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Rename to gdext
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Contributing.md

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# Contributing to `gdextension`
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# Contributing to `gdext`
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At this stage, we appreciate if users experiment with the library, use it in small projects and report issues and bugs they encounter.
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If you plan to make bigger contributions, make sure to discuss them in a [GitHub issue] first. Since the library is evolving quickly, this avoids that multiple people work on the same thing or implement features in a way that doesn't work with other parts. Also don't hesitate to talk to the developers in the `#dev-gdextension` channel on [Discord]!
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If you plan to make bigger contributions, make sure to discuss them in a [GitHub issue] first. Since the library is evolving quickly, this avoids that multiple people work on the same thing or implement features in a way that doesn't work with other parts. Also don't hesitate to talk to the developers in the `#contrib-gdext` channel on [Discord]!
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## Check script
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## Unit tests
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Because most of `gdextension` interacts with the Godot engine, which is not available from the test executable, unit tests (using `cargo test` and the `#[test]` attribute) are pretty limited in scope.
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Because most of `gdext` interacts with the Godot engine, which is not available from the test executable, unit tests (using `cargo test` and the `#[test]` attribute) are pretty limited in scope.
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Because additional flags might be needed, the preferred way to run unit tests is through the `check.sh` script:
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## Integration tests
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The `itest/` directory contains a suite of integration tests that actually exercise `gdextension` from within Godot.
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The `itest/` directory contains a suite of integration tests that actually exercise `gdext` from within Godot.
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The `itest/rust` directory is a Rust `cdylib` library project that can be loaded as a GDExtension in Godot, with an entry point for running integration tests. The `itest/godot` directory contains the Godot project that loads this library and invokes the test suite.
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$ check.sh --double
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```
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[GitHub issue]: https://github.com/godot-rust/gdextension/issues
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[GitHub issue]: https://github.com/godot-rust/gdext/issues
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[Discord]: https://discord.gg/aKUCJ8rJsc

ReadMe.md

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![logo.png](assets/gdextension-ferris.png)
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![logo.png](assets/gdext-ferris.png)
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# Rust bindings for GDExtension
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This is an early-stage library to bind the **Rust** language to **Godot 4**.
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_[Discord] | [Mastodon] | [Twitter]_
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**gdext** is an early-stage library to bind the **Rust** language to **Godot 4**.
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[Godot] is an open-source game engine, whose upcoming version 4.0 brings several improvements.
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Its _GDExtension_ API allows integrating third-party languages and libraries.
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> * No stability guarantees. APIs will break frequently (for releases, we try to take SemVer seriously though).
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> Resolving the above two points has currently more weight than a stable API.
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We do not recommend building a larger project in GDExtension-Rust yet.
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We do not recommend building a larger project in gdext yet.
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However, the library can serve as a playground for experimenting.
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To get an overview of currently supported features, consult [#24](https://github.com/godot-rust/gdextension/issues/24).
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To get an overview of currently supported features, consult [#24](https://github.com/godot-rust/gdext/issues/24).
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At this point, there is **no** support for Android, iOS or WASM. Contributions are very welcome!
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```toml
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[dependencies]
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godot = { git = "https://github.com/godot-rust/gdextension", branch = "master" }
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godot = { git = "https://github.com/godot-rust/gdext", branch = "master" }
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[lib]
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crate-type = ["cdylib"]
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The `[configuration]` section should be copied as-is.
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The `[libraries]` section should be updated to match the paths of your dynamic Rust libraries.
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```ini
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[configuration]
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entry_symbol = "gdextension_rust_init"
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[libraries]
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linux.64 = "res://../rust/target/debug/lib{my_ext}.so"
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windows.64 = "res://../rust/target/debug/{my_ext}.dll"
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macos.64 = "res://../rust/target/debug/{my_ext}.dylib"
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```
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```ini
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[configuration]
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entry_symbol = "gdext_rust_init"
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[libraries]
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linux.debug.x86_64 = "res://../rust/target/debug/lib{my_ext}.so"
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linux.release.x86_64 = "res://../rust/target/release/lib{my_ext}.so"
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windows.debug.x86_64 = "res://../rust/target/debug/{my_ext}.dll"
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windows.release.x86_64 = "res://../rust/target/release/{my_ext}.dll"
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macos.debug = "res://../rust/target/debug/{my_ext}.dylib"
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macos.release = "res://../rust/target/release/{my_ext}.dylib"
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```
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(Note that for exporting your project, you'll need to use paths inside `res://`).
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2. A second file `res://.godot/extension_list.cfg` should be generated once you open the Godot editor for the first time.
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If not, you can also manually create it, simply containing the Godot path to your `.gdextension` file:
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```
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res://MyExt.gdextension
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```
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```
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res://MyExt.gdextension
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```
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### Examples
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API documentation can be generated locally using `cargo doc -p godot --no-deps --open`.
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If you need help, join our [Discord] server and ask in the `#help-gdextension` channel!
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If you need help, join our [Discord] server and ask in the `#help-gdext` channel!
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## License
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[`gdnative`]: https://github.com/godot-rust/gdnative
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[mpl]: https://www.mozilla.org/en-US/MPL/
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[Discord]: https://discord.gg/aKUCJ8rJsc
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[Mastodon]: https://mastodon.gamedev.place/@GodotRust
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[Twitter]: https://twitter.com/GodotRust

