447 lines
25 KiB
XML
447 lines
25 KiB
XML
<?xml version="1.0" encoding="UTF-8" ?>
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<class name="Object" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd">
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<brief_description>
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Base class for all non-built-in types.
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</brief_description>
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<description>
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Every class which is not a built-in type inherits from this class.
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You can construct Objects from scripting languages, using [code]Object.new()[/code] in GDScript, [code]new Object[/code] in C#, or the "Construct Object" node in VisualScript.
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Objects do not manage memory. If a class inherits from Object, you will have to delete instances of it manually. To do so, call the [method free] method from your script or delete the instance from C++.
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Some classes that extend Object add memory management. This is the case of [Reference], which counts references and deletes itself automatically when no longer referenced. [Node], another fundamental type, deletes all its children when freed from memory.
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Objects export properties, which are mainly useful for storage and editing, but not really so much in programming. Properties are exported in [method _get_property_list] and handled in [method _get] and [method _set]. However, scripting languages and C++ have simpler means to export them.
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Property membership can be tested directly in GDScript using [code]in[/code]:
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[codeblock]
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var n = Node2D.new()
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print("position" in n) # Prints "True".
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print("other_property" in n) # Prints "False".
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[/codeblock]
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The [code]in[/code] operator will evaluate to [code]true[/code] as long as the key exists, even if the value is [code]null[/code].
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Objects also receive notifications. Notifications are a simple way to notify the object about different events, so they can all be handled together. See [method _notification].
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[b]Note:[/b] Unlike references to a [Reference], references to an Object stored in a variable can become invalid without warning. Therefore, it's recommended to use [Reference] for data classes instead of [Object].
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[b]Note:[/b] Due to a bug, you can't create a "plain" Object using [code]Object.new()[/code]. Instead, use [code]ClassDB.instance("Object")[/code]. This bug only applies to Object itself, not any of its descendents like [Reference].
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</description>
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<tutorials>
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<link title="When and how to avoid using nodes for everything">$DOCS_URL/tutorials/best_practices/node_alternatives.html</link>
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<link title="Advanced exports using _get_property_list()">$DOCS_URL/tutorials/scripting/gdscript/gdscript_exports.html#advanced-exports</link>
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</tutorials>
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<methods>
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<method name="_get" qualifiers="virtual">
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<return type="Variant" />
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<argument index="0" name="property" type="String" />
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<description>
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Virtual method which can be overridden to customize the return value of [method get].
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Returns the given property. Returns [code]null[/code] if the [code]property[/code] does not exist.
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</description>
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</method>
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<method name="_get_property_list" qualifiers="virtual">
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<return type="Array" />
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<description>
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Virtual method which can be overridden to customize the return value of [method get_property_list].
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Returns the object's property list as an [Array] of dictionaries.
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Each property's [Dictionary] must contain at least [code]name: String[/code] and [code]type: int[/code] (see [enum Variant.Type]) entries. Optionally, it can also include [code]hint: int[/code] (see [enum PropertyHint]), [code]hint_string: String[/code], and [code]usage: int[/code] (see [enum PropertyUsageFlags]).
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</description>
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</method>
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<method name="_init" qualifiers="virtual">
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<return type="void" />
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<description>
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Called when the object is initialized in memory. Can be defined to take in parameters, that are passed in when constructing.
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[b]Note:[/b] If [method _init] is defined with required parameters, then explicit construction is the only valid means of creating an Object of the class. If any other means (such as [method PackedScene.instance]) is used, then initialization will fail.
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</description>
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</method>
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<method name="_notification" qualifiers="virtual">
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<return type="void" />
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<argument index="0" name="what" type="int" />
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<description>
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Called whenever the object receives a notification, which is identified in [code]what[/code] by a constant. The base [Object] has two constants [constant NOTIFICATION_POSTINITIALIZE] and [constant NOTIFICATION_PREDELETE], but subclasses such as [Node] define a lot more notifications which are also received by this method.
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</description>
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</method>
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<method name="_set" qualifiers="virtual">
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<return type="bool" />
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<argument index="0" name="property" type="String" />
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<argument index="1" name="value" type="Variant" />
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<description>
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Virtual method which can be overridden to customize the return value of [method set].
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Sets a property. Returns [code]true[/code] if the [code]property[/code] exists.
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</description>
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</method>
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<method name="_to_string" qualifiers="virtual">
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<return type="String" />
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<description>
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Virtual method which can be overridden to customize the return value of [method to_string], and thus the object's representation where it is converted to a string, e.g. with [code]print(obj)[/code].
