Struct PackedByteArray
pub struct PackedByteArray { /* private fields */ }
Expand description
Implements Godot’s PackedByteArray
type,
which is a space-efficient array of u8
s.
Check out the book for a tutorial on packed arrays.
Note that, unlike Array
, this type has value semantics: each copy will be independent
of the original. Under the hood, Godot uses copy-on-write, so copies are still cheap
to make.
§Registering properties
You can use both #[var]
and #[export]
with packed arrays. However, since they use copy-on-write, GDScript (for #[var]
) and the
editor (for #[export]
) will effectively keep an independent copy of the array. Writes to the packed array from Rust are thus not
reflected on the other side – you may need to replace the entire array.
See also godot/#76150 for details.
§Thread safety
Usage is safe if the PackedByteArray
is used on a single thread only. Concurrent reads on different threads are also safe,
but any writes must be externally synchronized. The Rust compiler will enforce this as
long as you use only Rust threads, but it cannot protect against concurrent modification
on other threads (e.g. created through GDScript).
Implementations§
§impl PackedByteArray
impl PackedByteArray
pub fn new() -> PackedByteArray
pub fn new() -> PackedByteArray
Constructs an empty array.
pub fn get(&self, index: usize) -> Option<u8>
pub fn get(&self, index: usize) -> Option<u8>
Returns a copy of the value at the specified index, or None
if out-of-bounds.
If you know the index is valid, use the []
operator (Index
/IndexMut
traits) instead.
pub fn contains(&self, value: impl AsArg<u8>) -> bool
pub fn contains(&self, value: impl AsArg<u8>) -> bool
Returns true
if the array contains the given value.
Godot equivalent: has
pub fn count(&self, value: impl AsArg<u8>) -> usize
pub fn count(&self, value: impl AsArg<u8>) -> usize
Returns the number of times a value is in the array.
pub fn len(&self) -> usize
pub fn len(&self) -> usize
Returns the number of elements in the array. Equivalent of size()
in Godot.
pub fn clear(&mut self)
pub fn clear(&mut self)
Clears the array, removing all elements.
pub fn push(&mut self, value: impl AsArg<u8>)
pub fn push(&mut self, value: impl AsArg<u8>)
Appends an element to the end of the array. Equivalent of append
and push_back
in GDScript.
pub fn insert(&mut self, index: usize, value: impl AsArg<u8>)
pub fn insert(&mut self, index: usize, value: impl AsArg<u8>)
Inserts a new element at a given index in the array. The index must be valid, or at
the end of the array (index == len()
).
Note: On large arrays, this method is much slower than push
as it will move all
the array’s elements after the inserted element. The larger the array, the slower
insert
will be.
pub fn remove(&mut self, index: usize) -> u8
pub fn remove(&mut self, index: usize) -> u8
Removes and returns the element at the specified index. Similar to remove_at
in
GDScript, but also returns the removed value.
On large arrays, this method is much slower than pop_back
as it will move all the array’s
elements after the removed element. The larger the array, the slower remove
will be.
§Panics
If index
is out of bounds.
pub fn fill(&mut self, value: impl AsArg<u8>)
pub fn fill(&mut self, value: impl AsArg<u8>)
Assigns the given value to all elements in the array. This can be used together
with resize
to create an array with a given size and initialized elements.
pub fn resize(&mut self, size: usize)
pub fn resize(&mut self, size: usize)
Resizes the array to contain a different number of elements. If the new size is
smaller, elements are removed from the end. If the new size is larger, new elements
are set to Default::default()
.
pub fn extend_array(&mut self, other: &PackedByteArray)
pub fn extend_array(&mut self, other: &PackedByteArray)
Appends another array at the end of this array. Equivalent of append_array
in GDScript.
pub fn subarray(&self, begin: usize, end: usize) -> PackedByteArray
pub fn subarray(&self, begin: usize, end: usize) -> PackedByteArray
Returns a sub-range begin..end
, as a new packed array.
