godot/doc/classes/@GlobalScope.xml

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<?xml version="1.0" encoding="UTF-8" ?>
<class name="@GlobalScope" version="4.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd">
<brief_description>
Global scope constants and functions.
</brief_description>
<description>
A list of global scope enumerated constants and built-in functions. This is all that resides in the globals, constants regarding error codes, keycodes, property hints, etc.
Singletons are also documented here, since they can be accessed from anywhere.
For the entries related to GDScript which can be accessed in any script see [@GDScript].
</description>
<tutorials>
<link title="Random number generation">$DOCS_URL/tutorials/math/random_number_generation.html</link>
</tutorials>
<methods>
<method name="abs">
<return type="Variant" />
<argument index="0" name="x" type="Variant" />
<description>
Returns the absolute value of a [Variant] parameter [code]x[/code] (i.e. non-negative value). Variant types [int], [float] (real), [Vector2], [Vector2i], [Vector3] and [Vector3i] are supported.
[codeblock]
var a = abs(-1)
# a is 1
var b = abs(-1.2)
# b is 1.2
var c = abs(Vector2(-3.5, -4))
# c is (3.5, 4)
var d = abs(Vector2i(-5, -6))
# d is (5, 6)
var e = abs(Vector3(-7, 8.5, -3.8))
# e is (7, 8.5, 3.8)
var f = abs(Vector3i(-7, -8, -9))
# f is (7, 8, 9)
[/codeblock]
</description>
</method>
<method name="absf">
<return type="float" />
<argument index="0" name="x" type="float" />
<description>
Returns the absolute value of float parameter [code]x[/code] (i.e. positive value).
[codeblock]
# a is 1.2
var a = absf(-1.2)
[/codeblock]
</description>
</method>
<method name="absi">
<return type="int" />
<argument index="0" name="x" type="int" />
<description>
Returns the absolute value of int parameter [code]x[/code] (i.e. positive value).
[codeblock]
# a is 1
var a = absi(-1)
[/codeblock]
</description>
</method>
<method name="acos">
<return type="float" />
<argument index="0" name="x" type="float" />
<description>
Returns the arc cosine of [code]x[/code] in radians. Use to get the angle of cosine [code]x[/code]. [code]x[/code] must be between [code]-1.0[/code] and [code]1.0[/code] (inclusive), otherwise, [method acos] will return [constant @GDScript.NAN].
[codeblock]
# c is 0.523599 or 30 degrees if converted with rad2deg(c)
var c = acos(0.866025)
[/codeblock]
</description>
</method>
<method name="asin">
<return type="float" />
<argument index="0" name="x" type="float" />
<description>
Returns the arc sine of [code]x[/code] in radians. Use to get the angle of sine [code]x[/code]. [code]x[/code] must be between [code]-1.0[/code] and [code]1.0[/code] (inclusive), otherwise, [method asin] will return [constant @GDScript.NAN].
[codeblock]
# s is 0.523599 or 30 degrees if converted with rad2deg(s)
var s = asin(0.5)
[/codeblock]
</description>
</method>
<method name="atan">
<return type="float" />
<argument index="0" name="x" type="float" />
<description>
Returns the arc tangent of [code]x[/code] in radians. Use it to get the angle from an angle's tangent in trigonometry.
The method cannot know in which quadrant the angle should fall. See [method atan2] if you have both [code]y[/code] and [code]x[/code].
[codeblock]
var a = atan(0.5) # a is 0.463648
[/codeblock]
If [code]x[/code] is between [code]-PI / 2[/code] and [code]PI / 2[/code] (inclusive), [code]atan(tan(x))[/code] is equal to [code]x[/code].
</description>
</method>
<method name="atan2">
<return type="float" />
<argument index="0" name="y" type="float" />
<argument index="1" name="x" type="float" />
<description>
Returns the arc tangent of [code]y/x[/code] in radians. Use to get the angle of tangent [code]y/x[/code]. To compute the value, the method takes into account the sign of both arguments in order to determine the quadrant.
Important note: The Y coordinate comes first, by convention.
[codeblock]
var a = atan2(0, -1) # a is 3.141593
[/codeblock]
</description>
</method>
<method name="bezier_interpolate">
<return type="float" />
<argument index="0" name="start" type="float" />
<argument index="1" name="control_1" type="float" />
<argument index="2" name="control_2" type="float" />
<argument index="3" name="end" type="float" />
<argument index="4" name="t" type="float" />
<description>
Returns the point at the given [code]t[/code] on a one-dimnesional [url=https://en.wikipedia.org/wiki/B%C3%A9zier_curve]Bezier curve[/url] defined by the given [code]control_1[/code], [code]control_2[/code], and [code]end[/code] points.
</description>
</method>
<method name="bytes2var">
<return type="Variant" />
<argument index="0" name="bytes" type="PackedByteArray" />
<description>
Decodes a byte array back to a [Variant] value, without decoding objects.
[b]Note:[/b] If you need object deserialization, see [method bytes2var_with_objects].
</description>
</method>
<method name="bytes2var_with_objects">
<return type="Variant" />
<argument index="0" name="bytes" type="PackedByteArray" />
<description>
Decodes a byte array back to a [Variant] value. Decoding objects is allowed.
[b]Warning:[/b] Deserialized object can contain code which gets executed. Do not use this option if the serialized object comes from untrusted sources to avoid potential security threats (remote code execution).
</description>
</method>
<method name="ceil">
<return type="float" />
<argument index="0" name="x" type="float" />
<description>
Rounds [code]x[/code] upward (towards positive infinity), returning the smallest whole number that is not less than [code]x[/code].
[codeblock]
var i = ceil(1.45) # i is 2.0
i = ceil(1.001) # i is 2.0
[/codeblock]
See also [method floor], [method round], and [method snapped].
</description>
</method>
<method name="clamp">
<return type="Variant" />
<argument index="0" name="value" type="Variant" />
<argument index="1" name="min" type="Variant" />
<argument index="2" name="max" type="Variant" />
<description>
Clamps the [Variant] [code]value[/code] and returns a value not less than [code]min[/code] and not more than [code]max[/code]. Variant types [int], [float] (real), [Vector2], [Vector2i], [Vector3] and [Vector3i] are supported.
[codeblock]
var a = clamp(-10, -1, 5)
# a is -1
var b = clamp(8.1, 0.9, 5.5)
# b is 5.5
var c = clamp(Vector2(-3.5, -4), Vector2(-3.2, -2), Vector2(2, 6.5))
# c is (-3.2, -2)
var d = clamp(Vector2i(7, 8), Vector2i(-3, -2), Vector2i(2, 6))
# d is (2, 6)
var e = clamp(Vector3(-7, 8.5, -3.8), Vector3(-3, -2, 5.4), Vector3(-2, 6, -4.1))
# e is (-3, -2, 5.4)
var f = clamp(Vector3i(-7, -8, -9), Vector3i(-1, 2, 3), Vector3i(-4, -5, -6))
# f is (-4, -5, -6)
[/codeblock]
</description>
</method>
<method name="clampf">
<return type="float" />
<argument index="0" name="value" type="float" />
<argument index="1" name="min" type="float" />
<argument index="2" name="max" type="float" />
<description>
Clamps the float [code]value[/code] and returns a value not less than [code]min[/code] and not more than [code]max[/code].
[codeblock]
var speed = 42.1
# a is 20.0
var a = clampf(speed, 1.0, 20.0)
speed = -10.0
# a is -1.0
a = clampf(speed, -1.0, 1.0)
[/codeblock]
</description>
</method>
<method name="clampi">
<return type="int" />
<argument index="0" name="value" type="int" />
<argument index="1" name="min" type="int" />
<argument index="2" name="max" type="int" />
<description>
Clamps the integer [code]value[/code] and returns a value not less than [code]min[/code] and not more than [code]max[/code].
[codeblock]
var speed = 42
# a is 20
var a = clampi(speed, 1, 20)
speed = -10
# a is -1
a = clampi(speed, -1, 1)
[/codeblock]
</description>
</method>
<method name="cos">
<return type="float" />
<argument index="0" name="angle_rad" type="float" />
<description>
Returns the cosine of angle [code]angle_rad[/code] in radians.
[codeblock]
cos(PI * 2) # Returns 1.0
cos(PI) # Returns -1.0
cos(deg2rad(90)) # Returns 0.0
[/codeblock]
</description>
</method>
<method name="cosh">
<return type="float" />
<argument index="0" name="x" type="float" />
<description>
Returns the hyperbolic cosine of [code]x[/code] in radians.
[codeblock]
# Prints 1.543081
print(cosh(1))
[/codeblock]
</description>
</method>
<method name="cubic_interpolate">
<return type="float" />
<argument index="0" name="from" type="float" />
<argument index="1" name="to" type="float" />
<argument index="2" name="pre" type="float" />
<argument index="3" name="post" type="float" />
<argument index="4" name="weight" type="float" />
<description>
Cubic interpolates between two values by the factor defined in [code]weight[/code] with pre and post values.
</description>
</method>
<method name="db2linear">
<return type="float" />
<argument index="0" name="db" type="float" />
<description>
Converts from decibels to linear energy (audio).
</description>
</method>
<method name="deg2rad">
<return type="float" />
<argument index="0" name="deg" type="float" />
<description>
Converts an angle expressed in degrees to radians.
[codeblock]
# r is 3.141593
var r = deg2rad(180)
[/codeblock]
</description>
</method>
<method name="ease">
<return type="float" />
<argument index="0" name="x" type="float" />
<argument index="1" name="curve" type="float" />
<description>
Returns an "eased" value of [code]x[/code] based on an easing function defined with [code]curve[/code]. This easing function is based on an exponent. The [code]curve[/code] can be any floating-point number, with specific values leading to the following behaviors:
[codeblock]
- Lower than -1.0 (exclusive): Ease in-out
- 1.0: Linear
- Between -1.0 and 0.0 (exclusive): Ease out-in
- 0.0: Constant
- Between 0.0 to 1.0 (exclusive): Ease out
- 1.0: Linear
- Greater than 1.0 (exclusive): Ease in
[/codeblock]
[url=https://raw.githubusercontent.com/godotengine/godot-docs/master/img/ease_cheatsheet.png]ease() curve values cheatsheet[/url]
See also [method smoothstep]. If you need to perform more advanced transitions, use [method Tween.interpolate_value].
</description>
</method>
<method name="error_string">
<return type="String" />
<argument index="0" name="error" type="int" />
<description>
Returns a human-readable name for the given error code.
</description>
</method>
<method name="exp">
<return type="float" />
<argument index="0" name="x" type="float" />
<description>
The natural exponential function. It raises the mathematical constant [b]e[/b] to the power of [code]x[/code] and returns it.
[b]e[/b] has an approximate value of 2.71828, and can be obtained with [code]exp(1)[/code].
For exponents to other bases use the method [method pow].
[codeblock]
var a = exp(2) # Approximately 7.39
[/codeblock]
</description>
</method>
<method name="floor">
<return type="float" />
<argument index="0" name="x" type="float" />
<description>
Rounds [code]x[/code] downward (towards negative infinity), returning the largest whole number that is not more than [code]x[/code].
[codeblock]
# a is 2.0
var a = floor(2.99)
# a is -3.0
a = floor(-2.99)
[/codeblock]
See also [method ceil], [method round], and [method snapped].
[b]Note:[/b] This method returns a float. If you need an integer, you can use [code]int(x)[/code] directly.
</description>
</method>
<method name="fmod">
<return type="float" />
<argument index="0" name="x" type="float" />
<argument index="1" name="y" type="float" />
<description>
Returns the floating-point remainder of [code]x/y[/code], keeping the sign of [code]x[/code].
[codeblock]
# Remainder is 1.5
var remainder = fmod(7, 5.5)
[/codeblock]
For the integer remainder operation, use the [code]%[/code] operator.
</description>
</method>
<method name="fposmod">
<return type="float" />
<argument index="0" name="x" type="float" />
<argument index="1" name="y" type="float" />
<description>
Returns the floating-point modulus of [code]x/y[/code] that wraps equally in positive and negative.
[codeblock]
for i in 7:
var x = 0.5 * i - 1.5
print("%4.1f %4.1f %4.1f" % [x, fmod(x, 1.5), fposmod(x, 1.5)])
[/codeblock]
Produces:
[codeblock]
-1.5 -0.0 0.0
-1.0 -1.0 0.5
-0.5 -0.5 1.0
0.0 0.0 0.0
0.5 0.5 0.5
1.0 1.0 1.0
1.5 0.0 0.0
[/codeblock]
</description>
</method>
<method name="hash">
<return type="int" />
<argument index="0" name="variable" type="Variant" />
<description>
Returns the integer hash of the variable passed.
[codeblock]
print(hash("a")) # Prints 177670
[/codeblock]
</description>
</method>
<method name="instance_from_id">
<return type="Object" />
<argument index="0" name="instance_id" type="int" />
<description>
Returns the Object that corresponds to [code]instance_id[/code]. All Objects have a unique instance ID.
[codeblock]
var foo = "bar"
func _ready():
var id = get_instance_id()
var inst = instance_from_id(id)
print(inst.foo) # Prints bar
[/codeblock]
</description>
</method>
<method name="inverse_lerp">
<return type="float" />
<argument index="0" name="from" type="float" />
<argument index="1" name="to" type="float" />
<argument index="2" name="weight" type="float" />
<description>
Returns an interpolation or extrapolation factor considering the range specified in [code]from[/code] and [code]to[/code], and the interpolated value specified in [code]weight[/code]. The returned value will be between [code]0.0[/code] and [code]1.0[/code] if [code]weight[/code] is between [code]from[/code] and [code]to[/code] (inclusive). If [code]weight[/code] is located outside this range, then an extrapolation factor will be returned (return value lower than [code]0.0[/code] or greater than [code]1.0[/code]).
[codeblock]
# The interpolation ratio in the `lerp()` call below is 0.75.
var middle = lerp(20, 30, 0.75)
# `middle` is now 27.5.
# Now, we pretend to have forgotten the original ratio and want to get it back.
var ratio = inverse_lerp(20, 30, 27.5)
# `ratio` is now 0.75.
[/codeblock]
See also [method lerp] which performs the reverse of this operation.
</description>
</method>
<method name="is_equal_approx">
<return type="bool" />
<argument index="0" name="a" type="float" />
<argument index="1" name="b" type="float" />
<description>
Returns [code]true[/code] if [code]a[/code] and [code]b[/code] are approximately equal to each other.
Here, approximately equal means that [code]a[/code] and [code]b[/code] are within a small internal epsilon of each other, which scales with the magnitude of the numbers.
Infinity values of the same sign are considered equal.
</description>
</method>
<method name="is_inf">
<return type="bool" />
<argument index="0" name="x" type="float" />
<description>
Returns whether [code]x[/code] is an infinity value (either positive infinity or negative infinity).
</description>
</method>
<method name="is_instance_id_valid">
<return type="bool" />
<argument index="0" name="id" type="int" />
<description>
Returns [code]true[/code] if the Object that corresponds to [code]instance_id[/code] is a valid object (e.g. has not been deleted from memory). All Objects have a unique instance ID.
</description>
</method>
<method name="is_instance_valid">
<return type="bool" />
<argument index="0" name="instance" type="Variant" />
<description>
Returns whether [code]instance[/code] is a valid object (e.g. has not been deleted from memory).
