Crates.io | gdrust |
lib.rs | gdrust |
version | 0.1.0 |
source | src |
created_at | 2021-03-23 00:15:21.74908 |
updated_at | 2021-03-23 00:15:21.74908 |
description | A simple tool to make interacting with gdnative-rust a little easier. |
homepage | https://github.com/wyattjsmith1/gdrust |
repository | https://github.com/wyattjsmith1/gdrust |
max_upload_size | |
id | 372345 |
size | 23,045 |
A library for making gdnative-rust
a bit more
GdScript-like. This contains two main parts:
#[gdrust]
macro for simplifying some rust code and making it more GdScript-like.Ultimately, the goal of this project is rust development for Godot more concise in 90% of cases. There may be some edge cases only "true" rust can resolve, and this project should not comprimise its simplicity for the sake of covering every case.
Right now, this project is in an early alpha state. The documented parts should work as expected, but the api is likely to change.
gdrust
surfs on gdnative-rust
, so you must have
gdnative-rust
setup before you start looking at
gdrust
. Follow their Getting Started Guide.
Once gdnative-rust
is installed, you can install gdrust
by adding it as a dependency.
Unfortunately, due to the way gdnative-rust
macros work, you must have both gdnative-rust
and gdrust
added as dependencies side-by-side, and you must choose compatible versions. See the
"Compatibilty" section below.
[dependencies]
gdnative = "0.9.3"
gdrust = { git = "https://github.com/wyattjsmith1/gdrust.git" }
Once installed, simply use the gdrust
macro:
use gdrust::macros::gdrust;
use gdnative::api::Node;
#[gdrust(extends = Node)]
struct HelloWorld {
#[export]
#[default(10)]
test: u64,
}
That's it!
Read more below for details and gotchas with exporting properties and signals, as well as an in-depth comprehensive example.
#[gdrust]
MacroAnything in a #[gdrust]
macro is avaliable for export.
#[gdrust(extends = Node)]
pub struct ClassName {
// Same as `class_name ClassName extends Node` in GdScript.
}
The extends = {classname}
is optional, and may be omitted if you are just extending Object
:
#[gdrust::macros::gdrust]
struct ClassName {
// Same as `class_name ClassName extends Object` in GdScript.
}
You can still have custom derives and attributes on your class. Any attributes on the struct
will
be added:
#[gdrust::macros::gdrust]
#[derive(Debug)]
struct ClassName {
// `ClassName` will derive `Debug`
}
After you create the class and export properties and signals, create your impl
block as
usual. Note, you should not create the new
function. That is provided by the macro:
#[gdnative::methods]
impl ClassName {
#[export]
fn _ready(&self, _owner: TRef<KinematicBody>) {
gdnative::godot_print!("Hello World!")
}
}
The syntax for exporting properties is intended to mirror GdScript as closely as possible. Due
to the upcoming 4.0 release, gdrust
uses the 4.0 exports.
You can read all about the different types of exports there.
In general, use attribute syntax (#[export_...]
), and remove the @
at the start of GdScript
export. For example:
@export_range(1, 10, 2, "or_greater") var my_range: int
Becomes:
#[export_range(1, 10, 2, "or_greater")]
my_range: i32 // or i64 if you want
Everything should be implemented as defined in Godot's docs except for the following:
#[no_export]
can be used to not export a variable. This should be used for all Rust-native
types (doesn't implement Export
) or if you want the variable to be "private".@export_node_path(Type1, Type2)
as a way to export a NodePath
which
only matches nodes with given types. This is partially implemented, but won't be finished until
4.0 because there is currently not export hint for NodePaths. You can currently include this
export in your code, but it will allow a NodePath
to any type.Option
.Default::default()
will be used. If you are referencing a Godot
object and not a "primitive", this must be wrapped in a Ref
.export(Array, int) var ints = [1, 2, 3]
.
I am guessing they will switch to some sort of @export_array
style. Once that is finalized,
adding it should be easy.You may set a custom default value using the #[default(value)]
annotation. If it is not defined,
Default::default()
is used.
The syntax for exporting signals is also intended to mirror GdScript as closely as possible. The syntax is:
#[gdrust]
#[signal(signal_name(arg_name: I64, arg2_name: F64 = 10.0))]
#[signal(other_signal(arg_name: Bool = true, arg2_name: GodotString = "default"))]
struct Class;
Similar to properties, there are a few gotchas with signals:
VariantType
Ref
(like a KinematicBody
).I know this is a little weird, and I'd like to smooth it out a bit. Suggestions are welcome.
gdrust
signal arguments may have optional default values.When a signal is exported, there will be a const
with its name. Look at the simple_signal
signal in the example below to see how it can be used.
