Struct FileAccess
pub struct FileAccess { /* private fields */ }Expand description
Godot class FileAccess.
Inherits RefCounted.
Related symbols:
file_access: sidecar module with related enum/flag types
See also Godot docs for FileAccess.
§Specific notes for this class
The godot-rust library provides a higher-level abstraction, which should be preferred: GFile.
§Not instantiable
This class cannot be constructed. Obtain Gd<FileAccess> instances via Godot APIs.
§Final class
This class is final, meaning you cannot inherit from it, and it comes without I* interface trait. It is still possible that other Godot classes inherit from it, but that is limited to the engine itself.
§Godot docs
This class can be used to permanently store data in the user device’s file system and to read from it. This is useful for storing game save data or player configuration files.
Example: How to write and read from a file. The file named "save_game.dat" will be stored in the user data folder, as specified in the Data paths documentation:
func save_to_file(content):
var file = FileAccess.open("user://save_game.dat", FileAccess.WRITE)
file.store_string(content)
func load_from_file():
var file = FileAccess.open("user://save_game.dat", FileAccess.READ)
var content = file.get_as_text()
return contentA FileAccess instance has its own file cursor, which is the position in bytes in the file where the next read/write operation will occur. Functions such as get_8, get_16, store_8, and store_16 will move the file cursor forward by the number of bytes read/written. The file cursor can be moved to a specific position using seek or seek_end, and its position can be retrieved using get_position.
A FileAccess instance will close its file when the instance is freed. Since it inherits RefCounted, this happens automatically when it is no longer in use. close can be called to close it earlier. In C#, the reference must be disposed manually, which can be done with the using statement or by calling the Dispose method directly.
Note: To access project resources once exported, it is recommended to use ResourceLoader instead of FileAccess, as some files are converted to engine-specific formats and their original source files might not be present in the exported PCK package. If using FileAccess, make sure the file is included in the export by changing its import mode to Keep File (exported as is) in the Import dock, or, for files where this option is not available, change the non-resource export filter in the Export dialog to include the file’s extension (e.g. *.txt).
Note: Files are automatically closed only if the process exits “normally” (such as by clicking the window manager’s close button or pressing Alt + F4). If you stop the project execution by pressing F8 while the project is running, the file won’t be closed as the game process will be killed. You can work around this by calling flush at regular intervals.
Implementations§
§impl FileAccess
impl FileAccess
pub fn open(
path: impl AsArg<GString>,
flags: ModeFlags,
) -> Option<Gd<FileAccess>>
pub fn open( path: impl AsArg<GString>, flags: ModeFlags, ) -> Option<Gd<FileAccess>>
Creates a new FileAccess object and opens the file for writing or reading, depending on the flags.
Returns null if opening the file failed. You can use get_open_error to check the error that occurred.
pub fn open_encrypted(
path: impl AsArg<GString>,
mode_flags: ModeFlags,
key: &PackedArray<u8>,
) -> Option<Gd<FileAccess>>
pub fn open_encrypted( path: impl AsArg<GString>, mode_flags: ModeFlags, key: &PackedArray<u8>, ) -> Option<Gd<FileAccess>>
To set the default parameters, use open_encrypted_ex and its builder methods. See the book for detailed usage instructions.
Creates a new FileAccess object and opens an encrypted file in write or read mode. You need to pass a binary key to encrypt/decrypt it.
Note: The provided key must be 32 bytes long.
Returns null if opening the file failed. You can use get_open_error to check the error that occurred.
pub fn open_encrypted_ex<'ex>(
path: impl AsArg<GString> + 'ex,
mode_flags: ModeFlags,
key: &'ex PackedArray<u8>,
) -> ExOpenEncrypted<'ex>
pub fn open_encrypted_ex<'ex>( path: impl AsArg<GString> + 'ex, mode_flags: ModeFlags, key: &'ex PackedArray<u8>, ) -> ExOpenEncrypted<'ex>
Creates a new FileAccess object and opens an encrypted file in write or read mode. You need to pass a binary key to encrypt/decrypt it.
Note: The provided key must be 32 bytes long.
Returns null if opening the file failed. You can use get_open_error to check the error that occurred.
pub fn open_encrypted_with_pass(
path: impl AsArg<GString>,
mode_flags: ModeFlags,
pass: impl AsArg<GString>,
) -> Option<Gd<FileAccess>>
pub fn open_encrypted_with_pass( path: impl AsArg<GString>, mode_flags: ModeFlags, pass: impl AsArg<GString>, ) -> Option<Gd<FileAccess>>
Creates a new FileAccess object and opens an encrypted file in write or read mode. You need to pass a password to encrypt/decrypt it.
Returns null if opening the file failed. You can use get_open_error to check the error that occurred.
pub fn open_compressed(
path: impl AsArg<GString>,
mode_flags: ModeFlags,
) -> Option<Gd<FileAccess>>
pub fn open_compressed( path: impl AsArg<GString>, mode_flags: ModeFlags, ) -> Option<Gd<FileAccess>>
To set the default parameters, use open_compressed_ex and its builder methods. See the book for detailed usage instructions.
Creates a new FileAccess object and opens a compressed file for reading or writing.
Note: open_compressed can only read files that were saved by Godot, not third-party compression formats. See GitHub issue #28999 for a workaround.
Returns null if opening the file failed. You can use get_open_error to check the error that occurred.
pub fn open_compressed_ex<'ex>(
path: impl AsArg<GString> + 'ex,
mode_flags: ModeFlags,
) -> ExOpenCompressed<'ex>
pub fn open_compressed_ex<'ex>( path: impl AsArg<GString> + 'ex, mode_flags: ModeFlags, ) -> ExOpenCompressed<'ex>
Creates a new FileAccess object and opens a compressed file for reading or writing.
Note: open_compressed can only read files that were saved by Godot, not third-party compression formats. See GitHub issue #28999 for a workaround.
Returns null if opening the file failed. You can use get_open_error to check the error that occurred.
pub fn get_open_error() -> Error
pub fn get_open_error() -> Error
Returns the result of the last open call in the current thread.
pub fn create_temp(mode_flags: ModeFlags) -> Option<Gd<FileAccess>>
pub fn create_temp(mode_flags: ModeFlags) -> Option<Gd<FileAccess>>
To set the default parameters, use create_temp_ex and its builder methods. See the book for detailed usage instructions.
Creates a temporary file. This file will be freed when the returned FileAccess is freed.
If prefix is not empty, it will be prefixed to the file name, separated by a -.
If extension is not empty, it will be appended to the temporary file name.
If keep is true, the file is not deleted when the returned FileAccess is freed.
Returns null if opening the file failed. You can use get_open_error to check the error that occurred.
pub fn create_temp_ex<'ex>(mode_flags: ModeFlags) -> ExCreateTemp<'ex>
pub fn create_temp_ex<'ex>(mode_flags: ModeFlags) -> ExCreateTemp<'ex>
Creates a temporary file. This file will be freed when the returned FileAccess is freed.
If prefix is not empty, it will be prefixed to the file name, separated by a -.
If extension is not empty, it will be appended to the temporary file name.
If keep is true, the file is not deleted when the returned FileAccess is freed.
Returns null if opening the file failed. You can use get_open_error to check the error that occurred.
pub fn get_file_as_bytes(path: impl AsArg<GString>) -> PackedArray<u8>
pub fn get_file_as_bytes(path: impl AsArg<GString>) -> PackedArray<u8>
Returns the whole path file contents as a PackedByteArray without any decoding.
Returns an empty PackedByteArray if an error occurred while opening the file. You can use get_open_error to check the error that occurred.
pub fn get_file_as_string(path: impl AsArg<GString>) -> GString
pub fn get_file_as_string(path: impl AsArg<GString>) -> GString
Returns the whole path file contents as a String. Text is interpreted as being UTF-8 encoded.