This method is called slice()
in Godot.
The values of begin
(inclusive) and end
(exclusive) will be clamped to the array size.
To obtain Rust slices, see as_slice
and as_mut_slice
.
pub fn as_slice(&self) -> &[u8] ⓘ
pub fn as_slice(&self) -> &[u8] ⓘ
Returns a shared Rust slice of the array.
The resulting slice can be further subdivided or converted into raw pointers.
See also as_mut_slice
to get exclusive slices, and
subarray
to get a sub-array as a copy.
pub fn as_mut_slice(&mut self) -> &mut [u8] ⓘ
pub fn as_mut_slice(&mut self) -> &mut [u8] ⓘ
pub fn find(&self, value: impl AsArg<u8>, from: Option<usize>) -> Option<usize>
pub fn find(&self, value: impl AsArg<u8>, from: Option<usize>) -> Option<usize>
Searches the array for the first occurrence of a value and returns its index, or
None
if not found. Starts searching at index from
; pass None
to search the
entire array.
pub fn rfind(&self, value: impl AsArg<u8>, from: Option<usize>) -> Option<usize>
pub fn rfind(&self, value: impl AsArg<u8>, from: Option<usize>) -> Option<usize>
Searches the array backwards for the last occurrence of a value and returns its
index, or None
if not found. Starts searching at index from
; pass None
to
search the entire array.
pub fn bsearch(&self, value: impl AsArg<u8>) -> usize
pub fn bsearch(&self, value: impl AsArg<u8>) -> usize
Finds the index of an existing value in a sorted array using binary search.
If the value is not present in the array, returns the insertion index that would maintain sorting order.
Calling bsearch()
on an unsorted array results in unspecified (but safe) behavior.
pub fn reverse(&mut self)
pub fn reverse(&mut self)
Reverses the order of the elements in the array.
pub fn sort(&mut self)
pub fn sort(&mut self)
Sorts the elements of the array in ascending order.
This sort is stable, since elements inside packed arrays are indistinguishable. Relative order between equal elements thus isn’t observable.
pub fn to_float32_array(&self) -> PackedFloat32Array
pub fn to_float32_array(&self) -> PackedFloat32Array
Returns a copy of the data converted to a PackedFloat32Array
, where each block of 4 bytes has been converted to a 32-bit float.
The size of the input array must be a multiple of 4 (size of 32-bit float). The size of the new array will be byte_array.size() / 4
.
If the original data can’t be converted to 32-bit floats, the resulting data is undefined.
pub fn to_float64_array(&self) -> PackedFloat64Array
pub fn to_float64_array(&self) -> PackedFloat64Array
Returns a copy of the data converted to a PackedFloat64Array
, where each block of 8 bytes has been converted to a 64-bit float.
The size of the input array must be a multiple of 8 (size of 64-bit float). The size of the new array will be byte_array.size() / 8
.
If the original data can’t be converted to 64-bit floats, the resulting data is undefined.
pub fn to_int32_array(&self) -> PackedInt32Array
pub fn to_int32_array(&self) -> PackedInt32Array
Returns a copy of the data converted to a PackedInt32Array
, where each block of 4 bytes has been converted to a 32-bit integer.
The size of the input array must be a multiple of 4 (size of 32-bit integer). The size of the new array will be byte_array.size() / 4
.
If the original data can’t be converted to 32-bit integers, the resulting data is undefined.
pub fn to_int64_array(&self) -> PackedInt64Array
pub fn to_int64_array(&self) -> PackedInt64Array
Returns a copy of the data converted to a PackedInt64Array
, where each block of 8 bytes has been converted to a 64-bit integer.
The size of the input array must be a multiple of 8 (size of 64-bit integer). The size of the new array will be byte_array.size() / 8
.
If the original data can’t be converted to 64-bit integers, the resulting data is undefined.
