Struct godot::engine::SceneTree

#[repr(C)]
pub struct SceneTree { /* private fields */ }
Expand description

Godot class SceneTree.

Inherits MainLoop.

Related symbols:

See also Godot docs for SceneTree.

§Construction

This class is manually managed. You can create a new instance using SceneTree::new_alloc().

Do not forget to call free() or hand over ownership to Godot.

Implementations§

§

impl SceneTree

pub fn get_root(&self) -> Option<Gd<Window>>

pub fn has_group(&self, name: StringName) -> bool

pub fn is_auto_accept_quit(&self) -> bool

pub fn set_auto_accept_quit(&mut self, enabled: bool)

pub fn is_quit_on_go_back(&self) -> bool

pub fn set_quit_on_go_back(&mut self, enabled: bool)

pub fn set_debug_collisions_hint(&mut self, enable: bool)

pub fn is_debugging_collisions_hint(&self) -> bool

pub fn set_debug_paths_hint(&mut self, enable: bool)

pub fn is_debugging_paths_hint(&self) -> bool

pub fn set_debug_navigation_hint(&mut self, enable: bool)

pub fn is_debugging_navigation_hint(&self) -> bool

pub fn set_edited_scene_root(&mut self, scene: Gd<Node>)

pub fn get_edited_scene_root(&self) -> Option<Gd<Node>>

pub fn set_pause(&mut self, enable: bool)

pub fn is_paused(&self) -> bool

pub fn create_timer(&mut self, time_sec: f64) -> Option<Gd<SceneTreeTimer>>

pub fn create_timer_ex(&mut self, time_sec: f64) -> ExCreateTimer<'_>

pub fn create_tween(&mut self) -> Option<Gd<Tween>>

pub fn get_processed_tweens(&mut self) -> Array<Gd<Tween>>

pub fn get_node_count(&self) -> i32

pub fn get_frame(&self) -> i64

pub fn quit(&mut self)

pub fn quit_ex(&mut self) -> ExQuit<'_>

pub fn set_physics_interpolation_enabled(&mut self, enabled: bool)

pub fn is_physics_interpolation_enabled(&self) -> bool

pub fn queue_delete(&mut self, obj: Gd<Object>)

pub fn call_group_flags( &mut self, flags: i64, group: StringName, method: StringName, varargs: &[Variant] )

§Panics

This is a varcall method, meaning parameters and return values are passed as Variant. It can detect call failures and will panic in such a case.

pub fn try_call_group_flags( &mut self, flags: i64, group: StringName, method: StringName, varargs: &[Variant] ) -> Result<(), CallError>

§Return type

This is a varcall method, meaning parameters and return values are passed as Variant. It can detect call failures and will return Err in such a case.

pub fn notify_group_flags( &mut self, call_flags: u32, group: StringName, notification: i32 )

pub fn set_group_flags( &mut self, call_flags: u32, group: StringName, property: GString, value: Variant )

pub fn call_group( &mut self, group: StringName, method: StringName, varargs: &[Variant] )

§Panics

This is a varcall method, meaning parameters and return values are passed as Variant. It can detect call failures and will panic in such a case.

pub fn try_call_group( &mut self, group: StringName, method: StringName, varargs: &[Variant] ) -> Result<(), CallError>

§Return type

This is a varcall method, meaning parameters and return values are passed as Variant. It can detect call failures and will return Err in such a case.

pub fn notify_group(&mut self, group: StringName, notification: i32)

pub fn set_group( &mut self, group: StringName, property: GString, value: Variant )

pub fn get_nodes_in_group(&mut self, group: StringName) -> Array<Gd<Node>>

pub fn get_first_node_in_group(&mut self, group: StringName) -> Option<Gd<Node>>

pub fn get_node_count_in_group(&self, group: StringName) -> i32

pub fn set_current_scene(&mut self, child_node: Gd<Node>)

pub fn get_current_scene(&self) -> Option<Gd<Node>>

pub fn change_scene_to_file(&mut self, path: GString) -> Error

pub fn change_scene_to_packed(&mut self, packed_scene: Gd<PackedScene>) -> Error

pub fn reload_current_scene(&mut self) -> Error

pub fn unload_current_scene(&mut self)

pub fn set_multiplayer(&mut self, multiplayer: Gd<MultiplayerApi>)

pub fn set_multiplayer_ex( &mut self, multiplayer: Gd<MultiplayerApi> ) -> ExSetMultiplayer<'_>

pub fn get_multiplayer(&self) -> Option<Gd<MultiplayerApi>>

pub fn get_multiplayer_ex(&self) -> ExGetMultiplayer<'_>

pub fn set_multiplayer_poll_enabled(&mut self, enabled: bool)

pub fn is_multiplayer_poll_enabled(&self) -> bool

Methods from Deref<Target = MainLoop>§

pub fn notify(&mut self, what: MainLoopNotification)

⚠️ Sends a Godot notification to all classes inherited by the object.