Returns an empty String if an error occurred while opening the file. You can use get_open_error to check the error that occurred.
pub fn resize(&mut self, length: i64) -> Error
pub fn resize(&mut self, length: i64) -> Error
Resizes the file to a specified length. The file must be open in a mode that permits writing. If the file is extended, NUL characters are appended. If the file is truncated, all data from the end file to the original length of the file is lost.
pub fn flush(&mut self)
pub fn flush(&mut self)
Writes the file’s buffer to disk. Flushing is automatically performed when the file is closed. This means you don’t need to call flush manually before closing a file. Still, calling flush can be used to ensure the data is safe even if the project crashes instead of being closed gracefully.
Note: Only call flush when you actually need it. Otherwise, it will decrease performance due to constant disk writes.
pub fn get_path_absolute(&self) -> GString
pub fn get_path_absolute(&self) -> GString
Returns the absolute path as a String for the current open file.
pub fn seek(&mut self, position: u64)
pub fn seek(&mut self, position: u64)
Sets the file cursor to the specified position in bytes, from the beginning of the file. This changes the value returned by get_position.
pub fn seek_end(&mut self)
pub fn seek_end(&mut self)
To set the default parameters, use seek_end_ex and its builder methods. See the book for detailed usage instructions.
Sets the file cursor to the specified position in bytes, from the end of the file. This changes the value returned by get_position.
Note: This is an offset, so you should use negative numbers otherwise the file cursor will be at the end of the file.
pub fn seek_end_ex<'ex>(&'ex mut self) -> ExSeekEnd<'ex>
pub fn seek_end_ex<'ex>(&'ex mut self) -> ExSeekEnd<'ex>
Sets the file cursor to the specified position in bytes, from the end of the file. This changes the value returned by get_position.
Note: This is an offset, so you should use negative numbers otherwise the file cursor will be at the end of the file.
pub fn get_position(&self) -> u64
pub fn get_position(&self) -> u64
pub fn get_length(&self) -> u64
pub fn get_length(&self) -> u64
Returns the size of the file in bytes. For a pipe, returns the number of bytes available for reading from the pipe.
pub fn eof_reached(&self) -> bool
pub fn eof_reached(&self) -> bool
Returns true if the file cursor has already read past the end of the file.
Note: eof_reached() == false cannot be used to check whether there is more data available. To loop while there is more data available, use:
while file.get_position() < file.get_length():
# Read datapub fn get_8(&mut self) -> u8
pub fn get_8(&mut self) -> u8
Returns the next 8 bits from the file as an integer. This advances the file cursor by 1 byte. See store_8 for details on what values can be stored and retrieved this way.
pub fn get_16(&mut self) -> u16
pub fn get_16(&mut self) -> u16
Returns the next 16 bits from the file as an integer. This advances the file cursor by 2 bytes. See store_16 for details on what values can be stored and retrieved this way.
pub fn get_32(&mut self) -> u32
pub fn get_32(&mut self) -> u32
Returns the next 32 bits from the file as an integer. This advances the file cursor by 4 bytes. See store_32 for details on what values can be stored and retrieved this way.
pub fn get_64(&mut self) -> u64
pub fn get_64(&mut self) -> u64
Returns the next 64 bits from the file as an integer. This advances the file cursor by 8 bytes. See store_64 for details on what values can be stored and retrieved this way.
pub fn get_half(&mut self) -> f32
pub fn get_half(&mut self) -> f32
Returns the next 16 bits from the file as a half-precision floating-point number. This advances the file cursor by 2 bytes.
pub fn get_float(&mut self) -> f32
pub fn get_float(&mut self) -> f32
Returns the next 32 bits from the file as a floating-point number. This advances the file cursor by 4 bytes.
pub fn get_double(&mut self) -> f64
pub fn get_double(&mut self) -> f64
Returns the next 64 bits from the file as a floating-point number. This advances the file cursor by 8 bytes.
pub fn get_real(&mut self) -> f32
pub fn get_real(&mut self) -> f32
Returns the next bits from the file as a floating-point number. This advances the file cursor by either 4 or 8 bytes, depending on the precision used by the Godot build that saved the file.
If the file was saved by a Godot build compiled with the precision=single option (the default), the number of read bits for that file is 32. Otherwise, if compiled with the precision=double option, the number of read bits is 64.
pub fn get_buffer(&mut self, length: i64) -> PackedArray<u8>
pub fn get_buffer(&mut self, length: i64) -> PackedArray<u8>
Returns next length bytes of the file as a PackedByteArray. This advances the file cursor by length bytes.
pub fn get_line(&mut self) -> GString
pub fn get_line(&mut self) -> GString
Returns the next line of the file as a String. The returned string doesn’t include newline (\n) or carriage return (\r) characters, but does include any other leading or trailing whitespace. This advances the file cursor to after the newline character at the end of the line.
Text is interpreted as being UTF-8 encoded.
pub fn get_csv_line(&mut self) -> PackedArray<GString>
pub fn get_csv_line(&mut self) -> PackedArray<GString>
To set the default parameters, use get_csv_line_ex and its builder methods. See the book for detailed usage instructions.
Returns the next value of the file in CSV (Comma-Separated Values) format. You can pass a different delimiter delim to use other than the default "," (comma). This delimiter must be one-character long, and cannot be a double quotation mark.
Text is interpreted as being UTF-8 encoded. Text values must be enclosed in double quotes if they include the delimiter character. Double quotes within a text value can be escaped by doubling their occurrence. This advances the file cursor to after the newline character at the end of the line.
For example, the following CSV lines are valid and will be properly parsed as two strings each:
Alice,"Hello, Bob!"
Bob,Alice! What a surprise!
Alice,"I thought you'd reply with ""Hello, world""."Note how the second line can omit the enclosing quotes as it does not include the delimiter. However it could very well use quotes, it was only written without for demonstration purposes. The third line must use "" for each quotation mark that needs to be interpreted as such instead of the end of a text value.
pub fn get_csv_line_ex<'ex>(&'ex mut self) -> ExGetCsvLine<'ex>
pub fn get_csv_line_ex<'ex>(&'ex mut self) -> ExGetCsvLine<'ex>
Returns the next value of the file in CSV (Comma-Separated Values) format. You can pass a different delimiter delim to use other than the default "," (comma). This delimiter must be one-character long, and cannot be a double quotation mark.
Text is interpreted as being UTF-8 encoded. Text values must be enclosed in double quotes if they include the delimiter character. Double quotes within a text value can be escaped by doubling their occurrence. This advances the file cursor to after the newline character at the end of the line.
For example, the following CSV lines are valid and will be properly parsed as two strings each:
Alice,"Hello, Bob!"
Bob,Alice! What a surprise!
Alice,"I thought you'd reply with ""Hello, world""."Note how the second line can omit the enclosing quotes as it does not include the delimiter. However it could very well use quotes, it was only written without for demonstration purposes. The third line must use "" for each quotation mark that needs to be interpreted as such instead of the end of a text value.
pub fn get_as_text(&self) -> GString
pub fn get_as_text(&self) -> GString
Returns the whole file as a String. Text is interpreted as being UTF-8 encoded. This ignores the file cursor and does not affect it.
pub fn get_md5(path: impl AsArg<GString>) -> GString
pub fn get_md5(path: impl AsArg<GString>) -> GString
Returns an MD5 String representing the file at the given path or an empty String on failure.
pub fn get_sha256(path: impl AsArg<GString>) -> GString
pub fn get_sha256(path: impl AsArg<GString>) -> GString
pub fn is_big_endian(&self) -> bool
pub fn set_big_endian(&mut self, big_endian: bool)
pub fn get_error(&self) -> Error
pub fn get_error(&self) -> Error
Returns the last error that happened when trying to perform operations. Compare with the ERR_FILE_* constants from [enum Error].
pub fn get_var(&mut self) -> Variant
pub fn get_var(&mut self) -> Variant
To set the default parameters, use get_var_ex and its builder methods. See the book for detailed usage instructions.