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Returns a [String] representing the object. If not overridden, defaults to [code]"[ClassName:RID]"[/code].
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</description>
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</method>
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<method name="add_user_signal">
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<return type="void" />
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<argument index="0" name="signal" type="String" />
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<argument index="1" name="arguments" type="Array" default="[ ]" />
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<description>
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Adds a user-defined [code]signal[/code]. Arguments are optional, but can be added as an [Array] of dictionaries, each containing [code]name: String[/code] and [code]type: int[/code] (see [enum Variant.Type]) entries.
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</description>
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</method>
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<method name="call" qualifiers="vararg">
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<return type="Variant" />
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<argument index="0" name="method" type="String" />
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<description>
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Calls the [code]method[/code] on the object and returns the result. This method supports a variable number of arguments, so parameters are passed as a comma separated list. Example:
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[codeblock]
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call("set", "position", Vector2(42.0, 0.0))
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[/codeblock]
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[b]Note:[/b] In C#, the method name must be specified as snake_case if it is defined by a built-in Godot node. This doesn't apply to user-defined methods where you should use the same convention as in the C# source (typically PascalCase).
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</description>
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</method>
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<method name="call_deferred" qualifiers="vararg">
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<return type="void" />
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<argument index="0" name="method" type="String" />
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<description>
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Calls the [code]method[/code] on the object during idle time. This method supports a variable number of arguments, so parameters are passed as a comma separated list. Example:
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[codeblock]
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call_deferred("set", "position", Vector2(42.0, 0.0))
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[/codeblock]
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[b]Note:[/b] In C#, the method name must be specified as snake_case if it is defined by a built-in Godot node. This doesn't apply to user-defined methods where you should use the same convention as in the C# source (typically PascalCase).
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</description>
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</method>
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<method name="callv">
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<return type="Variant" />
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<argument index="0" name="method" type="String" />
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<argument index="1" name="arg_array" type="Array" />
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<description>
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Calls the [code]method[/code] on the object and returns the result. Contrarily to [method call], this method does not support a variable number of arguments but expects all parameters to be via a single [Array].
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[codeblock]
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callv("set", [ "position", Vector2(42.0, 0.0) ])
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[/codeblock]
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</description>
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</method>
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<method name="can_translate_messages" qualifiers="const">
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<return type="bool" />
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<description>
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Returns [code]true[/code] if the object can translate strings. See [method set_message_translation] and [method tr].
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</description>
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</method>
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<method name="connect">
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<return type="int" enum="Error" />
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<argument index="0" name="signal" type="String" />
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<argument index="1" name="target" type="Object" />
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<argument index="2" name="method" type="String" />
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<argument index="3" name="binds" type="Array" default="[ ]" />
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<argument index="4" name="flags" type="int" default="0" />
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<description>
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Connects a [code]signal[/code] to a [code]method[/code] on a [code]target[/code] object. Pass optional [code]binds[/code] to the call as an [Array] of parameters. These parameters will be passed to the method after any parameter used in the call to [method emit_signal]. Use [code]flags[/code] to set deferred or one-shot connections. See [enum ConnectFlags] constants.
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A [code]signal[/code] can only be connected once to a [code]method[/code]. It will print an error if already connected, unless the signal was connected with [constant CONNECT_REFERENCE_COUNTED]. To avoid this, first, use [method is_connected] to check for existing connections.
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If the [code]target[/code] is destroyed in the game's lifecycle, the connection will be lost.
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Examples:
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[codeblock]
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connect("pressed", self, "_on_Button_pressed") # BaseButton signal
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connect("text_entered", self, "_on_LineEdit_text_entered") # LineEdit signal
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connect("hit", self, "_on_Player_hit", [ weapon_type, damage ]) # User-defined signal
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[/codeblock]
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An example of the relationship between [code]binds[/code] passed to [method connect] and parameters used when calling [method emit_signal]:
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[codeblock]
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connect("hit", self, "_on_Player_hit", [ weapon_type, damage ]) # weapon_type and damage are passed last
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emit_signal("hit", "Dark lord", 5) # "Dark lord" and 5 are passed first
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func _on_Player_hit(hit_by, level, weapon_type, damage):
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print("Hit by %s (lvl %d) with weapon %s for %d damage" % [hit_by, level, weapon_type, damage])
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[/codeblock]
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</description>
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</method>
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<method name="disconnect">
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<return type="void" />
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<argument index="0" name="signal" type="String" />
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<argument index="1" name="target" type="Object" />
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<argument index="2" name="method" type="String" />
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<description>
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Disconnects a [code]signal[/code] from a [code]method[/code] on the given [code]target[/code].
