OS¶
Inherits: Object
Operating System functions.
Description¶
Operating System functions. OS wraps the most common functionality to communicate with the host operating system, such as the clipboard, video driver, date and time, timers, environment variables, execution of binaries, command line, etc.
Properties¶
String | clipboard | "" |
int | current_screen | 0 |
int | exit_code | 0 |
bool | keep_screen_on | true |
bool | low_processor_usage_mode | false |
int | low_processor_usage_mode_sleep_usec | 6900 |
Vector2 | max_window_size | Vector2( 0, 0 ) |
Vector2 | min_window_size | Vector2( 0, 0 ) |
ScreenOrientation | screen_orientation | 0 |
bool | vsync_enabled | true |
bool | vsync_via_compositor | false |
bool | window_borderless | false |
bool | window_fullscreen | false |
bool | window_maximized | false |
bool | window_minimized | false |
bool | window_per_pixel_transparency_enabled | false |
Vector2 | window_position | Vector2( 0, 0 ) |
bool | window_resizable | true |
Vector2 | window_size | Vector2( 0, 0 ) |
Methods¶
Enumerations¶
- VIDEO_DRIVER_GLES2 = 1 — The GLES2 rendering backend. It uses OpenGL ES 2.0 on mobile devices, OpenGL 2.1 on desktop platforms and WebGL 1.0 on the web.
- VIDEO_DRIVER_GLES3 = 0 — The GLES3 rendering backend. It uses OpenGL ES 3.0 on mobile devices, OpenGL 3.3 on desktop platforms and WebGL 2.0 on the web.
- DAY_SUNDAY = 0 — Sunday.
- DAY_MONDAY = 1 — Monday.
- DAY_TUESDAY = 2 — Tuesday.
- DAY_WEDNESDAY = 3 — Wednesday.
- DAY_THURSDAY = 4 — Thursday.
- DAY_FRIDAY = 5 — Friday.
- DAY_SATURDAY = 6 — Saturday.
- MONTH_JANUARY = 1 — January.
- MONTH_FEBRUARY = 2 — February.
- MONTH_MARCH = 3 — March.
- MONTH_APRIL = 4 — April.
- MONTH_MAY = 5 — May.
- MONTH_JUNE = 6 — June.
- MONTH_JULY = 7 — July.
- MONTH_AUGUST = 8 — August.
- MONTH_SEPTEMBER = 9 — September.
- MONTH_OCTOBER = 10 — October.
- MONTH_NOVEMBER = 11 — November.
- MONTH_DECEMBER = 12 — December.
- SCREEN_ORIENTATION_LANDSCAPE = 0 — Landscape screen orientation.
- SCREEN_ORIENTATION_PORTRAIT = 1 — Portrait screen orientation.
- SCREEN_ORIENTATION_REVERSE_LANDSCAPE = 2 — Reverse landscape screen orientation.
- SCREEN_ORIENTATION_REVERSE_PORTRAIT = 3 — Reverse portrait screen orientation.
- SCREEN_ORIENTATION_SENSOR_LANDSCAPE = 4 — Uses landscape or reverse landscape based on the hardware sensor.
- SCREEN_ORIENTATION_SENSOR_PORTRAIT = 5 — Uses portrait or reverse portrait based on the hardware sensor.
- SCREEN_ORIENTATION_SENSOR = 6 — Uses most suitable orientation based on the hardware sensor.
- SYSTEM_DIR_DESKTOP = 0 — Desktop directory path.
- SYSTEM_DIR_DCIM = 1 — DCIM (Digital Camera Images) directory path.
- SYSTEM_DIR_DOCUMENTS = 2 — Documents directory path.
- SYSTEM_DIR_DOWNLOADS = 3 — Downloads directory path.
- SYSTEM_DIR_MOVIES = 4 — Movies directory path.
- SYSTEM_DIR_MUSIC = 5 — Music directory path.
- SYSTEM_DIR_PICTURES = 6 — Pictures directory path.
- SYSTEM_DIR_RINGTONES = 7 — Ringtones directory path.
