mirror of
https://github.com/godotengine/godot
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5a01c2a3b0
Includes: * File * Geometry2D * HashingContext * HTTPClient * HTTPRequest * Image * Input * int * ItemList * JSONParseResult * KinematicBody2D * LineEdit Co-authored-by: Aaron Franke <arnfranke@yahoo.com>
51 lines
2.5 KiB
XML
51 lines
2.5 KiB
XML
<?xml version="1.0" encoding="UTF-8" ?>
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<class name="JSONParseResult" inherits="Reference" version="4.0">
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<brief_description>
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Data class wrapper for decoded JSON.
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</brief_description>
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<description>
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Returned by [method JSON.parse], [JSONParseResult] contains the decoded JSON or error information if the JSON source wasn't successfully parsed. You can check if the JSON source was successfully parsed with [code]if json_result.error == OK[/code].
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</description>
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<tutorials>
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</tutorials>
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<methods>
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</methods>
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<members>
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<member name="error" type="int" setter="set_error" getter="get_error" enum="Error">
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The error type if the JSON source was not successfully parsed. See the [enum Error] constants.
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</member>
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<member name="error_line" type="int" setter="set_error_line" getter="get_error_line" default="-1">
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The line number where the error occurred if the JSON source was not successfully parsed.
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</member>
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<member name="error_string" type="String" setter="set_error_string" getter="get_error_string" default="""">
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The error message if the JSON source was not successfully parsed. See the [enum Error] constants.
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</member>
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<member name="result" type="Variant" setter="set_result" getter="get_result">
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A [Variant] containing the parsed JSON. Use [method @GDScript.typeof] or the [code]is[/code] keyword to check if it is what you expect. For example, if the JSON source starts with curly braces ([code]{}[/code]), a [Dictionary] will be returned. If the JSON source starts with brackets ([code][][/code]), an [Array] will be returned.
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[b]Note:[/b] The JSON specification does not define integer or float types, but only a [i]number[/i] type. Therefore, parsing a JSON text will convert all numerical values to [float] types.
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[b]Note:[/b] JSON objects do not preserve key order like Godot dictionaries, thus, you should not rely on keys being in a certain order if a dictionary is constructed from JSON. In contrast, JSON arrays retain the order of their elements:
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[codeblocks]
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[gdscript]
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var p = JSON.parse('["hello", "world", "!"]')
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if typeof(p.result) == TYPE_ARRAY:
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print(p.result[0]) # Prints "hello"
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else:
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push_error("Unexpected results.")
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[/gdscript]
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[csharp]
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JSONParseResult p = JSON.Parse("[\"hello\"], \"world\", \"!\"]");
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if (p.Result is Godot.Collections.Array)
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{
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GD.Print((p.Result as Godot.Collections.Array)[0]); // Prints "hello"
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}
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else
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{
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GD.PushError("Unexpected results.");
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}
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[/csharp]
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[/codeblocks]
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</member>
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</members>
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<constants>
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</constants>
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</class>
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