pub struct TouchScreenButton { /* private fields */ }
Expand description
core class TouchScreenButton
inherits Node2D
(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.
§Memory management
Non reference counted objects such as the ones of this type are usually owned by the engine.
TouchScreenButton
is a reference-only type. Persistent references can
only exist in the unsafe Ref<TouchScreenButton>
form.
In the cases where Rust code owns an object of this type, for example if the object was just
created on the Rust side and not passed to the engine yet, ownership should be either given
to the engine or the object must be manually destroyed using Ref::free
, or Ref::queue_free
if it is a Node
.
§Class hierarchy
TouchScreenButton inherits methods from:
§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 TouchScreenButton
impl TouchScreenButton
Constants
pub const VISIBILITY_ALWAYS: i64 = 0i64
pub const VISIBILITY_TOUCHSCREEN_ONLY: i64 = 1i64
Source§impl TouchScreenButton
impl TouchScreenButton
Sourcepub fn new() -> Ref<Self, Unique>
pub fn new() -> Ref<Self, Unique>
Creates a new instance of this object.
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 Ref::free
, or preferably
Ref::queue_free
if it is a Node
.
Sourcepub fn action(&self) -> GodotString
pub fn action(&self) -> GodotString
The button’s action. Actions can be handled with InputEventAction.
Sourcepub fn texture(&self) -> Option<Ref<Texture, Shared>>
pub fn texture(&self) -> Option<Ref<Texture, Shared>>
The button’s texture for the normal state.
Sourcepub fn texture_pressed(&self) -> Option<Ref<Texture, Shared>>
pub fn texture_pressed(&self) -> Option<Ref<Texture, Shared>>
The button’s texture for the pressed state.
Sourcepub fn visibility_mode(&self) -> VisibilityMode
pub fn visibility_mode(&self) -> VisibilityMode
The button’s visibility mode. See [enum VisibilityMode] for possible values.
Sourcepub fn is_passby_press_enabled(&self) -> bool
pub fn is_passby_press_enabled(&self) -> bool
If true
, pass-by presses are enabled.
Sourcepub fn is_pressed(&self) -> bool
pub fn is_pressed(&self) -> bool
Returns true
if this button is currently pressed.
Sourcepub fn is_shape_centered(&self) -> bool
pub fn is_shape_centered(&self) -> bool
If true
, the button’s shape is centered in the provided texture. If no texture is used, this property has no effect.
Sourcepub fn is_shape_visible(&self) -> bool
pub fn is_shape_visible(&self) -> bool
If true
, the button’s shape is visible.
Sourcepub fn set_action(&self, action: impl Into<GodotString>)
pub fn set_action(&self, action: impl Into<GodotString>)
The button’s action. Actions can be handled with InputEventAction.
Sourcepub fn set_bitmask(&self, bitmask: impl AsArg<BitMap>)
pub fn set_bitmask(&self, bitmask: impl AsArg<BitMap>)
The button’s bitmask.
Sourcepub fn set_passby_press(&self, enabled: bool)
pub fn set_passby_press(&self, enabled: bool)
If true
, pass-by presses are enabled.
Sourcepub fn set_shape_centered(&self, bool: bool)
pub fn set_shape_centered(&self, bool: bool)
If true
, the button’s shape is centered in the provided texture. If no texture is used, this property has no effect.
Sourcepub fn set_shape_visible(&self, bool: bool)
pub fn set_shape_visible(&self, bool: bool)
If true
, the button’s shape is visible.
Sourcepub fn set_texture(&self, texture: impl AsArg<Texture>)
pub fn set_texture(&self, texture: impl AsArg<Texture>)
The button’s texture for the normal state.
Sourcepub fn set_texture_pressed(&self, texture_pressed: impl AsArg<Texture>)
pub fn set_texture_pressed(&self, texture_pressed: impl AsArg<Texture>)
The button’s texture for the pressed state.
Sourcepub fn set_visibility_mode(&self, mode: i64)
pub fn set_visibility_mode(&self, mode: i64)
The button’s visibility mode. See [enum VisibilityMode] for possible values.
Methods from Deref<Target = Node2D>§
Sourcepub fn apply_scale(&self, ratio: Vector2)
pub fn apply_scale(&self, ratio: Vector2)
Multiplies the current scale by the ratio
vector.
