OS

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Published: Sep 16, 2025 License: MIT Imports: 25 Imported by: 0

Documentation

Overview

The graphics.gd/classdb/OS class wraps the most common functionalities for communicating with the host operating system, such as the video driver, delays, environment variables, execution of binaries, command line, etc.

Note: In Godot 4, graphics.gd/classdb/OS functions related to window management, clipboard, and TTS were moved to the graphics.gd/classdb/DisplayServer singleton (and the graphics.gd/classdb/Window class). Functions related to time were removed and are only available in the graphics.gd/classdb/Time class.

Index

Constants

This section is empty.

Variables

This section is empty.

Functions

func AddLogger

func AddLogger(logger Logger.Instance)

Add a custom logger to intercept the internal message stream.

func Advanced

func Advanced() class

Advanced exposes a 1:1 low-level instance of the class, undocumented, for those who know what they are doing.

func Alert

func Alert(text string)

Displays a modal dialog box using the host platform's implementation. The engine execution is blocked until the dialog is closed.

func AlertOptions

func AlertOptions(text string, title string)

Displays a modal dialog box using the host platform's implementation. The engine execution is blocked until the dialog is closed.

func CloseMidiInputs

func CloseMidiInputs()

Shuts down the system MIDI driver. Godot will no longer receive graphics.gd/classdb/InputEventMIDI. See also OpenMidiInputs and GetConnectedMidiInputs.

Note: This method is implemented on Linux, macOS, Windows, and Web.

func Crash

func Crash(message string)

Crashes the engine (or the editor if called within a @tool script). See also Kill.

Note: This method 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) [graphics.gd/classdb/@GDScript.Instance.Assert], [graphics.gd/classdb/@GlobalScope.Instance.PushError], or Alert.

func CreateInstance

func CreateInstance(arguments []string) int

Creates a new instance of Godot that runs independently. The 'arguments' are used in the given order and separated by a space.

If the process is successfully created, this method returns the new process' ID, which you can use to monitor the process (and potentially terminate it with Kill). If the process cannot be created, this method returns -1.

See CreateProcess if you wish to run a different process.

Note: This method is implemented on Android, Linux, macOS and Windows.

func CreateProcess

func CreateProcess(path string, arguments []string, open_console bool) int

Creates a new process that runs independently of Godot. It will not terminate when Godot terminates. The path specified in 'path' must exist and be an executable file or macOS .app bundle. The path is resolved based on the current platform. The 'arguments' are used in the given order and separated by a space.

On Windows, if 'open_console' is true and the process is a console app, a new terminal window will be opened.

If the process is successfully created, this method returns its process ID, which you can use to monitor the process (and potentially terminate it with Kill). Otherwise, this method returns -1.

Example: Run another instance of the project:

See Execute if you wish to run an external command and retrieve the results.

Note: This method is implemented on Android, Linux, macOS, and Windows.

Note: On macOS, sandboxed applications are limited to run only embedded helper executables, specified during export or system .app bundle, system .app bundles will ignore arguments.

func CreateProcessOptions

func CreateProcessOptions(path string, arguments []string, open_console bool) int

Creates a new process that runs independently of Godot. It will not terminate when Godot terminates. The path specified in 'path' must exist and be an executable file or macOS .app bundle. The path is resolved based on the current platform. The 'arguments' are used in the given order and separated by a space.

On Windows, if 'open_console' is true and the process is a console app, a new terminal window will be opened.

If the process is successfully created, this method returns its process ID, which you can use to monitor the process (and potentially terminate it with Kill). Otherwise, this method returns -1.

Example: Run another instance of the project:

See Execute if you wish to run an external command and retrieve the results.

Note: This method is implemented on Android, Linux, macOS, and Windows.

Note: On macOS, sandboxed applications are limited to run only embedded helper executables, specified during export or system .app bundle, system .app bundles will ignore arguments.

func DelayMsec

func DelayMsec(msec int)

Delays execution of the current thread by 'msec' milliseconds. 'msec' must be greater than or equal to 0. Otherwise, DelayMsec does nothing and prints an error message.

Note: DelayMsec is a blocking way to delay code execution. To delay code execution in a non-blocking way, you may use graphics.gd/classdb/SceneTree.Instance.CreateTimer. Awaiting with graphics.gd/classdb/SceneTreeTimer delays the execution of code placed below the await without affecting the rest of the project (or editor, for [graphics.gd/classdb/EditorPlugin]s and [graphics.gd/classdb/EditorScript]s).

Note: When DelayMsec 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 DelayMsec as part of an graphics.gd/classdb/EditorPlugin or graphics.gd/classdb/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).

func DelayUsec

func DelayUsec(usec int)

Delays execution of the current thread by 'usec' microseconds. 'usec' must be greater than or equal to 0. Otherwise, DelayUsec does nothing and prints an error message.

Note: DelayUsec is a blocking way to delay code execution. To delay code execution in a non-blocking way, you may use graphics.gd/classdb/SceneTree.Instance.CreateTimer. Awaiting with a graphics.gd/classdb/SceneTreeTimer delays the execution of code placed below the await without affecting the rest of the project (or editor, for [graphics.gd/classdb/EditorPlugin]s and [graphics.gd/classdb/EditorScript]s).