§impl PackedByteArray
impl PackedByteArray
pub fn encode_u8(&mut self, byte_offset: usize, value: u8) -> Result<(), ()>
pub fn encode_u8(&mut self, byte_offset: usize, value: u8) -> Result<(), ()>
Encodes u8
as 1 byte(s) at position byte_offset
.
Returns Err
if there is not enough space left to write the value, and does nothing in that case.
Note: byte order and encoding pattern is an implementation detail. For portable byte representation and faster encoding, use
as_mut_slice()
and the various Rust standard APIs such as
u8::to_be_bytes()
.
pub fn decode_u8(&self, byte_offset: usize) -> Result<u8, ()>
pub fn decode_u8(&self, byte_offset: usize) -> Result<u8, ()>
Decodes u8
from 1 byte(s) at position byte_offset
.
Returns Err
if there is not enough space left to read the value. In case Godot has other error conditions for decoding, it may
return zero and print an error.
Note: byte order and encoding pattern is an implementation detail. For portable byte representation and faster decoding, use
as_slice()
and the various Rust standard APIs such as
u8::from_be_bytes()
.
pub fn encode_s8(&mut self, byte_offset: usize, value: i8) -> Result<(), ()>
pub fn encode_s8(&mut self, byte_offset: usize, value: i8) -> Result<(), ()>
Encodes i8
as 1 byte(s) at position byte_offset
.
Returns Err
if there is not enough space left to write the value, and does nothing in that case.
Note: byte order and encoding pattern is an implementation detail. For portable byte representation and faster encoding, use
as_mut_slice()
and the various Rust standard APIs such as
i8::to_be_bytes()
.
pub fn decode_s8(&self, byte_offset: usize) -> Result<i8, ()>
pub fn decode_s8(&self, byte_offset: usize) -> Result<i8, ()>
Decodes i8
from 1 byte(s) at position byte_offset
.
Returns Err
if there is not enough space left to read the value. In case Godot has other error conditions for decoding, it may
return zero and print an error.
Note: byte order and encoding pattern is an implementation detail. For portable byte representation and faster decoding, use
as_slice()
and the various Rust standard APIs such as
i8::from_be_bytes()
.
pub fn encode_u16(&mut self, byte_offset: usize, value: u16) -> Result<(), ()>
pub fn encode_u16(&mut self, byte_offset: usize, value: u16) -> Result<(), ()>
Encodes u16
as 2 byte(s) at position byte_offset
.
Returns Err
if there is not enough space left to write the value, and does nothing in that case.
Note: byte order and encoding pattern is an implementation detail. For portable byte representation and faster encoding, use
as_mut_slice()
and the various Rust standard APIs such as
u16::to_be_bytes()
.
pub fn decode_u16(&self, byte_offset: usize) -> Result<u16, ()>
pub fn decode_u16(&self, byte_offset: usize) -> Result<u16, ()>
Decodes u16
from 2 byte(s) at position byte_offset
.
Returns Err
if there is not enough space left to read the value. In case Godot has other error conditions for decoding, it may
return zero and print an error.
Note: byte order and encoding pattern is an implementation detail. For portable byte representation and faster decoding, use
as_slice()
and the various Rust standard APIs such as
u16::from_be_bytes()
.
pub fn encode_s16(&mut self, byte_offset: usize, value: i16) -> Result<(), ()>
pub fn encode_s16(&mut self, byte_offset: usize, value: i16) -> Result<(), ()>
Encodes i16
as 2 byte(s) at position byte_offset
.
Returns Err
if there is not enough space left to write the value, and does nothing in that case.
Note: byte order and encoding pattern is an implementation detail. For portable byte representation and faster encoding, use
as_mut_slice()
and the various Rust standard APIs such as
i16::to_be_bytes()
.
pub fn decode_s16(&self, byte_offset: usize) -> Result<i16, ()>
pub fn decode_s16(&self, byte_offset: usize) -> Result<i16, ()>
Decodes i16
from 2 byte(s) at position byte_offset
.
Returns Err
if there is not enough space left to read the value. In case Godot has other error conditions for decoding, it may
return zero and print an error.
Note: byte order and encoding pattern is an implementation detail. For portable byte representation and faster decoding, use
as_slice()
and the various Rust standard APIs such as
i16::from_be_bytes()
.
pub fn encode_u32(&mut self, byte_offset: usize, value: u32) -> Result<(), ()>
pub fn encode_u32(&mut self, byte_offset: usize, value: u32) -> Result<(), ()>
Encodes u32
as 4 byte(s) at position byte_offset
.
Returns Err
if there is not enough space left to write the value, and does nothing in that case.
Note: byte order and encoding pattern is an implementation detail. For portable byte representation and faster encoding, use
as_mut_slice()
and the various Rust standard APIs such as
u32::to_be_bytes()
.
pub fn decode_u32(&self, byte_offset: usize) -> Result<u32, ()>
pub fn decode_u32(&self, byte_offset: usize) -> Result<u32, ()>
Decodes u32
from 4 byte(s) at position byte_offset
.
Returns Err
if there is not enough space left to read the value. In case Godot has other error conditions for decoding, it may
return zero and print an error.
Note: byte order and encoding pattern is an implementation detail. For portable byte representation and faster decoding, use
as_slice()
and the various Rust standard APIs such as
u32::from_be_bytes()
.
pub fn encode_s32(&mut self, byte_offset: usize, value: i32) -> Result<(), ()>
pub fn encode_s32(&mut self, byte_offset: usize, value: i32) -> Result<(), ()>
Encodes i32
as 4 byte(s) at position byte_offset
.
Returns Err
if there is not enough space left to write the value, and does nothing in that case.
Note: byte order and encoding pattern is an implementation detail. For portable byte representation and faster encoding, use
as_mut_slice()
and the various Rust standard APIs such as
i32::to_be_bytes()
.
pub fn decode_s32(&self, byte_offset: usize) -> Result<i32, ()>
pub fn decode_s32(&self, byte_offset: usize) -> Result<i32, ()>
Decodes i32
from 4 byte(s) at position byte_offset
.
Returns Err
if there is not enough space left to read the value. In case Godot has other error conditions for decoding, it may
return zero and print an error.
Note: byte order and encoding pattern is an implementation detail. For portable byte representation and faster decoding, use
as_slice()
and the various Rust standard APIs such as
i32::from_be_bytes()
.
pub fn encode_u64(&mut self, byte_offset: usize, value: u64) -> Result<(), ()>
pub fn encode_u64(&mut self, byte_offset: usize, value: u64) -> Result<(), ()>
Encodes u64
as 8 byte(s) at position byte_offset
.
Returns Err
if there is not enough space left to write the value, and does nothing in that case.
Note: byte order and encoding pattern is an implementation detail. For portable byte representation and faster encoding, use
as_mut_slice()
and the various Rust standard APIs such as
u64::to_be_bytes()
.
pub fn decode_u64(&self, byte_offset: usize) -> Result<u64, ()>
pub fn decode_u64(&self, byte_offset: usize) -> Result<u64, ()>
Decodes u64
from 8 byte(s) at position byte_offset
.
Returns Err
if there is not enough space left to read the value. In case Godot has other error conditions for decoding, it may
return zero and print an error.
Note: byte order and encoding pattern is an implementation detail. For portable byte representation and faster decoding, use
as_slice()
and the various Rust standard APIs such as
u64::from_be_bytes()
.
pub fn encode_s64(&mut self, byte_offset: usize, value: i64) -> Result<(), ()>
pub fn encode_s64(&mut self, byte_offset: usize, value: i64) -> Result<(), ()>
Encodes i64
as 8 byte(s) at position byte_offset
.
Returns Err
if there is not enough space left to write the value, and does nothing in that case.
Note: byte order and encoding pattern is an implementation detail. For portable byte representation and faster encoding, use
as_mut_slice()
and the various Rust standard APIs such as
i64::to_be_bytes()
.
pub fn decode_s64(&self, byte_offset: usize) -> Result<i64, ()>
pub fn decode_s64(&self, byte_offset: usize) -> Result<i64, ()>
Decodes i64
from 8 byte(s) at position byte_offset
.
Returns Err
if there is not enough space left to read the value. In case Godot has other error conditions for decoding, it may
return zero and print an error.
Note: byte order and encoding pattern is an implementation detail. For portable byte representation and faster decoding, use
as_slice()
and the various Rust standard APIs such as
i64::from_be_bytes()
.
pub fn encode_half(&mut self, byte_offset: usize, value: f32) -> Result<(), ()>
pub fn encode_half(&mut self, byte_offset: usize, value: f32) -> Result<(), ()>
Encodes f32
as 2 byte(s) at position byte_offset
.
Returns Err
if there is not enough space left to write the value, and does nothing in that case.
Note: byte order and encoding pattern is an implementation detail. For portable byte representation and faster encoding, use
as_mut_slice()
and the various Rust standard APIs such as
f32::to_be_bytes()
.
pub fn decode_half(&self, byte_offset: usize) -> Result<f32, ()>
pub fn decode_half(&self, byte_offset: usize) -> Result<f32, ()>
Decodes f32
from 2 byte(s) at position byte_offset
.
Returns Err
if there is not enough space left to read the value. In case Godot has other error conditions for decoding, it may
return zero and print an error.
Note: byte order and encoding pattern is an implementation detail. For portable byte representation and faster decoding, use
as_slice()
and the various Rust standard APIs such as
f32::from_be_bytes()
.
pub fn encode_float(&mut self, byte_offset: usize, value: f32) -> Result<(), ()>
pub fn encode_float(&mut self, byte_offset: usize, value: f32) -> Result<(), ()>
Encodes f32
as 4 byte(s) at position byte_offset
.
Returns Err
if there is not enough space left to write the value, and does nothing in that case.
Note: byte order and encoding pattern is an implementation detail. For portable byte representation and faster encoding, use
as_mut_slice()
and the various Rust standard APIs such as
f32::to_be_bytes()
.
pub fn decode_float(&self, byte_offset: usize) -> Result<f32, ()>
pub fn decode_float(&self, byte_offset: usize) -> Result<f32, ()>
Decodes f32
from 4 byte(s) at position byte_offset
.
Returns Err
if there is not enough space left to read the value. In case Godot has other error conditions for decoding, it may
return zero and print an error.
Note: byte order and encoding pattern is an implementation detail. For portable byte representation and faster decoding, use
as_slice()
and the various Rust standard APIs such as
f32::from_be_bytes()
.
pub fn encode_double(
&mut self,
byte_offset: usize,
value: f64,
) -> Result<(), ()>
pub fn encode_double( &mut self, byte_offset: usize, value: f64, ) -> Result<(), ()>
Encodes f64
as 8 byte(s) at position byte_offset
.
Returns Err
if there is not enough space left to write the value, and does nothing in that case.
Note: byte order and encoding pattern is an implementation detail. For portable byte representation and faster encoding, use
as_mut_slice()
and the various Rust standard APIs such as
f64::to_be_bytes()
.
pub fn decode_double(&self, byte_offset: usize) -> Result<f64, ()>
pub fn decode_double(&self, byte_offset: usize) -> Result<f64, ()>
Decodes f64
from 8 byte(s) at position byte_offset
.
Returns Err
if there is not enough space left to read the value. In case Godot has other error conditions for decoding, it may
return zero and print an error.
Note: byte order and encoding pattern is an implementation detail. For portable byte representation and faster decoding, use
as_slice()
and the various Rust standard APIs such as
f64::from_be_bytes()
.
pub fn encode_var(
&mut self,
byte_offset: usize,
value: impl AsArg<Variant>,
allow_objects: bool,
) -> Result<usize, ()>
pub fn encode_var( &mut self, byte_offset: usize, value: impl AsArg<Variant>, allow_objects: bool, ) -> Result<usize, ()>
Encodes a Variant
as bytes. Returns number of bytes written, or Err
on encoding failure.
Sufficient space must be allocated, depending on the encoded variant’s size. If allow_objects
is false, VariantType::OBJECT
values
are not permitted and will instead be serialized as ID-only. You should set allow_objects
to false by default.
pub fn decode_var(
&self,
byte_offset: usize,
allow_objects: bool,
) -> Result<(Variant, usize), ()>
pub fn decode_var( &self, byte_offset: usize, allow_objects: bool, ) -> Result<(Variant, usize), ()>
Decodes a Variant
from bytes and returns it, alongside the number of bytes read.
Returns Err
on decoding error. If you store legit NIL
variants inside the byte array, use
decode_var_allow_nil()
instead.
§API design
Godot offers three separate methods decode_var()
, decode_var_size()
and has_encoded_var()
. That comes with several problems:
has_encoded_var()
is practically useless, because it performs the full decoding work and then throws away the variant.decode_var()
can do all that and more.- Both
has_encoded_var()
anddecode_var_size()
are unreliable. They don’t tell whether an actual variant has been written at the location. They interpret garbage asVariant::nil()
and returntrue
or4
, respectively. This can very easily cause bugs because surprisingly, some users may expect thathas_encoded_var()
returns whether a variant has been encoded. - The underlying C++ implementation has all the necessary information (whether a variant is there, how big it is and its value) but the GDExtension API returns only one info at a time, requiring re-decoding on each call.
godot-rust mitigates this somewhat, with the following design:
decode_var()
treats allNIL
s as errors. This is most often the desired behavior, and if not,decode_var_allow_nil()
can be used. It’s also the only way to detect errors at all – once you store legitNIL
values, you can no longer differentiate them from garbage.decode_var()
returns both the decoded variant and its size. This requires two decoding runs, but only if the variant is actually valid. Again, in many cases, a user needs the size to know where follow-up data in the buffer starts.decode_var_size()
andhas_encoded_var()
are not exposed.
§Security
You should set allow_objects
to false
unless you have a good reason not to. Decoding objects (e.g. coming from remote sources)
can cause arbitrary code execution.
pub fn decode_var_allow_nil(
&self,
byte_offset: usize,
allow_objects: bool,
) -> (Variant, usize)
pub fn decode_var_allow_nil( &self, byte_offset: usize, allow_objects: bool, ) -> (Variant, usize)
Unreliable Variant
decoding, allowing NIL
.
This method is highly unreliable and will try to interpret anything into variants, even zeroed memory or random byte patterns.
Only use it if you need a 1:1 equivalent of Godot's decode_var()
and decode_var_size()
functions.
In the majority of cases,
decode_var()
is the better choice, as it’s much easier to use correctly. See also its section about the rationale
behind the current API design.
Returns a tuple of two elements:
- the decoded variant. This is
Variant::nil()
if a valid variant can’t be decoded, or the value is of typeVariantType::OBJECT
andallow_objects
isfalse
. - The number of bytes the variant occupies. This is
0
if running out of space, but most other failures are not recognized.
§Security
You should set allow_objects
to false
unless you have a good reason not to. Decoding objects (e.g. coming from remote sources)
can cause arbitrary code execution.
pub fn compress(
&self,
compression_mode: CompressionMode,
) -> Result<PackedByteArray, ()>
pub fn compress( &self, compression_mode: CompressionMode, ) -> Result<PackedByteArray, ()>
Returns a new PackedByteArray
, with the data of this array compressed.
On failure, Godot prints an error and this method returns Err
. (Note that any empty results coming from Godot are mapped to Err
in Rust.)
pub fn decompress(
&self,
buffer_size: usize,
compression_mode: CompressionMode,
) -> Result<PackedByteArray, ()>
pub fn decompress( &self, buffer_size: usize, compression_mode: CompressionMode, ) -> Result<PackedByteArray, ()>
Returns a new PackedByteArray
, with the data of this array decompressed.