Sourcepub fn get_angle_to(&self, point: Vector2) -> f64
pub fn get_angle_to(&self, point: Vector2) -> f64
Returns the angle between the node and the point
in radians.
Sourcepub fn global_position(&self) -> Vector2
pub fn global_position(&self) -> Vector2
Global position.
Sourcepub fn global_rotation(&self) -> f64
pub fn global_rotation(&self) -> f64
Global rotation in radians.
Sourcepub fn global_rotation_degrees(&self) -> f64
pub fn global_rotation_degrees(&self) -> f64
Global rotation in degrees.
Sourcepub fn global_scale(&self) -> Vector2
pub fn global_scale(&self) -> Vector2
Global scale.
Sourcepub fn get_relative_transform_to_parent(
&self,
parent: impl AsArg<Node>,
) -> Transform2D
pub fn get_relative_transform_to_parent( &self, parent: impl AsArg<Node>, ) -> Transform2D
Returns the Transform2D relative to this node’s parent.
Sourcepub fn rotation_degrees(&self) -> f64
pub fn rotation_degrees(&self) -> f64
Rotation in degrees, relative to the node’s parent.
Sourcepub fn z_index(&self) -> i64
pub fn z_index(&self) -> i64
Z index. Controls the order in which the nodes render. A node with a higher Z index will display in front of others.
Sourcepub fn global_translate(&self, offset: Vector2)
pub fn global_translate(&self, offset: Vector2)
Adds the offset
vector to the node’s global position.
Sourcepub fn is_z_relative(&self) -> bool
pub fn is_z_relative(&self) -> bool
If true
, the node’s Z index is relative to its parent’s Z index. If this node’s Z index is 2 and its parent’s effective Z index is 3, then this node’s effective Z index will be 2 + 3 = 5.
Sourcepub fn look_at(&self, point: Vector2)
pub fn look_at(&self, point: Vector2)
Rotates the node so it points towards the point
, which is expected to use global coordinates.
Sourcepub fn move_local_x(&self, delta: f64, scaled: bool)
pub fn move_local_x(&self, delta: f64, scaled: bool)
Applies a local translation on the node’s X axis based on the [method Node._process]’s delta
. If scaled
is false
, normalizes the movement.
§Default Arguments
scaled
-false
Sourcepub fn move_local_y(&self, delta: f64, scaled: bool)
pub fn move_local_y(&self, delta: f64, scaled: bool)
Applies a local translation on the node’s Y axis based on the [method Node._process]’s delta
. If scaled
is false
, normalizes the movement.
§Default Arguments
scaled
-false
Sourcepub fn rotate(&self, radians: f64)
pub fn rotate(&self, radians: f64)
Applies a rotation to the node, in radians, starting from its current rotation.
Sourcepub fn set_global_position(&self, position: Vector2)
pub fn set_global_position(&self, position: Vector2)
Global position.
Sourcepub fn set_global_rotation(&self, radians: f64)
pub fn set_global_rotation(&self, radians: f64)
Global rotation in radians.
Sourcepub fn set_global_rotation_degrees(&self, degrees: f64)
pub fn set_global_rotation_degrees(&self, degrees: f64)
Global rotation in degrees.
Sourcepub fn set_global_scale(&self, scale: Vector2)
pub fn set_global_scale(&self, scale: Vector2)
Global scale.
Sourcepub fn set_global_transform(&self, xform: Transform2D)
pub fn set_global_transform(&self, xform: Transform2D)
Global Transform2D.
Sourcepub fn set_position(&self, position: Vector2)
pub fn set_position(&self, position: Vector2)
Position, relative to the node’s parent.
Sourcepub fn set_rotation(&self, radians: f64)
pub fn set_rotation(&self, radians: f64)
Rotation in radians, relative to the node’s parent.
Sourcepub fn set_rotation_degrees(&self, degrees: f64)
pub fn set_rotation_degrees(&self, degrees: f64)
Rotation in degrees, relative to the node’s parent.
Sourcepub fn set_transform(&self, xform: Transform2D)
pub fn set_transform(&self, xform: Transform2D)
Local Transform2D.
