Repository files navigation

godot-cpp

Note

For GDNative (Godot 3.x), switch to the 3.x or the 3.6 branch.

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

Versioning

Warning

The master branch of godot-cpp (version 10.x) is currently in Beta. You may prefer to choose a previous version to build on top of instead:

Starting with version 10.x, godot-cpp is versioned independently from Godot. Using the api_version parameter (see below), godot-cpp v10 can target Godot 4.3 or later (including 4.6).

Until we have a stable release branch, you can use the master branch (v10), or choose any of the previous version branches and tags for your project.

Compatibility

GDExtensions targeting an earlier version of Godot should work in later minor versions, but not vice-versa. For example, a GDExtension targeting Godot 4.3 should work just fine in Godot 4.4, but one targeting Godot 4.4 won't work in Godot 4.3.

You can specify which version you are targeting with the api_version option:

scons api_version=4.3

... or by providing a custom extension_api.json generated by the Godot version you are targeting:

godot --dump-extension-api
scons custom_api_file=extension_api.json

If you don't provide api_version or custom_api_file, then, by default, godot-cpp will target the latest stable Godot version that it's aware of.

Contributing

We greatly appreciate help in maintaining and extending this project. If you wish to help out, please visit the godot-cpp section of the Contributing docs.

Getting started

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

Building your extension will create a shared library. To use this in your Godot project you'll need a .gdextension file, for example:

[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.

See the example.gdextension used in the template project for a complete example.

The entry_symbol is the name of the function that initializes your library, for example:

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, similar to a Godot module:

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 godot-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 Wokot script API

Resources

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0 stars

Watchers

0 watching

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Packages

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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

Note

For GDNative (Godot 3.x), switch to the 3.x or the 3.6 branch.

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

Versioning

Warning

The master branch of godot-cpp (version 10.x) is currently in Beta. You may prefer to choose a previous version to build on top of instead:

Starting with version 10.x, godot-cpp is versioned independently from Godot. Using the api_version parameter (see below), godot-cpp v10 can target Godot 4.3 or later (including 4.6).

Until we have a stable release branch, you can use the master branch (v10), or choose any of the previous version branches and tags for your project.

Compatibility

GDExtensions targeting an earlier version of Godot should work in later minor versions, but not vice-versa. For example, a GDExtension targeting Godot 4.3 should work just fine in Godot 4.4, but one targeting Godot 4.4 won't work in Godot 4.3.

You can specify which version you are targeting with the api_version option:

scons api_version=4.3

... or by providing a custom extension_api.json generated by the Godot version you are targeting:

godot --dump-extension-api
scons custom_api_file=extension_api.json

If you don't provide api_version or custom_api_file, then, by default, godot-cpp will target the latest stable Godot version that it's aware of.

Contributing

We greatly appreciate help in maintaining and extending this project. If you wish to help out, please visit the godot-cpp section of the Contributing docs.

Getting started

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

Building your extension will create a shared library. To use this in your Godot project you'll need a .gdextension file, for example:

[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.

See the example.gdextension used in the template project for a complete example.

The entry_symbol is the name of the function that initializes your library, for example:

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, similar to a Godot module:

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 godot-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 Wokot script API

Resources

Stars

0 stars

Watchers

0 watching

Forks

Releases

Packages

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

Note

For GDNative (Godot 3.x), switch to the 3.x or the 3.6 branch.

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

Versioning

Warning

The master branch of godot-cpp (version 10.x) is currently in Beta. You may prefer to choose a previous version to build on top of instead:

Starting with version 10.x, godot-cpp is versioned independently from Godot. Using the api_version parameter (see below), godot-cpp v10 can target Godot 4.3 or later (including 4.6).

Until we have a stable release branch, you can use the master branch (v10), or choose any of the previous version branches and tags for your project.

Compatibility

GDExtensions targeting an earlier version of Godot should work in later minor versions, but not vice-versa. For example, a GDExtension targeting Godot 4.3 should work just fine in Godot 4.4, but one targeting Godot 4.4 won't work in Godot 4.3.

You can specify which version you are targeting with the api_version option:

scons api_version=4.3

... or by providing a custom extension_api.json generated by the Godot version you are targeting:

godot --dump-extension-api
scons custom_api_file=extension_api.json

If you don't provide api_version or custom_api_file, then, by default, godot-cpp will target the latest stable Godot version that it's aware of.

