Remove inaccessible languages.
@ -1,320 +0,0 @@
|
||||
.. _doc_c_sharp:
|
||||
|
||||
C# basics
|
||||
=========
|
||||
|
||||
Introduction
|
||||
------------
|
||||
|
||||
.. warning:: C# support is a new feature available since Godot 3.0.
|
||||
As such, you may still run into some issues, or find spots
|
||||
where the documentation could be improved.
|
||||
Please report issues with C# in Godot on the
|
||||
`engine GitHub page <https://github.com/godotengine/godot/issues>`_,
|
||||
and any documentation issues on the
|
||||
`documentation GitHub page <https://github.com/godotengine/godot-docs/issues>`_.
|
||||
|
||||
This page provides a brief introduction to C#, both what it is and
|
||||
how to use it in Godot. Afterwards, you may want to look at
|
||||
:ref:`how to use specific features <doc_c_sharp_features>`, read about the
|
||||
:ref:`differences between the C# and the GDScript API <doc_c_sharp_differences>`
|
||||
and (re)visit the :ref:`Scripting section <doc_scripting>` of the
|
||||
step-by-step tutorial.
|
||||
|
||||
C# is a high-level programming language developed by Microsoft. In Godot,
|
||||
it is implemented with the Mono 6.x .NET framework, including full support
|
||||
for C# 8.0. Mono is an open source implementation of Microsoft's .NET Framework
|
||||
based on the ECMA standards for C# and the Common Language Runtime.
|
||||
A good starting point for checking its capabilities is the
|
||||
`Compatibility <http://www.mono-project.com/docs/about-mono/compatibility/>`_
|
||||
page in the Mono documentation.
|
||||
|
||||
.. note:: This is **not** a full-scale tutorial on the C# language as a whole.
|
||||
If you aren't already familiar with its syntax or features,
|
||||
see the
|
||||
`Microsoft C# guide <https://docs.microsoft.com/en-us/dotnet/csharp/index>`_
|
||||
or look for a suitable introduction elsewhere.
|
||||
|
||||
.. _doc_c_sharp_setup:
|
||||
|
||||
Setting up C# for Godot
|
||||
-----------------------
|
||||
|
||||
Prerequisites
|
||||
~~~~~~~~~~~~~
|
||||
|
||||
Install the latest stable version of the
|
||||
`.NET SDK <https://dotnet.microsoft.com/download>`__, previously known as the
|
||||
.NET Core SDK.
|
||||
|
||||
From Godot 3.2.3 onwards, installing Mono SDK is not a requirement anymore,
|
||||
except it is required if you are building the engine from source.
|
||||
|
||||
Godot bundles the parts of Mono needed to run already compiled games.
|
||||
However, Godot does not bundle the tools required to build and compile
|
||||
games, such as MSBuild and the C# compiler. These are
|
||||
included in the .NET SDK, which needs to be installed separately.
|
||||
|
||||
In summary, you must have installed the .NET SDK
|
||||
**and** the Mono-enabled version of Godot.
|
||||
|
||||
Additional notes
|
||||
~~~~~~~~~~~~~~~~
|
||||
|
||||
Be sure to install the 64-bit version of the SDK(s)
|
||||
if you are using the 64-bit version of Godot.
|
||||
|
||||
If you are building Godot from source, install the latest stable version of
|
||||
`Mono <https://www.mono-project.com/download/stable/>`__, and make sure to
|
||||
follow the steps to enable Mono support in your build as outlined in the
|
||||
:ref:`doc_compiling_with_mono` page.
|
||||
|
||||
Configuring an external editor
|
||||
------------------------------
|
||||
|
||||
C# support in Godot's built-in script editor is minimal. Consider using an
|
||||
external IDE or editor, such as `Visual Studio Code <https://code.visualstudio.com/>`__
|
||||
or MonoDevelop. These provide autocompletion, debugging, and other
|
||||
useful features for C#. To select an external editor in Godot,
|
||||
click on **Editor → Editor Settings** and scroll down to
|
||||
**Mono**. Under **Mono**, click on **Editor**, and select your
|
||||
external editor of choice. Godot currently supports the following
|
||||
external editors:
|
||||
|
||||
- Visual Studio 2019
|
||||
- Visual Studio Code
|
||||
- MonoDevelop
|
||||
- Visual Studio for Mac
|
||||
- JetBrains Rider
|
||||
|
||||
See the following sections for how to configure an external editor:
|
||||
|
||||
JetBrains Rider
|
||||
~~~~~~~~~~~~~~~
|
||||
|
||||
After reading the "Prerequisites" section, you can download and install
|
||||
`JetBrains Rider <https://www.jetbrains.com/rider/download>`__.
|
||||
|
||||
In Godot's **Editor → Editor Settings** menu:
|
||||
|
||||
- Set **Mono** -> **Editor** -> **External Editor** to **JetBrains Rider**.
|
||||
- Set **Mono** -> **Builds** -> **Build Tool** to **dotnet CLI**.
|
||||
|
||||
In Rider:
|
||||
|
||||
- Set **MSBuild version** to **.NET Core**.
|
||||
- Install the **Godot support** plugin.
|
||||
|
||||
Visual Studio Code
|
||||
~~~~~~~~~~~~~~~~~~
|
||||
|
||||
After reading the "Prerequisites" section, you can download and install
|
||||
`Visual Studio Code <https://code.visualstudio.com/download>`__ (aka VS Code).
|
||||
|
||||
In Godot's **Editor → Editor Settings** menu:
|
||||
|
||||
- Set **Mono** -> **Editor** -> **External Editor** to **Visual Studio Code**.
|
||||
- Set **Mono** -> **Builds** -> **Build Tool** to **dotnet CLI**.
|
||||
|
||||
In Visual Studio Code:
|
||||
|
||||
- Install the `C# <https://marketplace.visualstudio.com/items?itemName=ms-dotnettools.csharp>`__ extension.
|
||||
- Install the `Mono Debug <https://marketplace.visualstudio.com/items?itemName=ms-vscode.mono-debug>`__ extension.
|
||||
- Install the `C# Tools for Godot <https://marketplace.visualstudio.com/items?itemName=neikeq.godot-csharp-vscode>`__ extension.
|
||||
|
||||
.. note:: If you are using Linux you need to install the
|
||||
`Mono SDK <https://www.mono-project.com/download/stable/#download-lin>`__
|
||||
for the C# tools plugin to work.
|
||||
|
||||
To configure a project for debugging open the Godot project folder in VS Code.
|
||||
Go to the Run tab and click on **Add Configuration...**. Select **C# Godot**
|
||||
from the dropdown menu. Open the ``tasks.json`` and ``launch.json`` files that
|
||||
were created. Change the executable setting in ``launch.json`` and command
|
||||
settings in ``tasks.json`` to your Godot executable path. Now, when you start
|
||||
the debugger in VS Code, your Godot project will run.
|
||||
|
||||
Visual Studio (Windows only)
|
||||
~~~~~~~~~~~~~~~~~~~~~~~~~~~~
|
||||
|
||||
Download and install the latest version of
|
||||
`Visual Studio <https://visualstudio.microsoft.com/downloads/>`__.
|
||||
Visual Studio will include the required SDKs if you have the correct
|
||||
workloads selected, so you don't need to manually install the things
|
||||
listed in the "Prerequisites" section.
|
||||
|
||||
While installing Visual Studio, select these workloads:
|
||||
|
||||
- Mobile development with .NET
|
||||
- .NET Core cross-platform development
|
||||
|
||||
In Godot's **Editor → Editor Settings** menu:
|
||||
|
||||
- Set **Mono** -> **Editor** -> **External Editor** to **Visual Studio**.
|
||||
- Set **Mono** -> **Builds** -> **Build Tool** to **dotnet CLI**.
|
||||
|
||||
Next, you can download the Godot Visual Studio extension from github
|
||||
`here <https://github.com/godotengine/godot-csharp-visualstudio/releases>`__.
|
||||
Double click on the downloaded file and follow the installation process.
|
||||
|
||||
.. note:: The option to debug your game in Visual Studio may not appear after
|
||||
installing the extension. To enable debugging, there is a
|
||||
`workaround for Visual Studio 2019 <https://github.com/godotengine/godot-csharp-visualstudio/issues/10#issuecomment-720153256>`__.
|
||||
There is
|
||||
`a separate issue about this problem in Visual Studio 2022 <https://github.com/godotengine/godot-csharp-visualstudio/issues/28>`__.
|
||||
|
||||
.. note:: If you see an error like "Unable to find package Godot.NET.Sdk",
|
||||
your NuGet configuration may be incorrect and need to be fixed.
|
||||
|
||||
A simple way to fix the NuGet configuration file is to regenerate it.
|
||||
In a file explorer window, go to ``%AppData%\NuGet``. Rename or delete
|
||||
the ``NuGet.Config`` file. When you build your Godot project again,
|
||||
the file will be automatically created with default values.
|
||||
|
||||
Creating a C# script
|
||||
--------------------
|
||||
|
||||
After you successfully set up C# for Godot, you should see the following option
|
||||
when selecting **Attach Script** in the context menu of a node in your scene:
|
||||
|
||||
.. image:: img/attachcsharpscript.png
|
||||
|
||||
Note that while some specifics change, most concepts work the same
|
||||
when using C# for scripting. If you're new to Godot, you may want to follow
|
||||
the tutorials on :ref:`doc_scripting` at this point.
|
||||
While some places in the documentation still lack C# examples, most concepts
|
||||
can be transferred easily from GDScript.
|
||||
|
||||
Project setup and workflow
|
||||
--------------------------
|
||||
|
||||
When you create the first C# script, Godot initializes the C# project files
|
||||
for your Godot project. This includes generating a C# solution (``.sln``)
|
||||
and a project file (``.csproj``), as well as some utility files and folders
|
||||
(``.mono`` and ``Properties/AssemblyInfo.cs``).
|
||||
All of these but ``.mono`` are important and should be committed to your
|
||||
version control system. ``.mono`` can be safely added to the ignore list of your VCS.
|
||||
When troubleshooting, it can sometimes help to delete the ``.mono`` folder
|
||||
and let it regenerate.
|
||||
|
||||
Example
|
||||
-------
|
||||
|
||||
Here's a blank C# script with some comments to demonstrate how it works.
|
||||
|
||||
.. code-block:: csharp
|
||||
|
||||
using Godot;
|
||||
using System;
|
||||
|
||||
public class YourCustomClass : Node
|
||||
{
|
||||
// Member variables here, example:
|
||||
private int a = 2;
|
||||
private string b = "textvar";
|
||||
|
||||
public override void _Ready()
|
||||
{
|
||||
// Called every time the node is added to the scene.
|
||||
// Initialization here.
|
||||
GD.Print("Hello from C# to Godot :)");
|
||||
}
|
||||
|
||||
public override void _Process(float delta)
|
||||
{
|
||||
// Called every frame. Delta is time since the last frame.
|
||||
// Update game logic here.
|
||||
}
|
||||
}
|
||||
|
||||
As you can see, functions normally in global scope in GDScript like Godot's
|
||||
``print`` function are available in the ``GD`` class which is part of
|
||||
the ``Godot`` namespace. For a list of methods in the ``GD`` class, see the
|
||||
class reference pages for
|
||||
:ref:`@GDScript <class_@gdscript>` and :ref:`@GlobalScope <class_@globalscope>`.
|
||||
|
||||
.. note::
|
||||
Keep in mind that the class you wish to attach to your node should have the same
|
||||
name as the ``.cs`` file. Otherwise, you will get the following error
|
||||
and won't be able to run the scene:
|
||||
*"Cannot find class XXX for script res://XXX.cs"*
|
||||
|
||||
General differences between C# and GDScript
|
||||
-------------------------------------------
|
||||
|
||||
The C# API uses ``PascalCase`` instead of ``snake_case`` in GDScript/C++.
|
||||
Where possible, fields and getters/setters have been converted to properties.
|
||||
In general, the C# Godot API strives to be as idiomatic as is reasonably possible.
|
||||
|
||||
For more information, see the :ref:`doc_c_sharp_differences` page.
|
||||
|
||||
.. warning::
|
||||
|
||||
You need to (re)build the project assemblies whenever you want to see new
|
||||
exported variables or signals in the editor. This build can be manually
|
||||
triggered by clicking the word **Build** in the top right corner of the
|
||||
editor. You can also click **Mono** at the bottom of the editor window
|
||||
to reveal the Mono panel, then click the **Build Project** button.
|
||||
|
||||
You will also need to rebuild the project assemblies to apply changes in
|
||||
"tool" scripts.
|
||||
|
||||
Current gotchas and known issues
|
||||
--------------------------------
|
||||
|
||||
As C# support is quite new in Godot, there are some growing pains and things
|
||||
that need to be ironed out. Below is a list of the most important issues
|
||||
you should be aware of when diving into C# in Godot, but if in doubt, also
|
||||
take a look over the official
|
||||
`issue tracker for Mono issues <https://github.com/godotengine/godot/labels/topic%3Amono>`_.
|
||||
|
||||
- Writing editor plugins is possible, but it is currently quite convoluted.
|
||||
- State is currently not saved and restored when hot-reloading,
|
||||
with the exception of exported variables.
|
||||
- Attached C# scripts should refer to a class that has a class name
|
||||
that matches the file name.
|
||||
- There are some methods such as ``Get()``/``Set()``, ``Call()``/``CallDeferred()``
|
||||
and signal connection method ``Connect()`` that rely on Godot's ``snake_case`` API
|
||||
naming conventions.
|
||||
So when using e.g. ``CallDeferred("AddChild")``, ``AddChild`` will not work because
|
||||
the API is expecting the original ``snake_case`` version ``add_child``. However, you
|
||||
can use any custom properties or methods without this limitation.
|
||||
|
||||
|
||||
Exporting Mono projects is supported for desktop platforms (Linux, Windows and
|
||||
macOS), Android, HTML5, and iOS. The only platform not supported yet is UWP.
|
||||
|
||||
Performance of C# in Godot
|
||||
--------------------------
|
||||
|
||||
According to some preliminary `benchmarks <https://github.com/cart/godot3-bunnymark>`_,
|
||||
the performance of C# in Godot — while generally in the same order of magnitude
|
||||
— is roughly **~4×** that of GDScript in some naive cases. C++ is still
|
||||
a little faster; the specifics are going to vary according to your use case.
|
||||
GDScript is likely fast enough for most general scripting workloads.
|
||||
C# is faster, but requires some expensive marshalling when talking to Godot.
|
||||
|
||||
Using NuGet packages in Godot
|
||||
-----------------------------
|
||||
|
||||
`NuGet <https://www.nuget.org/>`_ packages can be installed and used with Godot,
|
||||
as with any C# project. Many IDEs are able to add packages directly.
|
||||
They can also be added manually by adding the package reference in
|
||||
the ``.csproj`` file located in the project root:
|
||||
|
||||
.. code-block:: xml
|
||||
:emphasize-lines: 2
|
||||
|
||||
<ItemGroup>
|
||||
<PackageReference Include="Newtonsoft.Json" Version="11.0.2" />
|
||||
</ItemGroup>
|
||||
...
|
||||
</Project>
|
||||
|
||||
As of Godot 3.2.3, Godot automatically downloads and sets up newly added NuGet
|
||||
packages the next time it builds the project.
|
||||
|
||||
Profiling your C# code
|
||||
----------------------
|
||||
|
||||
- `Mono log profiler <https://www.mono-project.com/docs/debug+profile/profile/profiler/>`_ is available for Linux and macOS. Due to a Mono change, it does not work on Windows currently.
|
||||
- External Mono profiler like `JetBrains dotTrace <https://www.jetbrains.com/profiler/>`_ can be used as described `here <https://github.com/godotengine/godot/pull/34382>`_.
|
@ -1,358 +0,0 @@
|
||||
.. _doc_c_sharp_differences:
|
||||
|
||||
C# API differences to GDScript
|
||||
==============================
|
||||
|
||||
This is a (incomplete) list of API differences between C# and GDScript.
|
||||
|
||||
General differences
|
||||
-------------------
|
||||
|
||||
As explained in the :ref:`doc_c_sharp`, C# generally uses ``PascalCase`` instead
|
||||
of the ``snake_case`` used in GDScript and C++.
|
||||
|
||||
Global scope
|
||||
------------
|
||||
|
||||
Global functions and some constants had to be moved to classes, since C#
|
||||
does not allow declaring them in namespaces.
|
||||
Most global constants were moved to their own enums.
|
||||
|
||||
Constants
|
||||
^^^^^^^^^
|
||||
|
||||
Global constants were moved to their own enums.
|
||||
For example, ``ERR_*`` constants were moved to the ``Error`` enum.
|
||||
|
||||
Special cases:
|
||||
|
||||
======================= ===========================================================
|
||||
GDScript C#
|
||||
======================= ===========================================================
|
||||
``SPKEY`` ``GD.SpKey``
|
||||
``TYPE_*`` ``Variant.Type`` enum
|
||||
``OP_*`` ``Variant.Operator`` enum
|
||||
======================= ===========================================================
|
||||
|
||||
Math functions
|
||||
^^^^^^^^^^^^^^
|
||||
|
||||
Math global functions, like ``abs``, ``acos``, ``asin``, ``atan`` and ``atan2``, are
|
||||
located under ``Mathf`` as ``Abs``, ``Acos``, ``Asin``, ``Atan`` and ``Atan2``.
|
||||
The ``PI`` constant can be found as ``Mathf.Pi``.
|
||||
|
||||
Random functions
|
||||
^^^^^^^^^^^^^^^^
|
||||
|
||||
Random global functions, like ``rand_range`` and ``rand_seed``, are located under ``GD``.
|
||||
Example: ``GD.RandRange`` and ``GD.RandSeed``.
|
||||
|
||||
Other functions
|
||||
^^^^^^^^^^^^^^^
|
||||
|
||||
Many other global functions like ``print`` and ``var2str`` are located under ``GD``.
