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authorAnson Bridges <bridges.anson@gmail.com>2022-09-08 16:42:07 -0400
committerAnson Bridges <bridges.anson@gmail.com>2022-09-08 16:42:07 -0400
commite2f3e4bd7118c8f55d20b29d76cb9a13acf72f8b (patch)
treec2f177c7fc11d26f65f05f96e0a2a1996b4598ce /src/player_controller
parent366761197034a20d444282431e4a8edeb7882840 (diff)
gdnative testing. gdnative classes cannot be extended by gdscript
Diffstat (limited to 'src/player_controller')
-rw-r--r--src/player_controller/SConstruct109
-rw-r--r--src/player_controller/player_controller.h18
2 files changed, 127 insertions, 0 deletions
diff --git a/src/player_controller/SConstruct b/src/player_controller/SConstruct
new file mode 100644
index 0000000..f4bb318
--- /dev/null
+++ b/src/player_controller/SConstruct
@@ -0,0 +1,109 @@
+#!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.', '../../godot/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=['./'])
+sources = Glob('*.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))
diff --git a/src/player_controller/player_controller.h b/src/player_controller/player_controller.h
new file mode 100644
index 0000000..2514f79
--- /dev/null
+++ b/src/player_controller/player_controller.h
@@ -0,0 +1,18 @@
+#ifndef PLAYER_CONTROLLER_H
+#define PLAYER_CONTROLLER_H
+
+#include <Godot.hpp>
+#include <RigidBody.hpp>
+
+namespace godot {
+
+class PlayerController : public RigidBody {
+ GODOT_CLASS(PlayerController, RigidBody)
+
+private:
+ String
+public:
+ static void _register_methods();
+
+ PlayerController();
+ ~PlayerController();