Godot 项目初始化:C++ GDExtension 骨架
这个提交包含在:
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root = true
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[*]
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charset = utf-8
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# Normalize EOL for all files that Git considers text files.
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* text=auto eol=lf
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# Godot 4+ specific ignores
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.godot/
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/android/
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# C++ 扩展编译产物
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/build/
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/bin/
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*.user
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*.suo
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# 其他
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.DS_Store
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Thumbs.db
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cmake_minimum_required(VERSION 3.24)
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project(marry)
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# 标准 C++17
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set(CMAKE_CXX_STANDARD 17)
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set(CMAKE_CXX_STANDARD_REQUIRED ON)
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set(CMAKE_CXX_EXTENSIONS OFF)
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# 引用 godot-cpp(CMake 方式)
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set(GODOT_CPP_PATH "${CMAKE_CURRENT_SOURCE_DIR}/godot-cpp")
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add_subdirectory("${GODOT_CPP_PATH}")
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# 扩展库本体
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add_library(marry SHARED
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src/register_types.cpp
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src/example.cpp
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src/example.h
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src/register_types.h
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)
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target_include_directories(marry PRIVATE src)
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# 链接 godot-cpp
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target_link_libraries(marry PRIVATE godot-cpp)
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# 输出到 bin/ 目录(Godot 从那里加载;VS 里编译后 dll 直接落到 res://bin/)
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set_target_properties(marry PROPERTIES
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LIBRARY_OUTPUT_DIRECTORY "${CMAKE_CURRENT_SOURCE_DIR}/bin"
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RUNTIME_OUTPUT_DIRECTORY "${CMAKE_CURRENT_SOURCE_DIR}/bin"
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ARCHIVE_OUTPUT_DIRECTORY "${CMAKE_CURRENT_SOURCE_DIR}/bin"
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PREFIX ""
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)
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# VS 多配置生成器会输出到 bin/Release/ 等子目录,这里复制到 bin/ 根目录
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# 保证 .gdextension 里 res://bin/marry.dll 始终能找到
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add_custom_command(TARGET marry POST_BUILD
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COMMAND ${CMAKE_COMMAND} -E copy_if_different
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"$<TARGET_FILE:marry>"
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"${CMAKE_CURRENT_SOURCE_DIR}/bin/marry.dll"
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COMMENT "复制 marry.dll 到 bin/ 根目录"
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)
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@echo off
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call "D:\Visual Studio\IDE\VC\Auxiliary\Build\vcvars64.bat" >nul 2>&1
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cd /d E:\newgame\marry
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echo === CMake Configure (VS 2026) ===
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"D:\Visual Studio\IDE\Common7\IDE\CommonExtensions\Microsoft\CMake\CMake\bin\cmake.exe" -S . -B build -G "Visual Studio 18 2026" -A x64
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echo === Build ===
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"D:\Visual Studio\IDE\Common7\IDE\CommonExtensions\Microsoft\CMake\CMake\bin\cmake.exe" --build build --config Release
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echo === Result ===
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dir E:\newgame\marry\bin
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子模块
+1
子模块 godot-cpp 已添加到 60b5a4196d
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<svg xmlns="http://www.w3.org/2000/svg" width="128" height="128"><rect width="124" height="124" x="2" y="2" fill="#363d52" stroke="#212532" stroke-width="4" rx="14"/><g fill="#fff" transform="translate(12.322 12.322)scale(.101)"><path d="M105 673v33q407 354 814 0v-33z"/><path fill="#478cbf" d="m105 673 152 14q12 1 15 14l4 67 132 10 8-61q2-11 15-15h162q13 4 15 15l8 61 132-10 4-67q3-13 15-14l152-14V427q30-39 56-81-35-59-83-108-43 20-82 47-40-37-88-64 7-51 8-102-59-28-123-42-26 43-46 89-49-7-98 0-20-46-46-89-64 14-123 42 1 51 8 102-48 27-88 64-39-27-82-47-48 49-83 108 26 42 56 81zm0 33v39c0 276 813 276 814 0v-39l-134 12-5 69q-2 10-14 13l-162 11q-12 0-16-11l-10-65H446l-10 65q-4 11-16 11l-162-11q-12-3-14-13l-5-69z"/><path d="M483 600c0 34 58 34 58 0v-86c0-34-58-34-58 0z"/><circle cx="725" cy="526" r="90"/><circle cx="299" cy="526" r="90"/></g><g fill="#414042" transform="translate(12.322 12.322)scale(.101)"><circle cx="307" cy="532" r="60"/><circle cx="717" cy="532" r="60"/></g></svg>
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之后 宽度: | 高度: | 大小: 995 B |
+43
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[remap]
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importer="texture"
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type="CompressedTexture2D"
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uid="uid://oya8wpn6jmc8"
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path="res://.godot/imported/icon.svg-218a8f2b3041327d8a5756f3a245f83b.ctex"
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metadata={
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"vram_texture": false
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}
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[deps]
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source_file="res://icon.svg"
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dest_files=["res://.godot/imported/icon.svg-218a8f2b3041327d8a5756f3a245f83b.ctex"]