|
||||
Example: ``GD.Print`` and ``GD.Var2Str``.
|
||||
|
||||
Exceptions:
|
||||
|
||||
=========================== =======================================================
|
||||
GDScript C#
|
||||
=========================== =======================================================
|
||||
``weakref(obj)`` ``Object.WeakRef(obj)``
|
||||
``is_instance_valid(obj)`` ``Object.IsInstanceValid(obj)``
|
||||
=========================== =======================================================
|
||||
|
||||
Tips
|
||||
^^^^
|
||||
|
||||
Sometimes it can be useful to use the ``using static`` directive. This directive allows
|
||||
to access the members and nested types of a class without specifying the class name.
|
||||
|
||||
Example:
|
||||
|
||||
.. code-block:: csharp
|
||||
|
||||
using static Godot.GD;
|
||||
|
||||
public class Test
|
||||
{
|
||||
static Test()
|
||||
{
|
||||
Print("Hello"); // Instead of GD.Print("Hello");
|
||||
}
|
||||
}
|
||||
|
||||
Export keyword
|
||||
--------------
|
||||
|
||||
Use the ``[Export]`` attribute instead of the GDScript ``export`` keyword.
|
||||
This attribute can also be provided with optional :ref:`PropertyHint<enum_@GlobalScope_PropertyHint>` and ``hintString`` parameters.
|
||||
Default values can be set by assigning a value.
|
||||
|
||||
Example:
|
||||
|
||||
.. code-block:: csharp
|
||||
|
||||
using Godot;
|
||||
|
||||
public class MyNode : Node
|
||||
{
|
||||
[Export]
|
||||
private NodePath _nodePath;
|
||||
|
||||
[Export]
|
||||
private string _name = "default";
|
||||
|
||||
[Export(PropertyHint.Range, "0,100000,1000,or_greater")]
|
||||
private int _income;
|
||||
|
||||
[Export(PropertyHint.File, "*.png,*.jpg")]
|
||||
private string _icon;
|
||||
}
|
||||
|
||||
Signal keyword
|
||||
--------------
|
||||
|
||||
Use the ``[Signal]`` attribute to declare a signal instead of the GDScript ``signal`` keyword.
|
||||
This attribute should be used on a `delegate`, whose name signature will be used to define the signal.
|
||||
|
||||
.. code-block:: csharp
|
||||
|
||||
[Signal]
|
||||
delegate void MySignal(string willSendsAString);
|
||||
|
||||
See also: :ref:`doc_c_sharp_signals`.
|
||||
|
||||
`onready` keyword
|
||||
-----------------
|
||||
|
||||
GDScript has the ability to defer the initialization of a member variable until the ready function
|
||||
is called with `onready` (cf. :ref:`doc_gdscript_onready_keyword`).
|
||||
For example:
|
||||
|
||||
.. code-block:: gdscript
|
||||
|
||||
onready var my_label = get_node("MyLabel")
|
||||
|
||||
However C# does not have this ability. To achieve the same effect you need to do this.
|
||||
|
||||
.. code-block:: csharp
|
||||
|
||||
private Label _myLabel;
|
||||
|
||||
public override void _Ready()
|
||||
{
|
||||
_myLabel = GetNode<Label>("MyLabel");
|
||||
}
|
||||
|
||||
Singletons
|
||||
----------
|
||||
|
||||
Singletons are available as static classes rather than using the singleton pattern.
|
||||
This is to make code less verbose than it would be with an ``Instance`` property.
|
||||
|
||||
Example:
|
||||
|
||||
.. code-block:: csharp
|
||||
|
||||
Input.IsActionPressed("ui_down")
|
||||
|
||||
However, in some very rare cases this is not enough. For example, you may want
|
||||
to access a member from the base class ``Godot.Object``, like ``Connect``.
|
||||
For such use cases we provide a static property named ``Singleton`` that returns
|
||||
the singleton instance. The type of this instance is ``Godot.Object``.
|
||||
|
||||
Example:
|
||||
|
||||
.. code-block:: csharp
|
||||
|
||||
Input.Singleton.Connect("joy_connection_changed", this, nameof(Input_JoyConnectionChanged));
|
||||
|
||||
String
|
||||
------
|
||||
|
||||
Use ``System.String`` (``string``). Most of Godot's String methods are
|
||||
provided by the ``StringExtensions`` class as extension methods.
|
||||
|
||||
Example:
|
||||
|
||||
.. code-block:: csharp
|
||||
|
||||
string upper = "I LIKE SALAD FORKS";
|
||||
string lower = upper.ToLower();
|
||||
|
||||
There are a few differences, though:
|
||||
|
||||
* ``erase``: Strings are immutable in C#, so we cannot modify the string
|
||||
passed to the extension method. For this reason, ``Erase`` was added as an
|
||||
extension method of ``StringBuilder`` instead of string.
|
||||
Alternatively, you can use ``string.Remove``.
|
||||
* ``IsSubsequenceOf``/``IsSubsequenceOfi``: An additional method is provided,
|
||||
which is an overload of ``IsSubsequenceOf``, allowing you to explicitly specify
|
||||
case sensitivity:
|
||||
|
||||
.. code-block:: csharp
|
||||
|
||||
str.IsSubsequenceOf("ok"); // Case sensitive
|
||||
str.IsSubsequenceOf("ok", true); // Case sensitive
|
||||
str.IsSubsequenceOfi("ok"); // Case insensitive
|
||||
str.IsSubsequenceOf("ok", false); // Case insensitive
|
||||
|
||||
* ``Match``/``Matchn``/``ExprMatch``: An additional method is provided besides
|
||||
``Match`` and ``Matchn``, which allows you to explicitly specify case sensitivity:
|
||||
|
||||
.. code-block:: csharp
|
||||
|
||||
str.Match("*.txt"); // Case sensitive
|
||||
str.ExprMatch("*.txt", true); // Case sensitive
|
||||
str.Matchn("*.txt"); // Case insensitive
|
||||
str.ExprMatch("*.txt", false); // Case insensitive
|
||||
|
||||
Basis
|
||||
-----
|
||||
|
||||
Structs cannot have parameterless constructors in C#. Therefore, ``new Basis()``
|
||||
initializes all primitive members to their default value. Use ``Basis.Identity``
|
||||
for the equivalent of ``Basis()`` in GDScript and C++.
|
||||
|
||||
The following method was converted to a property with a different name:
|
||||
|
||||
==================== ==============================================================
|
||||
GDScript C#
|
||||
==================== ==============================================================
|
||||
``get_scale()`` ``Scale``
|
||||
==================== ==============================================================
|
||||
|
||||
Transform2D
|
||||
-----------
|
||||
|
||||
Structs cannot have parameterless constructors in C#. Therefore, ``new Transform2D()``
|
||||
initializes all primitive members to their default value.
|
||||
Please use ``Transform2D.Identity`` for the equivalent of ``Transform2D()`` in GDScript and C++.
|
||||
|
||||
The following methods were converted to properties with their respective names changed:
|
||||
|
||||
==================== ==============================================================
|
||||
GDScript C#
|
||||
==================== ==============================================================
|
||||
``get_rotation()`` ``Rotation``
|
||||
``get_scale()`` ``Scale``
|
||||
==================== ==============================================================
|
||||
|
||||
Plane
|
||||
-----
|
||||
|
||||
The following method was converted to a property with a *slightly* different name:
|
||||
|
||||
================ ==================================================================
|
||||
GDScript C#
|
||||
================ ==================================================================
|
||||
``center()`` ``Center``
|
||||
================ ==================================================================
|
||||
|
||||
Rect2
|
||||
-----
|
||||
|
||||
The following field was converted to a property with a *slightly* different name:
|
||||
|
||||
================ ==================================================================
|
||||
GDScript C#
|
||||
================ ==================================================================
|
||||
``end`` ``End``
|
||||
================ ==================================================================
|
||||
|
||||
The following method was converted to a property with a different name:
|
||||
|
||||
================ ==================================================================
|
||||
GDScript C#
|
||||
================ ==================================================================
|
||||
``get_area()`` ``Area``
|
||||
================ ==================================================================
|
||||
|
||||
Quat
|
||||
----
|
||||
|
||||
Structs cannot have parameterless constructors in C#. Therefore, ``new Quat()``
|
||||
initializes all primitive members to their default value.
|
||||
Please use ``Quat.Identity`` for the equivalent of ``Quat()`` in GDScript and C++.
|
||||
|
||||
The following methods were converted to a property with a different name:
|
||||
|
||||
===================== =============================================================
|
||||
GDScript C#
|
||||
===================== =============================================================
|
||||
``length()`` ``Length``
|
||||
``length_squared()`` ``LengthSquared``
|
||||
===================== =============================================================
|
||||
|
||||
Array
|
||||
-----
|
||||
|
||||
*This is temporary. PoolArrays will need their own types to be used the way they are meant to.*
|
||||
|
||||
===================== ==============================================================
|
||||
GDScript C#
|
||||
===================== ==============================================================
|
||||
``Array`` ``Godot.Collections.Array``
|
||||
``PoolIntArray`` ``int[]``
|
||||
``PoolByteArray`` ``byte[]``
|
||||
``PoolFloatArray`` ``float[]``
|
||||
``PoolStringArray`` ``String[]``
|
||||
``PoolColorArray`` ``Color[]``
|
||||
``PoolVector2Array`` ``Vector2[]``
|
||||
``PoolVector3Array`` ``Vector3[]``
|
||||
===================== ==============================================================
|
||||
|
||||
``Godot.Collections.Array<T>`` is a type-safe wrapper around ``Godot.Collections.Array``.
|
||||
Use the ``Godot.Collections.Array<T>(Godot.Collections.Array)`` constructor to create one.
|
||||
|
||||
Dictionary
|
||||
----------
|
||||
|
||||
Use ``Godot.Collections.Dictionary``.
|
||||
|
||||
``Godot.Collections.Dictionary<T>`` is a type-safe wrapper around ``Godot.Collections.Dictionary``.
|
||||
Use the ``Godot.Collections.Dictionary<T>(Godot.Collections.Dictionary)`` constructor to create one.
|
||||
|
||||
Variant
|
||||
-------
|
||||
|
||||
``System.Object`` (``object``) is used instead of ``Variant``.
|
||||
|
||||
Communicating with other scripting languages
|
||||
--------------------------------------------
|
||||
|
||||
This is explained extensively in :ref:`doc_cross_language_scripting`.
|
||||
|
||||
Yield
|
||||
-----
|
||||
|
||||
Something similar to GDScript's ``yield`` with a single parameter can be achieved with
|
||||
C#'s `yield keyword <https://docs.microsoft.com/en-US/dotnet/csharp/language-reference/keywords/yield>`_.
|
||||
|
||||
The equivalent of yield on signal can be achieved with async/await and ``Godot.Object.ToSignal``.
|
||||
|
||||
Example:
|
||||
|
||||
.. code-block:: csharp
|
||||
|
||||
await ToSignal(timer, "timeout");
|
||||
GD.Print("After timeout");
|
||||
|
||||
Other differences
|
||||
-----------------
|
||||
|
||||
``preload``, as it works in GDScript, is not available in C#.
|
||||
Use ``GD.Load`` or ``ResourceLoader.Load`` instead.
|
||||
|
||||
Other differences:
|
||||
|
||||
================ ==================================================================
|
||||
GDScript C#
|
||||
================ ==================================================================
|
||||
``Color8`` ``Color.Color8``
|
||||
``is_inf`` ``float.IsInfinity``
|
||||
``is_nan`` ``float.IsNaN``
|
||||
``dict2inst`` TODO
|
||||
``inst2dict`` TODO
|
||||
================ ==================================================================
|
@ -1,245 +0,0 @@
|
||||
.. _doc_c_sharp_features:
|
||||
|
||||
C# features
|
||||
===========
|
||||
|
||||
This page provides an overview of the commonly used features of both C# and Godot
|
||||
and how they are used together.
|
||||
|
||||
.. _doc_c_sharp_features_type_conversion_and_casting:
|
||||
|
||||
Type conversion and casting
|
||||
---------------------------
|
||||
|
||||
C# is a statically typed language. Therefore, you can't do the following:
|
||||
|
||||
.. code-block:: csharp
|
||||
|
||||
var mySprite = GetNode("MySprite");
|
||||
mySprite.SetFrame(0);
|
||||
|
||||
The method ``GetNode()`` returns a ``Node`` instance.
|
||||
You must explicitly convert it to the desired derived type, ``Sprite`` in this case.
|
||||
|
||||
For this, you have various options in C#.
|
||||
|
||||
**Casting and Type Checking**
|
||||
|
||||
Throws ``InvalidCastException`` if the returned node cannot be cast to Sprite.
|
||||
You would use it instead of the ``as`` operator if you are pretty sure it won't fail.
|
||||
|
||||
.. code-block:: csharp
|
||||
|
||||
Sprite mySprite = (Sprite)GetNode("MySprite");
|
||||
mySprite.SetFrame(0);
|
||||
|
||||
**Using the AS operator**
|
||||
|
||||
The ``as`` operator returns ``null`` if the node cannot be cast to Sprite,
|
||||
and for that reason, it cannot be used with value types.
|
||||
|
||||
.. code-block:: csharp
|
||||
|
||||
Sprite mySprite = GetNode("MySprite") as Sprite;
|
||||
// Only call SetFrame() if mySprite is not null
|
||||
mySprite?.SetFrame(0);
|
||||
|
||||
**Using the generic methods**
|
||||
|
||||
Generic methods are also provided to make this type conversion transparent.
|
||||
|
||||
``GetNode<T>()`` casts the node before returning it. It will throw an ``InvalidCastException`` if the node cannot be cast to the desired type.
|
||||
|
||||
.. code-block:: csharp
|
||||
|
||||
Sprite mySprite = GetNode<Sprite>("MySprite");
|
||||
mySprite.SetFrame(0);
|
||||
|
||||
``GetNodeOrNull<T>()`` uses the ``as`` operator and will return ``null`` if the node cannot be cast to the desired type.
|
||||
|
||||
.. code-block:: csharp
|
||||
|
||||
Sprite mySprite = GetNodeOrNull<Sprite>("MySprite");
|
||||
// Only call SetFrame() if mySprite is not null
|
||||
mySprite?.SetFrame(0);
|
||||
|
||||
**Type checking using the IS operator**
|
||||
|
||||
To check if the node can be cast to Sprite, you can use the ``is`` operator.
|
||||
The ``is`` operator returns false if the node cannot be cast to Sprite,
|
||||
otherwise it returns true.
|
||||
|
||||
.. code-block:: csharp
|
||||
|
||||
if (GetNode("MySprite") is Sprite)
|
||||
{
|
||||
// Yup, it's a sprite!
|
||||
}
|
||||
|
||||
For more advanced type checking, you can look into `Pattern Matching <https://docs.microsoft.com/en-us/dotnet/csharp/pattern-matching>`_.
|
||||
|
||||
.. _doc_c_sharp_signals:
|
||||
|
||||
C# signals
|
||||
----------
|
||||
|
||||
For a complete C# example, see the **Handling a signal** section in the step by step :ref:`doc_scripting` tutorial.
|
||||
|
||||
Declaring a signal in C# is done with the ``[Signal]`` attribute on a delegate.
|
||||
|
||||
.. code-block:: csharp
|
||||
|
||||
[Signal]
|
||||
delegate void MySignal();
|
||||
|
||||
[Signal]
|
||||
delegate void MySignalWithArguments(string foo, int bar);
|
||||
|
||||
These signals can then be connected either in the editor or from code with ``Connect``.
|
||||
If you want to connect a signal in the editor, you need to (re)build the project assemblies to see the new signal. This build can be manually triggered by clicking the “Build” button at the top right corner of the editor window.
|
||||
|
||||
.. code-block:: csharp
|
||||
|
||||
public void MyCallback()
|
||||
{
|
||||
GD.Print("My callback!");
|
||||
}
|
||||
|
||||
public void MyCallbackWithArguments(string foo, int bar)
|
||||
{
|
||||
GD.Print("My callback with: ", foo, " and ", bar, "!");
|
||||
}
|
||||
|
||||
public void SomeFunction()
|
||||
{
|
||||
instance.Connect("MySignal", this, "MyCallback");
|
||||
instance.Connect(nameof(MySignalWithArguments), this, "MyCallbackWithArguments");
|
||||
}
|
||||
|
||||
Emitting signals is done with the ``EmitSignal`` method.
|
||||
|
||||
.. code-block:: csharp
|
||||
|
||||
public void SomeFunction()
|
||||
{
|
||||
EmitSignal(nameof(MySignal));
|
||||
EmitSignal("MySignalWithArguments", "hello there", 28);
|
||||
}
|
||||
|
||||
Notice that you can always reference a signal name with the ``nameof`` keyword (applied on the delegate itself).
|
||||
|
||||
It is possible to bind values when establishing a connection by passing a Godot array.
|
||||
|
||||
.. code-block:: csharp
|
||||
|
||||
public int Value { get; private set; } = 0;
|
||||
|
||||
private void ModifyValue(int modifier)
|
||||
{
|
||||
Value += modifier;
|
||||
}
|
||||
|
||||
public void SomeFunction()
|
||||
{
|
||||
var plusButton = (Button)GetNode("PlusButton");
|
||||
var minusButton = (Button)GetNode("MinusButton");
|
||||
|
||||
plusButton.Connect("pressed", this, "ModifyValue", new Godot.Collections.Array { 1 });
|
||||
minusButton.Connect("pressed", this, "ModifyValue", new Godot.Collections.Array { -1 });
|
||||
}
|
||||
|
||||
Signals support parameters and bound values of all the `built-in types <https://docs.microsoft.com/en-us/dotnet/csharp/language-reference/keywords/built-in-types-table>`_ and Classes derived from :ref:`Godot.Object <class_Object>`.
|
||||
Consequently, any ``Node`` or ``Reference`` will be compatible automatically, but custom data objects will need to extend from `Godot.Object` or one of its subclasses.
