Struct gdnative_bindings_lily::OS [−][src]
pub struct OS { /* fields omitted */ }
Expand description
core singleton class OS
inherits Object
(unsafe).
Official documentation
See the documentation of this class in the Godot engine’s official documentation. The method descriptions are generated from it and typically contain code samples in GDScript, not Rust.
Class hierarchy
OS inherits methods from:
Safety
All types in the Godot API have “interior mutability” in Rust parlance.
To enforce that the official thread-safety guidelines are
followed, the typestate pattern is used in the Ref
and TRef
smart pointers,
and the Instance
API. The typestate Access
in these types tracks whether the
access is unique, shared, or exclusive to the current thread. For more information,
see the type-level documentation on Ref
.
Implementations
Constants
Returns a reference to the singleton instance.
Displays a modal dialog box using the host OS’ facilities. Execution is blocked until the dialog is closed.
Default Arguments
title
-"Alert!"
Returns true
if the current host platform is using multiple threads.
Centers the window on the screen if in windowed mode.
Shuts down system MIDI driver. Note: This method is implemented on Linux, macOS and Windows.
Delay execution of the current thread by msec
milliseconds.
Delay execution of the current thread by usec
microseconds.
Dumps the memory allocation ringlist to a file (only works in debug). Entry format per line: “Address - Size - Description”.
Dumps all used resources to file (only works in debug). Entry format per line: “Resource Type : Resource Location”. At the end of the file is a statistic of all used Resource Types.
pub fn execute(
&self,
path: impl Into<GodotString>,
arguments: StringArray,
blocking: bool,
output: VariantArray,
read_stderr: bool
) -> i64
pub fn execute(
&self,
path: impl Into<GodotString>,
arguments: StringArray,
blocking: bool,
output: VariantArray,
read_stderr: bool
) -> i64
Sample code is GDScript unless otherwise noted.
Execute the file at the given path with the arguments passed as an array of strings. Platform path resolution will take place. The resolved file must exist and be executable.
The arguments are used in the given order and separated by a space, so OS.execute("ping", ["-w", "3", "godotengine.org"], false)
will resolve to ping -w 3 godotengine.org
in the system’s shell.
This method has slightly different behavior based on whether the blocking
mode is enabled.
If blocking
is true
, the Godot thread will pause its execution while waiting for the process to terminate. The shell output of the process will be written to the output
array as a single string. When the process terminates, the Godot thread will resume execution.
If blocking
is false
, the Godot thread will continue while the new process runs. It is not possible to retrieve the shell output in non-blocking mode, so output
will be empty.
The return value also depends on the blocking mode. When blocking, the method will return an exit code of the process. When non-blocking, the method returns a process ID, which you can use to monitor the process (and potentially terminate it with [method kill]). If the process forking (non-blocking) or opening (blocking) fails, the method will return -1
or another exit code.
Example of blocking mode and retrieving the shell output:
var output = []
var exit_code = OS.execute("ls", ["-l", "/tmp"], true, output)
Example of non-blocking mode, running another instance of the project and storing its process ID:
var pid = OS.execute(OS.get_executable_path(), [], false)
If you wish to access a shell built-in or perform a composite command, a platform-specific shell can be invoked. For example:
OS.execute("CMD.exe", ["/C", "cd %TEMP% && dir"], true, output)
Note: This method is implemented on Android, iOS, Linux, macOS and Windows.
Default Arguments
blocking
-true
output
-[ ]
read_stderr
-false
Returns the scancode of the given string (e.g. “Escape”).
Returns the total number of available audio drivers.
Returns the audio driver name for the given index.
If true
, removes the window frame.
Note: Setting window_borderless
to false
disables per-pixel transparency.
The clipboard from the host OS. Might be unavailable on some platforms.
Sample code is GDScript unless otherwise noted.
Returns the command-line arguments passed to the engine.
Command-line arguments can be written in any form, including both --key value
and --key=value
forms so they can be properly parsed, as long as custom command-line arguments do not conflict with engine arguments.
You can also incorporate environment variables using the [method get_environment] method.
