Struct gdnative_bindings::ParallaxBackground [−][src]
core class ParallaxBackground
inherits CanvasLayer
(unsafe).
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
Non reference counted objects such as the ones of this type are usually owned by the engine.
ParallaxBackground
is a reference-only type. Persistent references can
only exist in the unsafe Ref<ParallaxBackground>
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
ParallaxBackground 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 ParallaxBackground
[src]
pub fn new() -> Ref<Self, Unique>
[src]
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 limit_begin(&self) -> Vector2
[src]
Top-left limits for scrolling to begin. If the camera is outside of this limit, the background will stop scrolling. Must be lower than [member scroll_limit_end] to work.
pub fn limit_end(&self) -> Vector2
[src]
Bottom-right limits for scrolling to end. If the camera is outside of this limit, the background will stop scrolling. Must be higher than [member scroll_limit_begin] to work.
pub fn scroll_base_offset(&self) -> Vector2
[src]
The base position offset for all ParallaxLayer children.
pub fn scroll_base_scale(&self) -> Vector2
[src]
The base motion scale for all ParallaxLayer children.
pub fn scroll_offset(&self) -> Vector2
[src]
The ParallaxBackground's scroll value. Calculated automatically when using a Camera2D, but can be used to manually manage scrolling when no camera is present.
pub fn is_ignore_camera_zoom(&self) -> bool
[src]
If true
, elements in ParallaxLayer child aren't affected by the zoom level of the camera.
pub fn set_ignore_camera_zoom(&self, ignore: bool)
[src]
If true
, elements in ParallaxLayer child aren't affected by the zoom level of the camera.
pub fn set_limit_begin(&self, ofs: Vector2)
[src]
Top-left limits for scrolling to begin. If the camera is outside of this limit, the background will stop scrolling. Must be lower than [member scroll_limit_end] to work.
pub fn set_limit_end(&self, ofs: Vector2)
[src]
Bottom-right limits for scrolling to end. If the camera is outside of this limit, the background will stop scrolling. Must be higher than [member scroll_limit_begin] to work.
pub fn set_scroll_base_offset(&self, ofs: Vector2)
[src]
The base position offset for all ParallaxLayer children.
pub fn set_scroll_base_scale(&self, scale: Vector2)
[src]
The base motion scale for all ParallaxLayer children.
pub fn set_scroll_offset(&self, ofs: Vector2)
[src]
The ParallaxBackground's scroll value. Calculated automatically when using a Camera2D, but can be used to manually manage scrolling when no camera is present.
Methods from Deref<Target = CanvasLayer>
pub fn get_canvas(&self) -> Rid
[src]
Returns the RID of the canvas used by this layer.
pub fn custom_viewport(&self) -> Option<Ref<Node, Shared>>
[src]
The custom Viewport node assigned to the CanvasLayer. If null
, uses the default viewport instead.
pub fn follow_viewport_scale(&self) -> f64
[src]
Scales the layer when using [member follow_viewport_enable]. Layers moving into the foreground should have increasing scales, while layers moving into the background should have decreasing scales.
pub fn layer(&self) -> i64
[src]
Layer index for draw order. Lower values are drawn first.
pub fn offset(&self) -> Vector2
[src]
The layer's base offset.
pub fn rotation(&self) -> f64
[src]
The layer's rotation in radians.
pub fn rotation_degrees(&self) -> f64
[src]
The layer's rotation in degrees.
pub fn scale(&self) -> Vector2
[src]
The layer's scale.
pub fn transform(&self) -> Transform2D
[src]
The layer's transform.
pub fn is_following_viewport(&self) -> bool
[src]
Sets the layer to follow the viewport in order to simulate a pseudo 3D effect.
pub fn set_custom_viewport(&self, viewport: impl AsArg<Node>)
[src]
The custom Viewport node assigned to the CanvasLayer. If null
, uses the default viewport instead.
pub fn set_follow_viewport(&self, enable: bool)
[src]
Sets the layer to follow the viewport in order to simulate a pseudo 3D effect.
pub fn set_follow_viewport_scale(&self, scale: f64)
[src]
Scales the layer when using [member follow_viewport_enable]. Layers moving into the foreground should have increasing scales, while layers moving into the background should have decreasing scales.
pub fn set_layer(&self, layer: i64)
[src]
Layer index for draw order. Lower values are drawn first.
pub fn set_offset(&self, offset: Vector2)
[src]
The layer's base offset.
pub fn set_rotation(&self, radians: f64)
[src]
The layer's rotation in radians.
pub fn set_rotation_degrees(&self, degrees: f64)
[src]
The layer's rotation in degrees.
pub fn set_scale(&self, scale: Vector2)
[src]
The layer's scale.
pub fn set_transform(&self, transform: Transform2D)
[src]
The layer's transform.
