Merge pull request #6 from RameshRavone/path-4

Update README.md
This commit is contained in:
Thomas Herzog
2017-07-25 16:24:05 +02:00
committed by GitHub
6 changed files with 127 additions and 15 deletions

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README.md
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@@ -27,22 +27,117 @@ Linux implementation is tested. OSX and Android *should* work as well. Windows i
[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
```
[SimpleLibrary]
├── godot_headers/
├── lib/
└── src/
```
# Creating our test Library / Script
Create `test.c` under `SimpleLibrary/src/` and add the following code
```
#include <godot/gdnative.h>
#include <godot_nativescript.h>
#include <stdio.h>
void *test_constructor(godot_object *obj, void *method_data) {
printf("test.constructor()\n");
return 0;
}
void test_destructor(godot_object *obj, void *method_data, void *user_data) {
printf("test.destructor()\n");
}
/** func _ready() **/
godot_variant test_ready(godot_object *obj, void *method_data, void *user_data, int num_args, godot_variant **args) {
godot_variant ret;
godot_variant_new_nil(&ret);
printf("_ready()\n");
return ret;
}
/** Library entry point **/
void GDN_EXPORT godot_gdnative_init(godot_gdnative_init_options *o) {
}
/** Library de-initialization **/
void GDN_EXPORT godot_gdnative_terminate(godot_gdnative_terminate_options *o) {
}
/** Script entry (Registering all the classes and stuff) **/
void GDN_EXPORT godot_nativescript_init(void *desc) {
printf("nativescript init\n");
godot_instance_create_func create_func = {
.create_func = &test_constructor,
.method_data = 0,
.free_func = 0
};
godot_instance_destroy_func destroy_func = {
.destroy_func = &test_destructor,
.method_data = 0,
.free_func = 0
};
godot_nativescript_register_class(desc, "SimpleClass", "Node", create_func, destroy_func);
{
godot_instance_method method = {
.method = &test_ready,
.method_data = 0,
.free_func = 0
};
godot_method_attributes attr = {
.rpc_type = GODOT_METHOD_RPC_MODE_DISABLED
};
godot_nativescript_register_method(desc, "SimpleClass", "_ready", attr, method);
}
}
godot_variant GDN_EXPORT some_test_procedure(void *data, godot_array *args) {
godot_variant ret;
godot_variant_new_int(&ret, 42);
godot_string s;
godot_string_new_unicode_data(&s, L"Hello World", 11);
godot_print(&s);
godot_string_destroy(&s);
return ret;
}
```
### How do I compile my library?
First, create a function with C linkage ```void godot_native_init(godot_native_init_options*)```, which will be the entry point for Godot.
You can also export a function ```void godot_native_terminate();``` for library de-initialization.
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
```
Use ```godot_script_*``` methods **only** in the ```godot_native_init()``` function.
Then, compile your code into a dynamic library. Example for C:
- ```clang -c -g -std=c11 -fPIC test.c -I/path/to/godot/headers/ -o test.os```
- ```clang -g -shared test.os -o test.so```
```-g``` is for debugging information
Note:
`-g` is for debugging information
Use `godot_nativescript_*` methods **only** in the `nativescript_init()` function.
### How do I use native scripts from the editor?
*note* the pictures need to be updated to represent the new naming.
Manually create a **GDNativeLibrary** resource.
![](images/faq/dllibrary_create_new_resource.png)
@@ -54,14 +149,31 @@ Save it as a **.tres**.
This resource contains links to the libraries for each platform.
Now, **create a new native script on your node.** You may prefer built-in script for native scripts, unless you want to organize many **.gdn** files which only contain a name. **You must specify the name of the class you would like to use.**
### Using the library in GDScript
```
extends Node
func _ready():
var gdn = GDNative.new()
gdn.library = load("res://lib/libtest.tres")
gdn.initialize()
var res = gdn.call_native("standard_varcall", "some_test_procedure", [])
print("result: ", res)
gdn.terminate()
```
### Attaching GDNative library to your `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.**
![](images/faq/create_dlscript.png?raw=true)
"Native" resources have a field for a GDNativeLibrary. **This field is empty by default.**
"NativeScript" resources have a field for a GDNativeLibrary. **This field is empty by default.**
![](images/faq/set_script_dllibrary.png?raw=true)
If you leave it empty, **you can set a default GDNativeLibrary in the project settings** ```dlscript/default_dllibrary```.
![](images/faq/set_project_dllibrary.png?raw=true)

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