</description>
</method>
<method name="is_nan">
<return type="bool" />
<argument index="0" name="x" type="float" />
<description>
Returns whether [code]x[/code] is a NaN ("Not a Number" or invalid) value.
</description>
</method>
<method name="is_zero_approx">
<return type="bool" />
<argument index="0" name="x" type="float" />
<description>
Returns [code]true[/code] if [code]x[/code] is zero or almost zero.
This method is faster than using [method is_equal_approx] with one value as zero.
</description>
</method>
<method name="lerp">
<return type="float" />
<argument index="0" name="from" type="float" />
<argument index="1" name="to" type="float" />
<argument index="2" name="weight" type="float" />
<description>
Linearly interpolates between two values by the factor defined in [code]weight[/code]. To perform interpolation, [code]weight[/code] should be between [code]0.0[/code] and [code]1.0[/code] (inclusive). However, values outside this range are allowed and can be used to perform [i]extrapolation[/i].
[codeblock]
lerp(0, 4, 0.75) # Returns 3.0
[/codeblock]
See also [method inverse_lerp] which performs the reverse of this operation. To perform eased interpolation with [method lerp], combine it with [method ease] or [method smoothstep].
</description>
</method>
<method name="lerp_angle">
<return type="float" />
<argument index="0" name="from" type="float" />
<argument index="1" name="to" type="float" />
<argument index="2" name="weight" type="float" />
<description>
Linearly interpolates between two angles (in radians) by a normalized value.
Similar to [method lerp], but interpolates correctly when the angles wrap around [constant @GDScript.TAU]. To perform eased interpolation with [method lerp_angle], combine it with [method ease] or [method smoothstep].
[codeblock]
extends Sprite
var elapsed = 0.0
func _process(delta):
var min_angle = deg2rad(0.0)
var max_angle = deg2rad(90.0)
rotation = lerp_angle(min_angle, max_angle, elapsed)
elapsed += delta
[/codeblock]
[b]Note:[/b] This method lerps through the shortest path between [code]from[/code] and [code]to[/code]. However, when these two angles are approximately [code]PI + k * TAU[/code] apart for any integer [code]k[/code], it's not obvious which way they lerp due to floating-point precision errors. For example, [code]lerp_angle(0, PI, weight)[/code] lerps counter-clockwise, while [code]lerp_angle(0, PI + 5 * TAU, weight)[/code] lerps clockwise.
</description>
</method>
<method name="linear2db">
<return type="float" />
<argument index="0" name="lin" type="float" />
<description>
Converts from linear energy to decibels (audio). This can be used to implement volume sliders that behave as expected (since volume isn't linear). Example:
[codeblock]
# "Slider" refers to a node that inherits Range such as HSlider or VSlider.
# Its range must be configured to go from 0 to 1.
# Change the bus name if you'd like to change the volume of a specific bus only.
AudioServer.set_bus_volume_db(AudioServer.get_bus_index("Master"), linear2db($Slider.value))
[/codeblock]
</description>
</method>
<method name="log">
<return type="float" />
<argument index="0" name="x" type="float" />
<description>
Natural logarithm. The amount of time needed to reach a certain level of continuous growth.
[b]Note:[/b] This is not the same as the "log" function on most calculators, which uses a base 10 logarithm.
[codeblock]
log(10) # Returns 2.302585
[/codeblock]
[b]Note:[/b] The logarithm of [code]0[/code] returns [code]-inf[/code], while negative values return [code]-nan[/code].
</description>
</method>
<method name="max" qualifiers="vararg">
<return type="Variant" />
<description>
Returns the maximum of the given values. This method can take any number of arguments.
[codeblock]
max(1, 7, 3, -6, 5) # Returns 7
[/codeblock]
</description>
</method>
<method name="maxf">
<return type="float" />
<argument index="0" name="a" type="float" />
<argument index="1" name="b" type="float" />
<description>
Returns the maximum of two float values.
[codeblock]
maxf(3.6, 24) # Returns 24.0
maxf(-3.99, -4) # Returns -3.99
[/codeblock]
</description>
</method>
<method name="maxi">
<return type="int" />
<argument index="0" name="a" type="int" />
<argument index="1" name="b" type="int" />
<description>
Returns the maximum of two int values.
[codeblock]
maxi(1, 2) # Returns 2
maxi(-3, -4) # Returns -3
[/codeblock]
</description>
</method>
<method name="min" qualifiers="vararg">
<return type="Variant" />
<description>
Returns the minimum of the given values. This method can take any number of arguments.
[codeblock]
min(1, 7, 3, -6, 5) # Returns -6
[/codeblock]
</description>
</method>
<method name="minf">
<return type="float" />
<argument index="0" name="a" type="float" />
<argument index="1" name="b" type="float" />
<description>
Returns the minimum of two float values.
[codeblock]
minf(3.6, 24) # Returns 3.6
minf(-3.99, -4) # Returns -4.0
[/codeblock]
</description>
</method>
<method name="mini">
<return type="int" />
<argument index="0" name="a" type="int" />
<argument index="1" name="b" type="int" />
<description>
Returns the minimum of two int values.
[codeblock]
mini(1, 2) # Returns 1
mini(-3, -4) # Returns -4
[/codeblock]
</description>
</method>
<method name="move_toward">
<return type="float" />
<argument index="0" name="from" type="float" />
<argument index="1" name="to" type="float" />
<argument index="2" name="delta" type="float" />
<description>
Moves [code]from[/code] toward [code]to[/code] by the [code]delta[/code] value.
Use a negative [code]delta[/code] value to move away.
[codeblock]
move_toward(5, 10, 4) # Returns 9
move_toward(10, 5, 4) # Returns 6
move_toward(10, 5, -1.5) # Returns 11.5
[/codeblock]
</description>
</method>
<method name="nearest_po2">
<return type="int" />
<argument index="0" name="value" type="int" />
<description>
Returns the nearest equal or larger power of 2 for integer [code]value[/code].
In other words, returns the smallest value [code]a[/code] where [code]a = pow(2, n)[/code] such that [code]value &lt;= a[/code] for some non-negative integer [code]n[/code].
[codeblock]
nearest_po2(3) # Returns 4
nearest_po2(4) # Returns 4
nearest_po2(5) # Returns 8
nearest_po2(0) # Returns 0 (this may not be what you expect)
nearest_po2(-1) # Returns 0 (this may not be what you expect)
[/codeblock]
[b]Warning:[/b] Due to the way it is implemented, this function returns [code]0[/code] rather than [code]1[/code] for non-positive values of [code]value[/code] (in reality, 1 is the smallest integer power of 2).
</description>
</method>
<method name="pingpong">
<return type="float" />
<argument index="0" name="value" type="float" />
<argument index="1" name="length" type="float" />
<description>
Returns the [code]value[/code] wrapped between [code]0[/code] and the [code]length[/code]. If the limit is reached, the next value the function returned is decreased to the [code]0[/code] side or increased to the [code]length[/code] side (like a triangle wave). If [code]length[/code] is less than zero, it becomes positive.
[codeblock]
pingpong(-3.0, 3.0) # Returns 3
pingpong(-2.0, 3.0) # Returns 2
pingpong(-1.0, 3.0) # Returns 1
pingpong(0.0, 3.0) # Returns 0
pingpong(1.0, 3.0) # Returns 1
pingpong(2.0, 3.0) # Returns 2
pingpong(3.0, 3.0) # Returns 3
pingpong(4.0, 3.0) # Returns 2
pingpong(5.0, 3.0) # Returns 1
pingpong(6.0, 3.0) # Returns 0
[/codeblock]
</description>
</method>
<method name="posmod">
<return type="int" />
<argument index="0" name="x" type="int" />
<argument index="1" name="y" type="int" />
<description>
Returns the integer modulus of [code]x/y[/code] that wraps equally in positive and negative.
[codeblock]
for i in range(-3, 4):
print("%2d %2d %2d" % [i, i % 3, posmod(i, 3)])
[/codeblock]
Produces:
[codeblock]
-3 0 0
-2 -2 1
-1 -1 2
0 0 0
1 1 1
2 2 2
3 0 0
[/codeblock]
</description>
</method>
<method name="pow">
<return type="float" />
<argument index="0" name="base" type="float" />
<argument index="1" name="exp" type="float" />
<description>
Returns the result of [code]base[/code] raised to the power of [code]exp[/code].
[codeblock]
pow(2, 5) # Returns 32
[/codeblock]
</description>
</method>
<method name="print" qualifiers="vararg">
<description>
Converts one or more arguments of any type to string in the best way possible and prints them to the console.
[codeblock]
var a = [1, 2, 3]
print("a", "b", a) # Prints ab[1, 2, 3]
[/codeblock]
[b]Note:[/b] Consider using [method push_error] and [method push_warning] to print error and warning messages instead of [method print]. This distinguishes them from print messages used for debugging purposes, while also displaying a stack trace when an error or warning is printed.
</description>
</method>
<method name="print_rich" qualifiers="vararg">
<description>
Converts one or more arguments of any type to string in the best way possible and prints them to the console. The following BBCode tags are supported: b, i, u, s, indent, code, url, center, right, color, bgcolor, fgcolor. Color tags only support named colors such as [code]red[/code], [i]not[/i] hexadecimal color codes. Unsupported tags will be left as-is in standard output.
When printing to standard output, the supported subset of BBCode is converted to ANSI escape codes for the terminal emulator to display. Displaying ANSI escape codes is currently only supported on Linux and macOS. Support for ANSI escape codes may vary across terminal emulators, especially for italic and strikethrough.
[codeblock]
print_rich("[code][b]Hello world![/b][/code]") # Prints out: [b]Hello world![/b]
[/codeblock]
[b]Note:[/b] Consider using [method push_error] and [method push_warning] to print error and warning messages instead of [method print] or [method print_rich]. This distinguishes them from print messages used for debugging purposes, while also displaying a stack trace when an error or warning is printed.
</description>
</method>
<method name="print_verbose" qualifiers="vararg">
<description>
If verbose mode is enabled ([method OS.is_stdout_verbose] returning [code]true[/code]), converts one or more arguments of any type to string in the best way possible and prints them to the console.
</description>
</method>
<method name="printerr" qualifiers="vararg">
<description>
Prints one or more arguments to strings in the best way possible to standard error line.
[codeblock]
printerr("prints to stderr")
[/codeblock]
</description>
</method>
<method name="printraw" qualifiers="vararg">
<description>
Prints one or more arguments to strings in the best way possible to console. No newline is added at the end.
[codeblock]
printraw("A")
printraw("B")
# Prints AB
[/codeblock]
[b]Note:[/b] Due to limitations with Godot's built-in console, this only prints to the terminal. If you need to print in the editor, use another method, such as [method print].
</description>
</method>
<method name="prints" qualifiers="vararg">
<description>
Prints one or more arguments to the console with a space between each argument.
[codeblock]
prints("A", "B", "C") # Prints A B C
[/codeblock]
</description>
</method>
<method name="printt" qualifiers="vararg">
<description>
Prints one or more arguments to the console with a tab between each argument.
[codeblock]
printt("A", "B", "C") # Prints A B C
[/codeblock]
</description>
</method>
<method name="push_error" qualifiers="vararg">
<description>
Pushes an error message to Godot's built-in debugger and to the OS terminal.
[codeblock]
push_error("test error") # Prints "test error" to debugger and terminal as error call
[/codeblock]
[b]Note:[/b] Errors printed this way will not pause project execution. To print an error message and pause project execution in debug builds, use [code]assert(false, "test error")[/code] instead.
</description>
</method>
<method name="push_warning" qualifiers="vararg">
<description>
Pushes a warning message to Godot's built-in debugger and to the OS terminal.
[codeblock]
push_warning("test warning") # Prints "test warning" to debugger and terminal as warning call
[/codeblock]
</description>
</method>
<method name="rad2deg">
<return type="float" />
<argument index="0" name="rad" type="float" />
<description>
Converts an angle expressed in radians to degrees.
[codeblock]
rad2deg(0.523599) # Returns 30
[/codeblock]
</description>
</method>
<method name="rand_from_seed">
<return type="PackedInt64Array" />
<argument index="0" name="seed" type="int" />
<description>
Random from seed: pass a [code]seed[/code], and an array with both number and new seed is returned. "Seed" here refers to the internal state of the pseudo random number generator. The internal state of the current implementation is 64 bits.
</description>
</method>
<method name="randf">
<return type="float" />
<description>
Returns a random floating point value between [code]0.0[/code] and [code]1.0[/code] (inclusive).
[codeblock]
randf() # Returns e.g. 0.375671
[/codeblock]
</description>
</method>
<method name="randf_range">
<return type="float" />
<argument index="0" name="from" type="float" />
<argument index="1" name="to" type="float" />
<description>
Returns a random floating point value on the interval between [code]from[/code] and [code]to[/code] (inclusive).
[codeblock]
prints(randf_range(-10, 10), randf_range(-10, 10)) # Prints e.g. -3.844535 7.45315
[/codeblock]
</description>
</method>
<method name="randfn">
<return type="float" />
<argument index="0" name="mean" type="float" />
<argument index="1" name="deviation" type="float" />
<description>
Returns a normally-distributed pseudo-random floating point value using Box-Muller transform with the specified [code]mean[/code] and a standard [code]deviation[/code]. This is also called Gaussian distribution.
</description>
</method>
<method name="randi">
<return type="int" />
<description>
Returns a random unsigned 32-bit integer. Use remainder to obtain a random value in the interval [code][0, N - 1][/code] (where N is smaller than 2^32).
[codeblock]
randi() # Returns random integer between 0 and 2^32 - 1
randi() % 20 # Returns random integer between 0 and 19
randi() % 100 # Returns random integer between 0 and 99
randi() % 100 + 1 # Returns random integer between 1 and 100
[/codeblock]
</description>
</method>
<method name="randi_range">
<return type="int" />
<argument index="0" name="from" type="int" />
<argument index="1" name="to" type="int" />
<description>
Returns a random signed 32-bit integer between [code]from[/code] and [code]to[/code] (inclusive). If [code]to[/code] is lesser than [code]from[/code], they are swapped.
[codeblock]
print(randi_range(0, 1)) # Prints 0 or 1
print(randi_range(-10, 1000)) # Prints any number from -10 to 1000
[/codeblock]
</description>
</method>
<method name="randomize">
<description>
Randomizes the seed (or the internal state) of the random number generator. Current implementation reseeds using a number based on time.
[b]Note:[/b] This method is called automatically when the project is run. If you need to fix the seed to have reproducible results, use [method seed] to initialize the random number generator.
</description>
</method>
<method name="range_lerp">
<return type="float" />
<argument index="0" name="value" type="float" />
<argument index="1" name="istart" type="float" />
<argument index="2" name="istop" type="float" />
<argument index="3" name="ostart" type="float" />
<argument index="4" name="ostop" type="float" />
<description>
Maps a [code]value[/code] from range [code][istart, istop][/code] to [code][ostart, ostop][/code].
[codeblock]
range_lerp(75, 0, 100, -1, 1) # Returns 0.5
[/codeblock]
</description>
</method>
<method name="rid_allocate_id">
<return type="int" />
<description>
Allocate a unique ID which can be used by the implementation to construct a RID. This is used mainly from native extensions to implement servers.
