custom_modules_in_cpp.rst 18 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, dozens of modules are enabled, 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. 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 be 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. .. code-block:: console
  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-block:: 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 p_value);
  54. void reset();
  55. int get_total() const;
  56. Summator();
  57. };
  58. #endif // SUMMATOR_H
  59. And then the cpp file.
  60. .. code-block:: cpp
  61. /* summator.cpp */
  62. #include "summator.h"
  63. void Summator::add(int p_value) {
  64. count += p_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. .. code-block:: none
  83. register_types.h
  84. register_types.cpp
  85. .. important::
  86. These files must be in the top-level folder of your module (next to your
  87. ``SCsub`` and ``config.py`` files) for the module to be registered properly.
  88. These files should contain the following:
  89. .. code-block:: cpp
  90. /* register_types.h */
  91. void register_summator_types();
  92. void unregister_summator_types();
  93. /* yes, the word in the middle must be the same as the module folder name */
  94. .. code-block:: cpp
  95. /* register_types.cpp */
  96. #include "register_types.h"
  97. #include "core/class_db.h"
  98. #include "summator.h"
  99. void register_summator_types() {
  100. ClassDB::register_class<Summator>();
  101. }
  102. void unregister_summator_types() {
  103. // Nothing to do here in this example.
  104. }
  105. Next, we need to create a ``SCsub`` file so the build system compiles
  106. this module:
  107. .. code-block:: python
  108. # SCsub
  109. Import('env')
  110. env.add_source_files(env.modules_sources, "*.cpp") # Add all cpp files to the build
  111. With multiple sources, you can also add each file individually to a Python
  112. string list:
  113. .. code-block:: python
  114. src_list = ["summator.cpp", "other.cpp", "etc.cpp"]
  115. env.add_source_files(env.modules_sources, src_list)
  116. This allows for powerful possibilities using Python to construct the file list
  117. using loops and logic statements. Look at some modules that ship with Godot by
  118. default for examples.
  119. To add include directories for the compiler to look at you can append it to the
  120. environment's paths:
  121. .. code-block:: python
  122. env.Append(CPPPATH=["mylib/include"]) # this is a relative path
  123. env.Append(CPPPATH=["#myotherlib/include"]) # this is an 'absolute' path
  124. If you want to add custom compiler flags when building your module, you need to clone
  125. ``env`` first, so it won't add those flags to whole Godot build (which can cause errors).
  126. Example ``SCsub`` with custom flags:
  127. .. code-block:: python
  128. # SCsub
  129. Import('env')
  130. module_env = env.Clone()
  131. module_env.add_source_files(env.modules_sources, "*.cpp")
  132. # Append CCFLAGS flags for both C and C++ code.
  133. module_env.Append(CCFLAGS=['-O2'])
  134. # If you need to, you can:
  135. # - Append CFLAGS for C code only.
  136. # - Append CXXFLAGS for C++ code only.
  137. And finally, the configuration file for the module, this is a simple
  138. python script that must be named ``config.py``:
  139. .. code-block:: python
  140. # config.py
  141. def can_build(env, platform):
  142. return True
  143. def configure(env):
  144. pass
  145. The module is asked if it's OK to build for the specific platform (in
  146. this case, ``True`` means it will build for every platform).
  147. And that's it. Hope it was not too complex! Your module should look like
  148. this:
  149. .. code-block:: none
  150. godot/modules/summator/config.py
  151. godot/modules/summator/summator.h
  152. godot/modules/summator/summator.cpp
  153. godot/modules/summator/register_types.h
  154. godot/modules/summator/register_types.cpp
  155. godot/modules/summator/SCsub
  156. You can then zip it and share the module with everyone else. When
  157. building for every platform (instructions in the previous sections),
  158. your module will be included.
  159. .. note:: There is a parameter limit of 5 in C++ modules for things such
  160. as subclasses. This can be raised to 13 by including the header
  161. file ``core/method_bind_ext.gen.inc``.
