Struct gdnative_bindings::scene_tree::SceneTree[][src]

pub struct SceneTree { /* fields omitted */ }

core class SceneTree inherits MainLoop (unsafe).

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

Non reference counted objects such as the ones of this type are usually owned by the engine.

SceneTree is a reference-only type. Persistent references can only exist in the unsafe Ref<SceneTree> form.

In the cases where Rust code owns an object of this type, for example if the object was just created on the Rust side and not passed to the engine yet, ownership should be either given to the engine or the object must be manually destroyed using Ref::free, or Ref::queue_free if it is a Node.

Class hierarchy

SceneTree 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 SceneTree[src]

Constants

impl SceneTree[src]

pub fn new() -> Ref<Self, Unique>[src]

Creates a new instance of this object.

Because this type is not reference counted, the lifetime of the returned object is not automatically managed.

Immediately after creation, the object is owned by the caller, and can be passed to the engine (in which case the engine will be responsible for destroying the object) or destroyed manually using Ref::free, or preferably Ref::queue_free if it is a Node.

pub fn call_group(
    &self,
    group: impl Into<GodotString>,
    method: impl Into<GodotString>,
    varargs: &[Variant]
) -> Variant
[src]

Calls method on each member of the given group.

pub fn call_group_flags(
    &self,
    flags: i64,
    group: impl Into<GodotString>,
    method: impl Into<GodotString>,
    varargs: &[Variant]
) -> Variant
[src]

Calls method on each member of the given group, respecting the given [enum GroupCallFlags].

pub fn change_scene(&self, path: impl Into<GodotString>) -> GodotResult[src]

Changes the running scene to the one at the given path, after loading it into a PackedScene and creating a new instance. Returns [constant OK] on success, [constant ERR_CANT_OPEN] if the path cannot be loaded into a PackedScene, or [constant ERR_CANT_CREATE] if that scene cannot be instantiated.

pub fn change_scene_to(
    &self,
    packed_scene: impl AsArg<PackedScene>
) -> GodotResult
[src]

Changes the running scene to a new instance of the given PackedScene. Returns [constant OK] on success or [constant ERR_CANT_CREATE] if the scene cannot be instantiated.

pub fn create_timer(
    &self,
    time_sec: f64,
    pause_mode_process: bool
) -> Option<Ref<SceneTreeTimer, Shared>>
[src]

Sample code is GDScript unless otherwise noted.

Returns a SceneTreeTimer which will [signal SceneTreeTimer.timeout] after the given time in seconds elapsed in this SceneTree. If pause_mode_process is set to false, pausing the SceneTree will also pause the timer. Commonly used to create a one-shot delay timer as in the following example:

func some_function():
    print("start")
    yield(get_tree().create_timer(1.0), "timeout")
    print("end")

Default Arguments

  • pause_mode_process - true

pub fn current_scene(&self) -> Option<Ref<Node, Shared>>[src]

The current scene.

pub fn edited_scene_root(&self) -> Option<Ref<Node, Shared>>[src]

The root of the edited scene.

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

Returns the current frame number, i.e. the total frame count since the application started.

pub fn multiplayer(&self) -> Option<Ref<MultiplayerAPI, Shared>>[src]

The default MultiplayerAPI instance for this SceneTree.

pub fn get_network_connected_peers(&self) -> Int32Array[src]

Returns the peer IDs of all connected peers of this SceneTree's [member network_peer].

pub fn network_peer(&self) -> Option<Ref<NetworkedMultiplayerPeer, Shared>>[src]

The peer object to handle the RPC system (effectively enabling networking when set). Depending on the peer itself, the SceneTree will become a network server (check with [method is_network_server]) and will set the root node's network mode to master, or it will become a regular peer with the root node set to puppet. All child nodes are set to inherit the network mode by default. Handling of networking-related events (connection, disconnection, new clients) is done by connecting to SceneTree's signals.

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

Returns the unique peer ID of this SceneTree's [member network_peer].

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

Returns the number of nodes in this SceneTree.

pub fn get_nodes_in_group(&self, group: impl Into<GodotString>) -> VariantArray[src]

Returns a list of all nodes assigned to the given group.

pub fn root(&self) -> Option<Ref<Viewport, Shared>>[src]

The SceneTree's root Viewport.

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

Returns the sender's peer ID for the most recently received RPC call.

pub fn has_group(&self, name: impl Into<GodotString>) -> bool[src]

Returns true if the given group exists.

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

Returns true if there is a [member network_peer] set.

