diff options
Diffstat (limited to 'doc/classes/OS.xml')
-rw-r--r-- | doc/classes/OS.xml | 171 |
1 files changed, 83 insertions, 88 deletions
diff --git a/doc/classes/OS.xml b/doc/classes/OS.xml index a1f1e9f0d6..ea9b83d2aa 100644 --- a/doc/classes/OS.xml +++ b/doc/classes/OS.xml @@ -4,7 +4,8 @@ Operating System functions. </brief_description> <description> - Operating System functions. OS wraps the most common functionality to communicate with the host operating system, such as the clipboard, video driver, date and time, timers, environment variables, execution of binaries, command line, etc. + Operating System functions. [OS] wraps the most common functionality to communicate with the host operating system, such as the clipboard, video driver, delays, environment variables, execution of binaries, command line, etc. + [b]Note:[/b] In Godot 4, [OS] functions related to window management were moved to the [DisplayServer] singleton. </description> <tutorials> <link title="OS Test Demo">https://godotengine.org/asset-library/asset/677</link> @@ -18,12 +19,6 @@ Displays a modal dialog box using the host OS' facilities. Execution is blocked until the dialog is closed. </description> </method> - <method name="can_use_threads" qualifiers="const"> - <return type="bool" /> - <description> - Returns [code]true[/code] if the current host platform is using multiple threads. - </description> - </method> <method name="close_midi_inputs"> <return type="void" /> <description> @@ -42,7 +37,7 @@ <return type="int" /> <param index="0" name="arguments" type="PackedStringArray" /> <description> - Creates a new instance of Godot that runs independently. The [code]arguments[/code] are used in the given order and separated by a space. + Creates a new instance of Godot that runs independently. The [param arguments] are used in the given order and separated by a space. If the process creation succeeds, the method will return the new process ID, which you can use to monitor the process (and potentially terminate it with [method kill]). If the process creation fails, the method will return [code]-1[/code]. [b]Note:[/b] This method is implemented on Android, iOS, Linux, macOS and Windows. </description> @@ -53,8 +48,8 @@ <param index="1" name="arguments" type="PackedStringArray" /> <param index="2" name="open_console" type="bool" default="false" /> <description> - Creates a new process that runs independently of Godot. It will not terminate if Godot terminates. The path specified in [code]path[/code] must exist and be executable file or macOS .app bundle. Platform path resolution will be used. The [code]arguments[/code] are used in the given order and separated by a space. - On Windows, if [code]open_console[/code] is [code]true[/code] and the process is a console app, a new terminal window will be opened. This is ignored on other platforms. + Creates a new process that runs independently of Godot. It will not terminate if Godot terminates. The path specified in [param path] must exist and be executable file or macOS .app bundle. Platform path resolution will be used. The [param arguments] are used in the given order and separated by a space. + On Windows, if [param open_console] is [code]true[/code] and the process is a console app, a new terminal window will be opened. This is ignored on other platforms. If the process creation succeeds, the method will return the new process ID, which you can use to monitor the process (and potentially terminate it with [method kill]). If the process creation fails, the method will return [code]-1[/code]. For example, running another instance of the project: [codeblocks] @@ -74,7 +69,7 @@ <return type="void" /> <param index="0" name="msec" type="int" /> <description> - Delays execution of the current thread by [code]msec[/code] milliseconds. [code]msec[/code] must be greater than or equal to [code]0[/code]. Otherwise, [method delay_msec] will do nothing and will print an error message. + Delays execution of the current thread by [param msec] milliseconds. [param msec] must be greater than or equal to [code]0[/code]. Otherwise, [method delay_msec] will do nothing and will print an error message. [b]Note:[/b] [method delay_msec] is a [i]blocking[/i] way to delay code execution. To delay code execution in a non-blocking way, see [method SceneTree.create_timer]. Awaiting with [method SceneTree.create_timer] will