  162. Using the module
  163. ----------------
  164. You can now use your newly created module from any script:
  165. ::
  166. var s = Summator.new()
  167. s.add(10)
  168. s.add(20)
  169. s.add(30)
  170. print(s.get_total())
  171. s.reset()
  172. The output will be ``60``.
  173. .. seealso:: The previous Summator example is great for small, custom modules,
  174. but what if you want to use a larger, external library? Refer to
  175. :ref:`doc_binding_to_external_libraries` for details about binding to
  176. external libraries.
  177. .. warning:: If your module is meant to be accessed from the running project
  178. (not just from the editor), you must also recompile every export
  179. template you plan to use, then specify the path to the custom
  180. template in each export preset. Otherwise, you'll get errors when
  181. running the project as the module isn't compiled in the export
  182. template. See the :ref:`Compiling <toc-devel-compiling>` pages
  183. for more information.
  184. Compiling a module externally
  185. -----------------------------
  186. Compiling a module involves moving the module's sources directly under the
  187. engine's ``modules/`` directory. While this is the most straightforward way to
  188. compile a module, there are a couple of reasons as to why this might not be a
  189. practical thing to do:
  190. 1. Having to manually copy modules sources every time you want to compile the
  191. engine with or without the module, or taking additional steps needed to
  192. manually disable a module during compilation with a build option similar to
  193. ``module_summator_enabled=no``. Creating symbolic links may also be a solution,
  194. but you may additionally need to overcome OS restrictions like needing the
  195. symbolic link privilege if doing this via script.
  196. 2. Depending on whether you have to work with the engine's source code, the
  197. module files added directly to ``modules/`` changes the working tree to the
  198. point where using a VCS (like ``git``) proves to be cumbersome as you need to
  199. make sure that only the engine-related code is committed by filtering
  200. changes.
  201. So if you feel like the independent structure of custom modules is needed, lets
  202. take our "summator" module and move it to the engine's parent directory:
  203. .. code-block:: shell
  204. mkdir ../modules
  205. mv modules/summator ../modules
  206. Compile the engine with our module by providing ``custom_modules`` build option
  207. which accepts a comma-separated list of directory paths containing custom C++
  208. modules, similar to the following:
  209. .. code-block:: shell
  210. scons custom_modules=../modules
  211. The build system shall detect all modules under the ``../modules`` directory
  212. and compile them accordingly, including our "summator" module.
  213. .. warning::
  214. Any path passed to ``custom_modules`` will be converted to an absolute path
  215. internally as a way to distinguish between custom and built-in modules. It
  216. means that things like generating module documentation may rely on a
  217. specific path structure on your machine.
  218. .. seealso::
  219. :ref:`Introduction to the buildsystem - Custom modules build option <doc_buildsystem_custom_modules>`.
  220. Improving the build system for development
  221. ------------------------------------------
  222. So far we defined a clean and simple SCsub that allows us to add the sources
  223. of our new module as part of the Godot binary.
  224. This static approach is fine when we want to build a release version of our
  225. game given we want all the modules in a single binary.
  226. However, the trade-off is every single change means a full recompilation of the
  227. game. Even if SCons is able to detect and recompile only the file that have
  228. changed, finding such files and eventually linking the final binary is a
  229. long and costly part.
  230. The solution to avoid such a cost is to build our own module as a shared
  231. library that will be dynamically loaded when starting our game's binary.
  232. .. code-block:: python
  233. # SCsub
  234. Import('env')
  235. sources = [
  236. "register_types.cpp",
  237. "summator.cpp"
  238. ]
  239. # First, create a custom env for the shared library.
  240. module_env = env.Clone()
  241. # Position-independent code is required for a shared library.
  242. module_env.Append(CCFLAGS=['-fPIC'])
  243. # Don't inject Godot's dependencies into our shared library.