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

If true, collision shapes will be visible when running the game from the editor for debugging purposes.

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

If true, navigation polygons will be visible when running the game from the editor for debugging purposes.

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

Returns true if the most recent InputEvent was marked as handled with [method set_input_as_handled].

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

If true (default value), enables automatic polling of the MultiplayerAPI for this SceneTree during [signal idle_frame]. If false, you need to manually call [method MultiplayerAPI.poll] to process network packets and deliver RPCs/RSETs. This allows running RPCs/RSETs in a different loop (e.g. physics, thread, specific time step) and for manual Mutex protection when accessing the MultiplayerAPI from threads.

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

Returns true if this SceneTree's [member network_peer] is in server mode (listening for connections).

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

If true, the SceneTree is paused. Doing so will have the following behavior:

  • 2D and 3D physics will be stopped.
  • [method Node._process], [method Node._physics_process] and [method Node._input] will not be called anymore in nodes.

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

If true, the SceneTree's [member network_peer] refuses new incoming connections.

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

If true, font oversampling is used.

pub fn notify_group(&self, group: impl Into<GodotString>, notification: i64)[src]

Sends the given notification to all members of the group.

pub fn notify_group_flags(
    &self,
    call_flags: i64,
    group: impl Into<GodotString>,
    notification: i64
)
[src]

Sends the given notification to all members of the group, respecting the given [enum GroupCallFlags].

pub fn queue_delete(&self, obj: impl AsArg<Object>)[src]

Queues the given object for deletion, delaying the call to [method Object.free] to after the current frame.

pub fn quit(&self, exit_code: i64)[src]

Quits the application. A process exit_code can optionally be passed as an argument. If this argument is 0 or greater, it will override the [member OS.exit_code] defined before quitting the application.

Default Arguments

  • exit_code - -1

pub fn reload_current_scene(&self) -> GodotResult[src]

Reloads the currently active scene. Returns [constant OK] on success, [constant ERR_UNCONFIGURED] if no [member current_scene] was defined yet, [constant ERR_CANT_OPEN] if [member current_scene] cannot be loaded into a PackedScene, or [constant ERR_CANT_CREATE] if the scene cannot be instantiated.

pub fn set_auto_accept_quit(&self, enabled: bool)[src]

If true, the application automatically accepts quitting. Enabled by default. For mobile platforms, see [method set_quit_on_go_back].

pub fn set_current_scene(&self, child_node: impl AsArg<Node>)[src]

The current scene.

pub fn set_debug_collisions_hint(&self, enable: bool)[src]

If true, collision shapes will be visible when running the game from the editor for debugging purposes.

pub fn set_debug_navigation_hint(&self, enable: bool)[src]

If true, navigation polygons will be visible when running the game from the editor for debugging purposes.

pub fn set_edited_scene_root(&self, scene: impl AsArg<Node>)[src]

The root of the edited scene.

pub fn set_group(
    &self,
    group: impl Into<GodotString>,
    property: impl Into<GodotString>,
    value: impl OwnedToVariant
)
[src]

Sets the given property to value on all members of the given group.

pub fn set_group_flags(
    &self,
    call_flags: i64,
    group: impl Into<GodotString>,
    property: impl Into<GodotString>,
    value: impl OwnedToVariant
)
[src]

Sets the given property to value on all members of the given group, respecting the given [enum GroupCallFlags].

pub fn set_input_as_handled(&self)[src]

Marks the most recent InputEvent as handled.

pub fn set_multiplayer(&self, multiplayer: impl AsArg<MultiplayerAPI>)[src]

The default MultiplayerAPI instance for this SceneTree.

pub fn set_multiplayer_poll_enabled(&self, enabled: bool)[src]

If true (default value), enables automatic polling of the MultiplayerAPI for this SceneTree during [signal idle_frame]. If false, you need to manually call [method MultiplayerAPI.poll] to process network packets and deliver RPCs/RSETs. This allows running RPCs/RSETs in a different loop (e.g. physics, thread, specific time step) and for manual Mutex protection when accessing the MultiplayerAPI from threads.

pub fn set_network_peer(&self, peer: impl AsArg<NetworkedMultiplayerPeer>)[src]

The peer object to handle the RPC system (effectively enabling networking when set). Depending on the peer itself, the SceneTree will become a network server (check with [method is_network_server]) and will set the root node's network mode to master, or it will become a regular peer with the root node set to puppet. All child nodes are set to inherit the network mode by default. Handling of networking-related events (connection, disconnection, new clients) is done by connecting to SceneTree's signals.

