Struct gdnative::api::Reference

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

Base class of all reference-counted types. Inherits Object.

§Official documentation

See the documentation of this class in the Godot engine’s official documentation. The method descriptions are generated from it and typically contain code samples in GDScript, not Rust.

§Memory management

The lifetime of this object is automatically managed through reference counting.

§Class hierarchy

Reference inherits methods from:

§Safety

All types in the Godot API have interior mutability in Rust parlance. To enforce that the official thread-safety guidelines are followed, the typestate pattern is used in the Ref and TRef smart pointers, and the Instance API. The typestate Ownership in these types tracks whether ownership is unique, shared, or exclusive to the current thread. For more information, see the type-level documentation on Ref.

Implementations§

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impl Reference

pub fn new() -> Ref<Reference, Unique>

Creates a new instance of this object.

This is a reference-counted type. The returned object is automatically managed by Ref.

Methods from Deref<Target = Object>§

pub const NOTIFICATION_POSTINITIALIZE: i64 = 0i64

pub const CONNECT_DEFERRED: i64 = 1i64

pub const NOTIFICATION_PREDELETE: i64 = 1i64

pub const CONNECT_PERSIST: i64 = 2i64

pub const CONNECT_ONESHOT: i64 = 4i64

pub const CONNECT_REFERENCE_COUNTED: i64 = 8i64

pub fn add_user_signal( &self, signal: impl Into<GodotString>, arguments: VariantArray, )

Adds a user-defined signal. Arguments are optional, but can be added as an Array of dictionaries, each containing name: String and type: int (see [enum Variant.Type]) entries.

§Default Arguments
  • arguments - [ ]

pub unsafe fn call( &self, method: impl Into<GodotString>, varargs: &[Variant], ) -> Variant

Sample code is GDScript unless otherwise noted.

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

call("set", "position", Vector2(42.0, 0.0))

Note: In C#, the method name must be specified as snake_case if it is defined by a built-in Godot node. This doesn’t apply to user-defined methods where you should use the same convention as in the C# source (typically PascalCase).

§Safety

This function bypasses Rust’s static type checks (aliasing, thread boundaries, calls to free(), …).

pub unsafe fn call_deferred( &self, method: impl Into<GodotString>, varargs: &[Variant], ) -> Variant

Sample code is GDScript unless otherwise noted.

Calls the method on the object during idle time. This method supports a variable number of arguments, so parameters are passed as a comma separated list. Example:

call_deferred("set", "position", Vector2(42.0, 0.0))

Note: In C#, the method name must be specified as snake_case if it is defined by a built-in Godot node. This doesn’t apply to user-defined methods where you should use the same convention as in the C# source (typically PascalCase).

§Safety

This function bypasses Rust’s static type checks (aliasing, thread boundaries, calls to free(), …).

pub unsafe fn callv( &self, method: impl Into<GodotString>, arg_array: VariantArray, ) -> Variant

Sample code is GDScript unless otherwise noted.

Calls the method on the object and returns the result. Contrarily to call, this method does not support a variable number of arguments but expects all parameters to be via a single Array.

callv("set", [ "position", Vector2(42.0, 0.0) ])
§Safety

This function bypasses Rust’s static type checks (aliasing, thread boundaries, calls to free(), …).

pub fn can_translate_messages(&self) -> bool

Returns true if the object can translate strings. See set_message_translation and tr.

pub fn connect( &self, signal: impl Into<GodotString>, target: impl AsArg<Object>, method: impl Into<GodotString>, binds: VariantArray, flags: i64, ) -> Result<(), GodotError>

Sample code is GDScript unless otherwise noted.

Connects a signal to a method on a target object. Pass optional binds to the call as an Array of parameters. These parameters will be passed to the method after any parameter used in the call to emit_signal. Use flags to set deferred or one-shot connections. See ConnectFlags constants. A signal can only be connected once to a method. It will print an error if already connected, unless the signal was connected with CONNECT_REFERENCE_COUNTED. To avoid this, first, use is_connected to check for existing connections. If the target is destroyed in the game’s lifecycle, the connection will be lost. Examples:

connect("pressed", self, "_on_Button_pressed") # BaseButton signal
connect("text_entered", self, "_on_LineEdit_text_entered") # LineEdit signal
connect("hit", self, "_on_Player_hit", [ weapon_type, damage ]) # User-defined signal

An example of the relationship between binds passed to connect and parameters used when calling emit_signal:

connect("hit", self, "_on_Player_hit", [ weapon_type, damage ]) # weapon_type and damage are passed last
emit_signal("hit", "Dark lord", 5) # "Dark lord" and 5 are passed first
func _on_Player_hit(hit_by, level, weapon_type, damage):
    print("Hit by %s (lvl %d) with weapon %s for %d damage" % [hit_by, level, weapon_type, damage])
§Default Arguments
  • binds - [ ]
  • flags - 0

pub fn disconnect( &self, signal: impl Into<GodotString>, target: impl AsArg<Object>, method: impl Into<GodotString>, )

Disconnects a signal from a method on the given target. If you try to disconnect a connection that does not exist, the method will print an error. Use is_connected to ensure that the connection exists.

pub fn emit_signal( &self, signal: impl Into<GodotString>, varargs: &[Variant], ) -> Variant

Sample code is GDScript unless otherwise noted.

