[−][src]Struct gdnative_bindings::SpriteFrames
core class SpriteFrames
inherits Resource
(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
SpriteFrames 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 SpriteFrames
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pub fn new() -> Ref<Self, Unique>
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Creates a new instance of this object.
This is a reference-counted type. The returned object is automatically managed
by Ref
.
pub fn add_animation(&self, anim: impl Into<GodotString>)
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Adds a new animation to the library.
pub fn add_frame(
&self,
anim: impl Into<GodotString>,
frame: impl AsArg<Texture>,
at_position: i64
)
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&self,
anim: impl Into<GodotString>,
frame: impl AsArg<Texture>,
at_position: i64
)
pub fn clear(&self, anim: impl Into<GodotString>)
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Removes all frames from the given animation.
pub fn clear_all(&self)
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Removes all animations. A "default" animation will be created.
pub fn get_animation_loop(&self, anim: impl Into<GodotString>) -> bool
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If [code]true[/code], the given animation will loop.
pub fn get_animation_names(&self) -> StringArray
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Returns an array containing the names associated to each animation. Values are placed in alphabetical order.
pub fn get_animation_speed(&self, anim: impl Into<GodotString>) -> f64
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The animation's speed in frames per second.
pub fn get_frame(
&self,
anim: impl Into<GodotString>,
idx: i64
) -> Option<Ref<Texture, Shared>>
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&self,
anim: impl Into<GodotString>,
idx: i64
) -> Option<Ref<Texture, Shared>>
Returns the animation's selected frame.
pub fn get_frame_count(&self, anim: impl Into<GodotString>) -> i64
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Returns the number of frames in the animation.
pub fn has_animation(&self, anim: impl Into<GodotString>) -> bool
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If [code]true[/code], the named animation exists.
pub fn remove_animation(&self, anim: impl Into<GodotString>)
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Removes the given animation.
pub fn remove_frame(&self, anim: impl Into<GodotString>, idx: i64)
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Removes the animation's selected frame.
pub fn rename_animation(
&self,
anim: impl Into<GodotString>,
newname: impl Into<GodotString>
)
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&self,
anim: impl Into<GodotString>,
newname: impl Into<GodotString>
)
Changes the animation's name to [code]newname[/code].
pub fn set_animation_loop(&self, anim: impl Into<GodotString>, _loop: bool)
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If [code]true[/code], the animation will loop.
pub fn set_animation_speed(&self, anim: impl Into<GodotString>, speed: f64)
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The animation's speed in frames per second.
pub fn set_frame(
&self,
anim: impl Into<GodotString>,
idx: i64,
txt: impl AsArg<Texture>
)
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&self,
anim: impl Into<GodotString>,
idx: i64,
txt: impl AsArg<Texture>
)
Sets the texture of the given frame.
Methods from Deref<Target = Resource>
pub fn duplicate(&self, subresources: bool) -> Option<Ref<Resource, Shared>>
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Duplicates the resource, returning a new resource. By default, sub-resources are shared between resource copies for efficiency. This can be changed by passing [code]true[/code] to the [code]subresources[/code] argument which will copy the subresources.
[b]Note:[/b] If [code]subresources[/code] is [code]true[/code], this method will only perform a shallow copy. Nested resources within subresources will not be duplicated and will still be shared.
Default Arguments
subresources
-false
pub fn get_local_scene(&self) -> Option<Ref<Node, Shared>>
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If [member resource_local_to_scene] is enabled and the resource was loaded from a [PackedScene] instantiation, returns the local scene where this resource's unique copy is in use. Otherwise, returns [code]null[/code].
pub fn name(&self) -> GodotString
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The name of the resource. This is an optional identifier.
pub fn path(&self) -> GodotString
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The path to the resource. In case it has its own file, it will return its filepath. If it's tied to the scene, it will return the scene's path, followed by the resource's index.
pub fn get_rid(&self) -> Rid
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Returns the RID of the resource (or an empty RID). Many resources (such as [Texture], [Mesh], etc) are high-level abstractions of resources stored in a server, so this function will return the original RID.
pub fn is_local_to_scene(&self) -> bool
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If [code]true[/code], the resource will be made unique in each instance of its local scene. It can thus be modified in a scene instance without impacting other instances of that same scene.
pub fn set_local_to_scene(&self, enable: bool)
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If [code]true[/code], the resource will be made unique in each instance of its local scene. It can thus be modified in a scene instance without impacting other instances of that same scene.
pub fn set_name(&self, name: impl Into<GodotString>)
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The name of the resource. This is an optional identifier.
pub fn set_path(&self, path: impl Into<GodotString>)
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The path to the resource. In case it has its own file, it will return its filepath. If it's tied to the scene, it will return the scene's path, followed by the resource's index.
pub fn setup_local_to_scene(&self)
[src]
This method is called when a resource with [member resource_local_to_scene] enabled is loaded from a [PackedScene] instantiation. Its behavior can be customized by overriding [method _setup_local_to_scene] from script.
For most resources, this method performs no base logic. [ViewportTexture] performs custom logic to properly set the proxy texture and flags in the local viewport.
pub fn take_over_path(&self, path: impl Into<GodotString>)
[src]
Sets the path of the resource, potentially overriding an existing cache entry for this path. This differs from setting [member resource_path], as the latter would error out if another resource was already cached for the given path.
Trait Implementations
impl Debug for SpriteFrames
[src]
impl Deref for SpriteFrames
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impl DerefMut for SpriteFrames
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impl GodotObject for SpriteFrames
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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
fn class_name() -> &'static str
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fn null() -> Null<Self>
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fn new() -> Ref<Self, Unique> where
Self: Instanciable,
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Self: Instanciable,
fn cast<T>(&self) -> Option<&T> where
T: GodotObject + SubClass<Self>,
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T: GodotObject + SubClass<Self>,
fn upcast<T>(&self) -> &T where
Self: SubClass<T>,
T: GodotObject,
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Self: SubClass<T>,
T: GodotObject,
unsafe fn assume_shared(&self) -> Ref<Self, Shared>
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unsafe fn assume_thread_local(&self) -> Ref<Self, ThreadLocal> where
Self: GodotObject<RefKind = RefCounted>,
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Self: GodotObject<RefKind = RefCounted>,
unsafe fn assume_unique(&self) -> Ref<Self, Unique>
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impl Instanciable for SpriteFrames
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impl Sealed for SpriteFrames
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impl SubClass<Object> for SpriteFrames
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impl SubClass<Reference> for SpriteFrames
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impl SubClass<Resource> for SpriteFrames
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Auto Trait Implementations
impl RefUnwindSafe for SpriteFrames
impl !Send for SpriteFrames
impl !Sync for SpriteFrames
impl Unpin for SpriteFrames
impl UnwindSafe for SpriteFrames
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> SubClass<T> for T where
T: GodotObject,
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T: GodotObject,
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>,