Set up test project.

This commit is contained in:
Relintai 2023-05-31 23:54:12 +02:00
parent d42daba6b9
commit 48563b2b19
11 changed files with 246 additions and 1 deletions

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cpp/SConstruct Normal file
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#!python
import os, subprocess
opts = Variables([], ARGUMENTS)
# Gets the standard flags CC, CCX, etc.
env = DefaultEnvironment()
# Define our options
opts.Add(EnumVariable('target', "Compilation target", 'debug', ['d', 'debug', 'r', 'release']))
opts.Add(EnumVariable('platform', "Compilation platform", '', ['', 'windows', 'x11', 'linux', 'osx']))
opts.Add(EnumVariable('p', "Compilation target, alias for 'platform'", '', ['', 'windows', 'x11', 'linux', 'osx']))
opts.Add(BoolVariable('use_llvm', "Use the LLVM / Clang compiler", 'no'))
opts.Add(PathVariable('target_path', 'The path where the lib is installed.', '../game/gdn/'))
opts.Add(PathVariable('target_name', 'The library name.', 'libgdexample', PathVariable.PathAccept))
# Local dependency paths, adapt them to your setup
godot_headers_path = "gdnative_cpp/pandemonium_headers/"
cpp_bindings_path = "gdnative_cpp/"
cpp_library = "libgodot-cpp"
# only support 64 at this time..
bits = 64
# Updates the environment with the option variables.
opts.Update(env)
# Process some arguments
if env['use_llvm']:
env['CC'] = 'clang'
env['CXX'] = 'clang++'
if env['p'] != '':
env['platform'] = env['p']
if env['platform'] == '':
print("No valid target platform selected.")
quit();
# Check our platform specifics
if env['platform'] == "osx":
env['target_path'] += 'osx/'
cpp_library += '.osx'
if env['target'] in ('debug', 'd'):
env.Append(CCFLAGS = ['-g','-O2', '-arch', 'x86_64', '-std=c++17'])
env.Append(LINKFLAGS = ['-arch', 'x86_64'])
else:
env.Append(CCFLAGS = ['-g','-O3', '-arch', 'x86_64', '-std=c++17'])
env.Append(LINKFLAGS = ['-arch', 'x86_64'])
elif env['platform'] in ('x11', 'linux'):
env['target_path'] += 'x11/'
cpp_library += '.linux'
if env['target'] in ('debug', 'd'):
env.Append(CCFLAGS = ['-fPIC', '-g3','-Og', '-std=c++17'])
else:
env.Append(CCFLAGS = ['-fPIC', '-g','-O3', '-std=c++17'])
elif env['platform'] == "windows":
env['target_path'] += 'win64/'
cpp_library += '.windows'
# This makes sure to keep the session environment variables on windows,
# that way you can run scons in a vs 2017 prompt and it will find all the required tools
env.Append(ENV = os.environ)
env.Append(CCFLAGS = ['-DWIN32', '-D_WIN32', '-D_WINDOWS', '-W3', '-GR', '-D_CRT_SECURE_NO_WARNINGS'])
if env['target'] in ('debug', 'd'):
env.Append(CCFLAGS = ['-EHsc', '-D_DEBUG', '-MDd'])
else:
env.Append(CCFLAGS = ['-O2', '-EHsc', '-DNDEBUG', '-MD'])
if env['target'] in ('debug', 'd'):
cpp_library += '.debug'
else:
cpp_library += '.release'
cpp_library += '.' + str(bits)
# make sure our binding library is properly includes
env.Append(CPPPATH=['.', godot_headers_path, cpp_bindings_path + 'include/', cpp_bindings_path + 'include/core/', cpp_bindings_path + 'include/gen/'])
env.Append(LIBPATH=[cpp_bindings_path + 'bin/'])
env.Append(LIBS=[cpp_library])
# tweak this if you want to use different folders, or more folders, to store your source code in.
env.Append(CPPPATH=['src/'])
sources = Glob('src/*.cpp')
library = env.SharedLibrary(target=env['target_path'] + env['target_name'] , source=sources)
Default(library)
# Generates help for the -h scons option.
Help(opts.GenerateHelpText(env))

