Struct gdnative_bindings::OS
source · [−]pub struct OS { /* private fields */ }Expand description
core singleton class OS inherits Object (manually managed).
This class has related types in the os module.
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 Ownership in these types tracks whether
ownership is unique, shared, or exclusive to the current thread. For more information,
see the type-level documentation on Ref.
Implementations
sourceimpl OS
impl OS
Constants
pub const APPLICATION_HANDLE: i64 = 0i64
pub const DAY_SUNDAY: i64 = 0i64
pub const POWERSTATE_UNKNOWN: i64 = 0i64
pub const SCREEN_ORIENTATION_LANDSCAPE: i64 = 0i64
pub const SYSTEM_DIR_DESKTOP: i64 = 0i64
pub const VIDEO_DRIVER_GLES3: i64 = 0i64
pub const DAY_MONDAY: i64 = 1i64
pub const DISPLAY_HANDLE: i64 = 1i64
pub const MONTH_JANUARY: i64 = 1i64
pub const POWERSTATE_ON_BATTERY: i64 = 1i64
pub const SCREEN_ORIENTATION_PORTRAIT: i64 = 1i64
pub const SYSTEM_DIR_DCIM: i64 = 1i64
pub const VIDEO_DRIVER_GLES2: i64 = 1i64
pub const DAY_TUESDAY: i64 = 2i64
pub const MONTH_FEBRUARY: i64 = 2i64
pub const POWERSTATE_NO_BATTERY: i64 = 2i64
pub const SCREEN_ORIENTATION_REVERSE_LANDSCAPE: i64 = 2i64
pub const SYSTEM_DIR_DOCUMENTS: i64 = 2i64
pub const WINDOW_HANDLE: i64 = 2i64
pub const DAY_WEDNESDAY: i64 = 3i64
pub const MONTH_MARCH: i64 = 3i64
pub const POWERSTATE_CHARGING: i64 = 3i64
pub const SCREEN_ORIENTATION_REVERSE_PORTRAIT: i64 = 3i64
pub const SYSTEM_DIR_DOWNLOADS: i64 = 3i64
pub const WINDOW_VIEW: i64 = 3i64
pub const DAY_THURSDAY: i64 = 4i64
pub const MONTH_APRIL: i64 = 4i64
pub const OPENGL_CONTEXT: i64 = 4i64
pub const POWERSTATE_CHARGED: i64 = 4i64
pub const SCREEN_ORIENTATION_SENSOR_LANDSCAPE: i64 = 4i64
pub const SYSTEM_DIR_MOVIES: i64 = 4i64
pub const DAY_FRIDAY: i64 = 5i64
pub const MONTH_MAY: i64 = 5i64
pub const SCREEN_ORIENTATION_SENSOR_PORTRAIT: i64 = 5i64
pub const SYSTEM_DIR_MUSIC: i64 = 5i64
pub const DAY_SATURDAY: i64 = 6i64
pub const MONTH_JUNE: i64 = 6i64
pub const SCREEN_ORIENTATION_SENSOR: i64 = 6i64
pub const SYSTEM_DIR_PICTURES: i64 = 6i64
pub const MONTH_JULY: i64 = 7i64
pub const SYSTEM_DIR_RINGTONES: i64 = 7i64
pub const MONTH_AUGUST: i64 = 8i64
pub const MONTH_SEPTEMBER: i64 = 9i64
pub const MONTH_OCTOBER: i64 = 10i64
pub const MONTH_NOVEMBER: i64 = 11i64
pub const MONTH_DECEMBER: i64 = 12i64
sourceimpl OS
impl OS
sourcepub fn godot_singleton() -> &'static Self
pub fn godot_singleton() -> &'static Self
Returns a reference to the singleton instance.
sourcepub fn alert(&self, text: impl Into<GodotString>, title: impl Into<GodotString>)
pub fn alert(&self, text: impl Into<GodotString>, title: impl Into<GodotString>)
Displays a modal dialog box using the host OS’ facilities. Execution is blocked until the dialog is closed.
Default Arguments
title-"Alert!"
sourcepub fn can_use_threads(&self) -> bool
pub fn can_use_threads(&self) -> bool
Returns true if the current host platform is using multiple threads.
sourcepub fn center_window(&self)
pub fn center_window(&self)
Centers the window on the screen if in windowed mode.
sourcepub fn close_midi_inputs(&self)
pub fn close_midi_inputs(&self)
Shuts down system MIDI driver. Note: This method is implemented on Linux, macOS and Windows.
sourcepub fn delay_msec(&self, msec: i64)
pub fn delay_msec(&self, msec: i64)
Delays execution of the current thread by msec milliseconds. msec must be greater than or equal to 0. Otherwise, delay_msec will do nothing and will print an error message.
Note: delay_msec is a blocking way to delay code execution. To delay code execution in a non-blocking way, see SceneTree.create_timer. Yielding with SceneTree.create_timer will delay the execution of code placed below the yield without affecting the rest of the project (or editor, for EditorPlugins and EditorScripts).
Note: When delay_msec is called on the main thread, it will freeze the project and will prevent it from redrawing and registering input until the delay has passed. When using delay_msec as part of an EditorPlugin or EditorScript, it will freeze the editor but won’t freeze the project if it is currently running (since the project is an independent child process).
sourcepub fn delay_usec(&self, usec: i64)
pub fn delay_usec(&self, usec: i64)
Delays execution of the current thread by usec microseconds. usec must be greater than or equal to 0. Otherwise, delay_usec will do nothing and will print an error message.
Note: delay_usec is a blocking way to delay code execution. To delay code execution in a non-blocking way, see SceneTree.create_timer. Yielding with SceneTree.create_timer will delay the execution of code placed below the yield without affecting the rest of the project (or editor, for EditorPlugins and EditorScripts).
