Struct gdnative_bindings_lily::TextureButton [−][src]
pub struct TextureButton { /* fields omitted */ }
Expand description
core class TextureButton
inherits BaseButton
(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.
TextureButton
is a reference-only type. Persistent references can
only exist in the unsafe Ref<TextureButton>
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
TextureButton 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
.
Pure black and white BitMap image to use for click detection. On the mask, white pixels represent the button’s clickable area. Use it to create buttons with curved shapes.
Texture to display when the node is disabled. See [member BaseButton.disabled].
If true
, the texture stretches to the edges of the node’s bounding rectangle using the [member stretch_mode]. If false
, the texture will not scale with the node.
Texture to display when the node has mouse or keyboard focus.
Texture to display when the mouse hovers the node.
Texture to display by default, when the node is not in the disabled, focused, hover or pressed state.
Texture to display on mouse down over the node, if the node has keyboard focus and the player presses the Enter key or if the player presses the [member BaseButton.shortcut] key.
Controls the texture’s behavior when you resize the node’s bounding rectangle, only if [member expand] is true
. Set it to one of the [enum StretchMode] constants. See the constants to learn more.
Pure black and white BitMap image to use for click detection. On the mask, white pixels represent the button’s clickable area. Use it to create buttons with curved shapes.
Texture to display when the node is disabled. See [member BaseButton.disabled].
If true
, the texture stretches to the edges of the node’s bounding rectangle using the [member stretch_mode]. If false
, the texture will not scale with the node.
Texture to display when the node has mouse or keyboard focus.
Texture to display when the mouse hovers the node.
Texture to display by default, when the node is not in the disabled, focused, hover or pressed state.
Texture to display on mouse down over the node, if the node has keyboard focus and the player presses the Enter key or if the player presses the [member BaseButton.shortcut] key.
Controls the texture’s behavior when you resize the node’s bounding rectangle, only if [member expand] is true
. Set it to one of the [enum StretchMode] constants. See the constants to learn more.
Methods from Deref<Target = BaseButton>
Determines when the button is considered clicked, one of the [enum ActionMode] constants.
ButtonGroup associated to the button.
Binary mask to choose which mouse buttons this button will respond to.
To allow both left-click and right-click, use BUTTON_MASK_LEFT | BUTTON_MASK_RIGHT
.
Returns the visual state used to draw the button. This is useful mainly when implementing your own draw code by either overriding _draw() or connecting to “draw” signal. The visual state of the button is defined by the [enum DrawMode] enum.
Focus access mode to use when switching between enabled/disabled (see [member Control.focus_mode] and [member disabled]).
If true
, the button is in disabled state and can’t be clicked or toggled.
Returns true
if the mouse has entered the button and has not left it yet.
If true
, the button stays pressed when moving the cursor outside the button while pressing it.
Note: This property only affects the button’s visual appearance. Signals will be emitted at the same moment regardless of this property’s value.
If true
, the button’s state is pressed. Means the button is pressed down or toggled (if [member toggle_mode] is active).
If true
, the button will add information about its shortcut in the tooltip.
If true
, the button is in toggle mode. Makes the button flip state between pressed and unpressed each time its area is clicked.
Determines when the button is considered clicked, one of the [enum ActionMode] constants.
ButtonGroup associated to the button.
Binary mask to choose which mouse buttons this button will respond to.
To allow both left-click and right-click, use BUTTON_MASK_LEFT | BUTTON_MASK_RIGHT
.
If true
, the button is in disabled state and can’t be clicked or toggled.
Focus access mode to use when switching between enabled/disabled (see [member Control.focus_mode] and [member disabled]).
If true
, the button stays pressed when moving the cursor outside the button while pressing it.
Note: This property only affects the button’s visual appearance. Signals will be emitted at the same moment regardless of this property’s value.
If true
, the button’s state is pressed. Means the button is pressed down or toggled (if [member toggle_mode] is active).
ShortCut associated to the button.
If true
, the button will add information about its shortcut in the tooltip.
If true
, the button is in toggle mode. Makes the button flip state between pressed and unpressed each time its area is clicked.
Trait Implementations
type Target = BaseButton
type Target = BaseButton
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 TextureButton
impl !Send for TextureButton
impl !Sync for TextureButton
impl Unpin for TextureButton
impl UnwindSafe for TextureButton