</description>
</method>
<method name="rid_from_int64">
<return type="RID" />
<argument index="0" name="base" type="int" />
<description>
Create a RID from an int64. This is used mainly from native extensions to build servers.
</description>
</method>
<method name="round">
<return type="float" />
<argument index="0" name="x" type="float" />
<description>
Rounds [code]x[/code] to the nearest whole number, with halfway cases rounded away from zero.
[codeblock]
round(2.6) # Returns 3
[/codeblock]
See also [method floor], [method ceil], and [method snapped].
</description>
</method>
<method name="seed">
<argument index="0" name="base" type="int" />
<description>
Sets seed for the random number generator.
[codeblock]
var my_seed = "Godot Rocks"
seed(my_seed.hash())
[/codeblock]
</description>
</method>
<method name="sign">
<return type="Variant" />
<argument index="0" name="x" type="Variant" />
<description>
Returns the sign of [code]x[/code] as same type of [Variant] as [code]x[/code] with each component being -1, 0 and 1 for each negative, zero and positive values respectivelu. Variant types [int], [float] (real), [Vector2], [Vector2i], [Vector3] and [Vector3i] are supported.
[codeblock]
sign(-6.0) # Returns -1
sign(0.0) # Returns 0
sign(6.0) # Returns 1
sign(Vector3(-6.0, 0.0, 6.0) # Returns (-1, 0, 1)
[/codeblock]
</description>
</method>
<method name="signf">
<return type="float" />
<argument index="0" name="x" type="float" />
<description>
Returns the sign of [code]x[/code] as a float: -1.0 or 1.0. Returns 0.0 if [code]x[/code] is 0.
[codeblock]
sign(-6.0) # Returns -1.0
sign(0.0) # Returns 0.0
sign(6.0) # Returns 1.0
[/codeblock]
</description>
</method>
<method name="signi">
<return type="int" />
<argument index="0" name="x" type="int" />
<description>
Returns the sign of [code]x[/code] as an integer: -1 or 1. Returns 0 if [code]x[/code] is 0.
[codeblock]
sign(-6) # Returns -1
sign(0) # Returns 0
sign(6) # Returns 1
[/codeblock]
</description>
</method>
<method name="sin">
<return type="float" />
<argument index="0" name="angle_rad" type="float" />
<description>
Returns the sine of angle [code]angle_rad[/code] in radians.
[codeblock]
sin(0.523599) # Returns 0.5
sin(deg2rad(90)) # Returns 1.0
[/codeblock]
</description>
</method>
<method name="sinh">
<return type="float" />
<argument index="0" name="x" type="float" />
<description>
Returns the hyperbolic sine of [code]x[/code].
[codeblock]
var a = log(2.0) # Returns 0.693147
sinh(a) # Returns 0.75
[/codeblock]
</description>
</method>
<method name="smoothstep">
<return type="float" />
<argument index="0" name="from" type="float" />
<argument index="1" name="to" type="float" />
<argument index="2" name="x" type="float" />
<description>
Returns the result of smoothly interpolating the value of [code]x[/code] between [code]0[/code] and [code]1[/code], based on the where [code]x[/code] lies with respect to the edges [code]from[/code] and [code]to[/code].
The return value is [code]0[/code] if [code]x &lt;= from[/code], and [code]1[/code] if [code]x &gt;= to[/code]. If [code]x[/code] lies between [code]from[/code] and [code]to[/code], the returned value follows an S-shaped curve that maps [code]x[/code] between [code]0[/code] and [code]1[/code].
This S-shaped curve is the cubic Hermite interpolator, given by [code]f(y) = 3*y^2 - 2*y^3[/code] where [code]y = (x-from) / (to-from)[/code].
[codeblock]
smoothstep(0, 2, -5.0) # Returns 0.0
smoothstep(0, 2, 0.5) # Returns 0.15625
smoothstep(0, 2, 1.0) # Returns 0.5
smoothstep(0, 2, 2.0) # Returns 1.0
[/codeblock]
Compared to [method ease] with a curve value of [code]-1.6521[/code], [method smoothstep] returns the smoothest possible curve with no sudden changes in the derivative. If you need to perform more advanced transitions, use [Tween] or [AnimationPlayer].
[url=https://raw.githubusercontent.com/godotengine/godot-docs/master/img/smoothstep_ease_comparison.png]Comparison between smoothstep() and ease(x, -1.6521) return values[/url]
</description>
</method>
<method name="snapped">
<return type="float" />
<argument index="0" name="x" type="float" />
<argument index="1" name="step" type="float" />
<description>
Snaps float value [code]x[/code] to a given [code]step[/code]. This can also be used to round a floating point number to an arbitrary number of decimals.
[codeblock]
snapped(100, 32) # Returns 96
snapped(3.14159, 0.01) # Returns 3.14
[/codeblock]
See also [method ceil], [method floor], and [method round].
</description>
</method>
<method name="sqrt">
<return type="float" />
<argument index="0" name="x" type="float" />
<description>
Returns the square root of [code]x[/code], where [code]x[/code] is a non-negative number.
[codeblock]
sqrt(9) # Returns 3
[/codeblock]
[b]Note:[/b] Negative values of [code]x[/code] return NaN. If you need negative inputs, use [code]System.Numerics.Complex[/code] in C#.
</description>
</method>
<method name="step_decimals">
<return type="int" />
<argument index="0" name="x" type="float" />
<description>
Returns the position of the first non-zero digit, after the decimal point. Note that the maximum return value is 10, which is a design decision in the implementation.
[codeblock]
# n is 0
var n = step_decimals(5)
# n is 4
n = step_decimals(1.0005)
# n is 9
n = step_decimals(0.000000005)
[/codeblock]
</description>
</method>
<method name="str" qualifiers="vararg">
<return type="String" />
<description>
Converts one or more arguments of any type to string in the best way possible.
</description>
</method>
<method name="str2var">
<return type="Variant" />
<argument index="0" name="string" type="String" />
<description>
Converts a formatted string that was returned by [method var2str] to the original value.
[codeblock]
var a = '{ "a": 1, "b": 2 }'
var b = str2var(a)
print(b["a"]) # Prints 1
[/codeblock]
</description>
</method>
<method name="tan">
<return type="float" />
<argument index="0" name="angle_rad" type="float" />
<description>
Returns the tangent of angle [code]angle_rad[/code] in radians.
[codeblock]
tan(deg2rad(45)) # Returns 1
[/codeblock]
</description>
</method>
<method name="tanh">
<return type="float" />
<argument index="0" name="x" type="float" />
<description>
Returns the hyperbolic tangent of [code]x[/code].
[codeblock]
var a = log(2.0) # Returns 0.693147
tanh(a) # Returns 0.6
[/codeblock]
</description>
</method>
<method name="typeof">
<return type="int" />
<argument index="0" name="variable" type="Variant" />
<description>
Returns the internal type of the given Variant object, using the [enum Variant.Type] values.
[codeblock]
var json = JSON.new()
json.parse('["a", "b", "c"]')
var result = json.get_data()
if typeof(result) == TYPE_ARRAY:
print(result[0]) # Prints a
else:
print("Unexpected result")
[/codeblock]
</description>
</method>
<method name="var2bytes">
<return type="PackedByteArray" />
<argument index="0" name="variable" type="Variant" />
<description>
Encodes a [Variant] value to a byte array, without encoding objects. Deserialization can be done with [method bytes2var].
[b]Note:[/b] If you need object serialization, see [method var2bytes_with_objects].
</description>
</method>
<method name="var2bytes_with_objects">
<return type="PackedByteArray" />
<argument index="0" name="variable" type="Variant" />
<description>
Encodes a [Variant] value to a byte array. Encoding objects is allowed (and can potentially include code). Deserialization can be done with [method bytes2var_with_objects].
</description>
</method>
<method name="var2str">
<return type="String" />
<argument index="0" name="variable" type="Variant" />
<description>
Converts a Variant [code]variable[/code] to a formatted string that can later be parsed using [method str2var].
[codeblock]
a = { "a": 1, "b": 2 }
print(var2str(a))
[/codeblock]
prints
[codeblock]
{
"a": 1,
"b": 2
}
[/codeblock]
</description>
</method>
<method name="weakref">
<return type="Variant" />
<argument index="0" name="obj" type="Variant" />
<description>
Returns a weak reference to an object, or [code]null[/code] is the argument is invalid.
A weak reference to an object is not enough to keep the object alive: when the only remaining references to a referent are weak references, garbage collection is free to destroy the referent and reuse its memory for something else. However, until the object is actually destroyed the weak reference may return the object even if there are no strong references to it.
</description>
</method>
<method name="wrap">
<return type="Variant" />
<argument index="0" name="value" type="Variant" />
<argument index="1" name="min" type="Variant" />
<argument index="2" name="max" type="Variant" />
<description>
Wraps the [Variant] [code]value[/code] between [code]min[/code] and [code]max[/code].
Usable for creating loop-alike behavior or infinite surfaces.
Variant types [int] and [float] (real) are supported. If any of the argument is [float] the result will be [float], otherwise it is [int].
[codeblock]
var a = wrap(4, 5, 10)
# a is 9 (int)
var a = wrap(7, 5, 10)
# a is 7 (int)
var a = wrap(10.5, 5, 10)
# a is 5.5 (float)
[/codeblock]
</description>
</method>
<method name="wrapf">
<return type="float" />
<argument index="0" name="value" type="float" />
<argument index="1" name="min" type="float" />
<argument index="2" name="max" type="float" />
<description>
Wraps float [code]value[/code] between [code]min[/code] and [code]max[/code].
Usable for creating loop-alike behavior or infinite surfaces.
[codeblock]
# Infinite loop between 5.0 and 9.9
value = wrapf(value + 0.1, 5.0, 10.0)
[/codeblock]
[codeblock]
# Infinite rotation (in radians)
angle = wrapf(angle + 0.1, 0.0, TAU)
[/codeblock]
[codeblock]
# Infinite rotation (in radians)
angle = wrapf(angle + 0.1, -PI, PI)
[/codeblock]
[b]Note:[/b] If [code]min[/code] is [code]0[/code], this is equivalent to [method fposmod], so prefer using that instead.
[code]wrapf[/code] is more flexible than using the [method fposmod] approach by giving the user control over the minimum value.
</description>
</method>
<method name="wrapi">
<return type="int" />
<argument index="0" name="value" type="int" />
<argument index="1" name="min" type="int" />
<argument index="2" name="max" type="int" />
<description>
Wraps integer [code]value[/code] between [code]min[/code] and [code]max[/code].
Usable for creating loop-alike behavior or infinite surfaces.
[codeblock]
# Infinite loop between 5 and 9
frame = wrapi(frame + 1, 5, 10)
[/codeblock]
[codeblock]
# result is -2
var result = wrapi(-6, -5, -1)
[/codeblock]
</description>
</method>
</methods>
<members>
<member name="AudioServer" type="AudioServer" setter="" getter="">
The [AudioServer] singleton.
</member>
<member name="CameraServer" type="CameraServer" setter="" getter="">
The [CameraServer] singleton.
</member>
<member name="ClassDB" type="ClassDB" setter="" getter="">
The [ClassDB] singleton.
</member>
<member name="DisplayServer" type="DisplayServer" setter="" getter="">
The [DisplayServer] singleton.
</member>
<member name="Engine" type="Engine" setter="" getter="">
The [Engine] singleton.
</member>
<member name="EngineDebugger" type="EngineDebugger" setter="" getter="">
The [EngineDebugger] singleton.
</member>
<member name="Geometry2D" type="Geometry2D" setter="" getter="">
The [Geometry2D] singleton.
</member>
<member name="Geometry3D" type="Geometry3D" setter="" getter="">
The [Geometry3D] singleton.
</member>
<member name="GodotSharp" type="GodotSharp" setter="" getter="">
The [GodotSharp] singleton.
</member>
<member name="IP" type="IP" setter="" getter="">
The [IP] singleton.
</member>
<member name="Input" type="Input" setter="" getter="">
The [Input] singleton.
</member>
<member name="InputMap" type="InputMap" setter="" getter="">
The [InputMap] singleton.
</member>
<member name="JavaClassWrapper" type="JavaClassWrapper" setter="" getter="">
The [JavaClassWrapper] singleton.
[b]Note:[/b] Only implemented on Android.
</member>
<member name="JavaScript" type="JavaScript" setter="" getter="">
The [JavaScript] singleton.
[b]Note:[/b] Only implemented on HTML5.
</member>
<member name="Marshalls" type="Marshalls" setter="" getter="">
The [Marshalls] singleton.
</member>
<member name="NativeExtensionManager" type="NativeExtensionManager" setter="" getter="">
</member>
<member name="NavigationMeshGenerator" type="NavigationMeshGenerator" setter="" getter="">
The [NavigationMeshGenerator] singleton.
</member>
<member name="NavigationServer2D" type="NavigationServer2D" setter="" getter="">
The [NavigationServer2D] singleton.
</member>
<member name="NavigationServer3D" type="NavigationServer3D" setter="" getter="">
The [NavigationServer2D] singleton.
</member>
<member name="OS" type="OS" setter="" getter="">
The [OS] singleton.
</member>
<member name="Performance" type="Performance" setter="" getter="">
The [Performance] singleton.
</member>
<member name="PhysicsServer2D" type="PhysicsServer2D" setter="" getter="">
The [PhysicsServer2D] singleton.
</member>
<member name="PhysicsServer3D" type="PhysicsServer3D" setter="" getter="">
The [PhysicsServer3D] singleton.
</member>
<member name="ProjectSettings" type="ProjectSettings" setter="" getter="">
The [ProjectSettings] singleton.
</member>
<member name="RenderingServer" type="RenderingServer" setter="" getter="">
The [RenderingServer] singleton.
</member>
<member name="ResourceLoader" type="ResourceLoader" setter="" getter="">
The [ResourceLoader] singleton.
</member>
<member name="ResourceSaver" type="ResourceSaver" setter="" getter="">
The [ResourceSaver] singleton.
</member>
<member name="ResourceUID" type="ResourceUID" setter="" getter="">
</member>
<member name="TextServerManager" type="TextServerManager" setter="" getter="">
The [TextServerManager] singleton.
</member>
<member name="Time" type="Time" setter="" getter="">
The [Time] singleton.
</member>
<member name="TranslationServer" type="TranslationServer" setter="" getter="">
The [TranslationServer] singleton.
</member>
<member name="VisualScriptCustomNodes" type="VisualScriptCustomNodes" setter="" getter="">
The [VisualScriptCustomNodes] singleton.
</member>
<member name="WorkerThreadPool" type="WorkerThreadPool" setter="" getter="">
</member>
<member name="XRServer" type="XRServer" setter="" getter="">
The [XRServer] singleton.
</member>
</members>
<constants>
<constant name="SIDE_LEFT" value="0" enum="Side">
Left side, usually used for [Control] or [StyleBox]-derived classes.
</constant>
<constant name="SIDE_TOP" value="1" enum="Side">
Top side, usually used for [Control] or [StyleBox]-derived classes.
</constant>
<constant name="SIDE_RIGHT" value="2" enum="Side">
Right side, usually used for [Control] or [StyleBox]-derived classes.
</constant>
<constant name="SIDE_BOTTOM" value="3" enum="Side">
Bottom side, usually used for [Control] or [StyleBox]-derived classes.
