Godot interfaces¶
Often one needs scripts that rely on other objects for features. There are 2 parts to this process:
Acquiring a reference to the object that presumably has the features.
Accessing the data or logic from the object.
The rest of this tutorial outlines the various ways of doing all this.
Acquiring object references¶
For all Objects, the most basic way of referencing them is to get a reference to an existing object from another acquired instance.
var obj = node.object # Property access.
var obj = node.get_object() # Method access.
Object obj = node.Object; // Property access.
Object obj = node.GetObject(); // Method access.
The same principle applies for Reference objects. While users often access Node and Resource this way, alternative measures are available.
Instead of property or method access, one can get Resources by load access.
var preres = preload(path) # Load resource during scene load
var res = load(path) # Load resource when program reaches statement
# Note that users load scenes and scripts, by convention, with PascalCase
# names (like typenames), often into constants.
const MyScene : = preload("my_scene.tscn") as PackedScene # Static load
const MyScript : = preload("my_script.gd") as Script
# This type's value varies, i.e. it is a variable, so it uses snake_case.
export(Script) var script_type: Script
# If need an "export const var" (which doesn't exist), use a conditional
# setter for a tool script that checks if it's executing in the editor.
tool # Must place at top of file.
# Must configure from the editor, defaults to null.
export(Script) var const_script setget set_const_script
func set_const_script(value):
if Engine.is_editor_hint():
const_script = value
# Warn users if the value hasn't been set.
func _get_configuration_warning():
if not const_script:
return "Must initialize property 'const_script'."
return ""
// Tool script added for the sake of the "const [Export]" example.
[Tool]
public MyType
{
// Property initializations load during Script instancing, i.e. .new().
// No "preload" loads during scene load exists in C#.
// Initialize with a value. Editable at runtime.
public Script MyScript = GD.Load<Script>("MyScript.cs");
// Initialize with same value. Value cannot be changed.
public readonly Script MyConstScript = GD.Load<Script>("MyScript.cs");
// Like 'readonly' due to inaccessible setter.
// But, value can be set during constructor, i.e. MyType().
public Script Library { get; } = GD.Load<Script>("res://addons/plugin/library.gd");
// If need a "const [Export]" (which doesn't exist), use a
// conditional setter for a tool script that checks if it's executing
// in the editor.
private PackedScene _enemyScn;
[Export]
public PackedScene EnemyScn
{
get { return _enemyScn; }
set
{
if (Engine.IsEditorHint())
{
_enemyScn = value;
}
}
};
// Warn users if the value hasn't been set.
public String _GetConfigurationWarning()
{
if (EnemyScn == null)
return "Must initialize property 'EnemyScn'.";
return "";
}
}
Note the following:
There are many ways in which a language can load such resources.
When designing how objects will access data, don't forget that one can pass resources around as references as well.
Keep in mind that loading a resource fetches the cached resource instance maintained by the engine. To get a new object, one must duplicate an existing reference or instantiate one from scratch with
new()
.
Nodes likewise have an alternative access point: the SceneTree.
extends Node
# Slow.
func dynamic_lookup_with_dynamic_nodepath():
print(get_node("Child"))
# Faster. GDScript only.
func dynamic_lookup_with_cached_nodepath():
print($Child)
# Fastest. Doesn't break if node moves later.
# Note that `onready` keyword is GDScript only.
# Other languages must do...
# var child
# func _ready():
# child = get_node("Child")
onready var child = $Child
func lookup_and_cache_for_future_access():
print(child)
# Delegate reference assignment to an external source.
# Con: need to perform a validation check.
# Pro: node makes no requirements of its external structure.
# 'prop' can come from anywhere.
var prop
func call_me_after_prop_is_initialized_by_parent():
# Validate prop in one of three ways.
# Fail with no notification.
if not prop:
return
# Fail with an error message.
if not prop:
printerr("'prop' wasn't initialized")
return
# Fail and terminate.
# Note: Scripts run from a release export template don't
# run `assert` statements.
assert(prop, "'prop' wasn't initialized")
# Use an autoload.
# Dangerous for typical nodes, but useful for true singleton nodes
# that manage their own data and don't interfere with other objects.
func reference_a_global_autoloaded_variable():
print(globals)
print(globals.prop)
print(globals.my_getter())
public class MyNode
{
// Slow
public void DynamicLookupWithDynamicNodePath()
{
GD.Print(GetNode(NodePath("Child")));
}
// Fastest. Lookup node and cache for future access.