You can set editor/main_run_args
in the Project Settings to define command-line arguments to be passed by the editor when running the project.
Here’s a minimal example on how to parse command-line arguments into a dictionary using the --key=value
form for arguments:
var arguments = {}
for argument in OS.get_cmdline_args():
if argument.find("=") > -1:
var key_value = argument.split("=")
arguments[key_value[0].lstrip("--")] = key_value[1]
Returns an array of MIDI device names. The returned array will be empty if the system MIDI driver has not previously been initialised with [method open_midi_inputs]. Note: This method is implemented on Linux, macOS and Windows.
The current screen index (starting from 0).
The current tablet drvier in use.
Returns the currently used video driver, using one of the values from [enum VideoDriver].
Returns current date as a dictionary of keys: year
, month
, day
, weekday
, dst
(Daylight Savings Time).
Default Arguments
utc
-false
Returns current datetime as a dictionary of keys: year
, month
, day
, weekday
, dst
(Daylight Savings Time), hour
, minute
, second
.
Default Arguments
utc
-false
Gets a dictionary of time values corresponding to the given UNIX epoch time (in seconds). The returned Dictionary’s values will be the same as [method get_datetime], with the exception of Daylight Savings Time as it cannot be determined from the epoch.
Returns the total amount of dynamic memory used (only works in debug).
Returns an environment variable.
Returns the path to the current engine executable.
The exit code passed to the OS when the main loop exits. By convention, an exit code of 0
indicates success whereas a non-zero exit code indicates an error. For portability reasons, the exit code should be set between 0 and 125 (inclusive).
Note: This value will be ignored if using [method SceneTree.quit] with an exit_code
argument passed.
With this function you can get the list of dangerous permissions that have been granted to the Android application. Note: This method is implemented on Android.
Returns the IME cursor position (the currently-edited portion of the string) relative to the characters in the composition string. [constant MainLoop.NOTIFICATION_OS_IME_UPDATE] is sent to the application to notify it of changes to the IME cursor position. Note: This method is implemented on macOS.
Returns the IME intermediate composition string. [constant MainLoop.NOTIFICATION_OS_IME_UPDATE] is sent to the application to notify it of changes to the IME composition string. Note: This method is implemented on macOS.
Returns the current latin keyboard variant as a String.
Possible return values are: "QWERTY"
, "AZERTY"
, "QZERTY"
, "DVORAK"
, "NEO"
, "COLEMAK"
or "ERROR"
.
Note: This method is implemented on Linux, macOS and Windows. Returns "QWERTY"
on unsupported platforms.
Returns the host OS locale.
The amount of sleeping between frames when the low-processor usage mode is enabled (in microseconds). Higher values will result in lower CPU usage.
The maximum size of the window (without counting window manager decorations). Does not affect fullscreen mode. Set to (0, 0)
to reset to the system default value.
The minimum size of the window (without counting window manager decorations). Does not affect fullscreen mode. Set to (0, 0)
to reset to the system default value.
Returns the model name of the current device.
Note: This method is implemented on Android and iOS. Returns "GenericDevice"
on unsupported platforms.
Returns the name of the host OS. Possible values are: "Android"
, "iOS"
, "HTML5"
, "OSX"
, "Server"
, "Windows"
, "UWP"
, "X11"
.
Returns the amount of battery left in the device as a percentage. Returns -1
if power state is unknown.
Note: This method is implemented on Linux, macOS and Windows.
Returns an estimate of the time left in seconds before the device runs out of battery. Returns -1
if power state is unknown.
Note: This method is implemented on Linux, macOS and Windows.
Returns the current state of the device regarding battery and power. See [enum PowerState] constants. Note: This method is implemented on Linux, macOS and Windows.
Returns the project’s process ID. Note: This method is implemented on Android, iOS, Linux, macOS and Windows.
Returns the number of threads available on the host machine.
Returns the window size including decorations like window borders.
Returns the given scancode as a string (e.g. Return values: "Escape"
, "Shift+Escape"
).
