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# Lua GDExtension
[![Godot Asset Library page](https://img.shields.io/static/v1?logo=godotengine&label=asset%20library%20%28Lua%205.4%29&color=478CBF&message=0.7.0)](https://godotengine.org/asset-library/asset/2330)
[![Godot Asset Library page](https://img.shields.io/static/v1?logo=godotengine&label=asset%20library%20%28LuaJIT%29&color=478CBF&message=0.7.0)](https://godotengine.org/asset-library/asset/2330)
[![Build and Test workflow](https://github.com/gilzoide/lua-gdextension/actions/workflows/build.yml/badge.svg)](https://github.com/gilzoide/lua-gdextension/actions/workflows/build.yml)
<img src="addons/lua-gdextension/icon.png" alt="Lua GDExtension icon" width="150" height="150"/>
Extension for using the [Lua programming language](https://www.lua.org/) in Godot 4.4+
With this addon, you can program your game or application directly in Lua.
You can also create sandboxed Lua states for external modding/scripting support, as many as necessary.
This plugin is available in the Asset Library as:
- [Lua GDExtension](https://godotengine.org/asset-library/asset/2330) (Lua 5.4 version)
- [Lua GDExtension + LuaJIT](https://godotengine.org/asset-library/asset/4119) (LuaJIT version)
## Features
- Create Godot scripts directly in Lua, making it possible to use Lua as an alternative to GDScript or C#
- Create additional Lua states for external modding/scripting support, as many as necessary
- Manage Lua tables, functions and coroutines directly from GDScript, C# or any other scripting language in Godot
- Select which Lua libraries and Godot APIs will be available per Lua state, making sandboxing easier:
+ Lua libraries are the same as Lua/C, like `base`, `package` and `io` libraries
+ Godot APIs:
+ Create and manipulate Variant values
+ Instantiate objects and access class constants
+ Access singleton objects by name
+ Global utility functions, like Godot's `print_rich`, `lerp` and `is_same`.
Also adds an `await` function that mimics GDScript's `await` keyword (only supported when running in a coroutine).
+ Global enums, like `OK`, `TYPE_STRING` and `SIDE_LEFT`
+ Patch Lua `package.searchers`, `require`, `loadfile` and `dofile` to accept paths relative to `res://` and `user://`
- Editor plugin with Lua REPL for testing out Lua snippets
- Choose between Lua 5.4 or LuaJIT v2.1 runtimes (distributed as separate addons)
+ Note: LuaJIT does not support WebAssebly, so Lua 5.4 is always used in Web platform
## Lua scripting in Godot
This addon registers a [ScriptLanguageExtension](https://docs.godotengine.org/en/stable/classes/class_scriptlanguageextension.html) so that Godot objects can be scripted directly in Lua.
For Lua scripts to be usable in Nodes and Resources, they must return a table with the script metadata containing methods, properties, signals, etc...
```lua
-- This is our script metadata table.
--
-- It stores metadata such as its base class, global class_name, icon,
-- as well as any declared properties, methods and signals
local LuaBouncingLogo = {
-- base class (optional, defaults to RefCounted)
extends = Sprite2D,
-- if true, allow the script to be executed by the editor (optional)
tool = false,
-- global class name (optional)
class_name = "LuaBouncingLogo",
-- Declare properties
linear_velocity = export(100),
initial_angle = export_range(-360, 360, "degrees", float),
-- Declare signals
bounced = signal(),
}
-- Called when the node enters the scene tree for the first time.
function LuaBouncingLogo:_ready()
self.position = self:get_viewport():get_size() / 2
self.movement = Vector2(self.linear_velocity, 0):rotated(deg_to_rad(self.initial_angle))
-- To connect a signal in Lua, you can use the method name just like in GDScript
self.bounced:connect(self._on_bounced)
end
-- Called every frame. 'delta' is the elapsed time since the previous frame.
function LuaBouncingLogo:_process(delta)
local viewport_size = self:get_viewport():get_size()
local viewport_rect = Rect2(Vector2(), viewport_size)
if not viewport_rect:encloses(self.global_transform * self:get_rect()) then
self.movement = self.movement:rotated(deg_to_rad(90))
self.bounced:emit()
end
self.position = self.position + self.movement * delta
end
function LuaBouncingLogo:_on_bounced()
print("Bounced =D")
end
-- Setup method RPC configs by creating the `rpc_config` table
-- Each key is a method name and the value is a `rpc` config like GDScript's `@rpc`
LuaBouncingLogo.rpc_config = {
_on_bounced = rpc("authority", "unreliable_ordered", "call_local", 1),
}
-- Return the metadata table for the script to be usable by Godot objects
return LuaBouncingLogo
```
## Calling Lua from Godot
The following classes are registered in Godot for creating Lua states and interacting with them: `LuaState`, `LuaTable`, `LuaUserdata`, `LuaLightUserdata`, `LuaFunction`, `LuaCoroutine`, `LuaThread`, `LuaDebug` and `LuaError`.
