Signal2
Signal support.
CameraServer.swift:264class Signal2
Use the connect(flags:_:)
method to connect to the signal on the container object, and disconnect(_:)
to drop the connection.
You can also await the emitted
property for waiting for a single emission of the signal.
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Types
enum FeedImage
class Signal1
Signal support.
Type members
static func addFeed(CameraFeed?
) Adds the camera
feed
to the camera server.static func feeds(
) -> ObjectCollection<CameraFeed> Returns an array of
CameraFeed
s.static func getFeed(index: Int32
) -> CameraFeed? Returns the
CameraFeed
corresponding to the camera with the givenindex
.static func getFeedCount(
) -> Int32 Returns the number of
CameraFeed
s registered.static func removeFeed(CameraFeed?
) Removes the specified camera
feed
.class var godotClassName: StringName
Instance members
var cameraFeedAdded: Signal1
Emitted when a
CameraFeed
is added (e.g. a webcam is plugged in).var cameraFeedRemoved: Signal2
Emitted when a
CameraFeed
is removed (e.g. a webcam is unplugged).
Citizens in SwiftGodot
Instance members
var emitted: Void
You can await this property to wait for the signal to be emitted once
func connect(flags: Object.ConnectFlags, @escaping (_ id: Int64) -> ()
) -> Object Connects the signal to the specified callback
func disconnect(Object
) Disconnects a signal that was previously connected, the return value from calling
connect(flags:_:)