1 /**
2 Base class for all $(I scene) objects.
3 
4 Copyright:
5 Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur.  
6 Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md)  
7 Copyright (c) 2017-2018 Godot-D contributors  
8 
9 License: $(LINK2 https://opensource.org/licenses/MIT, MIT License)
10 
11 
12 */
13 module godot.node;
14 import std.meta : AliasSeq, staticIndexOf;
15 import std.traits : Unqual;
16 import godot.d.meta;
17 import godot.core;
18 import godot.c;
19 import godot.d.bind;
20 import godot.d.reference;
21 import godot.object;
22 import godot.classdb;
23 import godot.inputevent;
24 import godot.inputeventkey;
25 import godot.scenetree;
26 import godot.viewport;
27 import godot.multiplayerapi;
28 /**
29 Base class for all $(I scene) objects.
30 
31 Nodes are Godot's building blocks. They can be assigned as the child of another node, resulting in a tree arrangement. A given node can contain any number of nodes as children with the requirement that all siblings (direct children of a node) should have unique names.
32 A tree of nodes is called a $(I scene). Scenes can be saved to the disk and then instanced into other scenes. This allows for very high flexibility in the architecture and data model of Godot projects.
33 $(B Scene tree:) The $(D SceneTree) contains the active tree of nodes. When a node is added to the scene tree, it receives the NOTIFICATION_ENTER_TREE notification and its $(D _enterTree) callback is triggered. Child nodes are always added $(I after) their parent node, i.e. the $(D _enterTree) callback of a parent node will be triggered before its child's.
34 Once all nodes have been added in the scene tree, they receive the NOTIFICATION_READY notification and their respective $(D _ready) callbacks are triggered. For groups of nodes, the $(D _ready) callback is called in reverse order, starting with the children and moving up to the parent nodes.
35 This means that when adding a node to the scene tree, the following order will be used for the callbacks: $(D _enterTree) of the parent, $(D _enterTree) of the children, $(D _ready) of the children and finally $(D _ready) of the parent (recursively for the entire scene tree).
36 $(B Processing:) Nodes can override the "process" state, so that they receive a callback on each frame requesting them to process (do something). Normal processing (callback $(D _process), toggled with $(D setProcess)) happens as fast as possible and is dependent on the frame rate, so the processing time $(I delta) is passed as an argument. Physics processing (callback $(D _physicsProcess), toggled with $(D setPhysicsProcess)) happens a fixed number of times per second (60 by default) and is useful for code related to the physics engine.
37 Nodes can also process input events. When present, the $(D _input) function will be called for each input that the program receives. In many cases, this can be overkill (unless used for simple projects), and the $(D _unhandledInput) function might be preferred; it is called when the input event was not handled by anyone else (typically, GUI $(D Control) nodes), ensuring that the node only receives the events that were meant for it.
38 To keep track of the scene hierarchy (especially when instancing scenes into other scenes), an "owner" can be set for the node with $(D setOwner). This keeps track of who instanced what. This is mostly useful when writing editors and tools, though.
39 Finally, when a node is freed with $(D GodotObject.free) or $(D queueFree), it will also free all its children.
40 $(B Groups:) Nodes can be added to as many groups as you want to be easy to manage, you could create groups like "enemies" or "collectables" for example, depending on your game. See $(D addToGroup), $(D isInGroup) and $(D removeFromGroup). You can then retrieve all nodes in these groups, iterate them and even call methods on groups via the methods on $(D SceneTree).
41 $(B Networking with nodes:) After connecting to a server (or making one, see $(D NetworkedMultiplayerENet)) it is possible to use the built-in RPC (remote procedure call) system to communicate over the network. By calling $(D rpc) with a method name, it will be called locally and in all connected peers (peers = clients and the server that accepts connections). To identify which node receives the RPC call Godot will use its $(D NodePath) (make sure node names are the same on all peers). Also take a look at the high-level networking tutorial and corresponding demos.
42 */
43 @GodotBaseClass struct Node
44 {
45 	enum string _GODOT_internal_name = "Node";
46 public:
47 @nogc nothrow:
48 	union { godot_object _godot_object; GodotObject _GODOT_base; }
49 	alias _GODOT_base this;
50 	alias BaseClasses = AliasSeq!(typeof(_GODOT_base), typeof(_GODOT_base).BaseClasses);
51 	package(godot) __gshared bool _classBindingInitialized = false;
52 	package(godot) static struct _classBinding
53 	{
54 		__gshared:
55 		@GodotName("_process") GodotMethod!(void, double) _process;
56 		@GodotName("_physics_process") GodotMethod!(void, double) _physicsProcess;
57 		@GodotName("_enter_tree") GodotMethod!(void) _enterTree;
58 		@GodotName("_exit_tree") GodotMethod!(void) _exitTree;
59 		@GodotName("_ready") GodotMethod!(void) _ready;
60 		@GodotName("_input") GodotMethod!(void, InputEvent) _input;
61 		@GodotName("_unhandled_input") GodotMethod!(void, InputEvent) _unhandledInput;
62 		@GodotName("_unhandled_key_input") GodotMethod!(void, InputEventKey) _unhandledKeyInput;
63 		@GodotName("_get_configuration_warning") GodotMethod!(String) _getConfigurationWarning;
64 		@GodotName("add_child_below_node") GodotMethod!(void, GodotObject, GodotObject, bool) addChildBelowNode;
65 		@GodotName("set_name") GodotMethod!(void, String) setName;
66 		@GodotName("get_name") GodotMethod!(String) getName;
67 		@GodotName("add_child") GodotMethod!(void, GodotObject, bool) addChild;
68 		@GodotName("remove_child") GodotMethod!(void, GodotObject) removeChild;
69 		@GodotName("get_child_count") GodotMethod!(long) getChildCount;
70 		@GodotName("get_children") GodotMethod!(Array) getChildren;
71 		@GodotName("get_child") GodotMethod!(Node, long) getChild;
72 		@GodotName("has_node") GodotMethod!(bool, NodePath) hasNode;
73 		@GodotName("get_node") GodotMethod!(Node, NodePath) getNode;
74 		@GodotName("get_parent") GodotMethod!(Node) getParent;
75 		@GodotName("find_node") GodotMethod!(Node, String, bool, bool) findNode;
76 		@GodotName("find_parent") GodotMethod!(Node, String) findParent;
77 		@GodotName("has_node_and_resource") GodotMethod!(bool, NodePath) hasNodeAndResource;
78 		@GodotName("get_node_and_resource") GodotMethod!(Array, NodePath) getNodeAndResource;
79 		@GodotName("is_inside_tree") GodotMethod!(bool) isInsideTree;
80 		@GodotName("is_a_parent_of") GodotMethod!(bool, GodotObject) isAParentOf;
81 		@GodotName("is_greater_than") GodotMethod!(bool, GodotObject) isGreaterThan;
82 		@GodotName("get_path") GodotMethod!(NodePath) getPath;
83 		@GodotName("get_path_to") GodotMethod!(NodePath, GodotObject) getPathTo;
84 		@GodotName("add_to_group") GodotMethod!(void, String, bool) addToGroup;
85 		@GodotName("remove_from_group") GodotMethod!(void, String) removeFromGroup;
86 		@GodotName("is_in_group") GodotMethod!(bool, String) isInGroup;
87 		@GodotName("move_child") GodotMethod!(void, GodotObject, long) moveChild;
88 		@GodotName("get_groups") GodotMethod!(Array) getGroups;
89 		@GodotName("raise") GodotMethod!(void) raise;
90 		@GodotName("set_owner") GodotMethod!(void, GodotObject) setOwner;
91 		@GodotName("get_owner") GodotMethod!(Node) getOwner;
