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 and web platforms, Node receives a special NOTIFICATION_WM_CLOSE_REQUEST notification when quitting is requested from the window manager.

On Android, 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

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):

GDScriptC#

  1. func _notification(what):
  2. if what == NOTIFICATION_WM_CLOSE_REQUEST:
  3. get_tree().quit() # default behavior
  1. public override void _Notification(int what)
  2. {
  3. if (what == NotificationWMCloseRequest)
  4. GetTree().Quit(); // default behavior
  5. }

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 from the window manager. This can be changed, so that the user can take care of the complete quitting procedure:

GDScriptC#

  1. get_tree().set_auto_accept_quit(false)
  1. GetTree().AutoAcceptQuit = 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 NOTIFICATION_WM_CLOSE_REQUEST to the nodes in the scene tree. 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, if you want to notify the nodes in the scene tree about the upcoming program termination, you should send the notification yourself:

GDScriptC#

  1. get_tree().root.propagate_notification(NOTIFICATION_WM_CLOSE_REQUEST)
  1. GetTree().Root.PropagateNotification((int)NotificationWMCloseRequest);

Sending this notification will inform all nodes about the program termination, but will not terminate the program itself unlike in 3.X. In order to achieve the previous behavior, SceneTree.quit should be called after the notification.

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© Copyright 2014-present Juan Linietsky, Ariel Manzur and the Godot community (CC BY 3.0). Revision 53e837c6.

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