Struct gdnative_bindings::Resource
source · [−]pub struct Resource { /* private fields */ }
Expand description
core class Resource
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
Resource 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 Ownership
in these types tracks whether
ownership is unique, shared, or exclusive to the current thread. For more information,
see the type-level documentation on Ref
.
Implementations
sourceimpl Resource
impl Resource
sourcepub fn new() -> Ref<Self, Unique>
pub fn new() -> Ref<Self, Unique>
Creates a new instance of this object.
This is a reference-counted type. The returned object is automatically managed
by Ref
.
sourcepub fn duplicate(&self, subresources: bool) -> Option<Ref<Resource, Shared>>
pub fn duplicate(&self, subresources: bool) -> Option<Ref<Resource, Shared>>
Duplicates the resource, returning a new resource with the exported members copied. Note: To duplicate the resource the constructor is called without arguments. This method will error when the constructor doesn’t have default values.
By default, sub-resources are shared between resource copies for efficiency. This can be changed by passing true
to the subresources
argument which will copy the subresources.
Note: If subresources
is true
, this method will only perform a shallow copy. Nested resources within subresources will not be duplicated and will still be shared.
Note: When duplicating a resource, only export
ed properties are copied. Other properties will be set to their default value in the new resource.
Default Arguments
subresources
-false
sourcepub fn emit_changed(&self)
pub fn emit_changed(&self)
Sample code is GDScript unless otherwise noted.
Emits the changed
signal.
If external objects which depend on this resource should be updated, this method must be called manually whenever the state of this resource has changed (such as modification of properties).
The method is equivalent to:
emit_signal("changed")
Note: This method is called automatically for built-in resources.
sourcepub fn get_local_scene(&self) -> Option<Ref<Node, Shared>>
pub fn get_local_scene(&self) -> Option<Ref<Node, Shared>>
If [resource_local_to_scene
][Self::resource_local_to_scene] is enabled and the resource was loaded from a PackedScene
instantiation, returns the local scene where this resource’s unique copy is in use. Otherwise, returns null
.
sourcepub fn name(&self) -> GodotString
pub fn name(&self) -> GodotString
The name of the resource. This is an optional identifier. If [resource_name
][Self::resource_name] is not empty, its value will be displayed to represent the current resource in the editor inspector. For built-in scripts, the [resource_name
][Self::resource_name] will be displayed as the tab name in the script editor.
sourcepub fn path(&self) -> GodotString
pub fn path(&self) -> GodotString
The path to the resource. In case it has its own file, it will return its filepath. If it’s tied to the scene, it will return the scene’s path, followed by the resource’s index.
sourcepub fn is_local_to_scene(&self) -> bool
pub fn is_local_to_scene(&self) -> bool
If true
, the resource will be made unique in each instance of its local scene. It can thus be modified in a scene instance without impacting other instances of that same scene.
sourcepub fn set_local_to_scene(&self, enable: bool)
pub fn set_local_to_scene(&self, enable: bool)
If true
, the resource will be made unique in each instance of its local scene. It can thus be modified in a scene instance without impacting other instances of that same scene.
sourcepub fn set_name(&self, name: impl Into<GodotString>)
pub fn set_name(&self, name: impl Into<GodotString>)
The name of the resource. This is an optional identifier. If [resource_name
][Self::resource_name] is not empty, its value will be displayed to represent the current resource in the editor inspector. For built-in scripts, the [resource_name
][Self::resource_name] will be displayed as the tab name in the script editor.
sourcepub fn set_path(&self, path: impl Into<GodotString>)
pub fn set_path(&self, path: impl Into<GodotString>)
The path to the resource. In case it has its own file, it will return its filepath. If it’s tied to the scene, it will return the scene’s path, followed by the resource’s index.
sourcepub fn setup_local_to_scene(&self)
pub fn setup_local_to_scene(&self)
This method is called when a resource with [resource_local_to_scene
][Self::resource_local_to_scene] enabled is loaded from a PackedScene
instantiation. Its behavior can be customized by overriding [_setup_local_to_scene
][Self::_setup_local_to_scene] from script.
