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DirAccess

Struct DirAccess 

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

Godot class DirAccess.

Inherits RefCounted.

Related symbols:

  • dir_access: sidecar module with related enum/flag types

See also Godot docs for DirAccess.

§Not instantiable

This class cannot be constructed. Obtain Gd<DirAccess> instances via Godot APIs.

§Final class

This class is final, meaning you cannot inherit from it, and it comes without I* interface trait. It is still possible that other Godot classes inherit from it, but that is limited to the engine itself.

§Godot docs

This class is used to manage directories and their content, even outside of the project folder.

DirAccess can’t be instantiated directly. Instead it is created with a static method that takes a path for which it will be opened.

Most of the methods have a static alternative that can be used without creating a DirAccess. Static methods only support absolute paths (including res:// and user://).

# Standard
var dir = DirAccess.open("user://levels")
dir.make_dir("world1")
# Static
DirAccess.make_dir_absolute("user://levels/world1")

Note: Accessing project (“res://”) directories once exported may behave unexpectedly as some files are converted to engine-specific formats and their original source files may not be present in the expected PCK package. Because of this, to access resources in an exported project, it is recommended to use ResourceLoader instead of FileAccess.

Here is an example on how to iterate through the files of a directory:

func dir_contents(path):
	var dir = DirAccess.open(path)
	if dir:
		dir.list_dir_begin()
		var file_name = dir.get_next()
		while file_name != "":
			if dir.current_is_dir():
				print("Found directory: " + file_name)
			else:
				print("Found file: " + file_name)
			file_name = dir.get_next()
	else:
		print("An error occurred when trying to access the path.")

Keep in mind that file names may change or be remapped after export. If you want to see the actual resource file list as it appears in the editor, use list_directory instead.

Implementations§

§

impl DirAccess

pub fn open(path: impl AsArg<GString>) -> Option<Gd<DirAccess>>

Creates a new DirAccess object and opens an existing directory of the filesystem. The path argument can be within the project tree (res://folder), the user directory (user://folder) or an absolute path of the user filesystem (e.g. /tmp/folder or C:\tmp\folder).

Returns null if opening the directory failed. You can use get_open_error to check the error that occurred.

pub fn get_open_error() -> Error

Returns the result of the last open call in the current thread.

pub fn create_temp() -> Option<Gd<DirAccess>>

To set the default parameters, use create_temp_ex and its builder methods. See the book for detailed usage instructions. Creates a temporary directory. This directory will be freed when the returned DirAccess is freed.

If prefix is not empty, it will be prefixed to the directory name, separated by a -.

If keep is true, the directory is not deleted when the returned DirAccess is freed.

Returns null if opening the directory failed. You can use get_open_error to check the error that occurred.

pub fn create_temp_ex<'ex>() -> ExCreateTemp<'ex>

Creates a temporary directory. This directory will be freed when the returned DirAccess is freed.

If prefix is not empty, it will be prefixed to the directory name, separated by a -.

If keep is true, the directory is not deleted when the returned DirAccess is freed.

Returns null if opening the directory failed. You can use get_open_error to check the error that occurred.

pub fn list_dir_begin(&mut self) -> Error

Initializes the stream used to list all files and directories using the get_next function, closing the currently opened stream if needed. Once the stream has been processed, it should typically be closed with list_dir_end.

Affected by [member include_hidden] and [member include_navigational].

Note: The order of files and directories returned by this method is not deterministic, and can vary between operating systems. If you want a list of all files or folders sorted alphabetically, use get_files or get_directories.

pub fn get_next(&mut self) -> GString

Returns the next element (file or directory) in the current directory.

The name of the file or directory is returned (and not its full path). Once the stream has been fully processed, the method returns an empty String and closes the stream automatically (i.e. list_dir_end would not be mandatory in such a case).

pub fn current_is_dir(&self) -> bool

Returns whether the current item processed with the last get_next call is a directory (. and .. are considered directories).

pub fn list_dir_end(&mut self)

Closes the current stream opened with list_dir_begin (whether it has been fully processed with get_next does not matter).

pub fn get_files(&self) -> PackedArray<GString>

Returns a PackedStringArray containing filenames of the directory contents, excluding directories. The array is sorted alphabetically.

Affected by [member include_hidden].

Note: When used on a res:// path in an exported project, only the files actually included in the PCK at the given folder level are returned. In practice, this means that since imported resources are stored in a top-level .godot/ folder, only paths to *.gd and *.import files are returned (plus a few files such as project.godot or project.binary and the project icon). In an exported project, the list of returned files will also vary depending on whether [member ProjectSettings.editor/export/convert_text_resources_to_binary] is true.

pub fn get_files_at(path: impl AsArg<GString>) -> PackedArray<GString>

Returns a PackedStringArray containing filenames of the directory contents, excluding directories, at the given path. The array is sorted alphabetically.

Use get_files if you want more control of what gets included.

