OS¶
Inherits: Object
Funciones del sistema operativo.
Descripción¶
Funciones del sistema operativo. El sistema operativo envuelve las funciones más comunes para comunicarse con el host del sistema operativo, como el portapapeles, el controlador de vídeo, la fecha y la hora, los temporizadores, las variables de entorno, la ejecución de binarios, la línea de comandos, etc.
Tutoriales¶
Propiedades¶
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Métodos¶
Enumeraciones¶
enum VideoDriver:
VIDEO_DRIVER_GLES2 = 1 --- El GLES2 renderiza el backend. Utiliza OpenGL ES 2.0 en los dispositivos móviles, OpenGL 2.1 en las plataformas de escritorio y WebGL 1.0 en la 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.
enum Weekday:
DAY_SUNDAY = 0 --- Domingo.
DAY_MONDAY = 1 --- Lunes.
DAY_TUESDAY = 2 --- Martes.
DAY_WEDNESDAY = 3 --- Miercoles.
DAY_THURSDAY = 4 --- Jueves.
DAY_FRIDAY = 5 --- Viernes.
DAY_SATURDAY = 6 --- Sabado.
enum Month:
MONTH_JANUARY = 1 --- Enero.
MONTH_FEBRUARY = 2 --- Febrero.
MONTH_MARCH = 3 --- Marzo.
MONTH_APRIL = 4 --- Abril.
MONTH_MAY = 5 --- Mayo.
MONTH_JUNE = 6 --- Junio.
MONTH_JULY = 7 --- Julio.
MONTH_AUGUST = 8 --- Agosto.
MONTH_SEPTEMBER = 9 --- Septiembre.
MONTH_OCTOBER = 10 --- Octubre.
MONTH_NOVEMBER = 11 --- Noviembre.
MONTH_DECEMBER = 12 --- Diciembre.
enum HandleType:
APPLICATION_HANDLE = 0 --- Application handle:
Windows:
HINSTANCE
of the applicationMacOS:
NSApplication*
of the application (not yet implemented)Android:
JNIEnv*
of the application (not yet implemented)DISPLAY_HANDLE = 1 --- Display handle:
Linux:
X11::Display*
for the displayWINDOW_HANDLE = 2 --- Window handle:
Windows:
HWND
of the main windowLinux:
X11::Window*
of the main windowMacOS:
NSWindow*
of the main window (not yet implemented)Android:
jObject
the main android activity (not yet implemented)WINDOW_VIEW = 3 --- Window view:
Windows:
HDC
of the main window drawing contextMacOS:
NSView*
of the main windows view (not yet implemented)OPENGL_CONTEXT = 4 --- OpenGL Context:
Windows:
HGLRC
Linux:
X11::GLXContext
MacOS:
NSOpenGLContext*
(not yet implemented)
enum ScreenOrientation:
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.
enum SystemDir:
SYSTEM_DIR_DESKTOP = 0 --- Ruta de directorio del escritorio.
SYSTEM_DIR_DCIM = 1 --- Ruta del directorio DCIM (Digital Camera Images).
SYSTEM_DIR_DOCUMENTS = 2 --- Ruta del directorio de documentos.
SYSTEM_DIR_DOWNLOADS = 3 --- La ruta del directorio de descargas.
SYSTEM_DIR_MOVIES = 4 --- La ruta del directorio de películas.
SYSTEM_DIR_MUSIC = 5 --- Ruta del directorio de música.
SYSTEM_DIR_PICTURES = 6 --- Ruta del directorio de fotos.
SYSTEM_DIR_RINGTONES = 7 --- Ruta de directorio de tonos.
enum PowerState:
POWERSTATE_UNKNOWN = 0 --- Unknown powerstate.
POWERSTATE_ON_BATTERY = 1 --- Unplugged, running on battery.
POWERSTATE_NO_BATTERY = 2 --- Plugged in, no battery available.
POWERSTATE_CHARGING = 3 --- Plugged in, battery charging.
POWERSTATE_CHARGED = 4 --- Plugged in, battery fully charged.