For most resources, this method performs no base logic. ViewportTexture
performs custom logic to properly set the proxy texture and flags in the local viewport.
sourcepub fn take_over_path(&self, path: impl Into<GodotString>)
pub fn take_over_path(&self, path: impl Into<GodotString>)
Sets the path of the resource, potentially overriding an existing cache entry for this path. This differs from setting [resource_path
][Self::resource_path], as the latter would error out if another resource was already cached for the given path.
Methods from Deref<Target = Object>
pub const NOTIFICATION_POSTINITIALIZE: i64
pub const CONNECT_DEFERRED: i64
pub const NOTIFICATION_PREDELETE: i64
pub const CONNECT_PERSIST: i64
pub const CONNECT_ONESHOT: i64
pub const CONNECT_REFERENCE_COUNTED: i64
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 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 set_message_translation
and 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 emit_signal
. Use flags
to set deferred or one-shot connections. See 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 CONNECT_REFERENCE_COUNTED
. To avoid this, first, use 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 connect
and parameters used when calling 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 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
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 [PropertyHint
][PropertyHint]), hint_string: String
, and usage: int
(see [PropertyUsageFlags
][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 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
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 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 [_notification
][Self::_notification] method of all classes that the object inherits from.
If reversed
is true
, [_notification
][Self::_notification] is called first on the object’s own class, and then up to its successive parent classes. If reversed
is false
, [_notification
][Self::_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 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 set
via 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 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 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 [_init
][Self::_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 set_message_translation
.
Trait Implementations
sourceimpl GodotObject for Resource
impl GodotObject for Resource
type Memory = RefCounted
type Memory = RefCounted
fn class_name() -> &'static str
sourcefn null() -> Null<Self>
fn null() -> Null<Self>
Creates an explicitly null reference of Self
as a method argument. This makes type
inference easier for the compiler compared to Option
. Read more
sourcefn new() -> Ref<Self, Unique> where
Self: Instanciable,
fn new() -> Ref<Self, Unique> where
Self: Instanciable,
Creates a new instance of Self
using a zero-argument constructor, as a Unique
reference. Read more
sourcefn cast<T>(&self) -> Option<&T> where
T: GodotObject + SubClass<Self>,
fn cast<T>(&self) -> Option<&T> where
T: GodotObject + SubClass<Self>,
Performs a dynamic reference downcast to target type. Read more
sourcefn upcast<T>(&self) -> &T where
T: GodotObject,
Self: SubClass<T>,
fn upcast<T>(&self) -> &T where
T: GodotObject,
Self: SubClass<T>,
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
sourceunsafe fn assume_thread_local(&self) -> Ref<Self, ThreadLocal> where
Self: GodotObject<Memory = RefCounted>,
unsafe fn assume_thread_local(&self) -> Ref<Self, ThreadLocal> where
Self: GodotObject<Memory = RefCounted>,
Creates a persistent reference to the same Godot object with thread-local thread access. Read more
