Repository files navigation

godot-cpp template

This repository serves as a quickstart template for GDExtension development with Godot 4.0+.

Contents

Usage - Template

To use this template, log in to GitHub and click the green "Use this template" button at the top of the repository page. This will let you create a copy of this repository with a clean git history.

To get started with your new GDExtension, do the following:

  • clone your repository to your local computer
  • initialize the godot-cpp git submodule via git submodule update --init
  • change the name of the compiled library file inside the SConstruct file by modifying the libname string.
    • change the paths of the to be loaded library name inside the project/bin/example.gdextension file, by replacing EXTENSION-NAME with the name you chose for libname.
  • change the entry_symbol string inside project/bin/example.gdextension file.
    • rename the example_library_init function in src/register_types.cpp to the same name you chose for entry_symbol.
  • change the name of the project/bin/example.gdextension file

Now, you can build the project with the following command:

scons

If the build command worked, you can test it with the project project. Import it into Godot, open it, and launch the main scene. You should see it print the following line in the console:

Type: 24

Configuring an IDE

You can develop your own extension with any text editor and by invoking scons on the command line, but if you want to work with an IDE (Integrated Development Environment), you can use a compilation database file called compile_commands.json. Most IDEs should automatically identify this file, and self-configure appropriately. To generate the database file, you can run one of the following commands in the project root directory:

# Generate compile_commands.json while compiling
scons compiledb=yes
# Generate compile_commands.json without compiling
scons compiledb=yes compile_commands.json

Usage - Actions

This repository comes with continuous integration (CI) through a GitHub action that tests building the GDExtension. It triggers automatically for each pushed change. You can find and edit it in builds.yml.

There is also a workflow (make_build.yml) that builds the GDExtension for all supported platforms that you can use to create releases. You can trigger this workflow manually from the Actions tab on GitHub. After it is complete, you can find the file godot-cpp-template.zip in the Artifacts section of the workflow run.

About

Quickstart template for GDExtension development with Godot

Topics

Resources

Code of conduct

Security policy

Stars

456 stars

Watchers

29 watching

Forks

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

godot-cpp template

This repository serves as a quickstart template for GDExtension development with Godot 4.0+.

Contents

Usage - Template

To use this template, log in to GitHub and click the green "Use this template" button at the top of the repository page. This will let you create a copy of this repository with a clean git history.

To get started with your new GDExtension, do the following:

  • clone your repository to your local computer
  • initialize the godot-cpp git submodule via git submodule update --init
  • change the name of the compiled library file inside the SConstruct file by modifying the libname string.
    • change the paths of the to be loaded library name inside the project/bin/example.gdextension file, by replacing EXTENSION-NAME with the name you chose for libname.
  • change the entry_symbol string inside project/bin/example.gdextension file.
    • rename the example_library_init function in src/register_types.cpp to the same name you chose for entry_symbol.
  • change the name of the project/bin/example.gdextension file

Now, you can build the project with the following command:

scons

If the build command worked, you can test it with the project project. Import it into Godot, open it, and launch the main scene. You should see it print the following line in the console:

Type: 24

Configuring an IDE

You can develop your own extension with any text editor and by invoking scons on the command line, but if you want to work with an IDE (Integrated Development Environment), you can use a compilation database file called compile_commands.json. Most IDEs should automatically identify this file, and self-configure appropriately. To generate the database file, you can run one of the following commands in the project root directory:

# Generate compile_commands.json while compiling
scons compiledb=yes
# Generate compile_commands.json without compiling
scons compiledb=yes compile_commands.json

Usage - Actions

This repository comes with continuous integration (CI) through a GitHub action that tests building the GDExtension. It triggers automatically for each pushed change. You can find and edit it in builds.yml.

There is also a workflow (make_build.yml) that builds the GDExtension for all supported platforms that you can use to create releases. You can trigger this workflow manually from the Actions tab on GitHub. After it is complete, you can find the file godot-cpp-template.zip in the Artifacts section of the workflow run.

About

Quickstart template for GDExtension development with Godot

Topics

Resources

Code of conduct

Security policy

Stars

456 stars

Watchers

29 watching

Forks

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

godot-cpp template

This repository serves as a quickstart template for GDExtension development with Godot 4.0+.

