Struct gdnative_bindings::HSplitContainer[][src]

pub struct HSplitContainer { /* fields omitted */ }

core class HSplitContainer inherits SplitContainer (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.

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

HSplitContainer 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 HSplitContainer[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.

Methods from Deref<Target = SplitContainer>

pub fn clamp_split_offset(&self)[src]

Clamps the [member split_offset] value to not go outside the currently possible minimal and maximum values.

pub fn dragger_visibility(&self) -> DraggerVisibility[src]

Determines the dragger's visibility. See [enum DraggerVisibility] for details.

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

The initial offset of the splitting between the two Controls, with 0 being at the end of the first Control.

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

If true, the area of the first Control will be collapsed and the dragger will be disabled.

pub fn set_collapsed(&self, collapsed: bool)[src]

If true, the area of the first Control will be collapsed and the dragger will be disabled.

pub fn set_dragger_visibility(&self, mode: i64)[src]

Determines the dragger's visibility. See [enum DraggerVisibility] for details.

pub fn set_split_offset(&self, offset: i64)[src]

The initial offset of the splitting between the two Controls, with 0 being at the end of the first Control.

Methods from Deref<Target = Container>

pub fn fit_child_in_rect(&self, child: impl AsArg<Control>, rect: Rect2)[src]

Fit a child control in a given rect. This is mainly a helper for creating custom container classes.

pub fn queue_sort(&self)[src]

Queue resort of the contained children. This is called automatically anyway, but can be called upon request.

Methods from Deref<Target = Control>

pub const ANCHOR_BEGIN: i64[src]

pub const ANCHOR_END: i64[src]

pub const CURSOR_ARROW: i64[src]

pub const CURSOR_BDIAGSIZE: i64[src]

pub const CURSOR_BUSY: i64[src]

pub const CURSOR_CAN_DROP: i64[src]

pub const CURSOR_CROSS: i64[src]

pub const CURSOR_DRAG: i64[src]

pub const CURSOR_FDIAGSIZE: i64[src]

pub const CURSOR_FORBIDDEN: i64[src]

pub const CURSOR_HELP: i64[src]

pub const CURSOR_HSIZE: i64[src]

pub const CURSOR_HSPLIT: i64[src]

pub const CURSOR_IBEAM: i64[src]

pub const CURSOR_MOVE: i64[src]

pub const CURSOR_POINTING_HAND: i64[src]

pub const CURSOR_VSIZE: i64[src]

pub const CURSOR_VSPLIT: i64[src]

pub const CURSOR_WAIT: i64[src]

pub const FOCUS_ALL: i64[src]

pub const FOCUS_CLICK: i64[src]

pub const FOCUS_NONE: i64[src]

pub const GROW_DIRECTION_BEGIN: i64[src]

pub const GROW_DIRECTION_BOTH: i64[src]

pub const GROW_DIRECTION_END: i64[src]

pub const MOUSE_FILTER_IGNORE: i64[src]

pub const MOUSE_FILTER_PASS: i64[src]

pub const MOUSE_FILTER_STOP: i64[src]

pub const NOTIFICATION_FOCUS_ENTER: i64[src]

pub const NOTIFICATION_FOCUS_EXIT: i64[src]

pub const NOTIFICATION_MODAL_CLOSE: i64[src]

pub const NOTIFICATION_MOUSE_ENTER: i64[src]

pub const NOTIFICATION_MOUSE_EXIT: i64[src]

pub const NOTIFICATION_RESIZED: i64[src]

pub const NOTIFICATION_SCROLL_BEGIN: i64[src]

pub const NOTIFICATION_SCROLL_END: i64[src]

pub const NOTIFICATION_THEME_CHANGED: i64[src]

pub const PRESET_BOTTOM_LEFT: i64[src]

pub const PRESET_BOTTOM_RIGHT: i64[src]

pub const PRESET_BOTTOM_WIDE: i64[src]

pub const PRESET_CENTER: i64[src]

pub const PRESET_CENTER_BOTTOM: i64[src]

pub const PRESET_CENTER_LEFT: i64[src]

pub const PRESET_CENTER_RIGHT: i64[src]

pub const PRESET_CENTER_TOP: i64[src]

pub const PRESET_HCENTER_WIDE: i64[src]

pub const PRESET_LEFT_WIDE: i64[src]

pub const PRESET_MODE_KEEP_HEIGHT: i64[src]

pub const PRESET_MODE_KEEP_SIZE: i64[src]

pub const PRESET_MODE_KEEP_WIDTH: i64[src]

pub const PRESET_MODE_MINSIZE: i64[src]

pub const PRESET_RIGHT_WIDE: i64[src]

pub const PRESET_TOP_LEFT: i64[src]

pub const PRESET_TOP_RIGHT: i64[src]

pub const PRESET_TOP_WIDE: i64[src]

pub const PRESET_VCENTER_WIDE: i64[src]

pub const PRESET_WIDE: i64[src]

pub const SIZE_EXPAND: i64[src]

pub const SIZE_EXPAND_FILL: i64[src]

pub const SIZE_FILL: i64[src]

pub const SIZE_SHRINK_CENTER: i64[src]

pub const SIZE_SHRINK_END: i64[src]

pub fn accept_event(&self)[src]

Marks an input event as handled. Once you accept an input event, it stops propagating, even to nodes listening to [method Node._unhandled_input] or [method Node._unhandled_key_input].

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

Sample code is GDScript unless otherwise noted.

Overrides the Color with given name in the [member theme] resource the control uses. Note: Unlike other theme overrides, there is no way to undo a color override without manually assigning the previous color. Example of overriding a label's color and resetting it later:

# Override the child node "MyLabel"'s font color to orange.
$MyLabel.add_color_override("font_color", Color(1, 0.5, 0))

# Reset the color by creating a new node to get the default value:
var default_label_color = Label.new().get_color("font_color")
$MyLabel.add_color_override("font_color", default_label_color)

pub fn add_constant_override(&self, name: impl Into<GodotString>, constant: i64)[src]

Overrides an integer constant with given name in the [member theme] resource the control uses. If the constant is 0, the override is cleared and the constant from assigned Theme is used.

pub fn add_font_override(
    &self,
    name: impl Into<GodotString>,
    font: impl AsArg<Font>
)
[src]

Overrides the font with given name in the [member theme] resource the control uses. If font is null or invalid, the override is cleared and the font from assigned Theme is used.

pub fn add_icon_override(
    &self,
    name: impl Into<GodotString>,
    texture: impl AsArg<Texture>
)
[src]

Overrides the icon with given name in the [member theme] resource the control uses. If icon is null or invalid, the override is cleared and the icon from assigned Theme is used.

pub fn add_shader_override(
    &self,
    name: impl Into<GodotString>,
    shader: impl AsArg<Shader>
)
[src]

Overrides the Shader with given name in the [member theme] resource the control uses. If shader is null or invalid, the override is cleared and the shader from assigned Theme is used.

pub fn add_stylebox_override(
    &self,
    name: impl Into<GodotString>,
    stylebox: impl AsArg<StyleBox>
)
[src]

Sample code is GDScript unless otherwise noted.