Descripciones de Propiedades¶
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 |
|
Setter |
set_current_screen(value) |
Getter |
get_current_screen() |
The current screen index (starting from 0).
bool delta_smoothing
Default |
|
Setter |
set_delta_smoothing(value) |
Getter |
is_delta_smoothing_enabled() |
If true
, the engine filters the time delta measured between each frame, and attempts to compensate for random variation. This will only operate on systems where V-Sync is active.
int exit_code
Default |
|
Setter |
set_exit_code(value) |
Getter |
get_exit_code() |
El código de salida pasó al sistema operativo cuando el bucle principal sale. Por convención, un código de salida de 0
indica éxito mientras que un código de salida distinto de cero indica un error. Por razones de portabilidad, el código de salida debe establecerse entre 0 y 125 (inclusive).
Nota: Este valor se ignorará si se utiliza el SceneTree.quit con un argumento exit_code
pasado.
bool keep_screen_on
Default |
|
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 |
|
Setter |
set_low_processor_usage_mode(value) |
Getter |
is_in_low_processor_usage_mode() |
Si true
, el motor se optimiza para un bajo uso del procesador, sólo refrescando la pantalla si es necesario. Puede mejorar el consumo de la batería en el móvil.
int low_processor_usage_mode_sleep_usec
Default |
|
Setter |
set_low_processor_usage_mode_sleep_usec(value) |
Getter |
get_low_processor_usage_mode_sleep_usec() |
La cantidad de sueño entre cuadros cuando se activa el modo de uso del procesador bajo (en microsegundos). Valores más altos resultarán en un menor uso de la CPU.
Vector2 max_window_size
Default |
|
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 |
|
Setter |
set_min_window_size(value) |
Getter |
get_min_window_size() |
The minimum size of the window in pixels (without counting window manager decorations). Does not affect fullscreen mode. Set to (0, 0)
to reset to the system's default value.
Note: By default, the project window has a minimum size of Vector2(64, 64)
. This prevents issues that can arise when the window is resized to a near-zero size.
ScreenOrientation screen_orientation
Default |
|
Setter |
set_screen_orientation(value) |
Getter |
get_screen_orientation() |
The current screen orientation.
String tablet_driver
Default |
|
Setter |
set_current_tablet_driver(value) |
Getter |
get_current_tablet_driver() |
El actual controlador de la tableta en uso.
bool vsync_enabled
Default |
|
Setter |
set_use_vsync(value) |
Getter |
is_vsync_enabled() |
If true
, vertical synchronization (Vsync) is enabled.
bool vsync_via_compositor
Default |
|
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 |
|
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 |
|
Setter |
set_window_fullscreen(value) |
Getter |
is_window_fullscreen() |
If true
, the window is fullscreen.
bool window_maximized
Default |
|
Setter |
set_window_maximized(value) |
Getter |
is_window_maximized() |
If true
, the window is maximized.
bool window_minimized
Default |
|
Setter |
set_window_minimized(value) |
Getter |
is_window_minimized() |
If true
, the window is minimized.
bool window_per_pixel_transparency_enabled
Default |
|
Setter |
set_window_per_pixel_transparency_enabled(value) |
Getter |
get_window_per_pixel_transparency_enabled() |
If true
, the window background is transparent and the window frame is removed.
Use get_tree().get_root().set_transparent_background(true)
to disable main viewport background rendering.
Note: This property has no effect if ProjectSettings.display/window/per_pixel_transparency/allowed setting is disabled.
Note: This property is implemented on HTML5, Linux, macOS, Windows, and Android. It can't be changed at runtime for Android. Use ProjectSettings.display/window/per_pixel_transparency/enabled to set it at startup instead.
Vector2 window_position
Default |
|
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 |
|
Setter |
set_window_resizable(value) |
Getter |
is_window_resizable() |
If true
, the window is resizable by the user.
Vector2 window_size
Default |
|
Setter |
set_window_size(value) |
Getter |
get_window_size() |
The size of the window (without counting window manager decorations).
Descripciones de Métodos¶
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
Devuelve true
si la plataforma de acogida actual está usando múltiples hilos.
void center_window ( )
Centers the window on the screen if in windowed mode.
void close_midi_inputs ( )
Apaga el controlador MIDI del sistema.
