OS

    Operating System functions.

    Operating System functions. OS wraps the most common functionality to communicate with the host operating system, such as the clipboard, video driver, date and time, timers, environment variables, execution of binaries, command line, etc.

    Tutorials

    Methods

    voidalert ( text, String title=”Alert!” )
    can_draw ( ) const
    can_use_threads ( ) const
    void ( )
    voidclose_midi_inputs ( )
    void ( int msec ) const
    void ( int usec ) const
    void ( String file )
    void ( String file )
    execute ( path, PoolStringArray arguments, blocking=true, Array output=[ ], read_stderr=false )
    int ( String string ) const
    get_audio_driver_count ( ) const
    get_audio_driver_name ( driver ) const
    PoolStringArray ( )
    PoolStringArray ( )
    VideoDriver ( ) const
    Dictionary ( bool utc=false ) const
    get_datetime ( utc=false ) const
    Dictionary ( int unix_time_val ) const
    get_dynamic_memory_usage ( ) const
    get_environment ( environment ) const
    String ( ) const
    PoolStringArray ( ) const
    Vector2 ( ) const
    String ( ) const
    String ( ) const
    String ( ) const
    String ( ) const
    String ( ) const
    int ( HandleType handle_type )
    get_power_percent_left ( )
    get_power_seconds_left ( )
    get_power_state ( )
    get_process_id ( ) const
    get_processor_count ( ) const
    get_real_window_size ( ) const
    get_scancode_string ( code ) const
    int ( ) const
    int ( int screen=-1 ) const
    get_screen_max_scale ( ) const
    get_screen_position ( screen=-1 ) const
    float ( int screen=-1 ) const
    get_screen_size ( screen=-1 ) const
    int ( ) const
    int ( ) const
    int ( ) const
    String ( SystemDir dir ) const
    get_system_time_msecs ( ) const
    get_system_time_secs ( ) const
    get_tablet_driver_count ( ) const
    get_tablet_driver_name ( idx ) const
    int ( ) const
    int ( ) const
    Dictionary ( bool utc=false ) const
    get_time_zone_info ( ) const
    get_unique_id ( ) const
    get_unix_time ( ) const
    get_unix_time_from_datetime ( datetime ) const
    String ( ) const
    int ( ) const
    String ( VideoDriver driver ) const
    get_virtual_keyboard_height ( )
    get_window_safe_area ( ) const
    void ( String menu, label, Variant id, meta )
    voidglobal_menu_add_separator ( menu )
    voidglobal_menu_clear ( menu )
    voidglobal_menu_remove_item ( menu, int idx )
    has_environment ( environment ) const
    bool ( String tag_name ) const
    has_touchscreen_ui_hint ( ) const
    has_virtual_keyboard ( ) const
    void ( )
    bool ( ) const
    bool ( ) const
    bool ( int code ) const
    is_stdout_verbose ( ) const
    is_userfs_persistent ( ) const
    is_window_always_on_top ( ) const
    is_window_focused ( ) const
    keyboard_get_current_layout ( ) const
    keyboard_get_layout_count ( ) const
    keyboard_get_layout_language ( index ) const
    String ( int index ) const
    void ( int index )
    kill ( pid )
    voidmove_window_to_foreground ( )
    native_video_is_playing ( )
    void ( )
    Error ( String path, volume, String audio_track, subtitle_track )
    voidnative_video_stop ( )
    void ( )
    voidopen_midi_inputs ( )
    void ( String tofile=”” )
    void ( )
    voidprint_resources_by_type ( types )
    voidprint_resources_in_use ( short=false )
    voidrequest_attention ( )
    request_permission ( name )
    bool ( )
    voidset_icon ( icon )
    voidset_ime_active ( active )
    voidset_ime_position ( position )
    voidset_native_icon ( filename )
    Error ( String name )
    void ( bool enabled )
    void ( bool enabled )
    void ( PoolVector2Array region )
    void ( String title )
    shell_open ( uri )
    voidshow_virtual_keyboard ( existing_text=””, bool multiline=false )

    enum VideoDriver:

    • VIDEO_DRIVER_GLES2 = 1 —- The GLES2 rendering backend. It uses OpenGL ES 2.0 on mobile devices, OpenGL 2.1 on desktop platforms and WebGL 1.0 on the 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 —- Sunday.
    • DAY_MONDAY = 1 —- Monday.
    • DAY_TUESDAY = 2 —- Tuesday.
    • DAY_WEDNESDAY = 3 —- Wednesday.
    • DAY_THURSDAY = 4 —- Thursday.
    • DAY_FRIDAY = 5 —- Friday.
    • DAY_SATURDAY = 6 —- Saturday.

