Struct gdnative::SceneState
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pub struct SceneState { /* fields omitted */ }
Methods
impl SceneState
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pub fn get_node_count(&self) -> i64
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pub fn get_node_type(&self, idx: i64) -> GodotString
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pub fn get_node_name(&self, idx: i64) -> GodotString
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pub fn get_node_path(&self, idx: i64, for_parent: bool) -> NodePath
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pub fn get_node_owner_path(&self, idx: i64) -> NodePath
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pub fn is_node_instance_placeholder(&self, idx: i64) -> bool
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pub fn get_node_instance_placeholder(&self, idx: i64) -> GodotString
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pub fn get_node_instance(&self, idx: i64) -> Option<GodotRef<PackedScene>>
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pub fn get_node_groups(&self, idx: i64) -> StringArray
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pub fn get_node_index(&self, idx: i64) -> i64
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pub fn get_node_property_count(&self, idx: i64) -> i64
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pub fn get_node_property_name(&self, idx: i64, prop_idx: i64) -> GodotString
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pub fn get_node_property_value(&self, idx: i64, prop_idx: i64) -> Variant
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pub fn get_connection_count(&self) -> i64
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pub fn get_connection_source(&self, idx: i64) -> NodePath
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pub fn get_connection_signal(&self, idx: i64) -> GodotString
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pub fn get_connection_target(&self, idx: i64) -> NodePath
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pub fn get_connection_method(&self, idx: i64) -> GodotString
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pub fn get_connection_flags(&self, idx: i64) -> i64
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pub fn get_connection_binds(&self, idx: i64) -> VariantArray
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Methods from Deref<Target = Reference>
pub fn init_ref(&self) -> bool
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pub fn reference(&self) -> bool
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pub fn unreference(&self) -> bool
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Trait Implementations
impl GodotClass for SceneState
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type ClassData = SceneState
type Reference = SceneState
fn godot_name() -> &'static str
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unsafe fn register_class(_desc: *mut c_void)
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fn godot_info(&self) -> &GodotClassInfo
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unsafe fn reference(
_this: *mut godot_object,
data: &Self::ClassData
) -> &Self::Reference
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_this: *mut godot_object,
data: &Self::ClassData
) -> &Self::Reference