Struct gdnative_bindings::Viewport
source · 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
impl Viewport
Constants
pub const CLEAR_MODE_ALWAYS: i64 = 0i64
pub const DEBUG_DRAW_DISABLED: i64 = 0i64
pub const MSAA_DISABLED: i64 = 0i64
pub const RENDER_INFO_OBJECTS_IN_FRAME: i64 = 0i64
pub const SHADOW_ATLAS_QUADRANT_SUBDIV_DISABLED: i64 = 0i64
pub const UPDATE_DISABLED: i64 = 0i64
pub const USAGE_2D: i64 = 0i64
pub const CLEAR_MODE_NEVER: i64 = 1i64
pub const DEBUG_DRAW_UNSHADED: i64 = 1i64
pub const MSAA_2X: i64 = 1i64
pub const RENDER_INFO_VERTICES_IN_FRAME: i64 = 1i64
pub const SHADOW_ATLAS_QUADRANT_SUBDIV_1: i64 = 1i64
pub const UPDATE_ONCE: i64 = 1i64
pub const USAGE_2D_NO_SAMPLING: i64 = 1i64
pub const CLEAR_MODE_ONLY_NEXT_FRAME: i64 = 2i64
pub const DEBUG_DRAW_OVERDRAW: i64 = 2i64
pub const MSAA_4X: i64 = 2i64
pub const RENDER_INFO_MATERIAL_CHANGES_IN_FRAME: i64 = 2i64
pub const SHADOW_ATLAS_QUADRANT_SUBDIV_4: i64 = 2i64
pub const UPDATE_WHEN_VISIBLE: i64 = 2i64
pub const USAGE_3D: i64 = 2i64
pub const DEBUG_DRAW_WIREFRAME: i64 = 3i64
pub const MSAA_8X: i64 = 3i64
pub const RENDER_INFO_SHADER_CHANGES_IN_FRAME: i64 = 3i64
pub const SHADOW_ATLAS_QUADRANT_SUBDIV_16: i64 = 3i64
pub const UPDATE_ALWAYS: i64 = 3i64
pub const USAGE_3D_NO_EFFECTS: i64 = 3i64
pub const MSAA_16X: i64 = 4i64
pub const RENDER_INFO_SURFACE_CHANGES_IN_FRAME: i64 = 4i64
pub const SHADOW_ATLAS_QUADRANT_SUBDIV_64: i64 = 4i64
pub const RENDER_INFO_DRAW_CALLS_IN_FRAME: i64 = 5i64
pub const SHADOW_ATLAS_QUADRANT_SUBDIV_256: i64 = 5i64
pub const RENDER_INFO_2D_ITEMS_IN_FRAME: i64 = 6i64
pub const SHADOW_ATLAS_QUADRANT_SUBDIV_1024: i64 = 6i64
pub const RENDER_INFO_2D_DRAW_CALLS_IN_FRAME: i64 = 7i64
pub const SHADOW_ATLAS_QUADRANT_SUBDIV_MAX: i64 = 7i64
pub const RENDER_INFO_MAX: i64 = 8i64
source§impl Viewport
impl Viewport
sourcepub fn new() -> Ref<Self, Unique>
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
.
sourcepub fn canvas_transform(&self) -> Transform2D
pub fn canvas_transform(&self) -> Transform2D
The canvas transform of the viewport, useful for changing the on-screen positions of all child CanvasItem
s. This is relative to the global canvas transform of the viewport.
sourcepub fn clear_mode(&self) -> ClearMode
pub fn clear_mode(&self) -> ClearMode
The clear mode when viewport used as a render target. Note: This property is intended for 2D usage.
sourcepub fn debug_draw(&self) -> DebugDraw
pub fn debug_draw(&self) -> DebugDraw
The overlay mode for test rendered geometry in debug purposes.
sourcepub fn get_final_transform(&self) -> Transform2D
pub fn get_final_transform(&self) -> Transform2D
Returns the total transform of the viewport.
sourcepub fn global_canvas_transform(&self) -> Transform2D
pub fn global_canvas_transform(&self) -> Transform2D
The global canvas transform of the viewport. The canvas transform is relative to this.
sourcepub fn hdr(&self) -> bool
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.
sourcepub fn keep_3d_linear(&self) -> bool
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!
sourcepub fn get_modal_stack_top(&self) -> Option<Ref<Control, Shared>>
pub fn get_modal_stack_top(&self) -> Option<Ref<Control, Shared>>
Returns the topmost modal in the stack.
sourcepub fn get_mouse_position(&self) -> Vector2
pub fn get_mouse_position(&self) -> Vector2
sourcepub fn msaa(&self) -> Msaa
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.
sourcepub fn physics_object_picking(&self) -> bool
pub fn physics_object_picking(&self) -> bool
If true
, the objects rendered by viewport become subjects of mouse picking process.
sourcepub fn get_render_info(&self, info: i64) -> i64
pub fn get_render_info(&self, info: i64) -> i64
Returns information about the viewport from the rendering pipeline.
sourcepub fn shadow_atlas_quadrant_subdiv(
&self,
quadrant: i64
) -> ShadowAtlasQuadrantSubdiv
pub fn shadow_atlas_quadrant_subdiv(
&self,
quadrant: i64
) -> ShadowAtlasQuadrantSubdiv
Returns the ShadowAtlasQuadrantSubdiv
of the specified quadrant.
sourcepub fn shadow_atlas_size(&self) -> i64
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
).
sourcepub fn sharpen_intensity(&self) -> f64
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].
sourcepub fn size(&self) -> Vector2
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.
sourcepub fn get_size_override(&self) -> Vector2
pub fn get_size_override(&self) -> Vector2
Returns the size override set with set_size_override
.
sourcepub fn get_texture(&self) -> Option<Ref<ViewportTexture, Shared>>
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()
sourcepub fn update_mode(&self) -> UpdateMode
pub fn update_mode(&self) -> UpdateMode
The update mode when viewport used as a render target.
sourcepub fn usage(&self) -> Usage
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.