delay the execution of code placed below the [code]await[/code] without affecting the rest of the project (or editor, for [EditorPlugin]s and [EditorScript]s). [b]Note:[/b] When [method delay_msec] is called on the main thread, it will freeze the project and will prevent it from redrawing and registering input until the delay has passed. When using [method delay_msec] as part of an [EditorPlugin] or [EditorScript], it will freeze the editor but won't freeze the project if it is currently running (since the project is an independent child process). </description> @@ -83,28 +78,11 @@ <return type="void" /> <param index="0" name="usec" type="int" /> <description> - Delays execution of the current thread by [code]usec[/code] microseconds. [code]usec[/code] must be greater than or equal to [code]0[/code]. Otherwise, [method delay_usec] will do nothing and will print an error message. + Delays execution of the current thread by [param usec] microseconds. [param usec] must be greater than or equal to [code]0[/code]. Otherwise, [method delay_usec] will do nothing and will print an error message. [b]Note:[/b] [method delay_usec] is a [i]blocking[/i] way to delay code execution. To delay code execution in a non-blocking way, see [method SceneTree.create_timer]. Awaiting with [method SceneTree.create_timer] will delay the execution of code placed below the [code]await[/code] without affecting the rest of the project (or editor, for [EditorPlugin]s and [EditorScript]s). [b]Note:[/b] When [method delay_usec] is called on the main thread, it will freeze the project and will prevent it from redrawing and registering input until the delay has passed. When using [method delay_usec] as part of an [EditorPlugin] or [EditorScript], it will freeze the editor but won't freeze the project if it is currently running (since the project is an independent child process). </description> </method> - <method name="dump_memory_to_file"> - <return type="void" /> - <param index="0" name="file" type="String" /> - <description> - Dumps the memory allocation ringlist to a file (only works in debug). - Entry format per line: "Address - Size - Description". - </description> - </method> - <method name="dump_resources_to_file"> - <return type="void" /> - <param index="0" name="file" type="String" /> - <description> - Dumps all used resources to file (only works in debug). - Entry format per line: "Resource Type : Resource Location". - At the end of the file is a statistic of all used Resource Types. - </description> - </method> <method name="execute"> <return type="int" /> <param index="0" name="path" type="String" /> @@ -113,8 +91,8 @@ <param index="3" name="read_stderr" type="bool" default="false" /> <param index="4" name="open_console" type="bool" default="false" /> <description> - Executes a command. The file specified in [code]path[/code] must exist and be executable. Platform path resolution will be used. The [code]arguments[/code] are used in the given order and separated by a space. If an [code]output[/code] [Array] is provided, the complete shell output of the process will be appended as a single [String] element in [code]output[/code]. If [code]read_stderr[/code] is [code]true[/code], the output to the standard error stream will be included too. - On Windows, if [code]open_console[/code] is [code]true[/code] and the process is a console app, a new terminal window will be opened. This is ignored on other platforms. + Executes a command. The file specified in [param path] must exist and be executable. Platform path resolution will be used. The [param arguments] are used in the given order and separated by a space. If an [param output] [Array] is provided, the complete shell output of the process will be appended as a single [String] element in [param output]. If [param read_stderr] is [code]true[/code], the output to the standard error stream will be included too. + On Windows, if [param open_console] is [code]true[/code] and the process is a console app, a new terminal window will be opened. This is ignored on other platforms. If the command is successfully executed, the method will return the exit code of the command, or [code]-1[/code] if it fails. [b]Note:[/b] The Godot thread will pause its execution until the executed command terminates. Use [Thread] to create a separate thread that will not pause the Godot thread, or use [method create_process] to create a completely independent process. For example, to retrieve a list of the working directory's contents: @@ -140,9 +118,9 @@ [/csharp] [/codeblocks] [b]Note:[/b] This method is implemented on Android, iOS, Linux, macOS and Windows. - [b]Note:[/b] To execute a Windows command interpreter built-in command, specify [code]cmd.exe[/code] in [code]path[/code], [code]/c[/code] as the first argument, and the desired command as the second argument. - [b]Note:[/b] To execute a PowerShell built-in command, specify [code]powershell.exe[/code] in [code]path[/code], [code]-Command[/code] as the first argument, and the desired command as the second argument. - [b]Note:[/b] To execute a Unix shell built-in command, specify shell executable name in [code]path[/code], [code]-c[/code] as the first argument, and the desired command as the second argument. + [b]Note:[/b] To execute a Windows command interpreter built-in command, specify [code]cmd.exe[/code] in [param path], [code]/c[/code] as the first argument, and the desired command as the second argument. + [b]Note:[/b] To execute a PowerShell built-in command, specify [code]powershell.exe[/code] in [param path], [code]-Command[/code] as the first argument, and the desired command as the second argument. + [b]Note:[/b] To execute a Unix shell built-in command, specify shell executable name in [param path], [code]-c[/code] as the first argument, and the desired command as the second argument. [b]Note:[/b] On macOS, sandboxed applications are limited to run only embedded helper executables, specified during export. </description> </method> @@ -156,7 +134,7 @@ <method name="get_cache_dir" qualifiers="const"> <return type="String" /> <description> - Returns the [i]global[/i] cache data directory according to the operating system's standards. On desktop platforms, this path can be overridden by setting the [code]XDG_CACHE_HOME[/code] environment variable before starting the project. See [url=$DOCS_URL/tutorials/io/data_paths.html]File paths in Godot projects[/url] in the documentation for more information. See also [method get_config_dir] and [method get_data_dir]. + Returns the [i]global[/i] cache data directory according to the operating system's standards. On the Linux/BSD platform, this path can be overridden by setting the [code]XDG_CACHE_HOME[/code] environment variable before starting the project. See [url=$DOCS_URL/tutorials/io/data_paths.html]File paths in Godot projects[/url] in the documentation for more information. See also [method get_config_dir] and [method get_data_dir]. Not to be confused with [method get_user_data_dir], which returns the [i]project-specific[/i] user data path. </description> </method> @@ -214,7 +192,7 @@ <method name="get_config_dir" qualifiers="const"> <return type="String" /> <description> - Returns the [i]global[/i] user configuration directory according to the operating system's standards. On desktop platforms, this path can be overridden by setting the [code]XDG_CONFIG_HOME[/code] environment variable before starting the project. See [url=$DOCS_URL/tutorials/io/data_paths.html]File paths in Godot projects[/url] in the documentation for more information. See also [method get_cache_dir] and [method get_data_dir]. + Returns the [i]global[/i] user configuration directory according to the operating system's standards. On the Linux/BSD platform, this path can be overridden by setting the [code]XDG_CONFIG_HOME[/code] environment variable before starting the project. See [url=$DOCS_URL/tutorials/io/data_paths.html]File paths in Godot projects[/url] in the documentation for more information. See also [method get_cache_dir] and [method get_data_dir]. Not to be confused with [method get_user_data_dir], which returns the [i]project-specific[/i] user data path. </description> </method> @@ -222,23 +200,32 @@ <return type="PackedStringArray" /> <description> Returns an array of MIDI device names. - The returned array will be empty if the system MIDI driver has not previously been initialised with [method open_midi_inputs]. + The returned array will be empty if the system MIDI driver has not previously been initialized with [method open_midi_inputs]. [b]Note:[/b] This method is implemented on Linux, macOS and Windows. </description> </method> <method name="get_data_dir" qualifiers="const"> <return type="String" /> <description> - Returns