</constant>
<constant name="CORNER_TOP_LEFT" value="0" enum="Corner">
Top-left corner.
</constant>
<constant name="CORNER_TOP_RIGHT" value="1" enum="Corner">
Top-right corner.
</constant>
<constant name="CORNER_BOTTOM_RIGHT" value="2" enum="Corner">
Bottom-right corner.
</constant>
<constant name="CORNER_BOTTOM_LEFT" value="3" enum="Corner">
Bottom-left corner.
</constant>
<constant name="VERTICAL" value="1" enum="Orientation">
General vertical alignment, usually used for [Separator], [ScrollBar], [Slider], etc.
</constant>
<constant name="HORIZONTAL" value="0" enum="Orientation">
General horizontal alignment, usually used for [Separator], [ScrollBar], [Slider], etc.
</constant>
<constant name="CLOCKWISE" value="0" enum="ClockDirection">
</constant>
<constant name="COUNTERCLOCKWISE" value="1" enum="ClockDirection">
</constant>
<constant name="HORIZONTAL_ALIGNMENT_LEFT" value="0" enum="HorizontalAlignment">
Horizontal left alignment, usually for text-derived classes.
</constant>
<constant name="HORIZONTAL_ALIGNMENT_CENTER" value="1" enum="HorizontalAlignment">
Horizontal center alignment, usually for text-derived classes.
</constant>
<constant name="HORIZONTAL_ALIGNMENT_RIGHT" value="2" enum="HorizontalAlignment">
Horizontal right alignment, usually for text-derived classes.
</constant>
<constant name="HORIZONTAL_ALIGNMENT_FILL" value="3" enum="HorizontalAlignment">
Expand row to fit width, usually for text-derived classes.
</constant>
<constant name="VERTICAL_ALIGNMENT_TOP" value="0" enum="VerticalAlignment">
Vertical top alignment, usually for text-derived classes.
</constant>
<constant name="VERTICAL_ALIGNMENT_CENTER" value="1" enum="VerticalAlignment">
Vertical center alignment, usually for text-derived classes.
</constant>
<constant name="VERTICAL_ALIGNMENT_BOTTOM" value="2" enum="VerticalAlignment">
Vertical bottom alignment, usually for text-derived classes.
</constant>
<constant name="VERTICAL_ALIGNMENT_FILL" value="3" enum="VerticalAlignment">
Expand rows to fit height, usually for text-derived classes.
</constant>
<constant name="INLINE_ALIGNMENT_TOP_TO" value="0" enum="InlineAlignment">
Aligns the top of the inline object (e.g. image, table) to the position of the text specified by [code]INLINE_ALIGNMENT_TO_*[/code] constant.
</constant>
<constant name="INLINE_ALIGNMENT_CENTER_TO" value="1" enum="InlineAlignment">
Aligns the center of the inline object (e.g. image, table) to the position of the text specified by [code]INLINE_ALIGNMENT_TO_*[/code] constant.
</constant>
<constant name="INLINE_ALIGNMENT_BOTTOM_TO" value="2" enum="InlineAlignment">
Aligns the bottom of the inline object (e.g. image, table) to the position of the text specified by [code]INLINE_ALIGNMENT_TO_*[/code] constant.
</constant>
<constant name="INLINE_ALIGNMENT_TO_TOP" value="0" enum="InlineAlignment">
Aligns the position of the inline object (e.g. image, table) specified by [code]INLINE_ALIGNMENT_*_TO[/code] constant to the top of the text.
</constant>
<constant name="INLINE_ALIGNMENT_TO_CENTER" value="4" enum="InlineAlignment">
Aligns the position of the inline object (e.g. image, table) specified by [code]INLINE_ALIGNMENT_*_TO[/code] constant to the center of the text.
</constant>
<constant name="INLINE_ALIGNMENT_TO_BASELINE" value="8" enum="InlineAlignment">
Aligns the position of the inline object (e.g. image, table) specified by [code]INLINE_ALIGNMENT_*_TO[/code] constant to the baseline of the text.
</constant>
<constant name="INLINE_ALIGNMENT_TO_BOTTOM" value="12" enum="InlineAlignment">
Aligns inline object (e.g. image, table) to the bottom of the text.
</constant>
<constant name="INLINE_ALIGNMENT_TOP" value="0" enum="InlineAlignment">
Aligns top of the inline object (e.g. image, table) to the top of the text. Equivalent to [code]INLINE_ALIGNMENT_TOP_TO | INLINE_ALIGNMENT_TO_TOP[/code].
</constant>
<constant name="INLINE_ALIGNMENT_CENTER" value="5" enum="InlineAlignment">
Aligns center of the inline object (e.g. image, table) to the center of the text. Equivalent to [code]INLINE_ALIGNMENT_CENTER_TO | INLINE_ALIGNMENT_TO_CENTER[/code].
</constant>
<constant name="INLINE_ALIGNMENT_BOTTOM" value="14" enum="InlineAlignment">
Aligns bottom of the inline object (e.g. image, table) to the bottom of the text. Equivalent to [code]INLINE_ALIGNMENT_BOTTOM_TO | INLINE_ALIGNMENT_TO_BOTTOM[/code].
</constant>
<constant name="INLINE_ALIGNMENT_IMAGE_MASK" value="3" enum="InlineAlignment">
A bit mask for [code]INLINE_ALIGNMENT_*_TO[/code] alignment constants.
</constant>
<constant name="INLINE_ALIGNMENT_TEXT_MASK" value="12" enum="InlineAlignment">
A bit mask for [code]INLINE_ALIGNMENT_TO_*[/code] alignment constants.
</constant>
<constant name="KEY_NONE" value="0" enum="Key">
Enum value which doesn't correspond to any key. This is used to initialize [enum Key] properties with a generic state.
</constant>
<constant name="KEY_SPECIAL" value="16777216" enum="Key">
Keycodes with this bit applied are non-printable.
</constant>
<constant name="KEY_ESCAPE" value="16777217" enum="Key">
Escape key.
</constant>
<constant name="KEY_TAB" value="16777218" enum="Key">
Tab key.
</constant>
<constant name="KEY_BACKTAB" value="16777219" enum="Key">
Shift + Tab key.
</constant>
<constant name="KEY_BACKSPACE" value="16777220" enum="Key">
Backspace key.
</constant>
<constant name="KEY_ENTER" value="16777221" enum="Key">
Return key (on the main keyboard).
</constant>
<constant name="KEY_KP_ENTER" value="16777222" enum="Key">
Enter key on the numeric keypad.
</constant>
<constant name="KEY_INSERT" value="16777223" enum="Key">
Insert key.
</constant>
<constant name="KEY_DELETE" value="16777224" enum="Key">
Delete key.
</constant>
<constant name="KEY_PAUSE" value="16777225" enum="Key">
Pause key.
</constant>
<constant name="KEY_PRINT" value="16777226" enum="Key">
Print Screen key.
</constant>
<constant name="KEY_SYSREQ" value="16777227" enum="Key">
System Request key.
</constant>
<constant name="KEY_CLEAR" value="16777228" enum="Key">
Clear key.
</constant>
<constant name="KEY_HOME" value="16777229" enum="Key">
Home key.
</constant>
<constant name="KEY_END" value="16777230" enum="Key">
End key.
</constant>
<constant name="KEY_LEFT" value="16777231" enum="Key">
Left arrow key.
</constant>
<constant name="KEY_UP" value="16777232" enum="Key">
Up arrow key.
</constant>
<constant name="KEY_RIGHT" value="16777233" enum="Key">
Right arrow key.
</constant>
<constant name="KEY_DOWN" value="16777234" enum="Key">
Down arrow key.
</constant>
<constant name="KEY_PAGEUP" value="16777235" enum="Key">
Page Up key.
</constant>
<constant name="KEY_PAGEDOWN" value="16777236" enum="Key">
Page Down key.
</constant>
<constant name="KEY_SHIFT" value="16777237" enum="Key">
Shift key.
</constant>
<constant name="KEY_CTRL" value="16777238" enum="Key">
Control key.
</constant>
<constant name="KEY_META" value="16777239" enum="Key">
Meta key.
</constant>
<constant name="KEY_ALT" value="16777240" enum="Key">
Alt key.
</constant>
<constant name="KEY_CAPSLOCK" value="16777241" enum="Key">
Caps Lock key.
</constant>
<constant name="KEY_NUMLOCK" value="16777242" enum="Key">
Num Lock key.
</constant>
<constant name="KEY_SCROLLLOCK" value="16777243" enum="Key">
Scroll Lock key.
</constant>
<constant name="KEY_F1" value="16777244" enum="Key">
F1 key.
</constant>
<constant name="KEY_F2" value="16777245" enum="Key">
F2 key.
</constant>
<constant name="KEY_F3" value="16777246" enum="Key">
F3 key.
</constant>
<constant name="KEY_F4" value="16777247" enum="Key">
F4 key.
</constant>
<constant name="KEY_F5" value="16777248" enum="Key">
F5 key.
</constant>
<constant name="KEY_F6" value="16777249" enum="Key">
F6 key.
</constant>
<constant name="KEY_F7" value="16777250" enum="Key">
F7 key.
</constant>
<constant name="KEY_F8" value="16777251" enum="Key">
F8 key.
</constant>
<constant name="KEY_F9" value="16777252" enum="Key">
F9 key.
</constant>
<constant name="KEY_F10" value="16777253" enum="Key">
F10 key.
</constant>
<constant name="KEY_F11" value="16777254" enum="Key">
F11 key.
</constant>
<constant name="KEY_F12" value="16777255" enum="Key">
F12 key.
</constant>
<constant name="KEY_F13" value="16777256" enum="Key">
F13 key.
</constant>
<constant name="KEY_F14" value="16777257" enum="Key">
F14 key.
</constant>
<constant name="KEY_F15" value="16777258" enum="Key">
F15 key.
</constant>
<constant name="KEY_F16" value="16777259" enum="Key">
F16 key.
</constant>
<constant name="KEY_F17" value="16777260" enum="Key">
F17 key.
</constant>
<constant name="KEY_F18" value="16777261" enum="Key">
F18 key.
</constant>
<constant name="KEY_F19" value="16777262" enum="Key">
F19 key.
</constant>
<constant name="KEY_F20" value="16777263" enum="Key">
F20 key.
</constant>
<constant name="KEY_F21" value="16777264" enum="Key">
F21 key.
</constant>
<constant name="KEY_F22" value="16777265" enum="Key">
F22 key.
</constant>
<constant name="KEY_F23" value="16777266" enum="Key">
F23 key.
</constant>
<constant name="KEY_F24" value="16777267" enum="Key">
F24 key.
</constant>
<constant name="KEY_F25" value="16777268" enum="Key">
F25 key. Only supported on macOS and Linux due to a Windows limitation.
</constant>
<constant name="KEY_F26" value="16777269" enum="Key">
F26 key. Only supported on macOS and Linux due to a Windows limitation.
</constant>
<constant name="KEY_F27" value="16777270" enum="Key">
F27 key. Only supported on macOS and Linux due to a Windows limitation.
</constant>
<constant name="KEY_F28" value="16777271" enum="Key">
F28 key. Only supported on macOS and Linux due to a Windows limitation.
</constant>
<constant name="KEY_F29" value="16777272" enum="Key">
F29 key. Only supported on macOS and Linux due to a Windows limitation.
</constant>
<constant name="KEY_F30" value="16777273" enum="Key">
F30 key. Only supported on macOS and Linux due to a Windows limitation.
</constant>
<constant name="KEY_F31" value="16777274" enum="Key">
F31 key. Only supported on macOS and Linux due to a Windows limitation.
</constant>
<constant name="KEY_F32" value="16777275" enum="Key">
F32 key. Only supported on macOS and Linux due to a Windows limitation.
</constant>
<constant name="KEY_F33" value="16777276" enum="Key">
F33 key. Only supported on macOS and Linux due to a Windows limitation.
</constant>
<constant name="KEY_F34" value="16777277" enum="Key">
F34 key. Only supported on macOS and Linux due to a Windows limitation.
</constant>
<constant name="KEY_F35" value="16777278" enum="Key">
F35 key. Only supported on macOS and Linux due to a Windows limitation.
</constant>
<constant name="KEY_KP_MULTIPLY" value="16777345" enum="Key">
Multiply (*) key on the numeric keypad.
</constant>
<constant name="KEY_KP_DIVIDE" value="16777346" enum="Key">
Divide (/) key on the numeric keypad.
</constant>
<constant name="KEY_KP_SUBTRACT" value="16777347" enum="Key">
Subtract (-) key on the numeric keypad.
</constant>
<constant name="KEY_KP_PERIOD" value="16777348" enum="Key">
Period (.) key on the numeric keypad.
</constant>
<constant name="KEY_KP_ADD" value="16777349" enum="Key">
Add (+) key on the numeric keypad.
</constant>
<constant name="KEY_KP_0" value="16777350" enum="Key">
Number 0 on the numeric keypad.
</constant>
<constant name="KEY_KP_1" value="16777351" enum="Key">
Number 1 on the numeric keypad.
</constant>
<constant name="KEY_KP_2" value="16777352" enum="Key">
Number 2 on the numeric keypad.
</constant>
<constant name="KEY_KP_3" value="16777353" enum="Key">
Number 3 on the numeric keypad.
</constant>
<constant name="KEY_KP_4" value="16777354" enum="Key">
Number 4 on the numeric keypad.
</constant>
<constant name="KEY_KP_5" value="16777355" enum="Key">
Number 5 on the numeric keypad.
</constant>
<constant name="KEY_KP_6" value="16777356" enum="Key">
Number 6 on the numeric keypad.
</constant>
<constant name="KEY_KP_7" value="16777357" enum="Key">
Number 7 on the numeric keypad.
</constant>
<constant name="KEY_KP_8" value="16777358" enum="Key">
Number 8 on the numeric keypad.
</constant>
<constant name="KEY_KP_9" value="16777359" enum="Key">
Number 9 on the numeric keypad.
</constant>
<constant name="KEY_SUPER_L" value="16777280" enum="Key">
Left Super key (Windows key).
</constant>
<constant name="KEY_SUPER_R" value="16777281" enum="Key">
Right Super key (Windows key).
</constant>
<constant name="KEY_MENU" value="16777282" enum="Key">
Context menu key.
</constant>
<constant name="KEY_HYPER_L" value="16777283" enum="Key">
Left Hyper key.
</constant>
<constant name="KEY_HYPER_R" value="16777284" enum="Key">
Right Hyper key.
</constant>
<constant name="KEY_HELP" value="16777285" enum="Key">
Help key.
</constant>
<constant name="KEY_DIRECTION_L" value="16777286" enum="Key">
Left Direction key.
</constant>
<constant name="KEY_DIRECTION_R" value="16777287" enum="Key">
Right Direction key.
</constant>
<constant name="KEY_BACK" value="16777288" enum="Key">
Media back key. Not to be confused with the Back button on an Android device.
</constant>
<constant name="KEY_FORWARD" value="16777289" enum="Key">
Media forward key.
</constant>
<constant name="KEY_STOP" value="16777290" enum="Key">
Media stop key.
</constant>
<constant name="KEY_REFRESH" value="16777291" enum="Key">
Media refresh key.
