pub struct SceneTree { /* private fields */ }Expand description
core class SceneTree inherits MainLoop (manually managed).
This class has related types in the scene_tree 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.
SceneTree is a reference-only type. Persistent references can
only exist in the unsafe Ref<SceneTree> 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
SceneTree 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
sourceimpl SceneTree
impl SceneTree
Constants
pub const GROUP_CALL_DEFAULT: i64
pub const STRETCH_ASPECT_IGNORE: i64
pub const STRETCH_MODE_DISABLED: i64
pub const GROUP_CALL_REVERSE: i64
pub const STRETCH_ASPECT_KEEP: i64
pub const STRETCH_MODE_2D: i64
pub const GROUP_CALL_REALTIME: i64
pub const STRETCH_ASPECT_KEEP_WIDTH: i64
pub const STRETCH_MODE_VIEWPORT: i64
pub const STRETCH_ASPECT_KEEP_HEIGHT: i64
pub const GROUP_CALL_UNIQUE: i64
pub const STRETCH_ASPECT_EXPAND: i64
sourceimpl SceneTree
impl SceneTree
sourcepub fn new() -> Ref<SceneTree, Unique>
pub fn new() -> Ref<SceneTree, 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 call_group(
&self,
group: impl Into<GodotString>,
method: impl Into<GodotString>,
varargs: &[Variant]
) -> Variant
pub fn call_group(
&self,
group: impl Into<GodotString>,
method: impl Into<GodotString>,
varargs: &[Variant]
) -> Variant
Calls method on each member of the given group. You can pass arguments to method by specifying them at the end of the method call. This method is equivalent of calling call_group_flags with GROUP_CALL_DEFAULT flag.
Note: method may only have 5 arguments at most (7 arguments passed to this method in total).
Note: Due to design limitations, call_group will fail silently if one of the arguments is null.
Note: call_group will always call methods with an one-frame delay, in a way similar to Object.call_deferred. To call methods immediately, use call_group_flags with the GROUP_CALL_REALTIME flag.
sourcepub fn call_group_flags(
&self,
flags: i64,
group: impl Into<GodotString>,
method: impl Into<GodotString>,
varargs: &[Variant]
) -> Variant
pub fn call_group_flags(
&self,
flags: i64,
group: impl Into<GodotString>,
method: impl Into<GodotString>,
varargs: &[Variant]
) -> Variant
Sample code is GDScript unless otherwise noted.
Calls method on each member of the given group, respecting the given GroupCallFlags. You can pass arguments to method by specifying them at the end of the method call.
Note: method may only have 5 arguments at most (8 arguments passed to this method in total).
Note: Due to design limitations, call_group_flags will fail silently if one of the arguments is null.
get_tree().call_group_flags(SceneTree.GROUP_CALL_REALTIME | SceneTree.GROUP_CALL_REVERSE, "bases", "destroy")sourcepub fn change_scene(
&self,
path: impl Into<GodotString>
) -> Result<(), GodotError>
pub fn change_scene(
&self,
path: impl Into<GodotString>
) -> Result<(), GodotError>
Changes the running scene to the one at the given path, after loading it into a PackedScene and creating a new instance.
Returns [OK][Self::OK] on success, [ERR_CANT_OPEN][Self::ERR_CANT_OPEN] if the path cannot be loaded into a PackedScene, or [ERR_CANT_CREATE][Self::ERR_CANT_CREATE] if that scene cannot be instantiated.
Note: The scene change is deferred, which means that the new scene node is added on the next idle frame. You won’t be able to access it immediately after the change_scene call.
sourcepub fn change_scene_to(
&self,
packed_scene: impl AsArg<PackedScene>
) -> Result<(), GodotError>
pub fn change_scene_to(
&self,
packed_scene: impl AsArg<PackedScene>
) -> Result<(), GodotError>
Changes the running scene to a new instance of the given PackedScene.
Returns [OK][Self::OK] on success or [ERR_CANT_CREATE][Self::ERR_CANT_CREATE] if the scene cannot be instantiated.
Note: The scene change is deferred, which means that the new scene node is added on the next idle frame. You won’t be able to access it immediately after the change_scene_to call.
sourcepub fn create_timer(
&self,
time_sec: f64,
pause_mode_process: bool
) -> Option<Ref<SceneTreeTimer, Shared>>
pub fn create_timer(
&self,
time_sec: f64,
pause_mode_process: bool
) -> Option<Ref<SceneTreeTimer, Shared>>
Sample code is GDScript unless otherwise noted.
Returns a SceneTreeTimer which will [signal SceneTreeTimer.timeout] after the given time in seconds elapsed in this SceneTree. If pause_mode_process is set to false, pausing the SceneTree will also pause the timer.
Commonly used to create a one-shot delay timer as in the following example:
func some_function():
print("start")
yield(get_tree().create_timer(1.0), "timeout")
print("end")The timer will be automatically freed after its time elapses.
Default Arguments
pause_mode_process-true
sourcepub fn get_frame(&self) -> i64
pub fn get_frame(&self) -> i64
Returns the current frame number, i.e. the total frame count since the application started.
sourcepub fn multiplayer(&self) -> Option<Ref<MultiplayerAPI, Shared>>
pub fn multiplayer(&self) -> Option<Ref<MultiplayerAPI, Shared>>
The default MultiplayerAPI instance for this SceneTree.
sourcepub fn get_network_connected_peers(&self) -> PoolArray<i32>
pub fn get_network_connected_peers(&self) -> PoolArray<i32>
Returns the peer IDs of all connected peers of this SceneTree’s network_peer.
sourcepub fn network_peer(&self) -> Option<Ref<NetworkedMultiplayerPeer, Shared>>
pub fn network_peer(&self) -> Option<Ref<NetworkedMultiplayerPeer, Shared>>
The peer object to handle the RPC system (effectively enabling networking when set). Depending on the peer itself, the SceneTree will become a network server (check with is_network_server) and will set the root node’s network mode to master, or it will become a regular peer with the root node set to puppet. All child nodes are set to inherit the network mode by default. Handling of networking-related events (connection, disconnection, new clients) is done by connecting to SceneTree’s signals.
sourcepub fn get_network_unique_id(&self) -> i64
pub fn get_network_unique_id(&self) -> i64
Returns the unique peer ID of this SceneTree’s network_peer.
sourcepub fn get_node_count(&self) -> i64
pub fn get_node_count(&self) -> i64
Returns the number of nodes in this SceneTree.
sourcepub fn get_nodes_in_group(
&self,
group: impl Into<GodotString>
) -> VariantArray<Shared>
pub fn get_nodes_in_group(
&self,
group: impl Into<GodotString>
) -> VariantArray<Shared>
Returns a list of all nodes assigned to the given group.
sourcepub fn get_rpc_sender_id(&self) -> i64
pub fn get_rpc_sender_id(&self) -> i64
Returns the sender’s peer ID for the most recently received RPC call.
sourcepub fn has_group(&self, name: impl Into<GodotString>) -> bool
pub fn has_group(&self, name: impl Into<GodotString>) -> bool
Returns true if the given group exists.
sourcepub fn has_network_peer(&self) -> bool
pub fn has_network_peer(&self) -> bool
Returns true if there is a network_peer set.
sourcepub fn is_debugging_collisions_hint(&self) -> bool
pub fn is_debugging_collisions_hint(&self) -> bool
If true, collision shapes will be visible when running the game from the editor for debugging purposes.
If true, navigation polygons will be visible when running the game from the editor for debugging purposes.
sourcepub fn is_input_handled(&self) -> bool
pub fn is_input_handled(&self) -> bool
Returns true if the most recent InputEvent was marked as handled with set_input_as_handled.
sourcepub fn is_multiplayer_poll_enabled(&self) -> bool
pub fn is_multiplayer_poll_enabled(&self) -> bool
If true (default value), enables automatic polling of the MultiplayerAPI for this SceneTree during idle_frame.
If false, you need to manually call MultiplayerAPI.poll to process network packets and deliver RPCs/RSETs. This allows running RPCs/RSETs in a different loop (e.g. physics, thread, specific time step) and for manual Mutex protection when accessing the MultiplayerAPI from threads.
sourcepub fn is_network_server(&self) -> bool
pub fn is_network_server(&self) -> bool
Returns true if this SceneTree’s network_peer is in server mode (listening for connections).
sourcepub fn is_paused(&self) -> bool
pub fn is_paused(&self) -> bool
If true, the SceneTree is paused. Doing so will have the following behavior:
- 2D and 3D physics will be stopped. This includes signals and collision detection.
