Signal1
Signal support.
TextServerManager.swift:255class Signal1
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
class Signal2
Signal support.
Type members
static func addInterface(TextServer?
) Registers a
TextServer
interface.static func findInterface(name: String
) -> TextServer? Finds an interface by its
name
.static func getInterface(idx: Int32
) -> TextServer? Returns the interface registered at a given index.
static func getInterfaceCount(
) -> Int32 Returns the number of interfaces currently registered.
static func getInterfaces(
) -> VariantCollection<GDictionary> Returns a list of available interfaces, with the index and name of each interface.
static func getPrimaryInterface(
) -> TextServer? Returns the primary
TextServer
interface currently in use.static func removeInterface(TextServer?
) Removes an interface. All fonts and shaped text caches should be freed before removing an interface.
static func setPrimaryInterface(index: TextServer?
) Sets the primary
TextServer
interface.class var godotClassName: StringName
Instance members
var interfaceAdded: Signal1
Emitted when a new interface has been added.
var interfaceRemoved: Signal2
Emitted when an interface is removed.
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 (_ interfaceName: StringName) -> ()
) -> 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:_:)