Nota: Este método está implementado en Linux, macOS y Windows.
void crash ( String message )
Crashes the engine (or the editor if called within a tool
script). This should only be used for testing the system's crash handler, not for any other purpose. For general error reporting, use (in order of preference) @GDScript.assert, @GDScript.push_error or alert. See also kill.
void delay_msec ( int msec ) const
Delays execution of the current thread by msec
milliseconds. msec
must be greater than or equal to 0
. Otherwise, delay_msec will do nothing and will print an error message.
Note: delay_msec is a blocking way to delay code execution. To delay code execution in a non-blocking way, see SceneTree.create_timer. Yielding with SceneTree.create_timer will delay the execution of code placed below the yield
without affecting the rest of the project (or editor, for EditorPlugins and EditorScripts).
Note: When delay_msec is called on the main thread, it will freeze the project and will prevent it from redrawing and registering input until the delay has passed. When using delay_msec as part of an EditorPlugin or EditorScript, it will freeze the editor but won't freeze the project if it is currently running (since the project is an independent child process).
void delay_usec ( int usec ) const
Delays execution of the current thread by usec
microseconds. usec
must be greater than or equal to 0
. Otherwise, delay_usec will do nothing and will print an error message.
Note: delay_usec is a blocking way to delay code execution. To delay code execution in a non-blocking way, see SceneTree.create_timer. Yielding with SceneTree.create_timer will delay the execution of code placed below the yield
without affecting the rest of the project (or editor, for EditorPlugins and EditorScripts).
Note: When delay_usec is called on the main thread, it will freeze the project and will prevent it from redrawing and registering input until the delay has passed. When using delay_usec as part of an EditorPlugin or EditorScript, it will freeze the editor but won't freeze the project if it is currently running (since the project is an independent child process).
void dump_memory_to_file ( String file )
Vuelca la lista de asignación de memoria a un archivo (sólo funciona en la depuración).
Formato de entrada por línea: "Dirección - Tamaño - Descripción".
void dump_resources_to_file ( String file )
Vuelca todos los recursos utilizados para archivar (sólo funciona en la depuración).
Formato de entrada por línea: "Tipo de recurso : Ubicación del recurso".
Al final del archivo hay una estadística de todos los tipos de recursos usados.
int execute ( String path, PoolStringArray arguments, bool blocking=true, Array output=[ ], bool read_stderr=false )
Ejecute el archivo en la ruta dada con los argumentos pasados como un conjunto de strings. La resolución de la ruta de la plataforma tendrá lugar. El archivo resuelto debe existir y ser ejecutable.
Los argumentos se utilizan en el orden dado y separados por un espacio, así que OS.execute("ping", ["-w", "3", "godotengine.org"], false)
resolverá a ping -w 3 godotengine.org
en el shell del sistema.
Este método tiene un comportamiento ligeramente diferente basado en si el modo blocking
está activado.
Si blocking
es true
, el hilo de Godot detendrá su ejecución mientras espera que el proceso termine. La salida del shell del proceso se escribirá en el array output
como una sola string. Cuando el proceso termine, el hilo de Godot reanudará su ejecución.
Si blocking
es false
, el hilo de Godot continuará mientras se ejecuta el nuevo proceso. No es posible recuperar la salida del shell en modo no bloqueante, por lo que output
estará vacío.
El valor de retorno también depende del modo de bloqueo. Cuando se bloquea, el método devolverá un código de salida del proceso. Cuando no se bloquea, el método devuelve un ID de proceso, que puedes usar para monitorizar el proceso (y potencialmente terminarlo con kill). Si el proceso se bifurca (sin bloquear) o se abre (bloquea), el método devolverá -1
u otro código de salida.
Ejemplo de modo de bloqueo y recuperación de la salida del shell:
var output = []
var exit_code = OS.execute("ls", ["-l", "/tmp"], true, output)
Ejemplo de modo no bloqueante, ejecutando otra instancia del proyecto y almacenando su ID de proceso:
var pid = OS.execute(OS.get_executable_path(), [], false)
Si desea acceder a un shell incorporado o realizar un comando compuesto, se puede invocar un shell específico de la plataforma. Por ejemplo:
OS.execute("CMD.exe", ["/C", "cd %TEMP% && dir"], true, output)
Nota: Este método está implementado en Android, iOS, Linux, macOS y 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.
