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

core class Viewport inherits Node (manually managed).

This class has related types in the viewport 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

Non-reference-counted objects, such as the ones of this type, are usually owned by the engine.

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

In the cases where Rust code owns an object of this type, for example if the object was just created on the Rust side and not passed to the engine yet, ownership should be either given to the engine or the object must be manually destroyed using Ref::free, or Ref::queue_free if it is a Node.

Class hierarchy

Viewport 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 Viewport

Constants

source

pub const CLEAR_MODE_ALWAYS: i64 = 0i64

source

pub const DEBUG_DRAW_DISABLED: i64 = 0i64

source

pub const MSAA_DISABLED: i64 = 0i64

source

pub const RENDER_INFO_OBJECTS_IN_FRAME: i64 = 0i64

source

pub const SHADOW_ATLAS_QUADRANT_SUBDIV_DISABLED: i64 = 0i64

source

pub const UPDATE_DISABLED: i64 = 0i64

source

pub const USAGE_2D: i64 = 0i64

source

pub const CLEAR_MODE_NEVER: i64 = 1i64

source

pub const DEBUG_DRAW_UNSHADED: i64 = 1i64

source

pub const MSAA_2X: i64 = 1i64

source

pub const RENDER_INFO_VERTICES_IN_FRAME: i64 = 1i64

source

pub const SHADOW_ATLAS_QUADRANT_SUBDIV_1: i64 = 1i64

source

pub const UPDATE_ONCE: i64 = 1i64

source

pub const USAGE_2D_NO_SAMPLING: i64 = 1i64

source

pub const CLEAR_MODE_ONLY_NEXT_FRAME: i64 = 2i64

source

pub const DEBUG_DRAW_OVERDRAW: i64 = 2i64

source

pub const MSAA_4X: i64 = 2i64

source

pub const RENDER_INFO_MATERIAL_CHANGES_IN_FRAME: i64 = 2i64

source

pub const SHADOW_ATLAS_QUADRANT_SUBDIV_4: i64 = 2i64

source

pub const UPDATE_WHEN_VISIBLE: i64 = 2i64

source

pub const USAGE_3D: i64 = 2i64

source

pub const DEBUG_DRAW_WIREFRAME: i64 = 3i64

source

pub const MSAA_8X: i64 = 3i64

source

pub const RENDER_INFO_SHADER_CHANGES_IN_FRAME: i64 = 3i64

source

pub const SHADOW_ATLAS_QUADRANT_SUBDIV_16: i64 = 3i64

source

pub const UPDATE_ALWAYS: i64 = 3i64

source

pub const USAGE_3D_NO_EFFECTS: i64 = 3i64

source

pub const MSAA_16X: i64 = 4i64

source

pub const RENDER_INFO_SURFACE_CHANGES_IN_FRAME: i64 = 4i64

source

pub const SHADOW_ATLAS_QUADRANT_SUBDIV_64: i64 = 4i64

source

pub const RENDER_INFO_DRAW_CALLS_IN_FRAME: i64 = 5i64

source

pub const SHADOW_ATLAS_QUADRANT_SUBDIV_256: i64 = 5i64

source

pub const RENDER_INFO_2D_ITEMS_IN_FRAME: i64 = 6i64

source

pub const SHADOW_ATLAS_QUADRANT_SUBDIV_1024: i64 = 6i64

source

pub const RENDER_INFO_2D_DRAW_CALLS_IN_FRAME: i64 = 7i64

source

pub const SHADOW_ATLAS_QUADRANT_SUBDIV_MAX: i64 = 7i64

source

pub const RENDER_INFO_MAX: i64 = 8i64

source§

impl Viewport

source

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

Creates a new instance of this object.

Because this type is not reference counted, the lifetime of the returned object is not automatically managed.

Immediately after creation, the object is owned by the caller, and can be passed to the engine (in which case the engine will be responsible for destroying the object) or destroyed manually using Ref::free, or preferably Ref::queue_free if it is a Node.

source

pub fn find_world(&self) -> Option<Ref<World, Shared>>

Returns the first valid World for this viewport, searching the world property of itself and any Viewport ancestor.

source

pub fn find_world_2d(&self) -> Option<Ref<World2D, Shared>>

Returns the first valid World2D for this viewport, searching the world_2d property of itself and any Viewport ancestor.

source

pub fn get_camera(&self) -> Option<Ref<Camera, Shared>>

Returns the active 3D camera.

source

pub fn canvas_transform(&self) -> Transform2D

The canvas transform of the viewport, useful for changing the on-screen positions of all child CanvasItems. This is relative to the global canvas transform of the viewport.

source

pub fn clear_mode(&self) -> ClearMode

The clear mode when viewport used as a render target. Note: This property is intended for 2D usage.

source

pub fn debug_draw(&self) -> DebugDraw

The overlay mode for test rendered geometry in debug purposes.

source

pub fn get_final_transform(&self) -> Transform2D

Returns the total transform of the viewport.

source

pub fn global_canvas_transform(&self) -> Transform2D

The global canvas transform of the viewport. The canvas transform is relative to this.