|
||||
|
||||
.. code-block:: csharp
|
||||
|
||||
public class DataObject : Godot.Object
|
||||
{
|
||||
public string Field1 { get; set; }
|
||||
public string Field2 { get; set; }
|
||||
}
|
||||
|
||||
|
||||
Finally, signals can be created by calling ``AddUserSignal``, but be aware that it should be executed before any use of said signals (with ``Connect`` or ``EmitSignal``).
|
||||
|
||||
.. code-block:: csharp
|
||||
|
||||
public void SomeFunction()
|
||||
{
|
||||
AddUserSignal("MyOtherSignal");
|
||||
EmitSignal("MyOtherSignal");
|
||||
}
|
||||
|
||||
Preprocessor defines
|
||||
--------------------
|
||||
|
||||
Godot has a set of defines that allow you to change your C# code
|
||||
depending on the environment you are compiling to.
|
||||
|
||||
.. note:: If you created your project before Godot 3.2, you have to modify
|
||||
or regenerate your `csproj` file to use this feature
|
||||
(compare ``<DefineConstants>`` with a new 3.2+ project).
|
||||
|
||||
Examples
|
||||
~~~~~~~~
|
||||
|
||||
For example, you can change code based on the platform:
|
||||
|
||||
.. code-block:: csharp
|
||||
|
||||
public override void _Ready()
|
||||
{
|
||||
#if GODOT_SERVER
|
||||
// Don't try to load meshes or anything, this is a server!
|
||||
LaunchServer();
|
||||
#elif GODOT_32 || GODOT_MOBILE || GODOT_WEB
|
||||
// Use simple objects when running on less powerful systems.
|
||||
SpawnSimpleObjects();
|
||||
#else
|
||||
SpawnComplexObjects();
|
||||
#endif
|
||||
}
|
||||
|
||||
Or you can detect which engine your code is in, useful for making cross-engine libraries:
|
||||
|
||||
.. code-block:: csharp
|
||||
|
||||
public void MyPlatformPrinter()
|
||||
{
|
||||
#if GODOT
|
||||
GD.Print("This is Godot.");
|
||||
#elif UNITY_5_3_OR_NEWER
|
||||
print("This is Unity.");
|
||||
#else
|
||||
throw new InvalidWorkflowException("Only Godot and Unity are supported.");
|
||||
#endif
|
||||
}
|
||||
|
||||
Full list of defines
|
||||
~~~~~~~~~~~~~~~~~~~~
|
||||
|
||||
* ``GODOT`` is always defined for Godot projects.
|
||||
|
||||
* One of ``GODOT_64`` or ``GODOT_32`` is defined depending on if the architecture is 64-bit or 32-bit.
|
||||
|
||||
* One of ``GODOT_X11``, ``GODOT_WINDOWS``, ``GODOT_OSX``,
|
||||
``GODOT_ANDROID``, ``GODOT_IOS``, ``GODOT_HTML5``, or ``GODOT_SERVER``
|
||||
depending on the OS. These names may change in the future.
|
||||
These are created from the ``get_name()`` method of the
|
||||
:ref:`OS <class_OS>` singleton, but not every possible OS
|
||||
the method returns is an OS that Godot with Mono runs on.
|
||||
|
||||
When **exporting**, the following may also be defined depending on the export features:
|
||||
|
||||
* One of ``GODOT_PC``, ``GODOT_MOBILE``, or ``GODOT_WEB`` depending on the platform type.
|
||||
|
||||
* One of ``GODOT_ARM64_V8A`` or ``GODOT_ARMEABI_V7A`` on Android only depending on the architecture.
|
||||
|
||||
* One of ``GODOT_ARM64`` or ``GODOT_ARMV7`` on iOS only depending on the architecture.
|
||||
|
||||
* Any of ``GODOT_S3TC``, ``GODOT_ETC``, and ``GODOT_ETC2`` depending on the texture compression type.
|
||||
|
||||
* Any custom features added in the export menu will be capitalized and prefixed: ``foo`` -> ``GODOT_FOO``.
|
||||
|
||||
To see an example project, see the OS testing demo:
|
||||
https://github.com/godotengine/godot-demo-projects/tree/master/misc/os_test
|
@ -1,324 +0,0 @@
|
||||
.. _doc_c_sharp_styleguide:
|
||||
|
||||
C# style guide
|
||||
==============
|
||||
|
||||
Having well-defined and consistent coding conventions is important for every project, and Godot
|
||||
is no exception to this rule.
|
||||
|
||||
This page contains a coding style guide, which is followed by developers of and contributors to Godot
|
||||
itself. As such, it is mainly intended for those who want to contribute to the project, but since
|
||||
the conventions and guidelines mentioned in this article are those most widely adopted by the users
|
||||
of the language, we encourage you to do the same, especially if you do not have such a guide yet.
|
||||
|
||||
.. note:: This article is by no means an exhaustive guide on how to follow the standard coding
|
||||
conventions or best practices. If you feel unsure of an aspect which is not covered here,
|
||||
please refer to more comprehensive documentation, such as
|
||||
`C# Coding Conventions <https://docs.microsoft.com/en-us/dotnet/csharp/programming-guide/inside-a-program/coding-conventions>`_ or
|
||||
`Framework Design Guidelines <https://docs.microsoft.com/en-us/dotnet/standard/design-guidelines/naming-guidelines>`_.
|
||||
|
||||
Language specification
|
||||
----------------------
|
||||
|
||||
Godot currently uses **C# version 7.0** in its engine and example source code. So, before we move to
|
||||
a newer version, care must be taken to avoid mixing language features only available in C# 7.1 or
|
||||
later.
|
||||
|
||||
For detailed information on C# features in different versions, please see
|
||||
`What's New in C# <https://docs.microsoft.com/en-us/dotnet/csharp/whats-new/>`_.
|
||||
|
||||
Formatting
|
||||
----------
|
||||
|
||||
General guidelines
|
||||
~~~~~~~~~~~~~~~~~~
|
||||
|
||||
* Use line feed (**LF**) characters to break lines, not CRLF or CR.
|
||||
* Use one line feed character at the end of each file, except for `csproj` files.
|
||||
* Use **UTF-8** encoding without a `byte order mark <https://en.wikipedia.org/wiki/Byte_order_mark>`_.
|
||||
* Use **4 spaces** instead of tabs for indentation (which is referred to as "soft tabs").
|
||||
* Consider breaking a line into several if it's longer than 100 characters.
|
||||
|
||||
|
||||
Line breaks and blank lines
|
||||
~~~~~~~~~~~~~~~~~~~~~~~~~~~
|
||||
|
||||
For a general indentation rule, follow `the "Allman Style" <https://en.wikipedia.org/wiki/Indentation_style#Allman_style>`_
|
||||
which recommends placing the brace associated with a control statement on the next line, indented to
|
||||
the same level:
|
||||
|
||||
.. code-block:: csharp
|
||||
|
||||
// Use this style:
|
||||
if (x > 0)
|
||||
{
|
||||
DoSomething();
|
||||
}
|
||||
|
||||
// NOT this:
|
||||
if (x > 0) {
|
||||
DoSomething();
|
||||
}
|
||||
|
||||
However, you may choose to omit line breaks inside brackets:
|
||||
|
||||
* For simple property accessors.
|
||||
* For simple object, array, or collection initializers.
|
||||
* For abstract auto property, indexer, or event declarations.
|
||||
|
||||
.. code-block:: csharp
|
||||
|
||||
// You may put the brackets in a single line in following cases:
|
||||
public interface MyInterface
|
||||
{
|
||||
int MyProperty { get; set; }
|
||||
}
|
||||
|
||||
public class MyClass : ParentClass
|
||||
{
|
||||
public int Value
|
||||
{
|
||||
get { return 0; }
|
||||
set
|
||||
{
|
||||
ArrayValue = new [] {value};
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
Insert a blank line:
|
||||
|
||||
* After a list of ``using`` statements.
|
||||
* Between method, properties, and inner type declarations.
|
||||
* At the end of each file.
|
||||
|
||||
Field and constant declarations can be grouped together according to relevance. In that case, consider
|
||||
inserting a blank line between the groups for easier reading.
|
||||
|
||||
Avoid inserting a blank line:
|
||||
|
||||
* After ``{``, the opening brace.
|
||||
* Before ``}``, the closing brace.
|
||||
* After a comment block or a single-line comment.
|
||||
* Adjacent to another blank line.
|
||||
|
||||
.. code-block:: csharp
|
||||
|
||||
using System;
|
||||
using Godot;
|
||||
// Blank line after `using` list.
|
||||
public class MyClass
|
||||
{ // No blank line after `{`.
|
||||
public enum MyEnum
|
||||
{
|
||||
Value,
|
||||
AnotherValue // No blank line before `}`.
|
||||
}
|
||||
// Blank line around inner types.
|
||||
public const int SomeConstant = 1;
|
||||
public const int AnotherConstant = 2;
|
||||
|
||||
private Vector3 _x; // Related constants or fields can be
|
||||
private Vector3 _y; // grouped together.
|
||||
|
||||
private float _width;
|
||||
private float _height;
|
||||
|
||||
public int MyProperty { get; set; }
|
||||
// Blank line around properties.
|
||||
public void MyMethod()
|
||||
{
|
||||
// Some comment.
|
||||
AnotherMethod(); // No blank line after a comment.
|
||||
}
|
||||
// Blank line around methods.
|
||||
public void AnotherMethod()
|
||||
{
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
Using spaces
|
||||
~~~~~~~~~~~~
|
||||
|
||||
Insert a space:
|
||||
|
||||
* Around a binary and tertiary operator.
|
||||
* Between an opening parenthesis and ``if``, ``for``, ``foreach``, ``catch``, ``while``, ``lock`` or ``using`` keywords.
|
||||
* Before and within a single line accessor block.
|
||||
* Between accessors in a single line accessor block.
|
||||
* After a comma which is not at the end of a line.
|
||||
* After a semicolon in a ``for`` statement.
|
||||
* After a colon in a single line ``case`` statement.
|
||||
* Around a colon in a type declaration.
|
||||
* Around a lambda arrow.
|
||||
* After a single-line comment symbol (``//``), and before it if used at the end of a line.
|
||||
|
||||
Do not use a space:
|
||||
|
||||
* After type cast parentheses.
|
||||
* Within single line initializer braces.
|
||||
|
||||
The following example shows a proper use of spaces, according to some of the above mentioned conventions:
|
||||
|
||||
.. code-block:: csharp
|
||||
|
||||
public class MyClass<A, B> : Parent<A, B>
|
||||
{
|
||||
public float MyProperty { get; set; }
|
||||
|
||||
public float AnotherProperty
|
||||
{
|
||||
get { return MyProperty; }
|
||||
}
|
||||
|
||||
public void MyMethod()
|
||||
{
|
||||
int[] values = {1, 2, 3, 4}; // No space within initializer brackets.
|
||||
int sum = 0;
|
||||
|
||||
// Single line comment.
|
||||
for (int i = 0; i < values.Length; i++)
|
||||
{
|
||||
switch (i)
|
||||
{
|
||||
case 3: return;
|
||||
default:
|
||||
sum += i > 2 ? 0 : 1;
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
i += (int)MyProperty; // No space after a type cast.
|
||||
}
|
||||
}
|
||||
|
||||
Naming conventions
|
||||
------------------
|
||||
|
||||
Use **PascalCase** for all namespaces, type names and member level identifiers (i.e. methods, properties,
|
||||
constants, events), except for private fields:
|
||||
|
||||
.. code-block:: csharp
|
||||
|
||||
namespace ExampleProject
|
||||
{
|
||||
public class PlayerCharacter
|
||||
{
|
||||
public const float DefaultSpeed = 10f;
|
||||
|
||||
public float CurrentSpeed { get; set; }
|
||||
|
||||
protected int HitPoints;
|
||||
|
||||
private void CalculateWeaponDamage()
|
||||
{
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
Use **camelCase** for all other identifiers (i.e. local variables, method arguments), and use
|
||||
an underscore (``_``) as a prefix for private fields (but not for methods or properties, as explained above):
|
||||
|
||||
.. code-block:: csharp
|
||||
|
||||
private Vector3 _aimingAt; // Use a `_` prefix for private fields.
|
||||
|
||||
private void Attack(float attackStrength)
|
||||
{
|
||||
Enemy targetFound = FindTarget(_aimingAt);
|
||||
|
||||
targetFound?.Hit(attackStrength);
|
||||
}
|
||||
|
||||
There's an exception with acronyms which consist of two letters, like ``UI``, which should be written in
|
||||
uppercase letters where PascalCase would be expected, and in lowercase letters otherwise.
|
||||
|
||||
Note that ``id`` is **not** an acronym, so it should be treated as a normal identifier:
|
||||
|
||||
.. code-block:: csharp
|
||||
|
||||
public string Id { get; }
|
||||
|
||||
public UIManager UI
|
||||
{
|
||||
get { return uiManager; }
|
||||
}
|
||||
|
||||
It is generally discouraged to use a type name as a prefix of an identifier, like ``string strText``
|
||||
or ``float fPower``, for example. An exception is made, however, for interfaces, which
|
||||
**should**, in fact, have an uppercase letter ``I`` prefixed to their names, like ``IInventoryHolder`` or ``IDamageable``.
|
||||
|
||||
Lastly, consider choosing descriptive names and do not try to shorten them too much if it affects
|
||||
readability.
|
||||
|
||||
For instance, if you want to write code to find a nearby enemy and hit it with a weapon, prefer:
|
||||
|
||||
.. code-block:: csharp
|
||||
|
||||
FindNearbyEnemy()?.Damage(weaponDamage);
|
||||
|
||||
Rather than:
|
||||
|
||||
.. code-block:: csharp
|
||||
|
||||
FindNode()?.Change(wpnDmg);
|
||||
|
||||
Member variables
|
||||
----------------
|
||||
|
||||
Don't declare member variables if they are only used locally in a method, as it
|
||||
makes the code more difficult to follow. Instead, declare them as local
|
||||
variables in the method's body.
|
||||
|
||||
Local variables
|
||||
---------------
|
||||
|
||||
Declare local variables as close as possible to their first use. This makes it
|
||||
easier to follow the code, without having to scroll too much to find where the
|
||||
variable was declared.
|
||||
|
||||
Implicitly typed local variables
|
||||
--------------------------------
|
||||
|
||||
Consider using implicitly typing (``var``) for declaration of a local variable, but do so
|
||||
**only when the type is evident** from the right side of the assignment:
|
||||
|
||||
.. code-block:: csharp
|
||||
|
||||
// You can use `var` for these cases:
|
||||
|
||||
var direction = new Vector2(1, 0);
|
||||
|
||||
var value = (int)speed;
|
||||
|
||||
var text = "Some value";
|
||||
|
||||
for (var i = 0; i < 10; i++)
|
||||
{
|
||||
}
|
||||
|
||||
// But not for these:
|
||||
|
||||
var value = GetValue();
|
||||
|
||||
var velocity = direction * 1.5;
|
||||
|
||||
// It's generally a better idea to use explicit typing for numeric values, especially with
|
||||
// the existence of the `real_t` alias in Godot, which can either be double or float
|
||||
// depending on the build configuration.
|
||||
|
||||
var value = 1.5;
|
||||
|
||||
Other considerations
|
||||
--------------------
|
||||
|
||||
* Use explicit access modifiers.
|
||||
* Use properties instead of non-private fields.
|
||||
* Use modifiers in this order:
|
||||
``public``/``protected``/``private``/``internal``/``virtual``/``override``/``abstract``/``new``/``static``/``readonly``.
|
||||
* Avoid using fully-qualified names or ``this.`` prefix for members when it's not necessary.
|
||||
* Remove unused ``using`` statements and unnecessary parentheses.
|
||||
* Consider omitting the default initial value for a type.
|
||||
* Consider using null-conditional operators or type initializers to make the code more compact.
|
||||
* Use safe cast when there is a possibility of the value being a different type, and use direct cast otherwise.
|
Before Width: | Height: | Size: 5.9 KiB |
@ -1,11 +0,0 @@
|
||||
C#
|
||||
===
|
||||
|
||||
.. toctree::
|
||||
:maxdepth: 1
|
||||
:name: toc-learn-scripting-C#
|
||||
|
||||
c_sharp_basics
|
||||
c_sharp_features
|
||||
c_sharp_differences
|
||||
c_sharp_style_guide
|
@ -1,109 +0,0 @@
|
||||
#!python
|
||||
import os
|
||||
|
||||
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.', 'demo/bin/'))
|
||||
opts.Add(PathVariable('target_name', 'The library name.', 'libgdexample', PathVariable.PathAccept))
|
||||
|
||||
# Local dependency paths, adapt them to your setup
|
||||
godot_headers_path = "godot-cpp/godot-headers/"
|
||||
cpp_bindings_path = "godot-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();
|
||||
|
||||
# For the reference:
|
||||
# - CCFLAGS are compilation flags shared between C and C++
|
||||
# - CFLAGS are for C-specific compilation flags
|
||||
# - CXXFLAGS are for C++-specific compilation flags
|
||||
# - CPPFLAGS are for pre-processor flags
|
||||
# - CPPDEFINES are for pre-processor defines
|
||||
# - LINKFLAGS are for linking flags
|
||||
|
||||
# Check our platform specifics
|
||||
if env['platform'] == "osx":
|
||||
env['target_path'] += 'osx/'
|
||||
cpp_library += '.osx'
|
||||
env.Append(CCFLAGS=['-arch', 'x86_64'])
|
||||
env.Append(CXXFLAGS=['-std=c++17'])
|
||||
env.Append(LINKFLAGS=['-arch', 'x86_64'])
|
||||
if env['target'] in ('debug', 'd'):
|
||||
env.Append(CCFLAGS=['-g', '-O2'])
|
||||
else:
|
||||
env.Append(CCFLAGS=['-g', '-O3'])
|
||||
|
||||
elif env['platform'] in ('x11', 'linux'):
|
||||
env['target_path'] += 'x11/'
|
||||
cpp_library += '.linux'
|
||||
env.Append(CCFLAGS=['-fPIC'])
|
||||
env.Append(CXXFLAGS=['-std=c++17'])
|
||||
if env['target'] in ('debug', 'd'):
|
||||
env.Append(CCFLAGS=['-g3', '-Og'])
|
||||
else:
|
||||
env.Append(CCFLAGS=['-g', '-O3'])
|
||||
|
||||
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(CPPDEFINES=['WIN32', '_WIN32', '_WINDOWS', '_CRT_SECURE_NO_WARNINGS'])
|
||||
env.Append(CCFLAGS=['-W3', '-GR'])
|
||||
env.Append(CXXFLAGS='/std:c++17')
|
||||
if env['target'] in ('debug', 'd'):
|
||||
env.Append(CPPDEFINES=['_DEBUG'])
|
||||
env.Append(CCFLAGS=['-EHsc', '-MDd', '-ZI'])
|
||||
env.Append(LINKFLAGS=['-DEBUG'])
|
||||
else:
|
||||
env.Append(CPPDEFINES=['NDEBUG'])
|
||||
env.Append(CCFLAGS=['-O2', '-EHsc', '-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))
|
@ -1,555 +0,0 @@
|
||||
.. _doc_gdnative_c_example:
|
||||
|
||||
GDNative C example
|
||||
==================
|
||||
|
||||
Introduction
|
||||
------------
|
||||
|
||||
This tutorial will introduce you to the bare minimum required to create GDNative
|
||||
modules. This should be your starting point into the world of GDNative.
