Struct 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§

Source§

impl OS

Constants

Source

pub const APPLICATION_HANDLE: i64 = 0i64

Source

pub const DAY_SUNDAY: i64 = 0i64

Source

pub const POWERSTATE_UNKNOWN: i64 = 0i64

Source

pub const SCREEN_ORIENTATION_LANDSCAPE: i64 = 0i64

Source

pub const SYSTEM_DIR_DESKTOP: i64 = 0i64

Source

pub const VIDEO_DRIVER_GLES3: i64 = 0i64

Source

pub const DAY_MONDAY: i64 = 1i64

Source

pub const DISPLAY_HANDLE: i64 = 1i64

Source

pub const MONTH_JANUARY: i64 = 1i64

Source

pub const POWERSTATE_ON_BATTERY: i64 = 1i64

Source

pub const SCREEN_ORIENTATION_PORTRAIT: i64 = 1i64

Source

pub const SYSTEM_DIR_DCIM: i64 = 1i64

Source

pub const VIDEO_DRIVER_GLES2: i64 = 1i64

Source

pub const DAY_TUESDAY: i64 = 2i64

Source

pub const MONTH_FEBRUARY: i64 = 2i64

Source

pub const POWERSTATE_NO_BATTERY: i64 = 2i64

Source

pub const SCREEN_ORIENTATION_REVERSE_LANDSCAPE: i64 = 2i64

Source

pub const SYSTEM_DIR_DOCUMENTS: i64 = 2i64

Source

pub const WINDOW_HANDLE: i64 = 2i64

Source

pub const DAY_WEDNESDAY: i64 = 3i64

Source

pub const MONTH_MARCH: i64 = 3i64

Source

pub const POWERSTATE_CHARGING: i64 = 3i64

Source

pub const SCREEN_ORIENTATION_REVERSE_PORTRAIT: i64 = 3i64

Source

pub const SYSTEM_DIR_DOWNLOADS: i64 = 3i64

Source

pub const WINDOW_VIEW: i64 = 3i64

Source

pub const DAY_THURSDAY: i64 = 4i64

Source

pub const MONTH_APRIL: i64 = 4i64

Source

pub const OPENGL_CONTEXT: i64 = 4i64

Source

pub const POWERSTATE_CHARGED: i64 = 4i64

Source

pub const SCREEN_ORIENTATION_SENSOR_LANDSCAPE: i64 = 4i64

Source

pub const SYSTEM_DIR_MOVIES: i64 = 4i64

Source

pub const DAY_FRIDAY: i64 = 5i64

Source

pub const MONTH_MAY: i64 = 5i64

Source

pub const SCREEN_ORIENTATION_SENSOR_PORTRAIT: i64 = 5i64

Source

pub const SYSTEM_DIR_MUSIC: i64 = 5i64

Source

pub const DAY_SATURDAY: i64 = 6i64

Source

pub const MONTH_JUNE: i64 = 6i64

Source

pub const SCREEN_ORIENTATION_SENSOR: i64 = 6i64

Source

pub const SYSTEM_DIR_PICTURES: i64 = 6i64

Source

pub const MONTH_JULY: i64 = 7i64

Source

pub const SYSTEM_DIR_RINGTONES: i64 = 7i64

Source

pub const MONTH_AUGUST: i64 = 8i64

Source

pub const MONTH_SEPTEMBER: i64 = 9i64

Source

pub const MONTH_OCTOBER: i64 = 10i64

Source

pub const MONTH_NOVEMBER: i64 = 11i64

Source

pub const MONTH_DECEMBER: i64 = 12i64

Source§

impl OS

Source

pub fn godot_singleton() -> &'static Self

Returns a reference to the singleton instance.

Source

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!"
Source

pub fn can_draw(&self) -> bool

Returns true if the host OS allows drawing.

Source

pub fn can_use_threads(&self) -> bool

Returns true if the current host platform is using multiple threads.

Source

pub fn center_window(&self)

Centers the window on the screen if in windowed mode.

Source

pub fn close_midi_inputs(&self)

Shuts down system MIDI driver. Note: This method is implemented on Linux, macOS and Windows.

Source

pub fn crash(&self, message: impl Into<GodotString>)

Crashes the engine (or the editor if called within a tool script). This should only be used for testing the system’s crash handler, not for any other purpose. For general error reporting, use (in order of preference) [method @GDScript.assert], [method @GDScript.push_error] or alert. See also kill.

Source

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).

Source

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).

Source

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”.

Source

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.

Source

pub fn execute( &self, path: impl Into<GodotString>, arguments: PoolArray<GodotString>, blocking: bool, output: VariantArray, read_stderr: bool, open_console: 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. On Windows, if open_console is true and process is console app, new terminal window will be opened, it’s ignored on other platforms. 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. Note: To execute a Windows command interpreter built-in command, specify cmd.exe in path, /c as the first argument, and the desired command as the second argument. Note: To execute a PowerShell built-in command, specify powershell.exe in path, -Command as the first argument, and the desired command as the second argument. Note: To execute a Unix shell built-in command, specify shell executable name in path, -c as the first argument, and the desired command as the second argument.

§Default Arguments
  • blocking - true
  • output - [ ]
  • read_stderr - false
  • open_console - false
Source

pub fn find_scancode_from_string(&self, string: impl Into<GodotString>) -> i64

Returns the scancode of the given string (e.g. “Escape”).

Source

pub fn get_audio_driver_count(&self) -> i64

Returns the total number of available audio drivers.

Source

pub fn get_audio_driver_name(&self, driver: i64) -> GodotString

Returns the audio driver name for the given index.

Source

pub fn borderless_window(&self) -> bool

If true, removes the window frame. Note: Setting window_borderless to false disables per-pixel transparency.

Source

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.

Source

pub fn clipboard(&self) -> GodotString

The clipboard from the host OS. Might be unavailable on some platforms.

Source

pub fn get_cmdline_args(&self) -> PoolArray<GodotString>

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]
    else:
        # Options without an argument will be present in the dictionary,
        # with the value set to an empty string.
        arguments[argument.lstrip("--")] = ""
Source

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.

Source

pub fn get_connected_midi_inputs(&self) -> PoolArray<GodotString>

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.

Source

pub fn current_screen(&self) -> i64

The current screen index (starting from 0).

Source

pub fn current_tablet_driver(&self) -> GodotString

The current tablet driver in use.

Source

pub fn get_current_video_driver(&self) -> VideoDriver

Returns the currently used video driver, using one of the values from VideoDriver.

Source

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.

Source

pub fn get_date(&self, utc: bool) -> Dictionary

Deprecated, use Time.get_date_dict_from_system instead. Returns current date as a dictionary of keys: year, month, day, weekday, dst (Daylight Savings Time).

§Default Arguments
  • utc - false
Source

pub fn get_datetime(&self, utc: bool) -> Dictionary

Deprecated, use Time.get_datetime_dict_from_system instead. Returns current datetime as a dictionary of keys: year, month, day, weekday, dst (Daylight Savings Time), hour, minute, second.

§Default Arguments
  • utc - false
Source

pub fn get_datetime_from_unix_time(&self, unix_time_val: i64) -> Dictionary

Deprecated, use Time.get_datetime_dict_from_unix_time instead. 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.

Source

pub fn get_display_cutouts(&self) -> VariantArray

Returns an Array of Rect2, each of which is the bounding rectangle for a display cutout or notch. These are non-functional areas on edge-to-edge screens used by cameras and sensors. Returns an empty array if the device does not have cutouts. See also get_window_safe_area. Note: Currently only implemented on Android. Other platforms will return an empty array even if they do have display cutouts or notches.

Source

pub fn get_dynamic_memory_usage(&self) -> i64

Returns the total amount of dynamic memory used (only works in debug).