Note: When DelayUsec 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 DelayUsec as part of an graphics.gd/classdb/EditorPlugin or graphics.gd/classdb/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).

func DeltaSmoothing

func DeltaSmoothing() bool

func Execute

func Execute(path string, arguments []string, output []string, read_stderr bool, open_console bool) int

Executes the given process in a blocking way. The file specified in 'path' must exist and be executable. The system path resolution will be used. The 'arguments' are used in the given order, separated by spaces, and wrapped in quotes.

If an 'output' array is provided, the complete shell output of the process is appended to 'output' as a single string element. If 'read_stderr' is true, the output to the standard error stream is also appended to the array.

On Windows, if 'open_console' is true and the process is a console app, a new terminal window is opened.

This method returns the exit code of the command, or -1 if the process fails to execute.

Note: The main thread will be blocked until the executed command terminates. Use graphics.gd/classdb/Thread to create a separate thread that will not block the main thread, or use CreateProcess to create a completely independent process.

For example, to retrieve a list of the working directory's contents:

If you wish to access a shell built-in or execute a composite command, a platform-specific shell can be invoked. For example:

Note: This method is implemented on Android, 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.

Note: On macOS, sandboxed applications are limited to run only embedded helper executables, specified during export.

Note: On Android, system commands such as dumpsys can only be run on a rooted device.

func ExecuteOptions

func ExecuteOptions(path string, arguments []string, output []string, read_stderr bool, open_console bool) int

Executes the given process in a blocking way. The file specified in 'path' must exist and be executable. The system path resolution will be used. The 'arguments' are used in the given order, separated by spaces, and wrapped in quotes.

If an 'output' array is provided, the complete shell output of the process is appended to 'output' as a single string element. If 'read_stderr' is true, the output to the standard error stream is also appended to the array.

On Windows, if 'open_console' is true and the process is a console app, a new terminal window is opened.

This method returns the exit code of the command, or -1 if the process fails to execute.

Note: The main thread will be blocked until the executed command terminates. Use graphics.gd/classdb/Thread to create a separate thread that will not block the main thread, or use CreateProcess to create a completely independent process.

For example, to retrieve a list of the working directory's contents:

If you wish to access a shell built-in or execute a composite command, a platform-specific shell can be invoked. For example:

Note: This method is implemented on Android, 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.

Note: On macOS, sandboxed applications are limited to run only embedded helper executables, specified during export.

Note: On Android, system commands such as dumpsys can only be run on a rooted device.

func FindKeycodeFromString

func FindKeycodeFromString(s string) Input.Key

Finds the keycode for the given string. The returned values are equivalent to the [Key] constants.

See also GetKeycodeString.

func GetCacheDir

func GetCacheDir() string

Returns the global cache data directory according to the operating system's standards.

On the Linux/BSD platform, 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 GetConfigDir and GetDataDir.

Not to be confused with GetUserDataDir, which returns the project-specific user data path.

func GetCmdlineArgs

func GetCmdlineArgs() []string

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 method.

You can set graphics.gd/classdb/ProjectSettings "editor/run/main_run_args" to define command-line arguments to be passed by the editor when running the project.

Example: Parse command-line arguments into a data structure using the --key=value form for arguments:

Note: Passing custom user arguments directly is not recommended, as the engine may discard or modify them. Instead, pass the standard UNIX double dash (--) and then the custom arguments, which the engine will ignore by design. These can be read via GetCmdlineUserArgs.

func GetCmdlineUserArgs

func GetCmdlineUserArgs() []string

Returns the command-line user arguments passed to the engine. User arguments are ignored by the engine and reserved for the user. They are passed after the double dash -- argument. ++ may be used when -- is intercepted by another program (such as startx).

To get all passed arguments, use GetCmdlineArgs.

func GetConfigDir

func GetConfigDir() string

Returns the global user configuration directory according to the operating system's standards.

On the Linux/BSD platform, 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 GetCacheDir and GetDataDir.

Not to be confused with GetUserDataDir, which returns the project-specific user data path.

func GetConnectedMidiInputs

func GetConnectedMidiInputs() []string

Returns an array of connected MIDI device names, if they exist. Returns an empty array if the system MIDI driver has not previously been initialized with OpenMidiInputs. See also CloseMidiInputs.

Note: This method is implemented on Linux, macOS, Windows, and Web.

Note: On the Web platform, Web MIDI needs to be supported by the browser. For the time being, it is currently supported by all major browsers, except Safari.

Note: On the Web platform, using MIDI input requires a browser permission to be granted first. This permission request is performed when calling OpenMidiInputs. The browser will refrain from processing MIDI input until the user accepts the permission request.

func GetDataDir

func GetDataDir() string

Returns the global user data directory according to the operating system's standards.

On the Linux/BSD platform, 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 GetCacheDir and GetConfigDir.

Not to be confused with GetUserDataDir, which returns the project-specific user data path.

func GetDistributionName

func GetDistributionName() string

Returns the name of the distribution for Linux and BSD platforms (e.g. "Ubuntu", "Manjaro", "OpenBSD", etc.).

Returns the same value as GetName for stock Android ROMs, but attempts to return the custom ROM name for popular Android derivatives such as "LineageOS".

Returns the same value as GetName for other platforms.

Note: This method is not supported on the Web platform. It returns an empty string.

func GetEntropy

func GetEntropy(size int) []byte

Generates a []byte of cryptographically secure random bytes with given 'size'.

