Struct OSSingleton

Operating System functions.

struct OSSingleton ;

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.

Properties

NameTypeDescription
clipboard[get, set] StringThe clipboard from the host OS. Might be unavailable on some platforms.
currentScreen[get, set] longThe current screen index (starting from 0).
exitCode[get, set] longThe 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.
keepScreenOn[get, set] boolIf true, the engine tries to keep the screen on while the game is running. Useful on mobile.
lowProcessorUsageMode[get, set] boolIf true, the engine optimizes for low processor usage by only refreshing the screen if needed. Can improve battery consumption on mobile.
lowProcessorUsageModeSleepUsec[get, set] longThe amount of sleeping between frames when the low-processor usage mode is enabled (in microseconds). Higher values will result in lower CPU usage.
maxWindowSize[get, set] Vector2The 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.
minWindowSize[get, set] Vector2The 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.
screenOrientation[get, set] OSSingleton.ScreenOrientationThe current screen orientation.
vsyncEnabled[get, set] boolIf true, vertical synchronization (Vsync) is enabled.
vsyncViaCompositor[get, set] boolIf 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.
windowBorderless[get, set] boolIf true, removes the window frame. Note: Setting window_borderless to false disables per-pixel transparency.
windowFullscreen[get, set] boolIf true, the window is fullscreen.
windowMaximized[get, set] boolIf true, the window is maximized.
windowMinimized[get, set] boolIf true, the window is minimized.
windowPerPixelTransparencyEnabled[get, set] boolIf 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 Linux, macOS and Windows.
windowPosition[get, set] Vector2The 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.
windowResizable[get, set] boolIf true, the window is resizable by the user.
windowSize[get, set] Vector2The size of the window (without counting window manager decorations).