|
||||
Understanding the contents of this tutorial will help you in understanding all
|
||||
that is to come after this.
|
||||
|
||||
Before we begin, you can download the source code to the example object we
|
||||
describe below in the `GDNative-demos repository
|
||||
<https://github.com/godotengine/gdnative-demos/tree/master/c/simple>`_.
|
||||
|
||||
This example project also contains a SConstruct file that makes compiling a
|
||||
little easier, but in this tutorial we'll be doing things by hand to
|
||||
understand the process.
|
||||
|
||||
:ref:`GDNative <class_GDNative>` can be used to create several types of
|
||||
additions to Godot, using interfaces such as
|
||||
:ref:`PluginScript <class_PluginScript>` or
|
||||
:ref:`ARVRInterfaceGDNative <class_ARVRInterfaceGDNative>`. In this tutorial we
|
||||
are going to look at creating a :ref:`NativeScript <class_NativeScript>`
|
||||
module. NativeScript allows you to write logic in C or C++ in a similar fashion
|
||||
as you would write a GDScript file. We'll be creating the C equivalent of this
|
||||
GDScript:
|
||||
|
||||
::
|
||||
|
||||
extends Reference
|
||||
|
||||
var data
|
||||
|
||||
func _ready():
|
||||
data = "World from GDScript!"
|
||||
|
||||
func get_data():
|
||||
return data
|
||||
|
||||
Future tutorials will focus on the other types of GDNative modules and explain
|
||||
when and how to use each of them.
|
||||
|
||||
Prerequisites
|
||||
-------------
|
||||
|
||||
Before we start you'll need a few things:
|
||||
|
||||
1) A Godot executable for your target version.
|
||||
2) A C compiler. On Linux, install ``gcc`` or ``clang`` from your package
|
||||
manager. On macOS, you can install Xcode from the Mac App Store. On Windows,
|
||||
you can use Visual Studio 2015 or later, or MinGW-w64.
|
||||
3) A Git clone of the `godot-headers
|
||||
repository <https://github.com/godotengine/godot-headers.git>`_: these are
|
||||
the C headers for Godot's public API exposed to GDNative.
|
||||
|
||||
For the latter, we suggest that you create a dedicated folder for this GDNative
|
||||
example project, open a terminal in that folder and execute:
|
||||
|
||||
.. code-block:: none
|
||||
|
||||
git clone https://github.com/godotengine/godot-headers.git --branch=3.4
|
||||
|
||||
This will download the required files into that folder.
|
||||
|
||||
.. tip::
|
||||
|
||||
If you plan to use Git for your GDNative project, you can also add
|
||||
``godot-headers`` as a Git submodule.
|
||||
|
||||
.. note::
|
||||
|
||||
The ``godot-headers`` repository has different branches. As Godot evolves,
|
||||
so does GDNative. While we try to preserve compatibility between version,
|
||||
you should always build your GDNative module against headers matching the
|
||||
Godot stable branch (e.g. ``3.4``) and ideally actual release (e.g.
|
||||
``3.4.4-stable``) that you use.
|
||||
GDNative modules built against older versions of the Godot headers *may*
|
||||
work with newer versions of the engine, but not the other way around.
|
||||
|
||||
The ``master`` branch of the ``godot-headers`` repository is kept in line with
|
||||
the ``master`` branch of Godot and thus contains the GDNative class and
|
||||
structure definitions that will work with the latest development builds.
|
||||
|
||||
If you want to write a GDNative module for a stable version of Godot, look at
|
||||
the available Git tags (with ``git tags``) for the one matching your engine
|
||||
version. In the ``godot-headers`` repository, such tags are prefixed with
|
||||
``godot-``, so you can e.g. checkout the ``godot-3.4.4-stable`` tag for use with
|
||||
Godot 3.4.4. In your cloned repository, you can do:
|
||||
|
||||
.. code-block:: none
|
||||
|
||||
git checkout godot-3.4.4-stable
|
||||
|
||||
If a tag matching your stable release is missing for any reason, you can fall
|
||||
back to the matching stable branch (e.g. ``3.4``), which you would also check
|
||||
out with ``git checkout 3.4``.
|
||||
|
||||
If you are building Godot from source with your own changes that impact
|
||||
GDNative, you can find the updated class and structure definition in
|
||||
``<godotsource>/modules/gdnative/include``
|
||||
|
||||
Our C source
|
||||
------------
|
||||
|
||||
Let's start by writing our main code. Eventually, we want to end up with a file
|
||||
structure that looks along those lines:
|
||||
|
||||
.. code-block:: none
|
||||
|
||||
+ <your development folder>
|
||||
+ godot-headers
|
||||
- <lots of files here>
|
||||
+ simple
|
||||
+ bin
|
||||
- libsimple.dll/so/dylib
|
||||
- libsimple.gdnlib
|
||||
- simple.gdns
|
||||
main.tscn
|
||||
project.godot
|
||||
+ src
|
||||
- simple.c
|
||||
|
||||
Open up Godot and create a new project called "simple" alongside your
|
||||
``godot-headers`` Git clone. This will create the ``simple`` folder and
|
||||
``project.godot`` file. Then manually create a ``src`` folder alongside the
|
||||
``simple`` folder, and a ``bin`` subfolder in the ``simple`` folder.
|
||||
|
||||
We're going to start by having a look at what our ``simple.c`` file contains.
|
||||
Now, for our example here we're making a single C source file without a header
|
||||
to keep things simple. Once you start writing bigger projects it is advisable
|
||||
to break your project up into multiple files. That however falls outside of the
|
||||
scope of this tutorial.
|
||||
|
||||
We'll be looking at the source code bit by bit so all the parts below should all
|
||||
be put together into one big file. Each section will be explained as we add it.
|
||||
|
||||
.. code-block:: C
|
||||
|
||||
#include <gdnative_api_struct.gen.h>
|
||||
|
||||
#include <string.h>
|
||||
|
||||
const godot_gdnative_core_api_struct *api = NULL;
|
||||
const godot_gdnative_ext_nativescript_api_struct *nativescript_api = NULL;
|
||||
|
||||
The above code includes the GDNative API struct header and a standard header
|
||||
that we will use further down for string operations.
|
||||
It then defines two pointers to two different structs. GDNative supports a large
|
||||
collection of functions for calling back into the main Godot executable. In
|
||||
order for your module to have access to these functions, GDNative provides your
|
||||
application with a struct containing pointers to all these functions.
|
||||
|
||||
To keep this implementation modular and easily extendable, the core functions
|
||||
are available directly through the "core" API struct, but additional functions
|
||||
have their own "GDNative structs" that are accessible through extensions.
|
||||
|
||||
In our example, we access one of these extension to gain access to the functions
|
||||
specifically needed for NativeScript.
|
||||
|
||||
A NativeScript behaves like any other script in Godot. Because the NativeScript
|
||||
API is rather low level, it requires the library to specify many things more
|
||||
verbosely than other scripting systems, such as GDScript. When a NativeScript
|
||||
instance gets created, a library-given constructor gets called. When that
|
||||
instance gets destroyed, the given destructor will be executed.
|
||||
|
||||
.. code-block:: C
|
||||
|
||||
void *simple_constructor(godot_object *p_instance, void *p_method_data);
|
||||
void simple_destructor(godot_object *p_instance, void *p_method_data, void *p_user_data);
|
||||
godot_variant simple_get_data(godot_object *p_instance, void *p_method_data,
|
||||
void *p_user_data, int p_num_args, godot_variant **p_args);
|
||||
|
||||
These are forward declarations for the functions we'll be implementing for our
|
||||
object. A constructor and destructor is needed. Additionally, the object will
|
||||
have a single method called ``get_data``.
|
||||
|
||||
Next up is the first of the entry points Godot will call when our dynamic
|
||||
library is loaded. These methods are all prefixed with ``godot_`` (you can
|
||||
change this later on) followed by their name. ``gdnative_init`` is a function
|
||||
that initializes our dynamic library. Godot will give it a pointer to a
|
||||
structure that contains various bits of information we may find useful among
|
||||
which the pointers to our API structures.
|
||||
|
||||
For any additional API structures we need to loop through our extensions array
|
||||
and check the type of extension.
|
||||
|
||||
.. code-block:: C
|
||||
|
||||
void GDN_EXPORT godot_gdnative_init(godot_gdnative_init_options *p_options) {
|
||||
api = p_options->api_struct;
|
||||
|
||||
// Now find our extensions.
|
||||
for (int i = 0; i < api->num_extensions; i++) {
|
||||
switch (api->extensions[i]->type) {
|
||||
case GDNATIVE_EXT_NATIVESCRIPT: {
|
||||
nativescript_api = (godot_gdnative_ext_nativescript_api_struct *)api->extensions[i];
|
||||
}; break;
|
||||
default: break;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
Next up is ``gdnative_terminate`` which is called before the library is
|
||||
unloaded. Godot will unload the library when no object uses it anymore. Here,
|
||||
you can do any cleanup you may need to do. For our example, we're simply going
|
||||
to clear our API pointers.
|
||||
|
||||
.. code-block:: C
|
||||
|
||||
void GDN_EXPORT godot_gdnative_terminate(godot_gdnative_terminate_options *p_options) {
|
||||
api = NULL;
|
||||
nativescript_api = NULL;
|
||||
}
|
||||
|
||||
Finally, we have ``nativescript_init`` which is the most important function we'll
|
||||
need today. This function will be called by Godot as part of loading a GDNative
|
||||
library and communicates back to the engine what objects we make available.
|
||||
|
||||
.. code-block:: C
|
||||
|
||||
void GDN_EXPORT godot_nativescript_init(void *p_handle) {
|
||||
godot_instance_create_func create = { NULL, NULL, NULL };
|
||||
create.create_func = &simple_constructor;
|
||||
|
||||
godot_instance_destroy_func destroy = { NULL, NULL, NULL };
|
||||
destroy.destroy_func = &simple_destructor;
|
||||
|
||||
nativescript_api->godot_nativescript_register_class(p_handle, "SIMPLE", "Reference",
|
||||
create, destroy);
|
||||
|
||||
godot_instance_method get_data = { NULL, NULL, NULL };
|
||||
get_data.method = &simple_get_data;
|
||||
|
||||
godot_method_attributes attributes = { GODOT_METHOD_RPC_MODE_DISABLED };
|
||||
|
||||
nativescript_api->godot_nativescript_register_method(p_handle, "SIMPLE", "get_data",
|
||||
attributes, get_data);
|
||||
}
|
||||
|
||||
We first tell the engine which classes are implemented by calling
|
||||
``nativescript_register_class``. The first parameter here is the handle pointer
|
||||
given to us. The second is the name of our object class. The third is the type
|
||||
of object in Godot that we 'inherit' from; this is not true inheritance but it's
|
||||
close enough. Finally, our fourth and fifth parameters are descriptions for our
|
||||
constructor and destructor.
|
||||
|
||||
We then tell Godot about our methods (well our one method in this case), by
|
||||
calling ``nativescript_register_method`` for each method of our class. In our
|
||||
case, that is just ``get_data``. Our first parameter is yet again our handle
|
||||
pointer. The second is again the name of the object class we're registering. The
|
||||
third is the name of our function as it will be known to GDScript. The fourth is
|
||||
our attributes setting (see ``godot_method_rpc_mode`` enum in
|
||||
``godot-headers/nativescript/godot_nativescript.h`` for possible values). The
|
||||
fifth and final parameter is a description of which function to call when the
|
||||
method gets called.
|
||||
|
||||
The description struct ``instance_method`` contains the function pointer to the
|
||||
function itself as first field. The other two fields in these structs are for
|
||||
specifying per-method userdata. The second is the ``method_data`` field which is
|
||||
passed on every function call as the ``p_method_data`` argument. This is useful
|
||||
to reuse one function for different methods on possibly multiple different
|
||||
script-classes. If the ``method_data`` value is a pointer to memory that needs
|
||||
to be freed, the third ``free_func`` field can contain a pointer to a function
|
||||
that will free that memory. That free function gets called when the script
|
||||
itself (not instance!) gets unloaded (so usually at library-unload time).
|
||||
|
||||
Now, it's time to start working on the functions of our object. First, we define
|
||||
a structure that we use to store the member data of an instance of our GDNative
|
||||
class.
|
||||
|
||||
.. code-block:: C
|
||||
|
||||
typedef struct user_data_struct {
|
||||
char data[256];
|
||||
} user_data_struct;
|
||||
|
||||
And then, we define our constructor. All we do in our constructor is allocate
|
||||
memory for our structure and fill it with some data. Note that we use Godot's
|
||||
memory functions so the memory gets tracked and then return the pointer to our
|
||||
new structure. This pointer will act as our instance identifier in case multiple
|
||||
objects are instantiated.
|
||||
|
||||
This pointer will be passed to any of our functions related to our object as a
|
||||
parameter called ``p_user_data``, and can both be used to identify our instance
|
||||
and to access its member data.
|
||||
|
||||
.. code-block:: C
|
||||
|
||||
void *simple_constructor(godot_object *p_instance, void *p_method_data) {
|
||||
user_data_struct *user_data = api->godot_alloc(sizeof(user_data_struct));
|
||||
strcpy(user_data->data, "World from GDNative!");
|
||||
|
||||
return user_data;
|
||||
}
|
||||
|
||||
Our destructor is called when Godot is done with our object and we free our
|
||||
instances' member data.
|
||||
|
||||
.. code-block:: C
|
||||
|
||||
void simple_destructor(godot_object *p_instance, void *p_method_data, void *p_user_data) {
|
||||
api->godot_free(p_user_data);
|
||||
}
|
||||
|
||||
And finally, we implement our ``get_data`` function. Data is always sent and
|
||||
returned as variants so in order to return our data, which is a string, we first
|
||||
need to convert our C string to a Godot string object, and then copy that string
|
||||
object into the variant we are returning.
|
||||
|
||||
.. code-block:: C
|
||||
|
||||
godot_variant simple_get_data(godot_object *p_instance, void *p_method_data,
|
||||
void *p_user_data, int p_num_args, godot_variant **p_args) {
|
||||
godot_string data;
|
||||
godot_variant ret;
|
||||
user_data_struct *user_data = (user_data_struct *)p_user_data;
|
||||
|
||||
api->godot_string_new(&data);
|
||||
api->godot_string_parse_utf8(&data, user_data->data);
|
||||
api->godot_variant_new_string(&ret, &data);
|
||||
api->godot_string_destroy(&data);
|
||||
|
||||
return ret;
|
||||
}
|
||||
|
||||
Strings are heap-allocated in Godot, so they have a destructor which frees the
|
||||
memory. Destructors are named ``godot_TYPENAME_destroy``. When a Variant gets
|
||||
created with a String, it references the String. That means that the original
|
||||
String can be "destroyed" to decrease the ref-count. If that does not happen the
|
||||
String memory will leak since the ref-count will never be zero and the memory
|
||||
never deallocated. The returned variant gets automatically destroyed by Godot.
|
||||
|
||||
.. note::
|
||||
|
||||
In more complex operations it can be confusing the keep track of which value
|
||||
needs to be deallocated and which does not. As a general rule: call
|
||||
``godot_TYPENAME_destroy`` when a C++ destructor would be called instead.
|
||||
The String destructor would be called in C++ after the Variant was created,
|
||||
so the same is necessary in C.
|
||||
|
||||
The variant we return is destroyed automatically by Godot.
|
||||
|
||||
And that is the whole source code of our module.
|
||||
|
||||
Compiling
|
||||
---------
|
||||
|
||||
We now need to compile our source code. As mentioned our example project on
|
||||
GitHub contains a SCons configuration that does all the hard work for you, but
|
||||
for our tutorial here we are going to call the compilers directly.
|
||||
|
||||
Assuming you are sticking to the folder structure suggested above, it is best to
|
||||
open a terminal session in the ``src`` folder and execute the commands from
|
||||
there. Make sure to create the ``bin`` folder before you proceed.
