[][src]Struct gdnative::InputEventAction

pub struct InputEventAction { /* fields omitted */ }

core class InputEventAction inherits InputEvent (reference counted).

Official documentation

See the documentation of this class in the Godot engine's official documentation.

Memory management

The lifetime of this object is automatically managed through reference counting.

Class hierarchy

InputEventAction inherits methods from:

Methods

impl InputEventAction[src]

pub fn new() -> InputEventAction[src]

pub fn new_ref(&self) -> InputEventAction[src]

Creates a new reference to the same reference-counted object.

pub fn get_action(&self) -> GodotString[src]

pub fn set_action(&mut self, action: GodotString)[src]

pub fn set_pressed(&mut self, pressed: bool)[src]

pub fn to_input_event(&self) -> InputEvent[src]

Up-cast.

pub fn to_resource(&self) -> Resource[src]

Up-cast.

pub fn to_reference(&self) -> Reference[src]

Up-cast.

pub fn to_object(&self) -> Object[src]

Up-cast.

pub fn cast<T>(&self) -> Option<T> where
    T: GodotObject
[src]

Generic dynamic cast.

Methods from Deref<Target = InputEvent>

pub fn new_ref(&self) -> InputEvent[src]

Creates a new reference to the same reference-counted object.

pub fn accumulate(&mut self, with_event: Option<InputEvent>) -> bool[src]

pub fn as_text(&self) -> GodotString[src]

pub fn get_action_strength(&self, action: GodotString) -> f64[src]

pub fn get_device(&self) -> i64[src]

pub fn is_action(&self, action: GodotString) -> bool[src]

pub fn is_action_pressed(&self, action: GodotString) -> bool[src]

pub fn is_action_released(&self, action: GodotString) -> bool[src]

pub fn is_action_type(&self) -> bool[src]

pub fn is_echo(&self) -> bool[src]

pub fn is_pressed(&self) -> bool[src]

pub fn set_device(&mut self, device: i64)[src]

pub fn shortcut_match(&self, event: Option<InputEvent>) -> bool[src]

pub fn xformed_by(
    &self,
    xform: Transform2D<f32, UnknownUnit, UnknownUnit>,
    local_ofs: Vector2D<f32, UnknownUnit>
) -> Option<InputEvent>
[src]

pub fn to_resource(&self) -> Resource[src]

Up-cast.

pub fn to_reference(&self) -> Reference[src]

Up-cast.

pub fn to_object(&self) -> Object[src]

Up-cast.

pub fn cast<T>(&self) -> Option<T> where
    T: GodotObject
[src]

Generic dynamic cast.

Trait Implementations

impl Clone for InputEventAction[src]

impl Debug for InputEventAction[src]

impl Deref for InputEventAction[src]

type Target = InputEvent

The resulting type after dereferencing.

impl DerefMut for InputEventAction[src]

impl Drop for InputEventAction[src]

impl FromVariant for InputEventAction[src]

impl GodotObject for InputEventAction[src]

impl Instanciable for InputEventAction[src]

impl ToVariant for InputEventAction[src]

Auto Trait Implementations

Blanket Implementations

impl<T> Any for T where
    T: 'static + ?Sized
[src]

impl<T> Borrow<T> for T where
    T: ?Sized
[src]

impl<T> BorrowMut<T> for T where
    T: ?Sized
[src]

impl<T> From<T> for T[src]

impl<T, U> Into<U> for T where
    U: From<T>, 
[src]

impl<T> ToOwned for T where
    T: Clone
[src]

type Owned = T

The resulting type after obtaining ownership.

impl<T, U> TryFrom<U> for T where
    U: Into<T>, 
[src]

type Error = Infallible

The type returned in the event of a conversion error.

impl<T, U> TryInto<U> for T where
    U: TryFrom<T>, 
[src]

type Error = <U as TryFrom<T>>::Error

The type returned in the event of a conversion error.