### SCons Python Tool Example Source: https://github.com/godotengine/godot-cpp/blob/master/CMakeLists.txt Illustrates how a Python tool is defined and used in the SCons build system. This serves as a reference for the equivalent CMake implementation. ```python cpp_tool = Tool("godotcpp", toolpath=["tools"]) cpp_tool.options(opts, env) ``` -------------------------------- ### Godot Extension Configuration File (.gdextension) Source: https://github.com/godotengine/godot-cpp/blob/master/README.md This is an example of a .gdextension file, which configures a GDExtension for Godot. It specifies the entry symbol for library initialization and maps library paths for different operating systems and build types. ```ini [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. ``` -------------------------------- ### Register Classes with Godot ClassDB in C++ Source: https://github.com/godotengine/godot-cpp/blob/master/README.md This C++ function shows how to register custom classes with Godot's ClassDB during module initialization. The `GDREGISTER_CLASS` macro makes the 'Example' class available in Godot's editor and scripting environments. ```cpp using namespace godot; void initialize_example_module(ModuleInitializationLevel p_level) { if (p_level != MODULE_INITIALIZATION_LEVEL_SCENE) { return; } GDREGISTER_CLASS(Example); } ``` -------------------------------- ### Overriding Virtual Methods in C++ for Godot Nodes Source: https://context7.com/godotengine/godot-cpp/llms.txt Illustrates how to override virtual methods in C++ to customize Godot node behavior. This includes examples for `_has_point` (custom hit detection), `_input` (input event handling), `_process` (frame updates), and `_ready` (initialization). These overrides allow for extending and modifying the functionality of built-in Godot node types. ```cpp #include #include #include #include class MyControl : public Control { GDCLASS(MyControl, Control); protected: static void _bind_methods() {} public: // Override _has_point for custom hit detection virtual bool _has_point(const Vector2 &point) const override { Label *label = get_node