[][src]Struct gdnative_bindings::CanvasItemMaterial

pub struct CanvasItemMaterial { /* fields omitted */ }

core class CanvasItemMaterial inherits Material (reference counted).

Official documentation

See the documentation of this class in the Godot engine's official documentation.

Memory management

The lifetime of this object is automatically managed through reference counting.

Class hierarchy

CanvasItemMaterial 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

impl CanvasItemMaterial[src]

Constants

impl CanvasItemMaterial[src]

pub fn new() -> Ref<Self, Unique>[src]

Creates a new instance of this object.

This is a reference-counted type. The returned object is automatically managed by Ref.

pub fn blend_mode(&self) -> BlendMode[src]

The manner in which a material's rendering is applied to underlying textures.

pub fn light_mode(&self) -> LightMode[src]

The manner in which material reacts to lighting.

pub fn particles_anim_h_frames(&self) -> i64[src]

The number of columns in the spritesheet assigned as [Texture] for a [Particles2D] or [CPUParticles2D].
			[b]Note:[/b] This property is only used and visible in the editor if [member particles_animation] is [code]true[/code].

pub fn particles_anim_loop(&self) -> bool[src]

If [code]true[/code], the particles animation will loop.
			[b]Note:[/b] This property is only used and visible in the editor if [member particles_animation] is [code]true[/code].

pub fn particles_anim_v_frames(&self) -> i64[src]

The number of rows in the spritesheet assigned as [Texture] for a [Particles2D] or [CPUParticles2D].
			[b]Note:[/b] This property is only used and visible in the editor if [member particles_animation] is [code]true[/code].

pub fn particles_animation(&self) -> bool[src]

If [code]true[/code], enable spritesheet-based animation features when assigned to [Particles2D] and [CPUParticles2D] nodes. The [member ParticlesMaterial.anim_speed] or [member CPUParticles2D.anim_speed] should also be set to a positive value for the animation to play.
			This property (and other [code]particles_anim_*[/code] properties that depend on it) has no effect on other types of nodes.

pub fn set_blend_mode(&self, blend_mode: i64)[src]

The manner in which a material's rendering is applied to underlying textures.

pub fn set_light_mode(&self, light_mode: i64)[src]

The manner in which material reacts to lighting.

pub fn set_particles_anim_h_frames(&self, frames: i64)[src]

The number of columns in the spritesheet assigned as [Texture] for a [Particles2D] or [CPUParticles2D].
			[b]Note:[/b] This property is only used and visible in the editor if [member particles_animation] is [code]true[/code].

pub fn set_particles_anim_loop(&self, _loop: bool)[src]

If [code]true[/code], the particles animation will loop.
			[b]Note:[/b] This property is only used and visible in the editor if [member particles_animation] is [code]true[/code].

pub fn set_particles_anim_v_frames(&self, frames: i64)[src]

The number of rows in the spritesheet assigned as [Texture] for a [Particles2D] or [CPUParticles2D].
			[b]Note:[/b] This property is only used and visible in the editor if [member particles_animation] is [code]true[/code].

pub fn set_particles_animation(&self, particles_anim: bool)[src]

If [code]true[/code], enable spritesheet-based animation features when assigned to [Particles2D] and [CPUParticles2D] nodes. The [member ParticlesMaterial.anim_speed] or [member CPUParticles2D.anim_speed] should also be set to a positive value for the animation to play.
			This property (and other [code]particles_anim_*[/code] properties that depend on it) has no effect on other types of nodes.

Methods from Deref<Target = Material>

pub fn next_pass(&self) -> Option<Ref<Material, Shared>>[src]

Sets the [Material] to be used for the next pass. This renders the object again using a different material.
			[b]Note:[/b] only applies to [SpatialMaterial]s and [ShaderMaterial]s with type "Spatial".

pub fn render_priority(&self) -> i64[src]

Sets the render priority for transparent objects in 3D scenes. Higher priority objects will be sorted in front of lower priority objects.
			[b]Note:[/b] this only applies to sorting of transparent objects. This will not impact how transparent objects are sorted relative to opaque objects. This is because opaque objects are not sorted, while transparent objects are sorted from back to front (subject to priority).

pub fn set_next_pass(&self, next_pass: impl AsArg<Material>)[src]

Sets the [Material] to be used for the next pass. This renders the object again using a different material.
			[b]Note:[/b] only applies to [SpatialMaterial]s and [ShaderMaterial]s with type "Spatial".

pub fn set_render_priority(&self, priority: i64)[src]

Sets the render priority for transparent objects in 3D scenes. Higher priority objects will be sorted in front of lower priority objects.
			[b]Note:[/b] this only applies to sorting of transparent objects. This will not impact how transparent objects are sorted relative to opaque objects. This is because opaque objects are not sorted, while transparent objects are sorted from back to front (subject to priority).

Trait Implementations

impl Debug for CanvasItemMaterial[src]

impl Deref for CanvasItemMaterial[src]

type Target = Material

The resulting type after dereferencing.

impl DerefMut for CanvasItemMaterial[src]

impl GodotObject for CanvasItemMaterial[src]

type RefKind = RefCounted

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

impl Instanciable for CanvasItemMaterial[src]

impl Sealed for CanvasItemMaterial[src]

impl SubClass<Material> for CanvasItemMaterial[src]

impl SubClass<Object> for CanvasItemMaterial[src]

impl SubClass<Reference> for CanvasItemMaterial[src]

impl SubClass<Resource> for CanvasItemMaterial[src]

Auto Trait Implementations

Blanket Implementations

impl<T> Any for T where
    T: 'static + ?Sized
[src]

impl<T> Borrow<T> for T where
    T: ?Sized
[src]

impl<T> BorrowMut<T> for T where
    T: ?Sized
[src]

impl<T> From<T> for T[src]

impl<T, U> Into<U> for T where
    U: From<T>, 
[src]

impl<T> SubClass<T> for T where
    T: GodotObject
[src]

impl<T, U> TryFrom<U> for T where
    U: Into<T>, 
[src]

type Error = Infallible

The type returned in the event of a conversion error.

impl<T, U> TryInto<U> for T where
    U: TryFrom<T>, 
[src]

type Error = <U as TryFrom<T>>::Error

The type returned in the event of a conversion error.