[−][src]Struct gdnative::api::FileDialog
core class FileDialog
inherits ConfirmationDialog
(unsafe).
Official documentation
See the documentation of this class in the Godot engine's official documentation.
Memory management
Non reference counted objects such as the ones of this type are usually owned by the engine.
FileDialog
is a reference-only type. Persistent references can
only exist in the unsafe Ref<FileDialog>
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
FileDialog 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 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 FileDialog
[src]
Constants
pub const ACCESS_FILESYSTEM: i64
[src]
pub const ACCESS_RESOURCES: i64
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pub const ACCESS_USERDATA: i64
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pub const MODE_OPEN_ANY: i64
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pub const MODE_OPEN_DIR: i64
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pub const MODE_OPEN_FILE: i64
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pub const MODE_OPEN_FILES: i64
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pub const MODE_SAVE_FILE: i64
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impl FileDialog
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pub fn new() -> Ref<FileDialog, Unique>
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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
.
pub fn add_filter(&self, filter: impl Into<GodotString>)
[src]
Adds [code]filter[/code] as a custom filter; [code]filter[/code] should be of the form [code]"filename.extension ; Description"[/code]. For example, [code]"*.png ; PNG Images"[/code].
pub fn clear_filters(&self)
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Clear all the added filters in the dialog.
pub fn deselect_items(&self)
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Clear currently selected items in the dialog.
pub fn access(&self) -> Access
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The file system access scope. See enum [code]Access[/code] constants.
[b]Warning:[/b] Currently, in sandboxed environments such as HTML5 builds or sandboxed macOS apps, FileDialog cannot access the host file system. See [url=https://github.com/godotengine/godot-proposals/issues/1123]godot-proposals#1123[/url].
pub fn current_dir(&self) -> GodotString
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The current working directory of the file dialog.
pub fn current_file(&self) -> GodotString
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The currently selected file of the file dialog.
pub fn current_path(&self) -> GodotString
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The currently selected file path of the file dialog.
pub fn filters(&self) -> TypedArray<GodotString>
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The available file type filters. For example, this shows only [code].png[/code] and [code].gd[/code] files: [code]set_filters(PoolStringArray(["*.png ; PNG Images","*.gd ; GDScript Files"]))[/code].
pub fn get_line_edit(&self) -> Option<Ref<LineEdit, Shared>>
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Returns the LineEdit for the selected file.
pub fn mode(&self) -> Mode
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The dialog's open or save mode, which affects the selection behavior. See enum [code]Mode[/code] constants.
pub fn get_vbox(&self) -> Option<Ref<VBoxContainer, Shared>>
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Returns the vertical box container of the dialog, custom controls can be added to it.
pub fn invalidate(&self)
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Invalidate and update the current dialog content list.
pub fn is_mode_overriding_title(&self) -> bool
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If [code]true[/code], changing the [code]Mode[/code] property will set the window title accordingly (e.g. setting mode to [constant MODE_OPEN_FILE] will change the window title to "Open a File").
pub fn is_showing_hidden_files(&self) -> bool
[src]
If [code]true[/code], the dialog will show hidden files.
pub fn set_access(&self, access: i64)
[src]
The file system access scope. See enum [code]Access[/code] constants.
[b]Warning:[/b] Currently, in sandboxed environments such as HTML5 builds or sandboxed macOS apps, FileDialog cannot access the host file system. See [url=https://github.com/godotengine/godot-proposals/issues/1123]godot-proposals#1123[/url].
pub fn set_current_dir(&self, dir: impl Into<GodotString>)
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The current working directory of the file dialog.
pub fn set_current_file(&self, file: impl Into<GodotString>)
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The currently selected file of the file dialog.
pub fn set_current_path(&self, path: impl Into<GodotString>)
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The currently selected file path of the file dialog.
pub fn set_filters(&self, filters: TypedArray<GodotString>)
[src]
The available file type filters. For example, this shows only [code].png[/code] and [code].gd[/code] files: [code]set_filters(PoolStringArray(["*.png ; PNG Images","*.gd ; GDScript Files"]))[/code].
pub fn set_mode(&self, mode: i64)
[src]
The dialog's open or save mode, which affects the selection behavior. See enum [code]Mode[/code] constants.
pub fn set_mode_overrides_title(&self, _override: bool)
[src]
If [code]true[/code], changing the [code]Mode[/code] property will set the window title accordingly (e.g. setting mode to [constant MODE_OPEN_FILE] will change the window title to "Open a File").
pub fn set_show_hidden_files(&self, show: bool)
[src]
If [code]true[/code], the dialog will show hidden files.
Methods from Deref<Target = ConfirmationDialog>
Trait Implementations
impl Debug for FileDialog
[src]
impl Deref for FileDialog
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type Target = ConfirmationDialog
The resulting type after dereferencing.
fn deref(&self) -> &ConfirmationDialog
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impl DerefMut for FileDialog
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fn deref_mut(&mut self) -> &mut ConfirmationDialog
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impl GodotObject for FileDialog
[src]
type RefKind = ManuallyManaged
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
fn class_name() -> &'static str
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fn null() -> Null<Self>
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fn new() -> Ref<Self, Unique> where
Self: Instanciable,
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Self: Instanciable,
fn cast<T>(&self) -> Option<&T> where
T: GodotObject + SubClass<Self>,
[src]
T: GodotObject + SubClass<Self>,
fn upcast<T>(&self) -> &T where
Self: SubClass<T>,
T: GodotObject,
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Self: SubClass<T>,
T: GodotObject,
unsafe fn assume_shared(&self) -> Ref<Self, Shared>
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unsafe fn assume_thread_local(&self) -> Ref<Self, ThreadLocal> where
Self: GodotObject<RefKind = RefCounted>,
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Self: GodotObject<RefKind = RefCounted>,
unsafe fn assume_unique(&self) -> Ref<Self, Unique>
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impl Instanciable for FileDialog
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fn construct() -> Ref<FileDialog, Unique>
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impl QueueFree for FileDialog
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unsafe fn godot_queue_free(obj: *mut c_void)
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impl SubClass<AcceptDialog> for FileDialog
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impl SubClass<CanvasItem> for FileDialog
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impl SubClass<ConfirmationDialog> for FileDialog
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impl SubClass<Control> for FileDialog
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impl SubClass<Node> for FileDialog
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impl SubClass<Object> for FileDialog
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impl SubClass<Popup> for FileDialog
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impl SubClass<WindowDialog> for FileDialog
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Auto Trait Implementations
impl RefUnwindSafe for FileDialog
impl !Send for FileDialog
impl !Sync for FileDialog
impl Unpin for FileDialog
impl UnwindSafe for FileDialog
Blanket Implementations
impl<T> Any for T where
T: 'static + ?Sized,
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T: 'static + ?Sized,
impl<T> Borrow<T> for T where
T: ?Sized,
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T: ?Sized,
impl<T> BorrowMut<T> for T where
T: ?Sized,
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T: ?Sized,
fn borrow_mut(&mut self) -> &mut T
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impl<T> From<T> for T
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impl<T, U> Into<U> for T where
U: From<T>,
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U: From<T>,
impl<T> SubClass<T> for T where
T: GodotObject,
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T: GodotObject,
impl<T, U> TryFrom<U> for T where
U: Into<T>,
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U: Into<T>,
type Error = Infallible
The type returned in the event of a conversion error.
fn try_from(value: U) -> Result<T, <T as TryFrom<U>>::Error>
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impl<T, U> TryInto<U> for T where
U: TryFrom<T>,
[src]
U: TryFrom<T>,