sourcepub fn use_32_bpc_depth(&self) -> bool
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.
sourcepub fn use_debanding(&self) -> bool
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.
sourcepub fn use_fxaa(&self) -> bool
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
).
sourcepub fn vflip(&self) -> bool
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.
sourcepub fn get_viewport_rid(&self) -> Rid
pub fn get_viewport_rid(&self) -> Rid
Returns the viewport’s RID from the VisualServer
.
sourcepub fn get_visible_rect(&self) -> Rect2
pub fn get_visible_rect(&self) -> Rect2
Returns the visible rectangle in global screen coordinates.
sourcepub fn world(&self) -> Option<Ref<World, Shared>>
pub fn world(&self) -> Option<Ref<World, Shared>>
The custom World
which can be used as 3D environment source.
sourcepub fn world_2d(&self) -> Option<Ref<World2D, Shared>>
pub fn world_2d(&self) -> Option<Ref<World2D, Shared>>
The custom World2D
which can be used as 2D environment source.
sourcepub fn gui_get_drag_data(&self) -> Variant
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].
sourcepub fn gui_has_modal_stack(&self) -> bool
pub fn gui_has_modal_stack(&self) -> bool
Returns true
if there are visible modals on-screen.
sourcepub fn gui_is_drag_successful(&self) -> bool
pub fn gui_is_drag_successful(&self) -> bool
Returns true
if the drag operation is successful.
sourcepub fn gui_is_dragging(&self) -> bool
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.
sourcepub fn has_transparent_background(&self) -> bool
pub fn has_transparent_background(&self) -> bool
If true
, the viewport should render its background as transparent.
sourcepub fn input(&self, local_event: impl AsArg<InputEvent>)
pub fn input(&self, local_event: impl AsArg<InputEvent>)
sourcepub fn is_3d_disabled(&self) -> bool
pub fn is_3d_disabled(&self) -> bool
If true
, the viewport will disable 3D rendering. For actual disabling use usage
.
sourcepub fn is_audio_listener(&self) -> bool
pub fn is_audio_listener(&self) -> bool
If true
, the viewport will process 3D audio streams.
sourcepub fn is_audio_listener_2d(&self) -> bool
pub fn is_audio_listener_2d(&self) -> bool
If true
, the viewport will process 2D audio streams.
sourcepub fn is_handling_input_locally(&self) -> bool
pub fn is_handling_input_locally(&self) -> bool
sourcepub fn is_input_disabled(&self) -> bool
pub fn is_input_disabled(&self) -> bool
If true
, the viewport will not receive input events.
sourcepub fn is_input_handled(&self) -> bool
pub fn is_input_handled(&self) -> bool
sourcepub fn is_size_override_enabled(&self) -> bool
pub fn is_size_override_enabled(&self) -> bool
Returns true
if the size override is enabled. See set_size_override
.
sourcepub fn is_size_override_stretch_enabled(&self) -> bool
pub fn is_size_override_stretch_enabled(&self) -> bool
If true
, the size override affects stretch as well.
sourcepub fn is_snap_controls_to_pixels_enabled(&self) -> bool
pub fn is_snap_controls_to_pixels_enabled(&self) -> bool
If true
, the GUI controls on the viewport will lay pixel perfectly.
sourcepub fn is_using_own_world(&self) -> bool
pub fn is_using_own_world(&self) -> bool
sourcepub fn is_using_render_direct_to_screen(&self) -> bool
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
.
sourcepub fn set_as_audio_listener(&self, enable: bool)
pub fn set_as_audio_listener(&self, enable: bool)
If true
, the viewport will process 3D audio streams.
sourcepub fn set_as_audio_listener_2d(&self, enable: bool)
pub fn set_as_audio_listener_2d(&self, enable: bool)
If true
, the viewport will process 2D audio streams.
sourcepub fn set_attach_to_screen_rect(&self, rect: Rect2)
pub fn set_attach_to_screen_rect(&self, rect: Rect2)
sourcepub fn set_canvas_transform(&self, xform: Transform2D)
pub fn set_canvas_transform(&self, xform: Transform2D)
The canvas transform of the viewport, useful for changing the on-screen positions of all child CanvasItem
s. This is relative to the global canvas transform of the viewport.
sourcepub fn set_clear_mode(&self, mode: i64)
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.
sourcepub fn set_debug_draw(&self, debug_draw: i64)
pub fn set_debug_draw(&self, debug_draw: i64)
The overlay mode for test rendered geometry in debug purposes.
sourcepub fn set_disable_3d(&self, disable: bool)
pub fn set_disable_3d(&self, disable: bool)
If true
, the viewport will disable 3D rendering. For actual disabling use usage
.
sourcepub fn set_disable_input(&self, disable: bool)
pub fn set_disable_input(&self, disable: bool)
If true
, the viewport will not receive input events.
sourcepub fn set_global_canvas_transform(&self, xform: Transform2D)
pub fn set_global_canvas_transform(&self, xform: Transform2D)
The global canvas transform of the viewport. The canvas transform is relative to this.
sourcepub fn set_handle_input_locally(&self, enable: bool)
pub fn set_handle_input_locally(&self, enable: bool)
sourcepub fn set_hdr(&self, enable: bool)
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.
sourcepub fn set_input_as_handled(&self)
pub fn set_input_as_handled(&self)
Stops the input from propagating further down the SceneTree
.
sourcepub fn set_keep_3d_linear(&self, keep_3d_linear: bool)
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!
sourcepub fn set_msaa(&self, msaa: i64)
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.
sourcepub fn set_physics_object_picking(&self, enable: bool)
pub fn set_physics_object_picking(&self, enable: bool)
If true
, the objects rendered by viewport become subjects of mouse picking process.
sourcepub fn set_shadow_atlas_quadrant_subdiv(&self, quadrant: i64, subdiv: i64)
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.
sourcepub fn set_shadow_atlas_size(&self, size: i64)
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
).
sourcepub fn set_sharpen_intensity(&self, intensity: f64)
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].
