Struct gdnative_bindings_lily::ConfirmationDialog [−][src]
pub struct ConfirmationDialog { /* fields omitted */ }
Expand description
core class ConfirmationDialog
inherits AcceptDialog
(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.
ConfirmationDialog
is a reference-only type. Persistent references can
only exist in the unsafe Ref<ConfirmationDialog>
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
ConfirmationDialog 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
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
.
Methods from Deref<Target = AcceptDialog>
Adds a button with label text
and a custom action
to the dialog and returns the created button. action
will be passed to the [signal custom_action] signal when pressed.
If true
, right
will place the button to the right of any sibling buttons.
Default Arguments
right
-false
action
-""
Adds a button with label name
and a cancel action to the dialog and returns the created button.
If true
, the dialog is hidden when the OK button is pressed. You can set it to false
if you want to do e.g. input validation when receiving the [signal confirmed] signal, and handle hiding the dialog in your own logic.
Note: Some nodes derived from this class can have a different default value, and potentially their own built-in logic overriding this setting. For example FileDialog defaults to false
, and has its own input validation code that is called when you press OK, which eventually hides the dialog if the input is valid. As such, this property can’t be used in FileDialog to disable hiding the dialog when pressing OK.
The text displayed by the dialog.
Sets autowrapping for the text in the dialog.
Registers a LineEdit in the dialog. When the enter key is pressed, the dialog will be accepted.
Sets autowrapping for the text in the dialog.
If true
, the dialog is hidden when the OK button is pressed. You can set it to false
if you want to do e.g. input validation when receiving the [signal confirmed] signal, and handle hiding the dialog in your own logic.
Note: Some nodes derived from this class can have a different default value, and potentially their own built-in logic overriding this setting. For example FileDialog defaults to false
, and has its own input validation code that is called when you press OK, which eventually hides the dialog if the input is valid. As such, this property can’t be used in FileDialog to disable hiding the dialog when pressing OK.
The text displayed by the dialog.
Trait Implementations
type Target = AcceptDialog
type Target = AcceptDialog
The resulting type after dereferencing.
Dereferences the value.
Mutably dereferences the value.
type RefKind = ManuallyManaged
type RefKind = ManuallyManaged
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
unsafe fn assume_thread_local(&self) -> Ref<Self, ThreadLocal> where
Self: GodotObject<RefKind = RefCounted>,
unsafe fn assume_thread_local(&self) -> Ref<Self, ThreadLocal> where
Self: GodotObject<RefKind = RefCounted>,
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
Auto Trait Implementations
impl RefUnwindSafe for ConfirmationDialog
impl !Send for ConfirmationDialog
impl !Sync for ConfirmationDialog
impl Unpin for ConfirmationDialog
impl UnwindSafe for ConfirmationDialog