Overrides the StyleBox with given name in the [member theme] resource the control uses. If stylebox is empty or invalid, the override is cleared and the StyleBox from assigned Theme is used. Example of modifying a property in a StyleBox by duplicating it:

# The snippet below assumes the child node MyButton has a StyleBoxFlat assigned.
# Resources are shared across instances, so we need to duplicate it
# to avoid modifying the appearance of all other buttons.
var new_stylebox_normal = $MyButton.get_stylebox("normal").duplicate()
new_stylebox_normal.border_width_top = 3
new_stylebox_normal.border_color = Color(0, 1, 0.5)
$MyButton.add_stylebox_override("normal", new_stylebox_normal)

# Remove the stylebox override:
$MyButton.add_stylebox_override("normal", null)

pub fn force_drag(
    &self,
    data: impl OwnedToVariant,
    preview: impl AsArg<Control>
)
[src]

Forces drag and bypasses [method get_drag_data] and [method set_drag_preview] by passing data and preview. Drag will start even if the mouse is neither over nor pressed on this control. The methods [method can_drop_data] and [method drop_data] must be implemented on controls that want to receive drop data.

pub fn anchor(&self, margin: i64) -> f64[src]

Anchors the top edge of the node to the origin, the center or the end of its parent control. It changes how the top margin updates when the node moves or changes size. You can use one of the [enum Anchor] constants for convenience.

pub fn get_begin(&self) -> Vector2[src]

Returns [member margin_left] and [member margin_top]. See also [member rect_position].

pub fn get_color(
    &self,
    name: impl Into<GodotString>,
    _type: impl Into<GodotString>
) -> Color
[src]

Sample code is GDScript unless otherwise noted.

Returns a color from assigned Theme with given name and associated with Control of given type.

func _ready():
    modulate = get_color("font_color", "Button") #get the color defined for button fonts

Default Arguments

  • type - ""

pub fn get_combined_minimum_size(&self) -> Vector2[src]

Returns combined minimum size from [member rect_min_size] and [method get_minimum_size].

pub fn get_constant(
    &self,
    name: impl Into<GodotString>,
    _type: impl Into<GodotString>
) -> i64
[src]

Returns a constant from assigned Theme with given name and associated with Control of given type.

Default Arguments

  • type - ""

pub fn get_cursor_shape(&self, position: Vector2) -> CursorShape[src]

Returns the mouse cursor shape the control displays on mouse hover. See [enum CursorShape].

Default Arguments

  • position - Vector2( 0, 0 )

pub fn custom_minimum_size(&self) -> Vector2[src]

The minimum size of the node's bounding rectangle. If you set it to a value greater than (0, 0), the node's bounding rectangle will always have at least this size, even if its content is smaller. If it's set to (0, 0), the node sizes automatically to fit its content, be it a texture or child nodes.

pub fn default_cursor_shape(&self) -> CursorShape[src]

The default cursor shape for this control. Useful for Godot plugins and applications or games that use the system's mouse cursors. Note: On Linux, shapes may vary depending on the cursor theme of the system.

pub fn get_end(&self) -> Vector2[src]

Returns [member margin_right] and [member margin_bottom].

pub fn focus_mode(&self) -> FocusMode[src]

The focus access mode for the control (None, Click or All). Only one Control can be focused at the same time, and it will receive keyboard signals.

pub fn focus_neighbour(&self, margin: i64) -> NodePath[src]

Tells Godot which node it should give keyboard focus to if the user presses the top arrow on the keyboard or top on a gamepad by default. You can change the key by editing the ui_top input action. The node must be a Control. If this property is not set, Godot will give focus to the closest Control to the bottom of this one.

pub fn focus_next(&self) -> NodePath[src]

Tells Godot which node it should give keyboard focus to if the user presses Tab on a keyboard by default. You can change the key by editing the ui_focus_next input action. If this property is not set, Godot will select a "best guess" based on surrounding nodes in the scene tree.

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

Returns the control that has the keyboard focus or null if none.

pub fn focus_previous(&self) -> NodePath[src]

Tells Godot which node it should give keyboard focus to if the user presses Shift+Tab on a keyboard by default. You can change the key by editing the ui_focus_prev input action. If this property is not set, Godot will select a "best guess" based on surrounding nodes in the scene tree.

pub fn get_font(
    &self,
    name: impl Into<GodotString>,
    _type: impl Into<GodotString>
) -> Option<Ref<Font, Shared>>
[src]

Returns a font from assigned Theme with given name and associated with Control of given type.

Default Arguments

  • type - ""

pub fn global_position(&self) -> Vector2[src]

The node's global position, relative to the world (usually to the top-left corner of the window).

pub fn get_global_rect(&self) -> Rect2[src]

Returns the position and size of the control relative to the top-left corner of the screen. See [member rect_position] and [member rect_size].

pub fn h_grow_direction(&self) -> GrowDirection[src]

Controls the direction on the horizontal axis in which the control should grow if its horizontal minimum size is changed to be greater than its current size, as the control always has to be at least the minimum size.

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

Tells the parent Container nodes how they should resize and place the node on the X axis. Use one of the [enum SizeFlags] constants to change the flags. See the constants to learn what each does.

pub fn get_icon(
    &self,
    name: impl Into<GodotString>,
    _type: impl Into<GodotString>
) -> Option<Ref<Texture, Shared>>
[src]

Returns an icon from assigned Theme with given name and associated with Control of given type.

Default Arguments

  • type - ""

pub fn margin(&self, margin: i64) -> f64[src]

Distance between the node's top edge and its parent control, based on [member anchor_top]. Margins are often controlled by one or multiple parent Container nodes, so you should not modify them manually if your node is a direct child of a Container. Margins update automatically when you move or resize the node.

pub fn get_minimum_size(&self) -> Vector2[src]

Returns the minimum size for this control. See [member rect_min_size].

pub fn mouse_filter(&self) -> MouseFilter[src]

Controls whether the control will be able to receive mouse button input events through [method _gui_input] and how these events should be handled. Also controls whether the control can receive the [signal mouse_entered], and [signal mouse_exited] signals. See the constants to learn what each does.

pub fn get_parent_area_size(&self) -> Vector2[src]

Returns the width/height occupied in the parent control.

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

Returns the parent control node.

pub fn pivot_offset(&self) -> Vector2[src]

By default, the node's pivot is its top-left corner. When you change its [member rect_scale], it will scale around this pivot. Set this property to [member rect_size] / 2 to center the pivot in the node's rectangle.

pub fn position(&self) -> Vector2[src]

The node's position, relative to its parent. It corresponds to the rectangle's top-left corner. The property is not affected by [member rect_pivot_offset].

pub fn get_rect(&self) -> Rect2[src]

Returns the position and size of the control relative to the top-left corner of the parent Control. See [member rect_position] and [member rect_size].

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

Returns the rotation (in radians).

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

The node's rotation around its pivot, in degrees. See [member rect_pivot_offset] to change the pivot's position.

pub fn scale(&self) -> Vector2[src]

The node's scale, relative to its [member rect_size]. Change this property to scale the node around its [member rect_pivot_offset]. The Control's [member hint_tooltip] will also scale according to this value. Note: This property is mainly intended to be used for animation purposes. Text inside the Control will look pixelated or blurry when the Control is scaled. To support multiple resolutions in your project, use an appropriate viewport stretch mode as described in the [url=https://docs.godotengine.org/en/latest/tutorials/viewports/multiple_resolutions.html]documentation[/url] instead of scaling Controls individually. Note: If the Control node is a child of a Container node, the scale will be reset to Vector2(1, 1) when the scene is instanced. To set the Control's scale when it's instanced, wait for one frame using yield(get_tree(), "idle_frame") then set its [member rect_scale] property.

pub fn size(&self) -> Vector2[src]

The size of the node's bounding rectangle, in pixels. Container nodes update this property automatically.

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

If the node and at least one of its neighbours uses the [constant SIZE_EXPAND] size flag, the parent Container will let it take more or less space depending on this property. If this node has a stretch ratio of 2 and its neighbour a ratio of 1, this node will take two thirds of the available space.

pub fn get_stylebox(
    &self,
    name: impl Into<GodotString>,
    _type: impl Into<GodotString>
) -> Option<Ref<StyleBox, Shared>>
[src]

Returns a StyleBox from assigned Theme with given name and associated with Control of given type.

Default Arguments

  • type - ""

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

Changing this property replaces the current Theme resource this node and all its Control children use.

pub fn get_tooltip(&self, at_position: Vector2) -> GodotString[src]

Returns the tooltip, which will appear when the cursor is resting over this control. See [member hint_tooltip].

