summaryrefslogtreecommitdiff
path: root/doc/classes/OS.xml
blob: 1c44967aba86437f48929cb0003a5fa1a283a3c7 (plain)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
475
476
477
478
479
480
481
482
483
484
485
486
487
488
489
490
491
492
493
494
495
496
497
498
499
500
501
502
503
504
505
506
507
508
509
510
511
512
513
514
515
516
517
518
519
520
521
522
523
524
525
526
527
528
529
530
531
532
533
534
535
536
537
538
539
540
541
542
543
544
545
546
547
548
549
550
551
552
553
554
555
556
557
558
559
560
561
562
563
564
565
566
567
568
569
570
571
572
573
574
575
576
577
578
579
580
581
582
583
584
585
586
587
588
589
590
591
592
593
594
595
596
597
598
599
600
601
602
603
604
605
606
607
608
609
610
611
612
613
614
615
616
617
618
619
620
621
622
623
624
625
626
627
628
629
630
631
632
<?xml version="1.0" encoding="UTF-8" ?>
<class name="OS" inherits="Object" version="4.0">
	<brief_description>
		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.
	</description>
	<tutorials>
		<link title="OS Test Demo">https://godotengine.org/asset-library/asset/677</link>
	</tutorials>
	<methods>
		<method name="alert">
			<return type="void" />
			<argument index="0" name="text" type="String" />
			<argument index="1" name="title" type="String" default="&quot;Alert!&quot;" />
			<description>
				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>
				Shuts down system MIDI driver.
				[b]Note:[/b] This method is implemented on Linux, macOS and Windows.
			</description>
		</method>
		<method name="crash">
			<return type="void" />
			<argument index="0" name="message" type="String" />
			<description>
				Crashes the engine (or the editor if called within a [code]@tool[/code] script). This should [i]only[/i] be used for testing the system's crash handler, not for any other purpose. For general error reporting, use (in order of preference) [method @GDScript.assert], [method @GlobalScope.push_error] or [method alert]. See also [method kill].
			</description>
		</method>
		<method name="create_instance">
			<return type="int" />
			<argument 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.
				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>
		</method>
		<method name="create_process">
			<return type="int" />
			<argument index="0" name="path" type="String" />
			<argument index="1" name="arguments" type="PackedStringArray" />
			<argument 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 process is console app, new terminal window will be opened, it's 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]
				[gdscript]
				var pid = OS.create_process(OS.get_executable_path(), [])
				[/gdscript]
				[csharp]
				var pid = OS.CreateProcess(OS.GetExecutablePath(), new string[] {});
				[/csharp]
				[/codeblocks]
				See [method execute] if you wish to run an external command and retrieve the results.
				[b]Note:[/b] This method is implemented on Android, iOS, Linux, macOS and Windows.
				[b]Note:[/b] On macOS, sandboxed applications are limited to run only embedded helper executables, specified during export or system .app bundle, system .app bundles will ignore arguments.
			</description>
		</method>
		<method name="delay_msec" qualifiers="const">
			<return type="void" />
			<argument 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.
				[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>
		</method>
		<method name="delay_usec" qualifiers="const">
			<return type="void" />
			<argument 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.
				[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" />
			<argument 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" />
			<argument 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" />
			<argument index="0" name="path" type="String" />
			<argument index="1" name="arguments" type="PackedStringArray" />
			<argument index="2" name="output" type="Array" default="[]" />
			<argument index="3" name="read_stderr" type="bool" default="false" />
			<argument 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 process is console app, new terminal window will be opened, it's 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:
				[codeblocks]
				[gdscript]
				var output = []
				var exit_code = OS.execute("ls", ["-l", "/tmp"], output)
				[/gdscript]
				[csharp]
				var output = new Godot.Collections.Array();
				int exitCode = OS.Execute("ls", new string[] {"-l", "/tmp"}, output);
				[/csharp]
				[/codeblocks]
				If you wish to access a shell built-in or perform a composite command, a platform-specific shell can be invoked. For example:
				[codeblocks]
				[gdscript]
				var output = []
				OS.execute("CMD.exe", ["/C", "cd %TEMP% &amp;&amp; dir"], output)
				[/gdscript]
				[csharp]
				var output = new Godot.Collections.Array();
				OS.Execute("CMD.exe", new string[] {"/C", "cd %TEMP% &amp;&amp; dir"}, output);
				[/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] On macOS, sandboxed applications are limited to run only embedded helper executables, specified during export.