Source

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.

Source

pub fn get_executable_path(&self) -> GodotString

Returns the path to the current engine executable.

Source

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.

Source

pub fn get_granted_permissions(&self) -> PoolArray<GodotString>

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.

Source

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.

Source

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.

Source

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.

Source

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.

Source

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.

Source

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.

Source

pub fn get_main_thread_id(&self) -> i64

Returns the ID of the main thread. See get_thread_caller_id. Note: Thread IDs are not deterministic and may be reused across application restarts.

Source

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.

Source

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.

Source

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.

Source

pub fn get_name(&self) -> GodotString

Returns the name of the host OS. Possible values are: "Android", "iOS", "HTML5", "OSX", "Server", "Windows", "UWP", "X11".

Source

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).

Source

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.

Source

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.

Source

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.

Source

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.

Source

pub fn get_processor_count(&self) -> i64

Returns the number of logical CPU cores available on the host machine. On CPUs with HyperThreading enabled, this number will be greater than the number of physical CPU cores.

Source

pub fn get_processor_name(&self) -> GodotString

Returns the name of the CPU model on the host machine (e.g. “Intel(R) Core(TM) i7-6700K CPU @ 4.00GHz”). Note: This method is only implemented on Windows, macOS, Linux and iOS. On Android, HTML5 and UWP, get_processor_name returns an empty string.

Source

pub fn get_real_window_size(&self) -> Vector2

Returns the window size including decorations like window borders.

Source

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.

Source

pub fn get_screen_count(&self) -> i64

Returns the number of displays attached to the host machine.

Source

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 dpi

Note: This method is implemented on Android, Linux, macOS and Windows. Returns 72 on unsupported platforms.

§Default Arguments
  • screen - -1
Source

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.

Source

pub fn screen_orientation(&self) -> ScreenOrientation

The current screen orientation.

Source

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
Source

pub fn get_screen_refresh_rate(&self, screen: i64) -> f64

Sample code is GDScript unless otherwise noted.

Returns the current refresh rate of the specified screen. If screen is -1 (the default value), the current screen will be used. Note: Returns -1.0 if Godot fails to find the refresh rate for the specified screen. On HTML5, get_screen_refresh_rate will always return -1.0 as there is no way to retrieve the refresh rate on that platform. To fallback to a default refresh rate if the method fails, try:

var refresh_rate = OS.get_screen_refresh_rate()
if refresh_rate < 0:
    refresh_rate = 60.0
§Default Arguments
  • screen - -1
Source

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
Source

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
Source

pub fn get_splash_tick_msec(&self) -> i64

Returns the amount of time in milliseconds it took for the boot logo to appear.

Source

pub fn get_static_memory_peak_usage(&self) -> i64

Returns the maximum amount of static memory used (only works in debug).

Source

pub fn get_static_memory_usage(&self) -> i64

Returns the amount of static memory being used by the program in bytes (only works in debug).

Source

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
Source

pub fn get_system_time_msecs(&self) -> i64

Returns the epoch time of the operating system in milliseconds.

Source

pub fn get_system_time_secs(&self) -> i64

Returns the epoch time of the operating system in seconds.

Source

pub fn get_tablet_driver_count(&self) -> i64

Returns the total number of available tablet drivers. Note: This method is implemented on Windows.

Source

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.

Source

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.

Source

pub fn get_ticks_msec(&self) -> i64

Deprecated, use Time.get_ticks_msec instead. Returns the amount of time passed in milliseconds since the engine started.

Source

pub fn get_ticks_usec(&self) -> i64

Deprecated, use Time.get_ticks_usec instead. Returns the amount of time passed in microseconds since the engine started.

Source

pub fn get_time(&self, utc: bool) -> Dictionary

Deprecated, use Time.get_time_dict_from_system instead. Returns current time as a dictionary of keys: hour, minute, second.