</constant>
<constant name="KEY_VOLUMEDOWN" value="16777292" enum="Key">
Volume down key.
</constant>
<constant name="KEY_VOLUMEMUTE" value="16777293" enum="Key">
Mute volume key.
</constant>
<constant name="KEY_VOLUMEUP" value="16777294" enum="Key">
Volume up key.
</constant>
<constant name="KEY_BASSBOOST" value="16777295" enum="Key">
Bass Boost key.
</constant>
<constant name="KEY_BASSUP" value="16777296" enum="Key">
Bass up key.
</constant>
<constant name="KEY_BASSDOWN" value="16777297" enum="Key">
Bass down key.
</constant>
<constant name="KEY_TREBLEUP" value="16777298" enum="Key">
Treble up key.
</constant>
<constant name="KEY_TREBLEDOWN" value="16777299" enum="Key">
Treble down key.
</constant>
<constant name="KEY_MEDIAPLAY" value="16777300" enum="Key">
Media play key.
</constant>
<constant name="KEY_MEDIASTOP" value="16777301" enum="Key">
Media stop key.
</constant>
<constant name="KEY_MEDIAPREVIOUS" value="16777302" enum="Key">
Previous song key.
</constant>
<constant name="KEY_MEDIANEXT" value="16777303" enum="Key">
Next song key.
</constant>
<constant name="KEY_MEDIARECORD" value="16777304" enum="Key">
Media record key.
</constant>
<constant name="KEY_HOMEPAGE" value="16777305" enum="Key">
Home page key.
</constant>
<constant name="KEY_FAVORITES" value="16777306" enum="Key">
Favorites key.
</constant>
<constant name="KEY_SEARCH" value="16777307" enum="Key">
Search key.
</constant>
<constant name="KEY_STANDBY" value="16777308" enum="Key">
Standby key.
</constant>
<constant name="KEY_OPENURL" value="16777309" enum="Key">
Open URL / Launch Browser key.
</constant>
<constant name="KEY_LAUNCHMAIL" value="16777310" enum="Key">
Launch Mail key.
</constant>
<constant name="KEY_LAUNCHMEDIA" value="16777311" enum="Key">
Launch Media key.
</constant>
<constant name="KEY_LAUNCH0" value="16777312" enum="Key">
Launch Shortcut 0 key.
</constant>
<constant name="KEY_LAUNCH1" value="16777313" enum="Key">
Launch Shortcut 1 key.
</constant>
<constant name="KEY_LAUNCH2" value="16777314" enum="Key">
Launch Shortcut 2 key.
</constant>
<constant name="KEY_LAUNCH3" value="16777315" enum="Key">
Launch Shortcut 3 key.
</constant>
<constant name="KEY_LAUNCH4" value="16777316" enum="Key">
Launch Shortcut 4 key.
</constant>
<constant name="KEY_LAUNCH5" value="16777317" enum="Key">
Launch Shortcut 5 key.
</constant>
<constant name="KEY_LAUNCH6" value="16777318" enum="Key">
Launch Shortcut 6 key.
</constant>
<constant name="KEY_LAUNCH7" value="16777319" enum="Key">
Launch Shortcut 7 key.
</constant>
<constant name="KEY_LAUNCH8" value="16777320" enum="Key">
Launch Shortcut 8 key.
</constant>
<constant name="KEY_LAUNCH9" value="16777321" enum="Key">
Launch Shortcut 9 key.
</constant>
<constant name="KEY_LAUNCHA" value="16777322" enum="Key">
Launch Shortcut A key.
</constant>
<constant name="KEY_LAUNCHB" value="16777323" enum="Key">
Launch Shortcut B key.
</constant>
<constant name="KEY_LAUNCHC" value="16777324" enum="Key">
Launch Shortcut C key.
</constant>
<constant name="KEY_LAUNCHD" value="16777325" enum="Key">
Launch Shortcut D key.
</constant>
<constant name="KEY_LAUNCHE" value="16777326" enum="Key">
Launch Shortcut E key.
</constant>
<constant name="KEY_LAUNCHF" value="16777327" enum="Key">
Launch Shortcut F key.
</constant>
<constant name="KEY_UNKNOWN" value="33554431" enum="Key">
Unknown key.
</constant>
<constant name="KEY_SPACE" value="32" enum="Key">
Space key.
</constant>
<constant name="KEY_EXCLAM" value="33" enum="Key">
! key.
</constant>
<constant name="KEY_QUOTEDBL" value="34" enum="Key">
" key.
</constant>
<constant name="KEY_NUMBERSIGN" value="35" enum="Key">
# key.
</constant>
<constant name="KEY_DOLLAR" value="36" enum="Key">
$ key.
</constant>
<constant name="KEY_PERCENT" value="37" enum="Key">
% key.
</constant>
<constant name="KEY_AMPERSAND" value="38" enum="Key">
&amp; key.
</constant>
<constant name="KEY_APOSTROPHE" value="39" enum="Key">
' key.
</constant>
<constant name="KEY_PARENLEFT" value="40" enum="Key">
( key.
</constant>
<constant name="KEY_PARENRIGHT" value="41" enum="Key">
) key.
</constant>
<constant name="KEY_ASTERISK" value="42" enum="Key">
* key.
</constant>
<constant name="KEY_PLUS" value="43" enum="Key">
+ key.
</constant>
<constant name="KEY_COMMA" value="44" enum="Key">
, key.
</constant>
<constant name="KEY_MINUS" value="45" enum="Key">
- key.
</constant>
<constant name="KEY_PERIOD" value="46" enum="Key">
. key.
</constant>
<constant name="KEY_SLASH" value="47" enum="Key">
/ key.
</constant>
<constant name="KEY_0" value="48" enum="Key">
Number 0.
</constant>
<constant name="KEY_1" value="49" enum="Key">
Number 1.
</constant>
<constant name="KEY_2" value="50" enum="Key">
Number 2.
</constant>
<constant name="KEY_3" value="51" enum="Key">
Number 3.
</constant>
<constant name="KEY_4" value="52" enum="Key">
Number 4.
</constant>
<constant name="KEY_5" value="53" enum="Key">
Number 5.
</constant>
<constant name="KEY_6" value="54" enum="Key">
Number 6.
</constant>
<constant name="KEY_7" value="55" enum="Key">
Number 7.
</constant>
<constant name="KEY_8" value="56" enum="Key">
Number 8.
</constant>
<constant name="KEY_9" value="57" enum="Key">
Number 9.
</constant>
<constant name="KEY_COLON" value="58" enum="Key">
: key.
</constant>
<constant name="KEY_SEMICOLON" value="59" enum="Key">
; key.
</constant>
<constant name="KEY_LESS" value="60" enum="Key">
&lt; key.
</constant>
<constant name="KEY_EQUAL" value="61" enum="Key">
= key.
</constant>
<constant name="KEY_GREATER" value="62" enum="Key">
&gt; key.
</constant>
<constant name="KEY_QUESTION" value="63" enum="Key">
? key.
</constant>
<constant name="KEY_AT" value="64" enum="Key">
@ key.
</constant>
<constant name="KEY_A" value="65" enum="Key">
A key.
</constant>
<constant name="KEY_B" value="66" enum="Key">
B key.
</constant>
<constant name="KEY_C" value="67" enum="Key">
C key.
</constant>
<constant name="KEY_D" value="68" enum="Key">
D key.
</constant>
<constant name="KEY_E" value="69" enum="Key">
E key.
</constant>
<constant name="KEY_F" value="70" enum="Key">
F key.
</constant>
<constant name="KEY_G" value="71" enum="Key">
G key.
</constant>
<constant name="KEY_H" value="72" enum="Key">
H key.
</constant>
<constant name="KEY_I" value="73" enum="Key">
I key.
</constant>
<constant name="KEY_J" value="74" enum="Key">
J key.
</constant>
<constant name="KEY_K" value="75" enum="Key">
K key.
</constant>
<constant name="KEY_L" value="76" enum="Key">
L key.
</constant>
<constant name="KEY_M" value="77" enum="Key">
M key.
</constant>
<constant name="KEY_N" value="78" enum="Key">
N key.
</constant>
<constant name="KEY_O" value="79" enum="Key">
O key.
</constant>
<constant name="KEY_P" value="80" enum="Key">
P key.
</constant>
<constant name="KEY_Q" value="81" enum="Key">
Q key.
</constant>
<constant name="KEY_R" value="82" enum="Key">
R key.
</constant>
<constant name="KEY_S" value="83" enum="Key">
S key.
</constant>
<constant name="KEY_T" value="84" enum="Key">
T key.
</constant>
<constant name="KEY_U" value="85" enum="Key">
U key.
</constant>
<constant name="KEY_V" value="86" enum="Key">
V key.
</constant>
<constant name="KEY_W" value="87" enum="Key">
W key.
</constant>
<constant name="KEY_X" value="88" enum="Key">
X key.
</constant>
<constant name="KEY_Y" value="89" enum="Key">
Y key.
</constant>
<constant name="KEY_Z" value="90" enum="Key">
Z key.
</constant>
<constant name="KEY_BRACKETLEFT" value="91" enum="Key">
[ key.
</constant>
<constant name="KEY_BACKSLASH" value="92" enum="Key">
\ key.
</constant>
<constant name="KEY_BRACKETRIGHT" value="93" enum="Key">
] key.
</constant>
<constant name="KEY_ASCIICIRCUM" value="94" enum="Key">
^ key.
</constant>
<constant name="KEY_UNDERSCORE" value="95" enum="Key">
_ key.
</constant>
<constant name="KEY_QUOTELEFT" value="96" enum="Key">
` key.
</constant>
<constant name="KEY_BRACELEFT" value="123" enum="Key">
{ key.
</constant>
<constant name="KEY_BAR" value="124" enum="Key">
| key.
</constant>
<constant name="KEY_BRACERIGHT" value="125" enum="Key">
} key.
</constant>
<constant name="KEY_ASCIITILDE" value="126" enum="Key">
~ key.
</constant>
<constant name="KEY_NOBREAKSPACE" value="160" enum="Key">
Non-breakable space key.
</constant>
<constant name="KEY_EXCLAMDOWN" value="161" enum="Key">
¡ key.
</constant>
<constant name="KEY_CENT" value="162" enum="Key">
¢ key.
</constant>
<constant name="KEY_STERLING" value="163" enum="Key">
£ key.
</constant>
<constant name="KEY_CURRENCY" value="164" enum="Key">
¤ key.
</constant>
<constant name="KEY_YEN" value="165" enum="Key">
¥ key.
</constant>
<constant name="KEY_BROKENBAR" value="166" enum="Key">
¦ key.
</constant>
<constant name="KEY_SECTION" value="167" enum="Key">
§ key.
</constant>
<constant name="KEY_DIAERESIS" value="168" enum="Key">
¨ key.
</constant>
<constant name="KEY_COPYRIGHT" value="169" enum="Key">
© key.
</constant>
<constant name="KEY_ORDFEMININE" value="170" enum="Key">
ª key.
</constant>
<constant name="KEY_GUILLEMOTLEFT" value="171" enum="Key">
« key.
</constant>
<constant name="KEY_NOTSIGN" value="172" enum="Key">
¬ key.
</constant>
<constant name="KEY_HYPHEN" value="173" enum="Key">
Soft hyphen key.
</constant>
<constant name="KEY_REGISTERED" value="174" enum="Key">
® key.
</constant>
<constant name="KEY_MACRON" value="175" enum="Key">
¯ key.
</constant>
<constant name="KEY_DEGREE" value="176" enum="Key">
° key.
</constant>
<constant name="KEY_PLUSMINUS" value="177" enum="Key">
± key.
</constant>
<constant name="KEY_TWOSUPERIOR" value="178" enum="Key">
² key.
</constant>
<constant name="KEY_THREESUPERIOR" value="179" enum="Key">
³ key.
</constant>
<constant name="KEY_ACUTE" value="180" enum="Key">
´ key.
</constant>
<constant name="KEY_MU" value="181" enum="Key">
µ key.
</constant>
<constant name="KEY_PARAGRAPH" value="182" enum="Key">
¶ key.
</constant>
<constant name="KEY_PERIODCENTERED" value="183" enum="Key">
· key.
</constant>
<constant name="KEY_CEDILLA" value="184" enum="Key">
¸ key.
</constant>
<constant name="KEY_ONESUPERIOR" value="185" enum="Key">
¹ key.
</constant>
<constant name="KEY_MASCULINE" value="186" enum="Key">
º key.
</constant>
<constant name="KEY_GUILLEMOTRIGHT" value="187" enum="Key">
» key.
</constant>
<constant name="KEY_ONEQUARTER" value="188" enum="Key">
¼ key.
</constant>
<constant name="KEY_ONEHALF" value="189" enum="Key">
½ key.
</constant>
<constant name="KEY_THREEQUARTERS" value="190" enum="Key">
¾ key.
</constant>
<constant name="KEY_QUESTIONDOWN" value="191" enum="Key">
¿ key.
</constant>
<constant name="KEY_AGRAVE" value="192" enum="Key">
À key.
</constant>
<constant name="KEY_AACUTE" value="193" enum="Key">
Á key.
</constant>
<constant name="KEY_ACIRCUMFLEX" value="194" enum="Key">
 key.
</constant>
<constant name="KEY_ATILDE" value="195" enum="Key">
à key.
</constant>
<constant name="KEY_ADIAERESIS" value="196" enum="Key">
Ä key.
</constant>
<constant name="KEY_ARING" value="197" enum="Key">
Å key.
</constant>
<constant name="KEY_AE" value="198" enum="Key">
Æ key.
</constant>
<constant name="KEY_CCEDILLA" value="199" enum="Key">
Ç key.
</constant>
<constant name="KEY_EGRAVE" value="200" enum="Key">
È key.
</constant>
<constant name="KEY_EACUTE" value="201" enum="Key">
É key.
</constant>
<constant name="KEY_ECIRCUMFLEX" value="202" enum="Key">
Ê key.
</constant>
<constant name="KEY_EDIAERESIS" value="203" enum="Key">
Ë key.
</constant>
<constant name="KEY_IGRAVE" value="204" enum="Key">
Ì key.
</constant>
<constant name="KEY_IACUTE" value="205" enum="Key">
Í key.
</constant>
<constant name="KEY_ICIRCUMFLEX" value="206" enum="Key">
Î key.
</constant>
<constant name="KEY_IDIAERESIS" value="207" enum="Key">
Ï key.
</constant>
<constant name="KEY_ETH" value="208" enum="Key">
Ð key.
</constant>
<constant name="KEY_NTILDE" value="209" enum="Key">
Ñ key.
</constant>
<constant name="KEY_OGRAVE" value="210" enum="Key">
Ò key.
</constant>
<constant name="KEY_OACUTE" value="211" enum="Key">
Ó key.
</constant>
<constant name="KEY_OCIRCUMFLEX" value="212" enum="Key">
Ô key.
</constant>
<constant name="KEY_OTILDE" value="213" enum="Key">
Õ key.
</constant>
<constant name="KEY_ODIAERESIS" value="214" enum="Key">
Ö key.
</constant>
<constant name="KEY_MULTIPLY" value="215" enum="Key">
× key.
</constant>
<constant name="KEY_OOBLIQUE" value="216" enum="Key">
Ø key.
