Struct gdnative_bindings_lily::control::Control[][src]

pub struct Control { /* fields omitted */ }
Expand description

core class Control inherits CanvasItem (unsafe).

Official documentation

See the documentation of this class in the Godot engine’s official documentation. The method descriptions are generated from it and typically contain code samples in GDScript, not Rust.

Memory management

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

Control is a reference-only type. Persistent references can only exist in the unsafe Ref<Control> 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 Ref::free, or Ref::queue_free if it is a Node.

Class hierarchy

Control 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

Constants

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

Marks an input event as handled. Once you accept an input event, it stops propagating, even to nodes listening to [method Node._unhandled_input] or [method Node._unhandled_key_input].

Sample code is GDScript unless otherwise noted.

Overrides the Color with given name in the [member theme] resource the control uses. Note: Unlike other theme overrides, there is no way to undo a color override without manually assigning the previous color. Example of overriding a label’s color and resetting it later:

# Override the child node "MyLabel"'s font color to orange.
$MyLabel.add_color_override("font_color", Color(1, 0.5, 0))

# Reset the color by creating a new node to get the default value:
var default_label_color = Label.new().get_color("font_color")
$MyLabel.add_color_override("font_color", default_label_color)

Overrides an integer constant with given name in the [member theme] resource the control uses. If the constant is 0, the override is cleared and the constant from assigned Theme is used.

Overrides the font with given name in the [member theme] resource the control uses. If font is null or invalid, the override is cleared and the font from assigned Theme is used.

Overrides the icon with given name in the [member theme] resource the control uses. If icon is null or invalid, the override is cleared and the icon from assigned Theme is used.

Overrides the Shader with given name in the [member theme] resource the control uses. If shader is null or invalid, the override is cleared and the shader from assigned Theme is used.

Sample code is GDScript unless otherwise noted.

Overrides the StyleBox with given name in the [member theme] resource the control uses. If stylebox is empty or invalid, the override is cleared and the StyleBox from assigned Theme is used. Example of modifying a property in a StyleBox by duplicating it:

# The snippet below assumes the child node MyButton has a StyleBoxFlat assigned.
# Resources are shared across instances, so we need to duplicate it
# to avoid modifying the appearance of all other buttons.
var new_stylebox_normal = $MyButton.get_stylebox("normal").duplicate()
new_stylebox_normal.border_width_top = 3
new_stylebox_normal.border_color = Color(0, 1, 0.5)
$MyButton.add_stylebox_override("normal", new_stylebox_normal)

# Remove the stylebox override:
$MyButton.add_stylebox_override("normal", null)

Forces drag and bypasses [method get_drag_data] and [method set_drag_preview] by passing data and preview. Drag will start even if the mouse is neither over nor pressed on this control. The methods [method can_drop_data] and [method drop_data] must be implemented on controls that want to receive drop data.

Anchors the top edge of the node to the origin, the center or the end of its parent control. It changes how the top margin updates when the node moves or changes size. You can use one of the [enum Anchor] constants for convenience.

Returns [member margin_left] and [member margin_top]. See also [member rect_position].

Sample code is GDScript unless otherwise noted.

Returns a color from assigned Theme with given name and associated with Control of given type.

func _ready():
    modulate = get_color("font_color", "Button") #get the color defined for button fonts

Default Arguments

  • type - ""

Returns combined minimum size from [member rect_min_size] and [method get_minimum_size].

Returns a constant from assigned Theme with given name and associated with Control of given type.

Default Arguments

  • type - ""

Returns the mouse cursor shape the control displays on mouse hover. See [enum CursorShape].

Default Arguments

  • position - Vector2( 0, 0 )

The minimum size of the node’s bounding rectangle. If you set it to a value greater than (0, 0), the node’s bounding rectangle will always have at least this size, even if its content is smaller. If it’s set to (0, 0), the node sizes automatically to fit its content, be it a texture or child nodes.

The default cursor shape for this control. Useful for Godot plugins and applications or games that use the system’s mouse cursors. Note: On Linux, shapes may vary depending on the cursor theme of the system.

Returns [member margin_right] and [member margin_bottom].

The focus access mode for the control (None, Click or All). Only one Control can be focused at the same time, and it will receive keyboard signals.

Tells Godot which node it should give keyboard focus to if the user presses the top arrow on the keyboard or top on a gamepad by default. You can change the key by editing the ui_top input action. The node must be a Control. If this property is not set, Godot will give focus to the closest Control to the bottom of this one.