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If you try to disconnect a connection that does not exist, the method will print an error. Use [method is_connected] to ensure that the connection exists.
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</description>
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</method>
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<method name="emit_signal" qualifiers="vararg">
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<return type="void" />
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<argument index="0" name="signal" type="String" />
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<description>
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Emits the given [code]signal[/code]. The signal must exist, so it should be a built-in signal of this class or one of its parent classes, or a user-defined signal. This method supports a variable number of arguments, so parameters are passed as a comma separated list. Example:
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[codeblock]
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emit_signal("hit", weapon_type, damage)
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emit_signal("game_over")
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[/codeblock]
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</description>
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</method>
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<method name="free">
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<return type="void" />
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<description>
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Deletes the object from memory immediately. For [Node]s, you may want to use [method Node.queue_free] to queue the node for safe deletion at the end of the current frame.
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[b]Important:[/b] If you have a variable pointing to an object, it will [i]not[/i] be assigned to [code]null[/code] once the object is freed. Instead, it will point to a [i]previously freed instance[/i] and you should validate it with [method @GDScript.is_instance_valid] before attempting to call its methods or access its properties.
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</description>
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</method>
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<method name="get" qualifiers="const">
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<return type="Variant" />
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<argument index="0" name="property" type="String" />
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<description>
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Returns the [Variant] value of the given [code]property[/code]. If the [code]property[/code] doesn't exist, this will return [code]null[/code].
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[b]Note:[/b] In C#, the property name must be specified as snake_case if it is defined by a built-in Godot node. This doesn't apply to user-defined properties where you should use the same convention as in the C# source (typically PascalCase).
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</description>
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</method>
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<method name="get_class" qualifiers="const">
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<return type="String" />
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<description>
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Returns the object's class as a [String]. See also [method is_class].
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[b]Note:[/b] [method get_class] does not take [code]class_name[/code] declarations into account. If the object has a [code]class_name[/code] defined, the base class name will be returned instead.
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</description>
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</method>
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<method name="get_incoming_connections" qualifiers="const">
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<return type="Array" />
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<description>
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Returns an [Array] of dictionaries with information about signals that are connected to the object.
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Each [Dictionary] contains three String entries:
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- [code]source[/code] is a reference to the signal emitter.
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- [code]signal_name[/code] is the name of the connected signal.
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- [code]method_name[/code] is the name of the method to which the signal is connected.
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</description>
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</method>
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<method name="get_indexed" qualifiers="const">
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<return type="Variant" />
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<argument index="0" name="property_path" type="NodePath" />
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<description>
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Gets the object's property indexed by the given [code]property_path[/code]. The path should be a [NodePath] relative to the current object and can use the colon character ([code]:[/code]) to access nested properties. Examples: [code]"position:x"[/code] or [code]"material:next_pass:blend_mode"[/code].
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[b]Note:[/b] Even though the method takes [NodePath] argument, it doesn't support actual paths to [Node]s in the scene tree, only colon-separated sub-property paths. For the purpose of nodes, use [method Node.get_node_and_resource] instead.
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</description>
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</method>
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<method name="get_instance_id" qualifiers="const">
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<return type="int" />
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<description>
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Returns the object's unique instance ID.
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This ID can be saved in [EncodedObjectAsID], and can be used to retrieve the object instance with [method @GDScript.instance_from_id].
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</description>
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</method>
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<method name="get_meta" qualifiers="const">
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<return type="Variant" />
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<argument index="0" name="name" type="String" />
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<argument index="1" name="default" type="Variant" default="null" />
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<description>
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Returns the object's metadata entry for the given [code]name[/code].
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Throws error if the entry does not exist, unless [code]default[/code] is not [code]null[/code] (in which case the default value will be returned).
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</description>
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</method>
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<method name="get_meta_list" qualifiers="const">
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<return type="PoolStringArray" />
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<description>
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Returns the object's metadata as a [PoolStringArray].
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</description>
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</method>
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<method name="get_method_list" qualifiers="const">
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<return type="Array" />
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<description>
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Returns the object's methods and their signatures as an [Array].
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</description>
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</method>
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<method name="get_property_list" qualifiers="const">
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<return type="Array" />
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<description>
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Returns the object's property list as an [Array] of dictionaries.
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Each property's [Dictionary] contain at least [code]name: String[/code] and [code]type: int[/code] (see [enum Variant.Type]) entries. Optionally, it can also include [code]hint: int[/code] (see [enum PropertyHint]), [code]hint_string: String[/code], and [code]usage: int[/code] (see [enum PropertyUsageFlags]).
