[][src]Struct gdnative::api::TreeItem

pub struct TreeItem { /* fields omitted */ }

core class TreeItem inherits Object (unsafe).

Official documentation

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

Class hierarchy

TreeItem 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 TreeItem[src]

Constants

impl TreeItem[src]

pub fn add_button(
    &self,
    column: i64,
    button: impl AsArg<Texture>,
    button_idx: i64,
    disabled: bool,
    tooltip: impl Into<GodotString>
)
[src]

Adds a button with [Texture] [code]button[/code] at column [code]column[/code]. The [code]button_idx[/code] index is used to identify the button when calling other methods. If not specified, the next available index is used, which may be retrieved by calling [method get_button_count] immediately after this method. Optionally, the button can be [code]disabled[/code] and have a [code]tooltip[/code].

Default Arguments

  • button_idx - -1
  • disabled - false
  • tooltip - ""

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

Calls the [code]method[/code] on the actual TreeItem and its children recursively. Pass parameters as a comma separated list.

pub fn clear_custom_bg_color(&self, column: i64)[src]

Resets the background color for the given column to default.

pub fn clear_custom_color(&self, column: i64)[src]

Resets the color for the given column to default.

pub fn deselect(&self, column: i64)[src]

Deselects the given column.

pub fn erase_button(&self, column: i64, button_idx: i64)[src]

Removes the button at index [code]button_idx[/code] in column [code]column[/code].

pub fn get_button(
    &self,
    column: i64,
    button_idx: i64
) -> Option<Ref<Texture, Shared>>
[src]

Returns the [Texture] of the button at index [code]button_idx[/code] in column [code]column[/code].

pub fn get_button_count(&self, column: i64) -> i64[src]

Returns the number of buttons in column [code]column[/code]. May be used to get the most recently added button's index, if no index was specified.

pub fn get_button_tooltip(&self, column: i64, button_idx: i64) -> GodotString[src]

Returns the tooltip string for the button at index [code]button_idx[/code] in column [code]column[/code].

pub fn get_cell_mode(&self, column: i64) -> TreeCellMode[src]

Returns the column's cell mode.

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

Returns the TreeItem's first child item or a null object if there is none.

pub fn get_custom_bg_color(&self, column: i64) -> Color[src]

Returns the custom background color of column [code]column[/code].

pub fn get_custom_color(&self, column: i64) -> Color[src]

Returns the custom color of column [code]column[/code].

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

The custom minimum height.

pub fn get_expand_right(&self, column: i64) -> bool[src]

Returns [code]true[/code] if [code]expand_right[/code] is set.

pub fn get_icon(&self, column: i64) -> Option<Ref<Texture, Shared>>[src]

Returns the given column's icon [Texture]. Error if no icon is set.

pub fn get_icon_max_width(&self, column: i64) -> i64[src]

Returns the column's icon's maximum width.

pub fn get_icon_modulate(&self, column: i64) -> Color[src]

Returns the [Color] modulating the column's icon.

pub fn get_icon_region(&self, column: i64) -> Rect<f32, UnknownUnit>[src]

Returns the icon [Texture] region as [Rect2].

pub fn get_metadata(&self, column: i64) -> Variant[src]

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

Returns the next TreeItem in the tree or a null object if there is none.

pub fn get_next_visible(&self, wrap: bool) -> Option<Ref<TreeItem, Shared>>[src]

Returns the next visible TreeItem in the tree or a null object if there is none.
				If [code]wrap[/code] is enabled, the method will wrap around to the first visible element in the tree when called on the last visible element, otherwise it returns [code]null[/code].

Default Arguments

  • wrap - false

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

Returns the parent TreeItem or a null object if there is none.

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

Returns the previous TreeItem in the tree or a null object if there is none.

pub fn get_prev_visible(&self, wrap: bool) -> Option<Ref<TreeItem, Shared>>[src]

Returns the previous visible TreeItem in the tree or a null object if there is none.
				If [code]wrap[/code] is enabled, the method will wrap around to the last visible element in the tree when called on the first visible element, otherwise it returns [code]null[/code].

Default Arguments

  • wrap - false

pub fn get_range(&self, column: i64) -> f64[src]

pub fn get_range_config(&self, column: i64) -> Dictionary<Shared>[src]

pub fn get_suffix(&self, column: i64) -> GodotString[src]

pub fn get_text(&self, column: i64) -> GodotString[src]

Returns the given column's text.

pub fn get_text_align(&self, column: i64) -> TextAlign[src]

Returns the given column's text alignment.

pub fn get_tooltip(&self, column: i64) -> GodotString[src]

Returns the given column's tooltip.

pub fn is_button_disabled(&self, column: i64, button_idx: i64) -> bool[src]

Returns [code]true[/code] if the button at index [code]button_idx[/code] for the given column is disabled.

pub fn is_checked(&self, column: i64) -> bool[src]

Returns [code]true[/code] if the given column is checked.