Tells Godot which node it should give keyboard focus to if the user presses Tab on a keyboard by default. You can change the key by editing the ui_focus_next input action. If this property is not set, Godot will select a “best guess” based on surrounding nodes in the scene tree.

Returns the control that has the keyboard focus or null if none.

Tells Godot which node it should give keyboard focus to if the user presses Shift+Tab on a keyboard by default. You can change the key by editing the ui_focus_prev input action. If this property is not set, Godot will select a “best guess” based on surrounding nodes in the scene tree.

Returns a font from assigned Theme with given name and associated with Control of given type.

Default Arguments

  • type - ""

The node’s global position, relative to the world (usually to the top-left corner of the window).

Returns the position and size of the control relative to the top-left corner of the screen. See [member rect_position] and [member rect_size].

Controls the direction on the horizontal axis in which the control should grow if its horizontal minimum size is changed to be greater than its current size, as the control always has to be at least the minimum size.

Tells the parent Container nodes how they should resize and place the node on the X axis. Use one of the [enum SizeFlags] constants to change the flags. See the constants to learn what each does.

Returns an icon from assigned Theme with given name and associated with Control of given type.

Default Arguments

  • type - ""

Distance between the node’s top edge and its parent control, based on [member anchor_top]. Margins are often controlled by one or multiple parent Container nodes, so you should not modify them manually if your node is a direct child of a Container. Margins update automatically when you move or resize the node.

Returns the minimum size for this control. See [member rect_min_size].

Controls whether the control will be able to receive mouse button input events through [method _gui_input] and how these events should be handled. Also controls whether the control can receive the [signal mouse_entered], and [signal mouse_exited] signals. See the constants to learn what each does.

Returns the width/height occupied in the parent control.

Returns the parent control node.

By default, the node’s pivot is its top-left corner. When you change its [member rect_scale], it will scale around this pivot. Set this property to [member rect_size] / 2 to center the pivot in the node’s rectangle.

The node’s position, relative to its parent. It corresponds to the rectangle’s top-left corner. The property is not affected by [member rect_pivot_offset].

Returns the position and size of the control relative to the top-left corner of the parent Control. See [member rect_position] and [member rect_size].

Returns the rotation (in radians).

The node’s rotation around its pivot, in degrees. See [member rect_pivot_offset] to change the pivot’s position.

The node’s scale, relative to its [member rect_size]. Change this property to scale the node around its [member rect_pivot_offset]. The Control’s [member hint_tooltip] will also scale according to this value. Note: This property is mainly intended to be used for animation purposes. Text inside the Control will look pixelated or blurry when the Control is scaled. To support multiple resolutions in your project, use an appropriate viewport stretch mode as described in the [url=https://docs.godotengine.org/en/latest/tutorials/viewports/multiple_resolutions.html]documentation[/url] instead of scaling Controls individually. Note: If the Control node is a child of a Container node, the scale will be reset to Vector2(1, 1) when the scene is instanced. To set the Control’s scale when it’s instanced, wait for one frame using yield(get_tree(), "idle_frame") then set its [member rect_scale] property.

The size of the node’s bounding rectangle, in pixels. Container nodes update this property automatically.

If the node and at least one of its neighbours uses the [constant SIZE_EXPAND] size flag, the parent Container will let it take more or less space depending on this property. If this node has a stretch ratio of 2 and its neighbour a ratio of 1, this node will take two thirds of the available space.

Returns a StyleBox from assigned Theme with given name and associated with Control of given type.

Default Arguments

  • type - ""

Changing this property replaces the current Theme resource this node and all its Control children use.

Returns the tooltip, which will appear when the cursor is resting over this control. See [member hint_tooltip].

Default Arguments

  • at_position - Vector2( 0, 0 )

Controls the direction on the vertical axis in which the control should grow if its vertical minimum size is changed to be greater than its current size, as the control always has to be at least the minimum size.

Tells the parent Container nodes how they should resize and place the node on the Y axis. Use one of the [enum SizeFlags] constants to change the flags. See the constants to learn what each does.

Sample code is GDScript unless otherwise noted.

Creates an InputEventMouseButton that attempts to click the control. If the event is received, the control acquires focus.

func _process(delta):
    grab_click_focus() #when clicking another Control node, this node will be clicked instead

Steal the focus from another control and become the focused control (see [member focus_mode]).

