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

core class TreeItem inherits Object (manually managed).

This class has related types in the tree_item 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.

Class hierarchy

TreeItem 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 TreeItem

Constants

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pub const ALIGN_LEFT: i64 = 0i64

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pub const CELL_MODE_STRING: i64 = 0i64

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pub const ALIGN_CENTER: i64 = 1i64

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pub const CELL_MODE_CHECK: i64 = 1i64

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pub const ALIGN_RIGHT: i64 = 2i64

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pub const CELL_MODE_RANGE: i64 = 2i64

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pub const CELL_MODE_ICON: i64 = 3i64

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pub const CELL_MODE_CUSTOM: i64 = 4i64

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impl TreeItem

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pub fn add_button(
    &self,
    column: i64,
    button: impl AsArg<Texture>,
    id: i64,
    disabled: bool,
    tooltip: impl Into<GodotString>
)

Adds a button with Texture button at column column. The id is used to identify the button. If not specified, the next available index is used, which may be retrieved by calling get_button_count immediately before this method. Optionally, the button can be disabled and have a tooltip.

Default Arguments
  • id - -1
  • disabled - false
  • tooltip - ""
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pub fn call_recursive(
    &self,
    method: impl Into<GodotString>,
    varargs: &[Variant]
) -> Variant

Calls the method on the actual TreeItem and its children recursively. Pass parameters as a comma separated list.

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pub fn clear_custom_bg_color(&self, column: i64)

Resets the background color for the given column to default.

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pub fn clear_custom_color(&self, column: i64)

Resets the color for the given column to default.

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pub fn deselect(&self, column: i64)

Deselects the given column.

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pub fn erase_button(&self, column: i64, button_idx: i64)

Removes the button at index button_idx in column column.

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pub fn get_button(
    &self,
    column: i64,
    button_idx: i64
) -> Option<Ref<Texture, Shared>>

Returns the Texture of the button at index button_idx in column column.

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pub fn get_button_by_id(&self, column: i64, id: i64) -> i64

Returns the button index if there is a button with id id in column column, otherwise returns -1.

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pub fn get_button_count(&self, column: i64) -> i64

Returns the number of buttons in column column.

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pub fn get_button_id(&self, column: i64, button_idx: i64) -> i64

Returns the id for the button at index button_idx in column column.

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pub fn get_button_tooltip(&self, column: i64, button_idx: i64) -> GodotString

Returns the tooltip string for the button at index button_idx in column column.

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pub fn get_cell_mode(&self, column: i64) -> TreeCellMode

Returns the column’s cell mode.

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pub fn get_children(&self) -> Option<Ref<TreeItem, Shared>>

Returns the TreeItem’s first child item or a null object if there is none.

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pub fn get_custom_bg_color(&self, column: i64) -> Color

Returns the custom background color of column column.

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pub fn get_custom_color(&self, column: i64) -> Color

Returns the custom color of column column.

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pub fn custom_minimum_height(&self) -> i64

The custom minimum height.

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pub fn get_expand_right(&self, column: i64) -> bool

Returns true if expand_right is set.

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pub fn get_icon(&self, column: i64) -> Option<Ref<Texture, Shared>>

Returns the given column’s icon Texture. Error if no icon is set.

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pub fn get_icon_max_width(&self, column: i64) -> i64

Returns the column’s icon’s maximum width.

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pub fn get_icon_modulate(&self, column: i64) -> Color

Returns the Color modulating the column’s icon.

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pub fn get_icon_region(&self, column: i64) -> Rect2

Returns the icon Texture region as Rect2.

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pub fn get_metadata(&self, column: i64) -> Variant

Returns the metadata value that was set for the given column using set_metadata.

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pub fn get_next(&self) -> Option<Ref<TreeItem, Shared>>

Returns the next sibling TreeItem in the tree or a null object if there is none.

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pub fn get_next_visible(&self, wrap: bool) -> Option<Ref<TreeItem, Shared>>

Returns the next visible sibling TreeItem in the tree or a null object if there is none. If wrap is enabled, the method will wrap around to the first visible element in the tree when called on the last visible element, otherwise it returns null.

Default Arguments
  • wrap - false
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pub fn get_parent(&self) -> Option<Ref<TreeItem, Shared>>

Returns the parent TreeItem or a null object if there is none.

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pub fn get_prev(&self) -> Option<Ref<TreeItem, Shared>>

Returns the previous sibling TreeItem in the tree or a null object if there is none.

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pub fn get_prev_visible(&self, wrap: bool) -> Option<Ref<TreeItem, Shared>>

Returns the previous visible sibling TreeItem in the tree or a null object if there is none. If wrap is enabled, the method will wrap around to the last visible element in the tree when called on the first visible element, otherwise it returns null.

Default Arguments
  • wrap - false
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pub fn get_range(&self, column: i64) -> f64

Returns the value of a CELL_MODE_RANGE column.

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pub fn get_range_config(&self, column: i64) -> Dictionary

Returns a dictionary containing the range parameters for a given column. The keys are “min”, “max”, “step”, and “expr”.

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pub fn get_suffix(&self, column: i64) -> GodotString

Gets the suffix string shown after the column value.

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pub fn get_text(&self, column: i64) -> GodotString

Returns the given column’s text.

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pub fn get_text_align(&self, column: i64) -> TextAlign

Returns the given column’s text alignment.