Returns the next Variant value from the file. If allow_objects is true, decoding objects is allowed. This advances the file cursor by the number of bytes read.
Internally, this uses the same decoding mechanism as the bytes_to_var method, as described in the Binary serialization API documentation.
Warning: Deserialized objects can contain code which gets executed. Do not use this option if the serialized object comes from untrusted sources to avoid potential security threats such as remote code execution.
pub fn get_var_ex<'ex>(&'ex mut self) -> ExGetVar<'ex>
pub fn get_var_ex<'ex>(&'ex mut self) -> ExGetVar<'ex>
Returns the next Variant value from the file. If allow_objects is true, decoding objects is allowed. This advances the file cursor by the number of bytes read.
Internally, this uses the same decoding mechanism as the bytes_to_var method, as described in the Binary serialization API documentation.
Warning: Deserialized objects can contain code which gets executed. Do not use this option if the serialized object comes from untrusted sources to avoid potential security threats such as remote code execution.
pub fn store_8(&mut self, value: u8) -> bool
pub fn store_8(&mut self, value: u8) -> bool
Stores an integer as 8 bits in the file. This advances the file cursor by 1 byte. Returns true if the operation is successful.
Note: The value should lie in the interval [0, 255]. Any other value will overflow and wrap around.
Note: If an error occurs, the resulting value of the file position indicator is indeterminate.
To store a signed integer, use store_64, or convert it manually (see store_16 for an example).
pub fn store_16(&mut self, value: u16) -> bool
pub fn store_16(&mut self, value: u16) -> bool
Stores an integer as 16 bits in the file. This advances the file cursor by 2 bytes. Returns true if the operation is successful.
Note: The value should lie in the interval [0, 2^16 - 1]. Any other value will overflow and wrap around.
Note: If an error occurs, the resulting value of the file position indicator is indeterminate.
To store a signed integer, use store_64 or store a signed integer from the interval [-2^15, 2^15 - 1] (i.e. keeping one bit for the signedness) and compute its sign manually when reading. For example:
const MAX_15B = 1 << 15
const MAX_16B = 1 << 16
func unsigned16_to_signed(unsigned):
return (unsigned + MAX_15B) % MAX_16B - MAX_15B
func _ready():
var f = FileAccess.open("user://file.dat", FileAccess.WRITE_READ)
f.store_16(-42) # This wraps around and stores 65494 (2^16 - 42).
f.store_16(121) # In bounds, will store 121.
f.seek(0) # Go back to start to read the stored value.
var read1 = f.get_16() # 65494
var read2 = f.get_16() # 121
var converted1 = unsigned16_to_signed(read1) # -42
var converted2 = unsigned16_to_signed(read2) # 121pub fn store_32(&mut self, value: u32) -> bool
pub fn store_32(&mut self, value: u32) -> bool
Stores an integer as 32 bits in the file. This advances the file cursor by 4 bytes. Returns true if the operation is successful.
Note: The value should lie in the interval [0, 2^32 - 1]. Any other value will overflow and wrap around.
Note: If an error occurs, the resulting value of the file position indicator is indeterminate.
To store a signed integer, use store_64, or convert it manually (see store_16 for an example).
pub fn store_64(&mut self, value: u64) -> bool
pub fn store_64(&mut self, value: u64) -> bool
Stores an integer as 64 bits in the file. This advances the file cursor by 8 bytes. Returns true if the operation is successful.
Note: The value must lie in the interval [-2^63, 2^63 - 1] (i.e. be a valid int value).
Note: If an error occurs, the resulting value of the file position indicator is indeterminate.
pub fn store_half(&mut self, value: f32) -> bool
pub fn store_half(&mut self, value: f32) -> bool
Stores a half-precision floating-point number as 16 bits in the file. This advances the file cursor by 2 bytes. Returns true if the operation is successful.
Note: If an error occurs, the resulting value of the file position indicator is indeterminate.
pub fn store_float(&mut self, value: f32) -> bool
pub fn store_float(&mut self, value: f32) -> bool
Stores a floating-point number as 32 bits in the file. This advances the file cursor by 4 bytes. Returns true if the operation is successful.
Note: If an error occurs, the resulting value of the file position indicator is indeterminate.
pub fn store_double(&mut self, value: f64) -> bool
pub fn store_double(&mut self, value: f64) -> bool
Stores a floating-point number as 64 bits in the file. This advances the file cursor by 8 bytes. Returns true if the operation is successful.
Note: If an error occurs, the resulting value of the file position indicator is indeterminate.
pub fn store_real(&mut self, value: f32) -> bool
pub fn store_real(&mut self, value: f32) -> bool
Stores a floating-point number in the file. This advances the file cursor by either 4 or 8 bytes, depending on the precision used by the current Godot build.
If using a Godot build compiled with the precision=single option (the default), this method will save a 32-bit float. Otherwise, if compiled with the precision=double option, this will save a 64-bit float. Returns true if the operation is successful.
Note: If an error occurs, the resulting value of the file position indicator is indeterminate.
pub fn store_buffer(&mut self, buffer: &PackedArray<u8>) -> bool
pub fn store_buffer(&mut self, buffer: &PackedArray<u8>) -> bool
Stores the given array of bytes in the file. This advances the file cursor by the number of bytes written. Returns true if the operation is successful.
Note: If an error occurs, the resulting value of the file position indicator is indeterminate.
pub fn store_line(&mut self, line: impl AsArg<GString>) -> bool
pub fn store_line(&mut self, line: impl AsArg<GString>) -> bool
Stores line in the file followed by a newline character (\n), encoding the text as UTF-8. This advances the file cursor by the length of the line, after the newline character. The amount of bytes written depends on the UTF-8 encoded bytes, which may be different from len which counts the number of UTF-32 codepoints. Returns true if the operation is successful.
Note: If an error occurs, the resulting value of the file position indicator is indeterminate.
pub fn store_csv_line(&mut self, values: &PackedArray<GString>) -> bool
pub fn store_csv_line(&mut self, values: &PackedArray<GString>) -> bool
To set the default parameters, use store_csv_line_ex and its builder methods. See the book for detailed usage instructions.
Stores the given PackedStringArray in the file as a line formatted in the CSV (Comma-Separated Values) format. You can pass a different delimiter delim to use other than the default "," (comma). This delimiter must be one-character long.
Text will be encoded as UTF-8. Returns true if the operation is successful.
Note: If an error occurs, the resulting value of the file position indicator is indeterminate.
pub fn store_csv_line_ex<'ex>(
&'ex mut self,
values: &'ex PackedArray<GString>,
) -> ExStoreCsvLine<'ex>
pub fn store_csv_line_ex<'ex>( &'ex mut self, values: &'ex PackedArray<GString>, ) -> ExStoreCsvLine<'ex>
Stores the given PackedStringArray in the file as a line formatted in the CSV (Comma-Separated Values) format. You can pass a different delimiter delim to use other than the default "," (comma). This delimiter must be one-character long.
Text will be encoded as UTF-8. Returns true if the operation is successful.
Note: If an error occurs, the resulting value of the file position indicator is indeterminate.
pub fn store_string(&mut self, string: impl AsArg<GString>) -> bool
pub fn store_string(&mut self, string: impl AsArg<GString>) -> bool
Stores string in the file without a newline character (\n), encoding the text as UTF-8. This advances the file cursor by the length of the string in UTF-8 encoded bytes, which may be different from len which counts the number of UTF-32 codepoints. Returns true if the operation is successful.