Returns true if Color with given name and associated with Control of given type exists in assigned Theme.

Default Arguments

  • type - ""

Returns true if Color with given name has a valid override in this Control node.

Returns true if constant with given name and associated with Control of given type exists in assigned Theme.

Default Arguments

  • type - ""

Returns true if constant with given name has a valid override in this Control node.

Returns true if this is the current focused control. See [member focus_mode].

Returns true if font with given name and associated with Control of given type exists in assigned Theme.

Default Arguments

  • type - ""

Returns true if font with given name has a valid override in this Control node.

Returns true if icon with given name and associated with Control of given type exists in assigned Theme.

Default Arguments

  • type - ""

Returns true if icon with given name has a valid override in this Control node.

Returns true if Shader with given name has a valid override in this Control node.

Returns true if StyleBox with given name and associated with Control of given type exists in assigned Theme.

Default Arguments

  • type - ""

Returns true if StyleBox with given name has a valid override in this Control node.

Enables whether rendering of CanvasItem based children should be clipped to this control’s rectangle. If true, parts of a child which would be visibly outside of this control’s rectangle will not be rendered.

Invalidates the size cache in this node and in parent nodes up to toplevel. Intended to be used with [method get_minimum_size] when the return value is changed. Setting [member rect_min_size] directly calls this method automatically.

Give up the focus. No other control will be able to receive keyboard input.

Sets the anchor identified by margin constant from [enum Margin] enum to value anchor. A setter method for [member anchor_bottom], [member anchor_left], [member anchor_right] and [member anchor_top]. If keep_margin is true, margins aren’t updated after this operation. If push_opposite_anchor is true and the opposite anchor overlaps this anchor, the opposite one will have its value overridden. For example, when setting left anchor to 1 and the right anchor has value of 0.5, the right anchor will also get value of 1. If push_opposite_anchor was false, the left anchor would get value 0.5.

Default Arguments

  • keep_margin - false
  • push_opposite_anchor - true

Works the same as [method set_anchor], but instead of keep_margin argument and automatic update of margin, it allows to set the margin offset yourself (see [method set_margin]).

Default Arguments

  • push_opposite_anchor - false

Sets both anchor preset and margin preset. See [method set_anchors_preset] and [method set_margins_preset].

Default Arguments

  • resize_mode - 0
  • margin - 0

Sets the anchors to a preset from [enum Control.LayoutPreset] enum. This is code equivalent of using the Layout menu in 2D editor. If keep_margins is true, control’s position will also be updated.

Default Arguments

  • keep_margins - false

Sets [member margin_left] and [member margin_top] at the same time. Equivalent of changing [member rect_position].

Enables whether rendering of CanvasItem based children should be clipped to this control’s rectangle. If true, parts of a child which would be visibly outside of this control’s rectangle will not be rendered.

The minimum size of the node’s bounding rectangle. If you set it to a value greater than (0, 0), the node’s bounding rectangle will always have at least this size, even if its content is smaller. If it’s set to (0, 0), the node sizes automatically to fit its content, be it a texture or child nodes.

The default cursor shape for this control. Useful for Godot plugins and applications or games that use the system’s mouse cursors. Note: On Linux, shapes may vary depending on the cursor theme of the system.

Sample code is GDScript unless otherwise noted.

Forwards the handling of this control’s drag and drop to target control. Forwarding can be implemented in the target control similar to the methods [method get_drag_data], [method can_drop_data], and [method drop_data] but with two differences:

  1. The function name must be suffixed with _fw
  2. The function must take an extra argument that is the control doing the forwarding
# ThisControl.gd
extends Control
func _ready():
    set_drag_forwarding(target_control)

# TargetControl.gd
extends Control
func can_drop_data_fw(position, data, from_control):
    return true

func drop_data_fw(position, data, from_control):
    my_handle_data(data)

func get_drag_data_fw(position, from_control):
    set_drag_preview(my_preview)
    return my_data()

Sample code is GDScript unless otherwise noted.

Shows the given control at the mouse pointer. A good time to call this method is in [method get_drag_data]. The control must not be in the scene tree.

export (Color, RGBA) var color = Color(1, 0, 0, 1)

func get_drag_data(position):
    # Use a control that is not in the tree
    var cpb = ColorPickerButton.new()
    cpb.color = color
    cpb.rect_size = Vector2(50, 50)
    set_drag_preview(cpb)
    return color

Sets [member margin_right] and [member margin_bottom] at the same time.

