Struct gdnative_bindings_lily::WindowDialog [−][src]
pub struct WindowDialog { /* fields omitted */ }
Expand description
core class WindowDialog
inherits Popup
(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.
WindowDialog
is a reference-only type. Persistent references can
only exist in the unsafe Ref<WindowDialog>
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
WindowDialog 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
.
Returns the close TextureButton.
The text displayed in the window’s title bar.
If true
, the user can resize the window.
The text displayed in the window’s title bar.
Methods from Deref<Target = Popup>
If true
, the popup will not be hidden when a click event occurs outside of it, or when it receives the ui_cancel
action event.
Note: Enabling this property doesn’t affect the Close or Cancel buttons’ behavior in dialogs that inherit from this class. As a workaround, you can use [method WindowDialog.get_close_button] or [method ConfirmationDialog.get_cancel] and hide the buttons in question by setting their [member CanvasItem.visible] property to false
.
Popup (show the control in modal form) in the center of the screen relative to its current canvas transform, at the current size, or at a size determined by size
.
Default Arguments
size
-Vector2( 0, 0 )
Popup (show the control in modal form) in the center of the screen relative to the current canvas transform, clamping the size to size
, then ensuring the popup is no larger than the viewport size multiplied by fallback_ratio
.
Default Arguments
size
-Vector2( 0, 0 )
fallback_ratio
-0.75
Popup (show the control in modal form) in the center of the screen relative to the current canvas transform, ensuring the size is never smaller than minsize
.
Default Arguments
minsize
-Vector2( 0, 0 )
Popup (show the control in modal form) in the center of the screen relative to the current canvas transform, scaled at a ratio of size of the screen.
Default Arguments
ratio
-0.75
Shrink popup to keep to the minimum size of content.
If true
, the popup will not be hidden when a click event occurs outside of it, or when it receives the ui_cancel
action event.
Note: Enabling this property doesn’t affect the Close or Cancel buttons’ behavior in dialogs that inherit from this class. As a workaround, you can use [method WindowDialog.get_close_button] or [method ConfirmationDialog.get_cancel] and hide the buttons in question by setting their [member CanvasItem.visible] property to false
.
Trait Implementations
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 WindowDialog
impl !Send for WindowDialog
impl !Sync for WindowDialog
impl Unpin for WindowDialog
impl UnwindSafe for WindowDialog