Emits the given signal. The signal must exist, so it should be a built-in signal of this class or one of its parent classes, or a user-defined signal. This method supports a variable number of arguments, so parameters are passed as a comma separated list. Example:

emit_signal("hit", weapon_type, damage)
emit_signal("game_over")

pub fn get(&self, property: impl Into<GodotString>) -> Variant

Returns the Variant value of the given property. If the property doesn’t exist, this will return null. Note: In C#, the property name must be specified as snake_case if it is defined by a built-in Godot node. This doesn’t apply to user-defined properties where you should use the same convention as in the C# source (typically PascalCase).

pub fn get_class(&self) -> GodotString

Returns the object’s class as a String. See also is_class. Note: get_class does not take class_name declarations into account. If the object has a class_name defined, the base class name will be returned instead.

pub fn get_incoming_connections(&self) -> VariantArray

Returns an Array of dictionaries with information about signals that are connected to the object. Each Dictionary contains three String entries:

  • source is a reference to the signal emitter.
  • signal_name is the name of the connected signal.
  • method_name is the name of the method to which the signal is connected.

pub fn get_indexed(&self, property: impl Into<NodePath>) -> Variant

Gets the object’s property indexed by the given NodePath. The node path should be relative to the current object and can use the colon character (:) to access nested properties. Examples: "position:x" or "material:next_pass:blend_mode". Note: Even though the method takes NodePath argument, it doesn’t support actual paths to Nodes in the scene tree, only colon-separated sub-property paths. For the purpose of nodes, use Node.get_node_and_resource instead.

pub fn get_instance_id(&self) -> i64

Returns the object’s unique instance ID. This ID can be saved in EncodedObjectAsID, and can be used to retrieve the object instance with [method @GDScript.instance_from_id].

pub fn get_meta( &self, name: impl Into<GodotString>, default: impl OwnedToVariant, ) -> Variant

Returns the object’s metadata entry for the given name. Throws error if the entry does not exist, unless default is not null (in which case the default value will be returned).

§Default Arguments
  • default - null

pub fn get_meta_list(&self) -> PoolArray<GodotString>

Returns the object’s metadata as a PoolStringArray.

pub fn get_method_list(&self) -> VariantArray

Returns the object’s methods and their signatures as an Array.

pub fn get_property_list(&self) -> VariantArray

Returns the object’s property list as an Array of dictionaries. Each property’s Dictionary contain at least name: String and type: int (see [enum Variant.Type]) entries. Optionally, it can also include hint: int (see [PropertyHint][PropertyHint]), hint_string: String, and usage: int (see [PropertyUsageFlags][PropertyUsageFlags]).

pub fn get_script(&self) -> Option<Ref<Reference>>

Returns the object’s Script instance, or null if none is assigned.

pub fn get_signal_connection_list( &self, signal: impl Into<GodotString>, ) -> VariantArray

Returns an Array of connections for the given signal.

pub fn get_signal_list(&self) -> VariantArray

Returns the list of signals as an Array of dictionaries.

pub fn has_meta(&self, name: impl Into<GodotString>) -> bool

Returns true if a metadata entry is found with the given name.

pub fn has_method(&self, method: impl Into<GodotString>) -> bool

Returns true if the object contains the given method.

pub fn has_signal(&self, signal: impl Into<GodotString>) -> bool

Returns true if the given signal exists.

pub fn has_user_signal(&self, signal: impl Into<GodotString>) -> bool

Returns true if the given user-defined signal exists. Only signals added using add_user_signal are taken into account.

pub fn is_blocking_signals(&self) -> bool

Returns true if signal emission blocking is enabled.

pub fn is_class(&self, class: impl Into<GodotString>) -> bool

Returns true if the object inherits from the given class. See also get_class. Note: is_class does not take class_name declarations into account. If the object has a class_name defined, is_class will return false for that name.

pub fn is_connected( &self, signal: impl Into<GodotString>, target: impl AsArg<Object>, method: impl Into<GodotString>, ) -> bool

Returns true if a connection exists for a given signal, target, and method.

pub fn is_queued_for_deletion(&self) -> bool

Returns true if the Node.queue_free method was called for the object.

pub fn notification(&self, what: i64, reversed: bool)

Send a given notification to the object, which will also trigger a call to the [_notification][Self::_notification] method of all classes that the object inherits from. If reversed is true, [_notification][Self::_notification] is called first on the object’s own class, and then up to its successive parent classes. If reversed is false, [_notification][Self::_notification] is called first on the highest ancestor (Object itself), and then down to its successive inheriting classes.

