[][src]Struct gdnative::api::Reference

pub struct Reference { /* fields omitted */ }

Base class of all reference-counted types. Inherits Object.

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

Reference 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 Reference[src]

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

Creates a new instance of this object.

This is a reference-counted type. The returned object is automatically managed by Ref.

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.

Methods from Deref<Target = Object>

pub fn add_user_signal(
    &self,
    signal: impl Into<GodotString>,
    arguments: VariantArray<Shared>
)
[src]

Adds a user-defined [code]signal[/code]. Arguments are optional, but can be added as an [Array] of dictionaries, each containing [code]name: String[/code] and [code]type: int[/code] (see [enum Variant.Type]) entries.

Default Arguments

  • arguments - [ ]

pub unsafe fn call(
    &self,
    method: impl Into<GodotString>,
    varargs: &[Variant]
) -> Variant
[src]

Calls the [code]method[/code] on the object and returns the result. This method supports a variable number of arguments, so parameters are passed as a comma separated list. Example:
				[codeblock]
				call("set", "position", Vector2(42.0, 0.0))
				[/codeblock]
				[b]Note:[/b] In C#, the method name must be specified as snake_case if it is defined by a built-in Godot node. This doesn't apply to user-defined methods where you should use the same convention as in the C# source (typically PascalCase).

pub unsafe fn call_deferred(
    &self,
    method: impl Into<GodotString>,
    varargs: &[Variant]
) -> Variant
[src]

Calls the [code]method[/code] on the object during idle time. This method supports a variable number of arguments, so parameters are passed as a comma separated list. Example:
				[codeblock]
				call_deferred("set", "position", Vector2(42.0, 0.0))
				[/codeblock]
				[b]Note:[/b] In C#, the method name must be specified as snake_case if it is defined by a built-in Godot node. This doesn't apply to user-defined methods where you should use the same convention as in the C# source (typically PascalCase).

pub fn callv(
    &self,
    method: impl Into<GodotString>,
    arg_array: VariantArray<Shared>
) -> Variant
[src]

Calls the [code]method[/code] on the object and returns the result. Contrarily to [method call], this method does not support a variable number of arguments but expects all parameters to be via a single [Array].
				[codeblock]
				callv("set", [ "position", Vector2(42.0, 0.0) ])
				[/codeblock]

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

Returns [code]true[/code] if the object can translate strings. See [method set_message_translation] and [method tr].

pub fn connect(
    &self,
    signal: impl Into<GodotString>,
    target: impl AsArg<Object>,
    method: impl Into<GodotString>,
    binds: VariantArray<Shared>,
    flags: i64
) -> Result<(), GodotError>
[src]

Connects a [code]signal[/code] to a [code]method[/code] on a [code]target[/code] object. Pass optional [code]binds[/code] to the call as an [Array] of parameters. These parameters will be passed to the method after any parameter used in the call to [method emit_signal]. Use [code]flags[/code] to set deferred or one-shot connections. See [enum ConnectFlags] constants.
				A [code]signal[/code] can only be connected once to a [code]method[/code]. It will throw an error if already connected, unless the signal was connected with [constant CONNECT_REFERENCE_COUNTED]. To avoid this, first, use [method is_connected] to check for existing connections.
				If the [code]target[/code] is destroyed in the game's lifecycle, the connection will be lost.
				Examples:
				[codeblock]
				connect("pressed", self, "_on_Button_pressed") # BaseButton signal
				connect("text_entered", self, "_on_LineEdit_text_entered") # LineEdit signal
				connect("hit", self, "_on_Player_hit", [ weapon_type, damage ]) # User-defined signal
				[/codeblock]
				An example of the relationship between [code]binds[/code] passed to [method connect] and parameters used when calling [method emit_signal]:
				[codeblock]
				connect("hit", self, "_on_Player_hit", [ weapon_type, damage ]) # weapon_type and damage are passed last
				emit_signal("hit", "Dark lord", 5) # "Dark lord" and 5 are passed first
				func _on_Player_hit(hit_by, level, weapon_type, damage):
				    print("Hit by %s (lvl %d) with weapon %s for %d damage" % [hit_by, level, weapon_type, damage])
				[/codeblock]

Default Arguments

  • binds - [ ]
  • flags - 0

pub fn disconnect(
    &self,
    signal: impl Into<GodotString>,
    target: impl AsArg<Object>,
    method: impl Into<GodotString>
)
[src]

Disconnects a [code]signal[/code] from a [code]method[/code] on the given [code]target[/code].
				If you try to disconnect a connection that does not exist, the method will throw an error. Use [method is_connected] to ensure that the connection exists.

