Returns the given property. Returns null if the property does not exist.
Returns the object's property list as an Array of dictionaries. Dictionaries must contain: name:String, type:int (see TYPE_* enum in @GlobalScope) and optionally: hint:int (see PROPERTY_HINT_* in @GlobalScope), hint_string:String, usage:int (see PROPERTY_USAGE_* in @GlobalScope).
The virtual method called upon initialization.
Notify the object internally using an ID.
Sets a property. Returns true if the property exists.
Adds a user-defined signal. Arguments are optional, but can be added as an Array of dictionaries, each containing "name" and "type" (from @GlobalScope TYPE_*).
Calls the method on the object and returns a result. Pass parameters as a comma separated list.
Calls the method on the object during idle time and returns a result. Pass parameters as a comma separated list.
Calls the method on the object and returns a result. Pass parameters as an Array.
Returns true if the object can translate strings.
Connects a signal to a method on a target object. Pass optional binds to the call. Use flags to set deferred or one shot connections. See CONNECT_* constants. A signal can only be connected once to a method. It will throw an error if already connected. To avoid this, first use isConnected to check for existing connections.
Disconnects a signal from a method on the given target.
Emits the given signal.
Deletes the object from memory.
Returns a Variant for a property.
Returns the object's class as a String.
Returns an Array of dictionaries with information about signals that are connected to the object. Inside each Dictionary there are 3 fields: - "source" is a reference to signal emitter. - "signal_name" is name of connected signal. - "method_name" is a name of method to which signal is connected.
Get indexed object property by String. Property indices get accessed with colon separation, for example: position:x
Returns the object's unique instance ID.
Returns the object's metadata for the given name.
Returns the object's metadata as a PoolStringArray.
Returns the object's methods and their signatures as an Array.
Returns the list of properties as an Array of dictionaries. Dictionaries contain: name:String, type:int (see TYPE_* enum in @GlobalScope) and optionally: hint:int (see PROPERTY_HINT_* in @GlobalScope), hint_string:String, usage:int (see PROPERTY_USAGE_* in @GlobalScope).
Returns the object's Script or null if one doesn't exist.
Returns an Array of connections for the given signal.
Returns the list of signals as an Array of dictionaries.
Returns true if a metadata is found with the given name.
Returns true if the object contains the given method.
Returns true if the given user-defined signal exists.
Returns true if signal emission blocking is enabled.
Returns true if the object inherits from the given type.
Returns true if a connection exists for a given signal, target, and method.
Returns true if the queue_free method was called for the object.
Notify the object of something.
Set property into the object.
If set to true, signal emission is blocked.
Define whether the object can translate strings (with calls to tr). Default is true.
Set a metadata into the object. Metadata is serialized. Metadata can be anything.
Set a script into the object, scripts extend the object functionality.
Translate a message. Only works if message translation is enabled (which it is by default). See setMessageTranslation.
Base class for all non built-in types.
Everything not a built-in type starts the inheritance chain from this class. Objects do not manage memory, if inheriting from one the object will most likely have to be deleted manually (call the free function from the script or delete from C++). Some derivatives add memory management, such as Reference (which keeps a reference count and deletes itself automatically when no longer referenced) and Node, which deletes the children tree when deleted. Objects export properties, which are mainly useful for storage and editing, but not really so much in programming. Properties are exported in _getPropertyList and handled in _get and _set. However, scripting languages and C++ have simpler means to export them. Objects also receive notifications (_notification). Notifications are a simple way to notify the object about simple events, so they can all be handled together.