sourcepub fn set_size(&self, size: Vector2)
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.
sourcepub fn set_size_override(&self, enable: bool, size: Vector2, margin: Vector2)
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 )
sourcepub fn set_size_override_stretch(&self, enabled: bool)
pub fn set_size_override_stretch(&self, enabled: bool)
If true
, the size override affects stretch as well.
sourcepub fn set_snap_controls_to_pixels(&self, enabled: bool)
pub fn set_snap_controls_to_pixels(&self, enabled: bool)
If true
, the GUI controls on the viewport will lay pixel perfectly.
sourcepub fn set_transparent_background(&self, enable: bool)
pub fn set_transparent_background(&self, enable: bool)
If true
, the viewport should render its background as transparent.
sourcepub fn set_update_mode(&self, mode: i64)
pub fn set_update_mode(&self, mode: i64)
The update mode when viewport used as a render target.
sourcepub fn set_usage(&self, usage: i64)
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.
sourcepub fn set_use_32_bpc_depth(&self, enable: bool)
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.
sourcepub fn set_use_arvr(&self, use_: bool)
pub fn set_use_arvr(&self, use_: bool)
If true
, the viewport will be used in AR/VR process.
sourcepub fn set_use_debanding(&self, enable: bool)
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.
sourcepub fn set_use_fxaa(&self, enable: bool)
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
).
sourcepub fn set_use_own_world(&self, enable: bool)
pub fn set_use_own_world(&self, enable: bool)
sourcepub fn set_use_render_direct_to_screen(&self, enable: bool)
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
.
sourcepub fn set_vflip(&self, enable: bool)
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.
sourcepub fn set_world(&self, world: impl AsArg<World>)
pub fn set_world(&self, world: impl AsArg<World>)
The custom World
which can be used as 3D environment source.
sourcepub fn set_world_2d(&self, world_2d: impl AsArg<World2D>)
pub fn set_world_2d(&self, world_2d: impl AsArg<World2D>)
The custom World2D
which can be used as 2D environment source.
sourcepub fn unhandled_input(&self, local_event: impl AsArg<InputEvent>)
pub fn unhandled_input(&self, local_event: impl AsArg<InputEvent>)
sourcepub fn update_worlds(&self)
pub fn update_worlds(&self)
Forces update of the 2D and 3D worlds.
sourcepub fn warp_mouse(&self, to_position: Vector2)
pub fn warp_mouse(&self, to_position: Vector2)
sourcepub fn shadow_atlas_quad_0(&self) -> i64
pub fn shadow_atlas_quad_0(&self) -> i64
The subdivision amount of the first quadrant on the shadow atlas.
sourcepub fn set_shadow_atlas_quad_0(&self, value: i64)
pub fn set_shadow_atlas_quad_0(&self, value: i64)
The subdivision amount of the first quadrant on the shadow atlas.
sourcepub fn shadow_atlas_quad_1(&self) -> i64
pub fn shadow_atlas_quad_1(&self) -> i64
The subdivision amount of the second quadrant on the shadow atlas.
sourcepub fn set_shadow_atlas_quad_1(&self, value: i64)
pub fn set_shadow_atlas_quad_1(&self, value: i64)
The subdivision amount of the second quadrant on the shadow atlas.
sourcepub fn shadow_atlas_quad_2(&self) -> i64
pub fn shadow_atlas_quad_2(&self) -> i64
The subdivision amount of the third quadrant on the shadow atlas.
sourcepub fn set_shadow_atlas_quad_2(&self, value: i64)
pub fn set_shadow_atlas_quad_2(&self, value: i64)
The subdivision amount of the third quadrant on the shadow atlas.
sourcepub fn shadow_atlas_quad_3(&self) -> i64
pub fn shadow_atlas_quad_3(&self) -> i64
The subdivision amount of the fourth quadrant on the shadow atlas.
sourcepub fn set_shadow_atlas_quad_3(&self, value: i64)
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>§
pub const PAUSE_MODE_INHERIT: i64 = 0i64
pub const PHYSICS_INTERPOLATION_MODE_INHERIT: i64 = 0i64
pub const DUPLICATE_SIGNALS: i64 = 1i64
pub const PAUSE_MODE_STOP: i64 = 1i64
pub const PHYSICS_INTERPOLATION_MODE_OFF: i64 = 1i64
pub const DUPLICATE_GROUPS: i64 = 2i64
pub const PAUSE_MODE_PROCESS: i64 = 2i64
pub const PHYSICS_INTERPOLATION_MODE_ON: i64 = 2i64
pub const DUPLICATE_SCRIPTS: i64 = 4i64
pub const DUPLICATE_USE_INSTANCING: i64 = 8i64
pub const NOTIFICATION_ENTER_TREE: i64 = 10i64
pub const NOTIFICATION_EXIT_TREE: i64 = 11i64
pub const NOTIFICATION_MOVED_IN_PARENT: i64 = 12i64
pub const NOTIFICATION_READY: i64 = 13i64
pub const NOTIFICATION_PAUSED: i64 = 14i64
pub const NOTIFICATION_UNPAUSED: i64 = 15i64
pub const NOTIFICATION_PHYSICS_PROCESS: i64 = 16i64
pub const NOTIFICATION_PROCESS: i64 = 17i64
pub const NOTIFICATION_PARENTED: i64 = 18i64
pub const NOTIFICATION_UNPARENTED: i64 = 19i64
pub const NOTIFICATION_INSTANCED: i64 = 20i64
pub const NOTIFICATION_DRAG_BEGIN: i64 = 21i64
pub const NOTIFICATION_DRAG_END: i64 = 22i64
pub const NOTIFICATION_PATH_CHANGED: i64 = 23i64
pub const NOTIFICATION_INTERNAL_PROCESS: i64 = 25i64
pub const NOTIFICATION_INTERNAL_PHYSICS_PROCESS: i64 = 26i64
pub const NOTIFICATION_POST_ENTER_TREE: i64 = 27i64
pub const NOTIFICATION_RESET_PHYSICS_INTERPOLATION: i64 = 28i64
pub const NOTIFICATION_WM_MOUSE_ENTER: i64 = 1_002i64
pub const NOTIFICATION_WM_MOUSE_EXIT: i64 = 1_003i64
pub const NOTIFICATION_WM_FOCUS_IN: i64 = 1_004i64
pub const NOTIFICATION_WM_FOCUS_OUT: i64 = 1_005i64
pub const NOTIFICATION_WM_QUIT_REQUEST: i64 = 1_006i64
pub const NOTIFICATION_WM_GO_BACK_REQUEST: i64 = 1_007i64
pub const NOTIFICATION_WM_UNFOCUS_REQUEST: i64 = 1_008i64
pub const NOTIFICATION_OS_MEMORY_WARNING: i64 = 1_009i64
pub const NOTIFICATION_TRANSLATION_CHANGED: i64 = 1_010i64
pub const NOTIFICATION_WM_ABOUT: i64 = 1_011i64
pub const NOTIFICATION_CRASH: i64 = 1_012i64
pub const NOTIFICATION_OS_IME_UPDATE: i64 = 1_013i64
pub const NOTIFICATION_APP_RESUMED: i64 = 1_014i64
pub const NOTIFICATION_APP_PAUSED: i64 = 1_015i64
sourcepub fn add_child(&self, node: impl AsArg<Node>, legible_unique_name: bool)
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
sourcepub fn add_child_below_node(
&self,
node: impl AsArg<Node>,
child_node: impl AsArg<Node>,
legible_unique_name: bool
)
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
sourcepub fn add_to_group(&self, group: impl Into<GodotString>, persistent: bool)
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
sourcepub fn can_process(&self) -> bool
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.
