custom_modules_in_cpp.rst 13 KB

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  1. .. _doc_custom_modules_in_c++:
  2. Custom modules in C++
  3. =====================
  4. Modules
  5. -------
  6. Godot allows extending the engine in a modular way. New modules can be
  7. created and then enabled/disabled. This allows for adding new engine
  8. functionality at every level without modifying the core, which can be
  9. split for use and reuse in different modules.
  10. Modules are located in the ``modules/`` subdirectory of the build system.
  11. By default, many different modules exist, such as GDScript (which, yes,
  12. is not part of the base engine), the Mono runtime, a regular expressions
  13. module, and others. As many new modules as desired can be
  14. created and combined, and the SCons build system will take care of it
  15. transparently.
  16. What for?
  17. ---------
  18. While it's recommended that most of a game is written in scripting (as
  19. it is an enormous time saver), it's perfectly possible to use C++
  20. instead. Adding C++ modules can be useful in the following scenarios:
  21. - Binding an external library to Godot (like PhysX, FMOD, etc).
  22. - Optimize critical parts of a game.
  23. - Adding new functionality to the engine and/or editor.
  24. - Porting an existing game.
  25. - Write a whole, new game in C++ because you can't live without C++.
  26. Creating a new module
  27. ---------------------
  28. Before creating a module, make sure to download the source code of Godot
  29. and manage to compile it. There are tutorials in the documentation for this.
  30. To create a new module, the first step is creating a directory inside
  31. ``modules/``. If you want to maintain the module separately, you can checkout
  32. a different VCS into modules and use it.
  33. The example module will be called "summator", and is placed inside the
  34. Godot source tree (``C:\godot`` refers to wherever the Godot sources are
  35. located):
  36. ::
  37. C:\godot> cd modules
  38. C:\godot\modules> mkdir summator
  39. C:\godot\modules> cd summator
  40. C:\godot\modules\summator>
  41. Inside we will create a simple summator class:
  42. .. code:: cpp
  43. /* summator.h */
  44. #ifndef SUMMATOR_H
  45. #define SUMMATOR_H
  46. #include "core/reference.h"
  47. class Summator : public Reference {
  48. GDCLASS(Summator, Reference);
  49. int count;
  50. protected:
  51. static void _bind_methods();
  52. public:
  53. void add(int value);
  54. void reset();
  55. int get_total() const;
  56. Summator();
  57. };
  58. #endif
  59. And then the cpp file.
  60. .. code:: cpp
  61. /* summator.cpp */
  62. #include "summator.h"
  63. void Summator::add(int value) {
  64. count += value;
  65. }
  66. void Summator::reset() {
  67. count = 0;
  68. }
  69. int Summator::get_total() const {
  70. return count;
  71. }
  72. void Summator::_bind_methods() {
  73. ClassDB::bind_method(D_METHOD("add", "value"), &Summator::add);
  74. ClassDB::bind_method(D_METHOD("reset"), &Summator::reset);
  75. ClassDB::bind_method(D_METHOD("get_total"), &Summator::get_total);
  76. }
  77. Summator::Summator() {
  78. count = 0;
  79. }
  80. Then, the new class needs to be registered somehow, so two more files
  81. need to be created:
  82. ::
  83. register_types.h
  84. register_types.cpp
  85. With the following contents:
  86. .. code:: cpp
  87. /* register_types.h */
  88. void register_summator_types();
  89. void unregister_summator_types();
  90. /* yes, the word in the middle must be the same as the module folder name */
  91. .. code:: cpp
  92. /* register_types.cpp */
  93. #include "register_types.h"
  94. #include "core/class_db.h"
  95. #include "summator.h"
  96. void register_summator_types() {
  97. ClassDB::register_class<Summator>();
  98. }
  99. void unregister_summator_types() {
  100. //nothing to do here
  101. }
  102. Next, we need to create a ``SCsub`` file so the build system compiles
  103. this module:
  104. .. code:: python
  105. # SCsub
  106. Import('env')
  107. env.add_source_files(env.modules_sources,"*.cpp") # Add all cpp files to the build
  108. With multiple sources, you can also add each file individually to a Python
  109. string list:
  110. .. code:: python
  111. src_list = ["summator.cpp", "other.cpp", "etc.cpp"]
  112. env.add_source_files(env.modules_sources, src_list)
  113. This allows for powerful possibilities using Python to contruct the file list
  114. using loops and logic statements. Look at some of the other modules that ship
  115. with Godot by default for examples.
