pub enum InitLevel {
Core,
Servers,
Scene,
Editor,
}
Expand description
Stage of the Godot initialization process.
Godot’s initialization and deinitialization processes are split into multiple stages, like a stack. At each level, a different amount of engine functionality is available. Deinitialization happens in reverse order.
See also:
Variants§
Core
First level loaded by Godot. Builtin types are available, classes are not.
Servers
Second level loaded by Godot. Only server classes and builtins are available.
Scene
Third level loaded by Godot. Most classes are available.
Editor
Fourth level loaded by Godot, only in the editor. All classes are available.
Trait Implementations§
§impl Ord for InitLevel
impl Ord for InitLevel
§impl PartialOrd for InitLevel
impl PartialOrd for InitLevel
§fn partial_cmp(&self, other: &InitLevel) -> Option<Ordering>
fn partial_cmp(&self, other: &InitLevel) -> Option<Ordering>
1.0.0 · source§fn le(&self, other: &Rhs) -> bool
fn le(&self, other: &Rhs) -> bool
This method tests less than or equal to (for
self
and other
) and is used by the <=
operator. Read moreimpl Copy for InitLevel
impl Eq for InitLevel
impl StructuralPartialEq for InitLevel
Auto Trait Implementations§
impl Freeze for InitLevel
impl RefUnwindSafe for InitLevel
impl Send for InitLevel
impl Sync for InitLevel
impl Unpin for InitLevel
impl UnwindSafe for InitLevel
Blanket Implementations§
source§impl<T> BorrowMut<T> for Twhere
T: ?Sized,
impl<T> BorrowMut<T> for Twhere
T: ?Sized,
source§fn borrow_mut(&mut self) -> &mut T
fn borrow_mut(&mut self) -> &mut T
Mutably borrows from an owned value. Read more