</constant>
<constant name="KEY_UGRAVE" value="217" enum="Key">
Ù key.
</constant>
<constant name="KEY_UACUTE" value="218" enum="Key">
Ú key.
</constant>
<constant name="KEY_UCIRCUMFLEX" value="219" enum="Key">
Û key.
</constant>
<constant name="KEY_UDIAERESIS" value="220" enum="Key">
Ü key.
</constant>
<constant name="KEY_YACUTE" value="221" enum="Key">
Ý key.
</constant>
<constant name="KEY_THORN" value="222" enum="Key">
Þ key.
</constant>
<constant name="KEY_SSHARP" value="223" enum="Key">
ß key.
</constant>
<constant name="KEY_DIVISION" value="247" enum="Key">
÷ key.
</constant>
<constant name="KEY_YDIAERESIS" value="255" enum="Key">
ÿ key.
</constant>
<constant name="KEY_CODE_MASK" value="33554431" enum="KeyModifierMask">
Key Code mask.
</constant>
<constant name="KEY_MODIFIER_MASK" value="2130706432" enum="KeyModifierMask">
Modifier key mask.
</constant>
<constant name="KEY_MASK_SHIFT" value="33554432" enum="KeyModifierMask">
Shift key mask.
</constant>
<constant name="KEY_MASK_ALT" value="67108864" enum="KeyModifierMask">
Alt key mask.
</constant>
<constant name="KEY_MASK_META" value="134217728" enum="KeyModifierMask">
Meta key mask.
</constant>
<constant name="KEY_MASK_CTRL" value="268435456" enum="KeyModifierMask">
Ctrl key mask.
</constant>
<constant name="KEY_MASK_CMD" value="platform-dependent" enum="KeyModifierMask">
Command key mask. On macOS, this is equivalent to [constant KEY_MASK_META]. On other platforms, this is equivalent to [constant KEY_MASK_CTRL]. This mask should be preferred to [constant KEY_MASK_META] or [constant KEY_MASK_CTRL] for system shortcuts as it handles all platforms correctly.
</constant>
<constant name="KEY_MASK_KPAD" value="536870912" enum="KeyModifierMask">
Keypad key mask.
</constant>
<constant name="KEY_MASK_GROUP_SWITCH" value="1073741824" enum="KeyModifierMask">
Group Switch key mask.
</constant>
<constant name="MOUSE_BUTTON_NONE" value="0" enum="MouseButton">
Enum value which doesn't correspond to any mouse button. This is used to initialize [enum MouseButton] properties with a generic state.
</constant>
<constant name="MOUSE_BUTTON_LEFT" value="1" enum="MouseButton">
Left mouse button.
</constant>
<constant name="MOUSE_BUTTON_RIGHT" value="2" enum="MouseButton">
Right mouse button.
</constant>
<constant name="MOUSE_BUTTON_MIDDLE" value="3" enum="MouseButton">
Middle mouse button.
</constant>
<constant name="MOUSE_BUTTON_WHEEL_UP" value="4" enum="MouseButton">
Mouse wheel up.
</constant>
<constant name="MOUSE_BUTTON_WHEEL_DOWN" value="5" enum="MouseButton">
Mouse wheel down.
</constant>
<constant name="MOUSE_BUTTON_WHEEL_LEFT" value="6" enum="MouseButton">
Mouse wheel left button (only present on some mice).
</constant>
<constant name="MOUSE_BUTTON_WHEEL_RIGHT" value="7" enum="MouseButton">
Mouse wheel right button (only present on some mice).
</constant>
<constant name="MOUSE_BUTTON_XBUTTON1" value="8" enum="MouseButton">
Extra mouse button 1 (only present on some mice).
</constant>
<constant name="MOUSE_BUTTON_XBUTTON2" value="9" enum="MouseButton">
Extra mouse button 2 (only present on some mice).
</constant>
<constant name="MOUSE_BUTTON_MASK_LEFT" value="1" enum="MouseButton">
Left mouse button mask.
</constant>
<constant name="MOUSE_BUTTON_MASK_RIGHT" value="2" enum="MouseButton">
Right mouse button mask.
</constant>
<constant name="MOUSE_BUTTON_MASK_MIDDLE" value="4" enum="MouseButton">
Middle mouse button mask.
</constant>
<constant name="MOUSE_BUTTON_MASK_XBUTTON1" value="128" enum="MouseButton">
Extra mouse button 1 mask.
</constant>
<constant name="MOUSE_BUTTON_MASK_XBUTTON2" value="256" enum="MouseButton">
Extra mouse button 2 mask.
</constant>
<constant name="JOY_BUTTON_INVALID" value="-1" enum="JoyButton">
An invalid game controller button.
</constant>
<constant name="JOY_BUTTON_A" value="0" enum="JoyButton">
Game controller SDL button A. Corresponds to the bottom action button: Sony Cross, Xbox A, Nintendo B.
</constant>
<constant name="JOY_BUTTON_B" value="1" enum="JoyButton">
Game controller SDL button B. Corresponds to the right action button: Sony Circle, Xbox B, Nintendo A.
</constant>
<constant name="JOY_BUTTON_X" value="2" enum="JoyButton">
Game controller SDL button X. Corresponds to the left action button: Sony Square, Xbox X, Nintendo Y.
</constant>
<constant name="JOY_BUTTON_Y" value="3" enum="JoyButton">
Game controller SDL button Y. Corresponds to the top action button: Sony Triangle, Xbox Y, Nintendo X.
</constant>
<constant name="JOY_BUTTON_BACK" value="4" enum="JoyButton">
Game controller SDL back button. Corresponds to the Sony Select, Xbox Back, Nintendo - button.
</constant>
<constant name="JOY_BUTTON_GUIDE" value="5" enum="JoyButton">
Game controller SDL guide button. Corresponds to the Sony PS, Xbox Home button.
</constant>
<constant name="JOY_BUTTON_START" value="6" enum="JoyButton">
Game controller SDL start button. Corresponds to the Nintendo + button.
</constant>
<constant name="JOY_BUTTON_LEFT_STICK" value="7" enum="JoyButton">
Game controller SDL left stick button. Corresponds to the Sony L3, Xbox L/LS button.
</constant>
<constant name="JOY_BUTTON_RIGHT_STICK" value="8" enum="JoyButton">
Game controller SDL right stick button. Corresponds to the Sony R3, Xbox R/RS button.
</constant>
<constant name="JOY_BUTTON_LEFT_SHOULDER" value="9" enum="JoyButton">
Game controller SDL left shoulder button. Corresponds to the Sony L1, Xbox LB button.
</constant>
<constant name="JOY_BUTTON_RIGHT_SHOULDER" value="10" enum="JoyButton">
Game controller SDL right shoulder button. Corresponds to the Sony R1, Xbox RB button.
</constant>
<constant name="JOY_BUTTON_DPAD_UP" value="11" enum="JoyButton">
Game controller D-pad up button.
</constant>
<constant name="JOY_BUTTON_DPAD_DOWN" value="12" enum="JoyButton">
Game controller D-pad down button.
</constant>
<constant name="JOY_BUTTON_DPAD_LEFT" value="13" enum="JoyButton">
Game controller D-pad left button.
</constant>
<constant name="JOY_BUTTON_DPAD_RIGHT" value="14" enum="JoyButton">
Game controller D-pad right button.
</constant>
<constant name="JOY_BUTTON_MISC1" value="15" enum="JoyButton">
Game controller SDL miscellaneous button. Corresponds to Xbox share button, PS5 microphone button, Nintendo capture button.
</constant>
<constant name="JOY_BUTTON_PADDLE1" value="16" enum="JoyButton">
Game controller SDL paddle 1 button.
</constant>
<constant name="JOY_BUTTON_PADDLE2" value="17" enum="JoyButton">
Game controller SDL paddle 2 button.
</constant>
<constant name="JOY_BUTTON_PADDLE3" value="18" enum="JoyButton">
Game controller SDL paddle 3 button.
</constant>
<constant name="JOY_BUTTON_PADDLE4" value="19" enum="JoyButton">
Game controller SDL paddle 4 button.
</constant>
<constant name="JOY_BUTTON_TOUCHPAD" value="20" enum="JoyButton">
Game controller SDL touchpad button.
</constant>
<constant name="JOY_BUTTON_SDL_MAX" value="21" enum="JoyButton">
The number of SDL game controller buttons.
</constant>
<constant name="JOY_BUTTON_MAX" value="128" enum="JoyButton">
The maximum number of game controller buttons supported by the engine. The actual limit may be lower on specific platforms:
- Android: Up to 36 buttons.
- Linux: Up to 80 buttons.
- Windows and macOS: Up to 128 buttons.
</constant>
<constant name="JOY_AXIS_INVALID" value="-1" enum="JoyAxis">
An invalid game controller axis.
</constant>
<constant name="JOY_AXIS_LEFT_X" value="0" enum="JoyAxis">
Game controller left joystick x-axis.
</constant>
<constant name="JOY_AXIS_LEFT_Y" value="1" enum="JoyAxis">
Game controller left joystick y-axis.
</constant>
<constant name="JOY_AXIS_RIGHT_X" value="2" enum="JoyAxis">
Game controller right joystick x-axis.
</constant>
<constant name="JOY_AXIS_RIGHT_Y" value="3" enum="JoyAxis">
Game controller right joystick y-axis.
</constant>
<constant name="JOY_AXIS_TRIGGER_LEFT" value="4" enum="JoyAxis">
Game controller left trigger axis.
</constant>
<constant name="JOY_AXIS_TRIGGER_RIGHT" value="5" enum="JoyAxis">
Game controller right trigger axis.
</constant>
<constant name="JOY_AXIS_SDL_MAX" value="6" enum="JoyAxis">
The number of SDL game controller axes.
</constant>
<constant name="JOY_AXIS_MAX" value="10" enum="JoyAxis">
The maximum number of game controller axes: OpenVR supports up to 5 Joysticks making a total of 10 axes.
</constant>
<constant name="MIDI_MESSAGE_NONE" value="0" enum="MIDIMessage">
Enum value which doesn't correspond to any MIDI message. This is used to initialize [enum MIDIMessage] properties with a generic state.
</constant>
<constant name="MIDI_MESSAGE_NOTE_OFF" value="8" enum="MIDIMessage">
MIDI note OFF message. See the documentation of [InputEventMIDI] for information of how to use MIDI inputs.
</constant>
<constant name="MIDI_MESSAGE_NOTE_ON" value="9" enum="MIDIMessage">
MIDI note ON message. See the documentation of [InputEventMIDI] for information of how to use MIDI inputs.
</constant>
<constant name="MIDI_MESSAGE_AFTERTOUCH" value="10" enum="MIDIMessage">
MIDI aftertouch message. This message is most often sent by pressing down on the key after it "bottoms out".
</constant>
<constant name="MIDI_MESSAGE_CONTROL_CHANGE" value="11" enum="MIDIMessage">
MIDI control change message. This message is sent when a controller value changes. Controllers include devices such as pedals and levers.
</constant>
<constant name="MIDI_MESSAGE_PROGRAM_CHANGE" value="12" enum="MIDIMessage">
MIDI program change message. This message sent when the program patch number changes.
</constant>
<constant name="MIDI_MESSAGE_CHANNEL_PRESSURE" value="13" enum="MIDIMessage">
MIDI channel pressure message. This message is most often sent by pressing down on the key after it "bottoms out". This message is different from polyphonic after-touch as it indicates the highest pressure across all keys.
</constant>
<constant name="MIDI_MESSAGE_PITCH_BEND" value="14" enum="MIDIMessage">
MIDI pitch bend message. This message is sent to indicate a change in the pitch bender (wheel or lever, typically).
</constant>
<constant name="MIDI_MESSAGE_SYSTEM_EXCLUSIVE" value="240" enum="MIDIMessage">
MIDI system exclusive message. This has behavior exclusive to the device you're receiving input from. Getting this data is not implemented in Godot.
</constant>
<constant name="MIDI_MESSAGE_QUARTER_FRAME" value="241" enum="MIDIMessage">
MIDI quarter frame message. Contains timing information that is used to synchronize MIDI devices. Getting this data is not implemented in Godot.
</constant>
<constant name="MIDI_MESSAGE_SONG_POSITION_POINTER" value="242" enum="MIDIMessage">
MIDI song position pointer message. Gives the number of 16th notes since the start of the song. Getting this data is not implemented in Godot.
</constant>
<constant name="MIDI_MESSAGE_SONG_SELECT" value="243" enum="MIDIMessage">
MIDI song select message. Specifies which sequence or song is to be played. Getting this data is not implemented in Godot.
</constant>
<constant name="MIDI_MESSAGE_TUNE_REQUEST" value="246" enum="MIDIMessage">
MIDI tune request message. Upon receiving a tune request, all analog synthesizers should tune their oscillators.
</constant>
<constant name="MIDI_MESSAGE_TIMING_CLOCK" value="248" enum="MIDIMessage">
MIDI timing clock message. Sent 24 times per quarter note when synchronization is required.
</constant>
<constant name="MIDI_MESSAGE_START" value="250" enum="MIDIMessage">
MIDI start message. Start the current sequence playing. This message will be followed with Timing Clocks.
</constant>
<constant name="MIDI_MESSAGE_CONTINUE" value="251" enum="MIDIMessage">
MIDI continue message. Continue at the point the sequence was stopped.
</constant>
<constant name="MIDI_MESSAGE_STOP" value="252" enum="MIDIMessage">
MIDI stop message. Stop the current sequence.
</constant>
<constant name="MIDI_MESSAGE_ACTIVE_SENSING" value="254" enum="MIDIMessage">
MIDI active sensing message. This message is intended to be sent repeatedly to tell the receiver that a connection is alive.
</constant>
<constant name="MIDI_MESSAGE_SYSTEM_RESET" value="255" enum="MIDIMessage">
MIDI system reset message. Reset all receivers in the system to power-up status. It should not be sent on power-up itself.
</constant>
<constant name="OK" value="0" enum="Error">
Methods that return [enum Error] return [constant OK] when no error occurred. Note that many functions don't return an error code but will print error messages to standard output.
Since [constant OK] has value 0, and all other failure codes are positive integers, it can also be used in boolean checks, e.g.:
[codeblock]
var err = method_that_returns_error()
if err != OK:
print("Failure!")
# Or, equivalent:
if err:
print("Still failing!")
[/codeblock]
</constant>
<constant name="FAILED" value="1" enum="Error">
Generic error.
</constant>
<constant name="ERR_UNAVAILABLE" value="2" enum="Error">
Unavailable error.
</constant>
<constant name="ERR_UNCONFIGURED" value="3" enum="Error">
Unconfigured error.
</constant>
<constant name="ERR_UNAUTHORIZED" value="4" enum="Error">
Unauthorized error.
</constant>
<constant name="ERR_PARAMETER_RANGE_ERROR" value="5" enum="Error">
Parameter range error.
</constant>
<constant name="ERR_OUT_OF_MEMORY" value="6" enum="Error">
Out of memory (OOM) error.
</constant>
<constant name="ERR_FILE_NOT_FOUND" value="7" enum="Error">
File: Not found error.
</constant>
<constant name="ERR_FILE_BAD_DRIVE" value="8" enum="Error">
File: Bad drive error.
