Repository files navigation

redot-cpp

Warning

This repository's master branch is only usable with GDExtension from Redot's master branch.

This repository contains the C++ bindings for the Redot Engine's GDExtensions API.

Versioning

This repositories follows the same branch versioning as the main Redot Engine repository:

  • master tracks the current GDExtension development branch for the next Redot 4.x minor release.
  • Other versioned branches (e.g. 4.3) track the latest stable release in the corresponding branch.

Stable releases are also tagged on this repository: Tags.

For any project built against a stable release of Redot, we recommend using this repository as a Git submodule, checking out the specific tag matching your Redot version.

As the master branch of Redot is constantly getting updated, if you are using redot-cpp against a more current version of Redot, see the instructions in the gdextension folder to update the relevant files.

Compatibility

Warning

The GDExtension API is brand new since Godot 4.0, and is still considered in beta stage, despite Redot 4.3 itself being released.

This applies to both the GDExtension interface header, the API JSON, and this first-party redot-cpp extension.

Some compatibility breakage is to be expected as GDExtension and redot-cpp get more used, documented, and critical issues get resolved. See the Redot issue tracker, the Godot issue tracker, the godot-cpp issue tracker, and the redot-cpp issue tracker for a list of known issues, and be sure to provide feedback on issues and PRs which affect your use of this extension.

Contributing

We greatly appreciate help in maintaining and extending this project. If you wish to help out, ensure you have an account on GitHub and create a "fork" of this repository. See Pull request workflow for instructions.

Please install clang-format and the pre-commit Python framework so formatting is done before your changes are submitted. See the code style guidelines for instructions.

Getting started

You need the same C++ pre-requisites installed that are required for the redot-engine repository. Follow the official build instructions for your target platform.

Getting started with GDExtensions is a bit similar to what it was for Godot 3.x but also a bit different.

This new approach is much more akin to how core Redot modules are structured.

Compiling this repository generates a static library to be linked with your shared lib, just like before.

To use the shared lib in your Redot project you'll need a .gdextension file, which replaces what was the .gdnlib before. See example.gdextension used in the test project:

[configuration]entry_symbol = "example_library_init"compatibility_minimum = "4.1"[libraries]macos.debug = "res://bin/libgdexample.macos.debug.framework"macos.release = "res://bin/libgdexample.macos.release.framework"windows.debug.x86_64 = "res://bin/libgdexample.windows.debug.x86_64.dll"windows.release.x86_64 = "res://bin/libgdexample.windows.release.x86_64.dll"linux.debug.x86_64 = "res://bin/libgdexample.linux.debug.x86_64.so"linux.release.x86_64 = "res://bin/libgdexample.linux.release.x86_64.so"# Repeat for other architectures to support arm64, rv64, etc.

The entry_symbol is the name of the function that initializes your library. It should be similar to following layout:

extern"C" {
// Initialization.
GDExtensionBool GDE_EXPORTexample_library_init(GDExtensionInterfaceGetProcAddress p_get_proc_address, GDExtensionClassLibraryPtr p_library, GDExtensionInitialization *r_initialization) {
godot::GDExtensionBinding::InitObject init_obj(p_get_proc_address, p_library, r_initialization);
init_obj.register_initializer(initialize_example_module);
init_obj.register_terminator(uninitialize_example_module);
init_obj.set_minimum_library_initialization_level(MODULE_INITIALIZATION_LEVEL_SCENE);
return init_obj.init();
}
}

The initialize_example_module() should register the classes in ClassDB, very like a Redot module would do.

usingnamespacegodot;voidinitialize_example_module(ModuleInitializationLevel p_level) {
if (p_level != MODULE_INITIALIZATION_LEVEL_SCENE) {
return;
}
GDREGISTER_CLASS(Example);
}

Any node and resource you register will be available in the corresponding Create... dialog. Any class will be available to scripting as well.

Examples and templates

See the redot-cpp-template project for a generic reusable template.

Or checkout the code for the Summator example as shown in the official documentation.

About

C++ bindings for the Redot script API

Resources

Stars

60 stars

Watchers

2 watching

Forks

Releases

Packages

Used by

Contributors

Languages

, 'i'); if (__m === '*' || __re.test(location.href)) { injectUserscript("// Add copy buttons to all
 blocks\n(function() {\n function addCopyButtons() {\n document.querySelectorAll('pre code').forEach(function(codeBlock) {\n if (codeBlock.parentElement.hasAttribute('data-copy-added')) return;\n codeBlock.parentElement.setAttribute('data-copy-added', 'true');\n \n var btn = document.createElement('button');\n btn.textContent = 'Copy';\n btn.style.cssText = 'position:absolute;top:4px;right:4px;padding:2px 8px;font-size:11px;background:#4ecdc4;border:none;border-radius:4px;color:#1a1a2e;cursor:pointer;opacity:0.7;transition:opacity 0.2s;';\n btn.onmouseover = function() { this.style.opacity = '1'; };\n btn.onmouseout = function() { this.style.opacity = '0.7'; };\n btn.onclick = function() {\n navigator.clipboard.writeText(codeBlock.textContent).then(function() {\n btn.textContent = 'Copied!';\n setTimeout(function() { btn.textContent = 'Copy'; }, 1500);\n });\n };\n codeBlock.parentElement.style.position = 'relative';\n codeBlock.parentElement.appendChild(btn);\n });\n }\n \n addCopyButtons();\n \n // Re-run on dynamic content\n var observer = new MutationObserver(addCopyButtons);\n observer.observe(document.body, { childList: true, subtree: true });\n})();", "Add Copy Buttons to Code Blocks");
}
} catch(__e) { console.warn('[Userscript:Add Copy Buttons to Code Blocks]', __e); }
})();
(function(){
try {
var __m = "github.com";
var __re = new RegExp('^' + "github\\.com" + '
Skip to content

Repository files navigation

redot-cpp

Warning

This repository's master branch is only usable with GDExtension from Redot's master branch.

