pub struct TileMap { /* private fields */ }Expand description
core class TileMap inherits Node2D (manually managed).
This class has related types in the tile_map 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.
TileMap is a reference-only type. Persistent references can
only exist in the unsafe Ref<TileMap> 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
TileMap 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 TileMap
 
impl TileMap
Constants
pub const INVALID_CELL: i64
pub const HALF_OFFSET_X: i64
pub const MODE_SQUARE: i64
pub const TILE_ORIGIN_TOP_LEFT: i64
pub const HALF_OFFSET_Y: i64
pub const MODE_ISOMETRIC: i64
pub const TILE_ORIGIN_CENTER: i64
pub const HALF_OFFSET_DISABLED: i64
pub const MODE_CUSTOM: i64
pub const TILE_ORIGIN_BOTTOM_LEFT: i64
pub const HALF_OFFSET_NEGATIVE_X: i64
pub const HALF_OFFSET_NEGATIVE_Y: i64
sourceimpl TileMap
 
impl TileMap
sourcepub fn new() -> Ref<TileMap, Unique>
 
pub fn new() -> Ref<TileMap, 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 fix_invalid_tiles(&self)
 
pub fn fix_invalid_tiles(&self)
Clears cells that do not exist in the tileset.
sourcepub fn get_cell(&self, x: i64, y: i64) -> i64
 
pub fn get_cell(&self, x: i64, y: i64) -> i64
Returns the tile index of the given cell. If no tile exists in the cell, returns INVALID_CELL.
sourcepub fn get_cell_autotile_coord(&self, x: i64, y: i64) -> Vector2
 
pub fn get_cell_autotile_coord(&self, x: i64, y: i64) -> Vector2
Returns the coordinate (subtile column and row) of the autotile variation in the tileset. Returns a zero vector if the cell doesn’t have autotiling.
sourcepub fn get_cellv(&self, position: Vector2) -> i64
 
pub fn get_cellv(&self, position: Vector2) -> i64
Returns the tile index of the cell given by a Vector2. If no tile exists in the cell, returns INVALID_CELL.
sourcepub fn collision_bounce(&self) -> f64
 
pub fn collision_bounce(&self) -> f64
Bounce value for static body collisions (see collision_use_kinematic).
sourcepub fn collision_friction(&self) -> f64
 
pub fn collision_friction(&self) -> f64
Friction value for static body collisions (see collision_use_kinematic).
sourcepub fn collision_layer(&self) -> i64
 
pub fn collision_layer(&self) -> i64
The collision layer(s) for all colliders in the TileMap. See Collision layers and masks in the documentation for more information.
sourcepub fn get_collision_layer_bit(&self, bit: i64) -> bool
 
pub fn get_collision_layer_bit(&self, bit: i64) -> bool
Returns true if the given collision layer bit is set.
sourcepub fn collision_mask(&self) -> i64
 
pub fn collision_mask(&self) -> i64
The collision mask(s) for all colliders in the TileMap. See Collision layers and masks in the documentation for more information.
sourcepub fn get_collision_mask_bit(&self, bit: i64) -> bool
 
pub fn get_collision_mask_bit(&self, bit: i64) -> bool
Returns true if the given collision mask bit is set.
sourcepub fn collision_use_kinematic(&self) -> bool
 
pub fn collision_use_kinematic(&self) -> bool
If true, TileMap collisions will be handled as a kinematic body. If false, collisions will be handled as static body.
sourcepub fn collision_use_parent(&self) -> bool
 
pub fn collision_use_parent(&self) -> bool
If true, this tilemap’s collision shape will be added to the collision shape of the parent. The parent has to be a CollisionObject2D.
sourcepub fn custom_transform(&self) -> Transform2D
 
pub fn custom_transform(&self) -> Transform2D
The custom Transform2D to be applied to the TileMap’s cells.
sourcepub fn half_offset(&self) -> HalfOffset
 
pub fn half_offset(&self) -> HalfOffset
Amount to offset alternating tiles. See HalfOffset for possible values.
sourcepub fn occluder_light_mask(&self) -> i64
 
pub fn occluder_light_mask(&self) -> i64
The light mask assigned to all light occluders in the TileMap. The TileSet’s light occluders will cast shadows only from Light2D(s) that have the same light mask(s).
sourcepub fn quadrant_size(&self) -> i64
 
pub fn quadrant_size(&self) -> i64
The TileMap’s quadrant size. Optimizes drawing by batching, using chunks of this size.
sourcepub fn tile_origin(&self) -> TileOrigin
 
pub fn tile_origin(&self) -> TileOrigin
Position for tile origin. See TileOrigin for possible values.
sourcepub fn get_used_cells(&self) -> VariantArray<Shared>
 
pub fn get_used_cells(&self) -> VariantArray<Shared>
Returns a Vector2 array with the positions of all cells containing a tile from the tileset (i.e. a tile index different from -1).
sourcepub fn get_used_cells_by_id(&self, id: i64) -> VariantArray<Shared>
 
pub fn get_used_cells_by_id(&self, id: i64) -> VariantArray<Shared>
Returns an array of all cells with the given tile index specified in id.
sourcepub fn get_used_rect(&self) -> Rect2
 
pub fn get_used_rect(&self) -> Rect2
Returns a rectangle enclosing the used (non-empty) tiles of the map.
sourcepub fn is_cell_transposed(&self, x: i64, y: i64) -> bool
 
pub fn is_cell_transposed(&self, x: i64, y: i64) -> bool
Returns true if the given cell is transposed, i.e. the X and Y axes are swapped.
sourcepub fn is_cell_x_flipped(&self, x: i64, y: i64) -> bool
 
pub fn is_cell_x_flipped(&self, x: i64, y: i64) -> bool
Returns true if the given cell is flipped in the X axis.
sourcepub fn is_cell_y_flipped(&self, x: i64, y: i64) -> bool
 
