Classes
To expose a class written in Kotlin, Java, or Scala, it needs to extend godot.Object (or any of its subtype) and must be annotated with @RegisterClass.
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Each registered class generates its own .gdj file. For more information, read registration files.
Naming
Classes need to be registered with a unique name as Godot does not support namespaces (or packages in this case) for script classes.
By default, classes are registered with their simple Kotlin class name. This is enough in many cases, but it can lead to conflicts if different packages contain classes with the same name. For example:
com.package.a.MyClasscom.package.b.MyClass
Both would be registered as MyClass.
So you are responsible for making sure that classes have a unique name. We do however provide you with some assistance:
- We have compile time checks in place which should let the build fail if classes would end up having the same name.
- The
@RegisterClassannotation lets you define a custom registration name:@RegisterClass("CustomRegistrationName"). - You can configure how default registration names are computed:
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The available modes are:
RegisteredNameMode.SIMPLE_NAME: default. Uses the custom name if present, otherwise the Kotlin class name.RegisteredNameMode.FQ_NAME: uses the custom name if present, otherwise the fully qualified class name.RegisteredNameMode.PROJECT_PREFIX: uses the custom name if present, otherwise the Kotlin class name. Classes from external projects are prefixed with their source project name.
Class names from other languages
Even with all these checks and helpers in place, we cannot check the names of classes from other languages like GDScript or C#. It's your responsibility to make sure there are no naming conflicts.
Hierarchy
As mentioned beforehand, Godot does not have the concept of namespaces. So all classes are registered at top level. It does not matter where in the folder hierarchy a script resides in, it still is accessed the same way. Hence, it does not matter if the registration files are all in one directory, or scattered across multiple directories.
By default, new registration files are generated flat inside the configured base directory:
com.mygame.packageA.ClassAcom.mygame.packageB.ClassB
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If you prefer the .gdj files to mirror the package hierarchy, you can switch to hierarchical layout in your build.gradle.kts:
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Which would result in a folder structure like the following:
com.mygame.packageA.ClassAcom.mygame.packageB.ClassB
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When registration files come from external projects, they are always grouped by project name first. For example, if registrationFilesDirectory is scripts and an external library named sharedlib contributes a class, its .gdj file is generated under:
scripts/sharedlib/MyExternalClass.gdjin flat modescripts/sharedlib/com/example/MyExternalClass.gdjin hierarchical mode
The Gradle plugin updates existing .gdj files in place wherever they already live inside the configured Godot project. registrationFilesDirectory is therefore the default home for new .gdj files, not the only directory the sync task considers.
Lifecycle
If you want to be notified when initialization and destruction of your class' instance happens, use the init block
and override the _onDestroy function respectively.
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Instance checks
Checking if an object is an instance of a particular type can be done via the is operator.
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This also works for any type you define.
Info
If you are sure that an object is always an instance of some type, then you can take advantage of Kotlin's contracts feature. This allows you to avoid having nested ifs.
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Constructors
Godot requires you to have a default constructor on your classes. These are automatically registered for you.
Registering constructor with arguments is currently not supported. But you can freely use them from Kotlin/Java/Scala
just not from GDScript or any other non Godot Kotlin/JVM language.
Instantiate script classes in GDScript
From GDScript it is possible to create an instance of a registered JVM class using the default constructor:
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Using other constructors is not possible. Only the default no arg constructor is registered.
But you can create the object and set the required properties after instantiation.
Customization
You can customize to some extent how your class should be registered in Godot.
The @RegisterClass annotation takes only one argument:
- className: If set, the class will be registered with the provided name.
Unique class names
If you specify the className in the annotation, you have to make sure that this name is unique! We implemented compilation checks to make sure the compilation fails if more than two classes are registered with the same name, but we cannot check class names from other scripting languages like GDScript or C#! It is also recommended installing our intellij plugin as it shows duplicated registered class names in the editor as an error.
Tool Mode
Annotate your class with @Tool to make it a tool class (note that @RegisterClass is required for this annotation to take effect).
Caution
This is currently not implemented.