Struct Directory

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pub struct Directory { /* private fields */ }
Expand description

core class Directory 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

Directory 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 Ownership in these types tracks whether ownership is unique, shared, or exclusive to the current thread. For more information, see the type-level documentation on Ref.

Implementations§

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impl Directory

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

Creates a new instance of this object.

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

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pub fn change_dir(&self, todir: impl Into<GodotString>) -> GodotResult

Changes the currently opened directory to the one passed as an argument. The argument can be relative to the current directory (e.g. newdir or ../newdir), or an absolute path (e.g. /tmp/newdir or res://somedir/newdir). Returns one of the Error code constants (OK on success).

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pub fn copy( &self, from: impl Into<GodotString>, to: impl Into<GodotString>, ) -> GodotResult

Copies the from file to the to destination. Both arguments should be paths to files, either relative or absolute. If the destination file exists and is not access-protected, it will be overwritten. Returns one of the Error code constants (OK on success).

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pub fn current_is_dir(&self) -> bool

Returns whether the current item processed with the last get_next call is a directory (. and .. are considered directories).

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pub fn dir_exists(&self, path: impl Into<GodotString>) -> bool

Returns whether the target directory exists. The argument can be relative to the current directory, or an absolute path.

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

Returns whether the target file exists. The argument can be relative to the current directory, or an absolute path.

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pub fn get_current_dir(&self) -> GodotString

Returns the absolute path to the currently opened directory (e.g. res://folder or C:\tmp\folder).

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pub fn get_current_drive(&self) -> i64

Returns the currently opened directory’s drive index. See get_drive to convert returned index to the name of the drive.

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pub fn get_drive(&self, idx: i64) -> GodotString

On Windows, returns the name of the drive (partition) passed as an argument (e.g. C:). On macOS, returns the path to the mounted volume passed as an argument. On Linux, returns the path to the mounted volume or GTK 3 bookmark passed as an argument. On other platforms, or if the requested drive does not exist, the method returns an empty String.

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pub fn get_drive_count(&self) -> i64

On Windows, returns the number of drives (partitions) mounted on the current filesystem. On macOS, returns the number of mounted volumes. On Linux, returns the number of mounted volumes and GTK 3 bookmarks. On other platforms, the method returns 0.

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pub fn get_next(&self) -> GodotString

Returns the next element (file or directory) in the current directory (including . and .., unless skip_navigational was given to list_dir_begin). The name of the file or directory is returned (and not its full path). Once the stream has been fully processed, the method returns an empty String and closes the stream automatically (i.e. list_dir_end would not be mandatory in such a case).

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pub fn get_space_left(&self) -> i64

On UNIX desktop systems, returns the available space on the current directory’s disk. On other platforms, this information is not available and the method returns 0 or -1.

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pub fn list_dir_begin( &self, skip_navigational: bool, skip_hidden: bool, ) -> GodotResult

Initializes the stream used to list all files and directories using the get_next function, closing the currently opened stream if needed. Once the stream has been processed, it should typically be closed with list_dir_end. If skip_navigational is true, . and .. are filtered out. If skip_hidden is true, hidden files are filtered out.

§Default Arguments
  • skip_navigational - false
  • skip_hidden - false
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pub fn list_dir_end(&self)

Closes the current stream opened with list_dir_begin (whether it has been fully processed with get_next does not matter).

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pub fn make_dir(&self, path: impl Into<GodotString>) -> GodotResult

Creates a directory. The argument can be relative to the current directory, or an absolute path. The target directory should be placed in an already existing directory (to create the full path recursively, see make_dir_recursive). Returns one of the Error code constants (OK on success).

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pub fn make_dir_recursive(&self, path: impl Into<GodotString>) -> GodotResult

Creates a target directory and all necessary intermediate directories in its path, by calling make_dir recursively. The argument can be relative to the current directory, or an absolute path. Returns one of the Error code constants (OK on success).

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pub fn open(&self, path: impl Into<GodotString>) -> GodotResult

Opens an existing directory of the filesystem. The path argument can be within the project tree (res://folder), the user directory (user://folder) or an absolute path of the user filesystem (e.g. /tmp/folder or C:\tmp\folder). Returns one of the Error code constants (OK on success).