pub fn emit_signal(
    &self,
    signal: impl Into<GodotString>,
    varargs: &[Variant]
) -> Variant
[src]

Emits the given [code]signal[/code]. The signal must exist, so it should be a built-in signal of this class or one of its parent classes, or a user-defined signal. This method supports a variable number of arguments, so parameters are passed as a comma separated list. Example:
				[codeblock]
				emit_signal("hit", weapon_type, damage)
				emit_signal("game_over")
				[/codeblock]

pub fn get(&self, property: impl Into<GodotString>) -> Variant[src]

Returns the [Variant] value of the given [code]property[/code]. If the [code]property[/code] doesn't exist, this will return [code]null[/code].
				[b]Note:[/b] In C#, the property name must be specified as snake_case if it is defined by a built-in Godot node. This doesn't apply to user-defined properties where you should use the same convention as in the C# source (typically PascalCase).

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

Returns the object's class as a [String].

pub fn get_incoming_connections(&self) -> VariantArray<Shared>[src]

Returns an [Array] of dictionaries with information about signals that are connected to the object.
				Each [Dictionary] contains three String entries:
				- [code]source[/code] is a reference to the signal emitter.
				- [code]signal_name[/code] is the name of the connected signal.
				- [code]method_name[/code] is the name of the method to which the signal is connected.

pub fn get_indexed(&self, property: impl Into<NodePath>) -> Variant[src]

Gets the object's property indexed by the given [NodePath]. The node path should be relative to the current object and can use the colon character ([code]:[/code]) to access nested properties. Examples: [code]"position:x"[/code] or [code]"material:next_pass:blend_mode"[/code].

pub fn get_instance_id(&self) -> i64[src]

Returns the object's unique instance ID.
				This ID can be saved in [EncodedObjectAsID], and can be used to retrieve the object instance with [method @GDScript.instance_from_id].

pub fn get_meta(&self, name: impl Into<GodotString>) -> Variant[src]

Returns the object's metadata entry for the given [code]name[/code].

pub fn get_meta_list(&self) -> TypedArray<GodotString>[src]

Returns the object's metadata as a [PoolStringArray].

pub fn get_method_list(&self) -> VariantArray<Shared>[src]

Returns the object's methods and their signatures as an [Array].

pub fn get_property_list(&self) -> VariantArray<Shared>[src]

Returns the object's property list as an [Array] of dictionaries.
				Each property's [Dictionary] contain at least [code]name: String[/code] and [code]type: int[/code] (see [enum Variant.Type]) entries. Optionally, it can also include [code]hint: int[/code] (see [enum PropertyHint]), [code]hint_string: String[/code], and [code]usage: int[/code] (see [enum PropertyUsageFlags]).

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

Returns the object's [Script] instance, or [code]null[/code] if none is assigned.

pub fn get_signal_connection_list(
    &self,
    signal: impl Into<GodotString>
) -> VariantArray<Shared>
[src]

Returns an [Array] of connections for the given [code]signal[/code].

pub fn get_signal_list(&self) -> VariantArray<Shared>[src]

Returns the list of signals as an [Array] of dictionaries.

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

Returns [code]true[/code] if a metadata entry is found with the given [code]name[/code].

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

Returns [code]true[/code] if the object contains the given [code]method[/code].

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

Returns [code]true[/code] if the given [code]signal[/code] exists.

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

Returns [code]true[/code] if the given user-defined [code]signal[/code] exists. Only signals added using [method add_user_signal] are taken into account.

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

Returns [code]true[/code] if signal emission blocking is enabled.

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

Returns [code]true[/code] if the object inherits from the given [code]class[/code].

pub fn is_connected(
    &self,
    signal: impl Into<GodotString>,
    target: impl AsArg<Object>,
    method: impl Into<GodotString>
) -> bool
[src]

Returns [code]true[/code] if a connection exists for a given [code]signal[/code], [code]target[/code], and [code]method[/code].

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

Returns [code]true[/code] if the [method Node.queue_free] method was called for the object.

pub fn notification(&self, what: i64, reversed: bool)[src]

Send a given notification to the object, which will also trigger a call to the [method _notification] method of all classes that the object inherits from.
				If [code]reversed[/code] is [code]true[/code], [method _notification] is called first on the object's own class, and then up to its successive parent classes. If [code]reversed[/code] is [code]false[/code], [method _notification] is called first on the highest ancestor ([Object] itself), and then down to its successive inheriting classes.

