Struct OpenXrApiExtension
pub struct OpenXrApiExtension { /* private fields */ }Expand description
Godot class OpenXRAPIExtension.
Inherits RefCounted.
Related symbols:
open_xr_api_extension: sidecar module with related enum/flag typesIOpenXrApiExtension: virtual methods
See also Godot docs for OpenXRAPIExtension.
§Construction
This class is reference-counted. You can create a new instance using OpenXrApiExtension::new_gd().
§Godot docs
OpenXRAPIExtension makes OpenXR available for GDExtension. It provides the OpenXR API to GDExtension through the get_instance_proc_addr method, and the OpenXR instance through get_instance.
It also provides methods for querying the status of OpenXR initialization, and helper methods for ease of use of the API with GDExtension.
Implementations§
§impl OpenXrApiExtension
impl OpenXrApiExtension
pub fn get_openxr_version(&self) -> u64
pub fn get_openxr_version(&self) -> u64
Returns the version of OpenXR that was initialized. Only valid after the OpenXR instance has been created. See XR_MAKE_VERSION for how the version is calculated.
pub fn get_instance(&self) -> u64
pub fn get_instance(&self) -> u64
Returns the XrInstance created during the initialization of the OpenXR API.
pub fn get_system_id(&self) -> u64
pub fn get_system_id(&self) -> u64
Returns the ID of the system, which is an XrSystemId cast to an integer.
pub fn get_session(&self) -> u64
pub fn get_session(&self) -> u64
Returns the OpenXR session, which is an XrSession cast to an integer.
pub unsafe fn transform_from_pose(
&mut self,
pose: RawPtr<*const c_void>,
) -> Transform3D
pub unsafe fn transform_from_pose( &mut self, pose: RawPtr<*const c_void>, ) -> Transform3D
§Godot docs
Creates a Transform3D from an XrPosef.
§Safety
This method has automatically been marked unsafe because it accepts raw pointers as parameters.
If Godot does not document any safety requirements, make sure you understand the underlying semantics.
pub fn openxr_is_enabled(check_run_in_editor: bool) -> bool
pub fn openxr_is_enabled(check_run_in_editor: bool) -> bool
Returns true if OpenXR is enabled.
pub fn get_instance_proc_addr(&self, name: impl AsArg<GString>) -> u64
pub fn get_instance_proc_addr(&self, name: impl AsArg<GString>) -> u64
Returns the function pointer of the OpenXR function with the specified name, cast to an integer. If the function with the given name does not exist, the method returns 0.
Note: openxr/util.h contains utility macros for acquiring OpenXR functions, e.g. GDEXTENSION_INIT_XR_FUNC_V(xrCreateAction).
pub fn get_error_string(&self, result: u64) -> GString
pub fn get_error_string(&self, result: u64) -> GString
Returns an error string for the given XrResult.
pub fn get_swapchain_format_name(&self, swapchain_format: i64) -> GString
pub fn get_swapchain_format_name(&self, swapchain_format: i64) -> GString
Returns the name of the specified swapchain format.
pub fn set_object_name(
&mut self,
object_type: i64,
object_handle: u64,
object_name: impl AsArg<GString>,
)
pub fn set_object_name( &mut self, object_type: i64, object_handle: u64, object_name: impl AsArg<GString>, )
Set the object name of an OpenXR object, used for debug output. object_type must be a valid OpenXR XrObjectType enum and object_handle must be a valid OpenXR object handle.
pub fn begin_debug_label_region(&mut self, label_name: impl AsArg<GString>)
pub fn begin_debug_label_region(&mut self, label_name: impl AsArg<GString>)
Begins a new debug label region, this label will be reported in debug messages for any calls following this until end_debug_label_region is called. Debug labels can be stacked.
pub fn end_debug_label_region(&mut self)
pub fn end_debug_label_region(&mut self)
Marks the end of a debug label region. Removes the latest debug label region added by calling begin_debug_label_region.
pub fn insert_debug_label(&mut self, label_name: impl AsArg<GString>)
pub fn insert_debug_label(&mut self, label_name: impl AsArg<GString>)
Inserts a debug label, this label is reported in any debug message resulting from the OpenXR calls that follows, until any of begin_debug_label_region, end_debug_label_region, or insert_debug_label is called.
pub fn is_initialized(&self) -> bool
pub fn is_initialized(&self) -> bool
Returns true if OpenXR is initialized.