- [
Node._process][Node::_process], [Node._physics_process][Node::_physics_process] and [Node._input][Node::_input] will not be called anymore in nodes.
sourcepub fn is_refusing_new_network_connections(&self) -> bool
pub fn is_refusing_new_network_connections(&self) -> bool
If true, the SceneTree’s network_peer refuses new incoming connections.
sourcepub fn is_using_font_oversampling(&self) -> bool
pub fn is_using_font_oversampling(&self) -> bool
If true, font oversampling is used.
sourcepub fn notify_group(&self, group: impl Into<GodotString>, notification: i64)
pub fn notify_group(&self, group: impl Into<GodotString>, notification: i64)
Sends the given notification to all members of the group.
sourcepub fn notify_group_flags(
&self,
call_flags: i64,
group: impl Into<GodotString>,
notification: i64
)
pub fn notify_group_flags(
&self,
call_flags: i64,
group: impl Into<GodotString>,
notification: i64
)
Sends the given notification to all members of the group, respecting the given GroupCallFlags.
sourcepub fn queue_delete(&self, obj: impl AsArg<Object>)
pub fn queue_delete(&self, obj: impl AsArg<Object>)
Queues the given object for deletion, delaying the call to [Object.free][Object::free] to after the current frame.
sourcepub fn quit(&self, exit_code: i64)
pub fn quit(&self, exit_code: i64)
Quits the application at the end of the current iteration. A process exit_code can optionally be passed as an argument. If this argument is 0 or greater, it will override the OS.exit_code defined before quitting the application.
Note: On iOS this method doesn’t work. Instead, as recommended by the iOS Human Interface Guidelines, the user is expected to close apps via the Home button.
Default Arguments
exit_code--1
sourcepub fn reload_current_scene(&self) -> Result<(), GodotError>
pub fn reload_current_scene(&self) -> Result<(), GodotError>
Reloads the currently active scene.
Returns [OK][Self::OK] on success, [ERR_UNCONFIGURED][Self::ERR_UNCONFIGURED] if no current_scene was defined yet, [ERR_CANT_OPEN][Self::ERR_CANT_OPEN] if current_scene cannot be loaded into a PackedScene, or [ERR_CANT_CREATE][Self::ERR_CANT_CREATE] if the scene cannot be instantiated.
sourcepub fn set_auto_accept_quit(&self, enabled: bool)
pub fn set_auto_accept_quit(&self, enabled: bool)
If true, the application automatically accepts quitting. Enabled by default.
For mobile platforms, see set_quit_on_go_back.
sourcepub fn set_current_scene(&self, child_node: impl AsArg<Node>)
pub fn set_current_scene(&self, child_node: impl AsArg<Node>)
The current scene.
sourcepub fn set_debug_collisions_hint(&self, enable: bool)
pub fn set_debug_collisions_hint(&self, enable: bool)
If true, collision shapes will be visible when running the game from the editor for debugging purposes.
If true, navigation polygons will be visible when running the game from the editor for debugging purposes.
sourcepub fn set_edited_scene_root(&self, scene: impl AsArg<Node>)
pub fn set_edited_scene_root(&self, scene: impl AsArg<Node>)
The root of the edited scene.
sourcepub fn set_group(
&self,
group: impl Into<GodotString>,
property: impl Into<GodotString>,
value: impl OwnedToVariant
)
pub fn set_group(
&self,
group: impl Into<GodotString>,
property: impl Into<GodotString>,
value: impl OwnedToVariant
)
Sets the given property to value on all members of the given group.
sourcepub fn set_group_flags(
&self,
call_flags: i64,
group: impl Into<GodotString>,
property: impl Into<GodotString>,
value: impl OwnedToVariant
)
pub fn set_group_flags(
&self,
call_flags: i64,
group: impl Into<GodotString>,
property: impl Into<GodotString>,
value: impl OwnedToVariant
)
Sets the given property to value on all members of the given group, respecting the given GroupCallFlags.
sourcepub fn set_input_as_handled(&self)
pub fn set_input_as_handled(&self)
Marks the most recent InputEvent as handled.
sourcepub fn set_multiplayer(&self, multiplayer: impl AsArg<MultiplayerAPI>)
pub fn set_multiplayer(&self, multiplayer: impl AsArg<MultiplayerAPI>)
The default MultiplayerAPI instance for this SceneTree.
sourcepub fn set_multiplayer_poll_enabled(&self, enabled: bool)
pub fn set_multiplayer_poll_enabled(&self, enabled: bool)
If true (default value), enables automatic polling of the MultiplayerAPI for this SceneTree during idle_frame.