|
||||
|
||||
On Linux:
|
||||
|
||||
.. code-block:: none
|
||||
|
||||
gcc -std=c11 -fPIC -c -I../godot-headers simple.c -o simple.o
|
||||
gcc -rdynamic -shared simple.o -o ../simple/bin/libsimple.so
|
||||
|
||||
On macOS:
|
||||
|
||||
.. code-block:: none
|
||||
|
||||
clang -std=c11 -fPIC -c -I../godot-headers simple.c -o simple.os
|
||||
clang -dynamiclib simple.os -o ../simple/bin/libsimple.dylib
|
||||
|
||||
On Windows:
|
||||
|
||||
.. code-block:: none
|
||||
|
||||
cl /Fosimple.obj /c simple.c /nologo -EHsc -DNDEBUG /MD /I. /I..\godot-headers
|
||||
link /nologo /dll /out:..\simple\bin\libsimple.dll /implib:..\simple\bin\libsimple.lib simple.obj
|
||||
|
||||
.. note::
|
||||
|
||||
On the Windows build you also end up with a ``libsimple.lib`` library. This
|
||||
is a library that you can compile into a project to provide access to the
|
||||
DLL. We get it as a byproduct and we do not need it :)
|
||||
When exporting your game for release this file will be ignored.
|
||||
|
||||
Creating the GDNativeLibrary (``.gdnlib``) file
|
||||
-----------------------------------------------
|
||||
|
||||
With our module compiled, we now need to create a corresponding
|
||||
:ref:`GDNativeLibrary <class_GDNativeLibrary>` resource with ``.gdnlib``
|
||||
extension which we place alongside our dynamic libraries. This file tells Godot
|
||||
what dynamic libraries are part of our module and need to be loaded per
|
||||
platform.
|
||||
|
||||
We can use Godot to generate this file, so open the "simple" project in the
|
||||
editor.
|
||||
|
||||
Start by clicking the create resource button in the Inspector:
|
||||
|
||||
.. image:: img/new_resource.gif
|
||||
|
||||
And select ``GDNativeLibrary``:
|
||||
|
||||
.. image:: img/gdnativelibrary_resource.png
|
||||
|
||||
You should see a contextual editor appear in the bottom panel. Use the "Expand
|
||||
Bottom Panel" button in the bottom right to expand it to full height:
|
||||
|
||||
.. image:: img/gdnativelibrary_editor.png
|
||||
|
||||
General properties
|
||||
~~~~~~~~~~~~~~~~~~
|
||||
|
||||
In the Inspector, you have various properties to control loading the library.
|
||||
|
||||
If *Load Once* is enabled, our library is loaded only once and each individual
|
||||
script that uses our library will use the same data. Any variable you define
|
||||
globally will be accessible from any instance of your object you create. If
|
||||
*Load Once* is disabled, a new copy of the library is loaded into memory each
|
||||
time a script accesses the library.
|
||||
|
||||
If *Singleton* is enabled, our library is automatically loaded and a function
|
||||
called ``godot_gdnative_singleton`` is called. We'll leave that for another
|
||||
tutorial.
|
||||
|
||||
The *Symbol Prefix* is a prefix for our core functions, such as ``godot_`` in
|
||||
``godot_nativescript_init`` seen earlier. If you use multiple GDNative libraries
|
||||
that you wish to statically link, you will have to use different prefixes. This
|
||||
again is a subject to dive into deeper in a separate tutorial, it is only needed
|
||||
at this time for deployment to iOS as this platform does not like dynamic
|
||||
libraries.
|
||||
|
||||
*Reloadable* defines whether the library should be reloaded when the editor
|
||||
loses and gains focus, typically to pick up new or modified symbols from any
|
||||
change made to the library externally.
|
||||
|
||||
Platform libraries
|
||||
~~~~~~~~~~~~~~~~~~
|
||||
|
||||
The GDNativeLibrary editor plugin lets you configure two things for each
|
||||
platform and architecture that you aim to support.
|
||||
|
||||
The *Dynamic Library* column (``entry`` section in the saved file) tells us for
|
||||
each platform and feature combination which dynamic library has to be loaded.
|
||||
This also informs the exporter which files need to be exported when exporting to
|
||||
a specific platform.
|
||||
|
||||
The *Dependencies* column (also ``dependencies`` section) tells Godot what other
|
||||
files need to be exported for each platform in order for our library to work.
|
||||
Say that your GDNative module uses another DLL to implement functionality from a
|
||||
3rd party library, this is where you list that DLL.
|
||||
|
||||
For our example, we only built libraries for Linux, macOS and/or Windows, so you
|
||||
can link them in the relevant fields by clicking the folder button. If you built
|
||||
all three libraries, you should have something like this:
|
||||
|
||||
.. image:: img/gdnativelibrary_editor_complete.png
|
||||
|
||||
Saving the resource
|
||||
~~~~~~~~~~~~~~~~~~~
|
||||
|
||||
We can then save our GDNativeLibrary resource as ``bin/libsimple.gdnlib`` with
|
||||
the Save button in the Inspector:
|
||||
|
||||
.. image:: img/gdnativelibrary_save.png
|
||||
|
||||
The file is saved in a text-based format and should have contents similar to
|
||||
this:
|
||||
|
||||
.. code-block:: none
|
||||
|
||||
[general]
|
||||
|
||||
singleton=false
|
||||
load_once=true
|
||||
symbol_prefix="godot_"
|
||||
reloadable=true
|
||||
|
||||
[entry]
|
||||
|
||||
OSX.64="res://bin/libsimple.dylib"
|
||||
OSX.32="res://bin/libsimple.dylib"
|
||||
Windows.64="res://bin/libsimple.dll"
|
||||
X11.64="res://bin/libsimple.so"
|
||||
|
||||
[dependencies]
|
||||
|
||||
OSX.64=[ ]
|
||||
OSX.32=[ ]
|
||||
Windows.64=[ ]
|
||||
X11.64=[ ]
|
||||
|
||||
Creating the NativeScript (``.gdns``) file
|
||||
------------------------------------------
|
||||
|
||||
With our ``.gdnlib`` file we've told Godot how to load our library, now we need
|
||||
to tell it about our "SIMPLE" object class. We do this by creating a
|
||||
:ref:`NativeScript <class_NativeScript>` resource file with ``.gdns`` extension.
|
||||
|
||||
Like done for the GDNativeLibrary resource, click the button to create a new
|
||||
resource in the Inspector and select ``NativeScript``:
|
||||
|
||||
.. image:: img/nativescript_resource.png
|
||||
|
||||
The inspector will show a few properties that we need to fill. As *Class Name*
|
||||
we enter "SIMPLE" which is the object class name that we declared in our C
|
||||
source when calling ``godot_nativescript_register_class``. We also need to
|
||||
select our ``.gdnlib`` file by clicking on *Library* and selecting *Load*:
|
||||
|
||||
.. image:: img/nativescript_library.png
|
||||
|
||||
.. note::
|
||||
|
||||
The *Class Name* must have the same spelling as the one given in ``godot_nativescript_init``
|
||||
when registering the class.
|
||||
|
||||
|
||||
Finally, click on the save icon and save this as ``bin/simple.gdns``:
|
||||
|
||||
.. image:: img/save_gdns.gif
|
||||
|
||||
Now it's time to build our scene. Add a Control node to your scene as your root
|
||||
and call it ``main``. Then add a Button and a Label as child nodes. Place them
|
||||
somewhere nice on screen and give your button a name.
|
||||
|
||||
.. image:: img/c_main_scene_layout.png
|
||||
|
||||
Select the control node and attach a script to it:
|
||||
|
||||
.. image:: img/add_main_script.gif
|
||||
|
||||
Next link up the ``pressed`` signal on the button to your script:
|
||||
|
||||
.. image:: img/connect_button_signal.gif
|
||||
|
||||
Don't forget to save your scene, call it ``main.tscn``.
|
||||
|
||||
Now we can implement our ``main.gd`` code:
|
||||
|
||||
::
|
||||
|
||||
extends Control
|
||||
|
||||
# load the Simple library
|
||||
onready var data = preload("res://bin/simple.gdns").new()
|
||||
|
||||
func _on_Button_pressed():
|
||||
$Label.text = "Data = " + data.get_data()
|
||||
|
||||
After all that, our project should work. The first time you run it Godot will
|
||||
ask you what your main scene is and you select your ``main.tscn`` file and
|
||||
presto:
|
||||
|
||||
.. image:: img/c_sample_result.png
|
@ -1,657 +0,0 @@
|
||||
.. _doc_gdnative_cpp_example:
|
||||
|
||||
GDNative C++ example
|
||||
====================
|
||||
|
||||
Introduction
|
||||
------------
|
||||
|
||||
This tutorial builds on top of the information given in the
|
||||
:ref:`GDNative C example <doc_gdnative_c_example>`, so we highly recommend you
|
||||
read that first.
|
||||
|
||||
The C++ bindings for GDNative are built on top of the NativeScript GDNative API
|
||||
and provide a nicer way to "extend" nodes in Godot using C++. This is equivalent
|
||||
to writing scripts in GDScript, but in C++ instead.
|
||||
|
||||
You can download the full example we'll be creating in this tutorial `on
|
||||
GitHub <https://github.com/BastiaanOlij/gdnative_cpp_example>`__.
|
||||
|
||||
Setting up the project
|
||||
----------------------
|
||||
|
||||
There are a few prerequisites you'll need:
|
||||
|
||||
- a Godot 3.x executable,
|
||||
- a C++ compiler,
|
||||
- SCons as a build tool,
|
||||
- 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
|
||||
to the ones you need to compile Godot from source.
|
||||
|
||||
You can download these repositories from GitHub or let Git do the work for you.
|
||||
Note that these repositories now have different branches for different versions
|
||||
of Godot. GDNative modules written for an earlier version of Godot will work in
|
||||
newer versions (with the exception of one breaking change in ARVR interfaces
|
||||
between 3.0 and 3.1) but not vice versa so make sure you download the correct
|
||||
branch. Also note that the version of Godot you use to generate the ``api.json``
|
||||
with becomes your minimum version.
|
||||
|
||||
.. note::
|
||||
|
||||
`GDExtension <https://godotengine.org/article/introducing-gd-extensions>`__
|
||||
has been merged in the ``master`` branch of godot-cpp,
|
||||
but it is only compatible with the upcoming Godot 4.0.
|
||||
Therefore, you need to use the ``3.x`` branch of godot-cpp to use GDNative
|
||||
and follow this example.
|
||||
|
||||
This tutorial covers only GDNative in Godot 3.x, *not* GDExtension in Godot 4.0.
|
||||
|
||||
If you are versioning your project using Git, it is a good idea to add them as
|
||||
Git submodules:
|
||||
|
||||
.. code-block:: none
|
||||
|
||||
mkdir gdnative_cpp_example
|
||||
cd gdnative_cpp_example
|
||||
git init
|
||||
git submodule add -b 3.x https://github.com/godotengine/godot-cpp
|
||||
cd godot-cpp
|
||||
git submodule update --init
|
||||
|
||||
If you decide to just download the repositories or clone them into your project
|
||||
folder, make sure to keep the folder layout identical to the one described here,
|
||||
as much of the code we'll be showcasing here assumes the project follows this
|
||||
layout.
|
||||
|
||||
Do make sure you clone recursive to pull in both repositories:
|
||||
|
||||
.. code-block:: none
|
||||
|
||||
mkdir gdnative_cpp_example
|
||||
cd gdnative_cpp_example
|
||||
git clone --recursive -b 3.x https://github.com/godotengine/godot-cpp
|
||||
|
||||
.. note::
|
||||
|
||||
``godot-cpp`` now includes ``godot-headers`` as a nested submodule, if you've
|
||||
manually downloaded them please make sure to place ``godot-headers`` inside
|
||||
of the ``godot-cpp`` folder.
|
||||
|
||||
You don't have to do it this way, but we've found it easiest to manage. If you
|
||||
decide to download the repositories or clone them into your folder,
|
||||
make sure to keep the folder layout the same as we've setup here. Much of
|
||||
the code we'll be showcasing here assumes the project has this layout.
|
||||
|
||||
If you cloned the example from the link specified in the introduction, the
|
||||
submodules are not automatically initialized. You will need to execute the
|
||||
following commands:
|
||||
|
||||
.. code-block:: none
|
||||
|
||||
cd gdnative_cpp_example
|
||||
git submodule update --init --recursive
|
||||
|
||||
This will clone these two repositories into your project folder.
|
||||
|
||||
Building the C++ bindings
|
||||
-------------------------
|
||||
|
||||
Now that we've downloaded our prerequisites, it is time to build the C++
|
||||
bindings.
|
||||
|
||||
The repository contains a copy of the metadata for the current Godot release,
|
||||
but if you need to build these bindings for a newer version of Godot, simply
|
||||
call the Godot executable:
|
||||
|
||||
.. code-block:: none
|
||||
|
||||
godot --gdnative-generate-json-api api.json
|
||||
|
||||
Place the resulting ``api.json`` file in the project folder and add
|
||||
``use_custom_api_file=yes custom_api_file=../api.json`` to the scons command
|
||||
below.
|
||||
|
||||
To generate and compile the bindings, use this command (replacing ``<platform>``
|
||||
with ``windows``, ``linux`` or ``osx`` depending on your OS):
|
||||
|
||||
To speed up compilation, add `-jN` at the end of the SCons command line where `N`
|
||||
is the number of CPU threads you have on your system. The example below uses 4 threads.
|
||||
|
||||
.. code-block:: none
|
||||
|
||||
cd godot-cpp
|
||||
scons platform=<platform> generate_bindings=yes -j4
|
||||
cd ..
|
||||
|
||||
This step will take a while. When it is completed, you should have static
|
||||
libraries that can be compiled into your project stored in ``godot-cpp/bin/``.
|
||||
|
||||
.. note::
|
||||
|
||||
You may need to add ``bits=64`` to the command on Windows or Linux.
|
||||
|
||||
Creating a simple plugin
|
||||
------------------------
|
||||
|
||||
Now it's time to build an actual plugin. We'll start by creating an empty Godot
|
||||
project in which we'll place a few files.
|
||||
|
||||
Open Godot and create a new project. For this example, we will place it in a
|
||||
folder called ``demo`` inside our GDNative module's folder structure.
|
||||
|
||||
In our demo project, we'll create a scene containing a Node called "Main" and
|
||||
we'll save it as ``main.tscn``. We'll come back to that later.
|
||||
|
||||
Back in the top-level GDNative module folder, we're also going to create a
|
||||
subfolder called ``src`` in which we'll place our source files.
|
||||
|
||||
You should now have ``demo``, ``godot-cpp``, ``godot-headers``, and ``src``
|
||||
directories in your GDNative module.
|
||||
|
||||
In the ``src`` folder, we'll start with creating our header file for the
|
||||
GDNative node we'll be creating. We will name it ``gdexample.h``:
|
||||
|
||||
.. code-block:: C++
|
||||
|
||||
#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;
|
||||
|
||||
public:
|
||||
static void _register_methods();
|
||||
|
||||
GDExample();
|
||||
~GDExample();
|
||||
|
||||
void _init(); // our initializer called by Godot
|
||||
|
||||
void _process(float delta);
|
||||
};
|
||||
|
||||
}
|
||||
|
||||
#endif
|
||||
|
||||
There are a few things of note to the above. We're including ``Godot.hpp`` which
|
||||
contains all our basic definitions. After that, we include ``Sprite.hpp`` which
|
||||
contains bindings to the Sprite class. We'll be extending this class in our
|
||||
module.
|
||||
|
||||
We're using the namespace ``godot``, since everything in GDNative is defined
|
||||
within this namespace.
|
||||
|
||||
Then we have our class definition, which inherits from our Sprite through a
|
||||
container class. We'll see a few side effects of this later on. The
|
||||
``GODOT_CLASS`` macro sets up a few internal things for us.
|
||||
|
||||
After that, we declare a single member variable called ``time_passed``.
|
||||
|
||||
In the next block we're defining our methods, we obviously have our constructor
|
||||
and destructor defined, but there are two other functions that will likely look
|
||||
familiar to some, and one new method.
|
||||
|
||||
The first is ``_register_methods``, which is a static function that Godot will
|
||||
call to find out which methods can be called on our NativeScript and which
|
||||
properties it exposes. The second is our ``_process`` function, which will work
|
||||
exactly the same as the ``_process`` function you're used to in GDScript. The
|
||||
third is our ``_init`` function which is called after Godot has properly set up
|
||||
our object. It has to exist even if you don't place any code in it.
|
||||
|
||||
Let's implement our functions by creating our ``gdexample.cpp`` file:
|
||||
|
||||
.. code-block:: C++
|
||||
|
||||
#include "gdexample.h"
|
||||
|
||||
using namespace godot;
|
||||
|
||||
void GDExample::_register_methods() {
|
||||
register_method("_process", &GDExample::_process);
|
||||
}
|
||||
|
||||
GDExample::GDExample() {
|
||||
}
|
||||
|
||||
GDExample::~GDExample() {
|
||||
// add your cleanup here
|
||||
}
|
||||
|
||||
void GDExample::_init() {
|
||||
// initialize any variables here
|
||||
time_passed = 0.0;
|
||||
}
|
||||
|
||||
void GDExample::_process(float delta) {
|
||||
time_passed += delta;
|
||||
|
||||
Vector2 new_position = Vector2(10.0 + (10.0 * sin(time_passed * 2.0)), 10.0 + (10.0 * cos(time_passed * 1.5)));
|
||||
|
||||
set_position(new_position);
|
||||
}
|
||||
|
||||
This one should be straightforward. We're implementing each method of our class
|
||||
that we defined in our header file. Note that the ``register_method`` call
|
||||
**must** expose the ``_process`` method, otherwise Godot will not be able to use
|
||||
it. However, we do not have to tell Godot about our constructor, destructor and
|
||||
``_init`` functions.
|
||||
|
||||
The other method of note is our ``_process`` function, which simply keeps track
|
||||
of how much time has passed and calculates a new position for our sprite using a
|
||||
sine and cosine function. What stands out is calling
|
||||
``owner->set_position`` to call one of the built-in methods of our Sprite. This
|
||||
is because our class is a container class; ``owner`` points to the actual Sprite
|
||||
node our script relates to.