Note: This method is intended to be used to write text files. The string is stored as a UTF-8 encoded buffer without string length or terminating zero, which means that it can’t be loaded back easily. If you want to store a retrievable string in a binary file, consider using store_pascal_string instead. For retrieving strings from a text file, you can use get_buffer(length).get_string_from_utf8() (if you know the length) or get_as_text.
Note: If an error occurs, the resulting value of the file position indicator is indeterminate.
pub fn store_var(&mut self, value: &Variant) -> bool
pub fn store_var(&mut self, value: &Variant) -> bool
To set the default parameters, use store_var_ex and its builder methods. See the book for detailed usage instructions.
Stores any Variant value in the file. If full_objects is true, encoding objects is allowed (and can potentially include code). This advances the file cursor by the number of bytes written. Returns true if the operation is successful.
Internally, this uses the same encoding mechanism as the var_to_bytes method, as described in the Binary serialization API documentation.
Note: Not all properties are included. Only properties that are configured with the PropertyUsageFlags::STORAGE flag set will be serialized. You can add a new usage flag to a property by overriding the on_get_property_list method in your class. You can also check how property usage is configured by calling on_get_property_list. See [enum PropertyUsageFlags] for the possible usage flags.
Note: If an error occurs, the resulting value of the file position indicator is indeterminate.
pub fn store_var_ex<'ex>(&'ex mut self, value: &'ex Variant) -> ExStoreVar<'ex>
pub fn store_var_ex<'ex>(&'ex mut self, value: &'ex Variant) -> ExStoreVar<'ex>
Stores any Variant value in the file. If full_objects is true, encoding objects is allowed (and can potentially include code). This advances the file cursor by the number of bytes written. Returns true if the operation is successful.
Internally, this uses the same encoding mechanism as the var_to_bytes method, as described in the Binary serialization API documentation.
Note: Not all properties are included. Only properties that are configured with the PropertyUsageFlags::STORAGE flag set will be serialized. You can add a new usage flag to a property by overriding the on_get_property_list method in your class. You can also check how property usage is configured by calling on_get_property_list. See [enum PropertyUsageFlags] for the possible usage flags.
Note: If an error occurs, the resulting value of the file position indicator is indeterminate.
pub fn store_pascal_string(&mut self, string: impl AsArg<GString>) -> bool
pub fn store_pascal_string(&mut self, string: impl AsArg<GString>) -> bool
Stores the given String as a line in the file in Pascal format (i.e. also store the length of the string). Text will be encoded as UTF-8. This advances the file cursor by the number of bytes written depending on the UTF-8 encoded bytes, which may be different from len which counts the number of UTF-32 codepoints. Returns true if the operation is successful.
Note: If an error occurs, the resulting value of the file position indicator is indeterminate.
pub fn get_pascal_string(&mut self) -> GString
pub fn get_pascal_string(&mut self) -> GString
Returns a String saved in Pascal format from the file, meaning that the length of the string is explicitly stored at the start. See store_pascal_string. This may include newline characters. The file cursor is advanced after the bytes read.
Text is interpreted as being UTF-8 encoded.
pub fn close(&mut self)
pub fn close(&mut self)
Closes the currently opened file and prevents subsequent read/write operations. Use flush to persist the data to disk without closing the file.
Note: FileAccess will automatically close when it’s freed, which happens when it goes out of scope or when it gets assigned with null. In C# the reference must be disposed after we are done using it, this can be done with the using statement or calling the Dispose method directly.
pub fn file_exists(path: impl AsArg<GString>) -> bool
pub fn file_exists(path: impl AsArg<GString>) -> bool
Returns true if the file exists in the given path.
Note: Many resources types are imported (e.g. textures or sound files), and their source asset will not be included in the exported game, as only the imported version is used. See exists for an alternative approach that takes resource remapping into account.
For a non-static, relative equivalent, use file_exists.
pub fn get_modified_time(file: impl AsArg<GString>) -> u64
pub fn get_modified_time(file: impl AsArg<GString>) -> u64
Returns the last time the file was modified in Unix timestamp format, or 0 on error. This Unix timestamp can be converted to another format using the Time singleton.
pub fn get_access_time(file: impl AsArg<GString>) -> u64
pub fn get_access_time(file: impl AsArg<GString>) -> u64
Returns the last time the file was accessed in Unix timestamp format, or 0 on error. This Unix timestamp can be converted to another format using the Time singleton.
pub fn get_size(file: impl AsArg<GString>) -> i64
pub fn get_size(file: impl AsArg<GString>) -> i64
Returns the size of the file at the given path, in bytes, or -1 on error.
pub fn get_unix_permissions(file: impl AsArg<GString>) -> UnixPermissionFlags
pub fn get_unix_permissions(file: impl AsArg<GString>) -> UnixPermissionFlags
Returns the UNIX permissions of the file at the given path.
Note: This method is implemented on iOS, Linux/BSD, and macOS.
pub fn set_unix_permissions(
file: impl AsArg<GString>,
permissions: UnixPermissionFlags,
) -> Error
pub fn set_unix_permissions( file: impl AsArg<GString>, permissions: UnixPermissionFlags, ) -> Error
Sets file UNIX permissions.
Note: This method is implemented on iOS, Linux/BSD, and macOS.
Returns true if the hidden attribute is set on the file at the given path.
Note: This method is implemented on iOS, BSD, macOS, and Windows.
Sets file hidden attribute.
Note: This method is implemented on iOS, BSD, macOS, and Windows.
pub fn set_read_only_attribute(file: impl AsArg<GString>, ro: bool) -> Error
pub fn set_read_only_attribute(file: impl AsArg<GString>, ro: bool) -> Error
Sets file read only attribute.
Note: This method is implemented on iOS, BSD, macOS, and Windows.
pub fn get_read_only_attribute(file: impl AsArg<GString>) -> bool
pub fn get_read_only_attribute(file: impl AsArg<GString>) -> bool
Returns true if the read only attribute is set on the file at the given path.
Note: This method is implemented on iOS, BSD, macOS, and Windows.
pub fn get_extended_attribute(
file: impl AsArg<GString>,
attribute_name: impl AsArg<GString>,
) -> PackedArray<u8>
pub fn get_extended_attribute( file: impl AsArg<GString>, attribute_name: impl AsArg<GString>, ) -> PackedArray<u8>
Reads the file extended attribute with name attribute_name as a byte array.
Note: This method is implemented on Linux, macOS, and Windows.
Note: Extended attributes support depends on the file system. Attributes will be lost when the file is moved between incompatible file systems.
Note: On Linux, only “user” namespace attributes are accessible, namespace prefix should not be included.
Note: On Windows, alternate data streams are used to store extended attributes.
pub fn get_extended_attribute_string(
file: impl AsArg<GString>,
attribute_name: impl AsArg<GString>,
) -> GString
pub fn get_extended_attribute_string( file: impl AsArg<GString>, attribute_name: impl AsArg<GString>, ) -> GString
Reads the file extended attribute with name attribute_name as a UTF-8 encoded string.
Note: This method is implemented on Linux, macOS, and Windows.
Note: Extended attributes support depends on the file system. Attributes will be lost when the file is moved between incompatible file systems.
Note: On Linux, only “user” namespace attributes are accessible, namespace prefix should not be included.
Note: On Windows, alternate data streams are used to store extended attributes.
pub fn set_extended_attribute(
file: impl AsArg<GString>,
attribute_name: impl AsArg<GString>,
data: &PackedArray<u8>,
) -> Error
pub fn set_extended_attribute( file: impl AsArg<GString>, attribute_name: impl AsArg<GString>, data: &PackedArray<u8>, ) -> Error
Writes file extended attribute with name attribute_name as a byte array.