			</description>
		</method>
		<method name="find_keycode_from_string" qualifiers="const">
			<return type="int" enum="Key" />
			<argument index="0" name="string" type="String" />
			<description>
				Returns the keycode of the given string (e.g. "Escape").
			</description>
		</method>
		<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].
				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_cmdline_args">
			<return type="PackedStringArray" />
			<description>
				Returns the command-line arguments passed to the engine.
				Command-line arguments can be written in any form, including both [code]--key value[/code] and [code]--key=value[/code] forms so they can be properly parsed, as long as custom command-line arguments do not conflict with engine arguments.
				You can also incorporate environment variables using the [method get_environment] method.
				You can set [member ProjectSettings.editor/run/main_run_args] to define command-line arguments to be passed by the editor when running the project.
				Here's a minimal example on how to parse command-line arguments into a dictionary using the [code]--key=value[/code] form for arguments:
				[codeblocks]
				[gdscript]
				var arguments = {}
				for argument in OS.get_cmdline_args():
				    if argument.find("=") &gt; -1:
				        var key_value = argument.split("=")
				        arguments[key_value[0].lstrip("--")] = key_value[1]
				[/gdscript]
				[csharp]
				var arguments = new Godot.Collections.Dictionary();
				foreach (var argument in OS.GetCmdlineArgs())
				{
				    if (argument.Find("=") &gt; -1)
				    {
				        string[] keyValue = argument.Split("=");
				        arguments[keyValue[0].LStrip("--")] = keyValue[1];
				    }
				}
				[/csharp]
				[/codeblocks]
			</description>
		</method>
		<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].
				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_connected_midi_inputs">
			<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].
				[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].
				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_environment" qualifiers="const">
			<return type="String" />
			<argument 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.
			</description>
		</method>
		<method name="get_executable_path" qualifiers="const">
			<return type="String" />
			<description>
				Returns the path to the current engine executable.
				[b]Note:[/b] On macOS, always use [method create_instance] instead of relying on executable path.
			</description>
		</method>
		<method name="get_granted_permissions" qualifiers="const">
			<return type="PackedStringArray" />
			<description>
				With this function, you can get the list of dangerous permissions that have been granted to the Android application.
				[b]Note:[/b] This method is implemented on Android.
			</description>
		</method>
		<method name="get_keycode_string" qualifiers="const">
			<return type="String" />
			<argument index="0" name="code" type="int" enum="Key" />
			<description>
				Returns the given keycode as a string (e.g. Return values: [code]"Escape"[/code], [code]"Shift+Escape"[/code]).
				See also [member InputEventKey.keycode] and [method InputEventKey.get_keycode_with_modifiers].
			</description>
		</method>
		<method name="get_locale" qualifiers="const">
			<return type="String" />
			<description>
				Returns the host OS locale as a string of the form [code]language_Script_COUNTRY_VARIANT@extra[/code]. If you want only the language code and not the fully specified locale from the OS, you can use [method get_locale_language].
				[code]language[/code] - 2 or 3-letter [url=https://en.wikipedia.org/wiki/List_of_ISO_639-1_codes]language code[/url], in lower case.
				[code]Script[/code] - optional, 4-letter [url=https://en.wikipedia.org/wiki/ISO_15924]script code[/url], in title case.
				[code]COUNTRY[/code] - optional, 2 or 3-letter [url=https://en.wikipedia.org/wiki/ISO_3166-1]country code[/url], in upper case.
				[code]VARIANT[/code] - optional, language variant, region and sort order. Variant can have any number of underscored keywords.
				[code]extra[/code] - optional, semicolon separated list of additional key words. Currency, calendar, sort order and numbering system information.
			</description>
		</method>
		<method name="get_locale_language" qualifiers="const">
			<return type="String" />
			<description>
				Returns the host OS locale's 2 or 3-letter [url=https://en.wikipedia.org/wiki/List_of_ISO_639-1_codes]language code[/url] as a string which should be consistent on all platforms. This is equivalent to extracting the [code]language[/code] part of the [method get_locale] string.