|
||||
|
||||
There is one more C++ file we need; we'll name it ``gdlibrary.cpp``. Our
|
||||
GDNative plugin can contain multiple NativeScripts, each with their own header
|
||||
and source file like we've implemented ``GDExample`` up above. What we need now
|
||||
is a small bit of code that tells Godot about all the NativeScripts in our
|
||||
GDNative plugin.
|
||||
|
||||
.. code-block:: C++
|
||||
|
||||
#include "gdexample.h"
|
||||
|
||||
extern "C" void GDN_EXPORT godot_gdnative_init(godot_gdnative_init_options *o) {
|
||||
godot::Godot::gdnative_init(o);
|
||||
}
|
||||
|
||||
extern "C" void GDN_EXPORT godot_gdnative_terminate(godot_gdnative_terminate_options *o) {
|
||||
godot::Godot::gdnative_terminate(o);
|
||||
}
|
||||
|
||||
extern "C" void GDN_EXPORT godot_nativescript_init(void *handle) {
|
||||
godot::Godot::nativescript_init(handle);
|
||||
|
||||
godot::register_class<godot::GDExample>();
|
||||
}
|
||||
|
||||
Note that we are not using the ``godot`` namespace here, since the three
|
||||
functions implemented here need to be defined without a namespace.
|
||||
|
||||
The ``godot_gdnative_init`` and ``godot_gdnative_terminate`` functions get
|
||||
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.
|
||||
|
||||
The important function is the third function called ``godot_nativescript_init``.
|
||||
We first call a function in our bindings library that does its usual stuff.
|
||||
After that, we call the function ``register_class`` for each of our classes in
|
||||
our library.
|
||||
|
||||
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
|
||||
build files in a subsequent tutorial.
|
||||
|
||||
.. note::
|
||||
|
||||
This ``SConstruct`` file was written to be used with the latest ``godot-cpp``
|
||||
master, you may need to make small changes using it with older versions or
|
||||
refer to the ``SConstruct`` file in the Godot 3.0 documentation.
|
||||
|
||||
Once you've downloaded the ``SConstruct`` file, place it in your GDNative module
|
||||
folder besides ``godot-cpp``, ``godot-headers`` and ``demo``, then run:
|
||||
|
||||
.. code-block:: none
|
||||
|
||||
scons platform=<platform>
|
||||
|
||||
You should now be able to find the module in ``demo/bin/<platform>``.
|
||||
|
||||
.. note::
|
||||
|
||||
Here, we've compiled both godot-cpp and our gdexample library as debug
|
||||
builds. For optimized builds, you should compile them using the
|
||||
``target=release`` switch.
|
||||
|
||||
Using the GDNative module
|
||||
-------------------------
|
||||
|
||||
Before we jump back into Godot, we need to create two more files in
|
||||
``demo/bin/``. Both can be created using the Godot editor, but it may be faster
|
||||
to create them directly.
|
||||
|
||||
The first one is a file that lets Godot know what dynamic libraries should be
|
||||
loaded for each platform and is called ``gdexample.gdnlib``.
|
||||
|
||||
.. code-block:: none
|
||||
|
||||
[general]
|
||||
|
||||
singleton=false
|
||||
load_once=true
|
||||
symbol_prefix="godot_"
|
||||
reloadable=false
|
||||
|
||||
[entry]
|
||||
|
||||
X11.64="res://bin/x11/libgdexample.so"
|
||||
Windows.64="res://bin/win64/libgdexample.dll"
|
||||
OSX.64="res://bin/osx/libgdexample.dylib"
|
||||
|
||||
[dependencies]
|
||||
|
||||
X11.64=[]
|
||||
Windows.64=[]
|
||||
OSX.64=[]
|
||||
|
||||
This file contains a ``general`` section that controls how the module is loaded.
|
||||
It also contains a prefix section which should be left on ``godot_`` for now. If
|
||||
you change this, you'll need to rename various functions that are used as entry
|
||||
points. This was added for the iPhone platform because it doesn't allow dynamic
|
||||
libraries to be deployed, yet GDNative modules are linked statically.
|
||||
|
||||
The ``entry`` section is the important bit: it tells Godot the location of the
|
||||
dynamic library in the project's filesystem for each supported platform. It will
|
||||
also result in *just* that file being exported when you export the project,
|
||||
which means the data pack won't contain libraries that are incompatible with the
|
||||
target platform.
|
||||
|
||||
Finally, the ``dependencies`` section allows you to name additional dynamic
|
||||
libraries that should be included as well. This is important when your GDNative
|
||||
plugin implements someone else's library and requires you to supply a
|
||||
third-party dynamic library with your project.
|
||||
|
||||
If you double click on the ``gdexample.gdnlib`` file within Godot, you'll see
|
||||
there are far more options to set:
|
||||
|
||||
.. image:: img/gdnative_library.png
|
||||
|
||||
The second file we need to create is a file used by each NativeScript we've
|
||||
added to our plugin. We'll name it ``gdexample.gdns`` for our gdexample
|
||||
NativeScript.
|
||||
|
||||
.. code-block:: none
|
||||
|
||||
[gd_resource type="NativeScript" load_steps=2 format=2]
|
||||
|
||||
[ext_resource path="res://bin/gdexample.gdnlib" type="GDNativeLibrary" id=1]
|
||||
|
||||
[resource]
|
||||
|
||||
resource_name = "gdexample"
|
||||
class_name = "GDExample"
|
||||
library = ExtResource( 1 )
|
||||
|
||||
This is a standard Godot resource; you could just create it directly in your
|
||||
scene, but saving it to a file makes it much easier to reuse it in other places.
|
||||
This resource points to our gdnlib file, so that Godot can know which dynamic
|
||||
library contains our NativeScript. It also defines the ``class_name`` which
|
||||
identifies the NativeScript in our plugin we want to use.
|
||||
|
||||
Time to jump back into Godot. We load up the main scene we created way back in
|
||||
the beginning and now add a Sprite to our scene:
|
||||
|
||||
.. image:: img/gdnative_cpp_nodes.png
|
||||
|
||||
We're going to assign the Godot logo to this sprite as our texture, disable the
|
||||
``centered`` property and drag our ``gdexample.gdns`` file onto the ``script``
|
||||
property of the sprite:
|
||||
|
||||
.. image:: img/gdnative_cpp_sprite.png
|
||||
|
||||
We're finally ready to run the project:
|
||||
|
||||
.. image:: img/gdnative_cpp_animated.gif
|
||||
|
||||
Adding properties
|
||||
-----------------
|
||||
|
||||
GDScript allows you to add properties to your script using the ``export``
|
||||
keyword. In GDNative you have to register the properties and there are two ways
|
||||
of doing this. You can either bind directly to a member or use a setter and
|
||||
getter function.
|
||||
|
||||
.. note::
|
||||
|
||||
There is a third option, just like in GDScript you can directly implement the
|
||||
``_get_property_list``, ``_get`` and ``_set`` methods of an object but that
|
||||
goes far beyond the scope of this tutorial.
|
||||
|
||||
We'll examine both starting with the direct bind. Lets add a property that
|
||||
allows us to control the amplitude of our wave.
|
||||
|
||||
In our ``gdexample.h`` file we simply need to add a member variable like so:
|
||||
|
||||
.. code-block:: C++
|
||||
|
||||
...
|
||||
private:
|
||||
float time_passed;
|
||||
float amplitude;
|
||||
...
|
||||
|
||||
In our ``gdexample.cpp`` file we need to make a number of changes, we will only
|
||||
show the methods we end up changing, don't remove the lines we're omitting:
|
||||
|
||||
.. code-block:: C++
|
||||
|
||||
void GDExample::_register_methods() {
|
||||
register_method("_process", &GDExample::_process);
|
||||
register_property<GDExample, float>("amplitude", &GDExample::amplitude, 10.0);
|
||||
}
|
||||
|
||||
void GDExample::_init() {
|
||||
// initialize any variables here
|
||||
time_passed = 0.0;
|
||||
amplitude = 10.0;
|
||||
}
|
||||
|
||||
void GDExample::_process(float delta) {
|
||||
time_passed += delta;
|
||||
|
||||
Vector2 new_position = Vector2(
|
||||
amplitude + (amplitude * sin(time_passed * 2.0)),
|
||||
amplitude + (amplitude * cos(time_passed * 1.5))
|
||||
);
|
||||
|
||||
set_position(new_position);
|
||||
}
|
||||
|
||||
Once you compile the module with these changes in place, you will see that a
|
||||
property has been added to our interface. You can now change this property and
|
||||
when you run your project, you will see that our Godot icon travels along a
|
||||
larger figure.
|
||||
|
||||
.. note::
|
||||
|
||||
The ``reloadable`` property in the ``gdexample.gdnlib`` file must be set to
|
||||
``true`` for the Godot editor to automatically pick up the newly added
|
||||
property.
|
||||
|
||||
However, this setting should be used with care, especially when tool classes
|
||||
are used, as the editor might hold objects then that have script instances
|
||||
attached to them that are managed by a GDNative library.
|
||||
|
||||
Let's do the same but for the speed of our animation and use a setter and getter
|
||||
function. Our ``gdexample.h`` header file again only needs a few more lines of
|
||||
code:
|
||||
|
||||
.. code-block:: C++
|
||||
|
||||
...
|
||||
float amplitude;
|
||||
float speed;
|
||||
...
|
||||
void _process(float delta);
|
||||
void set_speed(float p_speed);
|
||||
float get_speed();
|
||||
...
|
||||
|
||||
This requires a few more changes to our ``gdexample.cpp`` file, again we're only
|
||||
showing the methods that have changed so don't remove anything we're omitting:
|
||||
|
||||
.. code-block:: C++
|
||||
|
||||
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);
|
||||
}
|
||||
|
||||
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 new_position = Vector2(
|
||||
amplitude + (amplitude * sin(time_passed * 2.0)),
|
||||
amplitude + (amplitude * cos(time_passed * 1.5))
|
||||
);
|
||||
|
||||
set_position(new_position);
|
||||
}
|
||||
|
||||
void GDExample::set_speed(float p_speed) {
|
||||
speed = p_speed;
|
||||
}
|
||||
|
||||
float GDExample::get_speed() {
|
||||
return speed;
|
||||
}
|
||||
|
||||
Now when the project is compiled, we'll see another property called speed.
|
||||
Changing its value will make the animation go faster or slower.
|
||||
|
||||
For this example, there is no obvious advantage of using a setter and getter.
|
||||
A good reason for a setter would be if you wanted to react on the variable being changed.
|
||||
If you don't need to do something like that, binding the variable is enough.
|
||||
|
||||
Getters and setters become far more useful in more complex scenarios where you
|
||||
need to make additional choices based on the state of your object.
|
||||
|
||||
.. note::
|
||||
|
||||
For simplicity, we've left out the optional parameters in the
|
||||
register_property<class, type> method call. These parameters are
|
||||
``rpc_mode``, ``usage``, ``hint`` and ``hint_string``. These can be used to
|
||||
further configure how properties are displayed and set on the Godot side.
|
||||
|
||||
Modern C++ compilers are able to infer the class and variable type and allow
|
||||
you to omit the ``<GDExample, float>`` part of our ``register_property``
|
||||
method. We've had mixed experiences with this however.
|
||||
|
||||
Signals
|
||||
-------
|
||||
|
||||
Last but not least, signals fully work in GDNative as well. Having your module
|
||||
react to a signal given out by another object requires you to call ``connect``
|
||||
on that object. We can't think of a good example for our wobbling Godot icon, we
|
||||
would need to showcase a far more complete example.
|
||||
|
||||
This is the required syntax:
|
||||
|
||||
.. code-block:: C++
|
||||
|
||||
some_other_node->connect("the_signal", this, "my_method");
|
||||
|
||||
Note that you can only call ``my_method`` if you've previously registered it in
|
||||
your ``_register_methods`` method.
|
||||
|
||||
Having your object sending out signals is more common. For our wobbling
|
||||
Godot icon, we'll do something silly just to show how it works. We're going to
|
||||
emit a signal every time a second has passed and pass the new location along.
|
||||
|
||||
In our ``gdexample.h`` header file, we need to define a new member ``time_emit``:
|
||||
|
||||
.. code-block:: C++
|
||||
|
||||
...
|
||||
float time_passed;
|
||||
float time_emit;
|
||||
float amplitude;
|
||||
...
|
||||
|
||||
This time, the changes in ``gdexample.cpp`` are more elaborate. First,
|
||||
you'll need to set ``time_emit = 0.0;`` in either our ``_init`` method or in our
|
||||
constructor. We'll look at the other 2 needed changes one by one.
|
||||
|
||||
In our ``_register_methods`` method, we need to declare our signal. This is done
|
||||
as follows:
|
||||
|
||||
.. code-block:: C++
|
||||
|
||||
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", GODOT_VARIANT_TYPE_OBJECT, "new_pos", GODOT_VARIANT_TYPE_VECTOR2);
|
||||
}
|
||||
|
||||
Here, our ``register_signal`` method can be a single call first taking the
|
||||
signals name, then having pairs of values specifying the parameter name and
|
||||
type of each parameter we'll send along with this signal.
|
||||
|
||||
Next, we'll need to change our ``_process`` method:
|
||||
|
||||
.. code-block:: C++
|
||||
|
||||
void GDExample::_process(float delta) {
|
||||
time_passed += speed * delta;
|
||||
|
||||
Vector2 new_position = Vector2(
|
||||
amplitude + (amplitude * sin(time_passed * 2.0)),
|
||||
amplitude + (amplitude * cos(time_passed * 1.5))
|
||||
);
|
||||
|
||||
set_position(new_position);
|
||||
|
||||
time_emit += delta;
|
||||
if (time_emit > 1.0) {
|
||||
emit_signal("position_changed", this, new_position);
|
||||
|
||||
time_emit = 0.0;
|
||||
}
|
||||
}
|
||||
|
||||
After a second has passed, we emit our signal and reset our counter. We can add
|
||||
our parameter values directly to ``emit_signal``.
|
||||
|
||||
Once the GDNative library is compiled, we can go into Godot and select our sprite
|
||||
node. In the **Node** dock, we can find our new signal and link it up by pressing
|
||||
the **Connect** button or double-clicking the signal. We've added a script on
|
||||
our main node and implemented our signal like this:
|
||||
|
||||
.. code-block:: GDScript
|
||||
|
||||
extends Node
|
||||
|
||||
func _on_Sprite_position_changed(node, new_pos):
|
||||
print("The position of " + node.name + " is now " + str(new_pos))
|
||||
|
||||
Every second, we output our position to the console.
|
||||
|
||||
Next steps
|
||||
----------
|
||||
|
||||
The above is only a simple example, but we hope it shows you the basics. You can
|
||||
build upon this example to create full-fledged scripts to control nodes in Godot
|
||||
using C++.
|
||||
|
||||
To edit and recompile the plugin while the Godot editor
|
||||
remains open, re-run the project after the library has finished building.
|
Before Width: | Height: | Size: 156 KiB |
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Before Width: | Height: | Size: 625 KiB |
Before Width: | Height: | Size: 4.9 KiB |
Before Width: | Height: | Size: 23 KiB |
Before Width: | Height: | Size: 48 KiB |
Before Width: | Height: | Size: 54 KiB |
Before Width: | Height: | Size: 39 KiB |
Before Width: | Height: | Size: 9.7 KiB |
Before Width: | Height: | Size: 9.1 KiB |
Before Width: | Height: | Size: 7.0 KiB |
Before Width: | Height: | Size: 12 KiB |
Before Width: | Height: | Size: 75 KiB |
Before Width: | Height: | Size: 149 KiB |
@ -1,10 +0,0 @@
|
||||
GDNative
|
||||
========
|
||||
|
||||
.. toctree::
|
||||
:maxdepth: 1
|
||||
:name: toc-tutorials-gdnative
|
||||
|
||||
what_is_gdnative
|
||||
gdnative_c_example
|
||||
gdnative_cpp_example
|
@ -1,106 +0,0 @@
|
||||
.. _doc_what_is_gdnative:
|
||||
|
||||
What is GDNative?
|
||||
=================
|
||||
|
||||
Introduction
|
||||
------------
|
||||
|
||||
**GDNative** is a Godot-specific technology that lets the engine interact with
|
||||
native `shared libraries <https://en.wikipedia.org/wiki/Library_(computing)#Shared_libraries>`__
|
||||
at run-time. You can use it to run native code without compiling it with the engine.
|
||||
|
||||
.. note:: GDNative is *not* a scripting language and has no relation to
|
||||
:ref:`GDScript <doc_gdscript>`.
|
||||
|
||||
Differences between GDNative and C++ modules
|
||||
--------------------------------------------
|
||||
|
||||
You can use both GDNative and :ref:`C++ modules <doc_custom_modules_in_c++>` to
|
||||
run C or C++ code in a Godot project.
|
||||
|
||||
They also both allow you to integrate third-party libraries into Godot. The one
|
||||
you should choose depends on your needs.
|
||||
|
||||
Advantages of GDNative
|
||||
^^^^^^^^^^^^^^^^^^^^^^
|
||||
|
||||
Unlike modules, GDNative doesn't require compiling the engine's source code,
|
||||
making it easier to distribute your work. It gives you access to most of the API
|
||||
available to GDScript C#, allowing you to code game logic with full control
|
||||
regarding performance. It's ideal if you need high-performance code you'd like
|
||||
to distribute as an add-on in the :ref:`asset library <doc_what_is_assetlib>`.
|
||||
|
||||
Also:
|
||||
|
||||
- GDNative is not limited to C and C++. Thanks to :ref:`third-party bindings
|
||||
<doc_what_is_gdnative_third_party_bindings>`, you can use it with many other
|
||||
languages.
|
||||
- You can use the same compiled GDNative library in the editor and exported
|
||||
project. With C++ modules, you have to recompile all the export templates you
|
||||
plan to use if you require its functionality at run-time.
|
||||
- GDNative only requires you to compile your library, not the whole engine.
|
||||
That's unlike C++ modules, which are statically compiled into the engine.