§Default Arguments
  • reversed - false

pub fn property_list_changed_notify(&self)

Notify the editor that the property list has changed, so that editor plugins can take the new values into account. Does nothing on export builds.

pub fn remove_meta(&self, name: impl Into<GodotString>)

Removes a given entry from the object’s metadata. See also set_meta.

pub fn set(&self, property: impl Into<GodotString>, value: impl OwnedToVariant)

Assigns a new value to the given property. If the property does not exist or the given value’s type doesn’t match, nothing will happen. Note: In C#, the property name must be specified as snake_case if it is defined by a built-in Godot node. This doesn’t apply to user-defined properties where you should use the same convention as in the C# source (typically PascalCase).

pub fn set_block_signals(&self, enable: bool)

If set to true, signal emission is blocked.

pub fn set_deferred( &self, property: impl Into<GodotString>, value: impl OwnedToVariant, )

Assigns a new value to the given property, after the current frame’s physics step. This is equivalent to calling set via call_deferred, i.e. call_deferred("set", property, value). Note: In C#, the property name must be specified as snake_case if it is defined by a built-in Godot node. This doesn’t apply to user-defined properties where you should use the same convention as in the C# source (typically PascalCase).

pub fn set_indexed( &self, property: impl Into<NodePath>, value: impl OwnedToVariant, )

Sample code is GDScript unless otherwise noted.

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

set_indexed("position", Vector2(42, 0))
set_indexed("position:y", -10)
print(position) # (42, -10)

pub fn set_message_translation(&self, enable: bool)

Defines whether the object can translate strings (with calls to tr). Enabled by default.

pub fn set_meta(&self, name: impl Into<GodotString>, value: impl OwnedToVariant)

Adds, changes or removes a given entry in the object’s metadata. Metadata are serialized and can take any Variant value. To remove a given entry from the object’s metadata, use remove_meta. Metadata is also removed if its value is set to null. This means you can also use set_meta("name", null) to remove metadata for "name".

pub fn set_script(&self, script: impl AsArg<Reference>)

Assigns a script to the object. Each object can have a single script assigned to it, which are used to extend its functionality. If the object already had a script, the previous script instance will be freed and its variables and state will be lost. The new script’s [_init][Self::_init] method will be called.

pub fn to_string(&self) -> GodotString

Returns a String representing the object. If not overridden, defaults to "[ClassName:RID]". Override the method [_to_string][Self::_to_string] to customize the String representation.

pub fn tr(&self, message: impl Into<GodotString>) -> GodotString

Translates a message using translation catalogs configured in the Project Settings. Only works if message translation is enabled (which it is by default), otherwise it returns the message unchanged. See set_message_translation.

Trait Implementations§

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impl Debug for Reference

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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 Reference

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type Target = Object

The resulting type after dereferencing.
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fn deref(&self) -> &Object

Dereferences the value.
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impl DerefMut for Reference

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fn deref_mut(&mut self) -> &mut Object

Mutably dereferences the value.
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impl GodotObject for Reference

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type Memory = RefCounted

The memory management kind of this type. This modifies the behavior of the Ref smart pointer. See its type-level documentation for more information.
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fn class_name() -> &'static str

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fn null() -> Null<Self>

Creates an explicitly null reference of Self as a method argument. This makes type inference easier for the compiler compared to Option.
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fn new() -> Ref<Self, Unique>
where Self: Instanciable,

Creates a new instance of Self using a zero-argument constructor, as a Unique reference.
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fn cast<T>(&self) -> Option<&T>
where T: GodotObject + SubClass<Self>,

Performs a dynamic reference downcast to target type. Read more
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fn upcast<T>(&self) -> &T
where T: GodotObject, Self: SubClass<T>,

Performs a static reference upcast to a supertype that is guaranteed to be valid. Read more
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unsafe fn assume_shared(&self) -> Ref<Self>
where Self: Sized,

Creates a persistent reference to the same Godot object with shared thread access. Read more
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unsafe fn assume_thread_local(&self) -> Ref<Self, ThreadLocal>
where Self: Sized + GodotObject<Memory = RefCounted>,

Creates a persistent reference to the same Godot object with thread-local thread access. Read more
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unsafe fn assume_unique(&self) -> Ref<Self, Unique>
where Self: Sized,

Creates a persistent reference to the same Godot object with unique access. Read more
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unsafe fn try_from_instance_id<'a>(id: i64) -> Option<TRef<'a, Self>>

Recovers a instance ID previously returned by Object::get_instance_id if the object is still alive. See also TRef::try_from_instance_id. Read more
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unsafe fn from_instance_id<'a>(id: i64) -> TRef<'a, Self>

Recovers a instance ID previously returned by Object::get_instance_id if the object is still alive, and panics otherwise. This does NOT guarantee that the resulting reference is safe to use. Read more
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impl Instanciable for Reference

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impl SubClass<Object> for Reference

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impl SubClass<Reference> for AESContext