Default Arguments

  • at_position - Vector2( 0, 0 )

pub fn v_grow_direction(&self) -> GrowDirection[src]

Controls the direction on the vertical axis in which the control should grow if its vertical minimum size is changed to be greater than its current size, as the control always has to be at least the minimum size.

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

Tells the parent Container nodes how they should resize and place the node on the Y axis. Use one of the [enum SizeFlags] constants to change the flags. See the constants to learn what each does.

pub fn grab_click_focus(&self)[src]

Sample code is GDScript unless otherwise noted.

Creates an InputEventMouseButton that attempts to click the control. If the event is received, the control acquires focus.

func _process(delta):
    grab_click_focus() #when clicking another Control node, this node will be clicked instead

pub fn grab_focus(&self)[src]

Steal the focus from another control and become the focused control (see [member focus_mode]).

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

Returns true if Color with given name and associated with Control of given type exists in assigned Theme.

Default Arguments

  • type - ""

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

Returns true if Color with given name has a valid override in this Control node.

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

Returns true if constant with given name and associated with Control of given type exists in assigned Theme.

Default Arguments

  • type - ""

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

Returns true if constant with given name has a valid override in this Control node.

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

Returns true if this is the current focused control. See [member focus_mode].

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

Returns true if font with given name and associated with Control of given type exists in assigned Theme.

Default Arguments

  • type - ""

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

Returns true if font with given name has a valid override in this Control node.

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

Returns true if icon with given name and associated with Control of given type exists in assigned Theme.

Default Arguments

  • type - ""

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

Returns true if icon with given name has a valid override in this Control node.

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

Returns true if Shader with given name has a valid override in this Control node.

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

Returns true if StyleBox with given name and associated with Control of given type exists in assigned Theme.

Default Arguments

  • type - ""

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

Returns true if StyleBox with given name has a valid override in this Control node.

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

Enables whether rendering of CanvasItem based children should be clipped to this control's rectangle. If true, parts of a child which would be visibly outside of this control's rectangle will not be rendered.

pub fn minimum_size_changed(&self)[src]

Invalidates the size cache in this node and in parent nodes up to toplevel. Intended to be used with [method get_minimum_size] when the return value is changed. Setting [member rect_min_size] directly calls this method automatically.

pub fn release_focus(&self)[src]

Give up the focus. No other control will be able to receive keyboard input.

pub fn set_anchor(
    &self,
    margin: i64,
    anchor: f64,
    keep_margin: bool,
    push_opposite_anchor: bool
)
[src]

Sets the anchor identified by margin constant from [enum Margin] enum to value anchor. A setter method for [member anchor_bottom], [member anchor_left], [member anchor_right] and [member anchor_top]. If keep_margin is true, margins aren't updated after this operation. If push_opposite_anchor is true and the opposite anchor overlaps this anchor, the opposite one will have its value overridden. For example, when setting left anchor to 1 and the right anchor has value of 0.5, the right anchor will also get value of 1. If push_opposite_anchor was false, the left anchor would get value 0.5.

Default Arguments

  • keep_margin - false
  • push_opposite_anchor - true

pub fn set_anchor_and_margin(
    &self,
    margin: i64,
    anchor: f64,
    offset: f64,
    push_opposite_anchor: bool
)
[src]

Works the same as [method set_anchor], but instead of keep_margin argument and automatic update of margin, it allows to set the margin offset yourself (see [method set_margin]).

Default Arguments

  • push_opposite_anchor - false

pub fn set_anchors_and_margins_preset(
    &self,
    preset: i64,
    resize_mode: i64,
    margin: i64
)
[src]

Sets both anchor preset and margin preset. See [method set_anchors_preset] and [method set_margins_preset].

Default Arguments

  • resize_mode - 0
  • margin - 0

pub fn set_anchors_preset(&self, preset: i64, keep_margins: bool)[src]

Sets the anchors to a preset from [enum Control.LayoutPreset] enum. This is code equivalent of using the Layout menu in 2D editor. If keep_margins is true, control's position will also be updated.

Default Arguments

  • keep_margins - false

pub fn set_begin(&self, position: Vector2)[src]

Sets [member margin_left] and [member margin_top] at the same time. Equivalent of changing [member rect_position].

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

Enables whether rendering of CanvasItem based children should be clipped to this control's rectangle. If true, parts of a child which would be visibly outside of this control's rectangle will not be rendered.

pub fn set_custom_minimum_size(&self, size: Vector2)[src]

The minimum size of the node's bounding rectangle. If you set it to a value greater than (0, 0), the node's bounding rectangle will always have at least this size, even if its content is smaller. If it's set to (0, 0), the node sizes automatically to fit its content, be it a texture or child nodes.

pub fn set_default_cursor_shape(&self, shape: i64)[src]

The default cursor shape for this control. Useful for Godot plugins and applications or games that use the system's mouse cursors. Note: On Linux, shapes may vary depending on the cursor theme of the system.

pub fn set_drag_forwarding(&self, target: impl AsArg<Control>)[src]

Sample code is GDScript unless otherwise noted.

Forwards the handling of this control's drag and drop to target control. Forwarding can be implemented in the target control similar to the methods [method get_drag_data], [method can_drop_data], and [method drop_data] but with two differences:

  1. The function name must be suffixed with _fw
  2. The function must take an extra argument that is the control doing the forwarding
# ThisControl.gd
extends Control
func _ready():
    set_drag_forwarding(target_control)

# TargetControl.gd
extends Control
func can_drop_data_fw(position, data, from_control):
    return true

func drop_data_fw(position, data, from_control):
    my_handle_data(data)

func get_drag_data_fw(position, from_control):
    set_drag_preview(my_preview)
    return my_data()

pub fn set_drag_preview(&self, control: impl AsArg<Control>)[src]

Sample code is GDScript unless otherwise noted.

Shows the given control at the mouse pointer. A good time to call this method is in [method get_drag_data]. The control must not be in the scene tree.

export (Color, RGBA) var color = Color(1, 0, 0, 1)

func get_drag_data(position):
    # Use a control that is not in the tree
    var cpb = ColorPickerButton.new()
    cpb.color = color
    cpb.rect_size = Vector2(50, 50)
    set_drag_preview(cpb)
    return color

pub fn set_end(&self, position: Vector2)[src]

Sets [member margin_right] and [member margin_bottom] at the same time.

pub fn set_focus_mode(&self, mode: i64)[src]

The focus access mode for the control (None, Click or All). Only one Control can be focused at the same time, and it will receive keyboard signals.

pub fn set_focus_neighbour(&self, margin: i64, neighbour: impl Into<NodePath>)[src]

Tells Godot which node it should give keyboard focus to if the user presses the top arrow on the keyboard or top on a gamepad by default. You can change the key by editing the ui_top input action. The node must be a Control. If this property is not set, Godot will give focus to the closest Control to the bottom of this one.

pub fn set_focus_next(&self, next: impl Into<NodePath>)[src]

Tells Godot which node it should give keyboard focus to if the user presses Tab on a keyboard by default. You can change the key by editing the ui_focus_next input action. If this property is not set, Godot will select a "best guess" based on surrounding nodes in the scene tree.

pub fn set_focus_previous(&self, previous: impl Into<NodePath>)[src]

Tells Godot which node it should give keyboard focus to if the user presses Shift+Tab on a keyboard by default. You can change the key by editing the ui_focus_prev input action. If this property is not set, Godot will select a "best guess" based on surrounding nodes in the scene tree.

pub fn set_global_position(&self, position: Vector2, keep_margins: bool)[src]

Sets the [member rect_global_position] to given position. If keep_margins is true, control's anchors will be updated instead of margins.

