Class reference
Dictionary
A built-in data structure that holds key-value pairs.
Description
Dictionaries are associative containers that contain values referenced by unique keys. Dictionaries will preserve the insertion order when adding new entries. In other programming languages, this data structure is often referred to as a hash map or an associative array. You can define a dictionary by placing a comma-separated list of key: value pairs inside curly braces {}. Creating a dictionary:
var my_dict = {} # Creates an empty dictionary.
var dict_variable_key = "Another key name"
var dict_variable_value = "value2"
var another_dict = {
"Some key name": "value1",
dict_variable_key: dict_variable_value,
}
var points_dict = { "White": 50, "Yellow": 75, "Orange": 100 }
# Alternative Lua-style syntax.
# Doesn't require quotes around keys, but only string constants can be used as key names.
# Additionally, key names must start with a letter or an underscore.
# Here, `some_key` is a string literal, not a variable!
another_dict = {
some_key = 42,
}
var myDict = new Godot.Collections.Dictionary(); // Creates an empty dictionary.
var pointsDict = new Godot.Collections.Dictionary
{
{ "White", 50 },
{ "Yellow", 75 },
{ "Orange", 100 },
};
You can access a dictionary's value by referencing its corresponding key. In the above example, points_dict["White"] will return 50. You can also write points_dict.White, which is equivalent. However, you'll have to use the bracket syntax if the key you're accessing the dictionary with isn't a fixed string (such as a number or variable).
@export_enum("White", "Yellow", "Orange") var my_color: String
var points_dict = { "White": 50, "Yellow": 75, "Orange": 100 }
func _ready():
# We can't use dot syntax here as `my_color` is a variable.
var points = points_dict[my_color]
[Export(PropertyHint.Enum, "White,Yellow,Orange")]
public string MyColor { get; set; }
private Godot.Collections.Dictionary _pointsDict = new Godot.Collections.Dictionary
{
{ "White", 50 },
{ "Yellow", 75 },
{ "Orange", 100 },
};
public override void _Ready()
{
int points = (int)_pointsDict[MyColor];
}
In the above code, points will be assigned the value that is paired with the appropriate color selected in my_color. Dictionaries can contain more complex data:
var my_dict = {
"First Array": [1, 2, 3, 4] # Assigns an Array to a String key.
}
var myDict = new Godot.Collections.Dictionary
{
{ "First Array", new Godot.Collections.Array { 1, 2, 3, 4 } }
};
To add a key to an existing dictionary, access it like an existing key and assign to it:
var points_dict = { "White": 50, "Yellow": 75, "Orange": 100 }
points_dict["Blue"] = 150 # Add "Blue" as a key and assign 150 as its value.
var pointsDict = new Godot.Collections.Dictionary
{
{ "White", 50 },
{ "Yellow", 75 },
{ "Orange", 100 },
};
pointsDict["Blue"] = 150; // Add "Blue" as a key and assign 150 as its value.
Finally, untyped dictionaries can contain different types of keys and values in the same dictionary:
# This is a valid dictionary.
# To access the string "Nested value" below, use `my_dict.sub_dict.sub_key` or `my_dict["sub_dict"]["sub_key"]`.
# Indexing styles can be mixed and matched depending on your needs.
var my_dict = {
"String Key": 5,
4: [1, 2, 3],
7: "Hello",
"sub_dict": { "sub_key": "Nested value" },
}
// This is a valid dictionary.
// To access the string "Nested value" below, use `((Godot.Collections.Dictionary)myDict["sub_dict"])["sub_key"]`.
var myDict = new Godot.Collections.Dictionary {
{ "String Key", 5 },
{ 4, new Godot.Collections.Array { 1, 2, 3 } },
{ 7, "Hello" },
{ "sub_dict", new Godot.Collections.Dictionary { { "sub_key", "Nested value" } } },
};
The keys of a dictionary can be iterated with the for keyword:
var groceries = { "Orange": 20, "Apple": 2, "Banana": 4 }
for fruit in groceries:
var amount = groceries[fruit]
var groceries = new Godot.Collections.Dictionary { { "Orange", 20 }, { "Apple", 2 }, { "Banana", 4 } };
foreach (var (fruit, amount) in groceries)
{
// `fruit` is the key, `amount` is the value.
