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Popup

Struct Popup 

pub struct Popup { /* private fields */ }
Expand description

Godot class Popup.

Inherits Window.

Related symbols:

See also Godot docs for Popup.

§Construction

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

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

§Godot docs

Popup is a base class for contextual windows and panels with fixed position. It’s a modal by default (see [member Window.popup_window]) and provides methods for implementing custom popup behavior.

Note: Popup is invisible by default. To make it visible, call one of the popup_* methods from Window on the node, such as popup_centered_clamped.

Methods from Deref<Target = Window>§

pub fn set_title(&mut self, title: impl AsArg<GString>)

pub fn get_title(&self) -> GString

pub fn set_initial_position(&mut self, initial_position: WindowInitialPosition)

pub fn get_initial_position(&self) -> WindowInitialPosition

pub fn set_current_screen(&mut self, index: i32)

pub fn get_current_screen(&self) -> i32

pub fn set_position(&mut self, position: Vector2i)

pub fn get_position(&self) -> Vector2i

pub fn move_to_center(&mut self)

Centers the window in the current screen. If the window is embedded, it is centered in the embedder Viewport instead.

pub fn set_size(&mut self, size: Vector2i)

pub fn get_size(&self) -> Vector2i

pub fn reset_size(&mut self)

Resets the size to the minimum size, which is the max of [member min_size] and (if [member wrap_controls] is enabled) get_contents_minimum_size. This is equivalent to calling set_size(Vector2i()) (or any size below the minimum).

pub fn get_position_with_decorations(&self) -> Vector2i

Returns the window’s position including its border.

Note: If [member visible] is false, this method returns the same value as [member position].

pub fn get_size_with_decorations(&self) -> Vector2i

Returns the window’s size including its border.

Note: If [member visible] is false, this method returns the same value as [member size].

pub fn set_max_size(&mut self, max_size: Vector2i)

pub fn get_max_size(&self) -> Vector2i

pub fn set_min_size(&mut self, min_size: Vector2i)

pub fn get_min_size(&self) -> Vector2i

pub fn set_mode(&mut self, mode: Mode)

pub fn get_mode(&self) -> Mode

pub fn set_flag(&mut self, flag: Flags, enabled: bool)

Sets a specified window flag.

pub fn get_flag(&self, flag: Flags) -> bool

Returns true if the flag is set.

pub fn is_maximize_allowed(&self) -> bool

Returns true if the window can be maximized (the maximize button is enabled).

pub fn request_attention(&mut self)

Tells the OS that the Window needs an attention. This makes the window stand out in some way depending on the system, e.g. it might blink on the task bar.

pub fn move_to_foreground(&mut self)

Causes the window to grab focus, allowing it to receive user input.

pub fn set_visible(&mut self, visible: bool)

pub fn is_visible(&self) -> bool

pub fn hide(&mut self)

Hides the window. This is not the same as minimized state. Hidden window can’t be interacted with and needs to be made visible with show.

pub fn show(&mut self)

Makes the Window appear. This enables interactions with the Window and doesn’t change any of its property other than visibility (unlike e.g. popup).

pub fn set_transient(&mut self, transient: bool)

pub fn is_transient(&self) -> bool

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

pub fn is_transient_to_focused(&self) -> bool

pub fn set_exclusive(&mut self, exclusive: bool)

pub fn is_exclusive(&self) -> bool

pub fn set_unparent_when_invisible(&mut self, unparent: bool)

If unparent is true, the window is automatically unparented when going invisible.

Note: Make sure to keep a reference to the node, otherwise it will be orphaned. You also need to manually call queue_free to free the window if it’s not parented.

pub fn can_draw(&self) -> bool

Returns whether the window is being drawn to the screen.

pub fn has_focus(&self) -> bool

Returns true if the window is focused.

pub fn grab_focus(&mut self)

Causes the window to grab focus, allowing it to receive user input.

pub fn start_drag(&mut self)

Starts an interactive drag operation on the window, using the current mouse position. Call this method when handling a mouse button being pressed to simulate a pressed event on the window’s title bar. Using this method allows the window to participate in space switching, tiling, and other system features.

pub fn start_resize(&mut self, edge: WindowResizeEdge)

Starts an interactive resize operation on the window, using the current mouse position. Call this method when handling a mouse button being pressed to simulate a pressed event on the window’s edge.

pub fn set_ime_active(&mut self, active: bool)

If active is true, enables system’s native IME (Input Method Editor).

pub fn set_ime_position(&mut self, position: Vector2i)

Moves IME to the given position.

pub fn is_embedded(&self) -> bool

Returns true if the window is currently embedded in another window.

pub fn get_contents_minimum_size(&self) -> Vector2

Returns the combined minimum size from the child Control nodes of the window. Use child_controls_changed to update it when child nodes have changed.

The value returned by this method can be overridden with get_contents_minimum_size.

pub fn set_force_native(&mut self, force_native: bool)

pub fn get_force_native(&self) -> bool

pub fn set_content_scale_size(&mut self, size: Vector2i)

pub fn get_content_scale_size(&self) -> Vector2i

pub fn set_content_scale_mode(&mut self, mode: ContentScaleMode)

pub fn get_content_scale_mode(&self) -> ContentScaleMode

pub fn set_content_scale_aspect(&mut self, aspect: ContentScaleAspect)

pub fn get_content_scale_aspect(&self) -> ContentScaleAspect

pub fn set_content_scale_stretch(&mut self, stretch: ContentScaleStretch)

pub fn get_content_scale_stretch(&self) -> ContentScaleStretch

pub fn set_nonclient_area(&mut self, area: Rect2i)

pub fn get_nonclient_area(&self) -> Rect2i

pub fn set_keep_title_visible(&mut self, title_visible: bool)

pub fn get_keep_title_visible(&self) -> bool

pub fn set_content_scale_factor(&mut self, factor: f32)

pub fn get_content_scale_factor(&self) -> f32

pub fn set_mouse_passthrough_polygon(&mut self, polygon: &PackedArray<Vector2>)

pub fn get_mouse_passthrough_polygon(&self) -> PackedArray<Vector2>

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

pub fn is_wrapping_controls(&self) -> bool

pub fn child_controls_changed(&mut self)

Requests an update of the Window size to fit underlying Control nodes.

pub fn set_theme(&mut self, theme: impl AsArg<Option<Gd<Theme>>>)

pub fn get_theme(&self) -> Option<Gd<Theme>>

pub fn set_theme_type_variation(&mut self, theme_type: impl AsArg<StringName>)

pub fn get_theme_type_variation(&self) -> StringName

pub fn begin_bulk_theme_override(&mut self)

Prevents *_theme_*_override methods from emitting WindowNotification::THEME_CHANGED until end_bulk_theme_override is called.

pub fn end_bulk_theme_override(&mut self)

Ends a bulk theme override update. See begin_bulk_theme_override.

pub fn add_theme_icon_override( &mut self, name: impl AsArg<StringName>, texture: impl AsArg<Option<Gd<Texture2D>>>, )

Creates a local override for a theme icon with the specified name. Local overrides always take precedence when fetching theme items for the control. An override can be removed with remove_theme_icon_override.

See also get_theme_icon.

pub fn add_theme_stylebox_override( &mut self, name: impl AsArg<StringName>, stylebox: impl AsArg<Option<Gd<StyleBox>>>, )

Creates a local override for a theme StyleBox with the specified name. Local overrides always take precedence when fetching theme items for the control. An override can be removed with remove_theme_stylebox_override.

See also get_theme_stylebox and add_theme_stylebox_override for more details.

pub fn add_theme_font_override( &mut self, name: impl AsArg<StringName>, font: impl AsArg<Option<Gd<Font>>>, )

Creates a local override for a theme Font with the specified name. Local overrides always take precedence when fetching theme items for the control. An override can be removed with remove_theme_font_override.

See also get_theme_font.

pub fn add_theme_font_size_override( &mut self, name: impl AsArg<StringName>, font_size: i32, )

Creates a local override for a theme font size with the specified name. Local overrides always take precedence when fetching theme items for the control. An override can be removed with remove_theme_font_size_override.

See also get_theme_font_size.

pub fn add_theme_color_override( &mut self, name: impl AsArg<StringName>, color: Color, )

Creates a local override for a theme Color with the specified name. Local overrides always take precedence when fetching theme items for the control. An override can be removed with remove_theme_color_override.

See also get_theme_color and add_theme_color_override for more details.

pub fn add_theme_constant_override( &mut self, name: impl AsArg<StringName>, constant: i32, )

Creates a local override for a theme constant with the specified name. Local overrides always take precedence when fetching theme items for the control. An override can be removed with remove_theme_constant_override.

See also get_theme_constant.

pub fn remove_theme_icon_override(&mut self, name: impl AsArg<StringName>)

Removes a local override for a theme icon with the specified name previously added by add_theme_icon_override or via the Inspector dock.

pub fn remove_theme_stylebox_override(&mut self, name: impl AsArg<StringName>)

Removes a local override for a theme StyleBox with the specified name previously added by add_theme_stylebox_override or via the Inspector dock.

pub fn remove_theme_font_override(&mut self, name: impl AsArg<StringName>)

Removes a local override for a theme Font with the specified name previously added by add_theme_font_override or via the Inspector dock.

pub fn remove_theme_font_size_override(&mut self, name: impl AsArg<StringName>)

Removes a local override for a theme font size with the specified name previously added by add_theme_font_size_override or via the Inspector dock.

pub fn remove_theme_color_override(&mut self, name: impl AsArg<StringName>)

Removes a local override for a theme Color with the specified name previously added by add_theme_color_override or via the Inspector dock.

pub fn remove_theme_constant_override(&mut self, name: impl AsArg<StringName>)

Removes a local override for a theme constant with the specified name previously added by add_theme_constant_override or via the Inspector dock.

pub fn get_theme_icon( &self, name: impl AsArg<StringName>, ) -> Option<Gd<Texture2D>>

To set the default parameters, use get_theme_icon_ex and its builder methods. See the book for detailed usage instructions. Returns an icon from the first matching Theme in the tree if that Theme has an icon item with the specified name and theme_type.

See get_theme_color for details.

pub fn get_theme_icon_ex<'ex>( &'ex self, name: impl AsArg<StringName> + 'ex, ) -> ExGetThemeIcon<'ex>

Returns an icon from the first matching Theme in the tree if that Theme has an icon item with the specified name and theme_type.

See get_theme_color for details.

pub fn get_theme_stylebox( &self, name: impl AsArg<StringName>, ) -> Option<Gd<StyleBox>>

To set the default parameters, use get_theme_stylebox_ex and its builder methods. See the book for detailed usage instructions. Returns a StyleBox from the first matching Theme in the tree if that Theme has a stylebox item with the specified name and theme_type.

See get_theme_color for details.

pub fn get_theme_stylebox_ex<'ex>( &'ex self, name: impl AsArg<StringName> + 'ex, ) -> ExGetThemeStylebox<'ex>

Returns a StyleBox from the first matching Theme in the tree if that Theme has a stylebox item with the specified name and theme_type.

See get_theme_color for details.

pub fn get_theme_font(&self, name: impl AsArg<StringName>) -> Option<Gd<Font>>

To set the default parameters, use get_theme_font_ex and its builder methods. See the book for detailed usage instructions. Returns a Font from the first matching Theme in the tree if that Theme has a font item with the specified name and theme_type.

See get_theme_color for details.

pub fn get_theme_font_ex<'ex>( &'ex self, name: impl AsArg<StringName> + 'ex, ) -> ExGetThemeFont<'ex>

Returns a Font from the first matching Theme in the tree if that Theme has a font item with the specified name and theme_type.

See get_theme_color for details.

pub fn get_theme_font_size(&self, name: impl AsArg<StringName>) -> i32

To set the default parameters, use get_theme_font_size_ex and its builder methods. See the book for detailed usage instructions. Returns a font size from the first matching Theme in the tree if that Theme has a font size item with the specified name and theme_type.

See get_theme_color for details.

pub fn get_theme_font_size_ex<'ex>( &'ex self, name: impl AsArg<StringName> + 'ex, ) -> ExGetThemeFontSize<'ex>

Returns a font size from the first matching Theme in the tree if that Theme has a font size item with the specified name and theme_type.

See get_theme_color for details.

pub fn get_theme_color(&self, name: impl AsArg<StringName>) -> Color

To set the default parameters, use get_theme_color_ex and its builder methods. See the book for detailed usage instructions. Returns a Color from the first matching Theme in the tree if that Theme has a color item with the specified name and theme_type.

See get_theme_color for more details.

pub fn get_theme_color_ex<'ex>( &'ex self, name: impl AsArg<StringName> + 'ex, ) -> ExGetThemeColor<'ex>

Returns a Color from the first matching Theme in the tree if that Theme has a color item with the specified name and theme_type.

See get_theme_color for more details.

pub fn get_theme_constant(&self, name: impl AsArg<StringName>) -> i32

To set the default parameters, use get_theme_constant_ex and its builder methods. See the book for detailed usage instructions. Returns a constant from the first matching Theme in the tree if that Theme has a constant item with the specified name and theme_type.

See get_theme_color for more details.

pub fn get_theme_constant_ex<'ex>( &'ex self, name: impl AsArg<StringName> + 'ex, ) -> ExGetThemeConstant<'ex>

Returns a constant from the first matching Theme in the tree if that Theme has a constant item with the specified name and theme_type.

See get_theme_color for more details.

pub fn has_theme_icon_override(&self, name: impl AsArg<StringName>) -> bool

Returns true if there is a local override for a theme icon with the specified name in this Control node.

See add_theme_icon_override.

pub fn has_theme_stylebox_override(&self, name: impl AsArg<StringName>) -> bool

Returns true if there is a local override for a theme StyleBox with the specified name in this Control node.