Default Arguments

  • reversed - false

pub fn property_list_changed_notify(&self)[src]

Notify the editor that the property list has changed, so that editor plugins can take the new values into account. Does nothing on export builds.

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

Removes a given entry from the object's metadata. See also [method set_meta].

pub fn set(&self, property: impl Into<GodotString>, value: impl OwnedToVariant)[src]

Assigns a new value to the given property. If the [code]property[/code] does not exist, nothing will happen.
				[b]Note:[/b] In C#, the property name must be specified as snake_case if it is defined by a built-in Godot node. This doesn't apply to user-defined properties where you should use the same convention as in the C# source (typically PascalCase).

pub fn set_block_signals(&self, enable: bool)[src]

If set to [code]true[/code], signal emission is blocked.

pub fn set_deferred(
    &self,
    property: impl Into<GodotString>,
    value: impl OwnedToVariant
)
[src]

Assigns a new value to the given property, after the current frame's physics step. This is equivalent to calling [method set] via [method call_deferred], i.e. [code]call_deferred("set", property, value)[/code].
				[b]Note:[/b] In C#, the property name must be specified as snake_case if it is defined by a built-in Godot node. This doesn't apply to user-defined properties where you should use the same convention as in the C# source (typically PascalCase).

pub fn set_indexed(
    &self,
    property: impl Into<NodePath>,
    value: impl OwnedToVariant
)
[src]

Assigns a new value to the property identified by the [NodePath]. The node path should be relative to the current object and can use the colon character ([code]:[/code]) to access nested properties. Example:
				[codeblock]
				set_indexed("position", Vector2(42, 0))
				set_indexed("position:y", -10)
				print(position) # (42, -10)
				[/codeblock]

pub fn set_message_translation(&self, enable: bool)[src]

Defines whether the object can translate strings (with calls to [method tr]). Enabled by default.

pub fn set_meta(&self, name: impl Into<GodotString>, value: impl OwnedToVariant)[src]

Adds, changes or removes a given entry in the object's metadata. Metadata are serialized and can take any [Variant] value.
				To remove a given entry from the object's metadata, use [method remove_meta]. Metadata is also removed if its value is set to [code]null[/code]. This means you can also use [code]set_meta("name", null)[/code] to remove metadata for [code]"name"[/code].

pub fn set_script(&self, script: impl AsArg<Reference>)[src]

Assigns a script to the object. Each object can have a single script assigned to it, which are used to extend its functionality.
				If the object already had a script, the previous script instance will be freed and its variables and state will be lost. The new script's [method _init] method will be called.

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

Returns a [String] representing the object. If not overridden, defaults to [code]"[ClassName:RID]"[/code].
				Override the method [method _to_string] to customize the [String] representation.

pub fn tr(&self, message: impl Into<GodotString>) -> GodotString[src]

Translates a message using translation catalogs configured in the Project Settings.
				Only works if message translation is enabled (which it is by default), otherwise it returns the [code]message[/code] unchanged. See [method set_message_translation].

Trait Implementations

impl Debug for Reference[src]

impl Deref for Reference[src]

type Target = Object

The resulting type after dereferencing.

impl DerefMut for Reference[src]

impl GodotObject for Reference[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 Instanciable for Reference[src]

impl SubClass<Object> for Reference[src]

impl SubClass<Reference> for GIProbeData[src]

impl SubClass<Reference> for Texture[src]

impl SubClass<Reference> for VisualScriptVariableSet[src]

impl SubClass<Reference> for VisualShaderNodeBooleanUniform[src]

impl SubClass<Reference> for MeshLibrary[src]

impl SubClass<Reference> for InputEvent[src]

impl SubClass<Reference> for EditorFeatureProfile[src]

impl SubClass<Reference> for GDScript[src]

impl SubClass<Reference> for VisualScriptFunctionCall[src]

impl SubClass<Reference> for VisualShaderNodeFresnel[src]

impl SubClass<Reference> for EditorScript[src]

impl SubClass<Reference> for Animation[src]

impl SubClass<Reference> for PHashTranslation[src]

impl SubClass<Reference> for PacketPeerStream[src]

impl SubClass<Reference> for VisualScriptBuiltinFunc[src]

impl SubClass<Reference> for AnimationNodeTransition[src]

impl SubClass<Reference> for AudioEffectSpectrumAnalyzer[src]

impl SubClass<Reference> for Curve[src]

impl SubClass<Reference> for AudioEffectCompressor[src]

impl SubClass<Reference> for VisualShaderNodeTexture[src]

impl SubClass<Reference> for CylinderShape[src]

impl SubClass<Reference> for VisualScriptSceneNode[src]