String get_cache_dir ( ) const
Returns the global cache data directory according to the operating system's standards. On desktop platforms, this path can be overridden by setting the XDG_CACHE_HOME
environment variable before starting the project. See File paths in Godot projects in the documentation for more information. See also get_config_dir and get_data_dir.
Not to be confused with get_user_data_dir, which returns the project-specific user data path.
PoolStringArray get_cmdline_args ( )
Returns the command-line arguments passed to the engine.
Command-line arguments can be written in any form, including both --key value
and --key=value
forms so they can be properly parsed, as long as custom command-line arguments do not conflict with engine arguments.
You can also incorporate environment variables using the get_environment method.
You can set ProjectSettings.editor/main_run_args to define command-line arguments to be passed by the editor when running the project.
Here's a minimal example on how to parse command-line arguments into a dictionary using the --key=value
form for arguments:
var arguments = {}
for argument in OS.get_cmdline_args():
if argument.find("=") > -1:
var key_value = argument.split("=")
arguments[key_value[0].lstrip("--")] = key_value[1]
String get_config_dir ( ) const
Returns the global user configuration directory according to the operating system's standards. On desktop platforms, this path can be overridden by setting the XDG_CONFIG_HOME
environment variable before starting the project. See File paths in Godot projects in the documentation for more information. See also get_cache_dir and get_data_dir.
Not to be confused with get_user_data_dir, which returns the project-specific user data path.
PoolStringArray get_connected_midi_inputs ( )
Devuelve una serie de nombres de dispositivos MIDI.
El array devuelto estará vacío si el controlador MIDI del sistema no ha sido previamente inicializado con open_midi_inputs.
Nota: Este método está implementado en Linux, macOS y Windows.
VideoDriver get_current_video_driver ( ) const
Returns the currently used video driver, using one of the values from VideoDriver.
String get_data_dir ( ) const
Returns the global user data directory according to the operating system's standards. On desktop platforms, this path can be overridden by setting the XDG_DATA_HOME
environment variable before starting the project. See File paths in Godot projects in the documentation for more information. See also get_cache_dir and get_config_dir.
Not to be confused with get_user_data_dir, which returns the project-specific user data path.
Dictionary get_date ( bool utc=false ) const
Deprecated, use Time.get_date_dict_from_system instead.
Returns current date as a dictionary of keys: year
, month
, day
, weekday
, dst
(Daylight Savings Time).
Dictionary get_datetime ( bool utc=false ) const
Deprecated, use Time.get_datetime_dict_from_system instead.
Returns current datetime as a dictionary of keys: year
, month
, day
, weekday
, dst
(Daylight Savings Time), hour
, minute
, second
.
Dictionary get_datetime_from_unix_time ( int unix_time_val ) const
Deprecated, use Time.get_datetime_dict_from_unix_time instead.
Gets a dictionary of time values corresponding to the given UNIX epoch time (in seconds).
The returned Dictionary's values will be the same as get_datetime, with the exception of Daylight Savings Time as it cannot be determined from the epoch.
int get_dynamic_memory_usage ( ) const
Returns the total amount of dynamic memory used (only works in debug).
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.
String get_executable_path ( ) const
Devuelve la ruta al ejecutable del motor actual.
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 as a string of the form language_Script_COUNTRY_VARIANT@extra
. If you want only the language code and not the fully specified locale from the OS, you can use get_locale_language.
language
- 2 or 3-letter language code, in lower case.
Script
- optional, 4-letter script code, in title case.
COUNTRY
- optional, 2 or 3-letter country code, in upper case.
VARIANT
- optional, language variant, region and sort order. Variant can have any number of underscored keywords.
extra
- optional, semicolon separated list of additional key words. Currency, calendar, sort order and numbering system information.
String get_locale_language ( ) const
Returns the host OS locale's 2 or 3-letter language code as a string which should be consistent on all platforms. This is equivalent to extracting the language
part of the get_locale string.
This can be used to narrow down fully specified locale strings to only the "common" language code, when you don't need the additional information about country code or variants. For example, for a French Canadian user with fr_CA
locale, this would return fr
.
int get_main_thread_id ( ) const
Returns the ID of the main thread. See get_thread_caller_id.
Note: Thread IDs are not deterministic and may be reused across application restarts.