pub fn is_running(&self) -> bool
pub fn is_running(&self) -> bool
Returns true if OpenXR is running (xrBeginSession was successfully called and the swapchains were created).
pub unsafe fn set_custom_play_space(&mut self, space: RawPtr<*const c_void>)
pub unsafe fn set_custom_play_space(&mut self, space: RawPtr<*const c_void>)
pub fn get_play_space(&self) -> u64
pub fn get_play_space(&self) -> u64
Returns the play space, which is an XrSpace cast to an integer.
pub fn get_predicted_display_time(&self) -> i64
pub fn get_predicted_display_time(&self) -> i64
Returns the predicted display timing for the current frame.
pub fn get_next_frame_time(&self) -> i64
pub fn get_next_frame_time(&self) -> i64
Returns the predicted display timing for the next frame.
pub fn can_render(&mut self) -> bool
pub fn can_render(&mut self) -> bool
Returns true if OpenXR is initialized for rendering with an XR viewport.
pub fn find_action(&mut self, name: impl AsArg<GString>, action_set: Rid) -> Rid
pub fn find_action(&mut self, name: impl AsArg<GString>, action_set: Rid) -> Rid
Returns the RID corresponding to an Action of a matching name, optionally limited to a specified action set.
pub fn action_get_handle(&mut self, action: Rid) -> u64
pub fn action_get_handle(&mut self, action: Rid) -> u64
Returns the corresponding XrAction OpenXR handle for the given action RID.
pub fn get_hand_tracker(&self, hand_index: i32) -> u64
pub fn get_hand_tracker(&self, hand_index: i32) -> u64
Returns the corresponding XRHandTrackerEXT handle for the given hand index value.
pub fn register_composition_layer_provider(
&mut self,
extension: impl AsArg<Option<Gd<OpenXrExtensionWrapper>>>,
)
pub fn register_composition_layer_provider( &mut self, extension: impl AsArg<Option<Gd<OpenXrExtensionWrapper>>>, )
Registers the given extension as a composition layer provider.
Note: This cannot be called after the OpenXR session has started. However, it can be called in on_session_created.
pub fn unregister_composition_layer_provider(
&mut self,
extension: impl AsArg<Option<Gd<OpenXrExtensionWrapper>>>,
)
pub fn unregister_composition_layer_provider( &mut self, extension: impl AsArg<Option<Gd<OpenXrExtensionWrapper>>>, )
Unregisters the given extension as a composition layer provider.
Note: This cannot be called while the OpenXR session is still running.
pub fn register_projection_views_extension(
&mut self,
extension: impl AsArg<Option<Gd<OpenXrExtensionWrapper>>>,
)
pub fn register_projection_views_extension( &mut self, extension: impl AsArg<Option<Gd<OpenXrExtensionWrapper>>>, )
Registers the given extension as a provider of additional data structures to projections views.
Note: This cannot be called after the OpenXR session has started. However, it can be called in on_session_created.
pub fn unregister_projection_views_extension(
&mut self,
extension: impl AsArg<Option<Gd<OpenXrExtensionWrapper>>>,
)
pub fn unregister_projection_views_extension( &mut self, extension: impl AsArg<Option<Gd<OpenXrExtensionWrapper>>>, )
Unregisters the given extension as a provider of additional data structures to projections views.
Note: This cannot be called while the OpenXR session is still running.
pub fn register_frame_info_extension(
&mut self,
extension: impl AsArg<Option<Gd<OpenXrExtensionWrapper>>>,
)
pub fn register_frame_info_extension( &mut self, extension: impl AsArg<Option<Gd<OpenXrExtensionWrapper>>>, )
Registers the given extension as modifying frame info via the set_frame_wait_info_and_get_next_pointer_rawptr, set_view_locate_info_and_get_next_pointer_rawptr, or set_frame_end_info_and_get_next_pointer_rawptr virtual methods.
Note: This cannot be called after the OpenXR session has started. However, it can be called in on_session_created.
pub fn unregister_frame_info_extension(
&mut self,
extension: impl AsArg<Option<Gd<OpenXrExtensionWrapper>>>,
)
pub fn unregister_frame_info_extension( &mut self, extension: impl AsArg<Option<Gd<OpenXrExtensionWrapper>>>, )
Unregisters the given extension as modifying frame info.
Note: This cannot be called while the OpenXR session is still running.
pub fn get_render_state_z_near(&self) -> f64
pub fn get_render_state_z_near(&self) -> f64
Returns the near boundary value of the camera frustum.
