use godot::{
classes::{Engine, SceneTree, Window},
obj::{Gd, Singleton},
};
#[must_use]
pub fn get_scene_root() -> Option<Gd<Window>> {
get_scene_tree().and_then(|s| s.get_root())
}
#[must_use]
pub fn get_scene_tree() -> Option<Gd<SceneTree>> {
Engine::singleton()
.get_main_loop()
.and_then(|m| m.try_cast::<SceneTree>().ok())
}