See add_theme_stylebox_override.

pub fn has_theme_font_override(&self, name: impl AsArg<StringName>) -> bool

Returns true if there is a local override for a theme Font with the specified name in this Control node.

See add_theme_font_override.

pub fn has_theme_font_size_override(&self, name: impl AsArg<StringName>) -> bool

Returns true if there is a local override for a theme font size with the specified name in this Control node.

See add_theme_font_size_override.

pub fn has_theme_color_override(&self, name: impl AsArg<StringName>) -> bool

Returns true if there is a local override for a theme Color with the specified name in this Control node.

See add_theme_color_override.

pub fn has_theme_constant_override(&self, name: impl AsArg<StringName>) -> bool

Returns true if there is a local override for a theme constant with the specified name in this Control node.

See add_theme_constant_override.

pub fn has_theme_icon(&self, name: impl AsArg<StringName>) -> bool

To set the default parameters, use has_theme_icon_ex and its builder methods. See the book for detailed usage instructions. Returns true if there is a matching Theme in the tree that has an icon item with the specified name and theme_type.

See get_theme_color for details.

pub fn has_theme_icon_ex<'ex>( &'ex self, name: impl AsArg<StringName> + 'ex, ) -> ExHasThemeIcon<'ex>

Returns true if there is a matching Theme in the tree that has an icon item with the specified name and theme_type.

See get_theme_color for details.

pub fn has_theme_stylebox(&self, name: impl AsArg<StringName>) -> bool

To set the default parameters, use has_theme_stylebox_ex and its builder methods. See the book for detailed usage instructions. Returns true if there is a matching Theme in the tree that has a stylebox item with the specified name and theme_type.

See get_theme_color for details.

pub fn has_theme_stylebox_ex<'ex>( &'ex self, name: impl AsArg<StringName> + 'ex, ) -> ExHasThemeStylebox<'ex>

Returns true if there is a matching Theme in the tree that has a stylebox item with the specified name and theme_type.

See get_theme_color for details.

pub fn has_theme_font(&self, name: impl AsArg<StringName>) -> bool

To set the default parameters, use has_theme_font_ex and its builder methods. See the book for detailed usage instructions. Returns true if there is a matching Theme in the tree that has a font item with the specified name and theme_type.

See get_theme_color for details.

pub fn has_theme_font_ex<'ex>( &'ex self, name: impl AsArg<StringName> + 'ex, ) -> ExHasThemeFont<'ex>

Returns true if there is a matching Theme in the tree that has a font item with the specified name and theme_type.

See get_theme_color for details.

pub fn has_theme_font_size(&self, name: impl AsArg<StringName>) -> bool

To set the default parameters, use has_theme_font_size_ex and its builder methods. See the book for detailed usage instructions. Returns true if there is a matching Theme in the tree that has a font size item with the specified name and theme_type.

See get_theme_color for details.

pub fn has_theme_font_size_ex<'ex>( &'ex self, name: impl AsArg<StringName> + 'ex, ) -> ExHasThemeFontSize<'ex>

Returns true if there is a matching Theme in the tree that has a font size item with the specified name and theme_type.

See get_theme_color for details.

pub fn has_theme_color(&self, name: impl AsArg<StringName>) -> bool

To set the default parameters, use has_theme_color_ex and its builder methods. See the book for detailed usage instructions. Returns true if there is a matching Theme in the tree that has a color item with the specified name and theme_type.

See get_theme_color for details.

pub fn has_theme_color_ex<'ex>( &'ex self, name: impl AsArg<StringName> + 'ex, ) -> ExHasThemeColor<'ex>

Returns true if there is a matching Theme in the tree that has a color item with the specified name and theme_type.

See get_theme_color for details.

pub fn has_theme_constant(&self, name: impl AsArg<StringName>) -> bool

To set the default parameters, use has_theme_constant_ex and its builder methods. See the book for detailed usage instructions. Returns true if there is a matching Theme in the tree that has a constant item with the specified name and theme_type.

See get_theme_color for details.

pub fn has_theme_constant_ex<'ex>( &'ex self, name: impl AsArg<StringName> + 'ex, ) -> ExHasThemeConstant<'ex>

Returns true if there is a matching Theme in the tree that has a constant item with the specified name and theme_type.

See get_theme_color for details.

pub fn get_theme_default_base_scale(&self) -> f32

Returns the default base scale value from the first matching Theme in the tree if that Theme has a valid [member Theme.default_base_scale] value.

See get_theme_color for details.

pub fn get_theme_default_font(&self) -> Option<Gd<Font>>

Returns the default font from the first matching Theme in the tree if that Theme has a valid [member Theme.default_font] value.

See get_theme_color for details.

pub fn get_theme_default_font_size(&self) -> i32

Returns the default font size value from the first matching Theme in the tree if that Theme has a valid [member Theme.default_font_size] value.

See get_theme_color for details.

pub fn get_window_id(&self) -> i32

Returns the ID of the window.

pub fn set_accessibility_name(&mut self, name: impl AsArg<GString>)

pub fn get_accessibility_name(&self) -> GString

pub fn set_accessibility_description( &mut self, description: impl AsArg<GString>, )

pub fn get_accessibility_description(&self) -> GString

pub fn set_layout_direction(&mut self, direction: LayoutDirection)

Sets layout direction and text writing direction. Right-to-left layouts are necessary for certain languages (e.g. Arabic and Hebrew).

pub fn get_layout_direction(&self) -> LayoutDirection

Returns layout direction and text writing direction.

pub fn is_layout_rtl(&self) -> bool

Returns true if the layout is right-to-left.

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

pub fn is_auto_translating(&self) -> bool

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

Enables font oversampling. This makes fonts look better when they are scaled up.

pub fn is_using_font_oversampling(&self) -> bool

Returns true if font oversampling is enabled. See set_use_font_oversampling.

pub fn popup(&mut self)

To set the default parameters, use popup_ex and its builder methods. See the book for detailed usage instructions. Shows the Window and makes it transient (see [member transient]). If rect is provided, it will be set as the Window’s size. Fails if called on the main window.

If [member ProjectSettings.display/window/subwindows/embed_subwindows] is true (single-window mode), rect’s coordinates are global and relative to the main window’s top-left corner (excluding window decorations). If rect’s position coordinates are negative, the window will be located outside the main window and may not be visible as a result.

If [member ProjectSettings.display/window/subwindows/embed_subwindows] is false (multi-window mode), rect’s coordinates are global and relative to the top-left corner of the leftmost screen. If rect’s position coordinates are negative, the window will be placed at the top-left corner of the screen.

Note: rect must be in global coordinates if specified.

pub fn popup_ex<'ex>(&'ex mut self) -> ExPopup<'ex>

Shows the Window and makes it transient (see [member transient]). If rect is provided, it will be set as the Window’s size. Fails if called on the main window.

If [member ProjectSettings.display/window/subwindows/embed_subwindows] is true (single-window mode), rect’s coordinates are global and relative to the main window’s top-left corner (excluding window decorations). If rect’s position coordinates are negative, the window will be located outside the main window and may not be visible as a result.

If [member ProjectSettings.display/window/subwindows/embed_subwindows] is false (multi-window mode), rect’s coordinates are global and relative to the top-left corner of the leftmost screen. If rect’s position coordinates are negative, the window will be placed at the top-left corner of the screen.

Note: rect must be in global coordinates if specified.

pub fn popup_on_parent(&mut self, parent_rect: Rect2i)

Popups the Window with a position shifted by parent Window’s position. If the Window is embedded, has the same effect as popup.

pub fn popup_centered(&mut self)

To set the default parameters, use popup_centered_ex and its builder methods. See the book for detailed usage instructions. Popups the Window at the center of the current screen, with optionally given minimum size. If the Window is embedded, it will be centered in the parent Viewport instead.

Note: Calling it with the default value of minsize is equivalent to calling it with [member size].

pub fn popup_centered_ex<'ex>(&'ex mut self) -> ExPopupCentered<'ex>

Popups the Window at the center of the current screen, with optionally given minimum size. If the Window is embedded, it will be centered in the parent Viewport instead.

Note: Calling it with the default value of minsize is equivalent to calling it with [member size].

pub fn popup_centered_ratio(&mut self)

To set the default parameters, use popup_centered_ratio_ex and its builder methods. See the book for detailed usage instructions. If Window is embedded, popups the Window centered inside its embedder and sets its size as a ratio of embedder’s size.

If Window is a native window, popups the Window centered inside the screen of its parent Window and sets its size as a ratio of the screen size.

pub fn popup_centered_ratio_ex<'ex>(&'ex mut self) -> ExPopupCenteredRatio<'ex>

If Window is embedded, popups the Window centered inside its embedder and sets its size as a ratio of embedder’s size.

If Window is a native window, popups the Window centered inside the screen of its parent Window and sets its size as a ratio of the screen size.

pub fn popup_centered_clamped(&mut self)

To set the default parameters, use popup_centered_clamped_ex and its builder methods. See the book for detailed usage instructions. Popups the Window centered inside its parent Window. fallback_ratio determines the maximum size of the Window, in relation to its parent.

Note: Calling it with the default value of minsize is equivalent to calling it with [member size].

pub fn popup_centered_clamped_ex<'ex>( &'ex mut self, ) -> ExPopupCenteredClamped<'ex>

Popups the Window centered inside its parent Window. fallback_ratio determines the maximum size of the Window, in relation to its parent.

Note: Calling it with the default value of minsize is equivalent to calling it with [member size].

pub fn popup_exclusive(&mut self, from_node: impl AsArg<Option<Gd<Node>>>)

To set the default parameters, use popup_exclusive_ex and its builder methods. See the book for detailed usage instructions. Attempts to parent this dialog to the last exclusive window relative to from_node, and then calls popup on it. The dialog must have no current parent, otherwise the method fails.

See also set_unparent_when_invisible and get_last_exclusive_window.

pub fn popup_exclusive_ex<'ex>( &'ex mut self, from_node: impl AsArg<Option<Gd<Node>>> + 'ex, ) -> ExPopupExclusive<'ex>

Attempts to parent this dialog to the last exclusive window relative to from_node, and then calls popup on it. The dialog must have no current parent, otherwise the method fails.

See also set_unparent_when_invisible and get_last_exclusive_window.

pub fn popup_exclusive_on_parent( &mut self, from_node: impl AsArg<Option<Gd<Node>>>, parent_rect: Rect2i, )

Attempts to parent this dialog to the last exclusive window relative to from_node, and then calls popup_on_parent on it. The dialog must have no current parent, otherwise the method fails.

See also set_unparent_when_invisible and get_last_exclusive_window.

pub fn popup_exclusive_centered( &mut self, from_node: impl AsArg<Option<Gd<Node>>>, )

To set the default parameters, use popup_exclusive_centered_ex and its builder methods. See the book for detailed usage instructions. Attempts to parent this dialog to the last exclusive window relative to from_node, and then calls popup_centered on it. The dialog must have no current parent, otherwise the method fails.

See also set_unparent_when_invisible and get_last_exclusive_window.

pub fn popup_exclusive_centered_ex<'ex>( &'ex mut self, from_node: impl AsArg<Option<Gd<Node>>> + 'ex, ) -> ExPopupExclusiveCentered<'ex>

Attempts to parent this dialog to the last exclusive window relative to from_node, and then calls popup_centered on it. The dialog must have no current parent, otherwise the method fails.

See also set_unparent_when_invisible and get_last_exclusive_window.

pub fn popup_exclusive_centered_ratio( &mut self, from_node: impl AsArg<Option<Gd<Node>>>, )

To set the default parameters, use popup_exclusive_centered_ratio_ex and its builder methods. See the book for detailed usage instructions. Attempts to parent this dialog to the last exclusive window relative to from_node, and then calls popup_centered_ratio on it. The dialog must have no current parent, otherwise the method fails.

See also set_unparent_when_invisible and get_last_exclusive_window.

pub fn popup_exclusive_centered_ratio_ex<'ex>( &'ex mut self, from_node: impl AsArg<Option<Gd<Node>>> + 'ex, ) -> ExPopupExclusiveCenteredRatio<'ex>

Attempts to parent this dialog to the last exclusive window relative to from_node, and then calls popup_centered_ratio on it. The dialog must have no current parent, otherwise the method fails.

See also set_unparent_when_invisible and get_last_exclusive_window.

pub fn popup_exclusive_centered_clamped( &mut self, from_node: impl AsArg<Option<Gd<Node>>>, )

To set the default parameters, use popup_exclusive_centered_clamped_ex and its builder methods. See the book for detailed usage instructions. Attempts to parent this dialog to the last exclusive window relative to from_node, and then calls popup_centered_clamped on it. The dialog must have no current parent, otherwise the method fails.

See also set_unparent_when_invisible and get_last_exclusive_window.

pub fn popup_exclusive_centered_clamped_ex<'ex>( &'ex mut self, from_node: impl AsArg<Option<Gd<Node>>> + 'ex, ) -> ExPopupExclusiveCenteredClamped<'ex>

Attempts to parent this dialog to the last exclusive window relative to from_node, and then calls popup_centered_clamped on it. The dialog must have no current parent, otherwise the method fails.

See also set_unparent_when_invisible and get_last_exclusive_window.

