Struct gdnative::SceneTree
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pub struct SceneTree { /* fields omitted */ }
core class SceneTree : MainLoop
(manually managed)
Base class
SceneTree inherits MainLoop and all of its methods.
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 SceneTree::free
.
Methods
impl SceneTree
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pub fn as_main_loop(&self) -> MainLoop
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Up-cast.
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 SceneTree::free
.
pub unsafe fn free(self)
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Manually deallocate the object.
pub fn get_root(&self) -> Option<Viewport>
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pub fn has_group(&self, name: GodotString) -> bool
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pub fn set_auto_accept_quit(&mut self, enabled: bool)
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pub fn set_quit_on_go_back(&mut self, enabled: bool)
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pub fn set_debug_collisions_hint(&mut self, enable: bool)
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pub fn is_debugging_collisions_hint(&self) -> bool
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pub fn set_edited_scene_root(&mut self, scene: Option<Object>)
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pub fn get_edited_scene_root(&self) -> Option<Node>
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pub fn set_pause(&mut self, enable: bool)
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pub fn is_paused(&self) -> bool
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pub fn set_input_as_handled(&mut self)
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pub fn is_input_handled(&mut self) -> bool
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pub fn create_timer(
&mut self,
time_sec: f64,
pause_mode_process: bool
) -> Option<SceneTreeTimer>
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&mut self,
time_sec: f64,
pause_mode_process: bool
) -> Option<SceneTreeTimer>
pub fn get_node_count(&self) -> i64
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pub fn get_frame(&self) -> i64
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pub fn quit(&mut self)
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pub fn set_screen_stretch(
&mut self,
mode: i64,
aspect: i64,
minsize: Vector2,
shrink: f64
)
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&mut self,
mode: i64,
aspect: i64,
minsize: Vector2,
shrink: f64
)
pub fn queue_delete(&mut self, obj: Option<Object>)
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pub fn call_group_flags(
&mut self,
flags: i64,
group: GodotString,
method: GodotString,
varargs: &[Variant]
) -> Variant
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&mut self,
flags: i64,
group: GodotString,
method: GodotString,
varargs: &[Variant]
) -> Variant
pub fn notify_group_flags(
&mut self,
call_flags: i64,
group: GodotString,
notification: i64
)
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&mut self,
call_flags: i64,
group: GodotString,
notification: i64
)
pub fn set_group_flags(
&mut self,
call_flags: i64,
group: GodotString,
property: GodotString,
value: Variant
)
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&mut self,
call_flags: i64,
group: GodotString,
property: GodotString,
value: Variant
)
pub fn call_group(
&mut self,
group: GodotString,
method: GodotString,
varargs: &[Variant]
) -> Variant
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&mut self,
group: GodotString,
method: GodotString,
varargs: &[Variant]
) -> Variant
pub fn notify_group(&mut self, group: GodotString, notification: i64)
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pub fn set_group(
&mut self,
group: GodotString,
property: GodotString,
value: Variant
)
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&mut self,
group: GodotString,
property: GodotString,
value: Variant
)
pub fn get_nodes_in_group(&mut self, group: GodotString) -> VariantArray
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pub fn set_current_scene(&mut self, child_node: Option<Object>)
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pub fn get_current_scene(&self) -> Option<Node>
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pub fn change_scene(&mut self, path: GodotString) -> GodotResult
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pub fn change_scene_to(
&mut self,
packed_scene: Option<PackedScene>
) -> GodotResult
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&mut self,
packed_scene: Option<PackedScene>
) -> GodotResult
pub fn reload_current_scene(&mut self) -> GodotResult
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pub fn _change_scene(&mut self, arg0: Option<Object>)
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pub fn set_network_peer(&mut self, peer: Option<NetworkedMultiplayerPeer>)
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pub fn get_network_peer(&self) -> Option<NetworkedMultiplayerPeer>
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pub fn is_network_server(&self) -> bool
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pub fn has_network_peer(&self) -> bool
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pub fn get_network_connected_peers(&self) -> Int32Array
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pub fn get_network_unique_id(&self) -> i64
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pub fn get_rpc_sender_id(&self) -> i64
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pub fn set_refuse_new_network_connections(&mut self, refuse: bool)
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pub fn is_refusing_new_network_connections(&self) -> bool
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pub fn _network_peer_connected(&mut self, arg0: i64)
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pub fn _network_peer_disconnected(&mut self, arg0: i64)
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pub fn _connected_to_server(&mut self)
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pub fn _connection_failed(&mut self)
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pub fn _server_disconnected(&mut self)
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pub fn set_use_font_oversampling(&mut self, enable: bool)
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pub fn is_using_font_oversampling(&self) -> bool
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pub fn cast<T: GodotObject>(&self) -> Option<T>
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Methods from Deref<Target = MainLoop>
pub fn as_object(&self) -> Object
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Up-cast.
pub fn _input_event(&mut self, ev: Option<InputEvent>)
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pub fn _input_text(&mut self, text: GodotString)
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pub fn _initialize(&mut self)
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pub fn _iteration(&mut self, delta: f64)
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pub fn _idle(&mut self, delta: f64)
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pub fn _drop_files(&mut self, files: StringArray, screen: i64)
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pub fn _finalize(&mut self)
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pub fn input_event(&mut self, ev: Option<InputEvent>)
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pub fn input_text(&mut self, text: GodotString)
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pub fn init(&mut self)
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pub fn iteration(&mut self, delta: f64) -> bool
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pub fn idle(&mut self, delta: f64) -> bool
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pub fn finish(&mut self)
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pub fn cast<T: GodotObject>(&self) -> Option<T>
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Trait Implementations
impl GodotObject for SceneTree
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fn class_name() -> &'static str
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unsafe fn from_sys(obj: *mut godot_object) -> Self
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unsafe fn to_sys(&self) -> *mut godot_object
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impl Deref for SceneTree
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type Target = MainLoop
The resulting type after dereferencing.
fn deref(&self) -> &Self::Target
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Dereferences the value.