Inherits: Object
Inherited By: SceneTree
Abstract base class for the game's main loop.
MainLoop
is the abstract base class for a Godot project's game loop. It is inherited by SceneTree, which is the default game loop implementation used in Godot projects, though it is also possible to write and use one's own MainLoop
subclass instead of the scene tree.
Upon the application start, a MainLoop
implementation must be provided to the OS; otherwise, the application will exit. This happens automatically (and a SceneTree is created) unless a main Script is provided from the command line (with e.g. godot -s my_loop.gd
, which should then be a MainLoop
implementation.
Here is an example script implementing a simple MainLoop
:
extends MainLoop var time_elapsed = 0 var keys_typed = [] var quit = false func _initialize(): print("Initialized:") print(" Starting time: %s" % str(time_elapsed)) func _idle(delta): time_elapsed += delta # Return true to end the main loop. return quit func _input_event(event): # Record keys. if event is InputEventKey and event.pressed and !event.echo: keys_typed.append(OS.get_scancode_string(event.scancode)) # Quit on Escape press. if event.scancode == KEY_ESCAPE: quit = true # Quit on any mouse click. if event is InputEventMouseButton: quit = true func _finalize(): print("Finalized:") print(" End time: %s" % str(time_elapsed)) print(" Keys typed: %s" % var2str(keys_typed))
void | _drop_files ( PoolStringArray files, int from_screen ) virtual |
void | _finalize ( ) virtual |
void | _global_menu_action ( Variant id, Variant meta ) virtual |
bool | _idle ( float delta ) virtual |
void | _initialize ( ) virtual |
void | _input_event ( InputEvent event ) virtual |
void | _input_text ( String text ) virtual |
bool | _iteration ( float delta ) virtual |
void | finish ( ) |
bool | idle ( float delta ) |
void | init ( ) |
void | input_event ( InputEvent event ) |
void | input_text ( String text ) |
bool | iteration ( float delta ) |
Emitted when a user responds to a permission request.
Implemented on desktop and web platforms.
Implemented on desktop and web platforms.
Implemented on all platforms.
Implemented on all platforms.
Implemented on desktop platforms.
Specific to the Android platform.
No supported platforms currently send this notification.
Specific to the iOS platform.
Specific to the macOS platform.
Implemented on desktop platforms if the crash handler is enabled.
Specific to the macOS platform.
Specific to the Android platform.
Specific to the Android platform.
Called when files are dragged from the OS file manager and dropped in the game window. The arguments are a list of file paths and the identifier of the screen where the drag originated.
Called before the program exits.
Called when the user performs an action in the system global menu (e.g. the Mac OS menu bar).
Called each idle frame with the time since the last idle frame as argument (in seconds). Equivalent to Node._process.
If implemented, the method must return a boolean value. true
ends the main loop, while false
lets it proceed to the next frame.
Called once during initialization.
Called whenever an InputEvent is received by the main loop.
Deprecated callback, does not do anything. Use _input_event to parse text input. Will be removed in Godot 4.0.
Called each physics frame with the time since the last physics frame as argument (in seconds). Equivalent to Node._physics_process.
If implemented, the method must return a boolean value. true
ends the main loop, while false
lets it proceed to the next frame.
Should not be called manually, override _finalize instead. Will be removed in Godot 4.0.
Should not be called manually, override _idle instead. Will be removed in Godot 4.0.
Should not be called manually, override _initialize instead. Will be removed in Godot 4.0.
Should not be called manually, override _input_event instead. Will be removed in Godot 4.0.
Should not be called manually, override _input_text instead. Will be removed in Godot 4.0.
Should not be called manually, override _iteration instead. Will be removed in Godot 4.0.
© 2014–2020 Juan Linietsky, Ariel Manzur, Godot Engine contributors
Licensed under the MIT License.
https://docs.godotengine.org/en/3.2/classes/class_mainloop.html