				This can be used to narrow down fully specified locale strings to only the "common" language code, when you don't need the additional information about country code or variants. For example, for a French Canadian user with [code]fr_CA[/code] locale, this would return [code]fr[/code].
			</description>
		</method>
		<method name="get_main_thread_id" qualifiers="const">
			<return type="int" />
			<description>
				Returns the ID of the main thread. See [method get_thread_caller_id].
				[b]Note:[/b] Thread IDs are not deterministic and may be reused across application restarts.
			</description>
		</method>
		<method name="get_model_name" qualifiers="const">
			<return type="String" />
			<description>
				Returns the model name of the current device.
				[b]Note:[/b] This method is implemented on Android and iOS. Returns [code]"GenericDevice"[/code] on unsupported platforms.
			</description>
		</method>
		<method name="get_name" qualifiers="const">
			<return type="String" />
			<description>
				Returns the name of the host OS.
				On Windows, this is [code]"Windows"[/code] or [code]"UWP"[/code] (Universal Windows Platform) if exported thereon.
				On macOS, this is [code]"macOS"[/code].
				On Linux-based operating systems, this is [code]"Linux"[/code].
				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].
				[b]Note:[/b] Custom builds of the engine may support additional platforms, such as consoles, yielding other return values.
				[codeblocks]
				[gdscript]
				match OS.get_name():
				    "Windows", "UWP":
				        print("Windows")
				    "macOS":
				        print("macOS")
				    "Linux", "FreeBSD", "NetBSD", "OpenBSD", "BSD":
				        print("Linux/BSD")
				    "Android":
				        print("Android")
				    "iOS":
				        print("iOS")
				    "HTML5":
				        print("Web")
				[/gdscript]
				[csharp]
				switch (OS.GetName())
				{
				    case "Windows":
				    case "UWP":
				        GD.Print("Windows");
				        break;
				    case "macOS":
				        GD.Print("macOS");
				        break;
				    case "Linux":
				    case "FreeBSD":
				    case "NetBSD":
				    case "OpenBSD"
				    case "BSD":
				        GD.Print("Linux/BSD");
				        break;
				    case "Android":
				        GD.Print("Android");
				        break;
				    case "iOS":
				        GD.Print("iOS");
				        break;
				    case "HTML5":
				        GD.Print("Web");
				        break;
				}
				[/csharp]
				[/codeblocks]
			</description>
		</method>
		<method name="get_process_id" qualifiers="const">
			<return type="int" />
			<description>
				Returns the project's process ID.
				[b]Note:[/b] This method is implemented on Android, iOS, Linux, macOS and Windows.
			</description>
		</method>
		<method name="get_processor_count" qualifiers="const">
			<return type="int" />
			<description>
				Returns the number of threads available on the host machine.
			</description>
		</method>
		<method name="get_static_memory_peak_usage" qualifiers="const">
			<return type="int" />
			<description>
				Returns the maximum amount of static memory used (only works in debug).
			</description>
		</method>
		<method name="get_static_memory_usage" qualifiers="const">
			<return type="int" />
			<description>
				Returns the amount of static memory being used by the program in bytes (only works in debug).
			</description>
		</method>
		<method name="get_system_dir" qualifiers="const">
			<return type="String" />
			<argument index="0" name="dir" type="int" enum="OS.SystemDir" />
			<argument index="1" name="shared_storage" type="bool" default="true" />
			<description>
				Returns the actual path to commonly used folders across different platforms. Available locations are specified in [enum SystemDir].
				[b]Note:[/b] This method is implemented on Android, Linux, macOS and Windows.
				[b]Note:[/b] Shared storage is implemented on Android and allows to differentiate between app specific and shared directories. Shared directories have additional restrictions on Android.
			</description>
		</method>
		<method name="get_thread_caller_id" qualifiers="const">
			<return type="int" />
			<description>
				Returns the ID of the current thread. This can be used in logs to ease debugging of multi-threaded applications.
				[b]Note:[/b] Thread IDs are not deterministic and may be reused across application restarts.
			</description>
		</method>
		<method name="get_unique_id" qualifiers="const">
			<return type="String" />
			<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.
