pub struct EditorFileSystem { /* private fields */ }
Expand description
tools class EditorFileSystem
inherits Node
(unsafe).
§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.
§Class hierarchy
EditorFileSystem inherits methods from:
§Tool
This class is used to interact with Godot’s editor.
§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 Access
in these types tracks whether the
access is unique, shared, or exclusive to the current thread. For more information,
see the type-level documentation on Ref
.
Implementations§
Source§impl EditorFileSystem
impl EditorFileSystem
Sourcepub fn get_file_type(&self, path: impl Into<GodotString>) -> GodotString
pub fn get_file_type(&self, path: impl Into<GodotString>) -> GodotString
Gets the type of the file, given the full path.
Sourcepub fn get_filesystem(&self) -> Option<Ref<EditorFileSystemDirectory, Shared>>
pub fn get_filesystem(&self) -> Option<Ref<EditorFileSystemDirectory, Shared>>
Gets the root directory object.
Sourcepub fn get_filesystem_path(
&self,
path: impl Into<GodotString>,
) -> Option<Ref<EditorFileSystemDirectory, Shared>>
pub fn get_filesystem_path( &self, path: impl Into<GodotString>, ) -> Option<Ref<EditorFileSystemDirectory, Shared>>
Returns a view into the filesystem at path
.
Sourcepub fn get_scanning_progress(&self) -> f64
pub fn get_scanning_progress(&self) -> f64
Returns the scan progress for 0 to 1 if the FS is being scanned.
Sourcepub fn is_scanning(&self) -> bool
pub fn is_scanning(&self) -> bool
Returns true
of the filesystem is being scanned.
Sourcepub fn scan_sources(&self)
pub fn scan_sources(&self)
Check if the source of any imported resource changed.
Sourcepub fn update_file(&self, path: impl Into<GodotString>)
pub fn update_file(&self, path: impl Into<GodotString>)
Update a file information. Call this if an external program (not Godot) modified the file.
Sourcepub fn update_script_classes(&self)
pub fn update_script_classes(&self)
Scans the script files and updates the list of custom class names.
Methods from Deref<Target = Node>§
pub const DUPLICATE_GROUPS: i64 = 2i64
pub const DUPLICATE_SCRIPTS: i64 = 4i64
pub const DUPLICATE_SIGNALS: i64 = 1i64
pub const DUPLICATE_USE_INSTANCING: i64 = 8i64
pub const NOTIFICATION_APP_PAUSED: i64 = 1_015i64
pub const NOTIFICATION_APP_RESUMED: i64 = 1_014i64
pub const NOTIFICATION_CRASH: i64 = 1_012i64
pub const NOTIFICATION_DRAG_BEGIN: i64 = 21i64
pub const NOTIFICATION_DRAG_END: i64 = 22i64
pub const NOTIFICATION_ENTER_TREE: i64 = 10i64
pub const NOTIFICATION_EXIT_TREE: i64 = 11i64
pub const NOTIFICATION_INSTANCED: i64 = 20i64
pub const NOTIFICATION_INTERNAL_PHYSICS_PROCESS: i64 = 26i64
pub const NOTIFICATION_INTERNAL_PROCESS: i64 = 25i64
pub const NOTIFICATION_MOVED_IN_PARENT: i64 = 12i64
pub const NOTIFICATION_OS_IME_UPDATE: i64 = 1_013i64
pub const NOTIFICATION_OS_MEMORY_WARNING: i64 = 1_009i64
pub const NOTIFICATION_PARENTED: i64 = 18i64
pub const NOTIFICATION_PATH_CHANGED: i64 = 23i64
pub const NOTIFICATION_PAUSED: i64 = 14i64
pub const NOTIFICATION_PHYSICS_PROCESS: i64 = 16i64
pub const NOTIFICATION_POST_ENTER_TREE: i64 = 27i64
pub const NOTIFICATION_PROCESS: i64 = 17i64
pub const NOTIFICATION_READY: i64 = 13i64
pub const NOTIFICATION_TRANSLATION_CHANGED: i64 = 1_010i64
pub const NOTIFICATION_UNPARENTED: i64 = 19i64
pub const NOTIFICATION_UNPAUSED: i64 = 15i64
pub const NOTIFICATION_WM_ABOUT: i64 = 1_011i64
pub const NOTIFICATION_WM_FOCUS_IN: i64 = 1_004i64
pub const NOTIFICATION_WM_FOCUS_OUT: i64 = 1_005i64
pub const NOTIFICATION_WM_GO_BACK_REQUEST: i64 = 1_007i64
pub const NOTIFICATION_WM_MOUSE_ENTER: i64 = 1_002i64
pub const NOTIFICATION_WM_MOUSE_EXIT: i64 = 1_003i64
pub const NOTIFICATION_WM_QUIT_REQUEST: i64 = 1_006i64
pub const NOTIFICATION_WM_UNFOCUS_REQUEST: i64 = 1_008i64
pub const PAUSE_MODE_INHERIT: i64 = 0i64
pub const PAUSE_MODE_PROCESS: i64 = 2i64
pub const PAUSE_MODE_STOP: i64 = 1i64
Sourcepub fn add_child(&self, node: impl AsArg<Node>, legible_unique_name: bool)
pub fn add_child(&self, node: impl AsArg<Node>, legible_unique_name: bool)
Sample code is GDScript unless otherwise noted.