Note: Generating large quantities of bytes using this method can result in locking and entropy of lower quality on most platforms. Using graphics.gd/classdb/Crypto.Instance.GenerateRandomBytes is preferred in most cases.

func GetEnvironment

func GetEnvironment(variable string) string

Returns the value of the given environment variable, or an empty string if 'variable' doesn't exist.

Note: Double-check the casing of 'variable'. Environment variable names are case-sensitive on all platforms except Windows.

Note: On macOS, applications do not have access to shell environment variables.

func GetExecutablePath

func GetExecutablePath() string

Returns the file path to the current engine executable.

Note: On macOS, if you want to launch another instance of Godot, always use CreateInstance instead of relying on the executable path.

func GetGrantedPermissions

func GetGrantedPermissions() []string

On Android devices: Returns the list of dangerous permissions that have been granted.

On macOS: Returns the list of granted permissions and user selected folders accessible to the application (sandboxed applications only). Use the native file dialog to request folder access permission.

On iOS, visionOS: Returns the list of granted permissions.

func GetLocale

func GetLocale() string

Returns the host OS locale as a string of the form language_Script_COUNTRY_VARIANT@extra. Every substring after language is optional and may not exist.

- language - 2 or 3-letter language code, in lower case.

- Script - 4-letter script code, in title case.

- COUNTRY - 2 or 3-letter country code, in upper case.

- VARIANT - language variant, region and sort order. The variant can have any number of underscored keywords.

- extra - semicolon separated list of additional key words. This may include currency, calendar, sort order and numbering system information.

If you want only the language code and not the fully specified locale from the OS, you can use GetLocaleLanguage.

func GetLocaleLanguage

func GetLocaleLanguage() string

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 GetLocale 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.

func GetMainThreadId

func GetMainThreadId() int

Returns the ID of the main thread. See GetThreadCallerId.

Note: Thread IDs are not deterministic and may be reused across application restarts.

func GetModelName

func GetModelName() string

Returns the model name of the current device.

Note: This method is implemented on Android, iOS, macOS, and Windows. Returns "GenericDevice" on unsupported platforms.

func GetName

func GetName() string

Returns the name of the host platform.

- On Windows, this is "Windows".

- On macOS, this is "macOS".

- On Linux-based operating systems, this is "Linux".

- On BSD-based operating systems, this is "FreeBSD", "NetBSD", "OpenBSD", or "BSD" as a fallback.

- On Android, this is "Android".

- On iOS, this is "iOS".

- On Web, this is "Web".

Note: Custom builds of the engine may support additional platforms, such as consoles, possibly returning other names.

Note: On Web platforms, it is still possible to determine the host platform's OS with feature tags. See HasFeature.

func GetProcessExitCode

func GetProcessExitCode(pid int) int

Returns the exit code of a spawned process once it has finished running (see IsProcessRunning).

Returns -1 if the 'pid' is not a PID of a spawned child process, the process is still running, or the method is not implemented for the current platform.

Note: Returns -1 if the 'pid' is a macOS bundled app process.

Note: This method is implemented on Android, Linux, macOS and Windows.

func GetProcessId

func GetProcessId() int

Returns the number used by the host machine to uniquely identify this application.

Note: On Web, this method always returns 0.

func GetProcessorCount

func GetProcessorCount() int

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.

func GetProcessorName

func GetProcessorName() string

Returns the full 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 and Web, GetProcessorName returns an empty string.

func GetRestartOnExitArguments

func GetRestartOnExitArguments() []string

Returns the list of command line arguments that will be used when the project automatically restarts using SetRestartOnExit. See also IsRestartOnExitSet.

func GetStaticMemoryPeakUsage

func GetStaticMemoryPeakUsage() int

Returns the maximum amount of static memory used. Only works in debug builds.

func GetStaticMemoryUsage

func GetStaticMemoryUsage() int

Returns the amount of static memory being used by the program in bytes. Only works in debug builds.

func GetSystemCaCertificates

func GetSystemCaCertificates() string

Returns the list of certification authorities trusted by the operating system as a string of concatenated certificates in PEM format.

func GetSystemDir

func GetSystemDir(dir SystemDir) string

Returns the path to commonly used folders across different platforms, as defined by 'dir'. See the SystemDir constants for available locations.

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, if 'shared_storage' is true. Shared directories have additional restrictions on Android.

func GetSystemDirOptions

func GetSystemDirOptions(dir SystemDir, shared_storage bool) string

Returns the path to commonly used folders across different platforms, as defined by 'dir'. See the SystemDir constants for available locations.

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, if 'shared_storage' is true. Shared directories have additional restrictions on Android.

func GetSystemFontPath

func GetSystemFontPath(font_name string, italic bool) string

Returns the path to the system font file with 'font_name' and style. Returns an empty string if no matching fonts found.

The following aliases can be used to request default fonts: "sans-serif", "serif", "monospace", "cursive", and "fantasy".

Note: Returned font might have different style if the requested style is not available.

Note: This method is implemented on Android, iOS, Linux, macOS and Windows.

func GetSystemFontPathForText

func GetSystemFontPathForText(font_name string, text string, locale string, script string, italic bool) []string

Returns an array of the system substitute font file paths, which are similar to the font with 'font_name' and style for the specified text, locale, and script. Returns an empty array if no matching fonts found.

