[−][src]Struct gdnative_bindings::InputEventScreenDrag
core class InputEventScreenDrag
inherits InputEvent
(reference counted).
Official documentation
See the documentation of this class in the Godot engine's official documentation.
Memory management
The lifetime of this object is automatically managed through reference counting.
Class hierarchy
InputEventScreenDrag inherits methods from:
Methods
impl InputEventScreenDrag
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pub fn new() -> Self
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pub fn new_ref(&self) -> Self
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Creates a new reference to the same reference-counted object.
pub fn get_index(&self) -> i64
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pub fn get_position(&self) -> Vector2
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pub fn get_relative(&self) -> Vector2
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pub fn get_speed(&self) -> Vector2
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pub fn set_index(&mut self, index: i64)
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pub fn set_position(&mut self, position: Vector2)
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pub fn set_relative(&mut self, relative: Vector2)
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pub fn set_speed(&mut self, speed: Vector2)
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pub fn to_input_event(&self) -> InputEvent
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Up-cast.
pub fn to_resource(&self) -> Resource
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Up-cast.
pub fn to_reference(&self) -> Reference
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Up-cast.
pub fn to_object(&self) -> Object
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Up-cast.
pub fn cast<T: GodotObject>(&self) -> Option<T>
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Generic dynamic cast.
Methods from Deref<Target = InputEvent>
pub fn new_ref(&self) -> Self
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Creates a new reference to the same reference-counted object.
pub fn accumulate(&mut self, with_event: Option<InputEvent>) -> bool
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pub fn as_text(&self) -> GodotString
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pub fn get_action_strength(&self, action: GodotString) -> f64
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pub fn get_device(&self) -> i64
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pub fn is_action(&self, action: GodotString) -> bool
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pub fn is_action_pressed(&self, action: GodotString) -> bool
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pub fn is_action_released(&self, action: GodotString) -> bool
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pub fn is_action_type(&self) -> bool
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pub fn is_echo(&self) -> bool
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pub fn is_pressed(&self) -> bool
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pub fn set_device(&mut self, device: i64)
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pub fn shortcut_match(&self, event: Option<InputEvent>) -> bool
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pub fn xformed_by(
&self,
xform: Transform2D,
local_ofs: Vector2
) -> Option<InputEvent>
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&self,
xform: Transform2D,
local_ofs: Vector2
) -> Option<InputEvent>
pub fn to_resource(&self) -> Resource
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Up-cast.
pub fn to_reference(&self) -> Reference
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Up-cast.
pub fn to_object(&self) -> Object
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Up-cast.
pub fn cast<T: GodotObject>(&self) -> Option<T>
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Generic dynamic cast.
Trait Implementations
impl Clone for InputEventScreenDrag
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fn clone(&self) -> Self
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fn clone_from(&mut self, source: &Self)
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impl Debug for InputEventScreenDrag
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impl Deref for InputEventScreenDrag
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impl DerefMut for InputEventScreenDrag
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fn deref_mut(&mut self) -> &mut InputEvent
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impl Drop for InputEventScreenDrag
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impl FromVariant for InputEventScreenDrag
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fn from_variant(variant: &Variant) -> Option<Self>
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impl GodotObject for InputEventScreenDrag
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fn class_name() -> &'static str
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unsafe fn from_sys(obj: *mut godot_object) -> Self
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unsafe fn to_sys(&self) -> *mut godot_object
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impl Instanciable for InputEventScreenDrag
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impl ToVariant for InputEventScreenDrag
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fn to_variant(&self) -> Variant
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Auto Trait Implementations
impl RefUnwindSafe for InputEventScreenDrag
impl !Send for InputEventScreenDrag
impl !Sync for InputEventScreenDrag
impl Unpin for InputEventScreenDrag
impl UnwindSafe for InputEventScreenDrag
Blanket Implementations
impl<T> Any for T where
T: 'static + ?Sized,
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T: 'static + ?Sized,
impl<T> Borrow<T> for T where
T: ?Sized,
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T: ?Sized,
impl<T> BorrowMut<T> for T where
T: ?Sized,
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T: ?Sized,
fn borrow_mut(&mut self) -> &mut T
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impl<T> From<T> for T
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impl<T, U> Into<U> for T where
U: From<T>,
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U: From<T>,
impl<T> ToOwned for T where
T: Clone,
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T: Clone,
type Owned = T
The resulting type after obtaining ownership.
fn to_owned(&self) -> T
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fn clone_into(&self, target: &mut T)
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impl<T, U> TryFrom<U> for T where
U: Into<T>,
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U: Into<T>,
type Error = Infallible
The type returned in the event of a conversion error.
fn try_from(value: U) -> Result<T, <T as TryFrom<U>>::Error>
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impl<T, U> TryInto<U> for T where
U: TryFrom<T>,
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U: TryFrom<T>,