impl SubClass<Reference> for UDPServer[src]

impl SubClass<Reference> for AudioEffectPhaser[src]

impl SubClass<Reference> for VisualScriptLocalVarSet[src]

impl SubClass<Reference> for VisualScriptVariableGet[src]

impl SubClass<Reference> for VisualScriptLists[src]

impl SubClass<Reference> for CubeMesh[src]

impl SubClass<Reference> for Skin[src]

impl SubClass<Reference> for EditorSpatialGizmoPlugin[src]

impl SubClass<Reference> for InputEventWithModifiers[src]

impl SubClass<Reference> for DTLSServer[src]

impl SubClass<Reference> for EditorSpatialGizmo[src]

impl SubClass<Reference> for PanoramaSky[src]

impl SubClass<Reference> for PackedDataContainer[src]

impl SubClass<Reference> for AudioStreamGenerator[src]

impl SubClass<Reference> for PolygonPathFinder[src]

impl SubClass<Reference> for PhysicsShapeQueryResult[src]

impl SubClass<Reference> for AudioEffectHighShelfFilter[src]

impl SubClass<Reference> for ArrayMesh[src]

impl SubClass<Reference> for PrimitiveMesh[src]

impl SubClass<Reference> for VisualShader[src]

impl SubClass<Reference> for VisualShaderNodeVec3Uniform[src]

impl SubClass<Reference> for MultiplayerPeerGDNative[src]

impl SubClass<Reference> for Gradient[src]

impl SubClass<Reference> for TextureArray[src]

impl SubClass<Reference> for AudioEffectHighPassFilter[src]

impl SubClass<Reference> for AnimationNodeBlend3[src]

impl SubClass<Reference> for AudioStreamRandomPitch[src]

impl SubClass<Reference> for AStar2D[src]

impl SubClass<Reference> for Semaphore[src]

impl SubClass<Reference> for AnimationNodeStateMachineTransition[src]

impl SubClass<Reference> for VisualScriptSwitch[src]

impl SubClass<Reference> for AnimationNodeBlendTree[src]

impl SubClass<Reference> for VisualShaderNodeTextureUniformTriplanar[src]

impl SubClass<Reference> for PackedScene[src]

impl SubClass<Reference> for StyleBoxLine[src]

impl SubClass<Reference> for VisualScriptBasicTypeConstant[src]

impl SubClass<Reference> for EditorInspectorPlugin[src]

impl SubClass<Reference> for InputEventPanGesture[src]

impl SubClass<Reference> for VisualScriptPropertyGet[src]

impl SubClass<Reference> for VisualScriptLocalVar[src]

impl SubClass<Reference> for ImageTexture[src]

impl SubClass<Reference> for Mutex[src]

impl SubClass<Reference> for Shape[src]

impl SubClass<Reference> for VisualShaderNodeScalarDerivativeFunc[src]

impl SubClass<Reference> for PluginScript[src]

impl SubClass<Reference> for RayShape2D[src]

impl SubClass<Reference> for VisualShaderNodeInput[src]

impl SubClass<Reference> for AnimationNodeAdd3[src]

impl SubClass<Reference> for VisualShaderNodeCubeMapUniform[src]

impl SubClass<Reference> for EditorImportPlugin[src]

impl SubClass<Reference> for ExternalTexture[src]

impl SubClass<Reference> for ProxyTexture[src]

impl SubClass<Reference> for AudioEffectAmplify[src]

impl SubClass<Reference> for AnimationNodeOneShot[src]

impl SubClass<Reference> for AnimationNodeAnimation[src]

impl SubClass<Reference> for ARVRInterface[src]

impl SubClass<Reference> for AudioEffectBandLimitFilter[src]

impl SubClass<Reference> for AudioStreamPlayback[src]

impl SubClass<Reference> for AudioEffectSpectrumAnalyzerInstance[src]

impl SubClass<Reference> for VisualScriptExpression[src]

impl SubClass<Reference> for VisualShaderNodeIs[src]

impl SubClass<Reference> for AudioEffectPitchShift[src]

impl SubClass<Reference> for AudioEffectInstance[src]

impl SubClass<Reference> for FuncRef[src]

impl SubClass<Reference> for VisualShaderNodeColorOp[src]

impl SubClass<Reference> for StreamPeerGDNative[src]

impl SubClass<Reference> for Texture3D[src]

impl SubClass<Reference> for NetworkedMultiplayerPeer[src]

impl SubClass<Reference> for VisualScriptNode[src]

impl SubClass<Reference> for VisualScriptSubCall[src]

impl SubClass<Reference> for StyleBoxEmpty[src]

