[−][src]Struct gdnative_bindings::ScrollContainer
core class ScrollContainer
inherits Container
(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.
ScrollContainer
is a reference-only type. Persistent references can
only exist in the unsafe Ref<ScrollContainer>
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
ScrollContainer 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 ScrollContainer
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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 deadzone(&self) -> i64
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pub fn h_scroll(&self) -> i64
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The current horizontal scroll value.
pub fn get_h_scrollbar(&self) -> Option<Ref<HScrollBar, Shared>>
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Returns the horizontal scrollbar [HScrollBar] of this [ScrollContainer].
pub fn v_scroll(&self) -> i64
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The current vertical scroll value.
pub fn get_v_scrollbar(&self) -> Option<Ref<VScrollBar, Shared>>
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Returns the vertical scrollbar [VScrollBar] of this [ScrollContainer].
pub fn is_following_focus(&self) -> bool
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If [code]true[/code], the ScrollContainer will automatically scroll to focused children (including indirect children) to make sure they are fully visible.
pub fn is_h_scroll_enabled(&self) -> bool
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If [code]true[/code], enables horizontal scrolling.
pub fn is_v_scroll_enabled(&self) -> bool
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If [code]true[/code], enables vertical scrolling.
pub fn set_deadzone(&self, deadzone: i64)
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pub fn set_enable_h_scroll(&self, enable: bool)
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If [code]true[/code], enables horizontal scrolling.
pub fn set_enable_v_scroll(&self, enable: bool)
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If [code]true[/code], enables vertical scrolling.
pub fn set_follow_focus(&self, enabled: bool)
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If [code]true[/code], the ScrollContainer will automatically scroll to focused children (including indirect children) to make sure they are fully visible.
pub fn set_h_scroll(&self, value: i64)
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The current horizontal scroll value.
pub fn set_v_scroll(&self, value: i64)
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The current vertical scroll value.
Methods from Deref<Target = Container>
pub const NOTIFICATION_SORT_CHILDREN: i64
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pub fn fit_child_in_rect(&self, child: impl AsArg<Control>, rect: Rect2)
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Fit a child control in a given rect. This is mainly a helper for creating custom container classes.
pub fn queue_sort(&self)
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Queue resort of the contained children. This is called automatically anyway, but can be called upon request.
Trait Implementations
impl Debug for ScrollContainer
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impl Deref for ScrollContainer
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impl DerefMut for ScrollContainer
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impl GodotObject for ScrollContainer
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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>,
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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>
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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 ScrollContainer
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impl QueueFree for ScrollContainer
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unsafe fn godot_queue_free(obj: *mut godot_object)
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impl Sealed for ScrollContainer
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impl SubClass<CanvasItem> for ScrollContainer
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impl SubClass<Container> for ScrollContainer
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impl SubClass<Control> for ScrollContainer
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impl SubClass<Node> for ScrollContainer
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impl SubClass<Object> for ScrollContainer
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impl SubClass<ScrollContainer> for EditorInspector
[src]
Auto Trait Implementations
impl RefUnwindSafe for ScrollContainer
impl !Send for ScrollContainer
impl !Sync for ScrollContainer
impl Unpin for ScrollContainer
impl UnwindSafe for ScrollContainer
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>,