Adds a child node. Nodes can have any number of children, but every child must have a unique name. Child nodes are automatically deleted when the parent node is deleted, so an entire scene can be removed by deleting its topmost node.
If legible_unique_name
is true
, the child node will have an human-readable name based on the name of the node being instanced instead of its type.
Note: If the child node already has a parent, the function will fail. Use [method remove_child] first to remove the node from its current parent. For example:
if child_node.get_parent():
child_node.get_parent().remove_child(child_node)
add_child(child_node)
Note: If you want a child to be persisted to a PackedScene, you must set [member owner] in addition to calling [method add_child]. This is typically relevant for [url=https://godot.readthedocs.io/en/latest/tutorials/misc/running_code_in_the_editor.html]tool scripts[/url] and [url=https://godot.readthedocs.io/en/latest/tutorials/plugins/editor/index.html]editor plugins[/url]. If [method add_child] is called without setting [member owner], the newly added Node will not be visible in the scene tree, though it will be visible in the 2D/3D view.
§Default Arguments
legible_unique_name
-false
Sourcepub fn add_child_below_node(
&self,
node: impl AsArg<Node>,
child_node: impl AsArg<Node>,
legible_unique_name: bool,
)
pub fn add_child_below_node( &self, node: impl AsArg<Node>, child_node: impl AsArg<Node>, legible_unique_name: bool, )
Adds child_node
as a child. The child is placed below the given node
in the list of children.
If legible_unique_name
is true
, the child node will have an human-readable name based on the name of the node being instanced instead of its type.
§Default Arguments
legible_unique_name
-false
Sourcepub fn add_to_group(&self, group: impl Into<GodotString>, persistent: bool)
pub fn add_to_group(&self, group: impl Into<GodotString>, persistent: bool)
Adds the node to a group. Groups are helpers to name and organize a subset of nodes, for example “enemies” or “collectables”. A node can be in any number of groups. Nodes can be assigned a group at any time, but will not be added until they are inside the scene tree (see [method is_inside_tree]). See notes in the description, and the group methods in SceneTree.
The persistent
option is used when packing node to PackedScene and saving to file. Non-persistent groups aren’t stored.
§Default Arguments
persistent
-false
Sourcepub fn can_process(&self) -> bool
pub fn can_process(&self) -> bool
Returns true
if the node can process while the scene tree is paused (see [member pause_mode]). Always returns true
if the scene tree is not paused, and false
if the node is not in the tree.
Sourcepub fn duplicate(&self, flags: i64) -> Option<Ref<Node, Shared>>
pub fn duplicate(&self, flags: i64) -> Option<Ref<Node, Shared>>
Duplicates the node, returning a new node.
You can fine-tune the behavior using the flags
(see [enum DuplicateFlags]).
Note: It will not work properly if the node contains a script with constructor arguments (i.e. needs to supply arguments to [method Object._init] method). In that case, the node will be duplicated without a script.
§Default Arguments
flags
-15
Sourcepub fn find_node(
&self,
mask: impl Into<GodotString>,
recursive: bool,
owned: bool,
) -> Option<Ref<Node, Shared>>
pub fn find_node( &self, mask: impl Into<GodotString>, recursive: bool, owned: bool, ) -> Option<Ref<Node, Shared>>
Finds a descendant of this node whose name matches mask
as in [method String.match] (i.e. case-sensitive, but "*"
matches zero or more characters and "?"
matches any single character except "."
).
Note: It does not match against the full path, just against individual node names.
If owned
is true
, this method only finds nodes whose owner is this node. This is especially important for scenes instantiated through a script, because those scenes don’t have an owner.
Note: As this method walks through all the descendants of the node, it is the slowest way to get a reference to another node. Whenever possible, consider using [method get_node] instead. To avoid using [method find_node] too often, consider caching the node reference into a variable.
