Struct gdnative::Node2D
[−]
[src]
pub struct Node2D { /* fields omitted */ }
Methods
impl Node2D
[src]
pub fn set_position(&self, position: Vector2)
[src]
pub fn set_rotation(&self, radians: f64)
[src]
pub fn set_rotation_degrees(&self, degrees: f64)
[src]
pub fn set_scale(&self, scale: Vector2)
[src]
pub fn get_position(&self) -> Vector2
[src]
pub fn get_rotation(&self) -> f64
[src]
pub fn get_rotation_degrees(&self) -> f64
[src]
pub fn get_scale(&self) -> Vector2
[src]
pub fn rotate(&self, radians: f64)
[src]
pub fn move_local_x(&self, delta: f64, scaled: bool)
[src]
pub fn move_local_y(&self, delta: f64, scaled: bool)
[src]
pub fn translate(&self, offset: Vector2)
[src]
pub fn global_translate(&self, offset: Vector2)
[src]
pub fn apply_scale(&self, ratio: Vector2)
[src]
pub fn set_global_position(&self, position: Vector2)
[src]
pub fn get_global_position(&self) -> Vector2
[src]
pub fn set_global_rotation(&self, radians: f64)
[src]
pub fn get_global_rotation(&self) -> f64
[src]
pub fn set_global_rotation_degrees(&self, degrees: f64)
[src]
pub fn get_global_rotation_degrees(&self) -> f64
[src]
pub fn set_global_scale(&self, scale: Vector2)
[src]
pub fn get_global_scale(&self) -> Vector2
[src]
pub fn set_transform(&self, xform: Transform2D)
[src]
pub fn set_global_transform(&self, xform: Transform2D)
[src]
pub fn look_at(&self, point: Vector2)
[src]
pub fn get_angle_to(&self, point: Vector2) -> f64
[src]
pub fn to_local(&self, global_point: Vector2) -> Vector2
[src]
pub fn to_global(&self, local_point: Vector2) -> Vector2
[src]
pub fn set_z_index(&self, z_index: i64)
[src]
pub fn get_z_index(&self) -> i64
[src]
pub fn set_z_as_relative(&self, enable: bool)
[src]
pub fn is_z_relative(&self) -> bool
[src]
pub fn get_relative_transform_to_parent(
&self,
parent: Option<GodotRef<Object>>
) -> Transform2D
[src]
&self,
parent: Option<GodotRef<Object>>
) -> Transform2D
Methods from Deref<Target = CanvasItem>
pub fn _draw(&self)
[src]
pub fn _toplevel_raise_self(&self)
[src]
pub fn _update_callback(&self)
[src]
pub fn _edit_set_state(&self, state: Dictionary)
[src]
pub fn _edit_get_state(&self) -> Dictionary
[src]
pub fn _edit_set_position(&self, position: Vector2)
[src]
pub fn _edit_get_position(&self) -> Vector2
[src]
pub fn _edit_use_position(&self) -> bool
[src]
pub fn _edit_set_rect(&self, rect: Rect2)
[src]
pub fn _edit_get_rect(&self) -> Rect2
[src]
pub fn _edit_use_rect(&self) -> bool
[src]
pub fn _edit_get_item_and_children_rect(&self) -> Rect2
[src]
pub fn _edit_set_rotation(&self, degrees: f64)
[src]
pub fn _edit_get_rotation(&self) -> f64
[src]
pub fn _edit_use_rotation(&self) -> bool
[src]
pub fn _edit_set_pivot(&self, pivot: Vector2)
[src]
pub fn _edit_get_pivot(&self) -> Vector2
[src]
pub fn _edit_use_pivot(&self) -> bool
[src]
pub fn get_canvas_item(&self) -> Rid
[src]
pub fn set_visible(&self, visible: bool)
[src]
pub fn is_visible(&self) -> bool
[src]
pub fn is_visible_in_tree(&self) -> bool
[src]
pub fn show(&self)
[src]
pub fn hide(&self)
[src]
pub fn update(&self)
[src]
pub fn set_as_toplevel(&self, enable: bool)
[src]
pub fn is_set_as_toplevel(&self) -> bool
[src]