Note: When delay_usec is called on the main thread, it will freeze the project and will prevent it from redrawing and registering input until the delay has passed. When using delay_usec as part of an EditorPlugin or EditorScript, it will freeze the editor but won’t freeze the project if it is currently running (since the project is an independent child process).
sourcepub fn dump_memory_to_file(&self, file: impl Into<GodotString>)
pub fn dump_memory_to_file(&self, file: impl Into<GodotString>)
Dumps the memory allocation ringlist to a file (only works in debug). Entry format per line: “Address - Size - Description”.
sourcepub fn dump_resources_to_file(&self, file: impl Into<GodotString>)
pub fn dump_resources_to_file(&self, file: impl Into<GodotString>)
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.
sourcepub 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 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-trueoutput-[ ]read_stderr-false
sourcepub fn find_scancode_from_string(&self, string: impl Into<GodotString>) -> i64
pub fn find_scancode_from_string(&self, string: impl Into<GodotString>) -> i64
Returns the scancode of the given string (e.g. “Escape”).
sourcepub fn get_audio_driver_count(&self) -> i64
pub fn get_audio_driver_count(&self) -> i64
Returns the total number of available audio drivers.
sourcepub fn get_audio_driver_name(&self, driver: i64) -> GodotString
pub fn get_audio_driver_name(&self, driver: i64) -> GodotString
Returns the audio driver name for the given index.
sourcepub fn borderless_window(&self) -> bool
pub fn borderless_window(&self) -> bool
If true, removes the window frame.
Note: Setting window_borderless to false disables per-pixel transparency.
sourcepub fn get_cache_dir(&self) -> GodotString
pub fn get_cache_dir(&self) -> GodotString
Returns the global cache data directory according to the operating system’s standards. On desktop platforms, this path can be overridden by setting the XDG_CACHE_HOME environment variable before starting the project. See File paths in Godot projects in the documentation for more information. See also get_config_dir and get_data_dir.
Not to be confused with get_user_data_dir, which returns the project-specific user data path.
sourcepub fn clipboard(&self) -> GodotString
pub fn clipboard(&self) -> GodotString
The clipboard from the host OS. Might be unavailable on some platforms.
sourcepub fn get_cmdline_args(&self) -> StringArray
pub fn get_cmdline_args(&self) -> StringArray
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 get_environment method.
You can set [member ProjectSettings.editor/main_run_args] 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`][0].lstrip("--")] = key_value[`1`][1]sourcepub fn get_config_dir(&self) -> GodotString
pub fn get_config_dir(&self) -> GodotString
Returns the global user configuration directory according to the operating system’s standards. On desktop platforms, this path can be overridden by setting the XDG_CONFIG_HOME environment variable before starting the project. See File paths in Godot projects in the documentation for more information. See also get_cache_dir and get_data_dir.
Not to be confused with get_user_data_dir, which returns the project-specific user data path.
sourcepub fn get_connected_midi_inputs(&self) -> StringArray
pub fn get_connected_midi_inputs(&self) -> StringArray
Returns an array of MIDI device names.
The returned array will be empty if the system MIDI driver has not previously been initialised with open_midi_inputs.
Note: This method is implemented on Linux, macOS and Windows.
sourcepub fn current_screen(&self) -> i64
pub fn current_screen(&self) -> i64
The current screen index (starting from 0).
sourcepub fn current_tablet_driver(&self) -> GodotString
pub fn current_tablet_driver(&self) -> GodotString
The current tablet driver in use.
sourcepub fn get_current_video_driver(&self) -> VideoDriver
pub fn get_current_video_driver(&self) -> VideoDriver
Returns the currently used video driver, using one of the values from VideoDriver.
sourcepub fn get_data_dir(&self) -> GodotString
pub fn get_data_dir(&self) -> GodotString
Returns the global user data directory according to the operating system’s standards. On desktop platforms, this path can be overridden by setting the XDG_DATA_HOME environment variable before starting the project. See File paths in Godot projects in the documentation for more information. See also get_cache_dir and get_config_dir.
Not to be confused with get_user_data_dir, which returns the project-specific user data path.
sourcepub fn get_date(&self, utc: bool) -> Dictionary
pub fn get_date(&self, utc: bool) -> Dictionary
Returns current date as a dictionary of keys: year, month, day, weekday, dst (Daylight Savings Time).
Default Arguments
utc-false
sourcepub fn get_datetime(&self, utc: bool) -> Dictionary
pub fn get_datetime(&self, utc: bool) -> Dictionary
Returns current datetime as a dictionary of keys: year, month, day, weekday, dst (Daylight Savings Time), hour, minute, second.
Default Arguments
utc-false
sourcepub fn get_datetime_from_unix_time(&self, unix_time_val: i64) -> Dictionary
pub fn get_datetime_from_unix_time(&self, unix_time_val: i64) -> Dictionary
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 get_datetime, with the exception of Daylight Savings Time as it cannot be determined from the epoch.
sourcepub fn get_dynamic_memory_usage(&self) -> i64
pub fn get_dynamic_memory_usage(&self) -> i64
Returns the total amount of dynamic memory used (only works in debug).
sourcepub fn get_environment(&self, variable: impl Into<GodotString>) -> GodotString
pub fn get_environment(&self, variable: impl Into<GodotString>) -> GodotString
Returns the value of an environment variable. Returns an empty string if the environment variable doesn’t exist.
Note: Double-check the casing of variable. Environment variable names are case-sensitive on all platforms except Windows.
sourcepub fn get_executable_path(&self) -> GodotString
pub fn get_executable_path(&self) -> GodotString
Returns the path to the current engine executable.
sourcepub fn exit_code(&self) -> i64
pub fn exit_code(&self) -> i64
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 SceneTree.quit with an exit_code argument passed.
sourcepub fn get_granted_permissions(&self) -> StringArray
pub fn get_granted_permissions(&self) -> StringArray
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.
sourcepub fn get_ime_selection(&self) -> Vector2
pub fn get_ime_selection(&self) -> Vector2
Returns the IME cursor position (the currently-edited portion of the string) relative to the characters in the composition string.