}
To enforce a certain type for keys and values, you can create a typed dictionary. Typed dictionaries can only contain keys and values of the given types, or that inherit from the given classes:
# Creates a typed dictionary with String keys and int values.
# Attempting to use any other type for keys or values will result in an error.
var typed_dict: Dictionary[String, int] = {
"some_key": 1,
"some_other_key": 2,
}
# Creates a typed dictionary with String keys and values of any type.
# Attempting to use any other type for keys will result in an error.
var typed_dict_key_only: Dictionary[String, Variant] = {
"some_key": 12.34,
"some_other_key": "string",
}
// Creates a typed dictionary with String keys and int values.
// Attempting to use any other type for keys or values will result in an error.
var typedDict = new Godot.Collections.Dictionary<String, int> {
{"some_key", 1},
{"some_other_key", 2},
};
// Creates a typed dictionary with String keys and values of any type.
// Attempting to use any other type for keys will result in an error.
var typedDictKeyOnly = new Godot.Collections.Dictionary<String, Variant> {
{"some_key", 12.34},
{"some_other_key", "string"},
};
Note: Dictionaries are always passed by reference. To get a copy of a dictionary which can be modified independently of the original dictionary, use duplicate(). Note: Erasing elements while iterating over dictionaries is not supported and will result in unpredictable behavior.
Constructors
Dictionary Dictionary()
Dictionary Dictionary()Constructs an empty Dictionary.
Dictionary Dictionary(Dictionary base, int key_type, StringName key_class_name, Variant key_script, int value_type, StringName value_class_name, Variant value_script)
Dictionary Dictionary(Dictionary base, int key_type, StringName key_class_name, Variant key_script, int value_type, StringName value_class_name, Variant value_script)Creates a typed dictionary from the base dictionary. A typed dictionary can only contain keys and values of the given types, or that inherit from the given classes, as described by this constructor's parameters.
Dictionary Dictionary(Dictionary from)
Dictionary Dictionary(Dictionary from)Returns the same dictionary as from. If you need a copy of the dictionary, use duplicate().
Methods
void assign(Dictionary dictionary)
Dictionary dictionary)Assigns elements of another dictionary into the dictionary. Resizes the dictionary to match dictionary. Performs type conversions if the dictionary is typed.
void clear()
Clears the dictionary, removing all entries from it.
Dictionary duplicate(bool deep = false) const
Dictionary duplicate(bool deep = false) constReturns a new copy of the dictionary. By default, a shallow copy is returned: all nested Array, Dictionary, and Resource keys and values are shared with the original dictionary. Modifying any of those in one dictionary will also affect them in the other. If deep is true, a deep copy is returned: all nested arrays and dictionaries are also duplicated (recursively). Any Resource is still shared with the original dictionary, though.
Dictionary duplicate_deep(int deep_subresources_mode = 1) const
Dictionary duplicate_deep(int deep_subresources_mode = 1) constDuplicates this dictionary, deeply, like duplicate()(true), with extra control over how subresources are handled. deep_subresources_mode must be one of the values from Resource.DeepDuplicateMode. By default, only internal resources will be duplicated (recursively).
bool erase(Variant key)
bool erase(Variant key)Removes the dictionary entry by key, if it exists. Returns true if the given key existed in the dictionary, otherwise false. Note: Do not erase entries while iterating over the dictionary. You can iterate over the keys() array instead.
Variant find_key(Variant value) const
Variant find_key(Variant value) constFinds and returns the first key whose associated value is equal to value, or null if it is not found. Note: null is also a valid key. If inside the dictionary, find_key() may give misleading results.
Variant get(Variant key, Variant default = null) const
Variant get(Variant key, Variant default = null) constReturns the corresponding value for the given key in the dictionary. If the key does not exist, returns default, or null if the parameter is omitted. Note: If the default argument is computationally expensive or has unwanted side effects, consider using the has() method instead:
# Always calls `expensive_function()`.
dict.get("key", expensive_function())
# Calls `expensive_function()` only if the key does not exist.
dict.get("key") if dict.has("key") else expensive_function()
Variant get_or_add(Variant key, Variant default = null)
Variant get_or_add(Variant key, Variant default = null)Gets a value and ensures the key is set. If the key exists in the dictionary, this behaves like get(). Otherwise, the default value is inserted into the dictionary and returned.
int get_typed_key_builtin() const
int get_typed_key_builtin() constReturns the built-in Variant type of the typed dictionary's keys as a Variant.Type constant. If the keys are not typed, returns TYPE_NIL. See also is_typed_key().