impl SubClass<Reference> for AudioStreamOGGVorbis[src]

impl SubClass<Reference> for AudioEffectLowPassFilter[src]

impl SubClass<Reference> for AnimationNodeBlendSpace2D[src]

impl SubClass<Reference> for StyleBox[src]

impl SubClass<Reference> for VisualShaderNodeScalarConstant[src]

impl SubClass<Reference> for VisualShaderNodeDeterminant[src]

impl SubClass<Reference> for EditorResourcePreviewGenerator[src]

impl SubClass<Reference> for BakedLightmapData[src]

impl SubClass<Reference> for VisualShaderNodeTransformUniform[src]

impl SubClass<Reference> for VisualShaderNodeVectorScalarStep[src]

impl SubClass<Reference> for AudioStreamPlaybackResampled[src]

impl SubClass<Reference> for HashingContext[src]

impl SubClass<Reference> for WebSocketPeer[src]

impl SubClass<Reference> for LargeTexture[src]

impl SubClass<Reference> for VisualScriptInputAction[src]

impl SubClass<Reference> for VisualShaderNodeScalarOp[src]

impl SubClass<Reference> for AudioStreamMicrophone[src]

impl SubClass<Reference> for AnimationNodeOutput[src]

impl SubClass<Reference> for QuadMesh[src]

impl SubClass<Reference> for Script[src]

impl SubClass<Reference> for SpatialVelocityTracker[src]

impl SubClass<Reference> for Shader[src]

impl SubClass<Reference> for VisualShaderNodeCubeMap[src]

impl SubClass<Reference> for AudioEffectEQ[src]

impl SubClass<Reference> for VisualShaderNodeScalarInterp[src]

impl SubClass<Reference> for AnimationTrackEditPlugin[src]

impl SubClass<Reference> for NavigationPolygon[src]

impl SubClass<Reference> for PackedDataContainerRef[src]

impl SubClass<Reference> for CubeMap[src]

impl SubClass<Reference> for ProceduralSky[src]

impl SubClass<Reference> for VisualScriptSceneTree[src]

impl SubClass<Reference> for PacketPeer[src]

impl SubClass<Reference> for RegEx[src]

impl SubClass<Reference> for VisualShaderNodeVectorClamp[src]

impl SubClass<Reference> for VisualScriptTypeCast[src]

impl SubClass<Reference> for AnimationNodeStateMachinePlayback[src]

impl SubClass<Reference> for AnimationNodeStateMachine[src]

impl SubClass<Reference> for VisualShaderNodeCustom[src]

impl SubClass<Reference> for ConfigFile[src]

impl SubClass<Reference> for WebSocketClient[src]

impl SubClass<Reference> for File[src]

impl SubClass<Reference> for VisualShaderNodeBooleanConstant[src]

impl SubClass<Reference> for AStar[src]

impl SubClass<Reference> for UPNPDevice[src]

impl SubClass<Reference> for VisualShaderNodeTransformConstant[src]

impl SubClass<Reference> for XMLParser[src]

impl SubClass<Reference> for NoiseTexture[src]

impl SubClass<Reference> for TCP_Server[src]

impl SubClass<Reference> for MobileVRInterface[src]

impl SubClass<Reference> for StreamTexture[src]

impl SubClass<Reference> for VisualShaderNodeVectorSmoothStep[src]

impl SubClass<Reference> for ResourceInteractiveLoader[src]

impl SubClass<Reference> for X509Certificate[src]

impl SubClass<Reference> for SpriteFrames[src]

impl SubClass<Reference> for RectangleShape2D[src]

impl SubClass<Reference> for SkinReference[src]

impl SubClass<Reference> for Image[src]

impl SubClass<Reference> for InputEventMIDI[src]

impl SubClass<Reference> for AudioStreamSample[src]

impl SubClass<Reference> for EditorExportPlugin[src]

impl SubClass<Reference> for RandomNumberGenerator[src]

impl SubClass<Reference> for EditorSceneImporterAssimp[src]

impl SubClass<Reference> for VisualScriptYieldSignal[src]

impl SubClass<Reference> for RichTextEffect[src]

impl SubClass<Reference> for CurveTexture[src]

impl SubClass<Reference> for AudioStream[src]

impl SubClass<Reference> for World[src]

impl SubClass<Reference> for ViewportTexture[src]

impl SubClass<Reference> for InputEventKey[src]

impl SubClass<Reference> for VisualScriptReturn[src]

impl SubClass<Reference> for RayShape[src]

impl SubClass<Reference> for VisualShaderNodeUniform[src]

