D language bindings for the Godot Engine's GDNative C interface.
WIP: These bindings are still under development. Until v1.0.0, expect breaking changes, bugs, and missing documentation. Please report any issues and confusing or undocumented features on the GitHub page.
The easiest way to build your library is to use D's package/build manager, DUB.
Create a DUB project in a file called
dub.json
in your Godot project folder:
{
"name": "asteroids-demo",
"sourcePaths": ["asteroids"],
"importPaths": ["asteroids"],
"targetType": "dynamicLibrary",
"dependencies": {
"godot-d": "~>0.1.4"
},
"preGenerateCommands": [
"dub run godot-d:pregenerate"
]
}
Your project will usually be organized like this:
asteroids-demo
├─ project.godot Godot project
├─ <other Godot assets>
│
├─ addons
│ └─ godot-d-importer D editor plugin
│
├─ dub.json DUB project
├─ *.dll / .so Compiled libraries for each platform
└─ asteroids
├─ *.d D source files
└─ entrypoint.d Entry point (auto-generated)
The location of the D source files is up to you. In this example, we use a subfolder with the game's name to keep them neatly organized, since the file path is used as both the D module name and the Godot resource path.
In Godot, a "script" is an object that exposes methods, properties, and signals
to the engine. It is always attached to one of the engine's own C++ classes,
listed in the class reference.
To expose a D class to the engine as a native script, inherit from GodotScript
with the Godot class the script should be attached to:
import godot, godot.button;
class TestButton : GodotScript!Button
{
@Property(Property.Hint.range, "1,10") int number = 9;
@Signal static void function(String message, int num) sendMessage;
@Method void _pressed()
{
print("Button was pressed. `number` is currently ", number);
emitSignal("send_message", "`number` is currently ", number);
}
...
}
Properties and methods can be exposed to Godot with the Property
and
Method
UDAs. Exposed properties will be saved/loaded along with instances of
the class and can be modified in the Godot editor. The optional hint parameter
can specify how the editor should treat the property, for example limiting a
number to the range 1-10.
Your library needs to expose an entry point through which Godot will load and initialize it:
Add godot-d:pregenerate
to your DUB project's preGenerateCommands
:
"preGenerateCommands": [ "dub run godot-d:pregenerate" ],
The pregenerate tool will create the entry point entrypoint.d
in your source
directory and a list of script classes in your string import directory (views
by default).
Your GDNativeLibrary's symbol_prefix
will be the name of your DUB project,
with symbols like -
replaced by underscores.
Put the GodotNativeLibrary
mixin into one of your files:
import godot.d.register;
mixin GodotNativeLibrary!
(
// your GDNativeLibrary resource's symbol_prefix
"platformer",
// a list of all of your script classes
Player,
Enemy,
Level,
// functions to call at initialization and termination (both optional)
(GodotInitOptions o){ writeln("Library initialized"); },
(GodotTerminateOptions o){ writeln("Library terminated"); }
);
You can manually create the GodotNativeLibrary
mixin while still using the
pregenerate tool. It will not create a new entrypoint.d
if the mixin already
exists. You no longer need to list your script classes, but can still use
GodotNativeLibrary
to configure your library.
Godot's full script API can be used from D:
godot.core
submodules contain container, math, and engine structs like
Vector3
and String
.
Other submodules of godot
contain bindings to Godot classes, auto-generated
from the engine's API. These are the C++ classes scripts can be attached to.
These bindings use camelCase instead of snake_case.
Change window to fullscreen example:
# GDScript
OS.set_window_fullscreen(false)
Would be:
// D
OS.setWindowFullscreen(false);
D code should use D naming conventions (PascalCase for classes, camelCase for
properties and methods). Your method and property names will be converted to
Godot's own snake_case style when registered into Godot, so refer to them in
snake_case from inside the editor and GDScript. This behavior can be disabled
with the GodotNoAutomaticNamingConvention
version switch if you prefer to
use camelCase even inside Godot/GDScript.
DUB package releases will contain pre-generated bindings for official releases of Godot, but you can generate your own bindings in a few cases:
Make a local clone of Godot-D and generate updated bindings using the
API generator. In your game project, use this local
clone's path as a dependency instead of a released version of godot-d
:
"dependencies":
{
"godot-d": { "path": "../godot-d-customized" },
},
The GDNative API is binary-compatible between Godot versions, so a D library
can be used with a Godot build older or newer than the one used to generate the
bindings. D bindings must still be generated with the most recent GDNative API
(modules/gdnative/gdnative_api.json
in the Godot repository) even if an older
Godot binary will be used.
Extension version properties can be checked to prevent newer functions from being called with older Godot binaries. For example:
if(GDNativeVersion.hasNativescript!(1, 1)) useNewNativescriptFunctions();
else doNothing();
A D library can also specify minimum required extensions using a compiler flag
or the versions
property in their DUB project. The format of the version flag
is GDNativeRequire<Extension name or "Core">_<major version>_<minor version>
.
For example, with "versions": [ "GDNativeRequireNativescript_1_1" ]
in
dub.json
, runtime checks and non-1.1 code such as the example above can be
safely optimized out in both library code and binding-internal code.
MIT - https://opensource.org/licenses/MIT
GitHub repository - https://github.com/GodotNativeTools/godot-d
The C++ bindings these are based on - https://github.com/GodotNativeTools/godot-cpp
GDNative repository - https://github.com/GodotNativeTools/godot_headers
Godot Engine - https://godotengine.org
D programming language - https://dlang.org