Struct gdnative_bindings::File
source · pub struct File { /* private fields */ }
Expand description
core class File
inherits Reference
(reference-counted).
This class has related types in the file
module.
Official documentation
See the documentation of this class in the Godot engine’s official documentation. The method descriptions are generated from it and typically contain code samples in GDScript, not Rust.
Memory management
The lifetime of this object is automatically managed through reference counting.
Class hierarchy
File inherits methods from:
Safety
All types in the Godot API have interior mutability in Rust parlance.
To enforce that the official thread-safety guidelines are
followed, the typestate pattern is used in the Ref
and TRef
smart pointers,
and the Instance
API. The typestate 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§
source§impl File
impl File
Constants
pub const COMPRESSION_FASTLZ: i64 = 0i64
pub const COMPRESSION_DEFLATE: i64 = 1i64
pub const READ: i64 = 1i64
pub const COMPRESSION_ZSTD: i64 = 2i64
pub const WRITE: i64 = 2i64
pub const COMPRESSION_GZIP: i64 = 3i64
pub const READ_WRITE: i64 = 3i64
pub const WRITE_READ: i64 = 7i64
source§impl File
impl File
sourcepub fn new() -> Ref<Self, Unique>
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
.
sourcepub fn close(&self)
pub fn close(&self)
Closes the currently opened file and prevents subsequent read/write operations. Use flush
to persist the data to disk without closing the file.
sourcepub fn eof_reached(&self) -> bool
pub fn eof_reached(&self) -> bool
Sample code is GDScript unless otherwise noted.
Returns true
if the file cursor has already read past the end of the file.
Note: eof_reached() == false
cannot be used to check whether there is more data available. To loop while there is more data available, use:
while file.get_position() < file.get_len():
# Read data
sourcepub fn file_exists(&self, path: impl Into<GodotString>) -> bool
pub fn file_exists(&self, path: impl Into<GodotString>) -> bool
Returns true
if the file exists in the given path.
Note: Many resources types are imported (e.g. textures or sound files), and their source asset will not be included in the exported game, as only the imported version is used. See ResourceLoader.exists
for an alternative approach that takes resource remapping into account.
sourcepub fn flush(&self)
pub fn flush(&self)
Writes the file’s buffer to disk. Flushing is automatically performed when the file is closed. This means you don’t need to call flush
manually before closing a file using close
. Still, calling flush
can be used to ensure the data is safe even if the project crashes instead of being closed gracefully.
Note: Only call flush
when you actually need it. Otherwise, it will decrease performance due to constant disk writes.
sourcepub fn get_16(&self) -> i64
pub fn get_16(&self) -> i64
Returns the next 16 bits from the file as an integer. See store_16
for details on what values can be stored and retrieved this way.
sourcepub fn get_32(&self) -> i64
pub fn get_32(&self) -> i64
Returns the next 32 bits from the file as an integer. See store_32
for details on what values can be stored and retrieved this way.
sourcepub fn get_64(&self) -> i64
pub fn get_64(&self) -> i64
Returns the next 64 bits from the file as an integer. See store_64
for details on what values can be stored and retrieved this way.
sourcepub fn get_8(&self) -> i64
pub fn get_8(&self) -> i64
Returns the next 8 bits from the file as an integer. See store_8
for details on what values can be stored and retrieved this way.
sourcepub fn get_as_text(&self, skip_cr: bool) -> GodotString
pub fn get_as_text(&self, skip_cr: bool) -> GodotString
Returns the whole file as a String
. Text is interpreted as being UTF-8 encoded.
If skip_cr
is true
, carriage return characters (\r
, CR) will be ignored when parsing the UTF-8, so that only line feed characters (\n
, LF) represent a new line (Unix convention).
Default Arguments
skip_cr
-true
sourcepub fn get_buffer(&self, len: i64) -> PoolArray<u8>
pub fn get_buffer(&self, len: i64) -> PoolArray<u8>
Returns next len
bytes of the file as a PoolByteArray
.
sourcepub fn get_csv_line(
&self,
delim: impl Into<GodotString>
) -> PoolArray<GodotString>
pub fn get_csv_line(
&self,
delim: impl Into<GodotString>
) -> PoolArray<GodotString>
Sample code is GDScript unless otherwise noted.
Returns the next value of the file in CSV (Comma-Separated Values) format. You can pass a different delimiter delim
to use other than the default ","
(comma). This delimiter must be one-character long, and cannot be a double quotation mark.
