Struct gdnative::Node [−][src]
pub struct Node { /* fields omitted */ }
core class Node : Object
(manually managed)
Base class
Node inherits Object 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 Node::free
.
Methods
impl Node
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impl Node
pub fn as_object(&self) -> Object
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pub fn as_object(&self) -> Object
Up-cast.
pub fn new() -> Self
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pub fn new() -> Self
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 Node::free
.
pub unsafe fn free(self)
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pub unsafe fn free(self)
Manually deallocate the object.
pub fn _process(&mut self, delta: f64)
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pub fn _process(&mut self, delta: f64)
pub fn _physics_process(&mut self, delta: f64)
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pub fn _physics_process(&mut self, delta: f64)
pub fn _enter_tree(&mut self)
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pub fn _enter_tree(&mut self)
pub fn _exit_tree(&mut self)
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pub fn _exit_tree(&mut self)
pub fn _ready(&mut self)
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pub fn _ready(&mut self)
pub fn _input(&mut self, event: Option<InputEvent>)
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pub fn _input(&mut self, event: Option<InputEvent>)
pub fn _unhandled_input(&mut self, event: Option<InputEvent>)
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pub fn _unhandled_input(&mut self, event: Option<InputEvent>)
pub fn _unhandled_key_input(&mut self, event: Option<InputEventKey>)
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pub fn _unhandled_key_input(&mut self, event: Option<InputEventKey>)
pub fn add_child_below_node(
&mut self,
node: Option<Object>,
child_node: Option<Object>,
legible_unique_name: bool
)
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pub fn add_child_below_node(
&mut self,
node: Option<Object>,
child_node: Option<Object>,
legible_unique_name: bool
)
pub fn set_name(&mut self, name: GodotString)
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pub fn set_name(&mut self, name: GodotString)
pub fn get_name(&self) -> GodotString
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pub fn get_name(&self) -> GodotString
pub fn add_child(&mut self, node: Option<Object>, legible_unique_name: bool)
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pub fn add_child(&mut self, node: Option<Object>, legible_unique_name: bool)
pub fn remove_child(&mut self, node: Option<Object>)
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pub fn remove_child(&mut self, node: Option<Object>)
pub fn get_child_count(&self) -> i64
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pub fn get_child_count(&self) -> i64
pub fn get_children(&self) -> VariantArray
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pub fn get_children(&self) -> VariantArray
pub fn get_child(&self, idx: i64) -> Option<Node>
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pub fn get_child(&self, idx: i64) -> Option<Node>
pub fn has_node(&self, path: NodePath) -> bool
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pub fn has_node(&self, path: NodePath) -> bool
pub fn get_node(&self, path: NodePath) -> Option<Node>
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pub fn get_node(&self, path: NodePath) -> Option<Node>
pub fn get_parent(&self) -> Option<Node>
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pub fn get_parent(&self) -> Option<Node>
pub fn find_node(
&self,
mask: GodotString,
recursive: bool,
owned: bool
) -> Option<Node>
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pub fn find_node(
&self,
mask: GodotString,
recursive: bool,
owned: bool
) -> Option<Node>
pub fn has_node_and_resource(&self, path: NodePath) -> bool
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pub fn has_node_and_resource(&self, path: NodePath) -> bool
pub fn get_node_and_resource(&mut self, path: NodePath) -> VariantArray
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pub fn get_node_and_resource(&mut self, path: NodePath) -> VariantArray
pub fn is_inside_tree(&self) -> bool
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pub fn is_inside_tree(&self) -> bool
pub fn is_a_parent_of(&self, node: Option<Object>) -> bool
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pub fn is_a_parent_of(&self, node: Option<Object>) -> bool
pub fn is_greater_than(&self, node: Option<Object>) -> bool
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pub fn is_greater_than(&self, node: Option<Object>) -> bool
pub fn get_path(&self) -> NodePath
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pub fn get_path(&self) -> NodePath
pub fn get_path_to(&self, node: Option<Object>) -> NodePath
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pub fn get_path_to(&self, node: Option<Object>) -> NodePath
pub fn add_to_group(&mut self, group: GodotString, persistent: bool)
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pub fn add_to_group(&mut self, group: GodotString, persistent: bool)
pub fn remove_from_group(&mut self, group: GodotString)
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pub fn remove_from_group(&mut self, group: GodotString)
pub fn is_in_group(&self, group: GodotString) -> bool
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pub fn is_in_group(&self, group: GodotString) -> bool
pub fn move_child(&mut self, child_node: Option<Object>, to_position: i64)
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pub fn move_child(&mut self, child_node: Option<Object>, to_position: i64)