    enum Month:

    • MONTH_JANUARY = 1 —- January.
    • MONTH_FEBRUARY = 2 —- February.
    • MONTH_MARCH = 3 —- March.
    • MONTH_APRIL = 4 —- April.
    • MONTH_MAY = 5 —- May.
    • MONTH_JUNE = 6 —- June.
    • MONTH_JULY = 7 —- July.
    • MONTH_AUGUST = 8 —- August.
    • MONTH_SEPTEMBER = 9 —- September.
    • MONTH_OCTOBER = 10 —- October.
    • MONTH_NOVEMBER = 11 —- November.
    • MONTH_DECEMBER = 12 —- December.

    enum HandleType:

    • APPLICATION_HANDLE = 0 —- Application handle:
    • Windows: HINSTANCE of the application
    • MacOS: 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 display
    • WINDOW_HANDLE = 2 —- Window handle:
    • Windows: HWND of the main window
    • Linux: X11::Window* of the main window
    • MacOS: 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 context
    • MacOS: 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 —- Desktop directory path.
    • SYSTEM_DIR_DCIM = 1 —- DCIM (Digital Camera Images) directory path.
    • SYSTEM_DIR_DOCUMENTS = 2 —- Documents directory path.
    • SYSTEM_DIR_DOWNLOADS = 3 —- Downloads directory path.
    • SYSTEM_DIR_MOVIES = 4 —- Movies directory path.
    • SYSTEM_DIR_MUSIC = 5 —- Music directory path.
    • SYSTEM_DIR_PICTURES = 6 —- Pictures directory path.
    • SYSTEM_DIR_RINGTONES = 7 —- Ringtones directory path.

    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.

    Property Descriptions

    • clipboard
    Default“”
    Setterset_clipboard(value)
    Getterget_clipboard()

    The clipboard from the host OS. Might be unavailable on some platforms.


    • int current_screen
    Default0
    Setterset_current_screen(value)
    Getterget_current_screen()

    The current screen index (starting from 0).


    • exit_code
    Default0
    Setterset_exit_code(value)
    Getterget_exit_code()

    The exit code passed to the OS when the main loop exits. By convention, an exit code of 0 indicates success whereas a non-zero exit code indicates an error. For portability reasons, the exit code should be set between 0 and 125 (inclusive).

    Note: This value will be ignored if using SceneTree.quit with an exit_code argument passed.


    Defaulttrue
    Setterset_keep_screen_on(value)
    Getteris_keep_screen_on()

    If true, the engine tries to keep the screen on while the game is running. Useful on mobile.


    • low_processor_usage_mode
    Defaultfalse
    Setterset_low_processor_usage_mode(value)
    Getteris_in_low_processor_usage_mode()

    If true, the engine optimizes for low processor usage by only refreshing the screen if needed. Can improve battery consumption on mobile.


    • int low_processor_usage_mode_sleep_usec

    The amount of sleeping between frames when the low-processor usage mode is enabled (in microseconds). Higher values will result in lower CPU usage.


    • max_window_size
    DefaultVector2( 0, 0 )
    Setterset_max_window_size(value)
    Getterget_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.


    DefaultVector2( 0, 0 )
    Setterset_min_window_size(value)
    Getterget_min_window_size()

    The minimum 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.


    • screen_orientation
    Default0
    Setterset_screen_orientation(value)
    Getterget_screen_orientation()

    The current screen orientation.


    Default“”
    Setterset_current_tablet_driver(value)
    Getterget_current_tablet_driver()

    The current tablet driver in use.


    • vsync_enabled
    Defaulttrue
    Setterset_use_vsync(value)
    Getteris_vsync_enabled()

    If true, vertical synchronization (Vsync) is enabled.


    • bool vsync_via_compositor
    Defaultfalse
    Setterset_vsync_via_compositor(value)
    Getteris_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.


    • window_borderless

    If true, removes the window frame.

    Note: Setting window_borderless to false disables per-pixel transparency.


    • bool window_fullscreen
    Defaultfalse
    Setterset_window_fullscreen(value)
    Getteris_window_fullscreen()

    If true, the window is fullscreen.


    • window_maximized
    Defaultfalse
    Setterset_window_maximized(value)
    Getteris_window_maximized()

    If true, the window is maximized.