Property Descriptions¶
- String clipboard
Default | "" |
Setter | set_clipboard(value) |
Getter | get_clipboard() |
The clipboard from the host OS. Might be unavailable on some platforms.
- int current_screen
Default | 0 |
Setter | set_current_screen(value) |
Getter | get_current_screen() |
The current screen index (starting from 0).
- int exit_code
Default | 0 |
Setter | set_exit_code(value) |
Getter | get_exit_code() |
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.
- bool keep_screen_on
Default | true |
Setter | set_keep_screen_on(value) |
Getter | is_keep_screen_on() |
If true
, the engine tries to keep the screen on while the game is running. Useful on mobile.
- bool low_processor_usage_mode
Default | false |
Setter | set_low_processor_usage_mode(value) |
Getter | is_in_low_processor_usage_mode() |
If true
, the engine optimizes for low processor usage by only refreshing the screen if needed. Can improve battery consumption on mobile.
- int low_processor_usage_mode_sleep_usec
Default | 6900 |
Setter | set_low_processor_usage_mode_sleep_usec(value) |
Getter | get_low_processor_usage_mode_sleep_usec() |
The amount of sleeping between frames when the low-processor usage mode is enabled (in microseconds). Higher values will result in lower CPU usage.
- Vector2 max_window_size
Default | Vector2( 0, 0 ) |
Setter | set_max_window_size(value) |
Getter | get_max_window_size() |
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.
- Vector2 min_window_size
Default | Vector2( 0, 0 ) |
Setter | set_min_window_size(value) |
Getter | get_min_window_size() |
The minimum size of the window (without counting window manager decorations). Does not affect fullscreen mode. Set to (0, 0)
to reset to the system default value.
- ScreenOrientation screen_orientation
Default | 0 |
Setter | set_screen_orientation(value) |
Getter | get_screen_orientation() |
The current screen orientation.
- bool vsync_enabled
Default | true |
Setter | set_use_vsync(value) |
Getter | is_vsync_enabled() |
If true
, vertical synchronization (Vsync) is enabled.
- bool vsync_via_compositor
Default | false |
Setter | set_vsync_via_compositor(value) |
Getter | is_vsync_via_compositor_enabled() |
If true
and vsync_enabled
is true, the operating system’s window compositor will be used for vsync when the compositor is enabled and the game is in windowed mode.
Note: This option is experimental and meant to alleviate stutter experienced by some users. However, some users have experienced a Vsync framerate halving (e.g. from 60 FPS to 30 FPS) when using it.
Note: This property is only implemented on Windows.
- bool window_borderless
Default | false |
Setter | set_borderless_window(value) |
Getter | get_borderless_window() |
If true
, removes the window frame.
Note: Setting window_borderless
to false
disables per-pixel transparency.
- bool window_fullscreen
Default | false |
Setter | set_window_fullscreen(value) |
Getter | is_window_fullscreen() |
If true
, the window is fullscreen.
- bool window_maximized
Default | false |
Setter | set_window_maximized(value) |
Getter | is_window_maximized() |
If true
, the window is maximized.
- bool window_minimized
Default | false |
Setter | set_window_minimized(value) |
Getter | is_window_minimized() |
If true
, the window is minimized.
- bool window_per_pixel_transparency_enabled
Default | false |
Setter | set_window_per_pixel_transparency_enabled(value) |
Getter | get_window_per_pixel_transparency_enabled() |
If true
, the window background is transparent and window frame is removed.
Use get_tree().get_root().set_transparent_background(true)
to disable main viewport background rendering.
Note: This property has no effect if Project > Project Settings > Display > Window > Per-pixel transparency > Allowed setting is disabled.
Note: This property is implemented on HTML5, Linux, macOS and Windows.
- Vector2 window_position
Default | Vector2( 0, 0 ) |
Setter | set_window_position(value) |
Getter | get_window_position() |
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.
- bool window_resizable
Default | true |
Setter | set_window_resizable(value) |
Getter | is_window_resizable() |
If true
, the window is resizable by the user.
