Struct gdnative_bindings_lily::InputEventMIDI[][src]

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

core class InputEventMIDI inherits InputEvent (reference counted).

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

The lifetime of this object is automatically managed through reference counting.

Class hierarchy

InputEventMIDI 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.

This is a reference-counted type. The returned object is automatically managed by Ref.

Methods from Deref<Target = InputEvent>

Returns true if the given input event and this input event can be added together (only for events of type InputEventMouseMotion). The given input event’s position, global position and speed will be copied. The resulting relative is a sum of both events. Both events’ modifiers have to be identical.

Returns a String representation of the event.

Returns a value between 0.0 and 1.0 depending on the given actions’ state. Useful for getting the value of events of type InputEventJoypadMotion.

The event’s device ID. Note: This device ID will always be -1 for emulated mouse input from a touchscreen. This can be used to distinguish emulated mouse input from physical mouse input.

Returns true if this input event matches a pre-defined action of any type.

Returns true if the given action is being pressed (and is not an echo event for InputEventKey events, unless allow_echo is true). Not relevant for events of type InputEventMouseMotion or InputEventScreenDrag.

Default Arguments

  • allow_echo - false

Returns true if the given action is released (i.e. not pressed). Not relevant for events of type InputEventMouseMotion or InputEventScreenDrag.

Returns true if this input event’s type is one that can be assigned to an input action.

Returns true if this input event is an echo event (only for events of type InputEventKey).

Returns true if this input event is pressed. Not relevant for events of type InputEventMouseMotion or InputEventScreenDrag.

The event’s device ID. Note: This device ID will always be -1 for emulated mouse input from a touchscreen. This can be used to distinguish emulated mouse input from physical mouse input.

Returns true if the given input event is checking for the same key (InputEventKey), button (InputEventJoypadButton) or action (InputEventAction).

Returns a copy of the given input event which has been offset by local_ofs and transformed by xform. Relevant for events of type InputEventMouseButton, InputEventMouseMotion, InputEventScreenTouch, InputEventScreenDrag, InputEventMagnifyGesture and InputEventPanGesture.

Default Arguments

  • local_ofs - Vector2( 0, 0 )

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

Blanket Implementations

Gets the TypeId of self. Read more

Immutably borrows from an owned value. Read more

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.