Contributing

We greatly appreciate help in maintaining and extending this project. If you wish to help out, please visit the godot-cpp section of the Contributing docs.

Getting started

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

Building your extension will create a shared library. To use this in your Godot project you'll need a .gdextension file, for example:

[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.

See the example.gdextension used in the template project for a complete example.

The entry_symbol is the name of the function that initializes your library, for example:

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, similar to a Godot module:

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 godot-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 Wokot script API

Resources

Stars

0 stars

Watchers

0 watching

Forks

Releases

Packages

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

Note

For GDNative (Godot 3.x), switch to the 3.x or the 3.6 branch.

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

Versioning

Warning

The master branch of godot-cpp (version 10.x) is currently in Beta. You may prefer to choose a previous version to build on top of instead:

Starting with version 10.x, godot-cpp is versioned independently from Godot. Using the api_version parameter (see below), godot-cpp v10 can target Godot 4.3 or later (including 4.6).

Until we have a stable release branch, you can use the master branch (v10), or choose any of the previous version branches and tags for your project.

Compatibility

GDExtensions targeting an earlier version of Godot should work in later minor versions, but not vice-versa. For example, a GDExtension targeting Godot 4.3 should work just fine in Godot 4.4, but one targeting Godot 4.4 won't work in Godot 4.3.

You can specify which version you are targeting with the api_version option:

scons api_version=4.3

... or by providing a custom extension_api.json generated by the Godot version you are targeting:

godot --dump-extension-api
scons custom_api_file=extension_api.json

If you don't provide api_version or custom_api_file, then, by default, godot-cpp will target the latest stable Godot version that it's aware of.

Contributing

We greatly appreciate help in maintaining and extending this project. If you wish to help out, please visit the godot-cpp section of the Contributing docs.

Getting started

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

Building your extension will create a shared library. To use this in your Godot project you'll need a .gdextension file, for example:

[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.

See the example.gdextension used in the template project for a complete example.

The entry_symbol is the name of the function that initializes your library, for example:

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, similar to a Godot module:

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 godot-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 Wokot script API

Resources

Stars

0 stars

Watchers

0 watching

Forks

Releases

Packages

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

Note

For GDNative (Godot 3.x), switch to the 3.x or the 3.6 branch.

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

Versioning

Warning

The master branch of godot-cpp (version 10.x) is currently in Beta. You may prefer to choose a previous version to build on top of instead:

Starting with version 10.x, godot-cpp is versioned independently from Godot. Using the api_version parameter (see below), godot-cpp v10 can target Godot 4.3 or later (including 4.6).

Until we have a stable release branch, you can use the master branch (v10), or choose any of the previous version branches and tags for your project.

Compatibility

GDExtensions targeting an earlier version of Godot should work in later minor versions, but not vice-versa. For example, a GDExtension targeting Godot 4.3 should work just fine in Godot 4.4, but one targeting Godot 4.4 won't work in Godot 4.3.

You can specify which version you are targeting with the api_version option:

scons api_version=4.3

... or by providing a custom extension_api.json generated by the Godot version you are targeting:

godot --dump-extension-api
scons custom_api_file=extension_api.json

If you don't provide api_version or custom_api_file, then, by default, godot-cpp will target the latest stable Godot version that it's aware of.

Contributing

We greatly appreciate help in maintaining and extending this project. If you wish to help out, please visit the godot-cpp section of the Contributing docs.

Getting started

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

Building your extension will create a shared library. To use this in your Godot project you'll need a .gdextension file, for example:

[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.

See the example.gdextension used in the template project for a complete example.

The entry_symbol is the name of the function that initializes your library, for example:

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, similar to a Godot module:

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 godot-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 Wokot script API

Resources

Stars

0 stars

Watchers

0 watching

Forks

Releases

Packages

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

Note

For GDNative (Godot 3.x), switch to the 3.x or the 3.6 branch.

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

Versioning

Warning

The master branch of godot-cpp (version 10.x) is currently in Beta. You may prefer to choose a previous version to build on top of instead:

Starting with version 10.x, godot-cpp is versioned independently from Godot. Using the api_version parameter (see below), godot-cpp v10 can target Godot 4.3 or later (including 4.6).

Until we have a stable release branch, you can use the master branch (v10), or choose any of the previous version branches and tags for your project.