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impl SubClass<Reference> for ARVRInterface

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impl SubClass<Reference> for ARVRInterfaceGDNative

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impl SubClass<Reference> for ARVRPositionalTracker

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impl SubClass<Reference> for AStar

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impl SubClass<Reference> for AStar2D

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impl SubClass<Reference> for AnimatedTexture

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impl SubClass<Reference> for Animation

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impl SubClass<Reference> for AnimationNode

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impl SubClass<Reference> for AnimationNodeAdd2

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impl SubClass<Reference> for AnimationNodeAdd3

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impl SubClass<Reference> for AnimationNodeAnimation

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impl SubClass<Reference> for AnimationNodeBlend2

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impl SubClass<Reference> for AnimationNodeBlend3

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impl SubClass<Reference> for AnimationNodeBlendSpace1D

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impl SubClass<Reference> for AnimationNodeBlendSpace2D

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impl SubClass<Reference> for AnimationNodeBlendTree

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impl SubClass<Reference> for AnimationNodeOneShot

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impl SubClass<Reference> for AnimationNodeOutput

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impl SubClass<Reference> for AnimationNodeStateMachine

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impl SubClass<Reference> for AnimationNodeStateMachinePlayback

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impl SubClass<Reference> for AnimationNodeStateMachineTransition

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impl SubClass<Reference> for AnimationNodeTimeScale

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impl SubClass<Reference> for AnimationNodeTimeSeek

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impl SubClass<Reference> for AnimationNodeTransition

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impl SubClass<Reference> for AnimationRootNode

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impl SubClass<Reference> for AnimationTrackEditPlugin

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impl SubClass<Reference> for ArrayMesh

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impl SubClass<Reference> for AtlasTexture

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impl SubClass<Reference> for AudioBusLayout

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impl SubClass<Reference> for AudioEffect

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impl SubClass<Reference> for AudioEffectAmplify

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impl SubClass<Reference> for AudioEffectBandLimitFilter

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impl SubClass<Reference> for AudioEffectBandPassFilter

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impl SubClass<Reference> for AudioEffectCapture

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impl SubClass<Reference> for AudioEffectChorus

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impl SubClass<Reference> for AudioEffectCompressor

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impl SubClass<Reference> for AudioEffectDelay

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impl SubClass<Reference> for AudioEffectDistortion

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impl SubClass<Reference> for AudioEffectEQ

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impl SubClass<Reference> for AudioEffectEQ10

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impl SubClass<Reference> for AudioEffectEQ21

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impl SubClass<Reference> for AudioEffectEQ6

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impl SubClass<Reference> for AudioEffectFilter

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impl SubClass<Reference> for AudioEffectHighPassFilter

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impl SubClass<Reference> for AudioEffectHighShelfFilter

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impl SubClass<Reference> for AudioEffectInstance

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impl SubClass<Reference> for AudioEffectLimiter

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impl SubClass<Reference> for AudioEffectLowPassFilter

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impl SubClass<Reference> for AudioEffectLowShelfFilter

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impl SubClass<Reference> for AudioEffectNotchFilter

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impl SubClass<Reference> for AudioEffectPanner

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impl SubClass<Reference> for AudioEffectPhaser

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impl SubClass<Reference> for AudioEffectPitchShift

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impl SubClass<Reference> for AudioEffectRecord

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impl SubClass<Reference> for AudioEffectReverb

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impl SubClass<Reference> for AudioEffectSpectrumAnalyzer

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impl SubClass<Reference> for AudioEffectSpectrumAnalyzerInstance

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impl SubClass<Reference> for AudioEffectStereoEnhance

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impl SubClass<Reference> for AudioStream

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impl SubClass<Reference> for AudioStreamGenerator

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impl SubClass<Reference> for AudioStreamGeneratorPlayback

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impl SubClass<Reference> for AudioStreamMP3

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impl SubClass<Reference> for AudioStreamMicrophone

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impl SubClass<Reference> for AudioStreamOGGVorbis

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impl SubClass<Reference> for AudioStreamPlayback

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impl SubClass<Reference> for AudioStreamPlaybackResampled

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impl SubClass<Reference> for AudioStreamRandomPitch

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impl SubClass<Reference> for AudioStreamSample

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impl SubClass<Reference> for BakedLightmapData

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impl SubClass<Reference> for BitMap

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impl SubClass<Reference> for BitmapFont

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impl SubClass<Reference> for BoxShape

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impl SubClass<Reference> for ButtonGroup

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impl SubClass<Reference> for CallbackTweener

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impl SubClass<Reference> for CameraFeed

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impl SubClass<Reference> for CameraTexture

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impl SubClass<Reference> for CanvasItemMaterial

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impl SubClass<Reference> for CapsuleMesh

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impl SubClass<Reference> for CapsuleShape

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impl SubClass<Reference> for CapsuleShape2D

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impl SubClass<Reference> for CharFXTransform

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impl SubClass<Reference> for CircleShape2D