pub fn is_cell_y_flipped(&self, x: i64, y: i64) -> bool
Returns true if the given cell is flipped in the Y axis.
sourcepub fn is_centered_textures_enabled(&self) -> bool
 
pub fn is_centered_textures_enabled(&self) -> bool
If true, the textures will be centered in the middle of each tile. This is useful for certain isometric or top-down modes when textures are made larger or smaller than the tiles (e.g. to avoid flickering on tile edges). The offset is still applied, but from the center of the tile. If used, [compatibility_mode][Self::compatibility_mode] is ignored.
If false, the texture position start in the top-left corner unless [compatibility_mode][Self::compatibility_mode] is enabled.
sourcepub fn is_compatibility_mode_enabled(&self) -> bool
 
pub fn is_compatibility_mode_enabled(&self) -> bool
If true, the compatibility with the tilemaps made in Godot 3.1 or earlier is maintained (textures move when the tile origin changes and rotate if the texture size is not homogeneous). This mode presents problems when doing flip_h, flip_v and transpose tile operations on non-homogeneous isometric tiles (e.g. 2:1), in which the texture could not coincide with the collision, thus it is not recommended for isometric or non-square tiles.
If false, the textures do not move when doing flip_h, flip_v operations if no offset is used, nor when changing the tile origin.
The compatibility mode doesn’t work with the [centered_textures][Self::centered_textures] option, because displacing textures with the [cell_tile_origin][Self::cell_tile_origin] option or in irregular tiles is not relevant when centering those textures.
sourcepub fn is_show_collision_enabled(&self) -> bool
 
pub fn is_show_collision_enabled(&self) -> bool
If true, collision shapes are visible in the editor. Doesn’t affect collision shapes visibility at runtime. To show collision shapes at runtime, enable Visible Collision Shapes in the Debug menu instead.
sourcepub fn is_y_sort_mode_enabled(&self) -> bool
 
pub fn is_y_sort_mode_enabled(&self) -> bool
If true, the TileMap’s direct children will be drawn in order of their Y coordinate.
sourcepub fn map_to_world(
    &self, 
    map_position: Vector2, 
    ignore_half_ofs: bool
) -> Vector2
 
pub fn map_to_world(
    &self, 
    map_position: Vector2, 
    ignore_half_ofs: bool
) -> Vector2
Sample code is GDScript unless otherwise noted.
Returns the local position of the top left corner of the cell corresponding to the given tilemap (grid-based) coordinates.
To get the global position, use Node2D.to_global:
var local_position = my_tilemap.map_to_world(map_position)
var global_position = my_tilemap.to_global(local_position)Optionally, the tilemap’s half offset can be ignored.
Default Arguments
ignore_half_ofs-false
sourcepub fn set_cell(
    &self, 
    x: i64, 
    y: i64, 
    tile: i64, 
    flip_x: bool, 
    flip_y: bool, 
    transpose: bool, 
    autotile_coord: Vector2
)
 
pub fn set_cell(
    &self, 
    x: i64, 
    y: i64, 
    tile: i64, 
    flip_x: bool, 
    flip_y: bool, 
    transpose: bool, 
    autotile_coord: Vector2
)
Sample code is GDScript unless otherwise noted.
Sets the tile index for the cell given by a Vector2.
An index of -1 clears the cell.
Optionally, the tile can also be flipped, transposed, or given autotile coordinates. The autotile coordinate refers to the column and row of the subtile.
Note: Data such as navigation polygons and collision shapes are not immediately updated for performance reasons.
If you need these to be immediately updated, you can call update_dirty_quadrants.
Overriding this method also overrides it internally, allowing custom logic to be implemented when tiles are placed/removed:
func set_cell(x, y, tile, flip_x=false, flip_y=false, transpose=false, autotile_coord=Vector2()):
    .set_cell(x, y, tile, flip_x, flip_y, transpose, autotile_coord)Default Arguments
flip_x-falseflip_y-falsetranspose-falseautotile_coord-Vector2( 0, 0 )
sourcepub fn set_cell_size(&self, size: Vector2)
 
pub fn set_cell_size(&self, size: Vector2)
The TileMap’s cell size.
sourcepub fn set_cellv(
    &self, 
    position: Vector2, 
    tile: i64, 
    flip_x: bool, 
    flip_y: bool, 
    transpose: bool
)
 
pub fn set_cellv(
    &self, 
    position: Vector2, 
    tile: i64, 
    flip_x: bool, 
    flip_y: bool, 
    transpose: bool
)
Sets the tile index for the given cell.
An index of -1 clears the cell.
Optionally, the tile can also be flipped or transposed.
Note: Data such as navigation polygons and collision shapes are not immediately updated for performance reasons.
If you need these to be immediately updated, you can call update_dirty_quadrants.
Default Arguments
flip_x-falseflip_y-falsetranspose-false
sourcepub fn set_centered_textures(&self, enable: bool)
 
pub fn set_centered_textures(&self, enable: bool)
If true, the textures will be centered in the middle of each tile. This is useful for certain isometric or top-down modes when textures are made larger or smaller than the tiles (e.g. to avoid flickering on tile edges). The offset is still applied, but from the center of the tile. If used, [compatibility_mode][Self::compatibility_mode] is ignored.
If false, the texture position start in the top-left corner unless [compatibility_mode][Self::compatibility_mode] is enabled.
sourcepub fn set_clip_uv(&self, enable: bool)
 
pub fn set_clip_uv(&self, enable: bool)
If true, the cell’s UVs will be clipped.
sourcepub fn set_collision_bounce(&self, value: f64)
 
pub fn set_collision_bounce(&self, value: f64)
Bounce value for static body collisions (see collision_use_kinematic).
sourcepub fn set_collision_friction(&self, value: f64)
 
pub fn set_collision_friction(&self, value: f64)
Friction value for static body collisions (see collision_use_kinematic).
sourcepub fn set_collision_layer(&self, layer: i64)
 