If false, you need to manually call MultiplayerAPI.poll to process network packets and deliver RPCs/RSETs. This allows running RPCs/RSETs in a different loop (e.g. physics, thread, specific time step) and for manual Mutex protection when accessing the MultiplayerAPI from threads.
sourcepub fn set_network_peer(&self, peer: impl AsArg<NetworkedMultiplayerPeer>)
pub fn set_network_peer(&self, peer: impl AsArg<NetworkedMultiplayerPeer>)
The peer object to handle the RPC system (effectively enabling networking when set). Depending on the peer itself, the SceneTree will become a network server (check with is_network_server) and will set the root node’s network mode to master, or it will become a regular peer with the root node set to puppet. All child nodes are set to inherit the network mode by default. Handling of networking-related events (connection, disconnection, new clients) is done by connecting to SceneTree’s signals.
sourcepub fn set_pause(&self, enable: bool)
pub fn set_pause(&self, enable: bool)
If true, the SceneTree is paused. Doing so will have the following behavior:
- 2D and 3D physics will be stopped. This includes signals and collision detection.
- [
Node._process][Node::_process], [Node._physics_process][Node::_physics_process] and [Node._input][Node::_input] will not be called anymore in nodes.
sourcepub fn set_quit_on_go_back(&self, enabled: bool)
pub fn set_quit_on_go_back(&self, enabled: bool)
If true, the application quits automatically on going back (e.g. on Android). Enabled by default.
To handle ‘Go Back’ button when this option is disabled, use MainLoop.NOTIFICATION_WM_GO_BACK_REQUEST.
sourcepub fn set_refuse_new_network_connections(&self, refuse: bool)
pub fn set_refuse_new_network_connections(&self, refuse: bool)
If true, the SceneTree’s network_peer refuses new incoming connections.
sourcepub fn set_screen_stretch(
&self,
mode: i64,
aspect: i64,
minsize: Vector2,
scale: f64
)
pub fn set_screen_stretch(
&self,
mode: i64,
aspect: i64,
minsize: Vector2,
scale: f64
)
Configures screen stretching to the given StretchMode, StretchAspect, minimum size and scale.
Default Arguments
scale-1
sourcepub fn set_use_font_oversampling(&self, enable: bool)
pub fn set_use_font_oversampling(&self, enable: bool)
If true, font oversampling is used.
Methods from Deref<Target = MainLoop>
pub const NOTIFICATION_WM_MOUSE_ENTER: i64
pub const NOTIFICATION_WM_MOUSE_EXIT: i64
pub const NOTIFICATION_WM_FOCUS_IN: i64
pub const NOTIFICATION_WM_FOCUS_OUT: i64
pub const NOTIFICATION_WM_QUIT_REQUEST: i64
pub const NOTIFICATION_WM_GO_BACK_REQUEST: i64
pub const NOTIFICATION_WM_UNFOCUS_REQUEST: i64
pub const NOTIFICATION_OS_MEMORY_WARNING: i64
pub const NOTIFICATION_TRANSLATION_CHANGED: i64
pub const NOTIFICATION_WM_ABOUT: i64
pub const NOTIFICATION_CRASH: i64
pub const NOTIFICATION_OS_IME_UPDATE: i64
pub const NOTIFICATION_APP_RESUMED: i64
pub const NOTIFICATION_APP_PAUSED: i64
sourcepub fn finish(&self)
pub fn finish(&self)
Should not be called manually, override [_finalize][Self::_finalize] instead. Will be removed in Godot 4.0.
sourcepub fn idle(&self, delta: f64) -> bool
pub fn idle(&self, delta: f64) -> bool
Should not be called manually, override [_idle][Self::_idle] instead. Will be removed in Godot 4.0.
sourcepub fn init(&self)
pub fn init(&self)
Should not be called manually, override [_initialize][Self::_initialize] instead. Will be removed in Godot 4.0.
sourcepub fn input_event(&self, event: impl AsArg<InputEvent>)
pub fn input_event(&self, event: impl AsArg<InputEvent>)
Should not be called manually, override [_input_event][Self::_input_event] instead. Will be removed in Godot 4.0.
sourcepub fn input_text(&self, text: impl Into<GodotString>)
pub fn input_text(&self, text: impl Into<GodotString>)
Should not be called manually, override [_input_text][Self::_input_text] instead. Will be removed in Godot 4.0.
