pub struct Theme { /* private fields */ }
Expand description

core class Theme inherits Resource (reference-counted).

This class has related types in the theme module.

Official documentation

See the documentation of this class in the Godot engine’s official documentation. The method descriptions are generated from it and typically contain code samples in GDScript, not Rust.

Memory management

The lifetime of this object is automatically managed through reference counting.

Class hierarchy

Theme inherits methods from:

Safety

All types in the Godot API have interior mutability in Rust parlance. To enforce that the official thread-safety guidelines are followed, the typestate pattern is used in the Ref and TRef smart pointers, and the Instance API. The typestate Ownership in these types tracks whether ownership is unique, shared, or exclusive to the current thread. For more information, see the type-level documentation on Ref.

Implementations§

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impl Theme

Constants

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pub const DATA_TYPE_COLOR: i64 = 0i64

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pub const DATA_TYPE_CONSTANT: i64 = 1i64

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pub const DATA_TYPE_FONT: i64 = 2i64

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pub const DATA_TYPE_ICON: i64 = 3i64

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pub const DATA_TYPE_STYLEBOX: i64 = 4i64

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pub const DATA_TYPE_MAX: i64 = 5i64

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impl Theme

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pub fn new() -> Ref<Self, Unique>

Creates a new instance of this object.

This is a reference-counted type. The returned object is automatically managed by Ref.

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pub fn add_type(&self, theme_type: impl Into<GodotString>)

Adds an empty theme type for every valid data type. Note: Empty types are not saved with the theme. This method only exists to perform in-memory changes to the resource. Use available set_* methods to add theme items.

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pub fn clear(&self)

Clears all values on the theme.

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pub fn clear_color(
    &self,
    name: impl Into<GodotString>,
    theme_type: impl Into<GodotString>
)

Clears the Color at name if the theme has theme_type.

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pub fn clear_constant(
    &self,
    name: impl Into<GodotString>,
    theme_type: impl Into<GodotString>
)

Clears the constant at name if the theme has theme_type.

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pub fn clear_font(
    &self,
    name: impl Into<GodotString>,
    theme_type: impl Into<GodotString>
)

Clears the Font at name if the theme has theme_type.

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pub fn clear_icon(
    &self,
    name: impl Into<GodotString>,
    theme_type: impl Into<GodotString>
)

Clears the icon at name if the theme has theme_type.

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pub fn clear_stylebox(
    &self,
    name: impl Into<GodotString>,
    theme_type: impl Into<GodotString>
)

Clears StyleBox at name if the theme has theme_type.

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pub fn clear_theme_item(
    &self,
    data_type: i64,
    name: impl Into<GodotString>,
    theme_type: impl Into<GodotString>
)

Clears the theme item of data_type at name if the theme has theme_type.

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pub fn clear_type_variation(&self, theme_type: impl Into<GodotString>)

Unmarks theme_type as being a variation of another theme type. See set_type_variation.

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pub fn copy_default_theme(&self)

Sets the theme’s values to a copy of the default theme values.

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pub fn copy_theme(&self, other: impl AsArg<Theme>)

Sets the theme’s values to a copy of a given theme.

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pub fn get_color(
    &self,
    name: impl Into<GodotString>,
    theme_type: impl Into<GodotString>
) -> Color

Returns the Color at name if the theme has theme_type.

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pub fn get_color_list(
    &self,
    theme_type: impl Into<GodotString>
) -> PoolArray<GodotString>

Returns all the Colors as a PoolStringArray filled with each Color’s name, for use in get_color, if the theme has theme_type.

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pub fn get_color_types(&self) -> PoolArray<GodotString>

Returns all the Color types as a PoolStringArray filled with unique type names, for use in get_color and/or get_color_list.

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pub fn get_constant(
    &self,
    name: impl Into<GodotString>,
    theme_type: impl Into<GodotString>
) -> i64

Returns the constant at name if the theme has theme_type.

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pub fn get_constant_list(
    &self,
    theme_type: impl Into<GodotString>
) -> PoolArray<GodotString>

Returns all the constants as a PoolStringArray filled with each constant’s name, for use in get_constant, if the theme has theme_type.

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pub fn get_constant_types(&self) -> PoolArray<GodotString>

Returns all the constant types as a PoolStringArray filled with unique type names, for use in get_constant and/or get_constant_list.