pub fn set_pause(&self, enable: bool)[src]

If true, the SceneTree is paused. Doing so will have the following behavior:

  • 2D and 3D physics will be stopped.
  • [method Node._process], [method Node._physics_process] and [method Node._input] will not be called anymore in nodes.

pub fn set_quit_on_go_back(&self, enabled: bool)[src]

If true, the application quits automatically on going back (e.g. on Android). Enabled by default. To handle 'Go Back' button when this option is disabled, use [constant MainLoop.NOTIFICATION_WM_GO_BACK_REQUEST].

pub fn set_refuse_new_network_connections(&self, refuse: bool)[src]

If true, the SceneTree's [member network_peer] refuses new incoming connections.

pub fn set_screen_stretch(
    &self,
    mode: i64,
    aspect: i64,
    minsize: Vector2,
    shrink: f64
)
[src]

Configures screen stretching to the given [enum StretchMode], [enum StretchAspect], minimum size and shrink ratio.

Default Arguments

  • shrink - 1

pub fn set_use_font_oversampling(&self, enable: bool)[src]

If true, font oversampling is used.

Methods from Deref<Target = MainLoop>

pub fn finish(&self)[src]

Should not be called manually, override [method _finalize] instead. Will be removed in Godot 4.0.

pub fn idle(&self, delta: f64) -> bool[src]

Should not be called manually, override [method _idle] instead. Will be removed in Godot 4.0.

pub fn init(&self)[src]

Should not be called manually, override [method _initialize] instead. Will be removed in Godot 4.0.

pub fn input_event(&self, event: impl AsArg<InputEvent>)[src]

Should not be called manually, override [method _input_event] instead. Will be removed in Godot 4.0.

pub fn input_text(&self, text: impl Into<GodotString>)[src]

Should not be called manually, override [method _input_text] instead. Will be removed in Godot 4.0.

pub fn iteration(&self, delta: f64) -> bool[src]

Should not be called manually, override [method _iteration] instead. Will be removed in Godot 4.0.

Methods from Deref<Target = Object>

pub fn add_user_signal(
    &self,
    signal: impl Into<GodotString>,
    arguments: VariantArray
)
[src]

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 - [ ]

pub unsafe fn call(
    &self,
    method: impl Into<GodotString>,
    varargs: &[Variant]
) -> Variant
[src]

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(), ...).

pub unsafe fn call_deferred(
    &self,
    method: impl Into<GodotString>,
    varargs: &[Variant]
) -> Variant
[src]

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(), ...).

pub unsafe fn callv(
    &self,
    method: impl Into<GodotString>,
    arg_array: VariantArray
) -> Variant
[src]

Sample code is GDScript unless otherwise noted.

Calls the method on the object and returns the result. Contrarily to [method 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(), ...).

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

Returns true if the object can translate strings. See [method set_message_translation] and [method tr].

pub fn connect(
    &self,
    signal: impl Into<GodotString>,
    target: impl AsArg<Object>,
    method: impl Into<GodotString>,
    binds: VariantArray,
    flags: i64
) -> GodotResult
[src]

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 [method emit_signal]. Use flags to set deferred or one-shot connections. See [enum 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 [constant CONNECT_REFERENCE_COUNTED]. To avoid this, first, use [method 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 [method connect] and parameters used when calling [method 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

pub fn disconnect(
    &self,
    signal: impl Into<GodotString>,
    target: impl AsArg<Object>,
    method: impl Into<GodotString>
)
[src]

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 [method is_connected] to ensure that the connection exists.

pub fn emit_signal(
    &self,
    signal: impl Into<GodotString>,
    varargs: &[Variant]
) -> Variant
[src]

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")

pub fn get(&self, property: impl Into<GodotString>) -> Variant[src]

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).

pub fn get_class(&self) -> GodotString[src]

Returns the object's class as a String.

pub fn get_incoming_connections(&self) -> VariantArray[src]

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.

pub fn get_indexed(&self, property: impl Into<NodePath>) -> Variant[src]

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".