Methods from Deref<Target = Node>
pub const DUPLICATE_GROUPS: i64
[src]
pub const DUPLICATE_SCRIPTS: i64
[src]
pub const DUPLICATE_SIGNALS: i64
[src]
pub const DUPLICATE_USE_INSTANCING: i64
[src]
pub const NOTIFICATION_APP_PAUSED: i64
[src]
pub const NOTIFICATION_APP_RESUMED: i64
[src]
pub const NOTIFICATION_CRASH: i64
[src]
pub const NOTIFICATION_DRAG_BEGIN: i64
[src]
pub const NOTIFICATION_DRAG_END: i64
[src]
pub const NOTIFICATION_ENTER_TREE: i64
[src]
pub const NOTIFICATION_EXIT_TREE: i64
[src]
pub const NOTIFICATION_INSTANCED: i64
[src]
pub const NOTIFICATION_INTERNAL_PHYSICS_PROCESS: i64
[src]
pub const NOTIFICATION_INTERNAL_PROCESS: i64
[src]
pub const NOTIFICATION_MOVED_IN_PARENT: i64
[src]
pub const NOTIFICATION_OS_IME_UPDATE: i64
[src]
pub const NOTIFICATION_OS_MEMORY_WARNING: i64
[src]
pub const NOTIFICATION_PARENTED: i64
[src]
pub const NOTIFICATION_PATH_CHANGED: i64
[src]
pub const NOTIFICATION_PAUSED: i64
[src]
pub const NOTIFICATION_PHYSICS_PROCESS: i64
[src]
pub const NOTIFICATION_POST_ENTER_TREE: i64
[src]
pub const NOTIFICATION_PROCESS: i64
[src]
pub const NOTIFICATION_READY: i64
[src]
pub const NOTIFICATION_TRANSLATION_CHANGED: i64
[src]
pub const NOTIFICATION_UNPARENTED: i64
[src]
pub const NOTIFICATION_UNPAUSED: i64
[src]
pub const NOTIFICATION_WM_ABOUT: i64
[src]
pub const NOTIFICATION_WM_FOCUS_IN: i64
[src]
pub const NOTIFICATION_WM_FOCUS_OUT: i64
[src]
pub const NOTIFICATION_WM_GO_BACK_REQUEST: i64
[src]
pub const NOTIFICATION_WM_MOUSE_ENTER: i64
[src]
pub const NOTIFICATION_WM_MOUSE_EXIT: i64
[src]
pub const NOTIFICATION_WM_QUIT_REQUEST: i64
[src]
pub const NOTIFICATION_WM_UNFOCUS_REQUEST: i64
[src]
pub const PAUSE_MODE_INHERIT: i64
[src]
pub const PAUSE_MODE_PROCESS: i64
[src]
pub const PAUSE_MODE_STOP: i64
[src]
pub fn add_child(&self, node: impl AsArg<Node>, legible_unique_name: bool)
[src]
Sample code is GDScript unless otherwise noted.
Adds a child node. Nodes can have any number of children, but every child must have a unique name. Child nodes are automatically deleted when the parent node is deleted, so an entire scene can be removed by deleting its topmost node.
If legible_unique_name
is true
, the child node will have an human-readable name based on the name of the node being instanced instead of its type.
Note: If the child node already has a parent, the function will fail. Use [method remove_child] first to remove the node from its current parent. For example:
if child_node.get_parent():
child_node.get_parent().remove_child(child_node)
add_child(child_node)
Note: If you want a child to be persisted to a PackedScene, you must set [member owner] in addition to calling [method add_child]. This is typically relevant for [url=https://godot.readthedocs.io/en/latest/tutorials/misc/running_code_in_the_editor.html]tool scripts[/url] and [url=https://godot.readthedocs.io/en/latest/tutorials/plugins/editor/index.html]editor plugins[/url]. If [method add_child] is called without setting [member owner], the newly added Node will not be visible in the scene tree, though it will be visible in the 2D/3D view.
Default Arguments
legible_unique_name
-false
pub fn add_child_below_node(
&self,
node: impl AsArg<Node>,
child_node: impl AsArg<Node>,
legible_unique_name: bool
)
[src]
&self,
node: impl AsArg<Node>,
child_node: impl AsArg<Node>,
legible_unique_name: bool
)
Adds child_node
as a child. The child is placed below the given node
in the list of children.