StringName get_typed_key_class_name() const
StringName get_typed_key_class_name() constReturns the built-in class name of the typed dictionary's keys, if the built-in Variant type is TYPE_OBJECT. Otherwise, returns an empty StringName. See also is_typed_key() and Object.get_class().
Variant get_typed_key_script() const
Variant get_typed_key_script() constReturns the Script instance associated with this typed dictionary's keys, or null if it does not exist. See also is_typed_key().
int get_typed_value_builtin() const
int get_typed_value_builtin() constReturns the built-in Variant type of the typed dictionary's values as a Variant.Type constant. If the values are not typed, returns TYPE_NIL. See also is_typed_value().
StringName get_typed_value_class_name() const
StringName get_typed_value_class_name() constReturns the built-in class name of the typed dictionary's values, if the built-in Variant type is TYPE_OBJECT. Otherwise, returns an empty StringName. See also is_typed_value() and Object.get_class().
Variant get_typed_value_script() const
Variant get_typed_value_script() constReturns the Script instance associated with this typed dictionary's values, or null if it does not exist. See also is_typed_value().
bool has(Variant key) const
bool has(Variant key) constReturns true if the dictionary contains an entry with the given key.
var my_dict = {
"Redot" : 4,
210 : null,
}
print(my_dict.has("Redot")) # Prints true
print(my_dict.has(210)) # Prints true
print(my_dict.has(4)) # Prints false
var myDict = new Godot.Collections.Dictionary
{
{ "Redot", 4 },
{ 210, default },
};
GD.Print(myDict.ContainsKey("Redot")); // Prints True
GD.Print(myDict.ContainsKey(210)); // Prints True
GD.Print(myDict.ContainsKey(4)); // Prints False
In GDScript, this is equivalent to the in operator:
if "Redot" in { "Redot": 4 }:
print("The key is here!") # Will be printed.
Note: This method returns true as long as the key exists, even if its corresponding value is null.
bool has_all(Array keys) const
bool has_all(Array keys) constReturns true if the dictionary contains all keys in the given keys array.
var data = { "width": 10, "height": 20 }
data.has_all(["height", "width"]) # Returns true
int hash() const
int hash() constReturns a hashed 32-bit integer value representing the dictionary contents.
var dict1 = { "A": 10, "B": 2 }
var dict2 = { "A": 10, "B": 2 }
print(dict1.hash() == dict2.hash()) # Prints true
var dict1 = new Godot.Collections.Dictionary { { "A", 10 }, { "B", 2 } };
var dict2 = new Godot.Collections.Dictionary { { "A", 10 }, { "B", 2 } };
// Godot.Collections.Dictionary has no Hash() method. Use GD.Hash() instead.
GD.Print(GD.Hash(dict1) == GD.Hash(dict2)); // Prints True
Note: Dictionaries with the same entries but in a different order will not have the same hash. Note: Dictionaries with equal hash values are not guaranteed to be the same, because of hash collisions. On the contrary, dictionaries with different hash values are guaranteed to be different.
bool is_empty() const
bool is_empty() constReturns true if the dictionary is empty (its size is 0). See also size().
bool is_read_only() const
bool is_read_only() constReturns true if the dictionary is read-only. See make_read_only(). Dictionaries are automatically read-only if declared with const keyword.
bool is_same_typed(Dictionary dictionary) const
bool is_same_typed(Dictionary dictionary) constReturns true if the dictionary is typed the same as dictionary.
bool is_same_typed_key(Dictionary dictionary) const
bool is_same_typed_key(Dictionary dictionary) constReturns true if the dictionary's keys are typed the same as dictionary's keys.
bool is_same_typed_value(Dictionary dictionary) const
bool is_same_typed_value(Dictionary dictionary) constReturns true if the dictionary's values are typed the same as dictionary's values.
bool is_typed() const
bool is_typed() constReturns true if the dictionary is typed. Typed dictionaries can only store keys/values of their associated type and provide type safety for the [] operator. Methods of typed dictionary still return Variant.
bool is_typed_key() const
bool is_typed_key() constReturns true if the dictionary's keys are typed.
bool is_typed_value() const
bool is_typed_value() constReturns true if the dictionary's values are typed.
