Struct gdnative_bindings_lily::SceneState[][src]

pub struct SceneState { /* fields omitted */ }
Expand description

core class SceneState inherits Reference (reference counted).

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

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

Class hierarchy

SceneState 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

Constants

Returns the list of bound parameters for the signal at idx.

Returns the number of signal connections in the scene. The idx argument used to query connection metadata in other get_connection_* methods in the interval [0, get_connection_count() - 1].

Returns the connection flags for the signal at idx. See [enum Object.ConnectFlags] constants.

Returns the method connected to the signal at idx.

Returns the name of the signal at idx.

Returns the path to the node that owns the signal at idx, relative to the root node.

Returns the path to the node that owns the method connected to the signal at idx, relative to the root node.

Returns the number of nodes in the scene. The idx argument used to query node data in other get_node_* methods in the interval [0, get_node_count() - 1].

Returns the list of group names associated with the node at idx.

Returns the node’s index, which is its position relative to its siblings. This is only relevant and saved in scenes for cases where new nodes are added to an instanced or inherited scene among siblings from the base scene. Despite the name, this index is not related to the idx argument used here and in other methods.

Returns a PackedScene for the node at idx (i.e. the whole branch starting at this node, with its child nodes and resources), or null if the node is not an instance.

Returns the path to the represented scene file if the node at idx is an InstancePlaceholder.

Returns the name of the node at idx.

Returns the path to the owner of the node at idx, relative to the root node.

Returns the path to the node at idx. If for_parent is true, returns the path of the idx node’s parent instead.

Default Arguments

  • for_parent - false

Returns the number of exported or overridden properties for the node at idx. The prop_idx argument used to query node property data in other get_node_property_* methods in the interval [0, get_node_property_count() - 1].

Returns the name of the property at prop_idx for the node at idx.

Returns the value of the property at prop_idx for the node at idx.

Returns the type of the node at idx.

Returns true if the node at idx is an InstancePlaceholder.

Methods from Deref<Target = Reference>

Initializes the internal reference counter. Use this only if you really know what you are doing. Returns whether the initialization was successful.

Trait Implementations

Formats the value using the given formatter. Read more

The resulting type after dereferencing.

Dereferences the value.

Mutably dereferences the value.

The memory management kind of this type. This modifies the behavior of the Ref smart pointer. See its type-level documentation for more information. Read more

Creates an explicitly null reference of Self as a method argument. This makes type inference easier for the compiler compared to Option. Read more

Creates a new instance of Self using a zero-argument constructor, as a Unique reference. Read more

Performs a dynamic reference downcast to target type. Read more

Performs a static reference upcast to a supertype that is guaranteed to be valid. Read more

Creates a persistent reference to the same Godot object with shared thread access. Read more

Creates a persistent reference to the same Godot object with thread-local thread access. Read more

Creates a persistent reference to the same Godot object with unique access. Read more

Recovers a instance ID previously returned by Object::get_instance_id if the object is still alive. See also TRef::try_from_instance_id. Read more

Recovers a instance ID previously returned by Object::get_instance_id if the object is still alive, and panics otherwise. This does NOT guarantee that the resulting reference is safe to use. Read more

Auto Trait Implementations

Blanket Implementations

Gets the TypeId of self. Read more

Immutably borrows from an owned value. Read more

Mutably borrows from an owned value. Read more

Performs the conversion.

Performs the conversion.

The type returned in the event of a conversion error.

Performs the conversion.

The type returned in the event of a conversion error.

Performs the conversion.