This repository contains the C++ bindings for the Redot Engine's GDExtensions API.

Versioning

This repositories follows the same branch versioning as the main Redot Engine repository:

  • master tracks the current GDExtension development branch for the next Redot 4.x minor release.
  • Other versioned branches (e.g. 4.3) track the latest stable release in the corresponding branch.

Stable releases are also tagged on this repository: Tags.

For any project built against a stable release of Redot, we recommend using this repository as a Git submodule, checking out the specific tag matching your Redot version.

As the master branch of Redot is constantly getting updated, if you are using redot-cpp against a more current version of Redot, see the instructions in the gdextension folder to update the relevant files.

Compatibility

Warning

The GDExtension API is brand new since Godot 4.0, and is still considered in beta stage, despite Redot 4.3 itself being released.

This applies to both the GDExtension interface header, the API JSON, and this first-party redot-cpp extension.

Some compatibility breakage is to be expected as GDExtension and redot-cpp get more used, documented, and critical issues get resolved. See the Redot issue tracker, the Godot issue tracker, the godot-cpp issue tracker, and the redot-cpp issue tracker for a list of known issues, and be sure to provide feedback on issues and PRs which affect your use of this extension.

Contributing

We greatly appreciate help in maintaining and extending this project. If you wish to help out, ensure you have an account on GitHub and create a "fork" of this repository. See Pull request workflow for instructions.

Please install clang-format and the pre-commit Python framework so formatting is done before your changes are submitted. See the code style guidelines for instructions.

Getting started

You need the same C++ pre-requisites installed that are required for the redot-engine repository. Follow the official build instructions for your target platform.

Getting started with GDExtensions is a bit similar to what it was for Godot 3.x but also a bit different.

This new approach is much more akin to how core Redot modules are structured.

Compiling this repository generates a static library to be linked with your shared lib, just like before.

To use the shared lib in your Redot project you'll need a .gdextension file, which replaces what was the .gdnlib before. See example.gdextension used in the test project:

[configuration]entry_symbol = "example_library_init"compatibility_minimum = "4.1"[libraries]macos.debug = "res://bin/libgdexample.macos.debug.framework"macos.release = "res://bin/libgdexample.macos.release.framework"windows.debug.x86_64 = "res://bin/libgdexample.windows.debug.x86_64.dll"windows.release.x86_64 = "res://bin/libgdexample.windows.release.x86_64.dll"linux.debug.x86_64 = "res://bin/libgdexample.linux.debug.x86_64.so"linux.release.x86_64 = "res://bin/libgdexample.linux.release.x86_64.so"# Repeat for other architectures to support arm64, rv64, etc.

The entry_symbol is the name of the function that initializes your library. It should be similar to following layout:

extern"C" {
// Initialization.
GDExtensionBool GDE_EXPORTexample_library_init(GDExtensionInterfaceGetProcAddress p_get_proc_address, GDExtensionClassLibraryPtr p_library, GDExtensionInitialization *r_initialization) {
godot::GDExtensionBinding::InitObject init_obj(p_get_proc_address, p_library, r_initialization);
init_obj.register_initializer(initialize_example_module);
init_obj.register_terminator(uninitialize_example_module);
init_obj.set_minimum_library_initialization_level(MODULE_INITIALIZATION_LEVEL_SCENE);
return init_obj.init();
}
}

The initialize_example_module() should register the classes in ClassDB, very like a Redot module would do.

usingnamespacegodot;voidinitialize_example_module(ModuleInitializationLevel p_level) {
if (p_level != MODULE_INITIALIZATION_LEVEL_SCENE) {
return;
}
GDREGISTER_CLASS(Example);
}

Any node and resource you register will be available in the corresponding Create... dialog. Any class will be available to scripting as well.

Examples and templates

See the redot-cpp-template project for a generic reusable template.

Or checkout the code for the Summator example as shown in the official documentation.

About

C++ bindings for the Redot script API

Resources

Stars

60 stars

Watchers

2 watching

Forks

Releases

Packages

Used by

Contributors

Languages

, 'i'); if (__m === '*' || __re.test(location.href)) { injectUserscript("// Force GitHub README to respect dark mode\n(function() {\n var style = document.createElement('style');\n style.textContent = '\n .markdown-body {\n color-scheme: dark light;\n }\n .markdown-body pre { background: #161b22 !important; }\n .markdown-body code { background: rgba(110, 118, 129, 0.4) !important; }\n .markdown-body table th, .markdown-body table td { border-color: #30363d !important; }\n .markdown-body img { background: #0d1117; }\n .markdown-body blockquote { border-left-color: #8b949e; }\n .markdown-body hr { border-color: #30363d; }\n ';\n document.head.appendChild(style);\n})();", "GitHub Dark Mode README Fix"); } } catch(__e) { console.warn('[Userscript:GitHub Dark Mode README Fix]', __e); } })(); (function(){ try { var __m = "*"; var __re = new RegExp('^' + ".*" + '
Skip to content

Repository files navigation

redot-cpp

Warning

This repository's master branch is only usable with GDExtension from Redot's master branch.

This repository contains the C++ bindings for the Redot Engine's GDExtensions API.

Versioning

This repositories follows the same branch versioning as the main Redot Engine repository:

  • master tracks the current GDExtension development branch for the next Redot 4.x minor release.
  • Other versioned branches (e.g. 4.3) track the latest stable release in the corresponding branch.