pub fn set_collision_layer(&self, layer: i64)
The collision layer(s) for all colliders in the TileMap. See Collision layers and masks in the documentation for more information.
sourcepub fn set_collision_layer_bit(&self, bit: i64, value: bool)
 
pub fn set_collision_layer_bit(&self, bit: i64, value: bool)
Sets the given collision layer bit.
sourcepub fn set_collision_mask(&self, mask: i64)
 
pub fn set_collision_mask(&self, mask: i64)
The collision mask(s) for all colliders in the TileMap. See Collision layers and masks in the documentation for more information.
sourcepub fn set_collision_mask_bit(&self, bit: i64, value: bool)
 
pub fn set_collision_mask_bit(&self, bit: i64, value: bool)
Sets the given collision mask bit.
sourcepub fn set_collision_use_kinematic(&self, use_kinematic: bool)
 
pub fn set_collision_use_kinematic(&self, use_kinematic: bool)
If true, TileMap collisions will be handled as a kinematic body. If false, collisions will be handled as static body.
sourcepub fn set_collision_use_parent(&self, use_parent: bool)
 
pub fn set_collision_use_parent(&self, use_parent: bool)
If true, this tilemap’s collision shape will be added to the collision shape of the parent. The parent has to be a CollisionObject2D.
sourcepub fn set_compatibility_mode(&self, enable: bool)
 
pub fn set_compatibility_mode(&self, enable: bool)
If true, the compatibility with the tilemaps made in Godot 3.1 or earlier is maintained (textures move when the tile origin changes and rotate if the texture size is not homogeneous). This mode presents problems when doing flip_h, flip_v and transpose tile operations on non-homogeneous isometric tiles (e.g. 2:1), in which the texture could not coincide with the collision, thus it is not recommended for isometric or non-square tiles.
If false, the textures do not move when doing flip_h, flip_v operations if no offset is used, nor when changing the tile origin.
The compatibility mode doesn’t work with the [centered_textures][Self::centered_textures] option, because displacing textures with the [cell_tile_origin][Self::cell_tile_origin] option or in irregular tiles is not relevant when centering those textures.
sourcepub fn set_custom_transform(&self, custom_transform: Transform2D)
 
pub fn set_custom_transform(&self, custom_transform: Transform2D)
The custom Transform2D to be applied to the TileMap’s cells.
sourcepub fn set_half_offset(&self, half_offset: i64)
 
pub fn set_half_offset(&self, half_offset: i64)
Amount to offset alternating tiles. See HalfOffset for possible values.
sourcepub fn set_occluder_light_mask(&self, mask: i64)
 
pub fn set_occluder_light_mask(&self, mask: i64)
The light mask assigned to all light occluders in the TileMap. The TileSet’s light occluders will cast shadows only from Light2D(s) that have the same light mask(s).
sourcepub fn set_quadrant_size(&self, size: i64)
 
pub fn set_quadrant_size(&self, size: i64)
The TileMap’s quadrant size. Optimizes drawing by batching, using chunks of this size.
sourcepub fn set_show_collision(&self, enable: bool)
 
pub fn set_show_collision(&self, enable: bool)
If true, collision shapes are visible in the editor. Doesn’t affect collision shapes visibility at runtime. To show collision shapes at runtime, enable Visible Collision Shapes in the Debug menu instead.
sourcepub fn set_tile_origin(&self, origin: i64)
 
pub fn set_tile_origin(&self, origin: i64)
Position for tile origin. See TileOrigin for possible values.
sourcepub fn set_tileset(&self, tileset: impl AsArg<TileSet>)
 
pub fn set_tileset(&self, tileset: impl AsArg<TileSet>)
The assigned TileSet.
sourcepub fn set_y_sort_mode(&self, enable: bool)
 
pub fn set_y_sort_mode(&self, enable: bool)
If true, the TileMap’s direct children will be drawn in order of their Y coordinate.
sourcepub fn update_bitmask_area(&self, position: Vector2)
 
pub fn update_bitmask_area(&self, position: Vector2)
Applies autotiling rules to the cell (and its adjacent cells) referenced by its grid-based X and Y coordinates.
sourcepub fn update_bitmask_region(&self, start: Vector2, end: Vector2)
 
pub fn update_bitmask_region(&self, start: Vector2, end: Vector2)
Applies autotiling rules to the cells in the given region (specified by grid-based X and Y coordinates). Calling with invalid (or missing) parameters applies autotiling rules for the entire tilemap.
Default Arguments
start-Vector2( 0, 0 )end-Vector2( 0, 0 )
sourcepub fn update_dirty_quadrants(&self)
 
pub fn update_dirty_quadrants(&self)
Updates the tile map’s quadrants, allowing things such as navigation and collision shapes to be immediately used if modified.
sourcepub fn world_to_map(&self, world_position: Vector2) -> Vector2
 
pub fn world_to_map(&self, world_position: Vector2) -> Vector2
Sample code is GDScript unless otherwise noted.
Returns the tilemap (grid-based) coordinates corresponding to the given local position.
To use this with a global position, first determine the local position with Node2D.to_local:
var local_position = my_tilemap.to_local(global_position)
var map_position = my_tilemap.world_to_map(local_position)Methods from Deref<Target = Node2D>
sourcepub fn apply_scale(&self, ratio: Vector2)
 
pub fn apply_scale(&self, ratio: Vector2)
Multiplies the current scale by the ratio vector.
sourcepub fn get_angle_to(&self, point: Vector2) -> f64
 
pub fn get_angle_to(&self, point: Vector2) -> f64
Returns the angle between the node and the point in radians.
Illustration of the returned angle.
sourcepub fn global_position(&self) -> Vector2
 
pub fn global_position(&self) -> Vector2
Global position.
sourcepub fn global_rotation(&self) -> f64
 
pub fn global_rotation(&self) -> f64
Global rotation in radians.
sourcepub fn global_rotation_degrees(&self) -> f64
 
pub fn global_rotation_degrees(&self) -> f64
Global rotation in degrees.
sourcepub fn global_scale(&self) -> Vector2
 
