[−][src]Struct gdnative::AnimationNode
core class AnimationNode
inherits Resource
(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
AnimationNode inherits methods from:
Methods
impl AnimationNode
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Constants
pub const FILTER_PASS: i64
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pub const FILTER_STOP: i64
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pub const FILTER_BLEND: i64
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pub const FILTER_IGNORE: i64
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impl AnimationNode
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pub fn new() -> AnimationNode
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pub fn new_ref(&self) -> AnimationNode
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Creates a new reference to the same reference-counted object.
pub fn _get_filters(&self) -> VariantArray
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pub fn _set_filters(&mut self, filters: VariantArray)
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pub fn add_input(&mut self, name: GodotString)
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pub fn blend_animation(
&mut self,
animation: GodotString,
time: f64,
delta: f64,
seeked: bool,
blend: f64
)
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&mut self,
animation: GodotString,
time: f64,
delta: f64,
seeked: bool,
blend: f64
)
pub fn blend_input(
&mut self,
input_index: i64,
time: f64,
seek: bool,
blend: f64,
filter: i64,
optimize: bool
) -> f64
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&mut self,
input_index: i64,
time: f64,
seek: bool,
blend: f64,
filter: i64,
optimize: bool
) -> f64
pub fn blend_node(
&mut self,
name: GodotString,
node: Option<AnimationNode>,
time: f64,
seek: bool,
blend: f64,
filter: i64,
optimize: bool
) -> f64
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&mut self,
name: GodotString,
node: Option<AnimationNode>,
time: f64,
seek: bool,
blend: f64,
filter: i64,
optimize: bool
) -> f64
pub fn get_caption(&mut self) -> GodotString
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pub fn get_child_by_name(&mut self, name: GodotString) -> Option<Object>
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pub fn get_child_nodes(&mut self) -> Dictionary
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pub fn get_input_count(&self) -> i64
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pub fn get_input_name(&mut self, input: i64) -> GodotString
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pub fn get_parameter(&self, name: GodotString) -> Variant
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pub fn get_parameter_default_value(&mut self, name: GodotString) -> Variant
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pub fn get_parameter_list(&mut self) -> VariantArray
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pub fn has_filter(&mut self) -> GodotString
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pub fn is_filter_enabled(&self) -> bool
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pub fn is_path_filtered(&self, path: NodePath) -> bool
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pub fn process(&mut self, time: f64, seek: bool)
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pub fn remove_input(&mut self, index: i64)
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pub fn set_filter_enabled(&mut self, enable: bool)
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pub fn set_filter_path(&mut self, path: NodePath, enable: bool)
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pub fn set_parameter(&mut self, name: GodotString, value: Variant)
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pub fn to_resource(&self) -> Resource
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Up-cast.
pub fn to_reference(&self) -> Reference
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Up-cast.
pub fn to_object(&self) -> Object
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Up-cast.
pub fn cast<T>(&self) -> Option<T> where
T: GodotObject,
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T: GodotObject,
Generic dynamic cast.
Methods from Deref<Target = Resource>
pub fn new_ref(&self) -> Resource
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Creates a new reference to the same reference-counted object.
pub fn _setup_local_to_scene(&mut self)
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pub fn duplicate(&self, subresources: bool) -> Option<Resource>
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pub fn get_local_scene(&self) -> Option<Node>
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pub fn get_name(&self) -> GodotString
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pub fn get_path(&self) -> GodotString
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pub fn get_rid(&self) -> Rid
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pub fn is_local_to_scene(&self) -> bool
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pub fn set_local_to_scene(&mut self, enable: bool)
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pub fn set_name(&mut self, name: GodotString)
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pub fn set_path(&mut self, path: GodotString)
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pub fn setup_local_to_scene(&mut self)
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pub fn take_over_path(&mut self, path: GodotString)
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pub fn init_ref(&mut self) -> bool
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Inherited from Reference.
pub fn to_reference(&self) -> Reference
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Up-cast.
pub fn to_object(&self) -> Object
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Up-cast.
pub fn cast<T>(&self) -> Option<T> where
T: GodotObject,
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T: GodotObject,
Generic dynamic cast.
Trait Implementations
impl Clone for AnimationNode
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fn clone(&self) -> AnimationNode
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fn clone_from(&mut self, source: &Self)
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impl Debug for AnimationNode
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impl Deref for AnimationNode
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impl DerefMut for AnimationNode
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impl Drop for AnimationNode
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impl FromVariant for AnimationNode
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fn from_variant(variant: &Variant) -> Result<AnimationNode, FromVariantError>
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impl GodotObject for AnimationNode
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fn class_name() -> &'static str
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unsafe fn from_sys(obj: *mut c_void) -> AnimationNode
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unsafe fn from_return_position_sys(obj: *mut c_void) -> AnimationNode
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unsafe fn to_sys(&self) -> *mut c_void
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impl Instanciable for AnimationNode
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fn construct() -> AnimationNode
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impl ToVariant for AnimationNode
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fn to_variant(&self) -> Variant
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Auto Trait Implementations
impl RefUnwindSafe for AnimationNode
impl !Send for AnimationNode
impl !Sync for AnimationNode
impl Unpin for AnimationNode
impl UnwindSafe for AnimationNode
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> Export for T where
T: GodotObject + ToVariant,
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T: GodotObject + ToVariant,
type Hint = ()
A type-specific hint type that is valid for the type being exported.
fn export_info(_hint: Option<<T as Export>::Hint>) -> ExportInfo
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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> ToOwned for T where
T: Clone,
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T: Clone,
type Owned = T
The resulting type after obtaining ownership.
fn to_owned(&self) -> T
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fn clone_into(&self, target: &mut T)
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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>,
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U: TryFrom<T>,