Struct NodePath
pub struct NodePath { /* private fields */ }
Expand description
A pre-parsed scene tree path.
§Null bytes
Note that Godot ignores any bytes after a null-byte. This means that for instance "hello, world!"
and "hello, world!\0 ignored by Godot"
will be treated as the same string if converted to a NodePath
.
§All string types
Intended use case | String type |
---|---|
General purpose | GString |
Interned names | StringName |
Scene-node paths | NodePath |
Implementations§
§impl NodePath
impl NodePath
pub fn is_empty(&self) -> bool
pub fn arg<T>(&self) -> impl AsArg<T>
pub fn arg<T>(&self) -> impl AsArg<T>
Use as argument for an impl AsArg<GString|StringName>
parameter.
This is a convenient way to convert arguments of similar string types.
§Example
PackedStringArray
can insert elements using AsArg<GString>
, so let’s pass a NodePath
:
let node_path = NodePath::from("Node2D/Label");
let mut array = PackedStringArray::new();
array.push(node_path.arg());
§Generic bounds
The bounds are implementation-defined and may change at any time. Do not use this function in a generic context requiring T
– use the From
trait or ParamType
in that case.
Trait Implementations§
§impl Export for NodePath
impl Export for NodePath
§fn export_hint() -> PropertyHintInfo
fn export_hint() -> PropertyHintInfo
§impl From<&NodePath> for StringName
impl From<&NodePath> for StringName
§fn from(path: &NodePath) -> StringName
fn from(path: &NodePath) -> StringName
§impl From<&StringName> for NodePath
impl From<&StringName> for NodePath
§fn from(string_name: &StringName) -> NodePath
fn from(string_name: &StringName) -> NodePath
§impl From<NodePath> for StringName
impl From<NodePath> for StringName
§fn from(path: NodePath) -> StringName
fn from(path: NodePath) -> StringName
Converts this NodePath
to a StringName
.
This is identical to StringName::from(&path)
, and as such there is no performance benefit.
§impl From<StringName> for NodePath
impl From<StringName> for NodePath
§fn from(string_name: StringName) -> NodePath
fn from(string_name: StringName) -> NodePath
Converts this StringName
to a NodePath
.
This is identical to NodePath::from(&string_name)
, and as such there is no performance benefit.
§impl FromGodot for NodePath
impl FromGodot for NodePath
§fn try_from_godot(
via: <NodePath as GodotConvert>::Via,
) -> Result<NodePath, ConvertError>
fn try_from_godot( via: <NodePath as GodotConvert>::Via, ) -> Result<NodePath, ConvertError>
Err
on failure.§fn from_godot(via: Self::Via) -> Self
fn from_godot(via: Self::Via) -> Self
§fn try_from_variant(variant: &Variant) -> Result<Self, ConvertError>
fn try_from_variant(variant: &Variant) -> Result<Self, ConvertError>
Variant
, returning Err
on failure.§fn from_variant(variant: &Variant) -> Self
fn from_variant(variant: &Variant) -> Self
§impl GodotConvert for NodePath
impl GodotConvert for NodePath
§impl ParamType for NodePath
impl ParamType for NodePath
§fn owned_to_arg<'v>(self) -> <NodePath as ParamType>::Arg<'v>
fn owned_to_arg<'v>(self) -> <NodePath as ParamType>::Arg<'v>
impl AsArg<T>
. Read more§impl ToGodot for NodePath
impl ToGodot for NodePath
§impl Var for NodePath
impl Var for NodePath
fn get_property(&self) -> <NodePath as GodotConvert>::Via
fn set_property(&mut self, value: <NodePath as GodotConvert>::Via)
§fn var_hint() -> PropertyHintInfo
fn var_hint() -> PropertyHintInfo
GodotType::property_info
, e.g. for enums/newtypes.