that was written by someone else, so be
kind to your future self!
There are several steps in order to setup custom docs for the module:
1. Make a new directory in the root of the module. The directory name can be
anything, but we'll be using the ``doc_classes`` name throughout this section.
2. Append the following code snippet to ``config.py``:
.. code-block:: python
def get_doc_classes():
return [
"ClassName",
]
def get_doc_path():
return "doc_classes"
The ``get_doc_classes()`` method is necessary for the build system to
know which documentation classes of the module must be merged, since the module
may contain several classes. Replace ``ClassName`` with the name of the class
you want to write documentation for. If you need docs for more than one class,
append those as well.
The ``get_doc_path()`` method is used by the build system to determine
the location of the docs. In our case, they will be located in the ``doc_classes``
directory.
3. Run command:
.. code-block:: shell
godot --doctool <path>
This will dump the engine API reference to the given ``<path>`` in XML format.
Notice that you'll need to configure your ``PATH`` to locate Godot's executable,
and make sure that you have write access rights. If not, you might encounter an
error similar to the following:
.. code-block:: console
ERROR: Can't write doc file: docs/doc/classes/@GDScript.xml
At: editor/doc/doc_data.cpp:956
4. Get generated doc file from ``godot/doc/classes/ClassName.xml``
5. Copy this file to ``doc_classes``, optionally edit it, then compile the engine.
The build system will fetch the documentation files from the ``doc_classes`` directory
and merge them with the base types. Once the compilation process is finished,
the docs will become accessible within the engine's built-in documentation system.
In order to keep documentation up-to-date, all you'll have to do is simply modify
one of the ``ClassName.xml`` files and recompile the engine from now on.
.. _doc_custom_module_icons:
Adding custom editor icons
--------------------------
Similarly to how you can write self-contained documentation within a module,
you can also create your own custom icons for classes to appear in the editor.
For the actual process of creating editor icons to be integrated within the engine,
please refer to :ref:`doc_editor_icons` first.
Once you've created your icon(s), proceed with the following steps:
1. Make a new directory in the root of the module named ``icons``. This is the
default path for the engine to look for module's editor icons.
2. Move your newly created ``svg`` icons (optimized or not) into that folder.
3. Recompile the engine and run the editor. Now the icon(s) will appear in
editor's interface where appropriate.
If you'd like to store your icons somewhere else within your module,
add the following code snippet to ``config.py`` to override the default path:
.. code-block:: python
def get_icons_path():
return "path/to/icons"
Summing up
----------
Remember to:
- use ``GDCLASS`` macro for inheritance, so Godot can wrap it
- use ``_bind_methods`` to bind your functions to scripting, and to
allow them to work as callbacks for signals.
But this is not all, depending what you do, you will be greeted with
some (hopefully positive) surprises.
- If you inherit from :ref:`class_Node` (or any derived node type, such as
Sprite), your new class will appear in the editor, in the inheritance
tree in the "Add Node" dialog.
- If you inherit from :ref:`class_Resource`, it will appear in the resource
list, and all the exposed properties can be serialized when
saved/loaded.
- By this same logic, you can extend the Editor and almost any area of
the engine.