updated readme

- explain the differences of GDNative and NativeScripts
- improve readability of instructions to get started
- update the FAQ section. let it take less space and push to the end of
the readme.
- added hyperlinks to C++ and D bindings. Rust soon?
This commit is contained in:
memoryruins
2017-07-27 15:14:29 -04:00
parent d0e85ee003
commit 3afd435be3

154
README.md
View File

@@ -1,50 +1,39 @@
# FAQ
# godot_headers
#### `GDNative / NativeScript`
### What is GDNative?
GDNative is a module that enables you to use shared libraries, which are dynamically linked, for scripting. GDNative was originally named "cscript" because it exposes a C API, but people thought it was related to C#, which is sometimes abbreviated as "cs". Then it was named "DLScript" but that brought up some confusion, so we settled with GDNative. You can build these libraries with C++ as well as C, D, Rust, or any other language that supports C linkage and creating dynamic libraries.
> `GDNative` enables the use of dynamically linked libraries inside of [**Godot**](https://github.com/godotengine/godot).
One of the immediate powers to native scripts is the ability to link other shared libraries or to use critical code without recompiling the engine.
> `NativeScript` uses GDNative to implement scripts backed by native code.
Currently there are [C++ bindings](https://github.com/GodotNativeTools/cpp_bindings) that make developing for Godot with C++ easier, but **native scripts are not limited to C++.**
- [**Getting Started**](#getting-started)
- [**FAQ**](#faq)
### Are native scripts on the offical builds?
**Yes.**
## Getting Started
### Can you use one library for all scripts?
**Yes.** You may use one library for all scripts. Remember the name field that is always greyed out for GDScript? You need to set a name for the script here.
| **Build latest version of Godot** | [**GitHub**](https://github.com/godotengine/godot) | [**Docs**](https://godot.readthedocs.io/en/latest/development/compiling/index.html) |
| --- | --- | --- |
### Can you debug native scripts?
**Yes.** You must compile the library with debug symbols, and then you can use your debugger as usual.
### Clone godot_headers into Library
### Can I use GDScript in the same project?
**Yes.** You may use native scripts and GDScripts in the same project.
Clone `godot_headers` under `SimpleLibrary/`
### How can I add my own bindings for native scripts?
**More details will be available soon.**
### What are the requirements?
Linux implementation is tested. OSX and Android *should* work as well. Windows is implemented but not tested yet.
[You must build a recent version of Godot.](https://github.com/godotengine/godot)
### Creating a GDNative library
Getting `godot_headers`
```
$ cd SimpleLibrary
$ git clone https://github.com/GodotNativeTools/godot_headers
```
right now our file structure should look like this
```bash
cd SimpleLibrary
git clone https://github.com/GodotNativeTools/godot_headers
```
```bash
[SimpleLibrary]
├── godot_headers/
├── lib/
└── src/
├── lib/
└── src/
```
# Creating our test Library / Script
### Create Script
Create `test.c` under `SimpleLibrary/src/` and add the following code
```
Create `test.c` under `SimpleLibrary/src/`
<details>
```c
#include <godot/gdnative.h>
#include <godot_nativescript.h>
@@ -122,35 +111,45 @@ godot_variant GDN_EXPORT some_test_procedure(void *data, godot_array *args) {
return ret;
}
```
### How do I compile my library?
To compile your code into a dynamic library:
```
$ clang -g -fPIC -std=c99 -c src/test.c -I/path/to/godot/headers/ -o src/test.os
$ clang -g -shared src/test.os -o lib/test.so
</details>
`Expand details for example code.`
### Compile Library
```bash
clang -g -fPIC -std=c99 -c src/test.c -I/path/to/godot/headers/ -o src/test.os
clang -g -shared src/test.os -o lib/test.so
```
Note:
`-g` is for debugging information
Use `godot_nativescript_*` methods **only** in the `nativescript_init()` function.
- `-g` is for debugging information.
- Use `godot_nativescript_*` methods only in the `nativescript_init()` function.
### How do I use native scripts from the editor?
### Create GDNativeLibrary Resource
The GDNativeLibrary resource contains links to the libraries for each platform.
Manually create a **GDNativeLibrary** resource.
![](images/faq/dllibrary_create_new_resource.png)
1. Create a new resource in memory and edit it.
1. Select `Resource > GDNativeLibrary`.
1. Set the library file for your platform inside the inspector.
1. Save the edited resource as a `.tres`
![](images/faq/dllibrary_create_new_dllibrary.png)
<details>
Save it as a **.tres**.
![](images/faq/dllibrary_create_new_resource.png?raw=true)
![](images/faq/dllibrary_save_as_resource.png)
![](images/faq/dllibrary_create_new_dllibrary.png?raw=true)
This resource contains links to the libraries for each platform.
![](images/faq/dllibrary_save_as_resource.png?raw=true)
### Using the library in GDScript
```
</details>
`Expand details for screenshots.`
### Using GDNativeLibrary in GDScript
```gdscript
extends Node
func _ready():
@@ -166,14 +165,57 @@ func _ready():
gdn.terminate()
```
### Attaching GDNative library to your `Node`
### Attaching GDNativeLibrary to a Node
Now, **create a new native script on your node.** You may prefer built-in script for native scripts, unless you want to organize many **.gdns** files which only contain a name. **You must specify the name of the class you would like to use.**
1. Attach a new script to a node.
1. In the pop-up dialog, choose NativeScript in the `Language` menu.
1. Enable built-in script, or create a `.gdn` file, which only contains a name.
1. Specify the `Class Name`.
1. Press `Create`.
The GDNativeLibrary field in a NativeScript is empty by default.
<details>
![](images/faq/create_dlscript.png?raw=true)
"NativeScript" resources have a field for a GDNativeLibrary. **This field is empty by default.**
![](images/faq/set_script_dllibrary.png?raw=true)
</details>
`Expand details for screenshots.`
## FAQ
**What is the difference between `GDNative` and `NativeScript`?**
`GDNative` is a new class that can call native functions in libraries.
GDScript / VisualScript / C#, etc, are able to use this class.
Godot treats `NativeScript` as a scripting language, enabling the
use of GDNative to implement scripts backed by native code.
**Which languages are binding as a NativeScript?**
[**C++**](https://github.com/GodotNativeTools/cpp_bindings),
[**D**](https://github.com/GodotNativeTools/d_bindings)
**Can you debug NativeScripts?**
You must compile the library with debug
symbols, and then you can use your debugger as usual.
**Are NativeScripts in Godot 3.0?**
They are! 🎉
**Can you use one GDNativeLibrary for all NativeScripts?**
You can! ✨
**What is the reason behind the name "GDNative"?**
GDNative was originally named "cscript" because it exposes a C API, but people
mistook a relation to C#, which is sometimes abbreviated as "cs". Then named "DLScript", but that brought up some confusion, so we settled with
GDNative. 📖