Struct gdnative_bindings_lily::TextureProgress[][src]

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

core class TextureProgress inherits Range (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.

TextureProgress is a reference-only type. Persistent references can only exist in the unsafe Ref<TextureProgress> 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

TextureProgress 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.

Upper limit for the fill of [member texture_progress] if [member fill_mode] is [constant FILL_CLOCKWISE] or [constant FILL_COUNTER_CLOCKWISE]. When the node’s value is equal to its max_value, the texture fills up to this angle. See [member Range.value], [member Range.max_value].

The fill direction. See [enum FillMode] for possible values.

If true, Godot treats the bar’s textures like in NinePatchRect. Use the stretch_margin_* properties like [member stretch_margin_bottom] to set up the nine patch’s 3×3 grid. When using a radial [member fill_mode], this setting will enable stretching.

Texture that draws over the progress bar. Use it to add highlights or an upper-frame that hides part of [member texture_progress].

Texture that clips based on the node’s value and [member fill_mode]. As value increased, the texture fills up. It shows entirely when value reaches max_value. It doesn’t show at all if value is equal to min_value. The value property comes from Range. See [member Range.value], [member Range.min_value], [member Range.max_value].

Offsets [member texture_progress] if [member fill_mode] is [constant FILL_CLOCKWISE] or [constant FILL_COUNTER_CLOCKWISE].

Starting angle for the fill of [member texture_progress] if [member fill_mode] is [constant FILL_CLOCKWISE] or [constant FILL_COUNTER_CLOCKWISE]. When the node’s value is equal to its min_value, the texture doesn’t show up at all. When the value increases, the texture fills and tends towards [member radial_fill_degrees].

The height of the 9-patch’s top row.

Multiplies the color of the bar’s texture_over texture. The effect is similar to [member CanvasItem.modulate], except it only affects this specific texture instead of the entire node.

Multiplies the color of the bar’s texture_progress texture.

Multiplies the color of the bar’s texture_under texture.

Texture that draws under the progress bar. The bar’s background.

Upper limit for the fill of [member texture_progress] if [member fill_mode] is [constant FILL_CLOCKWISE] or [constant FILL_COUNTER_CLOCKWISE]. When the node’s value is equal to its max_value, the texture fills up to this angle. See [member Range.value], [member Range.max_value].

The fill direction. See [enum FillMode] for possible values.

If true, Godot treats the bar’s textures like in NinePatchRect. Use the stretch_margin_* properties like [member stretch_margin_bottom] to set up the nine patch’s 3×3 grid. When using a radial [member fill_mode], this setting will enable stretching.

Texture that draws over the progress bar. Use it to add highlights or an upper-frame that hides part of [member texture_progress].

Texture that clips based on the node’s value and [member fill_mode]. As value increased, the texture fills up. It shows entirely when value reaches max_value. It doesn’t show at all if value is equal to min_value. The value property comes from Range. See [member Range.value], [member Range.min_value], [member Range.max_value].

Offsets [member texture_progress] if [member fill_mode] is [constant FILL_CLOCKWISE] or [constant FILL_COUNTER_CLOCKWISE].

Starting angle for the fill of [member texture_progress] if [member fill_mode] is [constant FILL_CLOCKWISE] or [constant FILL_COUNTER_CLOCKWISE]. When the node’s value is equal to its min_value, the texture doesn’t show up at all. When the value increases, the texture fills and tends towards [member radial_fill_degrees].

The height of the 9-patch’s top row.

Multiplies the color of the bar’s texture_over texture. The effect is similar to [member CanvasItem.modulate], except it only affects this specific texture instead of the entire node.

Multiplies the color of the bar’s texture_progress texture.

Multiplies the color of the bar’s texture_under texture.

Texture that draws under the progress bar. The bar’s background.

Methods from Deref<Target = Range>

The value mapped between 0 and 1.

Maximum value. Range is clamped if value is greater than max_value.

Minimum value. Range is clamped if value is less than min_value.

Page size. Used mainly for ScrollBar. ScrollBar’s length is its size multiplied by page over the difference between min_value and max_value.

If greater than 0, value will always be rounded to a multiple of step. If rounded is also true, value will first be rounded to a multiple of step then rounded to the nearest integer.

Range’s current value.

If true, [member value] may be greater than [member max_value].

If true, [member value] may be less than [member min_value].

If true, and min_value is greater than 0, value will be represented exponentially rather than linearly.

If true, value will always be rounded to the nearest integer.

If true, [member value] may be greater than [member max_value].

If true, [member value] may be less than [member min_value].

The value mapped between 0 and 1.

If true, and min_value is greater than 0, value will be represented exponentially rather than linearly.

Maximum value. Range is clamped if value is greater than max_value.

Minimum value. Range is clamped if value is less than min_value.

Page size. Used mainly for ScrollBar. ScrollBar’s length is its size multiplied by page over the difference between min_value and max_value.

If greater than 0, value will always be rounded to a multiple of step. If rounded is also true, value will first be rounded to a multiple of step then rounded to the nearest integer.

If true, value will always be rounded to the nearest integer.

Range’s current value.

Binds two ranges together along with any ranges previously grouped with either of them. When any of range’s member variables change, it will share the new value with all other ranges in its group.

Stops range from sharing its member variables with any other.

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.