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.
sourcepub fn get_ime_text(&self) -> GodotString
pub fn get_ime_text(&self) -> GodotString
Returns the IME intermediate composition string.
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.
sourcepub fn get_latin_keyboard_variant(&self) -> GodotString
pub fn get_latin_keyboard_variant(&self) -> GodotString
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.
sourcepub fn get_locale(&self) -> GodotString
pub fn get_locale(&self) -> GodotString
Returns the host OS locale as a string of the form language_Script_COUNTRY_VARIANT@extra. If you want only the language code and not the fully specified locale from the OS, you can use get_locale_language.
language - 2 or 3-letter language code, in lower case.
Script - optional, 4-letter script code, in title case.
COUNTRY - optional, 2 or 3-letter country code, in upper case.
VARIANT - optional, language variant, region and sort order. Variant can have any number of underscored keywords.
extra - optional, semicolon separated list of additional key words. Currency, calendar, sort order and numbering system information.
sourcepub fn get_locale_language(&self) -> GodotString
pub fn get_locale_language(&self) -> GodotString
Returns the host OS locale’s 2 or 3-letter language code as a string which should be consistent on all platforms. This is equivalent to extracting the language part of the get_locale string.
This can be used to narrow down fully specified locale strings to only the “common” language code, when you don’t need the additional information about country code or variants. For example, for a French Canadian user with fr_CA locale, this would return fr.
sourcepub fn low_processor_usage_mode_sleep_usec(&self) -> i64
pub fn low_processor_usage_mode_sleep_usec(&self) -> i64
The amount of sleeping between frames when the low-processor usage mode is enabled (in microseconds). Higher values will result in lower CPU usage.
sourcepub fn max_window_size(&self) -> Vector2
pub fn max_window_size(&self) -> Vector2
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.
sourcepub fn min_window_size(&self) -> Vector2
pub fn min_window_size(&self) -> Vector2
The minimum size of the window in pixels (without counting window manager decorations). Does not affect fullscreen mode. Set to (0, 0) to reset to the system’s default value.
Note: By default, the project window has a minimum size of Vector2(64, 64). This prevents issues that can arise when the window is resized to a near-zero size.
sourcepub fn get_model_name(&self) -> GodotString
pub fn get_model_name(&self) -> GodotString
Returns the model name of the current device.
Note: This method is implemented on Android and iOS. Returns "GenericDevice" on unsupported platforms.
sourcepub fn get_name(&self) -> GodotString
pub fn get_name(&self) -> GodotString
Returns the name of the host OS. Possible values are: "Android", "iOS", "HTML5", "OSX", "Server", "Windows", "UWP", "X11".
sourcepub fn get_native_handle(&self, handle_type: i64) -> i64
pub fn get_native_handle(&self, handle_type: i64) -> i64
Returns internal structure pointers for use in GDNative plugins. Note: This method is implemented on Linux and Windows (other OSs will soon be supported).
sourcepub fn get_power_percent_left(&self) -> i64
pub fn get_power_percent_left(&self) -> i64
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.
sourcepub fn get_power_seconds_left(&self) -> i64
pub fn get_power_seconds_left(&self) -> i64
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.
sourcepub fn get_power_state(&self) -> PowerState
pub fn get_power_state(&self) -> PowerState
Returns the current state of the device regarding battery and power. See PowerState constants.
Note: This method is implemented on Linux, macOS and Windows.
sourcepub fn get_process_id(&self) -> i64
pub fn get_process_id(&self) -> i64
Returns the project’s process ID. Note: This method is implemented on Android, iOS, Linux, macOS and Windows.
sourcepub fn get_processor_count(&self) -> i64
pub fn get_processor_count(&self) -> i64
Returns the number of threads available on the host machine.
sourcepub fn get_real_window_size(&self) -> Vector2
pub fn get_real_window_size(&self) -> Vector2
Returns the window size including decorations like window borders.
sourcepub fn get_scancode_string(&self, code: i64) -> GodotString
pub fn get_scancode_string(&self, code: i64) -> GodotString
Returns the given scancode as a string (e.g. Return values: "Escape", "Shift+Escape").
See also InputEventKey.scancode and InputEventKey.get_scancode_with_modifiers.
sourcepub fn get_screen_count(&self) -> i64
pub fn get_screen_count(&self) -> i64
Returns the number of displays attached to the host machine.
sourcepub fn get_screen_dpi(&self, screen: i64) -> i64
pub fn get_screen_dpi(&self, screen: i64) -> i64
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.
Note: On macOS, returned value is inaccurate if fractional display scaling mode is used.
Note: 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 dpiNote: This method is implemented on Android, Linux, macOS and Windows. Returns 72 on unsupported platforms.
Default Arguments
screen--1
sourcepub fn get_screen_max_scale(&self) -> f64
pub fn get_screen_max_scale(&self) -> f64
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.
sourcepub fn screen_orientation(&self) -> ScreenOrientation
pub fn screen_orientation(&self) -> ScreenOrientation
The current screen orientation.
sourcepub fn get_screen_position(&self, screen: i64) -> Vector2
pub fn get_screen_position(&self, screen: i64) -> Vector2
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
sourcepub fn get_screen_scale(&self, screen: i64) -> f64
pub fn get_screen_scale(&self, screen: i64) -> f64
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
sourcepub fn get_screen_size(&self, screen: i64) -> Vector2
pub fn get_screen_size(&self, screen: i64) -> Vector2
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
sourcepub fn get_splash_tick_msec(&self) -> i64
pub fn get_splash_tick_msec(&self) -> i64
Returns the amount of time in milliseconds it took for the boot logo to appear.
sourcepub fn get_static_memory_peak_usage(&self) -> i64
pub fn get_static_memory_peak_usage(&self) -> i64
Returns the maximum amount of static memory used (only works in debug).
sourcepub fn get_static_memory_usage(&self) -> i64
pub fn get_static_memory_usage(&self) -> i64
Returns the amount of static memory being used by the program in bytes.
sourcepub fn get_system_dir(&self, dir: i64, shared_storage: bool) -> GodotString
pub fn get_system_dir(&self, dir: i64, shared_storage: bool) -> GodotString
Returns the actual path to commonly used folders across different platforms. Available locations are specified in SystemDir.