pub fn global_scale(&self) -> Vector2
Global scale.
sourcepub fn get_relative_transform_to_parent(
    &self, 
    parent: impl AsArg<Node>
) -> Transform2D
 
pub fn get_relative_transform_to_parent(
    &self, 
    parent: impl AsArg<Node>
) -> Transform2D
Returns the Transform2D relative to this node’s parent.
sourcepub fn rotation_degrees(&self) -> f64
 
pub fn rotation_degrees(&self) -> f64
Rotation in degrees, relative to the node’s parent.
sourcepub fn z_index(&self) -> i64
 
pub fn z_index(&self) -> i64
Z index. Controls the order in which the nodes render. A node with a higher Z index will display in front of others. Must be between VisualServer.CANVAS_ITEM_Z_MIN and VisualServer.CANVAS_ITEM_Z_MAX (inclusive).
sourcepub fn global_translate(&self, offset: Vector2)
 
pub fn global_translate(&self, offset: Vector2)
Adds the offset vector to the node’s global position.
sourcepub fn is_z_relative(&self) -> bool
 
pub fn is_z_relative(&self) -> bool
If true, the node’s Z index is relative to its parent’s Z index. If this node’s Z index is 2 and its parent’s effective Z index is 3, then this node’s effective Z index will be 2 + 3 = 5.
sourcepub fn look_at(&self, point: Vector2)
 
pub fn look_at(&self, point: Vector2)
Rotates the node so it points towards the point, which is expected to use global coordinates.
sourcepub fn move_local_x(&self, delta: f64, scaled: bool)
 
pub fn move_local_x(&self, delta: f64, scaled: bool)
Applies a local translation on the node’s X axis based on the [Node._process][Node::_process]’s delta. If scaled is false, normalizes the movement.
Default Arguments
scaled-false
sourcepub fn move_local_y(&self, delta: f64, scaled: bool)
 
pub fn move_local_y(&self, delta: f64, scaled: bool)
Applies a local translation on the node’s Y axis based on the [Node._process][Node::_process]’s delta. If scaled is false, normalizes the movement.
Default Arguments
scaled-false
sourcepub fn rotate(&self, radians: f64)
 
pub fn rotate(&self, radians: f64)
Applies a rotation to the node, in radians, starting from its current rotation.
sourcepub fn set_global_position(&self, position: Vector2)
 
pub fn set_global_position(&self, position: Vector2)
Global position.
sourcepub fn set_global_rotation(&self, radians: f64)
 
pub fn set_global_rotation(&self, radians: f64)
Global rotation in radians.
sourcepub fn set_global_rotation_degrees(&self, degrees: f64)
 
pub fn set_global_rotation_degrees(&self, degrees: f64)
Global rotation in degrees.
sourcepub fn set_global_scale(&self, scale: Vector2)
 
pub fn set_global_scale(&self, scale: Vector2)
Global scale.
sourcepub fn set_global_transform(&self, xform: Transform2D)
 
pub fn set_global_transform(&self, xform: Transform2D)
Global Transform2D.
sourcepub fn set_position(&self, position: Vector2)
 
pub fn set_position(&self, position: Vector2)
Position, relative to the node’s parent.
sourcepub fn set_rotation(&self, radians: f64)
 
pub fn set_rotation(&self, radians: f64)
Rotation in radians, relative to the node’s parent.
sourcepub fn set_rotation_degrees(&self, degrees: f64)
 
pub fn set_rotation_degrees(&self, degrees: f64)
Rotation in degrees, relative to the node’s parent.
sourcepub fn set_transform(&self, xform: Transform2D)
 
pub fn set_transform(&self, xform: Transform2D)
Local Transform2D.
sourcepub fn set_z_as_relative(&self, enable: bool)
 
pub fn set_z_as_relative(&self, enable: bool)
If true, the node’s Z index is relative to its parent’s Z index. If this node’s Z index is 2 and its parent’s effective Z index is 3, then this node’s effective Z index will be 2 + 3 = 5.
sourcepub fn set_z_index(&self, z_index: i64)
 
pub fn set_z_index(&self, z_index: i64)
Z index. Controls the order in which the nodes render. A node with a higher Z index will display in front of others. Must be between VisualServer.CANVAS_ITEM_Z_MIN and VisualServer.CANVAS_ITEM_Z_MAX (inclusive).
sourcepub fn to_global(&self, local_point: Vector2) -> Vector2
 
pub fn to_global(&self, local_point: Vector2) -> Vector2
Transforms the provided local position into a position in global coordinate space. The input is expected to be local relative to the Node2D it is called on. e.g. Applying this method to the positions of child nodes will correctly transform their positions into the global coordinate space, but applying it to a node’s own position will give an incorrect result, as it will incorporate the node’s own transformation into its global position.
sourcepub fn to_local(&self, global_point: Vector2) -> Vector2
 
pub fn to_local(&self, global_point: Vector2) -> Vector2
Transforms the provided global position into a position in local coordinate space. The output will be local relative to the Node2D it is called on. e.g. It is appropriate for determining the positions of child nodes, but it is not appropriate for determining its own position relative to its parent.
Methods from Deref<Target = CanvasItem>
pub const BLEND_MODE_MIX: i64
pub const BLEND_MODE_ADD: i64
pub const BLEND_MODE_SUB: i64
pub const BLEND_MODE_MUL: i64
pub const BLEND_MODE_PREMULT_ALPHA: i64
pub const BLEND_MODE_DISABLED: i64
pub const NOTIFICATION_DRAW: i64
pub const NOTIFICATION_VISIBILITY_CHANGED: i64
pub const NOTIFICATION_ENTER_CANVAS: i64
pub const NOTIFICATION_EXIT_CANVAS: i64
pub const NOTIFICATION_TRANSFORM_CHANGED: i64
sourcepub fn draw_arc(
    &self, 
    center: Vector2, 
    radius: f64, 
    start_angle: f64, 
    end_angle: f64, 
    point_count: i64, 
    color: Color, 
    width: f64, 
    antialiased: bool
)
 
