Struct gdnative_bindings::Theme
source · 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§
source§impl Theme
impl Theme
Constants
pub const DATA_TYPE_COLOR: i64 = 0i64
pub const DATA_TYPE_CONSTANT: i64 = 1i64
pub const DATA_TYPE_FONT: i64 = 2i64
pub const DATA_TYPE_ICON: i64 = 3i64
pub const DATA_TYPE_STYLEBOX: i64 = 4i64
pub const DATA_TYPE_MAX: i64 = 5i64
source§impl Theme
impl Theme
sourcepub fn new() -> Ref<Self, Unique>
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
.
sourcepub fn add_type(&self, theme_type: impl Into<GodotString>)
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.
sourcepub fn clear_color(
&self,
name: impl Into<GodotString>,
theme_type: impl Into<GodotString>
)
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
.
sourcepub fn clear_constant(
&self,
name: impl Into<GodotString>,
theme_type: impl Into<GodotString>
)
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
.
sourcepub fn clear_font(
&self,
name: impl Into<GodotString>,
theme_type: impl Into<GodotString>
)
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
.
sourcepub fn clear_icon(
&self,
name: impl Into<GodotString>,
theme_type: impl Into<GodotString>
)
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
.
sourcepub fn clear_stylebox(
&self,
name: impl Into<GodotString>,
theme_type: impl Into<GodotString>
)
pub fn clear_stylebox(
&self,
name: impl Into<GodotString>,
theme_type: impl Into<GodotString>
)
Clears StyleBox
at name
if the theme has theme_type
.
sourcepub fn clear_theme_item(
&self,
data_type: i64,
name: impl Into<GodotString>,
theme_type: impl Into<GodotString>
)
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
.
sourcepub fn clear_type_variation(&self, theme_type: impl Into<GodotString>)
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
.
sourcepub fn copy_default_theme(&self)
pub fn copy_default_theme(&self)
Sets the theme’s values to a copy of the default theme values.
sourcepub fn copy_theme(&self, other: impl AsArg<Theme>)
pub fn copy_theme(&self, other: impl AsArg<Theme>)
Sets the theme’s values to a copy of a given theme.
sourcepub fn get_color(
&self,
name: impl Into<GodotString>,
theme_type: impl Into<GodotString>
) -> Color
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
.
sourcepub fn get_color_list(
&self,
theme_type: impl Into<GodotString>
) -> PoolArray<GodotString>
pub fn get_color_list(
&self,
theme_type: impl Into<GodotString>
) -> PoolArray<GodotString>
Returns all the Color
s as a PoolStringArray
filled with each Color
’s name, for use in get_color
, if the theme has theme_type
.
sourcepub fn get_color_types(&self) -> PoolArray<GodotString>
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
.
sourcepub fn get_constant(
&self,
name: impl Into<GodotString>,
theme_type: impl Into<GodotString>
) -> i64
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
.
sourcepub fn get_constant_list(
&self,
theme_type: impl Into<GodotString>
) -> PoolArray<GodotString>
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
.
sourcepub fn get_constant_types(&self) -> PoolArray<GodotString>
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
.
sourcepub fn default_font(&self) -> Option<Ref<Font, Shared>>
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.
sourcepub fn get_font(
&self,
name: impl Into<GodotString>,
theme_type: impl Into<GodotString>
) -> Option<Ref<Font, Shared>>
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.
sourcepub fn get_font_list(
&self,
theme_type: impl Into<GodotString>
) -> PoolArray<GodotString>
pub fn get_font_list(
&self,
theme_type: impl Into<GodotString>
) -> PoolArray<GodotString>
Returns all the Font
s as a PoolStringArray
filled with each Font
’s name, for use in get_font
, if the theme has theme_type
.
sourcepub fn get_font_types(&self) -> PoolArray<GodotString>
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
.
sourcepub fn get_icon(
&self,
name: impl Into<GodotString>,
theme_type: impl Into<GodotString>
) -> Option<Ref<Texture, Shared>>
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
.
sourcepub fn get_icon_list(
&self,
theme_type: impl Into<GodotString>
) -> PoolArray<GodotString>
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
.
sourcepub fn get_icon_types(&self) -> PoolArray<GodotString>
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
.
sourcepub fn get_stylebox(
&self,
name: impl Into<GodotString>,
theme_type: impl Into<GodotString>
) -> Option<Ref<StyleBox, Shared>>
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 name
s may be found using get_stylebox_list
. Valid theme_type
s may be found using get_stylebox_types
.
sourcepub fn get_stylebox_list(
&self,
theme_type: impl Into<GodotString>
) -> PoolArray<GodotString>
pub fn get_stylebox_list(
&self,
theme_type: impl Into<GodotString>
) -> PoolArray<GodotString>
Returns all the StyleBox
s as a PoolStringArray
filled with each StyleBox
’s name, for use in get_stylebox
, if the theme has theme_type
.