The focus access mode for the control (None, Click or All). Only one Control can be focused at the same time, and it will receive keyboard signals.

Tells Godot which node it should give keyboard focus to if the user presses the top arrow on the keyboard or top on a gamepad by default. You can change the key by editing the ui_top input action. The node must be a Control. If this property is not set, Godot will give focus to the closest Control to the bottom of this one.

Tells Godot which node it should give keyboard focus to if the user presses Tab on a keyboard by default. You can change the key by editing the ui_focus_next input action. If this property is not set, Godot will select a “best guess” based on surrounding nodes in the scene tree.

Tells Godot which node it should give keyboard focus to if the user presses Shift+Tab on a keyboard by default. You can change the key by editing the ui_focus_prev input action. If this property is not set, Godot will select a “best guess” based on surrounding nodes in the scene tree.

Sets the [member rect_global_position] to given position. If keep_margins is true, control’s anchors will be updated instead of margins.

Default Arguments

  • keep_margins - false

Controls the direction on the horizontal axis in which the control should grow if its horizontal minimum size is changed to be greater than its current size, as the control always has to be at least the minimum size.

Tells the parent Container nodes how they should resize and place the node on the X axis. Use one of the [enum SizeFlags] constants to change the flags. See the constants to learn what each does.

Distance between the node’s top edge and its parent control, based on [member anchor_top]. Margins are often controlled by one or multiple parent Container nodes, so you should not modify them manually if your node is a direct child of a Container. Margins update automatically when you move or resize the node.

Sets the margins to a preset from [enum Control.LayoutPreset] enum. This is code equivalent of using the Layout menu in 2D editor. Use parameter resize_mode with constants from [enum Control.LayoutPresetMode] to better determine the resulting size of the Control. Constant size will be ignored if used with presets that change size, e.g. PRESET_LEFT_WIDE. Use parameter margin to determine the gap between the Control and the edges.

Default Arguments

  • resize_mode - 0
  • margin - 0

Controls whether the control will be able to receive mouse button input events through [method _gui_input] and how these events should be handled. Also controls whether the control can receive the [signal mouse_entered], and [signal mouse_exited] signals. See the constants to learn what each does.

By default, the node’s pivot is its top-left corner. When you change its [member rect_scale], it will scale around this pivot. Set this property to [member rect_size] / 2 to center the pivot in the node’s rectangle.

Sets the [member rect_position] to given position. If keep_margins is true, control’s anchors will be updated instead of margins.

Default Arguments

  • keep_margins - false

Sets the rotation (in radians).

The node’s rotation around its pivot, in degrees. See [member rect_pivot_offset] to change the pivot’s position.

The node’s scale, relative to its [member rect_size]. Change this property to scale the node around its [member rect_pivot_offset]. The Control’s [member hint_tooltip] will also scale according to this value. Note: This property is mainly intended to be used for animation purposes. Text inside the Control will look pixelated or blurry when the Control is scaled. To support multiple resolutions in your project, use an appropriate viewport stretch mode as described in the [url=https://docs.godotengine.org/en/latest/tutorials/viewports/multiple_resolutions.html]documentation[/url] instead of scaling Controls individually. Note: If the Control node is a child of a Container node, the scale will be reset to Vector2(1, 1) when the scene is instanced. To set the Control’s scale when it’s instanced, wait for one frame using yield(get_tree(), "idle_frame") then set its [member rect_scale] property.

Sets the size (see [member rect_size]). If keep_margins is true, control’s anchors will be updated instead of margins.

Default Arguments

  • keep_margins - false

If the node and at least one of its neighbours uses the [constant SIZE_EXPAND] size flag, the parent Container will let it take more or less space depending on this property. If this node has a stretch ratio of 2 and its neighbour a ratio of 1, this node will take two thirds of the available space.

Changing this property replaces the current Theme resource this node and all its Control children use.

Changes the tooltip text. The tooltip appears when the user’s mouse cursor stays idle over this control for a few moments, provided that the [member mouse_filter] property is not [constant MOUSE_FILTER_IGNORE]. You can change the time required for the tooltip to appear with gui/timers/tooltip_delay_sec option in Project Settings.

