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IScriptExtension

Trait IScriptExtension 

pub trait IScriptExtension: GodotClass<Base = ScriptExtension> + You_forgot_the_attribute__godot_api {
Show 49 methods // Required methods fn editor_can_reload_from_file(&mut self) -> bool; fn can_instantiate(&self) -> bool; fn get_base_script(&self) -> Option<Gd<Script>>; fn get_global_name(&self) -> StringName; fn inherits_script(&self, script: Gd<Script>) -> bool; fn get_instance_base_type(&self) -> StringName; unsafe fn instance_create_rawptr( &self, for_object: Gd<Object>, ) -> RawPtr<*mut c_void>; unsafe fn placeholder_instance_create_rawptr( &self, for_object: Gd<Object>, ) -> RawPtr<*mut c_void>; fn instance_has(&self, object: Gd<Object>) -> bool; fn has_source_code(&self) -> bool; fn get_source_code(&self) -> GString; fn set_source_code(&mut self, code: GString); fn reload(&mut self, keep_state: bool) -> Error; fn get_doc_class_name(&self) -> StringName; fn get_documentation(&self) -> Array<AnyDictionary>; fn has_method(&self, method: StringName) -> bool; fn has_static_method(&self, method: StringName) -> bool; fn get_method_info(&self, method: StringName) -> AnyDictionary; fn is_tool(&self) -> bool; fn is_valid(&self) -> bool; fn get_language(&self) -> Option<Gd<ScriptLanguage>>; fn has_script_signal(&self, signal: StringName) -> bool; fn get_script_signal_list(&self) -> Array<AnyDictionary>; fn has_property_default_value(&self, property: StringName) -> bool; fn get_property_default_value(&self, property: StringName) -> Variant; fn update_exports(&mut self); fn get_script_method_list(&self) -> Array<AnyDictionary>; fn get_script_property_list(&self) -> Array<AnyDictionary>; fn get_member_line(&self, member: StringName) -> i32; fn get_constants(&self) -> AnyDictionary; fn get_members(&self) -> Array<StringName>; fn is_placeholder_fallback_enabled(&self) -> bool; fn get_rpc_config(&self) -> Variant; // Provided methods fn init(base: Base<Self::Base>) -> Self { ... } fn on_notification(&mut self, what: ObjectNotification) { ... } fn on_get(&self, property: StringName) -> Option<Variant> { ... } fn on_set(&mut self, property: StringName, value: Variant) -> bool { ... } fn on_validate_property(&self, property: &mut PropertyInfo) { ... } fn on_get_property_list(&mut self) -> Vec<PropertyInfo> { ... } fn on_property_get_revert(&self, property: StringName) -> Option<Variant> { ... } fn to_string(&self) -> GString { ... } unsafe fn placeholder_erased_rawptr( &mut self, placeholder: RawPtr<*mut c_void>, ) { ... } fn get_class_icon_path(&self) -> GString { ... } fn get_script_method_argument_count(&self, method: StringName) -> Variant { ... } fn is_abstract(&self) -> bool { ... } fn setup_local_to_scene(&mut self) { ... } fn get_rid(&self) -> Rid { ... } fn reset_state(&mut self) { ... } fn set_path_cache(&self, path: GString) { ... }
}
Expand description

§Interface trait for class ScriptExtension.

Functions in this trait represent constructors (init) or virtual method callbacks invoked by the engine.

§Specific notes for this interface

Use this in combination with the obj::script module.

Base interfaces: IScript > IResource > IRefCounted > IObject.
(Strike-through means some intermediate Godot classes are marked final, and can thus not be inherited by GDExtension.)

See also Godot docs for ScriptExtension methods.

Required Methods§

fn editor_can_reload_from_file(&mut self) -> bool

fn can_instantiate(&self) -> bool

fn get_base_script(&self) -> Option<Gd<Script>>

fn get_global_name(&self) -> StringName

fn inherits_script(&self, script: Gd<Script>) -> bool

fn get_instance_base_type(&self) -> StringName

unsafe fn instance_create_rawptr( &self, for_object: Gd<Object>, ) -> RawPtr<*mut c_void>

§Safety

This method has automatically been marked unsafe because it accepts raw pointers as parameters. If Godot does not document any safety requirements, make sure you understand the underlying semantics.

unsafe fn placeholder_instance_create_rawptr( &self, for_object: Gd<Object>, ) -> RawPtr<*mut c_void>

§Safety

This method has automatically been marked unsafe because it accepts raw pointers as parameters. If Godot does not document any safety requirements, make sure you understand the underlying semantics.