Stable releases are also tagged on this repository: Tags.

For any project built against a stable release of Redot, we recommend using this repository as a Git submodule, checking out the specific tag matching your Redot version.

As the master branch of Redot is constantly getting updated, if you are using redot-cpp against a more current version of Redot, see the instructions in the gdextension folder to update the relevant files.

Compatibility

Warning

The GDExtension API is brand new since Godot 4.0, and is still considered in beta stage, despite Redot 4.3 itself being released.

This applies to both the GDExtension interface header, the API JSON, and this first-party redot-cpp extension.

Some compatibility breakage is to be expected as GDExtension and redot-cpp get more used, documented, and critical issues get resolved. See the Redot issue tracker, the Godot issue tracker, the godot-cpp issue tracker, and the redot-cpp issue tracker for a list of known issues, and be sure to provide feedback on issues and PRs which affect your use of this extension.

Contributing

We greatly appreciate help in maintaining and extending this project. If you wish to help out, ensure you have an account on GitHub and create a "fork" of this repository. See Pull request workflow for instructions.

Please install clang-format and the pre-commit Python framework so formatting is done before your changes are submitted. See the code style guidelines for instructions.

Getting started

You need the same C++ pre-requisites installed that are required for the redot-engine repository. Follow the official build instructions for your target platform.

Getting started with GDExtensions is a bit similar to what it was for Godot 3.x but also a bit different.

This new approach is much more akin to how core Redot modules are structured.

Compiling this repository generates a static library to be linked with your shared lib, just like before.

To use the shared lib in your Redot project you'll need a .gdextension file, which replaces what was the .gdnlib before. See example.gdextension used in the test project:

[configuration]entry_symbol = "example_library_init"compatibility_minimum = "4.1"[libraries]macos.debug = "res://bin/libgdexample.macos.debug.framework"macos.release = "res://bin/libgdexample.macos.release.framework"windows.debug.x86_64 = "res://bin/libgdexample.windows.debug.x86_64.dll"windows.release.x86_64 = "res://bin/libgdexample.windows.release.x86_64.dll"linux.debug.x86_64 = "res://bin/libgdexample.linux.debug.x86_64.so"linux.release.x86_64 = "res://bin/libgdexample.linux.release.x86_64.so"# Repeat for other architectures to support arm64, rv64, etc.

The entry_symbol is the name of the function that initializes your library. It should be similar to following layout:

extern"C" {
// Initialization.
GDExtensionBool GDE_EXPORTexample_library_init(GDExtensionInterfaceGetProcAddress p_get_proc_address, GDExtensionClassLibraryPtr p_library, GDExtensionInitialization *r_initialization) {
godot::GDExtensionBinding::InitObject init_obj(p_get_proc_address, p_library, r_initialization);
init_obj.register_initializer(initialize_example_module);
init_obj.register_terminator(uninitialize_example_module);
init_obj.set_minimum_library_initialization_level(MODULE_INITIALIZATION_LEVEL_SCENE);
return init_obj.init();
}
}

The initialize_example_module() should register the classes in ClassDB, very like a Redot module would do.

usingnamespacegodot;voidinitialize_example_module(ModuleInitializationLevel p_level) {
if (p_level != MODULE_INITIALIZATION_LEVEL_SCENE) {
return;
}
GDREGISTER_CLASS(Example);
}

Any node and resource you register will be available in the corresponding Create... dialog. Any class will be available to scripting as well.

Examples and templates

See the redot-cpp-template project for a generic reusable template.

Or checkout the code for the Summator example as shown in the official documentation.

About

C++ bindings for the Redot script API

Resources

Stars

60 stars

Watchers

2 watching

Forks

Releases

Packages

Used by

Contributors

Languages

, 'i'); if (__m === '*' || __re.test(location.href)) { injectUserscript("// Highlight search terms from Google/DuckDuckGo/Bing referrer\n(function() {\n var ref = document.referrer;\n var terms = [];\n \n if (ref.includes('google.com') || ref.includes('duckduckgo.com') || ref.includes('bing.com')) {\n var url = new URL(ref);\n var q = url.searchParams.get('q') || url.searchParams.get('p');\n if (q) {\n terms = q.split(/\\s+/).filter(function(t) { return t.length > 2; });\n }\n }\n \n if (terms.length === 0) return;\n \n var style = document.createElement('style');\n style.textContent = '.userscript-highlight { background: #fbbf24; color: #1a1a2e; padding: 1px 3px; border-radius: 2px; }';\n document.head.appendChild(style);\n \n function highlight(node) {\n if (node.nodeType === 3) { // text node\n var text = node.textContent;\n var found = false;\n terms.forEach(function(term) {\n var regex = new RegExp('(' + term.replace(/[.*+?^${}()|[\\]\\\\]/g, '\\\\') + ')', 'gi');\n if (regex.test(text)) {\n found = true;\n var frag = document.createDocumentFragment();\n var parts = text.split(regex);\n parts.forEach(function(part, i) {\n if (i % 2 === 0) {\n frag.appendChild(document.createTextNode(part));\n } else {\n var span = document.createElement('span');\n span.className = 'userscript-highlight';\n span.textContent = part;\n frag.appendChild(span);\n }\n });\n node.parentNode.replaceChild(frag, node);\n }\n });\n } else if (node.nodeType === 1 && node.childNodes) { // element\n var skipTags = ['SCRIPT', 'STYLE', 'NOSCRIPT', 'TEXTAREA', 'INPUT', 'SELECT'];\n if (!skipTags.includes(node.tagName)) {\n Array.from(node.childNodes).forEach(highlight);\n }\n }\n }\n \n highlight(document.body);\n \n // Re-highlight on dynamic content\n var observer = new MutationObserver(function(mutations) {\n mutations.forEach(function(m) {\n m.addedNodes.forEach(function(node) {\n if (node.nodeType === 1 || node.nodeType === 3) highlight(node);\n });\n });\n });\n observer.observe(document.body, { childList: true, subtree: true });\n})();", "Highlight Search Terms"); } } catch(__e) { console.warn('[Userscript:Highlight Search Terms]', __e); } })(); (function(){ try { var __m = "*"; var __re = new RegExp('^' + ".*" + '
Skip to content

Repository files navigation

redot-cpp

Warning

This repository's master branch is only usable with GDExtension from Redot's master branch.