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pub fn default_font(&self) -> Option<Ref<Font, Shared>>

The default font of this Theme resource. Used as a fallback value for font items defined in this theme, but having invalid values. If this value is also invalid, the global default value is used. Use has_default_font to check if this value is valid.

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pub fn get_font(
    &self,
    name: impl Into<GodotString>,
    theme_type: impl Into<GodotString>
) -> Option<Ref<Font, Shared>>

Returns the Font at name if the theme has theme_type. If such item does not exist and default_font is set on the theme, the default font will be returned.

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pub fn get_font_list(
    &self,
    theme_type: impl Into<GodotString>
) -> PoolArray<GodotString>

Returns all the Fonts as a PoolStringArray filled with each Font’s name, for use in get_font, if the theme has theme_type.

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pub fn get_font_types(&self) -> PoolArray<GodotString>

Returns all the Font types as a PoolStringArray filled with unique type names, for use in get_font and/or get_font_list.

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pub fn get_icon(
    &self,
    name: impl Into<GodotString>,
    theme_type: impl Into<GodotString>
) -> Option<Ref<Texture, Shared>>

Returns the icon Texture at name if the theme has theme_type.

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pub fn get_icon_list(
    &self,
    theme_type: impl Into<GodotString>
) -> PoolArray<GodotString>

Returns all the icons as a PoolStringArray filled with each Texture’s name, for use in get_icon, if the theme has theme_type.

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pub fn get_icon_types(&self) -> PoolArray<GodotString>

Returns all the icon types as a PoolStringArray filled with unique type names, for use in get_icon and/or get_icon_list.

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pub fn get_stylebox(
    &self,
    name: impl Into<GodotString>,
    theme_type: impl Into<GodotString>
) -> Option<Ref<StyleBox, Shared>>

Returns the StyleBox at name if the theme has theme_type. Valid names may be found using get_stylebox_list. Valid theme_types may be found using get_stylebox_types.

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pub fn get_stylebox_list(
    &self,
    theme_type: impl Into<GodotString>
) -> PoolArray<GodotString>

Returns all the StyleBoxs as a PoolStringArray filled with each StyleBox’s name, for use in get_stylebox, if the theme has theme_type. Valid theme_types may be found using get_stylebox_types.

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pub fn get_stylebox_types(&self) -> PoolArray<GodotString>

Returns all the StyleBox types as a PoolStringArray filled with unique type names, for use in get_stylebox and/or get_stylebox_list.

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pub fn get_theme_item(
    &self,
    data_type: i64,
    name: impl Into<GodotString>,
    theme_type: impl Into<GodotString>
) -> Variant

Returns the theme item of data_type at name if the theme has theme_type. Valid names may be found using get_theme_item_list or a data type specific method. Valid theme_types may be found using get_theme_item_types or a data type specific method.

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pub fn get_theme_item_list(
    &self,
    data_type: i64,
    theme_type: impl Into<GodotString>
) -> PoolArray<GodotString>

Returns all the theme items of data_type as a PoolStringArray filled with each theme items’s name, for use in get_theme_item or a data type specific method, if the theme has theme_type. Valid theme_types may be found using get_theme_item_types or a data type specific method.

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pub fn get_theme_item_types(&self, data_type: i64) -> PoolArray<GodotString>

Returns all the theme items of data_type types as a PoolStringArray filled with unique type names, for use in get_theme_item, get_theme_item_list or data type specific methods.

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pub fn get_type_list(
    &self,
    theme_type: impl Into<GodotString>
) -> PoolArray<GodotString>

Returns all the theme types as a PoolStringArray filled with unique type names, for use in other get_* functions of this theme. Note: theme_type has no effect and will be removed in future version.

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pub fn get_type_variation_base(
    &self,
    theme_type: impl Into<GodotString>
) -> GodotString

Returns the name of the base theme type if theme_type is a valid variation type. Returns an empty string otherwise.

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pub fn get_type_variation_list(
    &self,
    base_type: impl Into<GodotString>
) -> PoolArray<GodotString>

Returns a list of all type variations for the given base_type.

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pub fn has_color(
    &self,
    name: impl Into<GodotString>,
    theme_type: impl Into<GodotString>
) -> bool

Returns true if Color with name is in theme_type. Returns false if the theme does not have theme_type.