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[params]
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compress/mode=0
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compress/high_quality=false
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compress/lossy_quality=0.7
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compress/uastc_level=0
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compress/rdo_quality_loss=0.0
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compress/hdr_compression=1
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compress/normal_map=0
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compress/channel_pack=0
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mipmaps/generate=false
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mipmaps/limit=-1
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roughness/mode=0
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roughness/src_normal=""
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process/channel_remap/red=0
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process/channel_remap/green=1
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process/channel_remap/blue=2
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process/channel_remap/alpha=3
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process/fix_alpha_border=true
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process/premult_alpha=false
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process/normal_map_invert_y=false
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process/hdr_as_srgb=false
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process/hdr_clamp_exposure=false
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process/size_limit=0
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detect_3d/compress_to=1
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svg/scale=1.0
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editor/scale_with_editor_scale=false
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editor/convert_colors_with_editor_theme=false
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root = true
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[*]
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charset = utf-8
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@@ -0,0 +1,2 @@
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# Normalize EOL for all files that Git considers text files.
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* text=auto eol=lf
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@@ -0,0 +1,3 @@
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# Godot 4+ specific ignores
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.godot/
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/android/
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<svg xmlns="http://www.w3.org/2000/svg" width="128" height="128"><rect width="124" height="124" x="2" y="2" fill="#363d52" stroke="#212532" stroke-width="4" rx="14"/><g fill="#fff" transform="translate(12.322 12.322)scale(.101)"><path d="M105 673v33q407 354 814 0v-33z"/><path fill="#478cbf" d="m105 673 152 14q12 1 15 14l4 67 132 10 8-61q2-11 15-15h162q13 4 15 15l8 61 132-10 4-67q3-13 15-14l152-14V427q30-39 56-81-35-59-83-108-43 20-82 47-40-37-88-64 7-51 8-102-59-28-123-42-26 43-46 89-49-7-98 0-20-46-46-89-64 14-123 42 1 51 8 102-48 27-88 64-39-27-82-47-48 49-83 108 26 42 56 81zm0 33v39c0 276 813 276 814 0v-39l-134 12-5 69q-2 10-14 13l-162 11q-12 0-16-11l-10-65H446l-10 65q-4 11-16 11l-162-11q-12-3-14-13l-5-69z"/><path d="M483 600c0 34 58 34 58 0v-86c0-34-58-34-58 0z"/><circle cx="725" cy="526" r="90"/><circle cx="299" cy="526" r="90"/></g><g fill="#414042" transform="translate(12.322 12.322)scale(.101)"><circle cx="307" cy="532" r="60"/><circle cx="717" cy="532" r="60"/></g></svg>
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之后 宽度: | 高度: | 大小: 995 B |
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[remap]
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importer="texture"
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type="CompressedTexture2D"
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uid="uid://bgf1ec0y2dis7"
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path="res://.godot/imported/icon.svg-218a8f2b3041327d8a5756f3a245f83b.ctex"
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metadata={
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"vram_texture": false
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}
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[deps]
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source_file="res://icon.svg"
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dest_files=["res://.godot/imported/icon.svg-218a8f2b3041327d8a5756f3a245f83b.ctex"]
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[params]
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compress/mode=0
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compress/high_quality=false
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compress/lossy_quality=0.7
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compress/uastc_level=0
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compress/rdo_quality_loss=0.0
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compress/hdr_compression=1
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compress/normal_map=0
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compress/channel_pack=0
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mipmaps/generate=false
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mipmaps/limit=-1
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roughness/mode=0
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roughness/src_normal=""
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process/channel_remap/red=0
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process/channel_remap/green=1
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process/channel_remap/blue=2
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process/channel_remap/alpha=3
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process/fix_alpha_border=true
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process/premult_alpha=false
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process/normal_map_invert_y=false
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process/hdr_as_srgb=false
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process/hdr_clamp_exposure=false
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process/size_limit=0
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detect_3d/compress_to=1
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svg/scale=1.0
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editor/scale_with_editor_scale=false
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editor/convert_colors_with_editor_theme=false
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; Engine configuration file.