Note: This method is implemented on Android, Linux, macOS and Windows.
Note: Shared storage is implemented on Android and allows to differentiate between app specific and shared directories. Shared directories have additional restrictions on Android.
Default Arguments
shared_storage-true
sourcepub fn get_system_time_msecs(&self) -> i64
pub fn get_system_time_msecs(&self) -> i64
Returns the epoch time of the operating system in milliseconds.
sourcepub fn get_system_time_secs(&self) -> i64
pub fn get_system_time_secs(&self) -> i64
Returns the epoch time of the operating system in seconds.
sourcepub fn get_tablet_driver_count(&self) -> i64
pub fn get_tablet_driver_count(&self) -> i64
Returns the total number of available tablet drivers. Note: This method is implemented on Windows.
sourcepub fn get_tablet_driver_name(&self, idx: i64) -> GodotString
pub fn get_tablet_driver_name(&self, idx: i64) -> GodotString
Returns the tablet driver name for the given index. Note: This method is implemented on Windows.
sourcepub fn get_thread_caller_id(&self) -> i64
pub fn get_thread_caller_id(&self) -> i64
Returns the ID of the current thread. This can be used in logs to ease debugging of multi-threaded applications. Note: Thread IDs are not deterministic and may be reused across application restarts.
sourcepub fn get_ticks_msec(&self) -> i64
pub fn get_ticks_msec(&self) -> i64
Returns the amount of time passed in milliseconds since the engine started.
sourcepub fn get_ticks_usec(&self) -> i64
pub fn get_ticks_usec(&self) -> i64
Returns the amount of time passed in microseconds since the engine started.
sourcepub fn get_time(&self, utc: bool) -> Dictionary
pub fn get_time(&self, utc: bool) -> Dictionary
sourcepub fn get_time_zone_info(&self) -> Dictionary
pub fn get_time_zone_info(&self) -> Dictionary
Returns the current time zone as a dictionary with the keys: bias and name.
sourcepub fn get_unique_id(&self) -> GodotString
pub fn get_unique_id(&self) -> GodotString
Returns a string that is unique to the device.
Note: This string may change without notice if the user reinstalls/upgrades their operating system or changes their hardware. This means it should generally not be used to encrypt persistent data as the data saved before an unexpected ID change would become inaccessible. The returned string may also be falsified using external programs, so do not rely on the string returned by get_unique_id for security purposes.
Note: Returns an empty string on HTML5 and UWP, as this method isn’t implemented on those platforms yet.
sourcepub fn get_unix_time(&self) -> i64
pub fn get_unix_time(&self) -> i64
Returns the current UNIX epoch timestamp in seconds.
Important: This is the system clock that the user can manually set. Never use this method for precise time calculation since its results are also subject to automatic adjustments by the operating system. Always use get_ticks_usec or get_ticks_msec for precise time calculation instead, since they are guaranteed to be monotonic (i.e. never decrease).
sourcepub fn get_unix_time_from_datetime(&self, datetime: Dictionary) -> i64
pub fn get_unix_time_from_datetime(&self, datetime: Dictionary) -> i64
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.
If the dictionary is empty 0 is returned. If some keys are omitted, they default to the equivalent values for the UNIX epoch timestamp 0 (1970-01-01 at 00:00:00 UTC).
You can pass the output from get_datetime_from_unix_time directly into this function. Daylight Savings Time (dst), if present, is ignored.
sourcepub fn get_user_data_dir(&self) -> GodotString
pub fn get_user_data_dir(&self) -> GodotString
Returns the absolute directory path where user data is written (user://).
On Linux, this is ~/.local/share/godot/app_userdata/[project_name][project_name], or ~/.local/share/[custom_name][custom_name] if use_custom_user_dir is set.
On macOS, this is ~/Library/Application Support/Godot/app_userdata/[project_name][project_name], or ~/Library/Application Support/[custom_name][custom_name] if use_custom_user_dir is set.
On Windows, this is %APPDATA%\Godot\app_userdata\[project_name][project_name], or %APPDATA%\[custom_name][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://.
Not to be confused with get_data_dir, which returns the global (non-project-specific) user data directory.
sourcepub fn get_video_driver_count(&self) -> i64
pub fn get_video_driver_count(&self) -> i64
Returns the number of video drivers supported on the current platform.
sourcepub fn get_video_driver_name(&self, driver: i64) -> GodotString
pub fn get_video_driver_name(&self, driver: i64) -> GodotString
Returns the name of the video driver matching the given driver index. This index is a value from VideoDriver, and you can use get_current_video_driver to get the current backend’s index.
sourcepub fn get_virtual_keyboard_height(&self) -> i64
pub fn get_virtual_keyboard_height(&self) -> i64
Returns the on-screen keyboard’s height in pixels. Returns 0 if there is no keyboard or if it is currently hidden.
sourcepub fn window_per_pixel_transparency_enabled(&self) -> bool
pub fn window_per_pixel_transparency_enabled(&self) -> bool
If true, the window background is transparent and the 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 [member ProjectSettings.display/window/per_pixel_transparency/allowed] setting is disabled.
Note: This property is implemented on HTML5, Linux, macOS, Windows, and Android. It can’t be changed at runtime for Android. Use [member ProjectSettings.display/window/per_pixel_transparency/enabled] to set it at startup instead.
sourcepub fn window_position(&self) -> Vector2
pub fn window_position(&self) -> Vector2
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.
sourcepub fn get_window_safe_area(&self) -> Rect2
pub fn get_window_safe_area(&self) -> Rect2
Returns unobscured area of the window where interactive controls should be rendered.
sourcepub fn window_size(&self) -> Vector2
pub fn window_size(&self) -> Vector2
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.
sourcepub fn has_environment(&self, variable: impl Into<GodotString>) -> bool
pub fn has_environment(&self, variable: impl Into<GodotString>) -> bool
Returns true if the environment variable with the name variable exists.