source

pub fn hdr(&self) -> bool

If true, the viewport rendering will receive benefits from High Dynamic Range algorithm. High Dynamic Range allows the viewport to receive values that are outside the 0-1 range. In Godot, HDR uses half floating-point precision (16-bit) by default. To use full floating-point precision (32-bit), enable use_32_bpc_depth. Note: Requires usage to be set to USAGE_3D or USAGE_3D_NO_EFFECTS, since HDR is not supported for 2D. Note: Only available on the GLES3 backend.

source

pub fn keep_3d_linear(&self) -> bool

If true, the result after 3D rendering will not have a linear to sRGB color conversion applied. This is important when the viewport is used as a render target where the result is used as a texture on a 3D object rendered in another viewport. It is also important if the viewport is used to create data that is not color based (noise, heightmaps, pickmaps, etc.). Do not enable this when the viewport is used as a texture on a 2D object or if the viewport is your final output. For the GLES2 driver this will convert the sRGB output to linear, this should only be used for VR plugins that require input in linear color space!

source

pub fn get_modal_stack_top(&self) -> Option<Ref<Control, Shared>>

Returns the topmost modal in the stack.

source

pub fn get_mouse_position(&self) -> Vector2

Returns the mouse’s position in this Viewport using the coordinate system of this Viewport.

source

pub fn msaa(&self) -> Msaa

The multisample anti-aliasing mode. A higher number results in smoother edges at the cost of significantly worse performance. A value of 4 is best unless targeting very high-end systems.

source

pub fn physics_object_picking(&self) -> bool

If true, the objects rendered by viewport become subjects of mouse picking process.

source

pub fn get_render_info(&self, info: i64) -> i64

Returns information about the viewport from the rendering pipeline.

source

pub fn shadow_atlas_quadrant_subdiv(
    &self,
    quadrant: i64
) -> ShadowAtlasQuadrantSubdiv

Returns the ShadowAtlasQuadrantSubdiv of the specified quadrant.

source

pub fn shadow_atlas_size(&self) -> i64

The shadow atlas’ resolution (used for omni and spot lights). The value will be rounded up to the nearest power of 2. Note: If this is set to 0, both point and directional shadows won’t be visible. Since user-created viewports default to a value of 0, this value must be set above 0 manually (typically at least 256).

source

pub fn sharpen_intensity(&self) -> f64

If set to a value greater than 0.0, contrast-adaptive sharpening will be applied to the 3D viewport. This has a low performance cost and can be used to recover some of the sharpness lost from using FXAA. Values around 0.5 generally give the best results. See also [fxaa][Self::fxaa].

source

pub fn size(&self) -> Vector2

The width and height of viewport. Must be set to a value greater than or equal to 2 pixels on both dimensions. Otherwise, nothing will be displayed.

source

pub fn get_size_override(&self) -> Vector2

Returns the size override set with set_size_override.

source

pub fn get_texture(&self) -> Option<Ref<ViewportTexture, Shared>>

Sample code is GDScript unless otherwise noted.

Returns the viewport’s texture. Note: Due to the way OpenGL works, the resulting ViewportTexture is flipped vertically. You can use Image.flip_y on the result of Texture.get_data to flip it back, for example:

var img = get_viewport().get_texture().get_data()
img.flip_y()
source

pub fn update_mode(&self) -> UpdateMode

The update mode when viewport used as a render target.

source

pub fn usage(&self) -> Usage

The rendering mode of viewport. Note: If set to USAGE_2D or USAGE_2D_NO_SAMPLING, hdr will have no effect when enabled since HDR is not supported for 2D.

source

pub fn use_32_bpc_depth(&self) -> bool

If true, allocates the viewport’s framebuffer with full floating-point precision (32-bit) instead of half floating-point precision (16-bit). Only effective when hdr is also enabled. Note: Enabling this setting does not improve rendering quality. Using full floating-point precision is slower, and is generally only needed for advanced shaders that require a high level of precision. To reduce banding, enable [debanding][Self::debanding] instead. Note: Only available on the GLES3 backend.

source

pub fn use_debanding(&self) -> bool

If true, uses a fast post-processing filter to make banding significantly less visible. In some cases, debanding may introduce a slightly noticeable dithering pattern. It’s recommended to enable debanding only when actually needed since the dithering pattern will make lossless-compressed screenshots larger. Note: Only available on the GLES3 backend. hdr must also be true for debanding to be effective.

source

pub fn use_fxaa(&self) -> bool

Enables fast approximate antialiasing. FXAA is a popular screen-space antialiasing method, which is fast but will make the image look blurry, especially at lower resolutions. It can still work relatively well at large resolutions such as 1440p and 4K. Some of the lost sharpness can be recovered by enabling contrast-adaptive sharpening (see sharpen_intensity).

source

pub fn vflip(&self) -> bool

If true, the result of rendering will be flipped vertically. Since Viewports in Godot 3.x render upside-down, it’s recommended to set this to true in most situations.

source

pub fn get_viewport_rid(&self) -> Rid

Returns the viewport’s RID from the VisualServer.

source

pub fn get_visible_rect(&self) -> Rect2

Returns the visible rectangle in global screen coordinates.

source

pub fn world(&self) -> Option<Ref<World, Shared>>

The custom World which can be used as 3D environment source.

source

pub fn world_2d(&self) -> Option<Ref<World2D, Shared>>

The custom World2D which can be used as 2D environment source.