sourcepub fn create_tween(&self) -> Option<Ref<SceneTreeTween, Shared>>
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)
sourcepub fn duplicate(&self, flags: i64) -> Option<Ref<Node, Shared>>
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
sourcepub fn find_node(
&self,
mask: impl Into<GodotString>,
recursive: bool,
owned: bool
) -> Option<Ref<Node, Shared>>
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
sourcepub fn find_parent(
&self,
mask: impl Into<GodotString>
) -> Option<Ref<Node, Shared>>
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.
sourcepub fn get_child(&self, idx: i64) -> Option<Ref<Node, Shared>>
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
.
sourcepub fn get_child_count(&self) -> i64
pub fn get_child_count(&self) -> i64
Returns the number of child nodes.
sourcepub fn get_children(&self) -> VariantArray
pub fn get_children(&self) -> VariantArray
Returns an array of references to node’s children.
sourcepub fn custom_multiplayer(&self) -> Option<Ref<MultiplayerAPI, Shared>>
pub fn custom_multiplayer(&self) -> Option<Ref<MultiplayerAPI, Shared>>
The override to the default MultiplayerAPI
. Set to null
to use the default SceneTree
one.
sourcepub fn filename(&self) -> GodotString
pub fn filename(&self) -> GodotString
sourcepub fn get_groups(&self) -> VariantArray
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)
sourcepub fn get_index(&self) -> i64
pub fn get_index(&self) -> i64
Returns the node’s index, i.e. its position among the siblings of its parent.
sourcepub fn multiplayer(&self) -> Option<Ref<MultiplayerAPI, Shared>>
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).
sourcepub fn name(&self) -> GodotString
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.
sourcepub fn get_network_master(&self) -> i64
pub fn get_network_master(&self) -> i64
Returns the peer ID of the network master for this node. See set_network_master
.
sourcepub fn get_node(&self, path: impl Into<NodePath>) -> Option<Ref<Node, Shared>>
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 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")
sourcepub fn get_node_and_resource(&self, path: impl Into<NodePath>) -> VariantArray
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]
sourcepub fn owner(&self) -> Option<Ref<Node, Shared>>
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 SceneTree
s, 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.
sourcepub fn get_parent(&self) -> Option<Ref<Node, Shared>>
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.
sourcepub fn get_path(&self) -> NodePath
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
).
sourcepub fn get_path_to(&self, node: impl AsArg<Node>) -> NodePath
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.
sourcepub fn pause_mode(&self) -> PauseMode
pub fn pause_mode(&self) -> PauseMode
Pause mode. How the node will behave if the SceneTree
is paused.
sourcepub fn physics_interpolation_mode(&self) -> PhysicsInterpolationMode
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 Camera
s, where custom interpolation can sometimes give superior results.
sourcepub fn get_physics_process_delta_time(&self) -> f64
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
.
sourcepub fn get_position_in_parent(&self) -> i64
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
.
sourcepub fn get_process_delta_time(&self) -> f64
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.
sourcepub fn process_priority(&self) -> i64
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.
sourcepub fn get_scene_instance_load_placeholder(&self) -> bool
pub fn get_scene_instance_load_placeholder(&self) -> bool
Returns true
if this is an instance load placeholder. See InstancePlaceholder
.
sourcepub fn get_tree(&self) -> Option<Ref<SceneTree, Shared>>
pub fn get_tree(&self) -> Option<Ref<SceneTree, Shared>>
Returns the SceneTree
that contains this node.
sourcepub fn has_node(&self, path: impl Into<NodePath>) -> bool
pub fn has_node(&self, path: impl Into<NodePath>) -> bool
Returns true
if the node that the NodePath
points to exists.
sourcepub fn has_node_and_resource(&self, path: impl Into<NodePath>) -> bool
pub fn has_node_and_resource(&self, path: impl Into<NodePath>) -> bool
sourcepub fn is_a_parent_of(&self, node: impl AsArg<Node>) -> bool
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.
sourcepub fn is_displayed_folded(&self) -> bool
pub fn is_displayed_folded(&self) -> bool
Returns true
if the node is folded (collapsed) in the Scene dock.
sourcepub fn is_greater_than(&self, node: impl AsArg<Node>) -> bool
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.
sourcepub fn is_in_group(&self, group: impl Into<GodotString>) -> bool
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
.