Note: Double-check the casing of variable. Environment variable names are case-sensitive on all platforms except Windows.
sourcepub fn has_feature(&self, tag_name: impl Into<GodotString>) -> bool
pub fn has_feature(&self, tag_name: impl Into<GodotString>) -> bool
Returns true if the feature for the given feature tag is supported in the currently running instance, depending on the 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 Feature Tags documentation for more details.
Note: Tag names are case-sensitive.
sourcepub fn has_touchscreen_ui_hint(&self) -> bool
pub fn has_touchscreen_ui_hint(&self) -> bool
Returns true if the device has a touchscreen or emulates one.
sourcepub fn has_virtual_keyboard(&self) -> bool
pub fn has_virtual_keyboard(&self) -> bool
Returns true if the platform has a virtual keyboard, false otherwise.
sourcepub fn hide_virtual_keyboard(&self)
pub fn hide_virtual_keyboard(&self)
Hides the virtual keyboard if it is shown, does nothing otherwise.
sourcepub fn is_debug_build(&self) -> bool
pub fn is_debug_build(&self) -> bool
Returns true if the Godot binary used to run the project is a debug export template, or when running in the editor.
Returns false if the Godot binary used to run the project is a release 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.
sourcepub fn is_delta_smoothing_enabled(&self) -> bool
pub fn is_delta_smoothing_enabled(&self) -> bool
If true, the engine filters the time delta measured between each frame, and attempts to compensate for random variation. This will only operate on systems where V-Sync is active.
sourcepub fn is_in_low_processor_usage_mode(&self) -> bool
pub fn is_in_low_processor_usage_mode(&self) -> bool
If true, the engine optimizes for low processor usage by only refreshing the screen if needed. Can improve battery consumption on mobile.
sourcepub fn is_keep_screen_on(&self) -> bool
pub fn is_keep_screen_on(&self) -> bool
If true, the engine tries to keep the screen on while the game is running. Useful on mobile.
sourcepub fn is_ok_left_and_cancel_right(&self) -> bool
pub fn is_ok_left_and_cancel_right(&self) -> bool
Returns true if the OK button should appear on the left and Cancel on the right.
sourcepub fn is_scancode_unicode(&self, code: i64) -> bool
pub fn is_scancode_unicode(&self, code: i64) -> bool
Returns true if the input scancode corresponds to a Unicode character.
sourcepub fn is_stdout_verbose(&self) -> bool
pub fn is_stdout_verbose(&self) -> bool
Returns true if the engine was executed with -v (verbose stdout).
sourcepub fn is_userfs_persistent(&self) -> bool
pub fn is_userfs_persistent(&self) -> bool
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.
sourcepub fn is_vsync_enabled(&self) -> bool
pub fn is_vsync_enabled(&self) -> bool
If true, vertical synchronization (Vsync) is enabled.
sourcepub fn is_vsync_via_compositor_enabled(&self) -> bool
pub fn is_vsync_via_compositor_enabled(&self) -> bool
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.
sourcepub fn is_window_always_on_top(&self) -> bool
pub fn is_window_always_on_top(&self) -> bool
Returns true if the window should always be on top of other windows.
sourcepub fn is_window_focused(&self) -> bool
pub fn is_window_focused(&self) -> bool
Returns true if the window is currently focused.
Note: Only implemented on desktop platforms. On other platforms, it will always return true.
sourcepub fn is_window_fullscreen(&self) -> bool
pub fn is_window_fullscreen(&self) -> bool
If true, the window is fullscreen.
sourcepub fn is_window_maximized(&self) -> bool
pub fn is_window_maximized(&self) -> bool
If true, the window is maximized.
sourcepub fn is_window_minimized(&self) -> bool
pub fn is_window_minimized(&self) -> bool
If true, the window is minimized.
sourcepub fn is_window_resizable(&self) -> bool
pub fn is_window_resizable(&self) -> bool
If true, the window is resizable by the user.
sourcepub fn keyboard_get_current_layout(&self) -> i64
pub fn keyboard_get_current_layout(&self) -> i64
Returns active keyboard layout index. Note: This method is implemented on Linux, macOS and Windows.
sourcepub fn keyboard_get_layout_count(&self) -> i64
pub fn keyboard_get_layout_count(&self) -> i64
Returns the number of keyboard layouts. Note: This method is implemented on Linux, macOS and Windows.
sourcepub fn keyboard_get_layout_language(&self, index: i64) -> GodotString
pub fn keyboard_get_layout_language(&self, index: i64) -> GodotString
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.
sourcepub fn keyboard_get_layout_name(&self, index: i64) -> GodotString
pub fn keyboard_get_layout_name(&self, index: i64) -> GodotString
Returns the localized name of the keyboard layout at position index.
Note: This method is implemented on Linux, macOS and Windows.
sourcepub fn keyboard_set_current_layout(&self, index: i64)
pub fn keyboard_set_current_layout(&self, index: i64)
Sets active keyboard layout. Note: This method is implemented on Linux, macOS and Windows.
sourcepub fn kill(&self, pid: i64) -> GodotResult
pub fn kill(&self, pid: i64) -> GodotResult
Kill (terminate) the process identified by the given process ID (pid), e.g. the one returned by 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.
sourcepub fn move_window_to_foreground(&self)
pub fn move_window_to_foreground(&self)
Moves the window to the front. Note: This method is implemented on Linux, macOS and Windows.
sourcepub fn native_video_is_playing(&self) -> bool
pub fn native_video_is_playing(&self) -> bool
Returns true if native video is playing.
