[−][src]Struct gdnative_bindings::VisibilityEnabler2D
core class VisibilityEnabler2D
inherits VisibilityNotifier2D
(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.
VisibilityEnabler2D
is a reference-only type. Persistent references can
only exist in the unsafe Ref<VisibilityEnabler2D>
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
VisibilityEnabler2D 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 VisibilityEnabler2D
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Constants
pub const ENABLER_FREEZE_BODIES: i64
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pub const ENABLER_MAX: i64
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pub const ENABLER_PARENT_PHYSICS_PROCESS: i64
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pub const ENABLER_PARENT_PROCESS: i64
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pub const ENABLER_PAUSE_ANIMATED_SPRITES: i64
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pub const ENABLER_PAUSE_ANIMATIONS: i64
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pub const ENABLER_PAUSE_PARTICLES: i64
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impl VisibilityEnabler2D
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pub fn new() -> Ref<Self, Unique>
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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
.
pub fn is_enabler_enabled(&self, enabler: i64) -> bool
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If [code]true[/code], the parent's [method Node._process] will be stopped.
pub fn set_enabler(&self, enabler: i64, enabled: bool)
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If [code]true[/code], the parent's [method Node._process] will be stopped.
Methods from Deref<Target = VisibilityNotifier2D>
pub fn rect(&self) -> Rect2
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The VisibilityNotifier2D's bounding rectangle.
pub fn is_on_screen(&self) -> bool
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If [code]true[/code], the bounding rectangle is on the screen.
[b]Note:[/b] It takes one frame for the node's visibility to be assessed once added to the scene tree, so this method will return [code]false[/code] right after it is instantiated, even if it will be on screen in the draw pass.
pub fn set_rect(&self, rect: Rect2)
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The VisibilityNotifier2D's bounding rectangle.
Trait Implementations
impl Debug for VisibilityEnabler2D
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impl Deref for VisibilityEnabler2D
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type Target = VisibilityNotifier2D
The resulting type after dereferencing.
fn deref(&self) -> &VisibilityNotifier2D
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impl DerefMut for VisibilityEnabler2D
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fn deref_mut(&mut self) -> &mut VisibilityNotifier2D
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impl GodotObject for VisibilityEnabler2D
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type RefKind = ManuallyManaged
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 VisibilityEnabler2D
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impl QueueFree for VisibilityEnabler2D
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unsafe fn godot_queue_free(obj: *mut godot_object)
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impl Sealed for VisibilityEnabler2D
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impl SubClass<CanvasItem> for VisibilityEnabler2D
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impl SubClass<Node> for VisibilityEnabler2D
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impl SubClass<Node2D> for VisibilityEnabler2D
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impl SubClass<Object> for VisibilityEnabler2D
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impl SubClass<VisibilityNotifier2D> for VisibilityEnabler2D
[src]
Auto Trait Implementations
impl RefUnwindSafe for VisibilityEnabler2D
impl !Send for VisibilityEnabler2D
impl !Sync for VisibilityEnabler2D
impl Unpin for VisibilityEnabler2D
impl UnwindSafe for VisibilityEnabler2D
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>,