[][src]Struct gdnative::api::AcceptDialog

pub struct AcceptDialog { /* fields omitted */ }

core class AcceptDialog inherits WindowDialog (unsafe).

Official documentation

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

Memory management

Non reference counted objects such as the ones of this type are usually owned by the engine.

AcceptDialog is a reference-only type. Persistent references can only exist in the unsafe Ref<AcceptDialog> form.

In the cases where Rust code owns an object of this type, for example if the object was just created on the Rust side and not passed to the engine yet, ownership should be either given to the engine or the object must be manually destroyed using Ptr::free, or Ptr::queue_free if it is a Node.

Class hierarchy

AcceptDialog inherits methods from:

Safety

All types in the Godot API have "interior mutability" in Rust parlance. To enforce that the official thread-safety guidelines are followed, the typestate pattern is used in the Ref and TRef smart pointers, and the Instance API. The typestate Access in these types tracks whether the access is unique, shared, or exclusive to the current thread. For more information, see the type-level documentation on Ref.

Implementations

impl AcceptDialog[src]

pub fn new() -> Ref<AcceptDialog, Unique>[src]

Creates a new instance of this object.

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 Ptr::free, or preferably Ptr::queue_free if it is a Node.

pub fn add_button(
    &self,
    text: impl Into<GodotString>,
    right: bool,
    action: impl Into<GodotString>
) -> Option<Ref<Button, Shared>>
[src]

pub fn add_cancel(
    &self,
    name: impl Into<GodotString>
) -> Option<Ref<Button, Shared>>
[src]

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

pub fn get_label(&self) -> Option<Ref<Label, Shared>>[src]

pub fn get_ok(&self) -> Option<Ref<Button, Shared>>[src]

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

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

pub fn register_text_enter(&self, line_edit: impl AsArg<Node>)[src]

pub fn set_autowrap(&self, autowrap: bool)[src]

pub fn set_hide_on_ok(&self, enabled: bool)[src]

pub fn set_text(&self, text: impl Into<GodotString>)[src]

Methods from Deref<Target = WindowDialog>

pub fn get_close_button(&self) -> Option<Ref<TextureButton, Shared>>[src]

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

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

pub fn set_resizable(&self, resizable: bool)[src]

pub fn set_title(&self, title: impl Into<GodotString>)[src]

Trait Implementations

impl Debug for AcceptDialog[src]

impl Deref for AcceptDialog[src]

type Target = WindowDialog

The resulting type after dereferencing.

impl DerefMut for AcceptDialog[src]

impl GodotObject for AcceptDialog[src]

type RefKind = ManuallyManaged

The memory management kind of this type. This modifies the behavior of the Ref smart pointer. See its type-level documentation for more information. Read more

impl Instanciable for AcceptDialog[src]

impl QueueFree for AcceptDialog[src]

impl SubClass<AcceptDialog> for ScriptCreateDialog[src]

impl SubClass<AcceptDialog> for ConfirmationDialog[src]

impl SubClass<AcceptDialog> for FileDialog[src]

impl SubClass<AcceptDialog> for EditorFileDialog[src]

impl SubClass<CanvasItem> for AcceptDialog[src]

impl SubClass<Control> for AcceptDialog[src]

impl SubClass<Node> for AcceptDialog[src]

impl SubClass<Object> for AcceptDialog[src]

impl SubClass<Popup> for AcceptDialog[src]

impl SubClass<WindowDialog> for AcceptDialog[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> SubClass<T> for T where
    T: GodotObject
[src]

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.