Triggers calls to on_notification(), and depending on the notification, also to Godot’s lifecycle callbacks such as ready().

Starts from the highest ancestor (the Object class) and goes down the hierarchy. See also Godot docs for Object::notification().

§Panics

If you call this method on a user-defined object while holding a GdRef or GdMut guard on the instance, you will encounter a panic. The reason is that the receiving virtual method on_notification() acquires a GdMut lock dynamically, which must be exclusive.

pub fn notify_reversed(&mut self, what: MainLoopNotification)

⚠️ Like Self::notify(), but starts at the most-derived class and goes up the hierarchy.

See docs of that method, including the panics.

Methods from Deref<Target = Object>§

pub fn get_class(&self) -> GString

pub fn is_class(&self, class: GString) -> bool

pub fn set(&mut self, property: StringName, value: Variant)

pub fn get(&self, property: StringName) -> Variant

pub fn set_indexed(&mut self, property_path: NodePath, value: Variant)

pub fn get_indexed(&self, property_path: NodePath) -> Variant

pub fn get_property_list(&self) -> Array<Dictionary>

pub fn get_method_list(&self) -> Array<Dictionary>

pub fn property_can_revert(&self, property: StringName) -> bool

pub fn property_get_revert(&self, property: StringName) -> Variant

pub fn set_script(&mut self, script: Variant)

pub fn get_script(&self) -> Variant

pub fn set_meta(&mut self, name: StringName, value: Variant)

pub fn remove_meta(&mut self, name: StringName)

pub fn get_meta(&self, name: StringName) -> Variant

pub fn get_meta_ex(&self, name: StringName) -> ExGetMeta<'_>

pub fn has_meta(&self, name: StringName) -> bool

pub fn get_meta_list(&self) -> Array<StringName>

pub fn add_user_signal(&mut self, signal: GString)

pub fn add_user_signal_ex(&mut self, signal: GString) -> ExAddUserSignal<'_>

pub fn has_user_signal(&self, signal: StringName) -> bool

pub fn remove_user_signal(&mut self, signal: StringName)

pub fn emit_signal(&mut self, signal: StringName, varargs: &[Variant]) -> Error

§Panics

This is a varcall method, meaning parameters and return values are passed as Variant. It can detect call failures and will panic in such a case.

pub fn try_emit_signal( &mut self, signal: StringName, varargs: &[Variant] ) -> Result<Error, CallError>

§Return type

This is a varcall method, meaning parameters and return values are passed as Variant. It can detect call failures and will return Err in such a case.

pub fn call(&mut self, method: StringName, varargs: &[Variant]) -> Variant

§Panics

This is a varcall method, meaning parameters and return values are passed as Variant. It can detect call failures and will panic in such a case.

pub fn try_call( &mut self, method: StringName, varargs: &[Variant] ) -> Result<Variant, CallError>

§Return type

This is a varcall method, meaning parameters and return values are passed as Variant. It can detect call failures and will return Err in such a case.

pub fn call_deferred( &mut self, method: StringName, varargs: &[Variant] ) -> Variant

§Panics

This is a varcall method, meaning parameters and return values are passed as Variant. It can detect call failures and will panic in such a case.

pub fn try_call_deferred( &mut self, method: StringName, varargs: &[Variant] ) -> Result<Variant, CallError>

§Return type

This is a varcall method, meaning parameters and return values are passed as Variant. It can detect call failures and will return Err in such a case.