pub fn draw_arc(
    &self, 
    center: Vector2, 
    radius: f64, 
    start_angle: f64, 
    end_angle: f64, 
    point_count: i64, 
    color: Color, 
    width: f64, 
    antialiased: bool
)
Draws an arc between the given angles. The larger the value of point_count, the smoother the curve.
Default Arguments
width-1.0antialiased-false
sourcepub fn draw_char(
    &self, 
    font: impl AsArg<Font>, 
    position: Vector2, 
    char: impl Into<GodotString>, 
    next: impl Into<GodotString>, 
    modulate: Color
) -> f64
 
pub fn draw_char(
    &self, 
    font: impl AsArg<Font>, 
    position: Vector2, 
    char: impl Into<GodotString>, 
    next: impl Into<GodotString>, 
    modulate: Color
) -> f64
Draws a string character using a custom font. Returns the advance, depending on the character width and kerning with an optional next character.
Default Arguments
modulate-Color( 1, 1, 1, 1 )
sourcepub fn draw_circle(&self, position: Vector2, radius: f64, color: Color)
 
pub fn draw_circle(&self, position: Vector2, radius: f64, color: Color)
Draws a colored circle.
sourcepub fn draw_colored_polygon(
    &self, 
    points: PoolArray<Vector2>, 
    color: Color, 
    uvs: PoolArray<Vector2>, 
    texture: impl AsArg<Texture>, 
    normal_map: impl AsArg<Texture>, 
    antialiased: bool
)
 
pub fn draw_colored_polygon(
    &self, 
    points: PoolArray<Vector2>, 
    color: Color, 
    uvs: PoolArray<Vector2>, 
    texture: impl AsArg<Texture>, 
    normal_map: impl AsArg<Texture>, 
    antialiased: bool
)
Draws a colored polygon of any amount of points, convex or concave.
Default Arguments
uvs-PoolVector2Array( )texture-nullnormal_map-nullantialiased-false
sourcepub fn draw_line(
    &self, 
    from: Vector2, 
    to: Vector2, 
    color: Color, 
    width: f64, 
    antialiased: bool
)
 
pub fn draw_line(
    &self, 
    from: Vector2, 
    to: Vector2, 
    color: Color, 
    width: f64, 
    antialiased: bool
)
Draws a line from a 2D point to another, with a given color and width. It can be optionally antialiased.
Default Arguments
width-1.0antialiased-false
sourcepub fn draw_mesh(
    &self, 
    mesh: impl AsArg<Mesh>, 
    texture: impl AsArg<Texture>, 
    normal_map: impl AsArg<Texture>, 
    transform: Transform2D, 
    modulate: Color
)
 
pub fn draw_mesh(
    &self, 
    mesh: impl AsArg<Mesh>, 
    texture: impl AsArg<Texture>, 
    normal_map: impl AsArg<Texture>, 
    transform: Transform2D, 
    modulate: Color
)
Draws a Mesh in 2D, using the provided texture. See MeshInstance2D for related documentation.
Default Arguments
normal_map-nulltransform-Transform2D( 1, 0, 0, 1, 0, 0 )modulate-Color( 1, 1, 1, 1 )
sourcepub fn draw_multiline(
    &self, 
    points: PoolArray<Vector2>, 
    color: Color, 
    width: f64, 
    antialiased: bool
)
 
pub fn draw_multiline(
    &self, 
    points: PoolArray<Vector2>, 
    color: Color, 
    width: f64, 
    antialiased: bool
)
Draws multiple, parallel lines with a uniform color.
Note: width and antialiased are currently not implemented and have no effect.
Default Arguments
width-1.0antialiased-false
sourcepub fn draw_multiline_colors(
    &self, 
    points: PoolArray<Vector2>, 
    colors: PoolArray<Color>, 
    width: f64, 
    antialiased: bool
)
 
pub fn draw_multiline_colors(
    &self, 
    points: PoolArray<Vector2>, 
    colors: PoolArray<Color>, 
    width: f64, 
    antialiased: bool
)
Draws multiple, parallel lines with a uniform width and segment-by-segment coloring. Colors assigned to line segments match by index between points and colors.
Note: width and antialiased are currently not implemented and have no effect.
Default Arguments
width-1.0antialiased-false
sourcepub fn draw_multimesh(
    &self, 
    multimesh: impl AsArg<MultiMesh>, 
    texture: impl AsArg<Texture>, 
    normal_map: impl AsArg<Texture>
)
 
pub fn draw_multimesh(
    &self, 
    multimesh: impl AsArg<MultiMesh>, 
    texture: impl AsArg<Texture>, 
    normal_map: impl AsArg<Texture>
)
Draws a MultiMesh in 2D with the provided texture. See MultiMeshInstance2D for related documentation.
Default Arguments
normal_map-null
sourcepub fn draw_polygon(
    &self, 
    points: PoolArray<Vector2>, 
    colors: PoolArray<Color>, 
    uvs: PoolArray<Vector2>, 
    texture: impl AsArg<Texture>, 
    normal_map: impl AsArg<Texture>, 
    antialiased: bool
)
 
pub fn draw_polygon(
    &self, 
    points: PoolArray<Vector2>, 
    colors: PoolArray<Color>, 
    uvs: PoolArray<Vector2>, 
    texture: impl AsArg<Texture>, 
    normal_map: impl AsArg<Texture>, 
    antialiased: bool
)
Draws a polygon of any amount of points, convex or concave.
Default Arguments
uvs-PoolVector2Array( )texture-nullnormal_map-nullantialiased-false
sourcepub fn draw_polyline(
    &self, 
    points: PoolArray<Vector2>, 
    color: Color, 
    width: f64, 
    antialiased: bool
)
 