			</description>
		</method>
		<method name="get_user_data_dir" qualifiers="const">
			<return type="String" />
			<description>
				Returns the absolute directory path where user data is written ([code]user://[/code]).
				On Windows, this is [code]%AppData%\Godot\app_userdata\[project_name][/code], or [code]%AppData%\[custom_name][/code] if [code]use_custom_user_dir[/code] is set. [code]%AppData%[/code] expands to [code]%UserProfile%\AppData\Roaming[/code].
				On macOS, this is [code]~/Library/Application Support/Godot/app_userdata/[project_name][/code], or [code]~/Library/Application Support/[custom_name][/code] if [code]use_custom_user_dir[/code] is set.
				On Linux and BSD, this is [code]~/.local/share/godot/app_userdata/[project_name][/code], or [code]~/.local/share/[custom_name][/code] if [code]use_custom_user_dir[/code] is set.
				On Android and iOS, this is a sandboxed directory in either internal or external storage, depending on the user's configuration.
				On the web, this is a virtual directory managed by the browser.
				If the project name is empty, [code][project_name][/code] falls back to [code][unnamed project][/code].
				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="has_environment" qualifiers="const">
			<return type="bool" />
			<argument 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.
			</description>
		</method>
		<method name="has_feature" qualifiers="const">
			<return type="bool" />
			<argument 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.
				[b]Note:[/b] Tag names are case-sensitive.
			</description>
		</method>
		<method name="is_debug_build" qualifiers="const">
			<return type="bool" />
			<description>
				Returns [code]true[/code] if the Godot binary used to run the project is a [i]debug[/i] export template, or when running in the editor.
				Returns [code]false[/code] if the Godot binary used to run the project is a [i]release[/i] export template.
				To check whether the Godot binary used to run the project is an export template (debug or release), use [code]OS.has_feature("standalone")[/code] instead.
			</description>
		</method>
		<method name="is_keycode_unicode" qualifiers="const">
			<return type="bool" />
			<argument index="0" name="code" type="int" />
			<description>
				Returns [code]true[/code] if the input keycode corresponds to a Unicode character.
			</description>
		</method>
		<method name="is_stdout_verbose" qualifiers="const">
			<return type="bool" />
			<description>
				Returns [code]true[/code] if the engine was executed with the [code]--verbose[/code] or [code]-v[/code] command line argument, or if [member ProjectSettings.debug/settings/stdout/verbose_stdout] is [code]true[/code]. See also [method @GlobalScope.print_verbose].
			</description>
		</method>
		<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.
			</description>
		</method>
		<method name="kill">
			<return type="int" enum="Error" />
			<argument 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].
				[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>
		</method>
		<method name="open_midi_inputs">
			<return type="void" />
			<description>
				Initialises the singleton for the system MIDI driver.
				[b]Note:[/b] This method is implemented on Linux, macOS and Windows.
			</description>
		</method>
		<method name="print_all_resources">
			<return type="void" />
			<argument index="0" name="tofile" type="String" default="&quot;&quot;" />
			<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" />
			<argument 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" />
			<argument index="0" name="short" type="bool" default="false" />
			<description>
				Shows all resources currently used by the game.
			</description>
		</method>
		<method name="request_permission">
			<return type="bool" />
			<argument index="0" name="name" type="String" />
			<description>
				At the moment this function is only used by [code]AudioDriverOpenSL[/code] to request permission for [code]RECORD_AUDIO[/code] on Android.
			</description>
		</method>
		<method name="request_permissions">
			<return type="bool" />
			<description>
				With this function, you can request dangerous permissions since normal permissions are automatically granted at install time in Android applications.
				[b]Note:[/b] This method is implemented on Android.
			</description>
		</method>
		<method name="set_environment" qualifiers="const">
			<return type="bool" />
			<argument index="0" name="variable" type="String" />
			<argument 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.
			</description>
		</method>
		<method name="set_thread_name">
			<return type="int" enum="Error" />
			<argument index="0" name="name" type="String" />
			<description>
				Sets the name of the current thread.
			</description>
		</method>
		<method name="set_use_file_access_save_and_swap">
			<return type="void" />
			<argument index="0" name="enabled" type="bool" />
			<description>
				Enables backup saves if [code]enabled[/code] is [code]true[/code].
