Struct gdnative::Object
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pub struct Object { /* fields omitted */ }
core class Object
(manually managed)
Memory management
Non reference counted objects such as the ones of this type are usually owned by the engine.
In the cases where Rust code owns an object of this type, ownership should be either passed
to the engine or the object must be manually destroyed using Object::free
.
Methods
impl Object
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pub fn new() -> Self
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Constructor.
Because this type is not reference counted, the lifetime of the returned object
is not automatically managed.
Immediately after creation, the object is owned by the caller, and can be
passed to the engine (in which case the engine will be responsible for
destroying the object) or destroyed manually using Object::free
.
pub unsafe fn free(self)
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Manually deallocate the object.
pub fn _notification(&mut self, what: i64)
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pub fn _set(&mut self, property: GodotString, value: Variant) -> bool
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pub fn _get(&mut self, property: GodotString)
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pub fn _get_property_list(&mut self) -> VariantArray
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pub fn _init(&mut self)
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pub fn get_class(&self) -> GodotString
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pub fn is_class(&self, _type: GodotString) -> bool
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pub fn set(&mut self, property: GodotString, value: Variant)
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pub fn get(&self, property: GodotString) -> Variant
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pub fn set_indexed(&mut self, property: NodePath, value: Variant)
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pub fn get_indexed(&self, property: NodePath) -> Variant
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pub fn get_property_list(&self) -> VariantArray
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pub fn get_method_list(&self) -> VariantArray
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pub fn notification(&mut self, what: i64, reversed: bool)
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pub fn get_instance_id(&self) -> i64
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pub fn set_script(&mut self, script: Option<Reference>)
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pub fn get_script(&self) -> Option<Reference>
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pub fn set_meta(&mut self, name: GodotString, value: Variant)
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pub fn get_meta(&self, name: GodotString) -> Variant
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pub fn has_meta(&self, name: GodotString) -> bool
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pub fn get_meta_list(&self) -> StringArray
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pub fn add_user_signal(&mut self, signal: GodotString, arguments: VariantArray)
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pub fn has_user_signal(&self, signal: GodotString) -> bool
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pub fn emit_signal(
&mut self,
signal: GodotString,
varargs: &[Variant]
) -> Variant
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&mut self,
signal: GodotString,
varargs: &[Variant]
) -> Variant
pub fn call(&mut self, method: GodotString, varargs: &[Variant]) -> Variant
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pub fn call_deferred(
&mut self,
method: GodotString,
varargs: &[Variant]
) -> Variant
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&mut self,
method: GodotString,
varargs: &[Variant]
) -> Variant
pub fn callv(&mut self, method: GodotString, arg_array: VariantArray) -> Variant
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pub fn has_method(&self, method: GodotString) -> bool
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pub fn get_signal_list(&self) -> VariantArray
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pub fn get_signal_connection_list(&self, signal: GodotString) -> VariantArray
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pub fn get_incoming_connections(&self) -> VariantArray
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pub fn connect(
&mut self,
signal: GodotString,
target: Option<Object>,
method: GodotString,
binds: VariantArray,
flags: i64
) -> GodotResult
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&mut self,
signal: GodotString,
target: Option<Object>,
method: GodotString,
binds: VariantArray,
flags: i64
) -> GodotResult
pub fn disconnect(
&mut self,
signal: GodotString,
target: Option<Object>,
method: GodotString
)
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&mut self,
signal: GodotString,
target: Option<Object>,
method: GodotString
)
pub fn is_connected(
&self,
signal: GodotString,
target: Option<Object>,
method: GodotString
) -> bool
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&self,
signal: GodotString,
target: Option<Object>,
method: GodotString
) -> bool