Struct gdnative_core::NodePath [−][src]
pub struct NodePath(_);
A reference-counted relative or absolute path in a scene tree, for use with Node.get_node()
and similar
functions. It can reference a node, a resource within a node, or a property of a node or
resource.
"Path2D/PathFollow2D/Sprite:texture:size"
would refer to the size property of the texture
resource on the node named “Sprite” which is a child of the other named nodes in the path.
Note that if you want to get a resource, you must end the path with a colon,
otherwise the last element will be used as a property name.
If a string is passed to Node.get_node()
, it will be automatically converted to a NodePath
,
but NodePath
can be parsed ahead of time with NodePath::from_str()
or NodePath::from_godot_string()
.
A NodePath
consists of node names, “subnode” (resource) names, and the name of a property in
the final node or resource.
Methods
impl NodePath
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impl NodePath
pub fn from_str(path: &str) -> Self
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pub fn from_str(path: &str) -> Self
Create a NodePath
from a string, e.g. "Path2D/PathFollow2D/Sprite:texture:size"
.
A path is absolute if it starts with a slash. Absolute paths are only valid in the
global scene tree, not within individual scenes. In a relative path, "."
and ".."
indicate the current node and its parent.
pub fn from_godot_string(path: &GodotString) -> Self
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pub fn from_godot_string(path: &GodotString) -> Self
Create a NodePath
from a GodotString.
pub fn is_empty(&self) -> bool
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pub fn is_empty(&self) -> bool
Returns true
if the node path is empty.
pub fn is_absolute(&self) -> bool
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pub fn is_absolute(&self) -> bool
Returns true
if the node path is absolute.
pub fn name_count(&mut self) -> i32
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pub fn name_count(&mut self) -> i32
pub fn subname(&self, idx: i32) -> GodotString
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pub fn subname(&self, idx: i32) -> GodotString
Returns the resource name of the specified idx
, 0 to subname_count()
pub fn subname_count(&self) -> i32
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pub fn subname_count(&self) -> i32
Returns the number of resource names in the path.
pub fn concatenated_subnames(&self) -> GodotString
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pub fn concatenated_subnames(&self) -> GodotString
pub fn to_godot_string(&self) -> GodotString
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pub fn to_godot_string(&self) -> GodotString
Returns the NodePath
as a GodotString
pub fn to_string(&self) -> String
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pub fn to_string(&self) -> String
Returns the NodePath
as a String
pub fn new_ref(&self) -> NodePath
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pub fn new_ref(&self) -> NodePath
Trait Implementations
impl<'l> From<&'l NodePath> for Variant
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impl<'l> From<&'l NodePath> for Variant
impl Drop for NodePath
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impl Drop for NodePath
impl PartialEq for NodePath
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impl PartialEq for NodePath
fn eq(&self, other: &Self) -> bool
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fn eq(&self, other: &Self) -> bool
This method tests for self
and other
values to be equal, and is used by ==
. Read more
fn ne(&self, other: &Rhs) -> bool
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fn ne(&self, other: &Rhs) -> bool
This method tests for !=
.
impl Eq for NodePath
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impl Eq for NodePath
impl ToVariant for NodePath
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impl ToVariant for NodePath
fn to_variant(&self) -> Variant
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fn to_variant(&self) -> Variant
fn from_variant(variant: &Variant) -> Option<Self>
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fn from_variant(variant: &Variant) -> Option<Self>
impl Debug for NodePath
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impl Debug for NodePath