§Default Arguments
  • utc - false
Source

pub fn get_time_zone_info(&self) -> Dictionary

Returns the current time zone as a dictionary with the keys: bias and name.

Source

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.

Source

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). Note: To get a floating point timestamp with sub-second precision, use Time.get_unix_time_from_system.

Source

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.

Source

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.

Source

pub fn get_video_driver_count(&self) -> i64

Returns the number of video drivers supported on the current platform.

Source

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.

Source

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.

Source

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.

Source

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.

Source

pub fn get_window_safe_area(&self) -> Rect2

Returns unobscured area of the window where interactive controls should be rendered.

Source

pub fn window_size(&self) -> Vector2

The size of the window (without counting window manager decorations).

Source

pub fn global_menu_add_item( &self, menu: impl Into<GodotString>, label: impl Into<GodotString>, id: impl OwnedToVariant, meta: impl OwnedToVariant, )

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.

Source

pub fn global_menu_add_separator(&self, menu: impl Into<GodotString>)

Add a separator between items. Separators also occupy an index. Note: This method is implemented on macOS.

Source

pub fn global_menu_clear(&self, menu: impl Into<GodotString>)

Clear the global menu, in effect removing all items. Note: This method is implemented on macOS.

Source

pub fn global_menu_remove_item(&self, menu: impl Into<GodotString>, idx: i64)

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.

Source

pub fn has_clipboard(&self) -> bool

Returns true if there is content on the clipboard.

Source

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.

Source

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.

Source

pub fn has_touchscreen_ui_hint(&self) -> bool

Returns true if the device has a touchscreen or emulates one.

Source

pub fn has_virtual_keyboard(&self) -> bool

Returns true if the platform has a virtual keyboard, false otherwise.

Source

pub fn hide_virtual_keyboard(&self)

Hides the virtual keyboard if it is shown, does nothing otherwise.

Source

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.

Source

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.

Source

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.

Source

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.

Source

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.

Source

pub fn is_process_running(&self, pid: i64) -> bool

Returns true if the child process ID (pid) is still running or false if it has terminated. Must be a valid ID generated from execute. Note: This method is implemented on Android, iOS, Linux, macOS and Windows.

Source

pub fn is_scancode_unicode(&self, code: i64) -> bool

Returns true if the input scancode corresponds to a Unicode character.

Source

pub fn is_stdout_verbose(&self) -> bool

Returns true if the engine was executed with -v (verbose stdout).

Source

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.

Source

pub fn is_vsync_enabled(&self) -> bool

If true, vertical synchronization (Vsync) is enabled.

Source

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.

Source

pub fn is_window_always_on_top(&self) -> bool

Returns true if the window should always be on top of other windows.

Source

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.

Source

pub fn is_window_fullscreen(&self) -> bool

If true, the window is fullscreen.

Source

pub fn is_window_maximized(&self) -> bool

If true, the window is maximized.

Source

pub fn is_window_minimized(&self) -> bool

If true, the window is minimized.

Source

pub fn is_window_resizable(&self) -> bool

If true, the window is resizable by the user.

Source

pub fn keyboard_get_current_layout(&self) -> i64

Returns active keyboard layout index. Note: This method is implemented on Linux, macOS and Windows.

Source

pub fn keyboard_get_layout_count(&self) -> i64

Returns the number of keyboard layouts. Note: This method is implemented on Linux, macOS and Windows.

Source

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.

Source

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.

Source

pub fn keyboard_get_scancode_from_physical(&self, scancode: i64) -> i64

Converts a physical (US QWERTY) scancode to one in the active keyboard layout. Note: This method is implemented on Linux, macOS and Windows.

Source

pub fn keyboard_set_current_layout(&self, index: i64)

Sets active keyboard layout. Note: This method is implemented on Linux, macOS and Windows.

Source

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. See also crash. 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.

Source

pub fn move_to_trash(&self, path: impl Into<GodotString>) -> GodotResult

Sample code is GDScript unless otherwise noted.