See also [member InputEventKey.scancode] and [method InputEventKey.get_scancode_with_modifiers].
Returns the number of displays attached to the host machine.
Sample code is GDScript unless otherwise noted.
Returns the dots per inch density of the specified screen. If screen
is -1
(the default value), the current screen will be used.
On Android devices, the actual screen densities are grouped into six generalized densities:
ldpi - 120 dpi
mdpi - 160 dpi
hdpi - 240 dpi
xhdpi - 320 dpi
xxhdpi - 480 dpi
xxxhdpi - 640 dpi
Note: This method is implemented on Android, Linux, macOS and Windows. Returns 72
on unsupported platforms.
Default Arguments
screen
--1
Return the greatest scale factor of all screens.
Note: On macOS returned value is 2.0
if there is at least one hiDPI (Retina) screen in the system, and 1.0
in all other cases.
Note: This method is implemented on macOS.
The current screen orientation.
Returns the position of the specified screen by index. If screen
is -1
(the default value), the current screen will be used.
Default Arguments
screen
--1
Return the scale factor of the specified screen by index. If screen
is -1
(the default value), the current screen will be used.
Note: On macOS returned value is 2.0
for hiDPI (Retina) screen, and 1.0
for all other cases.
Note: This method is implemented on macOS.
Default Arguments
screen
--1
Returns the dimensions in pixels of the specified screen. If screen
is -1
(the default value), the current screen will be used.
Default Arguments
screen
--1
Returns the amount of time in milliseconds it took for the boot logo to appear.
Returns the maximum amount of static memory used (only works in debug).
Returns the amount of static memory being used by the program in bytes.
Returns the actual path to commonly used folders across different platforms. Available locations are specified in [enum SystemDir]. Note: This method is implemented on Android, Linux, macOS and Windows.
Returns the epoch time of the operating system in milliseconds.
Returns the epoch time of the operating system in seconds.
Returns the total number of available tablet drivers. Note: This method is implemented on Windows.
Returns the tablet driver name for the given index. Note: This method is implemented on Windows.
Returns the amount of time passed in milliseconds since the engine started.
Returns the amount of time passed in microseconds since the engine started.
Returns the current time zone as a dictionary with the keys: bias and name.
Returns a string that is unique to the device. Note: Returns an empty string on HTML5 and UWP, as this method isn’t implemented on those platforms yet.
Returns the current UNIX epoch timestamp.
Gets an epoch time value from a dictionary of time values.
datetime
must be populated with the following keys: year
, month
, day
, hour
, minute
, second
.
You can pass the output from [method get_datetime_from_unix_time] directly into this function. Daylight Savings Time (dst
), if present, is ignored.
Returns the absolute directory path where user data is written (user://
).
On Linux, this is ~/.local/share/godot/app_userdata/[project_name]
, or ~/.local/share/[custom_name]
if use_custom_user_dir
is set.
On macOS, this is ~/Library/Application Support/Godot/app_userdata/[project_name]
, or ~/Library/Application Support/[custom_name]
if use_custom_user_dir
is set.
On Windows, this is %APPDATA%\Godot\app_userdata\[project_name]
, or %APPDATA%\[custom_name]
if use_custom_user_dir
is set. %APPDATA%
expands to %USERPROFILE%\AppData\Roaming
.
If the project name is empty, user://
falls back to res://
.
Returns the number of video drivers supported on the current platform.
Returns the name of the video driver matching the given driver
index. This index is a value from [enum VideoDriver], and you can use [method get_current_video_driver] to get the current backend’s index.
Returns the on-screen keyboard’s height in pixels. Returns 0 if there is no keyboard or if it is currently hidden.
If true
, the window background is transparent and window frame is removed.
Use get_tree().get_root().set_transparent_background(true)
to disable main viewport background rendering.
Note: This property has no effect if Project > Project Settings > Display > Window > Per-pixel transparency > Allowed setting is disabled.
Note: This property is implemented on HTML5, Linux, macOS and Windows.
The window position relative to the screen, the origin is the top left corner, +Y axis goes to the bottom and +X axis goes to the right.
