Struct gdnative_bindings::MobileVRInterface [−][src]
core class MobileVRInterface
inherits ARVRInterface
(reference counted).
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
The lifetime of this object is automatically managed through reference counting.
Class hierarchy
MobileVRInterface 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 MobileVRInterface
[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 display_to_lens(&self) -> f64
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pub fn display_width(&self) -> f64
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pub fn eye_height(&self) -> f64
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pub fn iod(&self) -> f64
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pub fn k1(&self) -> f64
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pub fn k2(&self) -> f64
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pub fn oversample(&self) -> f64
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pub fn set_display_to_lens(&self, display_to_lens: f64)
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pub fn set_display_width(&self, display_width: f64)
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pub fn set_eye_height(&self, eye_height: f64)
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pub fn set_iod(&self, iod: f64)
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pub fn set_k1(&self, k: f64)
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pub fn set_k2(&self, k: f64)
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pub fn set_oversample(&self, oversample: f64)
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Methods from Deref<Target = ARVRInterface>
pub const ARVR_AR: i64
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pub const ARVR_EXCESSIVE_MOTION: i64
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pub const ARVR_EXTERNAL: i64
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pub const ARVR_INSUFFICIENT_FEATURES: i64
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pub const ARVR_MONO: i64
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pub const ARVR_NONE: i64
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pub const ARVR_NORMAL_TRACKING: i64
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pub const ARVR_NOT_TRACKING: i64
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pub const ARVR_STEREO: i64
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pub const ARVR_UNKNOWN_TRACKING: i64
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pub const EYE_LEFT: i64
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pub const EYE_MONO: i64
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pub const EYE_RIGHT: i64
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pub fn anchor_detection_is_enabled(&self) -> bool
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On an AR interface, true
if anchor detection is enabled.
pub fn get_camera_feed_id(&self) -> i64
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If this is an AR interface that requires displaying a camera feed as the background, this method returns the feed ID in the CameraServer for this interface.
pub fn get_capabilities(&self) -> i64
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Returns a combination of [enum Capabilities] flags providing information about the capabilities of this interface.
pub fn get_name(&self) -> GodotString
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Returns the name of this interface (OpenVR, OpenHMD, ARKit, etc).
pub fn get_render_targetsize(&self) -> Vector2
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Returns the resolution at which we should render our intermediate results before things like lens distortion are applied by the VR platform.
pub fn get_tracking_status(&self) -> TrackingStatus
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If supported, returns the status of our tracking. This will allow you to provide feedback to the user whether there are issues with positional tracking.
pub fn initialize(&self) -> bool
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Call this to initialize this interface. The first interface that is initialized is identified as the primary interface and it will be used for rendering output. After initializing the interface you want to use you then need to enable the AR/VR mode of a viewport and rendering should commence. Note: You must enable the AR/VR mode on the main viewport for any device that uses the main output of Godot, such as for mobile VR. If you do this for a platform that handles its own output (such as OpenVR) Godot will show just one eye without distortion on screen. Alternatively, you can add a separate viewport node to your scene and enable AR/VR on that viewport. It will be used to output to the HMD, leaving you free to do anything you like in the main window, such as using a separate camera as a spectator camera or rendering something completely different. While currently not used, you can activate additional interfaces. You may wish to do this if you want to track controllers from other platforms. However, at this point in time only one interface can render to an HMD.
pub fn is_initialized(&self) -> bool
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true
if this interface been initialized.
pub fn is_primary(&self) -> bool
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true
if this is the primary interface.
pub fn is_stereo(&self) -> bool
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Returns true
if the current output of this interface is in stereo.
pub fn set_anchor_detection_is_enabled(&self, enable: bool)
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On an AR interface, true
if anchor detection is enabled.
pub fn set_is_initialized(&self, initialized: bool)
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true
if this interface been initialized.
pub fn set_is_primary(&self, enable: bool)
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true
if this is the primary interface.
pub fn uninitialize(&self)
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Turns the interface off.