pub fn get_groups(&self) -> VariantArray
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pub fn get_groups(&self) -> VariantArray
pub fn raise(&mut self)
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pub fn raise(&mut self)
pub fn set_owner(&mut self, owner: Option<Object>)
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pub fn set_owner(&mut self, owner: Option<Object>)
pub fn get_owner(&self) -> Option<Node>
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pub fn get_owner(&self) -> Option<Node>
pub fn remove_and_skip(&mut self)
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pub fn remove_and_skip(&mut self)
pub fn get_index(&self) -> i64
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pub fn get_index(&self) -> i64
pub fn print_tree(&mut self)
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pub fn print_tree(&mut self)
pub fn set_filename(&mut self, filename: GodotString)
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pub fn set_filename(&mut self, filename: GodotString)
pub fn get_filename(&self) -> GodotString
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pub fn get_filename(&self) -> GodotString
pub fn propagate_notification(&mut self, what: i64)
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pub fn propagate_notification(&mut self, what: i64)
pub fn propagate_call(
&mut self,
method: GodotString,
args: VariantArray,
parent_first: bool
)
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pub fn propagate_call(
&mut self,
method: GodotString,
args: VariantArray,
parent_first: bool
)
pub fn set_physics_process(&mut self, enable: bool)
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pub fn set_physics_process(&mut self, enable: bool)
pub fn get_physics_process_delta_time(&self) -> f64
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pub fn get_physics_process_delta_time(&self) -> f64
pub fn is_physics_processing(&self) -> bool
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pub fn is_physics_processing(&self) -> bool
pub fn get_process_delta_time(&self) -> f64
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pub fn get_process_delta_time(&self) -> f64
pub fn set_process(&mut self, enable: bool)
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pub fn set_process(&mut self, enable: bool)
pub fn is_processing(&self) -> bool
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pub fn is_processing(&self) -> bool
pub fn set_process_input(&mut self, enable: bool)
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pub fn set_process_input(&mut self, enable: bool)
pub fn is_processing_input(&self) -> bool
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pub fn is_processing_input(&self) -> bool
pub fn set_process_unhandled_input(&mut self, enable: bool)
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pub fn set_process_unhandled_input(&mut self, enable: bool)
pub fn is_processing_unhandled_input(&self) -> bool
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pub fn is_processing_unhandled_input(&self) -> bool
pub fn set_process_unhandled_key_input(&mut self, enable: bool)
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pub fn set_process_unhandled_key_input(&mut self, enable: bool)
pub fn is_processing_unhandled_key_input(&self) -> bool
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pub fn is_processing_unhandled_key_input(&self) -> bool
pub fn set_pause_mode(&mut self, mode: i64)
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pub fn set_pause_mode(&mut self, mode: i64)
pub fn can_process(&self) -> bool
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pub fn can_process(&self) -> bool
pub fn print_stray_nodes(&mut self)
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pub fn print_stray_nodes(&mut self)
pub fn get_position_in_parent(&self) -> i64
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pub fn get_position_in_parent(&self) -> i64
pub fn set_display_folded(&mut self, fold: bool)
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pub fn set_display_folded(&mut self, fold: bool)
pub fn is_displayed_folded(&self) -> bool
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pub fn is_displayed_folded(&self) -> bool
pub fn set_process_internal(&mut self, enable: bool)
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pub fn set_process_internal(&mut self, enable: bool)
pub fn is_processing_internal(&self) -> bool
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pub fn is_processing_internal(&self) -> bool
pub fn set_physics_process_internal(&mut self, enable: bool)
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pub fn set_physics_process_internal(&mut self, enable: bool)
pub fn is_physics_processing_internal(&self) -> bool
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pub fn is_physics_processing_internal(&self) -> bool
pub fn get_tree(&self) -> Option<SceneTree>
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pub fn get_tree(&self) -> Option<SceneTree>
pub fn duplicate(&self, flags: i64) -> Option<Node>
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pub fn duplicate(&self, flags: i64) -> Option<Node>
pub fn replace_by(&mut self, node: Option<Object>, keep_data: bool)
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pub fn replace_by(&mut self, node: Option<Object>, keep_data: bool)
pub fn set_scene_instance_load_placeholder(&mut self, load_placeholder: bool)
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pub fn set_scene_instance_load_placeholder(&mut self, load_placeholder: bool)
pub fn get_scene_instance_load_placeholder(&self) -> bool