Text is interpreted as being UTF-8 encoded. Text values must be enclosed in double quotes if they include the delimiter character. Double quotes within a text value can be escaped by doubling their occurrence.
For example, the following CSV lines are valid and will be properly parsed as two strings each:
Alice,"Hello, Bob!"
Bob,Alice! What a surprise!
Alice,"I thought you'd reply with ""Hello, world""."
Note how the second line can omit the enclosing quotes as it does not include the delimiter. However it could very well use quotes, it was only written without for demonstration purposes. The third line must use ""
for each quotation mark that needs to be interpreted as such instead of the end of a text value.
Default Arguments
delim
-","
sourcepub fn get_double(&self) -> f64
pub fn get_double(&self) -> f64
Returns the next 64 bits from the file as a floating-point number.
sourcepub fn endian_swap(&self) -> bool
pub fn endian_swap(&self) -> bool
If true
, the file is read with big-endian [endianness
]endianness. If false
, the file is read with little-endian endianness. If in doubt, leave this to false
as most files are written with little-endian endianness.
Note: endian_swap
is only about the file format, not the CPU type. The CPU endianness doesn’t affect the default endianness for files written.
Note: This is always reset to false
whenever you open the file. Therefore, you must set endian_swap
after opening the file, not before.
sourcepub fn get_error(&self) -> GodotResult
pub fn get_error(&self) -> GodotResult
Returns the last error that happened when trying to perform operations. Compare with the ERR_FILE_*
constants from Error
.
sourcepub fn get_float(&self) -> f64
pub fn get_float(&self) -> f64
Returns the next 32 bits from the file as a floating-point number.
sourcepub fn get_line(&self) -> GodotString
pub fn get_line(&self) -> GodotString
Returns the next line of the file as a String
.
Text is interpreted as being UTF-8 encoded.
sourcepub fn get_md5(&self, path: impl Into<GodotString>) -> GodotString
pub fn get_md5(&self, path: impl Into<GodotString>) -> GodotString
Returns an MD5 String representing the file at the given path or an empty String
on failure.
sourcepub fn get_modified_time(&self, file: impl Into<GodotString>) -> i64
pub fn get_modified_time(&self, file: impl Into<GodotString>) -> i64
Returns the last time the file
was modified in unix timestamp format or returns a String
“ERROR IN file
”. This unix timestamp can be converted to datetime by using OS.get_datetime_from_unix_time
.
sourcepub fn get_pascal_string(&self) -> GodotString
pub fn get_pascal_string(&self) -> GodotString
Returns a String
saved in Pascal format from the file.
Text is interpreted as being UTF-8 encoded.
sourcepub fn get_path(&self) -> GodotString
pub fn get_path(&self) -> GodotString
Returns the path as a String
for the current open file.
sourcepub fn get_path_absolute(&self) -> GodotString
pub fn get_path_absolute(&self) -> GodotString
Returns the absolute path as a String
for the current open file.
sourcepub fn get_position(&self) -> i64
pub fn get_position(&self) -> i64
Returns the file cursor’s position.
sourcepub fn get_sha256(&self, path: impl Into<GodotString>) -> GodotString
pub fn get_sha256(&self, path: impl Into<GodotString>) -> GodotString
sourcepub fn get_var(&self, allow_objects: bool) -> Variant
pub fn get_var(&self, allow_objects: bool) -> Variant
Returns the next Variant
value from the file. If allow_objects
is true
, decoding objects is allowed.
Warning: Deserialized objects can contain code which gets executed. Do not use this option if the serialized object comes from untrusted sources to avoid potential security threats such as remote code execution.
Default Arguments
allow_objects
-false
sourcepub fn open(&self, path: impl Into<GodotString>, flags: i64) -> GodotResult
pub fn open(&self, path: impl Into<GodotString>, flags: i64) -> GodotResult
Opens the file for writing or reading, depending on the flags.
sourcepub fn open_compressed(
&self,
path: impl Into<GodotString>,
mode_flags: i64,
compression_mode: i64
) -> GodotResult
pub fn open_compressed(
&self,
path: impl Into<GodotString>,
mode_flags: i64,
compression_mode: i64
) -> GodotResult
Opens a compressed file for reading or writing.
Note: open_compressed
can only read files that were saved by Godot, not third-party compression formats. See GitHub issue #28999 for a workaround.