Methods

NameDescription
alert Displays a modal dialog box using the host OS' facilities. Execution is blocked until the dialog is closed.
canDraw Returns true if the host OS allows drawing.
canUseThreads Returns true if the current host platform is using multiple threads.
centerWindow Centers the window on the screen if in windowed mode.
closeMidiInputs Shuts down system MIDI driver. Note: This method is implemented on Linux, macOS and Windows.
delayMsec Delay execution of the current thread by msec milliseconds.
delayUsec Delay execution of the current thread by usec microseconds.
dumpMemoryToFile Dumps the memory allocation ringlist to a file (only works in debug). Entry format per line: "Address - Size - Description".
dumpResourcesToFile 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 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", class="pln">D "-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 kill). 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:
findScancodeFromString Returns the scancode of the given string (e.g. "Escape").
getAudioDriverCount Returns the total number of available audio drivers.
getAudioDriverName Returns the audio driver name for the given index.
getBorderlessWindow
getClipboard
getCmdlineArgs Returns the command line arguments passed to the engine.
getConnectedMidiInputs Returns an array of MIDI device names. The returned array will be empty if the system MIDI driver has not previously been initialised with openMidiInputs. Note: This method is implemented on Linux, macOS and Windows.
getCurrentScreen
getCurrentVideoDriver Returns the currently used video driver, using one of the values from videodriver.
getDate Returns current date as a dictionary of keys: year, month, day, weekday, dst (Daylight Savings Time).
getDatetime Returns current datetime as a dictionary of keys: year, month, day, weekday, dst (Daylight Savings Time), hour, minute, second.
getDatetimeFromUnixTime 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 getDatetime, with the exception of Daylight Savings Time as it cannot be determined from the epoch.
getDynamicMemoryUsage Returns the total amount of dynamic memory used (only works in debug).
getEnvironment Returns an environment variable.
getExecutablePath Returns the path to the current engine executable.
getExitCode
getGrantedPermissions 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.
getImeSelection Returns the IME cursor position (the currently-edited portion of the string) relative to the characters in the composition string. constant 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.
getImeText Returns the IME intermediate composition string. constant 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.
getLatinKeyboardVariant 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.
getLocale Returns the host OS locale.
getLowProcessorUsageModeSleepUsec
getMaxWindowSize
getMinWindowSize
getModelName Returns the model name of the current device. Note: This method is implemented on Android and iOS. Returns "GenericDevice" on unsupported platforms.
getName Returns the name of the host OS. Possible values are: "Android", "Haiku", "iOS", "HTML5", "OSX", "Server", "Windows", "UWP", "X11".
getPowerPercentLeft 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.
getPowerSecondsLeft 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.
getPowerState Returns the current state of the device regarding battery and power. See powerstate constants. Note: This method is implemented on Linux, macOS and Windows.
getProcessId Returns the project's process ID. Note: This method is implemented on Android, iOS, Linux, macOS and Windows.
getProcessorCount Returns the number of threads available on the host machine.
getRealWindowSize Returns the window size including decorations like window borders.
getScancodeString Returns the given scancode as a string (e.g. Return values: "Escape", "Shift+Escape"). See also InputEventKey.scancode and InputEventKey.getScancodeWithModifiers.
getScreenCount Returns the number of displays attached to the host machine.
getScreenDpi Returns the dots per inch density of the specified screen. If screen is /code-1/code (the default value), the current screen will be used. On Android devices, the actual screen densities are grouped into six generalized densities:
getScreenOrientation
getScreenPosition Returns the position of the specified screen by index. If screen is /code-1/code (the default value), the current screen will be used.
getScreenSize Returns the dimensions in pixels of the specified screen. If screen is /code-1/code (the default value), the current screen will be used.
getSplashTickMsec Returns the amount of time in milliseconds it took for the boot logo to appear.
getStaticMemoryPeakUsage Returns the maximum amount of static memory used (only works in debug).
getStaticMemoryUsage Returns the amount of static memory being used by the program in bytes.
getSystemDir Returns the actual path to commonly used folders across different platforms. Available locations are specified in systemdir. Note: This method is implemented on Android, Linux, macOS and Windows.
getSystemTimeMsecs Returns the epoch time of the operating system in milliseconds.
getSystemTimeSecs Returns the epoch time of the operating system in seconds.
getTicksMsec Returns the amount of time passed in milliseconds since the engine started.
getTicksUsec Returns the amount of time passed in microseconds since the engine started.
getTime Returns current time as a dictionary of keys: hour, minute, second.
getTimeZoneInfo Returns the current time zone as a dictionary with the keys: bias and name.
getUniqueId 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.
getUnixTime Returns the current UNIX epoch timestamp.
getUnixTimeFromDatetime Gets an epoch time value from a dictionary of time values. datetime must be populated with the following keys: year, month, day, hour, minute, second. You can pass the output from getDatetimeFromUnixTime directly into this function. Daylight Savings Time (dst), if present, is ignored.