String get_model_name ( ) const
Devuelve el nombre del modelo del dispositivo actual.
Nota: Este método está implementado en Android e iOS. Devuelve "GenericDevice"
en plataformas no soportadas.
String get_name ( ) const
Devuelve el nombre del sistema operativo anfitrión. Los posibles valores son: "Android"
, "iOS"
, "HTML5"
, "OSX"
, "Server"
, "Windows"
, "UWP"
, "X11"
.
int get_native_handle ( HandleType handle_type )
Returns internal structure pointers for use in GDNative plugins.
Note: This method is implemented on Linux and Windows (other OSs will soon be supported).
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
Devuelve la identificación del proceso del proyecto.
Nota: Este método está implementado en Android, iOS, Linux, macOS y Windows.
int get_processor_count ( ) const
Devuelve el número de hilos disponibles en el host.
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.
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.
float get_screen_max_scale ( ) const
Devuelve el mayor factor de escala de todas las pantallas.
Nota: En macOS el valor devuelto es 2.0
si hay al menos una pantalla hiDPI (Retina) en el sistema, y 1.0
en todos los demás casos.
Nota: Este método está implementado en el MacOS.
Returns the position of the specified screen by index. If screen
is -1
(the default value), the current screen will be used.
Return the scale factor of the specified screen by index. If screen
is -1
(the default value), the current screen will be used.
Note: On macOS returned value is 2.0
for hiDPI (Retina) screen, and 1.0
for all other cases.
Note: This method is implemented on macOS.
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
Devuelve el tiempo en milisegundos que tardó en aparecer el logo de inicio.
int get_static_memory_peak_usage ( ) const
Devuelve la cantidad máxima de memoria estática utilizada (sólo funciona en la depuración).
int get_static_memory_usage ( ) const
Devuelve la cantidad de memoria estática que está siendo utilizada por el programa en 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.
Note: Shared storage is implemented on Android and allows to differentiate between app specific and shared directories. Shared directories have additional restrictions on Android.
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_tablet_driver_count ( ) const
Devuelve el número total de controladores de tabletas disponibles.
Nota: Este método está implementado en Windows.
Devuelve el nombre del controlador de la tableta para el índice dado.
Nota: Este método está implementado en Windows.
int get_thread_caller_id ( ) const
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.
int get_ticks_msec ( ) const
Deprecated, use Time.get_ticks_msec instead.
Returns the amount of time passed in milliseconds since the engine started.
int get_ticks_usec ( ) const
Deprecated, use Time.get_ticks_usec instead.
Returns the amount of time passed in microseconds since the engine started.
Dictionary get_time ( bool utc=false ) const
Deprecated, use Time.get_time_dict_from_system instead.
Returns current time as a dictionary of keys: hour, minute, second.
Dictionary get_time_zone_info ( ) const
Devuelve la zona horaria actual como un diccionario con las teclas: sesgo y nombre.
String get_unique_id ( ) const
Returns a string that is unique to the device.
Note: This string may change without notice if the user reinstalls/upgrades their operating system or changes their hardware. This means it should generally not be used to encrypt persistent data as the data saved before an unexpected ID change would become inaccessible. The returned string may also be falsified using external programs, so do not rely on the string returned by get_unique_id for security purposes.
Note: Returns an empty string on HTML5 and UWP, as this method isn't implemented on those platforms yet.
int get_unix_time ( ) const
Returns the current UNIX epoch timestamp in seconds.
Important: This is the system clock that the user can manually set. Never use this method for precise time calculation since its results are also subject to automatic adjustments by the operating system. Always use get_ticks_usec or get_ticks_msec for precise time calculation instead, since they are guaranteed to be monotonic (i.e. never decrease).
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
.
If the dictionary is empty 0
is returned. If some keys are omitted, they default to the equivalent values for the UNIX epoch timestamp 0 (1970-01-01 at 00:00:00 UTC).
You can pass the output from get_datetime_from_unix_time directly into this function. Daylight Savings Time (dst
), if present, is ignored.
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://
.
Not to be confused with get_data_dir, which returns the global (non-project-specific) user data directory.
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 ( )
Devuelve la altura del teclado en pantalla en píxeles. Devuelve 0 si no hay teclado o si está oculto actualmente.