impl SubClass<Reference> for ConvexPolygonShape[src]

impl SubClass<Reference> for VisualScriptConstructor[src]

impl SubClass<Reference> for InputEventMouse[src]

impl SubClass<Reference> for AudioEffectEQ21[src]

impl SubClass<Reference> for EditorSceneImporter[src]

impl SubClass<Reference> for NativeScript[src]

impl SubClass<Reference> for VisualScriptGlobalConstant[src]

impl SubClass<Reference> for AudioEffectBandPassFilter[src]

impl SubClass<Reference> for AnimationNodeTimeSeek[src]

impl SubClass<Reference> for OpenSimplexNoise[src]

impl SubClass<Reference> for AudioEffect[src]

impl SubClass<Reference> for VisualShaderNodeFaceForward[src]

impl SubClass<Reference> for AnimationNodeBlendSpace1D[src]

impl SubClass<Reference> for VisualScriptYield[src]

impl SubClass<Reference> for StyleBoxFlat[src]

impl SubClass<Reference> for BitMap[src]

impl SubClass<Reference> for WebRTCPeerConnection[src]

impl SubClass<Reference> for VisualShaderNodeTransformCompose[src]

impl SubClass<Reference> for InputEventJoypadButton[src]

impl SubClass<Reference> for JavaClass[src]

impl SubClass<Reference> for AudioEffectReverb[src]

impl SubClass<Reference> for VisualShaderNodeSwitch[src]

impl SubClass<Reference> for SceneState[src]

impl SubClass<Reference> for AudioEffectNotchFilter[src]

impl SubClass<Reference> for Crypto[src]

impl SubClass<Reference> for InputEventMouseButton[src]

impl SubClass<Reference> for TriangleMesh[src]

impl SubClass<Reference> for VisualShaderNodeScalarClamp[src]

impl SubClass<Reference> for UPNP[src]

impl SubClass<Reference> for InputEventAction[src]

impl SubClass<Reference> for CameraFeed[src]

impl SubClass<Reference> for AnimationNode[src]

impl SubClass<Reference> for VisualScriptFunctionState[src]

impl SubClass<Reference> for LineShape2D[src]

impl SubClass<Reference> for VisualShaderNodeVectorRefract[src]

impl SubClass<Reference> for WebRTCDataChannelGDNative[src]

impl SubClass<Reference> for VisualShaderNodeOutput[src]

impl SubClass<Reference> for PointMesh[src]

impl SubClass<Reference> for VisualScriptClassConstant[src]

impl SubClass<Reference> for Mesh[src]

impl SubClass<Reference> for AudioEffectEQ10[src]

impl SubClass<Reference> for CanvasItemMaterial[src]

impl SubClass<Reference> for VisualScriptCondition[src]

impl SubClass<Reference> for Shape2D[src]

impl SubClass<Reference> for StreamPeerBuffer[src]

impl SubClass<Reference> for VisualShaderNodeCompare[src]

impl SubClass<Reference> for TextFile[src]

impl SubClass<Reference> for VisualShaderNodeDotProduct[src]

impl SubClass<Reference> for ARVRInterfaceGDNative[src]

impl SubClass<Reference> for CapsuleShape2D[src]

impl SubClass<Reference> for VisualShaderNodeScalarUniform[src]

impl SubClass<Reference> for GDNativeLibrary[src]

impl SubClass<Reference> for NavigationMesh[src]

impl SubClass<Reference> for VisualShaderNodeVectorCompose[src]

impl SubClass<Reference> for CircleShape2D[src]

impl SubClass<Reference> for SphereMesh[src]

impl SubClass<Reference> for VisualShaderNodeVectorScalarMix[src]

impl SubClass<Reference> for VisualShaderNodeVectorFunc[src]

impl SubClass<Reference> for CryptoKey[src]

impl SubClass<Reference> for GDNative[src]

impl SubClass<Reference> for VisualShaderNodeOuterProduct[src]

impl SubClass<Reference> for VisualScript[src]

impl SubClass<Reference> for PlaneMesh[src]

impl SubClass<Reference> for Material[src]

impl SubClass<Reference> for VisualShaderNodeTransformFunc[src]

impl SubClass<Reference> for ConcavePolygonShape[src]

impl SubClass<Reference> for VisualScriptPreload[src]

impl SubClass<Reference> for InputEventGesture[src]

impl SubClass<Reference> for VisualShaderNodeGroupBase[src]

impl SubClass<Reference> for TextureLayered[src]

impl SubClass<Reference> for GradientTexture[src]

impl SubClass<Reference> for PacketPeerUDP[src]