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pub fn remove(&self, path: impl Into<GodotString>) -> GodotResult

Permanently deletes the target file or an empty directory. The argument can be relative to the current directory, or an absolute path. If the target directory is not empty, the operation will fail. If you don’t want to delete the file/directory permanently, use OS.move_to_trash instead. Returns one of the Error code constants (OK on success).

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pub fn rename( &self, from: impl Into<GodotString>, to: impl Into<GodotString>, ) -> GodotResult

Renames (move) the from file or directory to the to destination. Both arguments should be paths to files or directories, either relative or absolute. If the destination file or directory exists and is not access-protected, it will be overwritten. Returns one of the Error code constants (OK on success).

Methods from Deref<Target = Object>§

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pub const NOTIFICATION_POSTINITIALIZE: i64 = 0i64

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pub const CONNECT_DEFERRED: i64 = 1i64

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pub const NOTIFICATION_PREDELETE: i64 = 1i64

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pub const CONNECT_PERSIST: i64 = 2i64

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pub const CONNECT_ONESHOT: i64 = 4i64

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pub const CONNECT_REFERENCE_COUNTED: i64 = 8i64

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

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

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(), …).

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

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(), …).

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

Sample code is GDScript unless otherwise noted.

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

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pub fn can_translate_messages(&self) -> bool

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

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

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 emit_signal. Use flags to set deferred or one-shot connections. See ConnectFlags constants. A signal can only be connected once to a method. It will print an error if already connected, unless the signal was connected with CONNECT_REFERENCE_COUNTED. To avoid this, first, use 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 connect and parameters used when calling 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
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pub fn disconnect( &self, signal: impl Into<GodotString>, target: impl AsArg<Object>, method: impl Into<GodotString>, )

Disconnects a signal from a method on the given target. If you try to disconnect a connection that does not exist, the method will print an error. Use is_connected to ensure that the connection exists.

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

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

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).

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pub fn get_class(&self) -> GodotString

Returns the object’s class as a String. See also is_class. Note: get_class does not take class_name declarations into account. If the object has a class_name defined, the base class name will be returned instead.

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pub fn get_incoming_connections(&self) -> VariantArray

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

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". Note: Even though the method takes NodePath argument, it doesn’t support actual paths to Nodes in the scene tree, only colon-separated sub-property paths. For the purpose of nodes, use Node.get_node_and_resource instead.

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pub fn get_instance_id(&self) -> i64

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].

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pub fn get_meta( &self, name: impl Into<GodotString>, default: impl OwnedToVariant, ) -> Variant

Returns the object’s metadata entry for the given name. Throws error if the entry does not exist, unless default is not null (in which case the default value will be returned).

§Default Arguments
  • default - null
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pub fn get_meta_list(&self) -> PoolArray<GodotString>

Returns the object’s metadata as a PoolStringArray.

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pub fn get_method_list(&self) -> VariantArray

Returns the object’s methods and their signatures as an Array.

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pub fn get_property_list(&self) -> VariantArray

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

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

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

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

Returns an Array of connections for the given signal.

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pub fn get_signal_list(&self) -> VariantArray

Returns the list of signals as an Array of dictionaries.

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

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

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

Returns true if the object contains the given method.

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

Returns true if the given signal exists.

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

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

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pub fn is_blocking_signals(&self) -> bool

Returns true if signal emission blocking is enabled.

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

Returns true if the object inherits from the given class. See also get_class. Note: is_class does not take class_name declarations into account. If the object has a class_name defined, is_class will return false for that name.

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

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

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pub fn is_queued_for_deletion(&self) -> bool

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

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

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

§Default Arguments
  • reversed - false
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pub fn property_list_changed_notify(&self)

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.

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

Removes a given entry from the object’s metadata. See also set_meta.

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

Assigns a new value to the given property. If the property does not exist or the given value’s type doesn’t match, 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).

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pub fn set_block_signals(&self, enable: bool)

If set to true, signal emission is blocked.