The following aliases can be used to request default fonts: "sans-serif", "serif", "monospace", "cursive", and "fantasy".

Note: Depending on OS, it's not guaranteed that any of the returned fonts will be suitable for rendering specified text. Fonts should be loaded and checked in the order they are returned, and the first suitable one used.

Note: Returned fonts might have different style if the requested style is not available or belong to a different font family.

Note: This method is implemented on Android, iOS, Linux, macOS and Windows.

func GetSystemFontPathForTextOptions

func GetSystemFontPathForTextOptions(font_name string, text string, locale string, script string, weight int, stretch int, italic bool) []string

Returns an array of the system substitute font file paths, which are similar to the font with 'font_name' and style for the specified text, locale, and script. Returns an empty array if no matching fonts found.

The following aliases can be used to request default fonts: "sans-serif", "serif", "monospace", "cursive", and "fantasy".

Note: Depending on OS, it's not guaranteed that any of the returned fonts will be suitable for rendering specified text. Fonts should be loaded and checked in the order they are returned, and the first suitable one used.

Note: Returned fonts might have different style if the requested style is not available or belong to a different font family.

Note: This method is implemented on Android, iOS, Linux, macOS and Windows.

func GetSystemFontPathOptions

func GetSystemFontPathOptions(font_name string, weight int, stretch int, italic bool) string

Returns the path to the system font file with 'font_name' and style. Returns an empty string if no matching fonts found.

The following aliases can be used to request default fonts: "sans-serif", "serif", "monospace", "cursive", and "fantasy".

Note: Returned font might have different style if the requested style is not available.

Note: This method is implemented on Android, iOS, Linux, macOS and Windows.

func GetSystemFonts

func GetSystemFonts() []string

Returns the list of font family names available.

Note: This method is implemented on Android, iOS, Linux, macOS and Windows.

func GetTempDir

func GetTempDir() string

Returns the global temporary data directory according to the operating system's standards.

func GetThreadCallerId

func GetThreadCallerId() int

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.

func GetUniqueId

func GetUniqueId() string

Returns a string that is unique to the device.

Note: This string may change without notice if the user reinstalls their operating system, upgrades it, or modifies 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 this method for security purposes.

Note: On Web, returns an empty string and generates an error, as this method cannot be implemented for security reasons.

func GetUserDataDir

func GetUserDataDir() string

Returns the absolute directory path where user data is written (the user:// directory in Godot). The path depends on the project name and graphics.gd/classdb/ProjectSettings "application/config/use_custom_user_dir".

- 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.

- 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 Linux and BSD, this is ~/.local/share/godot/app_userdata/[project_name], or ~/.local/share/[custom_name] if use_custom_user_dir is set.

- On Android and iOS, this is a sandboxed directory in either internal or external storage, depending on the user's configuration.

- On Web, this is a virtual directory managed by the browser.

If the project name is empty, [project_name] falls back to [unnamed project].

Not to be confused with GetDataDir, which returns the global (non-project-specific) user home directory.

func GetVersion

func GetVersion() string

Returns the exact production and build version of the operating system. This is different from the branded version used in marketing. This helps to distinguish between different releases of operating systems, including minor versions, and insider and custom builds.

- For Windows, the major and minor version are returned, as well as the build number. For example, the returned string may look like 10.0.9926 for a build of Windows 10.

- For rolling distributions, such as Arch Linux, an empty string is returned.

- For macOS and iOS, the major and minor version are returned, as well as the patch number.

- For Android, the SDK version and the incremental build number are returned. If it's a custom ROM, it attempts to return its version instead.

Note: This method is not supported on the Web platform. It returns an empty string.

func GetVersionAlias

func GetVersionAlias() string

Returns the branded version used in marketing, followed by the build number (on Windows), the version number (on macOS), or the SDK version and incremental build number (on Android). Examples include 11 (build 22000), Sequoia (15.0.0), and 15 (SDK 35 build abc528-11988f).

This value can then be appended to GetName to get a full, human-readable operating system name and version combination for the operating system. Windows feature updates such as 24H2 are not contained in the resulting string, but Windows Server is recognized as such (e.g. 2025 (build 26100) for Windows Server 2025).

Note: This method is only supported on Windows, macOS, and Android. On other operating systems, it returns the same value as GetVersion.

func GetVideoAdapterDriverInfo

func GetVideoAdapterDriverInfo() []string

Returns the video adapter driver name and version for the user's currently active graphics card, as a []string. See also graphics.gd/classdb/RenderingServer.GetVideoAdapterApiVersion.

The first element holds the driver name, such as nvidia, amdgpu, etc.

The second element holds the driver version. For example, on the nvidia driver on a Linux/BSD platform, the version is in the format 510.85.02. For Windows, the driver's format is 31.0.15.1659.

Note: This method is only supported on Linux/BSD and Windows when not running in headless mode. On other platforms, it returns an empty array.

Note: This method will run slowly the first time it is called in a session; it can take several seconds depending on the operating system and hardware. It is blocking if called on the main thread, so it's recommended to call it on a separate thread using graphics.gd/classdb/Thread. This allows the engine to keep running while the information is being retrieved. However, GetVideoAdapterDriverInfo is not thread-safe, so it should not be called from multiple threads at the same time.

func HasEnvironment

func HasEnvironment(variable string) 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.

func HasFeature

func HasFeature(tag_name string) 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.