Moves the file or directory to the system’s recycle bin. See also Directory.remove. The method takes only global paths, so you may need to use ProjectSettings.globalize_path. Do not use it for files in res:// as it will not work in exported project. Note: If the user has disabled the recycle bin on their system, the file will be permanently deleted instead.

var file_to_remove = "user://slot1.sav"
OS.move_to_trash(ProjectSettings.globalize_path(file_to_remove))
Source

pub fn move_window_to_foreground(&self)

Moves the window to the front. Note: This method is implemented on Linux, macOS and Windows.

Source

pub fn native_video_is_playing(&self) -> bool

Returns true if native video is playing. Note: This method is only implemented on iOS.

Source

pub fn native_video_pause(&self)

Pauses native video playback. Note: This method is only implemented on iOS.

Source

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.

Source

pub fn native_video_stop(&self)

Stops native video playback. Note: This method is implemented on iOS.

Source

pub fn native_video_unpause(&self)

Resumes native video playback. Note: This method is implemented on iOS.

Source

pub fn open_midi_inputs(&self)

Initialises the singleton for the system MIDI driver. Note: This method is implemented on Linux, macOS and Windows.

Source

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 - ""
Source

pub fn print_all_textures_by_size(&self)

Shows the list of loaded textures sorted by size in memory.

Source

pub fn print_resources_by_type(&self, types: PoolArray<GodotString>)

Shows the number of resources loaded by the game of the given types.

Source

pub fn print_resources_in_use(&self, short: bool)

Shows all resources currently used by the game.

§Default Arguments
  • short - false
Source

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.

Source

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.

Source

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.

Source

pub fn set_borderless_window(&self, borderless: bool)

If true, removes the window frame. Note: Setting window_borderless to false disables per-pixel transparency.

Source

pub fn set_clipboard(&self, clipboard: impl Into<GodotString>)

The clipboard from the host OS. Might be unavailable on some platforms.

Source

pub fn set_current_screen(&self, screen: i64)

The current screen index (starting from 0).

Source

pub fn set_current_tablet_driver(&self, name: impl Into<GodotString>)

The current tablet driver in use.

Source

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.

Source

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.

Source

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.

Source

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.

Source

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.

Source

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.

Source

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.

Source

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.

Source

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.

Source

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.

Source

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.

Source

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.

Source

pub fn set_screen_orientation(&self, orientation: i64)

The current screen orientation.

Source

pub fn set_thread_name(&self, name: impl Into<GodotString>) -> GodotResult

Sets the name of the current thread.

Source

pub fn set_use_file_access_save_and_swap(&self, enabled: bool)

Enables backup saves if enabled is true.

Source

pub fn set_use_vsync(&self, enable: bool)

If true, vertical synchronization (Vsync) is enabled.

Source

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.

Source

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.

Source

pub fn set_window_fullscreen(&self, enabled: bool)

If true, the window is fullscreen.

Source

pub fn set_window_maximized(&self, enabled: bool)

If true, the window is maximized.

Source

pub fn set_window_minimized(&self, enabled: bool)

If true, the window is minimized.

Source

pub fn set_window_mouse_passthrough(&self, region: PoolArray<Vector2>)

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).

# Set region, using Path2D node.
OS.set_window_mouse_passthrough($Path2D.curve.get_baked_points())

# Set region, using Polygon2D node.
OS.set_window_mouse_passthrough($Polygon2D.polygon)

# Reset region to default.
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.

Source

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.

Source

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.

Source

pub fn set_window_resizable(&self, enabled: bool)

If true, the window is resizable by the user.

Source

pub fn set_window_size(&self, size: Vector2)

The size of the window (without counting window manager decorations).

Source

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.

