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godot-kotlin's Introduction

godot-kotlin

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NOTICE: Project is being merged at utopia-rise/godot-kotlin. No further development will be done in this repository.

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Kotlin Native bindings for Godot.

Documentation is available at godot-kotl.in.

Versioning

Checkout the documentation for information about how this project is versioned.

godot-kotlin's People

Contributors

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godot-kotlin's Issues

Generate argument default values

At the moment the generator ignores default_value as it requires the target type to know how to evaluate a string. (i.e Color default value are set as r, g, b, a while Vector2 is set as (x, y))

Automatically manage addons in gradle

With #41 it is now possible to build editor plugins using this binding. It would be great if projects can use that binding directly from gradle.

Something like:

dependencies {
  godotPlugin("com.example:my-godot-plugin:1.0.0")

  // project dependency
  godotPlugin(project(":my-plugin")
}

depends on #42

IntelliJ/CLion plugin

A good first step is the ability to launch Godot within the IDE (a scene can be specified but by default will launch the default scene)

Features for later:

  • signal/connected signal navigation.
  • visual indicators for virtual functions, exposed methods and properties.

Notes:

  • Opening a file and requesting a focus in IJ can be done via OpenFileDescriptor.
  • Need to generate a mapping file during build (GDClass -> fully qualified name). Which can be used by the editor plugin to request the IJ to open said file.

Gradle plugin not being resolved

The problem is the artifact published to gradle's plugin repository is using a different coordinates.

The current workaround is add the following snippet to your settings.gradle.kts file.

pluginManagement {
  resolutionStrategy.eachPlugin {
    if (requested.id.id == "com.github.raniejade.godot-kotlin") {
      useModule("com.github.raniejade:godot-kotlin-gradle-plugin:$godotKotlinVersion")
    }
  }
}

Support running Godot via a gradle task

The task should download the appropriate Godot version configurable via the godot extension.

godot {
  // this is optional and will be set to the version the plugin is built against
  godotVersion.set("3.2")
}

Running ./gradlew runGodot should run the Godot editor (opening the project by default). It should also setup the addons folder (via #43)

3D Platformer performance issue

The binding seems to run (comparable to GDScript) fine except when _integrate_forces is being used. Find out why it is slow.

Support file plugin dependencies

With #43, the plan is automatically manage the addons folders (adding addons should be in .gitignore). There should be a way to specify third party plugins not built with godot-kotlin.

dependencies {
  godotPlugin(file("3rdparty/someaddon.zip"))
}

Joining forces

@piiertho and I are working together on the same topic as you in another project.
Main-Project: https://github.com/MrAkakuy/kotlin-godot-wrapper
Our Fork: https://github.com/utopia-rise/kotlin-godot-wrapper
Maybe we can join forces and develop a wrapper together?
We are currently refactoring the code generation but the project is working already.
I think together we could make a great wrapper.

Our plan for the future is to refactor the code generation in that project, and simplify the registering process for the user by annotation processing through a kotlin compiler plugin (plugin done, code generation in progress).

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