§Default Arguments
recursive
-true
owned
-true
Sourcepub fn find_parent(
&self,
mask: impl Into<GodotString>,
) -> Option<Ref<Node, Shared>>
pub fn find_parent( &self, mask: impl Into<GodotString>, ) -> Option<Ref<Node, Shared>>
Finds the first parent of the current node whose name matches mask
as in [method String.match] (i.e. case-sensitive, but "*"
matches zero or more characters and "?"
matches any single character except "."
).
Note: It does not match against the full path, just against individual node names.
Note: As this method walks upwards in the scene tree, it can be slow in large, deeply nested scene trees. Whenever possible, consider using [method get_node] instead. To avoid using [method find_parent] too often, consider caching the node reference into a variable.
Sourcepub fn get_child(&self, idx: i64) -> Option<Ref<Node, Shared>>
pub fn get_child(&self, idx: i64) -> Option<Ref<Node, Shared>>
Returns a child node by its index (see [method get_child_count]). This method is often used for iterating all children of a node. To access a child node via its name, use [method get_node].
Sourcepub fn get_child_count(&self) -> i64
pub fn get_child_count(&self) -> i64
Returns the number of child nodes.
Sourcepub fn get_children(&self) -> VariantArray
pub fn get_children(&self) -> VariantArray
Returns an array of references to node’s children.
Sourcepub fn custom_multiplayer(&self) -> Option<Ref<MultiplayerAPI, Shared>>
pub fn custom_multiplayer(&self) -> Option<Ref<MultiplayerAPI, Shared>>
The override to the default MultiplayerAPI. Set to null
to use the default SceneTree one.
Sourcepub fn filename(&self) -> GodotString
pub fn filename(&self) -> GodotString
When a scene is instanced from a file, its topmost node contains the filename from which it was loaded.
Sourcepub fn get_groups(&self) -> VariantArray
pub fn get_groups(&self) -> VariantArray
Returns an array listing the groups that the node is a member of.
Sourcepub fn get_index(&self) -> i64
pub fn get_index(&self) -> i64
Returns the node’s index, i.e. its position among the siblings of its parent.
Sourcepub fn multiplayer(&self) -> Option<Ref<MultiplayerAPI, Shared>>
pub fn multiplayer(&self) -> Option<Ref<MultiplayerAPI, Shared>>
The MultiplayerAPI instance associated with this node. Either the [member custom_multiplayer], or the default SceneTree one (if inside tree).
Sourcepub fn name(&self) -> GodotString
pub fn name(&self) -> GodotString
The name of the node. This name is unique among the siblings (other child nodes from the same parent). When set to an existing name, the node will be automatically renamed.
Sourcepub fn get_network_master(&self) -> i64
pub fn get_network_master(&self) -> i64
Returns the peer ID of the network master for this node. See [method set_network_master].
Sourcepub fn get_node(&self, path: impl Into<NodePath>) -> Option<Ref<Node, Shared>>
pub fn get_node(&self, path: impl Into<NodePath>) -> Option<Ref<Node, Shared>>
Sample code is GDScript unless otherwise noted.
Fetches a node. The NodePath can be either a relative path (from the current node) or an absolute path (in the scene tree) to a node. If the path does not exist, a null instance
is returned and an error is logged. Attempts to access methods on the return value will result in an “Attempt to call
/root
/root/Character
/root/Character/Sword
/root/Character/Backpack/Dagger
/root/MyGame
/root/Swamp/Alligator
/root/Swamp/Mosquito
/root/Swamp/Goblin
Possible paths are:
get_node("Sword")
get_node("Backpack/Dagger")
get_node("../Swamp/Alligator")
get_node("/root/MyGame")
Sourcepub fn get_node_and_resource(&self, path: impl Into<NodePath>) -> VariantArray
pub fn get_node_and_resource(&self, path: impl Into<NodePath>) -> VariantArray
Sample code is GDScript unless otherwise noted.
Fetches a node and one of its resources as specified by the NodePath’s subname (e.g. Area2D/CollisionShape2D:shape
). If several nested resources are specified in the NodePath, the last one will be fetched.
The return value is an array of size 3: the first index points to the Node (or null
if not found), the second index points to the Resource (or null
if not found), and the third index is the remaining NodePath, if any.