sourceunsafe fn assume_unique(&self) -> Ref<Self, Unique>
unsafe fn assume_unique(&self) -> Ref<Self, Unique>
Creates a persistent reference to the same Godot object with unique access. Read more
impl Sealed for Resource
impl SubClass<Object> for Resource
impl SubClass<Reference> for Resource
impl SubClass<Resource> for AnimatedTexture
impl SubClass<Resource> for Animation
impl SubClass<Resource> for AnimationNodeBlendTree
impl SubClass<Resource> for GLTFSkin
impl SubClass<Resource> for GLTFSpecGloss
impl SubClass<Resource> for GLTFState
impl SubClass<Resource> for GLTFTexture
impl SubClass<Resource> for Gradient
impl SubClass<Resource> for GradientTexture
impl SubClass<Resource> for HeightMapShape
impl SubClass<Resource> for Image
impl SubClass<Resource> for ImageTexture
impl SubClass<Resource> for InputEvent
impl SubClass<Resource> for AnimationNodeOneShot
impl SubClass<Resource> for InputEventAction
impl SubClass<Resource> for InputEventGesture
impl SubClass<Resource> for InputEventJoypadButton
impl SubClass<Resource> for InputEventJoypadMotion
impl SubClass<Resource> for InputEventKey
impl SubClass<Resource> for InputEventMIDI
impl SubClass<Resource> for InputEventMagnifyGesture
impl SubClass<Resource> for InputEventMouse
impl SubClass<Resource> for InputEventMouseButton
impl SubClass<Resource> for InputEventMouseMotion
impl SubClass<Resource> for AnimationNodeOutput
impl SubClass<Resource> for InputEventPanGesture
impl SubClass<Resource> for InputEventScreenDrag
impl SubClass<Resource> for InputEventScreenTouch
impl SubClass<Resource> for InputEventWithModifiers
impl SubClass<Resource> for LargeTexture
impl SubClass<Resource> for LineShape2D
impl SubClass<Resource> for Material
impl SubClass<Resource> for Mesh
impl SubClass<Resource> for MeshLibrary
impl SubClass<Resource> for MeshTexture
impl SubClass<Resource> for AnimationNodeStateMachine
impl SubClass<Resource> for MultiMesh
impl SubClass<Resource> for NativeScript
impl SubClass<Resource> for NavigationMesh
impl SubClass<Resource> for NavigationPolygon
impl SubClass<Resource> for NoiseTexture
impl SubClass<Resource> for OccluderPolygon2D
impl SubClass<Resource> for OccluderShape
impl SubClass<Resource> for OccluderShapeSphere
impl SubClass<Resource> for OpenSimplexNoise
impl SubClass<Resource> for PHashTranslation
impl SubClass<Resource> for AnimationNodeStateMachinePlayback
impl SubClass<Resource> for PackedDataContainer
impl SubClass<Resource> for PackedScene
impl SubClass<Resource> for PackedSceneGLTF
impl SubClass<Resource> for PanoramaSky
impl SubClass<Resource> for ParticlesMaterial
impl SubClass<Resource> for PhysicsMaterial
impl SubClass<Resource> for PlaneMesh
impl SubClass<Resource> for PlaneShape
impl SubClass<Resource> for PluginScript
impl SubClass<Resource> for PointMesh
impl SubClass<Resource> for AnimationNodeStateMachineTransition
impl SubClass<Resource> for PolygonPathFinder
impl SubClass<Resource> for PrimitiveMesh
impl SubClass<Resource> for PrismMesh
impl SubClass<Resource> for ProceduralSky
impl SubClass<Resource> for ProxyTexture
impl SubClass<Resource> for QuadMesh
impl SubClass<Resource> for RayShape
impl SubClass<Resource> for RayShape2D
impl SubClass<Resource> for RectangleShape2D
impl SubClass<Resource> for RichTextEffect
impl SubClass<Resource> for AnimationNodeTimeScale
impl SubClass<Resource> for Script
impl SubClass<Resource> for SegmentShape2D
impl SubClass<Resource> for Shader
impl SubClass<Resource> for ShaderMaterial
impl SubClass<Resource> for Shape
impl SubClass<Resource> for Shape2D
impl SubClass<Resource> for ShortCut
impl SubClass<Resource> for Skin
impl SubClass<Resource> for Sky
impl SubClass<Resource> for SpatialMaterial
impl SubClass<Resource> for AnimationNodeTimeSeek