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pub fn has_constant(
    &self,
    name: impl Into<GodotString>,
    theme_type: impl Into<GodotString>
) -> bool

Returns true if constant with name is in theme_type. Returns false if the theme does not have theme_type.

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pub fn has_default_font(&self) -> bool

Returns true if this theme has a valid default_font value.

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pub fn has_font(
    &self,
    name: impl Into<GodotString>,
    theme_type: impl Into<GodotString>
) -> bool

Returns true if Font with name is in theme_type. Returns false if the theme does not have theme_type.

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pub fn has_icon(
    &self,
    name: impl Into<GodotString>,
    theme_type: impl Into<GodotString>
) -> bool

Returns true if icon Texture with name is in theme_type. Returns false if the theme does not have theme_type.

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pub fn has_stylebox(
    &self,
    name: impl Into<GodotString>,
    theme_type: impl Into<GodotString>
) -> bool

Returns true if StyleBox with name is in theme_type. Returns false if the theme does not have theme_type.

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pub fn has_theme_item(
    &self,
    data_type: i64,
    name: impl Into<GodotString>,
    theme_type: impl Into<GodotString>
) -> bool

Returns true if a theme item of data_type with name is in theme_type. Returns false if the theme does not have theme_type.

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pub fn is_type_variation(
    &self,
    theme_type: impl Into<GodotString>,
    base_type: impl Into<GodotString>
) -> bool

Returns true if theme_type is marked as a variation of base_type.

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pub fn merge_with(&self, other: impl AsArg<Theme>)

Adds missing and overrides existing definitions with values from the other Theme. Note: This modifies the current theme. If you want to merge two themes together without modifying either one, create a new empty theme and merge the other two into it one after another.

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pub fn remove_type(&self, theme_type: impl Into<GodotString>)

Removes the theme type, gracefully discarding defined theme items. If the type is a variation, this information is also erased. If the type is a base for type variations, those variations lose their base.

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pub fn rename_color(
    &self,
    old_name: impl Into<GodotString>,
    name: impl Into<GodotString>,
    theme_type: impl Into<GodotString>
)

Renames the Color at old_name to name if the theme has theme_type. If name is already taken, this method fails.

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pub fn rename_constant(
    &self,
    old_name: impl Into<GodotString>,
    name: impl Into<GodotString>,
    theme_type: impl Into<GodotString>
)

Renames the constant at old_name to name if the theme has theme_type. If name is already taken, this method fails.

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pub fn rename_font(
    &self,
    old_name: impl Into<GodotString>,
    name: impl Into<GodotString>,
    theme_type: impl Into<GodotString>
)

Renames the Font at old_name to name if the theme has theme_type. If name is already taken, this method fails.

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pub fn rename_icon(
    &self,
    old_name: impl Into<GodotString>,
    name: impl Into<GodotString>,
    theme_type: impl Into<GodotString>
)

Renames the icon at old_name to name if the theme has theme_type. If name is already taken, this method fails.

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pub fn rename_stylebox(
    &self,
    old_name: impl Into<GodotString>,
    name: impl Into<GodotString>,
    theme_type: impl Into<GodotString>
)

Renames StyleBox at old_name to name if the theme has theme_type. If name is already taken, this method fails.

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pub fn rename_theme_item(
    &self,
    data_type: i64,
    old_name: impl Into<GodotString>,
    name: impl Into<GodotString>,
    theme_type: impl Into<GodotString>
)

Renames the theme item of data_type at old_name to name if the theme has theme_type. If name is already taken, this method fails.

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pub fn set_color(
    &self,
    name: impl Into<GodotString>,
    theme_type: impl Into<GodotString>,
    color: Color
)

Sets the theme’s Color to color at name in theme_type. Creates theme_type if the theme does not have it.

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pub fn set_constant(
    &self,
    name: impl Into<GodotString>,
    theme_type: impl Into<GodotString>,
    constant: i64
)

Sets the theme’s constant to constant at name in theme_type. Creates theme_type if the theme does not have it.

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pub fn set_default_font(&self, font: impl AsArg<Font>)

The default font of this Theme resource. Used as a fallback value for font items defined in this theme, but having invalid values. If this value is also invalid, the global default value is used. Use has_default_font to check if this value is valid.