Note: On the Web platform, one of the following additional tags is defined to indicate the host platform: web_android, web_ios, web_linuxbsd, web_macos, or web_windows.

func IsDebugBuild

func IsDebugBuild() 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.

Note: To check whether the Godot binary used to run the project is an export template (debug or release), use OS.has_feature("template") instead.

func IsKeycodeUnicode

func IsKeycodeUnicode(code int) bool

Returns true if the input keycode corresponds to a Unicode character. For a list of codes, see the [Key] constants.

func IsProcessRunning

func IsProcessRunning(pid int) bool

Returns true if the child process ID ('pid') is still running or false if it has terminated. 'pid' must be a valid ID generated from CreateProcess.

Note: This method is implemented on Android, iOS, Linux, macOS, and Windows.

func IsRestartOnExitSet

func IsRestartOnExitSet() bool

Returns true if the project will automatically restart when it exits for any reason, false otherwise. See also SetRestartOnExit and GetRestartOnExitArguments.

func IsSandboxed

func IsSandboxed() bool

Returns true if the application is running in the sandbox.

Note: This method is only implemented on macOS and Linux.

func IsStdoutVerbose

func IsStdoutVerbose() bool

Returns true if the engine was executed with the --verbose or -v command line argument, or if graphics.gd/classdb/ProjectSettings "debug/settings/stdout/verbose_stdout" is true. See also [graphics.gd/classdb/@GlobalScope.Instance.PrintVerbose].

func IsUserfsPersistent

func IsUserfsPersistent() bool

Returns true if the user:// file system is persistent, that is, its state is the same after a player quits and starts the game again. Relevant to the Web platform, where this persistence may be unavailable.

func Kill

func Kill(pid int) error

Kill (terminate) the process identified by the given process ID ('pid'), such as the ID 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 engine.

Note: This method is implemented on Android, iOS, Linux, macOS and Windows.

func LowProcessorUsageMode

func LowProcessorUsageMode() bool

func LowProcessorUsageModeSleepUsec

func LowProcessorUsageModeSleepUsec() int

func MoveToTrash

func MoveToTrash(path string) error

Moves the file or directory at the given 'path' to the system's recycle bin. See also graphics.gd/classdb/DirAccess.Instance.Remove.

The method takes only global paths, so you may need to use graphics.gd/classdb/ProjectSettings.GlobalizePath. Do not use it for files in res:// as it will not work in exported projects.

Returns [Failed] if the file or directory cannot be found, or the system does not support this method.

Note: This method is implemented on Android, Linux, macOS and Windows.

Note: If the user has disabled the recycle bin on their system, the file will be permanently deleted instead.

func OpenMidiInputs

func OpenMidiInputs()

Initializes the singleton for the system MIDI driver, allowing Godot to receive graphics.gd/classdb/InputEventMIDI. See also GetConnectedMidiInputs and CloseMidiInputs.

Note: This method is implemented on Linux, macOS, Windows, and Web.

Note: On the Web platform, Web MIDI needs to be supported by the browser. For the time being, it is currently supported by all major browsers, except Safari.

Note: On the Web platform, using MIDI input requires a browser permission to be granted first. This permission request is performed when calling OpenMidiInputs. The browser will refrain from processing MIDI input until the user accepts the permission request.

func OpenWithProgram

func OpenWithProgram(program_path string, paths []string) error

Opens one or more files/directories with the specified application. The 'program_path' specifies the path to the application to use for opening the files, and 'paths' contains an array of file/directory paths to open.

Note: This method is mostly only relevant for macOS, where opening files using CreateProcess might fail. On other platforms, this falls back to using CreateProcess.

Note: On macOS, 'program_path' should ideally be the path to a .app bundle.

func ReadBufferFromStdin

func ReadBufferFromStdin() []byte

Reads a user input as raw data from the standard input. This operation can be blocking, which causes the window to freeze if ReadBufferFromStdin is called on the main thread.

- If standard input is console, this method will block until the program receives a line break in standard input (usually by the user pressing Enter).

- If standard input is pipe, this method will block until a specific amount of data is read or pipe is closed.

- If standard input is a file, this method will read a specific amount of data (or less if end-of-file is reached) and return immediately.

Note: This method is implemented on Linux, macOS, and Windows.

Note: On exported Windows builds, run the console wrapper executable to access the terminal. If standard input is console, calling this method without console wrapped will freeze permanently. If standard input is pipe or file, it can be used without console wrapper. If you need a single executable with full console support, use a custom build compiled with the windows_subsystem=console flag.

func ReadBufferFromStdinOptions

func ReadBufferFromStdinOptions(buffer_size int) []byte

Reads a user input as raw data from the standard input. This operation can be blocking, which causes the window to freeze if ReadBufferFromStdin is called on the main thread.

- If standard input is console, this method will block until the program receives a line break in standard input (usually by the user pressing Enter).

- If standard input is pipe, this method will block until a specific amount of data is read or pipe is closed.

- If standard input is a file, this method will read a specific amount of data (or less if end-of-file is reached) and return immediately.

Note: This method is implemented on Linux, macOS, and Windows.