For example, assuming that Area2D/CollisionShape2D
is a valid node and that its shape
property has been assigned a RectangleShape2D resource, one could have this kind of output:
print(get_node_and_resource("Area2D/CollisionShape2D")) # [[CollisionShape2D:1161], Null, ]
print(get_node_and_resource("Area2D/CollisionShape2D:shape")) # [[CollisionShape2D:1161], [RectangleShape2D:1156], ]
print(get_node_and_resource("Area2D/CollisionShape2D:shape:extents")) # [[CollisionShape2D:1161], [RectangleShape2D:1156], :extents]
Sourcepub fn get_node_or_null(
&self,
path: impl Into<NodePath>,
) -> Option<Ref<Node, Shared>>
pub fn get_node_or_null( &self, path: impl Into<NodePath>, ) -> Option<Ref<Node, Shared>>
Similar to [method get_node], but does not log an error if path
does not point to a valid Node.
Sourcepub fn owner(&self) -> Option<Ref<Node, Shared>>
pub fn owner(&self) -> Option<Ref<Node, Shared>>
The node owner. A node can have any other node as owner (as long as it is a valid parent, grandparent, etc. ascending in the tree). When saving a node (using PackedScene), all the nodes it owns will be saved with it. This allows for the creation of complex SceneTrees, with instancing and subinstancing.
Sourcepub fn get_parent(&self) -> Option<Ref<Node, Shared>>
pub fn get_parent(&self) -> Option<Ref<Node, Shared>>
Returns the parent node of the current node, or a null instance
if the node lacks a parent.
Sourcepub fn get_path(&self) -> NodePath
pub fn get_path(&self) -> NodePath
Returns the absolute path of the current node. This only works if the current node is inside the scene tree (see [method is_inside_tree]).
Sourcepub fn get_path_to(&self, node: impl AsArg<Node>) -> NodePath
pub fn get_path_to(&self, node: impl AsArg<Node>) -> NodePath
Returns the relative NodePath from this node to the specified node
. Both nodes must be in the same scene or the function will fail.
Sourcepub fn pause_mode(&self) -> PauseMode
pub fn pause_mode(&self) -> PauseMode
Pause mode. How the node will behave if the SceneTree is paused.
Sourcepub fn get_physics_process_delta_time(&self) -> f64
pub fn get_physics_process_delta_time(&self) -> f64
Returns the time elapsed since the last physics-bound frame (see [method _physics_process]). This is always a constant value in physics processing unless the frames per second is changed via [member Engine.iterations_per_second].
Sourcepub fn get_position_in_parent(&self) -> i64
pub fn get_position_in_parent(&self) -> i64
Returns the node’s order in the scene tree branch. For example, if called on the first child node the position is 0
.
Sourcepub fn get_process_delta_time(&self) -> f64
pub fn get_process_delta_time(&self) -> f64
Returns the time elapsed (in seconds) since the last process callback. This value may vary from frame to frame.
Sourcepub fn process_priority(&self) -> i64
pub fn process_priority(&self) -> i64
The node’s priority in the execution order of the enabled processing callbacks (i.e. [constant NOTIFICATION_PROCESS], [constant NOTIFICATION_PHYSICS_PROCESS] and their internal counterparts). Nodes whose process priority value is [i]lower[/i] will have their processing callbacks executed first.
Sourcepub fn get_scene_instance_load_placeholder(&self) -> bool
pub fn get_scene_instance_load_placeholder(&self) -> bool
Returns true
if this is an instance load placeholder. See InstancePlaceholder.
Sourcepub fn get_tree(&self) -> Option<Ref<SceneTree, Shared>>
pub fn get_tree(&self) -> Option<Ref<SceneTree, Shared>>
Returns the SceneTree that contains this node.
Sourcepub fn has_node(&self, path: impl Into<NodePath>) -> bool
pub fn has_node(&self, path: impl Into<NodePath>) -> bool
Returns true
if the node that the NodePath points to exists.
Sourcepub fn has_node_and_resource(&self, path: impl Into<NodePath>) -> bool
pub fn has_node_and_resource(&self, path: impl Into<NodePath>) -> bool
Sourcepub fn is_a_parent_of(&self, node: impl AsArg<Node>) -> bool
pub fn is_a_parent_of(&self, node: impl AsArg<Node>) -> bool
Returns true
if the given node is a direct or indirect child of the current node.
Sourcepub fn is_displayed_folded(&self) -> bool
pub fn is_displayed_folded(&self) -> bool
Returns true
if the node is folded (collapsed) in the Scene dock.
Sourcepub fn is_greater_than(&self, node: impl AsArg<Node>) -> bool
pub fn is_greater_than(&self, node: impl AsArg<Node>) -> bool
Returns true
if the given node occurs later in the scene hierarchy than the current node.