92 		@GodotName("remove_and_skip") GodotMethod!(void) removeAndSkip;
93 		@GodotName("get_index") GodotMethod!(long) getIndex;
94 		@GodotName("print_tree") GodotMethod!(void) printTree;
95 		@GodotName("print_tree_pretty") GodotMethod!(void) printTreePretty;
96 		@GodotName("set_filename") GodotMethod!(void, String) setFilename;
97 		@GodotName("get_filename") GodotMethod!(String) getFilename;
98 		@GodotName("propagate_notification") GodotMethod!(void, long) propagateNotification;
99 		@GodotName("propagate_call") GodotMethod!(void, String, Array, bool) propagateCall;
100 		@GodotName("set_physics_process") GodotMethod!(void, bool) setPhysicsProcess;
101 		@GodotName("get_physics_process_delta_time") GodotMethod!(double) getPhysicsProcessDeltaTime;
102 		@GodotName("is_physics_processing") GodotMethod!(bool) isPhysicsProcessing;
103 		@GodotName("get_process_delta_time") GodotMethod!(double) getProcessDeltaTime;
104 		@GodotName("set_process") GodotMethod!(void, bool) setProcess;
105 		@GodotName("set_process_priority") GodotMethod!(void, long) setProcessPriority;
106 		@GodotName("is_processing") GodotMethod!(bool) isProcessing;
107 		@GodotName("set_process_input") GodotMethod!(void, bool) setProcessInput;
108 		@GodotName("is_processing_input") GodotMethod!(bool) isProcessingInput;
109 		@GodotName("set_process_unhandled_input") GodotMethod!(void, bool) setProcessUnhandledInput;
110 		@GodotName("is_processing_unhandled_input") GodotMethod!(bool) isProcessingUnhandledInput;
111 		@GodotName("set_process_unhandled_key_input") GodotMethod!(void, bool) setProcessUnhandledKeyInput;
112 		@GodotName("is_processing_unhandled_key_input") GodotMethod!(bool) isProcessingUnhandledKeyInput;
113 		@GodotName("set_pause_mode") GodotMethod!(void, long) setPauseMode;
114 		@GodotName("get_pause_mode") GodotMethod!(Node.PauseMode) getPauseMode;
115 		@GodotName("can_process") GodotMethod!(bool) canProcess;
116 		@GodotName("print_stray_nodes") GodotMethod!(void) printStrayNodes;
117 		@GodotName("get_position_in_parent") GodotMethod!(long) getPositionInParent;
118 		@GodotName("set_display_folded") GodotMethod!(void, bool) setDisplayFolded;
119 		@GodotName("is_displayed_folded") GodotMethod!(bool) isDisplayedFolded;
120 		@GodotName("set_process_internal") GodotMethod!(void, bool) setProcessInternal;
121 		@GodotName("is_processing_internal") GodotMethod!(bool) isProcessingInternal;
122 		@GodotName("set_physics_process_internal") GodotMethod!(void, bool) setPhysicsProcessInternal;
123 		@GodotName("is_physics_processing_internal") GodotMethod!(bool) isPhysicsProcessingInternal;
124 		@GodotName("get_tree") GodotMethod!(SceneTree) getTree;
125 		@GodotName("duplicate") GodotMethod!(Node, long) duplicate;
126 		@GodotName("replace_by") GodotMethod!(void, GodotObject, bool) replaceBy;
127 		@GodotName("set_scene_instance_load_placeholder") GodotMethod!(void, bool) setSceneInstanceLoadPlaceholder;
128 		@GodotName("get_scene_instance_load_placeholder") GodotMethod!(bool) getSceneInstanceLoadPlaceholder;
129 		@GodotName("get_viewport") GodotMethod!(Viewport) getViewport;
130 		@GodotName("queue_free") GodotMethod!(void) queueFree;
131 		@GodotName("request_ready") GodotMethod!(void) requestReady;
132 		@GodotName("set_network_master") GodotMethod!(void, long, bool) setNetworkMaster;
133 		@GodotName("get_network_master") GodotMethod!(long) getNetworkMaster;
134 		@GodotName("is_network_master") GodotMethod!(bool) isNetworkMaster;
135 		@GodotName("get_multiplayer") GodotMethod!(MultiplayerAPI) getMultiplayer;
136 		@GodotName("get_custom_multiplayer") GodotMethod!(MultiplayerAPI) getCustomMultiplayer;
137 		@GodotName("set_custom_multiplayer") GodotMethod!(void, MultiplayerAPI) setCustomMultiplayer;
138 		@GodotName("rpc_config") GodotMethod!(void, String, long) rpcConfig;
139 		@GodotName("rset_config") GodotMethod!(void, String, long) rsetConfig;
140 		@GodotName("_set_import_path") GodotMethod!(void, NodePath) _setImportPath;
141 		@GodotName("_get_import_path") GodotMethod!(NodePath) _getImportPath;
142 		@GodotName("rpc") GodotMethod!(Variant, String, GodotVarArgs) rpc;
143 		@GodotName("rpc_unreliable") GodotMethod!(Variant, String, GodotVarArgs) rpcUnreliable;
144 		@GodotName("rpc_id") GodotMethod!(Variant, long, String, GodotVarArgs) rpcId;
145 		@GodotName("rpc_unreliable_id") GodotMethod!(Variant, long, String, GodotVarArgs) rpcUnreliableId;
146 		@GodotName("rset") GodotMethod!(void, String, Variant) rset;
147 		@GodotName("rset_id") GodotMethod!(void, long, String, Variant) rsetId;
148 		@GodotName("rset_unreliable") GodotMethod!(void, String, Variant) rsetUnreliable;
149 		@GodotName("rset_unreliable_id") GodotMethod!(void, long, String, Variant) rsetUnreliableId;
150 	}
151 	bool opEquals(in Node other) const { return _godot_object.ptr is other._godot_object.ptr; }
152 	Node opAssign(T : typeof(null))(T n) { _godot_object.ptr = null; }
153 	bool opEquals(typeof(null) n) const { return _godot_object.ptr is null; }
154 	mixin baseCasts;
155 	static Node _new()
156 	{
157 		static godot_class_constructor constructor;
158 		if(constructor is null) constructor = _godot_api.godot_get_class_constructor("Node");
159 		if(constructor is null) return typeof(this).init;
160 		return cast(Node)(constructor());
161 	}
162 	@disable new(size_t s);
163 	/// 
164 	enum PauseMode : int
165 	{
166 		/**
167 		Inherits pause mode from the node's parent. For the root node, it is equivalent to PAUSE_MODE_STOP. Default.
168 		*/
169 		pauseModeInherit = 0,
170 		/**
171 		Stop processing when the $(D SceneTree) is paused.
172 		*/
173 		pauseModeStop = 1,
174 		/**
175 		Continue to process regardless of the $(D SceneTree) pause state.
176 		*/
177 		pauseModeProcess = 2,
178 	}
179 	/// 
180 	enum DuplicateFlags : int
181 	{
182 		/**
183 		Duplicate the node's signals.
184 		*/
185 		duplicateSignals = 1,
186 		/**
187 		Duplicate the node's groups.
188 		*/
189 		duplicateGroups = 2,
190 		/**
191 		Duplicate the node's scripts.
192 		*/
193 		duplicateScripts = 4,
194 		/**
195 		Duplicate using instancing.
196 		*/
197 		duplicateUseInstancing = 8,
198 	}
199 	/// 
200 	enum Constants : int
201 	{
202 		pauseModeInherit = 0,
203 		duplicateSignals = 1,
204 		pauseModeStop = 1,
205 		duplicateGroups = 2,
206 		pauseModeProcess = 2,
207 		duplicateScripts = 4,
208 		duplicateUseInstancing = 8,
209 		/**
210 		Notification received when the node enters a $(D SceneTree).
211 		*/
212 		notificationEnterTree = 10,
213 		/**
214 		Notification received when the node is about to exit a $(D SceneTree).
215 		*/
216 		notificationExitTree = 11,
217 		/**
218 		Notification received when the node is moved in the parent.
219 		*/
220 		notificationMovedInParent = 12,
221 		/**
222 		Notification received when the node is ready. See $(D _ready).
223 		*/
224 		notificationReady = 13,
225 		/**
226 		Notification received when the node is paused.
227 		*/
228 		notificationPaused = 14,
229 		/**
230 		Notification received when the node is unpaused.
231 		*/
232 		notificationUnpaused = 15,
233 		/**
234 		Notification received every frame when the physics process flag is set (see $(D setPhysicsProcess)).
235 		*/
236 		notificationPhysicsProcess = 16,
237 		/**
238 		Notification received every frame when the process flag is set (see $(D setProcess)).
239 		*/
240 		notificationProcess = 17,
241 		/**
242 		Notification received when a node is set as a child of another node. Note that this doesn't mean that a node entered the Scene Tree.
