OS Methods |
The OS type exposes the following members.
Name | Description | |
---|---|---|
Alert | Displays a modal dialog box using the host OS' facilities. Execution is blocked until the dialog is closed. | |
CanDraw | Returns true if the host OS allows drawing. | |
CanUseThreads | Returns true if the current host platform is using multiple threads. | |
CenterWindow | Centers the window on the screen if in windowed mode. | |
CloseMidiInputs | Shuts down system MIDI driver. Note: This method is implemented on Linux, macOS and Windows. | |
DelayMsec | Delay execution of the current thread by msec milliseconds. usec must be greater than or equal to 0. Otherwise, DelayMsec(Int32) will do nothing and will print an error message. | |
DelayUsec | Delay execution of the current thread by usec microseconds. usec must be greater than or equal to 0. Otherwise, DelayUsec(Int32) will do nothing and will print an error message. | |
DumpMemoryToFile | Dumps the memory allocation ringlist to a file (only works in debug). Entry format per line: "Address - Size - Description". | |
DumpResourcesToFile | 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. | |
Execute | 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(Int32)). 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. | |
FindScancodeFromString | Returns the scancode of the given string (e.g. "Escape"). | |
GetAudioDriverCount | Returns the total number of available audio drivers. | |
GetAudioDriverName | Returns the audio driver name for the given index. | |
GetBorderlessWindow | Obsolete. | |
GetClipboard | Obsolete. | |
GetCmdlineArgs | 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 GetEnvironment(String) method. You can set editor/main_run_args in the Project Settings to define command-line arguments to be passed by the editor when running the project. Here's a minimal example on how to parse command-line arguments into a dictionary using the --key=value form for arguments: var arguments = {} for argument in OS.get_cmdline_args(): if argument.find("=") > -1: var key_value = argument.split("=") arguments[key_value[0].lstrip("--")] = key_value[1] | |
GetConnectedMidiInputs | Returns an array of MIDI device names. The returned array will be empty if the system MIDI driver has not previously been initialised with OpenMidiInputs. Note: This method is implemented on Linux, macOS and Windows. | |
GetCurrentScreen | Obsolete. | |
GetCurrentTabletDriver | Obsolete. | |
GetCurrentVideoDriver | Returns the currently used video driver, using one of the values from OSVideoDriver. | |
GetDate | Returns current date as a dictionary of keys: year, month, day, weekday, dst (Daylight Savings Time). | |
GetDatetime | Returns current datetime as a dictionary of keys: year, month, day, weekday, dst (Daylight Savings Time), hour, minute, second. | |
GetDatetimeFromUnixTime | 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 GetDatetime(Boolean), with the exception of Daylight Savings Time as it cannot be determined from the epoch. | |
GetDynamicMemoryUsage | Returns the total amount of dynamic memory used (only works in debug). | |
GetEnvironment | 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. | |
GetExecutablePath | Returns the path to the current engine executable. | |
GetExitCode | Obsolete. | |
GetGrantedPermissions | 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. | |
GetImeSelection | Returns the IME cursor position (the currently-edited portion of the string) relative to the characters in the composition string. is sent to the application to notify it of changes to the IME cursor position. Note: This method is implemented on macOS. | |
GetImeText | Returns the IME intermediate composition string. is sent to the application to notify it of changes to the IME composition string. Note: This method is implemented on macOS. | |
GetLatinKeyboardVariant | 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. | |
GetLocale | Returns the host OS locale. | |
GetLowProcessorUsageModeSleepUsec | Obsolete. | |
GetMaxWindowSize | Obsolete. | |
GetMinWindowSize | Obsolete. | |
GetModelName | Returns the model name of the current device. Note: This method is implemented on Android and iOS. Returns "GenericDevice" on unsupported platforms. | |
GetName | Returns the name of the host OS. Possible values are: "Android", "iOS", "HTML5", "OSX", "Server", "Windows", "UWP", "X11". | |
GetNativeHandle | Returns internal structure pointers for use in GDNative plugins. Note: This method is implemented on Linux and Windows (other OSs will soon be supported). | |
GetPowerPercentLeft | 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. | |
GetPowerSecondsLeft | 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. | |
GetPowerState | Returns the current state of the device regarding battery and power. See OSPowerState constants. Note: This method is implemented on Linux, macOS and Windows. | |
GetProcessId | Returns the project's process ID. Note: This method is implemented on Android, iOS, Linux, macOS and Windows. | |
GetProcessorCount | Returns the number of threads available on the host machine. | |