pub fn set_light_mask(&self, light_mask: i64)
[src]
pub fn get_light_mask(&self) -> i64
[src]
pub fn set_modulate(&self, modulate: Color)
[src]
pub fn get_modulate(&self) -> Color
[src]
pub fn set_self_modulate(&self, self_modulate: Color)
[src]
pub fn get_self_modulate(&self) -> Color
[src]
pub fn set_draw_behind_parent(&self, enable: bool)
[src]
pub fn is_draw_behind_parent_enabled(&self) -> bool
[src]
pub fn _set_on_top(&self, on_top: bool)
[src]
pub fn _is_on_top(&self) -> bool
[src]
pub fn draw_line(
&self,
from: Vector2,
to: Vector2,
color: Color,
width: f64,
antialiased: bool
)
[src]
&self,
from: Vector2,
to: Vector2,
color: Color,
width: f64,
antialiased: bool
)
pub fn draw_polyline(
&self,
points: Vector2Array,
color: Color,
width: f64,
antialiased: bool
)
[src]
&self,
points: Vector2Array,
color: Color,
width: f64,
antialiased: bool
)
pub fn draw_polyline_colors(
&self,
points: Vector2Array,
colors: ColorArray,
width: f64,
antialiased: bool
)
[src]
&self,
points: Vector2Array,
colors: ColorArray,
width: f64,
antialiased: bool
)
pub fn draw_multiline(
&self,
points: Vector2Array,
color: Color,
width: f64,
antialiased: bool
)
[src]
&self,
points: Vector2Array,
color: Color,
width: f64,
antialiased: bool
)
pub fn draw_multiline_colors(
&self,
points: Vector2Array,
colors: ColorArray,
width: f64,
antialiased: bool
)
[src]
&self,
points: Vector2Array,
colors: ColorArray,
width: f64,
antialiased: bool
)
pub fn draw_rect(&self, rect: Rect2, color: Color, filled: bool)
[src]
pub fn draw_circle(&self, position: Vector2, radius: f64, color: Color)
[src]
pub fn draw_texture(
&self,
texture: Option<GodotRef<Texture>>,
position: Vector2,
modulate: Color,
normal_map: Option<GodotRef<Texture>>
)
[src]
&self,
texture: Option<GodotRef<Texture>>,
position: Vector2,
modulate: Color,
normal_map: Option<GodotRef<Texture>>
)
pub fn draw_texture_rect(
&self,
texture: Option<GodotRef<Texture>>,
rect: Rect2,
tile: bool,
modulate: Color,
transpose: bool,
normal_map: Option<GodotRef<Texture>>
)
[src]
&self,
texture: Option<GodotRef<Texture>>,
rect: Rect2,
tile: bool,
modulate: Color,
transpose: bool,
normal_map: Option<GodotRef<Texture>>
)
pub fn draw_texture_rect_region(
&self,
texture: Option<GodotRef<Texture>>,
rect: Rect2,
src_rect: Rect2,
modulate: Color,
transpose: bool,
normal_map: Option<GodotRef<Texture>>,
clip_uv: bool
)
[src]
&self,
texture: Option<GodotRef<Texture>>,
rect: Rect2,
src_rect: Rect2,
modulate: Color,
transpose: bool,
normal_map: Option<GodotRef<Texture>>,
clip_uv: bool
)
pub fn draw_style_box(&self, style_box: Option<GodotRef<StyleBox>>, rect: Rect2)
[src]
pub fn draw_primitive(
&self,
points: Vector2Array,
colors: ColorArray,
uvs: Vector2Array,
texture: Option<GodotRef<Texture>>,
width: f64,
normal_map: Option<GodotRef<Texture>>
)
[src]
&self,
points: Vector2Array,
colors: ColorArray,
uvs: Vector2Array,
texture: Option<GodotRef<Texture>>,
width: f64,
normal_map: Option<GodotRef<Texture>>
)
pub fn draw_polygon(
&self,
points: Vector2Array,
colors: ColorArray,
uvs: Vector2Array,
texture: Option<GodotRef<Texture>>,
normal_map: Option<GodotRef<Texture>>,
antialiased: bool
)
[src]
&self,