Returns unobscured area of the window where interactive controls should be rendered.
The size of the window (without counting window manager decorations).
Add a new item with text “label” to global menu. Use “_dock” menu to add item to the macOS dock icon menu. Note: This method is implemented on macOS.
Add a separator between items. Separators also occupy an index. Note: This method is implemented on macOS.
Clear the global menu, in effect removing all items. Note: This method is implemented on macOS.
Removes the item at index “idx” from the global menu. Note that the indexes of items after the removed item are going to be shifted by one. Note: This method is implemented on macOS.
Returns true
if an environment variable exists.
Returns true
if the feature for the given feature tag is supported in the currently running instance, depending on platform, build etc. Can be used to check whether you’re currently running a debug build, on a certain platform or arch, etc. Refer to the [url=https://docs.godotengine.org/en/latest/getting_started/workflow/export/feature_tags.html]Feature Tags[/url] documentation for more details.
Note: Tag names are case-sensitive.
Returns true
if the device has a touchscreen or emulates one.
Returns true
if the platform has a virtual keyboard, false
otherwise.
Hides the virtual keyboard if it is shown, does nothing otherwise.
Returns true
if the Godot binary used to run the project is a [i]debug[/i] export template, or when running in the editor.
Returns false
if the Godot binary used to run the project is a [i]release[/i] export template.
To check whether the Godot binary used to run the project is an export template (debug or release), use OS.has_feature("standalone")
instead.
If true
, the engine optimizes for low processor usage by only refreshing the screen if needed. Can improve battery consumption on mobile.
If true
, the engine tries to keep the screen on while the game is running. Useful on mobile.
Returns true
if the OK button should appear on the left and Cancel on the right.
Returns true
if the input scancode corresponds to a Unicode character.
Returns true
if the engine was executed with -v
(verbose stdout).
If true
, the user://
file system is persistent, so that its state is the same after a player quits and starts the game again. Relevant to the HTML5 platform, where this persistence may be unavailable.
If true
, vertical synchronization (Vsync) is enabled.
If true
and vsync_enabled
is true, the operating system’s window compositor will be used for vsync when the compositor is enabled and the game is in windowed mode.
Note: This option is experimental and meant to alleviate stutter experienced by some users. However, some users have experienced a Vsync framerate halving (e.g. from 60 FPS to 30 FPS) when using it.
Note: This property is only implemented on Windows.
Returns true
if the window should always be on top of other windows.
Returns true
if the window is currently focused.
Note: Only implemented on desktop platforms. On other platforms, it will always return true
.
If true
, the window is fullscreen.
If true
, the window is maximized.
If true
, the window is minimized.
If true
, the window is resizable by the user.
Returns active keyboard layout index. Note: This method is implemented on Linux, macOS and Windows.
Returns the number of keyboard layouts. Note: This method is implemented on Linux, macOS and Windows.
Returns the ISO-639/BCP-47 language code of the keyboard layout at position index
.
Note: This method is implemented on Linux, macOS and Windows.
Returns the localized name of the keyboard layout at position index
.
Note: This method is implemented on Linux, macOS and Windows.
Sets active keyboard layout. Note: This method is implemented on Linux, macOS and Windows.
Kill (terminate) the process identified by the given process ID (pid
), e.g. the one returned by [method execute] in non-blocking mode.
Note: This method can also be used to kill processes that were not spawned by the game.
Note: This method is implemented on Android, iOS, Linux, macOS and Windows.
Moves the window to the front. Note: This method is implemented on Linux, macOS and Windows.
Returns true
if native video is playing.
Note: This method is implemented on Android and iOS.
Pauses native video playback. Note: This method is implemented on Android and iOS.
pub fn native_video_play(
&self,
path: impl Into<GodotString>,
volume: f64,
audio_track: impl Into<GodotString>,
subtitle_track: impl Into<GodotString>
) -> GodotResult
pub fn native_video_play(
&self,
path: impl Into<GodotString>,
volume: f64,
audio_track: impl Into<GodotString>,
subtitle_track: impl Into<GodotString>
) -> GodotResult
Plays native video from the specified path, at the given volume and with audio and subtitle tracks.
