[][src]Struct gdnative::NodePath

pub struct NodePath(_);

A reference-counted relative or absolute path in a scene tree, for use with Node.get_node() and similar functions. It can reference a node, a resource within a node, or a property of a node or resource.

"Path2D/PathFollow2D/Sprite:texture:size" would refer to the size property of the texture resource on the node named “Sprite” which is a child of the other named nodes in the path. Note that if you want to get a resource, you must end the path with a colon, otherwise the last element will be used as a property name.

If a string is passed to Node.get_node(), it will be automatically converted to a NodePath, but NodePath can be parsed ahead of time with NodePath::from_str or NodePath::new.

A NodePath consists of node names, “sub-node” (resource) names, and the name of a property in the final node or resource.

More info at Godot's official documentation

Methods

impl NodePath
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pub fn from_str(path: &str) -> NodePath
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Create a NodePath from a string, e.g. "Path2D/PathFollow2D/Sprite:texture:size". A path is absolute if it starts with a slash. Absolute paths are only valid in the global scene tree, not within individual scenes. In a relative path, "." and ".." indicate the current node and its parent.

pub fn new(path: &GodotString) -> NodePath
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Create a NodePath from a GodotString.

pub fn is_empty(&self) -> bool
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Returns true if the node path is empty.

pub fn is_absolute(&self) -> bool
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Returns true if the node path is absolute.

pub fn name_count(&mut self) -> i32
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Get the number of node names which make up the path.

pub fn get_subname(&self, idx: i32) -> GodotString
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Returns the resource name of the specified idx, 0 to subname_count()

pub fn get_subname_count(&self) -> i32
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Returns the number of resource names in the path.

pub fn get_concatenated_subnames(&self) -> GodotString
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pub fn to_godot_string(&self) -> GodotString
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Returns the NodePath as a GodotString

pub fn to_string(&self) -> String
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Returns the NodePath as a String

pub fn new_ref(&self) -> NodePath
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Trait Implementations

impl Into<GodotString> for NodePath
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impl Into<String> for NodePath
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impl Eq for NodePath
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impl From<GodotString> for NodePath
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impl<S> From<S> for NodePath where
    S: AsRef<str>, 
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impl<'l> From<&'l NodePath> for Variant
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impl Debug for NodePath
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impl Drop for NodePath
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impl PartialEq<NodePath> for NodePath
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#[must_use]
fn ne(&self, other: &Rhs) -> bool
1.0.0
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This method tests for !=.

impl ToVariant for NodePath
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Auto Trait Implementations

impl Send for NodePath

impl Sync for NodePath

Blanket Implementations

impl<T> From for T
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impl<T, U> Into for T where
    U: From<T>, 
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impl<T, U> TryFrom for T where
    T: From<U>, 
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type Error = !

🔬 This is a nightly-only experimental API. (try_from)

The type returned in the event of a conversion error.

impl<T> Borrow for T where
    T: ?Sized
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impl<T> BorrowMut for T where
    T: ?Sized
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impl<T, U> TryInto for T where
    U: TryFrom<T>, 
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type Error = <U as TryFrom<T>>::Error

🔬 This is a nightly-only experimental API. (try_from)

The type returned in the event of a conversion error.

impl<T> Any for T where
    T: 'static + ?Sized
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