[][src]Struct gdnative::api::EditorFeatureProfile

pub struct EditorFeatureProfile { /* fields omitted */ }

tools class EditorFeatureProfile inherits Reference (reference counted).

Official documentation

See the documentation of this class in the Godot engine's official documentation.

Memory management

The lifetime of this object is automatically managed through reference counting.

Class hierarchy

EditorFeatureProfile inherits methods from:

Tool

This class is used to interact with Godot's editor.

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 Access in these types tracks whether the access is unique, shared, or exclusive to the current thread. For more information, see the type-level documentation on Ref.

Implementations

impl EditorFeatureProfile[src]

Constants

impl EditorFeatureProfile[src]

pub fn get_feature_name(&self, feature: i64) -> GodotString[src]

Returns the specified [code]feature[/code]'s human-readable name.

pub fn is_class_disabled(&self, class_name: impl Into<GodotString>) -> bool[src]

Returns [code]true[/code] if the class specified by [code]class_name[/code] is disabled. When disabled, the class won't appear in the Create New Node dialog.

pub fn is_class_editor_disabled(
    &self,
    class_name: impl Into<GodotString>
) -> bool
[src]

Returns [code]true[/code] if editing for the class specified by [code]class_name[/code] is disabled. When disabled, the class will still appear in the Create New Node dialog but the inspector will be read-only when selecting a node that extends the class.

pub fn is_class_property_disabled(
    &self,
    class_name: impl Into<GodotString>,
    property: impl Into<GodotString>
) -> bool
[src]

Returns [code]true[/code] if [code]property[/code] is disabled in the class specified by [code]class_name[/code]. When a property is disabled, it won't appear in the inspector when selecting a node that extends the class specified by [code]class_name[/code].

pub fn is_feature_disabled(&self, feature: i64) -> bool[src]

Returns [code]true[/code] if the [code]feature[/code] is disabled. When a feature is disabled, it will disappear from the editor entirely.

pub fn load_from_file(
    &self,
    path: impl Into<GodotString>
) -> Result<(), GodotError>
[src]

Loads an editor feature profile from a file. The file must follow the JSON format obtained by using the feature profile manager's [b]Export[/b] button or the [method save_to_file] method.

pub fn save_to_file(
    &self,
    path: impl Into<GodotString>
) -> Result<(), GodotError>
[src]

Saves the editor feature profile to a file in JSON format. It can then be imported using the feature profile manager's [b]Import[/b] button or the [method load_from_file] button.

pub fn set_disable_class(
    &self,
    class_name: impl Into<GodotString>,
    disable: bool
)
[src]

If [code]disable[/code] is [code]true[/code], disables the class specified by [code]class_name[/code]. When disabled, the class won't appear in the Create New Node dialog.

pub fn set_disable_class_editor(
    &self,
    class_name: impl Into<GodotString>,
    disable: bool
)
[src]

If [code]disable[/code] is [code]true[/code], disables editing for the class specified by [code]class_name[/code]. When disabled, the class will still appear in the Create New Node dialog but the inspector will be read-only when selecting a node that extends the class.

pub fn set_disable_class_property(
    &self,
    class_name: impl Into<GodotString>,
    property: impl Into<GodotString>,
    disable: bool
)
[src]

If [code]disable[/code] is [code]true[/code], disables editing for [code]property[/code] in the class specified by [code]class_name[/code]. When a property is disabled, it won't appear in the inspector when selecting a node that extends the class specified by [code]class_name[/code].

pub fn set_disable_feature(&self, feature: i64, disable: bool)[src]

If [code]disable[/code] is [code]true[/code], disables the editor feature specified in [code]feature[/code]. When a feature is disabled, it will disappear from the editor entirely.

Methods from Deref<Target = Reference>

pub fn init_ref(&self) -> bool[src]

Initializes the internal reference counter. Use this only if you really know what you are doing.
				Returns whether the initialization was successful.

Trait Implementations

impl Debug for EditorFeatureProfile[src]

impl Deref for EditorFeatureProfile[src]

type Target = Reference

The resulting type after dereferencing.

impl DerefMut for EditorFeatureProfile[src]

impl GodotObject for EditorFeatureProfile[src]

type RefKind = RefCounted

The memory management kind of this type. This modifies the behavior of the Ref smart pointer. See its type-level documentation for more information. Read more

impl SubClass<Object> for EditorFeatureProfile[src]

impl SubClass<Reference> for EditorFeatureProfile[src]

Auto Trait Implementations

Blanket Implementations

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

impl<T> Borrow<T> for T where
    T: ?Sized
[src]

impl<T> BorrowMut<T> for T where
    T: ?Sized
[src]

impl<T> From<T> for T[src]

impl<T, U> Into<U> for T where
    U: From<T>, 
[src]

impl<T> SubClass<T> for T where
    T: GodotObject
[src]

impl<T, U> TryFrom<U> for T where
    U: Into<T>, 
[src]

type Error = Infallible

The type returned in the event of a conversion error.

impl<T, U> TryInto<U> for T where
    U: TryFrom<T>, 
[src]

type Error = <U as TryFrom<T>>::Error

The type returned in the event of a conversion error.