sourcepub fn is_inside_tree(&self) -> bool
pub fn is_inside_tree(&self) -> bool
Returns true
if this node is currently inside a SceneTree
.
sourcepub fn is_network_master(&self) -> bool
pub fn is_network_master(&self) -> bool
Returns true
if the local system is the master of this node.
sourcepub fn is_physics_interpolated(&self) -> bool
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
.
sourcepub fn is_physics_interpolated_and_enabled(&self) -> bool
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].
sourcepub fn is_physics_processing(&self) -> bool
pub fn is_physics_processing(&self) -> bool
Returns true
if physics processing is enabled (see set_physics_process
).
sourcepub fn is_physics_processing_internal(&self) -> bool
pub fn is_physics_processing_internal(&self) -> bool
Returns true
if internal physics processing is enabled (see set_physics_process_internal
).
sourcepub fn is_processing(&self) -> bool
pub fn is_processing(&self) -> bool
Returns true
if processing is enabled (see set_process
).
sourcepub fn is_processing_input(&self) -> bool
pub fn is_processing_input(&self) -> bool
Returns true
if the node is processing input (see set_process_input
).
sourcepub fn is_processing_internal(&self) -> bool
pub fn is_processing_internal(&self) -> bool
Returns true
if internal processing is enabled (see set_process_internal
).
sourcepub fn is_processing_unhandled_input(&self) -> bool
pub fn is_processing_unhandled_input(&self) -> bool
Returns true
if the node is processing unhandled input (see set_process_unhandled_input
).
sourcepub fn is_processing_unhandled_key_input(&self) -> bool
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
).
sourcepub fn is_unique_name_in_owner(&self) -> bool
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.
sourcepub fn move_child(&self, child_node: impl AsArg<Node>, to_position: i64)
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.
sourcepub fn print_stray_nodes(&self)
pub fn print_stray_nodes(&self)
Prints all stray nodes (nodes outside the SceneTree
). Used for debugging. Works only in debug builds.
sourcepub fn print_tree(&self)
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
sourcepub fn print_tree_pretty(&self)
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
sourcepub fn propagate_call(
&self,
method: impl Into<GodotString>,
args: VariantArray,
parent_first: bool
)
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
sourcepub fn propagate_notification(&self, what: i64)
pub fn propagate_notification(&self, what: i64)
Notifies the current node and all its children recursively by calling Object.notification
on all of them.
sourcepub fn queue_free(&self)
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.
sourcepub fn raise(&self)
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.
sourcepub fn remove_and_skip(&self)
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.
sourcepub fn remove_child(&self, node: impl AsArg<Node>)
pub fn remove_child(&self, node: impl AsArg<Node>)
sourcepub fn remove_from_group(&self, group: impl Into<GodotString>)
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
.
sourcepub fn replace_by(&self, node: impl AsArg<Node>, keep_data: bool)
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
sourcepub fn request_ready(&self)
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).
sourcepub fn reset_physics_interpolation(&self)
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.
sourcepub fn rpc(&self, method: impl Into<GodotString>, varargs: &[Variant]) -> Variant
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
.
sourcepub fn rpc_config(&self, method: impl Into<GodotString>, mode: i64)
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.
sourcepub fn rpc_id(
&self,
peer_id: i64,
method: impl Into<GodotString>,
varargs: &[Variant]
) -> Variant
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
.
sourcepub fn rpc_unreliable(
&self,
method: impl Into<GodotString>,
varargs: &[Variant]
) -> Variant
pub fn rpc_unreliable(
&self,
method: impl Into<GodotString>,
varargs: &[Variant]
) -> Variant
Sends a rpc
using an unreliable protocol. Returns null
.
sourcepub fn rpc_unreliable_id(
&self,
peer_id: i64,
method: impl Into<GodotString>,
varargs: &[Variant]
) -> Variant
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
.
sourcepub fn rset(&self, property: impl Into<GodotString>, value: impl OwnedToVariant)
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.
sourcepub fn rset_config(&self, property: impl Into<GodotString>, mode: i64)
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.
sourcepub fn rset_id(
&self,
peer_id: i64,
property: impl Into<GodotString>,
value: impl OwnedToVariant
)
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
).
sourcepub fn rset_unreliable(
&self,
property: impl Into<GodotString>,
value: impl OwnedToVariant
)
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.
sourcepub fn rset_unreliable_id(
&self,
peer_id: i64,
property: impl Into<GodotString>,
value: impl OwnedToVariant
)
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
).
sourcepub fn set_custom_multiplayer(&self, api: impl AsArg<MultiplayerAPI>)
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.
sourcepub fn set_display_folded(&self, fold: bool)
pub fn set_display_folded(&self, fold: bool)
Sets the folded state of the node in the Scene dock.
sourcepub fn set_filename(&self, filename: impl Into<GodotString>)
pub fn set_filename(&self, filename: impl Into<GodotString>)
sourcepub fn set_name(&self, name: impl Into<GodotString>)
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.
sourcepub fn set_network_master(&self, id: i64, recursive: bool)
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
sourcepub fn set_owner(&self, owner: impl AsArg<Node>)
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 SceneTree
s, 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.
sourcepub fn set_pause_mode(&self, mode: i64)
pub fn set_pause_mode(&self, mode: i64)
Pause mode. How the node will behave if the SceneTree
is paused.
sourcepub fn set_physics_interpolation_mode(&self, mode: i64)
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 Camera
s, where custom interpolation can sometimes give superior results.
sourcepub fn set_physics_process(&self, enable: bool)
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.
sourcepub fn set_physics_process_internal(&self, enable: bool)
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.
sourcepub fn set_process(&self, enable: bool)
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.
sourcepub fn set_process_input(&self, enable: bool)
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.
sourcepub fn set_process_internal(&self, enable: bool)
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.
sourcepub fn set_process_priority(&self, priority: i64)
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.
sourcepub fn set_process_unhandled_input(&self, enable: bool)
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.