This example should contain all possibilities for exporting properties and signals. It is used for testing as well.
use gdnative::api::{KinematicBody, Node, RigidBody, Texture};
use gdnative::prelude::{Color, InitHandle, NodePath, ToVariant};
use gdnative::{godot_init, Ref, TRef};
use gdrust::macros::gdrust;
#[gdrust(extends = Node)]
#[signal(my_signal(arg1: F64, arg2: GodotString = "test".to_string()))]
#[signal(simple_signal(arg:I64))]
#[derive(Debug)]
struct HelloWorld {
#[export]
#[default(10)]
test_a: u8,
#[no_export]
test_failure: u8,
#[default(10.0)]
test_c: f32,
#[export_range(0.0, 10.0)]
simple_range: f32,
#[export_range(0, 10, 2)]
#[default(2)]
step_range: u8,
#[export_range(0, 10, "or_lesser")]
#[default(10)]
simple_range_or_lesser: u64,
#[export_range(0.0, 10.0, 1.5, "or_lesser")]
#[default(10.0)]
simple_range_step_or_lesser: f64,
#[export_range(0, 10, "or_greater")]
#[default(10)]
simple_range_or_greater: u64,
#[export_range(0, 10, 10, "or_greater")]
#[default(10)]
simple_range_step_or_greater: u64,
#[export_range(0, 10, 10, "or_lesser", "or_greater")]
#[default(10)]
range_with_all: u64,
#[export]
texture: Option<Ref<Texture>>,
#[export_enum("This", "is", "a", "test")]
#[default("This".to_string())]
string_enum: String,
#[export_enum("This", "will", "be", "enum", "ordinals")]
int_enum: u32,
#[export_file]
file: String,
#[export_file("*.png")]
png_file: String,
#[export_dir]
dir: String,
#[export_global_file("*.png")]
glob_file: String,
#[export_global_dir]
glob_dir: String,
#[export_multiline]
#[default("This\nis\nmultiline\ntext".to_string())]
multiline: String,
#[export_exp_range(0.0, 10.0)]
simple_exp_range: f32,
#[export_exp_range(0, 10, 2)]
#[default(2)]
step_exp_range: u8,
#[export_exp_range(0, 10, "or_lesser")]
#[default(10)]
simple_exp_range_or_lesser: u64,
#[export_exp_range(0.0, 10.0, 1.5, "or_lesser")]
#[default(10.0)]
simple_exp_range_step_or_lesser: f64,
#[export_exp_range(0, 10, "or_greater")]
#[default(10)]
simple_exp_range_or_greater: u64,
#[export_exp_range(0, 10, 10, "or_greater")]
#[default(10)]
simple_exp_range_step_or_greater: u64,
#[export_exp_range(0, 10, 10, "or_lesser", "or_greater")]
#[default(10)]
exp_range_with_all: u64,
#[export]
#[default(Color::rgba(0.0, 0.0, 0.0, 0.5))]
color: Color,
#[export_color_no_alpha]
#[default(Color::rgb(0.0, 0.0, 0.0))]
color_no_alpha: Color,
#[export_flags("Fire", "Water", "Earth", "Wind")]
spell_elements: u32,
// TODO: NodePath types are only supported in 4.0
#[export_node_path(KinematicBody, RigidBody)]
physics_body: NodePath,
#[export_flags_2d_physics]
layers_2d_physics: u32,
#[export_flags_2d_render]
layers_2d_render: u32,
#[export_flags_3d_physics]
layers_3d_physics: u32,
#[export_flags_3d_render]
layers_3d_render: u32,
}
#[gdnative::methods]
impl HelloWorld {
#[export]
fn _ready(&self, owner: TRef<Node>) {
gdnative::godot_print!("Hello World!");
gdnative::godot_dbg!(self);
owner
.upcast::<Node>()
.emit_signal(Self::SIMPLE_SIGNAL, &[0.to_variant()]);
}
}
Like any piece of software, this is not without it's issues. This list is intended to accurately document the pros and cons to help people decide if this is the right project for them.
ClassBuilder
chain and makes the code look more GdScriptynew
new
default. No more changing the default
property value and not having it reflected in code.#[export*
s
should always use the same type of literals (all ints or all floats).One of the great things about rust is that it forces you to handle every possible case to ensure the runtime goes smoothly. One issue with this is game development is full of "well, I hope this works" cases in which error handling is ignored until runtime.
For example, let's say you want to get a child node and call set_emitting()
on it. In
gdnative-rust
, you would do this:
unsafe {
owner.get_node("Particles")
.unwrap()
.assume_safe()
.cast::<Particles>()
.unwrap()
.set_emitting(true);
}
Compare to GdStript (without the $ sugar):
get_node("Particles").start_emitting()
Yes, the static typing does cause some verbosity in the rust example, but this is still a lot.
gdrust
exposes a cleaner method:
owner.expect_node::<Particles, _>("Particles").set_emitting(true)
Not quite as concise as GdScript, but still more concise than gdnative-rust
. One thing to note:
this function almost literally translates to the code above. There is an explicit unsafe
block,
and a variety of unwraps. This is very unsafe, but when will this fail? Only if you request an
invalid node, or break the memory model. Rust is designed to make you recover, but how do you
recover from a missing node at runtime? You will probably just unwrap
anyways to appease the
compiler.
As a result, this is called unsafe_functions
because it is unsafe in the eyes of rust, but
when compared to GdScript, this is pretty normal and safe.
You should definitely read about the panics each method can produce and understand
gdnative-rust
's memory model. Once
you do, you should have the right judgement on when to use these helper functions.
Unfortunately, gdrust
requires the gdnative
dependency, and it can not be pub use
d due
to the way gdnative
's macros work. As as result, you must ensure you have a compatible version
of both gdrust
and gdnative
. This table will be updated with all compatible versions:
gdrust |
gdnative-rust |
---|---|
0.1.0 |
0.9.+ |
License: MIT