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pub fn set_font(
    &self,
    name: impl Into<GodotString>,
    theme_type: impl Into<GodotString>,
    font: impl AsArg<Font>
)

Sets the theme’s Font to font at name in theme_type. Creates theme_type if the theme does not have it.

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pub fn set_icon(
    &self,
    name: impl Into<GodotString>,
    theme_type: impl Into<GodotString>,
    texture: impl AsArg<Texture>
)

Sets the theme’s icon Texture to texture at name in theme_type. Creates theme_type if the theme does not have it.

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pub fn set_stylebox(
    &self,
    name: impl Into<GodotString>,
    theme_type: impl Into<GodotString>,
    texture: impl AsArg<StyleBox>
)

Sets theme’s StyleBox to stylebox at name in theme_type. Creates theme_type if the theme does not have it.

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pub fn set_theme_item(
    &self,
    data_type: i64,
    name: impl Into<GodotString>,
    theme_type: impl Into<GodotString>,
    value: impl OwnedToVariant
)

Sets the theme item of data_type to value at name in theme_type. Does nothing if the value type does not match data_type. Creates theme_type if the theme does not have it.

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pub fn set_type_variation(
    &self,
    theme_type: impl Into<GodotString>,
    base_type: impl Into<GodotString>
)

Marks theme_type as a variation of base_type. This adds theme_type as a suggested option for Control.theme_type_variation on a Control that is of the base_type class. Variations can also be nested, i.e. base_type can be another variation. If a chain of variations ends with a base_type matching the class of the Control, the whole chain is going to be suggested as options. Note: Suggestions only show up if this theme resource is set as the project default theme. See [member ProjectSettings.gui/theme/custom].

Methods from Deref<Target = Resource>§

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pub fn duplicate(&self, subresources: bool) -> Option<Ref<Resource, Shared>>

Duplicates the resource, returning a new resource with the exported members copied. Note: To duplicate the resource the constructor is called without arguments. This method will error when the constructor doesn’t have default values. By default, sub-resources are shared between resource copies for efficiency. This can be changed by passing true to the subresources argument which will copy the subresources. Note: If subresources is true, this method will only perform a shallow copy. Nested resources within subresources will not be duplicated and will still be shared. Note: When duplicating a resource, only exported properties are copied. Other properties will be set to their default value in the new resource.

Default Arguments
  • subresources - false
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pub fn emit_changed(&self)

Sample code is GDScript unless otherwise noted.

Emits the changed signal. If external objects which depend on this resource should be updated, this method must be called manually whenever the state of this resource has changed (such as modification of properties). The method is equivalent to:

emit_signal("changed")

Note: This method is called automatically for built-in resources.

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pub fn get_local_scene(&self) -> Option<Ref<Node, Shared>>

If [resource_local_to_scene][Self::resource_local_to_scene] is enabled and the resource was loaded from a PackedScene instantiation, returns the local scene where this resource’s unique copy is in use. Otherwise, returns null.

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pub fn name(&self) -> GodotString

The name of the resource. This is an optional identifier. If [resource_name][Self::resource_name] is not empty, its value will be displayed to represent the current resource in the editor inspector. For built-in scripts, the [resource_name][Self::resource_name] will be displayed as the tab name in the script editor.

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pub fn path(&self) -> GodotString

The path to the resource. In case it has its own file, it will return its filepath. If it’s tied to the scene, it will return the scene’s path, followed by the resource’s index.

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pub fn get_rid(&self) -> Rid

Returns the RID of the resource (or an empty RID). Many resources (such as Texture, Mesh, etc) are high-level abstractions of resources stored in a server, so this function will return the original RID.

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pub fn is_local_to_scene(&self) -> bool

If true, the resource will be made unique in each instance of its local scene. It can thus be modified in a scene instance without impacting other instances of that same scene.

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pub fn set_local_to_scene(&self, enable: bool)

If true, the resource will be made unique in each instance of its local scene. It can thus be modified in a scene instance without impacting other instances of that same scene.

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pub fn set_name(&self, name: impl Into<GodotString>)

The name of the resource. This is an optional identifier. If [resource_name][Self::resource_name] is not empty, its value will be displayed to represent the current resource in the editor inspector. For built-in scripts, the [resource_name][Self::resource_name] will be displayed as the tab name in the script editor.