</constant>
<constant name="ERR_FILE_BAD_PATH" value="9" enum="Error">
File: Bad path error.
</constant>
<constant name="ERR_FILE_NO_PERMISSION" value="10" enum="Error">
File: No permission error.
</constant>
<constant name="ERR_FILE_ALREADY_IN_USE" value="11" enum="Error">
File: Already in use error.
</constant>
<constant name="ERR_FILE_CANT_OPEN" value="12" enum="Error">
File: Can't open error.
</constant>
<constant name="ERR_FILE_CANT_WRITE" value="13" enum="Error">
File: Can't write error.
</constant>
<constant name="ERR_FILE_CANT_READ" value="14" enum="Error">
File: Can't read error.
</constant>
<constant name="ERR_FILE_UNRECOGNIZED" value="15" enum="Error">
File: Unrecognized error.
</constant>
<constant name="ERR_FILE_CORRUPT" value="16" enum="Error">
File: Corrupt error.
</constant>
<constant name="ERR_FILE_MISSING_DEPENDENCIES" value="17" enum="Error">
File: Missing dependencies error.
</constant>
<constant name="ERR_FILE_EOF" value="18" enum="Error">
File: End of file (EOF) error.
</constant>
<constant name="ERR_CANT_OPEN" value="19" enum="Error">
Can't open error.
</constant>
<constant name="ERR_CANT_CREATE" value="20" enum="Error">
Can't create error.
</constant>
<constant name="ERR_QUERY_FAILED" value="21" enum="Error">
Query failed error.
</constant>
<constant name="ERR_ALREADY_IN_USE" value="22" enum="Error">
Already in use error.
</constant>
<constant name="ERR_LOCKED" value="23" enum="Error">
Locked error.
</constant>
<constant name="ERR_TIMEOUT" value="24" enum="Error">
Timeout error.
</constant>
<constant name="ERR_CANT_CONNECT" value="25" enum="Error">
Can't connect error.
</constant>
<constant name="ERR_CANT_RESOLVE" value="26" enum="Error">
Can't resolve error.
</constant>
<constant name="ERR_CONNECTION_ERROR" value="27" enum="Error">
Connection error.
</constant>
<constant name="ERR_CANT_ACQUIRE_RESOURCE" value="28" enum="Error">
Can't acquire resource error.
</constant>
<constant name="ERR_CANT_FORK" value="29" enum="Error">
Can't fork process error.
</constant>
<constant name="ERR_INVALID_DATA" value="30" enum="Error">
Invalid data error.
</constant>
<constant name="ERR_INVALID_PARAMETER" value="31" enum="Error">
Invalid parameter error.
</constant>
<constant name="ERR_ALREADY_EXISTS" value="32" enum="Error">
Already exists error.
</constant>
<constant name="ERR_DOES_NOT_EXIST" value="33" enum="Error">
Does not exist error.
</constant>
<constant name="ERR_DATABASE_CANT_READ" value="34" enum="Error">
Database: Read error.
</constant>
<constant name="ERR_DATABASE_CANT_WRITE" value="35" enum="Error">
Database: Write error.
</constant>
<constant name="ERR_COMPILATION_FAILED" value="36" enum="Error">
Compilation failed error.
</constant>
<constant name="ERR_METHOD_NOT_FOUND" value="37" enum="Error">
Method not found error.
</constant>
<constant name="ERR_LINK_FAILED" value="38" enum="Error">
Linking failed error.
</constant>
<constant name="ERR_SCRIPT_FAILED" value="39" enum="Error">
Script failed error.
</constant>
<constant name="ERR_CYCLIC_LINK" value="40" enum="Error">
Cycling link (import cycle) error.
</constant>
<constant name="ERR_INVALID_DECLARATION" value="41" enum="Error">
Invalid declaration error.
</constant>
<constant name="ERR_DUPLICATE_SYMBOL" value="42" enum="Error">
Duplicate symbol error.
</constant>
<constant name="ERR_PARSE_ERROR" value="43" enum="Error">
Parse error.
</constant>
<constant name="ERR_BUSY" value="44" enum="Error">
Busy error.
</constant>
<constant name="ERR_SKIP" value="45" enum="Error">
Skip error.
</constant>
<constant name="ERR_HELP" value="46" enum="Error">
Help error.
</constant>
<constant name="ERR_BUG" value="47" enum="Error">
Bug error.
</constant>
<constant name="ERR_PRINTER_ON_FIRE" value="48" enum="Error">
Printer on fire error. (This is an easter egg, no engine methods return this error code.)
</constant>
<constant name="PROPERTY_HINT_NONE" value="0" enum="PropertyHint">
No hint for the edited property.
</constant>
<constant name="PROPERTY_HINT_RANGE" value="1" enum="PropertyHint">
Hints that an integer or float property should be within a range specified via the hint string [code]"min,max"[/code] or [code]"min,max,step"[/code]. The hint string can optionally include [code]"or_greater"[/code] and/or [code]"or_lesser"[/code] to allow manual input going respectively above the max or below the min values. Example: [code]"-360,360,1,or_greater,or_lesser"[/code].
Additionally, other keywords can be included: "exp" for exponential range editing, "radians" for editing radian angles in degrees, "degrees" to hint at an angle and "no_slider" to hide the slider.
</constant>
<constant name="PROPERTY_HINT_ENUM" value="2" enum="PropertyHint">
Hints that an integer, float or string property is an enumerated value to pick in a list specified via a hint string.
The hint string is a comma separated list of names such as [code]"Hello,Something,Else"[/code]. For integer and float properties, the first name in the list has value 0, the next 1, and so on. Explicit values can also be specified by appending [code]:integer[/code] to the name, e.g. [code]"Zero,One,Three:3,Four,Six:6"[/code].
</constant>
<constant name="PROPERTY_HINT_ENUM_SUGGESTION" value="3" enum="PropertyHint">
Hints that a string property can be an enumerated value to pick in a list specified via a hint string such as [code]"Hello,Something,Else"[/code].
Unlike [constant PROPERTY_HINT_ENUM] a property with this hint still accepts arbitrary values and can be empty. The list of values serves to suggest possible values.
</constant>
<constant name="PROPERTY_HINT_EXP_EASING" value="4" enum="PropertyHint">
Hints that a float property should be edited via an exponential easing function. The hint string can include [code]"attenuation"[/code] to flip the curve horizontally and/or [code]"inout"[/code] to also include in/out easing.
</constant>
<constant name="PROPERTY_HINT_LINK" value="5" enum="PropertyHint">
Hints that a vector property should allow linking values (e.g. to edit both [code]x[/code] and [code]y[/code] together).
</constant>
<constant name="PROPERTY_HINT_FLAGS" value="6" enum="PropertyHint">
Hints that an integer property is a bitmask with named bit flags. For example, to allow toggling bits 0, 1, 2 and 4, the hint could be something like [code]"Bit0,Bit1,Bit2,,Bit4"[/code].
</constant>
<constant name="PROPERTY_HINT_LAYERS_2D_RENDER" value="7" enum="PropertyHint">
Hints that an integer property is a bitmask using the optionally named 2D render layers.
</constant>
<constant name="PROPERTY_HINT_LAYERS_2D_PHYSICS" value="8" enum="PropertyHint">
Hints that an integer property is a bitmask using the optionally named 2D physics layers.
</constant>
<constant name="PROPERTY_HINT_LAYERS_2D_NAVIGATION" value="9" enum="PropertyHint">
Hints that an integer property is a bitmask using the optionally named 2D navigation layers.
</constant>
<constant name="PROPERTY_HINT_LAYERS_3D_RENDER" value="10" enum="PropertyHint">
Hints that an integer property is a bitmask using the optionally named 3D render layers.
</constant>
<constant name="PROPERTY_HINT_LAYERS_3D_PHYSICS" value="11" enum="PropertyHint">
Hints that an integer property is a bitmask using the optionally named 3D physics layers.
</constant>
<constant name="PROPERTY_HINT_LAYERS_3D_NAVIGATION" value="12" enum="PropertyHint">
Hints that an integer property is a bitmask using the optionally named 3D navigation layers.
</constant>
<constant name="PROPERTY_HINT_FILE" value="13" enum="PropertyHint">
Hints that a string property is a path to a file. Editing it will show a file dialog for picking the path. The hint string can be a set of filters with wildcards like [code]"*.png,*.jpg"[/code].
</constant>
<constant name="PROPERTY_HINT_DIR" value="14" enum="PropertyHint">
Hints that a string property is a path to a directory. Editing it will show a file dialog for picking the path.
</constant>
<constant name="PROPERTY_HINT_GLOBAL_FILE" value="15" enum="PropertyHint">
Hints that a string property is an absolute path to a file outside the project folder. Editing it will show a file dialog for picking the path. The hint string can be a set of filters with wildcards like [code]"*.png,*.jpg"[/code].
</constant>
<constant name="PROPERTY_HINT_GLOBAL_DIR" value="16" enum="PropertyHint">
Hints that a string property is an absolute path to a directory outside the project folder. Editing it will show a file dialog for picking the path.
</constant>
<constant name="PROPERTY_HINT_RESOURCE_TYPE" value="17" enum="PropertyHint">
Hints that a property is an instance of a [Resource]-derived type, optionally specified via the hint string (e.g. [code]"Texture2D"[/code]). Editing it will show a popup menu of valid resource types to instantiate.
</constant>
<constant name="PROPERTY_HINT_MULTILINE_TEXT" value="18" enum="PropertyHint">
Hints that a string property is text with line breaks. Editing it will show a text input field where line breaks can be typed.
</constant>
<constant name="PROPERTY_HINT_EXPRESSION" value="19" enum="PropertyHint">
Hints that a string property is an [Expression].
</constant>
<constant name="PROPERTY_HINT_PLACEHOLDER_TEXT" value="20" enum="PropertyHint">
Hints that a string property should have a placeholder text visible on its input field, whenever the property is empty. The hint string is the placeholder text to use.
</constant>
<constant name="PROPERTY_HINT_COLOR_NO_ALPHA" value="21" enum="PropertyHint">
Hints that a color property should be edited without changing its alpha component, i.e. only R, G and B channels are edited.
</constant>
<constant name="PROPERTY_HINT_IMAGE_COMPRESS_LOSSY" value="22" enum="PropertyHint">
Hints that an image is compressed using lossy compression.
</constant>
<constant name="PROPERTY_HINT_IMAGE_COMPRESS_LOSSLESS" value="23" enum="PropertyHint">
Hints that an image is compressed using lossless compression.
</constant>
<constant name="PROPERTY_HINT_OBJECT_ID" value="24" enum="PropertyHint">
</constant>
<constant name="PROPERTY_HINT_TYPE_STRING" value="25" enum="PropertyHint">
Hint that a property represents a particular type. If a property is [constant TYPE_STRING], allows to set a type from the create dialog. If you need to create an [Array] to contain elements of a specific type, the [code]hint_string[/code] must encode nested types using [code]":"[/code] and [code]"/"[/code] for specifying [Resource] types. For instance:
[codeblock]
hint_string = "%s:" % [TYPE_INT] # Array of inteters.
hint_string = "%s:%s:" % [TYPE_ARRAY, TYPE_REAL] # Two-dimensional array of floats.
hint_string = "%s/%s:Resource" % [TYPE_OBJECT, TYPE_OBJECT] # Array of resources.
hint_string = "%s:%s/%s:Resource" % [TYPE_ARRAY, TYPE_OBJECT, TYPE_OBJECT] # Two-dimensional array of resources.
[/codeblock]
[b]Note:[/b] The final colon is required to specify for properly detecting built-in types.
</constant>
<constant name="PROPERTY_HINT_NODE_PATH_TO_EDITED_NODE" value="26" enum="PropertyHint">
</constant>
<constant name="PROPERTY_HINT_METHOD_OF_VARIANT_TYPE" value="27" enum="PropertyHint">
</constant>
<constant name="PROPERTY_HINT_METHOD_OF_BASE_TYPE" value="28" enum="PropertyHint">
</constant>
<constant name="PROPERTY_HINT_METHOD_OF_INSTANCE" value="29" enum="PropertyHint">
</constant>
<constant name="PROPERTY_HINT_METHOD_OF_SCRIPT" value="30" enum="PropertyHint">
</constant>
<constant name="PROPERTY_HINT_PROPERTY_OF_VARIANT_TYPE" value="31" enum="PropertyHint">
</constant>
<constant name="PROPERTY_HINT_PROPERTY_OF_BASE_TYPE" value="32" enum="PropertyHint">
</constant>
<constant name="PROPERTY_HINT_PROPERTY_OF_INSTANCE" value="33" enum="PropertyHint">
</constant>
<constant name="PROPERTY_HINT_PROPERTY_OF_SCRIPT" value="34" enum="PropertyHint">
</constant>
<constant name="PROPERTY_HINT_OBJECT_TOO_BIG" value="35" enum="PropertyHint">
</constant>
<constant name="PROPERTY_HINT_NODE_PATH_VALID_TYPES" value="36" enum="PropertyHint">
</constant>
<constant name="PROPERTY_HINT_SAVE_FILE" value="37" enum="PropertyHint">
</constant>
<constant name="PROPERTY_HINT_GLOBAL_SAVE_FILE" value="38" enum="PropertyHint">
</constant>
<constant name="PROPERTY_HINT_INT_IS_OBJECTID" value="39" enum="PropertyHint">
</constant>
<constant name="PROPERTY_HINT_INT_IS_POINTER" value="41" enum="PropertyHint">
</constant>
<constant name="PROPERTY_HINT_ARRAY_TYPE" value="40" enum="PropertyHint">
</constant>
<constant name="PROPERTY_HINT_LOCALE_ID" value="42" enum="PropertyHint">
Hints that a string property is a locale code. Editing it will show a locale dialog for picking language and country.
</constant>
<constant name="PROPERTY_HINT_LOCALIZABLE_STRING" value="43" enum="PropertyHint">
Hints that a dictionary property is string translation map. Dictionary keys are locale codes and, values are translated strings.
</constant>
<constant name="PROPERTY_HINT_NODE_TYPE" value="44" enum="PropertyHint">
</constant>
<constant name="PROPERTY_HINT_MAX" value="45" enum="PropertyHint">
</constant>
<constant name="PROPERTY_USAGE_NONE" value="0" enum="PropertyUsageFlags">
</constant>
<constant name="PROPERTY_USAGE_STORAGE" value="2" enum="PropertyUsageFlags">
The property is serialized and saved in the scene file (default).
</constant>
<constant name="PROPERTY_USAGE_EDITOR" value="4" enum="PropertyUsageFlags">
The property is shown in the editor inspector (default).
</constant>
<constant name="PROPERTY_USAGE_CHECKABLE" value="8" enum="PropertyUsageFlags">
The property can be checked in the editor inspector.
</constant>
<constant name="PROPERTY_USAGE_CHECKED" value="16" enum="PropertyUsageFlags">
The property is checked in the editor inspector.
</constant>
<constant name="PROPERTY_USAGE_INTERNATIONALIZED" value="32" enum="PropertyUsageFlags">
The property is a translatable string.
</constant>
<constant name="PROPERTY_USAGE_GROUP" value="64" enum="PropertyUsageFlags">
Used to group properties together in the editor. See [EditorInspector].
</constant>
<constant name="PROPERTY_USAGE_CATEGORY" value="128" enum="PropertyUsageFlags">
Used to categorize properties together in the editor.
