Struct gdnative_bindings_lily::texture_progress::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].
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>
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
, [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.
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
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 TextureProgress
impl !Send for TextureProgress
impl !Sync for TextureProgress
impl Unpin for TextureProgress
impl UnwindSafe for TextureProgress