If legible_unique_name
is true
, the child node will have an human-readable name based on the name of the node being instanced instead of its type.
Default Arguments
legible_unique_name
-false
pub fn add_to_group(&self, group: impl Into<GodotString>, persistent: bool)
[src]
Adds the node to a group. Groups are helpers to name and organize a subset of nodes, for example "enemies" or "collectables". A node can be in any number of groups. Nodes can be assigned a group at any time, but will not be added until they are inside the scene tree (see [method is_inside_tree]). See notes in the description, and the group methods in SceneTree.
The persistent
option is used when packing node to PackedScene and saving to file. Non-persistent groups aren't stored.
Default Arguments
persistent
-false
pub fn can_process(&self) -> bool
[src]
Returns true
if the node can process while the scene tree is paused (see [member pause_mode]). Always returns true
if the scene tree is not paused, and false
if the node is not in the tree.
pub fn duplicate(&self, flags: i64) -> Option<Ref<Node, Shared>>
[src]
Duplicates the node, returning a new node.
You can fine-tune the behavior using the flags
(see [enum DuplicateFlags]).
Note: It will not work properly if the node contains a script with constructor arguments (i.e. needs to supply arguments to [method Object._init] method). In that case, the node will be duplicated without a script.
Default Arguments
flags
-15
pub fn find_node(
&self,
mask: impl Into<GodotString>,
recursive: bool,
owned: bool
) -> Option<Ref<Node, Shared>>
[src]
&self,
mask: impl Into<GodotString>,
recursive: bool,
owned: bool
) -> Option<Ref<Node, Shared>>
Finds a descendant of this node whose name matches mask
as in [method String.match] (i.e. case-sensitive, but "*"
matches zero or more characters and "?"
matches any single character except "."
).
Note: It does not match against the full path, just against individual node names.
If owned
is true
, this method only finds nodes whose owner is this node. This is especially important for scenes instantiated through a script, because those scenes don't have an owner.
Note: As this method walks through all the descendants of the node, it is the slowest way to get a reference to another node. Whenever possible, consider using [method get_node] instead. To avoid using [method find_node] too often, consider caching the node reference into a variable.
Default Arguments
recursive
-true
owned
-true
pub fn find_parent(
&self,
mask: impl Into<GodotString>
) -> Option<Ref<Node, Shared>>
[src]
&self,
mask: impl Into<GodotString>
) -> Option<Ref<Node, Shared>>
Finds the first parent of the current node whose name matches mask
as in [method String.match] (i.e. case-sensitive, but "*"
matches zero or more characters and "?"
matches any single character except "."
).
Note: It does not match against the full path, just against individual node names.
Note: As this method walks upwards in the scene tree, it can be slow in large, deeply nested scene trees. Whenever possible, consider using [method get_node] instead. To avoid using [method find_parent] too often, consider caching the node reference into a variable.
pub fn get_child(&self, idx: i64) -> Option<Ref<Node, Shared>>
[src]
Returns a child node by its index (see [method get_child_count]). This method is often used for iterating all children of a node. To access a child node via its name, use [method get_node].
pub fn get_child_count(&self) -> i64
[src]
Returns the number of child nodes.
pub fn get_children(&self) -> VariantArray
[src]
Returns an array of references to node's children.
pub fn custom_multiplayer(&self) -> Option<Ref<MultiplayerAPI, Shared>>
[src]
The override to the default MultiplayerAPI. Set to null
to use the default SceneTree one.
pub fn filename(&self) -> GodotString
[src]
When a scene is instanced from a file, its topmost node contains the filename from which it was loaded.
pub fn get_groups(&self) -> VariantArray
[src]
Returns an array listing the groups that the node is a member of.
pub fn get_index(&self) -> i64
[src]
Returns the node's index, i.e. its position among the siblings of its parent.
pub fn multiplayer(&self) -> Option<Ref<MultiplayerAPI, Shared>>
[src]
The MultiplayerAPI instance associated with this node. Either the [member custom_multiplayer], or the default SceneTree one (if inside tree).
pub fn name(&self) -> GodotString
[src]
The name of the node. This name is unique among the siblings (other child nodes from the same parent). When set to an existing name, the node will be automatically renamed.
pub fn get_network_master(&self) -> i64
[src]
Returns the peer ID of the network master for this node. See [method set_network_master].
pub fn get_node(&self, path: impl Into<NodePath>) -> Option<Ref<Node, Shared>>
[src]
Sample code is GDScript unless otherwise noted.
