Module scene_tree

Consts

GROUP_CALL_DEFAULT* = 0'i64
GROUP_CALL_REVERSE* = 1'i64
GROUP_CALL_REALTIME* = 2'i64
GROUP_CALL_UNIQUE* = 4'i64
STRETCH_MODE_DISABLED* = 0'i64
STRETCH_MODE_2D* = 1'i64
STRETCH_MODE_VIEWPORT* = 2'i64
STRETCH_ASPECT_IGNORE* = 0'i64
STRETCH_ASPECT_KEEP* = 1'i64
STRETCH_ASPECT_KEEP_WIDTH* = 2'i64
STRETCH_ASPECT_KEEP_HEIGHT* = 3'i64

Procs

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]): 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]): Variant {.
gcsafe, locks: 0
.}
proc notifyGroup*(self: SceneTree; group: string; notification: int64) {.
gcsafe, locks: 0
.}
proc setGroup*(self: SceneTree; group: string; property: string; value: 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
.}

Methods

method changeScene*(self: SceneTree; arg0: Node) {.
gcsafe, locks: 0, base
.}
method networkPeerConnected*(self: SceneTree; arg0: int64) {.
gcsafe, locks: 0, base
.}
method networkPeerDisconnected*(self: SceneTree; arg0: int64) {.
gcsafe, locks: 0, base
.}
method connectedToServer*(self: SceneTree) {.
gcsafe, locks: 0, base
.}
method connectionFailed*(self: SceneTree) {.
gcsafe, locks: 0, base
.}
method serverDisconnected*(self: SceneTree) {.
gcsafe, locks: 0, base
.}