Note: On exported Windows builds, run the console wrapper executable to access the terminal. If standard input is console, calling this method without console wrapped will freeze permanently. If standard input is pipe or file, it can be used without console wrapper. If you need a single executable with full console support, use a custom build compiled with the windows_subsystem=console flag.

func ReadStringFromStdin

func ReadStringFromStdin() string

Reads a user input as a UTF-8 encoded string from the standard input. This operation can be blocking, which causes the window to freeze if ReadStringFromStdin is called on the main thread.

- If standard input is console, this method will block until the program receives a line break in standard input (usually by the user pressing Enter).

- If standard input is pipe, this method will block until a specific amount of data is read or pipe is closed.

- If standard input is a file, this method will read a specific amount of data (or less if end-of-file is reached) and return immediately.

Note: This method automatically replaces \r\n line breaks with \n and removes them from the end of the string. Use ReadBufferFromStdin to read the unprocessed data.

Note: This method is implemented on Linux, macOS, and Windows.

Note: On exported Windows builds, run the console wrapper executable to access the terminal. If standard input is console, calling this method without console wrapped will freeze permanently. If standard input is pipe or file, it can be used without console wrapper. If you need a single executable with full console support, use a custom build compiled with the windows_subsystem=console flag.

func ReadStringFromStdinOptions

func ReadStringFromStdinOptions(buffer_size int) string

Reads a user input as a UTF-8 encoded string from the standard input. This operation can be blocking, which causes the window to freeze if ReadStringFromStdin is called on the main thread.

- If standard input is console, this method will block until the program receives a line break in standard input (usually by the user pressing Enter).

- If standard input is pipe, this method will block until a specific amount of data is read or pipe is closed.

- If standard input is a file, this method will read a specific amount of data (or less if end-of-file is reached) and return immediately.

Note: This method automatically replaces \r\n line breaks with \n and removes them from the end of the string. Use ReadBufferFromStdin to read the unprocessed data.

Note: This method is implemented on Linux, macOS, and Windows.

Note: On exported Windows builds, run the console wrapper executable to access the terminal. If standard input is console, calling this method without console wrapped will freeze permanently. If standard input is pipe or file, it can be used without console wrapper. If you need a single executable with full console support, use a custom build compiled with the windows_subsystem=console flag.

func RemoveLogger

func RemoveLogger(logger Logger.Instance)

Remove a custom logger added by AddLogger.

func RequestPermission

func RequestPermission(name string) bool

Requests permission from the OS for the given 'name'. Returns true if the permission has already been granted. See also [OnMainloop.OnRequestPermissionsResult].

The 'name' must be the full permission name. For example:

- OS.request_permission("android.permission.READ_EXTERNAL_STORAGE")

- OS.request_permission("android.permission.POST_NOTIFICATIONS")

- OS.request_permission("macos.permission.RECORD_SCREEN")

- OS.request_permission("appleembedded.permission.AUDIO_RECORD")

Note: On Android, permission must be checked during export.

Note: This method is implemented on Android, macOS, and visionOS platforms.

func RequestPermissions

func RequestPermissions() bool

Requests dangerous permissions from the OS. Returns true if permissions have already been granted. See also [OnMainloop.OnRequestPermissionsResult].

Note: Permissions must be checked during export.

Note: This method is only implemented on Android. Normal permissions are automatically granted at install time in Android applications.

func RevokeGrantedPermissions

func RevokeGrantedPermissions()

On macOS (sandboxed applications only), this function clears list of user selected folders accessible to the application.

func SetDeltaSmoothing

func SetDeltaSmoothing(value bool)

func SetEnvironment

func SetEnvironment(variable string, value string)

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 SetEnvironment. The environment variable will not persist to processes run after the Godot process was terminated.

Note: Environment variable names are case-sensitive on all platforms except Windows. The 'variable' name cannot be empty or include the = character. On Windows, there is a 32767 characters limit for the combined length of 'variable', 'value', and the = and null terminator characters that will be registered in the environment block.

func SetLowProcessorUsageMode

func SetLowProcessorUsageMode(value bool)

func SetLowProcessorUsageModeSleepUsec

func SetLowProcessorUsageModeSleepUsec(value int)

func SetRestartOnExit

func SetRestartOnExit(restart bool, arguments []string)

If 'restart' is true, restarts the project automatically when it is exited with graphics.gd/classdb/SceneTree.Instance.Quit or [Node.NotificationWmCloseRequest]. Command-line 'arguments' can be supplied. To restart the project with the same command line arguments as originally used to run the project, pass GetCmdlineArgs as the value for 'arguments'.

This method can be used to apply setting changes that require a restart. See also IsRestartOnExitSet and GetRestartOnExitArguments.

Note: This method is only effective on desktop platforms, and only when the project isn't started from the editor. It will have no effect on mobile and Web platforms, or when the project is started from the editor.

Note: If the project process crashes or is killed by the user (by sending SIGKILL instead of the usual SIGTERM), the project won't restart automatically.

func SetRestartOnExitOptions

func SetRestartOnExitOptions(restart bool, arguments []string)

If 'restart' is true, restarts the project automatically when it is exited with graphics.gd/classdb/SceneTree.Instance.Quit or [Node.NotificationWmCloseRequest]. Command-line 'arguments' can be supplied. To restart the project with the same command line arguments as originally used to run the project, pass GetCmdlineArgs as the value for 'arguments'.

This method can be used to apply setting changes that require a restart. See also IsRestartOnExitSet and GetRestartOnExitArguments.