Source

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 to example@example.com. See RFC 2368 - The mailto URL scheme for a list of fields that can be added. Use ProjectSettings.globalize_path to convert a res:// or user:// path into a system path for use with this method. Note: This method is implemented on Android, iOS, HTML5, Linux, macOS and Windows.
Source

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>§

Source

pub const NOTIFICATION_POSTINITIALIZE: i64 = 0i64

Source

pub const CONNECT_DEFERRED: i64 = 1i64

Source

pub const NOTIFICATION_PREDELETE: i64 = 1i64

Source

pub const CONNECT_PERSIST: i64 = 2i64

Source

pub const CONNECT_ONESHOT: i64 = 4i64

Source

pub const CONNECT_REFERENCE_COUNTED: i64 = 8i64

Source

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 - [ ]
Source

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(), …).

Source

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(), …).

Source

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(), …).

Source

pub fn can_translate_messages(&self) -> bool

Returns true if the object can translate strings. See set_message_translation and tr.

Source

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 print 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 signal

An 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
Source

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 print an error. Use is_connected to ensure that the connection exists.

Source

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")
Source

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).

Source

pub fn get_class(&self) -> GodotString

Returns the object’s class as a String. See also is_class. Note: get_class does not take class_name declarations into account. If the object has a class_name defined, the base class name will be returned instead.

Source

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:

  • 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.
Source

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". Note: Even though the method takes NodePath argument, it doesn’t support actual paths to Nodes in the scene tree, only colon-separated sub-property paths. For the purpose of nodes, use Node.get_node_and_resource instead.

Source

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].

Source

pub fn get_meta( &self, name: impl Into<GodotString>, default: impl OwnedToVariant, ) -> Variant

Returns the object’s metadata entry for the given name. Throws error if the entry does not exist, unless default is not null (in which case the default value will be returned).

§Default Arguments
  • default - null
Source

pub fn get_meta_list(&self) -> PoolArray<GodotString>

Returns the object’s metadata as a PoolStringArray.

Source

pub fn get_method_list(&self) -> VariantArray

Returns the object’s methods and their signatures as an Array.

Source

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]).

Source

pub fn get_script(&self) -> Option<Ref<Reference, Shared>>

Returns the object’s Script instance, or null if none is assigned.

Source

pub fn get_signal_connection_list( &self, signal: impl Into<GodotString>, ) -> VariantArray

Returns an Array of connections for the given signal.

Source

pub fn get_signal_list(&self) -> VariantArray

Returns the list of signals as an Array of dictionaries.

Source

pub fn has_meta(&self, name: impl Into<GodotString>) -> bool

Returns true if a metadata entry is found with the given name.

Source

pub fn has_method(&self, method: impl Into<GodotString>) -> bool

Returns true if the object contains the given method.

Source

pub fn has_signal(&self, signal: impl Into<GodotString>) -> bool

Returns true if the given signal exists.

Source

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.

Source

pub fn is_blocking_signals(&self) -> bool

Returns true if signal emission blocking is enabled.

Source

pub fn is_class(&self, class: impl Into<GodotString>) -> bool

Returns true if the object inherits from the given class. See also get_class. Note: is_class does not take class_name declarations into account. If the object has a class_name defined, is_class will return false for that name.

Source

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.

Source

pub fn is_queued_for_deletion(&self) -> bool

Returns true if the Node.queue_free method was called for the object.

Source

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
Source

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.

Source

pub fn remove_meta(&self, name: impl Into<GodotString>)

Removes a given entry from the object’s metadata. See also set_meta.

Source

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 or the given value’s type doesn’t match, 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).

Source

pub fn set_block_signals(&self, enable: bool)

If set to true, signal emission is blocked.

Source

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).

Source

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)
Source

pub fn set_message_translation(&self, enable: bool)

Defines whether the object can translate strings (with calls to tr). Enabled by default.

Source

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".

Source

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.

Source

pub fn to_string(&self) -> GodotString

Returns a String representing the object. If not overridden, defaults to "[ClassName:RID]". Override the method [_to_string][Self::_to_string] to customize the String representation.