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pub fn set_path(&self, path: impl Into<GodotString>)

The path to the resource. In case it has its own file, it will return its filepath. If it’s tied to the scene, it will return the scene’s path, followed by the resource’s index.

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pub fn setup_local_to_scene(&self)

This method is called when a resource with [resource_local_to_scene][Self::resource_local_to_scene] enabled is loaded from a PackedScene instantiation. Its behavior can be customized by overriding [_setup_local_to_scene][Self::_setup_local_to_scene] from script. For most resources, this method performs no base logic. ViewportTexture performs custom logic to properly set the proxy texture and flags in the local viewport.

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pub fn take_over_path(&self, path: impl Into<GodotString>)

Sets the path of the resource, potentially overriding an existing cache entry for this path. This differs from setting [resource_path][Self::resource_path], as the latter would error out if another resource was already cached for the given path.

Methods from Deref<Target = Object>§

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pub fn add_user_signal(
    &self,
    signal: impl Into<GodotString>,
    arguments: VariantArray
)

Adds a user-defined signal. Arguments are optional, but can be added as an Array of dictionaries, each containing name: String and type: int (see [enum Variant.Type]) entries.

Default Arguments
  • arguments - [ ]
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pub unsafe fn call(
    &self,
    method: impl Into<GodotString>,
    varargs: &[Variant]
) -> Variant

Sample code is GDScript unless otherwise noted.

Calls the method on the object and returns the result. This method supports a variable number of arguments, so parameters are passed as a comma separated list. Example:

call("set", "position", Vector2(42.0, 0.0))

Note: In C#, the method name must be specified as snake_case if it is defined by a built-in Godot node. This doesn’t apply to user-defined methods where you should use the same convention as in the C# source (typically PascalCase).

Safety

This function bypasses Rust’s static type checks (aliasing, thread boundaries, calls to free(), …).

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pub unsafe fn call_deferred(
    &self,
    method: impl Into<GodotString>,
    varargs: &[Variant]
) -> Variant

Sample code is GDScript unless otherwise noted.

Calls the method on the object during idle time. This method supports a variable number of arguments, so parameters are passed as a comma separated list. Example:

call_deferred("set", "position", Vector2(42.0, 0.0))

Note: In C#, the method name must be specified as snake_case if it is defined by a built-in Godot node. This doesn’t apply to user-defined methods where you should use the same convention as in the C# source (typically PascalCase).

Safety

This function bypasses Rust’s static type checks (aliasing, thread boundaries, calls to free(), …).

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pub unsafe fn callv(
    &self,
    method: impl Into<GodotString>,
    arg_array: VariantArray
) -> Variant

Sample code is GDScript unless otherwise noted.

Calls the method on the object and returns the result. Contrarily to call, this method does not support a variable number of arguments but expects all parameters to be via a single Array.

callv("set", [ "position", Vector2(42.0, 0.0) ])
Safety

This function bypasses Rust’s static type checks (aliasing, thread boundaries, calls to free(), …).

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pub fn can_translate_messages(&self) -> bool

Returns true if the object can translate strings. See set_message_translation and tr.

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pub fn connect(
    &self,
    signal: impl Into<GodotString>,
    target: impl AsArg<Object>,
    method: impl Into<GodotString>,
    binds: VariantArray,
    flags: i64
) -> GodotResult

Sample code is GDScript unless otherwise noted.

Connects a signal to a method on a target object. Pass optional binds to the call as an Array of parameters. These parameters will be passed to the method after any parameter used in the call to emit_signal. Use flags to set deferred or one-shot connections. See ConnectFlags constants. A signal can only be connected once to a method. It will print an error if already connected, unless the signal was connected with CONNECT_REFERENCE_COUNTED. To avoid this, first, use is_connected to check for existing connections. If the target is destroyed in the game’s lifecycle, the connection will be lost. Examples:

connect("pressed", self, "_on_Button_pressed") # BaseButton signal
connect("text_entered", self, "_on_LineEdit_text_entered") # LineEdit signal
connect("hit", self, "_on_Player_hit", [ weapon_type, damage ]) # User-defined signal