    • bool window_minimized
    Defaultfalse
    Setterset_window_minimized(value)
    Getteris_window_minimized()

    If true, the window is minimized.


    • window_per_pixel_transparency_enabled
    Defaultfalse
    Setterset_window_per_pixel_transparency_enabled(value)
    Getterget_window_per_pixel_transparency_enabled()

    If true, the window background is transparent and 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 Project > Project Settings > Display > Window > Per-pixel transparency > Allowed setting is disabled.

    Note: This property is implemented on HTML5, Linux, macOS and Windows.


    DefaultVector2( 0, 0 )
    Setterset_window_position(value)
    Getterget_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.


    • window_resizable
    Defaulttrue
    Setterset_window_resizable(value)
    Getteris_window_resizable()

    If true, the window is resizable by the user.


    The size of the window (without counting window manager decorations).

    • void alert ( text, String title=”Alert!” )

    Displays a modal dialog box using the host OS’ facilities. Execution is blocked until the dialog is closed.


    • can_draw ( ) const

    Returns if the host OS allows drawing.


    • bool can_use_threads ( ) const

    Returns true if the current host platform is using multiple threads.


    • void center_window ( )

    Centers the window on the screen if in windowed mode.


    • void close_midi_inputs ( )

    Shuts down system MIDI driver.

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


    • void delay_msec ( msec ) const

    Delay execution of the current thread by msec milliseconds.


    • void delay_usec ( int usec ) const

    Delay execution of the current thread by usec microseconds.


    • void dump_memory_to_file ( file )

    Dumps the memory allocation ringlist to a file (only works in debug).

    Entry format per line: “Address - Size - Description”.


    • void dump_resources_to_file ( String file )

    Dumps all used resources to file (only works in debug).

    Entry format per line: “Resource Type : Resource Location”.

    At the end of the file is a statistic of all used Resource Types.


    • execute ( String path, arguments, bool blocking=true, output=[ ], bool read_stderr=false )

    Execute the file at the given path with the arguments passed as an array of strings. Platform path resolution will take place. The resolved file must exist and be executable.

    The arguments are used in the given order and separated by a space, so OS.execute("ping", ["-w", "3", "godotengine.org"], false) will resolve to ping -w 3 godotengine.org in the system’s shell.

    This method has slightly different behavior based on whether the blocking mode is enabled.

    If blocking is true, the Godot thread will pause its execution while waiting for the process to terminate. The shell output of the process will be written to the output array as a single string. When the process terminates, the Godot thread will resume execution.

    If blocking is false, the Godot thread will continue while the new process runs. It is not possible to retrieve the shell output in non-blocking mode, so output will be empty.

    The return value also depends on the blocking mode. When blocking, the method will return an exit code of the process. When non-blocking, the method returns a process ID, which you can use to monitor the process (and potentially terminate it with ). If the process forking (non-blocking) or opening (blocking) fails, the method will return -1 or another exit code.

    Example of blocking mode and retrieving the shell output:

    Example of non-blocking mode, running another instance of the project and storing its process ID:

    1. var pid = OS.execute(OS.get_executable_path(), [], false)

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

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


    • int find_scancode_from_string ( string ) const

    Returns the scancode of the given string (e.g. “Escape”).


    • int get_audio_driver_count ( ) const

    Returns the total number of available audio drivers.


    • get_audio_driver_name ( int driver ) const

    Returns the audio driver name for the given index.


    • 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 editor/main_run_args in the Project Settings to define command-line arguments to be passed by the editor when running the project.

    Here’s a minimal example on how to parse command-line arguments into a dictionary using the --key=value form for arguments:

    1. var arguments = {}
    2. for argument in OS.get_cmdline_args():
    3. if argument.find("=") > -1:
    4. var key_value = argument.split("=")
    5. arguments[key_value[0].lstrip("--")] = key_value[1]

    • get_connected_midi_inputs ( )

    Returns an array of MIDI device names.

    The returned array will be empty if the system MIDI driver has not previously been initialised with open_midi_inputs.

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


    • get_current_video_driver ( ) const

    Returns the currently used video driver, using one of the values from VideoDriver.


    • get_date ( bool utc=false ) const

    Returns current date as a dictionary of keys: year, month, day, weekday, dst (Daylight Savings Time).


    • get_datetime ( bool utc=false ) const

    Returns current datetime as a dictionary of keys: year, month, day, weekday, dst (Daylight Savings Time), hour, minute, second.


    • get_datetime_from_unix_time ( int unix_time_val ) const

    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 , 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).


