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LuaCustomInputPrototype

Struct LuaCustomInputPrototype 

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pub struct LuaCustomInputPrototype;
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Prototype of a custom input.

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impl LuaCustomInputPrototype

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pub fn custom_tooltip_fields(&self) -> Vec<CustomTooltipField>

Extra description items in the tooltip and Factoriopedia.

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pub fn factoriopedia_description(&self) -> &str

Provides additional description used in factoriopedia.

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pub fn group(&self) -> LuaGroup

Group of this prototype.

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pub fn hidden(&self) -> bool

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pub fn hidden_in_factoriopedia(&self) -> bool

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pub fn localised_description(&self) -> &str

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pub fn localised_name(&self) -> &str

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pub fn name(&self) -> &str

Name of this prototype.

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pub fn order(&self) -> &str

The string used to alphabetically sort these prototypes. It is a simple string that has no additional semantic meaning.

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pub fn parameter(&self) -> bool

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pub fn subgroup(&self) -> LuaGroup

Subgroup of this prototype.

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pub fn type(&self) -> &str

Type of this prototype.

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pub fn action(&self) -> &str

The action that happens when this custom input is triggered.

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pub fn alternative_key_sequence(&self) -> &str

The default alternative key sequence for this custom input, if any

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pub fn consuming(&self) -> LuaCustomInputPrototypeConsuming

The consuming type.

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pub fn controller_alternative_key_sequence(&self) -> &str

The default controller alternative key sequence for this custom input, if any

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pub fn controller_key_sequence(&self) -> &str

The default controller key sequence for this custom input, if any

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pub fn enabled(&self) -> bool

Whether this custom input is enabled. Disabled custom inputs exist but are not used by the game.

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pub fn enabled_while_in_cutscene(&self) -> bool

Whether this custom input is enabled while using the cutscene controller.

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pub fn enabled_while_spectating(&self) -> bool

Whether this custom input is enabled while using the spectator controller.

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pub fn event_id(&self) -> &str

Event identifier associated with this custom input.

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pub fn include_selected_prototype(&self) -> bool

Whether this custom input will include the selected prototype (if any) when triggered.

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pub fn item_to_spawn(&self) -> LuaItemPrototype

The item that gets spawned when this custom input is fired, if any.

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pub fn key_sequence(&self) -> &str

The default key sequence for this custom input.

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pub fn linked_game_control(&self) -> LinkedGameControl

The linked game control name, if any.

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pub fn object_name(&self) -> &str

The class name of this object. Available even when valid is false. For LuaStruct objects it may also be suffixed with a dotted path to a member of the struct.

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pub fn valid(&self) -> bool

Is this object valid? This Lua object holds a reference to an object within the game engine. It is possible that the game-engine object is removed whilst a mod still holds the corresponding Lua object. If that happens, the object becomes invalid, i.e. this attribute will be false. Mods are advised to check for object validity if any change to the game state might have occurred between the creation of the Lua object and its access.

Trait Implementations§

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impl Clone for LuaCustomInputPrototype

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fn clone(&self) -> LuaCustomInputPrototype

Returns a duplicate of the value. Read more
1.0.0 (const: unstable) · Source§

fn clone_from(&mut self, source: &Self)

Performs copy-assignment from source. Read more
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impl Copy for LuaCustomInputPrototype

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impl Debug for LuaCustomInputPrototype

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fn fmt(&self, f: &mut Formatter<'_>) -> Result

Formats the value using the given formatter. Read more
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impl Default for LuaCustomInputPrototype

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fn default() -> LuaCustomInputPrototype

Returns the “default value” for a type. Read more
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impl Eq for LuaCustomInputPrototype

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impl From<LuaCustomInputPrototype> for LuaAny

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fn from(_: LuaCustomInputPrototype) -> Self

Converts to this type from the input type.
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impl LuaObject for LuaCustomInputPrototype

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impl PartialEq for LuaCustomInputPrototype

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fn eq(&self, other: &LuaCustomInputPrototype) -> bool

Equality operator ==. Read more
1.0.0 (const: unstable) · Source§

fn ne(&self, other: &Rhs) -> bool

Inequality operator !=. Read more
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impl StructuralPartialEq for LuaCustomInputPrototype

Auto Trait Implementations§

Blanket Implementations§

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impl<T> Any for T
where T: 'static + ?Sized,

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fn type_id(&self) -> TypeId

Gets the TypeId of self. Read more
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impl<T> Borrow<T> for T
where T: ?Sized,

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fn borrow(&self) -> &T

Immutably borrows from an owned value. Read more
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impl<T> BorrowMut<T> for T
where T: ?Sized,

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fn borrow_mut(&mut self) -> &mut T

Mutably borrows from an owned value. Read more
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impl<T> CloneToUninit for T
where T: Clone,

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unsafe fn clone_to_uninit(&self, dest: *mut u8)

🔬This is a nightly-only experimental API. (clone_to_uninit)
Performs copy-assignment from self to dest. Read more
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impl<T> From<T> for T

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fn from(t: T) -> T

Returns the argument unchanged.

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impl<T, U> Into<U> for T
where U: From<T>,

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fn into(self) -> U

Calls U::from(self).

That is, this conversion is whatever the implementation of From<T> for U chooses to do.

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impl<T> ToOwned for T
where T: Clone,

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type Owned = T

The resulting type after obtaining ownership.
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fn to_owned(&self) -> T

Creates owned data from borrowed data, usually by cloning. Read more
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fn clone_into(&self, target: &mut T)

Uses borrowed data to replace owned data, usually by cloning. Read more
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impl<T, U> TryFrom<U> for T
where U: Into<T>,

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type Error = Infallible

The type returned in the event of a conversion error.
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fn try_from(value: U) -> Result<T, <T as TryFrom<U>>::Error>

Performs the conversion.
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impl<T, U> TryInto<U> for T
where U: TryFrom<T>,

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type Error = <U as TryFrom<T>>::Error

The type returned in the event of a conversion error.
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fn try_into(self) -> Result<U, <U as TryFrom<T>>::Error>

Performs the conversion.