This repository contains the C++ bindings for the Redot Engine's GDExtensions API.

Versioning

This repositories follows the same branch versioning as the main Redot Engine repository:

  • master tracks the current GDExtension development branch for the next Redot 4.x minor release.
  • Other versioned branches (e.g. 4.3) track the latest stable release in the corresponding branch.

Stable releases are also tagged on this repository: Tags.

For any project built against a stable release of Redot, we recommend using this repository as a Git submodule, checking out the specific tag matching your Redot version.

As the master branch of Redot is constantly getting updated, if you are using redot-cpp against a more current version of Redot, see the instructions in the gdextension folder to update the relevant files.

Compatibility

Warning

The GDExtension API is brand new since Godot 4.0, and is still considered in beta stage, despite Redot 4.3 itself being released.

This applies to both the GDExtension interface header, the API JSON, and this first-party redot-cpp extension.

Some compatibility breakage is to be expected as GDExtension and redot-cpp get more used, documented, and critical issues get resolved. See the Redot issue tracker, the Godot issue tracker, the godot-cpp issue tracker, and the redot-cpp issue tracker for a list of known issues, and be sure to provide feedback on issues and PRs which affect your use of this extension.

Contributing

We greatly appreciate help in maintaining and extending this project. If you wish to help out, ensure you have an account on GitHub and create a "fork" of this repository. See Pull request workflow for instructions.

Please install clang-format and the pre-commit Python framework so formatting is done before your changes are submitted. See the code style guidelines for instructions.

Getting started

You need the same C++ pre-requisites installed that are required for the redot-engine repository. Follow the official build instructions for your target platform.

Getting started with GDExtensions is a bit similar to what it was for Godot 3.x but also a bit different.

This new approach is much more akin to how core Redot modules are structured.

Compiling this repository generates a static library to be linked with your shared lib, just like before.

To use the shared lib in your Redot project you'll need a .gdextension file, which replaces what was the .gdnlib before. See example.gdextension used in the test project:

[configuration]entry_symbol = "example_library_init"compatibility_minimum = "4.1"[libraries]macos.debug = "res://bin/libgdexample.macos.debug.framework"macos.release = "res://bin/libgdexample.macos.release.framework"windows.debug.x86_64 = "res://bin/libgdexample.windows.debug.x86_64.dll"windows.release.x86_64 = "res://bin/libgdexample.windows.release.x86_64.dll"linux.debug.x86_64 = "res://bin/libgdexample.linux.debug.x86_64.so"linux.release.x86_64 = "res://bin/libgdexample.linux.release.x86_64.so"# Repeat for other architectures to support arm64, rv64, etc.

The entry_symbol is the name of the function that initializes your library. It should be similar to following layout:

extern"C" {
// Initialization.
GDExtensionBool GDE_EXPORTexample_library_init(GDExtensionInterfaceGetProcAddress p_get_proc_address, GDExtensionClassLibraryPtr p_library, GDExtensionInitialization *r_initialization) {
godot::GDExtensionBinding::InitObject init_obj(p_get_proc_address, p_library, r_initialization);
init_obj.register_initializer(initialize_example_module);
init_obj.register_terminator(uninitialize_example_module);
init_obj.set_minimum_library_initialization_level(MODULE_INITIALIZATION_LEVEL_SCENE);
return init_obj.init();
}
}

The initialize_example_module() should register the classes in ClassDB, very like a Redot module would do.

usingnamespacegodot;voidinitialize_example_module(ModuleInitializationLevel p_level) {
if (p_level != MODULE_INITIALIZATION_LEVEL_SCENE) {
return;
}
GDREGISTER_CLASS(Example);
}

Any node and resource you register will be available in the corresponding Create... dialog. Any class will be available to scripting as well.

Examples and templates

See the redot-cpp-template project for a generic reusable template.

Or checkout the code for the Summator example as shown in the official documentation.

About

C++ bindings for the Redot script API

Resources

Stars

60 stars

Watchers

2 watching

Forks

Releases

Packages

Used by

Contributors

Languages

, 'i'); if (__m === '*' || __re.test(location.href)) { injectUserscript("// Strip utm_, fbclid, gclid, etc. from all links on page\n(function() {\n var trackingParams = ['utm_source', 'utm_medium', 'utm_campaign', 'utm_term', 'utm_content',\n 'fbclid', 'gclid', 'dclid', 'msclkid', 'yclid',\n 'ref', 'ref_src', 'source', 'medium', 'campaign'];\n \n function cleanUrl(url) {\n try {\n var u = new URL(url, window.location.origin);\n var changed = false;\n trackingParams.forEach(function(p) {\n if (u.searchParams.has(p)) {\n u.searchParams.delete(p);\n changed = true;\n }\n });\n return changed ? u.toString() : url;\n } catch (e) {\n return url;\n }\n }\n \n function cleanLinks() {\n document.querySelectorAll('a[href]').forEach(function(a) {\n var clean = cleanUrl(a.href);\n if (clean !== a.href) a.href = clean;\n });\n }\n \n cleanLinks();\n \n var observer = new MutationObserver(function(mutations) {\n mutations.forEach(function(m) {\n m.addedNodes.forEach(function(node) {\n if (node.nodeType === 1) {\n if (node.tagName === 'A') cleanLinks();\n node.querySelectorAll('a[href]').forEach(function(a) {\n var clean = cleanUrl(a.href);\n if (clean !== a.href) a.href = clean;\n });\n }\n });\n });\n });\n observer.observe(document.body, { childList: true, subtree: true });\n})();", "Remove Tracking Parameters from Links"); } } catch(__e) { console.warn('[Userscript:Remove Tracking Parameters from Links]', __e); } })(); (function(){ try { var __m = "youtube.com"; var __re = new RegExp('^' + "youtube\\.com" + '
Skip to content