243 		*/
244 		notificationParented = 18,
245 		/**
246 		Notification received when a node is unparented (parent removed it from the list of children).
247 		*/
248 		notificationUnparented = 19,
249 		/**
250 		Notification received when the node is instanced.
251 		*/
252 		notificationInstanced = 20,
253 		/**
254 		Notification received when a drag begins.
255 		*/
256 		notificationDragBegin = 21,
257 		/**
258 		Notification received when a drag ends.
259 		*/
260 		notificationDragEnd = 22,
261 		/**
262 		Notification received when the node's $(D NodePath) changed.
263 		*/
264 		notificationPathChanged = 23,
265 		/**
266 		Notification received when translations may have changed. Can be triggered by the user changing the locale. Can be used to respond to language changes, for example to change the UI strings on the fly. Useful when working with the built-in translation support, like $(D GodotObject.tr).
267 		*/
268 		notificationTranslationChanged = 24,
269 		/**
270 		Notification received every frame when the internal process flag is set (see $(D setProcessInternal)).
271 		*/
272 		notificationInternalProcess = 25,
273 		/**
274 		Notification received every frame when the internal physics process flag is set (see $(D setPhysicsProcessInternal)).
275 		*/
276 		notificationInternalPhysicsProcess = 26,
277 	}
278 	/**
279 	Called during the processing step of the main loop. Processing happens at every frame and as fast as possible, so the `delta` time since the previous frame is not constant.
280 	It is only called if processing is enabled, which is done automatically if this method is overridden, and can be toggled with $(D setProcess).
281 	Corresponds to the NOTIFICATION_PROCESS notification in $(D GodotObject._notification).
282 	*/
283 	void _process(in double delta)
284 	{
285 		Array _GODOT_args = Array.empty_array;
286 		_GODOT_args.append(delta);
287 		String _GODOT_method_name = String("_process");
288 		this.callv(_GODOT_method_name, _GODOT_args);
289 	}
290 	/**
291 	Called during the physics processing step of the main loop. Physics processing means that the frame rate is synced to the physics, i.e. the `delta` variable should be constant.
292 	It is only called if physics processing is enabled, which is done automatically if this method is overridden, and can be toggled with $(D setPhysicsProcess).
293 	Corresponds to the NOTIFICATION_PHYSICS_PROCESS notification in $(D GodotObject._notification).
294 	*/
295 	void _physicsProcess(in double delta)
296 	{
297 		Array _GODOT_args = Array.empty_array;
298 		_GODOT_args.append(delta);
299 		String _GODOT_method_name = String("_physics_process");
300 		this.callv(_GODOT_method_name, _GODOT_args);
301 	}
302 	/**
303 	Called when the node enters the $(D SceneTree) (e.g. upon instancing, scene changing, or after calling $(D addChild) in a script). If the node has children, its $(D _enterTree) callback will be called first, and then that of the children.
304 	Corresponds to the NOTIFICATION_ENTER_TREE notification in $(D GodotObject._notification).
305 	*/
306 	void _enterTree()
307 	{
308 		Array _GODOT_args = Array.empty_array;
309 		String _GODOT_method_name = String("_enter_tree");
310 		this.callv(_GODOT_method_name, _GODOT_args);
311 	}
312 	/**
313 	Called when the node is about to leave the $(D SceneTree) (e.g. upon freeing, scene changing, or after calling $(D removeChild) in a script). If the node has children, its $(D _exitTree) callback will be called last, after all its children have left the tree.
314 	Corresponds to the NOTIFICATION_EXIT_TREE notification in $(D GodotObject._notification) and signal $(D treeExiting). To get notified when the node has already left the active tree, connect to the $(D treeExited)
315 	*/
316 	void _exitTree()
317 	{
318 		Array _GODOT_args = Array.empty_array;
319 		String _GODOT_method_name = String("_exit_tree");
320 		this.callv(_GODOT_method_name, _GODOT_args);
321 	}
322 	/**
323 	Called when the node is "ready", i.e. when both the node and its children have entered the scene tree. If the node has children, their $(D _ready) callbacks get triggered first, and the parent node will receive the ready notification afterwards.
324 	Corresponds to the NOTIFICATION_READY notification in $(D GodotObject._notification). See also the `onready` keyword for variables.
325 	Usually used for initialization. For even earlier initialization, $(D GodotObject._init) may be used. Also see $(D _enterTree).
326 	*/
327 	void _ready()
328 	{
329 		Array _GODOT_args = Array.empty_array;
330 		String _GODOT_method_name = String("_ready");
331 		this.callv(_GODOT_method_name, _GODOT_args);
332 	}
333 	/**
334 	Called when there is an input event. The input event propagates up through the node tree until a node consumes it.
335 	It is only called if input processing is enabled, which is done automatically if this method is overridden, and can be toggled with $(D setProcessInput).
336 	To consume the input event and stop it propagating further to other nodes, $(D SceneTree.setInputAsHandled) can be called.
337 	For gameplay input, $(D _unhandledInput) and $(D _unhandledKeyInput) are usually a better fit as they allow the GUI to intercept the events first.
338 	*/
339 	void _input(InputEvent event)
340 	{
341 		Array _GODOT_args = Array.empty_array;
342 		_GODOT_args.append(event);
343 		String _GODOT_method_name = String("_input");
344 		this.callv(_GODOT_method_name, _GODOT_args);
345 	}
346 	/**
347 	Called when an $(D InputEvent) hasn't been consumed by $(D _input) or any GUI. The input event propagates up through the node tree until a node consumes it.
348 	It is only called if unhandled input processing is enabled, which is done automatically if this method is overridden, and can be toggled with $(D setProcessUnhandledInput).
349 	To consume the input event and stop it propagating further to other nodes, $(D SceneTree.setInputAsHandled) can be called.
350 	For gameplay input, this and $(D _unhandledKeyInput) are usually a better fit than $(D _input) as they allow the GUI to intercept the events first.
351 	*/
352 	void _unhandledInput(InputEvent event)
353 	{
354 		Array _GODOT_args = Array.empty_array;
355 		_GODOT_args.append(event);
356 		String _GODOT_method_name = String("_unhandled_input");
357 		this.callv(_GODOT_method_name, _GODOT_args);
358 	}
359 	/**
360 	Called when an $(D InputEventKey) hasn't been consumed by $(D _input) or any GUI. The input event propagates up through the node tree until a node consumes it.
361 	It is only called if unhandled key input processing is enabled, which is done automatically if this method is overridden, and can be toggled with $(D setProcessUnhandledKeyInput).
362 	To consume the input event and stop it propagating further to other nodes, $(D SceneTree.setInputAsHandled) can be called.
363 	For gameplay input, this and $(D _unhandledInput) are usually a better fit than $(D _input) as they allow the GUI to intercept the events first.