An example of the relationship between binds passed to connect and parameters used when calling emit_signal:

connect("hit", self, "_on_Player_hit", [ weapon_type, damage ]) # weapon_type and damage are passed last
emit_signal("hit", "Dark lord", 5) # "Dark lord" and 5 are passed first
func _on_Player_hit(hit_by, level, weapon_type, damage):
    print("Hit by %s (lvl %d) with weapon %s for %d damage" % [hit_by, level, weapon_type, damage])
Default Arguments
  • binds - [ ]
  • flags - 0
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pub fn disconnect(
    &self,
    signal: impl Into<GodotString>,
    target: impl AsArg<Object>,
    method: impl Into<GodotString>
)

Disconnects a signal from a method on the given target. If you try to disconnect a connection that does not exist, the method will print an error. Use is_connected to ensure that the connection exists.

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pub fn emit_signal(
    &self,
    signal: impl Into<GodotString>,
    varargs: &[Variant]
) -> Variant

Sample code is GDScript unless otherwise noted.

Emits the given signal. The signal must exist, so it should be a built-in signal of this class or one of its parent classes, or a user-defined signal. This method supports a variable number of arguments, so parameters are passed as a comma separated list. Example:

emit_signal("hit", weapon_type, damage)
emit_signal("game_over")
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pub fn get(&self, property: impl Into<GodotString>) -> Variant

Returns the Variant value of the given property. If the property doesn’t exist, this will return null. Note: In C#, the property name must be specified as snake_case if it is defined by a built-in Godot node. This doesn’t apply to user-defined properties where you should use the same convention as in the C# source (typically PascalCase).

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pub fn get_class(&self) -> GodotString

Returns the object’s class as a String. See also is_class. Note: get_class does not take class_name declarations into account. If the object has a class_name defined, the base class name will be returned instead.

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pub fn get_incoming_connections(&self) -> VariantArray

Returns an Array of dictionaries with information about signals that are connected to the object. Each Dictionary contains three String entries:

  • source is a reference to the signal emitter.
  • signal_name is the name of the connected signal.
  • method_name is the name of the method to which the signal is connected.
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pub fn get_indexed(&self, property: impl Into<NodePath>) -> Variant

Gets the object’s property indexed by the given NodePath. The node path should be relative to the current object and can use the colon character (:) to access nested properties. Examples: "position:x" or "material:next_pass:blend_mode". Note: Even though the method takes NodePath argument, it doesn’t support actual paths to Nodes in the scene tree, only colon-separated sub-property paths. For the purpose of nodes, use Node.get_node_and_resource instead.

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pub fn get_instance_id(&self) -> i64

Returns the object’s unique instance ID. This ID can be saved in EncodedObjectAsID, and can be used to retrieve the object instance with [method @GDScript.instance_from_id].

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pub fn get_meta(
    &self,
    name: impl Into<GodotString>,
    default: impl OwnedToVariant
) -> Variant

Returns the object’s metadata entry for the given name. Throws error if the entry does not exist, unless default is not null (in which case the default value will be returned).

Default Arguments
  • default - null
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pub fn get_meta_list(&self) -> PoolArray<GodotString>

Returns the object’s metadata as a PoolStringArray.

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pub fn get_method_list(&self) -> VariantArray

Returns the object’s methods and their signatures as an Array.

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pub fn get_property_list(&self) -> VariantArray

Returns the object’s property list as an Array of dictionaries. Each property’s Dictionary contain at least name: String and type: int (see [enum Variant.Type]) entries. Optionally, it can also include hint: int (see [PropertyHint][PropertyHint]), hint_string: String, and usage: int (see [PropertyUsageFlags][PropertyUsageFlags]).

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pub fn get_script(&self) -> Option<Ref<Reference, Shared>>

Returns the object’s Script instance, or null if none is assigned.

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pub fn get_signal_connection_list(
    &self,
    signal: impl Into<GodotString>
) -> VariantArray

Returns an Array of connections for the given signal.

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pub fn get_signal_list(&self) -> VariantArray

Returns the list of signals as an Array of dictionaries.

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pub fn has_meta(&self, name: impl Into<GodotString>) -> bool

Returns true if a metadata entry is found with the given name.

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pub fn has_method(&self, method: impl Into<GodotString>) -> bool

Returns true if the object contains the given method.