pub fn draw_polyline(
    &self, 
    points: PoolArray<Vector2>, 
    color: Color, 
    width: f64, 
    antialiased: bool
)
Draws interconnected line segments with a uniform color and width and optional antialiasing.
Default Arguments
width-1.0antialiased-false
sourcepub fn draw_polyline_colors(
    &self, 
    points: PoolArray<Vector2>, 
    colors: PoolArray<Color>, 
    width: f64, 
    antialiased: bool
)
 
pub fn draw_polyline_colors(
    &self, 
    points: PoolArray<Vector2>, 
    colors: PoolArray<Color>, 
    width: f64, 
    antialiased: bool
)
Draws interconnected line segments with a uniform width, segment-by-segment coloring, and optional antialiasing. Colors assigned to line segments match by index between points and colors.
Default Arguments
width-1.0antialiased-false
sourcepub fn draw_primitive(
    &self, 
    points: PoolArray<Vector2>, 
    colors: PoolArray<Color>, 
    uvs: PoolArray<Vector2>, 
    texture: impl AsArg<Texture>, 
    width: f64, 
    normal_map: impl AsArg<Texture>
)
 
pub fn draw_primitive(
    &self, 
    points: PoolArray<Vector2>, 
    colors: PoolArray<Color>, 
    uvs: PoolArray<Vector2>, 
    texture: impl AsArg<Texture>, 
    width: f64, 
    normal_map: impl AsArg<Texture>
)
Draws a custom primitive. 1 point for a point, 2 points for a line, 3 points for a triangle and 4 points for a quad.
Default Arguments
texture-nullwidth-1.0normal_map-null
sourcepub fn draw_rect(
    &self, 
    rect: Rect2, 
    color: Color, 
    filled: bool, 
    width: f64, 
    antialiased: bool
)
 
pub fn draw_rect(
    &self, 
    rect: Rect2, 
    color: Color, 
    filled: bool, 
    width: f64, 
    antialiased: bool
)
Draws a rectangle. If filled is true, the rectangle will be filled with the color specified. If filled is false, the rectangle will be drawn as a stroke with the color and width specified. If antialiased is true, the lines will be antialiased.
Note: width and antialiased are only effective if filled is false.
Default Arguments
filled-truewidth-1.0antialiased-false
sourcepub fn draw_set_transform(
    &self, 
    position: Vector2, 
    rotation: f64, 
    scale: Vector2
)
 
pub fn draw_set_transform(
    &self, 
    position: Vector2, 
    rotation: f64, 
    scale: Vector2
)
Sets a custom transform for drawing via components. Anything drawn afterwards will be transformed by this.
sourcepub fn draw_set_transform_matrix(&self, xform: Transform2D)
 
pub fn draw_set_transform_matrix(&self, xform: Transform2D)
Sets a custom transform for drawing via matrix. Anything drawn afterwards will be transformed by this.
sourcepub fn draw_string(
    &self, 
    font: impl AsArg<Font>, 
    position: Vector2, 
    text: impl Into<GodotString>, 
    modulate: Color, 
    clip_w: i64
)
 
pub fn draw_string(
    &self, 
    font: impl AsArg<Font>, 
    position: Vector2, 
    text: impl Into<GodotString>, 
    modulate: Color, 
    clip_w: i64
)
Sample code is GDScript unless otherwise noted.
Draws text using the specified font at the position (bottom-left corner using the baseline of the font). The text will have its color multiplied by modulate. If clip_w is greater than or equal to 0, the text will be clipped if it exceeds the specified width.
Example using the default project font:
var default_font = Control.new().get_font("font")
draw_string(default_font, Vector2(64, 64), "Hello world")See also Font.draw.
Default Arguments
modulate-Color( 1, 1, 1, 1 )clip_w--1
sourcepub fn draw_style_box(&self, style_box: impl AsArg<StyleBox>, rect: Rect2)
 
pub fn draw_style_box(&self, style_box: impl AsArg<StyleBox>, rect: Rect2)
Draws a styled rectangle.
sourcepub fn draw_texture(
    &self, 
    texture: impl AsArg<Texture>, 
    position: Vector2, 
    modulate: Color, 
    normal_map: impl AsArg<Texture>
)
 
pub fn draw_texture(
    &self, 
    texture: impl AsArg<Texture>, 
    position: Vector2, 
    modulate: Color, 
    normal_map: impl AsArg<Texture>
)
Draws a texture at a given position.
Default Arguments
modulate-Color( 1, 1, 1, 1 )normal_map-null
sourcepub fn draw_texture_rect(
    &self, 
    texture: impl AsArg<Texture>, 
    rect: Rect2, 
    tile: bool, 
    modulate: Color, 
    transpose: bool, 
    normal_map: impl AsArg<Texture>
)
 
pub fn draw_texture_rect(
    &self, 
    texture: impl AsArg<Texture>, 
    rect: Rect2, 
    tile: bool, 
    modulate: Color, 
    transpose: bool, 
    normal_map: impl AsArg<Texture>
)
Draws a textured rectangle at a given position, optionally modulated by a color. If transpose is true, the texture will have its X and Y coordinates swapped.
Default Arguments
modulate-Color( 1, 1, 1, 1 )transpose-falsenormal_map-null
sourcepub fn draw_texture_rect_region(
    &self, 
    texture: impl AsArg<Texture>, 
    rect: Rect2, 
    src_rect: Rect2, 
    modulate: Color, 
    transpose: bool, 
    normal_map: impl AsArg<Texture>, 
    clip_uv: bool
)
 
pub fn draw_texture_rect_region(
    &self, 
    texture: impl AsArg<Texture>, 
    rect: Rect2, 
    src_rect: Rect2, 
    modulate: Color, 
    transpose: bool, 
    normal_map: impl AsArg<Texture>, 
    clip_uv: bool
)
Draws a textured rectangle region at a given position, optionally modulated by a color. If transpose is true, the texture will have its X and Y coordinates swapped.
Default Arguments
modulate-Color( 1, 1, 1, 1 )transpose-falsenormal_map-nullclip_uv-true
sourcepub fn force_update_transform(&self)
 
