Struct gdnative::AnimationTreePlayer
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pub struct AnimationTreePlayer { /* fields omitted */ }
core class AnimationTreePlayer : Node
(manually managed)
Base class
AnimationTreePlayer inherits Node 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 AnimationTreePlayer::free
.
Methods
impl AnimationTreePlayer
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pub fn as_node(&self) -> Node
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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 AnimationTreePlayer::free
.
pub unsafe fn free(self)
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Manually deallocate the object.
pub fn add_node(&mut self, _type: i64, id: GodotString)
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pub fn node_exists(&self, node: GodotString) -> bool
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pub fn node_rename(
&mut self,
node: GodotString,
new_name: GodotString
) -> GodotResult
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&mut self,
node: GodotString,
new_name: GodotString
) -> GodotResult
pub fn node_get_input_count(&self, id: GodotString) -> i64
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pub fn node_get_input_source(&self, id: GodotString, idx: i64) -> GodotString
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pub fn animation_node_set_animation(
&mut self,
id: GodotString,
animation: Option<Animation>
)
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&mut self,
id: GodotString,
animation: Option<Animation>
)
pub fn animation_node_get_animation(&self, id: GodotString) -> Option<Animation>
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pub fn animation_node_set_master_animation(
&mut self,
id: GodotString,
source: GodotString
)
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&mut self,
id: GodotString,
source: GodotString
)
pub fn animation_node_get_master_animation(
&self,
id: GodotString
) -> GodotString
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&self,
id: GodotString
) -> GodotString
pub fn animation_node_set_filter_path(
&mut self,
id: GodotString,
path: NodePath,
enable: bool
)
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&mut self,
id: GodotString,
path: NodePath,
enable: bool
)
pub fn oneshot_node_set_fadein_time(&mut self, id: GodotString, time_sec: f64)
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pub fn oneshot_node_get_fadein_time(&self, id: GodotString) -> f64
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pub fn oneshot_node_set_fadeout_time(&mut self, id: GodotString, time_sec: f64)
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pub fn oneshot_node_get_fadeout_time(&self, id: GodotString) -> f64
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pub fn oneshot_node_set_autorestart(&mut self, id: GodotString, enable: bool)
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pub fn oneshot_node_set_autorestart_delay(
&mut self,
id: GodotString,
delay_sec: f64
)
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&mut self,
id: GodotString,
delay_sec: f64
)
pub fn oneshot_node_set_autorestart_random_delay(
&mut self,
id: GodotString,
rand_sec: f64
)
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&mut self,
id: GodotString,
rand_sec: f64
)
pub fn oneshot_node_has_autorestart(&self, id: GodotString) -> bool
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pub fn oneshot_node_get_autorestart_delay(&self, id: GodotString) -> f64
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pub fn oneshot_node_get_autorestart_random_delay(&self, id: GodotString) -> f64
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pub fn oneshot_node_start(&mut self, id: GodotString)
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pub fn oneshot_node_stop(&mut self, id: GodotString)
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pub fn oneshot_node_is_active(&self, id: GodotString) -> bool
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pub fn oneshot_node_set_filter_path(
&mut self,
id: GodotString,
path: NodePath,
enable: bool
)
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&mut self,
id: GodotString,
path: NodePath,
enable: bool
)
pub fn mix_node_set_amount(&mut self, id: GodotString, ratio: f64)
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pub fn mix_node_get_amount(&self, id: GodotString) -> f64
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pub fn blend2_node_set_amount(&mut self, id: GodotString, blend: f64)
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pub fn blend2_node_get_amount(&self, id: GodotString) -> f64
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pub fn blend2_node_set_filter_path(
&mut self,
id: GodotString,
path: NodePath,
enable: bool
)
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&mut self,
id: GodotString,
path: NodePath,
enable: bool
)
pub fn blend3_node_set_amount(&mut self, id: GodotString, blend: f64)
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pub fn blend3_node_get_amount(&self, id: GodotString) -> f64
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pub fn blend4_node_set_amount(&mut self, id: GodotString, blend: Vector2)
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pub fn blend4_node_get_amount(&self, id: GodotString) -> Vector2
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pub fn timescale_node_set_scale(&mut self, id: GodotString, scale: f64)
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pub fn timescale_node_get_scale(&self, id: GodotString) -> f64
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pub fn timeseek_node_seek(&mut self, id: GodotString, seconds: f64)
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pub fn transition_node_set_input_count(&mut self, id: GodotString, count: i64)
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pub fn transition_node_get_input_count(&self, id: GodotString) -> i64
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pub fn transition_node_delete_input(&mut self, id: GodotString, input_idx: i64)
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pub fn transition_node_set_input_auto_advance(
&mut self,
id: GodotString,
input_idx: i64,
enable: bool
)
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&mut self,
id: GodotString,
input_idx: i64,
enable: bool
)
pub fn transition_node_has_input_auto_advance(
&self,
id: GodotString,
input_idx: i64
) -> bool
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&self,
id: GodotString,
input_idx: i64