Sourcepub fn set_z_as_relative(&self, enable: bool)
pub fn set_z_as_relative(&self, enable: bool)
If true
, the node’s Z index is relative to its parent’s Z index. If this node’s Z index is 2 and its parent’s effective Z index is 3, then this node’s effective Z index will be 2 + 3 = 5.
Sourcepub fn set_z_index(&self, z_index: i64)
pub fn set_z_index(&self, z_index: i64)
Z index. Controls the order in which the nodes render. A node with a higher Z index will display in front of others.
Sourcepub fn to_global(&self, local_point: Vector2) -> Vector2
pub fn to_global(&self, local_point: Vector2) -> Vector2
Transforms the provided local position into a position in global coordinate space. The input is expected to be local relative to the Node2D it is called on. e.g. Applying this method to the positions of child nodes will correctly transform their positions into the global coordinate space, but applying it to a node’s own position will give an incorrect result, as it will incorporate the node’s own transformation into its global position.
Sourcepub fn to_local(&self, global_point: Vector2) -> Vector2
pub fn to_local(&self, global_point: Vector2) -> Vector2
Transforms the provided global position into a position in local coordinate space. The output will be local relative to the Node2D it is called on. e.g. It is appropriate for determining the positions of child nodes, but it is not appropriate for determining its own position relative to its parent.
Methods from Deref<Target = CanvasItem>§
pub const BLEND_MODE_ADD: i64 = 1i64
pub const BLEND_MODE_DISABLED: i64 = 5i64
pub const BLEND_MODE_MIX: i64 = 0i64
pub const BLEND_MODE_MUL: i64 = 3i64
pub const BLEND_MODE_PREMULT_ALPHA: i64 = 4i64
pub const BLEND_MODE_SUB: i64 = 2i64
pub const NOTIFICATION_DRAW: i64 = 30i64
pub const NOTIFICATION_ENTER_CANVAS: i64 = 32i64
pub const NOTIFICATION_EXIT_CANVAS: i64 = 33i64
pub const NOTIFICATION_TRANSFORM_CHANGED: i64 = 2_000i64
pub const NOTIFICATION_VISIBILITY_CHANGED: i64 = 31i64
Sourcepub fn draw_arc(
&self,
center: Vector2,
radius: f64,
start_angle: f64,
end_angle: f64,
point_count: i64,
color: Color,
width: f64,
antialiased: bool,
)
pub fn draw_arc( &self, center: Vector2, radius: f64, start_angle: f64, end_angle: f64, point_count: i64, color: Color, width: f64, antialiased: bool, )
Draws an arc between the given angles. The larger the value of point_count
, the smoother the curve.
§Default Arguments
width
-1.0
antialiased
-false
Sourcepub fn draw_char(
&self,
font: impl AsArg<Font>,
position: Vector2,
char: impl Into<GodotString>,
next: impl Into<GodotString>,
modulate: Color,
) -> f64
pub fn draw_char( &self, font: impl AsArg<Font>, position: Vector2, char: impl Into<GodotString>, next: impl Into<GodotString>, modulate: Color, ) -> f64
Draws a string character using a custom font. Returns the advance, depending on the character width and kerning with an optional next character.
§Default Arguments
modulate
-Color( 1, 1, 1, 1 )
Sourcepub fn draw_circle(&self, position: Vector2, radius: f64, color: Color)
pub fn draw_circle(&self, position: Vector2, radius: f64, color: Color)
Draws a colored circle.
Sourcepub fn draw_colored_polygon(
&self,
points: Vector2Array,
color: Color,
uvs: Vector2Array,
texture: impl AsArg<Texture>,
normal_map: impl AsArg<Texture>,
antialiased: bool,
)
pub fn draw_colored_polygon( &self, points: Vector2Array, color: Color, uvs: Vector2Array, texture: impl AsArg<Texture>, normal_map: impl AsArg<Texture>, antialiased: bool, )
Draws a colored polygon of any amount of points, convex or concave.
§Default Arguments
uvs
-PoolVector2Array( )
texture
-null
normal_map
-null
antialiased
-false
Sourcepub fn draw_line(
&self,
from: Vector2,
to: Vector2,
color: Color,
width: f64,
antialiased: bool,
)
pub fn draw_line( &self, from: Vector2, to: Vector2, color: Color, width: f64, antialiased: bool, )
Draws a line from a 2D point to another, with a given color and width. It can be optionally antialiased.
