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.
Should not be called manually, override _initialize instead. Will be removed in Godot 4.0.
Called once during initialization.
Called whenever an InputEvent is received by the main loop.
Deprecated callback, does not do anything. Use _inputEvent 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 (delta, in seconds). Equivalent to Node._physicsProcess. 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 _inputEvent instead. Will be removed in Godot 4.0.
Should not be called manually, override _inputText instead. Will be removed in Godot 4.0.
Should not be called manually, override _iteration instead. Will be removed in Godot 4.0.
Construct a new instance of MainLoop. Note: use memnew!MainLoop instead.
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))
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: