[][src]Struct gdnative::prelude::NodePath

pub struct NodePath(_);

A reference-counted relative or absolute path in a scene tree, for use with Node.get_node() and similar functions. It can reference a node, a resource within a node, or a property of a node or resource.

"Path2D/PathFollow2D/Sprite:texture:size" would refer to the size property of the texture resource on the node named “Sprite” which is a child of the other named nodes in the path. Note that if you want to get a resource, you must end the path with a colon, otherwise the last element will be used as a property name.

If a string is passed to Node.get_node(), it will be automatically converted to a NodePath, but NodePath can be parsed ahead of time with NodePath::from_str or NodePath::new.

A NodePath consists of node names, “sub-node” (resource) names, and the name of a property in the final node or resource.

More info at Godot's official documentation

Implementations

impl NodePath[src]

pub fn from_str(path: &str) -> NodePath[src]

Create a NodePath from a string, e.g. "Path2D/PathFollow2D/Sprite:texture:size". A path is absolute if it starts with a slash. Absolute paths are only valid in the global scene tree, not within individual scenes. In a relative path, "." and ".." indicate the current node and its parent.

pub fn new(path: &GodotString) -> NodePath[src]

Create a NodePath from a GodotString.

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

Returns true if the node path is empty.

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

Returns true if the node path is absolute.

pub fn name_count(&mut self) -> i32[src]

Get the number of node names which make up the path.

pub fn get_subname(&self, idx: i32) -> GodotString[src]

Returns the resource name of the specified idx, 0 to subname_count()

pub fn get_subname_count(&self) -> i32[src]

Returns the number of resource names in the path.

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

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

Returns the NodePath as a GodotString

Trait Implementations

impl Debug for NodePath[src]

impl Drop for NodePath[src]

impl Eq for NodePath[src]

impl Export for NodePath[src]

type Hint = ()

A type-specific hint type that is valid for the type being exported.

impl From<GodotString> for NodePath[src]

impl<S> From<S> for NodePath where
    S: AsRef<str>, 
[src]

impl FromVariant for NodePath[src]

impl Into<GodotString> for NodePath[src]

impl Into<String> for NodePath[src]

impl NewRef for NodePath[src]

impl PartialEq<NodePath> for NodePath[src]

impl ToString for NodePath[src]

impl ToVariant for NodePath[src]

impl ToVariantEq for NodePath[src]

Auto Trait Implementations

Blanket Implementations

impl<T> Any for T where
    T: 'static + ?Sized
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impl<T> Borrow<T> for T where
    T: ?Sized
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impl<T> BorrowMut<T> for T where
    T: ?Sized
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impl<Q, K> Equivalent<K> for Q where
    K: Borrow<Q> + ?Sized,
    Q: Eq + ?Sized
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impl<T> From<T> for T[src]

impl<T, U> Into<U> for T where
    U: From<T>, 
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impl<T> OwnedToVariant for T where
    T: ToVariant
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impl<T> ToString for T where
    T: Display + ?Sized
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impl<T, U> TryFrom<U> for T where
    U: Into<T>, 
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type Error = Infallible

The type returned in the event of a conversion error.

impl<T, U> TryInto<U> for T where
    U: TryFrom<T>, 
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type Error = <U as TryFrom<T>>::Error

The type returned in the event of a conversion error.