GetRealWindowSize | Returns the window size including decorations like window borders. | |
GetScancodeString | Returns the given scancode as a string (e.g. Return values: "Escape", "Shift+Escape"). See also Scancode and GetScancodeWithModifiers. | |
GetScreenCount | Returns the number of displays attached to the host machine. | |
GetScreenDpi | Returns the dots per inch density of the specified screen. If screen is [/code]-1[/code] (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. | |
GetScreenMaxScale | 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. | |
GetScreenOrientation | Obsolete. | |
GetScreenPosition | Returns the position of the specified screen by index. If screen is [/code]-1[/code] (the default value), the current screen will be used. | |
GetScreenScale | Return the scale factor of the specified screen by index. If screen is [/code]-1[/code] (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. | |
GetScreenSize | Returns the dimensions in pixels of the specified screen. If screen is [/code]-1[/code] (the default value), the current screen will be used. | |
GetSplashTickMsec | Returns the amount of time in milliseconds it took for the boot logo to appear. | |
GetStaticMemoryPeakUsage | Returns the maximum amount of static memory used (only works in debug). | |
GetStaticMemoryUsage | Returns the amount of static memory being used by the program in bytes. | |
GetSystemDir | Returns the actual path to commonly used folders across different platforms. Available locations are specified in OSSystemDir. Note: This method is implemented on Android, Linux, macOS and Windows. | |
GetSystemTimeMsecs | Returns the epoch time of the operating system in milliseconds. | |
GetSystemTimeSecs | Returns the epoch time of the operating system in seconds. | |
GetTabletDriverCount | Returns the total number of available tablet drivers. Note: This method is implemented on Windows. | |
GetTabletDriverName | Returns the tablet driver name for the given index. Note: This method is implemented on Windows. | |
GetThreadCallerId | 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. | |
GetTicksMsec | Returns the amount of time passed in milliseconds since the engine started. | |
GetTicksUsec | Returns the amount of time passed in microseconds since the engine started. | |
GetTime | Returns current time as a dictionary of keys: hour, minute, second. | |
GetTimeZoneInfo | Returns the current time zone as a dictionary with the keys: bias and name. | |
GetUniqueId | 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. | |
GetUnixTime | Returns the current UNIX epoch timestamp in seconds. Important: This is the system clock that the user can manully set. Never use this method for precise time calculation since its results are also subject to automatic adjustments by the operating system. Always use GetTicksUsec or GetTicksMsec for precise time calculation instead, since they are guaranteed to be monotonic (i.e. never decrease). | |
GetUnixTimeFromDatetime | 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. You can pass the output from GetDatetimeFromUnixTime(Int64) directly into this function. Daylight Savings Time (dst), if present, is ignored. | |
GetUserDataDir | 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://. | |
GetVideoDriverCount | Returns the number of video drivers supported on the current platform. | |
GetVideoDriverName | Returns the name of the video driver matching the given driver index. This index is a value from OSVideoDriver, and you can use GetCurrentVideoDriver to get the current backend's index. | |
GetVirtualKeyboardHeight | Returns the on-screen keyboard's height in pixels. Returns 0 if there is no keyboard or if it is currently hidden. | |
GetWindowPerPixelTransparencyEnabled | Obsolete. | |
GetWindowPosition | Obsolete. | |
GetWindowSafeArea | Returns unobscured area of the window where interactive controls should be rendered. | |
GetWindowSize | Obsolete. | |
GlobalMenuAddItem | 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. | |
GlobalMenuAddSeparator | Add a separator between items. Separators also occupy an index. Note: This method is implemented on macOS. | |
GlobalMenuClear | Clear the global menu, in effect removing all items. Note: This method is implemented on macOS. | |
GlobalMenuRemoveItem | 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. | |
HasEnvironment | 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. | |
HasFeature | 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. | |
HasTouchscreenUiHint | Returns true if the device has a touchscreen or emulates one. | |
HasVirtualKeyboard | Returns true if the platform has a virtual keyboard, false otherwise. | |
HideVirtualKeyboard | Hides the virtual keyboard if it is shown, does nothing otherwise. | |
IsDebugBuild | 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. | |
IsInLowProcessorUsageMode | Obsolete. | |
IsKeepScreenOn | Obsolete. | |
IsOkLeftAndCancelRight | Returns true if the OK button should appear on the left and Cancel on the right. | |
IsScancodeUnicode | Returns true if the input scancode corresponds to a Unicode character. | |