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

⚠️ 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: WindowNotification)

⚠️ 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 = Viewport>§

pub fn set_world_2d(&mut self, world_2d: impl AsArg<Option<Gd<World2D>>>)

pub fn get_world_2d(&self) -> Option<Gd<World2D>>

pub fn find_world_2d(&self) -> Option<Gd<World2D>>

Returns the first valid World2D for this viewport, searching the [member world_2d] property of itself and any Viewport ancestor.

pub fn set_canvas_transform(&mut self, xform: Transform2D)

pub fn get_canvas_transform(&self) -> Transform2D

pub fn set_global_canvas_transform(&mut self, xform: Transform2D)

pub fn get_global_canvas_transform(&self) -> Transform2D

pub fn get_stretch_transform(&self) -> Transform2D

Returns the automatically computed 2D stretch transform, taking the Viewport’s stretch settings into account. The final value is multiplied by [member Window.content_scale_factor], but only for the root viewport. If this method is called on a SubViewport (e.g., in a scene tree with SubViewportContainer and SubViewport), the scale factor of the root window will not be applied. Using scale on the returned value, this can be used to compensate for scaling when zooming a Camera2D node, or to scale down a TextureRect to be pixel-perfect regardless of the automatically computed scale factor.

Note: Due to how pixel scaling works, the returned transform’s X and Y scale may differ slightly, even when [member Window.content_scale_aspect] is set to a mode that preserves the pixels’ aspect ratio. If [member Window.content_scale_aspect] is ContentScaleAspect::IGNORE, the X and Y scale may differ significantly.

pub fn get_final_transform(&self) -> Transform2D

Returns the transform from the viewport’s coordinate system to the embedder’s coordinate system.

pub fn get_screen_transform(&self) -> Transform2D

Returns the transform from the Viewport’s coordinates to the screen coordinates of the containing window manager window.

pub fn get_visible_rect(&self) -> Rect2

Returns the visible rectangle in global screen coordinates.

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

pub fn has_transparent_background(&self) -> bool

pub fn set_use_hdr_2d(&mut self, enable: bool)

pub fn is_using_hdr_2d(&self) -> bool

pub fn set_msaa_2d(&mut self, msaa: Msaa)

pub fn get_msaa_2d(&self) -> Msaa

pub fn set_msaa_3d(&mut self, msaa: Msaa)

pub fn get_msaa_3d(&self) -> Msaa

pub fn set_screen_space_aa(&mut self, screen_space_aa: ScreenSpaceAa)

pub fn get_screen_space_aa(&self) -> ScreenSpaceAa

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

pub fn is_using_taa(&self) -> bool

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

pub fn is_using_debanding(&self) -> bool

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

pub fn is_using_occlusion_culling(&self) -> bool

pub fn set_debug_draw(&mut self, debug_draw: DebugDraw)

pub fn get_debug_draw(&self) -> DebugDraw

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

pub fn is_using_oversampling(&self) -> bool

pub fn set_oversampling_override(&mut self, oversampling: f32)

pub fn get_oversampling_override(&self) -> f32

pub fn get_oversampling(&self) -> f32

Returns viewport oversampling factor.

pub fn get_render_info(&self, type_: RenderInfoType, info: RenderInfo) -> i32

Returns rendering statistics of the given type.

pub fn get_texture(&self) -> Option<Gd<ViewportTexture>>

Returns the viewport’s texture.

Note: When trying to store the current texture (e.g. in a file), it might be completely black or outdated if used too early, especially when used in e.g. ready. To make sure the texture you get is correct, you can await RenderingServer.frame_post_draw signal.

func _ready():
    await RenderingServer.frame_post_draw
    $Viewport.get_texture().get_image().save_png("user://Screenshot.png")

Note: When [member use_hdr_2d] is true the returned texture will be an HDR image using linear encoding.

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

pub fn get_physics_object_picking(&self) -> bool

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

pub fn get_physics_object_picking_sort(&self) -> bool

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

pub fn get_physics_object_picking_first_only(&self) -> bool

pub fn get_viewport_rid(&self) -> Rid

Returns the viewport’s RID from the RenderingServer.

pub fn push_text_input(&mut self, text: impl AsArg<GString>)

Helper method which calls the set_text() method on the currently focused Control, provided that it is defined (e.g. if the focused Control is Button or LineEdit).

pub fn push_input(&mut self, event: impl AsArg<Gd<InputEvent>>)

To set the default parameters, use push_input_ex and its builder methods. See the book for detailed usage instructions. Triggers the given event in this Viewport. This can be used to pass an InputEvent between viewports, or to locally apply inputs that were sent over the network or saved to a file.

If in_local_coords is false, the event’s position is in the embedder’s coordinates and will be converted to viewport coordinates. If in_local_coords is true, the event’s position is in viewport coordinates.

While this method serves a similar purpose as parse_input_event, it does not remap the specified event based on project settings like [member ProjectSettings.input_devices/pointing/emulate_touch_from_mouse].

Calling this method will propagate calls to child nodes for following methods in the given order:

If an earlier method marks the input as handled via set_input_as_handled, any later method in this list will not be called.

If none of the methods handle the event and [member physics_object_picking] is true, the event is used for physics object picking.

pub fn push_input_ex<'ex>( &'ex mut self, event: impl AsArg<Gd<InputEvent>> + 'ex, ) -> ExPushInput<'ex>

Triggers the given event in this Viewport. This can be used to pass an InputEvent between viewports, or to locally apply inputs that were sent over the network or saved to a file.

If in_local_coords is false, the event’s position is in the embedder’s coordinates and will be converted to viewport coordinates. If in_local_coords is true, the event’s position is in viewport coordinates.

While this method serves a similar purpose as parse_input_event, it does not remap the specified event based on project settings like [member ProjectSettings.input_devices/pointing/emulate_touch_from_mouse].

Calling this method will propagate calls to child nodes for following methods in the given order:

If an earlier method marks the input as handled via set_input_as_handled, any later method in this list will not be called.

If none of the methods handle the event and [member physics_object_picking] is true, the event is used for physics object picking.

pub fn push_unhandled_input(&mut self, event: impl AsArg<Gd<InputEvent>>)

To set the default parameters, use push_unhandled_input_ex and its builder methods. See the book for detailed usage instructions. Triggers the given event in this Viewport. This can be used to pass an InputEvent between viewports, or to locally apply inputs that were sent over the network or saved to a file.

If in_local_coords is false, the event’s position is in the embedder’s coordinates and will be converted to viewport coordinates. If in_local_coords is true, the event’s position is in viewport coordinates.

Calling this method will propagate calls to child nodes for following methods in the given order:

If an earlier method marks the input as handled via set_input_as_handled, any later method in this list will not be called.

If none of the methods handle the event and [member physics_object_picking] is true, the event is used for physics object picking.

Note: This method doesn’t propagate input events to embedded Windows or SubViewports.

pub fn push_unhandled_input_ex<'ex>( &'ex mut self, event: impl AsArg<Gd<InputEvent>> + 'ex, ) -> ExPushUnhandledInput<'ex>

Triggers the given event in this Viewport. This can be used to pass an InputEvent between viewports, or to locally apply inputs that were sent over the network or saved to a file.

If in_local_coords is false, the event’s position is in the embedder’s coordinates and will be converted to viewport coordinates. If in_local_coords is true, the event’s position is in viewport coordinates.

Calling this method will propagate calls to child nodes for following methods in the given order:

If an earlier method marks the input as handled via set_input_as_handled, any later method in this list will not be called.

If none of the methods handle the event and [member physics_object_picking] is true, the event is used for physics object picking.

Note: This method doesn’t propagate input events to embedded Windows or SubViewports.

pub fn notify_mouse_entered(&mut self)

Inform the Viewport that the mouse has entered its area. Use this function before sending an InputEventMouseButton or InputEventMouseMotion to the Viewport with push_input. See also notify_mouse_exited.

Note: In most cases, it is not necessary to call this function because SubViewport nodes that are children of SubViewportContainer are notified automatically. This is only necessary when interacting with viewports in non-default ways, for example as textures in TextureRect or with an Area3D that forwards input events.

pub fn notify_mouse_exited(&mut self)

Inform the Viewport that the mouse has left its area. Use this function when the node that displays the viewport notices the mouse has left the area of the displayed viewport. See also notify_mouse_entered.

Note: In most cases, it is not necessary to call this function because SubViewport nodes that are children of SubViewportContainer are notified automatically. This is only necessary when interacting with viewports in non-default ways, for example as textures in TextureRect or with an Area3D that forwards input events.

pub fn get_mouse_position(&self) -> Vector2

Returns the mouse’s position in this Viewport using the coordinate system of this Viewport.

pub fn warp_mouse(&mut self, position: Vector2)

Moves the mouse pointer to the specified position in this Viewport using the coordinate system of this Viewport.

Note: warp_mouse is only supported on Windows, macOS and Linux. It has no effect on Android, iOS and Web.

pub fn update_mouse_cursor_state(&mut self)

Force instantly updating the display based on the current mouse cursor position. This includes updating the mouse cursor shape and sending necessary Control.mouse_entered, CollisionObject2D.mouse_entered, CollisionObject3D.mouse_entered and Window.mouse_entered signals and their respective mouse_exited counterparts.

pub fn gui_cancel_drag(&mut self)

Cancels the drag operation that was previously started through get_drag_data or forced with force_drag.

pub fn gui_get_drag_data(&self) -> Variant

Returns the drag data from the GUI, that was previously returned by get_drag_data.

pub fn gui_get_drag_description(&self) -> GString

Returns the human-readable description of the drag data, used for assistive apps.

pub fn gui_set_drag_description(&mut self, description: impl AsArg<GString>)

Sets the human-readable description of the drag data to description, used for assistive apps.

pub fn gui_is_dragging(&self) -> bool

Returns true if a drag operation is currently ongoing and where the drop action could happen in this viewport.

Alternative to NodeNotification::DRAG_BEGIN and NodeNotification::DRAG_END when you prefer polling the value.

pub fn gui_is_drag_successful(&self) -> bool

Returns true if the drag operation is successful.

pub fn gui_release_focus(&mut self)

Removes the focus from the currently focused Control within this viewport. If no Control has the focus, does nothing.

pub fn gui_get_focus_owner(&self) -> Option<Gd<Control>>

Returns the currently focused Control within this viewport. If no Control is focused, returns null.

pub fn gui_get_hovered_control(&self) -> Option<Gd<Control>>

Returns the Control that the mouse is currently hovering over in this viewport. If no Control has the cursor, returns null.

Typically the leaf Control node or deepest level of the subtree which claims hover. This is very useful when used together with is_ancestor_of to find if the mouse is within a control tree.

pub fn set_disable_input(&mut self, disable: bool)

pub fn is_input_disabled(&self) -> bool

pub fn set_positional_shadow_atlas_size(&mut self, size: i32)

pub fn get_positional_shadow_atlas_size(&self) -> i32

pub fn set_positional_shadow_atlas_16_bits(&mut self, enable: bool)

pub fn get_positional_shadow_atlas_16_bits(&self) -> bool

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

pub fn is_snap_controls_to_pixels_enabled(&self) -> bool

pub fn set_snap_2d_transforms_to_pixel(&mut self, enabled: bool)

pub fn is_snap_2d_transforms_to_pixel_enabled(&self) -> bool

pub fn set_snap_2d_vertices_to_pixel(&mut self, enabled: bool)

pub fn is_snap_2d_vertices_to_pixel_enabled(&self) -> bool

pub fn set_positional_shadow_atlas_quadrant_subdiv( &mut self, quadrant: i32, subdiv: PositionalShadowAtlasQuadrantSubdiv, )

Sets the number of subdivisions to use in the specified quadrant. A higher number of subdivisions allows you to have more shadows in the scene at once, but reduces the quality of the shadows. A good practice is to have quadrants with a varying number of subdivisions and to have as few subdivisions as possible.

pub fn get_positional_shadow_atlas_quadrant_subdiv( &self, quadrant: i32, ) -> PositionalShadowAtlasQuadrantSubdiv

Returns the positional shadow atlas quadrant subdivision of the specified quadrant.

pub fn set_input_as_handled(&mut self)

Stops the input from propagating further up the SceneTree.

Note: This does not affect the methods in Input, only the way events are propagated.

pub fn is_input_handled(&self) -> bool

Returns whether the current InputEvent has been handled. Input events are not handled until set_input_as_handled has been called during the lifetime of an InputEvent.

This is usually done as part of input handling methods like input, gui_input or others, as well as in corresponding signal handlers.

If [member handle_input_locally] is set to false, this method will try finding the first parent viewport that is set to handle input locally, and return its value for is_input_handled instead.

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

pub fn is_handling_input_locally(&self) -> bool

pub fn set_default_canvas_item_texture_filter( &mut self, mode: DefaultCanvasItemTextureFilter, )

pub fn get_default_canvas_item_texture_filter( &self, ) -> DefaultCanvasItemTextureFilter

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

pub fn is_embedding_subwindows(&self) -> bool

pub fn get_embedded_subwindows(&self) -> Array<Gd<Window>>

Returns a list of the visible embedded Windows inside the viewport.

Note: Windows inside other viewports will not be listed.

pub fn set_drag_threshold(&mut self, threshold: i32)

pub fn get_drag_threshold(&self) -> i32

pub fn set_canvas_cull_mask(&mut self, mask: u32)

pub fn get_canvas_cull_mask(&self) -> u32

pub fn set_canvas_cull_mask_bit(&mut self, layer: u32, enable: bool)

Set/clear individual bits on the rendering layer mask. This simplifies editing this Viewport’s layers.

pub fn get_canvas_cull_mask_bit(&self, layer: u32) -> bool

Returns an individual bit on the rendering layer mask.

pub fn set_default_canvas_item_texture_repeat( &mut self, mode: DefaultCanvasItemTextureRepeat, )

pub fn get_default_canvas_item_texture_repeat( &self, ) -> DefaultCanvasItemTextureRepeat

pub fn set_sdf_oversize(&mut self, oversize: SdfOversize)

pub fn get_sdf_oversize(&self) -> SdfOversize

pub fn set_sdf_scale(&mut self, scale: SdfScale)

pub fn get_sdf_scale(&self) -> SdfScale

pub fn set_mesh_lod_threshold(&mut self, pixels: f32)

pub fn get_mesh_lod_threshold(&self) -> f32

pub fn set_as_audio_listener_2d(&mut self, enable: bool)

pub fn is_audio_listener_2d(&self) -> bool

pub fn get_audio_listener_2d(&self) -> Option<Gd<AudioListener2D>>

Returns the currently active 2D audio listener. Returns null if there are no active 2D audio listeners, in which case the active 2D camera will be treated as listener.

pub fn get_camera_2d(&self) -> Option<Gd<Camera2D>>

Returns the currently active 2D camera. Returns null if there are no active cameras.