Note: This is only accessible in the render thread.
pub fn get_render_state_z_far(&self) -> f64
pub fn get_render_state_z_far(&self) -> f64
Returns the far boundary value of the camera frustum.
Note: This is only accessible in the render thread.
pub fn set_velocity_texture(&mut self, render_target: Rid)
pub fn set_velocity_texture(&mut self, render_target: Rid)
Sets the render target of the velocity texture.
pub fn set_velocity_depth_texture(&mut self, render_target: Rid)
pub fn set_velocity_depth_texture(&mut self, render_target: Rid)
Sets the render target of the velocity depth texture.
pub fn set_velocity_target_size(&mut self, target_size: Vector2i)
pub fn set_velocity_target_size(&mut self, target_size: Vector2i)
Sets the target size of the velocity and velocity depth textures.
pub fn get_supported_swapchain_formats(&self) -> PackedArray<i64>
pub fn get_supported_swapchain_formats(&self) -> PackedArray<i64>
Returns an array of supported swapchain formats.
pub fn openxr_swapchain_create(
&mut self,
create_flags: u64,
usage_flags: u64,
swapchain_format: i64,
width: u32,
height: u32,
sample_count: u32,
array_size: u32,
) -> u64
pub fn openxr_swapchain_create( &mut self, create_flags: u64, usage_flags: u64, swapchain_format: i64, width: u32, height: u32, sample_count: u32, array_size: u32, ) -> u64
Returns a pointer to a new swapchain created using the provided parameters.
pub fn openxr_swapchain_free(&mut self, swapchain: u64)
pub fn openxr_swapchain_free(&mut self, swapchain: u64)
Destroys the provided swapchain and frees it from memory.
pub fn openxr_swapchain_get_swapchain(&mut self, swapchain: u64) -> u64
pub fn openxr_swapchain_get_swapchain(&mut self, swapchain: u64) -> u64
Returns the XrSwapchain handle of the provided swapchain.
pub fn openxr_swapchain_acquire(&mut self, swapchain: u64)
pub fn openxr_swapchain_acquire(&mut self, swapchain: u64)
Acquires the image of the provided swapchain.
pub fn openxr_swapchain_get_image(&mut self, swapchain: u64) -> Rid
pub fn openxr_swapchain_get_image(&mut self, swapchain: u64) -> Rid
Returns the RID of the provided swapchain’s image.
pub fn openxr_swapchain_release(&mut self, swapchain: u64)
pub fn openxr_swapchain_release(&mut self, swapchain: u64)
Releases the image of the provided swapchain.
pub fn get_projection_layer(&self) -> u64
pub fn get_projection_layer(&self) -> u64
Returns a pointer to the render state’s XrCompositionLayerProjection struct.
Note: This method should only be called from the rendering thread.
pub fn set_render_region(&mut self, render_region: Rect2i)
pub fn set_render_region(&mut self, render_region: Rect2i)
Sets the render region to render_region, overriding the normal render target’s rect.
pub fn set_emulate_environment_blend_mode_alpha_blend(&mut self, enabled: bool)
pub fn set_emulate_environment_blend_mode_alpha_blend(&mut self, enabled: bool)
If set to true, an OpenXR extension is loaded which is capable of emulating the EnvironmentBlendMode::ALPHA_BLEND blend mode.
pub fn is_environment_blend_mode_alpha_supported(
&self,
) -> OpenXrAlphaBlendModeSupport
pub fn is_environment_blend_mode_alpha_supported( &self, ) -> OpenXrAlphaBlendModeSupport
Returns [enum OpenXRAPIExtension.OpenXRAlphaBlendModeSupport] denoting if EnvironmentBlendMode::ALPHA_BLEND is really supported, emulated or not supported at all.
pub fn update_main_swapchain_size(&mut self)
pub fn update_main_swapchain_size(&mut self)
Request the recommended resolution from the OpenXR runtime and update the main swapchain size if it has changed.
Methods from Deref<Target = RefCounted>§
pub fn get_reference_count(&self) -> i32
pub fn get_reference_count(&self) -> i32
Returns the current reference count.