Valid theme_type
s may be found using get_stylebox_types
.
sourcepub fn get_stylebox_types(&self) -> PoolArray<GodotString>
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
.
sourcepub fn get_theme_item(
&self,
data_type: i64,
name: impl Into<GodotString>,
theme_type: impl Into<GodotString>
) -> Variant
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 name
s may be found using get_theme_item_list
or a data type specific method. Valid theme_type
s may be found using get_theme_item_types
or a data type specific method.
sourcepub fn get_theme_item_list(
&self,
data_type: i64,
theme_type: impl Into<GodotString>
) -> PoolArray<GodotString>
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_type
s may be found using get_theme_item_types
or a data type specific method.
sourcepub fn get_theme_item_types(&self, data_type: i64) -> PoolArray<GodotString>
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.
sourcepub fn get_type_list(
&self,
theme_type: impl Into<GodotString>
) -> PoolArray<GodotString>
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.
sourcepub fn get_type_variation_base(
&self,
theme_type: impl Into<GodotString>
) -> GodotString
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.
sourcepub fn get_type_variation_list(
&self,
base_type: impl Into<GodotString>
) -> PoolArray<GodotString>
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
.
sourcepub fn has_color(
&self,
name: impl Into<GodotString>,
theme_type: impl Into<GodotString>
) -> bool
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
.
sourcepub fn has_constant(
&self,
name: impl Into<GodotString>,
theme_type: impl Into<GodotString>
) -> bool
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
.
sourcepub fn has_default_font(&self) -> bool
pub fn has_default_font(&self) -> bool
Returns true
if this theme has a valid default_font
value.
sourcepub fn has_font(
&self,
name: impl Into<GodotString>,
theme_type: impl Into<GodotString>
) -> bool
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
.
sourcepub fn has_icon(
&self,
name: impl Into<GodotString>,
theme_type: impl Into<GodotString>
) -> bool
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
.
sourcepub fn has_stylebox(
&self,
name: impl Into<GodotString>,
theme_type: impl Into<GodotString>
) -> bool
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
.
sourcepub fn has_theme_item(
&self,
data_type: i64,
name: impl Into<GodotString>,
theme_type: impl Into<GodotString>
) -> bool
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
.
sourcepub fn is_type_variation(
&self,
theme_type: impl Into<GodotString>,
base_type: impl Into<GodotString>
) -> bool
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
.
sourcepub fn merge_with(&self, other: impl AsArg<Theme>)
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.
sourcepub fn remove_type(&self, theme_type: impl Into<GodotString>)
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.
sourcepub fn rename_color(
&self,
old_name: impl Into<GodotString>,
name: impl Into<GodotString>,
theme_type: impl Into<GodotString>
)
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.
sourcepub fn rename_constant(
&self,
old_name: impl Into<GodotString>,
name: impl Into<GodotString>,
theme_type: impl Into<GodotString>
)
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.
sourcepub fn rename_font(
&self,
old_name: impl Into<GodotString>,
name: impl Into<GodotString>,
theme_type: impl Into<GodotString>
)
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.
sourcepub fn rename_icon(
&self,
old_name: impl Into<GodotString>,
name: impl Into<GodotString>,
theme_type: impl Into<GodotString>
)
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.
sourcepub fn rename_stylebox(
&self,
old_name: impl Into<GodotString>,
name: impl Into<GodotString>,
theme_type: impl Into<GodotString>
)
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.
sourcepub fn rename_theme_item(
&self,
data_type: i64,
old_name: impl Into<GodotString>,
name: impl Into<GodotString>,
theme_type: impl Into<GodotString>
)
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.
sourcepub fn set_color(
&self,
name: impl Into<GodotString>,
theme_type: impl Into<GodotString>,
color: Color
)
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.
sourcepub fn set_constant(
&self,
name: impl Into<GodotString>,
theme_type: impl Into<GodotString>,
constant: i64
)
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.
