[][src]Struct gdnative::api::TileMap

pub struct TileMap { /* fields omitted */ }

core class TileMap inherits Node2D (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.

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

TileMap 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 TileMap[src]

Constants

impl TileMap[src]

pub fn new() -> Ref<TileMap, 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 clear(&self)[src]

pub fn fix_invalid_tiles(&self)[src]

pub fn get_cell(&self, x: i64, y: i64) -> i64[src]

pub fn get_cell_autotile_coord(
    &self,
    x: i64,
    y: i64
) -> Vector2D<f32, UnknownUnit>
[src]

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

pub fn get_cellv(&self, position: Vector2D<f32, UnknownUnit>) -> i64[src]

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

pub fn collision_bounce(&self) -> f64[src]

pub fn collision_friction(&self) -> f64[src]

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

pub fn get_collision_layer_bit(&self, bit: i64) -> bool[src]

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

pub fn get_collision_mask_bit(&self, bit: i64) -> bool[src]

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

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

pub fn custom_transform(&self) -> Transform2D<f32, UnknownUnit, UnknownUnit>[src]

pub fn half_offset(&self) -> HalfOffset[src]

pub fn mode(&self) -> Mode[src]

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

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

pub fn tile_origin(&self) -> TileOrigin[src]

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

pub fn get_used_cells(&self) -> VariantArray<Shared>[src]

pub fn get_used_cells_by_id(&self, id: i64) -> VariantArray<Shared>[src]

pub fn get_used_rect(&self) -> Rect<f32, UnknownUnit>[src]

pub fn is_cell_transposed(&self, x: i64, y: i64) -> bool[src]

pub fn is_cell_x_flipped(&self, x: i64, y: i64) -> bool[src]

pub fn is_cell_y_flipped(&self, x: i64, y: i64) -> bool[src]

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

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

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

pub fn map_to_world(
    &self,
    map_position: Vector2D<f32, UnknownUnit>,
    ignore_half_ofs: bool
) -> Vector2D<f32, UnknownUnit>
[src]

pub fn set_cell(
    &self,
    x: i64,
    y: i64,
    tile: i64,
    flip_x: bool,
    flip_y: bool,
    transpose: bool,
    autotile_coord: Vector2D<f32, UnknownUnit>
)
[src]

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

pub fn set_cellv(
    &self,
    position: Vector2D<f32, UnknownUnit>,
    tile: i64,
    flip_x: bool,
    flip_y: bool,
    transpose: bool
)
[src]

pub fn set_centered_textures(&self, enable: bool)[src]

pub fn set_clip_uv(&self, enable: bool)[src]

pub fn set_collision_bounce(&self, value: f64)[src]

pub fn set_collision_friction(&self, value: f64)[src]

pub fn set_collision_layer(&self, layer: i64)[src]

pub fn set_collision_layer_bit(&self, bit: i64, value: bool)[src]

pub fn set_collision_mask(&self, mask: i64)[src]

pub fn set_collision_mask_bit(&self, bit: i64, value: bool)[src]

pub fn set_collision_use_kinematic(&self, use_kinematic: bool)[src]

pub fn set_collision_use_parent(&self, use_parent: bool)[src]

pub fn set_compatibility_mode(&self, enable: bool)[src]

pub fn set_custom_transform(
    &self,
    custom_transform: Transform2D<f32, UnknownUnit, UnknownUnit>
)
[src]

pub fn set_half_offset(&self, half_offset: i64)[src]

pub fn set_mode(&self, mode: i64)[src]

pub fn set_occluder_light_mask(&self, mask: i64)[src]

pub fn set_quadrant_size(&self, size: i64)[src]

pub fn set_tile_origin(&self, origin: i64)[src]

pub fn set_tileset(&self, tileset: impl AsArg<TileSet>)[src]

pub fn set_y_sort_mode(&self, enable: bool)[src]

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

pub fn update_bitmask_region(
    &self,
    start: Vector2D<f32, UnknownUnit>,
    end: Vector2D<f32, UnknownUnit>
)
[src]

pub fn update_dirty_quadrants(&self)[src]

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

Methods from Deref<Target = Node2D>

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

pub fn get_angle_to(&self, point: Vector2D<f32, UnknownUnit>) -> f64[src]

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

pub fn global_rotation(&self) -> f64[src]

pub fn global_rotation_degrees(&self) -> f64[src]

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

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

pub fn get_relative_transform_to_parent(
    &self,
    parent: impl AsArg<Node>
) -> Transform2D<f32, UnknownUnit, UnknownUnit>
[src]

pub fn rotation(&self) -> f64[src]

pub fn rotation_degrees(&self) -> f64[src]

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

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

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

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

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

pub fn move_local_x(&self, delta: f64, scaled: bool)[src]

pub fn move_local_y(&self, delta: f64, scaled: bool)[src]

pub fn rotate(&self, radians: f64)[src]

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

pub fn set_global_rotation(&self, radians: f64)[src]

pub fn set_global_rotation_degrees(&self, degrees: f64)[src]

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

pub fn set_global_transform(
    &self,
    xform: Transform2D<f32, UnknownUnit, UnknownUnit>
)
[src]

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

pub fn set_rotation(&self, radians: f64)[src]

pub fn set_rotation_degrees(&self, degrees: f64)[src]

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

pub fn set_transform(&self, xform: Transform2D<f32, UnknownUnit, UnknownUnit>)[src]

pub fn set_z_as_relative(&self, enable: bool)[src]

pub fn set_z_index(&self, z_index: i64)[src]

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

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

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

Trait Implementations

impl Debug for TileMap[src]

impl Deref for TileMap[src]

type Target = Node2D

The resulting type after dereferencing.

impl DerefMut for TileMap[src]

impl GodotObject for TileMap[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 TileMap[src]

impl QueueFree for TileMap[src]

impl SubClass<CanvasItem> for TileMap[src]

impl SubClass<Node> for TileMap[src]

impl SubClass<Node2D> for TileMap[src]

impl SubClass<Object> for TileMap[src]

Auto Trait Implementations

impl RefUnwindSafe for TileMap

impl !Send for TileMap

impl !Sync for TileMap

impl Unpin for TileMap

impl UnwindSafe for TileMap

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.