Note: This method is only effective on desktop platforms, and only when the project isn't started from the editor. It will have no effect on mobile and Web platforms, or when the project is started from the editor.

Note: If the project process crashes or is killed by the user (by sending SIGKILL instead of the usual SIGTERM), the project won't restart automatically.

func SetThreadName

func SetThreadName(name string) error

Assigns the given name to the current thread. Returns [ErrUnavailable] if unavailable on the current platform.

func SetUseFileAccessSaveAndSwap

func SetUseFileAccessSaveAndSwap(enabled bool)

If 'enabled' is true, when opening a file for writing, a temporary file is used in its place. When closed, it is automatically applied to the target file.

This can useful when files may be opened by other applications, such as antiviruses, text editors, or even the Godot editor itself.

func ShellOpen

func ShellOpen(uri string) error

Requests the OS to open a resource identified by 'uri' 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("C:/Users/name/Downloads") also works on Windows and 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 [code]mailto[/code] URL scheme] for a list of fields that can be added.

Use graphics.gd/classdb/ProjectSettings.GlobalizePath to convert a res:// or user:// project path into a system path for use with this method.

Note: Use graphics.gd/classdb/String.Instance.UriEncode to encode characters within URLs in a URL-safe, portable way. This is especially required for line breaks. Otherwise, ShellOpen may not work correctly in a project exported to the Web platform.

Note: This method is implemented on Android, iOS, Web, Linux, macOS and Windows.

func ShellShowInFileManager

func ShellShowInFileManager(file_or_dir_path string) error

Requests the OS to open the file manager, navigate to the given 'file_or_dir_path' and select the target file or folder.

If 'open_folder' is true and 'file_or_dir_path' is a valid directory path, the OS will open the file manager and navigate to the target folder without selecting anything.

Use graphics.gd/classdb/ProjectSettings.GlobalizePath to convert a res:// or user:// project path into a system path to use with this method.

Note: This method is currently only implemented on Windows and macOS. On other platforms, it will fallback to ShellOpen with a directory path of 'file_or_dir_path' prefixed with file://.

func ShellShowInFileManagerOptions

func ShellShowInFileManagerOptions(file_or_dir_path string, open_folder bool) error

Requests the OS to open the file manager, navigate to the given 'file_or_dir_path' and select the target file or folder.

If 'open_folder' is true and 'file_or_dir_path' is a valid directory path, the OS will open the file manager and navigate to the target folder without selecting anything.

Use graphics.gd/classdb/ProjectSettings.GlobalizePath to convert a res:// or user:// project path into a system path to use with this method.

Note: This method is currently only implemented on Windows and macOS. On other platforms, it will fallback to ShellOpen with a directory path of 'file_or_dir_path' prefixed with file://.

func UnsetEnvironment

func UnsetEnvironment(variable string)

Removes the given environment variable from the current environment, if it exists. The 'variable' name cannot be empty or include the = character. The environment variable will be removed for the Godot process and any process executed with Execute after running UnsetEnvironment. The removal of the environment variable will not persist to processes run after the Godot process was terminated.

Note: Environment variable names are case-sensitive on all platforms except Windows.

Types

type Extension

type Extension[T gdclass.Interface] struct{ gdclass.Extension[T, Instance] }

Extension can be embedded in a new struct to create an extension of this class. T should be the type that is embedding this Extension

func (*Extension[T]) AsObject

func (self *Extension[T]) AsObject() [1]gd.Object

type ID

type ID Object.ID

ID is a typed object ID (reference) to an instance of this class, use it to store references to objects with unknown lifetimes, as an ID will not panic on use if the underlying object has been destroyed.

func (ID) Instance

func (id ID) Instance() (Instance, bool)

type Instance

type Instance [1]gdclass.OS

Instance of the class with convieniently typed arguments and results.

func (Instance) AsObject

func (self Instance) AsObject() [1]gd.Object

func (Instance) ID

func (self Instance) ID() ID

func (*Instance) SetObject

func (self *Instance) SetObject(obj [1]gd.Object) bool

func (Instance) Virtual

func (self Instance) Virtual(name string) reflect.Value

type MemoryInfo

type MemoryInfo struct {
	Physical  int `gd:"physical"`
	Free      int `gd:"free"`
	Available int `gd:"available"`
	Stack     int `gd:"stack"`
}

func GetMemoryInfo

func GetMemoryInfo() MemoryInfo

Returns a data structure containing information about the current memory with the following entries:

- "physical" - total amount of usable physical memory in bytes. This value can be slightly less than the actual physical memory amount, since it does not include memory reserved by the kernel and devices.

- "free" - amount of physical memory, that can be immediately allocated without disk access or other costly operations, in bytes. The process might be able to allocate more physical memory, but this action will require moving inactive pages to disk, which can be expensive.

- "available" - amount of memory that can be allocated without extending the swap file(s), in bytes. This value includes both physical memory and swap.

- "stack" - size of the current thread stack in bytes.

Note: Each entry's value may be -1 if it is unknown.

type Pipe

type Pipe struct {
	Stdio  [1]gdclass.FileAccess `gd:"stdio"`
	Stderr [1]gdclass.FileAccess `gd:"stderr"`
	PID    int                   `gd:"pid"`
}

func ExecuteWithPipe

func ExecuteWithPipe(path string, arguments []string) Pipe

Creates a new process that runs independently of Godot with redirected IO. It will not terminate when Godot terminates. The path specified in 'path' must exist and be an executable file or macOS .app bundle. The path is resolved based on the current platform. The 'arguments' are used in the given order and separated by a space.