  244. module_env['LIBS'] = []
  245. # Define the shared library. By default, it would be built in the module's
  246. # folder, however it's better to output it into `bin` next to the
  247. # Godot binary.
  248. shared_lib = module_env.SharedLibrary(target='#bin/summator', source=sources)
  249. # Finally, notify the main build environment it now has our shared library
  250. # as a new dependency.
  251. # LIBPATH and LIBS need to be set on the real "env" (not the clone)
  252. # to link the specified libraries to the Godot executable.
  253. env.Append(LIBPATH=['#bin'])
  254. # SCons wants the name of the library with it custom suffixes
  255. # (e.g. ".x11.tools.64") but without the final ".so".
  256. shared_lib_shim = shared_lib[0].name.rsplit('.', 1)[0]
  257. env.Append(LIBS=[shared_lib_shim])
  258. Once compiled, we should end up with a ``bin`` directory containing both the
  259. ``godot*`` binary and our ``libsummator*.so``. However given the .so is not in
  260. a standard directory (like ``/usr/lib``), we have to help our binary find it
  261. during runtime with the ``LD_LIBRARY_PATH`` environment variable:
  262. .. code-block:: shell
  263. export LD_LIBRARY_PATH="$PWD/bin/"
  264. ./bin/godot*
  265. .. note::
  266. You have to ``export`` the environment variable otherwise
  267. you won't be able to play your project from within the editor.
  268. On top of that, it would be nice to be able to select whether to compile our
  269. module as shared library (for development) or as a part of the Godot binary
  270. (for release). To do that we can define a custom flag to be passed to SCons
  271. using the `ARGUMENT` command:
  272. .. code-block:: python
  273. # SCsub
  274. Import('env')
  275. sources = [
  276. "register_types.cpp",
  277. "summator.cpp"
  278. ]
  279. module_env = env.Clone()
  280. module_env.Append(CCFLAGS=['-O2'])
  281. if ARGUMENTS.get('summator_shared', 'no') == 'yes':
  282. # Shared lib compilation
  283. module_env.Append(CCFLAGS=['-fPIC'])
  284. module_env['LIBS'] = []
  285. shared_lib = module_env.SharedLibrary(target='#bin/summator', source=sources)
  286. shared_lib_shim = shared_lib[0].name.rsplit('.', 1)[0]
  287. env.Append(LIBS=[shared_lib_shim])
  288. env.Append(LIBPATH=['#bin'])
  289. else:
  290. # Static compilation
  291. module_env.add_source_files(env.modules_sources, sources)
  292. Now by default ``scons`` command will build our module as part of Godot's binary
  293. and as a shared library when passing ``summator_shared=yes``.
  294. Finally, you can even speed up the build further by explicitly specifying your
  295. shared module as target in the SCons command:
  296. .. code-block:: shell
  297. scons summator_shared=yes platform=x11 bin/libsummator.x11.tools.64.so
  298. Writing custom documentation
  299. ----------------------------
  300. Writing documentation may seem like a boring task, but it is highly recommended
  301. to document your newly created module in order to make it easier for users to
  302. benefit from it. Not to mention that the code you've written one year ago may
  303. become indistinguishable from the code that was written by someone else, so be
  304. kind to your future self!
  305. There are several steps in order to setup custom docs for the module:
  306. 1. Make a new directory in the root of the module. The directory name can be
  307. anything, but we'll be using the ``doc_classes`` name throughout this section.
  308. 2. Now, we need to edit ``config.py``, add the following snippet:
  309. .. code-block:: python
  310. def get_doc_path():
  311. return "doc_classes"
  312. def get_doc_classes():
  313. return [
  314. "Summator",
  315. ]
  316. The ``get_doc_path()`` function is used by the build system to determine
  317. the location of the docs. In this case, they will be located in the
  318. ``modules/summator/doc_classes`` directory. If you don't define this,
  319. the doc path for your module will fall back to the main ``doc/classes``
  320. directory.
