[−][src]Struct gdnative_bindings::SceneState
core class SceneState
inherits Reference
(reference counted).
Official documentation
See the documentation of this class in the Godot engine's official documentation.
Memory management
The lifetime of this object is automatically managed through reference counting.
Class hierarchy
SceneState inherits methods from:
Methods
impl SceneState
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Constants
pub const GEN_EDIT_STATE_DISABLED: i64
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pub const GEN_EDIT_STATE_MAIN: i64
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pub const GEN_EDIT_STATE_INSTANCE: i64
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impl SceneState
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pub fn new_ref(&self) -> Self
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Creates a new reference to the same reference-counted object.
pub fn get_connection_binds(&self, idx: i64) -> VariantArray
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pub fn get_connection_count(&self) -> i64
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pub fn get_connection_flags(&self, idx: i64) -> i64
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pub fn get_connection_method(&self, idx: i64) -> GodotString
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pub fn get_connection_signal(&self, idx: i64) -> GodotString
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pub fn get_connection_source(&self, idx: i64) -> NodePath
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pub fn get_connection_target(&self, idx: i64) -> NodePath
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pub fn get_node_count(&self) -> i64
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pub fn get_node_groups(&self, idx: i64) -> StringArray
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pub fn get_node_index(&self, idx: i64) -> i64
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pub fn get_node_instance(&self, idx: i64) -> Option<PackedScene>
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pub fn get_node_instance_placeholder(&self, idx: i64) -> GodotString
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pub fn get_node_name(&self, idx: i64) -> GodotString
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pub fn get_node_owner_path(&self, idx: i64) -> NodePath
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pub fn get_node_path(&self, idx: i64, for_parent: bool) -> NodePath
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pub fn get_node_property_count(&self, idx: i64) -> i64
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pub fn get_node_property_name(&self, idx: i64, prop_idx: i64) -> GodotString
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pub fn get_node_property_value(&self, idx: i64, prop_idx: i64) -> Variant
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pub fn get_node_type(&self, idx: i64) -> GodotString
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pub fn is_node_instance_placeholder(&self, idx: i64) -> bool
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pub fn init_ref(&mut self) -> bool
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Inherited from Reference.
pub fn to_reference(&self) -> Reference
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Up-cast.
pub fn to_object(&self) -> Object
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Up-cast.
pub fn cast<T: GodotObject>(&self) -> Option<T>
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Generic dynamic cast.
Methods from Deref<Target = Reference>
pub fn new_ref(&self) -> Reference
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Creates a new reference to the same reference-counted object.
pub fn init_ref(&mut self) -> bool
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pub fn to_object(&self) -> Object
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Up-cast.
pub fn cast<T>(&self) -> Option<T> where
T: GodotObject,
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T: GodotObject,
Generic dynamic cast.
Trait Implementations
impl Clone for SceneState
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fn clone(&self) -> Self
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fn clone_from(&mut self, source: &Self)
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impl Debug for SceneState
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impl Deref for SceneState
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impl DerefMut for SceneState
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impl Drop for SceneState
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impl FromVariant for SceneState
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fn from_variant(variant: &Variant) -> Result<Self, FromVariantError>
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impl GodotObject for SceneState
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fn class_name() -> &'static str
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unsafe fn from_sys(obj: *mut godot_object) -> Self
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unsafe fn from_return_position_sys(obj: *mut godot_object) -> Self
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unsafe fn to_sys(&self) -> *mut godot_object
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impl ToVariant for SceneState
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fn to_variant(&self) -> Variant
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Auto Trait Implementations
impl RefUnwindSafe for SceneState
impl !Send for SceneState
impl !Sync for SceneState
impl Unpin for SceneState
impl UnwindSafe for SceneState
Blanket Implementations
impl<T> Any for T where
T: 'static + ?Sized,
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T: 'static + ?Sized,
impl<T> Borrow<T> for T where
T: ?Sized,
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T: ?Sized,
impl<T> BorrowMut<T> for T where
T: ?Sized,
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T: ?Sized,
fn borrow_mut(&mut self) -> &mut T
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impl<T> Export for T where
T: GodotObject + ToVariant,
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T: GodotObject + ToVariant,
type Hint = ()
A type-specific hint type that is valid for the type being exported.
fn export_info(_hint: Option<<T as Export>::Hint>) -> ExportInfo
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impl<T> From<T> for T
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impl<T, U> Into<U> for T where
U: From<T>,
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U: From<T>,
impl<T> ToOwned for T where
T: Clone,
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T: Clone,
type Owned = T
The resulting type after obtaining ownership.
fn to_owned(&self) -> T
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fn clone_into(&self, target: &mut T)
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impl<T, U> TryFrom<U> for T where
U: Into<T>,
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U: Into<T>,
type Error = Infallible
The type returned in the event of a conversion error.
fn try_from(value: U) -> Result<T, <T as TryFrom<U>>::Error>
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impl<T, U> TryInto<U> for T where
U: TryFrom<T>,
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U: TryFrom<T>,