fn instance_has(&self, object: Gd<Object>) -> bool

fn has_source_code(&self) -> bool

fn get_source_code(&self) -> GString

fn set_source_code(&mut self, code: GString)

fn reload(&mut self, keep_state: bool) -> Error

fn get_doc_class_name(&self) -> StringName

fn get_documentation(&self) -> Array<AnyDictionary>

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

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

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

fn is_tool(&self) -> bool

fn is_valid(&self) -> bool

fn get_language(&self) -> Option<Gd<ScriptLanguage>>

fn has_script_signal(&self, signal: StringName) -> bool

fn get_script_signal_list(&self) -> Array<AnyDictionary>

fn has_property_default_value(&self, property: StringName) -> bool

fn get_property_default_value(&self, property: StringName) -> Variant

fn update_exports(&mut self)

fn get_script_method_list(&self) -> Array<AnyDictionary>

fn get_script_property_list(&self) -> Array<AnyDictionary>

fn get_member_line(&self, member: StringName) -> i32

fn get_constants(&self) -> AnyDictionary

fn get_members(&self) -> Array<StringName>

fn is_placeholder_fallback_enabled(&self) -> bool

fn get_rpc_config(&self) -> Variant

Provided Methods§

fn init(base: Base<Self::Base>) -> Self

Godot constructor, accepting an injected base object.

base refers to the base instance of the class, which can either be stored in a Base<T> field or discarded. This method returns a fully-constructed instance, which will then be moved into a Gd<T> pointer.

If the class has a #[class(init)] attribute, this method will be auto-generated and must not be overridden.

fn on_notification(&mut self, what: ObjectNotification)

Called when the object receives a Godot notification.

The type of notification can be identified through what. The enum is designed to hold all possible NOTIFICATION_* constants that the current class can handle. However, this is not validated in Godot, so an enum variant Unknown exists to represent integers out of known constants (mistakes or future additions).

This method is named _notification in Godot, but on_notification in Rust. To send notifications, use the Object::notify method.

See also in Godot docs:

fn on_get(&self, property: StringName) -> Option<Variant>

Called whenever get() is called or Godot gets the value of a property.

Should return the given property’s value as Some(value), or None if the property should be handled normally.

See also in Godot docs:

fn on_set(&mut self, property: StringName, value: Variant) -> bool

Called whenever Godot set() is called or Godot sets the value of a property.

Should set property to the given value and return true, or return false to indicate the property should be handled normally.

See also in Godot docs:

fn on_validate_property(&self, property: &mut PropertyInfo)

Called whenever Godot retrieves value of property. Allows to customize existing properties. Every property info goes through this method, except properties added with on_get_property_list().

Exposed property here is a shared mutable reference obtained (and returned to) from Godot.

See also in the Godot docs:

fn on_get_property_list(&mut self) -> Vec<PropertyInfo>

Available on since_api=4.3 only.

Called whenever Godot get_property_list() is called, the returned vector here is appended to the existing list of properties.

This should mainly be used for advanced purposes, such as dynamically updating the property list in the editor.

See also in Godot docs:

fn on_property_get_revert(&self, property: StringName) -> Option<Variant>

Called by Godot to tell if a property has a custom revert or not.

Return None for no custom revert, and return Some(value) to specify the custom revert.

This is a combination of Godot’s Object::_property_get_revert and Object::_property_can_revert. This means that this function will usually be called twice by Godot to find the revert.

Note that this should be a pure function. That is, it should always return the same value for a property as long as self remains unchanged. Otherwise, this may lead to unexpected (safe) behavior.

fn to_string(&self) -> GString

String representation of the Godot instance.

Override this method to define how the instance is represented as a string. Used by impl Display for Gd<T>, as well as str() and print() in GDScript.

unsafe fn placeholder_erased_rawptr(&mut self, placeholder: RawPtr<*mut c_void>)

§Safety

This method has automatically been marked unsafe because it accepts raw pointers as parameters. If Godot does not document any safety requirements, make sure you understand the underlying semantics.

fn get_class_icon_path(&self) -> GString

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

Return the expected argument count for the given method, or null if it can’t be determined (which will then fall back to the default behavior).

fn is_abstract(&self) -> bool

Returns true if the script is an abstract script. Abstract scripts cannot be instantiated directly, instead other scripts should inherit them. Abstract scripts will be either unselectable or hidden in the Create New Node dialog (unselectable if there are non-abstract classes inheriting it, otherwise hidden).

fn setup_local_to_scene(&mut self)

Override this method to customize the newly duplicated resource created from instantiate, if the original’s [member resource_local_to_scene] is set to true.

Example: Set a random damage value to every local resource from an instantiated scene:

extends Resource

var damage = 0

func _setup_local_to_scene():
	damage = randi_range(10, 40)

fn get_rid(&self) -> Rid

Override this method to return a custom RID when get_rid is called.

fn reset_state(&mut self)

For resources that store state in non-exported properties, such as via on_validate_property or on_get_property_list, this method must be implemented to clear them.

fn set_path_cache(&self, path: GString)

Override this method to execute additional logic after set_path_cache is called on this object.

Dyn Compatibility§

This trait is not dyn compatible.

In older versions of Rust, dyn compatibility was called "object safety", so this trait is not object safe.

Implementors§