source

pub fn gui_get_drag_data(&self) -> Variant

Returns the drag data from the GUI, that was previously returned by [Control.get_drag_data][Control::get_drag_data].

source

pub fn gui_has_modal_stack(&self) -> bool

Returns true if there are visible modals on-screen.

source

pub fn gui_is_drag_successful(&self) -> bool

Returns true if the drag operation is successful.

source

pub fn gui_is_dragging(&self) -> bool

Returns true if the viewport is currently performing a drag operation. Alternative to Node.NOTIFICATION_DRAG_BEGIN and Node.NOTIFICATION_DRAG_END when you prefer polling the value.

source

pub fn has_transparent_background(&self) -> bool

If true, the viewport should render its background as transparent.

source

pub fn input(&self, local_event: impl AsArg<InputEvent>)

source

pub fn is_3d_disabled(&self) -> bool

If true, the viewport will disable 3D rendering. For actual disabling use usage.

source

pub fn is_audio_listener(&self) -> bool

If true, the viewport will process 3D audio streams.

source

pub fn is_audio_listener_2d(&self) -> bool

If true, the viewport will process 2D audio streams.

source

pub fn is_handling_input_locally(&self) -> bool

source

pub fn is_input_disabled(&self) -> bool

If true, the viewport will not receive input events.

source

pub fn is_input_handled(&self) -> bool

source

pub fn is_size_override_enabled(&self) -> bool

Returns true if the size override is enabled. See set_size_override.

source

pub fn is_size_override_stretch_enabled(&self) -> bool

If true, the size override affects stretch as well.

source

pub fn is_snap_controls_to_pixels_enabled(&self) -> bool

If true, the GUI controls on the viewport will lay pixel perfectly.

source

pub fn is_using_own_world(&self) -> bool

If true, the viewport will use a unique copy of the World defined in world.

source

pub fn is_using_render_direct_to_screen(&self) -> bool

If true, renders the Viewport directly to the screen instead of to the root viewport. Only available in GLES2. This is a low-level optimization and should not be used in most cases. If used, reading from the Viewport or from SCREEN_TEXTURE becomes unavailable. For more information see VisualServer.viewport_set_render_direct_to_screen.

source

pub fn set_as_audio_listener(&self, enable: bool)

If true, the viewport will process 3D audio streams.

source

pub fn set_as_audio_listener_2d(&self, enable: bool)

If true, the viewport will process 2D audio streams.

source

pub fn set_attach_to_screen_rect(&self, rect: Rect2)

Attaches this Viewport to the root Viewport with the specified rectangle. This bypasses the need for another node to display this Viewport but makes you responsible for updating the position of this Viewport manually.

source

pub fn set_canvas_transform(&self, xform: Transform2D)

The canvas transform of the viewport, useful for changing the on-screen positions of all child CanvasItems. This is relative to the global canvas transform of the viewport.

source

pub fn set_clear_mode(&self, mode: i64)

The clear mode when viewport used as a render target. Note: This property is intended for 2D usage.

source

pub fn set_debug_draw(&self, debug_draw: i64)

The overlay mode for test rendered geometry in debug purposes.

source

pub fn set_disable_3d(&self, disable: bool)

If true, the viewport will disable 3D rendering. For actual disabling use usage.

source

pub fn set_disable_input(&self, disable: bool)

If true, the viewport will not receive input events.

source

pub fn set_global_canvas_transform(&self, xform: Transform2D)

The global canvas transform of the viewport. The canvas transform is relative to this.

source

pub fn set_handle_input_locally(&self, enable: bool)

source

pub fn set_hdr(&self, enable: bool)

If true, the viewport rendering will receive benefits from High Dynamic Range algorithm. High Dynamic Range allows the viewport to receive values that are outside the 0-1 range. In Godot, HDR uses half floating-point precision (16-bit) by default. To use full floating-point precision (32-bit), enable use_32_bpc_depth. Note: Requires usage to be set to USAGE_3D or USAGE_3D_NO_EFFECTS, since HDR is not supported for 2D. Note: Only available on the GLES3 backend.

source

pub fn set_input_as_handled(&self)

Stops the input from propagating further down the SceneTree.

source

pub fn set_keep_3d_linear(&self, keep_3d_linear: bool)

If true, the result after 3D rendering will not have a linear to sRGB color conversion applied. This is important when the viewport is used as a render target where the result is used as a texture on a 3D object rendered in another viewport. It is also important if the viewport is used to create data that is not color based (noise, heightmaps, pickmaps, etc.). Do not enable this when the viewport is used as a texture on a 2D object or if the viewport is your final output. For the GLES2 driver this will convert the sRGB output to linear, this should only be used for VR plugins that require input in linear color space!

source

pub fn set_msaa(&self, msaa: i64)

The multisample anti-aliasing mode. A higher number results in smoother edges at the cost of significantly worse performance. A value of 4 is best unless targeting very high-end systems.

source

pub fn set_physics_object_picking(&self, enable: bool)

If true, the objects rendered by viewport become subjects of mouse picking process.

source

pub fn set_shadow_atlas_quadrant_subdiv(&self, quadrant: i64, subdiv: i64)

