[][src]Struct gdnative::SceneState

pub struct SceneState { /* fields omitted */ }

core class SceneState inherits Reference (reference counted).

Official documentation

See the documentation of this class in the Godot engine's official documentation.

Memory management

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

Class hierarchy

SceneState inherits methods from:

Implementations

impl SceneState[src]

Constants

impl SceneState[src]

pub fn new_ref(&self) -> SceneState[src]

Creates a new reference to the same reference-counted object.

pub fn get_connection_binds(&self, idx: i64) -> VariantArray[src]

pub fn get_connection_count(&self) -> i64[src]

pub fn get_connection_flags(&self, idx: i64) -> i64[src]

pub fn get_connection_method(&self, idx: i64) -> GodotString[src]

pub fn get_connection_signal(&self, idx: i64) -> GodotString[src]

pub fn get_connection_source(&self, idx: i64) -> NodePath[src]

pub fn get_connection_target(&self, idx: i64) -> NodePath[src]

pub fn get_node_count(&self) -> i64[src]

pub fn get_node_groups(&self, idx: i64) -> StringArray[src]

pub fn get_node_index(&self, idx: i64) -> i64[src]

pub fn get_node_instance(&self, idx: i64) -> Option<PackedScene>[src]

pub fn get_node_instance_placeholder(&self, idx: i64) -> GodotString[src]

pub fn get_node_name(&self, idx: i64) -> GodotString[src]

pub fn get_node_owner_path(&self, idx: i64) -> NodePath[src]

pub fn get_node_path(&self, idx: i64, for_parent: bool) -> NodePath[src]

pub fn get_node_property_count(&self, idx: i64) -> i64[src]

pub fn get_node_property_name(&self, idx: i64, prop_idx: i64) -> GodotString[src]

pub fn get_node_property_value(&self, idx: i64, prop_idx: i64) -> Variant[src]

pub fn get_node_type(&self, idx: i64) -> GodotString[src]

pub fn is_node_instance_placeholder(&self, idx: i64) -> bool[src]

pub fn init_ref(&mut self) -> bool[src]

Inherited from Reference.

pub fn to_reference(&self) -> Reference[src]

Up-cast.

pub fn to_object(&self) -> Object[src]

Up-cast.

pub fn cast<T>(&self) -> Option<T> where
    T: GodotObject
[src]

Generic dynamic cast.

Methods from Deref<Target = Reference>

pub fn new_ref(&self) -> Reference[src]

Creates a new reference to the same reference-counted object.

pub fn init_ref(&mut self) -> bool[src]

pub fn to_object(&self) -> Object[src]

Up-cast.

pub fn cast<T>(&self) -> Option<T> where
    T: GodotObject
[src]

Generic dynamic cast.

Trait Implementations

impl Clone for SceneState[src]

impl Debug for SceneState[src]

impl Deref for SceneState[src]

type Target = Reference

The resulting type after dereferencing.

impl DerefMut for SceneState[src]

impl Drop for SceneState[src]

impl FromVariant for SceneState[src]

impl GodotObject for SceneState[src]

impl ToVariant for SceneState[src]

Auto Trait Implementations

Blanket Implementations

impl<T> Any for T where
    T: 'static + ?Sized
[src]

impl<T> Borrow<T> for T where
    T: ?Sized
[src]

impl<T> BorrowMut<T> for T where
    T: ?Sized
[src]

impl<T> Export for T where
    T: GodotObject + ToVariant
[src]

type Hint = ()

A type-specific hint type that is valid for the type being exported.

impl<T> From<T> for T[src]

impl<T, U> Into<U> for T where
    U: From<T>, 
[src]

impl<T> ToOwned for T where
    T: Clone
[src]

type Owned = T

The resulting type after obtaining ownership.

impl<T, U> TryFrom<U> for T where
    U: Into<T>, 
[src]

type Error = Infallible

The type returned in the event of a conversion error.

impl<T, U> TryInto<U> for T where
    U: TryFrom<T>, 
[src]

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

The type returned in the event of a conversion error.