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

If [code]true[/code], the TreeItem is collapsed.

pub fn is_custom_set_as_button(&self, column: i64) -> bool[src]

pub fn is_editable(&self, column: i64) -> bool[src]

Returns [code]true[/code] if column [code]column[/code] is editable.

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

If [code]true[/code], folding is disabled for this TreeItem.

pub fn is_selectable(&self, column: i64) -> bool[src]

Returns [code]true[/code] if column [code]column[/code] is selectable.

pub fn is_selected(&self, column: i64) -> bool[src]

Returns [code]true[/code] if column [code]column[/code] is selected.

pub fn move_to_bottom(&self)[src]

Moves this TreeItem to the bottom in the [Tree] hierarchy.

pub fn move_to_top(&self)[src]

Moves this TreeItem to the top in the [Tree] hierarchy.

pub fn remove_child(&self, child: impl AsArg<Object>)[src]

Removes the given child [TreeItem] and all its children from the [Tree]. Note that it doesn't free the item from memory, so it can be reused later. To completely remove a [TreeItem] use [method Object.free].

pub fn select(&self, column: i64)[src]

Selects the column [code]column[/code].

pub fn set_button(
    &self,
    column: i64,
    button_idx: i64,
    button: impl AsArg<Texture>
)
[src]

Sets the given column's button [Texture] at index [code]button_idx[/code] to [code]button[/code].

pub fn set_button_disabled(&self, column: i64, button_idx: i64, disabled: bool)[src]

If [code]true[/code], disables the button at index [code]button_idx[/code] in column [code]column[/code].

pub fn set_cell_mode(&self, column: i64, mode: i64)[src]

Sets the given column's cell mode to [code]mode[/code]. See [enum TreeCellMode] constants.

pub fn set_checked(&self, column: i64, checked: bool)[src]

If [code]true[/code], the column [code]column[/code] is checked.

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

If [code]true[/code], the TreeItem is collapsed.

pub fn set_custom_as_button(&self, column: i64, enable: bool)[src]

pub fn set_custom_bg_color(&self, column: i64, color: Color, just_outline: bool)[src]

Sets the given column's custom background color and whether to just use it as an outline.

Default Arguments

  • just_outline - false

pub fn set_custom_color(&self, column: i64, color: Color)[src]

Sets the given column's custom color.

pub fn set_custom_draw(
    &self,
    column: i64,
    object: impl AsArg<Object>,
    callback: impl Into<GodotString>
)
[src]

Sets the given column's custom draw callback to [code]callback[/code] method on [code]object[/code].
				The [code]callback[/code] should accept two arguments: the [TreeItem] that is drawn and its position and size as a [Rect2].

pub fn set_custom_minimum_height(&self, height: i64)[src]

The custom minimum height.

pub fn set_disable_folding(&self, disable: bool)[src]

If [code]true[/code], folding is disabled for this TreeItem.

pub fn set_editable(&self, column: i64, enabled: bool)[src]

If [code]true[/code], column [code]column[/code] is editable.

pub fn set_expand_right(&self, column: i64, enable: bool)[src]

If [code]true[/code], column [code]column[/code] is expanded to the right.

pub fn set_icon(&self, column: i64, texture: impl AsArg<Texture>)[src]

Sets the given column's icon [Texture].

pub fn set_icon_max_width(&self, column: i64, width: i64)[src]

Sets the given column's icon's maximum width.

pub fn set_icon_modulate(&self, column: i64, modulate: Color)[src]

Modulates the given column's icon with [code]modulate[/code].

pub fn set_icon_region(&self, column: i64, region: Rect<f32, UnknownUnit>)[src]

Sets the given column's icon's texture region.

pub fn set_metadata(&self, column: i64, meta: impl OwnedToVariant)[src]

pub fn set_range(&self, column: i64, value: f64)[src]

pub fn set_range_config(
    &self,
    column: i64,
    min: f64,
    max: f64,
    step: f64,
    expr: bool
)
[src]

Default Arguments

  • expr - false

pub fn set_selectable(&self, column: i64, selectable: bool)[src]

If [code]true[/code], the given column is selectable.

pub fn set_suffix(&self, column: i64, text: impl Into<GodotString>)[src]

pub fn set_text(&self, column: i64, text: impl Into<GodotString>)[src]

pub fn set_text_align(&self, column: i64, text_align: i64)[src]

Sets the given column's text alignment. See [enum TextAlign] for possible values.

pub fn set_tooltip(&self, column: i64, tooltip: impl Into<GodotString>)[src]

Sets the given column's tooltip text.

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 TreeItem[src]

impl Deref for TreeItem[src]

type Target = Object

The resulting type after dereferencing.

impl DerefMut for TreeItem[src]

impl GodotObject for TreeItem[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 SubClass<Object> for TreeItem[src]

Auto Trait Implementations

impl RefUnwindSafe for TreeItem

impl !Send for TreeItem

impl !Sync for TreeItem

impl Unpin for TreeItem

impl UnwindSafe for TreeItem

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.