Note: This method is implemented on Linux, macOS, and Windows.
Note: Extended attributes support depends on the file system. Attributes will be lost when the file is moved between incompatible file systems.
Note: On Linux, only “user” namespace attributes are accessible, namespace prefix should not be included.
Note: On Windows, alternate data streams are used to store extended attributes.
pub fn set_extended_attribute_string(
file: impl AsArg<GString>,
attribute_name: impl AsArg<GString>,
data: impl AsArg<GString>,
) -> Error
pub fn set_extended_attribute_string( file: impl AsArg<GString>, attribute_name: impl AsArg<GString>, data: impl AsArg<GString>, ) -> Error
Writes file extended attribute with name attribute_name as a UTF-8 encoded string.
Note: This method is implemented on Linux, macOS, and Windows.
Note: Extended attributes support depends on the file system. Attributes will be lost when the file is moved between incompatible file systems.
Note: On Linux, only “user” namespace attributes are accessible, namespace prefix should not be included.
Note: On Windows, alternate data streams are used to store extended attributes.
pub fn remove_extended_attribute(
file: impl AsArg<GString>,
attribute_name: impl AsArg<GString>,
) -> Error
pub fn remove_extended_attribute( file: impl AsArg<GString>, attribute_name: impl AsArg<GString>, ) -> Error
Removes file extended attribute with name attribute_name.
Note: This method is implemented on Linux, macOS, and Windows.
Note: Extended attributes support depends on the file system. Attributes will be lost when the file is moved between incompatible file systems.
Note: On Linux, only “user” namespace attributes are accessible, namespace prefix should not be included.
Note: On Windows, alternate data streams are used to store extended attributes.
pub fn get_extended_attributes_list(
file: impl AsArg<GString>,
) -> PackedArray<GString>
pub fn get_extended_attributes_list( file: impl AsArg<GString>, ) -> PackedArray<GString>
Returns a list of file extended attributes.
Note: This method is implemented on Linux, macOS, and Windows.
Note: Extended attributes support depends on the file system. Attributes will be lost when the file is moved between incompatible file systems.
Note: On Linux, only “user” namespace attributes are accessible, namespace prefix should not be included.
Note: On Windows, alternate data streams are used to store extended attributes.
Methods from Deref<Target = RefCounted>§
pub fn get_reference_count(&self) -> i32
pub fn get_reference_count(&self) -> i32
Returns the current reference count.
Methods from Deref<Target = Object>§
pub fn get_script(&self) -> Option<Gd<Script>>
pub fn set_script(&mut self, script: impl AsArg<Option<Gd<Script>>>)
pub fn connect( &mut self, signal: impl AsArg<StringName>, callable: &Callable, ) -> Error
pub fn connect_flags( &mut self, signal: impl AsArg<StringName>, callable: &Callable, flags: ConnectFlags, ) -> Error
pub fn is_class(&self, class: impl AsArg<GString>) -> bool
pub fn is_class(&self, class: impl AsArg<GString>) -> bool
Returns true if the object inherits from the given class. See also get_class.
var sprite2d = Sprite2D.new()
sprite2d.is_class("Sprite2D") # Returns true
sprite2d.is_class("Node") # Returns true
sprite2d.is_class("Node3D") # Returns falseNote: This method ignores class_name declarations in the object’s script.
pub fn set(&mut self, property: impl AsArg<StringName>, value: &Variant)
pub fn set(&mut self, property: impl AsArg<StringName>, value: &Variant)
Assigns value to the given property. If the property does not exist or the given value’s type doesn’t match, nothing happens.
var node = Node2D.new()
node.set("global_scale", Vector2(8, 2.5))
print(node.global_scale) # Prints (8.0, 2.5)Note: In C#, property must be in snake_case when referring to built-in Godot properties. Prefer using the names exposed in the PropertyName class to avoid allocating a new StringName on each call.
pub fn get(&self, property: impl AsArg<StringName>) -> Variant
pub fn get(&self, property: impl AsArg<StringName>) -> Variant
Returns the Variant value of the given property. If the property does not exist, this method returns null.
var node = Node2D.new()
node.rotation = 1.5
var a = node.get("rotation") # a is 1.5Note: In C#, property must be in snake_case when referring to built-in Godot properties. Prefer using the names exposed in the PropertyName class to avoid allocating a new StringName on each call.
pub fn set_indexed(
&mut self,
property_path: impl AsArg<NodePath>,
value: &Variant,
)
pub fn set_indexed( &mut self, property_path: impl AsArg<NodePath>, value: &Variant, )
Assigns a new value to the property identified by the property_path. The path should be a NodePath relative to this object, and can use the colon character (:) to access nested properties.
var node = Node2D.new()
node.set_indexed("position", Vector2(42, 0))
node.set_indexed("position:y", -10)
print(node.position) # Prints (42.0, -10.0)Note: In C#, property_path must be in snake_case when referring to built-in Godot properties. Prefer using the names exposed in the PropertyName class to avoid allocating a new StringName on each call.
pub fn get_indexed(&self, property_path: impl AsArg<NodePath>) -> Variant
pub fn get_indexed(&self, property_path: impl AsArg<NodePath>) -> Variant
Gets the object’s property indexed by the given property_path. The path should be a NodePath relative to the current object and can use the colon character (:) to access nested properties.
Examples: "position:x" or "material:next_pass:blend_mode".
var node = Node2D.new()
node.position = Vector2(5, -10)
var a = node.get_indexed("position") # a is Vector2(5, -10)
var b = node.get_indexed("position:y") # b is -10Note: In C#, property_path must be in snake_case when referring to built-in Godot properties. Prefer using the names exposed in the PropertyName class to avoid allocating a new StringName on each call.
Note: This method does not support actual paths to nodes in the SceneTree, only sub-property paths. In the context of nodes, use get_node_and_resource instead.
pub fn get_property_list(&self) -> Array<Dictionary<Variant, Variant>>
pub fn get_property_list(&self) -> Array<Dictionary<Variant, Variant>>
Returns the object’s property list as an Array of dictionaries. Each Dictionary contains the following entries:
-
nameis the property’s name, as aString; -
class_nameis an emptyStringName, unless the property isVariantType::OBJECTand it inherits from a class; -
typeis the property’s type, as anint(see [enum Variant.Type]); -
hintis how the property is meant to be edited (see [enum PropertyHint]); -
hint_stringdepends on the hint (see [enum PropertyHint]); -
usageis a combination of [enum PropertyUsageFlags].
Note: In GDScript, all class members are treated as properties. In C# and GDExtension, it may be necessary to explicitly mark class members as Godot properties using decorators or attributes.
pub fn get_method_list(&self) -> Array<Dictionary<Variant, Variant>>
pub fn get_method_list(&self) -> Array<Dictionary<Variant, Variant>>
Returns this object’s methods and their signatures as an Array of dictionaries. Each Dictionary contains the following entries:
-
nameis the name of the method, as aString; -
argsis anArrayof dictionaries representing the arguments; -
default_argsis the default arguments as anArrayof variants; -
flagsis a combination of [enum MethodFlags]; -
idis the method’s internal identifierint; -
returnis the returned value, as aDictionary;
Note: The dictionaries of args and return are formatted identically to the results of get_property_list, although not all entries are used.
pub fn property_can_revert(&self, property: impl AsArg<StringName>) -> bool
pub fn property_can_revert(&self, property: impl AsArg<StringName>) -> bool
Returns true if the given property has a custom default value. Use property_get_revert to get the property’s default value.
