Struct gdnative_bindings::File[][src]

pub struct File { /* fields omitted */ }

core class File 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

File 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 File[src]

Constants

impl File[src]

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

Creates a new instance of this object.

This is a reference-counted type. The returned object is automatically managed by Ref.

pub fn close(&self)[src]

Closes the currently opened file.

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

Returns true if the file cursor has read past the end of the file. Note: This function will still return false while at the end of the file and only activates when reading past it. This can be confusing but it conforms to how low-level file access works in all operating systems. There is always [method get_len] and [method get_position] to implement a custom logic.

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

Returns true if the file exists in the given path. Note: Many resources types are imported (e.g. textures or sound files), and that their source asset will not be included in the exported game, as only the imported version is used (in the res://.import folder). To check for the existence of such resources while taking into account the remapping to their imported location, use [method ResourceLoader.exists]. Typically, using File.file_exists on an imported resource would work while you are developing in the editor (the source asset is present in res://, but fail when exported).

pub fn get_16(&self) -> i64[src]

Returns the next 16 bits from the file as an integer. See [method store_16] for details on what values can be stored and retrieved this way.

pub fn get_32(&self) -> i64[src]

Returns the next 32 bits from the file as an integer. See [method store_32] for details on what values can be stored and retrieved this way.

pub fn get_64(&self) -> i64[src]

Returns the next 64 bits from the file as an integer. See [method store_64] for details on what values can be stored and retrieved this way.

pub fn get_8(&self) -> i64[src]

Returns the next 8 bits from the file as an integer. See [method store_8] for details on what values can be stored and retrieved this way.

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

Returns the whole file as a String. Text is interpreted as being UTF-8 encoded.

pub fn get_buffer(&self, len: i64) -> ByteArray[src]

Returns next len bytes of the file as a [PoolByteArray].

pub fn get_csv_line(&self, delim: impl Into<GodotString>) -> StringArray[src]

Returns the next value of the file in CSV (Comma-Separated Values) format. You can pass a different delimiter delim to use other than the default "," (comma). This delimiter must be one-character long. Text is interpreted as being UTF-8 encoded.

Default Arguments

  • delim - ","

pub fn get_double(&self) -> f64[src]

Returns the next 64 bits from the file as a floating-point number.

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

If true, the file's endianness is swapped. Use this if you're dealing with files written on big-endian machines. Note: This is about the file format, not CPU type. This is always reset to false whenever you open the file.

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

Returns the last error that happened when trying to perform operations. Compare with the ERR_FILE_* constants from [enum Error].

pub fn get_float(&self) -> f64[src]

Returns the next 32 bits from the file as a floating-point number.

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

Returns the size of the file in bytes.

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

Returns the next line of the file as a String. Text is interpreted as being UTF-8 encoded.

pub fn get_md5(&self, path: impl Into<GodotString>) -> GodotString[src]

Returns an MD5 String representing the file at the given path or an empty String on failure.

pub fn get_modified_time(&self, file: impl Into<GodotString>) -> i64[src]

Returns the last time the file was modified in unix timestamp format or returns a String "ERROR IN file". This unix timestamp can be converted to datetime by using [method OS.get_datetime_from_unix_time].

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

Returns a String saved in Pascal format from the file. Text is interpreted as being UTF-8 encoded.

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

Returns the path as a String for the current open file.

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

Returns the absolute path as a String for the current open file.

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

Returns the file cursor's position.

pub fn get_real(&self) -> f64[src]

Returns the next bits from the file as a floating-point number.

pub fn get_sha256(&self, path: impl Into<GodotString>) -> GodotString[src]

Returns a SHA-256 String representing the file at the given path or an empty String on failure.

pub fn get_var(&self, allow_objects: bool) -> Variant[src]

Returns the next Variant value from the file. If allow_objects is true, decoding objects is allowed. Warning: Deserialized objects can contain code which gets executed. Do not use this option if the serialized object comes from untrusted sources to avoid potential security threats such as remote code execution.

Default Arguments

  • allow_objects - false

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

Returns true if the file is currently opened.

pub fn open(&self, path: impl Into<GodotString>, flags: i64) -> GodotResult[src]

Opens the file for writing or reading, depending on the flags.

pub fn open_compressed(
    &self,
    path: impl Into<GodotString>,
    mode_flags: i64,
    compression_mode: i64
) -> GodotResult
[src]

Opens a compressed file for reading or writing.