Note: When used on a res:// path in an exported project, only the files included in the PCK at the given folder level are returned. In practice, this means that since imported resources are stored in a top-level .godot/ folder, only paths to .gd and .import files are returned (plus a few other files, such as project.godot or project.binary and the project icon). In an exported project, the list of returned files will also vary depending on [member ProjectSettings.editor/export/convert_text_resources_to_binary].

pub fn get_directories(&self) -> PackedArray<GString>

Returns a PackedStringArray containing filenames of the directory contents, excluding files. The array is sorted alphabetically.

Affected by [member include_hidden] and [member include_navigational].

Note: The returned directories in the editor and after exporting in the res:// directory may differ as some files are converted to engine-specific formats when exported.

pub fn get_directories_at(path: impl AsArg<GString>) -> PackedArray<GString>

Returns a PackedStringArray containing filenames of the directory contents, excluding files, at the given path. The array is sorted alphabetically.

Use get_directories if you want more control of what gets included.

Note: The returned directories in the editor and after exporting in the res:// directory may differ as some files are converted to engine-specific formats when exported.

pub fn get_drive_count() -> i32

On Windows, returns the number of drives (partitions) mounted on the current filesystem.

On macOS and Android, returns the number of mounted volumes.

On Linux, returns the number of mounted volumes and GTK 3 bookmarks.

On other platforms, the method returns 0.

pub fn get_drive_name(idx: i32) -> GString

On Windows, returns the name of the drive (partition) passed as an argument (e.g. C:).

On macOS, returns the path to the mounted volume passed as an argument.

On Linux, returns the path to the mounted volume or GTK 3 bookmark passed as an argument.

On Android (API level 30+), returns the path to the mounted volume as an argument.

On other platforms, or if the requested drive does not exist, the method returns an empty String.

pub fn get_current_drive(&self) -> i32

Returns the currently opened directory’s drive index. See get_drive_name to convert returned index to the name of the drive.

pub fn change_dir(&mut self, to_dir: impl AsArg<GString>) -> Error

Changes the currently opened directory to the one passed as an argument. The argument can be relative to the current directory (e.g. newdir or ../newdir), or an absolute path (e.g. /tmp/newdir or res://somedir/newdir).

Returns one of the [enum Error] code constants (Error::OK on success).

Note: The new directory must be within the same scope, e.g. when you had opened a directory inside res://, you can’t change it to user:// directory. If you need to open a directory in another access scope, use open to create a new instance instead.

pub fn get_current_dir(&self) -> GString

To set the default parameters, use get_current_dir_ex and its builder methods. See the book for detailed usage instructions. Returns the absolute path to the currently opened directory (e.g. res://folder or C:\tmp\folder).

pub fn get_current_dir_ex<'ex>(&'ex self) -> ExGetCurrentDir<'ex>

Returns the absolute path to the currently opened directory (e.g. res://folder or C:\tmp\folder).

pub fn make_dir(&mut self, path: impl AsArg<GString>) -> Error

Creates a directory. The argument can be relative to the current directory, or an absolute path. The target directory should be placed in an already existing directory (to create the full path recursively, see make_dir_recursive).

Returns one of the [enum Error] code constants (Error::OK on success).

pub fn make_dir_absolute(path: impl AsArg<GString>) -> Error

Static version of make_dir. Supports only absolute paths.

pub fn make_dir_recursive(&mut self, path: impl AsArg<GString>) -> Error

Creates a target directory and all necessary intermediate directories in its path, by calling make_dir recursively. The argument can be relative to the current directory, or an absolute path.

Returns one of the [enum Error] code constants (Error::OK on success).

pub fn make_dir_recursive_absolute(path: impl AsArg<GString>) -> Error

Static version of make_dir_recursive. Supports only absolute paths.

pub fn file_exists(&mut self, path: impl AsArg<GString>) -> bool

Returns whether the target file exists. The argument can be relative to the current directory, or an absolute path.

For a static equivalent, use file_exists.

Note: Many resources types are imported (e.g. textures or sound files), and their source asset will not be included in the exported game, as only the imported version is used. See exists for an alternative approach that takes resource remapping into account.

pub fn dir_exists(&mut self, path: impl AsArg<GString>) -> bool

Returns whether the target directory exists. The argument can be relative to the current directory, or an absolute path.

Note: The returned bool in the editor and after exporting when used on a path in the res:// directory may be different. Some files are converted to engine-specific formats when exported, potentially changing the directory structure.

pub fn dir_exists_absolute(path: impl AsArg<GString>) -> bool

Static version of dir_exists. Supports only absolute paths.

Note: The returned bool in the editor and after exporting when used on a path in the res:// directory may be different. Some files are converted to engine-specific formats when exported, potentially changing the directory structure.

pub fn get_space_left(&self) -> u64

Returns the available space on the current directory’s disk, in bytes. Returns 0 if the platform-specific method to query the available space fails.

pub fn copy( &mut self, from: impl AsArg<GString>, to: impl AsArg<GString>, ) -> Error

To set the default parameters, use copy_ex and its builder methods. See the book for detailed usage instructions. Copies the from file to the to destination. Both arguments should be paths to files, either relative or absolute. If the destination file exists and is not access-protected, it will be overwritten.