§Default Arguments
width
-1.0
antialiased
-false
Sourcepub fn draw_mesh(
&self,
mesh: impl AsArg<Mesh>,
texture: impl AsArg<Texture>,
normal_map: impl AsArg<Texture>,
transform: Transform2D,
modulate: Color,
)
pub fn draw_mesh( &self, mesh: impl AsArg<Mesh>, texture: impl AsArg<Texture>, normal_map: impl AsArg<Texture>, transform: Transform2D, modulate: Color, )
Draws a Mesh in 2D, using the provided texture. See MeshInstance2D for related documentation.
§Default Arguments
normal_map
-null
transform
-Transform2D( 1, 0, 0, 1, 0, 0 )
modulate
-Color( 1, 1, 1, 1 )
Sourcepub fn draw_multiline(
&self,
points: Vector2Array,
color: Color,
width: f64,
antialiased: bool,
)
pub fn draw_multiline( &self, points: Vector2Array, color: Color, width: f64, antialiased: bool, )
Draws multiple, parallel lines with a uniform color
.
Note: width
and antialiased
are currently not implemented and have no effect.
§Default Arguments
width
-1.0
antialiased
-false
Sourcepub fn draw_multiline_colors(
&self,
points: Vector2Array,
colors: ColorArray,
width: f64,
antialiased: bool,
)
pub fn draw_multiline_colors( &self, points: Vector2Array, colors: ColorArray, width: f64, antialiased: bool, )
Draws multiple, parallel lines with a uniform width
and segment-by-segment coloring. Colors assigned to line segments match by index between points
and colors
.
Note: width
and antialiased
are currently not implemented and have no effect.
§Default Arguments
width
-1.0
antialiased
-false
Sourcepub fn draw_multimesh(
&self,
multimesh: impl AsArg<MultiMesh>,
texture: impl AsArg<Texture>,
normal_map: impl AsArg<Texture>,
)
pub fn draw_multimesh( &self, multimesh: impl AsArg<MultiMesh>, texture: impl AsArg<Texture>, normal_map: impl AsArg<Texture>, )
Draws a MultiMesh in 2D with the provided texture. See MultiMeshInstance2D for related documentation.
§Default Arguments
normal_map
-null
Sourcepub fn draw_polygon(
&self,
points: Vector2Array,
colors: ColorArray,
uvs: Vector2Array,
texture: impl AsArg<Texture>,
normal_map: impl AsArg<Texture>,
antialiased: bool,
)
pub fn draw_polygon( &self, points: Vector2Array, colors: ColorArray, uvs: Vector2Array, texture: impl AsArg<Texture>, normal_map: impl AsArg<Texture>, antialiased: bool, )
Draws a polygon of any amount of points, convex or concave.
§Default Arguments
uvs
-PoolVector2Array( )
texture
-null
normal_map
-null
antialiased
-false
Sourcepub fn draw_polyline(
&self,
points: Vector2Array,
color: Color,
width: f64,
antialiased: bool,
)
pub fn draw_polyline( &self, points: Vector2Array, color: Color, width: f64, antialiased: bool, )
Draws interconnected line segments with a uniform color
and width
and optional antialiasing.
§Default Arguments
width
-1.0
antialiased
-false
Sourcepub fn draw_polyline_colors(
&self,
points: Vector2Array,
colors: ColorArray,
width: f64,
antialiased: bool,
)
pub fn draw_polyline_colors( &self, points: Vector2Array, colors: ColorArray, width: f64, antialiased: bool, )
Draws interconnected line segments with a uniform width
, segment-by-segment coloring, and optional antialiasing. Colors assigned to line segments match by index between points
and colors
.
§Default Arguments
width
-1.0
antialiased
-false
Sourcepub fn draw_primitive(
&self,
points: Vector2Array,
colors: ColorArray,
uvs: Vector2Array,
texture: impl AsArg<Texture>,
width: f64,
normal_map: impl AsArg<Texture>,
)
pub fn draw_primitive( &self, points: Vector2Array, colors: ColorArray, uvs: Vector2Array, texture: impl AsArg<Texture>, width: f64, normal_map: impl AsArg<Texture>, )
Draws a custom primitive. 1 point for a point, 2 points for a line, 3 points for a triangle and 4 points for a quad.