Compatibility

GDExtensions targeting an earlier version of Godot should work in later minor versions, but not vice-versa. For example, a GDExtension targeting Godot 4.3 should work just fine in Godot 4.4, but one targeting Godot 4.4 won't work in Godot 4.3.

You can specify which version you are targeting with the api_version option:

scons api_version=4.3

... or by providing a custom extension_api.json generated by the Godot version you are targeting:

godot --dump-extension-api
scons custom_api_file=extension_api.json

If you don't provide api_version or custom_api_file, then, by default, godot-cpp will target the latest stable Godot version that it's aware of.

Contributing

We greatly appreciate help in maintaining and extending this project. If you wish to help out, please visit the godot-cpp section of the Contributing docs.

Getting started

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

Building your extension will create a shared library. To use this in your Godot project you'll need a .gdextension file, for example:

[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.

See the example.gdextension used in the template project for a complete example.

The entry_symbol is the name of the function that initializes your library, for example:

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, similar to a Godot module:

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 godot-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 Wokot script API

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, '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

Note

For GDNative (Godot 3.x), switch to the 3.x or the 3.6 branch.

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

Versioning

Warning

The master branch of godot-cpp (version 10.x) is currently in Beta. You may prefer to choose a previous version to build on top of instead:

Starting with version 10.x, godot-cpp is versioned independently from Godot. Using the api_version parameter (see below), godot-cpp v10 can target Godot 4.3 or later (including 4.6).

Until we have a stable release branch, you can use the master branch (v10), or choose any of the previous version branches and tags for your project.

Compatibility

GDExtensions targeting an earlier version of Godot should work in later minor versions, but not vice-versa. For example, a GDExtension targeting Godot 4.3 should work just fine in Godot 4.4, but one targeting Godot 4.4 won't work in Godot 4.3.

You can specify which version you are targeting with the api_version option:

scons api_version=4.3

... or by providing a custom extension_api.json generated by the Godot version you are targeting:

godot --dump-extension-api
scons custom_api_file=extension_api.json

If you don't provide api_version or custom_api_file, then, by default, godot-cpp will target the latest stable Godot version that it's aware of.

Contributing

We greatly appreciate help in maintaining and extending this project. If you wish to help out, please visit the godot-cpp section of the Contributing docs.

Getting started

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

Building your extension will create a shared library. To use this in your Godot project you'll need a .gdextension file, for example:

[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.

See the example.gdextension used in the template project for a complete example.

The entry_symbol is the name of the function that initializes your library, for example:

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, similar to a Godot module:

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 godot-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 Wokot script API

Resources

Stars

0 stars

Watchers

0 watching

Forks

Releases

Packages

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

godot-cpp

Note

For GDNative (Godot 3.x), switch to the 3.x or the 3.6 branch.

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

Versioning

Warning

The master branch of godot-cpp (version 10.x) is currently in Beta. You may prefer to choose a previous version to build on top of instead:

Starting with version 10.x, godot-cpp is versioned independently from Godot. Using the api_version parameter (see below), godot-cpp v10 can target Godot 4.3 or later (including 4.6).

Until we have a stable release branch, you can use the master branch (v10), or choose any of the previous version branches and tags for your project.

Compatibility

GDExtensions targeting an earlier version of Godot should work in later minor versions, but not vice-versa. For example, a GDExtension targeting Godot 4.3 should work just fine in Godot 4.4, but one targeting Godot 4.4 won't work in Godot 4.3.

You can specify which version you are targeting with the api_version option:

scons api_version=4.3

... or by providing a custom extension_api.json generated by the Godot version you are targeting:

godot --dump-extension-api
scons custom_api_file=extension_api.json

If you don't provide api_version or custom_api_file, then, by default, godot-cpp will target the latest stable Godot version that it's aware of.

Contributing

We greatly appreciate help in maintaining and extending this project. If you wish to help out, please visit the godot-cpp section of the Contributing docs.

Getting started

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

Building your extension will create a shared library. To use this in your Godot project you'll need a .gdextension file, for example:

[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.

See the example.gdextension used in the template project for a complete example.

The entry_symbol is the name of the function that initializes your library, for example:

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, similar to a Godot module:

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 godot-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 Wokot script API

Resources

Stars

0 stars

Watchers

0 watching

Forks

Releases

Packages

Contributors

Languages