Sets the number of subdivisions to use in the specified quadrant. A higher number of subdivisions allows you to have more shadows in the scene at once, but reduces the quality of the shadows. A good practice is to have quadrants with a varying number of subdivisions and to have as few subdivisions as possible.

source

pub fn set_shadow_atlas_size(&self, size: i64)

The shadow atlas’ resolution (used for omni and spot lights). The value will be rounded up to the nearest power of 2. Note: If this is set to 0, both point and directional shadows won’t be visible. Since user-created viewports default to a value of 0, this value must be set above 0 manually (typically at least 256).

source

pub fn set_sharpen_intensity(&self, intensity: f64)

If set to a value greater than 0.0, contrast-adaptive sharpening will be applied to the 3D viewport. This has a low performance cost and can be used to recover some of the sharpness lost from using FXAA. Values around 0.5 generally give the best results. See also [fxaa][Self::fxaa].

source

pub fn set_size(&self, size: Vector2)

The width and height of viewport. Must be set to a value greater than or equal to 2 pixels on both dimensions. Otherwise, nothing will be displayed.

source

pub fn set_size_override(&self, enable: bool, size: Vector2, margin: Vector2)

Sets the size override of the viewport. If the enable parameter is true the override is used, otherwise it uses the default size. If the size parameter is (-1, -1), it won’t update the size.

Default Arguments
  • size - Vector2( -1, -1 )
  • margin - Vector2( 0, 0 )
source

pub fn set_size_override_stretch(&self, enabled: bool)

If true, the size override affects stretch as well.

source

pub fn set_snap_controls_to_pixels(&self, enabled: bool)

If true, the GUI controls on the viewport will lay pixel perfectly.

source

pub fn set_transparent_background(&self, enable: bool)

If true, the viewport should render its background as transparent.

source

pub fn set_update_mode(&self, mode: i64)

The update mode when viewport used as a render target.

source

pub fn set_usage(&self, usage: i64)

The rendering mode of viewport. Note: If set to USAGE_2D or USAGE_2D_NO_SAMPLING, hdr will have no effect when enabled since HDR is not supported for 2D.

source

pub fn set_use_32_bpc_depth(&self, enable: bool)

If true, allocates the viewport’s framebuffer with full floating-point precision (32-bit) instead of half floating-point precision (16-bit). Only effective when hdr is also enabled. Note: Enabling this setting does not improve rendering quality. Using full floating-point precision is slower, and is generally only needed for advanced shaders that require a high level of precision. To reduce banding, enable [debanding][Self::debanding] instead. Note: Only available on the GLES3 backend.

source

pub fn set_use_arvr(&self, use_: bool)

If true, the viewport will be used in AR/VR process.

source

pub fn set_use_debanding(&self, enable: bool)

If true, uses a fast post-processing filter to make banding significantly less visible. In some cases, debanding may introduce a slightly noticeable dithering pattern. It’s recommended to enable debanding only when actually needed since the dithering pattern will make lossless-compressed screenshots larger. Note: Only available on the GLES3 backend. hdr must also be true for debanding to be effective.

source

pub fn set_use_fxaa(&self, enable: bool)

Enables fast approximate antialiasing. FXAA is a popular screen-space antialiasing method, which is fast but will make the image look blurry, especially at lower resolutions. It can still work relatively well at large resolutions such as 1440p and 4K. Some of the lost sharpness can be recovered by enabling contrast-adaptive sharpening (see sharpen_intensity).

source

pub fn set_use_own_world(&self, enable: bool)

If true, the viewport will use a unique copy of the World defined in world.

source

pub fn set_use_render_direct_to_screen(&self, enable: bool)

If true, renders the Viewport directly to the screen instead of to the root viewport. Only available in GLES2. This is a low-level optimization and should not be used in most cases. If used, reading from the Viewport or from SCREEN_TEXTURE becomes unavailable. For more information see VisualServer.viewport_set_render_direct_to_screen.

source

pub fn set_vflip(&self, enable: bool)

If true, the result of rendering will be flipped vertically. Since Viewports in Godot 3.x render upside-down, it’s recommended to set this to true in most situations.

source

pub fn set_world(&self, world: impl AsArg<World>)

The custom World which can be used as 3D environment source.

source

pub fn set_world_2d(&self, world_2d: impl AsArg<World2D>)

The custom World2D which can be used as 2D environment source.

source

pub fn unhandled_input(&self, local_event: impl AsArg<InputEvent>)

source

pub fn update_worlds(&self)

Forces update of the 2D and 3D worlds.

source

pub fn use_arvr(&self) -> bool

If true, the viewport will be used in AR/VR process.

source

pub fn warp_mouse(&self, to_position: Vector2)

Moves the mouse pointer to the specified position in this Viewport using the coordinate system of this Viewport.

source

pub fn shadow_atlas_quad_0(&self) -> i64

The subdivision amount of the first quadrant on the shadow atlas.

source

pub fn set_shadow_atlas_quad_0(&self, value: i64)

The subdivision amount of the first quadrant on the shadow atlas.

source

pub fn shadow_atlas_quad_1(&self) -> i64

The subdivision amount of the second quadrant on the shadow atlas.

source

pub fn set_shadow_atlas_quad_1(&self, value: i64)

The subdivision amount of the second quadrant on the shadow atlas.

source

pub fn shadow_atlas_quad_2(&self) -> i64

The subdivision amount of the third quadrant on the shadow atlas.

source

pub fn set_shadow_atlas_quad_2(&self, value: i64)

The subdivision amount of the third quadrant on the shadow atlas.

source

pub fn shadow_atlas_quad_3(&self) -> i64

The subdivision amount of the fourth quadrant on the shadow atlas.

source

pub fn set_shadow_atlas_quad_3(&self, value: i64)

The subdivision amount of the fourth quadrant on the shadow atlas.

