Closes the currently opened file and prevents subsequent read/write operations. Use flush to persist the data to disk without closing the file.
Returns true if the file cursor has read past the end of the file. Note: This function will still return false while at the end of the file and only activates when reading past it. This can be confusing but it conforms to how low-level file access works in all operating systems. There is always getLen and getPosition to implement a custom logic.
Returns true if the file exists in the given path. Note: Many resources types are imported (e.g. textures or sound files), and their source asset will not be included in the exported game, as only the imported version is used. See ResourceLoader.exists for an alternative approach that takes resource remapping into account.
Writes the file's buffer to disk. Flushing is automatically performed when the file is closed. This means you don't need to call flush manually before closing a file using close. Still, calling flush can be used to ensure the data is safe even if the project crashes instead of being closed gracefully. Note: Only call flush when you actually need it. Otherwise, it will decrease performance due to constant disk writes.
Returns the next 16 bits from the file as an integer. See store16 for details on what values can be stored and retrieved this way.
Returns the next 32 bits from the file as an integer. See store32 for details on what values can be stored and retrieved this way.
Returns the next 64 bits from the file as an integer. See store64 for details on what values can be stored and retrieved this way.
Returns the next 8 bits from the file as an integer. See store8 for details on what values can be stored and retrieved this way.
Returns the whole file as a String. Text is interpreted as being UTF-8 encoded.
Returns next len bytes of the file as a PoolByteArray.
Returns the next value of the file in CSV (Comma-Separated Values) format. You can pass a different delimiter delim to use other than the default "," (comma). This delimiter must be one-character long. Text is interpreted as being UTF-8 encoded.
Returns the next 64 bits from the file as a floating-point number.
Returns the last error that happened when trying to perform operations. Compare with the ERR_FILE_* constants from error.
Returns the next 32 bits from the file as a floating-point number.
Returns the size of the file in bytes.
Returns the next line of the file as a String. Text is interpreted as being UTF-8 encoded.
Returns an MD5 String representing the file at the given path or an empty String on failure.
Returns the last time the file was modified in unix timestamp format or returns a String "ERROR IN file". This unix timestamp can be converted to datetime by using OS.getDatetimeFromUnixTime.
Returns a String saved in Pascal format from the file. Text is interpreted as being UTF-8 encoded.
Returns the path as a String for the current open file.
Returns the absolute path as a String for the current open file.
Returns the file cursor's position.
Returns the next bits from the file as a floating-point number.
Returns a SHA-256 String representing the file at the given path or an empty String on failure.
Returns the next Variant value from the file. If allow_objects is true, decoding objects is allowed. Warning: Deserialized objects can contain code which gets executed. Do not use this option if the serialized object comes from untrusted sources to avoid potential security threats such as remote code execution.
Returns true if the file is currently opened.
Opens the file for writing or reading, depending on the flags.
Opens a compressed file for reading or writing. Note: openCompressed can only read files that were saved by Godot, not third-party compression formats. See url=https://github.com/godotengine/godot/issues/28999GitHub issue #28999/url for a workaround.
Opens an encrypted file in write or read mode. You need to pass a binary key to encrypt/decrypt it. Note: The provided key must be 32 bytes long.
Opens an encrypted file in write or read mode. You need to pass a password to encrypt/decrypt it.
Changes the file reading/writing cursor to the specified position (in bytes from the beginning of the file).
Changes the file reading/writing cursor to the specified position (in bytes from the end of the file). Note: This is an offset, so you should use negative numbers or the cursor will be at the end of the file.
Stores an integer as 16 bits in the file. Note: The value should lie in the interval $(D 0, 2^16 - 1). Any other value will overflow and wrap around. To store a signed integer, use store64 or store a signed integer from the interval $(D -2^15, 2^15 - 1) (i.e. keeping one bit for the signedness) and compute its sign manually when reading. For example:
Stores an integer as 64 bits in the file. Note: The value must lie in the interval $(D -2^63, 2^63 - 1) (i.e. be a valid long value).
Stores the given array of bytes in the file.
Store the given PoolStringArray in the file as a line formatted in the CSV (Comma-Separated Values) format. You can pass a different delimiter delim to use other than the default "," (comma). This delimiter must be one-character long. Text will be encoded as UTF-8.
Stores a floating-point number as 64 bits in the file.
Stores a floating-point number as 32 bits in the file.
Appends line to the file followed by a line return character (\n), encoding the text as UTF-8.
Stores the given String as a line in the file in Pascal format (i.e. also store the length of the string). Text will be encoded as UTF-8.
Stores a floating-point number in the file.
Appends string to the file without a line return, encoding the text as UTF-8.
Stores any Variant value in the file. If full_objects is true, encoding objects is allowed (and can potentially include code). Note: Not all properties are included. Only properties that are configured with the constant PROPERTY_USAGE_STORAGE flag set will be serialized. You can add a new usage flag to a property by overriding the GodotObject._getPropertyList method in your class. You can also check how property usage is configured by calling GodotObject._getPropertyList. See propertyusageflags for the possible usage flags.
If true, the file is read with big-endian url=https://en.wikipedia.org/wiki/Endiannessendianness/url. If false, the file is read with little-endian endianness. If in doubt, leave this to false as most files are written with little-endian endianness. Note: endianSwap is only about the file format, not the CPU type. The CPU endianness doesn't affect the default endianness for files written. Note: This is always reset to false whenever you open the file. Therefore, you must set endianSwap after opening the file, not before.
Construct a new instance of File. Note: use memnew!File instead.
func save(content): var file = File.new() file.open("user://save_game.dat", File.WRITE) file.store_string(content) file.close()
func load(): var file = File.new() file.open("user://save_game.dat", File.READ) var content = file.get_as_text() file.close() return content
In the example above, the file will be saved in the user data folder as specified in the url=https://docs.godotengine.org/en/3.3/tutorials/io/data_paths.htmlData paths/url documentation. Note: To access project resources once exported, it is recommended to use ResourceLoader instead of the File API, as some files are converted to engine-specific formats and their original source files might not be present in the exported PCK package. Note: Files are automatically closed only if the process exits "normally" (such as by clicking the window manager's close button or pressing Alt + F4). If you stop the project execution by pressing F8 while the project is running, the file won't be closed as the game process will be killed. You can work around this by calling flush at regular intervals.
Type to handle file reading and writing operations.
File type. This is used to permanently store data into the user device's file system and to read from it. This can be used to store game save data or player configuration files, for example. Here's a sample on how to write and read from a file: