godot::builtin

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 caseString type
General purposeGString
Interned namesStringName
Scene-node pathsNodePath

Implementations§

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impl NodePath

pub fn is_empty(&self) -> bool

pub fn hash(&self) -> u32

Returns a 32-bit integer hash value representing the string.

pub fn arg<T>(&self) -> impl AsArg<T>
where T: for<'a> From<&'a NodePath> + for<'a> ParamType<Arg<'a> = CowArg<'a, T>> + 'a,

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§

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impl Clone for NodePath

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fn clone(&self) -> NodePath

Returns a copy of the value. Read more
1.0.0 · Source§

fn clone_from(&mut self, source: &Self)

Performs copy-assignment from source. Read more
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impl Debug for NodePath

Uses literal syntax from GDScript: ^"node_path"

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fn fmt(&self, f: &mut Formatter<'_>) -> Result<(), Error>

Formats the value using the given formatter. Read more
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impl Default for NodePath

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fn default() -> NodePath

Returns the “default value” for a type. Read more
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impl Display for NodePath

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fn fmt(&self, f: &mut Formatter<'_>) -> Result<(), Error>

Formats the value using the given formatter. Read more
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impl Drop for NodePath

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fn drop(&mut self)

Executes the destructor for this type. Read more
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impl Export for NodePath

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fn export_hint() -> PropertyHintInfo

The export info to use for an exported field of this type, if no other export info is specified.
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impl From<&GString> for NodePath

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fn from(string: &GString) -> NodePath

Converts to this type from the input type.
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impl From<&NodePath> for GString

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fn from(path: &NodePath) -> GString

Converts to this type from the input type.
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impl From<&NodePath> for StringName

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fn from(path: &NodePath) -> StringName

Converts to this type from the input type.
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impl From<&String> for NodePath

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fn from(s: &String) -> NodePath

Converts to this type from the input type.
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impl From<&StringName> for NodePath

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fn from(string_name: &StringName) -> NodePath

Converts to this type from the input type.
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impl From<&str> for NodePath

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fn from(s: &str) -> NodePath

Converts to this type from the input type.
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impl From<GString> for NodePath

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fn from(string: GString) -> NodePath

Converts this GString to a NodePath.

This is identical to NodePath::from(&string), and as such there is no performance benefit.

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impl From<NodePath> for GString

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fn from(path: NodePath) -> GString

Converts this NodePath to a GString.

This is identical to GString::from(&path), and as such there is no performance benefit.

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impl From<NodePath> for StringName

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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.

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impl From<String> for NodePath

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fn from(s: String) -> NodePath

Converts to this type from the input type.
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impl From<StringName> for NodePath

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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.

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impl FromGodot for NodePath

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fn try_from_godot( via: <NodePath as GodotConvert>::Via, ) -> Result<NodePath, ConvertError>

Converts the Godot representation to this type, returning Err on failure.
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fn from_godot(via: Self::Via) -> Self

⚠️ Converts the Godot representation to this type. Read more
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fn try_from_variant(variant: &Variant) -> Result<Self, ConvertError>

Performs the conversion from a Variant, returning Err on failure.
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fn from_variant(variant: &Variant) -> Self

⚠️ Performs the conversion from a Variant. Read more
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impl FromStr for NodePath

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type Err = Infallible

The associated error which can be returned from parsing.
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fn from_str(string: &str) -> Result<NodePath, <NodePath as FromStr>::Err>

Parses a string s to return a value of this type. Read more
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impl GodotConvert for NodePath

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type Via = NodePath

The type through which Self is represented in Godot.
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impl Hash for NodePath

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fn hash<H>(&self, state: &mut H)
where H: Hasher,

Feeds this value into the given Hasher. Read more
1.3.0 · Source§

fn hash_slice<H>(data: &[Self], state: &mut H)
where H: Hasher, Self: Sized,

Feeds a slice of this type into the given Hasher. Read more
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impl ParamType for NodePath

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fn owned_to_arg<'v>(self) -> <NodePath as ParamType>::Arg<'v>

Converts an owned value to the canonical argument type, which can be passed to impl AsArg<T>. Read more
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impl PartialEq for NodePath

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fn eq(&self, other: &NodePath) -> bool

Tests for self and other values to be equal, and is used by ==.
1.0.0 · Source§

fn ne(&self, other: &Rhs) -> bool

Tests for !=. The default implementation is almost always sufficient, and should not be overridden without very good reason.
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impl ToGodot for NodePath

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type ToVia<'v> = <NodePath as GodotConvert>::Via

Target type of to_godot(), which can differ from Via for pass-by-reference types. Read more
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fn to_godot(&self) -> <NodePath as ToGodot>::ToVia<'_>

Converts this type to the Godot type by reference, usually by cloning.
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fn to_variant(&self) -> Variant

Converts this type to a Variant.
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impl Var for NodePath

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fn get_property(&self) -> <NodePath as GodotConvert>::Via

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fn set_property(&mut self, value: <NodePath as GodotConvert>::Via)

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fn var_hint() -> PropertyHintInfo

Specific property hints, only override if they deviate from GodotType::property_info, e.g. for enums/newtypes.
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impl ArrayElement for NodePath

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impl<'r> AsArg<NodePath> for &'r NodePath

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impl AsArg<NodePath> for &String

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impl AsArg<NodePath> for &str

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impl Eq for NodePath

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impl GodotType for NodePath

Auto Trait Implementations§

Blanket Implementations§

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impl<T> Any for T
where T: 'static + ?Sized,

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fn type_id(&self) -> TypeId

Gets the TypeId of self. Read more
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impl<T> Borrow<T> for T
where T: ?Sized,

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fn borrow(&self) -> &T

Immutably borrows from an owned value. Read more
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impl<T> BorrowMut<T> for T
where T: ?Sized,

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fn borrow_mut(&mut self) -> &mut T

Mutably borrows from an owned value. Read more
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impl<T> CloneToUninit for T
where T: Clone,

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unsafe fn clone_to_uninit(&self, dst: *mut u8)

🔬This is a nightly-only experimental API. (clone_to_uninit)
Performs copy-assignment from self to dst. Read more
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impl<T> From<T> for T

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fn from(t: T) -> T

Returns the argument unchanged.

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impl<T, U> Into<U> for T
where U: From<T>,

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fn into(self) -> U

Calls U::from(self).

That is, this conversion is whatever the implementation of From<T> for U chooses to do.

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impl<T> ToOwned for T
where T: Clone,

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type Owned = T

The resulting type after obtaining ownership.
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fn to_owned(&self) -> T

Creates owned data from borrowed data, usually by cloning. Read more
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fn clone_into(&self, target: &mut T)

Uses borrowed data to replace owned data, usually by cloning. Read more
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impl<T> ToString for T
where T: Display + ?Sized,

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fn to_string(&self) -> String

Converts the given value to a String. Read more
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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.
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fn try_from(value: U) -> Result<T, <T as TryFrom<U>>::Error>

Performs the conversion.
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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.
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fn try_into(self) -> Result<U, <U as TryFrom<T>>::Error>

Performs the conversion.