Controls the direction on the vertical axis in which the control should grow if its vertical minimum size is changed to be greater than its current size, as the control always has to be at least the minimum size.

Tells the parent Container nodes how they should resize and place the node on the Y axis. Use one of the [enum SizeFlags] constants to change the flags. See the constants to learn what each does.

Displays a control as modal. Control must be a subwindow. Modal controls capture the input signals until closed or the area outside them is accessed. When a modal control loses focus, or the ESC key is pressed, they automatically hide. Modal controls are used extensively for popup dialogs and menus. If exclusive is true, other controls will not receive input and clicking outside this control will not close it.

Default Arguments

  • exclusive - false

Moves the mouse cursor to to_position, relative to [member rect_position] of this Control.

Methods from Deref<Target = CanvasItem>

Draws an arc between the given angles. The larger the value of point_count, the smoother the curve.

Default Arguments

  • width - 1.0
  • antialiased - false

Draws a string character using a custom font. Returns the advance, depending on the character width and kerning with an optional next character.

Default Arguments

  • modulate - Color( 1, 1, 1, 1 )

Draws a colored circle.

Draws a colored polygon of any amount of points, convex or concave.

Default Arguments

  • uvs - PoolVector2Array( )
  • texture - null
  • normal_map - null
  • antialiased - false

Draws a line from a 2D point to another, with a given color and width. It can be optionally antialiased.

Default Arguments

  • width - 1.0
  • antialiased - false

Draws a Mesh in 2D, using the provided texture. See MeshInstance2D for related documentation.

Default Arguments

  • normal_map - null
  • transform - Transform2D( 1, 0, 0, 1, 0, 0 )
  • modulate - Color( 1, 1, 1, 1 )

Draws multiple, parallel lines with a uniform color. Note: width and antialiased are currently not implemented and have no effect.

Default Arguments

  • width - 1.0
  • antialiased - false

Draws multiple, parallel lines with a uniform width and segment-by-segment coloring. Colors assigned to line segments match by index between points and colors. Note: width and antialiased are currently not implemented and have no effect.

Default Arguments

  • width - 1.0
  • antialiased - false

Draws a MultiMesh in 2D with the provided texture. See MultiMeshInstance2D for related documentation.

Default Arguments

  • normal_map - null

Draws a polygon of any amount of points, convex or concave.

Default Arguments

  • uvs - PoolVector2Array( )
  • texture - null
  • normal_map - null
  • antialiased - false

Draws interconnected line segments with a uniform color and width and optional antialiasing.

Default Arguments

  • width - 1.0
  • antialiased - false

Draws interconnected line segments with a uniform width, segment-by-segment coloring, and optional antialiasing. Colors assigned to line segments match by index between points and colors.

Default Arguments

  • width - 1.0
  • antialiased - false

Draws a custom primitive. 1 point for a point, 2 points for a line, 3 points for a triangle and 4 points for a quad.

Default Arguments

  • texture - null
  • width - 1.0
  • normal_map - null

Draws a rectangle. If filled is true, the rectangle will be filled with the color specified. If filled is false, the rectangle will be drawn as a stroke with the color and width specified. If antialiased is true, the lines will be antialiased. Note: width and antialiased are only effective if filled is false.

Default Arguments

  • filled - true
  • width - 1.0
  • antialiased - false

Sets a custom transform for drawing via components. Anything drawn afterwards will be transformed by this.

Sets a custom transform for drawing via matrix. Anything drawn afterwards will be transformed by this.

Sample code is GDScript unless otherwise noted.

Draws text using the specified font at the position (top-left corner). The text will have its color multiplied by modulate. If clip_w is greater than or equal to 0, the text will be clipped if it exceeds the specified width. Example using the default project font:

# If using this method in a script that redraws constantly, move the
# `default_font` declaration to a member variable assigned in `_ready()`
# so the Control is only created once.
var default_font = Control.new().get_font("font")
draw_string(default_font, Vector2(64, 64), "Hello world")

See also [method Font.draw].

Default Arguments

  • modulate - Color( 1, 1, 1, 1 )
  • clip_w - -1

Draws a styled rectangle.

Draws a texture at a given position.

Default Arguments

  • modulate - Color( 1, 1, 1, 1 )
  • normal_map - null

Draws a textured rectangle at a given position, optionally modulated by a color. If transpose is true, the texture will have its X and Y coordinates swapped.