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

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

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

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)
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pub fn set_message_translation(&self, enable: bool)

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

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

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 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".

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

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 [_init][Self::_init] method will be called.

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pub fn to_string(&self) -> GodotString

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

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

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 set_message_translation.

Trait Implementations§

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impl Debug for Directory

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fn fmt(&self, f: &mut Formatter<'_>) -> Result

Formats the value using the given formatter. Read more
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impl Deref for Directory

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type Target = Reference

The resulting type after dereferencing.
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fn deref(&self) -> &Reference

Dereferences the value.
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impl DerefMut for Directory

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fn deref_mut(&mut self) -> &mut Reference

Mutably dereferences the value.
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impl GodotObject for Directory

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type Memory = 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.
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fn class_name() -> &'static str

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fn null() -> Null<Self>

Creates an explicitly null reference of Self as a method argument. This makes type inference easier for the compiler compared to Option.
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fn new() -> Ref<Self, Unique>
where Self: Instanciable,

Creates a new instance of Self using a zero-argument constructor, as a Unique reference.
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fn cast<T>(&self) -> Option<&T>
where T: GodotObject + SubClass<Self>,

Performs a dynamic reference downcast to target type. Read more
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fn upcast<T>(&self) -> &T
where T: GodotObject, Self: SubClass<T>,

Performs a static reference upcast to a supertype that is guaranteed to be valid. Read more
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unsafe fn assume_shared(&self) -> Ref<Self>
where Self: Sized,

Creates a persistent reference to the same Godot object with shared thread access. Read more
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unsafe fn assume_thread_local(&self) -> Ref<Self, ThreadLocal>
where Self: Sized + GodotObject<Memory = RefCounted>,

Creates a persistent reference to the same Godot object with thread-local thread access. Read more
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unsafe fn assume_unique(&self) -> Ref<Self, Unique>
where Self: Sized,

Creates a persistent reference to the same Godot object with unique access. Read more
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unsafe fn try_from_instance_id<'a>(id: i64) -> Option<TRef<'a, Self>>

Recovers a instance ID previously returned by Object::get_instance_id if the object is still alive. See also TRef::try_from_instance_id. Read more
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unsafe fn from_instance_id<'a>(id: i64) -> TRef<'a, Self>

Recovers a instance ID previously returned by Object::get_instance_id if the object is still alive, and panics otherwise. This does NOT guarantee that the resulting reference is safe to use. Read more
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impl Instanciable for Directory

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impl Sealed for Directory

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impl SubClass<Object> for Directory

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impl SubClass<Reference> for Directory

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impl<T> Any for T
where T: 'static + ?Sized,

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fn type_id(&self) -> TypeId

Gets the TypeId of self. Read more
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impl<T> Borrow<T> for T
where T: ?Sized,

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fn borrow(&self) -> &T

Immutably borrows from an owned value. Read more
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impl<T> BorrowMut<T> for T
where T: ?Sized,

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fn borrow_mut(&mut self) -> &mut T

Mutably borrows from an owned value. Read more
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impl<T> From<T> for T

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fn from(t: T) -> T

Returns the argument unchanged.

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impl<T, U> Into<U> for T
where U: From<T>,

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fn into(self) -> U

Calls U::from(self).

That is, this conversion is whatever the implementation of From<T> for U chooses to do.

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impl<P, T> Receiver for P
where P: Deref<Target = T> + ?Sized, T: ?Sized,

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type Target = T

🔬This is a nightly-only experimental API. (arbitrary_self_types)
The target type on which the method may be called.
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impl<T, U> TryFrom<U> for T
where U: Into<T>,

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type Error = Infallible

The type returned in the event of a conversion error.
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fn try_from(value: U) -> Result<T, <T as TryFrom<U>>::Error>

Performs the conversion.
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impl<T, U> TryInto<U> for T
where U: TryFrom<T>,

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

The type returned in the event of a conversion error.
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fn try_into(self) -> Result<U, <U as TryFrom<T>>::Error>

Performs the conversion.
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impl<T> SubClass<T> for T
where T: GodotObject,