) -> bool
pub fn transition_node_set_xfade_time(&mut self, id: GodotString, time_sec: f64)
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pub fn transition_node_get_xfade_time(&self, id: GodotString) -> f64
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pub fn transition_node_set_current(&mut self, id: GodotString, input_idx: i64)
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pub fn transition_node_get_current(&self, id: GodotString) -> i64
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pub fn node_set_position(&mut self, id: GodotString, screen_position: Vector2)
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pub fn node_get_position(&self, id: GodotString) -> Vector2
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pub fn remove_node(&mut self, id: GodotString)
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pub fn connect_nodes(
&mut self,
id: GodotString,
dst_id: GodotString,
dst_input_idx: i64
) -> GodotResult
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&mut self,
id: GodotString,
dst_id: GodotString,
dst_input_idx: i64
) -> GodotResult
pub fn are_nodes_connected(
&self,
id: GodotString,
dst_id: GodotString,
dst_input_idx: i64
) -> bool
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&self,
id: GodotString,
dst_id: GodotString,
dst_input_idx: i64
) -> bool
pub fn disconnect_nodes(&mut self, id: GodotString, dst_input_idx: i64)
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pub fn set_active(&mut self, enabled: bool)
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pub fn is_active(&self) -> bool
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pub fn set_base_path(&mut self, path: NodePath)
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pub fn get_base_path(&self) -> NodePath
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pub fn set_master_player(&mut self, nodepath: NodePath)
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pub fn get_master_player(&self) -> NodePath
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pub fn get_node_list(&mut self) -> StringArray
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pub fn set_animation_process_mode(&mut self, mode: i64)
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pub fn advance(&mut self, delta: f64)
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pub fn reset(&mut self)
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pub fn recompute_caches(&mut self)
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pub fn cast<T: GodotObject>(&self) -> Option<T>
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Methods from Deref<Target = Node>
pub fn as_object(&self) -> Object
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Up-cast.
pub fn _process(&mut self, delta: f64)
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pub fn _physics_process(&mut self, delta: f64)
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pub fn _enter_tree(&mut self)
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pub fn _exit_tree(&mut self)
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pub fn _ready(&mut self)
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pub fn _input(&mut self, event: Option<InputEvent>)
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pub fn _unhandled_input(&mut self, event: Option<InputEvent>)
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pub fn _unhandled_key_input(&mut self, event: Option<InputEventKey>)
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pub fn add_child_below_node(
&mut self,
node: Option<Object>,
child_node: Option<Object>,
legible_unique_name: bool
)
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&mut self,
node: Option<Object>,
child_node: Option<Object>,
legible_unique_name: bool
)
pub fn set_name(&mut self, name: GodotString)
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pub fn get_name(&self) -> GodotString
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pub fn add_child(&mut self, node: Option<Object>, legible_unique_name: bool)
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pub fn remove_child(&mut self, node: Option<Object>)
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pub fn get_child_count(&self) -> i64
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pub fn get_children(&self) -> VariantArray
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pub fn get_child(&self, idx: i64) -> Option<Node>
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pub fn has_node(&self, path: NodePath) -> bool
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pub fn get_node(&self, path: NodePath) -> Option<Node>
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pub fn get_parent(&self) -> Option<Node>
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pub fn find_node(
&self,
mask: GodotString,
recursive: bool,
owned: bool
) -> Option<Node>
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&self,
mask: GodotString,
recursive: bool,
owned: bool
) -> Option<Node>
pub fn has_node_and_resource(&self, path: NodePath) -> bool
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pub fn get_node_and_resource(&mut self, path: NodePath) -> VariantArray
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pub fn is_inside_tree(&self) -> bool
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pub fn is_a_parent_of(&self, node: Option<Object>) -> bool
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pub fn is_greater_than(&self, node: Option<Object>) -> bool
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pub fn get_path(&self) -> NodePath
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pub fn get_path_to(&self, node: Option<Object>) -> NodePath
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pub fn add_to_group(&mut self, group: GodotString, persistent: bool)
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pub fn remove_from_group(&mut self, group: GodotString)
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pub fn is_in_group(&self, group: GodotString) -> bool
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pub fn move_child(&mut self, child_node: Option<Object>, to_position: i64)
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pub fn get_groups(&self) -> VariantArray
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pub fn raise(&mut self)
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pub fn set_owner(&mut self, owner: Option<Object>)
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pub fn get_owner(&self) -> Option<Node>