sourcepub fn set_process_unhandled_key_input(&self, enable: bool)
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.
sourcepub fn set_scene_instance_load_placeholder(&self, load_placeholder: bool)
pub fn set_scene_instance_load_placeholder(&self, load_placeholder: bool)
Sets whether this is an instance load placeholder. See InstancePlaceholder
.
sourcepub fn set_unique_name_in_owner(&self, enable: bool)
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.
sourcepub fn update_configuration_warning(&self)
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>§
pub const NOTIFICATION_POSTINITIALIZE: i64 = 0i64
pub const CONNECT_DEFERRED: i64 = 1i64
pub const NOTIFICATION_PREDELETE: i64 = 1i64
pub const CONNECT_PERSIST: i64 = 2i64
pub const CONNECT_ONESHOT: i64 = 4i64
pub const CONNECT_REFERENCE_COUNTED: i64 = 8i64
sourcepub fn add_user_signal(
&self,
signal: impl Into<GodotString>,
arguments: VariantArray
)
pub fn add_user_signal(
&self,
signal: impl Into<GodotString>,
arguments: VariantArray
)
Adds a user-defined signal
. Arguments are optional, but can be added as an Array
of dictionaries, each containing name: String
and type: int
(see [enum Variant.Type]) entries.
Default Arguments
arguments
-[ ]
sourcepub unsafe fn call(
&self,
method: impl Into<GodotString>,
varargs: &[Variant]
) -> Variant
pub unsafe fn call(
&self,
method: impl Into<GodotString>,
varargs: &[Variant]
) -> Variant
Sample code is GDScript unless otherwise noted.
Calls the method
on the object and returns the result. This method supports a variable number of arguments, so parameters are passed as a comma separated list. Example:
call("set", "position", Vector2(42.0, 0.0))
Note: In C#, the method name must be specified as snake_case if it is defined by a built-in Godot node. This doesn’t apply to user-defined methods where you should use the same convention as in the C# source (typically PascalCase).
Safety
This function bypasses Rust’s static type checks (aliasing, thread boundaries, calls to free(), …).
sourcepub unsafe fn call_deferred(
&self,
method: impl Into<GodotString>,
varargs: &[Variant]
) -> Variant
pub unsafe fn call_deferred(
&self,
method: impl Into<GodotString>,
varargs: &[Variant]
) -> Variant
Sample code is GDScript unless otherwise noted.
Calls the method
on the object during idle time. This method supports a variable number of arguments, so parameters are passed as a comma separated list. Example:
call_deferred("set", "position", Vector2(42.0, 0.0))
Note: In C#, the method name must be specified as snake_case if it is defined by a built-in Godot node. This doesn’t apply to user-defined methods where you should use the same convention as in the C# source (typically PascalCase).
Safety
This function bypasses Rust’s static type checks (aliasing, thread boundaries, calls to free(), …).
sourcepub unsafe fn callv(
&self,
method: impl Into<GodotString>,
arg_array: VariantArray
) -> Variant
pub unsafe fn callv(
&self,
method: impl Into<GodotString>,
arg_array: VariantArray
) -> Variant
Sample code is GDScript unless otherwise noted.
Calls the method
on the object and returns the result. Contrarily to call
, this method does not support a variable number of arguments but expects all parameters to be via a single Array
.
callv("set", [ "position", Vector2(42.0, 0.0) ])
Safety
This function bypasses Rust’s static type checks (aliasing, thread boundaries, calls to free(), …).
sourcepub fn can_translate_messages(&self) -> bool
pub fn can_translate_messages(&self) -> bool
Returns true
if the object can translate strings. See set_message_translation
and tr
.
sourcepub fn connect(
&self,
signal: impl Into<GodotString>,
target: impl AsArg<Object>,
method: impl Into<GodotString>,
binds: VariantArray,
flags: i64
) -> GodotResult
pub fn connect(
&self,
signal: impl Into<GodotString>,
target: impl AsArg<Object>,
method: impl Into<GodotString>,
binds: VariantArray,
flags: i64
) -> GodotResult
Sample code is GDScript unless otherwise noted.
Connects a signal
to a method
on a target
object. Pass optional binds
to the call as an Array
of parameters. These parameters will be passed to the method after any parameter used in the call to emit_signal
. Use flags
to set deferred or one-shot connections. See ConnectFlags
constants.
A signal
can only be connected once to a method
. It will print an error if already connected, unless the signal was connected with CONNECT_REFERENCE_COUNTED
. To avoid this, first, use is_connected
to check for existing connections.
If the target
is destroyed in the game’s lifecycle, the connection will be lost.
Examples:
connect("pressed", self, "_on_Button_pressed") # BaseButton signal
connect("text_entered", self, "_on_LineEdit_text_entered") # LineEdit signal
connect("hit", self, "_on_Player_hit", [ weapon_type, damage ]) # User-defined signal
An example of the relationship between binds
passed to connect
and parameters used when calling emit_signal
:
connect("hit", self, "_on_Player_hit", [ weapon_type, damage ]) # weapon_type and damage are passed last
emit_signal("hit", "Dark lord", 5) # "Dark lord" and 5 are passed first
func _on_Player_hit(hit_by, level, weapon_type, damage):
print("Hit by %s (lvl %d) with weapon %s for %d damage" % [hit_by, level, weapon_type, damage])
Default Arguments
binds
-[ ]
flags
-0
sourcepub fn disconnect(
&self,
signal: impl Into<GodotString>,
target: impl AsArg<Object>,
method: impl Into<GodotString>
)
pub fn disconnect(
&self,
signal: impl Into<GodotString>,
target: impl AsArg<Object>,
method: impl Into<GodotString>
)
Disconnects a signal
from a method
on the given target
.
If you try to disconnect a connection that does not exist, the method will print an error. Use is_connected
to ensure that the connection exists.
sourcepub fn emit_signal(
&self,
signal: impl Into<GodotString>,
varargs: &[Variant]
) -> Variant
pub fn emit_signal(
&self,
signal: impl Into<GodotString>,
varargs: &[Variant]
) -> Variant
Sample code is GDScript unless otherwise noted.