    • get_environment ( String environment ) const

    Returns an environment variable.


    • get_executable_path ( ) const

    Returns the path to the current engine executable.


    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.


    • get_ime_selection ( ) const

    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.


    • 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.


    • 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.


    Returns the host OS locale.


    • get_model_name ( ) const

    Returns the model name of the current device.

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


    Returns the name of the host OS. Possible values are: "Android", "iOS", "HTML5", "OSX", "Server", "Windows", "UWP", "X11".


    Returns internal structure pointers for use in GDNative plugins.

    Note: This method is implemented on Linux and Windows (other OSs will soon be supported).


    • 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.


    • 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.


    • get_process_id ( ) const

    Returns the project’s process ID.

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


    • int get_processor_count ( ) const

    Returns the number of threads available on the host machine.


    • get_real_window_size ( ) const

    Returns the window size including decorations like window borders.


    • String get_scancode_string ( code ) const

    Returns the given scancode as a string (e.g. Return values: "Escape", "Shift+Escape").

    See also InputEventKey.scancode and .


    • int get_screen_count ( ) const

    Returns the number of displays attached to the host machine.


    • get_screen_dpi ( int screen=-1 ) const

    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:

    Note: This method is implemented on Android, Linux, macOS and Windows. Returns 72 on unsupported platforms.


    • get_screen_max_scale ( ) const

    Return the greatest scale factor of all screens.

    Note: On macOS returned value is 2.0 if there is at least one hiDPI (Retina) screen in the system, and 1.0 in all other cases.

    Note: This method is implemented on macOS.


    • Vector2 get_screen_position ( screen=-1 ) const

    Returns the position of the specified screen by index. If screen is -1 (the default value), the current screen will be used.


    • float get_screen_scale ( screen=-1 ) const

    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.


    • Vector2 get_screen_size ( screen=-1 ) const

    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

    Returns the amount of time in milliseconds it took for the boot logo to appear.


    • get_static_memory_peak_usage ( ) const

    Returns the maximum amount of static memory used (only works in debug).


    • int get_static_memory_usage ( ) const

    Returns the amount of static memory being used by the program in bytes.


    Returns the actual path to commonly used folders across different platforms. Available locations are specified in .

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


    • int get_system_time_msecs ( ) const

    Returns the epoch time of the operating system in milliseconds.


    Returns the epoch time of the operating system in seconds.


    • get_tablet_driver_count ( ) const

    Returns the total number of available tablet drivers.

    Note: This method is implemented on Windows.


    • String get_tablet_driver_name ( idx ) const

    Returns the tablet driver name for the given index.

    Note: This method is implemented on Windows.


    • int get_ticks_msec ( ) const

    Returns the amount of time passed in milliseconds since the engine started.


    • get_ticks_usec ( ) const

    Returns the amount of time passed in microseconds since the engine started.


    Returns current time as a dictionary of keys: hour, minute, second.


    Returns the current time zone as a dictionary with the keys: bias and name.


    • get_unique_id ( ) const

    Returns a string that is unique to the device.

    Note: Returns an empty string on HTML5 and UWP, as this method isn’t implemented on those platforms yet.


    • int get_unix_time ( ) const

    Returns the current UNIX epoch timestamp.

    Important: This is the system clock that the user can manully set. Never use this method for precise time calculation since its results are also subject to automatic adjustments by the operating system. Always use or get_ticks_msec for precise time calculation instead, since they are guaranteed to be monotonic (i.e. never decrease).


    • get_unix_time_from_datetime ( Dictionary datetime ) const

    Gets an epoch time value from a dictionary of time values.

    must be populated with the following keys: year, month, day, hour, minute, second.

    You can pass the output from 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://.


    • get_video_driver_count ( ) const

    Returns the number of video drivers supported on the current platform.


    • String get_video_driver_name ( 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 to get the current backend’s index.


    • int get_virtual_keyboard_height ( )

    Returns the on-screen keyboard’s height in pixels. Returns 0 if there is no keyboard or if it is currently hidden.


    • get_window_safe_area ( ) const

    Returns unobscured area of the window where interactive controls should be rendered.


    • void global_menu_add_item ( String menu, label, Variant id, meta )

    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.


    • void global_menu_add_separator ( String menu )

    Add a separator between items. Separators also occupy an index.

    Note: This method is implemented on macOS.


    • void global_menu_clear ( menu )

    Clear the global menu, in effect removing all items.

    Note: This method is implemented on macOS.