getUserDataDir Returns the absolute directory path where user data is written (user://). On Linux, this is ~/.local/share/godot/app_userdata/class="pln">D project_name, or ~/.local/share/class="pln">D custom_name if use_custom_user_dir is set. On macOS, this is ~/Library/Application Support/Godot/app_userdata/class="pln">D project_name, or ~/Library/Application Support/class="pln">D custom_name if use_custom_user_dir is set. On Windows, this is %APPDATA%\Godot\app_userdata\class="pln">D project_name, or %APPDATA%\class="pln">D 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://.
getVideoDriverCount Returns the number of video drivers supported on the current platform.
getVideoDriverName Returns the name of the video driver matching the given driver index. This index is a value from videodriver, and you can use getCurrentVideoDriver to get the current backend's index.
getVirtualKeyboardHeight Returns the on-screen keyboard's height in pixels. Returns 0 if there is no keyboard or if it is currently hidden.
getWindowPerPixelTransparencyEnabled
getWindowPosition
getWindowSafeArea Returns unobscured area of the window where interactive controls should be rendered.
getWindowSize
globalMenuAddItem 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.
globalMenuAddSeparator Add a separator between items. Separators also occupy an index. Note: This method is implemented on macOS.
globalMenuClear Clear the global menu, in effect removing all items. Note: This method is implemented on macOS.
globalMenuRemoveItem 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.
hasEnvironment Returns true if an environment variable exists.
hasFeature 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 url=https://docs.godotengine.org/en/latest/getting_started/workflow/export/feature_tags.htmlFeature Tags/url documentation for more details. Note: Tag names are case-sensitive.
hasTouchscreenUiHint Returns true if the device has a touchscreen or emulates one.
hasVirtualKeyboard Returns true if the platform has a virtual keyboard, false otherwise.
hideVirtualKeyboard Hides the virtual keyboard if it is shown, does nothing otherwise.
isDebugBuild 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.
isInLowProcessorUsageMode
isKeepScreenOn
isOkLeftAndCancelRight Returns true if the OK button should appear on the left and Cancel on the right.
isScancodeUnicode Returns true if the input scancode corresponds to a Unicode character.
isStdoutVerbose Returns true if the engine was executed with -v (verbose stdout).
isUserfsPersistent 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.
isVsyncEnabled
isVsyncViaCompositorEnabled
isWindowAlwaysOnTop Returns true if the window should always be on top of other windows.
isWindowFocused Returns true if the window is currently focused. Note: Only implemented on desktop platforms. On other platforms, it will always return true.
isWindowFullscreen
isWindowMaximized
isWindowMinimized
isWindowResizable
kill 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.
moveWindowToForeground Moves the window to the front. Note: This method is implemented on Linux, macOS and Windows.
nativeVideoIsPlaying Returns true if native video is playing. Note: This method is implemented on Android and iOS.
nativeVideoPause Pauses native video playback. Note: This method is implemented on Android and iOS.
nativeVideoPlay 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.
nativeVideoStop Stops native video playback. Note: This method is implemented on Android and iOS.
nativeVideoUnpause Resumes native video playback. Note: This method is implemented on Android and iOS.
openMidiInputs Initialises the singleton for the system MIDI driver. Note: This method is implemented on Linux, macOS and Windows.
printAllResources Shows all resources in the game. Optionally, the list can be written to a file by specifying a file path in tofile.
printAllTexturesBySize Shows the list of loaded textures sorted by size in memory.
printResourcesByType Shows the number of resources loaded by the game of the given types.
printResourcesInUse Shows all resources currently used by the game.
requestAttention 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.
requestPermission At the moment this function is only used by AudioDriverOpenSL to request permission for RECORD_AUDIO on Android.
requestPermissions 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.
setBorderlessWindow
setClipboard
setCurrentScreen
setExitCode
setIcon 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.
setImeActive 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 getImeSelection and getImeText functions. Completed composition string is committed when input is finished. Note: This method is implemented on Linux, macOS and Windows.
setImePosition Sets position of IME suggestion list popup (in window coordinates). Note: This method is implemented on Linux, macOS and Windows.
setKeepScreenOn
setLowProcessorUsageMode
setLowProcessorUsageModeSleepUsec
setMaxWindowSize
setMinWindowSize
setNativeIcon 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.
setScreenOrientation
setThreadName Sets the name of the current thread.
setUseFileAccessSaveAndSwap Enables backup saves if enabled is true.
setUseVsync
setVsyncViaCompositor
setWindowAlwaysOnTop Sets whether the window should always be on top. Note: This method is implemented on Linux, macOS and Windows.
setWindowFullscreen
setWindowMaximized
setWindowMinimized
setWindowPerPixelTransparencyEnabled
setWindowPosition
setWindowResizable
setWindowSize
setWindowTitle 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.
shellOpen Requests the OS to open a resource with the most appropriate program. For example: - OS.shell_open( on Windows opens the file explorer at the user's Downloads folder. - OS.shell_open("https://godotengine.org") opens the default web browser on the official Godot website. - OS.shell_open("mailto:example@example.com") opens the default email client with the "To" field set to example@example.com. See url=https://blog.escapecreative.com/customizing-mailto-links/Customizing mailto: Links/url for a list of fields that can be added. Note: This method is implemented on Android, iOS, HTML5, Linux, macOS and Windows.
showVirtualKeyboard Shows the virtual keyboard if the platform has one. The existing_text parameter is useful for implementing your own LineEdit, as it tells the virtual keyboard what text has already been typed (the virtual keyboard uses it for auto-correct and predictions). Note: This method is implemented on Android, iOS and UWP.

Enums

NameDescription
Constants
Month
PowerState
ScreenOrientation
SystemDir
VideoDriver
Weekday