  321. The ``get_doc_classes()`` method is necessary for the build system to
  322. know which registered classes belong to the module. You need to list all of your
  323. classes here. The classes that you don't list will end up in the
  324. main ``doc/classes`` directory.
  325. .. tip::
  326. You can use Git to check if you have missed some of your classes by checking the
  327. untracked files with ``git status``. For example::
  328. user@host:~/godot$ git status
  329. Example output::
  330. Untracked files:
  331. (use "git add <file>..." to include in what will be committed)
  332. doc/classes/MyClass2D.xml
  333. doc/classes/MyClass4D.xml
  334. doc/classes/MyClass5D.xml
  335. doc/classes/MyClass6D.xml
  336. ...
  337. 3. Now we can generate the documentation:
  338. We can do this via running Godot's doctool i.e. ``godot --doctool <path>``,
  339. which will dump the engine API reference to the given ``<path>`` in XML format.
  340. In our case we'll point it to the root of the cloned repository. You can point it
  341. to an another folder, and just copy over the files that you need.
  342. Run command:
  343. ::
  344. user@host:~/godot/bin$ ./bin/<godot_binary> --doctool .
  345. Now if you go to the ``godot/modules/summator/doc_classes`` folder, you will see
  346. that it contains a ``Summator.xml`` file, or any other classes, that you referenced
  347. in your ``get_doc_classes`` function.
  348. Edit the file(s) following :ref:`doc_updating_the_class_reference` and recompile the engine.
  349. Once the compilation process is finished, the docs will become accessible within
  350. the engine's built-in documentation system.
  351. In order to keep documentation up-to-date, all you'll have to do is simply modify
  352. one of the XML files and recompile the engine from now on.
  353. If you change your module's API, you can also re-extract the docs, they will contain
  354. the things that you previously added. Of course if you point it to your godot
  355. folder, make sure you don't lose work by extracting older docs from an older engine build
  356. on top of the newer ones.
  357. Note that if you don't have write access rights to your supplied ``<path>``,
  358. you might encounter an error similar to the following:
  359. .. code-block:: console
  360. ERROR: Can't write doc file: docs/doc/classes/@GDScript.xml
  361. At: editor/doc/doc_data.cpp:956
  362. .. _doc_custom_module_icons:
  363. Adding custom editor icons
  364. --------------------------
  365. Similarly to how you can write self-contained documentation within a module,
  366. you can also create your own custom icons for classes to appear in the editor.
  367. For the actual process of creating editor icons to be integrated within the engine,
  368. please refer to :ref:`doc_editor_icons` first.
  369. Once you've created your icon(s), proceed with the following steps:
  370. 1. Make a new directory in the root of the module named ``icons``. This is the
  371. default path for the engine to look for module's editor icons.
  372. 2. Move your newly created ``svg`` icons (optimized or not) into that folder.
  373. 3. Recompile the engine and run the editor. Now the icon(s) will appear in
  374. editor's interface where appropriate.
  375. If you'd like to store your icons somewhere else within your module,
  376. add the following code snippet to ``config.py`` to override the default path:
  377. .. code-block:: python
  378. def get_icons_path():
  379. return "path/to/icons"
  380. Summing up
  381. ----------
  382. Remember to:
  383. - use ``GDCLASS`` macro for inheritance, so Godot can wrap it
  384. - use ``_bind_methods`` to bind your functions to scripting, and to
  385. allow them to work as callbacks for signals.
  386. But this is not all, depending what you do, you will be greeted with
  387. some (hopefully positive) surprises.
  388. - If you inherit from :ref:`class_Node` (or any derived node type, such as
  389. Sprite), your new class will appear in the editor, in the inheritance
  390. tree in the "Add Node" dialog.
  391. - If you inherit from :ref:`class_Resource`, it will appear in the resource
  392. list, and all the exposed properties can be serialized when
  393. saved/loaded.
  394. - By this same logic, you can extend the Editor and almost any area of
  395. the engine.