Methods from Deref<Target = Node>§

source

pub const PAUSE_MODE_INHERIT: i64 = 0i64

source

pub const PHYSICS_INTERPOLATION_MODE_INHERIT: i64 = 0i64

source

pub const DUPLICATE_SIGNALS: i64 = 1i64

source

pub const PAUSE_MODE_STOP: i64 = 1i64

source

pub const PHYSICS_INTERPOLATION_MODE_OFF: i64 = 1i64

source

pub const DUPLICATE_GROUPS: i64 = 2i64

source

pub const PAUSE_MODE_PROCESS: i64 = 2i64

source

pub const PHYSICS_INTERPOLATION_MODE_ON: i64 = 2i64

source

pub const DUPLICATE_SCRIPTS: i64 = 4i64

source

pub const DUPLICATE_USE_INSTANCING: i64 = 8i64

source

pub const NOTIFICATION_ENTER_TREE: i64 = 10i64

source

pub const NOTIFICATION_EXIT_TREE: i64 = 11i64

source

pub const NOTIFICATION_MOVED_IN_PARENT: i64 = 12i64

source

pub const NOTIFICATION_READY: i64 = 13i64

source

pub const NOTIFICATION_PAUSED: i64 = 14i64

source

pub const NOTIFICATION_UNPAUSED: i64 = 15i64

source

pub const NOTIFICATION_PHYSICS_PROCESS: i64 = 16i64

source

pub const NOTIFICATION_PROCESS: i64 = 17i64

source

pub const NOTIFICATION_PARENTED: i64 = 18i64

source

pub const NOTIFICATION_UNPARENTED: i64 = 19i64

source

pub const NOTIFICATION_INSTANCED: i64 = 20i64

source

pub const NOTIFICATION_DRAG_BEGIN: i64 = 21i64

source

pub const NOTIFICATION_DRAG_END: i64 = 22i64

source

pub const NOTIFICATION_PATH_CHANGED: i64 = 23i64

source

pub const NOTIFICATION_INTERNAL_PROCESS: i64 = 25i64

source

pub const NOTIFICATION_INTERNAL_PHYSICS_PROCESS: i64 = 26i64

source

pub const NOTIFICATION_POST_ENTER_TREE: i64 = 27i64

source

pub const NOTIFICATION_RESET_PHYSICS_INTERPOLATION: i64 = 28i64

source

pub const NOTIFICATION_WM_MOUSE_ENTER: i64 = 1_002i64

source

pub const NOTIFICATION_WM_MOUSE_EXIT: i64 = 1_003i64

source

pub const NOTIFICATION_WM_FOCUS_IN: i64 = 1_004i64

source

pub const NOTIFICATION_WM_FOCUS_OUT: i64 = 1_005i64

source

pub const NOTIFICATION_WM_QUIT_REQUEST: i64 = 1_006i64

source

pub const NOTIFICATION_WM_GO_BACK_REQUEST: i64 = 1_007i64

source

pub const NOTIFICATION_WM_UNFOCUS_REQUEST: i64 = 1_008i64

source

pub const NOTIFICATION_OS_MEMORY_WARNING: i64 = 1_009i64

source

pub const NOTIFICATION_TRANSLATION_CHANGED: i64 = 1_010i64

source

pub const NOTIFICATION_WM_ABOUT: i64 = 1_011i64

source

pub const NOTIFICATION_CRASH: i64 = 1_012i64

source

pub const NOTIFICATION_OS_IME_UPDATE: i64 = 1_013i64

source

pub const NOTIFICATION_APP_RESUMED: i64 = 1_014i64

source

pub const NOTIFICATION_APP_PAUSED: i64 = 1_015i64

source

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

Sample code is GDScript unless otherwise noted.

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

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

Note: If you want a child to be persisted to a PackedScene, you must set owner in addition to calling add_child. This is typically relevant for tool scripts and editor plugins. If add_child is called without setting owner, the newly added Node will not be visible in the scene tree, though it will be visible in the 2D/3D view.

Default Arguments
  • legible_unique_name - false
source

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

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

Default Arguments
  • legible_unique_name - false
source

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

Adds the node to a group. Groups are helpers to name and organize a subset of nodes, for example “enemies” or “collectables”. A node can be in any number of groups. Nodes can be assigned a group at any time, but will not be added until they are inside the scene tree (see is_inside_tree). See notes in the description, and the group methods in SceneTree. The persistent option is used when packing node to PackedScene and saving to file. Non-persistent groups aren’t stored. Note: For performance reasons, the order of node groups is not guaranteed. The order of node groups should not be relied upon as it can vary across project runs.