Usage example in GDScript:
```gdscript
# 1. Create a Lua state
var lua = LuaState.new()
# 2. Import Lua and Godot APIs into the state
# Optionally pass which libraries should be opened to the method
lua.open_libraries()
# 3. Run Lua code using `LuaState.do_string` or `LuaState.do_file`
var result = lua.do_string("""
local vector = Vector2(1, 2)
return {
this_is_a_table = true,
vector = vector,
}
""")
# 4. Access results from Lua code directly in Godot
# When errors occur, instances of `LuaError` will be returned
if result is LuaError:
printerr("Error in Lua code: ", result)
else:
print(result) # [LuaTable:0x556069ee50ab]
print(result["this_is_a_table"]) # true
print(result["vector"]) # (1, 2)
print(result["invalid key"]) # <null>
# 5. Access the global _G table via `LuaState.globals` property
assert(lua.globals is LuaTable)
lua.globals["a_godot_callable"] = func(): print("Hello from GDScript!")
lua.do_string("""
a_godot_callable() -- 'Hello from GDScript!'
""")
```
## Calling Godot from Lua
- Instantiate and manipulate Godot objects, just like in GDScript.
```lua
local v = Vector3(1, 2, 3)
print(v.x) -- 1
-- Note: use ":" instead of "." to call methods in Lua
print(v:length()) -- 3.74165749549866
local n = Node:new()
print(n:is_inside_tree()) -- false
n:queue_free()
```
- Typed Arrays and Dictionaries are also supported
```lua
-- Element type: int
local int_array = Array[int]()
-- Element type: Node
local node_array = Array[Node]()
-- Key: int, Value: bool
local int_to_bool_dict = Dictionary[int][bool]()
-- Key: Variant, Value: Node
local node_valued_dict = Dictionary[Variant][Node]()
```
- Call Godot utility functions.
```lua
local d1 = Dictionary()
local d2 = Dictionary()
print(is_same(d1, d2)) -- false
print(is_same(d2, d2)) -- true
print(lerp(5, 10, 0.15)) -- 5.75
```
- Access singleton objects by name.
```lua
assert(OS == Engine:get_singleton("OS"))
```
- Construct Array/Dictionary using Lua tables.
```lua
local array = Array{ "value 0", "value 1" }
-- Godot Arrays are indexed from 0, instead of 1
print(array[0]) -- "value 0"
print(array[1]) -- "value 1"
print(array[2]) -- nil
local dict = Dictionary{ hello = "world" }
print(dict) -- { "hello": "world" }
print(dict["hello"]) -- "world"
print(dict["invalid key"]) -- nil
```
- Iterate over values using `pairs` for types that support it, like Arrays, packed arrays, Dictionaries and some math types.
```lua
local dictionary = Dictionary{ hello = "world", key = "value" }
for key, value in pairs(dictionary) do
print(key .. ": " .. value)
end
```
- Length operator (`#`) as a shortcut for calling the `size()` method in any object that supports it.
```lua
local array = Array{ 1, 2, 3, 4 }
print(#array) -- 4
```
- Runtime type check using the `Variant.is` method.
```lua
local array = Array()
print(Variant.is(array, Array)) -- true
print(Variant.is(array, 'Array')) -- true
-- Also available using the method notation from Variant objects
print(array:is(Array)) -- true
print(array:is(Dictionary)) -- false
print(array:is(RefCounted)) -- false
```
- Making protected calls using `pcall`.
```lua
local v = Vector2(1, 2)
print(v:pcall('length')) -- true 2.2360680103302
print(v:pcall('invalid method')) -- false "Invalid method"
```
## TODO
- [X] Bind Variant types to Lua
- [X] Bind utility functions to Lua
- [X] Bind enums and constants to Lua
- [X] Add support for getting global singletons from Lua
- [X] Add support for getting classes from Lua
- [X] Add optional support for `res://` relative paths in `require`, `loadfile` and `dofile`
- [X] Add support for `await`ing signals
- [X] Submit to Asset Library
- [X] Lua ScriptLanguageExtension
+ [X] Add support for property hints / usage flags (including export)
+ [X] Add support for property getter / setter
+ [X] Add `export_*` functions mimicking GDScript annotations for better UX
+ [X] Add support for setting up method RPC configurations
- [X] Support for building with LuaJIT
- [X] Support WebAssembly platform
- [X] Support Windows arm64 platform
- [X] Support Linux arm64 platform
- [ ] Support Linux arm32 and rv64 platform
- [X] Use framework in iOS (possibly a xcframework supporting the iOS simulator as well)
- [X] Automated unit tests
- [X] Automated build and distribution
- [X] Lua REPL editor plugin
## Other projects for using Lua in Godot 4
- https://github.com/WeaselGames/godot_luaAPI
- https://github.com/perbone/luascript