Trait godot::engine::IScriptExtension

pub trait IScriptExtension: GodotClass + You_forgot_the_attribute__godot_api {
Show 42 methods // 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 editor_can_reload_from_file(&mut self) -> bool { ... } unsafe fn placeholder_erased(&mut self, placeholder: *mut c_void) { ... } 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 get_class_icon_path(&self) -> GString { ... } fn has_method(&self, method: StringName) -> bool { ... } fn has_static_method(&self, method: StringName) -> bool { ... } fn get_script_method_argument_count(&self, method: StringName) -> Variant { ... } fn get_method_info(&self, method: StringName) -> Dictionary { ... } fn is_tool(&self) -> bool { ... } fn is_valid(&self) -> bool { ... } fn is_abstract(&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 { ... } 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 ScriptInstance.

Provided Methods§

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

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)

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>

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

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 editor_can_reload_from_file(&mut self) -> bool

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 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

§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

§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 get_class_icon_path(&self) -> GString

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

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

fn get_script_method_argument_count(&self, method: StringName) -> Variant

fn get_method_info(&self, method: StringName) -> Dictionary

fn is_tool(&self) -> bool

fn is_valid(&self) -> bool

fn is_abstract(&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

fn setup_local_to_scene(&mut self)

Object Safety§

This trait is not object safe.

Implementors§