Set buffer_size
to the size of the uncompressed data.
On failure, Godot prints an error and this method returns Err
. (Note that any empty results coming from Godot are mapped to Err
in Rust.)
Note: Decompression is not guaranteed to work with data not compressed by Godot, for example if data compressed with the deflate compression mode lacks a checksum or header.
pub fn decompress_dynamic(
&self,
max_output_size: Option<usize>,
compression_mode: CompressionMode,
) -> Result<PackedByteArray, ()>
pub fn decompress_dynamic( &self, max_output_size: Option<usize>, compression_mode: CompressionMode, ) -> Result<PackedByteArray, ()>
Returns a new PackedByteArray
, with the data of this array decompressed, and without fixed decompression buffer.
This method only accepts BROTLI
, GZIP
, and DEFLATE
compression modes.
This method is potentially slower than decompress()
, as it may have to re-allocate its output buffer multiple
times while decompressing, whereas decompress()
knows its output buffer size from the beginning.
GZIP has a maximal compression ratio of 1032:1, meaning it’s very possible for a small compressed payload to decompress to a potentially
very large output. To guard against this, you may provide a maximum size this function is allowed to allocate in bytes via
max_output_size
. Passing None
will allow for unbounded output. If any positive value is passed, and the decompression exceeds that
amount in bytes, then an error will be returned.
On failure, Godot prints an error and this method returns Err
. (Note that any empty results coming from Godot are mapped to Err
in Rust.)
Note: Decompression is not guaranteed to work with data not compressed by Godot, for example if data compressed with the deflate compression mode lacks a checksum or header.
§impl PackedByteArray
impl PackedByteArray
pub fn get_string_from_ascii(&self) -> GString
pub fn get_string_from_utf8(&self) -> GString
pub fn get_string_from_utf16(&self) -> GString
pub fn get_string_from_utf32(&self) -> GString
pub fn get_string_from_wchar(&self) -> GString
pub fn hex_encode(&self) -> GString
Trait Implementations§
§impl Clone for PackedByteArray
impl Clone for PackedByteArray
§fn clone(&self) -> PackedByteArray
fn clone(&self) -> PackedByteArray
1.0.0 · Source§fn clone_from(&mut self, source: &Self)
fn clone_from(&mut self, source: &Self)
source
. Read more§impl Debug for PackedByteArray
impl Debug for PackedByteArray
§impl Default for PackedByteArray
impl Default for PackedByteArray
§fn default() -> PackedByteArray
fn default() -> PackedByteArray
§impl Display for PackedByteArray
impl Display for PackedByteArray
§impl Export for PackedByteArray
impl Export for PackedByteArray
§fn export_hint() -> PropertyHintInfo
fn export_hint() -> PropertyHintInfo
§impl Extend<u8> for PackedByteArray
Extends aPackedByteArray
with the contents of an iterator
impl Extend<u8> for PackedByteArray
Extends aPackedByteArray
with the contents of an iterator
§fn extend<I>(&mut self, iter: I)where
I: IntoIterator<Item = u8>,
fn extend<I>(&mut self, iter: I)where
I: IntoIterator<Item = u8>,
Source§fn extend_one(&mut self, item: A)
fn extend_one(&mut self, item: A)
extend_one
)Source§fn extend_reserve(&mut self, additional: usize)
fn extend_reserve(&mut self, additional: usize)
extend_one
)§impl From<&[u8]> for PackedByteArray
Creates a PackedByteArray
from the given slice.
impl From<&[u8]> for PackedByteArray
Creates a PackedByteArray
from the given slice.
§fn from(slice: &[u8]) -> PackedByteArray
fn from(slice: &[u8]) -> PackedByteArray
§impl<const N: usize> From<&[u8; N]> for PackedByteArray
Creates a PackedByteArray
from the given Rust array.
impl<const N: usize> From<&[u8; N]> for PackedByteArray
Creates a PackedByteArray
from the given Rust array.