</constant>
<constant name="PROPERTY_USAGE_SUBGROUP" value="256" enum="PropertyUsageFlags">
Used to group properties together in the editor in a subgroup (under a group). See [EditorInspector].
</constant>
<constant name="PROPERTY_USAGE_CLASS_IS_BITFIELD" value="512" enum="PropertyUsageFlags">
</constant>
<constant name="PROPERTY_USAGE_NO_INSTANCE_STATE" value="1024" enum="PropertyUsageFlags">
The property does not save its state in [PackedScene].
</constant>
<constant name="PROPERTY_USAGE_RESTART_IF_CHANGED" value="2048" enum="PropertyUsageFlags">
Editing the property prompts the user for restarting the editor.
</constant>
<constant name="PROPERTY_USAGE_SCRIPT_VARIABLE" value="4096" enum="PropertyUsageFlags">
The property is a script variable which should be serialized and saved in the scene file.
</constant>
<constant name="PROPERTY_USAGE_STORE_IF_NULL" value="8192" enum="PropertyUsageFlags">
</constant>
<constant name="PROPERTY_USAGE_ANIMATE_AS_TRIGGER" value="16384" enum="PropertyUsageFlags">
</constant>
<constant name="PROPERTY_USAGE_UPDATE_ALL_IF_MODIFIED" value="32768" enum="PropertyUsageFlags">
</constant>
<constant name="PROPERTY_USAGE_SCRIPT_DEFAULT_VALUE" value="65536" enum="PropertyUsageFlags">
</constant>
<constant name="PROPERTY_USAGE_CLASS_IS_ENUM" value="131072" enum="PropertyUsageFlags">
</constant>
<constant name="PROPERTY_USAGE_NIL_IS_VARIANT" value="262144" enum="PropertyUsageFlags">
</constant>
<constant name="PROPERTY_USAGE_INTERNAL" value="524288" enum="PropertyUsageFlags">
</constant>
<constant name="PROPERTY_USAGE_DO_NOT_SHARE_ON_DUPLICATE" value="1048576" enum="PropertyUsageFlags">
</constant>
<constant name="PROPERTY_USAGE_HIGH_END_GFX" value="2097152" enum="PropertyUsageFlags">
</constant>
<constant name="PROPERTY_USAGE_NODE_PATH_FROM_SCENE_ROOT" value="4194304" enum="PropertyUsageFlags">
</constant>
<constant name="PROPERTY_USAGE_RESOURCE_NOT_PERSISTENT" value="8388608" enum="PropertyUsageFlags">
</constant>
<constant name="PROPERTY_USAGE_KEYING_INCREMENTS" value="16777216" enum="PropertyUsageFlags">
</constant>
<constant name="PROPERTY_USAGE_DEFERRED_SET_RESOURCE" value="33554432" enum="PropertyUsageFlags">
</constant>
<constant name="PROPERTY_USAGE_EDITOR_INSTANTIATE_OBJECT" value="67108864" enum="PropertyUsageFlags">
</constant>
<constant name="PROPERTY_USAGE_EDITOR_BASIC_SETTING" value="134217728" enum="PropertyUsageFlags">
</constant>
<constant name="PROPERTY_USAGE_ARRAY" value="536870912" enum="PropertyUsageFlags">
</constant>
<constant name="PROPERTY_USAGE_DEFAULT" value="6" enum="PropertyUsageFlags">
Default usage (storage, editor and network).
</constant>
<constant name="PROPERTY_USAGE_DEFAULT_INTL" value="38" enum="PropertyUsageFlags">
Default usage for translatable strings (storage, editor, network and internationalized).
</constant>
<constant name="PROPERTY_USAGE_NO_EDITOR" value="2" enum="PropertyUsageFlags">
Default usage but without showing the property in the editor (storage, network).
</constant>
<constant name="METHOD_FLAG_NORMAL" value="1" enum="MethodFlags">
Flag for a normal method.
</constant>
<constant name="METHOD_FLAG_EDITOR" value="2" enum="MethodFlags">
Flag for an editor method.
</constant>
<constant name="METHOD_FLAG_CONST" value="4" enum="MethodFlags">
Flag for a constant method.
</constant>
<constant name="METHOD_FLAG_VIRTUAL" value="8" enum="MethodFlags">
Flag for a virtual method.
</constant>
<constant name="METHOD_FLAG_VARARG" value="16" enum="MethodFlags">
</constant>
<constant name="METHOD_FLAG_STATIC" value="32" enum="MethodFlags">
</constant>
<constant name="METHOD_FLAG_OBJECT_CORE" value="64" enum="MethodFlags">
Used internally. Allows to not dump core virtuals such as [code]_notification[/code] to the JSON API.
</constant>
<constant name="METHOD_FLAGS_DEFAULT" value="1" enum="MethodFlags">
Default method flags.
</constant>
<constant name="RPC_MODE_DISABLED" value="0" enum="RPCMode">
Used with [method Node.rpc_config] to disable a method or property for all RPC calls, making it unavailable. Default for all methods.
</constant>
<constant name="RPC_MODE_ANY_PEER" value="1" enum="RPCMode">
Used with [method Node.rpc_config] to set a method to be callable remotely by any peer. Analogous to the [code]@rpc(any)[/code] annotation. Calls are accepted from all remote peers, no matter if they are node's authority or not.
</constant>
<constant name="RPC_MODE_AUTHORITY" value="2" enum="RPCMode">
Used with [method Node.rpc_config] to set a method to be callable remotely only by the current multiplayer authority (which is the server by default). Analogous to the [code]@rpc(authority)[/code] annotation. See [method Node.set_multiplayer_authority].
</constant>
<constant name="TRANSFER_MODE_UNRELIABLE" value="0" enum="TransferMode">
Packets are not acknowledged, no resend attempts are made for lost packets. Packets may arrive in any order. Potentially faster than [constant TRANSFER_MODE_UNRELIABLE_ORDERED]. Use for non-critical data, and always consider whether the order matters.
</constant>
<constant name="TRANSFER_MODE_UNRELIABLE_ORDERED" value="1" enum="TransferMode">
Packets are not acknowledged, no resend attempts are made for lost packets. Packets are received in the order they were sent in. Potentially faster than [constant TRANSFER_MODE_RELIABLE]. Use for non-critical data or data that would be outdated if received late due to resend attempt(s) anyway, for example movement and positional data.
</constant>
<constant name="TRANSFER_MODE_RELIABLE" value="2" enum="TransferMode">
Packets must be received and resend attempts should be made until the packets are acknowledged. Packets must be received in the order they were sent in. Most reliable transfer mode, but potentially the slowest due to the overhead. Use for critical data that must be transmitted and arrive in order, for example an ability being triggered or a chat message. Consider carefully if the information really is critical, and use sparingly.
</constant>
<constant name="TYPE_NIL" value="0" enum="Variant.Type">
Variable is [code]null[/code].
</constant>
<constant name="TYPE_BOOL" value="1" enum="Variant.Type">
Variable is of type [bool].
</constant>
<constant name="TYPE_INT" value="2" enum="Variant.Type">
Variable is of type [int].
</constant>
<constant name="TYPE_FLOAT" value="3" enum="Variant.Type">
Variable is of type [float] (real).
</constant>
<constant name="TYPE_STRING" value="4" enum="Variant.Type">
Variable is of type [String].
</constant>
<constant name="TYPE_VECTOR2" value="5" enum="Variant.Type">
Variable is of type [Vector2].
</constant>
<constant name="TYPE_VECTOR2I" value="6" enum="Variant.Type">
Variable is of type [Vector2i].
</constant>
<constant name="TYPE_RECT2" value="7" enum="Variant.Type">
Variable is of type [Rect2].
</constant>
<constant name="TYPE_RECT2I" value="8" enum="Variant.Type">
Variable is of type [Rect2i].
</constant>
<constant name="TYPE_VECTOR3" value="9" enum="Variant.Type">
Variable is of type [Vector3].
</constant>
<constant name="TYPE_VECTOR3I" value="10" enum="Variant.Type">
Variable is of type [Vector3i].
</constant>
<constant name="TYPE_TRANSFORM2D" value="11" enum="Variant.Type">
Variable is of type [Transform2D].
</constant>
<constant name="TYPE_VECTOR4" value="12" enum="Variant.Type">
</constant>
<constant name="TYPE_VECTOR4I" value="13" enum="Variant.Type">
</constant>
<constant name="TYPE_PLANE" value="14" enum="Variant.Type">
Variable is of type [Plane].
</constant>
<constant name="TYPE_QUATERNION" value="15" enum="Variant.Type">
Variable is of type [Quaternion].
</constant>
<constant name="TYPE_AABB" value="16" enum="Variant.Type">
Variable is of type [AABB].
</constant>
<constant name="TYPE_BASIS" value="17" enum="Variant.Type">
Variable is of type [Basis].
</constant>
<constant name="TYPE_TRANSFORM3D" value="18" enum="Variant.Type">
Variable is of type [Transform3D].
</constant>
<constant name="TYPE_PROJECTION" value="19" enum="Variant.Type">
</constant>
<constant name="TYPE_COLOR" value="20" enum="Variant.Type">
Variable is of type [Color].
</constant>
<constant name="TYPE_STRING_NAME" value="21" enum="Variant.Type">
Variable is of type [StringName].
</constant>
<constant name="TYPE_NODE_PATH" value="22" enum="Variant.Type">
Variable is of type [NodePath].
</constant>
<constant name="TYPE_RID" value="23" enum="Variant.Type">
Variable is of type [RID].
</constant>
<constant name="TYPE_OBJECT" value="24" enum="Variant.Type">
Variable is of type [Object].
</constant>
<constant name="TYPE_CALLABLE" value="25" enum="Variant.Type">
Variable is of type [Callable].
</constant>
<constant name="TYPE_SIGNAL" value="26" enum="Variant.Type">
Variable is of type [Signal].
</constant>
<constant name="TYPE_DICTIONARY" value="27" enum="Variant.Type">
Variable is of type [Dictionary].
</constant>
<constant name="TYPE_ARRAY" value="28" enum="Variant.Type">
Variable is of type [Array].
</constant>
<constant name="TYPE_PACKED_BYTE_ARRAY" value="29" enum="Variant.Type">
Variable is of type [PackedByteArray].
</constant>
<constant name="TYPE_PACKED_INT32_ARRAY" value="30" enum="Variant.Type">
Variable is of type [PackedInt32Array].
</constant>
<constant name="TYPE_PACKED_INT64_ARRAY" value="31" enum="Variant.Type">
Variable is of type [PackedInt64Array].
</constant>
<constant name="TYPE_PACKED_FLOAT32_ARRAY" value="32" enum="Variant.Type">
Variable is of type [PackedFloat32Array].
</constant>
<constant name="TYPE_PACKED_FLOAT64_ARRAY" value="33" enum="Variant.Type">
Variable is of type [PackedFloat64Array].
</constant>
<constant name="TYPE_PACKED_STRING_ARRAY" value="34" enum="Variant.Type">
Variable is of type [PackedStringArray].
</constant>
<constant name="TYPE_PACKED_VECTOR2_ARRAY" value="35" enum="Variant.Type">
Variable is of type [PackedVector2Array].
</constant>
<constant name="TYPE_PACKED_VECTOR3_ARRAY" value="36" enum="Variant.Type">
Variable is of type [PackedVector3Array].
</constant>
<constant name="TYPE_PACKED_COLOR_ARRAY" value="37" enum="Variant.Type">
Variable is of type [PackedColorArray].
</constant>
<constant name="TYPE_MAX" value="38" enum="Variant.Type">
Represents the size of the [enum Variant.Type] enum.
</constant>
<constant name="OP_EQUAL" value="0" enum="Variant.Operator">
Equality operator ([code]==[/code]).
</constant>
<constant name="OP_NOT_EQUAL" value="1" enum="Variant.Operator">
Inequality operator ([code]!=[/code]).
</constant>
<constant name="OP_LESS" value="2" enum="Variant.Operator">
Less than operator ([code]&lt;[/code]).
</constant>
<constant name="OP_LESS_EQUAL" value="3" enum="Variant.Operator">
Less than or equal operator ([code]&lt;=[/code]).
</constant>
<constant name="OP_GREATER" value="4" enum="Variant.Operator">
Greater than operator ([code]&gt;[/code]).
</constant>
<constant name="OP_GREATER_EQUAL" value="5" enum="Variant.Operator">
Greater than or equal operator ([code]&gt;=[/code]).
</constant>
<constant name="OP_ADD" value="6" enum="Variant.Operator">
Addition operator ([code]+[/code]).
</constant>
<constant name="OP_SUBTRACT" value="7" enum="Variant.Operator">
Subtraction operator ([code]-[/code]).
</constant>
<constant name="OP_MULTIPLY" value="8" enum="Variant.Operator">
Multiplication operator ([code]*[/code]).
</constant>
<constant name="OP_DIVIDE" value="9" enum="Variant.Operator">
Division operator ([code]/[/code]).
</constant>
<constant name="OP_NEGATE" value="10" enum="Variant.Operator">
Unary negation operator ([code]-[/code]).
</constant>
<constant name="OP_POSITIVE" value="11" enum="Variant.Operator">
Unary plus operator ([code]+[/code]).
</constant>
<constant name="OP_MODULE" value="12" enum="Variant.Operator">
Remainder/modulo operator ([code]%[/code]).
</constant>
<constant name="OP_POWER" value="13" enum="Variant.Operator">
Power operator ([code]**[/code]).
</constant>
<constant name="OP_SHIFT_LEFT" value="14" enum="Variant.Operator">
Left shift operator ([code]&lt;&lt;[/code]).
</constant>
<constant name="OP_SHIFT_RIGHT" value="15" enum="Variant.Operator">
Right shift operator ([code]&gt;&gt;[/code]).
</constant>
<constant name="OP_BIT_AND" value="16" enum="Variant.Operator">
Bitwise AND operator ([code]&amp;[/code]).
</constant>
<constant name="OP_BIT_OR" value="17" enum="Variant.Operator">
Bitwise OR operator ([code]|[/code]).
</constant>
<constant name="OP_BIT_XOR" value="18" enum="Variant.Operator">
Bitwise XOR operator ([code]^[/code]).
</constant>
<constant name="OP_BIT_NEGATE" value="19" enum="Variant.Operator">
Bitwise NOT operator ([code]~[/code]).
</constant>
<constant name="OP_AND" value="20" enum="Variant.Operator">
Logical AND operator ([code]and[/code] or [code]&amp;&amp;[/code]).
</constant>
<constant name="OP_OR" value="21" enum="Variant.Operator">
Logical OR operator ([code]or[/code] or [code]||[/code]).
</constant>
<constant name="OP_XOR" value="22" enum="Variant.Operator">
Logical XOR operator (not implemented in GDScript).
</constant>
<constant name="OP_NOT" value="23" enum="Variant.Operator">
Logical NOT operator ([code]not[/code] or [code]![/code]).
</constant>
<constant name="OP_IN" value="24" enum="Variant.Operator">
Logical IN operator ([code]in[/code]).
</constant>
<constant name="OP_MAX" value="25" enum="Variant.Operator">
Represents the size of the [enum Variant.Operator] enum.
</constant>
</constants>
</class>