Fetches a node. The NodePath can be either a relative path (from the current node) or an absolute path (in the scene tree) to a node. If the path does not exist, a null instance
is returned and an error is logged. Attempts to access methods on the return value will result in an "Attempt to call
/root
/root/Character
/root/Character/Sword
/root/Character/Backpack/Dagger
/root/MyGame
/root/Swamp/Alligator
/root/Swamp/Mosquito
/root/Swamp/Goblin
Possible paths are:
get_node("Sword")
get_node("Backpack/Dagger")
get_node("../Swamp/Alligator")
get_node("/root/MyGame")
pub fn get_node_and_resource(&self, path: impl Into<NodePath>) -> VariantArray
[src]
Sample code is GDScript unless otherwise noted.
Fetches a node and one of its resources as specified by the NodePath's subname (e.g. Area2D/CollisionShape2D:shape
). If several nested resources are specified in the NodePath, the last one will be fetched.
The return value is an array of size 3: the first index points to the Node (or null
if not found), the second index points to the Resource (or null
if not found), and the third index is the remaining NodePath, if any.
For example, assuming that Area2D/CollisionShape2D
is a valid node and that its shape
property has been assigned a RectangleShape2D resource, one could have this kind of output:
print(get_node_and_resource("Area2D/CollisionShape2D")) # [[CollisionShape2D:1161], Null, ]
print(get_node_and_resource("Area2D/CollisionShape2D:shape")) # [[CollisionShape2D:1161], [RectangleShape2D:1156], ]
print(get_node_and_resource("Area2D/CollisionShape2D:shape:extents")) # [[CollisionShape2D:1161], [RectangleShape2D:1156], :extents]
pub fn get_node_or_null(
&self,
path: impl Into<NodePath>
) -> Option<Ref<Node, Shared>>
[src]
&self,
path: impl Into<NodePath>
) -> Option<Ref<Node, Shared>>
Similar to [method get_node], but does not log an error if path
does not point to a valid Node.
pub fn owner(&self) -> Option<Ref<Node, Shared>>
[src]
The node owner. A node can have any other node as owner (as long as it is a valid parent, grandparent, etc. ascending in the tree). When saving a node (using PackedScene), all the nodes it owns will be saved with it. This allows for the creation of complex SceneTrees, with instancing and subinstancing.
pub fn get_parent(&self) -> Option<Ref<Node, Shared>>
[src]
Returns the parent node of the current node, or a null instance
if the node lacks a parent.
pub fn get_path(&self) -> NodePath
[src]
Returns the absolute path of the current node. This only works if the current node is inside the scene tree (see [method is_inside_tree]).
pub fn get_path_to(&self, node: impl AsArg<Node>) -> NodePath
[src]
Returns the relative NodePath from this node to the specified node
. Both nodes must be in the same scene or the function will fail.
pub fn pause_mode(&self) -> PauseMode
[src]
Pause mode. How the node will behave if the SceneTree is paused.
pub fn get_physics_process_delta_time(&self) -> f64
[src]
Returns the time elapsed since the last physics-bound frame (see [method _physics_process]). This is always a constant value in physics processing unless the frames per second is changed via [member Engine.iterations_per_second].
pub fn get_position_in_parent(&self) -> i64
[src]
Returns the node's order in the scene tree branch. For example, if called on the first child node the position is 0
.
pub fn get_process_delta_time(&self) -> f64
[src]
Returns the time elapsed (in seconds) since the last process callback. This value may vary from frame to frame.
pub fn process_priority(&self) -> i64
[src]
The node's priority in the execution order of the enabled processing callbacks (i.e. [constant NOTIFICATION_PROCESS], [constant NOTIFICATION_PHYSICS_PROCESS] and their internal counterparts). Nodes whose process priority value is [i]lower[/i] will have their processing callbacks executed first.
pub fn get_scene_instance_load_placeholder(&self) -> bool
[src]
Returns true
if this is an instance load placeholder. See InstancePlaceholder.
pub fn get_tree(&self) -> Option<Ref<SceneTree, Shared>>
[src]
Returns the SceneTree that contains this node.
pub fn get_viewport(&self) -> Option<Ref<Viewport, Shared>>
[src]
Returns the node's Viewport.
pub fn has_node(&self, path: impl Into<NodePath>) -> bool
[src]
Returns true
if the node that the NodePath points to exists.
pub fn has_node_and_resource(&self, path: impl Into<NodePath>) -> bool
[src]
Returns true
if the NodePath points to a valid node and its subname points to a valid resource, e.g. Area2D/CollisionShape2D:shape
. Properties with a non-Resource type (e.g. nodes or primitive math types) are not considered resources.