Source

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§

Source§

impl Debug for OS

Source§

fn fmt(&self, f: &mut Formatter<'_>) -> Result

Formats the value using the given formatter. Read more
Source§

impl Deref for OS

Source§

type Target = Object

The resulting type after dereferencing.
Source§

fn deref(&self) -> &Object

Dereferences the value.
Source§

impl DerefMut for OS

Source§

fn deref_mut(&mut self) -> &mut Object

Mutably dereferences the value.
Source§

impl GodotObject for OS

Source§

type Memory = ManuallyManaged

The memory management kind of this type. This modifies the behavior of the Ref smart pointer. See its type-level documentation for more information.
Source§

fn class_name() -> &'static str

Source§

fn null() -> Null<Self>

Creates an explicitly null reference of Self as a method argument. This makes type inference easier for the compiler compared to Option.
Source§

fn cast<T>(&self) -> Option<&T>
where T: GodotObject + SubClass<Self>,

Performs a dynamic reference downcast to target type. Read more
Source§

fn upcast<T>(&self) -> &T
where T: GodotObject, Self: SubClass<T>,

Performs a static reference upcast to a supertype that is guaranteed to be valid. Read more
Source§

unsafe fn assume_shared(&self) -> Ref<Self>
where Self: Sized,

Creates a persistent reference to the same Godot object with shared thread access. Read more
Source§

unsafe fn assume_unique(&self) -> Ref<Self, Unique>
where Self: Sized,

Creates a persistent reference to the same Godot object with unique access. Read more
Source§

unsafe fn try_from_instance_id<'a>(id: i64) -> Option<TRef<'a, Self>>

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
Source§

unsafe fn from_instance_id<'a>(id: i64) -> TRef<'a, Self>

Recovers a instance ID previously returned by Object::get_instance_id if the object is still alive, and panics otherwise. This does NOT guarantee that the resulting reference is safe to use. Read more
Source§

impl Sealed for OS

Source§

impl Send for OS

Source§

impl SubClass<Object> for OS

Source§

impl Sync for OS

Auto Trait Implementations§

§

impl Freeze for OS

§

impl RefUnwindSafe for OS

§

impl Unpin for OS

§

impl UnwindSafe for OS

Blanket Implementations§

Source§

impl<T> Any for T
where T: 'static + ?Sized,

Source§

fn type_id(&self) -> TypeId

Gets the TypeId of self. Read more
Source§

impl<T> Borrow<T> for T
where T: ?Sized,

Source§

fn borrow(&self) -> &T

Immutably borrows from an owned value. Read more
Source§

impl<T> BorrowMut<T> for T
where T: ?Sized,

Source§

fn borrow_mut(&mut self) -> &mut T

Mutably borrows from an owned value. Read more
Source§

impl<T> From<T> for T

Source§

fn from(t: T) -> T

Returns the argument unchanged.

Source§

impl<T, U> Into<U> for T
where U: From<T>,

Source§

fn into(self) -> U

Calls U::from(self).

That is, this conversion is whatever the implementation of From<T> for U chooses to do.

Source§

impl<P, T> Receiver for P
where P: Deref<Target = T> + ?Sized, T: ?Sized,

Source§

type Target = T

🔬This is a nightly-only experimental API. (arbitrary_self_types)
The target type on which the method may be called.
Source§

impl<T, U> TryFrom<U> for T
where U: Into<T>,

Source§

type Error = Infallible

The type returned in the event of a conversion error.
Source§

fn try_from(value: U) -> Result<T, <T as TryFrom<U>>::Error>

Performs the conversion.
Source§

impl<T, U> TryInto<U> for T
where U: TryFrom<T>,

Source§

type Error = <U as TryFrom<T>>::Error

The type returned in the event of a conversion error.
Source§

fn try_into(self) -> Result<U, <U as TryFrom<T>>::Error>

Performs the conversion.
Source§

impl<T> SubClass<T> for T
where T: GodotObject,