impl SubClass<Reference> for EditorSettings[src]

impl SubClass<Reference> for ResourceFormatSaver[src]

impl SubClass<Reference> for AudioStreamGeneratorPlayback[src]

impl SubClass<Reference> for AtlasTexture[src]

impl SubClass<Reference> for VisualShaderNodeTextureUniform[src]

impl SubClass<Reference> for VisualShaderNodeScalarSmoothStep[src]

impl SubClass<Reference> for AudioEffectLowShelfFilter[src]

impl SubClass<Reference> for AudioEffectFilter[src]

impl SubClass<Reference> for Environment[src]

impl SubClass<Reference> for VisualShaderNodeColorConstant[src]

impl SubClass<Reference> for Translation[src]

impl SubClass<Reference> for VideoStreamTheora[src]

impl SubClass<Reference> for VisualShaderNodeVectorDerivativeFunc[src]

impl SubClass<Reference> for MultiMesh[src]

impl SubClass<Reference> for AnimationRootNode[src]

impl SubClass<Reference> for TileSet[src]

impl SubClass<Reference> for CapsuleShape[src]

impl SubClass<Reference> for VisualShaderNode[src]

impl SubClass<Reference> for AudioEffectRecord[src]

impl SubClass<Reference> for VisualShaderNodeExpression[src]

impl SubClass<Reference> for VisualShaderNodeVectorDistance[src]

impl SubClass<Reference> for KinematicCollision[src]

impl SubClass<Reference> for WebRTCMultiplayer[src]

impl SubClass<Reference> for VisualScriptCustomNode[src]

impl SubClass<Reference> for VisualShaderNodeVectorOp[src]

impl SubClass<Reference> for ConvexPolygonShape2D[src]

impl SubClass<Reference> for ButtonGroup[src]

impl SubClass<Reference> for InputEventJoypadMotion[src]

impl SubClass<Reference> for VisualShaderNodeVectorDecompose[src]

impl SubClass<Reference> for VisualShaderNodeColorFunc[src]

impl SubClass<Reference> for PacketPeerGDNative[src]

impl SubClass<Reference> for AnimationNodeTimeScale[src]

impl SubClass<Reference> for WebRTCDataChannel[src]

impl SubClass<Reference> for ParticlesMaterial[src]

impl SubClass<Reference> for AudioEffectPanner[src]

impl SubClass<Reference> for NetworkedMultiplayerENet[src]

impl SubClass<Reference> for StreamPeerTCP[src]

impl SubClass<Reference> for VisualShaderNodeTransformDecompose[src]

impl SubClass<Reference> for HTTPClient[src]

impl SubClass<Reference> for Thread[src]

impl SubClass<Reference> for VisualShaderNodeVectorScalarSmoothStep[src]

impl SubClass<Reference> for AudioEffectDelay[src]

impl SubClass<Reference> for InputEventScreenTouch[src]

impl SubClass<Reference> for ShortCut[src]

impl SubClass<Reference> for Font[src]

impl SubClass<Reference> for VisualShaderNodeIf[src]

impl SubClass<Reference> for VisualScriptWhile[src]

impl SubClass<Reference> for VisualScriptResourcePath[src]

impl SubClass<Reference> for VisualScriptEngineSingleton[src]

impl SubClass<Reference> for VisualScriptMathConstant[src]

impl SubClass<Reference> for EditorScenePostImport[src]

impl SubClass<Reference> for RegExMatch[src]

impl SubClass<Reference> for BoxShape[src]

impl SubClass<Reference> for VisualShaderNodeVec3Constant[src]

impl SubClass<Reference> for DynamicFontData[src]

impl SubClass<Reference> for VisualScriptComposeArray[src]

impl SubClass<Reference> for Curve2D[src]

impl SubClass<Reference> for SurfaceTool[src]

impl SubClass<Reference> for AnimatedTexture[src]

impl SubClass<Reference> for GDScriptFunctionState[src]

impl SubClass<Reference> for ResourceFormatLoader[src]

impl SubClass<Reference> for Physics2DShapeQueryParameters[src]

impl SubClass<Reference> for VisualScriptConstant[src]

impl SubClass<Reference> for ConcavePolygonShape2D[src]

impl SubClass<Reference> for VisualScriptIterator[src]

impl SubClass<Reference> for VideoStreamWebm[src]

impl SubClass<Reference> for EditorResourceConversionPlugin[src]

impl SubClass<Reference> for VideoStream[src]

impl SubClass<Reference> for JSONParseResult[src]

impl SubClass<Reference> for ShaderMaterial[src]