IsStdoutVerbose | Returns true if the engine was executed with -v (verbose stdout). | |
IsUserfsPersistent | 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. | |
IsVsyncEnabled | Obsolete. | |
IsVsyncViaCompositorEnabled | Obsolete. | |
IsWindowAlwaysOnTop | Returns true if the window should always be on top of other windows. | |
IsWindowFocused | Returns true if the window is currently focused. Note: Only implemented on desktop platforms. On other platforms, it will always return true. | |
IsWindowFullscreen | Obsolete. | |
IsWindowMaximized | Obsolete. | |
IsWindowMinimized | Obsolete. | |
IsWindowResizable | Obsolete. | |
KeyboardGetCurrentLayout | Returns active keyboard layout index. Note: This method is implemented on Linux, macOS and Windows. | |
KeyboardGetLayoutCount | Returns the number of keyboard layouts. Note: This method is implemented on Linux, macOS and Windows. | |
KeyboardGetLayoutLanguage | 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. | |
KeyboardGetLayoutName | Returns the localized name of the keyboard layout at position index. Note: This method is implemented on Linux, macOS and Windows. | |
KeyboardSetCurrentLayout | Sets active keyboard layout. Note: This method is implemented on Linux, macOS and Windows. | |
Kill | Kill (terminate) the process identified by the given process ID (pid), e.g. the one returned by Execute(String, String, Boolean, Array, Boolean) 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. | |
MoveWindowToForeground | Moves the window to the front. Note: This method is implemented on Linux, macOS and Windows. | |
NativeVideoIsPlaying | Returns true if native video is playing. Note: This method is implemented on Android and iOS. | |
NativeVideoPause | Pauses native video playback. Note: This method is implemented on Android and iOS. | |
NativeVideoPlay | 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. | |
NativeVideoStop | Stops native video playback. Note: This method is implemented on Android and iOS. | |
NativeVideoUnpause | Resumes native video playback. Note: This method is implemented on Android and iOS. | |
OpenMidiInputs | Initialises the singleton for the system MIDI driver. Note: This method is implemented on Linux, macOS and Windows. | |
PrintAllResources | Shows all resources in the game. Optionally, the list can be written to a file by specifying a file path in tofile. | |
PrintAllTexturesBySize | Shows the list of loaded textures sorted by size in memory. | |
PrintResourcesByType | Shows the number of resources loaded by the game of the given types. | |
PrintResourcesInUse | Shows all resources currently used by the game. | |
RequestAttention | 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. | |
RequestPermission | At the moment this function is only used by AudioDriverOpenSL to request permission for RECORD_AUDIO on Android. | |
RequestPermissions | 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. | |
SetBorderlessWindow | Obsolete. | |
SetClipboard | Obsolete. | |
SetCurrentScreen | Obsolete. | |
SetCurrentTabletDriver | Obsolete. | |
SetEnvironment | 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(String, String, Boolean, Array, Boolean) after running SetEnvironment(String, String). 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. | |
SetExitCode | Obsolete. | |
SetIcon | 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. | |
SetImeActive | 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 GetImeSelection and GetImeText functions. Completed composition string is committed when input is finished. Note: This method is implemented on Linux, macOS and Windows. | |
SetImePosition | Sets position of IME suggestion list popup (in window coordinates). Note: This method is implemented on Linux, macOS and Windows. | |
SetKeepScreenOn | Obsolete. | |
SetLowProcessorUsageMode | Obsolete. | |
SetLowProcessorUsageModeSleepUsec | Obsolete. | |
SetMaxWindowSize | Obsolete. | |
SetMinWindowSize | Obsolete. | |
SetNativeIcon | 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. | |
SetScreenOrientation | Obsolete. | |
SetThreadName | Sets the name of the current thread. | |
SetUseFileAccessSaveAndSwap | Enables backup saves if enabled is true. | |
SetUseVsync | Obsolete. | |
SetVsyncViaCompositor | Obsolete. | |
SetWindowAlwaysOnTop | Sets whether the window should always be on top. Note: This method is implemented on Linux, macOS and Windows. | |
SetWindowFullscreen | Obsolete. | |
SetWindowMaximized | Obsolete. | |
SetWindowMinimized | Obsolete. | |
SetWindowMousePassthrough | 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. | |
SetWindowPerPixelTransparencyEnabled | Obsolete. | |
SetWindowPosition | Obsolete. | |
SetWindowResizable | Obsolete. | |
SetWindowSize | Obsolete. | |
SetWindowTitle | 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. | |
ShellOpen | 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 Customizing mailto: Links for a list of fields that can be added. Use GlobalizePath(String) 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. | |
ShowVirtualKeyboard | 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. |