Note: This method is only implemented on iOS.
sourcepub fn native_video_pause(&self)
pub fn native_video_pause(&self)
Pauses native video playback. Note: This method is only implemented on iOS.
sourcepub 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 only implemented on iOS.
sourcepub fn native_video_stop(&self)
pub fn native_video_stop(&self)
Stops native video playback. Note: This method is implemented on iOS.
sourcepub fn native_video_unpause(&self)
pub fn native_video_unpause(&self)
Resumes native video playback. Note: This method is implemented on iOS.
sourcepub fn open_midi_inputs(&self)
pub fn open_midi_inputs(&self)
Initialises the singleton for the system MIDI driver. Note: This method is implemented on Linux, macOS and Windows.
sourcepub fn print_all_resources(&self, tofile: impl Into<GodotString>)
pub fn print_all_resources(&self, tofile: impl Into<GodotString>)
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-""
sourcepub fn print_all_textures_by_size(&self)
pub fn print_all_textures_by_size(&self)
Shows the list of loaded textures sorted by size in memory.
sourcepub fn print_resources_by_type(&self, types: StringArray)
pub fn print_resources_by_type(&self, types: StringArray)
Shows the number of resources loaded by the game of the given types.
sourcepub fn print_resources_in_use(&self, short: bool)
pub fn print_resources_in_use(&self, short: bool)
sourcepub fn request_attention(&self)
pub fn request_attention(&self)
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.
sourcepub fn request_permission(&self, name: impl Into<GodotString>) -> bool
pub fn request_permission(&self, name: impl Into<GodotString>) -> bool
At the moment this function is only used by AudioDriverOpenSL to request permission for RECORD_AUDIO on Android.
sourcepub fn request_permissions(&self) -> bool
pub fn request_permissions(&self) -> bool
With this function, you can request dangerous permissions since normal permissions are automatically granted at install time in Android applications. Note: This method is implemented on Android.
sourcepub fn set_borderless_window(&self, borderless: bool)
pub fn set_borderless_window(&self, borderless: bool)
If true, removes the window frame.
Note: Setting window_borderless to false disables per-pixel transparency.
sourcepub fn set_clipboard(&self, clipboard: impl Into<GodotString>)
pub fn set_clipboard(&self, clipboard: impl Into<GodotString>)
The clipboard from the host OS. Might be unavailable on some platforms.
sourcepub fn set_current_screen(&self, screen: i64)
pub fn set_current_screen(&self, screen: i64)
The current screen index (starting from 0).
sourcepub fn set_current_tablet_driver(&self, name: impl Into<GodotString>)
pub fn set_current_tablet_driver(&self, name: impl Into<GodotString>)
The current tablet driver in use.
sourcepub fn set_delta_smoothing(&self, delta_smoothing_enabled: bool)
pub fn set_delta_smoothing(&self, delta_smoothing_enabled: bool)
If true, the engine filters the time delta measured between each frame, and attempts to compensate for random variation. This will only operate on systems where V-Sync is active.
sourcepub 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
Sets the value of the environment variable variable to value. The environment variable will be set for the Godot process and any process executed with execute after running set_environment. The environment variable will not persist to processes run after the Godot process was terminated.
Note: Double-check the casing of variable. Environment variable names are case-sensitive on all platforms except Windows.
sourcepub fn set_exit_code(&self, code: i64)
pub fn set_exit_code(&self, code: i64)
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 SceneTree.quit with an exit_code argument passed.
sourcepub fn set_icon(&self, icon: impl AsArg<Image>)
pub fn set_icon(&self, icon: impl AsArg<Image>)
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.
sourcepub fn set_ime_active(&self, active: bool)
pub fn set_ime_active(&self, active: bool)
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 get_ime_selection and get_ime_text functions.
Completed composition string is committed when input is finished.
Note: This method is implemented on Linux, macOS and Windows.
sourcepub fn set_ime_position(&self, position: Vector2)
pub fn set_ime_position(&self, position: Vector2)
Sets position of IME suggestion list popup (in window coordinates). Note: This method is implemented on Linux, macOS and Windows.
sourcepub fn set_keep_screen_on(&self, enabled: bool)
pub fn set_keep_screen_on(&self, enabled: bool)
If true, the engine tries to keep the screen on while the game is running. Useful on mobile.
sourcepub fn set_low_processor_usage_mode(&self, enable: bool)
pub fn set_low_processor_usage_mode(&self, enable: bool)
If true, the engine optimizes for low processor usage by only refreshing the screen if needed. Can improve battery consumption on mobile.
sourcepub fn set_low_processor_usage_mode_sleep_usec(&self, usec: i64)
pub fn set_low_processor_usage_mode_sleep_usec(&self, usec: i64)
The amount of sleeping between frames when the low-processor usage mode is enabled (in microseconds). Higher values will result in lower CPU usage.
sourcepub fn set_max_window_size(&self, size: Vector2)
pub fn set_max_window_size(&self, size: Vector2)
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.
sourcepub fn set_min_window_size(&self, size: Vector2)
pub fn set_min_window_size(&self, size: Vector2)
The minimum size of the window in pixels (without counting window manager decorations). Does not affect fullscreen mode. Set to (0, 0) to reset to the system’s default value.
