[−][src]Struct gdnative::api::NativeScript
core class NativeScript
inherits Script
(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
NativeScript 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 NativeScript
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pub fn new() -> Ref<NativeScript, Unique>
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Creates a new instance of this object.
This is a reference-counted type. The returned object is automatically managed
by Ref
.
pub fn get_class_documentation(&self) -> GodotString
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pub fn class_name(&self) -> GodotString
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pub fn library(&self) -> Option<Ref<GDNativeLibrary, Shared>>
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pub fn get_method_documentation(
&self,
method: impl Into<GodotString>
) -> GodotString
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&self,
method: impl Into<GodotString>
) -> GodotString
pub fn get_property_documentation(
&self,
path: impl Into<GodotString>
) -> GodotString
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&self,
path: impl Into<GodotString>
) -> GodotString
pub fn script_class_icon_path(&self) -> GodotString
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pub fn script_class_name(&self) -> GodotString
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pub fn get_signal_documentation(
&self,
signal_name: impl Into<GodotString>
) -> GodotString
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&self,
signal_name: impl Into<GodotString>
) -> GodotString
pub fn _new(&self, varargs: &[Variant]) -> Variant
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pub fn set_class_name(&self, class_name: impl Into<GodotString>)
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pub fn set_library(&self, library: impl AsArg<GDNativeLibrary>)
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pub fn set_script_class_icon_path(&self, icon_path: impl Into<GodotString>)
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pub fn set_script_class_name(&self, class_name: impl Into<GodotString>)
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Methods from Deref<Target = Script>
pub fn can_instance(&self) -> bool
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Returns [code]true[/code] if the script can be instanced.
pub fn get_base_script(&self) -> Option<Ref<Script, Shared>>
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Returns the script directly inherited by this script.
pub fn get_instance_base_type(&self) -> GodotString
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Returns the script's base type.
pub fn get_property_default_value(
&self,
property: impl Into<GodotString>
) -> Variant
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&self,
property: impl Into<GodotString>
) -> Variant
Returns the default value of the specified property.
pub fn get_script_constant_map(&self) -> Dictionary<Shared>
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Returns a dictionary containing constant names and their values.
pub fn get_script_method_list(&self) -> VariantArray<Shared>
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Returns the list of methods in this [Script].
pub fn get_script_property_list(&self) -> VariantArray<Shared>
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Returns the list of properties in this [Script].
pub fn get_script_signal_list(&self) -> VariantArray<Shared>
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Returns the list of user signals defined in this [Script].
pub fn source_code(&self) -> GodotString
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The script source code or an empty string if source code is not available. When set, does not reload the class implementation automatically.
pub fn has_script_signal(&self, signal_name: impl Into<GodotString>) -> bool
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Returns [code]true[/code] if the script, or a base class, defines a signal with the given name.
pub fn has_source_code(&self) -> bool
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Returns [code]true[/code] if the script contains non-empty source code.
pub fn instance_has(&self, base_object: impl AsArg<Object>) -> bool
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Returns [code]true[/code] if [code]base_object[/code] is an instance of this script.
pub fn is_tool(&self) -> bool
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Returns [code]true[/code] if the script is a tool script. A tool script can run in the editor.
pub fn reload(&self, keep_state: bool) -> Result<(), GodotError>
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Reloads the script's class implementation. Returns an error code.
Default Arguments
keep_state
-false
pub fn set_source_code(&self, source: impl Into<GodotString>)
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The script source code or an empty string if source code is not available. When set, does not reload the class implementation automatically.
Trait Implementations
impl Debug for NativeScript
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impl Deref for NativeScript
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impl DerefMut for NativeScript
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impl GodotObject for NativeScript
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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
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>,
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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 NativeScript
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fn construct() -> Ref<NativeScript, Unique>
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impl SubClass<Object> for NativeScript
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impl SubClass<Reference> for NativeScript
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impl SubClass<Resource> for NativeScript
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impl SubClass<Script> for NativeScript
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Auto Trait Implementations
impl RefUnwindSafe for NativeScript
impl !Send for NativeScript
impl !Sync for NativeScript
impl Unpin for NativeScript
impl UnwindSafe for NativeScript
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>,
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U: TryFrom<T>,