[−][src]Struct gdnative_bindings::Node2D
core class Node2D
inherits CanvasItem
(unsafe).
Official documentation
See the documentation of this class in the Godot engine's official documentation.
Memory management
Non reference counted objects such as the ones of this type are usually owned by the engine.
Node2D
is an unsafe pointer, and all of its methods are unsafe.
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 Node2D::free
.
Class hierarchy
Node2D inherits methods from:
Methods
impl Node2D
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pub fn new() -> Self
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Constructor.
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 Node2D::free
.
pub unsafe fn free(self)
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Manually deallocate the object.
pub unsafe fn apply_scale(&mut self, ratio: Vector2)
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pub unsafe fn get_angle_to(&self, point: Vector2) -> f64
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pub unsafe fn get_global_position(&self) -> Vector2
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pub unsafe fn get_global_rotation(&self) -> f64
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pub unsafe fn get_global_rotation_degrees(&self) -> f64
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pub unsafe fn get_global_scale(&self) -> Vector2
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pub unsafe fn get_position(&self) -> Vector2
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pub unsafe fn get_relative_transform_to_parent(
&self,
parent: Option<Node>
) -> Transform2D
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&self,
parent: Option<Node>
) -> Transform2D
pub unsafe fn get_rotation(&self) -> f64
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pub unsafe fn get_rotation_degrees(&self) -> f64
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pub unsafe fn get_scale(&self) -> Vector2
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pub unsafe fn get_z_index(&self) -> i64
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pub unsafe fn global_translate(&mut self, offset: Vector2)
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pub unsafe fn is_z_relative(&self) -> bool
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pub unsafe fn look_at(&mut self, point: Vector2)
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pub unsafe fn move_local_x(&mut self, delta: f64, scaled: bool)
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pub unsafe fn move_local_y(&mut self, delta: f64, scaled: bool)
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pub unsafe fn rotate(&mut self, radians: f64)
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pub unsafe fn set_global_position(&mut self, position: Vector2)
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pub unsafe fn set_global_rotation(&mut self, radians: f64)
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pub unsafe fn set_global_rotation_degrees(&mut self, degrees: f64)
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pub unsafe fn set_global_scale(&mut self, scale: Vector2)
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pub unsafe fn set_global_transform(&mut self, xform: Transform2D)
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pub unsafe fn set_position(&mut self, position: Vector2)
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pub unsafe fn set_rotation(&mut self, radians: f64)
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pub unsafe fn set_rotation_degrees(&mut self, degrees: f64)
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pub unsafe fn set_scale(&mut self, scale: Vector2)
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pub unsafe fn set_transform(&mut self, xform: Transform2D)
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pub unsafe fn set_z_as_relative(&mut self, enable: bool)
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pub unsafe fn set_z_index(&mut self, z_index: i64)
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pub unsafe fn to_global(&self, local_point: Vector2) -> Vector2
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pub unsafe fn to_local(&self, global_point: Vector2) -> Vector2
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pub unsafe fn translate(&mut self, offset: Vector2)
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pub unsafe fn to_canvas_item(&self) -> CanvasItem
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Up-cast.
pub unsafe fn to_node(&self) -> Node
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Up-cast.
pub unsafe fn to_object(&self) -> Object
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Up-cast.
pub unsafe fn cast<T: GodotObject>(&self) -> Option<T>
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Generic dynamic cast.