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</description>
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</method>
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<method name="get_script" qualifiers="const">
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<return type="Reference" />
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<description>
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Returns the object's [Script] instance, or [code]null[/code] if none is assigned.
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</description>
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</method>
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<method name="get_signal_connection_list" qualifiers="const">
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<return type="Array" />
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<argument index="0" name="signal" type="String" />
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<description>
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Returns an [Array] of connections for the given [code]signal[/code].
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</description>
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</method>
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<method name="get_signal_list" qualifiers="const">
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<return type="Array" />
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<description>
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Returns the list of signals as an [Array] of dictionaries.
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</description>
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</method>
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<method name="has_meta" qualifiers="const">
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<return type="bool" />
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<argument index="0" name="name" type="String" />
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<description>
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Returns [code]true[/code] if a metadata entry is found with the given [code]name[/code].
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</description>
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</method>
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<method name="has_method" qualifiers="const">
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<return type="bool" />
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<argument index="0" name="method" type="String" />
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<description>
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Returns [code]true[/code] if the object contains the given [code]method[/code].
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</description>
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</method>
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<method name="has_signal" qualifiers="const">
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<return type="bool" />
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<argument index="0" name="signal" type="String" />
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<description>
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Returns [code]true[/code] if the given [code]signal[/code] exists.
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</description>
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</method>
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<method name="has_user_signal" qualifiers="const">
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<return type="bool" />
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<argument index="0" name="signal" type="String" />
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<description>
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Returns [code]true[/code] if the given user-defined [code]signal[/code] exists. Only signals added using [method add_user_signal] are taken into account.
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</description>
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</method>
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<method name="is_blocking_signals" qualifiers="const">
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<return type="bool" />
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<description>
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Returns [code]true[/code] if signal emission blocking is enabled.
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</description>
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</method>
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<method name="is_class" qualifiers="const">
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<return type="bool" />
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<argument index="0" name="class" type="String" />
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<description>
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Returns [code]true[/code] if the object inherits from the given [code]class[/code]. See also [method get_class].
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[b]Note:[/b] [method is_class] does not take [code]class_name[/code] declarations into account. If the object has a [code]class_name[/code] defined, [method is_class] will return [code]false[/code] for that name.
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</description>
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</method>
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<method name="is_connected" qualifiers="const">
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<return type="bool" />
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<argument index="0" name="signal" type="String" />
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<argument index="1" name="target" type="Object" />
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<argument index="2" name="method" type="String" />
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<description>
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Returns [code]true[/code] if a connection exists for a given [code]signal[/code], [code]target[/code], and [code]method[/code].
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</description>
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</method>
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<method name="is_queued_for_deletion" qualifiers="const">
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<return type="bool" />
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<description>
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Returns [code]true[/code] if the [method Node.queue_free] method was called for the object.
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</description>
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</method>
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<method name="notification">
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<return type="void" />
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<argument index="0" name="what" type="int" />
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<argument index="1" name="reversed" type="bool" default="false" />
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<description>
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Send a given notification to the object, which will also trigger a call to the [method _notification] method of all classes that the object inherits from.
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If [code]reversed[/code] is [code]true[/code], [method _notification] is called first on the object's own class, and then up to its successive parent classes. If [code]reversed[/code] is [code]false[/code], [method _notification] is called first on the highest ancestor ([Object] itself), and then down to its successive inheriting classes.
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</description>
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</method>
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<method name="property_list_changed_notify">
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<return type="void" />
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<description>
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Notify the editor that the property list has changed, so that editor plugins can take the new values into account. Does nothing on export builds.
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</description>
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</method>
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<method name="remove_meta">
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<return type="void" />
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<argument index="0" name="name" type="String" />
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<description>
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Removes a given entry from the object's metadata. See also [method set_meta].
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</description>
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</method>
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<method name="set">
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<return type="void" />
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<argument index="0" name="property" type="String" />
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<argument index="1" name="value" type="Variant" />
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<description>
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Assigns a new value to the given property. If the [code]property[/code] does not exist or the given value's type doesn't match, nothing will happen.
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[b]Note:[/b] In C#, the property name must be specified as snake_case if it is defined by a built-in Godot node. This doesn't apply to user-defined properties where you should use the same convention as in the C# source (typically PascalCase).
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</description>
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</method>
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<method name="set_block_signals">
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<return type="void" />
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<argument index="0" name="enable" type="bool" />
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<description>
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If set to [code]true[/code], signal emission is blocked.