Sourcepub fn is_in_group(&self, group: impl Into<GodotString>) -> bool
pub fn is_in_group(&self, group: impl Into<GodotString>) -> bool
Returns true
if this node is in the specified group. See notes in the description, and the group methods in SceneTree.
Sourcepub fn is_inside_tree(&self) -> bool
pub fn is_inside_tree(&self) -> bool
Returns true
if this node is currently inside a SceneTree.
Sourcepub fn is_network_master(&self) -> bool
pub fn is_network_master(&self) -> bool
Returns true
if the local system is the master of this node.
Sourcepub fn is_physics_processing(&self) -> bool
pub fn is_physics_processing(&self) -> bool
Returns true
if physics processing is enabled (see [method set_physics_process]).
Sourcepub fn is_physics_processing_internal(&self) -> bool
pub fn is_physics_processing_internal(&self) -> bool
Returns true
if internal physics processing is enabled (see [method set_physics_process_internal]).
Sourcepub fn is_processing(&self) -> bool
pub fn is_processing(&self) -> bool
Returns true
if processing is enabled (see [method set_process]).
Sourcepub fn is_processing_input(&self) -> bool
pub fn is_processing_input(&self) -> bool
Returns true
if the node is processing input (see [method set_process_input]).
Sourcepub fn is_processing_internal(&self) -> bool
pub fn is_processing_internal(&self) -> bool
Returns true
if internal processing is enabled (see [method set_process_internal]).
Sourcepub fn is_processing_unhandled_input(&self) -> bool
pub fn is_processing_unhandled_input(&self) -> bool
Returns true
if the node is processing unhandled input (see [method set_process_unhandled_input]).
Sourcepub fn is_processing_unhandled_key_input(&self) -> bool
pub fn is_processing_unhandled_key_input(&self) -> bool
Returns true
if the node is processing unhandled key input (see [method set_process_unhandled_key_input]).
Sourcepub fn move_child(&self, child_node: impl AsArg<Node>, to_position: i64)
pub fn move_child(&self, child_node: impl AsArg<Node>, to_position: i64)
Moves a child node to a different position (order) among the other children. Since calls, signals, etc are performed by tree order, changing the order of children nodes may be useful.
Sourcepub fn print_stray_nodes(&self)
pub fn print_stray_nodes(&self)
Prints all stray nodes (nodes outside the SceneTree). Used for debugging. Works only in debug builds.
Sourcepub fn print_tree(&self)
pub fn print_tree(&self)
Sample code is GDScript unless otherwise noted.
Prints the tree to stdout. Used mainly for debugging purposes. This version displays the path relative to the current node, and is good for copy/pasting into the [method get_node] function. Example output:
TheGame
TheGame/Menu
TheGame/Menu/Label
TheGame/Menu/Camera2D
TheGame/SplashScreen
TheGame/SplashScreen/Camera2D
Sourcepub fn print_tree_pretty(&self)
pub fn print_tree_pretty(&self)
Sample code is GDScript unless otherwise noted.
Similar to [method print_tree], this prints the tree to stdout. This version displays a more graphical representation similar to what is displayed in the scene inspector. It is useful for inspecting larger trees. Example output:
┖╴TheGame
┠╴Menu
┃ ┠╴Label
┃ ┖╴Camera2D
┖╴SplashScreen
┖╴Camera2D
Sourcepub fn propagate_call(
&self,
method: impl Into<GodotString>,
args: VariantArray,
parent_first: bool,
)
pub fn propagate_call( &self, method: impl Into<GodotString>, args: VariantArray, parent_first: bool, )
Calls the given method (if present) with the arguments given in args
on this node and recursively on all its children. If the parent_first
argument is true
, the method will be called on the current node first, then on all its children. If parent_first
is false
, the children will be called first.
§Default Arguments
args
-[ ]
parent_first
-false
Sourcepub fn propagate_notification(&self, what: i64)
pub fn propagate_notification(&self, what: i64)
Notifies the current node and all its children recursively by calling [method Object.notification] on all of them.
Sourcepub fn queue_free(&self)
pub fn queue_free(&self)
Queues a node for deletion at the end of the current frame. When deleted, all of its child nodes will be deleted as well. This method ensures it’s safe to delete the node, contrary to [method Object.free]. Use [method Object.is_queued_for_deletion] to check whether a node will be deleted at the end of the frame.
Sourcepub fn raise(&self)
pub fn raise(&self)
Moves this node to the bottom of parent node’s children hierarchy. This is often useful in GUIs (Control nodes), because their order of drawing depends on their order in the tree, i.e. the further they are on the node list, the higher they are drawn. After using raise
, a Control will be drawn on top of their siblings.