If 'blocking' is false, created pipes work in non-blocking mode, i.e. read and write operations will return immediately. Use graphics.gd/classdb/FileAccess.Instance.GetError to check if the last read/write operation was successful.

If the process cannot be created, this method returns an empty data structure. Otherwise, this method returns a data structure with the following keys:

- "stdio" - graphics.gd/classdb/FileAccess to access the process stdin and stdout pipes (read/write).

- "stderr" - graphics.gd/classdb/FileAccess to access the process stderr pipe (read only).

- "pid" - Process ID as an int, which you can use to monitor the process (and potentially terminate it with Kill).

Note: This method is implemented on Android, 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.

Note: On macOS, sandboxed applications are limited to run only embedded helper executables, specified during export or system .app bundle, system .app bundles will ignore arguments.

func ExecuteWithPipeOptions

func ExecuteWithPipeOptions(path string, arguments []string, blocking bool) Pipe

Creates a new process that runs independently of Godot with redirected IO. It will not terminate when Godot terminates. The path specified in 'path' must exist and be an executable file or macOS .app bundle. The path is resolved based on the current platform. The 'arguments' are used in the given order and separated by a space.

If 'blocking' is false, created pipes work in non-blocking mode, i.e. read and write operations will return immediately. Use graphics.gd/classdb/FileAccess.Instance.GetError to check if the last read/write operation was successful.

If the process cannot be created, this method returns an empty data structure. Otherwise, this method returns a data structure with the following keys:

- "stdio" - graphics.gd/classdb/FileAccess to access the process stdin and stdout pipes (read/write).

- "stderr" - graphics.gd/classdb/FileAccess to access the process stderr pipe (read only).

- "pid" - Process ID as an int, which you can use to monitor the process (and potentially terminate it with Kill).

Note: This method is implemented on Android, 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.

Note: On macOS, sandboxed applications are limited to run only embedded helper executables, specified during export or system .app bundle, system .app bundles will ignore arguments.

type RenderingDriver

type RenderingDriver int //gd:OS.RenderingDriver
const (
	// The Vulkan rendering driver. It requires Vulkan 1.0 support and automatically uses features from Vulkan 1.1 and 1.2 if available.
	RenderingDriverVulkan RenderingDriver = 0
	// The OpenGL 3 rendering driver. It uses OpenGL 3.3 Core Profile on desktop platforms, OpenGL ES 3.0 on mobile devices, and WebGL 2.0 on Web.
	RenderingDriverOpengl3 RenderingDriver = 1
	// The Direct3D 12 rendering driver.
	RenderingDriverD3d12 RenderingDriver = 2
	// The Metal rendering driver.
	RenderingDriverMetal RenderingDriver = 3
)

type StdHandleType

type StdHandleType int //gd:OS.StdHandleType
const (
	// Standard I/O device is invalid. No data can be received from or sent to these standard I/O devices.
	StdHandleInvalid StdHandleType = 0
	// Standard I/O device is a console. This typically occurs when Godot is run from a terminal with no redirection. This is also used for all standard I/O devices when running Godot from the editor, at least on desktop platforms.
	StdHandleConsole StdHandleType = 1
	// Standard I/O device is a regular file. This typically occurs with redirection from a terminal, e.g. godot > stdout.txt, godot < stdin.txt or godot > stdout_stderr.txt 2>&1.
	StdHandleFile StdHandleType = 2
	// Standard I/O device is a FIFO/pipe. This typically occurs with pipe usage from a terminal, e.g. echo "Hello" | godot.
	StdHandlePipe StdHandleType = 3
	// Standard I/O device type is unknown.
	StdHandleUnknown StdHandleType = 4
)

func GetStderrType

func GetStderrType() StdHandleType

Returns the type of the standard error device.

Note: This method is implemented on Linux, macOS, and Windows.

func GetStdinType

func GetStdinType() StdHandleType

Returns the type of the standard input device.

Note: This method is implemented on Linux, macOS, and Windows.

Note: On exported Windows builds, run the console wrapper executable to access the standard input. If you need a single executable with full console support, use a custom build compiled with the windows_subsystem=console flag.

func GetStdoutType

func GetStdoutType() StdHandleType

Returns the type of the standard output device.

Note: This method is implemented on Linux, macOS, and Windows.

type SystemDir

type SystemDir int //gd:OS.SystemDir
const (
	// Refers to the Desktop directory path.
	SystemDirDesktop SystemDir = 0
	// Refers to the DCIM (Digital Camera Images) directory path.
	SystemDirDcim SystemDir = 1
	// Refers to the Documents directory path.
	SystemDirDocuments SystemDir = 2
	// Refers to the Downloads directory path.
	SystemDirDownloads SystemDir = 3
	// Refers to the Movies (or Videos) directory path.
	SystemDirMovies SystemDir = 4
	// Refers to the Music directory path.
	SystemDirMusic SystemDir = 5
	// Refers to the Pictures directory path.
	SystemDirPictures SystemDir = 6
	// Refers to the Ringtones directory path.
	SystemDirRingtones SystemDir = 7
)

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