MainLoop¶
Inherits: Object
Inherited By: SceneTree
Abstract base class for the game's main loop.
Description¶
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 MainLoop Script is provided from the command line (with e.g. godot -s my_loop.gd
or the "Main Loop Type" project setting is overwritten.
Here is an example script implementing a simple MainLoop:
class_name CustomMainLoop
extends MainLoop
var time_elapsed = 0
func _initialize():
print("Initialized:")
print(" Starting time: %s" % str(time_elapsed))
func _process(delta):
time_elapsed += delta
# Return true to end the main loop.
return Input.get_mouse_button_mask() != 0 || Input.is_key_pressed(KEY_ESCAPE)
func _finalize():
print("Finalized:")
print(" End time: %s" % str(time_elapsed))
using Godot;
public partial class CustomMainLoop : MainLoop
{
private double _timeElapsed = 0;
public override void _Initialize()
{
GD.Print("Initialized:");
GD.Print($" Starting Time: {_timeElapsed}");
}
public override bool _Process(double delta)
{
_timeElapsed += delta;
// Return true to end the main loop.
return Input.GetMouseButtonMask() != 0 || Input.IsKeyPressed(Key.Escape);
}
private void _Finalize()
{
GD.Print("Finalized:");
GD.Print($" End Time: {_timeElapsed}");
}
}
Methods¶
void |
_finalize ( ) virtual |
void |
_initialize ( ) virtual |
_physics_process ( float delta ) virtual |
|
Signals¶
on_request_permissions_result ( String permission, bool granted )
Emitted when a user responds to a permission request.
Constants¶
NOTIFICATION_OS_MEMORY_WARNING = 2009
Notification received from the OS when the application is exceeding its allocated memory.
Specific to the iOS platform.
NOTIFICATION_TRANSLATION_CHANGED = 2010
Notification received when translations may have changed. Can be triggered by the user changing the locale. Can be used to respond to language changes, for example to change the UI strings on the fly. Useful when working with the built-in translation support, like Object.tr.
NOTIFICATION_WM_ABOUT = 2011
Notification received from the OS when a request for "About" information is sent.
Specific to the macOS platform.
NOTIFICATION_CRASH = 2012
Notification received from Godot's crash handler when the engine is about to crash.
Implemented on desktop platforms if the crash handler is enabled.
NOTIFICATION_OS_IME_UPDATE = 2013
Notification received from the OS when an update of the Input Method Engine occurs (e.g. change of IME cursor position or composition string).
Specific to the macOS platform.
NOTIFICATION_APPLICATION_RESUMED = 2014
Notification received from the OS when the application is resumed.
Specific to the Android platform.
NOTIFICATION_APPLICATION_PAUSED = 2015
Notification received from the OS when the application is paused.
Specific to the Android platform.
NOTIFICATION_APPLICATION_FOCUS_IN = 2016
Notification received from the OS when the application is focused, i.e. when changing the focus from the OS desktop or a thirdparty application to any open window of the Godot instance.
Implemented on desktop platforms.
NOTIFICATION_APPLICATION_FOCUS_OUT = 2017
Notification received from the OS when the application is defocused, i.e. when changing the focus from any open window of the Godot instance to the OS desktop or a thirdparty application.
Implemented on desktop platforms.
NOTIFICATION_TEXT_SERVER_CHANGED = 2018
Notification received when text server is changed.
Method Descriptions¶
void _finalize ( ) virtual
Called before the program exits.
void _initialize ( ) virtual
Called once during initialization.
bool _physics_process ( float delta ) virtual
Called each physics frame with the time since the last physics frame as argument (delta
, 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.
bool _process ( float delta ) virtual
Called each process (idle) frame with the time since the last process 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.