  116. To add include directories for the compiler to look at you can append it to the
  117. environment's paths:
  118. .. code:: python
  119. env.Append(CPPPATH="mylib/include") # this is a relative path
  120. env.Append(CPPPATH="#myotherlib/include") # this is an 'absolute' path
  121. If you want to add custom compiler flags when building your module, you need to clone
  122. `env` first, so it won't add those flags to whole Godot build (which can cause errors).
  123. Example `SCsub` with custom flags:
  124. .. code:: python
  125. # SCsub
  126. Import('env')
  127. module_env = env.Clone()
  128. module_env.add_source_files(env.modules_sources,"*.cpp")
  129. module_env.Append(CXXFLAGS=['-O2', '-std=c++11'])
  130. And finally, the configuration file for the module, this is a simple
  131. python script that must be named ``config.py``:
  132. .. code:: python
  133. # config.py
  134. def can_build(platform):
  135. return True
  136. def configure(env):
  137. pass
  138. The module is asked if it's ok to build for the specific platform (in
  139. this case, True means it will build for every platform).
  140. And that's it. Hope it was not too complex! Your module should look like
  141. this:
  142. ::
  143. godot/modules/summator/config.py
  144. godot/modules/summator/summator.h
  145. godot/modules/summator/summator.cpp
  146. godot/modules/summator/register_types.h
  147. godot/modules/summator/register_types.cpp
  148. godot/modules/summator/SCsub
  149. You can then zip it and share the module with everyone else. When
  150. building for every platform (instructions in the previous sections),
  151. your module will be included.
  152. Using the module
  153. ----------------
  154. You can now use your newly created module from any script:
  155. ::
  156. var s = Summator.new()
  157. s.add(10)
  158. s.add(20)
  159. s.add(30)
  160. print(s.get_total())
  161. s.reset()
  162. And the output will be ``60``.
  163. Improving the build system for development
  164. ------------------------------------------
  165. So far we defined a clean and simple SCsub that allows us to add the sources
  166. of our new module as part of the Godot binary.
  167. This static approach is fine when we want to build a release version of our
  168. game given we want all the modules in a single binary.
  169. However the trade-off is every single change means a full recompilation of the
  170. game. Even if SCons is able to detect and recompile only the file that have
  171. changed, finding such files and eventually linking the final binary is a
  172. long and costly part.
  173. The solution to avoid such a cost is to build our own module as a shared
  174. library that will be dynamically loaded when starting our game's binary.
  175. .. code:: python
  176. # SCsub
  177. Import('env')
  178. sources = [
  179. "register_types.cpp",
  180. "summator.cpp"
  181. ]
  182. # First, create a custom env for the shared library.
  183. module_env = env.Clone()
  184. module_env.Append(CXXFLAGS='-fPIC') # Needed to compile shared library
  185. # We don't want godot's dependencies to be injected into our shared library.
  186. module_env['LIBS'] = []
  187. # Now define the shared library. Note that by default it would be built
  188. # into the module's folder, however it's better to output it into `bin`
  189. # next to the godot binary.
  190. shared_lib = module_env.SharedLibrary(target='#bin/summator', source=sources)
  191. # Finally notify the main env it has our shared lirary as a new dependency.
  192. # To do so, SCons wants the name of the lib with it custom suffixes
  193. # (e.g. ".x11.tools.64") but without the final ".so".
  194. # We pass this along with the directory of our library to the main env.
  195. shared_lib_shim = shared_lib[0].name.rsplit('.', 1)[0]
  196. env.Append(LIBS=[shared_lib_shim])
  197. env.Append(LIBPATH=['#bin'])
  198. Once compiled, we should end up with a ``bin`` directory containing both the
  199. ``godot*`` binary and our ``libsummator*.so``. However given the .so is not in
  200. a standard directory (like ``/usr/lib``), we have to help our binary find it
  201. during runtime with the ``LD_LIBRARY_PATH`` environ variable:
  202. ::
  203. user@host:~/godot$ export LD_LIBRARY_PATH=`pwd`/bin/
  204. user@host:~/godot$ ./bin/godot*
  205. **note**: Pay attention you have to ``export`` the environ variable otherwise
  206. you won't be able to play you project from within the editor.