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pub fn has_signal(&self, signal: impl Into<GodotString>) -> bool

Returns true if the given signal exists.

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pub fn has_user_signal(&self, signal: impl Into<GodotString>) -> bool

Returns true if the given user-defined signal exists. Only signals added using add_user_signal are taken into account.

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pub fn is_blocking_signals(&self) -> bool

Returns true if signal emission blocking is enabled.

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pub fn is_class(&self, class: impl Into<GodotString>) -> bool

Returns true if the object inherits from the given class. See also get_class. Note: is_class does not take class_name declarations into account. If the object has a class_name defined, is_class will return false for that name.

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pub fn is_connected(
    &self,
    signal: impl Into<GodotString>,
    target: impl AsArg<Object>,
    method: impl Into<GodotString>
) -> bool

Returns true if a connection exists for a given signal, target, and method.

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pub fn is_queued_for_deletion(&self) -> bool

Returns true if the Node.queue_free method was called for the object.

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pub fn notification(&self, what: i64, reversed: bool)

Send a given notification to the object, which will also trigger a call to the [_notification][Self::_notification] method of all classes that the object inherits from. If reversed is true, [_notification][Self::_notification] is called first on the object’s own class, and then up to its successive parent classes. If reversed is false, [_notification][Self::_notification] is called first on the highest ancestor (Object itself), and then down to its successive inheriting classes.

Default Arguments
  • reversed - false
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pub fn property_list_changed_notify(&self)

Notify the editor that the property list has changed, so that editor plugins can take the new values into account. Does nothing on export builds.

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pub fn remove_meta(&self, name: impl Into<GodotString>)

Removes a given entry from the object’s metadata. See also set_meta.

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pub fn set(&self, property: impl Into<GodotString>, value: impl OwnedToVariant)

Assigns a new value to the given property. If the property does not exist or the given value’s type doesn’t match, nothing will happen. Note: In C#, the property name must be specified as snake_case if it is defined by a built-in Godot node. This doesn’t apply to user-defined properties where you should use the same convention as in the C# source (typically PascalCase).

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pub fn set_block_signals(&self, enable: bool)

If set to true, signal emission is blocked.

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pub fn set_deferred(
    &self,
    property: impl Into<GodotString>,
    value: impl OwnedToVariant
)

Assigns a new value to the given property, after the current frame’s physics step. This is equivalent to calling set via call_deferred, i.e. call_deferred("set", property, value). Note: In C#, the property name must be specified as snake_case if it is defined by a built-in Godot node. This doesn’t apply to user-defined properties where you should use the same convention as in the C# source (typically PascalCase).

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pub fn set_indexed(
    &self,
    property: impl Into<NodePath>,
    value: impl OwnedToVariant
)

Sample code is GDScript unless otherwise noted.

Assigns a new value to the property identified by the NodePath. The node path should be relative to the current object and can use the colon character (:) to access nested properties. Example:

set_indexed("position", Vector2(42, 0))
set_indexed("position:y", -10)
print(position) # (42, -10)
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pub fn set_message_translation(&self, enable: bool)

Defines whether the object can translate strings (with calls to tr). Enabled by default.

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pub fn set_meta(&self, name: impl Into<GodotString>, value: impl OwnedToVariant)

Adds, changes or removes a given entry in the object’s metadata. Metadata are serialized and can take any Variant value. To remove a given entry from the object’s metadata, use remove_meta. Metadata is also removed if its value is set to null. This means you can also use set_meta("name", null) to remove metadata for "name".

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pub fn set_script(&self, script: impl AsArg<Reference>)

Assigns a script to the object. Each object can have a single script assigned to it, which are used to extend its functionality. If the object already had a script, the previous script instance will be freed and its variables and state will be lost. The new script’s [_init][Self::_init] method will be called.

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pub fn to_string(&self) -> GodotString

Returns a String representing the object. If not overridden, defaults to "[ClassName:RID]". Override the method [_to_string][Self::_to_string] to customize the String representation.

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pub fn tr(&self, message: impl Into<GodotString>) -> GodotString

Translates a message using translation catalogs configured in the Project Settings. Only works if message translation is enabled (which it is by default), otherwise it returns the message unchanged. See set_message_translation.