§Default Arguments
texture
-null
width
-1.0
normal_map
-null
Sourcepub fn draw_rect(
&self,
rect: Rect2,
color: Color,
filled: bool,
width: f64,
antialiased: bool,
)
pub fn draw_rect( &self, rect: Rect2, color: Color, filled: bool, width: f64, antialiased: bool, )
Draws a rectangle. If filled
is true
, the rectangle will be filled with the color
specified. If filled
is false
, the rectangle will be drawn as a stroke with the color
and width
specified. If antialiased
is true
, the lines will be antialiased.
Note: width
and antialiased
are only effective if filled
is false
.
§Default Arguments
filled
-true
width
-1.0
antialiased
-false
Sourcepub fn draw_set_transform(
&self,
position: Vector2,
rotation: f64,
scale: Vector2,
)
pub fn draw_set_transform( &self, position: Vector2, rotation: f64, scale: Vector2, )
Sets a custom transform for drawing via components. Anything drawn afterwards will be transformed by this.
Sourcepub fn draw_set_transform_matrix(&self, xform: Transform2D)
pub fn draw_set_transform_matrix(&self, xform: Transform2D)
Sets a custom transform for drawing via matrix. Anything drawn afterwards will be transformed by this.
Sourcepub fn draw_string(
&self,
font: impl AsArg<Font>,
position: Vector2,
text: impl Into<GodotString>,
modulate: Color,
clip_w: i64,
)
pub fn draw_string( &self, font: impl AsArg<Font>, position: Vector2, text: impl Into<GodotString>, modulate: Color, clip_w: i64, )
Sample code is GDScript unless otherwise noted.
Draws text
using the specified font
at the position
(top-left corner). The text will have its color multiplied by modulate
. If clip_w
is greater than or equal to 0, the text will be clipped if it exceeds the specified width.
Example using the default project font:
# If using this method in a script that redraws constantly, move the
# `default_font` declaration to a member variable assigned in `_ready()`
# so the Control is only created once.
var default_font = Control.new().get_font("font")
draw_string(default_font, Vector2(64, 64), "Hello world")
See also [method Font.draw].
§Default Arguments
modulate
-Color( 1, 1, 1, 1 )
clip_w
--1
Sourcepub fn draw_style_box(&self, style_box: impl AsArg<StyleBox>, rect: Rect2)
pub fn draw_style_box(&self, style_box: impl AsArg<StyleBox>, rect: Rect2)
Draws a styled rectangle.
Sourcepub fn draw_texture(
&self,
texture: impl AsArg<Texture>,
position: Vector2,
modulate: Color,
normal_map: impl AsArg<Texture>,
)
pub fn draw_texture( &self, texture: impl AsArg<Texture>, position: Vector2, modulate: Color, normal_map: impl AsArg<Texture>, )
Draws a texture at a given position.
§Default Arguments
modulate
-Color( 1, 1, 1, 1 )
normal_map
-null
Sourcepub fn draw_texture_rect(
&self,
texture: impl AsArg<Texture>,
rect: Rect2,
tile: bool,
modulate: Color,
transpose: bool,
normal_map: impl AsArg<Texture>,
)
pub fn draw_texture_rect( &self, texture: impl AsArg<Texture>, rect: Rect2, tile: bool, modulate: Color, transpose: bool, normal_map: impl AsArg<Texture>, )
Draws a textured rectangle at a given position, optionally modulated by a color. If transpose
is true
, the texture will have its X and Y coordinates swapped.
§Default Arguments
modulate
-Color( 1, 1, 1, 1 )
transpose
-false
normal_map
-null
Sourcepub fn draw_texture_rect_region(
&self,
texture: impl AsArg<Texture>,
rect: Rect2,
src_rect: Rect2,
modulate: Color,
transpose: bool,
normal_map: impl AsArg<Texture>,
clip_uv: bool,
)
pub fn draw_texture_rect_region( &self, texture: impl AsArg<Texture>, rect: Rect2, src_rect: Rect2, modulate: Color, transpose: bool, normal_map: impl AsArg<Texture>, clip_uv: bool, )
Draws a textured rectangle region at a given position, optionally modulated by a color. If transpose
is true
, the texture will have its X and Y coordinates swapped.