Methods from Deref<Target = Reference>
pub fn init_ref(&self) -> bool
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Initializes the internal reference counter. Use this only if you really know what you are doing. Returns whether the initialization was successful.
Methods from Deref<Target = Object>
pub const CONNECT_DEFERRED: i64
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pub const CONNECT_ONESHOT: i64
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pub const CONNECT_PERSIST: i64
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pub const CONNECT_REFERENCE_COUNTED: i64
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pub const NOTIFICATION_POSTINITIALIZE: i64
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pub const NOTIFICATION_PREDELETE: i64
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pub fn add_user_signal(
&self,
signal: impl Into<GodotString>,
arguments: VariantArray
)
[src]
&self,
signal: impl Into<GodotString>,
arguments: VariantArray
)
Adds a user-defined signal
. Arguments are optional, but can be added as an [Array] of dictionaries, each containing name: String
and type: int
(see [enum Variant.Type]) entries.
Default Arguments
arguments
-[ ]
pub unsafe fn call(
&self,
method: impl Into<GodotString>,
varargs: &[Variant]
) -> Variant
[src]
&self,
method: impl Into<GodotString>,
varargs: &[Variant]
) -> Variant
Sample code is GDScript unless otherwise noted.
Calls the method
on the object and returns the result. This method supports a variable number of arguments, so parameters are passed as a comma separated list. Example:
call("set", "position", Vector2(42.0, 0.0))
Note: In C#, the method name must be specified as snake_case if it is defined by a built-in Godot node. This doesn't apply to user-defined methods where you should use the same convention as in the C# source (typically PascalCase).
Safety
This function bypasses Rust's static type checks (aliasing, thread boundaries, calls to free(), ...).
pub unsafe fn call_deferred(
&self,
method: impl Into<GodotString>,
varargs: &[Variant]
) -> Variant
[src]
&self,
method: impl Into<GodotString>,
varargs: &[Variant]
) -> Variant
Sample code is GDScript unless otherwise noted.
Calls the method
on the object during idle time. This method supports a variable number of arguments, so parameters are passed as a comma separated list. Example:
call_deferred("set", "position", Vector2(42.0, 0.0))
Note: In C#, the method name must be specified as snake_case if it is defined by a built-in Godot node. This doesn't apply to user-defined methods where you should use the same convention as in the C# source (typically PascalCase).
Safety
This function bypasses Rust's static type checks (aliasing, thread boundaries, calls to free(), ...).
pub unsafe fn callv(
&self,
method: impl Into<GodotString>,
arg_array: VariantArray
) -> Variant
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&self,
method: impl Into<GodotString>,
arg_array: VariantArray
) -> Variant
Sample code is GDScript unless otherwise noted.
Calls the method
on the object and returns the result. Contrarily to [method call], this method does not support a variable number of arguments but expects all parameters to be via a single [Array].
callv("set", [ "position", Vector2(42.0, 0.0) ])
Safety
This function bypasses Rust's static type checks (aliasing, thread boundaries, calls to free(), ...).
pub fn can_translate_messages(&self) -> bool
[src]
Returns true
if the object can translate strings. See [method set_message_translation] and [method tr].
pub fn connect(
&self,
signal: impl Into<GodotString>,
target: impl AsArg<Object>,
method: impl Into<GodotString>,
binds: VariantArray,
flags: i64
) -> GodotResult
[src]
&self,
signal: impl Into<GodotString>,
target: impl AsArg<Object>,
method: impl Into<GodotString>,
binds: VariantArray,
flags: i64
) -> GodotResult
Sample code is GDScript unless otherwise noted.
Connects a signal
to a method
on a target
object. Pass optional binds
to the call as an [Array] of parameters. These parameters will be passed to the method after any parameter used in the call to [method emit_signal]. Use flags
to set deferred or one-shot connections. See [enum ConnectFlags] constants.