Default Arguments
  • persistent - false
source

pub fn can_process(&self) -> bool

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

source

pub fn create_tween(&self) -> Option<Ref<SceneTreeTween, Shared>>

Sample code is GDScript unless otherwise noted.

Creates a new SceneTreeTween and binds it to this node. This is equivalent of doing:

get_tree().create_tween().bind_node(self)
source

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

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

Default Arguments
  • flags - 15
source

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

Finds a descendant of this node whose name matches mask as in [String.match][GodotString::match] (i.e. case-sensitive, but "*" matches zero or more characters and "?" matches any single character except "."). Returns null if no matching Node is found. Note: It does not match against the full path, just against individual node names. If owned is true, this method only finds nodes whose owner is this node. This is especially important for scenes instantiated through a script, because those scenes don’t have an owner. Note: As this method walks through all the descendants of the node, it is the slowest way to get a reference to another node. Whenever possible, consider using get_node instead. To avoid using find_node too often, consider caching the node reference into a variable.

Default Arguments
  • recursive - true
  • owned - true
source

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

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

source

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

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

source

pub fn get_child_count(&self) -> i64

Returns the number of child nodes.

source

pub fn get_children(&self) -> VariantArray

Returns an array of references to node’s children.

source

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

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

source

pub fn filename(&self) -> GodotString

If a scene is instantiated from a file, its topmost node contains the absolute file path from which it was loaded in filename (e.g. res://levels/1.tscn). Otherwise, filename is set to an empty string.

source

pub fn get_groups(&self) -> VariantArray

Sample code is GDScript unless otherwise noted.

Returns an array listing the groups that the node is a member of. Note: For performance reasons, the order of node groups is not guaranteed. The order of node groups should not be relied upon as it can vary across project runs. Note: The engine uses some group names internally (all starting with an underscore). To avoid conflicts with internal groups, do not add custom groups whose name starts with an underscore. To exclude internal groups while looping over get_groups, use the following snippet:

# Stores the node's non-internal groups only (as an array of Strings).
var non_internal_groups = []
for group in get_groups():
    if not group.begins_with("_"):
        non_internal_groups.push_back(group)
source

pub fn get_index(&self) -> i64

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

source

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

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

source

pub fn name(&self) -> GodotString

The name of the node. This name is unique among the siblings (other child nodes from the same parent). When set to an existing name, the node will be automatically renamed. Note: Auto-generated names might include the @ character, which is reserved for unique names when using add_child. When setting the name manually, any @ will be removed.

source

pub fn get_network_master(&self) -> i64

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

source

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

Sample code is GDScript unless otherwise noted.

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

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

Possible paths are:

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

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

Sample code is GDScript unless otherwise noted.

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

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

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

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

source

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

The node owner. A node can have any other node as owner (as long as it is a valid parent, grandparent, etc. ascending in the tree). When saving a node (using PackedScene), all the nodes it owns will be saved with it. This allows for the creation of complex SceneTrees, with instancing and subinstancing. Note: If you want a child to be persisted to a PackedScene, you must set owner in addition to calling add_child. This is typically relevant for tool scripts and editor plugins. If add_child is called without setting owner, the newly added Node will not be visible in the scene tree, though it will be visible in the 2D/3D view.

source

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

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

source

pub fn get_path(&self) -> NodePath

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

source

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

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

source

pub fn pause_mode(&self) -> PauseMode

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

source

pub fn physics_interpolation_mode(&self) -> PhysicsInterpolationMode

Allows enabling or disabling physics interpolation per node, offering a finer grain of control than turning physics interpolation on and off globally. Note: This can be especially useful for Cameras, where custom interpolation can sometimes give superior results.

source

pub fn get_physics_process_delta_time(&self) -> f64

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

source

pub fn get_position_in_parent(&self) -> i64

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

source

pub fn get_process_delta_time(&self) -> f64

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

source

pub fn process_priority(&self) -> i64

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

source

pub fn get_scene_instance_load_placeholder(&self) -> bool

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

source

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

Returns the SceneTree that contains this node.

source

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

Returns the node’s Viewport.

source

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

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

source

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

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

source

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

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

source

pub fn is_displayed_folded(&self) -> bool

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

source

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

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

source

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

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

source

pub fn is_inside_tree(&self) -> bool

Returns true if this node is currently inside a SceneTree.

source

pub fn is_network_master(&self) -> bool

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

source

pub fn is_physics_interpolated(&self) -> bool

Returns true if the physics interpolated flag is set for this Node (see physics_interpolation_mode). Note: Interpolation will only be active if both the flag is set and physics interpolation is enabled within the SceneTree. This can be tested using is_physics_interpolated_and_enabled.

source

pub fn is_physics_interpolated_and_enabled(&self) -> bool

Returns true if physics interpolation is enabled (see physics_interpolation_mode) and enabled in the SceneTree. This is a convenience version of is_physics_interpolated that also checks whether physics interpolation is enabled globally. See [SceneTree.physics_interpolation][SceneTree::physics_interpolation] and [member ProjectSettings.physics/common/physics_interpolation].

source

pub fn is_physics_processing(&self) -> bool

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

source

pub fn is_physics_processing_internal(&self) -> bool

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

source

pub fn is_processing(&self) -> bool

Returns true if processing is enabled (see set_process).

source

pub fn is_processing_input(&self) -> bool

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

source

pub fn is_processing_internal(&self) -> bool

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

source

pub fn is_processing_unhandled_input(&self) -> bool

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

source

pub fn is_processing_unhandled_key_input(&self) -> bool

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

source

pub fn is_unique_name_in_owner(&self) -> bool

Sets this node’s name as a unique name in its owner. This allows the node to be accessed as %Name instead of the full path, from any node within that scene. If another node with the same owner already had that name declared as unique, that other node’s name will no longer be set as having a unique name.

source

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

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

source

pub fn print_stray_nodes(&self)

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

source

pub fn print_tree(&self)

Sample code is GDScript unless otherwise noted.