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; It's best edited using the editor UI and not directly,
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; since the parameters that go here are not all obvious.
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;
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; Format:
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; [section] ; section goes between []
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; param=value ; assign values to parameters
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config_version=5
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[application]
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config/name="main"
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config/features=PackedStringArray("4.6", "Forward Plus")
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config/icon="res://icon.svg"
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[physics]
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3d/physics_engine="Jolt Physics"
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[rendering]
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rendering_device/driver.windows="d3d12"
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[configuration]
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entry_symbol = "marry_library_init"
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compatibility_minimum = "4.5"
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[libraries]
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windows.x86_64 = "res://bin/marry.dll"
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linux.x86_64 = "res://bin/libmarry.so"
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macos.universal = "res://bin/libmarry.dylib"
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; Engine configuration file.
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; It's best edited using the editor UI and not directly,
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; since the parameters that go here are not all obvious.
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;
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; Format:
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; [section] ; section goes between []
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; param=value ; assign values to parameters
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config_version=5
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[application]
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config/name="新建游戏项目"
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config/features=PackedStringArray("4.6", "Forward Plus")
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config/icon="res://icon.svg"
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[physics]
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3d/physics_engine="Jolt Physics"
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[rendering]
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rendering_device/driver.windows="d3d12"
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#include "example.h"
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#include <godot_cpp/core/class_db.hpp>
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#include <godot_cpp/core/defs.hpp>
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#include <godot_cpp/godot.hpp>
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using namespace godot;
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void MyMath::_bind_methods() {
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// 把 C++ 方法注册给 GDScript 调用
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ClassDB::bind_method(D_METHOD("add", "a", "b"), &MyMath::add);
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}
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MyMath::MyMath() {
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}
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MyMath::~MyMath() {
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}
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int MyMath::add(int a, int b) {
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return a + b;
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}
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+26
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#ifndef MARRY_EXAMPLE_H
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#define MARRY_EXAMPLE_H
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#include <godot_cpp/classes/ref_counted.hpp>
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namespace godot {
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// 示例 C++ 类:在 GDScript 里可以直接用 MyMath.new() 创建
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// 之后把你的 C++ 逻辑类都加在这里
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class MyMath : public RefCounted {
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GDCLASS(MyMath, RefCounted)
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protected:
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static void _bind_methods();
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public:
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MyMath();
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~MyMath();
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// 示例方法:加法(GDScript 调用: m.add(3, 4) -> 7)
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int add(int a, int b);
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};
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}
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#endif // MARRY_EXAMPLE_H
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#include "register_types.h"
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#include "example.h"
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#include <godot_cpp/core/class_db.hpp>
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#include <godot_cpp/core/defs.hpp>
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#include <godot_cpp/godot.hpp>
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using namespace godot;
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void initialize_marry_module(ModuleInitializationLevel p_level) {
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if (p_level != MODULE_INITIALIZATION_LEVEL_SCENE) {
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return;
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}
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// 在这里注册所有 C++ 类
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GDREGISTER_CLASS(MyMath);
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}
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void uninitialize_marry_module(ModuleInitializationLevel p_level) {
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if (p_level != MODULE_INITIALIZATION_LEVEL_SCENE) {
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return;
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}
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// godot-cpp 在库卸载时自动清理类,无需手动注销
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}
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// Godot 加载扩展的入口(dll 导出符号)
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extern "C" {
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// Initialization.
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GDExtensionBool GDE_EXPORT marry_library_init(GDExtensionInterfaceGetProcAddress p_get_proc_address, GDExtensionClassLibraryPtr p_library, GDExtensionInitialization *r_initialization) {
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godot::GDExtensionBinding::InitObject init_obj(p_get_proc_address, p_library, r_initialization);
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init_obj.register_initializer(initialize_marry_module);
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init_obj.register_terminator(uninitialize_marry_module);
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init_obj.set_minimum_library_initialization_level(MODULE_INITIALIZATION_LEVEL_SCENE);
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return init_obj.init();
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}
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}
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#ifndef MARRY_REGISTER_TYPES_H
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#define MARRY_REGISTER_TYPES_H
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#include <godot_cpp/core/class_db.hpp>
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using namespace godot;
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void initialize_marry_module(ModuleInitializationLevel p_level);
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void uninitialize_marry_module(ModuleInitializationLevel p_level);
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#endif // MARRY_REGISTER_TYPES_H
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在新工单中引用
屏蔽一个用户