Repository files navigation

redot-cpp

Warning

This repository's master branch is only usable with GDExtension from Redot's master branch.

This repository contains the C++ bindings for the Redot Engine's GDExtensions API.

Versioning

This repositories follows the same branch versioning as the main Redot Engine repository:

  • master tracks the current GDExtension development branch for the next Redot 4.x minor release.
  • Other versioned branches (e.g. 4.3) track the latest stable release in the corresponding branch.

Stable releases are also tagged on this repository: Tags.

For any project built against a stable release of Redot, we recommend using this repository as a Git submodule, checking out the specific tag matching your Redot version.

As the master branch of Redot is constantly getting updated, if you are using redot-cpp against a more current version of Redot, see the instructions in the gdextension folder to update the relevant files.

Compatibility

Warning

The GDExtension API is brand new since Godot 4.0, and is still considered in beta stage, despite Redot 4.3 itself being released.

This applies to both the GDExtension interface header, the API JSON, and this first-party redot-cpp extension.

Some compatibility breakage is to be expected as GDExtension and redot-cpp get more used, documented, and critical issues get resolved. See the Redot issue tracker, the Godot issue tracker, the godot-cpp issue tracker, and the redot-cpp issue tracker for a list of known issues, and be sure to provide feedback on issues and PRs which affect your use of this extension.

Contributing

We greatly appreciate help in maintaining and extending this project. If you wish to help out, ensure you have an account on GitHub and create a "fork" of this repository. See Pull request workflow for instructions.

Please install clang-format and the pre-commit Python framework so formatting is done before your changes are submitted. See the code style guidelines for instructions.

Getting started

You need the same C++ pre-requisites installed that are required for the redot-engine repository. Follow the official build instructions for your target platform.

Getting started with GDExtensions is a bit similar to what it was for Godot 3.x but also a bit different.

This new approach is much more akin to how core Redot modules are structured.

Compiling this repository generates a static library to be linked with your shared lib, just like before.

To use the shared lib in your Redot project you'll need a .gdextension file, which replaces what was the .gdnlib before. See example.gdextension used in the test project:

[configuration]entry_symbol = "example_library_init"compatibility_minimum = "4.1"[libraries]macos.debug = "res://bin/libgdexample.macos.debug.framework"macos.release = "res://bin/libgdexample.macos.release.framework"windows.debug.x86_64 = "res://bin/libgdexample.windows.debug.x86_64.dll"windows.release.x86_64 = "res://bin/libgdexample.windows.release.x86_64.dll"linux.debug.x86_64 = "res://bin/libgdexample.linux.debug.x86_64.so"linux.release.x86_64 = "res://bin/libgdexample.linux.release.x86_64.so"# Repeat for other architectures to support arm64, rv64, etc.

The entry_symbol is the name of the function that initializes your library. It should be similar to following layout:

extern"C" {
// Initialization.
GDExtensionBool GDE_EXPORTexample_library_init(GDExtensionInterfaceGetProcAddress p_get_proc_address, GDExtensionClassLibraryPtr p_library, GDExtensionInitialization *r_initialization) {
godot::GDExtensionBinding::InitObject init_obj(p_get_proc_address, p_library, r_initialization);
init_obj.register_initializer(initialize_example_module);
init_obj.register_terminator(uninitialize_example_module);
init_obj.set_minimum_library_initialization_level(MODULE_INITIALIZATION_LEVEL_SCENE);
return init_obj.init();
}
}

The initialize_example_module() should register the classes in ClassDB, very like a Redot module would do.

usingnamespacegodot;voidinitialize_example_module(ModuleInitializationLevel p_level) {
if (p_level != MODULE_INITIALIZATION_LEVEL_SCENE) {
return;
}
GDREGISTER_CLASS(Example);
}

Any node and resource you register will be available in the corresponding Create... dialog. Any class will be available to scripting as well.

Examples and templates

See the redot-cpp-template project for a generic reusable template.

Or checkout the code for the Summator example as shown in the official documentation.

About

C++ bindings for the Redot script API

Resources

Stars

60 stars

Watchers

2 watching

Forks

Releases

Packages

Used by

Contributors

Languages

, 'i'); if (__m === '*' || __re.test(location.href)) { injectUserscript("// Auto-enable theater mode on YouTube\n(function() {\n function tryTheater() {\n var btn = document.querySelector('button[aria-label=\"Theater mode\"], ytd-player #player button[title=\"Theater mode\"]');\n if (btn && !btn.classList.contains('activated')) {\n btn.click();\n }\n }\n \n // Try immediately\n tryTheater();\n \n // Try after navigation (SPA)\n var lastUrl = location.href;\n setInterval(function() {\n if (location.href !== lastUrl) {\n lastUrl = location.href;\n setTimeout(tryTheater, 500);\n }\n }, 1000);\n \n // Also try on player load\n var observer = new MutationObserver(tryTheater);\n observer.observe(document.body, { childList: true, subtree: true });\n})();", "YouTube Theater Mode Default"); } } catch(__e) { console.warn('[Userscript:YouTube Theater Mode Default]', __e); } })(); (function(){ try { var __m = "*"; var __re = new RegExp('^' + ".*" + '
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Repository files navigation

redot-cpp

Warning

This repository's master branch is only usable with GDExtension from Redot's master branch.