the [i]global[/i] user data directory according to the operating system's standards. On desktop platforms, this path can be overridden by setting the [code]XDG_DATA_HOME[/code] environment variable before starting the project. See [url=$DOCS_URL/tutorials/io/data_paths.html]File paths in Godot projects[/url] in the documentation for more information. See also [method get_cache_dir] and [method get_config_dir]. + Returns the [i]global[/i] user data directory according to the operating system's standards. On the Linux/BSD platform, this path can be overridden by setting the [code]XDG_DATA_HOME[/code] environment variable before starting the project. See [url=$DOCS_URL/tutorials/io/data_paths.html]File paths in Godot projects[/url] in the documentation for more information. See also [method get_cache_dir] and [method get_config_dir]. Not to be confused with [method get_user_data_dir], which returns the [i]project-specific[/i] user data path. </description> </method> + <method name="get_distribution_name" qualifiers="const"> + <return type="String" /> + <description> + Returns the name of the distribution for Linux and BSD platforms (e.g. Ubuntu, Manjaro, OpenBSD, etc.). + Returns the same value as [method get_name] for stock Android ROMs, but attempts to return the custom ROM name for popular Android derivatives such as LineageOS. + Returns the same value as [method get_name] for other platforms. + [b]Note:[/b] This method is not supported on the web platform. It returns an empty string. + </description> + </method> <method name="get_environment" qualifiers="const"> <return type="String" /> <param index="0" name="variable" type="String" /> <description> Returns the value of an environment variable. Returns an empty string if the environment variable doesn't exist. - [b]Note:[/b] Double-check the casing of [code]variable[/code]. Environment variable names are case-sensitive on all platforms except Windows. + [b]Note:[/b] Double-check the casing of [param variable]. Environment variable names are case-sensitive on all platforms except Windows. </description> </method> <method name="get_executable_path" qualifiers="const"> @@ -305,7 +292,7 @@ On BSD-based operating systems, this is [code]"FreeBSD"[/code], [code]"NetBSD"[/code], [code]"OpenBSD"[/code], or [code]"BSD"[/code] as a fallback. On Android, this is [code]"Android"[/code]. On iOS, this is [code]"iOS"[/code]. - On the web, this is [code]"HTML5"[/code]. + On the web, this is [code]"Web"[/code]. [b]Note:[/b] Custom builds of the engine may support additional platforms, such as consoles, yielding other return values. [codeblocks] [gdscript] @@ -320,7 +307,7 @@ print("Android") "iOS": print("iOS") - "HTML5": + "Web": print("Web") [/gdscript] [csharp] @@ -346,7 +333,7 @@ case "iOS": GD.Print("iOS"); break; - case "HTML5": + case "Web": GD.Print("Web"); break; } @@ -371,7 +358,7 @@ <return type="String" /> <description> Returns the name of the CPU model on the host machine (e.g. "Intel(R) Core(TM) i7-6700K CPU @ 4.00GHz"). - [b]Note:[/b] This method is only implemented on Windows, macOS, Linux and iOS. On Android, HTML5 and UWP, [method get_processor_name] returns an empty string. + [b]Note:[/b] This method is only implemented on Windows, macOS, Linux and iOS. On Android, Web and UWP, [method get_processor_name] returns an empty string. </description> </method> <method name="get_restart_on_exit_arguments" qualifiers="const"> @@ -408,7 +395,7 @@ <param index="1" name="bold" type="bool" default="false" /> <param index="2" name="italic" type="bool" default="false" /> <description> - Returns path to the system font file with [code]font_name[/code] and style. Return empty string if no matching fonts found. + Returns path to the system font file with [param font_name] and style. Return empty string if no matching fonts found. [b]Note:[/b] This method is implemented on iOS, Linux, macOS and Windows. </description> </method> @@ -431,7 +418,7 @@ <description> Returns a string that is unique to the device. [b]Note:[/b] This string may change without notice if the user reinstalls/upgrades their operating system or changes their hardware. This means it should generally not be used to encrypt persistent data as the data saved before an unexpected ID change would become inaccessible. The returned string may also be falsified using external programs, so do not