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pub fn get_scene_instance_load_placeholder(&self) -> bool
pub fn get_viewport(&self) -> Option<Viewport>
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pub fn get_viewport(&self) -> Option<Viewport>
pub fn queue_free(&mut self)
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pub fn queue_free(&mut self)
pub fn request_ready(&mut self)
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pub fn request_ready(&mut self)
pub fn set_network_master(&mut self, id: i64, recursive: bool)
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pub fn set_network_master(&mut self, id: i64, recursive: bool)
pub fn get_network_master(&self) -> i64
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pub fn get_network_master(&self) -> i64
pub fn is_network_master(&self) -> bool
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pub fn is_network_master(&self) -> bool
pub fn rpc_config(&mut self, method: GodotString, mode: i64)
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pub fn rpc_config(&mut self, method: GodotString, mode: i64)
pub fn rset_config(&mut self, property: GodotString, mode: i64)
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pub fn rset_config(&mut self, property: GodotString, mode: i64)
pub fn _set_import_path(&mut self, import_path: NodePath)
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pub fn _set_import_path(&mut self, import_path: NodePath)
pub fn _get_import_path(&self) -> NodePath
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pub fn _get_import_path(&self) -> NodePath
pub fn rpc(&mut self, method: GodotString, varargs: &[Variant]) -> Variant
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pub fn rpc(&mut self, method: GodotString, varargs: &[Variant]) -> Variant
pub fn rpc_unreliable(
&mut self,
method: GodotString,
varargs: &[Variant]
) -> Variant
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pub fn rpc_unreliable(
&mut self,
method: GodotString,
varargs: &[Variant]
) -> Variant
pub fn rpc_id(
&mut self,
peer_id: i64,
method: GodotString,
varargs: &[Variant]
) -> Variant
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pub fn rpc_id(
&mut self,
peer_id: i64,
method: GodotString,
varargs: &[Variant]
) -> Variant
pub fn rpc_unreliable_id(
&mut self,
peer_id: i64,
method: GodotString,
varargs: &[Variant]
) -> Variant
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pub fn rpc_unreliable_id(
&mut self,
peer_id: i64,
method: GodotString,
varargs: &[Variant]
) -> Variant
pub fn rset(&mut self, property: GodotString, value: Variant)
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pub fn rset(&mut self, property: GodotString, value: Variant)
pub fn rset_id(&mut self, peer_id: i64, property: GodotString, value: Variant)
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pub fn rset_id(&mut self, peer_id: i64, property: GodotString, value: Variant)
pub fn rset_unreliable(&mut self, property: GodotString, value: Variant)
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pub fn rset_unreliable(&mut self, property: GodotString, value: Variant)
pub fn rset_unreliable_id(
&mut self,
peer_id: i64,
property: GodotString,
value: Variant
)
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pub fn rset_unreliable_id(
&mut self,
peer_id: i64,
property: GodotString,
value: Variant
)
pub fn cast<T: GodotObject>(&self) -> Option<T>
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pub fn cast<T: GodotObject>(&self) -> Option<T>
Methods from Deref<Target = Object>
pub fn _notification(&mut self, what: i64)
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pub fn _notification(&mut self, what: i64)
pub fn _set(&mut self, property: GodotString, value: Variant) -> bool
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pub fn _set(&mut self, property: GodotString, value: Variant) -> bool
pub fn _get(&mut self, property: GodotString)
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pub fn _get(&mut self, property: GodotString)
pub fn _get_property_list(&mut self) -> VariantArray
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pub fn _get_property_list(&mut self) -> VariantArray
pub fn _init(&mut self)
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pub fn _init(&mut self)
pub fn get_class(&self) -> GodotString
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pub fn get_class(&self) -> GodotString
pub fn is_class(&self, _type: GodotString) -> bool
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pub fn is_class(&self, _type: GodotString) -> bool
pub fn set(&mut self, property: GodotString, value: Variant)
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pub fn set(&mut self, property: GodotString, value: Variant)
pub fn get(&self, property: GodotString) -> Variant
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pub fn get(&self, property: GodotString) -> Variant
pub fn set_indexed(&mut self, property: NodePath, value: Variant)
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pub fn set_indexed(&mut self, property: NodePath, value: Variant)
pub fn get_indexed(&self, property: NodePath) -> Variant
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pub fn get_indexed(&self, property: NodePath) -> Variant
pub fn get_property_list(&self) -> VariantArray
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pub fn get_property_list(&self) -> VariantArray
pub fn get_method_list(&self) -> VariantArray
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pub fn get_method_list(&self) -> VariantArray
pub fn notification(&mut self, what: i64, reversed: bool)
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pub fn notification(&mut self, what: i64, reversed: bool)