A signal
can only be connected once to a method
. It will throw an error if already connected, unless the signal was connected with [constant CONNECT_REFERENCE_COUNTED]. To avoid this, first, use [method is_connected] to check for existing connections.
If the target
is destroyed in the game's lifecycle, the connection will be lost.
Examples:
connect("pressed", self, "_on_Button_pressed") # BaseButton signal
connect("text_entered", self, "_on_LineEdit_text_entered") # LineEdit signal
connect("hit", self, "_on_Player_hit", [ weapon_type, damage ]) # User-defined signal
An example of the relationship between binds
passed to [method connect] and parameters used when calling [method emit_signal]:
connect("hit", self, "_on_Player_hit", [ weapon_type, damage ]) # weapon_type and damage are passed last
emit_signal("hit", "Dark lord", 5) # "Dark lord" and 5 are passed first
func _on_Player_hit(hit_by, level, weapon_type, damage):
print("Hit by %s (lvl %d) with weapon %s for %d damage" % [hit_by, level, weapon_type, damage])
Default Arguments
binds
-[ ]
flags
-0
pub fn disconnect(
&self,
signal: impl Into<GodotString>,
target: impl AsArg<Object>,
method: impl Into<GodotString>
)
[src]
&self,
signal: impl Into<GodotString>,
target: impl AsArg<Object>,
method: impl Into<GodotString>
)
Disconnects a signal
from a method
on the given target
.
If you try to disconnect a connection that does not exist, the method will throw an error. Use [method is_connected] to ensure that the connection exists.
pub fn emit_signal(
&self,
signal: impl Into<GodotString>,
varargs: &[Variant]
) -> Variant
[src]
&self,
signal: impl Into<GodotString>,
varargs: &[Variant]
) -> Variant
Sample code is GDScript unless otherwise noted.
Emits the given signal
. The signal must exist, so it should be a built-in signal of this class or one of its parent classes, or a user-defined signal. This method supports a variable number of arguments, so parameters are passed as a comma separated list. Example:
emit_signal("hit", weapon_type, damage)
emit_signal("game_over")
pub fn get(&self, property: impl Into<GodotString>) -> Variant
[src]
Returns the Variant value of the given property
. If the property
doesn't exist, this will return null
.
Note: In C#, the property name must be specified as snake_case if it is defined by a built-in Godot node. This doesn't apply to user-defined properties where you should use the same convention as in the C# source (typically PascalCase).
pub fn get_class(&self) -> GodotString
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Returns the object's class as a String.
pub fn get_incoming_connections(&self) -> VariantArray
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Returns an [Array] of dictionaries with information about signals that are connected to the object. Each Dictionary contains three String entries:
source
is a reference to the signal emitter.signal_name
is the name of the connected signal.method_name
is the name of the method to which the signal is connected.
pub fn get_indexed(&self, property: impl Into<NodePath>) -> Variant
[src]
Gets the object's property indexed by the given NodePath. The node path should be relative to the current object and can use the colon character (:
) to access nested properties. Examples: "position:x"
or "material:next_pass:blend_mode"
.
pub fn get_instance_id(&self) -> i64
[src]
Returns the object's unique instance ID. This ID can be saved in EncodedObjectAsID, and can be used to retrieve the object instance with [method @GDScript.instance_from_id].
pub fn get_meta(&self, name: impl Into<GodotString>) -> Variant
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Returns the object's metadata entry for the given name
.
pub fn get_meta_list(&self) -> StringArray
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Returns the object's metadata as a [PoolStringArray].
pub fn get_method_list(&self) -> VariantArray
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Returns the object's methods and their signatures as an [Array].
pub fn get_property_list(&self) -> VariantArray
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Returns the object's property list as an [Array] of dictionaries.