rely on the string returned by [method get_unique_id] for security purposes. - [b]Note:[/b] Returns an empty string on HTML5 and UWP, as this method isn't implemented on those platforms yet. + [b]Note:[/b] Returns an empty string on Web and UWP, as this method isn't implemented on those platforms yet. </description> </method> <method name="get_user_data_dir" qualifiers="const"> @@ -447,19 +434,40 @@ Not to be confused with [method get_data_dir], which returns the [i]global[/i] (non-project-specific) user home directory. </description> </method> + <method name="get_version" qualifiers="const"> + <return type="String" /> + <description> + Returns the exact production and build version of the operating system. This is different from the branded version used in marketing. This helps to distinguish between different releases of operating systems, including minor versions, and insider and custom builds. + For Windows, the major and minor version are returned, as well as the build number. For example, the returned string can look like [code]10.0.9926[/code] for a build of Windows 10, and it can look like [code]6.1.7601[/code] for a build of Windows 7 SP1. + For rolling distributions, such as Arch Linux, an empty string is returned. + For macOS and iOS, the major and minor version are returned, as well as the patch number. + For UWP, the device family version is returned. + For Android, the SDK version and the incremental build number are returned. If it's a custom ROM, it attempts to return its version instead. + [b]Note:[/b] This method is not supported on the web platform. It returns an empty string. + </description> + </method> + <method name="get_video_adapter_driver_info" qualifiers="const"> + <return type="PackedStringArray" /> + <description> + Returns the video adapter driver name and version for the user's currently active graphics card. + The first element holds the driver name, such as [code]nvidia[/code], [code]amdgpu[/code], etc. + The second element holds the driver version. For e.g. the [code]nvidia[/code] driver on a Linux/BSD platform, the version is in the format [code]510.85.02[/code]. For Windows, the driver's format is [code]31.0.15.1659[/code]. + [b]Note:[/b] This method is only supported on the platforms Linux/BSD and Windows when not running in headless mode. It returns an empty array on other platforms. + </description> + </method> <method name="has_environment" qualifiers="const"> <return type="bool" /> <param index="0" name="variable" type="String" /> <description> - Returns [code]true[/code] if the environment variable with the name [code]variable[/code] exists. - [b]Note:[/b] Double-check the casing of [code]variable[/code]. Environment variable names are case-sensitive on all platforms except Windows. + Returns [code]true[/code] if the environment variable with the name [param variable] exists. + [b]Note:[/b] Double-check the casing of [param variable]. Environment variable names are case-sensitive on all platforms except Windows. </description> </method> <method name="has_feature" qualifiers="const"> <return type="bool" /> <param index="0" name="tag_name" type="String" /> <description> - Returns [code]true[/code] if the feature for the given feature tag is supported in the currently running instance, depending on the platform, build, etc. Can be used to check whether you're currently running a debug build, on a certain platform or arch, etc. Refer to the [url=$DOCS_URL/getting_started/workflow/export/feature_tags.html]Feature Tags[/url] documentation for more details. + Returns [code]true[/code] if the feature for the given feature tag is supported in the currently running instance, depending on the platform, build, etc. Can be used to check whether you're currently running a debug build, on a certain platform or arch, etc. Refer to the [url=$DOCS_URL/tutorials/export/feature_tags.html]Feature Tags[/url] documentation for more details. [b]Note:[/b] Tag names are case-sensitive. </description> </method> @@ -482,7 +490,7 @@ <return type="bool" /> <param index="0" name="pid" type="int" /> <description> - Returns [code]true[/code] if the child process ID ([code]pid[/code]) is still running or [code]false[/code] if it has terminated. + Returns [code]true[/code] if the child process ID ([param pid]) is still running or [code]false[/code] if it has terminated. Must be a valid ID generated