Ok I finally got Godot header files incorporated into a Swift project to begin adding Swift to the Godot editor (not via bindings).
The only issue is that it currently contains a lot of unnecessary junk from “thirdpartylibraries” and also requires some manual header file changes, I’ll write a script to automate that.
@Migueldeicaza #3 is the kind of thing I see a lot, along with obviously-missing header #includes. It’s often a header hygiene thing that’s good for the C++ code to clean up anyway, so while it’s work—I don’t feel bad about it.
For #2, is the problem that Clang is rejecting the #include within the class because the header isn’t “modular”? If so, there’s an “exclude header” directive in the module map that tells Clang to treat it like a textual include.