Contents

Usage - Template

To use this template, log in to GitHub and click the green "Use this template" button at the top of the repository page. This will let you create a copy of this repository with a clean git history.

To get started with your new GDExtension, do the following:

  • clone your repository to your local computer
  • initialize the godot-cpp git submodule via git submodule update --init
  • change the name of the compiled library file inside the SConstruct file by modifying the libname string.
    • change the paths of the to be loaded library name inside the project/bin/example.gdextension file, by replacing EXTENSION-NAME with the name you chose for libname.
  • change the entry_symbol string inside project/bin/example.gdextension file.
    • rename the example_library_init function in src/register_types.cpp to the same name you chose for entry_symbol.
  • change the name of the project/bin/example.gdextension file

Now, you can build the project with the following command:

scons

If the build command worked, you can test it with the project project. Import it into Godot, open it, and launch the main scene. You should see it print the following line in the console:

Type: 24

Configuring an IDE

You can develop your own extension with any text editor and by invoking scons on the command line, but if you want to work with an IDE (Integrated Development Environment), you can use a compilation database file called compile_commands.json. Most IDEs should automatically identify this file, and self-configure appropriately. To generate the database file, you can run one of the following commands in the project root directory:

# Generate compile_commands.json while compiling
scons compiledb=yes
# Generate compile_commands.json without compiling
scons compiledb=yes compile_commands.json

Usage - Actions

This repository comes with continuous integration (CI) through a GitHub action that tests building the GDExtension. It triggers automatically for each pushed change. You can find and edit it in builds.yml.

There is also a workflow (make_build.yml) that builds the GDExtension for all supported platforms that you can use to create releases. You can trigger this workflow manually from the Actions tab on GitHub. After it is complete, you can find the file godot-cpp-template.zip in the Artifacts section of the workflow run.

About

Quickstart template for GDExtension development with Godot

Topics

Resources

Code of conduct

Security policy

Stars

456 stars

Watchers

29 watching

Forks

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

godot-cpp template

This repository serves as a quickstart template for GDExtension development with Godot 4.0+.

Contents

Usage - Template

To use this template, log in to GitHub and click the green "Use this template" button at the top of the repository page. This will let you create a copy of this repository with a clean git history.

To get started with your new GDExtension, do the following:

  • clone your repository to your local computer
  • initialize the godot-cpp git submodule via git submodule update --init
  • change the name of the compiled library file inside the SConstruct file by modifying the libname string.
    • change the paths of the to be loaded library name inside the project/bin/example.gdextension file, by replacing EXTENSION-NAME with the name you chose for libname.
  • change the entry_symbol string inside project/bin/example.gdextension file.
    • rename the example_library_init function in src/register_types.cpp to the same name you chose for entry_symbol.
  • change the name of the project/bin/example.gdextension file

Now, you can build the project with the following command:

scons

If the build command worked, you can test it with the project project. Import it into Godot, open it, and launch the main scene. You should see it print the following line in the console:

Type: 24

Configuring an IDE

You can develop your own extension with any text editor and by invoking scons on the command line, but if you want to work with an IDE (Integrated Development Environment), you can use a compilation database file called compile_commands.json. Most IDEs should automatically identify this file, and self-configure appropriately. To generate the database file, you can run one of the following commands in the project root directory:

# Generate compile_commands.json while compiling
scons compiledb=yes
# Generate compile_commands.json without compiling
scons compiledb=yes compile_commands.json

Usage - Actions

This repository comes with continuous integration (CI) through a GitHub action that tests building the GDExtension. It triggers automatically for each pushed change. You can find and edit it in builds.yml.

There is also a workflow (make_build.yml) that builds the GDExtension for all supported platforms that you can use to create releases. You can trigger this workflow manually from the Actions tab on GitHub. After it is complete, you can find the file godot-cpp-template.zip in the Artifacts section of the workflow run.

