Struct gdnative::TouchScreenButton
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pub struct TouchScreenButton { /* fields omitted */ }
core class TouchScreenButton : Node2D
(manually managed)
Base class
TouchScreenButton inherits Node2D and all of its methods.
Memory management
Non reference counted objects such as the ones of this type are usually owned by the engine.
In the cases where Rust code owns an object of this type, ownership should be either passed
to the engine or the object must be manually destroyed using TouchScreenButton::free
.
Methods
impl TouchScreenButton
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pub fn as_node_2d(&self) -> Node2D
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Up-cast.
pub fn new() -> Self
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Constructor.
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 TouchScreenButton::free
.
pub unsafe fn free(self)
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Manually deallocate the object.
pub fn set_texture(&mut self, texture: Option<Texture>)
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pub fn get_texture(&self) -> Option<Texture>
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pub fn set_texture_pressed(&mut self, texture_pressed: Option<Texture>)
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pub fn get_texture_pressed(&self) -> Option<Texture>
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pub fn set_bitmask(&mut self, bitmask: Option<BitMap>)
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pub fn get_bitmask(&self) -> Option<BitMap>
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pub fn set_shape(&mut self, shape: Option<Shape2D>)
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pub fn get_shape(&self) -> Option<Shape2D>
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pub fn set_shape_centered(&mut self, bool: bool)
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pub fn is_shape_centered(&self) -> bool
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pub fn set_shape_visible(&mut self, bool: bool)
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pub fn is_shape_visible(&self) -> bool
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pub fn set_action(&mut self, action: GodotString)
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pub fn get_action(&self) -> GodotString
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pub fn set_visibility_mode(&mut self, mode: i64)
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pub fn set_passby_press(&mut self, enabled: bool)
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pub fn is_passby_press_enabled(&self) -> bool
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pub fn is_pressed(&self) -> bool
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pub fn _input(&mut self, arg0: Option<InputEvent>)
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pub fn cast<T: GodotObject>(&self) -> Option<T>
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Methods from Deref<Target = Node2D>
pub fn as_canvas_item(&self) -> CanvasItem
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Up-cast.
pub fn set_position(&mut self, position: Vector2)
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pub fn set_rotation(&mut self, radians: f64)
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pub fn set_rotation_degrees(&mut self, degrees: f64)
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pub fn set_scale(&mut self, scale: Vector2)
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pub fn get_position(&self) -> Vector2
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pub fn get_rotation(&self) -> f64
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pub fn get_rotation_degrees(&self) -> f64
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pub fn get_scale(&self) -> Vector2
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pub fn rotate(&mut self, radians: f64)
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pub fn move_local_x(&mut self, delta: f64, scaled: bool)
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pub fn move_local_y(&mut self, delta: f64, scaled: bool)
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pub fn translate(&mut self, offset: Vector2)
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pub fn global_translate(&mut self, offset: Vector2)
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pub fn apply_scale(&mut self, ratio: Vector2)
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pub fn set_global_position(&mut self, position: Vector2)
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pub fn get_global_position(&self) -> Vector2
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pub fn set_global_rotation(&mut self, radians: f64)
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pub fn get_global_rotation(&self) -> f64
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pub fn set_global_rotation_degrees(&mut self, degrees: f64)
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pub fn get_global_rotation_degrees(&self) -> f64
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pub fn set_global_scale(&mut self, scale: Vector2)
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pub fn get_global_scale(&self) -> Vector2
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pub fn set_transform(&mut self, xform: Transform2D)
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pub fn set_global_transform(&mut self, xform: Transform2D)
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pub fn look_at(&mut self, point: Vector2)
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pub fn get_angle_to(&self, point: Vector2) -> f64
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pub fn to_local(&self, global_point: Vector2) -> Vector2
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pub fn to_global(&self, local_point: Vector2) -> Vector2
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pub fn set_z_index(&mut self, z_index: i64)
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pub fn get_z_index(&self) -> i64
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pub fn set_z_as_relative(&mut self, enable: bool)
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pub fn is_z_relative(&self) -> bool
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pub fn get_relative_transform_to_parent(
&self,
parent: Option<Object>
) -> Transform2D
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&self,
parent: Option<Object>
) -> Transform2D
pub fn cast<T: GodotObject>(&self) -> Option<T>
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Trait Implementations
impl GodotObject for TouchScreenButton
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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 Deref for TouchScreenButton
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type Target = Node2D
The resulting type after dereferencing.
fn deref(&self) -> &Self::Target
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Dereferences the value.