Note: This method is used by the Inspector dock to display a revert icon. The object must implement [method _property_can_revert] to customize the default value. If [method _property_can_revert] is not implemented, this method returns false.
pub fn property_get_revert(&self, property: impl AsArg<StringName>) -> Variant
pub fn property_get_revert(&self, property: impl AsArg<StringName>) -> Variant
Returns the custom default value of the given property. Use property_can_revert to check if the property has a custom default value.
Note: This method is used by the Inspector dock to display a revert icon. The object must implement [method _property_get_revert] to customize the default value. If [method _property_get_revert] is not implemented, this method returns null.
pub fn set_meta(&mut self, name: impl AsArg<StringName>, value: &Variant)
pub fn set_meta(&mut self, name: impl AsArg<StringName>, value: &Variant)
Adds or changes the entry name inside the object’s metadata. The metadata value can be any Variant, although some types cannot be serialized correctly.
If value is null, the entry is removed. This is the equivalent of using remove_meta. See also has_meta and get_meta.
Note: A metadata’s name must be a valid identifier as per is_valid_identifier method.
Note: Metadata that has a name starting with an underscore (_) is considered editor-only. Editor-only metadata is not displayed in the Inspector and should not be edited, although it can still be found by this method.
pub fn remove_meta(&mut self, name: impl AsArg<StringName>)
pub fn remove_meta(&mut self, name: impl AsArg<StringName>)
Removes the given entry name from the object’s metadata. See also has_meta, get_meta and set_meta.
Note: A metadata’s name must be a valid identifier as per is_valid_identifier method.
Note: Metadata that has a name starting with an underscore (_) is considered editor-only. Editor-only metadata is not displayed in the Inspector and should not be edited, although it can still be found by this method.
pub fn get_meta(&self, name: impl AsArg<StringName>) -> Variant
pub fn get_meta(&self, name: impl AsArg<StringName>) -> Variant
To set the default parameters, use get_meta_ex and its builder methods. See the book for detailed usage instructions.
Returns the object’s metadata value for the given entry name. If the entry does not exist, returns default. If default is null, an error is also generated.
Note: A metadata’s name must be a valid identifier as per is_valid_identifier method.
Note: Metadata that has a name starting with an underscore (_) is considered editor-only. Editor-only metadata is not displayed in the Inspector and should not be edited, although it can still be found by this method.
pub fn get_meta_ex<'ex>(
&'ex self,
name: impl AsArg<StringName> + 'ex,
) -> ExGetMeta<'ex>
pub fn get_meta_ex<'ex>( &'ex self, name: impl AsArg<StringName> + 'ex, ) -> ExGetMeta<'ex>
Returns the object’s metadata value for the given entry name. If the entry does not exist, returns default. If default is null, an error is also generated.
Note: A metadata’s name must be a valid identifier as per is_valid_identifier method.
Note: Metadata that has a name starting with an underscore (_) is considered editor-only. Editor-only metadata is not displayed in the Inspector and should not be edited, although it can still be found by this method.
pub fn has_meta(&self, name: impl AsArg<StringName>) -> bool
pub fn has_meta(&self, name: impl AsArg<StringName>) -> bool
Returns true if a metadata entry is found with the given name. See also get_meta, set_meta and remove_meta.
Note: A metadata’s name must be a valid identifier as per is_valid_identifier method.
Note: Metadata that has a name starting with an underscore (_) is considered editor-only. Editor-only metadata is not displayed in the Inspector and should not be edited, although it can still be found by this method.
pub fn get_meta_list(&self) -> Array<StringName>
pub fn get_meta_list(&self) -> Array<StringName>
Returns the object’s metadata entry names as an Array of StringNames.
pub fn add_user_signal(&mut self, signal: impl AsArg<GString>)
pub fn add_user_signal(&mut self, signal: impl AsArg<GString>)
To set the default parameters, use add_user_signal_ex and its builder methods. See the book for detailed usage instructions.
Adds a user-defined signal named signal. Optional arguments for the signal can be added as an Array of dictionaries, each defining a name String and a type int (see [enum Variant.Type]). See also has_user_signal and remove_user_signal.
add_user_signal("hurt", [
{ "name": "damage", "type": TYPE_INT },
{ "name": "source", "type": TYPE_OBJECT }
])pub fn add_user_signal_ex<'ex>(
&'ex mut self,
signal: impl AsArg<GString> + 'ex,
) -> ExAddUserSignal<'ex>
pub fn add_user_signal_ex<'ex>( &'ex mut self, signal: impl AsArg<GString> + 'ex, ) -> ExAddUserSignal<'ex>
Adds a user-defined signal named signal. Optional arguments for the signal can be added as an Array of dictionaries, each defining a name String and a type int (see [enum Variant.Type]). See also has_user_signal and remove_user_signal.
add_user_signal("hurt", [
{ "name": "damage", "type": TYPE_INT },
{ "name": "source", "type": TYPE_OBJECT }
])pub fn has_user_signal(&self, signal: impl AsArg<StringName>) -> bool
pub fn has_user_signal(&self, signal: impl AsArg<StringName>) -> bool
Returns true if the given user-defined signal name exists. Only signals added with add_user_signal are included. See also remove_user_signal.
pub fn remove_user_signal(&mut self, signal: impl AsArg<StringName>)
pub fn remove_user_signal(&mut self, signal: impl AsArg<StringName>)
Removes the given user signal signal from the object. See also add_user_signal and has_user_signal.
pub fn emit_signal(
&mut self,
signal: impl AsArg<StringName>,
varargs: &[Variant],
) -> Error
pub fn emit_signal( &mut self, signal: impl AsArg<StringName>, varargs: &[Variant], ) -> Error
Emits the given signal by name. The signal must exist, so it should be a built-in signal of this class or one of its inherited classes, or a user-defined signal (see add_user_signal). This method supports a variable number of arguments, so parameters can be passed as a comma separated list.
Returns Error::ERR_UNAVAILABLE if signal does not exist or the parameters are invalid.
emit_signal("hit", "sword", 100)
emit_signal("game_over")Note: In C#, signal must be in snake_case when referring to built-in Godot signals. Prefer using the names exposed in the SignalName class to avoid allocating a new StringName on each call.
§Panics
This is a varcall method, meaning parameters and return values are passed as Variant.
It can detect call failures and will panic in such a case.
pub fn try_emit_signal(
&mut self,
signal: impl AsArg<StringName>,
varargs: &[Variant],
) -> Result<Error, CallError>
pub fn try_emit_signal( &mut self, signal: impl AsArg<StringName>, varargs: &[Variant], ) -> Result<Error, CallError>
§Return type
This is a varcall method, meaning parameters and return values are passed as Variant.
It can detect call failures and will return Err in such a case.
pub fn call(
&mut self,
method: impl AsArg<StringName>,
varargs: &[Variant],
) -> Variant
pub fn call( &mut self, method: impl AsArg<StringName>, varargs: &[Variant], ) -> Variant
Calls the method on the object and returns the result. This method supports a variable number of arguments, so parameters can be passed as a comma separated list.
var node = Node3D.new()
node.call("rotate", Vector3(1.0, 0.0, 0.0), 1.571)Note: In C#, method must be in snake_case when referring to built-in Godot methods. Prefer using the names exposed in the MethodName class to avoid allocating a new StringName on each call.
§Panics
This is a varcall method, meaning parameters and return values are passed as Variant.
It can detect call failures and will panic in such a case.
pub fn try_call(
&mut self,
method: impl AsArg<StringName>,
varargs: &[Variant],
) -> Result<Variant, CallError>
pub fn try_call( &mut self, method: impl AsArg<StringName>, varargs: &[Variant], ) -> Result<Variant, CallError>
§Return type
This is a varcall method, meaning parameters and return values are passed as Variant.
