Handling quit requests¶
Quitting¶
Most platforms have the option to request the application to quit. On desktops, this is usually done with the "x" icon on the window title bar. On Android, the back button is used to quit when on the main screen (and to go back otherwise).
Handling the notification¶
On desktop platforms, the MainLoop
has a special MainLoop.NOTIFICATION_WM_QUIT_REQUEST
notification that is
sent to all nodes when quitting is requested.
On Android, MainLoop.NOTIFICATION_WM_GO_BACK_REQUEST
is sent instead.
Pressing the Back button will exit the application if
Application > Config > Quit On Go Back is checked in the Project Settings
(which is the default).
Note
MainLoop.NOTIFICATION_WM_GO_BACK_REQUEST
isn't supported on iOS, as
iOS devices don't have a physical Back button.
Handling the notification is done as follows (on any node):
func _notification(what):
if what == MainLoop.NOTIFICATION_WM_QUIT_REQUEST:
get_tree().quit() # default behavior
public override void _Notification(int what)
{
if (what == MainLoop.NotificationWmQuitRequest)
GetTree().Quit(); // default behavior
}
When developing mobile apps, quitting is not desired unless the user is on the main screen, so the behavior can be changed.
It is important to note that by default, Godot apps have the built-in behavior to quit when quit is requested, this can be changed:
get_tree().set_auto_accept_quit(false)
GetTree().SetAutoAcceptQuit(false);
Sending your own quit notification¶
While forcing the application to close can be done by calling SceneTree.quit, doing so will not send the quit notification. This means the function described above won't be called. Quitting by calling SceneTree.quit will not allow custom actions to complete (such as saving, confirming the quit, or debugging), even if you try to delay the line that forces the quit.
Instead, you should send a quit request:
get_tree().notification(MainLoop.NOTIFICATION_WM_QUIT_REQUEST)
GetTree().Notification(MainLoop.NotificationWmQuitRequest)