[][src]Struct gdnative::prelude::SceneTree

pub struct SceneTree { /* fields omitted */ }

core class SceneTree inherits MainLoop (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.

SceneTree is a reference-only type. Persistent references can only exist in the unsafe Ref<SceneTree> 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

SceneTree 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 SceneTree[src]

Constants

impl SceneTree[src]

pub fn new() -> Ref<SceneTree, 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 call_group(
    &self,
    group: impl Into<GodotString>,
    method: impl Into<GodotString>,
    varargs: &[Variant]
) -> Variant
[src]

Calls [code]method[/code] on each member of the given group.

pub fn call_group_flags(
    &self,
    flags: i64,
    group: impl Into<GodotString>,
    method: impl Into<GodotString>,
    varargs: &[Variant]
) -> Variant
[src]

Calls [code]method[/code] on each member of the given group, respecting the given [enum GroupCallFlags].

pub fn change_scene(
    &self,
    path: impl Into<GodotString>
) -> Result<(), GodotError>
[src]

Changes the running scene to the one at the given [code]path[/code], after loading it into a [PackedScene] and creating a new instance.
				Returns [constant OK] on success, [constant ERR_CANT_OPEN] if the [code]path[/code] cannot be loaded into a [PackedScene], or [constant ERR_CANT_CREATE] if that scene cannot be instantiated.

pub fn change_scene_to(
    &self,
    packed_scene: impl AsArg<PackedScene>
) -> Result<(), GodotError>
[src]

Changes the running scene to a new instance of the given [PackedScene].
				Returns [constant OK] on success or [constant ERR_CANT_CREATE] if the scene cannot be instantiated.

pub fn create_timer(
    &self,
    time_sec: f64,
    pause_mode_process: bool
) -> Option<Ref<SceneTreeTimer, Shared>>
[src]

Returns a [SceneTreeTimer] which will [signal SceneTreeTimer.timeout] after the given time in seconds elapsed in this [SceneTree]. If [code]pause_mode_process[/code] is set to [code]false[/code], pausing the [SceneTree] will also pause the timer.
				Commonly used to create a one-shot delay timer as in the following example:
				[codeblock]
				func some_function():
				    print("start")
				    yield(get_tree().create_timer(1.0), "timeout")
				    print("end")
				[/codeblock]

Default Arguments

  • pause_mode_process - true

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

The current scene.

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

The root of the edited scene.

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

Returns the current frame number, i.e. the total frame count since the application started.

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

The default [MultiplayerAPI] instance for this [SceneTree].

pub fn get_network_connected_peers(&self) -> TypedArray<i32>[src]

Returns the peer IDs of all connected peers of this [SceneTree]'s [member network_peer].

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

The peer object to handle the RPC system (effectively enabling networking when set). Depending on the peer itself, the [SceneTree] will become a network server (check with [method is_network_server]) and will set the root node's network mode to master, or it will become a regular peer with the root node set to puppet. All child nodes are set to inherit the network mode by default. Handling of networking-related events (connection, disconnection, new clients) is done by connecting to [SceneTree]'s signals.

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

Returns the unique peer ID of this [SceneTree]'s [member network_peer].

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

Returns the number of nodes in this [SceneTree].

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

Returns a list of all nodes assigned to the given group.

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

The [SceneTree]'s root [Viewport].

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

Returns the sender's peer ID for the most recently received RPC call.

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

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

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

Returns [code]true[/code] if there is a [member network_peer] set.

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

If [code]true[/code], collision shapes will be visible when running the game from the editor for debugging purposes.

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

If [code]true[/code], navigation polygons will be visible when running the game from the editor for debugging purposes.

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

Returns [code]true[/code] if the most recent [InputEvent] was marked as handled with [method set_input_as_handled].

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

If [code]true[/code] (default value), enables automatic polling of the [MultiplayerAPI] for this SceneTree during [signal idle_frame].
			If [code]false[/code], you need to manually call [method MultiplayerAPI.poll] to process network packets and deliver RPCs/RSETs. This allows running RPCs/RSETs in a different loop (e.g. physics, thread, specific time step) and for manual [Mutex] protection when accessing the [MultiplayerAPI] from threads.

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

Returns [code]true[/code] if this [SceneTree]'s [member network_peer] is in server mode (listening for connections).

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

If [code]true[/code], the [SceneTree] is paused. Doing so will have the following behavior:
			- 2D and 3D physics will be stopped.
			- [method Node._process], [method Node._physics_process] and [method Node._input] will not be called anymore in nodes.

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

If [code]true[/code], the [SceneTree]'s [member network_peer] refuses new incoming connections.

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

If [code]true[/code], font oversampling is used.

pub fn notify_group(&self, group: impl Into<GodotString>, notification: i64)[src]

Sends the given notification to all members of the [code]group[/code].

pub fn notify_group_flags(
    &self,
    call_flags: i64,
    group: impl Into<GodotString>,
    notification: i64
)
[src]

Sends the given notification to all members of the [code]group[/code], respecting the given [enum GroupCallFlags].

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

Queues the given object for deletion, delaying the call to [method Object.free] to after the current frame.

pub fn quit(&self, exit_code: i64)[src]

Quits the application. A process [code]exit_code[/code] can optionally be passed as an argument. If this argument is [code]0[/code] or greater, it will override the [member OS.exit_code] defined before quitting the application.

Default Arguments

  • exit_code - -1

pub fn reload_current_scene(&self) -> Result<(), GodotError>[src]

Reloads the currently active scene.
				Returns [constant OK] on success, [constant ERR_UNCONFIGURED] if no [member current_scene] was defined yet, [constant ERR_CANT_OPEN] if [member current_scene] cannot be loaded into a [PackedScene], or [constant ERR_CANT_CREATE] if the scene cannot be instantiated.

pub fn set_auto_accept_quit(&self, enabled: bool)[src]

If [code]true[/code], the application automatically accepts quitting. Enabled by default.
				For mobile platforms, see [method set_quit_on_go_back].

pub fn set_current_scene(&self, child_node: impl AsArg<Node>)[src]

The current scene.

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

If [code]true[/code], collision shapes will be visible when running the game from the editor for debugging purposes.

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

If [code]true[/code], navigation polygons will be visible when running the game from the editor for debugging purposes.

pub fn set_edited_scene_root(&self, scene: impl AsArg<Node>)[src]

The root of the edited scene.

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

Sets the given [code]property[/code] to [code]value[/code] on all members of the given group.

pub fn set_group_flags(
    &self,
    call_flags: i64,
    group: impl Into<GodotString>,
    property: impl Into<GodotString>,
    value: impl OwnedToVariant
)
[src]

Sets the given [code]property[/code] to [code]value[/code] on all members of the given group, respecting the given [enum GroupCallFlags].

pub fn set_input_as_handled(&self)[src]

Marks the most recent [InputEvent] as handled.

pub fn set_multiplayer(&self, multiplayer: impl AsArg<MultiplayerAPI>)[src]

The default [MultiplayerAPI] instance for this [SceneTree].

pub fn set_multiplayer_poll_enabled(&self, enabled: bool)[src]

If [code]true[/code] (default value), enables automatic polling of the [MultiplayerAPI] for this SceneTree during [signal idle_frame].
			If [code]false[/code], you need to manually call [method MultiplayerAPI.poll] to process network packets and deliver RPCs/RSETs. This allows running RPCs/RSETs in a different loop (e.g. physics, thread, specific time step) and for manual [Mutex] protection when accessing the [MultiplayerAPI] from threads.

pub fn set_network_peer(&self, peer: impl AsArg<NetworkedMultiplayerPeer>)[src]

The peer object to handle the RPC system (effectively enabling networking when set). Depending on the peer itself, the [SceneTree] will become a network server (check with [method is_network_server]) and will set the root node's network mode to master, or it will become a regular peer with the root node set to puppet. All child nodes are set to inherit the network mode by default. Handling of networking-related events (connection, disconnection, new clients) is done by connecting to [SceneTree]'s signals.

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

If [code]true[/code], the [SceneTree] is paused. Doing so will have the following behavior:
			- 2D and 3D physics will be stopped.
			- [method Node._process], [method Node._physics_process] and [method Node._input] will not be called anymore in nodes.

pub fn set_quit_on_go_back(&self, enabled: bool)[src]

If [code]true[/code], the application quits automatically on going back (e.g. on Android). Enabled by default.
				To handle 'Go Back' button when this option is disabled, use [constant MainLoop.NOTIFICATION_WM_GO_BACK_REQUEST].

pub fn set_refuse_new_network_connections(&self, refuse: bool)[src]

If [code]true[/code], the [SceneTree]'s [member network_peer] refuses new incoming connections.

pub fn set_screen_stretch(
    &self,
    mode: i64,
    aspect: i64,
    minsize: Vector2D<f32, UnknownUnit>,
    shrink: f64
)
[src]

Configures screen stretching to the given [enum StretchMode], [enum StretchAspect], minimum size and [code]shrink[/code] ratio.

Default Arguments

  • shrink - 1

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

If [code]true[/code], font oversampling is used.

Methods from Deref<Target = MainLoop>

pub fn finish(&self)[src]

Should not be called manually, override [method _finalize] instead. Will be removed in Godot 4.0.

pub fn idle(&self, delta: f64) -> bool[src]

Should not be called manually, override [method _idle] instead. Will be removed in Godot 4.0.

pub fn init(&self)[src]

Should not be called manually, override [method _initialize] instead. Will be removed in Godot 4.0.

pub fn input_event(&self, event: impl AsArg<InputEvent>)[src]

Should not be called manually, override [method _input_event] instead. Will be removed in Godot 4.0.

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

Should not be called manually, override [method _input_text] instead. Will be removed in Godot 4.0.

pub fn iteration(&self, delta: f64) -> bool[src]

Should not be called manually, override [method _iteration] instead. Will be removed in Godot 4.0.

Trait Implementations

impl Debug for SceneTree[src]

impl Deref for SceneTree[src]

type Target = MainLoop

The resulting type after dereferencing.

impl DerefMut for SceneTree[src]

impl GodotObject for SceneTree[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 SceneTree[src]

impl SubClass<MainLoop> for SceneTree[src]

impl SubClass<Object> for SceneTree[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.