sourcepub fn set_default_font(&self, font: impl AsArg<Font>)
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.
sourcepub fn set_font(
&self,
name: impl Into<GodotString>,
theme_type: impl Into<GodotString>,
font: impl AsArg<Font>
)
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.
sourcepub fn set_icon(
&self,
name: impl Into<GodotString>,
theme_type: impl Into<GodotString>,
texture: impl AsArg<Texture>
)
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.
sourcepub fn set_stylebox(
&self,
name: impl Into<GodotString>,
theme_type: impl Into<GodotString>,
texture: impl AsArg<StyleBox>
)
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.
sourcepub fn set_theme_item(
&self,
data_type: i64,
name: impl Into<GodotString>,
theme_type: impl Into<GodotString>,
value: impl OwnedToVariant
)
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.
sourcepub fn set_type_variation(
&self,
theme_type: impl Into<GodotString>,
base_type: impl Into<GodotString>
)
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>§
sourcepub fn duplicate(&self, subresources: bool) -> Option<Ref<Resource, Shared>>
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 export
ed properties are copied. Other properties will be set to their default value in the new resource.
Default Arguments
subresources
-false
sourcepub fn emit_changed(&self)
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.
sourcepub fn get_local_scene(&self) -> Option<Ref<Node, Shared>>
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
.
sourcepub fn name(&self) -> GodotString
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.
sourcepub fn path(&self) -> GodotString
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.
sourcepub fn is_local_to_scene(&self) -> bool
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.
sourcepub fn set_local_to_scene(&self, enable: bool)
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.
sourcepub fn set_name(&self, name: impl Into<GodotString>)
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.
sourcepub fn set_path(&self, path: impl Into<GodotString>)
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.
sourcepub fn setup_local_to_scene(&self)
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.
sourcepub fn take_over_path(&self, path: impl Into<GodotString>)
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>§
pub const NOTIFICATION_POSTINITIALIZE: i64 = 0i64
pub const CONNECT_DEFERRED: i64 = 1i64
pub const NOTIFICATION_PREDELETE: i64 = 1i64
pub const CONNECT_PERSIST: i64 = 2i64
pub const CONNECT_ONESHOT: i64 = 4i64
pub const CONNECT_REFERENCE_COUNTED: i64 = 8i64
sourcepub fn add_user_signal(
&self,
signal: impl Into<GodotString>,
arguments: VariantArray
)
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
-[ ]
sourcepub unsafe fn call(
&self,
method: impl Into<GodotString>,
varargs: &[Variant]
) -> Variant
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(), …).
sourcepub unsafe fn call_deferred(
&self,
method: impl Into<GodotString>,
varargs: &[Variant]
) -> Variant
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(), …).
sourcepub unsafe fn callv(
&self,
method: impl Into<GodotString>,
arg_array: VariantArray
) -> Variant
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(), …).
sourcepub fn can_translate_messages(&self) -> bool
pub fn can_translate_messages(&self) -> bool
Returns true
if the object can translate strings. See set_message_translation
and tr
.
sourcepub fn connect(
&self,
signal: impl Into<GodotString>,
target: impl AsArg<Object>,
method: impl Into<GodotString>,
binds: VariantArray,
flags: i64
) -> GodotResult
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
sourcepub fn disconnect(
&self,
signal: impl Into<GodotString>,
target: impl AsArg<Object>,
method: impl Into<GodotString>
)
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.
sourcepub fn emit_signal(
&self,
signal: impl Into<GodotString>,
varargs: &[Variant]
) -> Variant
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")
sourcepub fn get(&self, property: impl Into<GodotString>) -> Variant
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).
sourcepub fn get_class(&self) -> GodotString
pub fn get_class(&self) -> GodotString
sourcepub fn get_incoming_connections(&self) -> VariantArray
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.
sourcepub fn get_indexed(&self, property: impl Into<NodePath>) -> Variant
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 Node
s in the scene tree, only colon-separated sub-property paths. For the purpose of nodes, use Node.get_node_and_resource
instead.
sourcepub fn get_instance_id(&self) -> i64
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].
sourcepub fn get_meta(
&self,
name: impl Into<GodotString>,
default: impl OwnedToVariant
) -> Variant
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
sourcepub fn get_meta_list(&self) -> PoolArray<GodotString>
pub fn get_meta_list(&self) -> PoolArray<GodotString>
Returns the object’s metadata as a PoolStringArray
.