§Default Arguments
modulate
-Color( 1, 1, 1, 1 )
transpose
-false
normal_map
-null
clip_uv
-true
Sourcepub fn force_update_transform(&self)
pub fn force_update_transform(&self)
Forces the transform to update. Transform changes in physics are not instant for performance reasons. Transforms are accumulated and then set. Use this if you need an up-to-date transform when doing physics operations.
Sourcepub fn get_canvas(&self) -> Rid
pub fn get_canvas(&self) -> Rid
Returns the [RID] of the World2D canvas where this item is in.
Sourcepub fn get_canvas_item(&self) -> Rid
pub fn get_canvas_item(&self) -> Rid
Returns the canvas item RID used by VisualServer for this item.
Sourcepub fn get_canvas_transform(&self) -> Transform2D
pub fn get_canvas_transform(&self) -> Transform2D
Returns the transform matrix of this item’s canvas.
Sourcepub fn get_global_mouse_position(&self) -> Vector2
pub fn get_global_mouse_position(&self) -> Vector2
Returns the global position of the mouse.
Sourcepub fn get_global_transform(&self) -> Transform2D
pub fn get_global_transform(&self) -> Transform2D
Returns the global transform matrix of this item.
Sourcepub fn get_global_transform_with_canvas(&self) -> Transform2D
pub fn get_global_transform_with_canvas(&self) -> Transform2D
Returns the global transform matrix of this item in relation to the canvas.
Sourcepub fn light_mask(&self) -> i64
pub fn light_mask(&self) -> i64
The rendering layers in which this CanvasItem responds to Light2D nodes.
Sourcepub fn get_local_mouse_position(&self) -> Vector2
pub fn get_local_mouse_position(&self) -> Vector2
Returns the mouse position relative to this item’s position.
Sourcepub fn material(&self) -> Option<Ref<Material, Shared>>
pub fn material(&self) -> Option<Ref<Material, Shared>>
The material applied to textures on this CanvasItem.
Sourcepub fn modulate(&self) -> Color
pub fn modulate(&self) -> Color
The color applied to textures on this CanvasItem.
Sourcepub fn self_modulate(&self) -> Color
pub fn self_modulate(&self) -> Color
The color applied to textures on this CanvasItem. This is not inherited by children CanvasItems.
Sourcepub fn get_transform(&self) -> Transform2D
pub fn get_transform(&self) -> Transform2D
Returns the transform matrix of this item.
Sourcepub fn use_parent_material(&self) -> bool
pub fn use_parent_material(&self) -> bool
If true
, the parent CanvasItem’s [member material] property is used as this one’s material.
Sourcepub fn get_viewport_rect(&self) -> Rect2
pub fn get_viewport_rect(&self) -> Rect2
Returns the viewport’s boundaries as a Rect2.
Sourcepub fn get_viewport_transform(&self) -> Transform2D
pub fn get_viewport_transform(&self) -> Transform2D
Returns this item’s transform in relation to the viewport.
Sourcepub fn get_world_2d(&self) -> Option<Ref<World2D, Shared>>
pub fn get_world_2d(&self) -> Option<Ref<World2D, Shared>>
Returns the World2D where this item is in.
Sourcepub fn hide(&self)
pub fn hide(&self)
Hide the CanvasItem if it’s currently visible.
Sourcepub fn is_draw_behind_parent_enabled(&self) -> bool
pub fn is_draw_behind_parent_enabled(&self) -> bool
If true
, the object draws behind its parent.
Sourcepub fn is_local_transform_notification_enabled(&self) -> bool
pub fn is_local_transform_notification_enabled(&self) -> bool
Returns true
if local transform notifications are communicated to children.
Sourcepub fn is_set_as_toplevel(&self) -> bool
pub fn is_set_as_toplevel(&self) -> bool
Returns true
if the node is set as top-level. See [method set_as_toplevel].
Sourcepub fn is_transform_notification_enabled(&self) -> bool
pub fn is_transform_notification_enabled(&self) -> bool
Returns true
if global transform notifications are communicated to children.