pub fn force_update_transform(&self)
Forces the transform to update. Transform changes in physics are not instant for performance reasons. Transforms are accumulated and then set. Use this if you need an up-to-date transform when doing physics operations.
sourcepub fn get_canvas(&self) -> Rid
 
pub fn get_canvas(&self) -> Rid
sourcepub fn get_canvas_item(&self) -> Rid
 
pub fn get_canvas_item(&self) -> Rid
Returns the canvas item RID used by VisualServer for this item.
sourcepub fn get_canvas_transform(&self) -> Transform2D
 
pub fn get_canvas_transform(&self) -> Transform2D
Returns the transform matrix of this item’s canvas.
sourcepub fn get_global_mouse_position(&self) -> Vector2
 
pub fn get_global_mouse_position(&self) -> Vector2
Returns the global position of the mouse.
sourcepub fn get_global_transform(&self) -> Transform2D
 
pub fn get_global_transform(&self) -> Transform2D
Returns the global transform matrix of this item.
sourcepub fn get_global_transform_with_canvas(&self) -> Transform2D
 
pub fn get_global_transform_with_canvas(&self) -> Transform2D
Returns the global transform matrix of this item in relation to the canvas.
sourcepub fn light_mask(&self) -> i64
 
pub fn light_mask(&self) -> i64
The rendering layers in which this CanvasItem responds to Light2D nodes.
sourcepub fn get_local_mouse_position(&self) -> Vector2
 
pub fn get_local_mouse_position(&self) -> Vector2
Returns the mouse position relative to this item’s position.
sourcepub fn material(&self) -> Option<Ref<Material, Shared>>
 
pub fn material(&self) -> Option<Ref<Material, Shared>>
The material applied to textures on this CanvasItem.
sourcepub fn modulate(&self) -> Color
 
pub fn modulate(&self) -> Color
The color applied to textures on this CanvasItem.
sourcepub fn self_modulate(&self) -> Color
 
pub fn self_modulate(&self) -> Color
The color applied to textures on this CanvasItem. This is not inherited by children CanvasItems.
sourcepub fn get_transform(&self) -> Transform2D
 
pub fn get_transform(&self) -> Transform2D
Returns the transform matrix of this item.
sourcepub fn use_parent_material(&self) -> bool
 
pub fn use_parent_material(&self) -> bool
If true, the parent CanvasItem’s material property is used as this one’s material.
sourcepub fn get_viewport_rect(&self) -> Rect2
 
pub fn get_viewport_rect(&self) -> Rect2
Returns the viewport’s boundaries as a Rect2.
sourcepub fn get_viewport_transform(&self) -> Transform2D
 
pub fn get_viewport_transform(&self) -> Transform2D
Returns this item’s transform in relation to the viewport.
sourcepub fn get_world_2d(&self) -> Option<Ref<World2D, Shared>>
 
pub fn get_world_2d(&self) -> Option<Ref<World2D, Shared>>
Returns the World2D where this item is in.
sourcepub fn hide(&self)
 
pub fn hide(&self)
Hide the CanvasItem if it’s currently visible.
sourcepub fn is_draw_behind_parent_enabled(&self) -> bool
 
pub fn is_draw_behind_parent_enabled(&self) -> bool
If true, the object draws behind its parent.
sourcepub fn is_local_transform_notification_enabled(&self) -> bool
 
pub fn is_local_transform_notification_enabled(&self) -> bool
Returns true if local transform notifications are communicated to children.
sourcepub fn is_set_as_toplevel(&self) -> bool
 
pub fn is_set_as_toplevel(&self) -> bool
Returns true if the node is set as top-level. See set_as_toplevel.
sourcepub fn is_transform_notification_enabled(&self) -> bool
 
pub fn is_transform_notification_enabled(&self) -> bool
Returns true if global transform notifications are communicated to children.
sourcepub fn is_visible(&self) -> bool
 
pub fn is_visible(&self) -> bool
If true, this CanvasItem is drawn. The node is only visible if all of its antecedents are visible as well (in other words, is_visible_in_tree must return true).
Note: For controls that inherit Popup, the correct way to make them visible is to call one of the multiple popup*() functions instead.
sourcepub fn is_visible_in_tree(&self) -> bool
 
pub fn is_visible_in_tree(&self) -> bool
Returns true if the node is present in the SceneTree, its [visible][Self::visible] property is true and all its antecedents are also visible. If any antecedent is hidden, this node will not be visible in the scene tree.
sourcepub fn make_canvas_position_local(&self, screen_point: Vector2) -> Vector2
 
pub fn make_canvas_position_local(&self, screen_point: Vector2) -> Vector2
Assigns screen_point as this node’s new local transform.
sourcepub fn make_input_local(
    &self, 
    event: impl AsArg<InputEvent>
) -> Option<Ref<InputEvent, Shared>>
 
pub fn make_input_local(
    &self, 
    event: impl AsArg<InputEvent>
) -> Option<Ref<InputEvent, Shared>>
Transformations issued by event’s inputs are applied in local space instead of global space.
sourcepub fn set_as_toplevel(&self, enable: bool)
 
pub fn set_as_toplevel(&self, enable: bool)
If enable is true, the node won’t inherit its transform from parent canvas items.
sourcepub fn set_draw_behind_parent(&self, enable: bool)
 
pub fn set_draw_behind_parent(&self, enable: bool)
If true, the object draws behind its parent.
sourcepub fn set_light_mask(&self, light_mask: i64)
 
pub fn set_light_mask(&self, light_mask: i64)
The rendering layers in which this CanvasItem responds to Light2D nodes.
sourcepub fn set_material(&self, material: impl AsArg<Material>)
 
pub fn set_material(&self, material: impl AsArg<Material>)
The material applied to textures on this CanvasItem.
sourcepub fn set_modulate(&self, modulate: Color)
 
pub fn set_modulate(&self, modulate: Color)
The color applied to textures on this CanvasItem.
sourcepub fn set_notify_local_transform(&self, enable: bool)
 
