[][src]Struct gdnative::api::FileDialog

pub struct FileDialog { /* fields omitted */ }

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

impl FileDialog[src]

pub fn new() -> Ref<FileDialog, Unique>[src]

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)[src]

Clear all the added filters in the dialog.

pub fn deselect_items(&self)[src]

Clear currently selected items in the dialog.

pub fn access(&self) -> Access[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 current_dir(&self) -> GodotString[src]

The current working directory of the file dialog.

pub fn current_file(&self) -> GodotString[src]

The currently selected file of the file dialog.

pub fn current_path(&self) -> GodotString[src]

The currently selected file path of the file dialog.

pub fn filters(&self) -> 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 get_line_edit(&self) -> Option<Ref<LineEdit, Shared>>[src]

Returns the LineEdit for the selected file.

pub fn mode(&self) -> Mode[src]

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>>[src]

Returns the vertical box container of the dialog, custom controls can be added to it.

pub fn invalidate(&self)[src]

Invalidate and update the current dialog content list.

pub fn is_mode_overriding_title(&self) -> 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 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>)[src]

The current working directory of the file dialog.

pub fn set_current_file(&self, file: impl Into<GodotString>)[src]

The currently selected file of the file dialog.

pub fn set_current_path(&self, path: impl Into<GodotString>)[src]

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>

pub fn get_cancel(&self) -> Option<Ref<Button, Shared>>[src]

Returns the cancel button.

Trait Implementations

impl Debug for FileDialog[src]

impl Deref for FileDialog[src]

type Target = ConfirmationDialog

The resulting type after dereferencing.

impl DerefMut for FileDialog[src]

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

impl Instanciable for FileDialog[src]

impl QueueFree for FileDialog[src]

impl SubClass<AcceptDialog> for FileDialog[src]

impl SubClass<CanvasItem> for FileDialog[src]

impl SubClass<ConfirmationDialog> for FileDialog[src]

impl SubClass<Control> for FileDialog[src]

impl SubClass<Node> for FileDialog[src]

impl SubClass<Object> for FileDialog[src]

impl SubClass<Popup> for FileDialog[src]

impl SubClass<WindowDialog> for FileDialog[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
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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.