  207. On top of that, it would be nice to be able to select whether to compile our
  208. module as shared library (for development) or as a part of the godot binary
  209. (for release). To do that we can define a custom flag to be passed to SCons
  210. using the `ARGUMENT` command:
  211. .. code:: python
  212. # SCsub
  213. Import('env')
  214. sources = [
  215. "register_types.cpp",
  216. "summator.cpp"
  217. ]
  218. module_env = env.Clone()
  219. module_env.Append(CXXFLAGS=['-O2', '-std=c++11'])
  220. if ARGUMENTS.get('summator_shared', 'no') == 'yes':
  221. # Shared lib compilation
  222. module_env.Append(CXXFLAGS='-fPIC')
  223. module_env['LIBS'] = []
  224. shared_lib = module_env.SharedLibrary(target='#bin/summator', source=sources)
  225. shared_lib_shim = shared_lib[0].name.rsplit('.', 1)[0]
  226. env.Append(LIBS=[shared_lib_shim])
  227. env.Append(LIBPATH=['#bin'])
  228. else:
  229. # Static compilation
  230. module_env.add_source_files(env.modules_sources, sources)
  231. Now by default ``scons`` command will build our module as part of godot's binary
  232. and as a shared library when passing ``summator_shared=yes``.
  233. Finally you can even speedup build further by explicitly specifying your
  234. shared module as target in the scons command:
  235. ::
  236. user@host:~/godot$ scons summator_shared=yes platform=x11 bin/libsummator.x11.tools.64.so
  237. Writing custom documentation
  238. ----------------------------
  239. Writing documentation may seem like a boring task, but it is highly recommended
  240. to document your newly created module in order to make it easier for users to
  241. benefit from it. Not to mention that the code you've written one year ago may
  242. become indistinguishable from the code that was written by someone else, so be
  243. kind to your future self!
  244. There are several steps in order to setup custom docs for the module:
  245. 1. Make a new directory in the root of the module. The directory name can be
  246. anything, but we'll be using the ``doc_classes`` name throughout this section.
  247. 2. Append the following code snippet to ``config.py``:
  248. .. code:: python
  249. def get_doc_classes():
  250. return [
  251. "ClassName",
  252. ]
  253. def get_doc_path():
  254. return "doc_classes"
  255. The ``get_doc_classes()`` method is necessary for the build system to
  256. know which documentation classes of the module must be merged, since the module
  257. may contain several classes. Replace ``ClassName`` with the name of the class
  258. you want to write documentation for. If you need docs for more than one class,
  259. append those as well.
  260. The ``get_doc_path()`` method is used by the build system to determine
  261. the location of the docs. In our case, they will be located in the ``doc_classes``
  262. directory.
  263. 3. Run command:
  264. ::
  265. godot --doctool <path>
  266. This will dump the engine API reference to the given ``<path>`` in XML format.
  267. Notice that you'll need to configure your ``PATH`` to locate Godot's executable,
  268. and make sure that you have write access rights. If not, you might encounter an
  269. error similar to the following:
  270. .. code-block:: console
  271. ERROR: Can't write doc file: docs/doc/classes/@GDScript.xml
  272. At: editor/doc/doc_data.cpp:956
  273. 4. Get generated doc file from ``godot/doc/classes/ClassName.xml``
  274. 5. Copy this file to ``doc_classes``, optionally edit it, then compile the engine.
  275. The build system will fetch the documentation files from the ``doc_classes`` directory
  276. and merge them with the base types. Once the compilation process is finished,
  277. the docs will become accessible within the engine's built-in documentation system.
  278. In order to keep documentation up-to-date, all you'll have to do is simply modify
  279. one of the ``ClassName.xml`` files and recompile the engine from now on.
  280. Summing up
  281. ----------
  282. Remember to:
  283. - use ``GDCLASS`` macro for inheritance, so Godot can wrap it
  284. - use ``_bind_methods`` to bind your functions to scripting, and to
  285. allow them to work as callbacks for signals.
  286. But this is not all, depending what you do, you will be greeted with
  287. some (hopefully positive) surprises.
  288. - If you inherit from :ref:`class_Node` (or any derived node type, such as
  289. Sprite), your new class will appear in the editor, in the inheritance
  290. tree in the "Add Node" dialog.
  291. - If you inherit from :ref:`class_Resource`, it will appear in the resource
  292. list, and all the exposed properties can be serialized when
  293. saved/loaded.
  294. - By this same logic, you can extend the Editor and almost any area of
  295. the engine.