If chmod_flags is different than -1, the Unix permissions for the destination path will be set to the provided value, if available on the current operating system.

Returns one of the [enum Error] code constants (Error::OK on success).

pub fn copy_ex<'ex>( &'ex mut self, from: impl AsArg<GString> + 'ex, to: impl AsArg<GString> + 'ex, ) -> ExCopy<'ex>

Copies the from file to the to destination. Both arguments should be paths to files, either relative or absolute. If the destination file exists and is not access-protected, it will be overwritten.

If chmod_flags is different than -1, the Unix permissions for the destination path will be set to the provided value, if available on the current operating system.

Returns one of the [enum Error] code constants (Error::OK on success).

pub fn copy_absolute( from: impl AsArg<GString>, to: impl AsArg<GString>, ) -> Error

To set the default parameters, use copy_absolute_ex and its builder methods. See the book for detailed usage instructions. Static version of copy. Supports only absolute paths.

pub fn copy_absolute_ex<'ex>( from: impl AsArg<GString> + 'ex, to: impl AsArg<GString> + 'ex, ) -> ExCopyAbsolute<'ex>

Static version of copy. Supports only absolute paths.

pub fn rename( &mut self, from: impl AsArg<GString>, to: impl AsArg<GString>, ) -> Error

Renames (move) the from file or directory to the to destination. Both arguments should be paths to files or directories, either relative or absolute. If the destination file or directory exists and is not access-protected, it will be overwritten.

Returns one of the [enum Error] code constants (Error::OK on success).

pub fn rename_absolute( from: impl AsArg<GString>, to: impl AsArg<GString>, ) -> Error

Static version of rename. Supports only absolute paths.

pub fn remove(&mut self, path: impl AsArg<GString>) -> Error

Permanently deletes the target file or an empty directory. The argument can be relative to the current directory, or an absolute path. If the target directory is not empty, the operation will fail.

If you don’t want to delete the file/directory permanently, use move_to_trash instead.

Returns one of the [enum Error] code constants (Error::OK on success).

pub fn remove_absolute(path: impl AsArg<GString>) -> Error

Static version of remove. Supports only absolute paths.

Returns true if the file or directory is a symbolic link, directory junction, or other reparse point.

Note: This method is implemented on macOS, Linux, and Windows.

Returns target of the symbolic link.

Note: This method is implemented on macOS, Linux, and Windows.

Creates symbolic link between files or folders.

Note: On Windows, this method works only if the application is running with elevated privileges or Developer Mode is enabled.

Note: This method is implemented on macOS, Linux, and Windows.

pub fn is_bundle(&self, path: impl AsArg<GString>) -> bool

Returns true if the directory is a macOS bundle.

Note: This method is implemented on macOS.

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

pub fn get_include_navigational(&self) -> bool

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

pub fn get_include_hidden(&self) -> bool

pub fn get_filesystem_type(&self) -> GString

Returns file system type name of the current directory’s disk. Returned values are uppercase strings like NTFS, FAT32, EXFAT, APFS, EXT4, BTRFS, and so on.

Note: This method is implemented on macOS, Linux, Windows and for PCK virtual file system.

pub fn is_case_sensitive(&self, path: impl AsArg<GString>) -> bool

Returns true if the file system or directory use case sensitive file names.

Note: This method is implemented on macOS, Linux (for EXT4 and F2FS filesystems only) and Windows. On other platforms, it always returns true.

pub fn is_equivalent( &self, path_a: impl AsArg<GString>, path_b: impl AsArg<GString>, ) -> bool

Returns true if paths path_a and path_b resolve to the same file system object. Returns false otherwise, even if the files are bit-for-bit identical (e.g., identical copies of the file that are not symbolic links).

Methods from Deref<Target = RefCounted>§

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 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 DirAccess

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type Memory = MemRefCounted

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 DirAccess

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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 DirAccess

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type Target = RefCounted

The resulting type after dereferencing.
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fn deref(&self) -> &<DirAccess as Deref>::Target

Dereferences the value.
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impl DerefMut for DirAccess

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

Mutably dereferences the value.
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impl GodotClass for DirAccess

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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 = RefCounted

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<Object> for DirAccess

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const IS_SAME_CLASS: bool = false

True iff Self == Base. Read more
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impl Inherits<RefCounted> for DirAccess

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const IS_SAME_CLASS: bool = false

True iff Self == Base. Read more
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impl WithSignals for DirAccess

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type SignalCollection<'c, C: WithSignals> = SignalsOfObject<'c, C>

The associated struct listing all signals of this class. Read more

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fn type_id(&self) -> TypeId

Gets the TypeId of self. Read more
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fn borrow(&self) -> &T

Immutably borrows from an owned value. Read more
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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
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const IS_SAME_CLASS: bool = true

True iff Self == Base. Read more
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where U: From<T>,

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fn into(self) -> U

Calls U::from(self).

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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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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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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>