// Doesn't break if node moves later.
public Node Child;
public void _Ready()
{
Child = GetNode(NodePath("Child"));
}
public void LookupAndCacheForFutureAccess()
{
GD.Print(Child);
}
// Delegate reference assignment to an external source.
// Con: need to perform a validation check.
// Pro: node makes no requirements of its external structure.
// 'prop' can come from anywhere.
public object Prop;
public void CallMeAfterPropIsInitializedByParent()
{
// Validate prop in one of three ways.
// Fail with no notification.
if (prop == null)
{
return;
}
// Fail with an error message.
if (prop == null)
{
GD.PrintErr("'Prop' wasn't initialized");
return;
}
// Fail and terminate.
Debug.Assert(Prop, "'Prop' wasn't initialized");
}
// Use an autoload.
// Dangerous for typical nodes, but useful for true singleton nodes
// that manage their own data and don't interfere with other objects.
public void ReferenceAGlobalAutoloadedVariable()
{
Node globals = GetNode(NodePath("/root/Globals"));
GD.Print(globals);
GD.Print(globals.prop);
GD.Print(globals.my_getter());
}
};
Accessing data or logic from an object¶
Godot's scripting API is duck-typed. This means that if a script executes an operation, Godot doesn't validate that it supports the operation by type. It instead checks that the object implements the individual method.
For example, the CanvasItem class has a visible
property. All properties exposed to the scripting API are in fact a setter and
getter pair bound to a name. If one tried to access
CanvasItem.visible, then Godot would do the
following checks, in order:
If the object has a script attached, it will attempt to set the property through the script. This leaves open the opportunity for scripts to override a property defined on a base object by overriding the setter method for the property.
If the script does not have the property, it performs a HashMap lookup in the ClassDB for the "visible" property against the CanvasItem class and all of its inherited types. If found, it will call the bound setter or getter. For more information about HashMaps, see the data preferences docs.
If not found, it does an explicit check to see if the user wants to access the "script" or "meta" properties.
If not, it checks for a
_set
/_get
implementation (depending on type of access) in the CanvasItem and its inherited types. These methods can execute logic that gives the impression that the Object has a property. This is also the case with the_get_property_list
method.Note that this happens even for non-legal symbol names such as in the case of TileSet's "1/tile_name" property. This refers to the name of the tile with ID 1, i.e. TileSet.tile_get_name(1).
As a result, this duck-typed system can locate a property either in the script, the object's class, or any class that object inherits, but only for things which extend Object.
Godot provides a variety of options for performing runtime checks on these accesses:
A duck-typed property access. These will property check (as described above). If the operation isn't supported by the object, execution will halt.
# All Objects have duck-typed get, set, and call wrapper methods. get_parent().set("visible", false) # Using a symbol accessor, rather than a string in the method call, # will implicitly call the `set` method which, in turn, calls the # setter method bound to the property through the property lookup # sequence. get_parent().visible = false # Note that if one defines a _set and _get that describe a property's # existence, but the property isn't recognized in any _get_property_list # method, then the set() and get() methods will work, but the symbol # access will claim it can't find the property.
// All Objects have duck-typed Get, Set, and Call wrapper methods. GetParent().Set("visible", false); // C# is a static language, so it has no dynamic symbol access, e.g. // `GetParent().Visible = false` won't work.