Sourcepub fn is_visible(&self) -> bool
pub fn is_visible(&self) -> bool
If true
, this CanvasItem is drawn. The node is only visible if all of its antecedents are visible as well (in other words, [method is_visible_in_tree] must return true
).
Note: For controls that inherit Popup, the correct way to make them visible is to call one of the multiple popup*()
functions instead.
Sourcepub fn is_visible_in_tree(&self) -> bool
pub fn is_visible_in_tree(&self) -> bool
Returns true
if the node is present in the SceneTree, its [member visible] property is true
and all its antecedents are also visible. If any antecedent is hidden, this node will not be visible in the scene tree.
Sourcepub fn make_canvas_position_local(&self, screen_point: Vector2) -> Vector2
pub fn make_canvas_position_local(&self, screen_point: Vector2) -> Vector2
Assigns screen_point
as this node’s new local transform.
Sourcepub fn make_input_local(
&self,
event: impl AsArg<InputEvent>,
) -> Option<Ref<InputEvent, Shared>>
pub fn make_input_local( &self, event: impl AsArg<InputEvent>, ) -> Option<Ref<InputEvent, Shared>>
Transformations issued by event
’s inputs are applied in local space instead of global space.
Sourcepub fn set_as_toplevel(&self, enable: bool)
pub fn set_as_toplevel(&self, enable: bool)
If enable
is true
, the node won’t inherit its transform from parent canvas items.
Sourcepub fn set_draw_behind_parent(&self, enable: bool)
pub fn set_draw_behind_parent(&self, enable: bool)
If true
, the object draws behind its parent.
Sourcepub fn set_light_mask(&self, light_mask: i64)
pub fn set_light_mask(&self, light_mask: i64)
The rendering layers in which this CanvasItem responds to Light2D nodes.
Sourcepub fn set_material(&self, material: impl AsArg<Material>)
pub fn set_material(&self, material: impl AsArg<Material>)
The material applied to textures on this CanvasItem.
Sourcepub fn set_modulate(&self, modulate: Color)
pub fn set_modulate(&self, modulate: Color)
The color applied to textures on this CanvasItem.
Sourcepub fn set_notify_local_transform(&self, enable: bool)
pub fn set_notify_local_transform(&self, enable: bool)
If enable
is true
, children will be updated with local transform data.
Sourcepub fn set_notify_transform(&self, enable: bool)
pub fn set_notify_transform(&self, enable: bool)
If enable
is true
, children will be updated with global transform data.
Sourcepub fn set_self_modulate(&self, self_modulate: Color)
pub fn set_self_modulate(&self, self_modulate: Color)
The color applied to textures on this CanvasItem. This is not inherited by children CanvasItems.
Sourcepub fn set_use_parent_material(&self, enable: bool)
pub fn set_use_parent_material(&self, enable: bool)
If true
, the parent CanvasItem’s [member material] property is used as this one’s material.
Sourcepub fn set_visible(&self, visible: bool)
pub fn set_visible(&self, visible: bool)
If true
, this CanvasItem is drawn. The node is only visible if all of its antecedents are visible as well (in other words, [method is_visible_in_tree] must return true
).
Note: For controls that inherit Popup, the correct way to make them visible is to call one of the multiple popup*()
functions instead.
Sourcepub fn show(&self)
pub fn show(&self)
Show the CanvasItem if it’s currently hidden. For controls that inherit Popup, the correct way to make them visible is to call one of the multiple popup*()
functions instead.
Sourcepub fn update(&self)
pub fn update(&self)
Queue the CanvasItem for update. [constant NOTIFICATION_DRAW] will be called on idle time to request redraw.
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 TouchScreenButton
impl Debug for TouchScreenButton
Source§impl Deref for TouchScreenButton
impl Deref for TouchScreenButton
Source§impl DerefMut for TouchScreenButton
impl DerefMut for TouchScreenButton
Source§impl GodotObject for TouchScreenButton
impl GodotObject for TouchScreenButton
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
.Source§fn new() -> Ref<Self, Unique>where
Self: Instanciable,
fn new() -> Ref<Self, Unique>where
Self: Instanciable,
Self
using a zero-argument constructor, as a Unique
reference.