Trait IScriptExtension
pub trait IScriptExtension: GodotClass<Base = ScriptExtension> + You_forgot_the_attribute__godot_api {
Show 44 methods
// Required methods
fn editor_can_reload_from_file(&mut self) -> bool;
fn can_instantiate(&self) -> bool;
fn get_base_script(&self) -> Option<Gd<Script>>;
fn get_global_name(&self) -> StringName;
fn inherits_script(&self, script: Gd<Script>) -> bool;
fn get_instance_base_type(&self) -> StringName;
unsafe fn instance_create(&self, for_object: Gd<Object>) -> *mut c_void;
unsafe fn placeholder_instance_create(
&self,
for_object: Gd<Object>,
) -> *mut c_void;
fn instance_has(&self, object: Gd<Object>) -> bool;
fn has_source_code(&self) -> bool;
fn get_source_code(&self) -> GString;
fn set_source_code(&mut self, code: GString);
fn reload(&mut self, keep_state: bool) -> Error;
fn get_documentation(&self) -> Array<Dictionary>;
fn has_method(&self, method: StringName) -> bool;
fn has_static_method(&self, method: StringName) -> bool;
fn get_method_info(&self, method: StringName) -> Dictionary;
fn is_tool(&self) -> bool;
fn is_valid(&self) -> bool;
fn get_language(&self) -> Option<Gd<ScriptLanguage>>;
fn has_script_signal(&self, signal: StringName) -> bool;
fn get_script_signal_list(&self) -> Array<Dictionary>;
fn has_property_default_value(&self, property: StringName) -> bool;
fn get_property_default_value(&self, property: StringName) -> Variant;
fn update_exports(&mut self);
fn get_script_method_list(&self) -> Array<Dictionary>;
fn get_script_property_list(&self) -> Array<Dictionary>;
fn get_member_line(&self, member: StringName) -> i32;
fn get_constants(&self) -> Dictionary;
fn get_members(&self) -> Array<StringName>;
fn is_placeholder_fallback_enabled(&self) -> bool;
fn get_rpc_config(&self) -> Variant;
// Provided methods
fn init(base: Base<Self::Base>) -> Self { ... }
fn to_string(&self) -> GString { ... }
fn on_notification(&mut self, what: ObjectNotification) { ... }
fn get_property(&self, property: StringName) -> Option<Variant> { ... }
fn set_property(&mut self, property: StringName, value: Variant) -> bool { ... }
fn get_property_list(&mut self) -> Vec<PropertyInfo> { ... }
fn property_get_revert(&self, property: StringName) -> Option<Variant> { ... }
unsafe fn placeholder_erased(&mut self, placeholder: *mut c_void) { ... }
fn get_class_icon_path(&self) -> GString { ... }
fn get_script_method_argument_count(&self, method: StringName) -> Variant { ... }
fn is_abstract(&self) -> bool { ... }
fn setup_local_to_scene(&mut self) { ... }
}
Expand description
Virtual methods for class ScriptExtension
.
These methods represent constructors (init
) or callbacks invoked by the engine.
See also Godot docs for ScriptExtension
methods.
§Specific notes for this interface
Use this in combination with the obj::script
module.
Required Methods§
fn editor_can_reload_from_file(&mut self) -> bool
fn can_instantiate(&self) -> bool
fn get_base_script(&self) -> Option<Gd<Script>>
fn get_global_name(&self) -> StringName
fn inherits_script(&self, script: Gd<Script>) -> bool
fn get_instance_base_type(&self) -> StringName
unsafe fn instance_create(&self, for_object: Gd<Object>) -> *mut c_void
unsafe fn instance_create(&self, for_object: Gd<Object>) -> *mut c_void
§Safety
This method has automatically been marked unsafe
because it accepts raw pointers as parameters.
If Godot does not document any safety requirements, make sure you understand the underlying semantics.
unsafe fn placeholder_instance_create(
&self,
for_object: Gd<Object>,
) -> *mut c_void
unsafe fn placeholder_instance_create( &self, for_object: Gd<Object>, ) -> *mut c_void
§Safety
This method has automatically been marked unsafe
because it accepts raw pointers as parameters.
