Inheritance #

RefCounted

- AESContext
- AStar2D
- AStar3D
- AStarGrid2D
- AudioEffectInstance (1)
- AudioSample
- AudioSamplePlayback
- AudioStreamPlayback (5)
- CameraFeed
- CharFXTransform
- ConfigFile
- Crypto
- DTLSServer
- DirAccess
- ENetConnection
- EditorContextMenuPlugin
- EditorDebuggerPlugin
- EditorDebuggerSession
- EditorExportPlatform (6)
- EditorExportPlugin
- EditorExportPreset
- EditorFeatureProfile
- EditorFileSystemImportFormatSupportQuery
- EditorInspectorPlugin
- EditorResourceConversionPlugin
- EditorResourcePreviewGenerator
- EditorResourceTooltipPlugin
- EditorSceneFormatImporter (4)
- EditorScenePostImport
- EditorScenePostImportPlugin
- EditorScript
- EditorTranslationParserPlugin
- EncodedObjectAsID
- EngineProfiler
- Expression
- FileAccess
- GLTFObjectModelProperty
- HMACContext
- HTTPClient
- HashingContext
- ImageFormatLoader (1)
- JavaClass
- JavaObject
- JavaScriptObject
- KinematicCollision2D
- KinematicCollision3D
- Lightmapper (1)
- MeshConvexDecompositionSettings
- MeshDataTool
- MultiplayerAPI (2)
- Mutex
- NavigationPathQueryParameters2D
- NavigationPathQueryParameters3D
- NavigationPathQueryResult2D
- NavigationPathQueryResult3D
- Node3DGizmo (1)
- OggPacketSequencePlayback
- OpenXRAPIExtension
- PCKPacker
- PackedDataContainerRef
- PacketPeer (8)
- PhysicsPointQueryParameters2D
- PhysicsPointQueryParameters3D
- PhysicsRayQueryParameters2D
- PhysicsRayQueryParameters3D
- PhysicsShapeQueryParameters2D
- PhysicsShapeQueryParameters3D
- PhysicsTestMotionParameters2D
- PhysicsTestMotionParameters3D
- PhysicsTestMotionResult2D
- PhysicsTestMotionResult3D
- RDAttachmentFormat
- RDFramebufferPass
- RDPipelineColorBlendState
- RDPipelineColorBlendStateAttachment
- RDPipelineDepthStencilState
- RDPipelineMultisampleState
- RDPipelineRasterizationState
- RDPipelineSpecializationConstant
- RDSamplerState
- RDShaderSource
- RDTextureFormat
- RDTextureView
- RDUniform
- RDVertexAttribute
- RandomNumberGenerator
- RegEx
- RegExMatch
- RenderSceneBuffers (2)
- RenderSceneBuffersConfiguration
- Resource (103)
- ResourceFormatLoader
- ResourceFormatSaver
- ResourceImporter (16)
- SceneState
- SceneTreeTimer
- Semaphore
- SkinReference
- StreamPeer (5)
- SurfaceTool
- TCPServer
- TLSOptions
- TextLine
- TextParagraph
- TextServer (1)
- Thread
- TranslationDomain
- TriangleMesh
- Tween
- Tweener (5)
- UDPServer
- UPNP
- UPNPDevice
- WeakRef
- WebRTCPeerConnection (1)
- XMLParser
- XRInterface (4)
- XRPose
- XRTracker (2)
- ZIPPacker
- ZIPReader
Expression

Table of contents

Expression #

is_refcounted, is_instantiable, core, not_builtin_classes

A class that stores an expression you can execute.

An expression can be made of any arithmetic operation, built-in math function call, method call of a passed instance, or built-in type construction call.

An example expression text using the built-in math functions could be sqrt(pow(3, 2) + pow(4, 2)).

In the following example we use a LineEdit node to write our expression and show the result.

GDScript

var expression = Expression.new()

func _ready():
    $LineEdit.text_submitted.connect(self._on_text_submitted)

func _on_text_submitted(command):
    var error = expression.parse(command)
    if error != OK:
        print(expression.get_error_text())
        return
    var result = expression.execute()
    if not expression.has_execute_failed():
        $LineEdit.text = str(result)

C#

private Expression _expression = new Expression();

public override void _Ready()
{
    GetNode("LineEdit").TextSubmitted += OnTextEntered;
}

private void OnTextEntered(string command)
{
    Error error = _expression.Parse(command);
    if (error != Error.Ok)
    {
        GD.Print(_expression.GetErrorText());
        return;
    }
    Variant result = _expression.Execute();
    if (!_expression.HasExecuteFailed())
    {
        GetNode("LineEdit").Text = result.ToString();
    }
}

Members #

Methods #

func execute(const_calls_only: bool = false) -> Variant#

Executes the expression that was previously parsed by parse and returns the result. Before you use the returned object, you should check if the method failed by calling has_execute_failed.

If you defined input variables in parse, you can specify their values in the inputs array, in the same order.

const func get_error_text() -> String#

Returns the error text if parse or execute has failed.

const func has_execute_failed() -> bool#

Returns true if execute has failed.

func parse(input_names: PackedStringArray = PackedStringArray()) -> intError#

Parses the expression and returns an Error code.

You can optionally specify names of variables that may appear in the expression with input_names, so that you can bind them when it gets executed.

Annotations #

Constants #

Constructors #

Enums #

Operators #

Signals #

Theme Items #

Tutorials #