- Vector2 window_size
Default | Vector2( 0, 0 ) |
Setter | set_window_size(value) |
Getter | get_window_size() |
The size of the window (without counting window manager decorations).
Method Descriptions¶
Displays a modal dialog box using the host OS’ facilities. Execution is blocked until the dialog is closed.
- bool can_draw ( ) const
Returns true
if the host OS allows drawing.
- bool can_use_threads ( ) const
Returns true
if the current host platform is using multiple threads.
Centers the window on the screen if in windowed mode.
Shuts down system MIDI driver.
Note: This method is implemented on Linux, macOS and Windows.
- void delay_msec ( int msec ) const
Delay execution of the current thread by msec
milliseconds.
- void delay_usec ( int usec ) const
Delay execution of the current thread by usec
microseconds.
- void dump_memory_to_file ( String file )
Dumps the memory allocation ringlist to a file (only works in debug).
Entry format per line: “Address - Size - Description”.
- void dump_resources_to_file ( String file )
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.
- int execute ( String path, PoolStringArray arguments, bool blocking=true, Array output=[ ], bool read_stderr=false )
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.
Returns the scancode of the given string (e.g. “Escape”).
- int get_audio_driver_count ( ) const
Returns the total number of available audio drivers.
Returns the audio driver name for the given index.
- PoolStringArray get_cmdline_args ( )
Returns the command line arguments passed to the engine.
- PoolStringArray get_connected_midi_inputs ( )
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.
- VideoDriver get_current_video_driver ( ) const
Returns the currently used video driver, using one of the values from VideoDriver.
- Dictionary get_date ( bool utc=false ) const
Returns current date as a dictionary of keys: year
, month
, day
, weekday
, dst
(Daylight Savings Time).
- Dictionary get_datetime ( bool utc=false ) const
Returns current datetime as a dictionary of keys: year
, month
, day
, weekday
, dst
(Daylight Savings Time), hour
, minute
, second
.
- Dictionary get_datetime_from_unix_time ( int unix_time_val ) const
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.
- int get_dynamic_memory_usage ( ) const
Returns the total amount of dynamic memory used (only works in debug).
Returns an environment variable.
- String get_executable_path ( ) const
Returns the path to the current engine executable.
- PoolStringArray get_granted_permissions ( ) const
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.
- Vector2 get_ime_selection ( ) const
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.
- String get_ime_text ( ) const
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.
- String get_latin_keyboard_variant ( ) const
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.
- String get_locale ( ) const
Returns the host OS locale.
- String get_model_name ( ) const
Returns the model name of the current device.
Note: This method is implemented on Android and iOS. Returns "GenericDevice"
on unsupported platforms.
- String get_name ( ) const
Returns the name of the host OS. Possible values are: "Android"
, "Haiku"
, "iOS"
, "HTML5"
, "OSX"
, "Server"
, "Windows"
, "UWP"
, "X11"
.
- int get_power_percent_left ( )
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.
- int get_power_seconds_left ( )
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.
- PowerState get_power_state ( )
Returns the current state of the device regarding battery and power. See PowerState constants.
Note: This method is implemented on Linux, macOS and Windows.
- int get_process_id ( ) const
Returns the project’s process ID.
Note: This method is implemented on Android, iOS, Linux, macOS and Windows.
- int get_processor_count ( ) const
Returns the number of threads available on the host machine.
- Vector2 get_real_window_size ( ) const
Returns the window size including decorations like window borders.
Returns the given scancode as a string (e.g. Return values: "Escape"
, "Shift+Escape"
).
See also InputEventKey.scancode and InputEventKey.get_scancode_with_modifiers.
- int get_screen_count ( ) const
Returns the number of displays attached to the host machine.
Returns the dots per inch density of the specified screen. If screen
is -1
(the default value), the current screen will be used.
On Android devices, the actual screen densities are grouped into six generalized densities:
ldpi - 120 dpi
mdpi - 160 dpi
hdpi - 240 dpi
xhdpi - 320 dpi
xxhdpi - 480 dpi
xxxhdpi - 640 dpi
Note: This method is implemented on Android, Linux, macOS and Windows. Returns 72
on unsupported platforms.