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pub fn get_tooltip(&self, column: i64) -> GodotString

Returns the given column’s tooltip.

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pub fn is_button_disabled(&self, column: i64, button_idx: i64) -> bool

Returns true if the button at index button_idx for the given column is disabled.

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pub fn is_checked(&self, column: i64) -> bool

Returns true if the given column is checked.

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pub fn is_collapsed(&self) -> bool

If true, the TreeItem is collapsed.

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pub fn is_custom_set_as_button(&self, column: i64) -> bool

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pub fn is_editable(&self, column: i64) -> bool

Returns true if column column is editable.

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pub fn is_folding_disabled(&self) -> bool

If true, folding is disabled for this TreeItem.

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pub fn is_selectable(&self, column: i64) -> bool

Returns true if column column is selectable.

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pub fn is_selected(&self, column: i64) -> bool

Returns true if column column is selected.

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pub fn move_to_bottom(&self)

Moves this TreeItem to the bottom in the Tree hierarchy.

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pub fn move_to_top(&self)

Moves this TreeItem to the top in the Tree hierarchy.

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pub fn remove_child(&self, child: impl AsArg<Object>)

Removes the given child TreeItem and all its children from the Tree. Note that it doesn’t free the item from memory, so it can be reused later. To completely remove a TreeItem use [Object.free][Object::free].

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pub fn select(&self, column: i64)

Selects the column column.

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pub fn set_button(&self, column: i64, button_idx: i64, button: impl AsArg<Texture>)

Sets the given column’s button Texture at index button_idx to button.

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pub fn set_button_disabled(&self, column: i64, button_idx: i64, disabled: bool)

If true, disables the button at index button_idx in column column.

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pub fn set_cell_mode(&self, column: i64, mode: i64)

Sets the given column’s cell mode to mode. See TreeCellMode constants.

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pub fn set_checked(&self, column: i64, checked: bool)

If true, the column column is checked.

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pub fn set_collapsed(&self, enable: bool)

If true, the TreeItem is collapsed.

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pub fn set_custom_as_button(&self, column: i64, enable: bool)

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pub fn set_custom_bg_color(&self, column: i64, color: Color, just_outline: bool)

Sets the given column’s custom background color and whether to just use it as an outline.

Default Arguments
  • just_outline - false
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pub fn set_custom_color(&self, column: i64, color: Color)

Sets the given column’s custom color.

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pub fn set_custom_draw(
    &self,
    column: i64,
    object: impl AsArg<Object>,
    callback: impl Into<GodotString>
)

Sets the given column’s custom draw callback to callback method on object. The callback should accept two arguments: the TreeItem that is drawn and its position and size as a Rect2.

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pub fn set_custom_minimum_height(&self, height: i64)

The custom minimum height.

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pub fn set_disable_folding(&self, disable: bool)

If true, folding is disabled for this TreeItem.

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pub fn set_editable(&self, column: i64, enabled: bool)

If true, column column is editable.

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pub fn set_expand_right(&self, column: i64, enable: bool)

If true, column column is expanded to the right.

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pub fn set_icon(&self, column: i64, texture: impl AsArg<Texture>)

Sets the given column’s icon Texture.

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pub fn set_icon_max_width(&self, column: i64, width: i64)

Sets the given column’s icon’s maximum width.

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pub fn set_icon_modulate(&self, column: i64, modulate: Color)

Modulates the given column’s icon with modulate.

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pub fn set_icon_region(&self, column: i64, region: Rect2)

Sets the given column’s icon’s texture region.

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pub fn set_metadata(&self, column: i64, meta: impl OwnedToVariant)

Sets the metadata value for the given column, which can be retrieved later using get_metadata. This can be used, for example, to store a reference to the original data.

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pub fn set_range(&self, column: i64, value: f64)

Sets the value of a CELL_MODE_RANGE column.

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pub fn set_range_config(
    &self,
    column: i64,
    min: f64,
    max: f64,
    step: f64,
    expr: bool
)

Sets the range of accepted values for a column. The column must be in the CELL_MODE_RANGE mode. If expr is true, the edit mode slider will use an exponential scale as with [Range.exp_edit][Range::exp_edit].

Default Arguments
  • expr - false
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pub fn set_selectable(&self, column: i64, selectable: bool)

If true, the given column is selectable.

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pub fn set_suffix(&self, column: i64, text: impl Into<GodotString>)

Sets a string to be shown after a column’s value (for example, a unit abbreviation).

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pub fn set_text(&self, column: i64, text: impl Into<GodotString>)

Sets the given column’s text value.

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pub fn set_text_align(&self, column: i64, text_align: i64)

Sets the given column’s text alignment. See TextAlign for possible values.

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pub fn set_tooltip(&self, column: i64, tooltip: impl Into<GodotString>)

Sets the given column’s tooltip text.

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 TreeItem

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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 TreeItem

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type Target = Object

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

Dereferences the value.
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impl DerefMut for TreeItem

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

Mutably dereferences the value.
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impl GodotObject for TreeItem

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type Memory = ManuallyManaged

The memory management kind of this type. This modifies the behavior of the Ref smart pointer. See its type-level documentation for more information.
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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 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_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 Sealed for TreeItem

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impl SubClass<Object> for TreeItem

Auto Trait Implementations§

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,