sourcepub fn get_method_list(&self) -> VariantArray
pub fn get_method_list(&self) -> VariantArray
Returns the object’s methods and their signatures as an Array
.
sourcepub fn get_property_list(&self) -> VariantArray
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]).
sourcepub fn get_script(&self) -> Option<Ref<Reference, Shared>>
pub fn get_script(&self) -> Option<Ref<Reference, Shared>>
Returns the object’s Script
instance, or null
if none is assigned.
sourcepub fn get_signal_connection_list(
&self,
signal: impl Into<GodotString>
) -> VariantArray
pub fn get_signal_connection_list(
&self,
signal: impl Into<GodotString>
) -> VariantArray
Returns an Array
of connections for the given signal
.
sourcepub fn get_signal_list(&self) -> VariantArray
pub fn get_signal_list(&self) -> VariantArray
Returns the list of signals as an Array
of dictionaries.
sourcepub fn has_meta(&self, name: impl Into<GodotString>) -> bool
pub fn has_meta(&self, name: impl Into<GodotString>) -> bool
Returns true
if a metadata entry is found with the given name
.
sourcepub fn has_method(&self, method: impl Into<GodotString>) -> bool
pub fn has_method(&self, method: impl Into<GodotString>) -> bool
Returns true
if the object contains the given method
.
sourcepub fn has_signal(&self, signal: impl Into<GodotString>) -> bool
pub fn has_signal(&self, signal: impl Into<GodotString>) -> bool
Returns true
if the given signal
exists.
sourcepub fn has_user_signal(&self, signal: impl Into<GodotString>) -> bool
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.
sourcepub fn is_blocking_signals(&self) -> bool
pub fn is_blocking_signals(&self) -> bool
Returns true
if signal emission blocking is enabled.
sourcepub fn is_class(&self, class: impl Into<GodotString>) -> bool
pub fn is_class(&self, class: impl Into<GodotString>) -> bool
sourcepub fn is_connected(
&self,
signal: impl Into<GodotString>,
target: impl AsArg<Object>,
method: impl Into<GodotString>
) -> bool
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
.
sourcepub fn is_queued_for_deletion(&self) -> bool
pub fn is_queued_for_deletion(&self) -> bool
Returns true
if the Node.queue_free
method was called for the object.
sourcepub fn notification(&self, what: i64, reversed: bool)
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
sourcepub fn property_list_changed_notify(&self)
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.
sourcepub fn remove_meta(&self, name: impl Into<GodotString>)
pub fn remove_meta(&self, name: impl Into<GodotString>)
Removes a given entry from the object’s metadata. See also set_meta
.
sourcepub fn set(&self, property: impl Into<GodotString>, value: impl OwnedToVariant)
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).
sourcepub fn set_block_signals(&self, enable: bool)
pub fn set_block_signals(&self, enable: bool)
If set to true
, signal emission is blocked.
sourcepub fn set_deferred(
&self,
property: impl Into<GodotString>,
value: impl OwnedToVariant
)
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).
sourcepub fn set_indexed(
&self,
property: impl Into<NodePath>,
value: impl OwnedToVariant
)
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)
sourcepub fn set_message_translation(&self, enable: bool)
pub fn set_message_translation(&self, enable: bool)
Defines whether the object can translate strings (with calls to tr
). Enabled by default.
sourcepub fn set_meta(&self, name: impl Into<GodotString>, value: impl OwnedToVariant)
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"
.
sourcepub fn set_script(&self, script: impl AsArg<Reference>)
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.
sourcepub fn to_string(&self) -> GodotString
pub fn to_string(&self) -> GodotString
sourcepub fn tr(&self, message: impl Into<GodotString>) -> GodotString
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§
source§impl GodotObject for Theme
impl GodotObject for Theme
§type Memory = RefCounted
type Memory = RefCounted
Ref
smart pointer. See its type-level documentation for more
information.fn class_name() -> &'static str
source§fn null() -> Null<Self>
fn null() -> Null<Self>
Self
as a method argument. This makes type
inference easier for the compiler compared to Option
.source§fn new() -> Ref<Self, Unique>where
Self: Instanciable,
fn new() -> Ref<Self, Unique>where
Self: Instanciable,
Self
using a zero-argument constructor, as a Unique
reference.