Struct ConfigFile
pub struct ConfigFile { /* private fields */ }Expand description
Godot class ConfigFile.
Inherits RefCounted.
Related symbols:
config_file: sidecar module with related enum/flag typesIConfigFile: virtual methods
See also Godot docs for ConfigFile.
§Construction
This class is reference-counted. You can create a new instance using ConfigFile::new_gd().
§Godot docs
This helper class can be used to store Variant values on the filesystem using INI-style formatting. The stored values are identified by a section and a key:
[section][crate::classes::Section]
some_key=42
string_example="Hello World3D!"
a_vector=Vector3(1, 0, 2)The stored data can be saved to or parsed from a file, though ConfigFile objects can also be used directly without accessing the filesystem.
The following example shows how to create a simple ConfigFile and save it on disc:
# Create new ConfigFile object.
var config = ConfigFile.new()
# Store some values.
config.set_value("Player1", "player_name", "Steve")
config.set_value("Player1", "best_score", 10)
config.set_value("Player2", "player_name", "V3geta")
config.set_value("Player2", "best_score", 9001)
# Save it to a file (overwrite if already exists).
config.save("user://scores.cfg")// Create new ConfigFile object.
var config = new ConfigFile();
// Store some values.
config.SetValue("Player1", "player_name", "Steve");
config.SetValue("Player1", "best_score", 10);
config.SetValue("Player2", "player_name", "V3geta");
config.SetValue("Player2", "best_score", 9001);
// Save it to a file (overwrite if already exists).
config.Save("user://scores.cfg");This example shows how the above file could be loaded:
var score_data = {}
var config = ConfigFile.new()
# Load data from a file.
var err = config.load("user://scores.cfg")
# If the file didn't load, ignore it.
if err != OK:
return
# Iterate over all sections.
for player in config.get_sections():
# Fetch the data for each section.
var player_name = config.get_value(player, "player_name")
var player_score = config.get_value(player, "best_score")
score_data[player_name] = player_scorevar score_data = new Godot.Collections.Dictionary();
var config = new ConfigFile();
// Load data from a file.
Error err = config.Load("user://scores.cfg");
// If the file didn't load, ignore it.
if (err != Error.Ok)
{
return;
}
// Iterate over all sections.
foreach (String player in config.GetSections())
{
// Fetch the data for each section.
var player_name = (String)config.GetValue(player, "player_name");
var player_score = (int)config.GetValue(player, "best_score");
score_data[player_name] = player_score;
}Any operation that mutates the ConfigFile such as set_value, clear, or erase_section, only changes what is loaded in memory. If you want to write the change to a file, you have to save the changes with save, save_encrypted, or save_encrypted_pass.
Keep in mind that section and property names can’t contain spaces. Anything after a space will be ignored on save and on load.
ConfigFiles can also contain manually written comment lines starting with a semicolon (;). Those lines will be ignored when parsing the file. Note that comments will be lost when saving the ConfigFile. This can still be useful for dedicated server configuration files, which are typically never overwritten without explicit user action.
Note: The file extension given to a ConfigFile does not have any impact on its formatting or behavior. By convention, the .cfg extension is used here, but any other extension such as .ini is also valid. Since neither .cfg nor .ini are standardized, Godot’s ConfigFile formatting may differ from files written by other programs.
Implementations§
§impl ConfigFile
impl ConfigFile
pub fn set_value( &mut self, section: impl AsArg<GString>, key: impl AsArg<GString>, value: &Variant, )
pub fn get_value(
&self,
section: impl AsArg<GString>,
key: impl AsArg<GString>,
) -> Variant
pub fn get_value( &self, section: impl AsArg<GString>, key: impl AsArg<GString>, ) -> Variant
To set the default parameters, use Self::get_value_ex and its builder methods. See the book for detailed usage instructions.
pub fn get_value_ex<'ex>( &'ex self, section: impl AsArg<GString> + 'ex, key: impl AsArg<GString> + 'ex, ) -> ExGetValue<'ex>
pub fn has_section(&self, section: impl AsArg<GString>) -> bool
pub fn has_section_key( &self, section: impl AsArg<GString>, key: impl AsArg<GString>, ) -> bool
pub fn get_sections(&self) -> PackedArray<GString>
pub fn get_section_keys( &self, section: impl AsArg<GString>, ) -> PackedArray<GString>
pub fn erase_section(&mut self, section: impl AsArg<GString>)
pub fn erase_section_key( &mut self, section: impl AsArg<GString>, key: impl AsArg<GString>, )
pub fn load(&mut self, path: impl AsArg<GString>) -> Error
pub fn parse(&mut self, data: impl AsArg<GString>) -> Error
pub fn save(&mut self, path: impl AsArg<GString>) -> Error
pub fn encode_to_text(&self) -> GString
pub fn load_encrypted( &mut self, path: impl AsArg<GString>, key: &PackedArray<u8>, ) -> Error
pub fn load_encrypted_pass( &mut self, path: impl AsArg<GString>, password: impl AsArg<GString>, ) -> Error
pub fn save_encrypted( &mut self, path: impl AsArg<GString>, key: &PackedArray<u8>, ) -> Error
pub fn save_encrypted_pass( &mut self, path: impl AsArg<GString>, password: impl AsArg<GString>, ) -> Error
pub fn clear(&mut self)
Methods from Deref<Target = RefCounted>§
pub fn get_reference_count(&self) -> i32
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 get_class(&self) -> GString
pub fn is_class(&self, class: impl AsArg<GString>) -> bool
pub fn set(&mut self, property: impl AsArg<StringName>, value: &Variant)
pub fn get(&self, property: impl AsArg<StringName>) -> Variant
pub fn set_indexed( &mut self, property_path: impl AsArg<NodePath>, value: &Variant, )
pub fn get_indexed(&self, property_path: impl AsArg<NodePath>) -> Variant
pub fn get_property_list(&self) -> Array<Dictionary<Variant, Variant>>
pub fn get_method_list(&self) -> Array<Dictionary<Variant, Variant>>
pub fn property_can_revert(&self, property: impl AsArg<StringName>) -> bool
pub fn property_get_revert(&self, property: impl AsArg<StringName>) -> Variant
pub fn set_meta(&mut self, name: impl AsArg<StringName>, value: &Variant)
pub fn remove_meta(&mut self, name: impl AsArg<StringName>)
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 Self::get_meta_ex and its builder methods. See the book for detailed usage instructions.