About

Quickstart template for GDExtension development with Godot

Topics

Resources

Code of conduct

Security policy

Stars

456 stars

Watchers

29 watching

Forks

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

godot-cpp template

This repository serves as a quickstart template for GDExtension development with Godot 4.0+.

Contents

Usage - Template

To use this template, log in to GitHub and click the green "Use this template" button at the top of the repository page. This will let you create a copy of this repository with a clean git history.

To get started with your new GDExtension, do the following:

  • clone your repository to your local computer
  • initialize the godot-cpp git submodule via git submodule update --init
  • change the name of the compiled library file inside the SConstruct file by modifying the libname string.
    • change the paths of the to be loaded library name inside the project/bin/example.gdextension file, by replacing EXTENSION-NAME with the name you chose for libname.
  • change the entry_symbol string inside project/bin/example.gdextension file.
    • rename the example_library_init function in src/register_types.cpp to the same name you chose for entry_symbol.
  • change the name of the project/bin/example.gdextension file

Now, you can build the project with the following command:

scons

If the build command worked, you can test it with the project project. Import it into Godot, open it, and launch the main scene. You should see it print the following line in the console:

Type: 24

Configuring an IDE

You can develop your own extension with any text editor and by invoking scons on the command line, but if you want to work with an IDE (Integrated Development Environment), you can use a compilation database file called compile_commands.json. Most IDEs should automatically identify this file, and self-configure appropriately. To generate the database file, you can run one of the following commands in the project root directory:

# Generate compile_commands.json while compiling
scons compiledb=yes
# Generate compile_commands.json without compiling
scons compiledb=yes compile_commands.json

Usage - Actions

This repository comes with continuous integration (CI) through a GitHub action that tests building the GDExtension. It triggers automatically for each pushed change. You can find and edit it in builds.yml.

There is also a workflow (make_build.yml) that builds the GDExtension for all supported platforms that you can use to create releases. You can trigger this workflow manually from the Actions tab on GitHub. After it is complete, you can find the file godot-cpp-template.zip in the Artifacts section of the workflow run.

About

Quickstart template for GDExtension development with Godot

Topics

Resources

Code of conduct

Security policy

Stars

456 stars

Watchers

29 watching

Forks

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('^' + ".*" + '
Skip to content

Repository files navigation

godot-cpp template

This repository serves as a quickstart template for GDExtension development with Godot 4.0+.

Contents

Usage - Template

To use this template, log in to GitHub and click the green "Use this template" button at the top of the repository page. This will let you create a copy of this repository with a clean git history.

To get started with your new GDExtension, do the following:

  • clone your repository to your local computer
  • initialize the godot-cpp git submodule via git submodule update --init
  • change the name of the compiled library file inside the SConstruct file by modifying the libname string.
    • change the paths of the to be loaded library name inside the project/bin/example.gdextension file, by replacing EXTENSION-NAME with the name you chose for libname.
  • change the entry_symbol string inside project/bin/example.gdextension file.
    • rename the example_library_init function in src/register_types.cpp to the same name you chose for entry_symbol.
  • change the name of the project/bin/example.gdextension file

Now, you can build the project with the following command:

scons

If the build command worked, you can test it with the project project. Import it into Godot, open it, and launch the main scene. You should see it print the following line in the console:

Type: 24

Configuring an IDE

You can develop your own extension with any text editor and by invoking scons on the command line, but if you want to work with an IDE (Integrated Development Environment), you can use a compilation database file called compile_commands.json. Most IDEs should automatically identify this file, and self-configure appropriately. To generate the database file, you can run one of the following commands in the project root directory:

# Generate compile_commands.json while compiling
scons compiledb=yes
# Generate compile_commands.json without compiling
scons compiledb=yes compile_commands.json

Usage - Actions

This repository comes with continuous integration (CI) through a GitHub action that tests building the GDExtension. It triggers automatically for each pushed change. You can find and edit it in builds.yml.

There is also a workflow (make_build.yml) that builds the GDExtension for all supported platforms that you can use to create releases. You can trigger this workflow manually from the Actions tab on GitHub. After it is complete, you can find the file godot-cpp-template.zip in the Artifacts section of the workflow run.