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

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].

pub fn get_meta(&self, name: impl Into<GodotString>) -> Variant[src]

Returns the object's metadata entry for the given name.

pub fn get_meta_list(&self) -> StringArray[src]

Returns the object's metadata as a [PoolStringArray].

pub fn get_method_list(&self) -> VariantArray[src]

Returns the object's methods and their signatures as an [Array].

pub fn get_property_list(&self) -> VariantArray[src]

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 [enum PropertyHint]), hint_string: String, and usage: int (see [enum PropertyUsageFlags]).

pub fn get_script(&self) -> Option<Ref<Reference, Shared>>[src]

Returns the object's Script instance, or null if none is assigned.

pub fn get_signal_connection_list(
    &self,
    signal: impl Into<GodotString>
) -> VariantArray
[src]

Returns an [Array] of connections for the given signal.

pub fn get_signal_list(&self) -> VariantArray[src]

Returns the list of signals as an [Array] of dictionaries.

pub fn has_meta(&self, name: impl Into<GodotString>) -> bool[src]

Returns true if a metadata entry is found with the given name.

pub fn has_method(&self, method: impl Into<GodotString>) -> bool[src]

Returns true if the object contains the given method.

pub fn has_signal(&self, signal: impl Into<GodotString>) -> bool[src]

Returns true if the given signal exists.

pub fn has_user_signal(&self, signal: impl Into<GodotString>) -> bool[src]

Returns true if the given user-defined signal exists. Only signals added using [method add_user_signal] are taken into account.

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

Returns true if signal emission blocking is enabled.

pub fn is_class(&self, class: impl Into<GodotString>) -> bool[src]

Returns true if the object inherits from the given class.

pub fn is_connected(
    &self,
    signal: impl Into<GodotString>,
    target: impl AsArg<Object>,
    method: impl Into<GodotString>
) -> bool
[src]

Returns true if a connection exists for a given signal, target, and method.

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

Returns true if the [method Node.queue_free] method was called for the object.

pub fn notification(&self, what: i64, reversed: bool)[src]

Send a given notification to the object, which will also trigger a call to the [method _notification] method of all classes that the object inherits from. If reversed is true, [method _notification] is called first on the object's own class, and then up to its successive parent classes. If reversed is false, [method _notification] is called first on the highest ancestor (Object itself), and then down to its successive inheriting classes.

Default Arguments

  • reversed - false

pub fn property_list_changed_notify(&self)[src]

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.

pub fn remove_meta(&self, name: impl Into<GodotString>)[src]

Removes a given entry from the object's metadata. See also [method set_meta].

pub fn set(&self, property: impl Into<GodotString>, value: impl OwnedToVariant)[src]

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).

pub fn set_block_signals(&self, enable: bool)[src]

If set to true, signal emission is blocked.

pub fn set_deferred(
    &self,
    property: impl Into<GodotString>,
    value: impl OwnedToVariant
)
[src]

Assigns a new value to the given property, after the current frame's physics step. This is equivalent to calling [method set] via [method 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).

pub fn set_indexed(
    &self,
    property: impl Into<NodePath>,
    value: impl OwnedToVariant
)
[src]

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)

pub fn set_message_translation(&self, enable: bool)[src]

Defines whether the object can translate strings (with calls to [method tr]). Enabled by default.

pub fn set_meta(&self, name: impl Into<GodotString>, value: impl OwnedToVariant)[src]

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 [method 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".

pub fn set_script(&self, script: impl AsArg<Reference>)[src]

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 [method _init] method will be called.

pub fn to_string(&self) -> GodotString[src]

Returns a String representing the object. If not overridden, defaults to "[ClassName:RID]". Override the method [method _to_string] to customize the String representation.

pub fn tr(&self, message: impl Into<GodotString>) -> GodotString[src]

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 [method set_message_translation].

Trait Implementations

impl Debug for SceneTree[src]

impl Deref for SceneTree[src]

type Target = MainLoop

The resulting type after dereferencing.

impl DerefMut for SceneTree[src]

impl GodotObject for SceneTree[src]

type RefKind = ManuallyManaged

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 Instanciable for SceneTree[src]

impl Sealed for SceneTree[src]

impl SubClass<MainLoop> for SceneTree[src]

impl SubClass<Object> for SceneTree[src]

Auto Trait Implementations

Blanket Implementations

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

impl<T> Borrow<T> for T where
    T: ?Sized
[src]

impl<T> BorrowMut<T> for T where
    T: ?Sized
[src]

impl<T> From<T> for T[src]

impl<T, U> Into<U> for T where
    U: From<T>, 
[src]

impl<T> SubClass<T> for T where
    T: GodotObject
[src]

impl<T, U> TryFrom<U> for T where
    U: Into<T>, 
[src]

type Error = Infallible

The type returned in the event of a conversion error.

impl<T, U> TryInto<U> for T where
    U: TryFrom<T>, 
[src]

type Error = <U as TryFrom<T>>::Error

The type returned in the event of a conversion error.