Each property's Dictionary contain at least name: String
and type: int
(see [enum Variant.Type]) entries. Optionally, it can also include hint: int
(see [enum PropertyHint]), hint_string: String
, and usage: int
(see [enum PropertyUsageFlags]).
pub fn get_script(&self) -> Option<Ref<Reference, Shared>>
[src]
Returns the object's Script instance, or null
if none is assigned.
pub fn get_signal_connection_list(
&self,
signal: impl Into<GodotString>
) -> VariantArray
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&self,
signal: impl Into<GodotString>
) -> VariantArray
Returns an [Array] of connections for the given signal
.
pub fn get_signal_list(&self) -> VariantArray
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Returns the list of signals as an [Array] of dictionaries.
pub fn has_meta(&self, name: impl Into<GodotString>) -> bool
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Returns true
if a metadata entry is found with the given name
.
pub fn has_method(&self, method: impl Into<GodotString>) -> bool
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Returns true
if the object contains the given method
.
pub fn has_signal(&self, signal: impl Into<GodotString>) -> bool
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Returns true
if the given signal
exists.
pub fn has_user_signal(&self, signal: impl Into<GodotString>) -> bool
[src]
Returns true
if the given user-defined signal
exists. Only signals added using [method add_user_signal] are taken into account.
pub fn is_blocking_signals(&self) -> bool
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Returns true
if signal emission blocking is enabled.
pub fn is_class(&self, class: impl Into<GodotString>) -> bool
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Returns true
if the object inherits from the given class
.
pub fn is_connected(
&self,
signal: impl Into<GodotString>,
target: impl AsArg<Object>,
method: impl Into<GodotString>
) -> bool
[src]
&self,
signal: impl Into<GodotString>,
target: impl AsArg<Object>,
method: impl Into<GodotString>
) -> bool
Returns true
if a connection exists for a given signal
, target
, and method
.
pub fn is_queued_for_deletion(&self) -> bool
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Returns true
if the [method Node.queue_free] method was called for the object.
pub fn notification(&self, what: i64, reversed: bool)
[src]
Send a given notification to the object, which will also trigger a call to the [method _notification] method of all classes that the object inherits from.
If reversed
is true
, [method _notification] is called first on the object's own class, and then up to its successive parent classes. If reversed
is false
, [method _notification] is called first on the highest ancestor (Object itself), and then down to its successive inheriting classes.
Default Arguments
reversed
-false
pub fn property_list_changed_notify(&self)
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Notify the editor that the property list has changed, so that editor plugins can take the new values into account. Does nothing on export builds.
pub fn remove_meta(&self, name: impl Into<GodotString>)
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Removes a given entry from the object's metadata. See also [method set_meta].
pub fn set(&self, property: impl Into<GodotString>, value: impl OwnedToVariant)
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Assigns a new value to the given property. If the property
does not exist, nothing will happen.
Note: In C#, the property name must be specified as snake_case if it is defined by a built-in Godot node. This doesn't apply to user-defined properties where you should use the same convention as in the C# source (typically PascalCase).
pub fn set_block_signals(&self, enable: bool)
[src]
If set to true
, signal emission is blocked.
pub fn set_deferred(
&self,
property: impl Into<GodotString>,
value: impl OwnedToVariant
)
[src]
&self,
property: impl Into<GodotString>,
value: impl OwnedToVariant
)
Assigns a new value to the given property, after the current frame's physics step. This is equivalent to calling [method set] via [method call_deferred], i.e. call_deferred("set", property, value)
.
Note: In C#, the property name must be specified as snake_case if it is defined by a built-in Godot node. This doesn't apply to user-defined properties where you should use the same convention as in the C# source (typically PascalCase).
pub fn set_indexed(
&self,
property: impl Into<NodePath>,
value: impl OwnedToVariant
)
[src]
&self,
property: impl Into<NodePath>,
value: impl OwnedToVariant
)
Sample code is GDScript unless otherwise noted.