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

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

pub fn print_tree_pretty(&self)

Sample code is GDScript unless otherwise noted.

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

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

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

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

Default Arguments
  • args - [ ]
  • parent_first - false
source

pub fn propagate_notification(&self, what: i64)

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

source

pub fn queue_free(&self)

Queues a node for deletion at the end of the current frame. When deleted, all of its child nodes will be deleted as well. This method ensures it’s safe to delete the node, contrary to [Object.free][Object::free]. Use Object.is_queued_for_deletion to check whether a node will be deleted at the end of the frame. Important: If you have a variable pointing to a node, it will not be assigned to null once the node is freed. Instead, it will point to a previously freed instance and you should validate it with [method @GDScript.is_instance_valid] before attempting to call its methods or access its properties.

source

pub fn raise(&self)

Moves this node to the bottom of parent node’s children hierarchy. This is often useful in GUIs (Control nodes), because their order of drawing depends on their order in the tree. The top Node is drawn first, then any siblings below the top Node in the hierarchy are successively drawn on top of it. After using raise, a Control will be drawn on top of its siblings.

source

pub fn remove_and_skip(&self)

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

source

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

Removes a child node. The node is NOT deleted and must be deleted manually. Note: This function may set the owner of the removed Node (or its descendants) to be null, if that owner is no longer a parent or ancestor.

source

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

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

source

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

Replaces a node in a scene by the given one. Subscriptions that pass through this node will be lost. Note: The given node will become the new parent of any child nodes that the replaced node had. Note: The replaced node is not automatically freed, so you either need to keep it in a variable for later use or free it using [Object.free][Object::free].

Default Arguments
  • keep_data - false
source

pub fn request_ready(&self)

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

source

pub fn reset_physics_interpolation(&self)

When physics interpolation is active, moving a node to a radically different transform (such as placement within a level) can result in a visible glitch as the object is rendered moving from the old to new position over the physics tick. This glitch can be prevented by calling reset_physics_interpolation, which temporarily turns off interpolation until the physics tick is complete. NOTIFICATION_RESET_PHYSICS_INTERPOLATION will be received by the node and all children recursively. Note: This function should be called after moving the node, rather than before.

source

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

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

source

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

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

source

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

Sends a rpc to a specific peer identified by peer_id (see NetworkedMultiplayerPeer.set_target_peer). Returns null.

source

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

Sends a rpc using an unreliable protocol. Returns null.

source

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

Sends a rpc to a specific peer identified by peer_id using an unreliable protocol (see NetworkedMultiplayerPeer.set_target_peer). Returns null.

source

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

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

source

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

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

source

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

Remotely changes the property’s value on a specific peer identified by peer_id (see NetworkedMultiplayerPeer.set_target_peer).

source

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

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

source

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

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

source

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

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

source

pub fn set_display_folded(&self, fold: bool)

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

source

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

If a scene is instantiated from a file, its topmost node contains the absolute file path from which it was loaded in filename (e.g. res://levels/1.tscn). Otherwise, filename is set to an empty string.

source

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

The name of the node. This name is unique among the siblings (other child nodes from the same parent). When set to an existing name, the node will be automatically renamed. Note: Auto-generated names might include the @ character, which is reserved for unique names when using add_child. When setting the name manually, any @ will be removed.

source

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

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

Default Arguments
  • recursive - true
source

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

The node owner. A node can have any other node as owner (as long as it is a valid parent, grandparent, etc. ascending in the tree). When saving a node (using PackedScene), all the nodes it owns will be saved with it. This allows for the creation of complex SceneTrees, with instancing and subinstancing. Note: If you want a child to be persisted to a PackedScene, you must set owner in addition to calling add_child. This is typically relevant for tool scripts and editor plugins. If add_child is called without setting owner, the newly added Node will not be visible in the scene tree, though it will be visible in the 2D/3D view.

source

pub fn set_pause_mode(&self, mode: i64)

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

source

pub fn set_physics_interpolation_mode(&self, mode: i64)

Allows enabling or disabling physics interpolation per node, offering a finer grain of control than turning physics interpolation on and off globally. Note: This can be especially useful for Cameras, where custom interpolation can sometimes give superior results.

source

pub fn set_physics_process(&self, enable: bool)

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

source

pub fn set_physics_process_internal(&self, enable: bool)

Enables or disables internal physics for this node. Internal physics processing happens in isolation from the normal [_physics_process][Self::_physics_process] calls and is used by some nodes internally to guarantee proper functioning even if the node is paused or physics processing is disabled for scripting (set_physics_process). Only useful for advanced uses to manipulate built-in nodes’ behavior. Warning: Built-in Nodes rely on the internal processing for their own logic, so changing this value from your code may lead to unexpected behavior. Script access to this internal logic is provided for specific advanced uses, but is unsafe and not supported.