pub fn get_instance_id(&self) -> i64
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pub fn get_instance_id(&self) -> i64
pub fn set_script(&mut self, script: Option<Reference>)
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pub fn set_script(&mut self, script: Option<Reference>)
pub fn get_script(&self) -> Option<Reference>
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pub fn get_script(&self) -> Option<Reference>
pub fn set_meta(&mut self, name: GodotString, value: Variant)
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pub fn set_meta(&mut self, name: GodotString, value: Variant)
pub fn get_meta(&self, name: GodotString) -> Variant
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pub fn get_meta(&self, name: GodotString) -> Variant
pub fn has_meta(&self, name: GodotString) -> bool
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pub fn has_meta(&self, name: GodotString) -> bool
pub fn get_meta_list(&self) -> StringArray
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pub fn get_meta_list(&self) -> StringArray
pub fn add_user_signal(&mut self, signal: GodotString, arguments: VariantArray)
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pub fn add_user_signal(&mut self, signal: GodotString, arguments: VariantArray)
pub fn has_user_signal(&self, signal: GodotString) -> bool
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pub fn has_user_signal(&self, signal: GodotString) -> bool
pub fn emit_signal(
&mut self,
signal: GodotString,
varargs: &[Variant]
) -> Variant
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pub fn emit_signal(
&mut self,
signal: GodotString,
varargs: &[Variant]
) -> Variant
pub fn call(&mut self, method: GodotString, varargs: &[Variant]) -> Variant
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pub fn call(&mut self, method: GodotString, varargs: &[Variant]) -> Variant
pub fn call_deferred(
&mut self,
method: GodotString,
varargs: &[Variant]
) -> Variant
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pub fn call_deferred(
&mut self,
method: GodotString,
varargs: &[Variant]
) -> Variant
pub fn callv(&mut self, method: GodotString, arg_array: VariantArray) -> Variant
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pub fn callv(&mut self, method: GodotString, arg_array: VariantArray) -> Variant
pub fn has_method(&self, method: GodotString) -> bool
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pub fn has_method(&self, method: GodotString) -> bool
pub fn get_signal_list(&self) -> VariantArray
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pub fn get_signal_list(&self) -> VariantArray
pub fn get_signal_connection_list(&self, signal: GodotString) -> VariantArray
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pub fn get_signal_connection_list(&self, signal: GodotString) -> VariantArray
pub fn get_incoming_connections(&self) -> VariantArray
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pub fn get_incoming_connections(&self) -> VariantArray
pub fn connect(
&mut self,
signal: GodotString,
target: Option<Object>,
method: GodotString,
binds: VariantArray,
flags: i64
) -> GodotResult
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pub fn connect(
&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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pub fn disconnect(
&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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pub fn is_connected(
&self,
signal: GodotString,
target: Option<Object>,
method: GodotString
) -> bool
pub fn set_block_signals(&mut self, enable: bool)
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pub fn set_block_signals(&mut self, enable: bool)
pub fn is_blocking_signals(&self) -> bool
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pub fn is_blocking_signals(&self) -> bool
pub fn property_list_changed_notify(&mut self)
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pub fn property_list_changed_notify(&mut self)
pub fn set_message_translation(&mut self, enable: bool)
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pub fn set_message_translation(&mut self, enable: bool)
pub fn can_translate_messages(&self) -> bool
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pub fn can_translate_messages(&self) -> bool
pub fn tr(&self, message: GodotString) -> GodotString
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pub fn tr(&self, message: GodotString) -> GodotString
pub fn is_queued_for_deletion(&self) -> bool
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pub fn is_queued_for_deletion(&self) -> bool
pub fn cast<T: GodotObject>(&self) -> Option<T>
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pub fn cast<T: GodotObject>(&self) -> Option<T>
Trait Implementations
impl GodotObject for Node
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impl GodotObject for Node
fn class_name() -> &'static str
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fn class_name() -> &'static str
unsafe fn from_sys(obj: *mut godot_object) -> Self
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unsafe fn from_sys(obj: *mut godot_object) -> Self
unsafe fn to_sys(&self) -> *mut godot_object
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unsafe fn to_sys(&self) -> *mut godot_object
impl Deref for Node
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impl Deref for Node
type Target = Object
The resulting type after dereferencing.
fn deref(&self) -> &Self::Target
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fn deref(&self) -> &Self::Target
Dereferences the value.
impl DerefMut for Node
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impl DerefMut for Node