Default Arguments

  • keep_margins - false

pub fn set_h_grow_direction(&self, direction: i64)[src]

Controls the direction on the horizontal axis in which the control should grow if its horizontal minimum size is changed to be greater than its current size, as the control always has to be at least the minimum size.

pub fn set_h_size_flags(&self, flags: i64)[src]

Tells the parent Container nodes how they should resize and place the node on the X axis. Use one of the [enum SizeFlags] constants to change the flags. See the constants to learn what each does.

pub fn set_margin(&self, margin: i64, offset: f64)[src]

Distance between the node's top edge and its parent control, based on [member anchor_top]. Margins are often controlled by one or multiple parent Container nodes, so you should not modify them manually if your node is a direct child of a Container. Margins update automatically when you move or resize the node.

pub fn set_margins_preset(&self, preset: i64, resize_mode: i64, margin: i64)[src]

Sets the margins to a preset from [enum Control.LayoutPreset] enum. This is code equivalent of using the Layout menu in 2D editor. Use parameter resize_mode with constants from [enum Control.LayoutPresetMode] to better determine the resulting size of the Control. Constant size will be ignored if used with presets that change size, e.g. PRESET_LEFT_WIDE. Use parameter margin to determine the gap between the Control and the edges.

Default Arguments

  • resize_mode - 0
  • margin - 0

pub fn set_mouse_filter(&self, filter: i64)[src]

Controls whether the control will be able to receive mouse button input events through [method _gui_input] and how these events should be handled. Also controls whether the control can receive the [signal mouse_entered], and [signal mouse_exited] signals. See the constants to learn what each does.

pub fn set_pivot_offset(&self, pivot_offset: Vector2)[src]

By default, the node's pivot is its top-left corner. When you change its [member rect_scale], it will scale around this pivot. Set this property to [member rect_size] / 2 to center the pivot in the node's rectangle.

pub fn set_position(&self, position: Vector2, keep_margins: bool)[src]

Sets the [member rect_position] to given position. If keep_margins is true, control's anchors will be updated instead of margins.

Default Arguments

  • keep_margins - false

pub fn set_rotation(&self, radians: f64)[src]

Sets the rotation (in radians).

pub fn set_rotation_degrees(&self, degrees: f64)[src]

The node's rotation around its pivot, in degrees. See [member rect_pivot_offset] to change the pivot's position.

pub fn set_scale(&self, scale: Vector2)[src]

The node's scale, relative to its [member rect_size]. Change this property to scale the node around its [member rect_pivot_offset]. The Control's [member hint_tooltip] will also scale according to this value. Note: This property is mainly intended to be used for animation purposes. Text inside the Control will look pixelated or blurry when the Control is scaled. To support multiple resolutions in your project, use an appropriate viewport stretch mode as described in the [url=https://docs.godotengine.org/en/latest/tutorials/viewports/multiple_resolutions.html]documentation[/url] instead of scaling Controls individually. Note: If the Control node is a child of a Container node, the scale will be reset to Vector2(1, 1) when the scene is instanced. To set the Control's scale when it's instanced, wait for one frame using yield(get_tree(), "idle_frame") then set its [member rect_scale] property.

pub fn set_size(&self, size: Vector2, keep_margins: bool)[src]

Sets the size (see [member rect_size]). If keep_margins is true, control's anchors will be updated instead of margins.

Default Arguments

  • keep_margins - false

pub fn set_stretch_ratio(&self, ratio: f64)[src]

If the node and at least one of its neighbours uses the [constant SIZE_EXPAND] size flag, the parent Container will let it take more or less space depending on this property. If this node has a stretch ratio of 2 and its neighbour a ratio of 1, this node will take two thirds of the available space.

pub fn set_theme(&self, theme: impl AsArg<Theme>)[src]

Changing this property replaces the current Theme resource this node and all its Control children use.

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

Changes the tooltip text. The tooltip appears when the user's mouse cursor stays idle over this control for a few moments, provided that the [member mouse_filter] property is not [constant MOUSE_FILTER_IGNORE]. You can change the time required for the tooltip to appear with gui/timers/tooltip_delay_sec option in Project Settings.

pub fn set_v_grow_direction(&self, direction: i64)[src]

Controls the direction on the vertical axis in which the control should grow if its vertical minimum size is changed to be greater than its current size, as the control always has to be at least the minimum size.

pub fn set_v_size_flags(&self, flags: i64)[src]

Tells the parent Container nodes how they should resize and place the node on the Y axis. Use one of the [enum SizeFlags] constants to change the flags. See the constants to learn what each does.

pub fn show_modal(&self, exclusive: bool)[src]

Displays a control as modal. Control must be a subwindow. Modal controls capture the input signals until closed or the area outside them is accessed. When a modal control loses focus, or the ESC key is pressed, they automatically hide. Modal controls are used extensively for popup dialogs and menus. If exclusive is true, other controls will not receive input and clicking outside this control will not close it.

Default Arguments

  • exclusive - false

pub fn warp_mouse(&self, to_position: Vector2)[src]

Moves the mouse cursor to to_position, relative to [member rect_position] of this Control.

Methods from Deref<Target = CanvasItem>

pub fn draw_arc(
    &self,
    center: Vector2,
    radius: f64,
    start_angle: f64,
    end_angle: f64,
    point_count: i64,
    color: Color,
    width: f64,
    antialiased: bool
)
[src]

Draws an arc between the given angles. The larger the value of point_count, the smoother the curve.

Default Arguments

  • width - 1.0
  • antialiased - false

pub fn draw_char(
    &self,
    font: impl AsArg<Font>,
    position: Vector2,
    char: impl Into<GodotString>,
    next: impl Into<GodotString>,
    modulate: Color
) -> f64
[src]

Draws a string character using a custom font. Returns the advance, depending on the character width and kerning with an optional next character.

Default Arguments

  • modulate - Color( 1, 1, 1, 1 )

pub fn draw_circle(&self, position: Vector2, radius: f64, color: Color)[src]

Draws a colored circle.

pub fn draw_colored_polygon(
    &self,
    points: Vector2Array,
    color: Color,
    uvs: Vector2Array,
    texture: impl AsArg<Texture>,
    normal_map: impl AsArg<Texture>,
    antialiased: bool
)
[src]

Draws a colored polygon of any amount of points, convex or concave.

Default Arguments

  • uvs - PoolVector2Array( )
  • texture - null
  • normal_map - null
  • antialiased - false

pub fn draw_line(
    &self,
    from: Vector2,
    to: Vector2,
    color: Color,
    width: f64,
    antialiased: bool
)
[src]

Draws a line from a 2D point to another, with a given color and width. It can be optionally antialiased.

Default Arguments

  • width - 1.0
  • antialiased - false

pub fn draw_mesh(
    &self,
    mesh: impl AsArg<Mesh>,
    texture: impl AsArg<Texture>,
    normal_map: impl AsArg<Texture>,
    transform: Transform2D,
    modulate: Color
)
[src]

Draws a Mesh in 2D, using the provided texture. See MeshInstance2D for related documentation.

Default Arguments

  • normal_map - null
  • transform - Transform2D( 1, 0, 0, 1, 0, 0 )
  • modulate - Color( 1, 1, 1, 1 )

pub fn draw_multiline(
    &self,
    points: Vector2Array,
    color: Color,
    width: f64,
    antialiased: bool
)
[src]

Draws multiple, parallel lines with a uniform color. Note: width and antialiased are currently not implemented and have no effect.

Default Arguments

  • width - 1.0
  • antialiased - false

pub fn draw_multiline_colors(
    &self,
    points: Vector2Array,
    colors: ColorArray,
    width: f64,
    antialiased: bool
)
[src]

Draws multiple, parallel lines with a uniform width and segment-by-segment coloring. Colors assigned to line segments match by index between points and colors. Note: width and antialiased are currently not implemented and have no effect.

Default Arguments

  • width - 1.0
  • antialiased - false

pub fn draw_multimesh(
    &self,
    multimesh: impl AsArg<MultiMesh>,
    texture: impl AsArg<Texture>,
    normal_map: impl AsArg<Texture>
)
[src]

Draws a MultiMesh in 2D with the provided texture. See MultiMeshInstance2D for related documentation.

