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deconstructing-godot's Introduction

Deconstructing Godot

A gradual introduction to Godot Engine's source code for those with some GDScript experience and little to no C++ experience. This repository is a complement to a YouTube series available here.

If you would like to suggest a topic, please open an Issue.

If you are a GDScript user and are uncomfortable with C++, you may want to first learn C++ using your knowledge of GDScript (WIP). A supplemental video series on the topic can be found here (TODO).

If you found the content educational, please consider becoming my sponsor using the button above. I spend dozens of hours preparing the lessons through research, write ups, recording videos, and managing the channel. Regardless, it's all worth it if it helps enlighten viewers to the wonders of Godot!

Topics

This is a tentative ordered list of topics. As lessons progress, it may become necessary to cover additional content within or between topics in order to properly cover the material.

  1. Repository Organization
  2. ClassDB and Reflection
  3. Object
  4. Node and Notifications
  5. Scripting
  6. Variant
  7. Servers and RIDOwner
  8. MainLoop, SceneTree, and Node Again
  9. Main and Entry Points
  10. Loop Iteration
  11. Memory Management (/u/attrezzarturo on Reddit)
  12. Signals (/u/golddotasksquestions on Reddit)
  13. Viewports (/u/golddotasksquestions on Reddit)
  14. Input Handling
  15. PackedScene and TSCN File Format (/u/attrezzarturo on Reddit)
  16. Editor
  17. EditorPlugins
  18. ScriptEditor (Cologne? on YouTube)
  19. Mutex, Semaphore, and Thread (/u/G-Brain on Reddit)
  20. GDScript (Mateusz Kozicki on YouTube)
  21. GodotSharp (/u/attrezzarturo on Reddit)
  22. Modules and Thirdparty Integration (/u/Awxen on Reddit)
  23. Finding Issue, Solving, and Submitting PR (SuperSatanicSaint on YouTube)

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jegor377

deconstructing-godot's Issues

Tutorial on how Godot uses c++ typedef

In the c++ tutorial would it be possible for you to cover typedef? Most of the tutorials online cover really simple cases like: typedef int int_t; Godot sometimes uses typedef in more confusing ways that I don't think most tutorials prepare you for. An example of Godot using typedefs in a complex way is here in visual_script.h:
typedef Ref<VisualScriptNode> (*VisualScriptNodeRegisterFunc)(const String &p_type);
they later use this typedef in a Map:
Map<String, VisualScriptNodeRegisterFunc> register_funcs;
Another example is here:
typedef bool (*CompareEqualFunc)(const CallableCustom *p_a, const CallableCustom *p_b);

Can you explain how these type of typedefs work and why they are used?

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