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pub fn remove_and_skip(&mut self)
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pub fn get_index(&self) -> i64
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pub fn print_tree(&mut self)
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pub fn set_filename(&mut self, filename: GodotString)
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pub fn get_filename(&self) -> GodotString
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pub fn propagate_notification(&mut self, what: i64)
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pub fn propagate_call(
&mut self,
method: GodotString,
args: VariantArray,
parent_first: bool
)
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&mut self,
method: GodotString,
args: VariantArray,
parent_first: bool
)
pub fn set_physics_process(&mut self, enable: bool)
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pub fn get_physics_process_delta_time(&self) -> f64
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pub fn is_physics_processing(&self) -> bool
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pub fn get_process_delta_time(&self) -> f64
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pub fn set_process(&mut self, enable: bool)
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pub fn is_processing(&self) -> bool
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pub fn set_process_input(&mut self, enable: bool)
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pub fn is_processing_input(&self) -> bool
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pub fn set_process_unhandled_input(&mut self, enable: bool)
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pub fn is_processing_unhandled_input(&self) -> bool
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pub fn set_process_unhandled_key_input(&mut self, enable: bool)
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pub fn is_processing_unhandled_key_input(&self) -> bool
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pub fn set_pause_mode(&mut self, mode: i64)
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pub fn can_process(&self) -> bool
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pub fn print_stray_nodes(&mut self)
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pub fn get_position_in_parent(&self) -> i64
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pub fn set_display_folded(&mut self, fold: bool)
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pub fn is_displayed_folded(&self) -> bool
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pub fn set_process_internal(&mut self, enable: bool)
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pub fn is_processing_internal(&self) -> bool
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pub fn set_physics_process_internal(&mut self, enable: bool)
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pub fn is_physics_processing_internal(&self) -> bool
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pub fn get_tree(&self) -> Option<SceneTree>
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pub fn duplicate(&self, flags: i64) -> Option<Node>
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pub fn replace_by(&mut self, node: Option<Object>, keep_data: bool)
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pub fn set_scene_instance_load_placeholder(&mut self, load_placeholder: bool)
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pub fn get_scene_instance_load_placeholder(&self) -> bool
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pub fn get_viewport(&self) -> Option<Viewport>
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pub fn queue_free(&mut self)
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pub fn request_ready(&mut self)
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pub fn set_network_master(&mut self, id: i64, recursive: bool)
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pub fn get_network_master(&self) -> i64
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pub fn is_network_master(&self) -> bool
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pub fn rpc_config(&mut self, method: GodotString, mode: i64)
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pub fn rset_config(&mut self, property: GodotString, mode: i64)
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pub fn _set_import_path(&mut self, import_path: NodePath)
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pub fn _get_import_path(&self) -> NodePath
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pub fn rpc(&mut self, method: GodotString, varargs: &[Variant]) -> Variant
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pub fn rpc_unreliable(
&mut self,
method: GodotString,
varargs: &[Variant]
) -> Variant
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&mut self,
method: GodotString,
varargs: &[Variant]
) -> Variant
pub fn rpc_id(
&mut self,
peer_id: i64,
method: GodotString,
varargs: &[Variant]
) -> Variant
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&mut self,
peer_id: i64,
method: GodotString,
varargs: &[Variant]
) -> Variant
pub fn rpc_unreliable_id(
&mut self,
peer_id: i64,
method: GodotString,
varargs: &[Variant]
) -> Variant
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&mut self,
peer_id: i64,
method: GodotString,
varargs: &[Variant]
) -> Variant
pub fn rset(&mut self, property: GodotString, value: Variant)
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pub fn rset_id(&mut self, peer_id: i64, property: GodotString, value: Variant)
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pub fn rset_unreliable(&mut self, property: GodotString, value: Variant)
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pub fn rset_unreliable_id(
&mut self,
peer_id: i64,
property: GodotString,
value: Variant
)
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&mut self,
peer_id: i64,
property: GodotString,
value: Variant
)
pub fn cast<T: GodotObject>(&self) -> Option<T>
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Trait Implementations
impl GodotObject for AnimationTreePlayer
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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 AnimationTreePlayer
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type Target = Node
The resulting type after dereferencing.
fn deref(&self) -> &Self::Target
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Dereferences the value.