from [method create_process]. [b]Note:[/b] This method is implemented on Android, iOS, Linux, macOS and Windows. </description> @@ -502,14 +510,14 @@ <method name="is_userfs_persistent" qualifiers="const"> <return type="bool" /> <description> - If [code]true[/code], the [code]user://[/code] file system is persistent, so that its state is the same after a player quits and starts the game again. Relevant to the HTML5 platform, where this persistence may be unavailable. + If [code]true[/code], the [code]user://[/code] file system is persistent, so that its state is the same after a player quits and starts the game again. Relevant to the Web platform, where this persistence may be unavailable. </description> </method> <method name="kill"> <return type="int" enum="Error" /> <param index="0" name="pid" type="int" /> <description> - Kill (terminate) the process identified by the given process ID ([code]pid[/code]), e.g. the one returned by [method execute] in non-blocking mode. See also [method crash]. + Kill (terminate) the process identified by the given process ID ([param pid]), e.g. the one returned by [method execute] in non-blocking mode. See also [method crash]. [b]Note:[/b] This method can also be used to kill processes that were not spawned by the game. [b]Note:[/b] This method is implemented on Android, iOS, Linux, macOS and Windows. </description> @@ -518,13 +526,19 @@ <return type="int" enum="Error" /> <param index="0" name="path" type="String" /> <description> - Moves the file or directory to the system's recycle bin. See also [method Directory.remove]. - The method takes only global paths, so you may need to use [method ProjectSettings.globalize_path]. Do not use it for files in [code]res://[/code] as it will not work in exported project. + Moves the file or directory to the system's recycle bin. See also [method DirAccess.remove]. + The method takes only global paths, so you may need to use [method ProjectSettings.globalize_path]. Do not use it for files in [code]res://[/code] as it will not work in exported projects. [b]Note:[/b] If the user has disabled the recycle bin on their system, the file will be permanently deleted instead. - [codeblock] + [codeblocks] + [gdscript] var file_to_remove = "user://slot1.sav" OS.move_to_trash(ProjectSettings.globalize_path(file_to_remove)) - [/codeblock] + [/gdscript] + [csharp] + var fileToRemove = "user://slot1.sav"; + OS.MoveToTrash(ProjectSettings.GlobalizePath(fileToRemove)); + [/csharp] + [/codeblocks] </description> </method> <method name="open_midi_inputs"> @@ -534,31 +548,12 @@ [b]Note:[/b] This method is implemented on Linux, macOS and Windows. </description> </method> - <method name="print_all_resources"> - <return type="void" /> - <param index="0" name="tofile" type="String" default="""" /> - <description> - Shows all resources in the game. Optionally, the list can be written to a file by specifying a file path in [code]tofile[/code]. - </description> - </method> - <method name="print_all_textures_by_size"> - <return type="void" /> - <description> - Shows the list of loaded textures sorted by size in memory. - </description> - </method> - <method name="print_resources_by_type"> - <return type="void" /> - <param index="0" name="types" type="PackedStringArray" /> - <description> - Shows the number of resources loaded by the game of the given types. - </description> - </method> - <method name="print_resources_in_use"> - <return type="void" /> - <param index="0" name="short" type="bool" default="false" /> + <method name="read_string_from_stdin"> + <return type="String" /> + <param index="0" name="block" type="bool" default="true" /> <description> - Shows all resources currently used by the game. + Reads a user input string from the standard input (usually the terminal). + [b]Note:[/b] This method is implemented on Linux, macOS and Windows. Non-blocking reads are not currently supported on any platform. </description> </method> <method name="request_permission"> @@ -580,8 +575,8 @@ <param index="0" name="variable" type="String" /> <param index="1" name="value" type="String" /> <description> - Sets the value of the environment variable [code]variable[/code] to [code]value[/code]. The environment variable will be set for the Godot process and any process executed with [method execute] after running [method set_environment]. The environment variable will [i]not[/i] persist to processes run after the Godot process was terminated. - [b]Note:[/b] Double-check the casing of [code]variable[/code]. Environment variable names are case-sensitive on all platforms except Windows. + Sets the value of the environment variable [param variable] to [param value]. The environment variable will be set for the Godot process and any process executed with [method execute] after running [method set_environment]. The environment variable will [i]not[/i] persist to processes run after the Godot process was terminated. + [b]Note:[/b] Double-check the casing of [param variable]. Environment variable names are case-sensitive on all platforms except Windows. </description> </method> <method name="set_restart_on_exit"> @@ -589,7 +584,7 @@ <param index="0" name="restart" type="bool" /> <param index="1" name="arguments" type="PackedStringArray" default="PackedStringArray()" /> <description> - If [code]restart[/code] is [code]true[/code], restarts the project automatically when it is exited with [method SceneTree.quit] or [constant Node.NOTIFICATION_WM_CLOSE_REQUEST]. Command line [code]arguments[/code] can be supplied. To restart the project with the same command line arguments as originally used to run the project, pass [method get_cmdline_args] as the value for [code]arguments[/code]. + If [param restart] is [code]true[/code], restarts the project automatically when it is exited with [method SceneTree.quit] or [constant Node.NOTIFICATION_WM_CLOSE_REQUEST]. Command line [param arguments] can be supplied. To restart the project with the same command line arguments as originally used to run the project, pass [method get_cmdline_args] as the value for [param arguments]. [method set_restart_on_exit] can be used to apply setting changes that require a restart. See also [method is_restart_on_exit_set] and [method get_restart_on_exit_arguments]. [b]Note:[/b] This method is only effective on desktop platforms, and only when the project isn't started from the editor. It will have no effect on mobile and Web platforms, or when the project is started from the editor. [b]Note:[/b] If the project process crashes or is [i]killed[/i] by the user (by sending [code]SIGKILL[/code] instead of the usual [code]SIGTERM[/code]), the project won't restart automatically. @@ -606,7 +601,7 @@ <return type="void" /> <param index="0" name="enabled" type="bool" /> <description> - Enables backup saves if [code]enabled[/code] is [code]true[/code]. + Enables backup saves if [param enabled] is [code]true[/code]. </description> </method> <method name="shell_open"> @@ -618,7 +613,7 @@ - [code]OS.shell_open("https://godotengine.org")[/code] opens the default web browser on the official Godot website. - [code]OS.shell_open("mailto:example@example.com")[/code] opens the default email client with the "To" field set to [code]example@example.com[/code]. See [url=https://datatracker.ietf.org/doc/html/rfc2368]RFC 2368 - The [code]mailto[/code] URL scheme[/url] for a list of fields that can be added. Use [method ProjectSettings.globalize_path] to convert a [code]res://[/code] or [code]user://[/code] path into a system path for use with this method. - [b]Note:[/b] This method is implemented on Android, iOS, HTML5, Linux, macOS and Windows. + [b]Note:[/b] This method is implemented on Android, iOS, Web, Linux, macOS and Windows. </description> </method> </methods> @@ -631,11 +626,11 @@ </member> </members> <constants> - <constant name="VIDEO_DRIVER_VULKAN" value="0" enum="VideoDriver"> - The Vulkan rendering backend. It requires Vulkan 1.0 support and automatically uses features from Vulkan 1.1 and 1.2 if available. + <constant name="RENDERING_DRIVER_VULKAN" value="0" enum="RenderingDriver"> + The Vulkan rendering driver. It requires Vulkan 1.0 support and automatically uses features from Vulkan 1.1 and 1.2 if available. </constant> - <constant name="VIDEO_DRIVER_OPENGL_3" value="1" enum="VideoDriver"> - The OpenGL 3 rendering backend. It uses OpenGL 3.3 Core Profile on desktop platforms, OpenGL ES 3.0 on mobile devices, and WebGL 2.0 on HTML5. + <constant name="RENDERING_DRIVER_OPENGL3" value="1" enum="RenderingDriver"> + The OpenGL 3 rendering driver. It uses OpenGL 3.3 Core Profile on desktop platforms, OpenGL ES 3.0 on mobile devices, and WebGL 2.0 on Web. </constant> <constant name="DAY_SUNDAY" value="0" enum="Weekday"> Sunday. |