[][src]Struct gdnative::api::InputEventScreenDrag

pub struct InputEventScreenDrag { /* fields omitted */ }

core class InputEventScreenDrag 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

InputEventScreenDrag 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 InputEventScreenDrag[src]

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

Creates a new instance of this object.

This is a reference-counted type. The returned object is automatically managed by Ref.

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

pub fn position(&self) -> Vector2D<f32, UnknownUnit>[src]

pub fn relative(&self) -> Vector2D<f32, UnknownUnit>[src]

pub fn speed(&self) -> Vector2D<f32, UnknownUnit>[src]

pub fn set_index(&self, index: i64)[src]

pub fn set_position(&self, position: Vector2D<f32, UnknownUnit>)[src]

pub fn set_relative(&self, relative: Vector2D<f32, UnknownUnit>)[src]

pub fn set_speed(&self, speed: Vector2D<f32, UnknownUnit>)[src]

Methods from Deref<Target = InputEvent>

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

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

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

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

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

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

pub fn is_action_released(&self, action: impl Into<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(&self, device: i64)[src]

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

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

Trait Implementations

impl Debug for InputEventScreenDrag[src]

impl Deref for InputEventScreenDrag[src]

type Target = InputEvent

The resulting type after dereferencing.

impl DerefMut for InputEventScreenDrag[src]

impl GodotObject for InputEventScreenDrag[src]

type RefKind = RefCounted

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 InputEventScreenDrag[src]

impl SubClass<InputEvent> for InputEventScreenDrag[src]

impl SubClass<Object> for InputEventScreenDrag[src]

impl SubClass<Reference> for InputEventScreenDrag[src]

impl SubClass<Resource> for InputEventScreenDrag[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.