source

pub fn set_process(&self, enable: bool)

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

source

pub fn set_process_input(&self, enable: bool)

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

source

pub fn set_process_internal(&self, enable: bool)

Enables or disabled internal processing for this node. Internal processing happens in isolation from the normal [_process][Self::_process] calls and is used by some nodes internally to guarantee proper functioning even if the node is paused or processing is disabled for scripting (set_process). Only useful for advanced uses to manipulate built-in nodes’ behavior. Warning: Built-in Nodes rely on the internal processing for their own logic, so changing this value from your code may lead to unexpected behavior. Script access to this internal logic is provided for specific advanced uses, but is unsafe and not supported.

source

pub fn set_process_priority(&self, priority: i64)

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

source

pub fn set_process_unhandled_input(&self, enable: bool)

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

source

pub fn set_process_unhandled_key_input(&self, enable: bool)

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

source

pub fn set_scene_instance_load_placeholder(&self, load_placeholder: bool)

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

source

pub fn set_unique_name_in_owner(&self, enable: bool)

Sets this node’s name as a unique name in its owner. This allows the node to be accessed as %Name instead of the full path, from any node within that scene. If another node with the same owner already had that name declared as unique, that other node’s name will no longer be set as having a unique name.

source

pub fn update_configuration_warning(&self)

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

Methods from Deref<Target = Object>§

source

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 - [ ]
source

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(), …).

source

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(), …).

source

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(), …).

source

pub fn can_translate_messages(&self) -> bool

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

source

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
source

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.

source

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")
source

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).

source

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.

source

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.
source

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.

source

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].

source

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
source

pub fn get_meta_list(&self) -> PoolArray<GodotString>

Returns the object’s metadata as a PoolStringArray.

source

pub fn get_method_list(&self) -> VariantArray

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

source

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]).

source

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

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

source

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

Returns an Array of connections for the given signal.

source

pub fn get_signal_list(&self) -> VariantArray

Returns the list of signals as an Array of dictionaries.

source

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

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

source

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

Returns true if the object contains the given method.

source

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

Returns true if the given signal exists.

source

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.

source

pub fn is_blocking_signals(&self) -> bool

Returns true if signal emission blocking is enabled.

source

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.

source

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.

source

pub fn is_queued_for_deletion(&self) -> bool

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

source

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
source

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.

source

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

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

source

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).

source

pub fn set_block_signals(&self, enable: bool)

If set to true, signal emission is blocked.

source

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).

source

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)
source

pub fn set_message_translation(&self, enable: bool)

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

source

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".

source

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.

source

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.

source

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 Debug for Viewport

source§

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

Formats the value using the given formatter. Read more
source§

impl Deref for Viewport

§

type Target = Node

The resulting type after dereferencing.
source§

fn deref(&self) -> &Node

Dereferences the value.
source§

impl DerefMut for Viewport

source§

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

Mutably dereferences the value.
source§

impl GodotObject for Viewport

§

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.
source§

fn class_name() -> &'static str

source§

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.
source§

fn new() -> Ref<Self, Unique>where
    Self: Instanciable,

Creates a new instance of Self using a zero-argument constructor, as a Unique reference.
source§

fn cast<T>(&self) -> Option<&T>where
    T: GodotObject + SubClass<Self>,

Performs a dynamic reference downcast to target type. Read more
source§

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
source§

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
source§

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
source§

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
source§

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
source§

impl Instanciable for Viewport

source§

impl QueueFree for Viewport

source§

impl Sealed for Viewport

source§

impl SubClass<Node> for Viewport

source§

impl SubClass<Object> for Viewport

Auto Trait Implementations§

Blanket Implementations§

source§

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

source§

fn type_id(&self) -> TypeId

Gets the TypeId of self. Read more
source§

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

const: unstable · source§

fn borrow(&self) -> &T

Immutably borrows from an owned value. Read more
source§

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
source§

impl<T> From<T> for T

const: unstable · source§

fn from(t: T) -> T

Returns the argument unchanged.

source§

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.

source§

impl<N, P> NodeResolveExt<P> for Nwhere
    N: SubClass<Node>,
    P: Into<NodePath>,

source§

unsafe fn get_node_as<'a, T>(&self, path: P) -> Option<TRef<'a, T, Shared>>where
    T: SubClass<Node>,

Convenience method to obtain a reference to a node at path relative to self, and cast it to the desired type. Returns None if the node does not exist or is not of the correct type. Read more
source§

unsafe fn get_node_as_instance<'a, T>(&self, path: P) -> Option<TInstance<'a, T>>where
    T: NativeClass,
    T::Base: SubClass<Node>,

Convenience method to obtain a reference to a node at path relative to self, and cast it to an instance of the desired NativeClass type. Returns None if the node does not exist or is not of the correct type. Read more
source§

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

§

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.
source§

impl<T, U> TryInto<U> for Twhere
    U: TryFrom<T>,

§

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.
source§

impl<T> SubClass<T> for Twhere
    T: GodotObject,