Default Arguments

  • compression_mode - 0

pub fn open_encrypted(
    &self,
    path: impl Into<GodotString>,
    mode_flags: i64,
    key: ByteArray
) -> GodotResult
[src]

Opens an encrypted file in write or read mode. You need to pass a binary key to encrypt/decrypt it. Note: The provided key must be 32 bytes long.

pub fn open_encrypted_with_pass(
    &self,
    path: impl Into<GodotString>,
    mode_flags: i64,
    pass: impl Into<GodotString>
) -> GodotResult
[src]

Opens an encrypted file in write or read mode. You need to pass a password to encrypt/decrypt it.

pub fn seek(&self, position: i64)[src]

Changes the file reading/writing cursor to the specified position (in bytes from the beginning of the file).

pub fn seek_end(&self, position: i64)[src]

Changes the file reading/writing cursor to the specified position (in bytes from the end of the file). Note: This is an offset, so you should use negative numbers or the cursor will be at the end of the file.

Default Arguments

  • position - 0

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

If true, the file's endianness is swapped. Use this if you're dealing with files written on big-endian machines. Note: This is about the file format, not CPU type. This is always reset to false whenever you open the file.

pub fn store_16(&self, value: i64)[src]

Sample code is GDScript unless otherwise noted.

Stores an integer as 16 bits in the file. Note: The value should lie in the interval [0, 2^16 - 1]. Any other value will overflow and wrap around. To store a signed integer, use [method store_64] or store a signed integer from the interval [-2^15, 2^15 - 1] (i.e. keeping one bit for the signedness) and compute its sign manually when reading. For example:

const MAX_15B = 1 << 15
const MAX_16B = 1 << 16

func unsigned16_to_signed(unsigned):
    return (unsigned + MAX_15B) % MAX_16B - MAX_15B

func _ready():
    var f = File.new()
    f.open("user://file.dat", File.WRITE_READ)
    f.store_16(-42) # This wraps around and stores 65494 (2^16 - 42).
    f.store_16(121) # In bounds, will store 121.
    f.seek(0) # Go back to start to read the stored value.
    var read1 = f.get_16() # 65494
    var read2 = f.get_16() # 121
    var converted1 = unsigned16_to_signed(read1) # -42
    var converted2 = unsigned16_to_signed(read2) # 121

pub fn store_32(&self, value: i64)[src]

Stores an integer as 32 bits in the file. Note: The value should lie in the interval [0, 2^32 - 1]. Any other value will overflow and wrap around. To store a signed integer, use [method store_64], or convert it manually (see [method store_16] for an example).

pub fn store_64(&self, value: i64)[src]

Stores an integer as 64 bits in the file. Note: The value must lie in the interval [-2^63, 2^63 - 1] (i.e. be a valid [int] value).

pub fn store_8(&self, value: i64)[src]

Stores an integer as 8 bits in the file. Note: The value should lie in the interval [0, 255]. Any other value will overflow and wrap around. To store a signed integer, use [method store_64], or convert it manually (see [method store_16] for an example).

pub fn store_buffer(&self, buffer: ByteArray)[src]

Stores the given array of bytes in the file.

pub fn store_csv_line(&self, values: StringArray, delim: impl Into<GodotString>)[src]

Store the given [PoolStringArray] in the file as a line formatted in the CSV (Comma-Separated Values) format. You can pass a different delimiter delim to use other than the default "," (comma). This delimiter must be one-character long. Text will be encoded as UTF-8.

Default Arguments

  • delim - ","

pub fn store_double(&self, value: f64)[src]

Stores a floating-point number as 64 bits in the file.

pub fn store_float(&self, value: f64)[src]

Stores a floating-point number as 32 bits in the file.

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

Stores the given String as a line in the file. Text will be encoded as UTF-8.

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

Stores the given String as a line in the file in Pascal format (i.e. also store the length of the string). Text will be encoded as UTF-8.

pub fn store_real(&self, value: f64)[src]

Stores a floating-point number in the file.

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

Stores the given String in the file. Text will be encoded as UTF-8.

pub fn store_var(&self, value: impl OwnedToVariant, full_objects: bool)[src]

Stores any Variant value in the file. If full_objects is true, encoding objects is allowed (and can potentially include code).

Default Arguments

  • full_objects - false

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.

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 File[src]

impl Deref for File[src]

type Target = Reference

The resulting type after dereferencing.

impl DerefMut for File[src]

impl GodotObject for File[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 Instanciable for File[src]

impl Sealed for File[src]

impl SubClass<Object> for File[src]

impl SubClass<Reference> for File[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.