A method check. In the case of CanvasItem.visible, one can access the methods,
set_visible
andis_visible
like any other method.var child = get_child(0) # Dynamic lookup. child.call("set_visible", false) # Symbol-based dynamic lookup. # GDScript aliases this into a 'call' method behind the scenes. child.set_visible(false) # Dynamic lookup, checks for method existence first. if child.has_method("set_visible"): child.set_visible(false) # Cast check, followed by dynamic lookup. # Useful when you make multiple "safe" calls knowing that the class # implements them all. No need for repeated checks. # Tricky if one executes a cast check for a user-defined type as it # forces more dependencies. if child is CanvasItem: child.set_visible(false) child.show_on_top = true # If one does not wish to fail these checks without notifying users, # one can use an assert instead. These will trigger runtime errors # immediately if not true. assert(child.has_method("set_visible")) assert(child.is_in_group("offer")) assert(child is CanvasItem) # Can also use object labels to imply an interface, i.e. assume it # implements certain methods. # There are two types, both of which only exist for Nodes: Names and # Groups. # Assuming... # A "Quest" object exists and 1) that it can "complete" or "fail" and # that it will have text available before and after each state... # 1. Use a name. var quest = $Quest print(quest.text) quest.complete() # or quest.fail() print(quest.text) # implied new text content # 2. Use a group. for a_child in get_children(): if a_child.is_in_group("quest"): print(quest.text) quest.complete() # or quest.fail() print(quest.text) # implied new text content # Note that these interfaces are project-specific conventions the team # defines (which means documentation! But maybe worth it?). # Any script that conforms to the documented "interface" of the name or # group can fill in for it.
Node child = GetChild(0); // Dynamic lookup. child.Call("SetVisible", false); // Dynamic lookup, checks for method existence first. if (child.HasMethod("SetVisible")) { child.Call("SetVisible", false); } // Use a group as if it were an "interface", i.e. assume it implements // certain methods. // Requires good documentation for the project to keep it reliable // (unless you make editor tools to enforce it at editor time). // Note, this is generally not as good as using an actual interface in // C#, but you can't set C# interfaces from the editor since they are // language-level features. if (child.IsInGroup("Offer")) { child.Call("Accept"); child.Call("Reject"); } // Cast check, followed by static lookup. CanvasItem ci = GetParent() as CanvasItem; if (ci != null) { ci.SetVisible(false); // useful when you need to make multiple safe calls to the class ci.ShowOnTop = true; } // If one does not wish to fail these checks without notifying users, // one can use an assert instead. These will trigger runtime errors // immediately if not true. Debug.Assert(child.HasMethod("set_visible")); Debug.Assert(child.IsInGroup("offer")); Debug.Assert(CanvasItem.InstanceHas(child)); // Can also use object labels to imply an interface, i.e. assume it // implements certain methods. // There are two types, both of which only exist for Nodes: Names and // Groups. // Assuming... // A "Quest" object exists and 1) that it can "Complete" or "Fail" and // that it will have Text available before and after each state... // 1. Use a name. Node quest = GetNode("Quest"); GD.Print(quest.Get("Text")); quest.Call("Complete"); // or "Fail". GD.Print(quest.Get("Text")); // Implied new text content. // 2. Use a group. foreach (Node AChild in GetChildren()) { if (AChild.IsInGroup("quest")) { GD.Print(quest.Get("Text")); quest.Call("Complete"); // or "Fail". GD.Print(quest.Get("Text")); // Implied new text content. } } // Note that these interfaces are project-specific conventions the team // defines (which means documentation! But maybe worth it?). // Any script that conforms to the documented "interface" of the // name or group can fill in for it. Also note that in C#, these methods // will be slower than static accesses with traditional interfaces.
Outsource the access to a FuncRef. These may be useful in cases where one needs the max level of freedom from dependencies. In this case, one relies on an external context to setup the method.
# child.gd
extends Node
var fn = null
func my_method():
if fn:
fn.call_func()
# parent.gd
extends Node
onready var child = $Child
func _ready():
child.fn = funcref(self, "print_me")
child.my_method()
func print_me():
print(name)
// Child.cs
public class Child : Node
{
public FuncRef FN = null;
public void MyMethod()
{
Debug.Assert(FN != null);
FN.CallFunc();
}
}
// Parent.cs
public class Parent : Node
{
public Node Child;
public void _Ready()
{
Child = GetNode("Child");
Child.Set("FN", GD.FuncRef(this, "PrintMe"));
Child.MyMethod();
}
public void PrintMe()
{
GD.Print(GetClass());
}
}
These strategies contribute to Godot's flexible design. Between them, users have a breadth of tools to meet their specific needs.