Note: This method is implemented on Android and iOS, and the current Android implementation does not support the volume
, audio_track
and subtitle_track
options.
Stops native video playback. Note: This method is implemented on Android and iOS.
Resumes native video playback. Note: This method is implemented on Android and iOS.
Initialises the singleton for the system MIDI driver. Note: This method is implemented on Linux, macOS and Windows.
Shows all resources in the game. Optionally, the list can be written to a file by specifying a file path in tofile
.
Default Arguments
tofile
-""
Shows the list of loaded textures sorted by size in memory.
Shows the number of resources loaded by the game of the given types.
Request the user attention to the window. It’ll flash the taskbar button on Windows or bounce the dock icon on OSX. Note: This method is implemented on Linux, macOS and Windows.
At the moment this function is only used by AudioDriverOpenSL
to request permission for RECORD_AUDIO
on Android.
With this function you can request dangerous permissions since normal permissions are automatically granted at install time in Android application. Note: This method is implemented on Android.
If true
, removes the window frame.
Note: Setting window_borderless
to false
disables per-pixel transparency.
The clipboard from the host OS. Might be unavailable on some platforms.
The current screen index (starting from 0).
The current tablet drvier in use.
pub fn set_environment(
&self,
variable: impl Into<GodotString>,
value: impl Into<GodotString>
) -> bool
pub fn set_environment(
&self,
variable: impl Into<GodotString>,
value: impl Into<GodotString>
) -> bool
The exit code passed to the OS when the main loop exits. By convention, an exit code of 0
indicates success whereas a non-zero exit code indicates an error. For portability reasons, the exit code should be set between 0 and 125 (inclusive).
Note: This value will be ignored if using [method SceneTree.quit] with an exit_code
argument passed.
Sets the game’s icon using an Image resource. The same image is used for window caption, taskbar/dock and window selection dialog. Image is scaled as needed. Note: This method is implemented on HTML5, Linux, macOS and Windows.
Sets whether IME input mode should be enabled. If active IME handles key events before the application and creates an composition string and suggestion list. Application can retrieve the composition status by using [method get_ime_selection] and [method get_ime_text] functions. Completed composition string is committed when input is finished. Note: This method is implemented on Linux, macOS and Windows.
Sets position of IME suggestion list popup (in window coordinates). Note: This method is implemented on Linux, macOS and Windows.
If true
, the engine tries to keep the screen on while the game is running. Useful on mobile.
If true
, the engine optimizes for low processor usage by only refreshing the screen if needed. Can improve battery consumption on mobile.
The amount of sleeping between frames when the low-processor usage mode is enabled (in microseconds). Higher values will result in lower CPU usage.
The maximum size of the window (without counting window manager decorations). Does not affect fullscreen mode. Set to (0, 0)
to reset to the system default value.
The minimum size of the window (without counting window manager decorations). Does not affect fullscreen mode. Set to (0, 0)
to reset to the system default value.
Sets the game’s icon using a multi-size platform-specific icon file (*.ico
on Windows and *.icns
on macOS).
Appropriate size sub-icons are used for window caption, taskbar/dock and window selection dialog.
Note: This method is implemented on macOS and Windows.
The current screen orientation.
Sets the name of the current thread.
Enables backup saves if enabled
is true
.
If true
, vertical synchronization (Vsync) is enabled.
If true
and vsync_enabled
is true, the operating system’s window compositor will be used for vsync when the compositor is enabled and the game is in windowed mode.
Note: This option is experimental and meant to alleviate stutter experienced by some users. However, some users have experienced a Vsync framerate halving (e.g. from 60 FPS to 30 FPS) when using it.
Note: This property is only implemented on Windows.
Sets whether the window should always be on top. Note: This method is implemented on Linux, macOS and Windows.
If true
, the window is fullscreen.
If true
, the window is maximized.
If true
, the window is minimized.
If true
, the window background is transparent and window frame is removed.