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impl SubClass<Reference> for ConcavePolygonShape

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impl SubClass<Reference> for ConcavePolygonShape2D

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impl SubClass<Reference> for ConfigFile

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impl SubClass<Reference> for ConvexPolygonShape

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impl SubClass<Reference> for ConvexPolygonShape2D

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impl SubClass<Reference> for Crypto

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impl SubClass<Reference> for CryptoKey

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impl SubClass<Reference> for CubeMap

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impl SubClass<Reference> for CubeMesh

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impl SubClass<Reference> for Curve

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impl SubClass<Reference> for Curve2D

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impl SubClass<Reference> for Curve3D

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impl SubClass<Reference> for CurveTexture

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impl SubClass<Reference> for CylinderMesh

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impl SubClass<Reference> for CylinderShape

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impl SubClass<Reference> for DTLSServer

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impl SubClass<Reference> for Directory

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impl SubClass<Reference> for DynamicFont

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impl SubClass<Reference> for DynamicFontData

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impl SubClass<Reference> for EditorExportPlugin

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impl SubClass<Reference> for EditorFeatureProfile

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impl SubClass<Reference> for EditorImportPlugin

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impl SubClass<Reference> for EditorInspectorPlugin

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impl SubClass<Reference> for EditorResourceConversionPlugin

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impl SubClass<Reference> for EditorResourcePreviewGenerator

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impl SubClass<Reference> for EditorSceneImporter

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impl SubClass<Reference> for EditorSceneImporterFBX

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impl SubClass<Reference> for EditorSceneImporterGLTF

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impl SubClass<Reference> for EditorScenePostImport

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impl SubClass<Reference> for EditorScript

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impl SubClass<Reference> for EditorSettings

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impl SubClass<Reference> for EditorSpatialGizmo

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impl SubClass<Reference> for EditorSpatialGizmoPlugin

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impl SubClass<Reference> for EncodedObjectAsID

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impl SubClass<Reference> for Environment

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impl SubClass<Reference> for Expression

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impl SubClass<Reference> for ExternalTexture

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impl SubClass<Reference> for File

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impl SubClass<Reference> for Font

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impl SubClass<Reference> for FuncRef

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impl SubClass<Reference> for GDNative

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impl SubClass<Reference> for GDNativeLibrary

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impl SubClass<Reference> for GDScript

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impl SubClass<Reference> for GDScriptFunctionState

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impl SubClass<Reference> for GIProbeData

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impl SubClass<Reference> for GLTFAccessor

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impl SubClass<Reference> for GLTFAnimation

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impl SubClass<Reference> for GLTFBufferView

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impl SubClass<Reference> for GLTFCamera

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impl SubClass<Reference> for GLTFDocument

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impl SubClass<Reference> for GLTFLight

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impl SubClass<Reference> for GLTFMesh

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impl SubClass<Reference> for GLTFNode

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impl SubClass<Reference> for GLTFSkeleton

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impl SubClass<Reference> for GLTFSkin

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impl SubClass<Reference> for GLTFSpecGloss

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impl SubClass<Reference> for GLTFState

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impl SubClass<Reference> for GLTFTexture

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impl SubClass<Reference> for Gradient

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impl SubClass<Reference> for GradientTexture

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impl SubClass<Reference> for GradientTexture2D

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impl SubClass<Reference> for HMACContext

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impl SubClass<Reference> for HTTPClient

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impl SubClass<Reference> for HashingContext

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impl SubClass<Reference> for HeightMapShape

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impl SubClass<Reference> for Image

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impl SubClass<Reference> for ImageTexture

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impl SubClass<Reference> for InputEvent

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impl SubClass<Reference> for InputEventAction

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impl SubClass<Reference> for InputEventGesture

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impl SubClass<Reference> for InputEventJoypadButton

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impl SubClass<Reference> for InputEventJoypadMotion

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impl SubClass<Reference> for InputEventKey

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impl SubClass<Reference> for InputEventMIDI

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impl SubClass<Reference> for InputEventMagnifyGesture

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impl SubClass<Reference> for InputEventMouse

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impl SubClass<Reference> for InputEventMouseButton

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impl SubClass<Reference> for InputEventMouseMotion

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impl SubClass<Reference> for InputEventPanGesture

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impl SubClass<Reference> for InputEventScreenDrag

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impl SubClass<Reference> for InputEventScreenTouch

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impl SubClass<Reference> for InputEventWithModifiers

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impl SubClass<Reference> for IntervalTweener

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impl SubClass<Reference> for JSONParseResult

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impl SubClass<Reference> for JavaClass

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impl SubClass<Reference> for JavaScriptObject

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impl SubClass<Reference> for KinematicCollision

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impl SubClass<Reference> for KinematicCollision2D

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impl SubClass<Reference> for LargeTexture

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impl SubClass<Reference> for LineShape2D

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impl SubClass<Reference> for Material

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impl SubClass<Reference> for Mesh