impl SubClass<Reference> for SphereShape[src]

impl SubClass<Reference> for VisualShaderNodeVectorLen[src]

impl SubClass<Reference> for InputEventScreenDrag[src]

impl SubClass<Reference> for VisualShaderNodeVectorInterp[src]

impl SubClass<Reference> for InputEventMouseMotion[src]

impl SubClass<Reference> for VisualScriptFunction[src]

impl SubClass<Reference> for PrismMesh[src]

impl SubClass<Reference> for WebSocketMultiplayerPeer[src]

impl SubClass<Reference> for InputEventMagnifyGesture[src]

impl SubClass<Reference> for WebRTCPeerConnectionGDNative[src]

impl SubClass<Reference> for VisualScriptSelect[src]

impl SubClass<Reference> for VisualShaderNodeGlobalExpression[src]

impl SubClass<Reference> for StyleBoxTexture[src]

impl SubClass<Reference> for BitmapFont[src]

impl SubClass<Reference> for SpatialMaterial[src]

impl SubClass<Reference> for VisualScriptIndexGet[src]

impl SubClass<Reference> for SegmentShape2D[src]

impl SubClass<Reference> for CameraTexture[src]

impl SubClass<Reference> for VisualScriptPropertySet[src]

impl SubClass<Reference> for VisualScriptOperator[src]

impl SubClass<Reference> for PCKPacker[src]

impl SubClass<Reference> for AudioEffectLimiter[src]

impl SubClass<Reference> for Curve3D[src]

impl SubClass<Reference> for PacketPeerDTLS[src]

impl SubClass<Reference> for VisualScriptSelf[src]

impl SubClass<Reference> for Expression[src]

impl SubClass<Reference> for PlaneShape[src]

impl SubClass<Reference> for VisualScriptSequence[src]

impl SubClass<Reference> for VisualShaderNodeScalarSwitch[src]

impl SubClass<Reference> for SceneTreeTimer[src]

impl SubClass<Reference> for AudioEffectChorus[src]

impl SubClass<Reference> for WeakRef[src]

impl SubClass<Reference> for AudioEffectDistortion[src]

impl SubClass<Reference> for AudioEffectEQ6[src]

impl SubClass<Reference> for VisualScriptDeconstruct[src]

impl SubClass<Reference> for WebSocketServer[src]

impl SubClass<Reference> for VisualScriptComment[src]

impl SubClass<Reference> for VisualShaderNodeScalarFunc[src]

impl SubClass<Reference> for PhysicsShapeQueryParameters[src]

impl SubClass<Reference> for AudioEffectStereoEnhance[src]

impl SubClass<Reference> for VisualShaderNodeColorUniform[src]

impl SubClass<Reference> for Sky[src]

impl SubClass<Reference> for StreamPeerSSL[src]

impl SubClass<Reference> for Physics2DShapeQueryResult[src]

impl SubClass<Reference> for CharFXTransform[src]

impl SubClass<Reference> for SpatialGizmo[src]

impl SubClass<Reference> for StreamPeer[src]

impl SubClass<Reference> for PhysicsMaterial[src]

impl SubClass<Reference> for World2D[src]

impl SubClass<Reference> for Theme[src]

impl SubClass<Reference> for VideoStreamGDNative[src]

impl SubClass<Reference> for MeshDataTool[src]

impl SubClass<Reference> for ResourceImporter[src]

impl SubClass<Reference> for CylinderMesh[src]

impl SubClass<Reference> for KinematicCollision2D[src]

impl SubClass<Reference> for VisualShaderNodeTransformVecMult[src]

impl SubClass<Reference> for AudioBusLayout[src]

impl SubClass<Reference> for Resource[src]

impl SubClass<Reference> for OccluderPolygon2D[src]

impl SubClass<Reference> for Physics2DTestMotionResult[src]

impl SubClass<Reference> for AnimationNodeBlend2[src]

impl SubClass<Reference> for Directory[src]

impl SubClass<Reference> for MultiplayerAPI[src]

impl SubClass<Reference> for VisualScriptEmitSignal[src]

impl SubClass<Reference> for DynamicFont[src]

impl SubClass<Reference> for VisualScriptIndexSet[src]

impl SubClass<Reference> for VisualShaderNodeTransformMult[src]

impl SubClass<Reference> for HeightMapShape[src]

impl SubClass<Reference> for MeshTexture[src]

impl SubClass<Reference> for AnimationNodeAdd2[src]

impl SubClass<Reference> for CapsuleMesh[src]

impl SubClass<Reference> for EncodedObjectAsID[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.