364 	*/
365 	void _unhandledKeyInput(InputEventKey event)
366 	{
367 		Array _GODOT_args = Array.empty_array;
368 		_GODOT_args.append(event);
369 		String _GODOT_method_name = String("_unhandled_key_input");
370 		this.callv(_GODOT_method_name, _GODOT_args);
371 	}
372 	/**
373 	
374 	*/
375 	String _getConfigurationWarning()
376 	{
377 		Array _GODOT_args = Array.empty_array;
378 		String _GODOT_method_name = String("_get_configuration_warning");
379 		return this.callv(_GODOT_method_name, _GODOT_args).as!(RefOrT!String);
380 	}
381 	/**
382 	Adds a child node. The child is placed below the given node in the list of children.
383 	Setting "legible_unique_name" `true` creates child nodes with human-readable names, based on the name of the node being instanced instead of its type.
384 	*/
385 	void addChildBelowNode(GodotObject node, GodotObject child_node, in bool legible_unique_name = false)
386 	{
387 		checkClassBinding!(typeof(this))();
388 		ptrcall!(void)(_classBinding.addChildBelowNode, _godot_object, node, child_node, legible_unique_name);
389 	}
390 	/**
391 	
392 	*/
393 	void setName(StringArg0)(in StringArg0 name)
394 	{
395 		checkClassBinding!(typeof(this))();
396 		ptrcall!(void)(_classBinding.setName, _godot_object, name);
397 	}
398 	/**
399 	
400 	*/
401 	String getName() const
402 	{
403 		checkClassBinding!(typeof(this))();
404 		return ptrcall!(String)(_classBinding.getName, _godot_object);
405 	}
406 	/**
407 	Adds a child node. Nodes can have any number of children, but every child must have a unique name. Child nodes are automatically deleted when the parent node is deleted, so an entire scene can be removed by deleting its topmost node.
408 	Setting "legible_unique_name" `true` creates child nodes with human-readable names, based on the name of the node being instanced instead of its type.
409 	*/
410 	void addChild(GodotObject node, in bool legible_unique_name = false)
411 	{
412 		checkClassBinding!(typeof(this))();
413 		ptrcall!(void)(_classBinding.addChild, _godot_object, node, legible_unique_name);
414 	}
415 	/**
416 	Removes a child node. The node is NOT deleted and must be deleted manually.
417 	*/
418 	void removeChild(GodotObject node)
419 	{
420 		checkClassBinding!(typeof(this))();
421 		ptrcall!(void)(_classBinding.removeChild, _godot_object, node);
422 	}
423 	/**
424 	Returns the number of child nodes.
425 	*/
426 	long getChildCount() const
427 	{
428 		checkClassBinding!(typeof(this))();
429 		return ptrcall!(long)(_classBinding.getChildCount, _godot_object);
430 	}
431 	/**
432 	Returns an array of references to node's children.
433 	*/
434 	Array getChildren() const
435 	{
436 		checkClassBinding!(typeof(this))();
437 		return ptrcall!(Array)(_classBinding.getChildren, _godot_object);
438 	}
439 	/**
440 	Returns a child node by its index (see $(D getChildCount)). This method is often used for iterating all children of a node.
441 	To access a child node via its name, use $(D getNode).
442 	*/
443 	Node getChild(in long idx) const
444 	{
445 		checkClassBinding!(typeof(this))();
446 		return ptrcall!(Node)(_classBinding.getChild, _godot_object, idx);
447 	}
448 	/**
449 	Returns `true` if the node that the $(D NodePath) points to exists.
450 	*/
451 	bool hasNode(NodePathArg0)(in NodePathArg0 path) const
452 	{
453 		checkClassBinding!(typeof(this))();
454 		return ptrcall!(bool)(_classBinding.hasNode, _godot_object, path);
455 	}
456 	/**
457 	Fetches a node. The $(D NodePath) can be either a relative path (from the current node) or an absolute path (in the scene tree) to a node. If the path does not exist, a `null instance` is returned and attempts to access it will result in an "Attempt to call <method> on a null instance." error.
458 	$(B Note:) Fetching absolute paths only works when the node is inside the scene tree (see $(D isInsideTree)).
459 	$(B Example:) Assume your current node is Character and the following tree:
460 	
461 	
462 	/root
463 	/root/Character
464 	/root/Character/Sword
465 	/root/Character/Backpack/Dagger
466 	/root/MyGame
467 	/root/Swamp/Alligator
468 	/root/Swamp/Mosquito
469 	/root/Swamp/Goblin
470 	
471 	
472 	Possible paths are:
473 	
474 	
475 	get_node("Sword")
476 	get_node("Backpack/Dagger")
477 	get_node("../Swamp/Alligator")
478 	get_node("/root/MyGame")
479 	
480 	
481 	*/
482 	Node getNode(NodePathArg0)(in NodePathArg0 path) const
483 	{
484 		checkClassBinding!(typeof(this))();
485 		return ptrcall!(Node)(_classBinding.getNode, _godot_object, path);
486 	}
487 	/**
488 	Returns the parent node of the current node, or an empty `Node` if the node lacks a parent.
489 	*/
490 	Node getParent() const
491 	{
492 		checkClassBinding!(typeof(this))();
493 		return ptrcall!(Node)(_classBinding.getParent, _godot_object);
494 	}
495 	/**
496 	Finds a descendant of this node whose name matches `mask` as in $(D String.match) (i.e. case sensitive, but '*' matches zero or more characters and '?' matches any single character except '.'). Note that it does not match against the full path, just against individual node names.
497 	If `owned` is `true`, this method only finds nodes whose owner is this node. This is especially important for scenes instantiated through script, because those scenes don't have an owner.
498 	*/
499 	Node findNode(StringArg0)(in StringArg0 mask, in bool recursive = true, in bool owned = true) const
500 	{
501 		checkClassBinding!(typeof(this))();
502 		return ptrcall!(Node)(_classBinding.findNode, _godot_object, mask, recursive, owned);
503 	}
504 	/**
505 	Finds the first parent of the current node whose name matches `mask` as in $(D String.match) (i.e. case sensitive, but '*' matches zero or more characters and '?' matches any single character except '.'). Note that it does not match against the full path, just against individual node names.
506 	*/
507 	Node findParent(StringArg0)(in StringArg0 mask) const
508 	{
509 		checkClassBinding!(typeof(this))();
510 		return ptrcall!(Node)(_classBinding.findParent, _godot_object, mask);
511 	}
512 	/**
513 	
514 	*/
515 	bool hasNodeAndResource(NodePathArg0)(in NodePathArg0 path) const
516 	{
517 		checkClassBinding!(typeof(this))();
518 		return ptrcall!(bool)(_classBinding.hasNodeAndResource, _godot_object, path);
519 	}
520 	/**
521 	
522 	*/
523 	Array getNodeAndResource(NodePathArg0)(in NodePathArg0 path)
524 	{
525 		checkClassBinding!(typeof(this))();
526 		return ptrcall!(Array)(_classBinding.getNodeAndResource, _godot_object, path);
527 	}
528 	/**
529 	Returns `true` if this node is currently inside a $(D SceneTree).
530 	*/
531 	bool isInsideTree() const
532 	{
533 		checkClassBinding!(typeof(this))();
534 		return ptrcall!(bool)(_classBinding.isInsideTree, _godot_object);
535 	}
536 	/**
537 	Returns `true` if the given node is a direct or indirect child of the current node.
538 	*/
539 	bool isAParentOf(GodotObject node) const
540 	{
541 		checkClassBinding!(typeof(this))();
542 		return ptrcall!(bool)(_classBinding.isAParentOf, _godot_object, node);
543 	}
544 	/**
545 	Returns `true` if the given node occurs later in the scene hierarchy than the current node.
546 	*/
547 	bool isGreaterThan(GodotObject node) const
548 	{
549 		checkClassBinding!(typeof(this))();
550 		return ptrcall!(bool)(_classBinding.isGreaterThan, _godot_object, node);
551 	}
552 	/**
553 	Returns the absolute path of the current node. This only works if the current node is inside the scene tree (see $(D isInsideTree)).