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 is_class(&self, class: impl AsArg<GString>) -> bool
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 falseNote: This method ignores class_name declarations in the object’s script.
pub fn set(&mut self, property: impl AsArg<StringName>, value: &Variant)
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
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 1.5Note: 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,
)
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
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 -10Note: 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>>
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:
-
nameis the property’s name, as aString; -
class_nameis an emptyStringName, unless the property isVariantType::OBJECTand it inherits from a class; -
typeis the property’s type, as anint(see [enum Variant.Type]); -
hintis how the property is meant to be edited (see [enum PropertyHint]); -
hint_stringdepends on the hint (see [enum PropertyHint]); -
usageis 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>>
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:
-
nameis the name of the method, as aString; -
argsis anArrayof dictionaries representing the arguments; -
default_argsis the default arguments as anArrayof variants; -
flagsis a combination of [enum MethodFlags]; -
idis the method’s internal identifierint; -
returnis the returned value, as aDictionary;
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
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
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)
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>)
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
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>
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
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>
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>)
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>
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
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>)
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
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>
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
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>
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
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>
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,
)
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 3.0Note: 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
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
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
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
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>>
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>>
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:
pub fn get_incoming_connections(&self) -> Array<Dictionary<Variant, Variant>>
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:
pub fn disconnect(
&mut self,
signal: impl AsArg<StringName>,
callable: &Callable,
)
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
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
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)
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
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)
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)
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
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
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>
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
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>
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
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>)
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
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)
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)
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)
pub fn notify_reversed(&mut self, what: ObjectNotification)
⚠️ Like Self::notify(), but starts at the most-derived class and goes up the hierarchy.
See docs of that method, including the panics.
Trait Implementations§
§impl Bounds for OpenXrApiExtension
impl Bounds for OpenXrApiExtension
§type Memory = MemRefCounted
type Memory = MemRefCounted
§type Declarer = DeclEngine
type Declarer = DeclEngine
§impl Debug for OpenXrApiExtension
impl Debug for OpenXrApiExtension
§impl Deref for OpenXrApiExtension
impl Deref for OpenXrApiExtension
§type Target = RefCounted
type Target = RefCounted
§fn deref(&self) -> &<OpenXrApiExtension as Deref>::Target
fn deref(&self) -> &<OpenXrApiExtension as Deref>::Target
§impl DerefMut for OpenXrApiExtension
impl DerefMut for OpenXrApiExtension
§fn deref_mut(&mut self) -> &mut <OpenXrApiExtension as Deref>::Target
fn deref_mut(&mut self) -> &mut <OpenXrApiExtension as Deref>::Target
§impl GodotClass for OpenXrApiExtension
impl GodotClass for OpenXrApiExtension
§const INIT_LEVEL: InitLevel = crate::init::InitLevel::Scene
const INIT_LEVEL: InitLevel = crate::init::InitLevel::Scene
§type Base = RefCounted
type Base = RefCounted
T. This is always a Godot engine class.§fn class_id() -> ClassId
fn class_id() -> ClassId
§fn inherits<Base>() -> boolwhere
Base: GodotClass,
fn inherits<Base>() -> boolwhere
Base: GodotClass,
§impl Inherits<Object> for OpenXrApiExtension
impl Inherits<Object> for OpenXrApiExtension
§const IS_SAME_CLASS: bool = false
const IS_SAME_CLASS: bool = false
Self == Base. Read more§impl Inherits<RefCounted> for OpenXrApiExtension
impl Inherits<RefCounted> for OpenXrApiExtension
§const IS_SAME_CLASS: bool = false
const IS_SAME_CLASS: bool = false
Self == Base. Read more§impl WithSignals for OpenXrApiExtension
impl WithSignals for OpenXrApiExtension
§type SignalCollection<'c, C: WithSignals> = SignalsOfObject<'c, C>
type SignalCollection<'c, C: WithSignals> = SignalsOfObject<'c, C>
impl GodotDefault for OpenXrApiExtension
Auto Trait Implementations§
impl Freeze for OpenXrApiExtension
impl RefUnwindSafe for OpenXrApiExtension
impl !Send for OpenXrApiExtension
impl !Sync for OpenXrApiExtension
impl Unpin for OpenXrApiExtension
impl UnsafeUnpin for OpenXrApiExtension
impl UnwindSafe for OpenXrApiExtension
Blanket Implementations§
Source§impl<T> BorrowMut<T> for Twhere
T: ?Sized,
impl<T> BorrowMut<T> for Twhere
T: ?Sized,
Source§fn borrow_mut(&mut self) -> &mut T
fn borrow_mut(&mut self) -> &mut T
§impl<T> Inherits<T> for Twhere
T: GodotClass,
impl<T> Inherits<T> for Twhere
T: GodotClass,
§const IS_SAME_CLASS: bool = true
const IS_SAME_CLASS: bool = true
Self == Base. Read more