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</description>
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</method>
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<method name="set_deferred">
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<return type="void" />
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<argument index="0" name="property" type="String" />
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<argument index="1" name="value" type="Variant" />
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<description>
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Assigns a new value to the given property, after the current frame's physics step. This is equivalent to calling [method set] via [method call_deferred], i.e. [code]call_deferred("set", property, value)[/code].
|
|
[b]Note:[/b] In C#, the property name must be specified as snake_case if it is defined by a built-in Godot node. This doesn't apply to user-defined properties where you should use the same convention as in the C# source (typically PascalCase).
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|
</description>
|
|
</method>
|
|
<method name="set_indexed">
|
|
<return type="void" />
|
|
<argument index="0" name="property_path" type="NodePath" />
|
|
<argument index="1" name="value" type="Variant" />
|
|
<description>
|
|
Assigns a new value to the property identified by the [code]property_path[/code]. The path should be a [NodePath] relative to the current object and can use the colon character ([code]:[/code]) to access nested properties. Example:
|
|
[codeblock]
|
|
set_indexed("position", Vector2(42, 0))
|
|
set_indexed("position:y", -10)
|
|
print(position) # (42, -10)
|
|
[/codeblock]
|
|
</description>
|
|
</method>
|
|
<method name="set_message_translation">
|
|
<return type="void" />
|
|
<argument index="0" name="enable" type="bool" />
|
|
<description>
|
|
Defines whether the object can translate strings (with calls to [method tr]). Enabled by default.
|
|
</description>
|
|
</method>
|
|
<method name="set_meta">
|
|
<return type="void" />
|
|
<argument index="0" name="name" type="String" />
|
|
<argument index="1" name="value" type="Variant" />
|
|
<description>
|
|
Adds, changes or removes a given entry in the object's metadata. Metadata are serialized and can take any [Variant] value.
|
|
To remove a given entry from the object's metadata, use [method remove_meta]. Metadata is also removed if its value is set to [code]null[/code]. This means you can also use [code]set_meta("name", null)[/code] to remove metadata for [code]"name"[/code].
|
|
</description>
|
|
</method>
|
|
<method name="set_script">
|
|
<return type="void" />
|
|
<argument index="0" name="script" type="Reference" />
|
|
<description>
|
|
Assigns a script to the object. Each object can have a single script assigned to it, which are used to extend its functionality.
|
|
If the object already had a script, the previous script instance will be freed and its variables and state will be lost. The new script's [method _init] method will be called.
|
|
</description>
|
|
</method>
|
|
<method name="to_string">
|
|
<return type="String" />
|
|
<description>
|
|
Returns a [String] representing the object. If not overridden, defaults to [code]"[ClassName:RID]"[/code].
|
|
Override the method [method _to_string] to customize the [String] representation.
|
|
</description>
|
|
</method>
|
|
<method name="tr" qualifiers="const">
|
|
<return type="String" />
|
|
<argument index="0" name="message" type="String" />
|
|
<description>
|
|
Translates a message using translation catalogs configured in the Project Settings.
|
|
Only works if message translation is enabled (which it is by default), otherwise it returns the [code]message[/code] unchanged. See [method set_message_translation].
|
|
</description>
|
|
</method>
|
|
</methods>
|
|
<signals>
|
|
<signal name="script_changed">
|
|
<description>
|
|
Emitted whenever the object's script is changed.
|
|
</description>
|
|
</signal>
|
|
</signals>
|
|
<constants>
|
|
<constant name="NOTIFICATION_POSTINITIALIZE" value="0">
|
|
Called right when the object is initialized. Not available in script.
|
|
</constant>
|
|
<constant name="NOTIFICATION_PREDELETE" value="1">
|
|
Called before the object is about to be deleted.
|
|
</constant>
|
|
<constant name="CONNECT_DEFERRED" value="1" enum="ConnectFlags">
|
|
Connects a signal in deferred mode. This way, signal emissions are stored in a queue, then set on idle time.
|
|
</constant>
|
|
<constant name="CONNECT_PERSIST" value="2" enum="ConnectFlags">
|
|
Persisting connections are saved when the object is serialized to file.
|
|
</constant>
|
|
<constant name="CONNECT_ONESHOT" value="4" enum="ConnectFlags">
|
|
One-shot connections disconnect themselves after emission.
|
|
</constant>
|
|
<constant name="CONNECT_REFERENCE_COUNTED" value="8" enum="ConnectFlags">
|
|
Connect a signal as reference-counted. This means that a given signal can be connected several times to the same target, and will only be fully disconnected once no references are left.
|
|
</constant>
|
|
</constants>
|
|
</class>
|