Default Arguments

  • normal_map - null

pub fn draw_polygon(
    &self,
    points: Vector2Array,
    colors: ColorArray,
    uvs: Vector2Array,
    texture: impl AsArg<Texture>,
    normal_map: impl AsArg<Texture>,
    antialiased: bool
)
[src]

Draws a polygon of any amount of points, convex or concave.

Default Arguments

  • uvs - PoolVector2Array( )
  • texture - null
  • normal_map - null
  • antialiased - false

pub fn draw_polyline(
    &self,
    points: Vector2Array,
    color: Color,
    width: f64,
    antialiased: bool
)
[src]

Draws interconnected line segments with a uniform color and width and optional antialiasing.

Default Arguments

  • width - 1.0
  • antialiased - false

pub fn draw_polyline_colors(
    &self,
    points: Vector2Array,
    colors: ColorArray,
    width: f64,
    antialiased: bool
)
[src]

Draws interconnected line segments with a uniform width, segment-by-segment coloring, and optional antialiasing. Colors assigned to line segments match by index between points and colors.

Default Arguments

  • width - 1.0
  • antialiased - false

pub fn draw_primitive(
    &self,
    points: Vector2Array,
    colors: ColorArray,
    uvs: Vector2Array,
    texture: impl AsArg<Texture>,
    width: f64,
    normal_map: impl AsArg<Texture>
)
[src]

Draws a custom primitive. 1 point for a point, 2 points for a line, 3 points for a triangle and 4 points for a quad.

Default Arguments

  • texture - null
  • width - 1.0
  • normal_map - null

pub fn draw_rect(
    &self,
    rect: Rect2,
    color: Color,
    filled: bool,
    width: f64,
    antialiased: bool
)
[src]

Draws a rectangle. If filled is true, the rectangle will be filled with the color specified. If filled is false, the rectangle will be drawn as a stroke with the color and width specified. If antialiased is true, the lines will be antialiased. Note: width and antialiased are only effective if filled is false.

Default Arguments

  • filled - true
  • width - 1.0
  • antialiased - false

pub fn draw_set_transform(
    &self,
    position: Vector2,
    rotation: f64,
    scale: Vector2
)
[src]

Sets a custom transform for drawing via components. Anything drawn afterwards will be transformed by this.

pub fn draw_set_transform_matrix(&self, xform: Transform2D)[src]

Sets a custom transform for drawing via matrix. Anything drawn afterwards will be transformed by this.

pub fn draw_string(
    &self,
    font: impl AsArg<Font>,
    position: Vector2,
    text: impl Into<GodotString>,
    modulate: Color,
    clip_w: i64
)
[src]

Sample code is GDScript unless otherwise noted.

Draws text using the specified font at the position (top-left corner). The text will have its color multiplied by modulate. If clip_w is greater than or equal to 0, the text will be clipped if it exceeds the specified width. Example using the default project font:

# If using this method in a script that redraws constantly, move the
# `default_font` declaration to a member variable assigned in `_ready()`
# so the Control is only created once.
var default_font = Control.new().get_font("font")
draw_string(default_font, Vector2(64, 64), "Hello world")

See also [method Font.draw].

Default Arguments

  • modulate - Color( 1, 1, 1, 1 )
  • clip_w - -1

pub fn draw_style_box(&self, style_box: impl AsArg<StyleBox>, rect: Rect2)[src]

Draws a styled rectangle.

pub fn draw_texture(
    &self,
    texture: impl AsArg<Texture>,
    position: Vector2,
    modulate: Color,
    normal_map: impl AsArg<Texture>
)
[src]

Draws a texture at a given position.

Default Arguments

  • modulate - Color( 1, 1, 1, 1 )
  • normal_map - null

pub fn draw_texture_rect(
    &self,
    texture: impl AsArg<Texture>,
    rect: Rect2,
    tile: bool,
    modulate: Color,
    transpose: bool,
    normal_map: impl AsArg<Texture>
)
[src]

Draws a textured rectangle at a given position, optionally modulated by a color. If transpose is true, the texture will have its X and Y coordinates swapped.

Default Arguments

  • modulate - Color( 1, 1, 1, 1 )
  • transpose - false
  • normal_map - null

pub fn draw_texture_rect_region(
    &self,
    texture: impl AsArg<Texture>,
    rect: Rect2,
    src_rect: Rect2,
    modulate: Color,
    transpose: bool,
    normal_map: impl AsArg<Texture>,
    clip_uv: bool
)
[src]

Draws a textured rectangle region at a given position, optionally modulated by a color. If transpose is true, the texture will have its X and Y coordinates swapped.

Default Arguments

  • modulate - Color( 1, 1, 1, 1 )
  • transpose - false
  • normal_map - null
  • clip_uv - true

pub fn force_update_transform(&self)[src]

Forces the transform to update. Transform changes in physics are not instant for performance reasons. Transforms are accumulated and then set. Use this if you need an up-to-date transform when doing physics operations.

pub fn get_canvas(&self) -> Rid[src]

Returns the [RID] of the World2D canvas where this item is in.

pub fn get_canvas_item(&self) -> Rid[src]

Returns the canvas item RID used by VisualServer for this item.

pub fn get_canvas_transform(&self) -> Transform2D[src]

Returns the transform matrix of this item's canvas.

pub fn get_global_mouse_position(&self) -> Vector2[src]

Returns the global position of the mouse.

pub fn get_global_transform(&self) -> Transform2D[src]

Returns the global transform matrix of this item.

pub fn get_global_transform_with_canvas(&self) -> Transform2D[src]

Returns the global transform matrix of this item in relation to the canvas.

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

The rendering layers in which this CanvasItem responds to Light2D nodes.

pub fn get_local_mouse_position(&self) -> Vector2[src]

Returns the mouse position relative to this item's position.

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

The material applied to textures on this CanvasItem.

pub fn modulate(&self) -> Color[src]

The color applied to textures on this CanvasItem.

pub fn self_modulate(&self) -> Color[src]

The color applied to textures on this CanvasItem. This is not inherited by children CanvasItems.

pub fn get_transform(&self) -> Transform2D[src]

Returns the transform matrix of this item.

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

If true, the parent CanvasItem's [member material] property is used as this one's material.

pub fn get_viewport_rect(&self) -> Rect2[src]

Returns the viewport's boundaries as a Rect2.

pub fn get_viewport_transform(&self) -> Transform2D[src]

Returns this item's transform in relation to the viewport.

pub fn get_world_2d(&self) -> Option<Ref<World2D, Shared>>[src]

Returns the World2D where this item is in.

pub fn hide(&self)[src]

Hide the CanvasItem if it's currently visible.

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

If true, the object draws behind its parent.

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

Returns true if local transform notifications are communicated to children.

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

Returns true if the node is set as top-level. See [method set_as_toplevel].

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

Returns true if global transform notifications are communicated to children.

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

If true, this CanvasItem is drawn. The node is only visible if all of its antecedents are visible as well (in other words, [method is_visible_in_tree] must return true). Note: For controls that inherit Popup, the correct way to make them visible is to call one of the multiple popup*() functions instead.

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

Returns true if the node is present in the SceneTree, its [member visible] property is true and all its antecedents are also visible. If any antecedent is hidden, this node will not be visible in the scene tree.

pub fn make_canvas_position_local(&self, screen_point: Vector2) -> Vector2[src]

Assigns screen_point as this node's new local transform.

pub fn make_input_local(
    &self,
    event: impl AsArg<InputEvent>
) -> Option<Ref<InputEvent, Shared>>
[src]

Transformations issued by event's inputs are applied in local space instead of global space.

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

If enable is true, the node won't inherit its transform from parent canvas items.