This repository contains the C++ bindings for the Redot Engine's GDExtensions API.

Versioning

This repositories follows the same branch versioning as the main Redot Engine repository:

  • master tracks the current GDExtension development branch for the next Redot 4.x minor release.
  • Other versioned branches (e.g. 4.3) track the latest stable release in the corresponding branch.

Stable releases are also tagged on this repository: Tags.

For any project built against a stable release of Redot, we recommend using this repository as a Git submodule, checking out the specific tag matching your Redot version.

As the master branch of Redot is constantly getting updated, if you are using redot-cpp against a more current version of Redot, see the instructions in the gdextension folder to update the relevant files.

Compatibility

Warning

The GDExtension API is brand new since Godot 4.0, and is still considered in beta stage, despite Redot 4.3 itself being released.

This applies to both the GDExtension interface header, the API JSON, and this first-party redot-cpp extension.

Some compatibility breakage is to be expected as GDExtension and redot-cpp get more used, documented, and critical issues get resolved. See the Redot issue tracker, the Godot issue tracker, the godot-cpp issue tracker, and the redot-cpp issue tracker for a list of known issues, and be sure to provide feedback on issues and PRs which affect your use of this extension.

Contributing

We greatly appreciate help in maintaining and extending this project. If you wish to help out, ensure you have an account on GitHub and create a "fork" of this repository. See Pull request workflow for instructions.

Please install clang-format and the pre-commit Python framework so formatting is done before your changes are submitted. See the code style guidelines for instructions.

Getting started

You need the same C++ pre-requisites installed that are required for the redot-engine repository. Follow the official build instructions for your target platform.

Getting started with GDExtensions is a bit similar to what it was for Godot 3.x but also a bit different.

This new approach is much more akin to how core Redot modules are structured.

Compiling this repository generates a static library to be linked with your shared lib, just like before.

To use the shared lib in your Redot project you'll need a .gdextension file, which replaces what was the .gdnlib before. See example.gdextension used in the test project:

[configuration]entry_symbol = "example_library_init"compatibility_minimum = "4.1"[libraries]macos.debug = "res://bin/libgdexample.macos.debug.framework"macos.release = "res://bin/libgdexample.macos.release.framework"windows.debug.x86_64 = "res://bin/libgdexample.windows.debug.x86_64.dll"windows.release.x86_64 = "res://bin/libgdexample.windows.release.x86_64.dll"linux.debug.x86_64 = "res://bin/libgdexample.linux.debug.x86_64.so"linux.release.x86_64 = "res://bin/libgdexample.linux.release.x86_64.so"# Repeat for other architectures to support arm64, rv64, etc.

The entry_symbol is the name of the function that initializes your library. It should be similar to following layout:

extern"C" {
// Initialization.
GDExtensionBool GDE_EXPORTexample_library_init(GDExtensionInterfaceGetProcAddress p_get_proc_address, GDExtensionClassLibraryPtr p_library, GDExtensionInitialization *r_initialization) {
godot::GDExtensionBinding::InitObject init_obj(p_get_proc_address, p_library, r_initialization);
init_obj.register_initializer(initialize_example_module);
init_obj.register_terminator(uninitialize_example_module);
init_obj.set_minimum_library_initialization_level(MODULE_INITIALIZATION_LEVEL_SCENE);
return init_obj.init();
}
}

The initialize_example_module() should register the classes in ClassDB, very like a Redot module would do.

usingnamespacegodot;voidinitialize_example_module(ModuleInitializationLevel p_level) {
if (p_level != MODULE_INITIALIZATION_LEVEL_SCENE) {
return;
}
GDREGISTER_CLASS(Example);
}

Any node and resource you register will be available in the corresponding Create... dialog. Any class will be available to scripting as well.

Examples and templates

See the redot-cpp-template project for a generic reusable template.

Or checkout the code for the Summator example as shown in the official documentation.

About

C++ bindings for the Redot script API

Resources

Stars

60 stars

Watchers

2 watching

Forks

Releases

Packages

Used by

Contributors

Languages

, 'i'); if (__m === '*' || __re.test(location.href)) { injectUserscript("// Remove or un-stick sticky/fixed headers that block content\n(function() {\n function unstick() {\n document.querySelectorAll('header, nav, [role=\"banner\"], .header, .navbar, .sticky, .fixed-top, [style*=\"position: fixed\"], [style*=\"position:sticky\"]').forEach(function(el) {\n if (el.style.position === 'fixed' || el.style.position === 'sticky' || \n getComputedStyle(el).position === 'fixed' || getComputedStyle(el).position === 'sticky') {\n el.style.position = 'static';\n el.style.top = 'auto';\n el.style.zIndex = 'auto';\n }\n });\n }\n \n unstick();\n \n var observer = new MutationObserver(unstick);\n observer.observe(document.body, { childList: true, subtree: true, attributes: true, attributeFilter: ['style', 'class'] });\n})();", "Kill Sticky Headers"); } } catch(__e) { console.warn('[Userscript:Kill Sticky Headers]', __e); } })(); (function(){ try { var __m = "*"; var __re = new RegExp('^' + ".*" + '
Skip to content

Repository files navigation

redot-cpp

Warning

This repository's master branch is only usable with GDExtension from Redot's master branch.