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 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.
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.
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.
void hide_virtual_keyboard ( )
Oculta el teclado virtual si se muestra, no hace nada más.
bool is_debug_build ( ) const
Devuelve true
si el binario Godot utilizado para ejecutar el proyecto es una plantilla de exportación debug, o cuando se ejecuta en el editor.
Devuelve false
si el binario de Godot utilizado para ejecutar el proyecto es una plantilla de exportación release.
Para comprobar si el binario Godot utilizado para ejecutar el proyecto es una plantilla de exportación (depuración o liberación), utiliza en su lugar OS.has_feature("standalone")
.
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
Devuelve true
si el motor se ejecutó con -v
(verbose stdout).
bool is_userfs_persistent ( ) const
Si true
, el sistema de archivos de user://
es persistente, de modo que su estado es el mismo después de que un jugador abandona y comienza el juego de nuevo. Relevante para la plataforma HTML5, donde esta persistencia puede no estar disponible.
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
.
int keyboard_get_current_layout ( ) const
Devuelve el índice de disposición del teclado activo.
Nota: Este método está implementado en Linux, macOS y Windows.
int keyboard_get_layout_count ( ) const
Devuelve el número de disposiciones del teclado.
Nota: Este método está implementado en Linux, macOS y Windows.
Devuelve el código de idioma ISO-639/BCP-47 de la disposición del teclado en la posición index
.
Nota: Este método está implementado en Linux, macOS y Windows.
Devuelve el nombre localizado de la disposición del teclado en la posición index
.
Nota: Este método está implementado en Linux, macOS y Windows.
void keyboard_set_current_layout ( int index )
Establece una disposición de teclado activa.
Nota: Este método está implementado en Linux, macOS y Windows.
Kill (terminate) the process identified by the given process ID (pid
), e.g. the one returned by execute in non-blocking mode. See also crash.
Note: This method can also be used to kill processes that were not spawned by the game.
Note: This method is implemented on Android, iOS, Linux, macOS and Windows.
void move_window_to_foreground ( )
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 only implemented on iOS.
void native_video_pause ( )
Pauses native video playback.
Note: This method is only implemented on iOS.
Plays native video from the specified path, at the given volume and with audio and subtitle tracks.
Note: This method is only implemented on iOS.
void native_video_stop ( )
Stops native video playback.
Note: This method is implemented on iOS.
void native_video_unpause ( )
Resumes native video playback.
Note: This method is implemented on iOS.
void open_midi_inputs ( )
Inicializa el botón único para el controlador MIDI del sistema.
Nota: Este método está implementado en Linux, macOS y Windows.
void print_all_resources ( String tofile="" )
Muestra todos los recursos del juego. Opcionalmente, la lista puede escribirse en un archivo especificando una ruta de archivo en tofile
.
void print_all_textures_by_size ( )
Muestra la lista de texturas cargadas ordenadas por tamaño en la memoria.
void print_resources_by_type ( PoolStringArray types )
Muestra el número de recursos cargados por el juego de los tipos dados.
void print_resources_in_use ( bool short=false )
Muestra todos los recursos utilizados actualmente por el juego.
void request_attention ( )
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.
Por el momento esta función sólo es utilizada por AudioDriverOpenSL
para pedir permiso para RECORD_AUDIO
en Android.
bool request_permissions ( )
With this function, you can request dangerous permissions since normal permissions are automatically granted at install time in Android applications.
Note: This method is implemented on Android.
Sets the value of the environment variable variable
to value
. The environment variable will be set for the Godot process and any process executed with execute after running set_environment. The environment variable will not persist to processes run after the Godot process was terminated.
Note: Double-check the casing of variable
. Environment variable names are case-sensitive on all platforms except Windows.
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.
Establece el nombre del hilo actual.
void set_use_file_access_save_and_swap ( bool enabled )
Permite guardar la copia de seguridad si enabled
es 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_mouse_passthrough ( PoolVector2Array region )
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.
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 [code]mailto:[/code] Links for a list of fields that can be added.
Use ProjectSettings.globalize_path to convert a res://
or user://
path into a system path for use with this method.
Note: This method is implemented on Android, iOS, HTML5, Linux, macOS and Windows.
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.