Array keys() const
Array keys() constReturns the list of keys in the dictionary.
void make_read_only()
Makes the dictionary read-only, i.e. disables modification of the dictionary's contents. Does not apply to nested content, e.g. content of nested dictionaries.
void merge(Dictionary dictionary, bool overwrite = false)
Dictionary dictionary, bool overwrite = false)Adds entries from dictionary to this dictionary. By default, duplicate keys are not copied over, unless overwrite is true.
var dict = { "item": "sword", "quantity": 2 }
var other_dict = { "quantity": 15, "color": "silver" }
# Overwriting of existing keys is disabled by default.
dict.merge(other_dict)
print(dict) # { "item": "sword", "quantity": 2, "color": "silver" }
# With overwriting of existing keys enabled.
dict.merge(other_dict, true)
print(dict) # { "item": "sword", "quantity": 15, "color": "silver" }
var dict = new Godot.Collections.Dictionary
{
["item"] = "sword",
["quantity"] = 2,
};
var otherDict = new Godot.Collections.Dictionary
{
["quantity"] = 15,
["color"] = "silver",
};
// Overwriting of existing keys is disabled by default.
dict.Merge(otherDict);
GD.Print(dict); // { "item": "sword", "quantity": 2, "color": "silver" }
// With overwriting of existing keys enabled.
dict.Merge(otherDict, true);
GD.Print(dict); // { "item": "sword", "quantity": 15, "color": "silver" }
Note: merge() is not recursive. Nested dictionaries are considered as keys that can be overwritten or not depending on the value of overwrite, but they will never be merged together.
Dictionary merged(Dictionary dictionary, bool overwrite = false) const
Dictionary merged(Dictionary dictionary, bool overwrite = false) constReturns a copy of this dictionary merged with the other dictionary. By default, duplicate keys are not copied over, unless overwrite is true. See also merge(). This method is useful for quickly making dictionaries with default values:
var base = { "fruit": "apple", "vegetable": "potato" }
var extra = { "fruit": "orange", "dressing": "vinegar" }
# Prints { "fruit": "orange", "vegetable": "potato", "dressing": "vinegar" }
print(extra.merged(base))
# Prints { "fruit": "apple", "vegetable": "potato", "dressing": "vinegar" }
print(extra.merged(base, true))
bool recursive_equal(Dictionary dictionary, int recursion_count) const
bool recursive_equal(Dictionary dictionary, int recursion_count) constReturns true if the two dictionaries contain the same keys and values, inner Dictionary and Array keys and values are compared recursively.
bool set(Variant key, Variant value)
bool set(Variant key, Variant value)Sets the value of the element at the given key to the given value. This is the same as using the [] operator (array[index] = value).
int size() const
int size() constReturns the number of entries in the dictionary. Empty dictionaries ({ }) always return 0. See also is_empty().
void sort()
Sorts the dictionary in ascending order, by key. The final order is dependent on the "less than" (<) comparison between keys.
var numbers = { "c": 2, "a": 0, "b": 1 }
numbers.sort()
print(numbers) # Prints { "a": 0, "b": 1, "c": 2 }
This method ensures that the dictionary's entries are ordered consistently when keys() or values() are called, or when the dictionary needs to be converted to a string through @GlobalScope.str() or JSON.stringify().
Array values() const
Array values() constReturns the list of values in this dictionary.
Operators
bool operator !=(Dictionary right)
bool operator !=(Dictionary right)Returns true if the two dictionaries do not contain the same keys and values.
bool operator ==(Dictionary right)
bool operator ==(Dictionary right)Returns true if the two dictionaries contain the same keys and values. The order of the entries does not matter. Note: In C#, by convention, this operator compares by reference. If you need to compare by value, iterate over both dictionaries.
Variant operator [](Variant key)
Variant operator [](Variant key)Returns the corresponding value for the given key in the dictionary. If the entry does not exist, fails and returns null. For safe access, use get() or has().