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impl SubClass<Reference> for MeshDataTool

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impl SubClass<Reference> for MeshLibrary

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impl SubClass<Reference> for MeshTexture

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impl SubClass<Reference> for MethodTweener

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impl SubClass<Reference> for MobileVRInterface

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impl SubClass<Reference> for MultiMesh

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impl SubClass<Reference> for MultiplayerAPI

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impl SubClass<Reference> for MultiplayerPeerGDNative

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impl SubClass<Reference> for Mutex

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impl SubClass<Reference> for NativeScript

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impl SubClass<Reference> for NavigationMesh

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impl SubClass<Reference> for NavigationPolygon

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impl SubClass<Reference> for NetworkedMultiplayerCustom

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impl SubClass<Reference> for NetworkedMultiplayerENet

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impl SubClass<Reference> for NetworkedMultiplayerPeer

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impl SubClass<Reference> for NoiseTexture

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impl SubClass<Reference> for OccluderPolygon2D

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impl SubClass<Reference> for OccluderShape

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impl SubClass<Reference> for OccluderShapePolygon

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impl SubClass<Reference> for OccluderShapeSphere

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impl SubClass<Reference> for OpenSimplexNoise

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impl SubClass<Reference> for PCKPacker

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impl SubClass<Reference> for PHashTranslation

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impl SubClass<Reference> for PackedDataContainer

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impl SubClass<Reference> for PackedDataContainerRef

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impl SubClass<Reference> for PackedScene

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impl SubClass<Reference> for PackedSceneGLTF

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impl SubClass<Reference> for PacketPeer

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impl SubClass<Reference> for PacketPeerDTLS

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impl SubClass<Reference> for PacketPeerGDNative

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impl SubClass<Reference> for PacketPeerStream

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impl SubClass<Reference> for PacketPeerUDP

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impl SubClass<Reference> for PanoramaSky

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impl SubClass<Reference> for ParticlesMaterial

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impl SubClass<Reference> for Physics2DShapeQueryParameters

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impl SubClass<Reference> for Physics2DTestMotionResult

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impl SubClass<Reference> for PhysicsMaterial

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impl SubClass<Reference> for PhysicsShapeQueryParameters

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impl SubClass<Reference> for PhysicsTestMotionResult

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impl SubClass<Reference> for PlaneMesh

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impl SubClass<Reference> for PlaneShape

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impl SubClass<Reference> for PluginScript

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impl SubClass<Reference> for PointMesh

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impl SubClass<Reference> for PolygonPathFinder

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impl SubClass<Reference> for PrimitiveMesh

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impl SubClass<Reference> for PrismMesh

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impl SubClass<Reference> for ProceduralSky

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impl SubClass<Reference> for PropertyTweener

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impl SubClass<Reference> for ProxyTexture

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impl SubClass<Reference> for QuadMesh

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impl SubClass<Reference> for RandomNumberGenerator

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impl SubClass<Reference> for RayShape

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impl SubClass<Reference> for RayShape2D

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impl SubClass<Reference> for RectangleShape2D

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impl SubClass<Reference> for RegEx

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impl SubClass<Reference> for RegExMatch

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impl SubClass<Reference> for Resource

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impl SubClass<Reference> for ResourceFormatLoader

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impl SubClass<Reference> for ResourceFormatSaver

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impl SubClass<Reference> for ResourceImporter

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impl SubClass<Reference> for ResourceInteractiveLoader

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impl SubClass<Reference> for RichTextEffect

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impl SubClass<Reference> for SceneState

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impl SubClass<Reference> for SceneTreeTimer

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impl SubClass<Reference> for SceneTreeTween

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impl SubClass<Reference> for Script

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impl SubClass<Reference> for SegmentShape2D

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impl SubClass<Reference> for Semaphore

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impl SubClass<Reference> for Shader

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impl SubClass<Reference> for ShaderMaterial

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impl SubClass<Reference> for Shape

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impl SubClass<Reference> for Shape2D

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impl SubClass<Reference> for ShortCut

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impl SubClass<Reference> for Skin

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impl SubClass<Reference> for SkinReference

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impl SubClass<Reference> for Sky

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impl SubClass<Reference> for SpatialGizmo

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impl SubClass<Reference> for SpatialMaterial

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impl SubClass<Reference> for SpatialVelocityTracker

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impl SubClass<Reference> for SphereMesh

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impl SubClass<Reference> for SphereShape

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impl SubClass<Reference> for SpriteFrames

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impl SubClass<Reference> for StreamPeer

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impl SubClass<Reference> for StreamPeerBuffer

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impl SubClass<Reference> for StreamPeerGDNative

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impl SubClass<Reference> for StreamPeerSSL

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impl SubClass<Reference> for StreamPeerTCP

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impl SubClass<Reference> for StreamTexture

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impl SubClass<Reference> for StyleBox

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impl SubClass<Reference> for StyleBoxEmpty

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impl SubClass<Reference> for StyleBoxFlat