Note: If called while the Camera Override system is active in editor, this will return the internally managed override camera. It is therefore advised to avoid caching the return value, or to check that the cached value is still a valid instance and is the current camera before use. See is_instance_valid and is_current.

pub fn set_world_3d(&mut self, world_3d: impl AsArg<Option<Gd<World3D>>>)

pub fn get_world_3d(&self) -> Option<Gd<World3D>>

pub fn find_world_3d(&self) -> Option<Gd<World3D>>

Returns the first valid World3D for this viewport, searching the [member world_3d] property of itself and any Viewport ancestor.

pub fn set_use_own_world_3d(&mut self, enable: bool)

pub fn is_using_own_world_3d(&self) -> bool

pub fn get_audio_listener_3d(&self) -> Option<Gd<AudioListener3D>>

Returns the currently active 3D audio listener. Returns null if there are no active 3D audio listeners, in which case the active 3D camera will be treated as listener.

pub fn get_camera_3d(&self) -> Option<Gd<Camera3D>>

Returns the currently active 3D camera. Returns null if there are no active cameras.

Note: If called while the Camera Override system is active in editor, this will return the internally managed override camera. It is therefore advised to avoid caching the return value, or to check that the cached value is a valid instance and is the current camera before use. See is_instance_valid and [member Camera3D.current].

pub fn set_as_audio_listener_3d(&mut self, enable: bool)

pub fn is_audio_listener_3d(&self) -> bool

pub fn set_disable_3d(&mut self, disable: bool)

pub fn is_3d_disabled(&self) -> bool

pub fn set_use_xr(&mut self, use_: bool)

pub fn is_using_xr(&self) -> bool

pub fn set_scaling_3d_mode(&mut self, scaling_3d_mode: Scaling3DMode)

pub fn get_scaling_3d_mode(&self) -> Scaling3DMode

pub fn set_scaling_3d_scale(&mut self, scale: f32)

pub fn get_scaling_3d_scale(&self) -> f32

pub fn set_fsr_sharpness(&mut self, fsr_sharpness: f32)

pub fn get_fsr_sharpness(&self) -> f32

pub fn set_texture_mipmap_bias(&mut self, texture_mipmap_bias: f32)

pub fn get_texture_mipmap_bias(&self) -> f32

pub fn set_anisotropic_filtering_level( &mut self, anisotropic_filtering_level: AnisotropicFiltering, )

pub fn get_anisotropic_filtering_level(&self) -> AnisotropicFiltering

pub fn set_vrs_mode(&mut self, mode: VrsMode)

pub fn get_vrs_mode(&self) -> VrsMode

pub fn set_vrs_update_mode(&mut self, mode: VrsUpdateMode)

pub fn get_vrs_update_mode(&self) -> VrsUpdateMode

pub fn set_vrs_texture(&mut self, texture: impl AsArg<Option<Gd<Texture2D>>>)

pub fn get_vrs_texture(&self) -> Option<Gd<Texture2D>>

Methods from Deref<Target = Node>§

pub fn get_node_as<T>(&self, path: impl AsArg<NodePath>) -> Gd<T>
where T: Inherits<Node>,

⚠️ Retrieves the node at path path, panicking if not found or bad type.

§Panics

If the node is not found, or if it does not have type T or inherited.

pub fn try_get_node_as<T>(&self, path: impl AsArg<NodePath>) -> Option<Gd<T>>
where T: Inherits<Node>,

Retrieves the node at path path (fallible).

If the node is not found, or if it does not have type T or inherited, None will be returned.

pub fn get_tree(&self) -> Gd<SceneTree>

⚠️ Assuming the node is inside a scene tree, obtains the latter.

§Panics

If the node is not inside the scene tree. If you’re unsure, use get_tree_or_null().

pub fn get_tree_or_null(&self) -> Option<Gd<SceneTree>>

Fallibly obtains the scene tree containing the node, or None.

pub fn add_sibling(&mut self, sibling: impl AsArg<Gd<Node>>)

To set the default parameters, use add_sibling_ex and its builder methods. See the book for detailed usage instructions. Adds a sibling node to this node’s parent, and moves the added sibling right below this node.

If force_readable_name is true, improves the readability of the added sibling. If not named, the sibling is renamed to its type, and if it shares [member name] with a sibling, a number is suffixed more appropriately. This operation is very slow. As such, it is recommended leaving this to false, which assigns a dummy name featuring @ in both situations.

Use add_child instead of this method if you don’t need the child node to be added below a specific node in the list of children.

Note: If this node is internal, the added sibling will be internal too (see add_child’s internal parameter).

pub fn add_sibling_ex<'ex>( &'ex mut self, sibling: impl AsArg<Gd<Node>> + 'ex, ) -> ExAddSibling<'ex>

Adds a sibling node to this node’s parent, and moves the added sibling right below this node.

If force_readable_name is true, improves the readability of the added sibling. If not named, the sibling is renamed to its type, and if it shares [member name] with a sibling, a number is suffixed more appropriately. This operation is very slow. As such, it is recommended leaving this to false, which assigns a dummy name featuring @ in both situations.

Use add_child instead of this method if you don’t need the child node to be added below a specific node in the list of children.

Note: If this node is internal, the added sibling will be internal too (see add_child’s internal parameter).

pub fn set_name(&mut self, name: impl AsArg<StringName>)

pub fn get_name(&self) -> StringName

pub fn add_child(&mut self, node: impl AsArg<Gd<Node>>)

To set the default parameters, use add_child_ex and its builder methods. See the book for detailed usage instructions. Adds a child node. Nodes can have any number of children, but every child must have a unique name. Child nodes are automatically deleted when the parent node is deleted, so an entire scene can be removed by deleting its topmost node.

If force_readable_name is true, improves the readability of the added node. If not named, the node is renamed to its type, and if it shares [member name] with a sibling, a number is suffixed more appropriately. This operation is very slow. As such, it is recommended leaving this to false, which assigns a dummy name featuring @ in both situations.

If internal is different than InternalMode::DISABLED, the child will be added as internal node. These nodes are ignored by methods like get_children, unless their parameter include_internal is true. It also prevents these nodes being duplicated with their parent. The intended usage is to hide the internal nodes from the user, so the user won’t accidentally delete or modify them. Used by some GUI nodes, e.g. ColorPicker.

Note: If node already has a parent, this method will fail. Use remove_child first to remove node from its current parent. For example:

var child_node = get_child(0)
if child_node.get_parent():
	child_node.get_parent().remove_child(child_node)
add_child(child_node)

If you need the child node to be added below a specific node in the list of children, use add_sibling instead of this method.

Note: If you want a child to be persisted to a PackedScene, you must set [member owner] in addition to calling add_child. This is typically relevant for tool scripts and editor plugins. If add_child is called without setting [member owner], the newly added Node will not be visible in the scene tree, though it will be visible in the 2D/3D view.

pub fn add_child_ex<'ex>( &'ex mut self, node: impl AsArg<Gd<Node>> + 'ex, ) -> ExAddChild<'ex>

Adds a child node. Nodes can have any number of children, but every child must have a unique name. Child nodes are automatically deleted when the parent node is deleted, so an entire scene can be removed by deleting its topmost node.

If force_readable_name is true, improves the readability of the added node. If not named, the node is renamed to its type, and if it shares [member name] with a sibling, a number is suffixed more appropriately. This operation is very slow. As such, it is recommended leaving this to false, which assigns a dummy name featuring @ in both situations.

If internal is different than InternalMode::DISABLED, the child will be added as internal node. These nodes are ignored by methods like get_children, unless their parameter include_internal is true. It also prevents these nodes being duplicated with their parent. The intended usage is to hide the internal nodes from the user, so the user won’t accidentally delete or modify them. Used by some GUI nodes, e.g. ColorPicker.

Note: If node already has a parent, this method will fail. Use remove_child first to remove node from its current parent. For example:

var child_node = get_child(0)
if child_node.get_parent():
	child_node.get_parent().remove_child(child_node)
add_child(child_node)

If you need the child node to be added below a specific node in the list of children, use add_sibling instead of this method.

Note: If you want a child to be persisted to a PackedScene, you must set [member owner] in addition to calling add_child. This is typically relevant for tool scripts and editor plugins. If add_child is called without setting [member owner], the newly added Node will not be visible in the scene tree, though it will be visible in the 2D/3D view.

pub fn remove_child(&mut self, node: impl AsArg<Gd<Node>>)

Removes a child node. The node, along with its children, are not deleted. To delete a node, see queue_free.

Note: When this node is inside the tree, this method sets the [member owner] of the removed node (or its descendants) to null, if their [member owner] is no longer an ancestor (see is_ancestor_of).

pub fn reparent(&mut self, new_parent: impl AsArg<Gd<Node>>)

To set the default parameters, use reparent_ex and its builder methods. See the book for detailed usage instructions. Changes the parent of this Node to the new_parent. The node needs to already have a parent. The node’s [member owner] is preserved if its owner is still reachable from the new location (i.e., the node is still a descendant of the new parent after the operation).

If keep_global_transform is true, the node’s global transform will be preserved if supported. Node2D, Node3D and Control support this argument (but Control keeps only position).

pub fn reparent_ex<'ex>( &'ex mut self, new_parent: impl AsArg<Gd<Node>> + 'ex, ) -> ExReparent<'ex>

Changes the parent of this Node to the new_parent. The node needs to already have a parent. The node’s [member owner] is preserved if its owner is still reachable from the new location (i.e., the node is still a descendant of the new parent after the operation).

If keep_global_transform is true, the node’s global transform will be preserved if supported. Node2D, Node3D and Control support this argument (but Control keeps only position).

pub fn get_child_count(&self) -> i32

To set the default parameters, use get_child_count_ex and its builder methods. See the book for detailed usage instructions. Returns the number of children of this node.

If include_internal is false, internal children are not counted (see add_child’s internal parameter).

pub fn get_child_count_ex<'ex>(&'ex self) -> ExGetChildCount<'ex>

Returns the number of children of this node.

If include_internal is false, internal children are not counted (see add_child’s internal parameter).

pub fn get_children(&self) -> Array<Gd<Node>>

To set the default parameters, use get_children_ex and its builder methods. See the book for detailed usage instructions. Returns all children of this node inside an Array.

If include_internal is false, excludes internal children from the returned array (see add_child’s internal parameter).

pub fn get_children_ex<'ex>(&'ex self) -> ExGetChildren<'ex>

Returns all children of this node inside an Array.

If include_internal is false, excludes internal children from the returned array (see add_child’s internal parameter).

pub fn get_child(&self, idx: i32) -> Option<Gd<Node>>

To set the default parameters, use get_child_ex and its builder methods. See the book for detailed usage instructions. Fetches a child node by its index. Each child node has an index relative to its siblings (see get_index). The first child is at index 0. Negative values can also be used to start from the end of the list. This method can be used in combination with get_child_count to iterate over this node’s children. If no child exists at the given index, this method returns null and an error is generated.

If include_internal is false, internal children are ignored (see add_child’s internal parameter).

# Assuming the following are children of this node, in order:
# First, Middle, Last.

var a = get_child(0).name  # a is "First"
var b = get_child(1).name  # b is "Middle"
var b = get_child(2).name  # b is "Last"
var c = get_child(-1).name # c is "Last"

Note: To fetch a node by NodePath, use get_node_as.

pub fn get_child_ex<'ex>(&'ex self, idx: i32) -> ExGetChild<'ex>

Fetches a child node by its index. Each child node has an index relative to its siblings (see get_index). The first child is at index 0. Negative values can also be used to start from the end of the list. This method can be used in combination with get_child_count to iterate over this node’s children. If no child exists at the given index, this method returns null and an error is generated.

If include_internal is false, internal children are ignored (see add_child’s internal parameter).

# Assuming the following are children of this node, in order:
# First, Middle, Last.

var a = get_child(0).name  # a is "First"
var b = get_child(1).name  # b is "Middle"
var b = get_child(2).name  # b is "Last"
var c = get_child(-1).name # c is "Last"

Note: To fetch a node by NodePath, use get_node_as.

pub fn has_node(&self, path: impl AsArg<NodePath>) -> bool

Returns true if the path points to a valid node. See also get_node_as.

pub fn get_node_or_null(&self, path: impl AsArg<NodePath>) -> Option<Gd<Node>>

Fetches a node by NodePath. Similar to get_node_as, but does not generate an error if path does not point to a valid node.

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

Returns this node’s parent node, or null if the node doesn’t have a parent.

pub fn find_child(&self, pattern: impl AsArg<GString>) -> Option<Gd<Node>>

To set the default parameters, use find_child_ex and its builder methods. See the book for detailed usage instructions. Finds the first descendant of this node whose [member name] matches pattern, returning null if no match is found. The matching is done against node names, not their paths, through match_glob. As such, it is case-sensitive, "*" matches zero or more characters, and "?" matches any single character.

If recursive is false, only this node’s direct children are checked. Nodes are checked in tree order, so this node’s first direct child is checked first, then its own direct children, etc., before moving to the second direct child, and so on. Internal children are also included in the search (see internal parameter in add_child).

If owned is true, only descendants with a valid [member owner] node are checked.

Note: This method can be very slow. Consider storing a reference to the found node in a variable. Alternatively, use get_node_as with unique names (see [member unique_name_in_owner]).