Use get_tree().get_root().set_transparent_background(true)
to disable main viewport background rendering.
Note: This property has no effect if Project > Project Settings > Display > Window > Per-pixel transparency > Allowed setting is disabled.
Note: This property is implemented on HTML5, Linux, macOS and Windows.
The window position relative to the screen, the origin is the top left corner, +Y axis goes to the bottom and +X axis goes to the right.
If true
, the window is resizable by the user.
The size of the window (without counting window manager decorations).
Sets the window title to the specified string. Note: This should be used sporadically. Don’t set this every frame, as that will negatively affect performance on some window managers. Note: This method is implemented on HTML5, Linux, macOS and Windows.
Requests the OS to open a resource with the most appropriate program. For example:
OS.shell_open("C:\\Users\name\Downloads")
on Windows opens the file explorer at the user’s Downloads folder.OS.shell_open("https://godotengine.org")
opens the default web browser on the official Godot website.OS.shell_open("mailto:example@example.com")
opens the default email client with the “To” field set toexample@example.com
. See [url=https://blog.escapecreative.com/customizing-mailto-links/]Customizingmailto:
Links[/url] for a list of fields that can be added. Use [method ProjectSettings.globalize_path] to convert ares://
oruser://
path into a system path for use with this method. Note: This method is implemented on Android, iOS, HTML5, Linux, macOS and Windows.
Shows the virtual keyboard if the platform has one.
The existing_text
parameter is useful for implementing your own LineEdit or TextEdit, as it tells the virtual keyboard what text has already been typed (the virtual keyboard uses it for auto-correct and predictions).
The multiline
parameter needs to be set to true
to be able to enter multiple lines of text, as in TextEdit.
Note: This method is implemented on Android, iOS and UWP.
Default Arguments
existing_text
-""
multiline
-false
Methods from Deref<Target = Object>
Adds a user-defined signal
. Arguments are optional, but can be added as an [Array] of dictionaries, each containing name: String
and type: int
(see [enum Variant.Type]) entries.
Default Arguments
arguments
-[ ]
Sample code is GDScript unless otherwise noted.
Calls the method
on the object and returns the result. This method supports a variable number of arguments, so parameters are passed as a comma separated list. Example:
call("set", "position", Vector2(42.0, 0.0))
Note: In C#, the method name must be specified as snake_case if it is defined by a built-in Godot node. This doesn’t apply to user-defined methods where you should use the same convention as in the C# source (typically PascalCase).
Safety
This function bypasses Rust’s static type checks (aliasing, thread boundaries, calls to free(), …).
pub unsafe fn call_deferred(
&self,
method: impl Into<GodotString>,
varargs: &[Variant]
) -> Variant
pub unsafe fn call_deferred(
&self,
method: impl Into<GodotString>,
varargs: &[Variant]
) -> Variant
Sample code is GDScript unless otherwise noted.
Calls the method
on the object during idle time. This method supports a variable number of arguments, so parameters are passed as a comma separated list. Example:
call_deferred("set", "position", Vector2(42.0, 0.0))
Note: In C#, the method name must be specified as snake_case if it is defined by a built-in Godot node. This doesn’t apply to user-defined methods where you should use the same convention as in the C# source (typically PascalCase).
Safety
This function bypasses Rust’s static type checks (aliasing, thread boundaries, calls to free(), …).
pub unsafe fn callv(
&self,
method: impl Into<GodotString>,
arg_array: VariantArray
) -> Variant
pub unsafe fn callv(
&self,
method: impl Into<GodotString>,
arg_array: VariantArray
) -> Variant
Sample code is GDScript unless otherwise noted.
Calls the method
on the object and returns the result. Contrarily to [method call], this method does not support a variable number of arguments but expects all parameters to be via a single [Array].
callv("set", [ "position", Vector2(42.0, 0.0) ])
Safety
This function bypasses Rust’s static type checks (aliasing, thread boundaries, calls to free(), …).