Default Arguments

  • modulate - Color( 1, 1, 1, 1 )
  • transpose - false
  • normal_map - null

Draws a textured rectangle region at a given position, optionally modulated by a color. If transpose is true, the texture will have its X and Y coordinates swapped.

Default Arguments

  • modulate - Color( 1, 1, 1, 1 )
  • transpose - false
  • normal_map - null
  • clip_uv - true

Forces the transform to update. Transform changes in physics are not instant for performance reasons. Transforms are accumulated and then set. Use this if you need an up-to-date transform when doing physics operations.

Returns the [RID] of the World2D canvas where this item is in.

Returns the canvas item RID used by VisualServer for this item.

Returns the transform matrix of this item’s canvas.

Returns the global position of the mouse.

Returns the global transform matrix of this item.

Returns the global transform matrix of this item in relation to the canvas.

The rendering layers in which this CanvasItem responds to Light2D nodes.

Returns the mouse position relative to this item’s position.

The material applied to textures on this CanvasItem.

The color applied to textures on this CanvasItem.

The color applied to textures on this CanvasItem. This is not inherited by children CanvasItems.

Returns the transform matrix of this item.

If true, the parent CanvasItem’s [member material] property is used as this one’s material.

Returns the viewport’s boundaries as a Rect2.

Returns this item’s transform in relation to the viewport.

Returns the World2D where this item is in.

Hide the CanvasItem if it’s currently visible.

If true, the object draws behind its parent.

Returns true if local transform notifications are communicated to children.

Returns true if the node is set as top-level. See [method set_as_toplevel].

Returns true if global transform notifications are communicated to children.

If true, this CanvasItem is drawn. The node is only visible if all of its antecedents are visible as well (in other words, [method is_visible_in_tree] must return true). Note: For controls that inherit Popup, the correct way to make them visible is to call one of the multiple popup*() functions instead.

Returns true if the node is present in the SceneTree, its [member visible] property is true and all its antecedents are also visible. If any antecedent is hidden, this node will not be visible in the scene tree.

Assigns screen_point as this node’s new local transform.

Transformations issued by event’s inputs are applied in local space instead of global space.

If enable is true, the node won’t inherit its transform from parent canvas items.

If true, the object draws behind its parent.

The rendering layers in which this CanvasItem responds to Light2D nodes.

The material applied to textures on this CanvasItem.

The color applied to textures on this CanvasItem.

If enable is true, children will be updated with local transform data.

If enable is true, children will be updated with global transform data.

The color applied to textures on this CanvasItem. This is not inherited by children CanvasItems.

If true, the parent CanvasItem’s [member material] property is used as this one’s material.

If true, this CanvasItem is drawn. The node is only visible if all of its antecedents are visible as well (in other words, [method is_visible_in_tree] must return true). Note: For controls that inherit Popup, the correct way to make them visible is to call one of the multiple popup*() functions instead.

Show the CanvasItem if it’s currently hidden. For controls that inherit Popup, the correct way to make them visible is to call one of the multiple popup*() functions instead.

Queue the CanvasItem for update. [constant NOTIFICATION_DRAW] will be called on idle time to request redraw.

Trait Implementations

Formats the value using the given formatter. Read more

The resulting type after dereferencing.

Dereferences the value.

Mutably dereferences the value.

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

Creates an explicitly null reference of Self as a method argument. This makes type inference easier for the compiler compared to Option. Read more

Creates a new instance of Self using a zero-argument constructor, as a Unique reference. Read more

Performs a dynamic reference downcast to target type. Read more

Performs a static reference upcast to a supertype that is guaranteed to be valid. Read more

Creates a persistent reference to the same Godot object with shared thread access. Read more

Creates a persistent reference to the same Godot object with thread-local thread access. Read more

Creates a persistent reference to the same Godot object with unique access. Read more

Recovers a instance ID previously returned by Object::get_instance_id if the object is still alive. See also TRef::try_from_instance_id. Read more

Recovers a instance ID previously returned by Object::get_instance_id if the object is still alive, and panics otherwise. This does NOT guarantee that the resulting reference is safe to use. Read more

Auto Trait Implementations

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Mutably borrows from an owned value. Read more

Performs the conversion.

Performs the conversion.

The type returned in the event of a conversion error.

Performs the conversion.

The type returned in the event of a conversion error.

Performs the conversion.