Returns the position of the specified screen by index. If screen
is -1
(the default value), the current screen will be used.
Returns the dimensions in pixels of the specified screen. If screen
is -1
(the default value), the current screen will be used.
- int get_splash_tick_msec ( ) const
Returns the amount of time in milliseconds it took for the boot logo to appear.
- int get_static_memory_peak_usage ( ) const
Returns the maximum amount of static memory used (only works in debug).
- int get_static_memory_usage ( ) const
Returns the amount of static memory being used by the program in bytes.
Returns the actual path to commonly used folders across different platforms. Available locations are specified in SystemDir.
Note: This method is implemented on Android, Linux, macOS and Windows.
- int get_system_time_msecs ( ) const
Returns the epoch time of the operating system in milliseconds.
- int get_system_time_secs ( ) const
Returns the epoch time of the operating system in seconds.
- int get_ticks_msec ( ) const
Returns the amount of time passed in milliseconds since the engine started.
- int get_ticks_usec ( ) const
Returns the amount of time passed in microseconds since the engine started.
- Dictionary get_time ( bool utc=false ) const
Returns current time as a dictionary of keys: hour, minute, second.
- Dictionary get_time_zone_info ( ) const
Returns the current time zone as a dictionary with the keys: bias and name.
- String get_unique_id ( ) const
Returns a string that is unique to the device.
Note: Returns an empty string on HTML5 and UWP, as this method isn’t implemented on those platforms yet.
- int get_unix_time ( ) const
Returns the current UNIX epoch timestamp.
- int get_unix_time_from_datetime ( Dictionary datetime ) const
Gets an epoch time value from a dictionary of time values.
datetime
must be populated with the following keys: year
, month
, day
, hour
, minute
, second
.
You can pass the output from get_datetime_from_unix_time directly into this function. Daylight Savings Time (dst
), if present, is ignored.
- String get_user_data_dir ( ) const
Returns the absolute directory path where user data is written (user://
).
On Linux, this is ~/.local/share/godot/app_userdata/[project_name]
, or ~/.local/share/[custom_name]
if use_custom_user_dir
is set.
On macOS, this is ~/Library/Application Support/Godot/app_userdata/[project_name]
, or ~/Library/Application Support/[custom_name]
if use_custom_user_dir
is set.
On Windows, this is %APPDATA%\Godot\app_userdata\[project_name]
, or %APPDATA%\[custom_name]
if use_custom_user_dir
is set. %APPDATA%
expands to %USERPROFILE%\AppData\Roaming
.
If the project name is empty, user://
falls back to res://
.
- int get_video_driver_count ( ) const
Returns the number of video drivers supported on the current platform.
- String get_video_driver_name ( VideoDriver driver ) const
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.
- int get_virtual_keyboard_height ( )
Returns the on-screen keyboard’s height in pixels. Returns 0 if there is no keyboard or if it is currently hidden.
- Rect2 get_window_safe_area ( ) const
Returns unobscured area of the window where interactive controls should be rendered.
Add a new item with text “label” to global menu. Use “_dock” menu to add item to the macOS dock icon menu.
Note: This method is implemented on macOS.
Add a separator between items. Separators also occupy an index.
Note: This method is implemented on macOS.
Clear the global menu, in effect removing all items.
Note: This method is implemented on macOS.
Removes the item at index “idx” from the global menu. Note that the indexes of items after the removed item are going to be shifted by one.
Note: This method is implemented on macOS.
Returns true
if an environment variable exists.
Returns true
if the feature for the given feature tag is supported in the currently running instance, depending on platform, build etc. Can be used to check whether you’re currently running a debug build, on a certain platform or arch, etc. Refer to the Feature Tags documentation for more details.
Note: Tag names are case-sensitive.
- bool has_touchscreen_ui_hint ( ) const
Returns true
if the device has a touchscreen or emulates one.