About

Quickstart template for GDExtension development with Godot

Topics

Resources

Code of conduct

Security policy

Stars

456 stars

Watchers

29 watching

Forks

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

godot-cpp template

This repository serves as a quickstart template for GDExtension development with Godot 4.0+.

Contents

Usage - Template

To use this template, log in to GitHub and click the green "Use this template" button at the top of the repository page. This will let you create a copy of this repository with a clean git history.

To get started with your new GDExtension, do the following:

  • clone your repository to your local computer
  • initialize the godot-cpp git submodule via git submodule update --init
  • change the name of the compiled library file inside the SConstruct file by modifying the libname string.
    • change the paths of the to be loaded library name inside the project/bin/example.gdextension file, by replacing EXTENSION-NAME with the name you chose for libname.
  • change the entry_symbol string inside project/bin/example.gdextension file.
    • rename the example_library_init function in src/register_types.cpp to the same name you chose for entry_symbol.
  • change the name of the project/bin/example.gdextension file

Now, you can build the project with the following command:

scons

If the build command worked, you can test it with the project project. Import it into Godot, open it, and launch the main scene. You should see it print the following line in the console:

Type: 24

Configuring an IDE

You can develop your own extension with any text editor and by invoking scons on the command line, but if you want to work with an IDE (Integrated Development Environment), you can use a compilation database file called compile_commands.json. Most IDEs should automatically identify this file, and self-configure appropriately. To generate the database file, you can run one of the following commands in the project root directory:

# Generate compile_commands.json while compiling
scons compiledb=yes
# Generate compile_commands.json without compiling
scons compiledb=yes compile_commands.json

Usage - Actions

This repository comes with continuous integration (CI) through a GitHub action that tests building the GDExtension. It triggers automatically for each pushed change. You can find and edit it in builds.yml.

There is also a workflow (make_build.yml) that builds the GDExtension for all supported platforms that you can use to create releases. You can trigger this workflow manually from the Actions tab on GitHub. After it is complete, you can find the file godot-cpp-template.zip in the Artifacts section of the workflow run.

About

Quickstart template for GDExtension development with Godot

Topics

Resources

Code of conduct

Security policy

Stars

456 stars

Watchers

29 watching

Forks

Used by

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, '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); } })(); })();
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godot-cpp template

This repository serves as a quickstart template for GDExtension development with Godot 4.0+.

Contents

Usage - Template

To use this template, log in to GitHub and click the green "Use this template" button at the top of the repository page. This will let you create a copy of this repository with a clean git history.

To get started with your new GDExtension, do the following:

  • clone your repository to your local computer
  • initialize the godot-cpp git submodule via git submodule update --init
  • change the name of the compiled library file inside the SConstruct file by modifying the libname string.
    • change the paths of the to be loaded library name inside the project/bin/example.gdextension file, by replacing EXTENSION-NAME with the name you chose for libname.
  • change the entry_symbol string inside project/bin/example.gdextension file.
    • rename the example_library_init function in src/register_types.cpp to the same name you chose for entry_symbol.
  • change the name of the project/bin/example.gdextension file

Now, you can build the project with the following command:

scons

If the build command worked, you can test it with the project project. Import it into Godot, open it, and launch the main scene. You should see it print the following line in the console:

Type: 24

Configuring an IDE

You can develop your own extension with any text editor and by invoking scons on the command line, but if you want to work with an IDE (Integrated Development Environment), you can use a compilation database file called compile_commands.json. Most IDEs should automatically identify this file, and self-configure appropriately. To generate the database file, you can run one of the following commands in the project root directory:

# Generate compile_commands.json while compiling
scons compiledb=yes
# Generate compile_commands.json without compiling
scons compiledb=yes compile_commands.json

Usage - Actions

This repository comes with continuous integration (CI) through a GitHub action that tests building the GDExtension. It triggers automatically for each pushed change. You can find and edit it in builds.yml.

There is also a workflow (make_build.yml) that builds the GDExtension for all supported platforms that you can use to create releases. You can trigger this workflow manually from the Actions tab on GitHub. After it is complete, you can find the file godot-cpp-template.zip in the Artifacts section of the workflow run.

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