pub fn set_deferred(&mut self, property: StringName, value: Variant)

pub fn callv( &mut self, method: StringName, arg_array: Array<Variant> ) -> Variant

pub fn has_method(&self, method: StringName) -> bool

pub fn get_method_argument_count(&self, method: StringName) -> i32

pub fn has_signal(&self, signal: StringName) -> bool

pub fn get_signal_list(&self) -> Array<Dictionary>

pub fn get_signal_connection_list( &self, signal: StringName ) -> Array<Dictionary>

pub fn get_incoming_connections(&self) -> Array<Dictionary>

pub fn connect(&mut self, signal: StringName, callable: Callable) -> Error

pub fn connect_ex( &mut self, signal: StringName, callable: Callable ) -> ExConnect<'_>

pub fn disconnect(&mut self, signal: StringName, callable: Callable)

pub fn is_connected(&self, signal: StringName, callable: Callable) -> bool

pub fn set_block_signals(&mut self, enable: bool)

pub fn is_blocking_signals(&self) -> bool

pub fn notify_property_list_changed(&mut self)

pub fn set_message_translation(&mut self, enable: bool)

pub fn can_translate_messages(&self) -> bool

pub fn tr(&self, message: StringName) -> GString

pub fn tr_ex(&self, message: StringName) -> ExTr<'_>

pub fn tr_n( &self, message: StringName, plural_message: StringName, n: i32 ) -> GString

pub fn tr_n_ex( &self, message: StringName, plural_message: StringName, n: i32 ) -> ExTrN<'_>

pub fn is_queued_for_deletion(&self) -> bool

pub fn cancel_free(&mut self)

pub fn notify(&mut self, what: ObjectNotification)

⚠️ Sends a Godot notification to all classes inherited by the object.

Triggers calls to on_notification(), and depending on the notification, also to Godot’s lifecycle callbacks such as ready().

Starts from the highest ancestor (the Object class) and goes down the hierarchy. See also Godot docs for Object::notification().

§Panics

If you call this method on a user-defined object while holding a GdRef or GdMut guard on the instance, you will encounter a panic. The reason is that the receiving virtual method on_notification() acquires a GdMut lock dynamically, which must be exclusive.

pub fn notify_reversed(&mut self, what: ObjectNotification)

⚠️ Like Self::notify(), but starts at the most-derived class and goes up the hierarchy.

See docs of that method, including the panics.

Trait Implementations§

§

impl Bounds for SceneTree

§

type Memory = MemManual

Defines the memory strategy of the static type.
§

type DynMemory = MemManual

Defines the memory strategy of the instance (at runtime).
§

type Declarer = DeclEngine

Whether this class is a core Godot class provided by the engine, or declared by the user as a Rust struct.
§

impl Debug for SceneTree

§

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

Formats the value using the given formatter. Read more
§

impl Deref for SceneTree

§

type Target = MainLoop

The resulting type after dereferencing.
§

fn deref(&self) -> &<SceneTree as Deref>::Target

Dereferences the value.
§

impl DerefMut for SceneTree

§

fn deref_mut(&mut self) -> &mut <SceneTree as Deref>::Target

Mutably dereferences the value.
§

impl GodotClass for SceneTree

§

type Base = MainLoop

The immediate superclass of T. This is always a Godot engine class.
§

fn class_name() -> ClassName

The name of the class, under which it is registered in Godot. Read more
§

const INIT_LEVEL: InitLevel = crate::init::InitLevel::Scene

Initialization level, during which this class should be initialized with Godot. Read more
§

fn inherits<U>() -> bool
where U: GodotClass,

Returns whether Self inherits from U. Read more
§

impl GodotDefault for SceneTree

§

impl Inherits<MainLoop> for SceneTree

§

impl Inherits<Object> for SceneTree

Auto Trait Implementations§

Blanket Implementations§

source§

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

source§

fn type_id(&self) -> TypeId

Gets the TypeId of self. Read more
source§

impl<T> Borrow<T> for T
where T: ?Sized,

source§

fn borrow(&self) -> &T

Immutably borrows from an owned value. Read more
source§

impl<T> BorrowMut<T> for T
where T: ?Sized,

source§

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

Mutably borrows from an owned value. Read more
source§

impl<T> From<T> for T

source§

fn from(t: T) -> T

Returns the argument unchanged.

source§

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

source§

fn into(self) -> U

Calls U::from(self).

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

§

impl<T> NewAlloc for T
where T: GodotDefault<Memory = MemManual> + Bounds,

§

fn new_alloc() -> Gd<T>

Return a new, manually-managed Gd containing a default-constructed instance. Read more
source§

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

§

type Error = Infallible

The type returned in the event of a conversion error.
source§

fn try_from(value: U) -> Result<T, <T as TryFrom<U>>::Error>

Performs the conversion.
source§

impl<T, U> TryInto<U> for T
where U: TryFrom<T>,

§

type Error = <U as TryFrom<T>>::Error

The type returned in the event of a conversion error.
source§

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

Performs the conversion.
§

impl<T> Inherits<T> for T
where T: GodotClass,