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impl SubClass<Reference> for StyleBoxLine

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impl SubClass<Reference> for StyleBoxTexture

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impl SubClass<Reference> for SurfaceTool

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impl SubClass<Reference> for TCP_Server

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impl SubClass<Reference> for TextFile

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impl SubClass<Reference> for TextMesh

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impl SubClass<Reference> for Texture

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impl SubClass<Reference> for Texture3D

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impl SubClass<Reference> for TextureArray

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impl SubClass<Reference> for TextureLayered

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impl SubClass<Reference> for Theme

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impl SubClass<Reference> for Thread

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impl SubClass<Reference> for TileSet

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impl SubClass<Reference> for Translation

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impl SubClass<Reference> for TriangleMesh

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impl SubClass<Reference> for Tweener

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impl SubClass<Reference> for UDPServer

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impl SubClass<Reference> for UPNP

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impl SubClass<Reference> for UPNPDevice

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impl SubClass<Reference> for VideoStream

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impl SubClass<Reference> for VideoStreamGDNative

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impl SubClass<Reference> for VideoStreamTheora

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impl SubClass<Reference> for VideoStreamWebm

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impl SubClass<Reference> for ViewportTexture

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impl SubClass<Reference> for VisualScript

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impl SubClass<Reference> for VisualScriptBasicTypeConstant

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impl SubClass<Reference> for VisualScriptBuiltinFunc

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impl SubClass<Reference> for VisualScriptClassConstant

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impl SubClass<Reference> for VisualScriptComment

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impl SubClass<Reference> for VisualScriptComposeArray

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impl SubClass<Reference> for VisualScriptCondition

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impl SubClass<Reference> for VisualScriptConstant

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impl SubClass<Reference> for VisualScriptConstructor

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impl SubClass<Reference> for VisualScriptCustomNode

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impl SubClass<Reference> for VisualScriptDeconstruct

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impl SubClass<Reference> for VisualScriptEmitSignal

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impl SubClass<Reference> for VisualScriptEngineSingleton

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impl SubClass<Reference> for VisualScriptExpression

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impl SubClass<Reference> for VisualScriptFunction

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impl SubClass<Reference> for VisualScriptFunctionCall

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impl SubClass<Reference> for VisualScriptFunctionState

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impl SubClass<Reference> for VisualScriptGlobalConstant

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impl SubClass<Reference> for VisualScriptIndexGet

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impl SubClass<Reference> for VisualScriptIndexSet

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impl SubClass<Reference> for VisualScriptInputAction

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impl SubClass<Reference> for VisualScriptIterator

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impl SubClass<Reference> for VisualScriptLists

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impl SubClass<Reference> for VisualScriptLocalVar

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impl SubClass<Reference> for VisualScriptLocalVarSet

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impl SubClass<Reference> for VisualScriptMathConstant

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impl SubClass<Reference> for VisualScriptNode

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impl SubClass<Reference> for VisualScriptOperator

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impl SubClass<Reference> for VisualScriptPreload

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impl SubClass<Reference> for VisualScriptPropertyGet

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impl SubClass<Reference> for VisualScriptPropertySet

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impl SubClass<Reference> for VisualScriptResourcePath

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impl SubClass<Reference> for VisualScriptReturn

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impl SubClass<Reference> for VisualScriptSceneNode

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impl SubClass<Reference> for VisualScriptSceneTree

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impl SubClass<Reference> for VisualScriptSelect

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impl SubClass<Reference> for VisualScriptSelf

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impl SubClass<Reference> for VisualScriptSequence

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impl SubClass<Reference> for VisualScriptSubCall

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impl SubClass<Reference> for VisualScriptSwitch

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impl SubClass<Reference> for VisualScriptTypeCast

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impl SubClass<Reference> for VisualScriptVariableGet

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impl SubClass<Reference> for VisualScriptVariableSet

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impl SubClass<Reference> for VisualScriptWhile

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impl SubClass<Reference> for VisualScriptYield

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impl SubClass<Reference> for VisualScriptYieldSignal

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impl SubClass<Reference> for VisualShader

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impl SubClass<Reference> for VisualShaderNode

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impl SubClass<Reference> for VisualShaderNodeBooleanConstant

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impl SubClass<Reference> for VisualShaderNodeBooleanUniform

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impl SubClass<Reference> for VisualShaderNodeColorConstant

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impl SubClass<Reference> for VisualShaderNodeColorFunc

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impl SubClass<Reference> for VisualShaderNodeColorOp

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impl SubClass<Reference> for VisualShaderNodeColorUniform

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impl SubClass<Reference> for VisualShaderNodeCompare

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impl SubClass<Reference> for VisualShaderNodeCubeMap

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impl SubClass<Reference> for VisualShaderNodeCubeMapUniform

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impl SubClass<Reference> for VisualShaderNodeCustom

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impl SubClass<Reference> for VisualShaderNodeDeterminant