§fn from(arr: &[u8; N]) -> PackedByteArray
fn from(arr: &[u8; N]) -> PackedByteArray
§impl From<&Array<Variant>> for PackedByteArray
impl From<&Array<Variant>> for PackedByteArray
§fn from(other: &Array<Variant>) -> PackedByteArray
fn from(other: &Array<Variant>) -> PackedByteArray
§impl From<&PackedByteArray> for Array<Variant>
impl From<&PackedByteArray> for Array<Variant>
§fn from(other: &PackedByteArray) -> Array<Variant>
fn from(other: &PackedByteArray) -> Array<Variant>
§impl<const N: usize> From<[u8; N]> for PackedByteArray
Creates a PackedByteArray
from the given Rust array.
impl<const N: usize> From<[u8; N]> for PackedByteArray
Creates a PackedByteArray
from the given Rust array.
§fn from(arr: [u8; N]) -> PackedByteArray
fn from(arr: [u8; N]) -> PackedByteArray
§impl From<Vec<u8>> for PackedByteArray
Creates a PackedByteArray
from the given Rust vec.
impl From<Vec<u8>> for PackedByteArray
Creates a PackedByteArray
from the given Rust vec.
§fn from(vec: Vec<u8>) -> PackedByteArray
fn from(vec: Vec<u8>) -> PackedByteArray
§impl FromGodot for PackedByteArray
impl FromGodot for PackedByteArray
§fn try_from_godot(
via: <PackedByteArray as GodotConvert>::Via,
) -> Result<PackedByteArray, ConvertError>
fn try_from_godot( via: <PackedByteArray as GodotConvert>::Via, ) -> Result<PackedByteArray, 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 FromIterator<u8> for PackedByteArray
Creates a PackedByteArray
from an iterator.
impl FromIterator<u8> for PackedByteArray
Creates a PackedByteArray
from an iterator.
§fn from_iter<I>(iter: I) -> PackedByteArraywhere
I: IntoIterator<Item = u8>,
fn from_iter<I>(iter: I) -> PackedByteArraywhere
I: IntoIterator<Item = u8>,
§impl GodotConvert for PackedByteArray
impl GodotConvert for PackedByteArray
§type Via = PackedByteArray
type Via = PackedByteArray
Self
is represented in Godot.§impl Index<usize> for PackedByteArray
impl Index<usize> for PackedByteArray
§impl IndexMut<usize> for PackedByteArray
impl IndexMut<usize> for PackedByteArray
§impl ParamType for PackedByteArray
impl ParamType for PackedByteArray
§fn owned_to_arg<'v>(self) -> <PackedByteArray as ParamType>::Arg<'v>
fn owned_to_arg<'v>(self) -> <PackedByteArray as ParamType>::Arg<'v>
impl AsArg<T>
. Read more§impl PartialEq for PackedByteArray
impl PartialEq for PackedByteArray
§impl ToGodot for PackedByteArray
impl ToGodot for PackedByteArray
§type ToVia<'v> = <PackedByteArray as GodotConvert>::Via
type ToVia<'v> = <PackedByteArray as GodotConvert>::Via
§fn to_godot(&self) -> <PackedByteArray as ToGodot>::ToVia<'_>
fn to_godot(&self) -> <PackedByteArray as ToGodot>::ToVia<'_>
§fn to_variant(&self) -> Variant
fn to_variant(&self) -> Variant
§impl Var for PackedByteArray
impl Var for PackedByteArray
fn get_property(&self) -> <PackedByteArray as GodotConvert>::Via
fn set_property(&mut self, value: <PackedByteArray as GodotConvert>::Via)
§fn var_hint() -> PropertyHintInfo
fn var_hint() -> PropertyHintInfo
GodotType::property_info
, e.g. for enums/newtypes.