Project setup
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.
D native scripts
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.
Library initialization
Your library needs to expose an entry point through which Godot will load and initialize it:
1: Automatic entry point generator
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.
2: Manual entry point mixin
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"); }
);
3: Both
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.