Note: To find all descendant nodes matching a pattern or a class type, see find_children.

pub fn find_child_ex<'ex>( &'ex self, pattern: impl AsArg<GString> + 'ex, ) -> ExFindChild<'ex>

Finds the first descendant of this node whose [member name] matches pattern, returning null if no match is found. The matching is done against node names, not their paths, through match_glob. As such, it is case-sensitive, "*" matches zero or more characters, and "?" matches any single character.

If recursive is false, only this node’s direct children are checked. Nodes are checked in tree order, so this node’s first direct child is checked first, then its own direct children, etc., before moving to the second direct child, and so on. Internal children are also included in the search (see internal parameter in add_child).

If owned is true, only descendants with a valid [member owner] node are checked.

Note: This method can be very slow. Consider storing a reference to the found node in a variable. Alternatively, use get_node_as with unique names (see [member unique_name_in_owner]).

Note: To find all descendant nodes matching a pattern or a class type, see find_children.

pub fn find_children(&self, pattern: impl AsArg<GString>) -> Array<Gd<Node>>

To set the default parameters, use find_children_ex and its builder methods. See the book for detailed usage instructions. Finds all descendants of this node whose names match pattern, returning an empty Array if no match is found. The matching is done against node names, not their paths, through match_glob. As such, it is case-sensitive, "*" matches zero or more characters, and "?" matches any single character.

If type is not empty, only ancestors inheriting from type are included (see is_class).

If recursive is false, only this node’s direct children are checked. Nodes are checked in tree order, so this node’s first direct child is checked first, then its own direct children, etc., before moving to the second direct child, and so on. Internal children are also included in the search (see internal parameter in add_child).

If owned is true, only descendants with a valid [member owner] node are checked.

Note: This method can be very slow. Consider storing references to the found nodes in a variable.

Note: To find a single descendant node matching a pattern, see find_child.

pub fn find_children_ex<'ex>( &'ex self, pattern: impl AsArg<GString> + 'ex, ) -> ExFindChildren<'ex>

Finds all descendants of this node whose names match pattern, returning an empty Array if no match is found. The matching is done against node names, not their paths, through match_glob. As such, it is case-sensitive, "*" matches zero or more characters, and "?" matches any single character.

If type is not empty, only ancestors inheriting from type are included (see is_class).

If recursive is false, only this node’s direct children are checked. Nodes are checked in tree order, so this node’s first direct child is checked first, then its own direct children, etc., before moving to the second direct child, and so on. Internal children are also included in the search (see internal parameter in add_child).

If owned is true, only descendants with a valid [member owner] node are checked.

Note: This method can be very slow. Consider storing references to the found nodes in a variable.

Note: To find a single descendant node matching a pattern, see find_child.

pub fn find_parent(&self, pattern: impl AsArg<GString>) -> Option<Gd<Node>>

Finds the first ancestor of this node whose [member name] matches pattern, returning null if no match is found. The matching is done through match_glob. As such, it is case-sensitive, "*" matches zero or more characters, and "?" matches any single character. See also find_child and find_children.

Note: As this method walks upwards in the scene tree, it can be slow in large, deeply nested nodes. Consider storing a reference to the found node in a variable. Alternatively, use get_node_as with unique names (see [member unique_name_in_owner]).

pub fn has_node_and_resource(&self, path: impl AsArg<NodePath>) -> bool

Returns true if path points to a valid node and its subnames point to a valid Resource, e.g. Area2D/CollisionShape2D:shape. Properties that are not Resource types (such as nodes or other Variant types) are not considered. See also get_node_and_resource.

pub fn get_node_and_resource( &self, path: impl AsArg<NodePath>, ) -> Array<Variant>

Fetches a node and its most nested resource as specified by the NodePath’s subname. Returns an Array of size 3 where:

  • Element 0 is the Node, or null if not found;

  • Element 1 is the subname’s last nested Resource, or null if not found;

  • Element 2 is the remaining NodePath, referring to an existing, non-Resource property (see get_indexed).

Example: Assume that the child’s [member Sprite2D.texture] has been assigned an AtlasTexture:

var a = get_node_and_resource("Area2D/Sprite2D")
print(a[0].name) # Prints Sprite2D
print(a[1])      # Prints <null>
print(a[2])      # Prints ^""

var b = get_node_and_resource("Area2D/Sprite2D:texture:atlas")
print(b[0].name)        # Prints Sprite2D
print(b[1].get_class()) # Prints AtlasTexture
print(b[2])             # Prints ^""

var c = get_node_and_resource("Area2D/Sprite2D:texture:atlas:region")
print(c[0].name)        # Prints Sprite2D
print(c[1].get_class()) # Prints AtlasTexture
print(c[2])             # Prints ^":region"

pub fn is_inside_tree(&self) -> bool

Returns true if this node is currently inside a SceneTree. See also get_tree.

pub fn is_part_of_edited_scene(&self) -> bool

Returns true if the node is part of the scene currently opened in the editor.

pub fn is_ancestor_of(&self, node: impl AsArg<Gd<Node>>) -> bool

Returns true if the given node is a direct or indirect child of this node.

pub fn is_greater_than(&self, node: impl AsArg<Gd<Node>>) -> bool

Returns true if the given node occurs later in the scene hierarchy than this node. A node occurring later is usually processed last.

pub fn get_path(&self) -> NodePath

Returns the node’s absolute path, relative to the [member SceneTree.root]. If the node is not inside the scene tree, this method fails and returns an empty NodePath.

pub fn get_path_to(&self, node: impl AsArg<Gd<Node>>) -> NodePath

To set the default parameters, use get_path_to_ex and its builder methods. See the book for detailed usage instructions. Returns the relative NodePath from this node to the specified node. Both nodes must be in the same SceneTree or scene hierarchy, otherwise this method fails and returns an empty NodePath.

If use_unique_path is true, returns the shortest path accounting for this node’s unique name (see [member unique_name_in_owner]).

Note: If you get a relative path which starts from a unique node, the path may be longer than a normal relative path, due to the addition of the unique node’s name.

pub fn get_path_to_ex<'ex>( &'ex self, node: impl AsArg<Gd<Node>> + 'ex, ) -> ExGetPathTo<'ex>

Returns the relative NodePath from this node to the specified node. Both nodes must be in the same SceneTree or scene hierarchy, otherwise this method fails and returns an empty NodePath.

If use_unique_path is true, returns the shortest path accounting for this node’s unique name (see [member unique_name_in_owner]).

Note: If you get a relative path which starts from a unique node, the path may be longer than a normal relative path, due to the addition of the unique node’s name.

pub fn add_to_group(&mut self, group: impl AsArg<StringName>)

To set the default parameters, use add_to_group_ex and its builder methods. See the book for detailed usage instructions. Adds the node to the group. Groups can be helpful to organize a subset of nodes, for example "enemies" or "collectables". See notes in the description, and the group methods in SceneTree.

If persistent is true, the group will be stored when saved inside a PackedScene. All groups created and displayed in the Groups dock are persistent.

Note: To improve performance, the order of group names is not guaranteed and may vary between project runs. Therefore, do not rely on the group order.

Note: SceneTree’s group methods will not work on this node if not inside the tree (see is_inside_tree).

pub fn add_to_group_ex<'ex>( &'ex mut self, group: impl AsArg<StringName> + 'ex, ) -> ExAddToGroup<'ex>

Adds the node to the group. Groups can be helpful to organize a subset of nodes, for example "enemies" or "collectables". See notes in the description, and the group methods in SceneTree.

If persistent is true, the group will be stored when saved inside a PackedScene. All groups created and displayed in the Groups dock are persistent.

Note: To improve performance, the order of group names is not guaranteed and may vary between project runs. Therefore, do not rely on the group order.

Note: SceneTree’s group methods will not work on this node if not inside the tree (see is_inside_tree).

pub fn remove_from_group(&mut self, group: impl AsArg<StringName>)

Removes the node from the given group. Does nothing if the node is not in the group. See also notes in the description, and the SceneTree’s group methods.

pub fn is_in_group(&self, group: impl AsArg<StringName>) -> bool

Returns true if this node has been added to the given group. See add_to_group and remove_from_group. See also notes in the description, and the SceneTree’s group methods.

pub fn move_child(&mut self, child_node: impl AsArg<Gd<Node>>, to_index: i32)

Moves child_node to the given index. A node’s index is the order among its siblings. If to_index is negative, the index is counted from the end of the list. See also get_child and get_index.

Note: The processing order of several engine callbacks (ready, process, etc.) and notifications sent through propagate_notification is affected by tree order. CanvasItem nodes are also rendered in tree order. See also [member process_priority].

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

Returns an Array of group names that the node has been added to.

Note: To improve performance, the order of group names is not guaranteed and may vary between project runs. Therefore, do not rely on the group order.

Note: This method may also return some group names starting with an underscore (_). These are internally used by the engine. To avoid conflicts, do not use custom groups starting with underscores. To exclude internal groups, see the following code snippet:

# Stores the node's non-internal groups only (as an array of StringNames).
var non_internal_groups = []
for group in get_groups():
	if not str(group).begins_with("_"):
		non_internal_groups.push_back(group)

pub fn set_owner(&mut self, owner: impl AsArg<Option<Gd<Node>>>)

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

pub fn get_index(&self) -> i32

To set the default parameters, use get_index_ex and its builder methods. See the book for detailed usage instructions. Returns this node’s order among its siblings. The first node’s index is 0. See also get_child.

If include_internal is false, returns the index ignoring internal children. The first, non-internal child will have an index of 0 (see add_child’s internal parameter).

pub fn get_index_ex<'ex>(&'ex self) -> ExGetIndex<'ex>

Returns this node’s order among its siblings. The first node’s index is 0. See also get_child.

If include_internal is false, returns the index ignoring internal children. The first, non-internal child will have an index of 0 (see add_child’s internal parameter).

pub fn print_tree(&mut self)

Prints the node and its children to the console, recursively. The node does not have to be inside the tree. This method outputs NodePaths relative to this node, and is good for copy/pasting into get_node_as. See also print_tree_pretty.

May print, for example:

.
Menu
Menu/Label
Menu/Camera2D
SplashScreen
SplashScreen/Camera2D

pub fn print_tree_pretty(&mut self)

Prints the node and its children to the console, recursively. The node does not have to be inside the tree. Similar to print_tree, but the graphical representation looks like what is displayed in the editor’s Scene dock. It is useful for inspecting larger trees.

May print, for example:

 ┖╴TheGame
    ┠╴Menu
    ┃  ┠╴Label
    ┃  ┖╴Camera2D
    ┖╴SplashScreen
       ┖╴Camera2D

pub fn get_tree_string(&self) -> GString

Returns the tree as a String. Used mainly for debugging purposes. This version displays the path relative to the current node, and is good for copy/pasting into the get_node_as function. It also can be used in game UI/UX.

May print, for example:

TheGame
TheGame/Menu
TheGame/Menu/Label
TheGame/Menu/Camera2D
TheGame/SplashScreen
TheGame/SplashScreen/Camera2D

pub fn get_tree_string_pretty(&self) -> GString

Similar to get_tree_string, this returns the tree as a String. This version displays a more graphical representation similar to what is displayed in the Scene Dock. It is useful for inspecting larger trees.

May print, for example:

 ┖╴TheGame
    ┠╴Menu
    ┃  ┠╴Label
    ┃  ┖╴Camera2D
    ┖╴SplashScreen
       ┖╴Camera2D

pub fn set_scene_file_path(&mut self, scene_file_path: impl AsArg<GString>)

pub fn get_scene_file_path(&self) -> GString

pub fn propagate_notification(&mut self, what: i32)

Calls notify with what on this node and all of its children, recursively.

pub fn propagate_call(&mut self, method: impl AsArg<StringName>)

To set the default parameters, use propagate_call_ex and its builder methods. See the book for detailed usage instructions. Calls the given method name, passing args as arguments, on this node and all of its children, recursively.

If parent_first is true, the method is called on this node first, then on all of its children. If false, the children’s methods are called first.

pub fn propagate_call_ex<'ex>( &'ex mut self, method: impl AsArg<StringName> + 'ex, ) -> ExPropagateCall<'ex>

Calls the given method name, passing args as arguments, on this node and all of its children, recursively.

If parent_first is true, the method is called on this node first, then on all of its children. If false, the children’s methods are called first.

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

If set to true, enables physics (fixed framerate) processing. When a node is being processed, it will receive a NodeNotification::PHYSICS_PROCESS at a fixed (usually 60 FPS, see [member Engine.physics_ticks_per_second] to change) interval (and the physics_process callback will be called if it exists).

Note: If physics_process is overridden, this will be automatically enabled before ready is called.

pub fn get_physics_process_delta_time(&self) -> f64

Returns the time elapsed (in seconds) since the last physics callback. This value is identical to physics_process’s delta parameter, and is often consistent at run-time, unless [member Engine.physics_ticks_per_second] is changed. See also NodeNotification::PHYSICS_PROCESS.

Note: The returned value will be larger than expected if running at a framerate lower than [member Engine.physics_ticks_per_second] / [member Engine.max_physics_steps_per_frame] FPS. This is done to avoid “spiral of death” scenarios where performance would plummet due to an ever-increasing number of physics steps per frame. This behavior affects both process and physics_process. As a result, avoid using delta for time measurements in real-world seconds. Use the Time singleton’s methods for this purpose instead, such as get_ticks_usec.

pub fn is_physics_processing(&self) -> bool

Returns true if physics processing is enabled (see set_physics_process).

pub fn get_process_delta_time(&self) -> f64

Returns the time elapsed (in seconds) since the last process callback. This value is identical to process’s delta parameter, and may vary from frame to frame. See also NodeNotification::PROCESS.

Note: The returned value will be larger than expected if running at a framerate lower than [member Engine.physics_ticks_per_second] / [member Engine.max_physics_steps_per_frame] FPS. This is done to avoid “spiral of death” scenarios where performance would plummet due to an ever-increasing number of physics steps per frame. This behavior affects both process and physics_process. As a result, avoid using delta for time measurements in real-world seconds. Use the Time singleton’s methods for this purpose instead, such as get_ticks_usec.

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

If set to true, enables processing. When a node is being processed, it will receive a NodeNotification::PROCESS on every drawn frame (and the process callback will be called if it exists).

Note: If process is overridden, this will be automatically enabled before ready is called.

Note: This method only affects the process callback, i.e. it has no effect on other callbacks like physics_process. If you want to disable all processing for the node, set [member process_mode] to ProcessMode::DISABLED.

pub fn set_process_priority(&mut self, priority: i32)

pub fn get_process_priority(&self) -> i32

pub fn set_physics_process_priority(&mut self, priority: i32)

pub fn get_physics_process_priority(&self) -> i32

pub fn is_processing(&self) -> bool

Returns true if processing is enabled (see set_process).

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

If set to true, enables input processing.

Note: If input is overridden, this will be automatically enabled before ready is called. Input processing is also already enabled for GUI controls, such as Button and TextEdit.

pub fn is_processing_input(&self) -> bool

Returns true if the node is processing input (see set_process_input).

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

If set to true, enables shortcut processing for this node.

Note: If shortcut_input is overridden, this will be automatically enabled before ready is called.

pub fn is_processing_shortcut_input(&self) -> bool

Returns true if the node is processing shortcuts (see set_process_shortcut_input).

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

If set to true, enables unhandled input processing. It enables the node to receive all input that was not previously handled (usually by a Control).

Note: If unhandled_input is overridden, this will be automatically enabled before ready is called. Unhandled input processing is also already enabled for GUI controls, such as Button and TextEdit.

pub fn is_processing_unhandled_input(&self) -> bool

Returns true if the node is processing unhandled input (see set_process_unhandled_input).

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

If set to true, enables unhandled key input processing.

Note: If unhandled_key_input is overridden, this will be automatically enabled before ready is called.

pub fn is_processing_unhandled_key_input(&self) -> bool

Returns true if the node is processing unhandled key input (see set_process_unhandled_key_input).

pub fn set_process_mode(&mut self, mode: ProcessMode)

pub fn get_process_mode(&self) -> ProcessMode

pub fn can_process(&self) -> bool

Returns true if the node can receive processing notifications and input callbacks (NodeNotification::PROCESS, input, etc.) from the SceneTree and Viewport. The returned value depends on [member process_mode]:

If the node is not inside the tree, returns false no matter the value of [member process_mode].

pub fn set_process_thread_group(&mut self, mode: ProcessThreadGroup)

pub fn get_process_thread_group(&self) -> ProcessThreadGroup

pub fn set_process_thread_messages(&mut self, flags: ProcessThreadMessages)

pub fn get_process_thread_messages(&self) -> ProcessThreadMessages

pub fn set_process_thread_group_order(&mut self, order: i32)

pub fn get_process_thread_group_order(&self) -> i32

pub fn queue_accessibility_update(&mut self)

Queues an accessibility information update for this node.

pub fn get_accessibility_element(&self) -> Rid

Returns main accessibility element RID.

Note: This method should be called only during accessibility information updates (NodeNotification::ACCESSIBILITY_UPDATE).

pub fn set_display_folded(&mut self, fold: bool)

If set to true, the node appears folded in the Scene dock. As a result, all of its children are hidden. This method is intended to be used in editor plugins and tools, but it also works in release builds. See also is_displayed_folded.

pub fn is_displayed_folded(&self) -> bool

Returns true if the node is folded (collapsed) in the Scene dock. This method is intended to be used in editor plugins and tools. See also set_display_folded.

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

If set to true, enables internal processing for this node. Internal processing happens in isolation from the normal process calls and is used by some nodes internally to guarantee proper functioning even if the node is paused or processing is disabled for scripting (set_process).

Warning: Built-in nodes rely on internal processing for their internal logic. Disabling it is unsafe and may lead to unexpected behavior. Use this method if you know what you are doing.

pub fn is_processing_internal(&self) -> bool

Returns true if internal processing is enabled (see set_process_internal).

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

If set to true, enables internal physics for this node. Internal physics processing happens in isolation from the normal physics_process calls and is used by some nodes internally to guarantee proper functioning even if the node is paused or physics processing is disabled for scripting (set_physics_process).

Warning: Built-in nodes rely on internal processing for their internal logic. Disabling it is unsafe and may lead to unexpected behavior. Use this method if you know what you are doing.

pub fn is_physics_processing_internal(&self) -> bool

Returns true if internal physics processing is enabled (see set_physics_process_internal).

pub fn set_physics_interpolation_mode(&mut self, mode: PhysicsInterpolationMode)

pub fn get_physics_interpolation_mode(&self) -> PhysicsInterpolationMode

pub fn is_physics_interpolated(&self) -> bool

Returns true if physics interpolation is enabled for this node (see [member physics_interpolation_mode]).

Note: Interpolation will only be active if both the flag is set and physics interpolation is enabled within the SceneTree. This can be tested using is_physics_interpolated_and_enabled.

pub fn is_physics_interpolated_and_enabled(&self) -> bool

Returns true if physics interpolation is enabled (see [member physics_interpolation_mode]) and enabled in the SceneTree.

This is a convenience version of is_physics_interpolated that also checks whether physics interpolation is enabled globally.

See [member SceneTree.physics_interpolation] and [member ProjectSettings.physics/common/physics_interpolation].

pub fn reset_physics_interpolation(&mut self)

When physics interpolation is active, moving a node to a radically different transform (such as placement within a level) can result in a visible glitch as the object is rendered moving from the old to new position over the physics tick.

That glitch can be prevented by calling this method, which temporarily disables interpolation until the physics tick is complete.

The notification NodeNotification::RESET_PHYSICS_INTERPOLATION will be received by the node and all children recursively.

Note: This function should be called after moving the node, rather than before.

pub fn set_auto_translate_mode(&mut self, mode: AutoTranslateMode)

pub fn get_auto_translate_mode(&self) -> AutoTranslateMode

pub fn can_auto_translate(&self) -> bool

Returns true if this node can automatically translate messages depending on the current locale. See [member auto_translate_mode], atr, and atr_n.

pub fn set_translation_domain_inherited(&mut self)

Makes this node inherit the translation domain from its parent node. If this node has no parent, the main translation domain will be used.

This is the default behavior for all nodes. Calling set_translation_domain disables this behavior.

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

Returns the Window that contains this node. If the node is in the main window, this is equivalent to getting the root node (get_tree().get_root()).

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

Returns the Window that contains this node, or the last exclusive child in a chain of windows starting with the one that contains this node.

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

Creates a new Tween and binds it to this node.

This is the equivalent of doing:

get_tree().create_tween().bind_node(self)

The Tween will start automatically on the next process frame or physics frame (depending on [enum Tween.TweenProcessMode]). See bind_node for more info on Tweens bound to nodes.

Note: The method can still be used when the node is not inside SceneTree. It can fail in an unlikely case of using a custom MainLoop.

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

👎Deprecated:

Use Gd::duplicate_node() or Gd::duplicate_node_ex().

To set the default parameters, use duplicate_ex and its builder methods. See the book for detailed usage instructions. Duplicates the node, returning a new node with all of its properties, signals, groups, and children copied from the original, recursively. The behavior can be tweaked through the flags (see [enum DuplicateFlags]). Internal nodes are not duplicated.

Note: For nodes with a Script attached, if init has been defined with required parameters, the duplicated node will not have a Script.

Note: By default, this method will duplicate only properties marked for serialization (i.e. using @GlobalScope.PROPERTY_USAGE_STORAGE, or in GDScript, @GDScript.@export). If you want to duplicate all properties, use DuplicateFlags::INTERNAL_STATE.

pub fn duplicate_ex<'ex>(&'ex self) -> ExDuplicate<'ex>

👎Deprecated:

Use Gd::duplicate_node() or Gd::duplicate_node_ex().

Duplicates the node, returning a new node with all of its properties, signals, groups, and children copied from the original, recursively. The behavior can be tweaked through the flags (see [enum DuplicateFlags]). Internal nodes are not duplicated.

Note: For nodes with a Script attached, if init has been defined with required parameters, the duplicated node will not have a Script.

Note: By default, this method will duplicate only properties marked for serialization (i.e. using @GlobalScope.PROPERTY_USAGE_STORAGE, or in GDScript, @GDScript.@export). If you want to duplicate all properties, use DuplicateFlags::INTERNAL_STATE.

pub fn replace_by(&mut self, node: impl AsArg<Gd<Node>>)

To set the default parameters, use replace_by_ex and its builder methods. See the book for detailed usage instructions. Replaces this node by the given node. All children of this node are moved to node.

If keep_groups is true, the node is added to the same groups that the replaced node is in (see add_to_group).

Warning: The replaced node is removed from the tree, but it is not deleted. To prevent memory leaks, store a reference to the node in a variable, or use free.

pub fn replace_by_ex<'ex>( &'ex mut self, node: impl AsArg<Gd<Node>> + 'ex, ) -> ExReplaceBy<'ex>

Replaces this node by the given node. All children of this node are moved to node.

If keep_groups is true, the node is added to the same groups that the replaced node is in (see add_to_group).

Warning: The replaced node is removed from the tree, but it is not deleted. To prevent memory leaks, store a reference to the node in a variable, or use free.

pub fn set_scene_instance_load_placeholder(&mut self, load_placeholder: bool)

If set to true, the node becomes an InstancePlaceholder when packed and instantiated from a PackedScene. See also get_scene_instance_load_placeholder.

pub fn get_scene_instance_load_placeholder(&self) -> bool

Returns true if this node is an instance load placeholder. See InstancePlaceholder and set_scene_instance_load_placeholder.

pub fn set_editable_instance( &mut self, node: impl AsArg<Gd<Node>>, is_editable: bool, )

Set to true to allow all nodes owned by node to be available, and editable, in the Scene dock, even if their [member owner] is not the scene root. This method is intended to be used in editor plugins and tools, but it also works in release builds. See also is_editable_instance.

pub fn is_editable_instance(&self, node: impl AsArg<Option<Gd<Node>>>) -> bool

Returns true if node has editable children enabled relative to this node. This method is intended to be used in editor plugins and tools. See also set_editable_instance.

pub fn get_viewport(&self) -> Option<Gd<Viewport>>

Returns the node’s closest Viewport ancestor, if the node is inside the tree. Otherwise, returns null.

pub fn queue_free(&mut self)

Queues this node to be deleted at the end of the current frame. When deleted, all of its children are deleted as well, and all references to the node and its children become invalid.

Unlike with free, the node is not deleted instantly, and it can still be accessed before deletion. It is also safe to call queue_free multiple times. Use is_queued_for_deletion to check if the node will be deleted at the end of the frame.

Note: The node will only be freed after all other deferred calls are finished. Using this method is not always the same as calling free through call_deferred.

pub fn request_ready(&mut self)

Requests ready to be called again the next time the node enters the tree. Does not immediately call ready.

Note: This method only affects the current node. If the node’s children also need to request ready, this method needs to be called for each one of them. When the node and its children enter the tree again, the order of ready callbacks will be the same as normal.

pub fn is_node_ready(&self) -> bool

Returns true if the node is ready, i.e. it’s inside scene tree and all its children are initialized.

request_ready resets it back to false.

pub fn set_multiplayer_authority(&mut self, id: i32)

To set the default parameters, use set_multiplayer_authority_ex and its builder methods. See the book for detailed usage instructions. Sets the node’s multiplayer authority to the peer with the given peer id. The multiplayer authority is the peer that has authority over the node on the network. Defaults to peer ID 1 (the server). Useful in conjunction with rpc_config and the MultiplayerAPI.

If recursive is true, the given peer is recursively set as the authority for all children of this node.

Warning: This does not automatically replicate the new authority to other peers. It is the developer’s responsibility to do so. You may replicate the new authority’s information using [member MultiplayerSpawner.spawn_function], an RPC, or a MultiplayerSynchronizer. Furthermore, the parent’s authority does not propagate to newly added children.

pub fn set_multiplayer_authority_ex<'ex>( &'ex mut self, id: i32, ) -> ExSetMultiplayerAuthority<'ex>

Sets the node’s multiplayer authority to the peer with the given peer id. The multiplayer authority is the peer that has authority over the node on the network. Defaults to peer ID 1 (the server). Useful in conjunction with rpc_config and the MultiplayerAPI.

If recursive is true, the given peer is recursively set as the authority for all children of this node.

Warning: This does not automatically replicate the new authority to other peers. It is the developer’s responsibility to do so. You may replicate the new authority’s information using [member MultiplayerSpawner.spawn_function], an RPC, or a MultiplayerSynchronizer. Furthermore, the parent’s authority does not propagate to newly added children.

pub fn get_multiplayer_authority(&self) -> i32

Returns the peer ID of the multiplayer authority for this node. See set_multiplayer_authority.

pub fn is_multiplayer_authority(&self) -> bool

Returns true if the local system is the multiplayer authority of this node.

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

pub fn rpc_config(&mut self, method: impl AsArg<StringName>, config: &Variant)

Changes the RPC configuration for the given method. config should either be null to disable the feature (as by default), or a Dictionary containing the following entries:

  • rpc_mode: see [enum MultiplayerAPI.RPCMode];

  • transfer_mode: see [enum MultiplayerPeer.TransferMode];

  • call_local: if true, the method will also be called locally;

  • channel: an int representing the channel to send the RPC on.