554 	*/
555 	NodePath getPath() const
556 	{
557 		checkClassBinding!(typeof(this))();
558 		return ptrcall!(NodePath)(_classBinding.getPath, _godot_object);
559 	}
560 	/**
561 	Returns the relative $(D NodePath) from this node to the specified `node`. Both nodes must be in the same scene or the function will fail.
562 	*/
563 	NodePath getPathTo(GodotObject node) const
564 	{
565 		checkClassBinding!(typeof(this))();
566 		return ptrcall!(NodePath)(_classBinding.getPathTo, _godot_object, node);
567 	}
568 	/**
569 	Adds the node to a group. Groups are helpers to name and organize a subset of nodes, for example "enemies" or "collectables". A node can be in any number of groups. Nodes can be assigned a group at any time, but will not be added until they are inside the scene tree (see $(D isInsideTree)). See notes in the description, and the group methods in $(D SceneTree).
570 	*/
571 	void addToGroup(StringArg0)(in StringArg0 group, in bool persistent = false)
572 	{
573 		checkClassBinding!(typeof(this))();
574 		ptrcall!(void)(_classBinding.addToGroup, _godot_object, group, persistent);
575 	}
576 	/**
577 	Removes a node from a group. See notes in the description, and the group methods in $(D SceneTree).
578 	*/
579 	void removeFromGroup(StringArg0)(in StringArg0 group)
580 	{
581 		checkClassBinding!(typeof(this))();
582 		ptrcall!(void)(_classBinding.removeFromGroup, _godot_object, group);
583 	}
584 	/**
585 	Returns `true` if this node is in the specified group. See notes in the description, and the group methods in $(D SceneTree).
586 	*/
587 	bool isInGroup(StringArg0)(in StringArg0 group) const
588 	{
589 		checkClassBinding!(typeof(this))();
590 		return ptrcall!(bool)(_classBinding.isInGroup, _godot_object, group);
591 	}
592 	/**
593 	Moves a child node to a different position (order) amongst the other children. Since calls, signals, etc are performed by tree order, changing the order of children nodes may be useful.
594 	*/
595 	void moveChild(GodotObject child_node, in long to_position)
596 	{
597 		checkClassBinding!(typeof(this))();
598 		ptrcall!(void)(_classBinding.moveChild, _godot_object, child_node, to_position);
599 	}
600 	/**
601 	Returns an array listing the groups that the node is a member of.
602 	*/
603 	Array getGroups() const
604 	{
605 		checkClassBinding!(typeof(this))();
606 		return ptrcall!(Array)(_classBinding.getGroups, _godot_object);
607 	}
608 	/**
609 	Moves this node to the top of the array of nodes of the parent node. This is often useful in GUIs ($(D Control) nodes), because their order of drawing depends on their order in the tree.
610 	*/
611 	void raise()
612 	{
613 		checkClassBinding!(typeof(this))();
614 		ptrcall!(void)(_classBinding.raise, _godot_object);
615 	}
616 	/**
617 	
618 	*/
619 	void setOwner(GodotObject owner)
620 	{
621 		checkClassBinding!(typeof(this))();
622 		ptrcall!(void)(_classBinding.setOwner, _godot_object, owner);
623 	}
624 	/**
625 	
626 	*/
627 	Node getOwner() const
628 	{
629 		checkClassBinding!(typeof(this))();
630 		return ptrcall!(Node)(_classBinding.getOwner, _godot_object);
631 	}
632 	/**
633 	Removes a node and sets all its children as children of the parent node (if it exists). All event subscriptions that pass by the removed node will be unsubscribed.
634 	*/
635 	void removeAndSkip()
636 	{
637 		checkClassBinding!(typeof(this))();
638 		ptrcall!(void)(_classBinding.removeAndSkip, _godot_object);
639 	}
640 	/**
641 	Returns the node's index, i.e. its position among the siblings of its parent.
642 	*/
643 	long getIndex() const
644 	{
645 		checkClassBinding!(typeof(this))();
646 		return ptrcall!(long)(_classBinding.getIndex, _godot_object);
647 	}
648 	/**
649 	Prints the tree to stdout. Used mainly for debugging purposes. This version displays the path relative to the current node, and is good for copy/pasting into the $(D getNode) function. Example output:
650 	
651 	
652 	TheGame
653 	TheGame/Menu
654 	TheGame/Menu/Label
655 	TheGame/Menu/Camera2D
656 	TheGame/SplashScreen
657 	TheGame/SplashScreen/Camera2D
658 	
659 	
660 	*/
661 	void printTree()
662 	{
663 		checkClassBinding!(typeof(this))();
664 		ptrcall!(void)(_classBinding.printTree, _godot_object);
665 	}
666 	/**
667 	Similar to $(D printTree), this prints the tree to stdout. This version displays a more graphical representation similar to what is displayed in the scene inspector. It is useful for inspecting larger trees. Example output:
668 	
669 	
670 	 ┖╴TheGame
671 	    ┠╴Menu
672 	    ┃  ┠╴Label
673 	    ┃  ┖╴Camera2D
674 	    ┖-SplashScreen
675 	       ┖╴Camera2D
676 	
677 	
678 	*/
679 	void printTreePretty()
680 	{
681 		checkClassBinding!(typeof(this))();
682 		ptrcall!(void)(_classBinding.printTreePretty, _godot_object);
683 	}
684 	/**
685 	
686 	*/
687 	void setFilename(StringArg0)(in StringArg0 filename)
688 	{
689 		checkClassBinding!(typeof(this))();
690 		ptrcall!(void)(_classBinding.setFilename, _godot_object, filename);
691 	}
692 	/**
693 	
694 	*/
695 	String getFilename() const
696 	{
697 		checkClassBinding!(typeof(this))();
698 		return ptrcall!(String)(_classBinding.getFilename, _godot_object);
699 	}
700 	/**
701 	Notifies the current node and all its children recursively by calling notification() on all of them.
702 	*/
703 	void propagateNotification(in long what)
704 	{
705 		checkClassBinding!(typeof(this))();
706 		ptrcall!(void)(_classBinding.propagateNotification, _godot_object, what);
707 	}
708 	/**
709 	Calls the given method (if present) with the arguments given in `args` on this node and recursively on all its children. If the parent_first argument is `true` then the method will be called on the current node first, then on all children. If it is `false` then the children will be called first.
710 	*/
711 	void propagateCall(StringArg0)(in StringArg0 method, in Array args = Array.empty_array, in bool parent_first = false)
712 	{
713 		checkClassBinding!(typeof(this))();
714 		ptrcall!(void)(_classBinding.propagateCall, _godot_object, method, args, parent_first);
715 	}
716 	/**
717 	Enables or disables physics (i.e. fixed framerate) processing. When a node is being processed, it will receive a NOTIFICATION_PHYSICS_PROCESS at a fixed (usually 60 fps, see $(D OS) to change) interval (and the $(D _physicsProcess) callback will be called if exists). Enabled automatically if $(D _physicsProcess) is overridden. Any calls to this before $(D _ready) will be ignored.
718 	*/
719 	void setPhysicsProcess(in bool enable)
720 	{
721 		checkClassBinding!(typeof(this))();
722 		ptrcall!(void)(_classBinding.setPhysicsProcess, _godot_object, enable);
723 	}
724 	/**
725 	Returns the time elapsed since the last physics-bound frame (see $(D _physicsProcess)). This is always a constant value in physics processing unless the frames per second is changed in $(D OS).