Default Arguments
compression_mode
-0
sourcepub fn open_encrypted(
&self,
path: impl Into<GodotString>,
mode_flags: i64,
key: PoolArray<u8>
) -> GodotResult
pub fn open_encrypted(
&self,
path: impl Into<GodotString>,
mode_flags: i64,
key: PoolArray<u8>
) -> GodotResult
Opens an encrypted file in write or read mode. You need to pass a binary key to encrypt/decrypt it. Note: The provided key must be 32 bytes long.
sourcepub fn open_encrypted_with_pass(
&self,
path: impl Into<GodotString>,
mode_flags: i64,
pass: impl Into<GodotString>
) -> GodotResult
pub fn open_encrypted_with_pass(
&self,
path: impl Into<GodotString>,
mode_flags: i64,
pass: impl Into<GodotString>
) -> GodotResult
Opens an encrypted file in write or read mode. You need to pass a password to encrypt/decrypt it.
sourcepub fn seek(&self, position: i64)
pub fn seek(&self, position: i64)
Changes the file reading/writing cursor to the specified position (in bytes from the beginning of the file).
sourcepub fn seek_end(&self, position: i64)
pub fn seek_end(&self, position: i64)
Changes the file reading/writing cursor to the specified position (in bytes from the end of the file). Note: This is an offset, so you should use negative numbers or the cursor will be at the end of the file.
Default Arguments
position
-0
sourcepub fn set_endian_swap(&self, enable: bool)
pub fn set_endian_swap(&self, enable: bool)
If true
, the file is read with big-endian [endianness
]endianness. If false
, the file is read with little-endian endianness. If in doubt, leave this to false
as most files are written with little-endian endianness.
Note: endian_swap
is only about the file format, not the CPU type. The CPU endianness doesn’t affect the default endianness for files written.
Note: This is always reset to false
whenever you open the file. Therefore, you must set endian_swap
after opening the file, not before.
sourcepub fn store_16(&self, value: i64)
pub fn store_16(&self, value: i64)
Sample code is GDScript unless otherwise noted.
Stores an integer as 16 bits in the file.
Note: The value
should lie in the interval [0, 2^16 - 1]
. Any other value will overflow and wrap around.
To store a signed integer, use store_64
or store a signed integer from the interval [-2^15, 2^15 - 1]
(i.e. keeping one bit for the signedness) and compute its sign manually when reading. For example:
const MAX_15B = 1 << 15
const MAX_16B = 1 << 16
func unsigned16_to_signed(unsigned):
return (unsigned + MAX_15B) % MAX_16B - MAX_15B
func _ready():
var f = File.new()
f.open("user://file.dat", File.WRITE_READ)
f.store_16(-42) # This wraps around and stores 65494 (2^16 - 42).
f.store_16(121) # In bounds, will store 121.
f.seek(0) # Go back to start to read the stored value.
var read1 = f.get_16() # 65494
var read2 = f.get_16() # 121
var converted1 = unsigned16_to_signed(read1) # -42
var converted2 = unsigned16_to_signed(read2) # 121
sourcepub fn store_64(&self, value: i64)
pub fn store_64(&self, value: i64)
Stores an integer as 64 bits in the file.
Note: The value
must lie in the interval [-2^63, 2^63 - 1]
(i.e. be a valid [int
][int] value).
sourcepub fn store_buffer(&self, buffer: PoolArray<u8>)
pub fn store_buffer(&self, buffer: PoolArray<u8>)
Stores the given array of bytes in the file.
sourcepub fn store_csv_line(
&self,
values: PoolArray<GodotString>,
delim: impl Into<GodotString>
)
pub fn store_csv_line(
&self,
values: PoolArray<GodotString>,
delim: impl Into<GodotString>
)
Store the given PoolStringArray
in the file as a line formatted in the CSV (Comma-Separated Values) format. You can pass a different delimiter delim
to use other than the default ","
(comma). This delimiter must be one-character long.
Text will be encoded as UTF-8.