|
||||
Every time you change a module, you need to recompile the engine. Even with
|
||||
incremental builds, this process is slower than using GDNative.
|
||||
|
||||
Advantages of C++ modules
|
||||
^^^^^^^^^^^^^^^^^^^^^^^^^
|
||||
|
||||
We recommend :ref:`C++ modules <doc_custom_modules_in_c++>` in cases where
|
||||
GDNative isn't enough:
|
||||
|
||||
- C++ modules provide deeper integration into the engine. GDNative's access is
|
||||
limited to what the scripting API exposes.
|
||||
- You can use C++ modules to provide additional features in a project without
|
||||
carrying native library files around. This extends to exported projects.
|
||||
- C++ modules are supported on all platforms. In contrast, GDNative has only
|
||||
limited support on HTML5 (cannot be used together with multi-threading), and
|
||||
is not supported on Universal Windows Platform (UWP).
|
||||
- C++ modules can be faster than GDNative, especially when the code requires a
|
||||
lot of communication through the scripting API.
|
||||
|
||||
Supported languages
|
||||
-------------------
|
||||
|
||||
The Godot developers officially support the following language bindings for
|
||||
GDNative:
|
||||
|
||||
- C++ :ref:`(tutorial) <doc_gdnative_cpp_example>`
|
||||
- C :ref:`(tutorial) <doc_gdnative_c_example>`
|
||||
|
||||
.. note::
|
||||
|
||||
There are no plans to support additional languages with GDNative officially.
|
||||
That said, the community offers several bindings for other languages (see
|
||||
below).
|
||||
|
||||
.. _doc_what_is_gdnative_third_party_bindings:
|
||||
|
||||
The bindings below are developed and maintained by the community:
|
||||
|
||||
.. Binding developers: Feel free to open a pull request to add your binding if it's well-developed enough to be used in a project.
|
||||
.. Please keep languages sorted in alphabetical order.
|
||||
|
||||
- `D <https://github.com/godot-d/godot-d>`__
|
||||
- `Kotlin <https://github.com/utopia-rise/godot-kotlin-jvm>`__
|
||||
- `Nim <https://github.com/pragmagic/godot-nim>`__
|
||||
- `Python <https://github.com/touilleMan/godot-python>`__
|
||||
- `Rust <https://github.com/godot-rust/godot-rust>`__
|
||||
|
||||
.. note::
|
||||
|
||||
Not all bindings mentioned here may be production-ready. Make sure to
|
||||
research options thoroughly before starting a project with one of those.
|
||||
Also, double-check whether the binding is compatible with the Godot version
|
||||
you're using.
|
||||
|
||||
Version compatibility
|
||||
---------------------
|
||||
|
||||
:ref:`Unlike Godot itself <doc_release_policy>`, GDNative has stricter version
|
||||
compatibility requirements as it relies on low-level *ptrcalls* to function.
|
||||
|
||||
GDNative add-ons compiled for a given Godot version are only guaranteed to work
|
||||
with the same minor release series. For example, a GDNative add-on compiled for
|
||||
Godot 3.4 will only work with Godot 3.4, 3.4.1, 3.4.2… but not Godot 3.3 or 3.5.
|
@ -19,9 +19,6 @@ case, an interface that works with multiple languages.
|
||||
:name: toc-learn-scripting
|
||||
|
||||
gdscript/index
|
||||
visual_script/index
|
||||
c_sharp/index
|
||||
gdnative/index
|
||||
|
||||
Core features
|
||||
-------------
|
||||
|
@ -1,112 +0,0 @@
|
||||
.. _doc_custom_visualscript_nodes:
|
||||
|
||||
Custom VisualScript nodes
|
||||
=========================
|
||||
|
||||
.. warning::
|
||||
|
||||
`Godot 4.0 will remove VisualScript from core entirely. <https://godotengine.org/article/godot-4-will-discontinue-visual-scripting>`__
|
||||
As a result, creating new projects using visual scripting in Godot is not recommended.
|
||||
Future Godot 4.x releases may have VisualScript reimplemented as an extension.
|
||||
|
||||
While Godot 3.x will keep VisualScript supported, we recommend
|
||||
:ref:`trying out GDScript <toc-learn-scripting-gdscript>` instead,
|
||||
especially if you intend to migrate your project to Godot 4.
|
||||
|
||||
Custom nodes are written in GDScript and can then be used in VisualScript.
|
||||
This is useful for offloading complex code to GDScript and reusing it.
|
||||
|
||||
Creating a custom node
|
||||
----------------------
|
||||
|
||||
Create a new script that extends :ref:`class_VisualScriptCustomNode` and put a ``tool`` keyword at the top. This is needed for the script to run in the editor.
|
||||
|
||||
There are some functions that can be implemented to set parameters of the custom node.
|
||||
Only add functions that are needed, a ``_has_input_sequence_port`` function is not necessary if it should return ``false`` for example.
|
||||
|
||||
The most important part of a custom node is the ``_step`` function. The logic of the node is defined there.
|
||||
|
||||
The ``inputs`` parameter holds the value of the input ports.
|
||||
|
||||
The ``outputs`` parameter is an array where the indices represent the output port ids. It can be modified to set the values of the output ports.
|
||||
|
||||
``start_mode`` can be checked to see if it is the first time ``_step`` is called.
|
||||
|
||||
``working_mem`` is persistent each ``_step`` call. It can be used to store information.
|
||||
|
||||
If you want to throw an error, for example if the input types are incorrect, you can return the error message as a string.
|
||||
When everything goes right, return the id of the sequence port which should be called next. If your custom node doesn't have any, just return 0.
|
||||
|
||||
|
||||
Example:
|
||||
|
||||
::
|
||||
|
||||
tool
|
||||
extends VisualScriptCustomNode
|
||||
|
||||
# The name of the custom node as it appears in the search.
|
||||
func _get_caption():
|
||||
return "Get Input Direction 2D"
|
||||
|
||||
func _get_category():
|
||||
return "Input"
|
||||
|
||||
# The text displayed after the input port / sequence arrow.
|
||||
func _get_text():
|
||||
return ""
|
||||
|
||||
func _get_input_value_port_count():
|
||||
return 0
|
||||
|
||||
# The types of the inputs per index starting from 0.
|
||||
func _get_input_value_port_type(idx):
|
||||
return TYPE_OBJECT
|
||||
|
||||
func _get_output_value_port_count():
|
||||
return 1
|
||||
|
||||
# The types of outputs per index starting from 0.
|
||||
func _get_output_value_port_type(idx):
|
||||
return TYPE_VECTOR2
|
||||
|
||||
# The text displayed before each output node per index.
|
||||
func _get_output_value_port_name(idx):
|
||||
return "Direction"
|
||||
|
||||
func _has_input_sequence_port():
|
||||
return true
|
||||
|
||||
# The number of output sequence ports to use
|
||||
# (has to be at least one if you have an input sequence port).
|
||||
func _get_output_sequence_port_count():
|
||||
return 1
|
||||
|
||||
func _step(inputs, outputs, start_mode, working_mem):
|
||||
# start_mode can be checked to see if it is the first time _step is called.
|
||||
# This is useful if you only want to do an operation once.
|
||||
|
||||
# working_memory is persistent between _step calls.
|
||||
|
||||
# The inputs array contains the value of the input ports.
|
||||
|
||||
var x = int(Input.is_action_pressed("ui_right")) - int(Input.is_action_pressed("ui_left"))
|
||||
var y = int(Input.is_action_pressed("ui_down")) - int(Input.is_action_pressed("ui_up"))
|
||||
|
||||
# The outputs array is used to set the data of the output ports.
|
||||
|
||||
outputs[0] = Vector2(x, y)
|
||||
|
||||
# Return the error string if an error occurred, else the id of the next sequence port.
|
||||
return 0
|
||||
|
||||
Using a custom node
|
||||
-------------------
|
||||
|
||||
To use the script, add a ``CustomNode``, select it and drag your custom node script into the ``script`` property shown in the inspector.
|
||||
|
||||
.. image:: img/visual_script_custom_node_set_script.png
|
||||
|
||||
Result:
|
||||
|
||||
.. image:: img/visual_script_custom_node_result.png
|
@ -1,131 +0,0 @@
|
||||
.. _doc_getting_started_visual_script:
|
||||
|
||||
Getting started with Visual Scripting
|
||||
=====================================
|
||||
|
||||
As with everything in Godot, we prioritize a good experience over copying or integrating third party solutions
|
||||
which might not fit nicely in the current workflow. This led us to write our own version of how we believe
|
||||
this feature would work best with the engine.
|
||||
|
||||
In Godot, a Visual Script fits smoothly together with regular scripts in the Editor tab
|
||||
|
||||
.. image:: img/visual_script1.png
|
||||
|
||||
|
||||
In fact, Visual Scripting integrates so well to Godot that it's hard to believe it was added only
|
||||
in version 3.0. This is because, when editing, the rest of Godot panels and docks act like a
|
||||
palette from where you can drag and drop all sorts of information to the script canvas:
|
||||
|
||||
.. image:: img/visual_script2.png
|
||||
|
||||
|
||||
Creating a script
|
||||
-----------------
|
||||
|
||||
Creating scripts works the same as with other scripting languages: Select any node in the scene
|
||||
and push the "New Script" button at the top right corner of the Scene Tree dock:
|
||||
|
||||
.. image:: img/visual_script3.png
|
||||
|
||||
|
||||
Once it opens, the script type "Visual Script" must be selected from the drop down list. The script extension
|
||||
must be ".vs" (for Visual Script!).
|
||||
|
||||
.. image:: img/visual_script4.png
|
||||
|
||||
|
||||
Finally, the Script Editor will open, allowing you to start editing the visual script:
|
||||
|
||||
.. image:: img/visual_script5.png
|
||||
|
||||
|
||||
Adding a function
|
||||
-----------------
|
||||
|
||||
Unlike other visual scripting implementations, Visual Scripting in Godot is heavily based on functions.
|
||||
This happens because it uses the same interface to communicate with the engine as other scripting engines.
|
||||
In Godot, the scripting interface is universal and all implementations conform to it.
|
||||
|
||||
A function is an individual canvas with nodes connected.
|
||||
|
||||
A single script can contain many functions, each of which will have a canvas of its own, allowing for more organization.
|
||||
|
||||
There are three main ways to add functions in a script:
|
||||
|
||||
Overriding a virtual function
|
||||
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
|
||||
|
||||
Most types of nodes and other types of objects in Godot contain virtual functions. These are functions that
|
||||
will be called (run your code) when something happens and can be looked up in the reference. Virtual functions
|
||||
are listed when pressing the "Override" icon in the member panel:
|
||||
|
||||
.. image:: img/visual_script6.png
|
||||
|
||||
|
||||
In the following example, a function will be executed when the node is loaded and added to the running scene.
|
||||
For this, the _ready() virtual method will be overridden:
|
||||
|
||||
.. image:: img/visual_script7.png
|
||||
|
||||
|
||||
Finally, a canvas appears for this function, showing the override:
|
||||
|
||||
.. image:: img/visual_script8.png
|
||||
|
||||
|
||||
As some functions expect you to return a value, they will also add a return node where such value is supposed to be
|
||||
provided:
|
||||
|
||||
.. image:: img/visual_script9.png
|
||||
|
||||
|
||||
Connecting a signal to a function
|
||||
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
|
||||
|
||||
Nodes in a tree emit signals when something happens. Godot uses signals for all sorts of things.
|
||||
A typical example would be a button that emits a "pressed" signal when actually pressed.
|
||||
|
||||
For this, a node must be selected and the Node tab opened. This will allow inspecting the signals.
|
||||
Once they are displayed, connect the "pressed" signal:
|
||||
|
||||
.. image:: img/visual_script10.png
|
||||
|
||||
|
||||
This will open the connection dialog. In this dialog, you must select the node where the signal will be
|
||||
connected to, and the function that will receive the signal:
|
||||
|
||||
.. image:: img/visual_script11.png
|
||||
|
||||
|
||||
If this is done right, a new function will be created in our script and a signal will automatically be
|
||||
connected to it:
|
||||
|
||||
.. image:: img/visual_script12.png
|
||||
|
||||
|
||||
Creating a function manually
|
||||
~~~~~~~~~~~~~~~~~~~~~~~~~~~~
|
||||
|
||||
The last way to create functions is to do it manually. In general, this is not as common unless you
|
||||
really need it. Custom functions work when another (or the same) script calls them manually.
|
||||
The main use cases for this are breaking a larger function up into several manageable chunks and reusing your visual code.
|
||||
|
||||
To create a function manually, push the big "Plus" button, and a new function will be added
|
||||
with a default name:
|
||||
|
||||
.. image:: img/visual_script13.png
|
||||
|
||||
|
||||
This will add a new function, which can be renamed by simply double clicking its name:
|
||||
|
||||
|
||||
.. image:: img/visual_script14.png
|
||||
|
||||
|
||||
To edit the "arguments" this function can get (the values you pass to it when you call this function),
|
||||
simply click the Function node and check the inspector:
|
||||
|
||||
.. image:: img/visual_script15.png
|
||||
|
||||
|
||||
More on that will be explained later in this document.
|
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Before Width: | Height: | Size: 3.3 KiB |
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Before Width: | Height: | Size: 3.7 KiB |
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Before Width: | Height: | Size: 10 KiB |
Before Width: | Height: | Size: 27 KiB |
Before Width: | Height: | Size: 37 KiB |
@ -1,21 +0,0 @@
|
||||
VisualScript
|
||||
============
|
||||
|
||||
.. warning::
|
||||
|
||||
`Godot 4.0 will remove VisualScript from core entirely. <https://godotengine.org/article/godot-4-will-discontinue-visual-scripting>`__
|
||||
As a result, creating new projects using visual scripting in Godot is not recommended.
|
||||
Future Godot 4.x releases may have VisualScript reimplemented as an extension.
|
||||
|
||||
While Godot 3.x will keep VisualScript supported, we recommend
|
||||
:ref:`trying out GDScript <toc-learn-scripting-gdscript>` instead,
|
||||
especially if you intend to migrate your project to Godot 4.
|
||||
|
||||
.. toctree::
|
||||
:maxdepth: 3
|
||||
:name: toc-learn-scripting-visual_script
|
||||
|
||||
what_is_visual_scripting
|
||||
getting_started
|
||||
nodes_purposes
|
||||
custom_visualscript_nodes
|
@ -1,510 +0,0 @@
|
||||
.. _doc_nodes_purposes_visual_script:
|
||||
|
||||
Nodes and terminology
|
||||
=====================
|
||||
|
||||
Before continuing, it must be noted that the *Node* terminology needs to be used with care.
|
||||
When referring to *Visual Script Nodes* (or generally *Nodes*) this text will refer to the little boxes you connect with lines, which are part of a graph.
|
||||
When referring to *Scene Nodes*, it is implied that the elements that make up a Scene are being referred, which are part of a tree. Their naming is similar but their function is different.
|
||||
When referring to *Node* here, it will be implied that a *Visual Script Node* is referred to unless indicated otherwise.
|
||||
|
||||
.. image:: img/visual_script16.png
|
||||
|
||||
|
||||
Node properties
|
||||
---------------
|
||||
|
||||
Like in most visual scripting implementations, each node has editable properties. In Godot, though, we try to avoid
|
||||
bloating the nodes with editable controls for the sake of readability.
|
||||
|
||||
Nodes still display the required information as text, but editing is done via the *Inspector*. To edit them,
|
||||
select any node and edit its properties in the *Inspector*.
|
||||
|
||||
|
||||
Ports and connections
|
||||
---------------------
|
||||
|
||||
Programming in Godot Visual Scripting is done via *Nodes* and *Port Connections* inside each function.
|
||||
|
||||
|
||||
Ports
|
||||
~~~~~
|
||||
|
||||
Nodes in Godot Visual Scripting have *Ports*. These are endpoints that appear to the
|
||||
left and right of nodes and which can be used to make *Connections*:
|
||||
There are two types of *Ports*: *Sequence* and *Data*.
|
||||
|
||||
.. image:: img/visual_script17.png
|
||||
|
||||
|
||||
*Sequence Ports* indicate the order in which operations are executed.
|
||||
Typically when a *Node* is done processing, it will go to the next node from one of the ports at the right.
|
||||
If nothing is connected, the function may end, or another output *Sequence Port* might be tried (this depends on the node).
|
||||
Thanks to this, you can follow the logic flow within a function by following the white lines.
|
||||
Not every *Node* has *Sequence Ports*. In fact, most do not.
|
||||
|
||||
*Data Ports* ports contain typed values. Types can be any regular Godot types,
|
||||
such as a boolean, an integer, a string, a Vector3, an array, any Object or Scene Node, etc.
|
||||
A *Data Port* on the right side of a node is considered an output, while,
|
||||
a port on the left side is an input. Connecting them allows information to flow to the next node.
|
||||
|
||||
Not all *Data Port* types are compatible and will allow connections, though.
|
||||
Pay special attention to colors and icons, as each type has a different representation:
|
||||
|
||||
.. image:: img/visual_script18.png
|
||||
|
||||
|
||||
Connections
|
||||
~~~~~~~~~~~
|
||||
|
||||
Connecting is a relatively simple process. Drag an *Output Port* towards an *Input Port*.
|
||||
|
||||
.. image:: img/visual_script_connect.gif
|
||||
|
||||
|
||||
Disconnecting takes a bit more practice. Disconnecting in *Data Ports* happens by
|
||||
dragging the *Input* away, while for *Sequence Ports*, this happens by dragging the *Output* away.
|
||||
|
||||
.. image:: img/visual_script_disconnect.gif
|
||||
|
||||
|
||||
This may seem strange at first, but it happens because *Data Ports* are 1:N
|
||||
(A single output port can connect to many inputs), while *Sequence Ports* are N:1
|
||||
(Many sequence outputs can be connected to a single input).