It can detect call failures and will return Err in such a case.
pub fn call_deferred(
&mut self,
method: impl AsArg<StringName>,
varargs: &[Variant],
) -> Variant
pub fn call_deferred( &mut self, method: impl AsArg<StringName>, varargs: &[Variant], ) -> Variant
Calls the method on the object during idle time. Always returns null, not the method’s result.
Idle time happens mainly at the end of process and physics frames. In it, deferred calls will be run until there are none left, which means you can defer calls from other deferred calls and they’ll still be run in the current idle time cycle. This means you should not call a method deferred from itself (or from a method called by it), as this causes infinite recursion the same way as if you had called the method directly.
This method supports a variable number of arguments, so parameters can be passed as a comma separated list.
var node = Node3D.new()
node.call_deferred("rotate", Vector3(1.0, 0.0, 0.0), 1.571)For methods that are deferred from the same thread, the order of execution at idle time is identical to the order in which call_deferred was called.
See also call_deferred.
Note: In C#, method must be in snake_case when referring to built-in Godot methods. Prefer using the names exposed in the MethodName class to avoid allocating a new StringName on each call.
Note: If you’re looking to delay the function call by a frame, refer to the SceneTree.process_frame and SceneTree.physics_frame signals.
var node = Node3D.new()
# Make a Callable and bind the arguments to the node's rotate() call.
var callable = node.rotate.bind(Vector3(1.0, 0.0, 0.0), 1.571)
# Connect the callable to the process_frame signal, so it gets called in the next process frame.
# CONNECT_ONE_SHOT makes sure it only gets called once instead of every frame.
get_tree().process_frame.connect(callable, CONNECT_ONE_SHOT)§Panics
This is a varcall method, meaning parameters and return values are passed as Variant.
It can detect call failures and will panic in such a case.
pub fn try_call_deferred(
&mut self,
method: impl AsArg<StringName>,
varargs: &[Variant],
) -> Result<Variant, CallError>
pub fn try_call_deferred( &mut self, method: impl AsArg<StringName>, varargs: &[Variant], ) -> Result<Variant, CallError>
§Return type
This is a varcall method, meaning parameters and return values are passed as Variant.
It can detect call failures and will return Err in such a case.
pub fn set_deferred(
&mut self,
property: impl AsArg<StringName>,
value: &Variant,
)
pub fn set_deferred( &mut self, property: impl AsArg<StringName>, value: &Variant, )
Assigns value to the given property, at the end of the current frame. This is equivalent to calling set through call_deferred.
var node = Node2D.new()
add_child(node)
node.rotation = 1.5
node.set_deferred("rotation", 3.0)
print(node.rotation) # Prints 1.5
await get_tree().process_frame
print(node.rotation) # Prints 3.0Note: In C#, property must be in snake_case when referring to built-in Godot properties. Prefer using the names exposed in the PropertyName class to avoid allocating a new StringName on each call.
pub fn callv(
&mut self,
method: impl AsArg<StringName>,
arg_array: &AnyArray,
) -> Variant
pub fn callv( &mut self, method: impl AsArg<StringName>, arg_array: &AnyArray, ) -> Variant
Calls the method on the object and returns the result. Unlike call, this method expects all parameters to be contained inside arg_array.
var node = Node3D.new()
node.callv("rotate", [Vector3(1.0, 0.0, 0.0), 1.571])Note: In C#, method must be in snake_case when referring to built-in Godot methods. Prefer using the names exposed in the MethodName class to avoid allocating a new StringName on each call.
pub fn has_method(&self, method: impl AsArg<StringName>) -> bool
pub fn has_method(&self, method: impl AsArg<StringName>) -> bool
Returns true if the given method name exists in the object.
Note: In C#, method must be in snake_case when referring to built-in Godot methods. Prefer using the names exposed in the MethodName class to avoid allocating a new StringName on each call.
pub fn get_method_argument_count(&self, method: impl AsArg<StringName>) -> i32
pub fn get_method_argument_count(&self, method: impl AsArg<StringName>) -> i32
Returns the number of arguments of the given method by name.
Note: In C#, method must be in snake_case when referring to built-in Godot methods. Prefer using the names exposed in the MethodName class to avoid allocating a new StringName on each call.
pub fn has_signal(&self, signal: impl AsArg<StringName>) -> bool
pub fn has_signal(&self, signal: impl AsArg<StringName>) -> bool
Returns true if the given signal name exists in the object.
Note: In C#, signal must be in snake_case when referring to built-in Godot signals. Prefer using the names exposed in the SignalName class to avoid allocating a new StringName on each call.
pub fn get_signal_list(&self) -> Array<Dictionary<Variant, Variant>>
pub fn get_signal_list(&self) -> Array<Dictionary<Variant, Variant>>
Returns the list of existing signals as an Array of dictionaries.
Note: Due to the implementation, each Dictionary is formatted very similarly to the returned values of get_method_list.
pub fn get_signal_connection_list(
&self,
signal: impl AsArg<StringName>,
) -> Array<Dictionary<Variant, Variant>>
pub fn get_signal_connection_list( &self, signal: impl AsArg<StringName>, ) -> Array<Dictionary<Variant, Variant>>
Returns an Array of connections for the given signal name. Each connection is represented as a Dictionary that contains three entries:
pub fn get_incoming_connections(&self) -> Array<Dictionary<Variant, Variant>>
pub fn get_incoming_connections(&self) -> Array<Dictionary<Variant, Variant>>
Returns an Array of signal connections received by this object. Each connection is represented as a Dictionary that contains three entries:
pub fn disconnect(
&mut self,
signal: impl AsArg<StringName>,
callable: &Callable,
)
pub fn disconnect( &mut self, signal: impl AsArg<StringName>, callable: &Callable, )
Disconnects a signal by name from a given callable. If the connection does not exist, generates an error. Use is_connected to make sure that the connection exists.
pub fn is_connected(
&self,
signal: impl AsArg<StringName>,
callable: &Callable,
) -> bool
pub fn is_connected( &self, signal: impl AsArg<StringName>, callable: &Callable, ) -> bool
Returns true if a connection exists between the given signal name and callable.
Note: In C#, signal must be in snake_case when referring to built-in Godot signals. Prefer using the names exposed in the SignalName class to avoid allocating a new StringName on each call.
pub fn has_connections(&self, signal: impl AsArg<StringName>) -> bool
pub fn has_connections(&self, signal: impl AsArg<StringName>) -> bool
Returns true if any connection exists on the given signal name.
Note: In C#, signal must be in snake_case when referring to built-in Godot methods. Prefer using the names exposed in the SignalName class to avoid allocating a new StringName on each call.
pub fn set_block_signals(&mut self, enable: bool)
pub fn set_block_signals(&mut self, enable: bool)
If set to true, the object becomes unable to emit signals. As such, emit_signal and signal connections will not work, until it is set to false.
pub fn is_blocking_signals(&self) -> bool
pub fn is_blocking_signals(&self) -> bool
Returns true if the object is blocking its signals from being emitted. See set_block_signals.
pub fn notify_property_list_changed(&mut self)
pub fn notify_property_list_changed(&mut self)
Emits the property_list_changed signal. This is mainly used to refresh the editor, so that the Inspector and editor plugins are properly updated.
pub fn set_message_translation(&mut self, enable: bool)
pub fn set_message_translation(&mut self, enable: bool)
If set to true, allows the object to translate messages with tr and tr_n. Enabled by default. See also can_translate_messages.
pub fn can_translate_messages(&self) -> bool
pub fn can_translate_messages(&self) -> bool
Returns true if the object is allowed to translate messages with tr and tr_n. See also set_message_translation.
pub fn tr(&self, message: impl AsArg<StringName>) -> GString
pub fn tr(&self, message: impl AsArg<StringName>) -> GString
To set the default parameters, use tr_ex and its builder methods. See the book for detailed usage instructions.