    • void global_menu_remove_item ( String menu, idx )

    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.


    • bool has_environment ( environment ) const

    Returns true if an environment variable exists.


    • bool has_feature ( tag_name ) const

    Returns true if the feature for the given feature tag is supported in the currently running instance, depending on platform, build etc. Can be used to check whether you’re currently running a debug build, on a certain platform or arch, etc. Refer to the Feature Tags documentation for more details.


    • 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 ( )

    Hides the virtual keyboard if it is shown, does nothing otherwise.


    • is_debug_build ( ) const

    Returns true if the Godot binary used to run the project is a debug export template, or when running in the editor.

    Returns false if the Godot binary used to run the project is a release export template.

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


    • bool is_ok_left_and_cancel_right ( ) const

    Returns true if the OK button should appear on the left and Cancel on the right.


    • is_scancode_unicode ( int code ) const

    Returns true if the input scancode corresponds to a Unicode character.


    • is_stdout_verbose ( ) const

    Returns true if the engine was executed with -v (verbose stdout).


    • bool is_userfs_persistent ( ) const

    If true, the user:// file system is persistent, so that its state is the same after a player quits and starts the game again. Relevant to the HTML5 platform, where this persistence may be unavailable.


    • 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.


    • keyboard_get_current_layout ( ) const

    Returns active keyboard layout index.

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


    • int keyboard_get_layout_count ( ) const

    Returns the number of keyboard layouts.

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


    • keyboard_get_layout_language ( int index ) const

    Returns the ISO-639/BCP-47 language code of the keyboard layout at position index.

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


    • keyboard_get_layout_name ( int index ) const

    Returns the localized name of the keyboard layout at position index.

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


    • void keyboard_set_current_layout ( index )

    Sets active keyboard layout.

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


    Kill (terminate) the process identified by the given process ID (pid), e.g. the one returned by execute in non-blocking mode.

    Note: This method can also be used to kill processes that were not spawned by the game.

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


    • void move_window_to_foreground ( )

    Moves the window to the front.

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


    • native_video_is_playing ( )

    Returns true if native video is playing.

    Note: This method is implemented on Android and iOS.


    • void native_video_pause ( )

    Pauses native video playback.

    Note: This method is implemented on Android and iOS.


    • Error native_video_play ( path, float volume, audio_track, String subtitle_track )

    Plays native video from the specified path, at the given volume and with audio and subtitle tracks.

    Note: This method is implemented on Android and iOS, and the current Android implementation does not support the volume, audio_track and subtitle_track options.


    • void native_video_stop ( )

    Stops native video playback.

    Note: This method is implemented on Android and iOS.


    • void native_video_unpause ( )

    Resumes native video playback.

    Note: This method is implemented on Android and iOS.


    • void open_midi_inputs ( )

    Initialises the singleton for the system MIDI driver.

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


    • void print_all_resources ( tofile=”” )

    Shows all resources in the game. Optionally, the list can be written to a file by specifying a file path in tofile.


    • void print_all_textures_by_size ( )

    Shows the list of loaded textures sorted by size in memory.


    Shows the number of resources loaded by the game of the given types.


    • void print_resources_in_use ( short=false )

    Shows all resources currently used by the game.


    • 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.


    • bool request_permission ( name )

    At the moment this function is only used by AudioDriverOpenSL to request permission for RECORD_AUDIO on Android.


    • bool request_permissions ( )

    With this function you can request dangerous permissions since normal permissions are automatically granted at install time in Android application.

    Note: This method is implemented on Android.


    • void set_icon ( 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 ( 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 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 ( 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.


    • Error set_thread_name ( name )

    Sets the name of the current thread.


    • void set_use_file_access_save_and_swap ( bool enabled )

    Enables backup saves if enabled is true.


    • void set_window_always_on_top ( enabled )

    Sets whether the window should always be on top.

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


    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).

    1. # Set region, using Path2D node.
    2. OS.set_window_mouse_passthrough($Path2D.curve.get_baked_points())
    3. # Set region, using Polygon2D node.
    4. OS.set_window_mouse_passthrough($Polygon2D.polygon)
    5. # Reset region to default.
    6. 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 ( 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.


    • Error shell_open ( uri )

    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.

    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.


    • void show_virtual_keyboard ( existing_text=””, bool multiline=false )

    Shows the virtual keyboard if the platform has one.

    The existing_text parameter is useful for implementing your own 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 .

    Note: This method is implemented on Android, iOS and UWP.