Methods from Deref<Target = CanvasItem>
pub const BLEND_MODE_SUB: i64
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pub const BLEND_MODE_ADD: i64
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pub const BLEND_MODE_DISABLED: i64
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pub const BLEND_MODE_MIX: i64
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pub const NOTIFICATION_EXIT_CANVAS: i64
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pub const NOTIFICATION_VISIBILITY_CHANGED: i64
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pub const BLEND_MODE_MUL: i64
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pub const BLEND_MODE_PREMULT_ALPHA: i64
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pub const NOTIFICATION_DRAW: i64
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pub const NOTIFICATION_TRANSFORM_CHANGED: i64
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pub const NOTIFICATION_ENTER_CANVAS: i64
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pub unsafe fn _draw(&mut self)
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pub unsafe fn _edit_get_pivot(&self) -> Vector2
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pub unsafe fn _edit_get_position(&self) -> Vector2
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pub unsafe fn _edit_get_rect(&self) -> Rect2
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pub unsafe fn _edit_get_rotation(&self) -> f64
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pub unsafe fn _edit_get_scale(&self) -> Vector2
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pub unsafe fn _edit_get_state(&self) -> Dictionary
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pub unsafe fn _edit_set_pivot(&mut self, pivot: Vector2)
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pub unsafe fn _edit_set_position(&mut self, position: Vector2)
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pub unsafe fn _edit_set_rect(&mut self, rect: Rect2)
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pub unsafe fn _edit_set_rotation(&mut self, degrees: f64)
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pub unsafe fn _edit_set_scale(&mut self, scale: Vector2)
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pub unsafe fn _edit_set_state(&mut self, state: Dictionary)
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pub unsafe fn _edit_use_pivot(&self) -> bool
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pub unsafe fn _edit_use_rect(&self) -> bool
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pub unsafe fn _edit_use_rotation(&self) -> bool
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pub unsafe fn _is_on_top(&self) -> bool
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pub unsafe fn _set_on_top(&mut self, on_top: bool)
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pub unsafe fn _toplevel_raise_self(&mut self)
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pub unsafe fn _update_callback(&mut self)
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pub unsafe fn draw_char(
&mut self,
font: Option<Font>,
position: Vector2,
char: GodotString,
next: GodotString,
modulate: Color
) -> f64
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&mut self,
font: Option<Font>,
position: Vector2,
char: GodotString,
next: GodotString,
modulate: Color
) -> f64
pub unsafe fn draw_circle(
&mut self,
position: Vector2,
radius: f64,
color: Color
)
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&mut self,
position: Vector2,
radius: f64,
color: Color
)
pub unsafe fn draw_colored_polygon(
&mut self,
points: Vector2Array,
color: Color,
uvs: Vector2Array,
texture: Option<Texture>,
normal_map: Option<Texture>,
antialiased: bool
)
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&mut self,
points: Vector2Array,
color: Color,
uvs: Vector2Array,
texture: Option<Texture>,
normal_map: Option<Texture>,
antialiased: bool
)
pub unsafe fn draw_line(
&mut self,
from: Vector2,
to: Vector2,
color: Color,
width: f64,
antialiased: bool
)
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&mut self,
from: Vector2,
to: Vector2,
color: Color,
width: f64,
antialiased: bool
)
pub unsafe fn draw_mesh(
&mut self,
mesh: Option<Mesh>,
texture: Option<Texture>,
normal_map: Option<Texture>
)
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&mut self,
mesh: Option<Mesh>,
texture: Option<Texture>,
normal_map: Option<Texture>
)
pub unsafe fn draw_multiline(
&mut self,
points: Vector2Array,
color: Color,
width: f64,
antialiased: bool
)
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&mut self,
points: Vector2Array,
color: Color,
width: f64,
antialiased: bool
)
pub unsafe fn draw_multiline_colors(
&mut self,
points: Vector2Array,
colors: ColorArray,
width: f64,
antialiased: bool
)
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&mut self,
points: Vector2Array,
colors: ColorArray,
width: f64,
antialiased: bool
)
pub unsafe fn draw_multimesh(
&mut self,
multimesh: Option<MultiMesh>,
texture: Option<Texture>,
normal_map: Option<Texture>
)
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&mut self,
multimesh: Option<MultiMesh>,
texture: Option<Texture>,
normal_map: Option<Texture>
)
pub unsafe fn draw_polygon(
&mut self,
points: Vector2Array,
colors: ColorArray,
uvs: Vector2Array,
texture: Option<Texture>,