Sourcepub fn remove_and_skip(&self)
pub fn remove_and_skip(&self)
Removes a node and sets all its children as children of the parent node (if it exists). All event subscriptions that pass by the removed node will be unsubscribed.
Sourcepub fn remove_child(&self, node: impl AsArg<Node>)
pub fn remove_child(&self, node: impl AsArg<Node>)
Removes a child node. The node is NOT deleted and must be deleted manually.
Sourcepub fn remove_from_group(&self, group: impl Into<GodotString>)
pub fn remove_from_group(&self, group: impl Into<GodotString>)
Removes a node from a group. See notes in the description, and the group methods in SceneTree.
Sourcepub fn replace_by(&self, node: impl AsArg<Node>, keep_data: bool)
pub fn replace_by(&self, node: impl AsArg<Node>, keep_data: bool)
Replaces a node in a scene by the given one. Subscriptions that pass through this node will be lost.
§Default Arguments
keep_data
-false
Sourcepub fn request_ready(&self)
pub fn request_ready(&self)
Requests that _ready
be called again. Note that the method won’t be called immediately, but is scheduled for when the node is added to the scene tree again (see [method _ready]). _ready
is called only for the node which requested it, which means that you need to request ready for each child if you want them to call _ready
too (in which case, _ready
will be called in the same order as it would normally).
Sourcepub fn rpc(
&self,
method: impl Into<GodotString>,
varargs: &[Variant],
) -> Variant
pub fn rpc( &self, method: impl Into<GodotString>, varargs: &[Variant], ) -> Variant
Sends a remote procedure call request for the given method
to peers on the network (and locally), optionally sending all additional arguments as arguments to the method called by the RPC. The call request will only be received by nodes with the same NodePath, including the exact same node name. Behaviour depends on the RPC configuration for the given method, see [method rpc_config]. Methods are not exposed to RPCs by default. See also [method rset] and [method rset_config] for properties. Returns an empty Variant.
Note: You can only safely use RPCs on clients after you received the connected_to_server
signal from the SceneTree. You also need to keep track of the connection state, either by the SceneTree signals like server_disconnected
or by checking SceneTree.network_peer.get_connection_status() == CONNECTION_CONNECTED
.
Sourcepub fn rpc_config(&self, method: impl Into<GodotString>, mode: i64)
pub fn rpc_config(&self, method: impl Into<GodotString>, mode: i64)
Changes the RPC mode for the given method
to the given mode
. See [enum MultiplayerAPI.RPCMode]. An alternative is annotating methods and properties with the corresponding keywords (remote
, master
, puppet
, remotesync
, mastersync
, puppetsync
). By default, methods are not exposed to networking (and RPCs). See also [method rset] and [method rset_config] for properties.
Sourcepub fn rpc_id(
&self,
peer_id: i64,
method: impl Into<GodotString>,
varargs: &[Variant],
) -> Variant
pub fn rpc_id( &self, peer_id: i64, method: impl Into<GodotString>, varargs: &[Variant], ) -> Variant
Sends a [method rpc] to a specific peer identified by peer_id
(see [method NetworkedMultiplayerPeer.set_target_peer]). Returns an empty Variant.
Sourcepub fn rpc_unreliable(
&self,
method: impl Into<GodotString>,
varargs: &[Variant],
) -> Variant
pub fn rpc_unreliable( &self, method: impl Into<GodotString>, varargs: &[Variant], ) -> Variant
Sends a [method rpc] using an unreliable protocol. Returns an empty Variant.
Sourcepub fn rpc_unreliable_id(
&self,
peer_id: i64,
method: impl Into<GodotString>,
varargs: &[Variant],
) -> Variant
pub fn rpc_unreliable_id( &self, peer_id: i64, method: impl Into<GodotString>, varargs: &[Variant], ) -> Variant
Sends a [method rpc] to a specific peer identified by peer_id
using an unreliable protocol (see [method NetworkedMultiplayerPeer.set_target_peer]). Returns an empty Variant.
Sourcepub fn rset(&self, property: impl Into<GodotString>, value: impl OwnedToVariant)
pub fn rset(&self, property: impl Into<GodotString>, value: impl OwnedToVariant)
Remotely changes a property’s value on other peers (and locally). Behaviour depends on the RPC configuration for the given property, see [method rset_config]. See also [method rpc] for RPCs for methods, most information applies to this method as well.