Returns true
if the object can translate strings. See [method set_message_translation] and [method tr].
pub fn connect(
&self,
signal: impl Into<GodotString>,
target: impl AsArg<Object>,
method: impl Into<GodotString>,
binds: VariantArray,
flags: i64
) -> GodotResult
pub fn connect(
&self,
signal: impl Into<GodotString>,
target: impl AsArg<Object>,
method: impl Into<GodotString>,
binds: VariantArray,
flags: i64
) -> GodotResult
Sample code is GDScript unless otherwise noted.
Connects a signal
to a method
on a target
object. Pass optional binds
to the call as an [Array] of parameters. These parameters will be passed to the method after any parameter used in the call to [method emit_signal]. Use flags
to set deferred or one-shot connections. See [enum ConnectFlags] constants.
A signal
can only be connected once to a method
. It will throw an error if already connected, unless the signal was connected with [constant CONNECT_REFERENCE_COUNTED]. To avoid this, first, use [method is_connected] to check for existing connections.
If the target
is destroyed in the game’s lifecycle, the connection will be lost.
Examples:
connect("pressed", self, "_on_Button_pressed") # BaseButton signal
connect("text_entered", self, "_on_LineEdit_text_entered") # LineEdit signal
connect("hit", self, "_on_Player_hit", [ weapon_type, damage ]) # User-defined signal
An example of the relationship between binds
passed to [method connect] and parameters used when calling [method emit_signal]:
connect("hit", self, "_on_Player_hit", [ weapon_type, damage ]) # weapon_type and damage are passed last
emit_signal("hit", "Dark lord", 5) # "Dark lord" and 5 are passed first
func _on_Player_hit(hit_by, level, weapon_type, damage):
print("Hit by %s (lvl %d) with weapon %s for %d damage" % [hit_by, level, weapon_type, damage])
Default Arguments
binds
-[ ]
flags
-0
pub fn disconnect(
&self,
signal: impl Into<GodotString>,
target: impl AsArg<Object>,
method: impl Into<GodotString>
)
pub fn disconnect(
&self,
signal: impl Into<GodotString>,
target: impl AsArg<Object>,
method: impl Into<GodotString>
)
Disconnects a signal
from a method
on the given target
.
If you try to disconnect a connection that does not exist, the method will throw an error. Use [method is_connected] to ensure that the connection exists.
Sample code is GDScript unless otherwise noted.
Emits the given signal
. The signal must exist, so it should be a built-in signal of this class or one of its parent classes, or a user-defined signal. This method supports a variable number of arguments, so parameters are passed as a comma separated list. Example:
emit_signal("hit", weapon_type, damage)
emit_signal("game_over")
Returns the Variant value of the given property
. If the property
doesn’t exist, this will return null
.
Note: In C#, the property name must be specified as snake_case if it is defined by a built-in Godot node. This doesn’t apply to user-defined properties where you should use the same convention as in the C# source (typically PascalCase).
Returns the object’s class as a String.
Returns an [Array] of dictionaries with information about signals that are connected to the object. Each Dictionary contains three String entries:
source
is a reference to the signal emitter.signal_name
is the name of the connected signal.method_name
is the name of the method to which the signal is connected.
Gets the object’s property indexed by the given NodePath. The node path should be relative to the current object and can use the colon character (:
) to access nested properties. Examples: "position:x"
or "material:next_pass:blend_mode"
.
Returns the object’s unique instance ID. This ID can be saved in EncodedObjectAsID, and can be used to retrieve the object instance with [method @GDScript.instance_from_id].
Returns the object’s metadata entry for the given name
.
Returns the object’s metadata as a [PoolStringArray].
Returns the object’s methods and their signatures as an [Array].
Returns the object’s property list as an [Array] of dictionaries.
Each property’s Dictionary contain at least name: String
and type: int
(see [enum Variant.Type]) entries. Optionally, it can also include hint: int
(see [enum PropertyHint]), hint_string: String
, and usage: int
(see [enum PropertyUsageFlags]).
Returns the object’s Script instance, or null
if none is assigned.
Returns an [Array] of connections for the given signal
.
Returns the list of signals as an [Array] of dictionaries.