Default Arguments
delim
-","
sourcepub fn store_double(&self, value: f64)
pub fn store_double(&self, value: f64)
Stores a floating-point number as 64 bits in the file.
sourcepub fn store_float(&self, value: f64)
pub fn store_float(&self, value: f64)
Stores a floating-point number as 32 bits in the file.
sourcepub fn store_line(&self, line: impl Into<GodotString>)
pub fn store_line(&self, line: impl Into<GodotString>)
Appends line
to the file followed by a line return character (\n
), encoding the text as UTF-8.
sourcepub fn store_pascal_string(&self, string: impl Into<GodotString>)
pub fn store_pascal_string(&self, string: impl Into<GodotString>)
Stores the given String
as a line in the file in Pascal format (i.e. also store the length of the string).
Text will be encoded as UTF-8.
sourcepub fn store_real(&self, value: f64)
pub fn store_real(&self, value: f64)
Stores a floating-point number in the file.
sourcepub fn store_string(&self, string: impl Into<GodotString>)
pub fn store_string(&self, string: impl Into<GodotString>)
Appends string
to the file without a line return, encoding the text as UTF-8.
Note: This method is intended to be used to write text files. The string is stored as a UTF-8 encoded buffer without string length or terminating zero, which means that it can’t be loaded back easily. If you want to store a retrievable string in a binary file, consider using store_pascal_string
instead. For retrieving strings from a text file, you can use get_buffer(length).get_string_from_utf8()
(if you know the length) or get_as_text
.
sourcepub fn store_var(&self, value: impl OwnedToVariant, full_objects: bool)
pub fn store_var(&self, value: impl OwnedToVariant, full_objects: bool)
Stores any Variant value in the file. If full_objects
is true
, encoding objects is allowed (and can potentially include code).
Note: Not all properties are included. Only properties that are configured with the [PROPERTY_USAGE_STORAGE
][Self::PROPERTY_USAGE_STORAGE] flag set will be serialized. You can add a new usage flag to a property by overriding the [Object._get_property_list
][Object::_get_property_list] method in your class. You can also check how property usage is configured by calling [Object._get_property_list
][Object::_get_property_list]. See [PropertyUsageFlags
][PropertyUsageFlags] for the possible usage flags.
Default Arguments
full_objects
-false
Methods from Deref<Target = Object>§
pub const NOTIFICATION_POSTINITIALIZE: i64 = 0i64
pub const CONNECT_DEFERRED: i64 = 1i64
pub const NOTIFICATION_PREDELETE: i64 = 1i64
pub const CONNECT_PERSIST: i64 = 2i64
pub const CONNECT_ONESHOT: i64 = 4i64
pub const CONNECT_REFERENCE_COUNTED: i64 = 8i64
sourcepub fn add_user_signal(
&self,
signal: impl Into<GodotString>,
arguments: VariantArray
)
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
-[ ]
sourcepub unsafe fn call(
&self,
method: impl Into<GodotString>,
varargs: &[Variant]
) -> Variant
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(), …).
sourcepub unsafe fn call_deferred(
&self,
method: impl Into<GodotString>,
varargs: &[Variant]
) -> Variant
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(), …).
sourcepub unsafe fn callv(
&self,
method: impl Into<GodotString>,
arg_array: VariantArray
) -> Variant
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(), …).
sourcepub fn can_translate_messages(&self) -> bool
pub fn can_translate_messages(&self) -> bool
Returns true
if the object can translate strings. See set_message_translation
and tr
.
sourcepub fn connect(
&self,
signal: impl Into<GodotString>,
target: impl AsArg<Object>,
method: impl Into<GodotString>,
binds: VariantArray,
flags: i64
) -> GodotResult
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
sourcepub fn disconnect(
&self,
signal: impl Into<GodotString>,
target: impl AsArg<Object>,
method: impl Into<GodotString>
)
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.
sourcepub fn emit_signal(
&self,
signal: impl Into<GodotString>,
varargs: &[Variant]
) -> Variant
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")
sourcepub fn get(&self, property: impl Into<GodotString>) -> Variant
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).
sourcepub fn get_class(&self) -> GodotString
pub fn get_class(&self) -> GodotString
sourcepub fn get_incoming_connections(&self) -> VariantArray
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.
sourcepub fn get_indexed(&self, property: impl Into<NodePath>) -> Variant
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 Node
s in the scene tree, only colon-separated sub-property paths. For the purpose of nodes, use Node.get_node_and_resource
instead.
sourcepub fn get_instance_id(&self) -> i64
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].
sourcepub fn get_meta(
&self,
name: impl Into<GodotString>,
default: impl OwnedToVariant
) -> Variant
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
sourcepub fn get_meta_list(&self) -> PoolArray<GodotString>
pub fn get_meta_list(&self) -> PoolArray<GodotString>
Returns the object’s metadata as a PoolStringArray
.