Sourcepub fn rset_config(&self, property: impl Into<GodotString>, mode: i64)
pub fn rset_config(&self, property: impl Into<GodotString>, mode: i64)
Changes the RPC mode for the given property
to the given mode
. See [enum MultiplayerAPI.RPCMode]. An alternative is annotating methods and properties with the corresponding keywords (remote
, master
, puppet
, remotesync
, mastersync
, puppetsync
). By default, properties are not exposed to networking (and RPCs). See also [method rpc] and [method rpc_config] for methods.
Sourcepub fn rset_id(
&self,
peer_id: i64,
property: impl Into<GodotString>,
value: impl OwnedToVariant,
)
pub fn rset_id( &self, peer_id: i64, property: impl Into<GodotString>, value: impl OwnedToVariant, )
Remotely changes the property’s value on a specific peer identified by peer_id
(see [method NetworkedMultiplayerPeer.set_target_peer]).
Sourcepub fn rset_unreliable(
&self,
property: impl Into<GodotString>,
value: impl OwnedToVariant,
)
pub fn rset_unreliable( &self, property: impl Into<GodotString>, value: impl OwnedToVariant, )
Remotely changes the property’s value on other peers (and locally) using an unreliable protocol.
Sourcepub fn rset_unreliable_id(
&self,
peer_id: i64,
property: impl Into<GodotString>,
value: impl OwnedToVariant,
)
pub fn rset_unreliable_id( &self, peer_id: i64, property: impl Into<GodotString>, value: impl OwnedToVariant, )
Remotely changes property’s value on a specific peer identified by peer_id
using an unreliable protocol (see [method NetworkedMultiplayerPeer.set_target_peer]).
Sourcepub fn set_custom_multiplayer(&self, api: impl AsArg<MultiplayerAPI>)
pub fn set_custom_multiplayer(&self, api: impl AsArg<MultiplayerAPI>)
The override to the default MultiplayerAPI. Set to null
to use the default SceneTree one.
Sourcepub fn set_display_folded(&self, fold: bool)
pub fn set_display_folded(&self, fold: bool)
Sets the folded state of the node in the Scene dock.
Sourcepub fn set_filename(&self, filename: impl Into<GodotString>)
pub fn set_filename(&self, filename: impl Into<GodotString>)
When a scene is instanced from a file, its topmost node contains the filename from which it was loaded.
Sourcepub fn set_name(&self, name: impl Into<GodotString>)
pub fn set_name(&self, name: impl Into<GodotString>)
The name of the node. This name is unique among the siblings (other child nodes from the same parent). When set to an existing name, the node will be automatically renamed.
Sourcepub fn set_network_master(&self, id: i64, recursive: bool)
pub fn set_network_master(&self, id: i64, recursive: bool)
Sets the node’s network master to the peer with the given peer ID. The network master is the peer that has authority over the node on the network. Useful in conjunction with the master
and puppet
keywords. Inherited from the parent node by default, which ultimately defaults to peer ID 1 (the server). If recursive
, the given peer is recursively set as the master for all children of this node.
§Default Arguments
recursive
-true
Sourcepub fn set_owner(&self, owner: impl AsArg<Node>)
pub fn set_owner(&self, owner: impl AsArg<Node>)
The node owner. A node can have any other node as owner (as long as it is a valid parent, grandparent, etc. ascending in the tree). When saving a node (using PackedScene), all the nodes it owns will be saved with it. This allows for the creation of complex SceneTrees, with instancing and subinstancing.
Sourcepub fn set_pause_mode(&self, mode: i64)
pub fn set_pause_mode(&self, mode: i64)
Pause mode. How the node will behave if the SceneTree is paused.
Sourcepub fn set_physics_process(&self, enable: bool)
pub fn set_physics_process(&self, enable: bool)
Enables or disables physics (i.e. fixed framerate) processing. When a node is being processed, it will receive a [constant NOTIFICATION_PHYSICS_PROCESS] at a fixed (usually 60 FPS, see [member Engine.iterations_per_second] to change) interval (and the [method _physics_process] callback will be called if exists). Enabled automatically if [method _physics_process] is overridden. Any calls to this before [method _ready] will be ignored.
Sourcepub fn set_physics_process_internal(&self, enable: bool)
pub fn set_physics_process_internal(&self, enable: bool)
Enables or disables internal physics for this node. Internal physics processing happens in isolation from the normal [method _physics_process] calls and is used by some nodes internally to guarantee proper functioning even if the node is paused or physics processing is disabled for scripting ([method set_physics_process]). Only useful for advanced uses to manipulate built-in nodes’ behaviour.