normal_map: Option<Texture>,
antialiased: bool
)
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&mut self,
points: Vector2Array,
colors: ColorArray,
uvs: Vector2Array,
texture: Option<Texture>,
normal_map: Option<Texture>,
antialiased: bool
)
pub unsafe fn draw_polyline(
&mut self,
points: Vector2Array,
color: Color,
width: f64,
antialiased: bool
)
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&mut self,
points: Vector2Array,
color: Color,
width: f64,
antialiased: bool
)
pub unsafe fn draw_polyline_colors(
&mut self,
points: Vector2Array,
colors: ColorArray,
width: f64,
antialiased: bool
)
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&mut self,
points: Vector2Array,
colors: ColorArray,
width: f64,
antialiased: bool
)
pub unsafe fn draw_primitive(
&mut self,
points: Vector2Array,
colors: ColorArray,
uvs: Vector2Array,
texture: Option<Texture>,
width: f64,
normal_map: Option<Texture>
)
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&mut self,
points: Vector2Array,
colors: ColorArray,
uvs: Vector2Array,
texture: Option<Texture>,
width: f64,
normal_map: Option<Texture>
)
pub unsafe fn draw_rect(&mut self, rect: Rect2, color: Color, filled: bool)
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pub unsafe fn draw_set_transform(
&mut self,
position: Vector2,
rotation: f64,
scale: Vector2
)
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&mut self,
position: Vector2,
rotation: f64,
scale: Vector2
)
pub unsafe fn draw_set_transform_matrix(&mut self, xform: Transform2D)
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pub unsafe fn draw_string(
&mut self,
font: Option<Font>,
position: Vector2,
text: GodotString,
modulate: Color,
clip_w: i64
)
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&mut self,
font: Option<Font>,
position: Vector2,
text: GodotString,
modulate: Color,
clip_w: i64
)
pub unsafe fn draw_style_box(
&mut self,
style_box: Option<StyleBox>,
rect: Rect2
)
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&mut self,
style_box: Option<StyleBox>,
rect: Rect2
)
pub unsafe fn draw_texture(
&mut self,
texture: Option<Texture>,
position: Vector2,
modulate: Color,
normal_map: Option<Texture>
)
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&mut self,
texture: Option<Texture>,
position: Vector2,
modulate: Color,
normal_map: Option<Texture>
)
pub unsafe fn draw_texture_rect(
&mut self,
texture: Option<Texture>,
rect: Rect2,
tile: bool,
modulate: Color,
transpose: bool,
normal_map: Option<Texture>
)
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&mut self,
texture: Option<Texture>,
rect: Rect2,
tile: bool,
modulate: Color,
transpose: bool,
normal_map: Option<Texture>
)
pub unsafe fn draw_texture_rect_region(
&mut self,
texture: Option<Texture>,
rect: Rect2,
src_rect: Rect2,
modulate: Color,
transpose: bool,
normal_map: Option<Texture>,
clip_uv: bool
)
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&mut self,
texture: Option<Texture>,
rect: Rect2,
src_rect: Rect2,
modulate: Color,
transpose: bool,
normal_map: Option<Texture>,
clip_uv: bool
)
pub unsafe fn force_update_transform(&mut self)
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pub unsafe fn get_canvas(&self) -> Rid
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pub unsafe fn get_canvas_item(&self) -> Rid
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pub unsafe fn get_canvas_transform(&self) -> Transform2D
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pub unsafe fn get_global_mouse_position(&self) -> Vector2
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pub unsafe fn get_global_transform(&self) -> Transform2D
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pub unsafe fn get_global_transform_with_canvas(&self) -> Transform2D
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pub unsafe fn get_light_mask(&self) -> i64
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pub unsafe fn get_local_mouse_position(&self) -> Vector2
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pub unsafe fn get_material(&self) -> Option<Material>
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pub unsafe fn get_modulate(&self) -> Color
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pub unsafe fn get_self_modulate(&self) -> Color
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pub unsafe fn get_transform(&self) -> Transform2D
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pub unsafe fn get_use_parent_material(&self) -> bool
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pub unsafe fn get_viewport_rect(&self) -> Rect2
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pub unsafe fn get_viewport_transform(&self) -> Transform2D
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pub unsafe fn get_world_2d(&self) -> Option<World2D>
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pub unsafe fn hide(&mut self)
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pub unsafe fn is_draw_behind_parent_enabled(&self) -> bool
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pub unsafe fn is_local_transform_notification_enabled(&self) -> bool
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pub unsafe fn is_set_as_toplevel(&self) -> bool
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pub unsafe fn is_transform_notification_enabled(&self) -> bool