impl SubClass<Resource> for SphereMesh
impl SubClass<Resource> for SphereShape
impl SubClass<Resource> for SpriteFrames
impl SubClass<Resource> for StreamTexture
impl SubClass<Resource> for StyleBox
impl SubClass<Resource> for StyleBoxEmpty
impl SubClass<Resource> for StyleBoxFlat
impl SubClass<Resource> for StyleBoxLine
impl SubClass<Resource> for StyleBoxTexture
impl SubClass<Resource> for TextFile
impl SubClass<Resource> for AnimationNodeTransition
impl SubClass<Resource> for Texture
impl SubClass<Resource> for Texture3D
impl SubClass<Resource> for TextureArray
impl SubClass<Resource> for TextureLayered
impl SubClass<Resource> for Theme
impl SubClass<Resource> for TileSet
impl SubClass<Resource> for Translation
impl SubClass<Resource> for VideoStream
impl SubClass<Resource> for VideoStreamGDNative
impl SubClass<Resource> for VideoStreamTheora
impl SubClass<Resource> for AnimationRootNode
impl SubClass<Resource> for VideoStreamWebm
impl SubClass<Resource> for ViewportTexture
impl SubClass<Resource> for VisualScript
impl SubClass<Resource> for VisualScriptBasicTypeConstant
impl SubClass<Resource> for VisualScriptBuiltinFunc
impl SubClass<Resource> for VisualScriptClassConstant
impl SubClass<Resource> for VisualScriptComment
impl SubClass<Resource> for VisualScriptComposeArray
impl SubClass<Resource> for VisualScriptCondition
impl SubClass<Resource> for VisualScriptConstant
impl SubClass<Resource> for AnimationNode
impl SubClass<Resource> for ArrayMesh
impl SubClass<Resource> for VisualScriptConstructor
impl SubClass<Resource> for VisualScriptCustomNode
impl SubClass<Resource> for VisualScriptDeconstruct
impl SubClass<Resource> for VisualScriptEmitSignal
impl SubClass<Resource> for VisualScriptEngineSingleton
impl SubClass<Resource> for VisualScriptExpression
impl SubClass<Resource> for VisualScriptFunction
impl SubClass<Resource> for VisualScriptFunctionCall
impl SubClass<Resource> for VisualScriptGlobalConstant
impl SubClass<Resource> for VisualScriptIndexGet
impl SubClass<Resource> for AtlasTexture
impl SubClass<Resource> for VisualScriptIndexSet
impl SubClass<Resource> for VisualScriptInputAction
impl SubClass<Resource> for VisualScriptIterator
impl SubClass<Resource> for VisualScriptLists
impl SubClass<Resource> for VisualScriptLocalVar
impl SubClass<Resource> for VisualScriptLocalVarSet
impl SubClass<Resource> for VisualScriptMathConstant
impl SubClass<Resource> for VisualScriptNode
impl SubClass<Resource> for VisualScriptOperator
impl SubClass<Resource> for VisualScriptPreload
impl SubClass<Resource> for AudioBusLayout
impl SubClass<Resource> for VisualScriptPropertyGet
impl SubClass<Resource> for VisualScriptPropertySet
impl SubClass<Resource> for VisualScriptResourcePath
impl SubClass<Resource> for VisualScriptReturn
impl SubClass<Resource> for VisualScriptSceneNode
impl SubClass<Resource> for VisualScriptSceneTree
impl SubClass<Resource> for VisualScriptSelect
impl SubClass<Resource> for VisualScriptSelf
impl SubClass<Resource> for VisualScriptSequence
impl SubClass<Resource> for VisualScriptSubCall
impl SubClass<Resource> for AudioEffect
impl SubClass<Resource> for VisualScriptSwitch
impl SubClass<Resource> for VisualScriptTypeCast
impl SubClass<Resource> for VisualScriptVariableGet
impl SubClass<Resource> for VisualScriptVariableSet
impl SubClass<Resource> for VisualScriptWhile
impl SubClass<Resource> for VisualScriptYield
impl SubClass<Resource> for VisualScriptYieldSignal
impl SubClass<Resource> for VisualShader
impl SubClass<Resource> for VisualShaderNode
impl SubClass<Resource> for VisualShaderNodeBooleanConstant
impl SubClass<Resource> for AudioEffectAmplify
impl SubClass<Resource> for VisualShaderNodeBooleanUniform
impl SubClass<Resource> for VisualShaderNodeColorConstant