726 	*/
727 	double getPhysicsProcessDeltaTime() const
728 	{
729 		checkClassBinding!(typeof(this))();
730 		return ptrcall!(double)(_classBinding.getPhysicsProcessDeltaTime, _godot_object);
731 	}
732 	/**
733 	Returns `true` if physics processing is enabled (see $(D setPhysicsProcess)).
734 	*/
735 	bool isPhysicsProcessing() const
736 	{
737 		checkClassBinding!(typeof(this))();
738 		return ptrcall!(bool)(_classBinding.isPhysicsProcessing, _godot_object);
739 	}
740 	/**
741 	Returns the time elapsed (in seconds) since the last process callback. This value may vary from frame to frame.
742 	*/
743 	double getProcessDeltaTime() const
744 	{
745 		checkClassBinding!(typeof(this))();
746 		return ptrcall!(double)(_classBinding.getProcessDeltaTime, _godot_object);
747 	}
748 	/**
749 	Enables or disables processing. When a node is being processed, it will receive a NOTIFICATION_PROCESS on every drawn frame (and the $(D _process) callback will be called if exists). Enabled automatically if $(D _process) is overridden. Any calls to this before $(D _ready) will be ignored.
750 	*/
751 	void setProcess(in bool enable)
752 	{
753 		checkClassBinding!(typeof(this))();
754 		ptrcall!(void)(_classBinding.setProcess, _godot_object, enable);
755 	}
756 	/**
757 	
758 	*/
759 	void setProcessPriority(in long priority)
760 	{
761 		checkClassBinding!(typeof(this))();
762 		ptrcall!(void)(_classBinding.setProcessPriority, _godot_object, priority);
763 	}
764 	/**
765 	Returns `true` if processing is enabled (see $(D setProcess)).
766 	*/
767 	bool isProcessing() const
768 	{
769 		checkClassBinding!(typeof(this))();
770 		return ptrcall!(bool)(_classBinding.isProcessing, _godot_object);
771 	}
772 	/**
773 	Enables or disables input processing. This is not required for GUI controls! Enabled automatically if $(D _input) is overridden. Any calls to this before $(D _ready) will be ignored.
774 	*/
775 	void setProcessInput(in bool enable)
776 	{
777 		checkClassBinding!(typeof(this))();
778 		ptrcall!(void)(_classBinding.setProcessInput, _godot_object, enable);
779 	}
780 	/**
781 	Returns `true` if the node is processing input (see $(D setProcessInput)).
782 	*/
783 	bool isProcessingInput() const
784 	{
785 		checkClassBinding!(typeof(this))();
786 		return ptrcall!(bool)(_classBinding.isProcessingInput, _godot_object);
787 	}
788 	/**
789 	Enables unhandled input processing. This is not required for GUI controls! It enables the node to receive all input that was not previously handled (usually by a $(D Control)). Enabled automatically if $(D _unhandledInput) is overridden. Any calls to this before $(D _ready) will be ignored.
790 	*/
791 	void setProcessUnhandledInput(in bool enable)
792 	{
793 		checkClassBinding!(typeof(this))();
794 		ptrcall!(void)(_classBinding.setProcessUnhandledInput, _godot_object, enable);
795 	}
796 	/**
797 	Returns `true` if the node is processing unhandled input (see $(D setProcessUnhandledInput)).
798 	*/
799 	bool isProcessingUnhandledInput() const
800 	{
801 		checkClassBinding!(typeof(this))();
802 		return ptrcall!(bool)(_classBinding.isProcessingUnhandledInput, _godot_object);
803 	}
804 	/**
805 	Enables unhandled key input processing. Enabled automatically if $(D _unhandledKeyInput) is overridden. Any calls to this before $(D _ready) will be ignored.
806 	*/
807 	void setProcessUnhandledKeyInput(in bool enable)
808 	{
809 		checkClassBinding!(typeof(this))();
810 		ptrcall!(void)(_classBinding.setProcessUnhandledKeyInput, _godot_object, enable);
811 	}
812 	/**
813 	Returns `true` if the node is processing unhandled key input (see $(D setProcessUnhandledKeyInput)).
814 	*/
815 	bool isProcessingUnhandledKeyInput() const
816 	{
817 		checkClassBinding!(typeof(this))();
818 		return ptrcall!(bool)(_classBinding.isProcessingUnhandledKeyInput, _godot_object);
819 	}
820 	/**
821 	
822 	*/
823 	void setPauseMode(in long mode)
824 	{
825 		checkClassBinding!(typeof(this))();
826 		ptrcall!(void)(_classBinding.setPauseMode, _godot_object, mode);
827 	}
828 	/**
829 	
830 	*/
831 	Node.PauseMode getPauseMode() const
832 	{
833 		checkClassBinding!(typeof(this))();
834 		return ptrcall!(Node.PauseMode)(_classBinding.getPauseMode, _godot_object);
835 	}
836 	/**
837 	Returns `true` if the node can process while the scene tree is paused (see $(D setPauseMode)). Always returns `true` if the scene tree is not paused, and `false` if the node is not in the tree. FIXME: Why FAIL_COND?
838 	*/
839 	bool canProcess() const
840 	{
841 		checkClassBinding!(typeof(this))();
842 		return ptrcall!(bool)(_classBinding.canProcess, _godot_object);
843 	}
844 	/**
845 	Prints all stray nodes (nodes outside the $(D SceneTree)). Used for debugging. Works only in debug builds.
846 	*/
847 	void printStrayNodes()
848 	{
849 		checkClassBinding!(typeof(this))();
850 		ptrcall!(void)(_classBinding.printStrayNodes, _godot_object);
851 	}
852 	/**
853 	Returns the node's order in the scene tree branch. For example, if called on the first child node the position is `0`.
854 	*/
855 	long getPositionInParent() const
856 	{
857 		checkClassBinding!(typeof(this))();
858 		return ptrcall!(long)(_classBinding.getPositionInParent, _godot_object);
859 	}
860 	/**
861 	Sets the folded state of the node in the Scene dock.
862 	*/
863 	void setDisplayFolded(in bool fold)
864 	{
865 		checkClassBinding!(typeof(this))();
866 		ptrcall!(void)(_classBinding.setDisplayFolded, _godot_object, fold);
867 	}
868 	/**
869 	Returns `true` if the node is folded (collapsed) in the Scene dock.
870 	*/
871 	bool isDisplayedFolded() const
872 	{
873 		checkClassBinding!(typeof(this))();
874 		return ptrcall!(bool)(_classBinding.isDisplayedFolded, _godot_object);
875 	}
876 	/**
877 	Enables or disabled internal processing for this node. Internal processing happens in isolation from the normal $(D _process) calls and is used by some nodes internally to guarantee proper functioning even if the node is paused or processing is disabled for scripting ($(D setProcess)). Only useful for advanced uses to manipulate built-in nodes behaviour.
878 	*/
879 	void setProcessInternal(in bool enable)
880 	{
881 		checkClassBinding!(typeof(this))();
882 		ptrcall!(void)(_classBinding.setProcessInternal, _godot_object, enable);
883 	}
884 	/**
885 	Returns `true` if internal processing is enabled (see $(D setProcessInternal)).
886 	*/
887 	bool isProcessingInternal() const
888 	{
889 		checkClassBinding!(typeof(this))();
890 		return ptrcall!(bool)(_classBinding.isProcessingInternal, _godot_object);
891 	}
892 	/**
893 	Enables or disables internal physics for this node. Internal physics processing happens in isolation from the normal $(D _physicsProcess) calls and is used by some nodes internally to guarantee proper functioning even if the node is paused or physics processing is disabled for scripting ($(D setPhysicsProcess)). Only useful for advanced uses to manipulate built-in nodes behaviour.