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impl SubClass<Reference> for VisualShaderNodeDotProduct

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impl SubClass<Reference> for VisualShaderNodeExpression

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impl SubClass<Reference> for VisualShaderNodeFaceForward

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impl SubClass<Reference> for VisualShaderNodeFresnel

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impl SubClass<Reference> for VisualShaderNodeGlobalExpression

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impl SubClass<Reference> for VisualShaderNodeGroupBase

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impl SubClass<Reference> for VisualShaderNodeIf

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impl SubClass<Reference> for VisualShaderNodeInput

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impl SubClass<Reference> for VisualShaderNodeIs

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impl SubClass<Reference> for VisualShaderNodeOuterProduct

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impl SubClass<Reference> for VisualShaderNodeOutput

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impl SubClass<Reference> for VisualShaderNodeScalarClamp

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impl SubClass<Reference> for VisualShaderNodeScalarConstant

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impl SubClass<Reference> for VisualShaderNodeScalarDerivativeFunc

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impl SubClass<Reference> for VisualShaderNodeScalarFunc

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impl SubClass<Reference> for VisualShaderNodeScalarInterp

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impl SubClass<Reference> for VisualShaderNodeScalarOp

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impl SubClass<Reference> for VisualShaderNodeScalarSmoothStep

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impl SubClass<Reference> for VisualShaderNodeScalarSwitch

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impl SubClass<Reference> for VisualShaderNodeScalarUniform

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impl SubClass<Reference> for VisualShaderNodeSwitch

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impl SubClass<Reference> for VisualShaderNodeTexture

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impl SubClass<Reference> for VisualShaderNodeTextureUniform

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impl SubClass<Reference> for VisualShaderNodeTextureUniformTriplanar

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impl SubClass<Reference> for VisualShaderNodeTransformCompose

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impl SubClass<Reference> for VisualShaderNodeTransformConstant

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impl SubClass<Reference> for VisualShaderNodeTransformDecompose

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impl SubClass<Reference> for VisualShaderNodeTransformFunc

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impl SubClass<Reference> for VisualShaderNodeTransformMult

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impl SubClass<Reference> for VisualShaderNodeTransformUniform

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impl SubClass<Reference> for VisualShaderNodeTransformVecMult

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impl SubClass<Reference> for VisualShaderNodeUniform

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impl SubClass<Reference> for VisualShaderNodeUniformRef

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impl SubClass<Reference> for VisualShaderNodeVec3Constant

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impl SubClass<Reference> for VisualShaderNodeVec3Uniform

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impl SubClass<Reference> for VisualShaderNodeVectorClamp

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impl SubClass<Reference> for VisualShaderNodeVectorCompose

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impl SubClass<Reference> for VisualShaderNodeVectorDecompose

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impl SubClass<Reference> for VisualShaderNodeVectorDerivativeFunc

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impl SubClass<Reference> for VisualShaderNodeVectorDistance

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impl SubClass<Reference> for VisualShaderNodeVectorFunc

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impl SubClass<Reference> for VisualShaderNodeVectorInterp

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impl SubClass<Reference> for VisualShaderNodeVectorLen

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impl SubClass<Reference> for VisualShaderNodeVectorOp

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impl SubClass<Reference> for VisualShaderNodeVectorRefract

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impl SubClass<Reference> for VisualShaderNodeVectorScalarMix

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impl SubClass<Reference> for VisualShaderNodeVectorScalarSmoothStep

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impl SubClass<Reference> for VisualShaderNodeVectorScalarStep

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impl SubClass<Reference> for VisualShaderNodeVectorSmoothStep

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impl SubClass<Reference> for WeakRef

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impl SubClass<Reference> for WebRTCDataChannel

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impl SubClass<Reference> for WebRTCDataChannelGDNative

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impl SubClass<Reference> for WebRTCMultiplayer

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impl SubClass<Reference> for WebRTCPeerConnection

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impl SubClass<Reference> for WebRTCPeerConnectionGDNative

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impl SubClass<Reference> for WebSocketClient

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impl SubClass<Reference> for WebSocketMultiplayerPeer

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impl SubClass<Reference> for WebSocketPeer

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impl SubClass<Reference> for WebSocketServer

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impl SubClass<Reference> for WebXRInterface

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impl SubClass<Reference> for World

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impl SubClass<Reference> for World2D

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impl SubClass<Reference> for X509Certificate

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impl SubClass<Reference> for XMLParser

Auto Trait Implementations§

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fn type_id(&self) -> TypeId

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fn borrow(&self) -> &T

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impl<T> BorrowMut<T> for T
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fn borrow_mut(&mut self) -> &mut T

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impl<T> From<T> for T

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fn from(t: T) -> T

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impl<T, U> Into<U> for T
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fn into(self) -> U

Calls U::from(self).

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type Error = Infallible

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Performs the conversion.
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impl<T, U> TryInto<U> for T
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type Error = <U as TryFrom<T>>::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> SubClass<T> for T
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