Note: By default, the project window has a minimum size of Vector2(64, 64). This prevents issues that can arise when the window is resized to a near-zero size.
sourcepub fn set_native_icon(&self, filename: impl Into<GodotString>)
pub fn set_native_icon(&self, filename: impl Into<GodotString>)
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.
sourcepub fn set_screen_orientation(&self, orientation: i64)
pub fn set_screen_orientation(&self, orientation: i64)
The current screen orientation.
sourcepub fn set_thread_name(&self, name: impl Into<GodotString>) -> GodotResult
pub fn set_thread_name(&self, name: impl Into<GodotString>) -> GodotResult
Sets the name of the current thread.
sourcepub fn set_use_file_access_save_and_swap(&self, enabled: bool)
pub fn set_use_file_access_save_and_swap(&self, enabled: bool)
Enables backup saves if enabled is true.
sourcepub fn set_use_vsync(&self, enable: bool)
pub fn set_use_vsync(&self, enable: bool)
If true, vertical synchronization (Vsync) is enabled.
sourcepub fn set_vsync_via_compositor(&self, enable: bool)
pub fn set_vsync_via_compositor(&self, enable: bool)
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.
sourcepub fn set_window_always_on_top(&self, enabled: bool)
pub fn set_window_always_on_top(&self, enabled: bool)
Sets whether the window should always be on top. Note: This method is implemented on Linux, macOS and Windows.
sourcepub fn set_window_fullscreen(&self, enabled: bool)
pub fn set_window_fullscreen(&self, enabled: bool)
If true, the window is fullscreen.
sourcepub fn set_window_maximized(&self, enabled: bool)
pub fn set_window_maximized(&self, enabled: bool)
If true, the window is maximized.
sourcepub fn set_window_minimized(&self, enabled: bool)
pub fn set_window_minimized(&self, enabled: bool)
If true, the window is minimized.
sourcepub fn set_window_mouse_passthrough(&self, region: Vector2Array)
pub fn set_window_mouse_passthrough(&self, region: Vector2Array)
Sample code is GDScript unless otherwise noted.
Sets a polygonal region of the window which accepts mouse events. Mouse events outside the region will be passed through. Passing an empty array will disable passthrough support (all mouse events will be intercepted by the window, which is the default behavior).
OS.set_window_mouse_passthrough($Path2D.curve.get_baked_points())
OS.set_window_mouse_passthrough($Polygon2D.polygon)
OS.set_window_mouse_passthrough([])Note: On Windows, the portion of a window that lies outside the region is not drawn, while on Linux and macOS it is. Note: This method is implemented on Linux, macOS and Windows.
sourcepub fn set_window_per_pixel_transparency_enabled(&self, enabled: bool)
pub fn set_window_per_pixel_transparency_enabled(&self, enabled: bool)
If true, the window background is transparent and the 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 [member ProjectSettings.display/window/per_pixel_transparency/allowed] setting is disabled.
Note: This property is implemented on HTML5, Linux, macOS, Windows, and Android. It can’t be changed at runtime for Android. Use [member ProjectSettings.display/window/per_pixel_transparency/enabled] to set it at startup instead.
sourcepub fn set_window_position(&self, position: Vector2)
pub fn set_window_position(&self, position: Vector2)
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.
sourcepub fn set_window_resizable(&self, enabled: bool)
pub fn set_window_resizable(&self, enabled: bool)
If true, the window is resizable by the user.
sourcepub fn set_window_size(&self, size: Vector2)
pub fn set_window_size(&self, size: Vector2)
The size of the window (without counting window manager decorations).
sourcepub fn set_window_title(&self, title: impl Into<GodotString>)
pub fn set_window_title(&self, title: impl Into<GodotString>)
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.
sourcepub fn shell_open(&self, uri: impl Into<GodotString>) -> GodotResult
pub fn shell_open(&self, uri: impl Into<GodotString>) -> GodotResult
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 Customizingmailto:Links for a list of fields that can be added. UseProjectSettings.globalize_pathto 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.
sourcepub fn show_virtual_keyboard(
&self,
existing_text: impl Into<GodotString>,
multiline: bool
)
pub fn show_virtual_keyboard(
&self,
existing_text: impl Into<GodotString>,
multiline: bool
)
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>
pub const NOTIFICATION_POSTINITIALIZE: i64 = 0i64
pub const CONNECT_DEFERRED: i64 = 1i64
pub const NOTIFICATION_PREDELETE: i64 = 1i64
pub const CONNECT_PERSIST: i64 = 2i64
pub const CONNECT_ONESHOT: i64 = 4i64
pub const CONNECT_REFERENCE_COUNTED: i64 = 8i64
sourcepub fn add_user_signal(
&self,
signal: impl Into<GodotString>,
arguments: VariantArray
)
pub fn add_user_signal(
&self,
signal: impl Into<GodotString>,
arguments: VariantArray
)
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-[ ]
sourcepub unsafe fn call(
&self,
method: impl Into<GodotString>,
varargs: &[Variant]
) -> Variant
pub unsafe fn call(
&self,
method: impl Into<GodotString>,
varargs: &[Variant]
) -> Variant
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(), …).
sourcepub 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(), …).
sourcepub 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 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(), …).
sourcepub fn can_translate_messages(&self) -> bool
pub fn can_translate_messages(&self) -> bool
Returns true if the object can translate strings. See set_message_translation and tr.
sourcepub 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 emit_signal. Use flags to set deferred or one-shot connections. See 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 CONNECT_REFERENCE_COUNTED. To avoid this, first, use 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 signalAn example of the relationship between binds passed to connect and parameters used when calling 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
sourcepub 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 is_connected to ensure that the connection exists.
sourcepub fn emit_signal(
&self,
signal: impl Into<GodotString>,
varargs: &[Variant]
) -> Variant
pub fn emit_signal(
&self,
signal: impl Into<GodotString>,
varargs: &[Variant]
) -> Variant
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")sourcepub fn get(&self, property: impl Into<GodotString>) -> Variant
pub fn get(&self, property: impl Into<GodotString>) -> Variant
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).
sourcepub fn get_class(&self) -> GodotString
pub fn get_class(&self) -> GodotString
sourcepub fn get_incoming_connections(&self) -> VariantArray
pub fn get_incoming_connections(&self) -> VariantArray
Returns an Array of dictionaries with information about signals that are connected to the object.