Trait Implementations§

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impl Debug for Theme

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fn fmt(&self, f: &mut Formatter<'_>) -> Result

Formats the value using the given formatter. Read more
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impl Deref for Theme

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type Target = Resource

The resulting type after dereferencing.
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fn deref(&self) -> &Resource

Dereferences the value.
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impl DerefMut for Theme

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fn deref_mut(&mut self) -> &mut Resource

Mutably dereferences the value.
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impl GodotObject for Theme

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type Memory = RefCounted

The memory management kind of this type. This modifies the behavior of the Ref smart pointer. See its type-level documentation for more information.
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fn class_name() -> &'static str

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fn null() -> Null<Self>

Creates an explicitly null reference of Self as a method argument. This makes type inference easier for the compiler compared to Option.
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fn new() -> Ref<Self, Unique>where
    Self: Instanciable,

Creates a new instance of Self using a zero-argument constructor, as a Unique reference.
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fn cast<T>(&self) -> Option<&T>where
    T: GodotObject + SubClass<Self>,

Performs a dynamic reference downcast to target type. Read more
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fn upcast<T>(&self) -> &Twhere
    T: GodotObject,
    Self: SubClass<T>,

Performs a static reference upcast to a supertype that is guaranteed to be valid. Read more
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unsafe fn assume_shared(&self) -> Ref<Self, Shared>where
    Self: Sized,

Creates a persistent reference to the same Godot object with shared thread access. Read more
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unsafe fn assume_thread_local(&self) -> Ref<Self, ThreadLocal>where
    Self: Sized + GodotObject<Memory = RefCounted>,

Creates a persistent reference to the same Godot object with thread-local thread access. Read more
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unsafe fn assume_unique(&self) -> Ref<Self, Unique>where
    Self: Sized,

Creates a persistent reference to the same Godot object with unique access. Read more
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unsafe fn try_from_instance_id<'a>(id: i64) -> Option<TRef<'a, Self, Shared>>

Recovers a instance ID previously returned by Object::get_instance_id if the object is still alive. See also TRef::try_from_instance_id. Read more
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unsafe fn from_instance_id<'a>(id: i64) -> TRef<'a, Self, Shared>

Recovers a instance ID previously returned by Object::get_instance_id if the object is still alive, and panics otherwise. This does NOT guarantee that the resulting reference is safe to use. Read more
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impl Instanciable for Theme

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impl Sealed for Theme

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impl SubClass<Object> for Theme

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impl SubClass<Reference> for Theme

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impl SubClass<Resource> for Theme

Auto Trait Implementations§

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impl RefUnwindSafe for Theme

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impl !Send for Theme

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impl !Sync for Theme

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impl Unpin for Theme

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impl UnwindSafe for Theme

Blanket Implementations§

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impl<T> Any for Twhere
    T: 'static + ?Sized,

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fn type_id(&self) -> TypeId

Gets the TypeId of self. Read more
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impl<T> Borrow<T> for Twhere
    T: ?Sized,

const: unstable · source§

fn borrow(&self) -> &T

Immutably borrows from an owned value. Read more
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impl<T> BorrowMut<T> for Twhere
    T: ?Sized,

const: unstable · source§

fn borrow_mut(&mut self) -> &mut T

Mutably borrows from an owned value. Read more
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impl<T> From<T> for T

const: unstable · source§

fn from(t: T) -> T

Returns the argument unchanged.

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impl<T, U> Into<U> for Twhere
    U: From<T>,

const: unstable · source§

fn into(self) -> U

Calls U::from(self).

That is, this conversion is whatever the implementation of From<T> for U chooses to do.

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impl<T, U> TryFrom<U> for Twhere
    U: Into<T>,

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type Error = Infallible

The type returned in the event of a conversion error.
const: unstable · source§

fn try_from(value: U) -> Result<T, <T as TryFrom<U>>::Error>

Performs the conversion.
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impl<T, U> TryInto<U> for Twhere
    U: TryFrom<T>,

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type Error = <U as TryFrom<T>>::Error

The type returned in the event of a conversion error.
const: unstable · source§

fn try_into(self) -> Result<U, <U as TryFrom<T>>::Error>

Performs the conversion.
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impl<T> SubClass<T> for Twhere
    T: GodotObject,