Assigns a new value to the property identified by the NodePath. The node path should be relative to the current object and can use the colon character (:
) to access nested properties. Example:
set_indexed("position", Vector2(42, 0))
set_indexed("position:y", -10)
print(position) # (42, -10)
pub fn set_message_translation(&self, enable: bool)
[src]
Defines whether the object can translate strings (with calls to [method tr]). Enabled by default.
pub fn set_meta(&self, name: impl Into<GodotString>, value: impl OwnedToVariant)
[src]
Adds, changes or removes a given entry in the object's metadata. Metadata are serialized and can take any Variant value.
To remove a given entry from the object's metadata, use [method remove_meta]. Metadata is also removed if its value is set to null
. This means you can also use set_meta("name", null)
to remove metadata for "name"
.
pub fn set_script(&self, script: impl AsArg<Reference>)
[src]
Assigns a script to the object. Each object can have a single script assigned to it, which are used to extend its functionality. If the object already had a script, the previous script instance will be freed and its variables and state will be lost. The new script's [method _init] method will be called.
pub fn to_string(&self) -> GodotString
[src]
Returns a String representing the object. If not overridden, defaults to "[ClassName:RID]"
.
Override the method [method _to_string] to customize the String representation.
pub fn tr(&self, message: impl Into<GodotString>) -> GodotString
[src]
Translates a message using translation catalogs configured in the Project Settings.
Only works if message translation is enabled (which it is by default), otherwise it returns the message
unchanged. See [method set_message_translation].
Trait Implementations
impl Debug for MobileVRInterface
[src]
impl Deref for MobileVRInterface
[src]
type Target = ARVRInterface
The resulting type after dereferencing.
fn deref(&self) -> &ARVRInterface
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impl DerefMut for MobileVRInterface
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fn deref_mut(&mut self) -> &mut ARVRInterface
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impl GodotObject for MobileVRInterface
[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
fn class_name() -> &'static str
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pub fn null() -> Null<Self>
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pub fn new() -> Ref<Self, Unique> where
Self: Instanciable,
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Self: Instanciable,
pub fn cast<T>(&self) -> Option<&T> where
T: GodotObject + SubClass<Self>,
[src]
T: GodotObject + SubClass<Self>,
pub fn upcast<T>(&self) -> &T where
Self: SubClass<T>,
T: GodotObject,
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Self: SubClass<T>,
T: GodotObject,
pub unsafe fn assume_shared(&self) -> Ref<Self, Shared>
[src]
pub unsafe fn assume_thread_local(&self) -> Ref<Self, ThreadLocal> where
Self: GodotObject<RefKind = RefCounted>,
[src]
Self: GodotObject<RefKind = RefCounted>,
pub unsafe fn assume_unique(&self) -> Ref<Self, Unique>
[src]
pub unsafe fn try_from_instance_id<'a>(
id: i64
) -> Option<TRef<'a, Self, Shared>>
[src]
id: i64
) -> Option<TRef<'a, Self, Shared>>
pub unsafe fn from_instance_id<'a>(id: i64) -> TRef<'a, Self, Shared>
[src]
impl Instanciable for MobileVRInterface
[src]
impl Sealed for MobileVRInterface
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impl SubClass<ARVRInterface> for MobileVRInterface
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impl SubClass<Object> for MobileVRInterface
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impl SubClass<Reference> for MobileVRInterface
[src]
Auto Trait Implementations
impl RefUnwindSafe for MobileVRInterface
[src]
impl !Send for MobileVRInterface
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impl !Sync for MobileVRInterface
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impl Unpin for MobileVRInterface
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impl UnwindSafe for MobileVRInterface
[src]
Blanket Implementations
impl<T> Any for T where
T: 'static + ?Sized,
[src]
T: 'static + ?Sized,
impl<T> Borrow<T> for T where
T: ?Sized,
[src]
T: ?Sized,
impl<T> BorrowMut<T> for T where
T: ?Sized,
[src]
T: ?Sized,
pub 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>,
[src]
U: Into<T>,
type Error = Infallible
The type returned in the event of a conversion error.
pub 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>,