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cpp/src/gdexample.cpp Normal file
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#include "gdexample.h"
using namespace godot;
void GDExample::_register_methods() {
register_method("_process", &GDExample::_process);
register_property<GDExample, float>("amplitude", &GDExample::amplitude, 10.0);
register_property<GDExample, float>("speed", &GDExample::set_speed, &GDExample::get_speed, 1.0);
//register_signal<GDExample>((char *)"position_changed", "node", PANDEMONIUM_VARIANT_TYPE_OBJECT, "new_pos", PANDEMONIUM_VARIANT_TYPE_VECTOR2);
register_signal<GDExample>("position_changed");
}
GDExample::GDExample() {
}
GDExample::~GDExample() {
// add your cleanup here
}
void GDExample::_init() {
// initialize any variables here
time_passed = 0.0;
amplitude = 10.0;
speed = 1.0;
}
void GDExample::_process(float delta) {
time_passed += speed * delta;
Vector2 pos = get_position();
Vector2 new_position = Vector2(
amplitude * sin(time_passed * speed),
amplitude * cos(time_passed * speed)
);
set_position(new_position);
time_emit += delta;
if (time_emit > 1.0) {
emit_signal("position_changed");
time_emit = 0.0;
}
}
void GDExample::set_speed(float p_speed) {
speed = p_speed;
}
float GDExample::get_speed() {
return speed;
}

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cpp/src/gdexample.h Normal file
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#ifndef GDEXAMPLE_H
#define GDEXAMPLE_H
#include <Godot.hpp>
#include <Sprite.hpp>
namespace godot {
class GDExample : public Sprite {
GODOT_CLASS(GDExample, Sprite)
private:
float time_passed;
float time_emit;
float amplitude;
float speed;
public:
static void _register_methods();
GDExample();
~GDExample();
void _init(); // our initializer called by Godot
void _process(float delta);
void set_speed(float p_speed);
float get_speed();
};
}
#endif

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cpp/src/gdexample.os Normal file

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cpp/src/gdlibrary.cpp Normal file
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#include "gdexample.h"
extern "C" void GDN_EXPORT pandemonium_gdnative_init(pandemonium_gdnative_init_options *o) {
godot::Godot::gdnative_init(o);
}
extern "C" void GDN_EXPORT pandemonium_gdnative_terminate(pandemonium_gdnative_terminate_options *o) {
godot::Godot::gdnative_terminate(o);
}
extern "C" void GDN_EXPORT pandemonium_nativescript_init(void *handle) {
godot::Godot::nativescript_init(handle);
godot::register_class<godot::GDExample>();
}

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[gd_scene format=2]
[gd_scene load_steps=4 format=2]
[ext_resource path="res://gdn/gdexample.gdns" type="Script" id=1]
[ext_resource path="res://icon.png" type="Texture" id=2]
[ext_resource path="res://Node2D.gd" type="Script" id=3]
[node name="Main" type="Node"]
[node name="Node2D" type="Node2D" parent="."]
position = Vector2( 392, 232 )
script = ExtResource( 3 )
[node name="Sprite" type="Sprite" parent="Node2D"]
texture = ExtResource( 2 )
script = ExtResource( 1 )
amplitude = 150.0
speed = 4.0
[connection signal="position_changed" from="Node2D/Sprite" to="Node2D" method="_on_Sprite_position_changed"]

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game/Node2D.gd Normal file
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extends Node2D
# Declare member variables here. Examples:
# var a: int = 2
# var b: String = "text"
# Called when the node enters the scene tree for the first time.
func _ready() -> void:
pass # Replace with function body.
# Called every frame. 'delta' is the elapsed time since the previous frame.
#func _process(delta: float) -> void:
# pass
func _on_Sprite_position_changed() -> void:
# print("!")
pass

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game/gdn/gdexample.gdns Normal file
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[gd_resource type="NativeScript" load_steps=2 format=2]
[ext_resource path="res://gdn/tgdn.tres" type="GDNativeLibrary" id=1]
[resource]
class_name = "GDExample"
library = ExtResource( 1 )

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game/gdn/tgdn.tres Normal file
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[gd_resource type="GDNativeLibrary" format=2]
[resource]
entry/X11.64 = "res://gdn/x11/libgdexample.so"
dependency/X11.64 = [ ]

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[application]
config/name="Sample"
run/main_scene="res://Main.tscn"
config/icon="res://icon.png"
[physics]