proc getRoot*(self: SceneTree): Viewport {.gcsafe, locks: 0
.}
-
proc hasGroup*(self: SceneTree; name: string): bool {.gcsafe, locks: 0
.}
-
proc setAutoAcceptQuit*(self: SceneTree; enabled: bool) {.gcsafe, locks: 0
.}
-
proc setEditorHint*(self: SceneTree; enable: bool) {.gcsafe, locks: 0
.}
-
proc isEditorHint*(self: SceneTree): bool {.gcsafe, locks: 0
.}
-
proc setDebugCollisionsHint*(self: SceneTree; enable: bool) {.gcsafe, locks: 0
.}
-
proc isDebuggingCollisionsHint*(self: SceneTree): bool {.gcsafe, locks: 0
.}
-
proc setDebugNavigationHint*(self: SceneTree; enable: bool) {.gcsafe, locks: 0
.}
-
proc isDebuggingNavigationHint*(self: SceneTree): bool {.gcsafe, locks: 0
.}
-
proc setEditedSceneRoot*(self: SceneTree; scene: Node) {.gcsafe, locks: 0
.}
-
proc getEditedSceneRoot*(self: SceneTree): Node {.gcsafe, locks: 0
.}
-
proc setPause*(self: SceneTree; enable: bool) {.gcsafe, locks: 0
.}
-
proc isPaused*(self: SceneTree): bool {.gcsafe, locks: 0
.}
-
proc setInputAsHandled*(self: SceneTree) {.gcsafe, locks: 0
.}
-
proc isInputHandled*(self: SceneTree): bool {.gcsafe, locks: 0
.}
-
proc createTimer*(self: SceneTree; timeSec: float64; pauseModeProcess: bool = true): SceneTreeTimer {.
gcsafe, locks: 0
.}
-
proc getNodeCount*(self: SceneTree): int64 {.gcsafe, locks: 0
.}
-
proc getFrame*(self: SceneTree): int64 {.gcsafe, locks: 0
.}
-
proc quit*(self: SceneTree) {.gcsafe, locks: 0
.}
-
proc setScreenStretch*(self: SceneTree; mode: int64; aspect: int64; minsize: Vector2;
shrink: int64 = 1'i64) {.gcsafe, locks: 0
.}
-
proc queueDelete*(self: SceneTree; obj: Object) {.gcsafe, locks: 0
.}
-
proc callGroupFlags*(self: SceneTree; flags: int64; group: string; methodd: string;
variantArgs: varargs[Variant]) {.gcsafe, locks: 0
.}
-
proc notifyGroupFlags*(self: SceneTree; callFlags: int64; group: string;
notification: int64) {.gcsafe, locks: 0
.}
-
proc setGroupFlags*(self: SceneTree; callFlags: int64; group: string; property: string;
value: Variant) {.gcsafe, locks: 0
.}
-
proc callGroup*(self: SceneTree; group: string; methodd: string;
variantArgs: varargs[Variant]) {.gcsafe, locks: 0
.}
-
proc notifyGroup*(self: SceneTree; callFlags: string; group: int64) {.gcsafe, locks: 0
.}
-
proc setGroup*(self: SceneTree; callFlags: string; group: string; property: Variant) {.
gcsafe, locks: 0
.}
-
proc getNodesInGroup*(self: SceneTree; group: string): Array {.gcsafe, locks: 0
.}
-
proc setCurrentScene*(self: SceneTree; childNode: Node) {.gcsafe, locks: 0
.}
-
proc getCurrentScene*(self: SceneTree): Node {.gcsafe, locks: 0
.}
-
proc changeSceneImpl*(self: SceneTree; path: string): int64 {.gcsafe, locks: 0
.}
-
proc changeSceneTo*(self: SceneTree; packedScene: PackedScene): int64 {.gcsafe,
locks: 0
.}
-
proc reloadCurrentScene*(self: SceneTree): int64 {.gcsafe, locks: 0
.}
-
proc setNetworkPeer*(self: SceneTree; peer: NetworkedMultiplayerPeer) {.gcsafe,
locks: 0
.}
-
proc isNetworkServer*(self: SceneTree): bool {.gcsafe, locks: 0
.}
-
proc hasNetworkPeer*(self: SceneTree): bool {.gcsafe, locks: 0
.}
-
proc getNetworkConnectedPeers*(self: SceneTree): PoolIntArray {.gcsafe, locks: 0
.}
-
proc getNetworkUniqueId*(self: SceneTree): int64 {.gcsafe, locks: 0
.}
-
proc setRefuseNewNetworkConnections*(self: SceneTree; refuse: bool) {.gcsafe, locks: 0
.}
-
proc isRefusingNewNetworkConnections*(self: SceneTree): bool {.gcsafe, locks: 0
.}
-