Struct gdnative::SceneTree
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pub struct SceneTree { /* fields omitted */ }
Methods
impl SceneTree
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pub fn get_root(&self) -> Option<GodotRef<Viewport>>
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pub fn has_group(&self, name: GodotString) -> bool
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pub fn set_auto_accept_quit(&self, enabled: bool)
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pub fn set_quit_on_go_back(&self, enabled: bool)
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pub fn set_debug_collisions_hint(&self, enable: bool)
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pub fn is_debugging_collisions_hint(&self) -> bool
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pub fn set_edited_scene_root(&self, scene: Option<GodotRef<Object>>)
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pub fn get_edited_scene_root(&self) -> Option<GodotRef<Node>>
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pub fn set_pause(&self, enable: bool)
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pub fn is_paused(&self) -> bool
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pub fn set_input_as_handled(&self)
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pub fn is_input_handled(&self) -> bool
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pub fn create_timer(
&self,
time_sec: f64,
pause_mode_process: bool
) -> Option<GodotRef<SceneTreeTimer>>
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&self,
time_sec: f64,
pause_mode_process: bool
) -> Option<GodotRef<SceneTreeTimer>>
pub fn get_node_count(&self) -> i64
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pub fn get_frame(&self) -> i64
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pub fn quit(&self)
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pub fn set_screen_stretch(
&self,
mode: i64,
aspect: i64,
minsize: Vector2,
shrink: f64
)
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&self,
mode: i64,
aspect: i64,
minsize: Vector2,
shrink: f64
)
pub fn queue_delete(&self, obj: Option<GodotRef<Object>>)
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pub fn call_group_flags(
&self,
flags: i64,
group: GodotString,
method: GodotString,
varargs: &[Variant]
) -> Variant
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&self,
flags: i64,
group: GodotString,
method: GodotString,
varargs: &[Variant]
) -> Variant
pub fn notify_group_flags(
&self,
call_flags: i64,
group: GodotString,
notification: i64
)
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&self,
call_flags: i64,
group: GodotString,
notification: i64
)
pub fn set_group_flags(
&self,
call_flags: i64,
group: GodotString,
property: GodotString,
value: Variant
)
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&self,
call_flags: i64,
group: GodotString,
property: GodotString,
value: Variant
)
pub fn call_group(
&self,
group: GodotString,
method: GodotString,
varargs: &[Variant]
) -> Variant
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&self,
group: GodotString,
method: GodotString,
varargs: &[Variant]
) -> Variant
pub fn notify_group(&self, group: GodotString, notification: i64)
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pub fn set_group(
&self,
group: GodotString,
property: GodotString,
value: Variant
)
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&self,
group: GodotString,
property: GodotString,
value: Variant
)
pub fn get_nodes_in_group(&self, group: GodotString) -> VariantArray
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pub fn set_current_scene(&self, child_node: Option<GodotRef<Object>>)
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pub fn get_current_scene(&self) -> Option<GodotRef<Node>>
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pub fn change_scene(&self, path: GodotString) -> GodotResult
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pub fn change_scene_to(
&self,
packed_scene: Option<GodotRef<PackedScene>>
) -> GodotResult
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&self,
packed_scene: Option<GodotRef<PackedScene>>
) -> GodotResult
pub fn reload_current_scene(&self) -> GodotResult
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pub fn _change_scene(&self, arg0: Option<GodotRef<Object>>)
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pub fn set_network_peer(&self, peer: Option<GodotRef<NetworkedMultiplayerPeer>>)
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pub fn get_network_peer(&self) -> Option<GodotRef<NetworkedMultiplayerPeer>>
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pub fn is_network_server(&self) -> bool
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pub fn has_network_peer(&self) -> bool
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pub fn get_network_connected_peers(&self) -> Int32Array
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pub fn get_network_unique_id(&self) -> i64
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pub fn get_rpc_sender_id(&self) -> i64
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pub fn set_refuse_new_network_connections(&self, refuse: bool)
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pub fn is_refusing_new_network_connections(&self) -> bool
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pub fn _network_peer_connected(&self, arg0: i64)
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pub fn _network_peer_disconnected(&self, arg0: i64)
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pub fn _connected_to_server(&self)
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pub fn _connection_failed(&self)
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pub fn _server_disconnected(&self)
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pub fn set_use_font_oversampling(&self, enable: bool)
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pub fn is_using_font_oversampling(&self) -> bool
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Methods from Deref<Target = MainLoop>
pub fn _input_event(&self, ev: Option<GodotRef<InputEvent>>)
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pub fn _input_text(&self, text: GodotString)
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pub fn _initialize(&self)
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pub fn _iteration(&self, delta: f64)
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pub fn _idle(&self, delta: f64)
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pub fn _drop_files(&self, files: StringArray, screen: i64)
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pub fn _finalize(&self)
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pub fn input_event(&self, ev: Option<GodotRef<InputEvent>>)
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pub fn input_text(&self, text: GodotString)
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pub fn init(&self)
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pub fn iteration(&self, delta: f64) -> bool
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pub fn idle(&self, delta: f64) -> bool
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pub fn finish(&self)
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Trait Implementations
impl GodotClass for SceneTree
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type ClassData = SceneTree
type Reference = SceneTree
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