Emits the given signal
. The signal must exist, so it should be a built-in signal of this class or one of its parent classes, or a user-defined signal. This method supports a variable number of arguments, so parameters are passed as a comma separated list. Example:
emit_signal("hit", weapon_type, damage)
emit_signal("game_over")
sourcepub fn get(&self, property: impl Into<GodotString>) -> Variant
pub fn get(&self, property: impl Into<GodotString>) -> Variant
Returns the Variant
value of the given property
. If the property
doesn’t exist, this will return null
.
Note: In C#, the property name must be specified as snake_case if it is defined by a built-in Godot node. This doesn’t apply to user-defined properties where you should use the same convention as in the C# source (typically PascalCase).
sourcepub fn get_class(&self) -> GodotString
pub fn get_class(&self) -> GodotString
sourcepub fn get_incoming_connections(&self) -> VariantArray
pub fn get_incoming_connections(&self) -> VariantArray
Returns an Array
of dictionaries with information about signals that are connected to the object.
Each Dictionary
contains three String entries:
source
is a reference to the signal emitter.signal_name
is the name of the connected signal.method_name
is the name of the method to which the signal is connected.
sourcepub fn get_indexed(&self, property: impl Into<NodePath>) -> Variant
pub fn get_indexed(&self, property: impl Into<NodePath>) -> Variant
Gets the object’s property indexed by the given NodePath
. The node path should be relative to the current object and can use the colon character (:
) to access nested properties. Examples: "position:x"
or "material:next_pass:blend_mode"
.
Note: Even though the method takes NodePath
argument, it doesn’t support actual paths to Node
s in the scene tree, only colon-separated sub-property paths. For the purpose of nodes, use Node.get_node_and_resource
instead.
sourcepub fn get_instance_id(&self) -> i64
pub fn get_instance_id(&self) -> i64
Returns the object’s unique instance ID.
This ID can be saved in EncodedObjectAsID
, and can be used to retrieve the object instance with [method @GDScript.instance_from_id].
sourcepub fn get_meta(
&self,
name: impl Into<GodotString>,
default: impl OwnedToVariant
) -> Variant
pub fn get_meta(
&self,
name: impl Into<GodotString>,
default: impl OwnedToVariant
) -> Variant
Returns the object’s metadata entry for the given name
.
Throws error if the entry does not exist, unless default
is not null
(in which case the default value will be returned).
Default Arguments
default
-null
sourcepub fn get_meta_list(&self) -> PoolArray<GodotString>
pub fn get_meta_list(&self) -> PoolArray<GodotString>
Returns the object’s metadata as a PoolStringArray
.
sourcepub fn get_method_list(&self) -> VariantArray
pub fn get_method_list(&self) -> VariantArray
Returns the object’s methods and their signatures as an Array
.
sourcepub fn get_property_list(&self) -> VariantArray
pub fn get_property_list(&self) -> VariantArray
Returns the object’s property list as an Array
of dictionaries.
Each property’s Dictionary
contain at least name: String
and type: int
(see [enum Variant.Type]) entries. Optionally, it can also include hint: int
(see [PropertyHint
][PropertyHint]), hint_string: String
, and usage: int
(see [PropertyUsageFlags
][PropertyUsageFlags]).
sourcepub fn get_script(&self) -> Option<Ref<Reference, Shared>>
pub fn get_script(&self) -> Option<Ref<Reference, Shared>>
Returns the object’s Script
instance, or null
if none is assigned.
sourcepub fn get_signal_connection_list(
&self,
signal: impl Into<GodotString>
) -> VariantArray
pub fn get_signal_connection_list(
&self,
signal: impl Into<GodotString>
) -> VariantArray
Returns an Array
of connections for the given signal
.
sourcepub fn get_signal_list(&self) -> VariantArray
pub fn get_signal_list(&self) -> VariantArray
Returns the list of signals as an Array
of dictionaries.
sourcepub fn has_meta(&self, name: impl Into<GodotString>) -> bool
pub fn has_meta(&self, name: impl Into<GodotString>) -> bool
Returns true
if a metadata entry is found with the given name
.
sourcepub fn has_method(&self, method: impl Into<GodotString>) -> bool
pub fn has_method(&self, method: impl Into<GodotString>) -> bool
Returns true
if the object contains the given method
.
sourcepub fn has_signal(&self, signal: impl Into<GodotString>) -> bool
pub fn has_signal(&self, signal: impl Into<GodotString>) -> bool
Returns true
if the given signal
exists.
sourcepub fn has_user_signal(&self, signal: impl Into<GodotString>) -> bool
pub fn has_user_signal(&self, signal: impl Into<GodotString>) -> bool
Returns true
if the given user-defined signal
exists. Only signals added using add_user_signal
are taken into account.
sourcepub fn is_blocking_signals(&self) -> bool
pub fn is_blocking_signals(&self) -> bool
Returns true
if signal emission blocking is enabled.
sourcepub fn is_class(&self, class: impl Into<GodotString>) -> bool
pub fn is_class(&self, class: impl Into<GodotString>) -> bool
sourcepub fn is_connected(
&self,
signal: impl Into<GodotString>,
target: impl AsArg<Object>,
method: impl Into<GodotString>
) -> bool
pub fn is_connected(
&self,
signal: impl Into<GodotString>,
target: impl AsArg<Object>,
method: impl Into<GodotString>
) -> bool
Returns true
if a connection exists for a given signal
, target
, and method
.
sourcepub fn is_queued_for_deletion(&self) -> bool
pub fn is_queued_for_deletion(&self) -> bool
Returns true
if the Node.queue_free
method was called for the object.
sourcepub fn notification(&self, what: i64, reversed: bool)
pub fn notification(&self, what: i64, reversed: bool)
Send a given notification to the object, which will also trigger a call to the [_notification
][Self::_notification] method of all classes that the object inherits from.