Translates a message, using the translation catalogs configured in the Project Settings. Further context can be specified to help with the translation. Note that most Control nodes automatically translate their strings, so this method is mostly useful for formatted strings or custom drawn text.
If can_translate_messages is false, or no translation is available, this method returns the message without changes. See set_message_translation.
For detailed examples, see Internationalizing games.
Note: This method can’t be used without an Object instance, as it requires the can_translate_messages method. To translate strings in a static context, use translate.
pub fn tr_ex<'ex>(&'ex self, message: impl AsArg<StringName> + 'ex) -> ExTr<'ex>
pub fn tr_ex<'ex>(&'ex self, message: impl AsArg<StringName> + 'ex) -> ExTr<'ex>
Translates a message, using the translation catalogs configured in the Project Settings. Further context can be specified to help with the translation. Note that most Control nodes automatically translate their strings, so this method is mostly useful for formatted strings or custom drawn text.
If can_translate_messages is false, or no translation is available, this method returns the message without changes. See set_message_translation.
For detailed examples, see Internationalizing games.
Note: This method can’t be used without an Object instance, as it requires the can_translate_messages method. To translate strings in a static context, use translate.
pub fn tr_n(
&self,
message: impl AsArg<StringName>,
plural_message: impl AsArg<StringName>,
n: i32,
) -> GString
pub fn tr_n( &self, message: impl AsArg<StringName>, plural_message: impl AsArg<StringName>, n: i32, ) -> GString
To set the default parameters, use tr_n_ex and its builder methods. See the book for detailed usage instructions.
Translates a message or plural_message, using the translation catalogs configured in the Project Settings. Further context can be specified to help with the translation.
If can_translate_messages is false, or no translation is available, this method returns message or plural_message, without changes. See set_message_translation.
The n is the number, or amount, of the message’s subject. It is used by the translation system to fetch the correct plural form for the current language.
For detailed examples, see Localization using gettext.
Note: Negative and float numbers may not properly apply to some countable subjects. It’s recommended to handle these cases with tr.
Note: This method can’t be used without an Object instance, as it requires the can_translate_messages method. To translate strings in a static context, use translate_plural.
pub fn tr_n_ex<'ex>(
&'ex self,
message: impl AsArg<StringName> + 'ex,
plural_message: impl AsArg<StringName> + 'ex,
n: i32,
) -> ExTrN<'ex>
pub fn tr_n_ex<'ex>( &'ex self, message: impl AsArg<StringName> + 'ex, plural_message: impl AsArg<StringName> + 'ex, n: i32, ) -> ExTrN<'ex>
Translates a message or plural_message, using the translation catalogs configured in the Project Settings. Further context can be specified to help with the translation.
If can_translate_messages is false, or no translation is available, this method returns message or plural_message, without changes. See set_message_translation.
The n is the number, or amount, of the message’s subject. It is used by the translation system to fetch the correct plural form for the current language.
For detailed examples, see Localization using gettext.
Note: Negative and float numbers may not properly apply to some countable subjects. It’s recommended to handle these cases with tr.
Note: This method can’t be used without an Object instance, as it requires the can_translate_messages method. To translate strings in a static context, use translate_plural.
pub fn get_translation_domain(&self) -> StringName
pub fn get_translation_domain(&self) -> StringName
Returns the name of the translation domain used by tr and tr_n. See also TranslationServer.
pub fn set_translation_domain(&mut self, domain: impl AsArg<StringName>)
pub fn set_translation_domain(&mut self, domain: impl AsArg<StringName>)
Sets the name of the translation domain used by tr and tr_n. See also TranslationServer.
pub fn is_queued_for_deletion(&self) -> bool
pub fn is_queued_for_deletion(&self) -> bool
Returns true if the queue_free method was called for the object.
pub fn cancel_free(&mut self)
pub fn cancel_free(&mut self)
If this method is called during ObjectNotification::PREDELETE, this object will reject being freed and will remain allocated. This is mostly an internal function used for error handling to avoid the user from freeing objects when they are not intended to.
pub fn notify(&mut self, what: ObjectNotification)
pub fn notify(&mut self, what: ObjectNotification)
⚠️ Sends a Godot notification to all classes inherited by the object.
Triggers calls to on_notification(), and depending on the notification, also to Godot’s lifecycle callbacks such as ready().
Starts from the highest ancestor (the Object class) and goes down the hierarchy.
See also Godot docs for Object::notification().
§Panics
If you call this method on a user-defined object while holding a GdRef or GdMut guard on the instance, you will encounter
a panic. The reason is that the receiving virtual method on_notification() acquires a GdMut lock dynamically, which must
be exclusive.
pub fn notify_reversed(&mut self, what: ObjectNotification)
pub fn notify_reversed(&mut self, what: ObjectNotification)
⚠️ Like Self::notify(), but starts at the most-derived class and goes up the hierarchy.
See docs of that method, including the panics.
Trait Implementations§
§impl Bounds for FileAccess
impl Bounds for FileAccess
§type Memory = MemRefCounted
type Memory = MemRefCounted
§type Declarer = DeclEngine
type Declarer = DeclEngine
§impl Debug for FileAccess
impl Debug for FileAccess
§impl Deref for FileAccess
impl Deref for FileAccess
§type Target = RefCounted
type Target = RefCounted
§fn deref(&self) -> &<FileAccess as Deref>::Target
fn deref(&self) -> &<FileAccess as Deref>::Target
§impl DerefMut for FileAccess
impl DerefMut for FileAccess
§fn deref_mut(&mut self) -> &mut <FileAccess as Deref>::Target
fn deref_mut(&mut self) -> &mut <FileAccess as Deref>::Target
§impl GodotClass for FileAccess
impl GodotClass for FileAccess
§const INIT_LEVEL: InitLevel = crate::init::InitLevel::Scene
const INIT_LEVEL: InitLevel = crate::init::InitLevel::Scene
§type Base = RefCounted
type Base = RefCounted
T. This is always a Godot engine class.§fn class_id() -> ClassId
fn class_id() -> ClassId
§fn inherits<Base>() -> boolwhere
Base: GodotClass,
fn inherits<Base>() -> boolwhere
Base: GodotClass,
§impl Inherits<Object> for FileAccess
impl Inherits<Object> for FileAccess
§const IS_SAME_CLASS: bool = false
const IS_SAME_CLASS: bool = false
Self == Base. Read more§impl Inherits<RefCounted> for FileAccess
impl Inherits<RefCounted> for FileAccess
§const IS_SAME_CLASS: bool = false
const IS_SAME_CLASS: bool = false
Self == Base. Read more§impl WithSignals for FileAccess
impl WithSignals for FileAccess
§type SignalCollection<'c, C: WithSignals> = SignalsOfObject<'c, C>
type SignalCollection<'c, C: WithSignals> = SignalsOfObject<'c, C>
Auto Trait Implementations§
impl Freeze for FileAccess
impl RefUnwindSafe for FileAccess
impl !Send for FileAccess
impl !Sync for FileAccess
impl Unpin for FileAccess
impl UnsafeUnpin for FileAccess
impl UnwindSafe for FileAccess
Blanket Implementations§
Source§impl<T> BorrowMut<T> for Twhere
T: ?Sized,
impl<T> BorrowMut<T> for Twhere
T: ?Sized,
Source§fn borrow_mut(&mut self) -> &mut T
fn borrow_mut(&mut self) -> &mut T
§impl<T> Inherits<T> for Twhere
T: GodotClass,
impl<T> Inherits<T> for Twhere
T: GodotClass,
§const IS_SAME_CLASS: bool = true
const IS_SAME_CLASS: bool = true
Self == Base. Read more