[−][src]Struct gdnative_bindings::ParallaxBackground
core class ParallaxBackground
inherits CanvasLayer
(unsafe).
Official documentation
See the documentation of this class in the Godot engine's official documentation.
Memory management
Non reference counted objects such as the ones of this type are usually owned by the engine.
ParallaxBackground
is a reference-only type. Persistent references can
only exist in the unsafe Ref<ParallaxBackground>
form.
In the cases where Rust code owns an object of this type, for example if the object was just
created on the Rust side and not passed to the engine yet, ownership should be either given
to the engine or the object must be manually destroyed using Ref::free
, or Ref::queue_free
if it is a Node
.
Class hierarchy
ParallaxBackground inherits methods from:
Safety
All types in the Godot API have "interior mutability" in Rust parlance.
To enforce that the official thread-safety guidelines are
followed, the typestate pattern is used in the Ref
and TRef
smart pointers,
and the Instance
API. The typestate Access
in these types tracks whether the
access is unique, shared, or exclusive to the current thread. For more information,
see the type-level documentation on Ref
.
Implementations
impl ParallaxBackground
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pub fn new() -> Ref<Self, Unique>
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Creates a new instance of this object.
Because this type is not reference counted, the lifetime of the returned object is not automatically managed.
Immediately after creation, the object is owned by the caller, and can be
passed to the engine (in which case the engine will be responsible for
destroying the object) or destroyed manually using Ref::free
, or preferably
Ref::queue_free
if it is a Node
.
pub fn limit_begin(&self) -> Vector2
[src]
Top-left limits for scrolling to begin. If the camera is outside of this limit, the background will stop scrolling. Must be lower than [member scroll_limit_end] to work.
pub fn limit_end(&self) -> Vector2
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Bottom-right limits for scrolling to end. If the camera is outside of this limit, the background will stop scrolling. Must be higher than [member scroll_limit_begin] to work.
pub fn scroll_base_offset(&self) -> Vector2
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The base position offset for all [ParallaxLayer] children.
pub fn scroll_base_scale(&self) -> Vector2
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The base motion scale for all [ParallaxLayer] children.
pub fn scroll_offset(&self) -> Vector2
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The ParallaxBackground's scroll value. Calculated automatically when using a [Camera2D], but can be used to manually manage scrolling when no camera is present.
pub fn is_ignore_camera_zoom(&self) -> bool
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If [code]true[/code], elements in [ParallaxLayer] child aren't affected by the zoom level of the camera.
pub fn set_ignore_camera_zoom(&self, ignore: bool)
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If [code]true[/code], elements in [ParallaxLayer] child aren't affected by the zoom level of the camera.
pub fn set_limit_begin(&self, ofs: Vector2)
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Top-left limits for scrolling to begin. If the camera is outside of this limit, the background will stop scrolling. Must be lower than [member scroll_limit_end] to work.
pub fn set_limit_end(&self, ofs: Vector2)
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Bottom-right limits for scrolling to end. If the camera is outside of this limit, the background will stop scrolling. Must be higher than [member scroll_limit_begin] to work.
pub fn set_scroll_base_offset(&self, ofs: Vector2)
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The base position offset for all [ParallaxLayer] children.
pub fn set_scroll_base_scale(&self, scale: Vector2)
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The base motion scale for all [ParallaxLayer] children.
pub fn set_scroll_offset(&self, ofs: Vector2)
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The ParallaxBackground's scroll value. Calculated automatically when using a [Camera2D], but can be used to manually manage scrolling when no camera is present.