Each Dictionary contains three String entries:
sourceis a reference to the signal emitter.signal_nameis the name of the connected signal.method_nameis the name of the method to which the signal is connected.
sourcepub fn get_indexed(&self, property: impl Into<NodePath>) -> Variant
pub fn get_indexed(&self, property: impl Into<NodePath>) -> Variant
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".
sourcepub fn get_instance_id(&self) -> i64
pub fn get_instance_id(&self) -> i64
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].
sourcepub fn get_meta(&self, name: impl Into<GodotString>) -> Variant
pub fn get_meta(&self, name: impl Into<GodotString>) -> Variant
Returns the object’s metadata entry for the given name.
sourcepub fn get_meta_list(&self) -> StringArray
pub fn get_meta_list(&self) -> StringArray
Returns the object’s metadata as a PoolStringArray.
sourcepub fn get_method_list(&self) -> VariantArray
pub fn get_method_list(&self) -> VariantArray
Returns the object’s methods and their signatures as an Array.
sourcepub fn get_property_list(&self) -> VariantArray
pub fn get_property_list(&self) -> VariantArray
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 [PropertyHint][PropertyHint]), hint_string: String, and usage: int (see [PropertyUsageFlags][PropertyUsageFlags]).
sourcepub fn get_script(&self) -> Option<Ref<Reference, Shared>>
pub fn get_script(&self) -> Option<Ref<Reference, Shared>>
Returns the object’s Script instance, or null if none is assigned.
sourcepub fn get_signal_connection_list(
&self,
signal: impl Into<GodotString>
) -> VariantArray
pub fn get_signal_connection_list(
&self,
signal: impl Into<GodotString>
) -> VariantArray
Returns an Array of connections for the given signal.
sourcepub fn get_signal_list(&self) -> VariantArray
pub fn get_signal_list(&self) -> VariantArray
Returns the list of signals as an Array of dictionaries.
sourcepub fn has_meta(&self, name: impl Into<GodotString>) -> bool
pub fn has_meta(&self, name: impl Into<GodotString>) -> bool
Returns true if a metadata entry is found with the given name.
sourcepub fn has_method(&self, method: impl Into<GodotString>) -> bool
pub fn has_method(&self, method: impl Into<GodotString>) -> bool
Returns true if the object contains the given method.
sourcepub fn has_signal(&self, signal: impl Into<GodotString>) -> bool
pub fn has_signal(&self, signal: impl Into<GodotString>) -> bool
Returns true if the given signal exists.
sourcepub fn has_user_signal(&self, signal: impl Into<GodotString>) -> bool
pub fn has_user_signal(&self, signal: impl Into<GodotString>) -> bool
Returns true if the given user-defined signal exists. Only signals added using add_user_signal are taken into account.
sourcepub fn is_blocking_signals(&self) -> bool
pub fn is_blocking_signals(&self) -> bool
Returns true if signal emission blocking is enabled.
sourcepub fn is_class(&self, class: impl Into<GodotString>) -> bool
pub fn is_class(&self, class: impl Into<GodotString>) -> bool
sourcepub 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.
sourcepub fn is_queued_for_deletion(&self) -> bool
pub fn is_queued_for_deletion(&self) -> bool
Returns true if the Node.queue_free method was called for the object.
sourcepub fn notification(&self, what: i64, reversed: bool)
pub fn notification(&self, what: i64, reversed: bool)
Send a given notification to the object, which will also trigger a call to the [_notification][Self::_notification] method of all classes that the object inherits from.
If reversed is true, [_notification][Self::_notification] is called first on the object’s own class, and then up to its successive parent classes. If reversed is false, [_notification][Self::_notification] is called first on the highest ancestor (Object itself), and then down to its successive inheriting classes.
Default Arguments
reversed-false
sourcepub fn property_list_changed_notify(&self)
pub fn property_list_changed_notify(&self)
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.
sourcepub fn remove_meta(&self, name: impl Into<GodotString>)
pub fn remove_meta(&self, name: impl Into<GodotString>)
Removes a given entry from the object’s metadata. See also set_meta.
sourcepub fn set(&self, property: impl Into<GodotString>, value: impl OwnedToVariant)
pub fn set(&self, property: impl Into<GodotString>, value: impl OwnedToVariant)
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).
sourcepub fn set_block_signals(&self, enable: bool)
pub fn set_block_signals(&self, enable: bool)
If set to true, signal emission is blocked.
sourcepub fn set_deferred(
&self,
property: impl Into<GodotString>,
value: impl OwnedToVariant
)
pub fn set_deferred(
&self,
property: impl Into<GodotString>,
value: impl OwnedToVariant
)
Assigns a new value to the given property, after the current frame’s physics step. This is equivalent to calling set via 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).
sourcepub fn set_indexed(
&self,
property: impl Into<NodePath>,
value: impl OwnedToVariant
)
pub fn set_indexed(
&self,
property: impl Into<NodePath>,
value: impl OwnedToVariant
)
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)sourcepub fn set_message_translation(&self, enable: bool)
pub fn set_message_translation(&self, enable: bool)
Defines whether the object can translate strings (with calls to tr). Enabled by default.
sourcepub fn set_meta(&self, name: impl Into<GodotString>, value: impl OwnedToVariant)
pub fn set_meta(&self, name: impl Into<GodotString>, value: impl OwnedToVariant)
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 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".
sourcepub fn set_script(&self, script: impl AsArg<Reference>)
pub fn set_script(&self, script: impl AsArg<Reference>)
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 [_init][Self::_init] method will be called.
sourcepub fn to_string(&self) -> GodotString
pub fn to_string(&self) -> GodotString
sourcepub fn tr(&self, message: impl Into<GodotString>) -> GodotString
pub fn tr(&self, message: impl Into<GodotString>) -> GodotString
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 set_message_translation.
Trait Implementations
sourceimpl GodotObject for OS
impl GodotObject for OS
type Memory = ManuallyManaged
type Memory = ManuallyManaged
fn class_name() -> &'static str
sourcefn null() -> Null<Self>
fn null() -> Null<Self>
Self as a method argument. This makes type
inference easier for the compiler compared to Option. Read more