If reversed
is true
, [_notification
][Self::_notification] is called first on the object’s own class, and then up to its successive parent classes. If reversed
is false
, [_notification
][Self::_notification] is called first on the highest ancestor (Object
itself), and then down to its successive inheriting classes.
Default Arguments
reversed
-false
sourcepub fn property_list_changed_notify(&self)
pub fn property_list_changed_notify(&self)
Notify the editor that the property list has changed, so that editor plugins can take the new values into account. Does nothing on export builds.
sourcepub fn remove_meta(&self, name: impl Into<GodotString>)
pub fn remove_meta(&self, name: impl Into<GodotString>)
Removes a given entry from the object’s metadata. See also set_meta
.
sourcepub fn set(&self, property: impl Into<GodotString>, value: impl OwnedToVariant)
pub fn set(&self, property: impl Into<GodotString>, value: impl OwnedToVariant)
Assigns a new value to the given property. If the property
does not exist or the given value’s type doesn’t match, nothing will happen.
Note: In C#, the property name must be specified as snake_case if it is defined by a built-in Godot node. This doesn’t apply to user-defined properties where you should use the same convention as in the C# source (typically PascalCase).
sourcepub fn set_block_signals(&self, enable: bool)
pub fn set_block_signals(&self, enable: bool)
If set to true
, signal emission is blocked.
sourcepub fn set_deferred(
&self,
property: impl Into<GodotString>,
value: impl OwnedToVariant
)
pub fn set_deferred(
&self,
property: impl Into<GodotString>,
value: impl OwnedToVariant
)
Assigns a new value to the given property, after the current frame’s physics step. This is equivalent to calling set
via call_deferred
, i.e. call_deferred("set", property, value)
.
Note: In C#, the property name must be specified as snake_case if it is defined by a built-in Godot node. This doesn’t apply to user-defined properties where you should use the same convention as in the C# source (typically PascalCase).
sourcepub fn set_indexed(
&self,
property: impl Into<NodePath>,
value: impl OwnedToVariant
)
pub fn set_indexed(
&self,
property: impl Into<NodePath>,
value: impl OwnedToVariant
)
Sample code is GDScript unless otherwise noted.
Assigns a new value to the property identified by the NodePath
. The node path should be relative to the current object and can use the colon character (:
) to access nested properties. Example:
set_indexed("position", Vector2(42, 0))
set_indexed("position:y", -10)
print(position) # (42, -10)
sourcepub fn set_message_translation(&self, enable: bool)
pub fn set_message_translation(&self, enable: bool)
Defines whether the object can translate strings (with calls to tr
). Enabled by default.
sourcepub fn set_meta(&self, name: impl Into<GodotString>, value: impl OwnedToVariant)
pub fn set_meta(&self, name: impl Into<GodotString>, value: impl OwnedToVariant)
Adds, changes or removes a given entry in the object’s metadata. Metadata are serialized and can take any Variant
value.
To remove a given entry from the object’s metadata, use remove_meta
. Metadata is also removed if its value is set to null
. This means you can also use set_meta("name", null)
to remove metadata for "name"
.
sourcepub fn set_script(&self, script: impl AsArg<Reference>)
pub fn set_script(&self, script: impl AsArg<Reference>)
Assigns a script to the object. Each object can have a single script assigned to it, which are used to extend its functionality.
If the object already had a script, the previous script instance will be freed and its variables and state will be lost. The new script’s [_init
][Self::_init] method will be called.
sourcepub fn to_string(&self) -> GodotString
pub fn to_string(&self) -> GodotString
sourcepub fn tr(&self, message: impl Into<GodotString>) -> GodotString
pub fn tr(&self, message: impl Into<GodotString>) -> GodotString
Translates a message using translation catalogs configured in the Project Settings.
Only works if message translation is enabled (which it is by default), otherwise it returns the message
unchanged. See set_message_translation
.
Trait Implementations§
source§impl GodotObject for Viewport
impl GodotObject for Viewport
§type Memory = ManuallyManaged
type Memory = ManuallyManaged
Ref
smart pointer. See its type-level documentation for more
information.fn class_name() -> &'static str
source§fn null() -> Null<Self>
fn null() -> Null<Self>
Self
as a method argument. This makes type
inference easier for the compiler compared to Option
.source§fn new() -> Ref<Self, Unique>where
Self: Instanciable,
fn new() -> Ref<Self, Unique>where
Self: Instanciable,
Self
using a zero-argument constructor, as a Unique
reference.source§fn cast<T>(&self) -> Option<&T>where
T: GodotObject + SubClass<Self>,
fn cast<T>(&self) -> Option<&T>where
T: GodotObject + SubClass<Self>,
source§fn upcast<T>(&self) -> &Twhere
T: GodotObject,
Self: SubClass<T>,
fn upcast<T>(&self) -> &Twhere
T: GodotObject,
Self: SubClass<T>,
source§unsafe fn assume_unique(&self) -> Ref<Self, Unique>where
Self: Sized,
unsafe fn assume_unique(&self) -> Ref<Self, Unique>where
Self: Sized,
impl QueueFree for Viewport
impl Sealed for Viewport
impl SubClass<Node> for Viewport
impl SubClass<Object> for Viewport
Auto Trait Implementations§
impl RefUnwindSafe for Viewport
impl !Send for Viewport
impl !Sync for Viewport
impl Unpin for Viewport
impl UnwindSafe for Viewport
Blanket Implementations§
source§impl<N, P> NodeResolveExt<P> for Nwhere
N: SubClass<Node>,
P: Into<NodePath>,
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>,
unsafe fn get_node_as<'a, T>(&self, path: P) -> Option<TRef<'a, T, Shared>>where
T: SubClass<Node>,
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 moresource§unsafe fn get_node_as_instance<'a, T>(&self, path: P) -> Option<TInstance<'a, T>>where
T: NativeClass,
T::Base: SubClass<Node>,
unsafe fn get_node_as_instance<'a, T>(&self, path: P) -> Option<TInstance<'a, T>>where
T: NativeClass,
T::Base: SubClass<Node>,
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