A WIP Zig bindings for Godot 4.
Features are being gradually added to meet the needs of a demo game.
Bugs and missing features are expected until a stable version finally released.
Issue report, feature request and pull request are all welcome.
- zig 0.13
- godot 4.3
see Examples for reference.
const std = @import("std");
const Godot = @import("godot");
const Vec2 = Godot.Vector2;
const Self = @This();
const Base = Godot.Control;
pub usingnamespace Base;
base: Base,
sprite: Godot.Sprite2D,
pub fn _enter_tree(self: *Self) void {
if (Godot.Engine.getSingleton().is_editor_hint()) return;
var normal_btn = Godot.initButton();
self.add_child(normal_btn, false, Godot.Node.INTERNAL_MODE_DISABLED);
normal_btn.set_position(Vec2.new(100, 20), false);
normal_btn.set_size(Vec2.new(100, 50), false);
normal_btn.set_text("Press Me");
var toggle_btn = Godot.initCheckBox();
self.add_child(toggle_btn, false, Godot.Node.INTERNAL_MODE_DISABLED);
toggle_btn.set_position(Vec2.new(320, 20), false);
toggle_btn.set_size(Vec2.new(100, 50), false);
toggle_btn.set_text("Toggle Me");
Godot.connect(toggle_btn, "toggled", self, "on_toggled");
Godot.connect(normal_btn, "pressed", self, "on_pressed");
const resource_loader = Godot.ResourceLoader.getSingleton();
const res_name = Godot.String.initFromLatin1Chars("res://textures/logo.png");
const texture = resource_loader.load(res_name, "", Godot.ResourceLoader.CACHE_MODE_REUSE);
if (texture) |tex| {
defer _ = Godot.unreference(tex);
self.sprite = Godot.initSprite2D();
self.sprite.set_texture(tex);
self.sprite.set_position(Vec2.new(400, 300));
self.sprite.set_scale(Vec2.new(0.6, 0.6));
self.add_child(self.sprite, false, Godot.Node.INTERNAL_MODE_DISABLED);
}
}
pub fn _exit_tree(self: *Self) void {
_ = self;
}
pub fn on_pressed(self: *Self) void {
_ = self;
std.debug.print("on_pressed \n", .{});
}
pub fn on_toggled(self: *Self, toggled_on: bool) void {
_ = self;
std.debug.print("on_toggled {any}\n", .{toggled_on});
}