points: Vector2Array,
colors: ColorArray,
uvs: Vector2Array,
texture: Option<GodotRef<Texture>>,
normal_map: Option<GodotRef<Texture>>,
antialiased: bool
)
pub fn draw_colored_polygon(
&self,
points: Vector2Array,
color: Color,
uvs: Vector2Array,
texture: Option<GodotRef<Texture>>,
normal_map: Option<GodotRef<Texture>>,
antialiased: bool
)
[src]
&self,
points: Vector2Array,
color: Color,
uvs: Vector2Array,
texture: Option<GodotRef<Texture>>,
normal_map: Option<GodotRef<Texture>>,
antialiased: bool
)
pub fn draw_string(
&self,
font: Option<GodotRef<Font>>,
position: Vector2,
text: GodotString,
modulate: Color,
clip_w: i64
)
[src]
&self,
font: Option<GodotRef<Font>>,
position: Vector2,
text: GodotString,
modulate: Color,
clip_w: i64
)
pub fn draw_char(
&self,
font: Option<GodotRef<Font>>,
position: Vector2,
char: GodotString,
next: GodotString,
modulate: Color
) -> f64
[src]
&self,
font: Option<GodotRef<Font>>,
position: Vector2,
char: GodotString,
next: GodotString,
modulate: Color
) -> f64
pub fn draw_set_transform(
&self,
position: Vector2,
rotation: f64,
scale: Vector2
)
[src]
&self,
position: Vector2,
rotation: f64,
scale: Vector2
)
pub fn draw_set_transform_matrix(&self, xform: Transform2D)
[src]
pub fn get_transform(&self) -> Transform2D
[src]
pub fn get_global_transform(&self) -> Transform2D
[src]
pub fn get_global_transform_with_canvas(&self) -> Transform2D
[src]
pub fn get_viewport_transform(&self) -> Transform2D
[src]
pub fn get_viewport_rect(&self) -> Rect2
[src]
pub fn get_canvas_transform(&self) -> Transform2D
[src]
pub fn get_local_mouse_position(&self) -> Vector2
[src]
pub fn get_global_mouse_position(&self) -> Vector2
[src]
pub fn get_canvas(&self) -> Rid
[src]
pub fn get_world_2d(&self) -> Option<GodotRef<World2D>>
[src]
pub fn set_material(&self, material: Option<GodotRef<Material>>)
[src]
pub fn get_material(&self) -> Option<GodotRef<Material>>
[src]
pub fn set_use_parent_material(&self, enable: bool)
[src]
pub fn get_use_parent_material(&self) -> bool
[src]
pub fn set_notify_local_transform(&self, enable: bool)
[src]
pub fn is_local_transform_notification_enabled(&self) -> bool
[src]
pub fn set_notify_transform(&self, enable: bool)
[src]
pub fn is_transform_notification_enabled(&self) -> bool
[src]
pub fn make_canvas_position_local(&self, screen_point: Vector2) -> Vector2
[src]
pub fn make_input_local(
&self,
event: Option<GodotRef<InputEvent>>
) -> Option<GodotRef<InputEvent>>
[src]
&self,
event: Option<GodotRef<InputEvent>>
) -> Option<GodotRef<InputEvent>>
Trait Implementations
impl GodotClass for Node2D
[src]
type ClassData = Node2D
type Reference = Node2D
fn godot_name() -> &'static str
[src]
unsafe fn register_class(_desc: *mut c_void)
[src]
fn godot_info(&self) -> &GodotClassInfo
[src]
unsafe fn reference(
_this: *mut godot_object,
data: &Self::ClassData
) -> &Self::Reference
[src]
_this: *mut godot_object,
data: &Self::ClassData
) -> &Self::Reference
unsafe fn from_object(obj: *mut godot_object) -> Self
[src]
impl Deref for Node2D
[src]
type Target = CanvasItem
The resulting type after dereferencing.
fn deref(&self) -> &Self::Target
[src]
Dereferences the value.