894 	*/
895 	void setPhysicsProcessInternal(in bool enable)
896 	{
897 		checkClassBinding!(typeof(this))();
898 		ptrcall!(void)(_classBinding.setPhysicsProcessInternal, _godot_object, enable);
899 	}
900 	/**
901 	Returns `true` if internal physics processing is enabled (see $(D setPhysicsProcessInternal)).
902 	*/
903 	bool isPhysicsProcessingInternal() const
904 	{
905 		checkClassBinding!(typeof(this))();
906 		return ptrcall!(bool)(_classBinding.isPhysicsProcessingInternal, _godot_object);
907 	}
908 	/**
909 	Returns the $(D SceneTree) that contains this node.
910 	*/
911 	SceneTree getTree() const
912 	{
913 		checkClassBinding!(typeof(this))();
914 		return ptrcall!(SceneTree)(_classBinding.getTree, _godot_object);
915 	}
916 	/**
917 	Duplicates the node, returning a new node.
918 	You can fine-tune the behavior using the `flags`. See DUPLICATE_* constants.
919 	*/
920 	Node duplicate(in long flags = 15) const
921 	{
922 		checkClassBinding!(typeof(this))();
923 		return ptrcall!(Node)(_classBinding.duplicate, _godot_object, flags);
924 	}
925 	/**
926 	Replaces a node in a scene by the given one. Subscriptions that pass through this node will be lost.
927 	*/
928 	void replaceBy(GodotObject node, in bool keep_data = false)
929 	{
930 		checkClassBinding!(typeof(this))();
931 		ptrcall!(void)(_classBinding.replaceBy, _godot_object, node, keep_data);
932 	}
933 	/**
934 	Sets whether this is an instance load placeholder. See $(D InstancePlaceholder).
935 	*/
936 	void setSceneInstanceLoadPlaceholder(in bool load_placeholder)
937 	{
938 		checkClassBinding!(typeof(this))();
939 		ptrcall!(void)(_classBinding.setSceneInstanceLoadPlaceholder, _godot_object, load_placeholder);
940 	}
941 	/**
942 	Returns `true` if this is an instance load placeholder. See $(D InstancePlaceholder).
943 	*/
944 	bool getSceneInstanceLoadPlaceholder() const
945 	{
946 		checkClassBinding!(typeof(this))();
947 		return ptrcall!(bool)(_classBinding.getSceneInstanceLoadPlaceholder, _godot_object);
948 	}
949 	/**
950 	Returns the node's $(D Viewport).
951 	*/
952 	Viewport getViewport() const
953 	{
954 		checkClassBinding!(typeof(this))();
955 		return ptrcall!(Viewport)(_classBinding.getViewport, _godot_object);
956 	}
957 	/**
958 	Queues a node for deletion at the end of the current frame. When deleted, all of its child nodes will be deleted as well. This method ensures it's safe to delete the node, contrary to $(D GodotObject.free). Use $(D GodotObject.isQueuedForDeletion) to check whether a node will be deleted at the end of the frame.
959 	*/
960 	void queueFree()
961 	{
962 		checkClassBinding!(typeof(this))();
963 		ptrcall!(void)(_classBinding.queueFree, _godot_object);
964 	}
965 	/**
966 	Requests that `_ready` be called again.
967 	*/
968 	void requestReady()
969 	{
970 		checkClassBinding!(typeof(this))();
971 		ptrcall!(void)(_classBinding.requestReady, _godot_object);
972 	}
973 	/**
974 	Sets the node's network master to the peer with the given peer ID. The network master is the peer that has authority over the node on the network. Useful in conjunction with the `master` and `puppet` keywords. Inherited from the parent node by default, which ultimately defaults to peer ID 1 (the server). If `recursive`, the given peer is recursively set as the master for all children of this node.
975 	*/
976 	void setNetworkMaster(in long id, in bool recursive = true)
977 	{
978 		checkClassBinding!(typeof(this))();
979 		ptrcall!(void)(_classBinding.setNetworkMaster, _godot_object, id, recursive);
980 	}
981 	/**
982 	Returns the peer ID of the network master for this node. See $(D setNetworkMaster).
983 	*/
984 	long getNetworkMaster() const
985 	{
986 		checkClassBinding!(typeof(this))();
987 		return ptrcall!(long)(_classBinding.getNetworkMaster, _godot_object);
988 	}
989 	/**
990 	Returns `true` if the local system is the master of this node.
991 	*/
992 	bool isNetworkMaster() const
993 	{
994 		checkClassBinding!(typeof(this))();
995 		return ptrcall!(bool)(_classBinding.isNetworkMaster, _godot_object);
996 	}
997 	/**
998 	
999 	*/
1000 	Ref!MultiplayerAPI getMultiplayer() const
1001 	{
1002 		checkClassBinding!(typeof(this))();
1003 		return ptrcall!(MultiplayerAPI)(_classBinding.getMultiplayer, _godot_object);
1004 	}
1005 	/**
1006 	
1007 	*/
1008 	Ref!MultiplayerAPI getCustomMultiplayer() const
1009 	{
1010 		checkClassBinding!(typeof(this))();
1011 		return ptrcall!(MultiplayerAPI)(_classBinding.getCustomMultiplayer, _godot_object);
1012 	}
1013 	/**
1014 	
1015 	*/
1016 	void setCustomMultiplayer(MultiplayerAPI api)
1017 	{
1018 		checkClassBinding!(typeof(this))();
1019 		ptrcall!(void)(_classBinding.setCustomMultiplayer, _godot_object, api);
1020 	}
1021 	/**
1022 	Changes the RPC mode for the given `method` to the given `mode`. See $(D MultiplayerAPI.rpcmode). An alternative is annotating methods and properties with the corresponding keywords (`remote`, `master`, `puppet`, `remotesync`, `mastersync`, `puppetsync`). By default, methods are not exposed to networking (and RPCs). Also see $(D rset) and $(D rsetConfig) for properties.
1023 	*/
1024 	void rpcConfig(StringArg0)(in StringArg0 method, in long mode)
1025 	{
1026 		checkClassBinding!(typeof(this))();
1027 		ptrcall!(void)(_classBinding.rpcConfig, _godot_object, method, mode);
1028 	}
1029 	/**
1030 	Changes the RPC mode for the given `property` to the given `mode`. See $(D MultiplayerAPI.rpcmode). An alternative is annotating methods and properties with the corresponding keywords (`remote`, `master`, `puppet`, `remotesync`, `mastersync`, `puppetsync`). By default, properties are not exposed to networking (and RPCs). Also see $(D rpc) and $(D rpcConfig) for methods.
1031 	*/
1032 	void rsetConfig(StringArg0)(in StringArg0 property, in long mode)
1033 	{
1034 		checkClassBinding!(typeof(this))();
1035 		ptrcall!(void)(_classBinding.rsetConfig, _godot_object, property, mode);
1036 	}
1037 	/**
1038 	
1039 	*/
1040 	void _setImportPath(NodePathArg0)(in NodePathArg0 import_path)
1041 	{
1042 		Array _GODOT_args = Array.empty_array;
1043 		_GODOT_args.append(import_path);
1044 		String _GODOT_method_name = String("_set_import_path");
1045 		this.callv(_GODOT_method_name, _GODOT_args);
1046 	}
1047 	/**
1048 	
1049 	*/
1050 	NodePath _getImportPath() const
1051 	{
1052 		Array _GODOT_args = Array.empty_array;
1053 		String _GODOT_method_name = String("_get_import_path");
1054 		return this.callv(_GODOT_method_name, _GODOT_args).as!(RefOrT!NodePath);
1055 	}
1056 	/**
1057 	Sends a remote procedure call request for the given `method` to peers on the network (and locally), optionally sending all additional arguments as arguments to the method called by the RPC. The call request will only be received by nodes with the same $(D NodePath), including the exact same node name. Behaviour depends on the RPC configuration for the given method, see $(D rpcConfig). Methods are not exposed to RPCs by default. Also see $(D rset) and $(D rsetConfig) for properties. Returns an empty $(D Variant). Note that you can only safely use RPCs on clients after you received the `connected_to_server` signal from the $(D SceneTree). You also need to keep track of the connection state, either by the $(D SceneTree) signals like `server_disconnected` or by checking `SceneTree.network_peer.get_connection_status() == CONNECTION_CONNECTED`.