Methods from Deref<Target = Object>
pub const NOTIFICATION_POSTINITIALIZE: i64
pub const CONNECT_DEFERRED: i64
pub const NOTIFICATION_PREDELETE: i64
pub const CONNECT_PERSIST: i64
pub const CONNECT_ONESHOT: i64
pub const CONNECT_REFERENCE_COUNTED: i64
sourcepub fn add_user_signal(
&self,
signal: impl Into<GodotString>,
arguments: VariantArray<Shared>
)
pub fn add_user_signal(
&self,
signal: impl Into<GodotString>,
arguments: VariantArray<Shared>
)
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<Shared>
) -> Variant
pub unsafe fn callv(
&self,
method: impl Into<GodotString>,
arg_array: VariantArray<Shared>
) -> 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<Shared>,
flags: i64
) -> Result<(), GodotError>
pub fn connect(
&self,
signal: impl Into<GodotString>,
target: impl AsArg<Object>,
method: impl Into<GodotString>,
binds: VariantArray<Shared>,
flags: i64
) -> Result<(), GodotError>
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 throw 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 signalAn 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 throw 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<Shared>
pub fn get_incoming_connections(&self) -> VariantArray<Shared>
Returns an Array of dictionaries with information about signals that are connected to the object.
Each Dictionary contains three String entries:
sourceis a reference to the signal emitter.signal_nameis the name of the connected signal.method_nameis 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".
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>) -> Variant
pub fn get_meta(&self, name: impl Into<GodotString>) -> Variant
Returns the object’s metadata entry for the given name.
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<Shared>
pub fn get_method_list(&self) -> VariantArray<Shared>
Returns the object’s methods and their signatures as an Array.
sourcepub fn get_property_list(&self) -> VariantArray<Shared>
pub fn get_property_list(&self) -> VariantArray<Shared>
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<Shared>
pub fn get_signal_connection_list(
&self,
signal: impl Into<GodotString>
) -> VariantArray<Shared>
Returns an Array of connections for the given signal.
sourcepub fn get_signal_list(&self) -> VariantArray<Shared>
pub fn get_signal_list(&self) -> VariantArray<Shared>
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, 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
sourceimpl GodotObject for SceneTree
impl GodotObject for SceneTree
type Memory = ManuallyManaged
type Memory = ManuallyManaged
pub fn class_name() -> &'static str
sourcefn null() -> Null<Self>
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. Read more
sourcefn new() -> Ref<Self, Unique> where
Self: Instanciable,
fn new() -> Ref<Self, Unique> where
Self: Instanciable,
Creates a new instance of Self using a zero-argument constructor, as a Unique
reference. Read more
sourcefn cast<T>(&self) -> Option<&T> where
T: GodotObject + SubClass<Self>,
fn cast<T>(&self) -> Option<&T> where
T: GodotObject + SubClass<Self>,
Performs a dynamic reference downcast to target type. Read more
sourcefn upcast<T>(&self) -> &T where
T: GodotObject,
Self: SubClass<T>,
fn upcast<T>(&self) -> &T where
T: GodotObject,
Self: SubClass<T>,
Performs a static reference upcast to a supertype that is guaranteed to be valid. Read more
Creates a persistent reference to the same Godot object with shared thread access. Read more
sourceunsafe fn assume_thread_local(&self) -> Ref<Self, ThreadLocal> where
Self: GodotObject<Memory = RefCounted>,
unsafe fn assume_thread_local(&self) -> Ref<Self, ThreadLocal> where
Self: GodotObject<Memory = RefCounted>,
Creates a persistent reference to the same Godot object with thread-local thread access. Read more
sourceunsafe fn assume_unique(&self) -> Ref<Self, Unique>
unsafe fn assume_unique(&self) -> Ref<Self, Unique>
Creates a persistent reference to the same Godot object with unique access. Read more
impl SubClass<MainLoop> for SceneTree
impl SubClass<Object> for SceneTree
Auto Trait Implementations
impl RefUnwindSafe for SceneTree
impl !Send for SceneTree
impl !Sync for SceneTree
impl Unpin for SceneTree
impl UnwindSafe for SceneTree
Blanket Implementations
sourceimpl<T> BorrowMut<T> for T where
T: ?Sized,
impl<T> BorrowMut<T> for T where
T: ?Sized,
const: unstable · sourcepub fn borrow_mut(&mut self) -> &mut T
pub fn borrow_mut(&mut self) -> &mut T
Mutably borrows from an owned value. Read more