impl SubClass<Resource> for VisualShaderNodeColorFunc
impl SubClass<Resource> for VisualShaderNodeColorOp
impl SubClass<Resource> for VisualShaderNodeColorUniform
impl SubClass<Resource> for VisualShaderNodeCompare
impl SubClass<Resource> for VisualShaderNodeCubeMap
impl SubClass<Resource> for VisualShaderNodeCubeMapUniform
impl SubClass<Resource> for VisualShaderNodeCustom
impl SubClass<Resource> for VisualShaderNodeDeterminant
impl SubClass<Resource> for AudioEffectBandLimitFilter
impl SubClass<Resource> for VisualShaderNodeDotProduct
impl SubClass<Resource> for VisualShaderNodeExpression
impl SubClass<Resource> for VisualShaderNodeFaceForward
impl SubClass<Resource> for VisualShaderNodeFresnel
impl SubClass<Resource> for VisualShaderNodeGlobalExpression
impl SubClass<Resource> for VisualShaderNodeGroupBase
impl SubClass<Resource> for VisualShaderNodeIf
impl SubClass<Resource> for VisualShaderNodeInput
impl SubClass<Resource> for VisualShaderNodeIs
impl SubClass<Resource> for VisualShaderNodeOuterProduct
impl SubClass<Resource> for AudioEffectBandPassFilter
impl SubClass<Resource> for VisualShaderNodeOutput
impl SubClass<Resource> for VisualShaderNodeScalarClamp
impl SubClass<Resource> for VisualShaderNodeScalarConstant
impl SubClass<Resource> for VisualShaderNodeScalarDerivativeFunc
impl SubClass<Resource> for VisualShaderNodeScalarFunc
impl SubClass<Resource> for VisualShaderNodeScalarInterp
impl SubClass<Resource> for VisualShaderNodeScalarOp
impl SubClass<Resource> for VisualShaderNodeScalarSmoothStep
impl SubClass<Resource> for VisualShaderNodeScalarSwitch
impl SubClass<Resource> for VisualShaderNodeScalarUniform
impl SubClass<Resource> for AudioEffectCapture
impl SubClass<Resource> for VisualShaderNodeSwitch
impl SubClass<Resource> for VisualShaderNodeTexture
impl SubClass<Resource> for VisualShaderNodeTextureUniform
impl SubClass<Resource> for VisualShaderNodeTextureUniformTriplanar
impl SubClass<Resource> for VisualShaderNodeTransformCompose
impl SubClass<Resource> for VisualShaderNodeTransformConstant
impl SubClass<Resource> for VisualShaderNodeTransformDecompose
impl SubClass<Resource> for VisualShaderNodeTransformFunc
impl SubClass<Resource> for VisualShaderNodeTransformMult
impl SubClass<Resource> for VisualShaderNodeTransformUniform
impl SubClass<Resource> for AudioEffectChorus
impl SubClass<Resource> for VisualShaderNodeTransformVecMult
impl SubClass<Resource> for VisualShaderNodeUniform
impl SubClass<Resource> for VisualShaderNodeUniformRef
impl SubClass<Resource> for VisualShaderNodeVec3Constant
impl SubClass<Resource> for VisualShaderNodeVec3Uniform
impl SubClass<Resource> for VisualShaderNodeVectorClamp
impl SubClass<Resource> for VisualShaderNodeVectorCompose
impl SubClass<Resource> for VisualShaderNodeVectorDecompose
impl SubClass<Resource> for VisualShaderNodeVectorDerivativeFunc
impl SubClass<Resource> for VisualShaderNodeVectorDistance
impl SubClass<Resource> for AudioEffectCompressor
impl SubClass<Resource> for VisualShaderNodeVectorFunc
impl SubClass<Resource> for VisualShaderNodeVectorInterp
impl SubClass<Resource> for VisualShaderNodeVectorLen
impl SubClass<Resource> for VisualShaderNodeVectorOp
impl SubClass<Resource> for VisualShaderNodeVectorRefract
impl SubClass<Resource> for VisualShaderNodeVectorScalarMix
impl SubClass<Resource> for VisualShaderNodeVectorScalarSmoothStep
impl SubClass<Resource> for VisualShaderNodeVectorScalarStep
impl SubClass<Resource> for VisualShaderNodeVectorSmoothStep
impl SubClass<Resource> for World
impl SubClass<Resource> for AnimationNodeAdd2
impl SubClass<Resource> for AudioEffectDelay
impl SubClass<Resource> for World2D
impl SubClass<Resource> for X509Certificate
impl SubClass<Resource> for AudioEffectDistortion
impl SubClass<Resource> for AudioEffectEQ
impl SubClass<Resource> for AudioEffectEQ10
impl SubClass<Resource> for AudioEffectEQ21
impl SubClass<Resource> for AudioEffectEQ6
impl SubClass<Resource> for AudioEffectFilter
impl SubClass<Resource> for AudioEffectHighPassFilter
impl SubClass<Resource> for AudioEffectHighShelfFilter
impl SubClass<Resource> for AudioEffectLimiter
impl SubClass<Resource> for AnimationNodeAdd3
impl SubClass<Resource> for AudioEffectLowPassFilter
impl SubClass<Resource> for AudioEffectLowShelfFilter
impl SubClass<Resource> for AudioEffectNotchFilter
impl SubClass<Resource> for AudioEffectPanner
impl SubClass<Resource> for AudioEffectPhaser
impl SubClass<Resource> for AudioEffectPitchShift
impl SubClass<Resource> for AudioEffectRecord
impl SubClass<Resource> for AudioEffectReverb
impl SubClass<Resource> for AudioEffectSpectrumAnalyzer
impl SubClass<Resource> for AudioEffectStereoEnhance
impl SubClass<Resource> for AnimationNodeAnimation
impl SubClass<Resource> for AudioStream
impl SubClass<Resource> for AudioStreamGenerator
impl SubClass<Resource> for AudioStreamMP3
impl SubClass<Resource> for AudioStreamMicrophone
impl SubClass<Resource> for AudioStreamOGGVorbis
impl SubClass<Resource> for AudioStreamRandomPitch
impl SubClass<Resource> for AudioStreamSample
impl SubClass<Resource> for BakedLightmapData
impl SubClass<Resource> for BitMap
impl SubClass<Resource> for BitmapFont
impl SubClass<Resource> for AnimationNodeBlend2
impl SubClass<Resource> for BoxShape
impl SubClass<Resource> for ButtonGroup
impl SubClass<Resource> for CameraTexture
impl SubClass<Resource> for CanvasItemMaterial
impl SubClass<Resource> for CapsuleMesh
impl SubClass<Resource> for CapsuleShape
impl SubClass<Resource> for CapsuleShape2D
impl SubClass<Resource> for CircleShape2D
impl SubClass<Resource> for ConcavePolygonShape
impl SubClass<Resource> for ConcavePolygonShape2D
impl SubClass<Resource> for AnimationNodeBlend3
impl SubClass<Resource> for ConvexPolygonShape
impl SubClass<Resource> for ConvexPolygonShape2D
impl SubClass<Resource> for CryptoKey
impl SubClass<Resource> for CubeMap
impl SubClass<Resource> for CubeMesh
impl SubClass<Resource> for Curve
impl SubClass<Resource> for Curve2D
impl SubClass<Resource> for Curve3D
impl SubClass<Resource> for CurveTexture
impl SubClass<Resource> for CylinderMesh
impl SubClass<Resource> for AnimationNodeBlendSpace1D
impl SubClass<Resource> for CylinderShape
impl SubClass<Resource> for DynamicFont
impl SubClass<Resource> for DynamicFontData
impl SubClass<Resource> for EditorSettings
impl SubClass<Resource> for EditorSpatialGizmoPlugin
impl SubClass<Resource> for Environment
impl SubClass<Resource> for ExternalTexture
impl SubClass<Resource> for Font
impl SubClass<Resource> for GDNativeLibrary
impl SubClass<Resource> for GDScript
impl SubClass<Resource> for AnimationNodeBlendSpace2D
impl SubClass<Resource> for GIProbeData
impl SubClass<Resource> for GLTFAccessor
impl SubClass<Resource> for GLTFAnimation
impl SubClass<Resource> for GLTFBufferView
impl SubClass<Resource> for GLTFCamera
impl SubClass<Resource> for GLTFDocument
impl SubClass<Resource> for GLTFLight
impl SubClass<Resource> for GLTFMesh
impl SubClass<Resource> for GLTFNode
impl SubClass<Resource> for GLTFSkeleton
Auto Trait Implementations
impl RefUnwindSafe for Resource
impl !Send for Resource
impl !Sync for Resource
impl Unpin for Resource
impl UnwindSafe for Resource
Blanket Implementations
sourceimpl<T> BorrowMut<T> for T where
T: ?Sized,
impl<T> BorrowMut<T> for T where
T: ?Sized,
const: unstable · sourcefn borrow_mut(&mut self) -> &mut T
fn borrow_mut(&mut self) -> &mut T
Mutably borrows from an owned value. Read more