Note: In GDScript, this method corresponds to the @GDScript.@rpc annotation, with various parameters passed (@rpc(any), @rpc(authority)…). See also the high-level multiplayer tutorial.

pub fn get_node_rpc_config(&self) -> Variant

Returns a Dictionary mapping method names to their RPC configuration defined for this node using rpc_config.

Note: This method only returns the RPC configuration assigned via rpc_config. See get_rpc_config to retrieve the RPCs defined by the Script.

pub fn set_editor_description( &mut self, editor_description: impl AsArg<GString>, )

pub fn get_editor_description(&self) -> GString

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

pub fn is_unique_name_in_owner(&self) -> bool

pub fn atr(&self, message: impl AsArg<GString>) -> GString

To set the default parameters, use atr_ex and its builder methods. See the book for detailed usage instructions. Translates a message, using the translation catalogs configured in the Project Settings. Further context can be specified to help with the translation. Note that most Control nodes automatically translate their strings, so this method is mostly useful for formatted strings or custom drawn text.

This method works the same as tr, with the addition of respecting the [member auto_translate_mode] state.

If can_translate_messages is false, or no translation is available, this method returns the message without changes. See set_message_translation.

For detailed examples, see Internationalizing games.

pub fn atr_ex<'ex>(&'ex self, message: impl AsArg<GString> + 'ex) -> ExAtr<'ex>

Translates a message, using the translation catalogs configured in the Project Settings. Further context can be specified to help with the translation. Note that most Control nodes automatically translate their strings, so this method is mostly useful for formatted strings or custom drawn text.

This method works the same as tr, with the addition of respecting the [member auto_translate_mode] state.

If can_translate_messages is false, or no translation is available, this method returns the message without changes. See set_message_translation.

For detailed examples, see Internationalizing games.

pub fn atr_n( &self, message: impl AsArg<GString>, plural_message: impl AsArg<StringName>, n: i32, ) -> GString

To set the default parameters, use atr_n_ex and its builder methods. See the book for detailed usage instructions. Translates a message or plural_message, using the translation catalogs configured in the Project Settings. Further context can be specified to help with the translation.

This method works the same as tr_n, with the addition of respecting the [member auto_translate_mode] state.

If can_translate_messages is false, or no translation is available, this method returns message or plural_message, without changes. See set_message_translation.

The n is the number, or amount, of the message’s subject. It is used by the translation system to fetch the correct plural form for the current language.

For detailed examples, see Localization using gettext.

Note: Negative and float numbers may not properly apply to some countable subjects. It’s recommended to handle these cases with atr.

pub fn atr_n_ex<'ex>( &'ex self, message: impl AsArg<GString> + 'ex, plural_message: impl AsArg<StringName> + 'ex, n: i32, ) -> ExAtrN<'ex>

Translates a message or plural_message, using the translation catalogs configured in the Project Settings. Further context can be specified to help with the translation.

This method works the same as tr_n, with the addition of respecting the [member auto_translate_mode] state.

If can_translate_messages is false, or no translation is available, this method returns message or plural_message, without changes. See set_message_translation.

The n is the number, or amount, of the message’s subject. It is used by the translation system to fetch the correct plural form for the current language.

For detailed examples, see Localization using gettext.

Note: Negative and float numbers may not properly apply to some countable subjects. It’s recommended to handle these cases with atr.

pub fn rpc( &mut self, method: impl AsArg<StringName>, varargs: &[Variant], ) -> Error

Sends a remote procedure call request for the given method to peers on the network (and locally), sending additional arguments to the method called by the RPC. The call request will only be received by nodes with the same NodePath, including the exact same [member name]. Behavior depends on the RPC configuration for the given method (see rpc_config and @GDScript.@rpc). By default, methods are not exposed to RPCs.

May return Error::OK if the call is successful, Error::ERR_INVALID_PARAMETER if the arguments passed in the method do not match, Error::ERR_UNCONFIGURED if the node’s [member multiplayer] cannot be fetched (such as when the node is not inside the tree), Error::ERR_CONNECTION_ERROR if [member multiplayer]’s connection is not available.

Note: You can only safely use RPCs on clients after you received the MultiplayerAPI.connected_to_server signal from the MultiplayerAPI. You also need to keep track of the connection state, either by the MultiplayerAPI signals like MultiplayerAPI.server_disconnected or by checking (get_multiplayer().peer.get_connection_status() == CONNECTION_CONNECTED).

§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_rpc( &mut self, method: impl AsArg<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 rpc_id( &mut self, peer_id: i64, method: impl AsArg<StringName>, varargs: &[Variant], ) -> Error

Sends a rpc to a specific peer identified by peer_id (see set_target_peer).

May return Error::OK if the call is successful, Error::ERR_INVALID_PARAMETER if the arguments passed in the method do not match, Error::ERR_UNCONFIGURED if the node’s [member multiplayer] cannot be fetched (such as when the node is not inside the tree), Error::ERR_CONNECTION_ERROR if [member multiplayer]’s connection is not available.

§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_rpc_id( &mut self, peer_id: i64, method: impl AsArg<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 update_configuration_warnings(&mut self)

Refreshes the warnings displayed for this node in the Scene dock. Use get_configuration_warnings to customize the warning messages to display.

pub fn call_deferred_thread_group( &mut self, method: impl AsArg<StringName>, varargs: &[Variant], ) -> Variant

This function is similar to call_deferred except that the call will take place when the node thread group is processed. If the node thread group processes in sub-threads, then the call will be done on that thread, right before NodeNotification::PROCESS or NodeNotification::PHYSICS_PROCESS, the process or physics_process or their internal versions are called.

§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_thread_group( &mut self, method: impl AsArg<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_thread_group( &mut self, property: impl AsArg<StringName>, value: &Variant, )

Similar to call_deferred_thread_group, but for setting properties.

pub fn notify_deferred_thread_group(&mut self, what: i32)

Similar to call_deferred_thread_group, but for notifications.

pub fn call_thread_safe( &mut self, method: impl AsArg<StringName>, varargs: &[Variant], ) -> Variant

This function ensures that the calling of this function will succeed, no matter whether it’s being done from a thread or not. If called from a thread that is not allowed to call the function, the call will become deferred. Otherwise, the call will go through directly.

§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_thread_safe( &mut self, method: impl AsArg<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_thread_safe( &mut self, property: impl AsArg<StringName>, value: &Variant, )

Similar to call_thread_safe, but for setting properties.

pub fn notify_thread_safe(&mut self, what: i32)

Similar to call_thread_safe, but for notifications.

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

⚠️ 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: NodeNotification)

⚠️ 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_script(&self) -> Option<Gd<Script>>

pub fn set_script(&mut self, script: impl AsArg<Option<Gd<Script>>>)

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

pub fn connect_flags( &mut self, signal: impl AsArg<StringName>, callable: &Callable, flags: ConnectFlags, ) -> Error

pub fn get_class(&self) -> GString

Returns the object’s built-in class name, as a String. See also is_class.

Note: This method ignores class_name declarations. If this object’s script has defined a class_name, the base, built-in class name is returned instead.

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

Returns true if the object inherits from the given class. See also get_class.

var sprite2d = Sprite2D.new()
sprite2d.is_class("Sprite2D") # Returns true
sprite2d.is_class("Node")     # Returns true
sprite2d.is_class("Node3D")   # Returns false

Note: This method ignores class_name declarations in the object’s script.

pub fn set(&mut self, property: impl AsArg<StringName>, value: &Variant)

Assigns value to the given property. If the property does not exist or the given value’s type doesn’t match, nothing happens.

var node = Node2D.new()
node.set("global_scale", Vector2(8, 2.5))
print(node.global_scale) # Prints (8.0, 2.5)

Note: In C#, property must be in snake_case when referring to built-in Godot properties. Prefer using the names exposed in the PropertyName class to avoid allocating a new StringName on each call.

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

Returns the Variant value of the given property. If the property does not exist, this method returns null.

var node = Node2D.new()
node.rotation = 1.5
var a = node.get("rotation") # a is 1.5

Note: In C#, property must be in snake_case when referring to built-in Godot properties. Prefer using the names exposed in the PropertyName class to avoid allocating a new StringName on each call.

pub fn set_indexed( &mut self, property_path: impl AsArg<NodePath>, value: &Variant, )

Assigns a new value to the property identified by the property_path. The path should be a NodePath relative to this object, and can use the colon character (:) to access nested properties.

var node = Node2D.new()
node.set_indexed("position", Vector2(42, 0))
node.set_indexed("position:y", -10)
print(node.position) # Prints (42.0, -10.0)

Note: In C#, property_path must be in snake_case when referring to built-in Godot properties. Prefer using the names exposed in the PropertyName class to avoid allocating a new StringName on each call.

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

Gets the object’s property indexed by the given property_path. The path should be a NodePath relative to the current object and can use the colon character (:) to access nested properties.

Examples: "position:x" or "material:next_pass:blend_mode".

var node = Node2D.new()
node.position = Vector2(5, -10)
var a = node.get_indexed("position")   # a is Vector2(5, -10)
var b = node.get_indexed("position:y") # b is -10

Note: In C#, property_path must be in snake_case when referring to built-in Godot properties. Prefer using the names exposed in the PropertyName class to avoid allocating a new StringName on each call.

Note: This method does not support actual paths to nodes in the SceneTree, only sub-property paths. In the context of nodes, use get_node_and_resource instead.

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

Returns the object’s property list as an Array of dictionaries. Each Dictionary contains the following entries:

  • name is the property’s name, as a String;

  • class_name is an empty StringName, unless the property is VariantType::OBJECT and it inherits from a class;

  • type is the property’s type, as an int (see [enum Variant.Type]);

  • hint is how the property is meant to be edited (see [enum PropertyHint]);

  • hint_string depends on the hint (see [enum PropertyHint]);

  • usage is a combination of [enum PropertyUsageFlags].

Note: In GDScript, all class members are treated as properties. In C# and GDExtension, it may be necessary to explicitly mark class members as Godot properties using decorators or attributes.

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

Returns this object’s methods and their signatures as an Array of dictionaries. Each Dictionary contains the following entries:

  • name is the name of the method, as a String;

  • args is an Array of dictionaries representing the arguments;

  • default_args is the default arguments as an Array of variants;

  • flags is a combination of [enum MethodFlags];

  • id is the method’s internal identifier int;

  • return is the returned value, as a Dictionary;

Note: The dictionaries of args and return are formatted identically to the results of get_property_list, although not all entries are used.

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

Returns true if the given property has a custom default value. Use property_get_revert to get the property’s default value.

Note: This method is used by the Inspector dock to display a revert icon. The object must implement [method _property_can_revert] to customize the default value. If [method _property_can_revert] is not implemented, this method returns false.

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

Returns the custom default value of the given property. Use property_can_revert to check if the property has a custom default value.

Note: This method is used by the Inspector dock to display a revert icon. The object must implement [method _property_get_revert] to customize the default value. If [method _property_get_revert] is not implemented, this method returns null.

pub fn set_meta(&mut self, name: impl AsArg<StringName>, value: &Variant)

Adds or changes the entry name inside the object’s metadata. The metadata value can be any Variant, although some types cannot be serialized correctly.

If value is null, the entry is removed. This is the equivalent of using remove_meta. See also has_meta and get_meta.

Note: A metadata’s name must be a valid identifier as per is_valid_identifier method.

Note: Metadata that has a name starting with an underscore (_) is considered editor-only. Editor-only metadata is not displayed in the Inspector and should not be edited, although it can still be found by this method.

pub fn remove_meta(&mut self, name: impl AsArg<StringName>)

Removes the given entry name from the object’s metadata. See also has_meta, get_meta and set_meta.

Note: A metadata’s name must be a valid identifier as per is_valid_identifier method.

Note: Metadata that has a name starting with an underscore (_) is considered editor-only. Editor-only metadata is not displayed in the Inspector and should not be edited, although it can still be found by this method.

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

To set the default parameters, use get_meta_ex and its builder methods. See the book for detailed usage instructions. Returns the object’s metadata value for the given entry name. If the entry does not exist, returns default. If default is null, an error is also generated.

Note: A metadata’s name must be a valid identifier as per is_valid_identifier method.

Note: Metadata that has a name starting with an underscore (_) is considered editor-only. Editor-only metadata is not displayed in the Inspector and should not be edited, although it can still be found by this method.

pub fn get_meta_ex<'ex>( &'ex self, name: impl AsArg<StringName> + 'ex, ) -> ExGetMeta<'ex>

Returns the object’s metadata value for the given entry name. If the entry does not exist, returns default. If default is null, an error is also generated.

Note: A metadata’s name must be a valid identifier as per is_valid_identifier method.

Note: Metadata that has a name starting with an underscore (_) is considered editor-only. Editor-only metadata is not displayed in the Inspector and should not be edited, although it can still be found by this method.

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

Returns true if a metadata entry is found with the given name. See also get_meta, set_meta and remove_meta.

Note: A metadata’s name must be a valid identifier as per is_valid_identifier method.

Note: Metadata that has a name starting with an underscore (_) is considered editor-only. Editor-only metadata is not displayed in the Inspector and should not be edited, although it can still be found by this method.

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

Returns the object’s metadata entry names as an Array of StringNames.

pub fn add_user_signal(&mut self, signal: impl AsArg<GString>)

To set the default parameters, use add_user_signal_ex and its builder methods. See the book for detailed usage instructions. Adds a user-defined signal named signal. Optional arguments for the signal can be added as an Array of dictionaries, each defining a name String and a type int (see [enum Variant.Type]). See also has_user_signal and remove_user_signal.

add_user_signal("hurt", [
	{ "name": "damage", "type": TYPE_INT },
	{ "name": "source", "type": TYPE_OBJECT }
])

pub fn add_user_signal_ex<'ex>( &'ex mut self, signal: impl AsArg<GString> + 'ex, ) -> ExAddUserSignal<'ex>

Adds a user-defined signal named signal. Optional arguments for the signal can be added as an Array of dictionaries, each defining a name String and a type int (see [enum Variant.Type]). See also has_user_signal and remove_user_signal.

add_user_signal("hurt", [
	{ "name": "damage", "type": TYPE_INT },
	{ "name": "source", "type": TYPE_OBJECT }
])

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

Returns true if the given user-defined signal name exists. Only signals added with add_user_signal are included. See also remove_user_signal.

pub fn remove_user_signal(&mut self, signal: impl AsArg<StringName>)

Removes the given user signal signal from the object. See also add_user_signal and has_user_signal.