pub fn get_meta_ex<'ex>( &'ex self, name: impl AsArg<StringName> + 'ex, ) -> ExGetMeta<'ex>
pub fn has_meta(&self, name: impl AsArg<StringName>) -> bool
pub fn get_meta_list(&self) -> Array<StringName>
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 Self::add_user_signal_ex and its builder methods. See the book for detailed usage instructions.
pub fn add_user_signal_ex<'ex>( &'ex mut self, signal: impl AsArg<GString> + 'ex, ) -> ExAddUserSignal<'ex>
pub fn has_user_signal(&self, signal: impl AsArg<StringName>) -> bool
pub fn remove_user_signal(&mut self, signal: impl AsArg<StringName>)
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
§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
§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
§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 callv( &mut self, method: impl AsArg<StringName>, arg_array: &AnyArray, ) -> Variant
pub fn has_method(&self, method: impl AsArg<StringName>) -> bool
pub fn get_method_argument_count(&self, method: impl AsArg<StringName>) -> i32
pub fn has_signal(&self, signal: impl AsArg<StringName>) -> bool
pub fn get_signal_list(&self) -> Array<Dictionary<Variant, Variant>>
pub fn get_signal_connection_list( &self, signal: impl AsArg<StringName>, ) -> Array<Dictionary<Variant, Variant>>
pub fn get_incoming_connections(&self) -> Array<Dictionary<Variant, Variant>>
pub fn disconnect( &mut self, signal: impl AsArg<StringName>, callable: &Callable, )
pub fn is_connected( &self, signal: impl AsArg<StringName>, callable: &Callable, ) -> bool
pub fn has_connections(&self, signal: impl AsArg<StringName>) -> bool
pub fn set_block_signals(&mut self, enable: bool)
pub fn is_blocking_signals(&self) -> bool
pub fn notify_property_list_changed(&mut self)
pub fn set_message_translation(&mut self, enable: bool)
pub fn can_translate_messages(&self) -> bool
pub fn tr(&self, message: impl AsArg<StringName>) -> GString
pub fn tr(&self, message: impl AsArg<StringName>) -> GString
To set the default parameters, use Self::tr_ex and its builder methods. See the book for detailed usage instructions.
pub fn tr_ex<'ex>(&'ex self, message: impl AsArg<StringName> + 'ex) -> ExTr<'ex>
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 Self::tr_n_ex and its builder methods. See the book for detailed usage instructions.
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 get_translation_domain(&self) -> StringName
pub fn set_translation_domain(&mut self, domain: impl AsArg<StringName>)
pub fn is_queued_for_deletion(&self) -> bool
pub fn cancel_free(&mut self)
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 ConfigFile
impl Bounds for ConfigFile
§type Memory = MemRefCounted
type Memory = MemRefCounted
§type Declarer = DeclEngine
type Declarer = DeclEngine
§impl Debug for ConfigFile
impl Debug for ConfigFile
§impl Deref for ConfigFile
impl Deref for ConfigFile
§type Target = RefCounted
type Target = RefCounted
§fn deref(&self) -> &<ConfigFile as Deref>::Target
fn deref(&self) -> &<ConfigFile as Deref>::Target
§impl DerefMut for ConfigFile
impl DerefMut for ConfigFile
§fn deref_mut(&mut self) -> &mut <ConfigFile as Deref>::Target
fn deref_mut(&mut self) -> &mut <ConfigFile as Deref>::Target
§impl GodotClass for ConfigFile
impl GodotClass for ConfigFile
§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 ConfigFile
impl Inherits<Object> for ConfigFile
§const IS_SAME_CLASS: bool = false
const IS_SAME_CLASS: bool = false
Self == Base. Read more§impl Inherits<RefCounted> for ConfigFile
impl Inherits<RefCounted> for ConfigFile
§const IS_SAME_CLASS: bool = false
const IS_SAME_CLASS: bool = false
Self == Base. Read more§impl WithSignals for ConfigFile
impl WithSignals for ConfigFile
§type SignalCollection<'c, C: WithSignals> = SignalsOfObject<'c, C>
type SignalCollection<'c, C: WithSignals> = SignalsOfObject<'c, C>
impl GodotDefault for ConfigFile
Auto Trait Implementations§
impl Freeze for ConfigFile
impl RefUnwindSafe for ConfigFile
impl !Send for ConfigFile
impl !Sync for ConfigFile
impl Unpin for ConfigFile
impl UnsafeUnpin for ConfigFile
impl UnwindSafe for ConfigFile
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