Methods from Deref<Target = CanvasLayer>
pub fn get_canvas(&self) -> Rid
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Returns the RID of the canvas used by this layer.
pub fn custom_viewport(&self) -> Option<Ref<Node, Shared>>
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The custom [Viewport] node assigned to the [CanvasLayer]. If [code]null[/code], uses the default viewport instead.
pub fn follow_viewport_scale(&self) -> f64
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Scales the layer when using [member follow_viewport_enable]. Layers moving into the foreground should have increasing scales, while layers moving into the background should have decreasing scales.
pub fn layer(&self) -> i64
[src]
Layer index for draw order. Lower values are drawn first.
pub fn offset(&self) -> Vector2
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The layer's base offset.
pub fn rotation(&self) -> f64
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The layer's rotation in radians.
pub fn rotation_degrees(&self) -> f64
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The layer's rotation in degrees.
pub fn scale(&self) -> Vector2
[src]
The layer's scale.
pub fn transform(&self) -> Transform2D
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The layer's transform.
pub fn is_following_viewport(&self) -> bool
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Sets the layer to follow the viewport in order to simulate a pseudo 3D effect.
pub fn set_custom_viewport(&self, viewport: impl AsArg<Node>)
[src]
The custom [Viewport] node assigned to the [CanvasLayer]. If [code]null[/code], uses the default viewport instead.
pub fn set_follow_viewport(&self, enable: bool)
[src]
Sets the layer to follow the viewport in order to simulate a pseudo 3D effect.
pub fn set_follow_viewport_scale(&self, scale: f64)
[src]
Scales the layer when using [member follow_viewport_enable]. Layers moving into the foreground should have increasing scales, while layers moving into the background should have decreasing scales.
pub fn set_layer(&self, layer: i64)
[src]
Layer index for draw order. Lower values are drawn first.
pub fn set_offset(&self, offset: Vector2)
[src]
The layer's base offset.
pub fn set_rotation(&self, radians: f64)
[src]
The layer's rotation in radians.
pub fn set_rotation_degrees(&self, degrees: f64)
[src]
The layer's rotation in degrees.
pub fn set_scale(&self, scale: Vector2)
[src]
The layer's scale.
pub fn set_transform(&self, transform: Transform2D)
[src]
The layer's transform.
Trait Implementations
impl Debug for ParallaxBackground
[src]
impl Deref for ParallaxBackground
[src]
type Target = CanvasLayer
The resulting type after dereferencing.
fn deref(&self) -> &CanvasLayer
[src]
impl DerefMut for ParallaxBackground
[src]
fn deref_mut(&mut self) -> &mut CanvasLayer
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impl GodotObject for ParallaxBackground
[src]
type RefKind = ManuallyManaged
The memory management kind of this type. This modifies the behavior of the
Ref
smart pointer. See its type-level documentation for more
information. Read more
fn class_name() -> &'static str
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fn null() -> Null<Self>
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fn new() -> Ref<Self, Unique> where
Self: Instanciable,
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Self: Instanciable,
fn cast<T>(&self) -> Option<&T> where
T: GodotObject + SubClass<Self>,
[src]
T: GodotObject + SubClass<Self>,
fn upcast<T>(&self) -> &T where
Self: SubClass<T>,
T: GodotObject,
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Self: SubClass<T>,
T: GodotObject,
unsafe fn assume_shared(&self) -> Ref<Self, Shared>
[src]
unsafe fn assume_thread_local(&self) -> Ref<Self, ThreadLocal> where
Self: GodotObject<RefKind = RefCounted>,
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Self: GodotObject<RefKind = RefCounted>,
unsafe fn assume_unique(&self) -> Ref<Self, Unique>
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impl Instanciable for ParallaxBackground
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impl QueueFree for ParallaxBackground
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unsafe fn godot_queue_free(obj: *mut godot_object)
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impl Sealed for ParallaxBackground
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impl SubClass<CanvasLayer> for ParallaxBackground
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impl SubClass<Node> for ParallaxBackground
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impl SubClass<Object> for ParallaxBackground
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Auto Trait Implementations
impl RefUnwindSafe for ParallaxBackground
impl !Send for ParallaxBackground
impl !Sync for ParallaxBackground
impl Unpin for ParallaxBackground
impl UnwindSafe for ParallaxBackground
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> SubClass<T> for T where
T: GodotObject,
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T: GodotObject,
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>,
[src]
U: TryFrom<T>,