[][src]Struct gdnative::prelude::Button

pub struct Button { /* fields omitted */ }

core class Button inherits BaseButton (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.

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

Button 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 Button[src]

Constants

impl Button[src]

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

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

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

pub fn text_align(&self) -> TextAlign[src]

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

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

pub fn set_button_icon(&self, texture: impl AsArg<Texture>)[src]

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

pub fn set_expand_icon(&self, arg0: bool)[src]

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

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

pub fn set_text_align(&self, align: i64)[src]

Methods from Deref<Target = BaseButton>

pub fn action_mode(&self) -> ActionMode[src]

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

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

pub fn get_draw_mode(&self) -> DrawMode[src]

pub fn enabled_focus_mode(&self) -> FocusMode[src]

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

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

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

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

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

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

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

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

pub fn set_button_group(&self, button_group: impl AsArg<ButtonGroup>)[src]

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

pub fn set_disabled(&self, disabled: bool)[src]

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

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

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

pub fn set_shortcut(&self, shortcut: impl AsArg<ShortCut>)[src]

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

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

Trait Implementations

impl Debug for Button[src]

impl Deref for Button[src]

type Target = BaseButton

The resulting type after dereferencing.

impl DerefMut for Button[src]

impl GodotObject for Button[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 Button[src]

impl QueueFree for Button[src]

impl SubClass<BaseButton> for Button[src]

impl SubClass<Button> for MenuButton[src]

impl SubClass<Button> for CheckButton[src]

impl SubClass<Button> for CheckBox[src]

impl SubClass<Button> for ColorPickerButton[src]

impl SubClass<Button> for ToolButton[src]

impl SubClass<Button> for OptionButton[src]

impl SubClass<CanvasItem> for Button[src]

impl SubClass<Control> for Button[src]

impl SubClass<Node> for Button[src]

impl SubClass<Object> for Button[src]

Auto Trait Implementations

impl RefUnwindSafe for Button

impl !Send for Button

impl !Sync for Button

impl Unpin for Button

impl UnwindSafe for Button

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.