If Godot does not document any safety requirements, make sure you understand the underlying semantics.
fn instance_has(&self, object: Gd<Object>) -> bool
fn has_source_code(&self) -> bool
fn get_source_code(&self) -> GString
fn set_source_code(&mut self, code: GString)
fn reload(&mut self, keep_state: bool) -> Error
fn get_documentation(&self) -> Array<Dictionary>
fn has_method(&self, method: StringName) -> bool
fn has_static_method(&self, method: StringName) -> bool
fn get_method_info(&self, method: StringName) -> Dictionary
fn is_tool(&self) -> bool
fn is_valid(&self) -> bool
fn get_language(&self) -> Option<Gd<ScriptLanguage>>
fn has_script_signal(&self, signal: StringName) -> bool
fn get_script_signal_list(&self) -> Array<Dictionary>
fn has_property_default_value(&self, property: StringName) -> bool
fn get_property_default_value(&self, property: StringName) -> Variant
fn update_exports(&mut self)
fn get_script_method_list(&self) -> Array<Dictionary>
fn get_script_property_list(&self) -> Array<Dictionary>
fn get_member_line(&self, member: StringName) -> i32
fn get_constants(&self) -> Dictionary
fn get_members(&self) -> Array<StringName>
fn is_placeholder_fallback_enabled(&self) -> bool
fn get_rpc_config(&self) -> Variant
Provided Methods§
fn init(base: Base<Self::Base>) -> Self
fn init(base: Base<Self::Base>) -> Self
Godot constructor, accepting an injected base
object.
base
refers to the base instance of the class, which can either be stored in a Base<T>
field or discarded.
This method returns a fully-constructed instance, which will then be moved into a Gd<T>
pointer.
If the class has a #[class(init)]
attribute, this method will be auto-generated and must not be overridden.
fn to_string(&self) -> GString
fn to_string(&self) -> GString
String representation of the Godot instance.
Override this method to define how the instance is represented as a string.
Used by impl Display for Gd<T>
, as well as str()
and print()
in GDScript.
fn on_notification(&mut self, what: ObjectNotification)
fn on_notification(&mut self, what: ObjectNotification)
Called when the object receives a Godot notification.
The type of notification can be identified through what
. The enum is designed to hold all possible NOTIFICATION_*
constants that the current class can handle. However, this is not validated in Godot, so an enum variant Unknown
exists
to represent integers out of known constants (mistakes or future additions).
This method is named _notification
in Godot, but on_notification
in Rust. To send notifications, use the
Object::notify
method.
See also in Godot docs:
fn get_property(&self, property: StringName) -> Option<Variant>
fn get_property(&self, property: StringName) -> Option<Variant>
Called whenever get()
is called or Godot gets the value of a property.
Should return the given property
’s value as Some(value)
, or None
if the property should be handled normally.
See also in Godot docs:
fn set_property(&mut self, property: StringName, value: Variant) -> bool
fn set_property(&mut self, property: StringName, value: Variant) -> bool
Called whenever Godot set()
is called or Godot sets the value of a property.
Should set property
to the given value
and return true
, or return false
to indicate the property
should be handled normally.
See also in Godot docs:
fn get_property_list(&mut self) -> Vec<PropertyInfo>
Available on since_api="4.3"
only.
fn get_property_list(&mut self) -> Vec<PropertyInfo>
since_api="4.3"
only.Called whenever Godot get_property_list()
is called, the returned vector here is
appended to the existing list of properties.
This should mainly be used for advanced purposes, such as dynamically updating the property list in the editor.
See also in Godot docs:
fn property_get_revert(&self, property: StringName) -> Option<Variant>
fn property_get_revert(&self, property: StringName) -> Option<Variant>
Called by Godot to tell if a property has a custom revert or not.
Return None
for no custom revert, and return Some(value)
to specify the custom revert.
This is a combination of Godot’s Object::_property_get_revert
and Object::_property_can_revert
. This means that this
function will usually be called twice by Godot to find the revert.
Note that this should be a pure function. That is, it should always return the same value for a property as long as self
remains unchanged. Otherwise, this may lead to unexpected (safe) behavior.
unsafe fn placeholder_erased(&mut self, placeholder: *mut c_void)
unsafe fn placeholder_erased(&mut self, placeholder: *mut c_void)
§Safety
This method has automatically been marked unsafe
because it accepts raw pointers as parameters.
If Godot does not document any safety requirements, make sure you understand the underlying semantics.
fn get_class_icon_path(&self) -> GString
fn get_script_method_argument_count(&self, method: StringName) -> Variant
fn is_abstract(&self) -> bool
fn setup_local_to_scene(&mut self)
Dyn Compatibility§
This trait is not dyn compatible.
In older versions of Rust, dyn compatibility was called "object safety", so this trait is not object safe.