pub fn set_notify_local_transform(&self, enable: bool)
If enable is true, children will be updated with local transform data.
sourcepub fn set_notify_transform(&self, enable: bool)
 
pub fn set_notify_transform(&self, enable: bool)
If enable is true, children will be updated with global transform data.
sourcepub fn set_self_modulate(&self, self_modulate: Color)
 
pub fn set_self_modulate(&self, self_modulate: Color)
The color applied to textures on this CanvasItem. This is not inherited by children CanvasItems.
sourcepub fn set_use_parent_material(&self, enable: bool)
 
pub fn set_use_parent_material(&self, enable: bool)
If true, the parent CanvasItem’s material property is used as this one’s material.
sourcepub fn set_visible(&self, visible: bool)
 
pub fn set_visible(&self, visible: bool)
If true, this CanvasItem is drawn. The node is only visible if all of its antecedents are visible as well (in other words, is_visible_in_tree must return true).
Note: For controls that inherit Popup, the correct way to make them visible is to call one of the multiple popup*() functions instead.
sourcepub fn show(&self)
 
pub fn show(&self)
Show the CanvasItem if it’s currently hidden. For controls that inherit Popup, the correct way to make them visible is to call one of the multiple popup*() functions instead.
sourcepub fn update(&self)
 
pub fn update(&self)
Queue the CanvasItem for update. NOTIFICATION_DRAW will be called on idle time to request redraw.
Methods from Deref<Target = Node>
pub const PAUSE_MODE_INHERIT: i64
pub const DUPLICATE_SIGNALS: i64
pub const PAUSE_MODE_STOP: i64
pub const DUPLICATE_GROUPS: i64
pub const PAUSE_MODE_PROCESS: i64
pub const DUPLICATE_SCRIPTS: i64
pub const DUPLICATE_USE_INSTANCING: i64
pub const NOTIFICATION_ENTER_TREE: i64
pub const NOTIFICATION_EXIT_TREE: i64
pub const NOTIFICATION_MOVED_IN_PARENT: i64
pub const NOTIFICATION_READY: i64
pub const NOTIFICATION_PAUSED: i64
pub const NOTIFICATION_UNPAUSED: i64
pub const NOTIFICATION_PHYSICS_PROCESS: i64
pub const NOTIFICATION_PROCESS: i64
pub const NOTIFICATION_PARENTED: i64
pub const NOTIFICATION_UNPARENTED: i64
pub const NOTIFICATION_INSTANCED: i64
pub const NOTIFICATION_DRAG_BEGIN: i64
pub const NOTIFICATION_DRAG_END: i64
pub const NOTIFICATION_PATH_CHANGED: i64
pub const NOTIFICATION_INTERNAL_PROCESS: i64
pub const NOTIFICATION_INTERNAL_PHYSICS_PROCESS: i64
pub const NOTIFICATION_POST_ENTER_TREE: i64
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 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 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 ".").
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-trueowned-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<Shared>
 
pub fn get_children(&self) -> VariantArray<Shared>
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<Shared>
 
pub fn get_groups(&self) -> VariantArray<Shared>
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.
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, a null instance 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/GoblinPossible 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<Shared>
 
pub fn get_node_and_resource(
    &self, 
    path: impl Into<NodePath>
) -> VariantArray<Shared>
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 SceneTrees, with instancing and subinstancing.
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 a null instance 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 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_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 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/Camera2Dsourcepub 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
       ┖╴Camera2Dsourcepub fn propagate_call(
    &self, 
    method: impl Into<GodotString>, 
    args: VariantArray<Shared>, 
    parent_first: bool
)
 
pub fn propagate_call(
    &self, 
    method: impl Into<GodotString>, 
    args: VariantArray<Shared>, 
    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.
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 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 an empty Variant.
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 an empty Variant.
sourcepub fn rpc_unreliable(
    &self, 
    method: impl Into<GodotString>, 
    varargs: &[Variant]
) -> Variant
 
pub fn rpc_unreliable(
    &self, 
    method: impl Into<GodotString>, 
    varargs: &[Variant]
) -> Variant
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 an empty Variant.
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 SceneTrees, with instancing and subinstancing.
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_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 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
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 TileMap
 
impl GodotObject for TileMap
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<CanvasItem> for TileMap
impl SubClass<Node> for TileMap
impl SubClass<Node2D> for TileMap
impl SubClass<Object> for TileMap
Auto Trait Implementations
impl RefUnwindSafe for TileMap
impl !Send for TileMap
impl !Sync for TileMap
impl Unpin for TileMap
impl UnwindSafe for TileMap
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
sourceimpl<N, P> NodeResolveExt<P> for N where
    N: SubClass<Node>,
    P: Into<NodePath>, 
 
impl<N, P> NodeResolveExt<P> for N where
    N: SubClass<Node>,
    P: Into<NodePath>, 
sourcepub unsafe fn get_node_as<'a, T>(&self, path: P) -> Option<TRef<'a, T, Shared>> where
    T: SubClass<Node>, 
 
pub unsafe fn get_node_as<'a, T>(&self, path: P) -> Option<TRef<'a, T, Shared>> where
    T: SubClass<Node>, 
Convenience method to obtain a reference to a node at path relative to self,
and cast it to the desired type. Returns None if the node does not exist or is
not of the correct type. Read more
sourceunsafe fn get_node_as_instance<'a, T>(
    &self, 
    path: P
) -> Option<TInstance<'a, T, Shared>> where
    T: NativeClass,
    <T as NativeClass>::Base: SubClass<Node>, 
 
unsafe fn get_node_as_instance<'a, T>(
    &self, 
    path: P
) -> Option<TInstance<'a, T, Shared>> where
    T: NativeClass,
    <T as NativeClass>::Base: SubClass<Node>, 
Convenience method to obtain a reference to a node at path relative to self,
and cast it to an instance of the desired NativeClass type. Returns None if
the node does not exist or is not of the correct type. Read more