Sourcepub fn set_process(&self, enable: bool)
pub fn set_process(&self, enable: bool)
Enables or disables processing. When a node is being processed, it will receive a [constant NOTIFICATION_PROCESS] on every drawn frame (and the [method _process] callback will be called if exists). Enabled automatically if [method _process] is overridden. Any calls to this before [method _ready] will be ignored.
Sourcepub fn set_process_input(&self, enable: bool)
pub fn set_process_input(&self, enable: bool)
Enables or disables input processing. This is not required for GUI controls! Enabled automatically if [method _input] is overridden. Any calls to this before [method _ready] will be ignored.
Sourcepub fn set_process_internal(&self, enable: bool)
pub fn set_process_internal(&self, enable: bool)
Enables or disabled internal processing for this node. Internal processing happens in isolation from the normal [method _process] calls and is used by some nodes internally to guarantee proper functioning even if the node is paused or processing is disabled for scripting ([method set_process]). Only useful for advanced uses to manipulate built-in nodes’ behaviour.
Sourcepub fn set_process_priority(&self, priority: i64)
pub fn set_process_priority(&self, priority: i64)
The node’s priority in the execution order of the enabled processing callbacks (i.e. [constant NOTIFICATION_PROCESS], [constant NOTIFICATION_PHYSICS_PROCESS] and their internal counterparts). Nodes whose process priority value is [i]lower[/i] will have their processing callbacks executed first.
Sourcepub fn set_process_unhandled_input(&self, enable: bool)
pub fn set_process_unhandled_input(&self, enable: bool)
Enables unhandled input processing. This is not required for GUI controls! It enables the node to receive all input that was not previously handled (usually by a Control). Enabled automatically if [method _unhandled_input] is overridden. Any calls to this before [method _ready] will be ignored.
Sourcepub fn set_process_unhandled_key_input(&self, enable: bool)
pub fn set_process_unhandled_key_input(&self, enable: bool)
Enables unhandled key input processing. Enabled automatically if [method _unhandled_key_input] is overridden. Any calls to this before [method _ready] will be ignored.
Sourcepub fn set_scene_instance_load_placeholder(&self, load_placeholder: bool)
pub fn set_scene_instance_load_placeholder(&self, load_placeholder: bool)
Sets whether this is an instance load placeholder. See InstancePlaceholder.
Sourcepub fn update_configuration_warning(&self)
pub fn update_configuration_warning(&self)
Updates the warning displayed for this node in the Scene Dock. Use [method _get_configuration_warning] to setup the warning message to display.
Methods from Deref<Target = Object>§
pub const CONNECT_DEFERRED: i64 = 1i64
pub const CONNECT_ONESHOT: i64 = 4i64
pub const CONNECT_PERSIST: i64 = 2i64
pub const CONNECT_REFERENCE_COUNTED: i64 = 8i64
pub const NOTIFICATION_POSTINITIALIZE: i64 = 0i64
pub const NOTIFICATION_PREDELETE: i64 = 1i64
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 [method 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 [method set_message_translation] and [method 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 [method emit_signal]. Use flags
to set deferred or one-shot connections. See [enum ConnectFlags] constants.
A signal
can only be connected once to a method
. It will throw an error if already connected, unless the signal was connected with [constant CONNECT_REFERENCE_COUNTED]. To avoid this, first, use [method 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 [method connect] and parameters used when calling [method 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 throw an error. Use [method 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
Returns the object’s class as a String.
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"
.
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>) -> Variant
pub fn get_meta(&self, name: impl Into<GodotString>) -> Variant
Returns the object’s metadata entry for the given name
.
Sourcepub fn get_meta_list(&self) -> StringArray
pub fn get_meta_list(&self) -> StringArray
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 [enum PropertyHint]), hint_string: String
, and usage: int
(see [enum 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 [method 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
Returns true
if the object inherits from the given class
.
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 [method 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 [method _notification] method of all classes that the object inherits from.
If reversed
is true
, [method _notification] is called first on the object’s own class, and then up to its successive parent classes. If reversed
is false
, [method _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 [method 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, 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 [method set] via [method 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 [method 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 [method 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 [method _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 [method set_message_translation].
Trait Implementations§
Source§impl Debug for EditorFileSystem
impl Debug for EditorFileSystem
Source§impl Deref for EditorFileSystem
impl Deref for EditorFileSystem
Source§impl DerefMut for EditorFileSystem
impl DerefMut for EditorFileSystem
Source§impl GodotObject for EditorFileSystem
impl GodotObject for EditorFileSystem
Source§type RefKind = ManuallyManaged
type RefKind = ManuallyManaged
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
.