|
||||
|
||||
Connecting to empty space (drag to connect but unpress over empty space) is also context sensitive, it will supply
|
||||
a list of most common operations. For sequences, it will be conditional nodes:
|
||||
|
||||
.. image:: img/visual_script52.png
|
||||
|
||||
|
||||
While, for data, a contextual set/get/call menu will open:
|
||||
|
||||
.. image:: img/visual_script53.png
|
||||
|
||||
|
||||
Adding nodes
|
||||
------------
|
||||
|
||||
Finally! We got to the fun part! But, before explaining in more detail what each type of node does,
|
||||
let's take a short look at how nodes are most commonly added and dealt with.
|
||||
|
||||
|
||||
Accessing scene nodes
|
||||
~~~~~~~~~~~~~~~~~~~~~
|
||||
|
||||
One of the most common tasks is accessing Scene Tree Nodes (again, not to mistake with *Visual Script Nodes*).
|
||||
Dragging from the Scene Tree and dropping into the canvas will ask you to *call a method* (sometimes referred to as *member function*) on this node.
|
||||
|
||||
.. image:: img/visual_script19.png
|
||||
|
||||
|
||||
While accessing properties is desired in most cases (more on that below), sometimes *calling methods* can be useful too.
|
||||
Methods execute specific actions on objects. In the above case, the mouse pointer can be warped to a position in local
|
||||
coordinates to the control. Another common use case is queueing a node for deletion, which is done with the *queue_free* method.
|
||||
|
||||
.. image:: img/visual_script20.png
|
||||
|
||||
|
||||
Care must be taken that this only works if the scene being edited contains your *Visual Script* in one of the nodes! Otherwise, a warning will be shown.
|
||||
|
||||
|
||||
Accessing scene node properties
|
||||
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
|
||||
|
||||
This is the most common way to edit *Scene Nodes* in Visual Scripting. Select a *Scene Node* from the *Scene Tree*, go to the Inspector, find *the Name* of the property you want to edit (hint, *not* the value!) and drag it to the canvas:
|
||||
|
||||
.. image:: img/visual_script21.png
|
||||
|
||||
|
||||
The result is that this value can be changed from your script by writing to a *Data Port*.
|
||||
|
||||
If instead reading this value is desired, drag the node again but hold :kbd:`Ctrl` (or :kbd:`Cmd` on macOS). This will create a getter:
|
||||
|
||||
.. image:: img/visual_script22.png
|
||||
|
||||
|
||||
In this case, the value can be read from a *Data Port*.
|
||||
|
||||
|
||||
Variables
|
||||
~~~~~~~~~
|
||||
|
||||
Variables are memory containers local to the script which can hold a value. This value can be read from any of the functions of the script or from other scripts via the method described in the previous step.
|
||||
|
||||
To add a Variable, push the "+" button on the *Variables* section of the Members panel. Double-click the new variable to rename it:
|
||||
|
||||
.. image:: img/visual_script23.png
|
||||
|
||||
|
||||
Right-clicking the variable allows you to configure its properties:
|
||||
|
||||
.. image:: img/visual_script24.png
|
||||
|
||||
.. image:: img/visual_script25.png
|
||||
|
||||
|
||||
As it can be seen above, the type and initial value of the variable can be changed, as well as some property hints.
|
||||
Ticking the "Export" option makes the variable visible in the Inspector when selecting the node. This also makes it available to other scripts via the method described in the previous step.
|
||||
|
||||
.. image:: img/visual_script28.png
|
||||
|
||||
|
||||
To use the variable in the script, simply drag it to the canvas to create a getter:
|
||||
|
||||
.. image:: img/visual_script26.png
|
||||
|
||||
|
||||
Likewise, hold :kbd:`Ctrl` (or :kbd:`Cmd` on macOS) to drop a setter:
|
||||
|
||||
.. image:: img/visual_script27.png
|
||||
|
||||
|
||||
Signals
|
||||
~~~~~~~
|
||||
|
||||
It is also possible to create your own signals in a script and use them. For this, do the same steps you did for variables in the previous step, except for *Signals*:
|
||||
|
||||
.. image:: img/visual_script29.png
|
||||
|
||||
|
||||
A signal can also be edited via the right-click menu to customize its arguments:
|
||||
|
||||
.. image:: img/visual_script30.png
|
||||
|
||||
|
||||
The signal you have created will appear in the Inspector, along with the built-in node signals. This allows you to connect it from another script from another *Scene Node*:
|
||||
|
||||
.. image:: img/visual_script31.png
|
||||
|
||||
|
||||
Finally, to emit the signal, simply drag it to the canvas:
|
||||
|
||||
.. image:: img/visual_script32.png
|
||||
|
||||
|
||||
Remember that emitting a signal is a sequenced operation, so it must come from a Sequence port.
|
||||
|
||||
|
||||
Adding more nodes
|
||||
-----------------
|
||||
|
||||
Now that the basics are covered, let's discuss the large amount of utility nodes available for your canvas!
|
||||
Below the member panel, exists the list of all available node types:
|
||||
|
||||
.. image:: img/visual_script33.png
|
||||
|
||||
|
||||
Pressing :kbd:`Ctrl + F` (or :kbd:`Cmd + F` on macOS) allows you to search the list.
|
||||
|
||||
Any of them can be dragged to the scene. Unlike nodes (e.g. dragging a property
|
||||
from the Inspector sets the context to the node being edited automatically), these are added without any "contextual" information, so this has to be done manually.
|
||||
|
||||
.. image:: img/visual_script34.png
|
||||
|
||||
|
||||
Remember that you can check the class reference for what each node does, as they are documented there. That mentioned,
|
||||
a brief overview of node types follows:
|
||||
|
||||
|
||||
Constants
|
||||
~~~~~~~~~
|
||||
|
||||
Constant nodes are nodes that provide values that, while not changing over time, can be useful as reference values.
|
||||
Most of the time they are integer or float.
|
||||
|
||||
.. image:: img/visual_script36.png
|
||||
|
||||
|
||||
The first one is "Constant", which allows you to select any value of any type as constant, from an integer (42) to a String ("Hello!"). In general, this node is not used that often because of default input values in *Data Ports*, but it's good to know it exists.
|
||||
|
||||
The second is the GlobalConstant node, which contains a long list of constants for global types in Godot. In there
|
||||
you can find some useful constants to refer to key names, joystick or mouse buttons, etc.
|
||||
|
||||
The third one is MathConstant, which provides typical mathematical constants, such as PI, E, etc.
|
||||
|
||||
|
||||
Data
|
||||
~~~~
|
||||
|
||||
Data nodes deal with all sorts of access to information. Any information in Godot is accessed via these nodes, so
|
||||
they are some of the most important ones to use and pretty diverse.
|
||||
|
||||
.. image:: img/visual_script37.png
|
||||
|
||||
|
||||
There are many types of nodes of interest here, so a short attempt to describe them will follow:
|
||||
|
||||
|
||||
Action
|
||||
^^^^^^
|
||||
|
||||
Action nodes are vital when dealing with input from a device. You can read more about actions in the (@TODO ACTION TUTE LINK).
|
||||
In the following example below, the control is moved to the right when the "move_right" action is pressed.
|
||||
|
||||
.. image:: img/visual_script38.png
|
||||
|
||||
|
||||
Engine Singleton
|
||||
^^^^^^^^^^^^^^^^
|
||||
|
||||
Engine singletons are global interfaces (meaning they can be accessed without a reference; unlike Scene Nodes, they are always available).
|
||||
They have several purposes, but in general, they are useful for low-level access or OS-related access.
|
||||
|
||||
.. image:: img/visual_script39.png
|
||||
|
||||
|
||||
Remember that dragging a connection to empty space will help you call functions or set/get properties on these:
|
||||
|
||||
.. image:: img/visual_script40.png
|
||||
|
||||
|
||||
Local Variables
|
||||
^^^^^^^^^^^^^^^
|
||||
|
||||
These are nodes you can use as temporary storage for your graphs. Make sure they all have the same name and type when using them and they will reference the same piece of memory.
|
||||
|
||||
.. image:: img/visual_script41.png
|
||||
|
||||
|
||||
As it can be seen above, there are two nodes available: A simple getter, and a sequenced setter (setting requires a sequence port).
|
||||
|
||||
|
||||
Scene Node
|
||||
^^^^^^^^^^
|
||||
|
||||
This is just a reference to a node in the tree, but it's easier to use this node by dragging the actual node
|
||||
from the scene tree to the canvas (this will create it and configure it).
|
||||
|
||||
|
||||
Self
|
||||
^^^^
|
||||
|
||||
In some rare occasions, it may be desired to pass this Scene Node as argument.
|
||||
It can be used to call functions and set/get properties, or drag nodes (or event the node itself that has the script) from the Scene Tree to the canvas for this.
|
||||
|
||||
|
||||
SceneTree
|
||||
^^^^^^^^^
|
||||
|
||||
This node is similar to the Singleton node because it references the SceneTree, which contains the active scene.
|
||||
SceneTree, however, only works when the node is sitting in the scene and active, otherwise accessing it will
|
||||
return an error.
|
||||
|
||||
SceneTree allows for many low-level things, like setting stretch options, calling groups, make timers, or even
|
||||
load another scene. It's a good class to get familiar with.
|
||||
|
||||
|
||||
Preload
|
||||
^^^^^^^
|
||||
|
||||
This does the same function as preload() in GDScript. It maintains this resource loaded and ready to use. Rather than
|
||||
instancing the node, it's simpler to drag the desired resource from the filesystem dock to the canvas.
|
||||
|
||||
|
||||
Resource Path
|
||||
^^^^^^^^^^^^^
|
||||
|
||||
This node is a simple helper to get a string with a path to a resource you can pick. It's useful in functions that
|
||||
load things from disk.
|
||||
|
||||
|
||||
Comment
|
||||
^^^^^^^
|
||||
|
||||
A Comment node works as a node you can resize to put around other nodes. It will not try to get focus or be brought
|
||||
to top when selecting it. It can also be used to write text on it.
|
||||
|
||||
.. image:: img/visual_script42.png
|
||||
|
||||
|
||||
Flow Control
|
||||
~~~~~~~~~~~~
|
||||
|
||||
Flow control nodes allow the execution to take different branches, usually depending on a
|
||||
given condition.
|
||||
|
||||
.. image:: img/visual_script43.png
|
||||
|
||||
|
||||
Condition
|
||||
^^^^^^^^^
|
||||
|
||||
This is a simple node that checks a bool port. If ``true``, it will go via the "true" sequence port. If ``false``,
|
||||
the second. After going for either of them, it goes via the "done" port. Leaving sequence
|
||||
ports disconnected is fine if not all of them are used.
|
||||
|
||||
|
||||
Iterator
|
||||
^^^^^^^^
|
||||
|
||||
Some data types in Godot (ie, arrays, dictionaries) are iterable. This means that a bit of code can run
|
||||
for each element that it has.
|
||||
|
||||
The Iterator node goes through all elements and, for each of them, it goes via the "each" sequence port,
|
||||
making the element available in the "elem" data port.
|
||||
|
||||
When done, it goes via the "exit" sequence port.
|
||||
|
||||
|
||||
Return
|
||||
^^^^^^
|
||||
|
||||
Some functions can return values. In general for virtual ones, Godot will add the Return node for you.
|
||||
A return node forces the function to end.
|
||||
|
||||
|
||||
Sequence
|
||||
^^^^^^^^
|
||||
|
||||
This node is useful mostly for organizing your graph. It calls its sequence ports in order.
|
||||
|
||||
|
||||
TypeCast
|
||||
^^^^^^^^
|
||||
|
||||
This is a useful and commonly used node. You can use it to cast arguments or other objects
|
||||
to the type you desire. Afterwards, you can even drag the object output to get full completion.
|
||||
|
||||
.. image:: img/visual_script55.png
|
||||
|
||||
|
||||
It is also possible to cast to a script, which will allow complete script properties and functions:
|
||||
|
||||
.. image:: img/visual_script54.png
|
||||
|
||||
|
||||
Switch
|
||||
^^^^^^
|
||||
|
||||
The Switch node is similar to the Condition node, but it matches many values at the same time.
|
||||
|
||||
|
||||
While
|
||||
^^^^^
|
||||
|
||||
This is a more primitive form of iteration. "repeat" sequence output will be called as long as
|
||||
the condition in the "cond" data port is met.
|
||||
|
||||
|
||||
Functions
|
||||
~~~~~~~~~
|
||||
|
||||
Functions are simple helpers, most of the time deterministic. They take some arguments as
|
||||
input and return an output. They are almost never sequenced.
|
||||
|
||||
|
||||
Built-In
|
||||
^^^^^^^^
|
||||
|
||||
There is a list of built-in helpers. The list is almost identical to the one from :ref:`GDScript<class_@GDScript>`. Most of them are mathematical functions, but others can be useful helpers. Make sure to take a look at the list
|
||||
at some point.
|
||||
|
||||
By Type
|
||||
^^^^^^^
|
||||
|
||||
Those are the methods available to basic types. For example, if you want a dot-product, you can search for "dot" instead of the Vector3 category.
|
||||
In most cases just search the list of nodes, it should be faster.
|
||||
|
||||
|
||||
Call
|
||||
^^^^
|
||||
|
||||
This is the generic calling node. It is rarely used directly but by dragging to empty space on an already configured node.
|
||||
|
||||
|
||||
Constructors
|
||||
^^^^^^^^^^^^
|
||||
|
||||
These are all the functions needed to create Godot basic datatypes. For example, If you need to create a Vector3 out of 3 floats, a constructor must be used.
|
||||
|
||||
.. image:: img/visual_script44.png
|
||||
|
||||
|
||||
Destructor
|
||||
^^^^^^^^^^
|
||||
|
||||
This is the opposite to Constructor, it allows to separate any basic type (ie, Vector3) into its sub-elements.
|
||||
|
||||
.. image:: img/visual_script45.png
|
||||
|
||||
|
||||
Emit Signal
|
||||
^^^^^^^^^^^
|
||||
|
||||
Emits signals from any object. In general it's not that useful, as dragging a signal to the canvas works better.
|
||||
|
||||
|
||||
Get/Set
|
||||
^^^^^^^
|
||||
|
||||
Generic Getter/Setter node. Dragging properties from the Inspector works better, as they appear properly configured on drop.
|
||||
|
||||
|
||||
Wait
|
||||
^^^^
|
||||
|
||||
The Wait nodes will suspend execution of the function until something happens (many frames can pass until resuming, in fact).
|
||||
Default nodes allow you to wait for a frame to pass, a fixed frame or a given amount of time until execution is resumed.
|
||||
|
||||
|
||||
Yield
|
||||
^^^^^
|
||||
|
||||
This node completely suspends the execution of the script, and it will make the function return a value that can be used to resume execution.
|
||||
|
||||
|
||||
Yield Signal
|
||||
^^^^^^^^^^^^
|
||||
|
||||
Same as Yield, but will wait until a given signal is emitted.
|
||||
|
||||
|
||||
Index
|
||||
~~~~~
|
||||
|
||||
Generic indexing operator, not often used but it's good that it exists just in case.
|
||||
|
||||
|
||||
Operators
|
||||
~~~~~~~~~
|
||||
|
||||
These are mostly generic operators, such as addition, multiplication, comparison, etc.
|
||||
By default, these mostly accept any datatype (and will throw an error at run-time if the types
|
||||
fed do not match those expected by the operator). It is always recommended to set the right
|
||||
type for operators to catch errors faster and make the graph easier to read.
|
||||
|
||||
.. image:: img/visual_script46.png
|
||||
|
||||
|
||||
Expression Node
|
||||
^^^^^^^^^^^^^^^
|
||||
|
||||
Among the operators, the *Expression* node is the most powerful. If well used, it allows you to enormously simplify
|
||||
visual scripts that are math or logic heavy. Type any expression on it and it will be executed in real-time.
|
||||
|
||||
Expression nodes can:
|
||||
|
||||
- Perform math and logic expressions based on custom inputs (eg: "a*5+b", where a and b are custom inputs):
|
||||
|
||||
.. image:: img/visual_script47.png
|
||||
|
||||
|
||||
- Access local variables or properties:
|
||||
|
||||
.. image:: img/visual_script48.png
|
||||
|
||||
|
||||
- Use most of the existing built-in functions that are available to GDScript, such as ``sin()``, ``cos()``, ``print()``, as well as constructors, such as ``Vector3(x, y, z)``, ``Rect2(...)``, etc.:
|
||||
|
||||
.. image:: img/visual_script49.png
|
||||
|
||||
|
||||
- Call API functions:
|
||||
|
||||
.. image:: img/visual_script50.png
|
||||
|
||||
|
||||
- Use sequenced mode, which makes more sense in case of respecting the processing order:
|
||||
|
||||
.. image:: img/visual_script51.png
|
@ -1,24 +0,0 @@
|
||||
.. _doc_what_is_visual_script:
|
||||
|
||||
What is Visual Scripting
|
||||
========================
|
||||
|
||||
Visual Scripting is a tool designed to make the entry barrier to programming
|
||||
much lower. As code is more visual, it needs less abstract thinking to be
|
||||
understood. Any artist, animator, game designer, etc. can look at it and quickly
|
||||
grasp the flow of logic.
|
||||
|
||||
The reason it does not make existing programming obsolete is, simply, that it does not scale as well.
|
||||
It takes considerably more time to create code with it, and it's often more difficult
|
||||
to modify than just writing a few characters.
|
||||
|
||||
With the misunderstanding cleared up, the question that remains is what are the practical
|
||||
uses for Visual Scripting.
|
||||
|
||||
The most common use cases are as follows:
|
||||
|
||||
* Game development beginners who want to learn an engine but have no programming experience yet.
|
||||
* Artists and Game Designers who have no experience in programming and want to create quick prototypes or simple games.
|
||||
* Programmers working in a team that want to make part of the game logic available to Artists or Game Designers in order to offload some of their work.
|
||||
|
||||
These scenarios are far more common than one might think, so this is why Godot has added this feature.
|