- bool has_virtual_keyboard ( ) const
Returns true
if the platform has a virtual keyboard, false
otherwise.
Hides the virtual keyboard if it is shown, does nothing otherwise.
- bool is_debug_build ( ) const
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.
- bool is_ok_left_and_cancel_right ( ) const
Returns true
if the OK button should appear on the left and Cancel on the right.
Returns true
if the input scancode corresponds to a Unicode character.
- bool is_stdout_verbose ( ) const
Returns true
if the engine was executed with -v
(verbose stdout).
- bool is_userfs_persistent ( ) const
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.
- bool is_window_always_on_top ( ) const
Returns true
if the window should always be on top of other windows.
- bool is_window_focused ( ) const
Returns true
if the window is currently focused.
Note: Only implemented on desktop platforms. On other platforms, it will always return true
.
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.
Moves the window to the front.
Note: This method is implemented on Linux, macOS and Windows.
- bool native_video_is_playing ( )
Returns true
if native video is playing.
Note: This method is implemented on Android and iOS.
Pauses native video playback.
Note: This method is implemented on Android and iOS.
Plays native video from the specified path, at the given volume and with audio and subtitle tracks.
Note: This method is implemented on Android and iOS, and the current Android implementation does not support the volume
, audio_track
and subtitle_track
options.
Stops native video playback.
Note: This method is implemented on Android and iOS.
Resumes native video playback.
Note: This method is implemented on Android and iOS.
Initialises the singleton for the system MIDI driver.
Note: This method is implemented on Linux, macOS and Windows.
- void print_all_resources ( String tofile=”” )
Shows all resources in the game. Optionally, the list can be written to a file by specifying a file path in tofile
.
Shows the list of loaded textures sorted by size in memory.
- void print_resources_by_type ( PoolStringArray types )
Shows the number of resources loaded by the game of the given types.
- void print_resources_in_use ( bool short=false )
Shows all resources currently used by the game.
Request the user attention to the window. It’ll flash the taskbar button on Windows or bounce the dock icon on OSX.
Note: This method is implemented on Linux, macOS and Windows.
At the moment this function is only used by AudioDriverOpenSL
to request permission for RECORD_AUDIO
on Android.
- bool request_permissions ( )
With this function you can request dangerous permissions since normal permissions are automatically granted at install time in Android application.
Note: This method is implemented on Android.
- void set_icon ( Image icon )
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.
- void set_ime_active ( bool active )
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.
- void set_ime_position ( Vector2 position )
Sets position of IME suggestion list popup (in window coordinates).
Note: This method is implemented on Linux, macOS and Windows.
- void set_native_icon ( String filename )
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.
Sets the name of the current thread.
- void set_use_file_access_save_and_swap ( bool enabled )
Enables backup saves if enabled
is true
.
- void set_window_always_on_top ( bool enabled )
Sets whether the window should always be on top.
Note: This method is implemented on Linux, macOS and Windows.
- void set_window_title ( String title )
Sets the window title to the specified string.
Note: This should be used sporadically. Don’t set this every frame, as that will negatively affect performance on some window managers.
Note: This method is implemented on HTML5, Linux, macOS and Windows.
Requests the OS to open a resource with the most appropriate program. For example:
OS.shell_open("C:\\Users\name\Downloads")
on Windows opens the file explorer at the user’s Downloads folder.OS.shell_open("https://godotengine.org")
opens the default web browser on the official Godot website.OS.shell_open("mailto:example@example.com")
opens the default email client with the “To” field set toexample@example.com
. See Customizing ``mailto:` Links <https://blog.escapecreative.com/customizing-mailto-links/>`_ for a list of fields that can be added.
Note: This method is implemented on Android, iOS, HTML5, Linux, macOS and Windows.
- void show_virtual_keyboard ( String existing_text=”” )
Shows the virtual keyboard if the platform has one. The existing_text
parameter is useful for implementing your own LineEdit, as it tells the virtual keyboard what text has already been typed (the virtual keyboard uses it for auto-correct and predictions).
Note: This method is implemented on Android, iOS and UWP.