1058 	*/
1059 	Variant rpc(StringArg0, VarArgs...)(in StringArg0 method, VarArgs varArgs)
1060 	{
1061 		Array _GODOT_args = Array.empty_array;
1062 		_GODOT_args.append(method);
1063 		foreach(vai, VA; VarArgs)
1064 		{
1065 			_GODOT_args.append(varArgs[vai]);
1066 		}
1067 		String _GODOT_method_name = String("rpc");
1068 		return this.callv(_GODOT_method_name, _GODOT_args);
1069 	}
1070 	/**
1071 	Sends a $(D rpc) using an unreliable protocol. Returns an empty $(D Variant).
1072 	*/
1073 	Variant rpcUnreliable(StringArg0, VarArgs...)(in StringArg0 method, VarArgs varArgs)
1074 	{
1075 		Array _GODOT_args = Array.empty_array;
1076 		_GODOT_args.append(method);
1077 		foreach(vai, VA; VarArgs)
1078 		{
1079 			_GODOT_args.append(varArgs[vai]);
1080 		}
1081 		String _GODOT_method_name = String("rpc_unreliable");
1082 		return this.callv(_GODOT_method_name, _GODOT_args);
1083 	}
1084 	/**
1085 	Sends a $(D rpc) to a specific peer identified by `peer_id` (see $(D NetworkedMultiplayerPeer.setTargetPeer)). Returns an empty $(D Variant).
1086 	*/
1087 	Variant rpcId(StringArg1, VarArgs...)(in long peer_id, in StringArg1 method, VarArgs varArgs)
1088 	{
1089 		Array _GODOT_args = Array.empty_array;
1090 		_GODOT_args.append(peer_id);
1091 		_GODOT_args.append(method);
1092 		foreach(vai, VA; VarArgs)
1093 		{
1094 			_GODOT_args.append(varArgs[vai]);
1095 		}
1096 		String _GODOT_method_name = String("rpc_id");
1097 		return this.callv(_GODOT_method_name, _GODOT_args);
1098 	}
1099 	/**
1100 	Sends a $(D rpc) to a specific peer identified by `peer_id` using an unreliable protocol (see $(D NetworkedMultiplayerPeer.setTargetPeer)). Returns an empty $(D Variant).
1101 	*/
1102 	Variant rpcUnreliableId(StringArg1, VarArgs...)(in long peer_id, in StringArg1 method, VarArgs varArgs)
1103 	{
1104 		Array _GODOT_args = Array.empty_array;
1105 		_GODOT_args.append(peer_id);
1106 		_GODOT_args.append(method);
1107 		foreach(vai, VA; VarArgs)
1108 		{
1109 			_GODOT_args.append(varArgs[vai]);
1110 		}
1111 		String _GODOT_method_name = String("rpc_unreliable_id");
1112 		return this.callv(_GODOT_method_name, _GODOT_args);
1113 	}
1114 	/**
1115 	Remotely changes a property's value on other peers (and locally). Behaviour depends on the RPC configuration for the given property, see $(D rsetConfig). Also see $(D rpc) for RPCs for methods, most information applies to this method as well.
1116 	*/
1117 	void rset(StringArg0, VariantArg1)(in StringArg0 property, in VariantArg1 value)
1118 	{
1119 		checkClassBinding!(typeof(this))();
1120 		ptrcall!(void)(_classBinding.rset, _godot_object, property, value);
1121 	}
1122 	/**
1123 	Remotely changes the property's value on a specific peer identified by `peer_id` (see $(D NetworkedMultiplayerPeer.setTargetPeer)).
1124 	*/
1125 	void rsetId(StringArg1, VariantArg2)(in long peer_id, in StringArg1 property, in VariantArg2 value)
1126 	{
1127 		checkClassBinding!(typeof(this))();
1128 		ptrcall!(void)(_classBinding.rsetId, _godot_object, peer_id, property, value);
1129 	}
1130 	/**
1131 	Remotely changes the property's value on other peers (and locally) using an unreliable protocol.
1132 	*/
1133 	void rsetUnreliable(StringArg0, VariantArg1)(in StringArg0 property, in VariantArg1 value)
1134 	{
1135 		checkClassBinding!(typeof(this))();
1136 		ptrcall!(void)(_classBinding.rsetUnreliable, _godot_object, property, value);
1137 	}
1138 	/**
1139 	Remotely changes property's value on a specific peer identified by `peer_id` using an unreliable protocol (see $(D NetworkedMultiplayerPeer.setTargetPeer)).
1140 	*/
1141 	void rsetUnreliableId(StringArg1, VariantArg2)(in long peer_id, in StringArg1 property, in VariantArg2 value)
1142 	{
1143 		checkClassBinding!(typeof(this))();
1144 		ptrcall!(void)(_classBinding.rsetUnreliableId, _godot_object, peer_id, property, value);
1145 	}
1146 	/**
1147 	
1148 	*/
1149 	@property NodePath _importPath()
1150 	{
1151 		return _getImportPath();
1152 	}
1153 	/// ditto
1154 	@property void _importPath(NodePath v)
1155 	{
1156 		_setImportPath(v);
1157 	}
1158 	/**
1159 	Pause mode. How the node will behave if the $(D SceneTree) is paused.
1160 	*/
1161 	@property Node.PauseMode pauseMode()
1162 	{
1163 		return getPauseMode();
1164 	}
1165 	/// ditto
1166 	@property void pauseMode(long v)
1167 	{
1168 		setPauseMode(v);
1169 	}
1170 	/**
1171 	
1172 	*/
1173 	@property bool editorDisplayFolded()
1174 	{
1175 		return isDisplayedFolded();
1176 	}
1177 	/// ditto
1178 	@property void editorDisplayFolded(bool v)
1179 	{
1180 		setDisplayFolded(v);
1181 	}
1182 	/**
1183 	The name of the node. This name is unique among the siblings (other child nodes from the same parent). When set to an existing name, the node will be automatically renamed
1184 	*/
1185 	@property String name()
1186 	{
1187 		return getName();
1188 	}
1189 	/// ditto
1190 	@property void name(String v)
1191 	{
1192 		setName(v);
1193 	}
1194 	/**
1195 	When a scene is instanced from a file, its topmost node contains the filename from which it was loaded.
1196 	*/
1197 	@property String filename()
1198 	{
1199 		return getFilename();
1200 	}
1201 	/// ditto
1202 	@property void filename(String v)
1203 	{
1204 		setFilename(v);
1205 	}
1206 	/**
1207 	The node owner. A node can have any other node as owner (as long as it is a valid parent, grandparent, etc. ascending in the tree). When saving a node (using $(D PackedScene)) all the nodes it owns will be saved with it. This allows for the creation of complex $(D SceneTree)s, with instancing and subinstancing.
1208 	*/
1209 	@property Node owner()
1210 	{
1211 		return getOwner();
1212 	}
1213 	/// ditto
1214 	@property void owner(GodotObject v)
1215 	{
1216 		setOwner(v);
1217 	}
1218 	/**
1219 	The $(D MultiplayerAPI) instance associated with this node. Either the $(D customMultiplayer), or the default SceneTree one (if inside tree).
1220 	*/
1221 	@property MultiplayerAPI multiplayer()
1222 	{
1223 		return getMultiplayer();
1224 	}
1225 	/**
1226 	The override to the default $(D MultiplayerAPI). Set to null to use the default SceneTree one.
1227 	*/
1228 	@property MultiplayerAPI customMultiplayer()
1229 	{
1230 		return getCustomMultiplayer();
1231 	}
1232 	/// ditto
1233 	@property void customMultiplayer(MultiplayerAPI v)
1234 	{
1235 		setCustomMultiplayer(v);
1236 	}
1237 }