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

Emits the given signal by name. The signal must exist, so it should be a built-in signal of this class or one of its inherited classes, or a user-defined signal (see add_user_signal). This method supports a variable number of arguments, so parameters can be passed as a comma separated list.

Returns Error::ERR_UNAVAILABLE if signal does not exist or the parameters are invalid.

emit_signal("hit", "sword", 100)
emit_signal("game_over")

Note: In C#, signal must be in snake_case when referring to built-in Godot signals. Prefer using the names exposed in the SignalName class to avoid allocating a new StringName on each call.

§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: impl AsArg<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: impl AsArg<StringName>, varargs: &[Variant], ) -> Variant

Calls the method on the object and returns the result. This method supports a variable number of arguments, so parameters can be passed as a comma separated list.

var node = Node3D.new()
node.call("rotate", Vector3(1.0, 0.0, 0.0), 1.571)

Note: In C#, method must be in snake_case when referring to built-in Godot methods. Prefer using the names exposed in the MethodName class to avoid allocating a new StringName on each call.

§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: impl AsArg<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: impl AsArg<StringName>, varargs: &[Variant], ) -> Variant

Calls the method on the object during idle time. Always returns null, not the method’s result.

Idle time happens mainly at the end of process and physics frames. In it, deferred calls will be run until there are none left, which means you can defer calls from other deferred calls and they’ll still be run in the current idle time cycle. This means you should not call a method deferred from itself (or from a method called by it), as this causes infinite recursion the same way as if you had called the method directly.

This method supports a variable number of arguments, so parameters can be passed as a comma separated list.

var node = Node3D.new()
node.call_deferred("rotate", Vector3(1.0, 0.0, 0.0), 1.571)

For methods that are deferred from the same thread, the order of execution at idle time is identical to the order in which call_deferred was called.

See also call_deferred.

Note: In C#, method must be in snake_case when referring to built-in Godot methods. Prefer using the names exposed in the MethodName class to avoid allocating a new StringName on each call.

Note: If you’re looking to delay the function call by a frame, refer to the SceneTree.process_frame and SceneTree.physics_frame signals.

var node = Node3D.new()
# Make a Callable and bind the arguments to the node's rotate() call.
var callable = node.rotate.bind(Vector3(1.0, 0.0, 0.0), 1.571)
# Connect the callable to the process_frame signal, so it gets called in the next process frame.
# CONNECT_ONE_SHOT makes sure it only gets called once instead of every frame.
get_tree().process_frame.connect(callable, CONNECT_ONE_SHOT)
§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: impl AsArg<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: impl AsArg<StringName>, value: &Variant, )

Assigns value to the given property, at the end of the current frame. This is equivalent to calling set through call_deferred.

var node = Node2D.new()
add_child(node)

node.rotation = 1.5
node.set_deferred("rotation", 3.0)
print(node.rotation) # Prints 1.5

await get_tree().process_frame
print(node.rotation) # Prints 3.0

Note: In C#, property must be in snake_case when referring to built-in Godot properties. Prefer using the names exposed in the PropertyName class to avoid allocating a new StringName on each call.

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

Calls the method on the object and returns the result. Unlike call, this method expects all parameters to be contained inside arg_array.

var node = Node3D.new()
node.callv("rotate", [Vector3(1.0, 0.0, 0.0), 1.571])

Note: In C#, method must be in snake_case when referring to built-in Godot methods. Prefer using the names exposed in the MethodName class to avoid allocating a new StringName on each call.

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

Returns true if the given method name exists in the object.

Note: In C#, method must be in snake_case when referring to built-in Godot methods. Prefer using the names exposed in the MethodName class to avoid allocating a new StringName on each call.

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

Returns the number of arguments of the given method by name.

Note: In C#, method must be in snake_case when referring to built-in Godot methods. Prefer using the names exposed in the MethodName class to avoid allocating a new StringName on each call.

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

Returns true if the given signal name exists in the object.

Note: In C#, signal must be in snake_case when referring to built-in Godot signals. Prefer using the names exposed in the SignalName class to avoid allocating a new StringName on each call.

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

Returns the list of existing signals as an Array of dictionaries.

Note: Due to the implementation, each Dictionary is formatted very similarly to the returned values of get_method_list.

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

Returns an Array of connections for the given signal name. Each connection is represented as a Dictionary that contains three entries:

  • signal is a reference to the Signal;

  • callable is a reference to the connected Callable;

  • flags is a combination of [enum ConnectFlags].

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

Returns an Array of signal connections received by this object. Each connection is represented as a Dictionary that contains three entries:

  • signal is a reference to the Signal;

  • callable is a reference to the Callable;

  • flags is a combination of [enum ConnectFlags].

pub fn disconnect( &mut self, signal: impl AsArg<StringName>, callable: &Callable, )

Disconnects a signal by name from a given callable. If the connection does not exist, generates an error. Use is_connected to make sure that the connection exists.

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

Returns true if a connection exists between the given signal name and callable.

Note: In C#, signal must be in snake_case when referring to built-in Godot signals. Prefer using the names exposed in the SignalName class to avoid allocating a new StringName on each call.

pub fn has_connections(&self, signal: impl AsArg<StringName>) -> bool

Returns true if any connection exists on the given signal name.

Note: In C#, signal must be in snake_case when referring to built-in Godot methods. Prefer using the names exposed in the SignalName class to avoid allocating a new StringName on each call.

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

If set to true, the object becomes unable to emit signals. As such, emit_signal and signal connections will not work, until it is set to false.

pub fn is_blocking_signals(&self) -> bool

Returns true if the object is blocking its signals from being emitted. See set_block_signals.

pub fn notify_property_list_changed(&mut self)

Emits the property_list_changed signal. This is mainly used to refresh the editor, so that the Inspector and editor plugins are properly updated.

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

If set to true, allows the object to translate messages with tr and tr_n. Enabled by default. See also can_translate_messages.

pub fn can_translate_messages(&self) -> bool

Returns true if the object is allowed to translate messages with tr and tr_n. See also set_message_translation.

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

To set the default parameters, use tr_ex and its builder methods. See the book for detailed usage instructions. Translates a message, using the translation catalogs configured in the Project Settings. Further context can be specified to help with the translation. Note that most Control nodes automatically translate their strings, so this method is mostly useful for formatted strings or custom drawn text.

If can_translate_messages is false, or no translation is available, this method returns the message without changes. See set_message_translation.

For detailed examples, see Internationalizing games.

Note: This method can’t be used without an Object instance, as it requires the can_translate_messages method. To translate strings in a static context, use translate.

pub fn tr_ex<'ex>(&'ex self, message: impl AsArg<StringName> + 'ex) -> ExTr<'ex>

Translates a message, using the translation catalogs configured in the Project Settings. Further context can be specified to help with the translation. Note that most Control nodes automatically translate their strings, so this method is mostly useful for formatted strings or custom drawn text.

If can_translate_messages is false, or no translation is available, this method returns the message without changes. See set_message_translation.

For detailed examples, see Internationalizing games.

Note: This method can’t be used without an Object instance, as it requires the can_translate_messages method. To translate strings in a static context, use translate.

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

To set the default parameters, use tr_n_ex and its builder methods. See the book for detailed usage instructions. Translates a message or plural_message, using the translation catalogs configured in the Project Settings. Further context can be specified to help with the translation.

If can_translate_messages is false, or no translation is available, this method returns message or plural_message, without changes. See set_message_translation.

The n is the number, or amount, of the message’s subject. It is used by the translation system to fetch the correct plural form for the current language.

For detailed examples, see Localization using gettext.

Note: Negative and float numbers may not properly apply to some countable subjects. It’s recommended to handle these cases with tr.

Note: This method can’t be used without an Object instance, as it requires the can_translate_messages method. To translate strings in a static context, use translate_plural.

pub fn tr_n_ex<'ex>( &'ex self, message: impl AsArg<StringName> + 'ex, plural_message: impl AsArg<StringName> + 'ex, n: i32, ) -> ExTrN<'ex>

Translates a message or plural_message, using the translation catalogs configured in the Project Settings. Further context can be specified to help with the translation.

If can_translate_messages is false, or no translation is available, this method returns message or plural_message, without changes. See set_message_translation.

The n is the number, or amount, of the message’s subject. It is used by the translation system to fetch the correct plural form for the current language.

For detailed examples, see Localization using gettext.

Note: Negative and float numbers may not properly apply to some countable subjects. It’s recommended to handle these cases with tr.

Note: This method can’t be used without an Object instance, as it requires the can_translate_messages method. To translate strings in a static context, use translate_plural.

pub fn get_translation_domain(&self) -> StringName

Returns the name of the translation domain used by tr and tr_n. See also TranslationServer.

pub fn set_translation_domain(&mut self, domain: impl AsArg<StringName>)

Sets the name of the translation domain used by tr and tr_n. See also TranslationServer.

pub fn is_queued_for_deletion(&self) -> bool

Returns true if the queue_free method was called for the object.

pub fn cancel_free(&mut self)

If this method is called during ObjectNotification::PREDELETE, this object will reject being freed and will remain allocated. This is mostly an internal function used for error handling to avoid the user from freeing objects when they are not intended to.

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§

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impl Bounds for Popup

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type Memory = MemManual

Defines the memory strategy of the static type.
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type Declarer = DeclEngine

Whether this class is a core Godot class provided by the engine, or declared by the user as a Rust struct.
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impl Debug for Popup

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

Formats the value using the given formatter. Read more
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impl Deref for Popup

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type Target = Window

The resulting type after dereferencing.
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fn deref(&self) -> &<Popup as Deref>::Target

Dereferences the value.
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impl DerefMut for Popup

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

Mutably dereferences the value.
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impl GodotClass for Popup

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

Initialization level, during which this class should be initialized with Godot. Read more
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type Base = Window

The immediate superclass of T. This is always a Godot engine class.
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fn class_id() -> ClassId

Globally unique class ID, linked to the name under which the class is registered in Godot. Read more
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fn inherits<Base>() -> bool
where Base: GodotClass,

Returns whether Self inherits from Base. Read more
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impl Inherits<Node> for Popup

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const IS_SAME_CLASS: bool = false

True iff Self == Base. Read more
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impl Inherits<Object> for Popup

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const IS_SAME_CLASS: bool = false

True iff Self == Base. Read more
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impl Inherits<Popup> for PopupMenu

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const IS_SAME_CLASS: bool = false

True iff Self == Base. Read more
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impl Inherits<Popup> for PopupPanel

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const IS_SAME_CLASS: bool = false

True iff Self == Base. Read more
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impl Inherits<Viewport> for Popup

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const IS_SAME_CLASS: bool = false

True iff Self == Base. Read more
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impl Inherits<Window> for Popup

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const IS_SAME_CLASS: bool = false

True iff Self == Base. Read more
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impl WithSignals for Popup

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type SignalCollection<'c, C: WithSignals> = SignalsOfPopup<'c, C>

The associated struct listing all signals of this class. Read more
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impl GodotDefault for Popup

Auto Trait Implementations§

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impl Freeze for Popup

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impl RefUnwindSafe for Popup

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impl !Send for Popup

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impl !Sync for Popup

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impl Unpin for Popup

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impl UnsafeUnpin for Popup

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impl UnwindSafe for Popup

Blanket Implementations§

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

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fn type_id(&self) -> TypeId

Gets the TypeId of self. Read more
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impl<T> Borrow<T> for T
where T: ?Sized,

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fn borrow(&self) -> &T

Immutably borrows from an owned value. Read more
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impl<T> BorrowMut<T> for T
where T: ?Sized,

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

Mutably borrows from an owned value. Read more
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impl<T> From<T> for T

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fn from(t: T) -> T

Returns the argument unchanged.

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

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const IS_SAME_CLASS: bool = true

True iff Self == Base. Read more
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impl<T, U> Into<U> for T
where U: From<T>,

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fn into(self) -> U

Calls U::from(self).

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

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

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fn new_alloc() -> Gd<T>

Return a new, manually-managed Gd containing a default-constructed instance. Read more
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impl<P, T> Receiver for P
where P: Deref<Target = T> + ?Sized, T: ?Sized,

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type Target = T

🔬This is a nightly-only experimental API. (arbitrary_self_types)
The target type on which the method may be called.
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impl<T, U> TryFrom<U> for T
where U: Into<T>,

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type Error = Infallible

The type returned in the event of a conversion error.
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fn try_from(value: U) -> Result<T, <T as TryFrom<U>>::Error>

Performs the conversion.
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impl<T, U> TryInto<U> for T
where U: TryFrom<T>,

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

The type returned in the event of a conversion error.
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fn try_into(self) -> Result<U, <U as TryFrom<T>>::Error>

Performs the conversion.
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impl<T> UniformObjectDeref<DeclEngine> for T
where T: GodotClass<Declarer = DeclEngine>,

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type TargetRef<'a> = Gd<T>

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type TargetMut<'a> = Gd<T>

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fn object_as_ref<'a>( gd: &'a Gd<T>, ) -> <T as UniformObjectDeref<DeclEngine>>::TargetRef<'a>

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fn object_as_mut<'a>( gd: &'a mut Gd<T>, ) -> <T as UniformObjectDeref<DeclEngine>>::TargetMut<'a>