			</description>
		</method>
		<method name="shell_open">
			<return type="int" enum="Error" />
			<argument index="0" name="uri" type="String" />
			<description>
				Requests the OS to open a resource with the most appropriate program. For example:
				- [code]OS.shell_open("C:\\Users\name\Downloads")[/code] on Windows opens the file explorer at the user's Downloads folder.
				- [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://blog.escapecreative.com/customizing-mailto-links/]Customizing [code]mailto:[/code] Links[/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.
			</description>
		</method>
	</methods>
	<members>
		<member name="low_processor_usage_mode" type="bool" setter="set_low_processor_usage_mode" getter="is_in_low_processor_usage_mode" default="false">
			If [code]true[/code], the engine optimizes for low processor usage by only refreshing the screen if needed. Can improve battery consumption on mobile.
		</member>
		<member name="low_processor_usage_mode_sleep_usec" type="int" setter="set_low_processor_usage_mode_sleep_usec" getter="get_low_processor_usage_mode_sleep_usec" default="6900">
			The amount of sleeping between frames when the low-processor usage mode is enabled (in microseconds). Higher values will result in lower CPU usage.
		</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>
		<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>
		<constant name="DAY_SUNDAY" value="0" enum="Weekday">
			Sunday.
		</constant>
		<constant name="DAY_MONDAY" value="1" enum="Weekday">
			Monday.
		</constant>
		<constant name="DAY_TUESDAY" value="2" enum="Weekday">
			Tuesday.
		</constant>
		<constant name="DAY_WEDNESDAY" value="3" enum="Weekday">
			Wednesday.
		</constant>
		<constant name="DAY_THURSDAY" value="4" enum="Weekday">
			Thursday.
		</constant>
		<constant name="DAY_FRIDAY" value="5" enum="Weekday">
			Friday.
		</constant>
		<constant name="DAY_SATURDAY" value="6" enum="Weekday">
			Saturday.
		</constant>
		<constant name="MONTH_JANUARY" value="1" enum="Month">
			January.
		</constant>
		<constant name="MONTH_FEBRUARY" value="2" enum="Month">
			February.
		</constant>
		<constant name="MONTH_MARCH" value="3" enum="Month">
			March.
		</constant>
		<constant name="MONTH_APRIL" value="4" enum="Month">
			April.
		</constant>
		<constant name="MONTH_MAY" value="5" enum="Month">
			May.
		</constant>
		<constant name="MONTH_JUNE" value="6" enum="Month">
			June.
		</constant>
		<constant name="MONTH_JULY" value="7" enum="Month">
			July.
		</constant>
		<constant name="MONTH_AUGUST" value="8" enum="Month">
			August.
		</constant>
		<constant name="MONTH_SEPTEMBER" value="9" enum="Month">
			September.
		</constant>
		<constant name="MONTH_OCTOBER" value="10" enum="Month">
			October.
		</constant>
		<constant name="MONTH_NOVEMBER" value="11" enum="Month">
			November.
		</constant>
		<constant name="MONTH_DECEMBER" value="12" enum="Month">
			December.
		</constant>
		<constant name="SYSTEM_DIR_DESKTOP" value="0" enum="SystemDir">
			Desktop directory path.
		</constant>
		<constant name="SYSTEM_DIR_DCIM" value="1" enum="SystemDir">
			DCIM (Digital Camera Images) directory path.
		</constant>
		<constant name="SYSTEM_DIR_DOCUMENTS" value="2" enum="SystemDir">
			Documents directory path.
		</constant>
		<constant name="SYSTEM_DIR_DOWNLOADS" value="3" enum="SystemDir">
			Downloads directory path.
		</constant>
		<constant name="SYSTEM_DIR_MOVIES" value="4" enum="SystemDir">
			Movies directory path.
		</constant>
		<constant name="SYSTEM_DIR_MUSIC" value="5" enum="SystemDir">
			Music directory path.
		</constant>
		<constant name="SYSTEM_DIR_PICTURES" value="6" enum="SystemDir">
			Pictures directory path.
		</constant>
		<constant name="SYSTEM_DIR_RINGTONES" value="7" enum="SystemDir">
			Ringtones directory path.
		</constant>
	</constants>
</class>