assets/asset-licenses.md

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# Asset licenses
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The godot-rust logos for both GDNative and GDExtension are derived from the following work,
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The godot-rust logos for both _gdnative_ and _gdext_ are derived from the following work,
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with changes applied from members of the godot-rust community.
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| Asset | Website | Author | License |
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check.sh

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# Small utility to run tests locally
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# Similar to minimal-ci
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# Note: at the moment, there is a lot of useless recompilation.
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# This should be better once unit tests and #[cfg] are sorted out.
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# Note: at the moment, there is some useless recompilation, which could be improved.
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# --help menu
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for arg in $@; do
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for cmd in "${cmds[@]}"; do
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echo "> $cmd"
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$cmd || {
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printf "$RED\n=========================="
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printf "\ngodot-rust checker FAILED."
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printf "\n==========================\n$END"
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printf "$RED\n====================="
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printf "\ngdext: checks FAILED."
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printf "\n=====================\n$END"
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exit 1
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}
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done
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printf "$GREEN\n=============================="
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printf "\ngodot-rust checker SUCCESSFUL."
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printf "\n==============================\n$END"
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printf "$GREEN\n========================="
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printf "\ngdext: checks SUCCESSFUL."
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printf "\n=========================\n$END"

examples/dodge-the-creeps/godot/DodgeTheCreeps.gdextension

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[configuration]
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entry_symbol = "gdextension_rust_init"
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entry_symbol = "gdext_rust_init"
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[libraries]
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linux.64 = "res://../../../target/debug/libdodge_the_creeps.so"

godot-core/src/builtin/vector2.rs

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///
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/// It uses floating-point coordinates of 32-bit precision, unlike the engine's `float` type which
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/// is always 64-bit. The engine can be compiled with the option `precision=double` to use 64-bit
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/// vectors, but this is not yet supported in the `gdextension` crate.
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/// vectors; use the gdext library with the `double-precision` feature in that case.
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///
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/// See [`Vector2i`] for its integer counterpart.
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#[derive(Debug, Default, Clone, Copy, PartialEq)]

godot-core/src/builtin/vector3.rs

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///
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/// It uses floating-point coordinates of 32-bit precision, unlike the engine's `float` type which
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/// is always 64-bit. The engine can be compiled with the option `precision=double` to use 64-bit
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/// vectors, but this is not yet supported in the `gdextension` crate.
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/// vectors; use the gdext library with the `double-precision` feature in that case.
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///
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/// See [`Vector3i`] for its integer counterpart.
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#[derive(Debug, Default, Clone, Copy, PartialEq)]

godot-core/src/builtin/vector4.rs

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///
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/// It uses floating-point coordinates of 32-bit precision, unlike the engine's `float` type which
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/// is always 64-bit. The engine can be compiled with the option `precision=double` to use 64-bit
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/// vectors, but this is not yet supported in the `gdextension` crate.
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/// vectors; use the gdext library with the `double-precision` feature in that case.
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#[derive(Debug, Default, Clone, Copy, PartialEq)]

godot-ffi/src/lib.rs

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let ver = std::ffi::CStr::from_ptr((*interface).version_string);
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println!(
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"Initialize GDExtension interface: {}",
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"Initialize GDExtension API for Rust: {}",
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ver.to_str().unwrap()
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);
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