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

If true, the object draws behind its parent.

pub fn set_light_mask(&self, light_mask: i64)[src]

The rendering layers in which this CanvasItem responds to Light2D nodes.

pub fn set_material(&self, material: impl AsArg<Material>)[src]

The material applied to textures on this CanvasItem.

pub fn set_modulate(&self, modulate: Color)[src]

The color applied to textures on this CanvasItem.

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

If enable is true, children will be updated with local transform data.

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

If enable is true, children will be updated with global transform data.

pub fn set_self_modulate(&self, self_modulate: Color)[src]

The color applied to textures on this CanvasItem. This is not inherited by children CanvasItems.

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

If true, the parent CanvasItem's [member material] property is used as this one's material.

pub fn set_visible(&self, visible: bool)[src]

If true, this CanvasItem is drawn. The node is only visible if all of its antecedents are visible as well (in other words, [method is_visible_in_tree] must return true). Note: For controls that inherit Popup, the correct way to make them visible is to call one of the multiple popup*() functions instead.

pub fn show(&self)[src]

Show the CanvasItem if it's currently hidden. For controls that inherit Popup, the correct way to make them visible is to call one of the multiple popup*() functions instead.

pub fn update(&self)[src]

Queue the CanvasItem for update. [constant NOTIFICATION_DRAW] will be called on idle time to request redraw.

Methods from Deref<Target = Node>

pub const DUPLICATE_GROUPS: i64[src]

pub const DUPLICATE_SCRIPTS: i64[src]

pub const DUPLICATE_SIGNALS: i64[src]

pub const DUPLICATE_USE_INSTANCING: i64[src]

pub const NOTIFICATION_APP_PAUSED: i64[src]

pub const NOTIFICATION_APP_RESUMED: i64[src]

pub const NOTIFICATION_CRASH: i64[src]

pub const NOTIFICATION_DRAG_BEGIN: i64[src]

pub const NOTIFICATION_DRAG_END: i64[src]

pub const NOTIFICATION_ENTER_TREE: i64[src]

pub const NOTIFICATION_EXIT_TREE: i64[src]

pub const NOTIFICATION_INSTANCED: i64[src]

pub const NOTIFICATION_INTERNAL_PHYSICS_PROCESS: i64[src]

pub const NOTIFICATION_INTERNAL_PROCESS: i64[src]

pub const NOTIFICATION_MOVED_IN_PARENT: i64[src]

pub const NOTIFICATION_OS_IME_UPDATE: i64[src]

pub const NOTIFICATION_OS_MEMORY_WARNING: i64[src]

pub const NOTIFICATION_PARENTED: i64[src]

pub const NOTIFICATION_PATH_CHANGED: i64[src]

pub const NOTIFICATION_PAUSED: i64[src]

pub const NOTIFICATION_PHYSICS_PROCESS: i64[src]

pub const NOTIFICATION_POST_ENTER_TREE: i64[src]

pub const NOTIFICATION_PROCESS: i64[src]

pub const NOTIFICATION_READY: i64[src]

pub const NOTIFICATION_TRANSLATION_CHANGED: i64[src]

pub const NOTIFICATION_UNPARENTED: i64[src]

pub const NOTIFICATION_UNPAUSED: i64[src]

pub const NOTIFICATION_WM_ABOUT: i64[src]

pub const NOTIFICATION_WM_FOCUS_IN: i64[src]

pub const NOTIFICATION_WM_FOCUS_OUT: i64[src]

pub const NOTIFICATION_WM_GO_BACK_REQUEST: i64[src]

pub const NOTIFICATION_WM_MOUSE_ENTER: i64[src]

pub const NOTIFICATION_WM_MOUSE_EXIT: i64[src]

pub const NOTIFICATION_WM_QUIT_REQUEST: i64[src]

pub const NOTIFICATION_WM_UNFOCUS_REQUEST: i64[src]

pub const PAUSE_MODE_INHERIT: i64[src]

pub const PAUSE_MODE_PROCESS: i64[src]

pub const PAUSE_MODE_STOP: i64[src]

pub fn add_child(&self, node: impl AsArg<Node>, legible_unique_name: bool)[src]

Sample code is GDScript unless otherwise noted.

Adds a child node. Nodes can have any number of children, but every child must have a unique name. Child nodes are automatically deleted when the parent node is deleted, so an entire scene can be removed by deleting its topmost node. If legible_unique_name is true, the child node will have an human-readable name based on the name of the node being instanced instead of its type. Note: If the child node already has a parent, the function will fail. Use [method remove_child] first to remove the node from its current parent. For example:

if child_node.get_parent():
    child_node.get_parent().remove_child(child_node)
add_child(child_node)

Note: If you want a child to be persisted to a PackedScene, you must set [member owner] in addition to calling [method add_child]. This is typically relevant for [url=https://godot.readthedocs.io/en/latest/tutorials/misc/running_code_in_the_editor.html]tool scripts[/url] and [url=https://godot.readthedocs.io/en/latest/tutorials/plugins/editor/index.html]editor plugins[/url]. If [method add_child] is called without setting [member owner], the newly added Node will not be visible in the scene tree, though it will be visible in the 2D/3D view.

Default Arguments

  • legible_unique_name - false

pub fn add_child_below_node(
    &self,
    node: impl AsArg<Node>,
    child_node: impl AsArg<Node>,
    legible_unique_name: bool
)
[src]

Adds child_node as a child. The child is placed below the given node in the list of children. If legible_unique_name is true, the child node will have an human-readable name based on the name of the node being instanced instead of its type.

Default Arguments

  • legible_unique_name - false

pub fn add_to_group(&self, group: impl Into<GodotString>, persistent: bool)[src]

Adds the node to a group. Groups are helpers to name and organize a subset of nodes, for example "enemies" or "collectables". A node can be in any number of groups. Nodes can be assigned a group at any time, but will not be added until they are inside the scene tree (see [method is_inside_tree]). See notes in the description, and the group methods in SceneTree. The persistent option is used when packing node to PackedScene and saving to file. Non-persistent groups aren't stored.

Default Arguments

  • persistent - false

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

Returns true if the node can process while the scene tree is paused (see [member pause_mode]). Always returns true if the scene tree is not paused, and false if the node is not in the tree.

pub fn duplicate(&self, flags: i64) -> Option<Ref<Node, Shared>>[src]

Duplicates the node, returning a new node. You can fine-tune the behavior using the flags (see [enum DuplicateFlags]). Note: It will not work properly if the node contains a script with constructor arguments (i.e. needs to supply arguments to [method Object._init] method). In that case, the node will be duplicated without a script.

Default Arguments

  • flags - 15

pub fn find_node(
    &self,
    mask: impl Into<GodotString>,
    recursive: bool,
    owned: bool
) -> Option<Ref<Node, Shared>>
[src]

Finds a descendant of this node whose name matches mask as in [method String.match] (i.e. case-sensitive, but "*" matches zero or more characters and "?" matches any single character except "."). Note: It does not match against the full path, just against individual node names. If owned is true, this method only finds nodes whose owner is this node. This is especially important for scenes instantiated through a script, because those scenes don't have an owner. Note: As this method walks through all the descendants of the node, it is the slowest way to get a reference to another node. Whenever possible, consider using [method get_node] instead. To avoid using [method find_node] too often, consider caching the node reference into a variable.

Default Arguments

  • recursive - true
  • owned - true

pub fn find_parent(
    &self,
    mask: impl Into<GodotString>
) -> Option<Ref<Node, Shared>>
[src]

Finds the first parent of the current node whose name matches mask as in [method String.match] (i.e. case-sensitive, but "*" matches zero or more characters and "?" matches any single character except "."). Note: It does not match against the full path, just against individual node names. Note: As this method walks upwards in the scene tree, it can be slow in large, deeply nested scene trees. Whenever possible, consider using [method get_node] instead. To avoid using [method find_parent] too often, consider caching the node reference into a variable.