sourcepub fn get_method_list(&self) -> VariantArray
pub fn get_method_list(&self) -> VariantArray
Returns the object’s methods and their signatures as an Array
.
sourcepub fn get_property_list(&self) -> VariantArray
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]).
sourcepub fn get_script(&self) -> Option<Ref<Reference, Shared>>
pub fn get_script(&self) -> Option<Ref<Reference, Shared>>
Returns the object’s Script
instance, or null
if none is assigned.
sourcepub fn get_signal_connection_list(
&self,
signal: impl Into<GodotString>
) -> VariantArray
pub fn get_signal_connection_list(
&self,
signal: impl Into<GodotString>
) -> VariantArray
Returns an Array
of connections for the given signal
.
sourcepub fn get_signal_list(&self) -> VariantArray
pub fn get_signal_list(&self) -> VariantArray
Returns the list of signals as an Array
of dictionaries.
sourcepub fn has_meta(&self, name: impl Into<GodotString>) -> bool
pub fn has_meta(&self, name: impl Into<GodotString>) -> bool
Returns true
if a metadata entry is found with the given name
.
sourcepub fn has_method(&self, method: impl Into<GodotString>) -> bool
pub fn has_method(&self, method: impl Into<GodotString>) -> bool
Returns true
if the object contains the given method
.
sourcepub fn has_signal(&self, signal: impl Into<GodotString>) -> bool
pub fn has_signal(&self, signal: impl Into<GodotString>) -> bool
Returns true
if the given signal
exists.
sourcepub fn has_user_signal(&self, signal: impl Into<GodotString>) -> bool
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.
sourcepub fn is_blocking_signals(&self) -> bool
pub fn is_blocking_signals(&self) -> bool
Returns true
if signal emission blocking is enabled.
sourcepub fn is_class(&self, class: impl Into<GodotString>) -> bool
pub fn is_class(&self, class: impl Into<GodotString>) -> bool
sourcepub fn is_connected(
&self,
signal: impl Into<GodotString>,
target: impl AsArg<Object>,
method: impl Into<GodotString>
) -> bool
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
.
sourcepub fn is_queued_for_deletion(&self) -> bool
pub fn is_queued_for_deletion(&self) -> bool
Returns true
if the Node.queue_free
method was called for the object.
sourcepub fn notification(&self, what: i64, reversed: bool)
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
sourcepub fn property_list_changed_notify(&self)
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.
sourcepub fn remove_meta(&self, name: impl Into<GodotString>)
pub fn remove_meta(&self, name: impl Into<GodotString>)
Removes a given entry from the object’s metadata. See also set_meta
.
sourcepub fn set(&self, property: impl Into<GodotString>, value: impl OwnedToVariant)
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).
sourcepub fn set_block_signals(&self, enable: bool)
pub fn set_block_signals(&self, enable: bool)
If set to true
, signal emission is blocked.
sourcepub fn set_deferred(
&self,
property: impl Into<GodotString>,
value: impl OwnedToVariant
)
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).
sourcepub fn set_indexed(
&self,
property: impl Into<NodePath>,
value: impl OwnedToVariant
)
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)
sourcepub fn set_message_translation(&self, enable: bool)
pub fn set_message_translation(&self, enable: bool)
Defines whether the object can translate strings (with calls to tr
). Enabled by default.
sourcepub fn set_meta(&self, name: impl Into<GodotString>, value: impl OwnedToVariant)
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"
.
sourcepub fn set_script(&self, script: impl AsArg<Reference>)
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.
sourcepub fn to_string(&self) -> GodotString
pub fn to_string(&self) -> GodotString
sourcepub fn tr(&self, message: impl Into<GodotString>) -> GodotString
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§
source§impl GodotObject for File
impl GodotObject for File
§type Memory = RefCounted
type Memory = RefCounted
Ref
smart pointer. See its type-level documentation for more
information.fn class_name() -> &'static str
source§fn null() -> Null<Self>
fn null() -> Null<Self>
Self
as a method argument. This makes type
inference easier for the compiler compared to Option
.source§fn new() -> Ref<Self, Unique>where
Self: Instanciable,
fn new() -> Ref<Self, Unique>where
Self: Instanciable,
Self
using a zero-argument constructor, as a Unique
reference.