Returns true
if a metadata entry is found with the given name
.
Returns true
if the object contains the given method
.
Returns true
if the given signal
exists.
Returns true
if the given user-defined signal
exists. Only signals added using [method add_user_signal] are taken into account.
Returns true
if signal emission blocking is enabled.
Returns true
if the object inherits from the given class
.
pub fn is_connected(
&self,
signal: impl Into<GodotString>,
target: impl AsArg<Object>,
method: impl Into<GodotString>
) -> bool
pub fn is_connected(
&self,
signal: impl Into<GodotString>,
target: impl AsArg<Object>,
method: impl Into<GodotString>
) -> bool
Returns true
if a connection exists for a given signal
, target
, and method
.
Returns true
if the [method Node.queue_free] method was called for the object.
Send a given notification to the object, which will also trigger a call to the [method _notification] method of all classes that the object inherits from.
If reversed
is true
, [method _notification] is called first on the object’s own class, and then up to its successive parent classes. If reversed
is false
, [method _notification] is called first on the highest ancestor (Object itself), and then down to its successive inheriting classes.
Default Arguments
reversed
-false
Notify the editor that the property list has changed, so that editor plugins can take the new values into account. Does nothing on export builds.
Removes a given entry from the object’s metadata. See also [method set_meta].
Assigns a new value to the given property. If the property
does not exist, nothing will happen.
Note: In C#, the property name must be specified as snake_case if it is defined by a built-in Godot node. This doesn’t apply to user-defined properties where you should use the same convention as in the C# source (typically PascalCase).
If set to true
, signal emission is blocked.
Assigns a new value to the given property, after the current frame’s physics step. This is equivalent to calling [method set] via [method call_deferred], i.e. call_deferred("set", property, value)
.
Note: In C#, the property name must be specified as snake_case if it is defined by a built-in Godot node. This doesn’t apply to user-defined properties where you should use the same convention as in the C# source (typically PascalCase).
Sample code is GDScript unless otherwise noted.
Assigns a new value to the property identified by the NodePath. The node path should be relative to the current object and can use the colon character (:
) to access nested properties. Example:
set_indexed("position", Vector2(42, 0))
set_indexed("position:y", -10)
print(position) # (42, -10)
Defines whether the object can translate strings (with calls to [method tr]). Enabled by default.
Adds, changes or removes a given entry in the object’s metadata. Metadata are serialized and can take any Variant value.
To remove a given entry from the object’s metadata, use [method remove_meta]. Metadata is also removed if its value is set to null
. This means you can also use set_meta("name", null)
to remove metadata for "name"
.
Assigns a script to the object. Each object can have a single script assigned to it, which are used to extend its functionality. If the object already had a script, the previous script instance will be freed and its variables and state will be lost. The new script’s [method _init] method will be called.
Translates a message using translation catalogs configured in the Project Settings.
Only works if message translation is enabled (which it is by default), otherwise it returns the message
unchanged. See [method set_message_translation].
Trait Implementations
type RefKind = ManuallyManaged
type RefKind = ManuallyManaged
Creates an explicitly null reference of Self
as a method argument. This makes type
inference easier for the compiler compared to Option
. Read more
Creates a new instance of Self
using a zero-argument constructor, as a Unique
reference. Read more
Performs a dynamic reference downcast to target type. Read more
Performs a static reference upcast to a supertype that is guaranteed to be valid. Read more
Creates a persistent reference to the same Godot object with shared thread access. Read more
unsafe fn assume_thread_local(&self) -> Ref<Self, ThreadLocal> where
Self: GodotObject<RefKind = RefCounted>,
unsafe fn assume_thread_local(&self) -> Ref<Self, ThreadLocal> where
Self: GodotObject<RefKind = RefCounted>,
Creates a persistent reference to the same Godot object with thread-local thread access. Read more
Creates a persistent reference to the same Godot object with unique access. Read more
Recovers a instance ID previously returned by Object::get_instance_id
if the object is
still alive. See also TRef::try_from_instance_id
. Read more