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

Returns a child node by its index (see [method get_child_count]). This method is often used for iterating all children of a node. To access a child node via its name, use [method get_node].

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

Returns the number of child nodes.

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

Returns an array of references to node's children.

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

The override to the default MultiplayerAPI. Set to null to use the default SceneTree one.

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

When a scene is instanced from a file, its topmost node contains the filename from which it was loaded.

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

Returns an array listing the groups that the node is a member of.

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

Returns the node's index, i.e. its position among the siblings of its parent.

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

The MultiplayerAPI instance associated with this node. Either the [member custom_multiplayer], or the default SceneTree one (if inside tree).

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

The name of the node. This name is unique among the siblings (other child nodes from the same parent). When set to an existing name, the node will be automatically renamed.

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

Returns the peer ID of the network master for this node. See [method set_network_master].

pub fn get_node(&self, path: impl Into<NodePath>) -> Option<Ref<Node, Shared>>[src]

Sample code is GDScript unless otherwise noted.

Fetches a node. The NodePath can be either a relative path (from the current node) or an absolute path (in the scene tree) to a node. If the path does not exist, a null instance is returned and an error is logged. Attempts to access methods on the return value will result in an "Attempt to call on a null instance." error. Note: Fetching absolute paths only works when the node is inside the scene tree (see [method is_inside_tree]). Example: Assume your current node is Character and the following tree:

/root
/root/Character
/root/Character/Sword
/root/Character/Backpack/Dagger
/root/MyGame
/root/Swamp/Alligator
/root/Swamp/Mosquito
/root/Swamp/Goblin

Possible paths are:

get_node("Sword")
get_node("Backpack/Dagger")
get_node("../Swamp/Alligator")
get_node("/root/MyGame")

pub fn get_node_and_resource(&self, path: impl Into<NodePath>) -> VariantArray[src]

Sample code is GDScript unless otherwise noted.

Fetches a node and one of its resources as specified by the NodePath's subname (e.g. Area2D/CollisionShape2D:shape). If several nested resources are specified in the NodePath, the last one will be fetched. The return value is an array of size 3: the first index points to the Node (or null if not found), the second index points to the Resource (or null if not found), and the third index is the remaining NodePath, if any. For example, assuming that Area2D/CollisionShape2D is a valid node and that its shape property has been assigned a RectangleShape2D resource, one could have this kind of output:

print(get_node_and_resource("Area2D/CollisionShape2D")) # [[CollisionShape2D:1161], Null, ]
print(get_node_and_resource("Area2D/CollisionShape2D:shape")) # [[CollisionShape2D:1161], [RectangleShape2D:1156], ]
print(get_node_and_resource("Area2D/CollisionShape2D:shape:extents")) # [[CollisionShape2D:1161], [RectangleShape2D:1156], :extents]

pub fn get_node_or_null(
    &self,
    path: impl Into<NodePath>
) -> Option<Ref<Node, Shared>>
[src]

Similar to [method get_node], but does not log an error if path does not point to a valid Node.

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

The node owner. A node can have any other node as owner (as long as it is a valid parent, grandparent, etc. ascending in the tree). When saving a node (using PackedScene), all the nodes it owns will be saved with it. This allows for the creation of complex SceneTrees, with instancing and subinstancing.

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

Returns the parent node of the current node, or a null instance if the node lacks a parent.

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

Returns the absolute path of the current node. This only works if the current node is inside the scene tree (see [method is_inside_tree]).

pub fn get_path_to(&self, node: impl AsArg<Node>) -> NodePath[src]

Returns the relative NodePath from this node to the specified node. Both nodes must be in the same scene or the function will fail.

pub fn pause_mode(&self) -> PauseMode[src]

Pause mode. How the node will behave if the SceneTree is paused.

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

Returns the time elapsed since the last physics-bound frame (see [method _physics_process]). This is always a constant value in physics processing unless the frames per second is changed via [member Engine.iterations_per_second].

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

Returns the node's order in the scene tree branch. For example, if called on the first child node the position is 0.

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

Returns the time elapsed (in seconds) since the last process callback. This value may vary from frame to frame.

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

The node's priority in the execution order of the enabled processing callbacks (i.e. [constant NOTIFICATION_PROCESS], [constant NOTIFICATION_PHYSICS_PROCESS] and their internal counterparts). Nodes whose process priority value is [i]lower[/i] will have their processing callbacks executed first.

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

Returns true if this is an instance load placeholder. See InstancePlaceholder.

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

Returns the SceneTree that contains this node.

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

Returns the node's Viewport.

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

Returns true if the node that the NodePath points to exists.

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

Returns true if the NodePath points to a valid node and its subname points to a valid resource, e.g. Area2D/CollisionShape2D:shape. Properties with a non-Resource type (e.g. nodes or primitive math types) are not considered resources.

pub fn is_a_parent_of(&self, node: impl AsArg<Node>) -> bool[src]

Returns true if the given node is a direct or indirect child of the current node.

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

Returns true if the node is folded (collapsed) in the Scene dock.

pub fn is_greater_than(&self, node: impl AsArg<Node>) -> bool[src]

Returns true if the given node occurs later in the scene hierarchy than the current node.

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

Returns true if this node is in the specified group. See notes in the description, and the group methods in SceneTree.

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

Returns true if this node is currently inside a SceneTree.

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

Returns true if the local system is the master of this node.

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

Returns true if physics processing is enabled (see [method set_physics_process]).

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

Returns true if internal physics processing is enabled (see [method set_physics_process_internal]).

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

Returns true if processing is enabled (see [method set_process]).

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

Returns true if the node is processing input (see [method set_process_input]).

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

Returns true if internal processing is enabled (see [method set_process_internal]).

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

Returns true if the node is processing unhandled input (see [method set_process_unhandled_input]).

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

Returns true if the node is processing unhandled key input (see [method set_process_unhandled_key_input]).

pub fn move_child(&self, child_node: impl AsArg<Node>, to_position: i64)[src]

Moves a child node to a different position (order) among the other children. Since calls, signals, etc are performed by tree order, changing the order of children nodes may be useful.

pub fn print_stray_nodes(&self)[src]

Prints all stray nodes (nodes outside the SceneTree). Used for debugging. Works only in debug builds.

pub fn print_tree(&self)[src]

Sample code is GDScript unless otherwise noted.

Prints the tree to stdout. Used mainly for debugging purposes. This version displays the path relative to the current node, and is good for copy/pasting into the [method get_node] function. Example output:

TheGame
TheGame/Menu
TheGame/Menu/Label
TheGame/Menu/Camera2D
TheGame/SplashScreen
TheGame/SplashScreen/Camera2D

pub fn print_tree_pretty(&self)[src]

Sample code is GDScript unless otherwise noted.

Similar to [method print_tree], this prints the tree to stdout. This version displays a more graphical representation similar to what is displayed in the scene inspector. It is useful for inspecting larger trees. Example output:

 ┖╴TheGame
    ┠╴Menu
    ┃  ┠╴Label
    ┃  ┖╴Camera2D
    ┖╴SplashScreen
       ┖╴Camera2D

pub fn propagate_call(
    &self,
    method: impl Into<GodotString>,
    args: VariantArray,
    parent_first: bool
)
[src]

Calls the given method (if present) with the arguments given in args on this node and recursively on all its children. If the parent_first argument is true, the method will be called on the current node first, then on all its children. If parent_first is false, the children will be called first.

Default Arguments

  • args - [ ]
  • parent_first - false

pub fn propagate_notification(&self, what: i64)[src]

Notifies the current node and all its children recursively by calling [method Object.notification] on all of them.

pub fn queue_free(&self)[src]

Queues a node for deletion at the end of the current frame. When deleted, all of its child nodes will be deleted as well. This method ensures it's safe to delete the node, contrary to [method Object.free]. Use [method Object.is_queued_for_deletion] to check whether a node will be deleted at the end of the frame.

pub fn raise(&self)[src]

Moves this node to the bottom of parent node's children hierarchy. This is often useful in GUIs (Control nodes), because their order of drawing depends on their order in the tree, i.e. the further they are on the node list, the higher they are drawn. After using raise, a Control will be drawn on top of their siblings.

pub fn remove_and_skip(&self)[src]

Removes a node and sets all its children as children of the parent node (if it exists). All event subscriptions that pass by the removed node will be unsubscribed.

