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>
Trait Implementations
type RefKind = RefCounted
type RefKind = RefCounted
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
unsafe fn assume_thread_local(&self) -> Ref<Self, ThreadLocal> where
Self: GodotObject<RefKind = RefCounted>,
unsafe fn assume_thread_local(&self) -> Ref<Self, ThreadLocal> where
Self: GodotObject<RefKind = RefCounted>,
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
Auto Trait Implementations
impl RefUnwindSafe for SceneState
impl !Send for SceneState
impl !Sync for SceneState
impl Unpin for SceneState
impl UnwindSafe for SceneState