Struct gdnative_bindings::File

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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§

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impl File

Constants

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pub const COMPRESSION_FASTLZ: i64 = 0i64

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pub const COMPRESSION_DEFLATE: i64 = 1i64

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pub const READ: i64 = 1i64

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pub const COMPRESSION_ZSTD: i64 = 2i64

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pub const WRITE: i64 = 2i64

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pub const COMPRESSION_GZIP: i64 = 3i64

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pub const READ_WRITE: i64 = 3i64

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pub const WRITE_READ: i64 = 7i64

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impl File

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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 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.

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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
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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.

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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.

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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.

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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.

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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.

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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.

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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
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pub fn get_buffer(&self, len: i64) -> PoolArray<u8>

Returns next len bytes of the file as a PoolByteArray.

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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 - ","
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pub fn get_double(&self) -> f64

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

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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.

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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.

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pub fn get_float(&self) -> f64

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

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pub fn get_len(&self) -> i64

Returns the size of the file in bytes.

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pub fn get_line(&self) -> GodotString

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

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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.

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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.

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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.

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pub fn get_path(&self) -> GodotString

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

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pub fn get_path_absolute(&self) -> GodotString

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

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pub fn get_position(&self) -> i64

Returns the file cursor’s position.

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pub fn get_real(&self) -> f64

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

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

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

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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
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pub fn is_open(&self) -> bool

Returns true if the file is currently opened.

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

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

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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
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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.

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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.

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pub fn seek(&self, position: i64)

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

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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
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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.

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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
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pub fn store_32(&self, value: i64)

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

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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).

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pub fn store_8(&self, value: i64)

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

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pub fn store_buffer(&self, buffer: PoolArray<u8>)

Stores the given array of bytes in the file.

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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 - ","
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pub fn store_double(&self, value: f64)

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

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pub fn store_float(&self, value: f64)

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

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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.

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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.

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pub fn store_real(&self, value: f64)

Stores a floating-point number in the file.

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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.

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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>§

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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 File

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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 File

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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 File

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

Mutably dereferences the value.
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impl GodotObject for File

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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) -> &Twhere
    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, Shared>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, Shared>>

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, Shared>

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 File

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impl Sealed for File

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impl SubClass<Object> for File

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impl SubClass<Reference> for File

Auto Trait Implementations§

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impl RefUnwindSafe for File

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impl !Send for File

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impl !Sync for File

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impl Unpin for File

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impl UnwindSafe for File

Blanket Implementations§

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impl<T> Any for Twhere
    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 Twhere
    T: ?Sized,

const: unstable · source§

fn borrow(&self) -> &T

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

const: unstable · source§

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

const: unstable · source§

fn from(t: T) -> T

Returns the argument unchanged.

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

const: unstable · source§

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<T, U> TryFrom<U> for Twhere
    U: Into<T>,

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type Error = Infallible

The type returned in the event of a conversion error.
const: unstable · source§

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 Twhere
    U: TryFrom<T>,

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

The type returned in the event of a conversion error.
const: unstable · source§

fn try_into(self) -> Result<U, <U as TryFrom<T>>::Error>

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