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

Removes a child node. The node is NOT deleted and must be deleted manually.

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

Removes a node from a group. See notes in the description, and the group methods in SceneTree.

pub fn replace_by(&self, node: impl AsArg<Node>, keep_data: bool)[src]

Replaces a node in a scene by the given one. Subscriptions that pass through this node will be lost.

Default Arguments

  • keep_data - false

pub fn request_ready(&self)[src]

Requests that _ready be called again. Note that the method won't be called immediately, but is scheduled for when the node is added to the scene tree again (see [method _ready]). _ready is called only for the node which requested it, which means that you need to request ready for each child if you want them to call _ready too (in which case, _ready will be called in the same order as it would normally).

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

Sends a remote procedure call request for the given method to peers on the network (and locally), optionally sending all additional arguments as arguments to the method called by the RPC. The call request will only be received by nodes with the same NodePath, including the exact same node name. Behaviour depends on the RPC configuration for the given method, see [method rpc_config]. Methods are not exposed to RPCs by default. See also [method rset] and [method rset_config] for properties. Returns an empty Variant. Note: You can only safely use RPCs on clients after you received the connected_to_server signal from the SceneTree. You also need to keep track of the connection state, either by the SceneTree signals like server_disconnected or by checking SceneTree.network_peer.get_connection_status() == CONNECTION_CONNECTED.

pub fn rpc_config(&self, method: impl Into<GodotString>, mode: i64)[src]

Changes the RPC mode for the given method to the given mode. See [enum MultiplayerAPI.RPCMode]. An alternative is annotating methods and properties with the corresponding keywords (remote, master, puppet, remotesync, mastersync, puppetsync). By default, methods are not exposed to networking (and RPCs). See also [method rset] and [method rset_config] for properties.

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

Sends a [method rpc] to a specific peer identified by peer_id (see [method NetworkedMultiplayerPeer.set_target_peer]). Returns an empty Variant.

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

Sends a [method rpc] using an unreliable protocol. Returns an empty Variant.

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

Sends a [method rpc] to a specific peer identified by peer_id using an unreliable protocol (see [method NetworkedMultiplayerPeer.set_target_peer]). Returns an empty Variant.

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

Remotely changes a property's value on other peers (and locally). Behaviour depends on the RPC configuration for the given property, see [method rset_config]. See also [method rpc] for RPCs for methods, most information applies to this method as well.

pub fn rset_config(&self, property: impl Into<GodotString>, mode: i64)[src]

Changes the RPC mode for the given property to the given mode. See [enum MultiplayerAPI.RPCMode]. An alternative is annotating methods and properties with the corresponding keywords (remote, master, puppet, remotesync, mastersync, puppetsync). By default, properties are not exposed to networking (and RPCs). See also [method rpc] and [method rpc_config] for methods.

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

Remotely changes the property's value on a specific peer identified by peer_id (see [method NetworkedMultiplayerPeer.set_target_peer]).

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

Remotely changes the property's value on other peers (and locally) using an unreliable protocol.

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

Remotely changes property's value on a specific peer identified by peer_id using an unreliable protocol (see [method NetworkedMultiplayerPeer.set_target_peer]).

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

The override to the default MultiplayerAPI. Set to null to use the default SceneTree one.

pub fn set_display_folded(&self, fold: bool)[src]

Sets the folded state of the node in the Scene dock.

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

When a scene is instanced from a file, its topmost node contains the filename from which it was loaded.

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

The name of the node. This name is unique among the siblings (other child nodes from the same parent). When set to an existing name, the node will be automatically renamed.

pub fn set_network_master(&self, id: i64, recursive: bool)[src]

Sets the node's network master to the peer with the given peer ID. The network master is the peer that has authority over the node on the network. Useful in conjunction with the master and puppet keywords. Inherited from the parent node by default, which ultimately defaults to peer ID 1 (the server). If recursive, the given peer is recursively set as the master for all children of this node.

Default Arguments

  • recursive - true

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

The node owner. A node can have any other node as owner (as long as it is a valid parent, grandparent, etc. ascending in the tree). When saving a node (using PackedScene), all the nodes it owns will be saved with it. This allows for the creation of complex SceneTrees, with instancing and subinstancing.

pub fn set_pause_mode(&self, mode: i64)[src]

Pause mode. How the node will behave if the SceneTree is paused.

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

Enables or disables physics (i.e. fixed framerate) processing. When a node is being processed, it will receive a [constant NOTIFICATION_PHYSICS_PROCESS] at a fixed (usually 60 FPS, see [member Engine.iterations_per_second] to change) interval (and the [method _physics_process] callback will be called if exists). Enabled automatically if [method _physics_process] is overridden. Any calls to this before [method _ready] will be ignored.

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

Enables or disables internal physics for this node. Internal physics processing happens in isolation from the normal [method _physics_process] calls and is used by some nodes internally to guarantee proper functioning even if the node is paused or physics processing is disabled for scripting ([method set_physics_process]). Only useful for advanced uses to manipulate built-in nodes' behaviour.

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

Enables or disables processing. When a node is being processed, it will receive a [constant NOTIFICATION_PROCESS] on every drawn frame (and the [method _process] callback will be called if exists). Enabled automatically if [method _process] is overridden. Any calls to this before [method _ready] will be ignored.

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

Enables or disables input processing. This is not required for GUI controls! Enabled automatically if [method _input] is overridden. Any calls to this before [method _ready] will be ignored.

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

Enables or disabled internal processing for this node. Internal processing happens in isolation from the normal [method _process] calls and is used by some nodes internally to guarantee proper functioning even if the node is paused or processing is disabled for scripting ([method set_process]). Only useful for advanced uses to manipulate built-in nodes' behaviour.

pub fn set_process_priority(&self, priority: i64)[src]

The node's priority in the execution order of the enabled processing callbacks (i.e. [constant NOTIFICATION_PROCESS], [constant NOTIFICATION_PHYSICS_PROCESS] and their internal counterparts). Nodes whose process priority value is [i]lower[/i] will have their processing callbacks executed first.

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

Enables unhandled input processing. This is not required for GUI controls! It enables the node to receive all input that was not previously handled (usually by a Control). Enabled automatically if [method _unhandled_input] is overridden. Any calls to this before [method _ready] will be ignored.

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

Enables unhandled key input processing. Enabled automatically if [method _unhandled_key_input] is overridden. Any calls to this before [method _ready] will be ignored.

pub fn set_scene_instance_load_placeholder(&self, load_placeholder: bool)[src]

Sets whether this is an instance load placeholder. See InstancePlaceholder.

pub fn update_configuration_warning(&self)[src]

Updates the warning displayed for this node in the Scene Dock. Use [method _get_configuration_warning] to setup the warning message to display.

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 HSplitContainer[src]

impl Deref for HSplitContainer[src]

type Target = SplitContainer

The resulting type after dereferencing.

impl DerefMut for HSplitContainer[src]

impl GodotObject for HSplitContainer[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 HSplitContainer[src]

impl QueueFree for HSplitContainer[src]

impl Sealed for HSplitContainer[src]

impl SubClass<CanvasItem> for HSplitContainer[src]

impl SubClass<Container> for HSplitContainer[src]

impl SubClass<Control> for HSplitContainer[src]

impl SubClass<Node> for HSplitContainer[src]

impl SubClass<Object> for HSplitContainer[src]

impl SubClass<SplitContainer> for HSplitContainer[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.