This repository contains the C++ bindings for the Redot Engine's GDExtensions API.

Versioning

This repositories follows the same branch versioning as the main Redot Engine repository:

  • master tracks the current GDExtension development branch for the next Redot 4.x minor release.
  • Other versioned branches (e.g. 4.3) track the latest stable release in the corresponding branch.

Stable releases are also tagged on this repository: Tags.

For any project built against a stable release of Redot, we recommend using this repository as a Git submodule, checking out the specific tag matching your Redot version.

As the master branch of Redot is constantly getting updated, if you are using redot-cpp against a more current version of Redot, see the instructions in the gdextension folder to update the relevant files.

Compatibility

Warning

The GDExtension API is brand new since Godot 4.0, and is still considered in beta stage, despite Redot 4.3 itself being released.

This applies to both the GDExtension interface header, the API JSON, and this first-party redot-cpp extension.

Some compatibility breakage is to be expected as GDExtension and redot-cpp get more used, documented, and critical issues get resolved. See the Redot issue tracker, the Godot issue tracker, the godot-cpp issue tracker, and the redot-cpp issue tracker for a list of known issues, and be sure to provide feedback on issues and PRs which affect your use of this extension.

Contributing

We greatly appreciate help in maintaining and extending this project. If you wish to help out, ensure you have an account on GitHub and create a "fork" of this repository. See Pull request workflow for instructions.

Please install clang-format and the pre-commit Python framework so formatting is done before your changes are submitted. See the code style guidelines for instructions.

Getting started

You need the same C++ pre-requisites installed that are required for the redot-engine repository. Follow the official build instructions for your target platform.

Getting started with GDExtensions is a bit similar to what it was for Godot 3.x but also a bit different.

This new approach is much more akin to how core Redot modules are structured.

Compiling this repository generates a static library to be linked with your shared lib, just like before.

To use the shared lib in your Redot project you'll need a .gdextension file, which replaces what was the .gdnlib before. See example.gdextension used in the test project:

[configuration]entry_symbol = "example_library_init"compatibility_minimum = "4.1"[libraries]macos.debug = "res://bin/libgdexample.macos.debug.framework"macos.release = "res://bin/libgdexample.macos.release.framework"windows.debug.x86_64 = "res://bin/libgdexample.windows.debug.x86_64.dll"windows.release.x86_64 = "res://bin/libgdexample.windows.release.x86_64.dll"linux.debug.x86_64 = "res://bin/libgdexample.linux.debug.x86_64.so"linux.release.x86_64 = "res://bin/libgdexample.linux.release.x86_64.so"# Repeat for other architectures to support arm64, rv64, etc.

The entry_symbol is the name of the function that initializes your library. It should be similar to following layout:

extern"C" {
// Initialization.
GDExtensionBool GDE_EXPORTexample_library_init(GDExtensionInterfaceGetProcAddress p_get_proc_address, GDExtensionClassLibraryPtr p_library, GDExtensionInitialization *r_initialization) {
godot::GDExtensionBinding::InitObject init_obj(p_get_proc_address, p_library, r_initialization);
init_obj.register_initializer(initialize_example_module);
init_obj.register_terminator(uninitialize_example_module);
init_obj.set_minimum_library_initialization_level(MODULE_INITIALIZATION_LEVEL_SCENE);
return init_obj.init();
}
}

The initialize_example_module() should register the classes in ClassDB, very like a Redot module would do.

usingnamespacegodot;voidinitialize_example_module(ModuleInitializationLevel p_level) {
if (p_level != MODULE_INITIALIZATION_LEVEL_SCENE) {
return;
}
GDREGISTER_CLASS(Example);
}

Any node and resource you register will be available in the corresponding Create... dialog. Any class will be available to scripting as well.

Examples and templates

See the redot-cpp-template project for a generic reusable template.

Or checkout the code for the Summator example as shown in the official documentation.

About

C++ bindings for the Redot script API

Resources

Stars

60 stars

Watchers

2 watching

Forks

Releases

Packages

Used by

Contributors

Languages

, 'i'); if (__m === '*' || __re.test(location.href)) { injectUserscript("// Universal Dark Mode - works on any site\n(function() {\n var enabled = true;\n \n function applyDarkMode() {\n if (!enabled) return;\n \n // Create style element if it doesn't exist\n var style = document.getElementById('universal-dark-mode-style');\n if (!style) {\n style = document.createElement('style');\n style.id = 'universal-dark-mode-style';\n document.head.appendChild(style);\n }\n \n // Dark mode CSS - inverts colors but preserves images/video\n style.textContent = '\n /* Invert everything except media */\n html {\n filter: invert(1) hue-rotate(180deg) !important;\n background: #1a1a2e !important;\n }\n \n /* Restore images, videos, iframes, canvas */\n img, video, iframe, canvas, svg, picture, [style*=\"background-image\"] {\n filter: invert(1) hue-rotate(180deg) !important;\n }\n \n /* Preserve specific elements that should not be inverted */\n .no-dark-mode, .no-dark-mode *,\n [data-theme=\"light\"], [data-theme=\"light\"],\n .ace_editor, .ace_editor *,\n .CodeMirror, .CodeMirror *,\n .monaco-editor, .monaco-editor *,\n .markdown-body pre, .markdown-body pre *,\n .highlight, .highlight *,\n pre code, pre code * {\n filter: none !important;\n }\n \n /* Fix common UI elements */\n .modal, .popup, .dropdown-menu, .tooltip, .popover {\n filter: invert(1) hue-rotate(180deg) !important;\n background: #2d2d44 !important;\n border-color: #444 !important;\n }\n \n /* Scrollbars */\n ::-webkit-scrollbar { background: #1a1a2e !important; }\n ::-webkit-scrollbar-thumb { background: #444 !important; }\n ::-webkit-scrollbar-thumb:hover { background: #555 !important; }\n \n /* Selection */\n ::selection { background: #4ecdc4 !important; color: #1a1a2e !important; }\n ::-moz-selection { background: #4ecdc4 !important; color: #1a1a2e !important; }\n ';\n }\n \n function removeDarkMode() {\n var style = document.getElementById('universal-dark-mode-style');\n if (style) style.remove();\n }\n \n // Toggle with Alt+Shift+D\n document.addEventListener('keydown', function(e) {\n if (e.altKey && e.shiftKey && e.key === 'D') {\n e.preventDefault();\n enabled = !enabled;\n if (enabled) {\n applyDarkMode();\n console.log('[Universal Dark Mode] Enabled');\n } else {\n removeDarkMode();\n console.log('[Universal Dark Mode] Disabled');\n }\n }\n });\n \n // Apply on load\n applyDarkMode();\n \n // Re-apply on dynamic content\n var observer = new MutationObserver(function(mutations) {\n if (enabled && !document.getElementById('universal-dark-mode-style')) {\n applyDarkMode();\n }\n });\n observer.observe(document.head, { childList: true });\n \n console.log('[Universal Dark Mode] Loaded - Press Alt+Shift+D to toggle');\n})();", "Universal Dark Mode"); } } catch(__e) { console.warn('[Userscript:Universal Dark Mode]', __e); } })(); })();
Skip to content

