Abstract base class for the game's main loop.
    public class MainLoop : Object

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:

[codeblock]

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))

[/codeblock]

Inheritance Chain

Derived Classes

Static Fields

    public const Int32 NotificationAppPaused = 1015

    public const Int32 NotificationAppResumed = 1014

    public const Int32 NotificationCrash = 1012

    public const Int32 NotificationOsImeUpdate = 1013

    public const Int32 NotificationOsMemoryWarning = 1009

    public const Int32 NotificationTranslationChanged = 1010

    public const Int32 NotificationWmAbout = 1011

    public const Int32 NotificationWmFocusIn = 1004

    public const Int32 NotificationWmFocusOut = 1005

    public const Int32 NotificationWmGoBackRequest = 1007

    public const Int32 NotificationWmMouseEnter = 1002

    public const Int32 NotificationWmMouseExit = 1003

    public const Int32 NotificationWmQuitRequest = 1006

    public const Int32 NotificationWmUnfocusRequest = 1008

Constructors

    public MainLoop()

Methods

    public virtual void _DropFiles(string[] files, int fromScreen)

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.

    public virtual void _Finalize()

Called before the program exits.

    public virtual void _GlobalMenuAction(object id, object meta)

    public virtual bool _Idle(float delta)

Called each idle frame with the time since the last idle frame as argument (in seconds). Equivalent to Node._Process(float).

If implemented, the method must return a boolean value. true ends the main loop, while false lets it proceed to the next frame.

    public virtual void _Initialize()

Called once during initialization.

    public virtual void _InputEvent(InputEvent @event)

Called whenever an InputEvent is received by the main loop.

    public virtual void _InputText(string text)

Deprecated callback, does not do anything. Use _InputEvent(Godot.InputEvent) to parse text input. Will be removed in Godot 4.0.

    public virtual bool _Iteration(float delta)

Called each physics frame with the time since the last physics frame as argument (in seconds). Equivalent to Node._PhysicsProcess(float).

If implemented, the method must return a boolean value. true ends the main loop, while false lets it proceed to the next frame.

    public void Finish()

Should not be called manually, override _Finalize() instead. Will be removed in Godot 4.0.

    public bool Idle(float delta)

Should not be called manually, override _Idle(float) instead. Will be removed in Godot 4.0.

    public void Init()

Should not be called manually, override _Initialize() instead. Will be removed in Godot 4.0.

    public void InputEvent(InputEvent @event)

Should not be called manually, override _InputEvent(Godot.InputEvent) instead. Will be removed in Godot 4.0.

    public void InputText(string text)

Should not be called manually, override _InputText(string) instead. Will be removed in Godot 4.0.

    public bool Iteration(float delta)

Should not be called manually, override _Iteration(float) instead. Will be removed in Godot 4.0.

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