[][src]Struct gdnative_bindings::scene_state::SceneState

pub struct SceneState { /* fields omitted */ }

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:

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

impl SceneState[src]

Constants

impl SceneState[src]

pub fn get_connection_binds(&self, idx: i64) -> VariantArray[src]

Returns the list of bound parameters for the signal at [code]idx[/code].

pub fn get_connection_count(&self) -> i64[src]

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

pub fn get_connection_flags(&self, idx: i64) -> i64[src]

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

pub fn get_connection_method(&self, idx: i64) -> GodotString[src]

Returns the method connected to the signal at [code]idx[/code].

pub fn get_connection_signal(&self, idx: i64) -> GodotString[src]

Returns the name of the signal at [code]idx[/code].

pub fn get_connection_source(&self, idx: i64) -> NodePath[src]

Returns the path to the node that owns the signal at [code]idx[/code], relative to the root node.

pub fn get_connection_target(&self, idx: i64) -> NodePath[src]

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

pub fn get_node_count(&self) -> i64[src]

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

pub fn get_node_groups(&self, idx: i64) -> StringArray[src]

Returns the list of group names associated with the node at [code]idx[/code].

pub fn get_node_index(&self, idx: i64) -> i64[src]

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 [code]idx[/code] argument used here and in other methods.

pub fn get_node_instance(&self, idx: i64) -> Option<Ref<PackedScene, Shared>>[src]

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

pub fn get_node_instance_placeholder(&self, idx: i64) -> GodotString[src]

Returns the path to the represented scene file if the node at [code]idx[/code] is an [InstancePlaceholder].

pub fn get_node_name(&self, idx: i64) -> GodotString[src]

Returns the name of the node at [code]idx[/code].

pub fn get_node_owner_path(&self, idx: i64) -> NodePath[src]

Returns the path to the owner of the node at [code]idx[/code], relative to the root node.

pub fn get_node_path(&self, idx: i64, for_parent: bool) -> NodePath[src]

Returns the path to the node at [code]idx[/code].
				If [code]for_parent[/code] is [code]true[/code], returns the path of the [code]idx[/code] node's parent instead.

Default Arguments

  • for_parent - false

pub fn get_node_property_count(&self, idx: i64) -> i64[src]

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

pub fn get_node_property_name(&self, idx: i64, prop_idx: i64) -> GodotString[src]

Returns the name of the property at [code]prop_idx[/code] for the node at [code]idx[/code].

pub fn get_node_property_value(&self, idx: i64, prop_idx: i64) -> Variant[src]

Returns the value of the property at [code]prop_idx[/code] for the node at [code]idx[/code].

pub fn get_node_type(&self, idx: i64) -> GodotString[src]

Returns the type of the node at [code]idx[/code].

pub fn is_node_instance_placeholder(&self, idx: i64) -> bool[src]

Returns [code]true[/code] if the node at [code]idx[/code] is an [InstancePlaceholder].

Methods from Deref<Target = Reference>

pub fn init_ref(&self) -> bool[src]

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

Trait Implementations

impl Debug for SceneState[src]

impl Deref for SceneState[src]

type Target = Reference

The resulting type after dereferencing.

impl DerefMut for SceneState[src]

impl GodotObject for SceneState[src]

type RefKind = RefCounted

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

impl Sealed for SceneState[src]

impl SubClass<Object> for SceneState[src]

impl SubClass<Reference> for SceneState[src]

Auto Trait Implementations

Blanket Implementations

impl<T> Any for T where
    T: 'static + ?Sized
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impl<T> Borrow<T> for T where
    T: ?Sized
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impl<T> BorrowMut<T> for T where
    T: ?Sized
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impl<T> From<T> for T[src]

impl<T, U> Into<U> for T where
    U: From<T>, 
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impl<T> SubClass<T> for T where
    T: GodotObject
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impl<T, U> TryFrom<U> for T where
    U: Into<T>, 
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type Error = Infallible

The type returned in the event of a conversion error.

impl<T, U> TryInto<U> for T where
    U: TryFrom<T>, 
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type Error = <U as TryFrom<T>>::Error

The type returned in the event of a conversion error.