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pub unsafe fn is_visible(&self) -> bool
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pub unsafe fn is_visible_in_tree(&self) -> bool
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pub unsafe fn make_canvas_position_local(
&self,
screen_point: Vector2
) -> Vector2
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&self,
screen_point: Vector2
) -> Vector2
pub unsafe fn make_input_local(
&self,
event: Option<InputEvent>
) -> Option<InputEvent>
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&self,
event: Option<InputEvent>
) -> Option<InputEvent>
pub unsafe fn set_as_toplevel(&mut self, enable: bool)
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pub unsafe fn set_draw_behind_parent(&mut self, enable: bool)
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pub unsafe fn set_light_mask(&mut self, light_mask: i64)
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pub unsafe fn set_material(&mut self, material: Option<Material>)
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pub unsafe fn set_modulate(&mut self, modulate: Color)
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pub unsafe fn set_notify_local_transform(&mut self, enable: bool)
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pub unsafe fn set_notify_transform(&mut self, enable: bool)
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pub unsafe fn set_self_modulate(&mut self, self_modulate: Color)
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pub unsafe fn set_use_parent_material(&mut self, enable: bool)
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pub unsafe fn set_visible(&mut self, visible: bool)
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pub unsafe fn show(&mut self)
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pub unsafe fn update(&mut self)
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pub unsafe fn to_node(&self) -> Node
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Up-cast.
pub unsafe fn to_object(&self) -> Object
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Up-cast.
pub unsafe fn cast<T: GodotObject>(&self) -> Option<T>
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Generic dynamic cast.
Trait Implementations
impl Clone for Node2D
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impl Copy for Node2D
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impl Debug for Node2D
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impl Deref for Node2D
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impl DerefMut for Node2D
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fn deref_mut(&mut self) -> &mut CanvasItem
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impl Free for Node2D
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unsafe fn godot_free(self)
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impl FromVariant for Node2D
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fn from_variant(variant: &Variant) -> Option<Self>
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impl GodotObject for Node2D
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fn class_name() -> &'static str
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unsafe fn from_sys(obj: *mut godot_object) -> Self
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unsafe fn to_sys(&self) -> *mut godot_object
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impl Instanciable for Node2D
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impl QueueFree for Node2D
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unsafe fn godot_queue_free(&mut self)
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impl ToVariant for Node2D
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fn to_variant(&self) -> Variant
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Auto Trait Implementations
impl RefUnwindSafe for Node2D
impl !Send for Node2D
impl !Sync for Node2D
impl Unpin for Node2D
impl UnwindSafe for Node2D
Blanket Implementations
impl<T> Any for T where
T: 'static + ?Sized,
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T: 'static + ?Sized,
impl<T> Borrow<T> for T where
T: ?Sized,
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T: ?Sized,
impl<T> BorrowMut<T> for T where
T: ?Sized,
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T: ?Sized,
fn borrow_mut(&mut self) -> &mut T
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impl<T> From<T> for T
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impl<T, U> Into<U> for T where
U: From<T>,
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U: From<T>,
impl<T> ToOwned for T where
T: Clone,
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T: Clone,
type Owned = T
The resulting type after obtaining ownership.
fn to_owned(&self) -> T
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fn clone_into(&self, target: &mut T)
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impl<T, U> TryFrom<U> for T where
U: Into<T>,
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U: Into<T>,
type Error = Infallible
The type returned in the event of a conversion error.
fn try_from(value: U) -> Result<T, <T as TryFrom<U>>::Error>
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impl<T, U> TryInto<U> for T where
U: TryFrom<T>,
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U: TryFrom<T>,