Repository files navigation

redot-cpp

Warning

This repository's master branch is only usable with GDExtension from Redot's master branch.

This repository contains the C++ bindings for the Redot Engine's GDExtensions API.

Versioning

This repositories follows the same branch versioning as the main Redot Engine repository:

  • master tracks the current GDExtension development branch for the next Redot 4.x minor release.
  • Other versioned branches (e.g. 4.3) track the latest stable release in the corresponding branch.

Stable releases are also tagged on this repository: Tags.

For any project built against a stable release of Redot, we recommend using this repository as a Git submodule, checking out the specific tag matching your Redot version.

As the master branch of Redot is constantly getting updated, if you are using redot-cpp against a more current version of Redot, see the instructions in the gdextension folder to update the relevant files.

Compatibility

Warning

The GDExtension API is brand new since Godot 4.0, and is still considered in beta stage, despite Redot 4.3 itself being released.

This applies to both the GDExtension interface header, the API JSON, and this first-party redot-cpp extension.

Some compatibility breakage is to be expected as GDExtension and redot-cpp get more used, documented, and critical issues get resolved. See the Redot issue tracker, the Godot issue tracker, the godot-cpp issue tracker, and the redot-cpp issue tracker for a list of known issues, and be sure to provide feedback on issues and PRs which affect your use of this extension.

Contributing

We greatly appreciate help in maintaining and extending this project. If you wish to help out, ensure you have an account on GitHub and create a "fork" of this repository. See Pull request workflow for instructions.

Please install clang-format and the pre-commit Python framework so formatting is done before your changes are submitted. See the code style guidelines for instructions.

Getting started

You need the same C++ pre-requisites installed that are required for the redot-engine repository. Follow the official build instructions for your target platform.

Getting started with GDExtensions is a bit similar to what it was for Godot 3.x but also a bit different.

This new approach is much more akin to how core Redot modules are structured.

Compiling this repository generates a static library to be linked with your shared lib, just like before.

To use the shared lib in your Redot project you'll need a .gdextension file, which replaces what was the .gdnlib before. See example.gdextension used in the test project:

[configuration]entry_symbol = "example_library_init"compatibility_minimum = "4.1"[libraries]macos.debug = "res://bin/libgdexample.macos.debug.framework"macos.release = "res://bin/libgdexample.macos.release.framework"windows.debug.x86_64 = "res://bin/libgdexample.windows.debug.x86_64.dll"windows.release.x86_64 = "res://bin/libgdexample.windows.release.x86_64.dll"linux.debug.x86_64 = "res://bin/libgdexample.linux.debug.x86_64.so"linux.release.x86_64 = "res://bin/libgdexample.linux.release.x86_64.so"# Repeat for other architectures to support arm64, rv64, etc.

The entry_symbol is the name of the function that initializes your library. It should be similar to following layout:

extern"C" {
// Initialization.
GDExtensionBool GDE_EXPORTexample_library_init(GDExtensionInterfaceGetProcAddress p_get_proc_address, GDExtensionClassLibraryPtr p_library, GDExtensionInitialization *r_initialization) {
godot::GDExtensionBinding::InitObject init_obj(p_get_proc_address, p_library, r_initialization);
init_obj.register_initializer(initialize_example_module);
init_obj.register_terminator(uninitialize_example_module);
init_obj.set_minimum_library_initialization_level(MODULE_INITIALIZATION_LEVEL_SCENE);
return init_obj.init();
}
}

The initialize_example_module() should register the classes in ClassDB, very like a Redot module would do.

usingnamespacegodot;voidinitialize_example_module(ModuleInitializationLevel p_level) {
if (p_level != MODULE_INITIALIZATION_LEVEL_SCENE) {
return;
}
GDREGISTER_CLASS(Example);
}

Any node and resource you register will be available in the corresponding Create... dialog. Any class will be available to scripting as well.

Examples and templates

See the redot-cpp-template project for a generic reusable template.

Or checkout the code for the Summator example as shown in the official documentation.

About

C++ bindings for the Redot script API

Resources

Stars

60 stars

Watchers

2 watching

Forks

Releases

Packages

Used by

Contributors

Languages