pub fn is_a_parent_of(&self, node: impl AsArg<Node>) -> bool
[src]
Returns true
if the given node is a direct or indirect child of the current node.
pub fn is_displayed_folded(&self) -> bool
[src]
Returns true
if the node is folded (collapsed) in the Scene dock.
pub fn is_greater_than(&self, node: impl AsArg<Node>) -> bool
[src]
Returns true
if the given node occurs later in the scene hierarchy than the current node.
pub fn is_in_group(&self, group: impl Into<GodotString>) -> bool
[src]
Returns true
if this node is in the specified group. See notes in the description, and the group methods in SceneTree.
pub fn is_inside_tree(&self) -> bool
[src]
Returns true
if this node is currently inside a SceneTree.
pub fn is_network_master(&self) -> bool
[src]
Returns true
if the local system is the master of this node.
pub fn is_physics_processing(&self) -> bool
[src]
Returns true
if physics processing is enabled (see [method set_physics_process]).
pub fn is_physics_processing_internal(&self) -> bool
[src]
Returns true
if internal physics processing is enabled (see [method set_physics_process_internal]).
pub fn is_processing(&self) -> bool
[src]
Returns true
if processing is enabled (see [method set_process]).
pub fn is_processing_input(&self) -> bool
[src]
Returns true
if the node is processing input (see [method set_process_input]).
pub fn is_processing_internal(&self) -> bool
[src]
Returns true
if internal processing is enabled (see [method set_process_internal]).
pub fn is_processing_unhandled_input(&self) -> bool
[src]
Returns true
if the node is processing unhandled input (see [method set_process_unhandled_input]).
pub fn is_processing_unhandled_key_input(&self) -> bool
[src]
Returns true
if the node is processing unhandled key input (see [method set_process_unhandled_key_input]).
pub fn move_child(&self, child_node: impl AsArg<Node>, to_position: i64)
[src]
Moves a child node to a different position (order) among the other children. Since calls, signals, etc are performed by tree order, changing the order of children nodes may be useful.
pub fn print_stray_nodes(&self)
[src]
Prints all stray nodes (nodes outside the SceneTree). Used for debugging. Works only in debug builds.
pub fn print_tree(&self)
[src]
Sample code is GDScript unless otherwise noted.
Prints the tree to stdout. Used mainly for debugging purposes. This version displays the path relative to the current node, and is good for copy/pasting into the [method get_node] function. Example output:
TheGame
TheGame/Menu
TheGame/Menu/Label
TheGame/Menu/Camera2D
TheGame/SplashScreen
TheGame/SplashScreen/Camera2D
pub fn print_tree_pretty(&self)
[src]
Sample code is GDScript unless otherwise noted.
Similar to [method print_tree], this prints the tree to stdout. This version displays a more graphical representation similar to what is displayed in the scene inspector. It is useful for inspecting larger trees. Example output:
┖╴TheGame
┠╴Menu
┃ ┠╴Label
┃ ┖╴Camera2D
┖╴SplashScreen
┖╴Camera2D
pub fn propagate_call(
&self,
method: impl Into<GodotString>,
args: VariantArray,
parent_first: bool
)
[src]
&self,
method: impl Into<GodotString>,
args: VariantArray,
parent_first: bool
)
Calls the given method (if present) with the arguments given in args
on this node and recursively on all its children. If the parent_first
argument is true
, the method will be called on the current node first, then on all its children. If parent_first
is false
, the children will be called first.
Default Arguments
args
-[ ]
parent_first
-false
pub fn propagate_notification(&self, what: i64)
[src]
Notifies the current node and all its children recursively by calling [method Object.notification] on all of them.
pub fn queue_free(&self)
[src]
Queues a node for deletion at the end of the current frame. When deleted, all of its child nodes will be deleted as well. This method ensures it's safe to delete the node, contrary to [method Object.free]. Use [method Object.is_queued_for_deletion] to check whether a node will be deleted at the end of the frame.
pub fn raise(&self)
[src]
Moves this node to the bottom of parent node's children hierarchy. This is often useful in GUIs (Control nodes), because their order of drawing depends on their order in the tree, i.e. the further they are on the node list, the higher they are drawn. After using raise
, a Control will be drawn on top of their siblings.
pub fn remove_and_skip(&self)
[src]
Removes a node and sets all its children as children of the parent node (if it exists). All event subscriptions that pass by the removed node will be unsubscribed.
pub fn remove_child(&self, node: impl AsArg<Node>)
[src]
Removes a child node. The node is NOT deleted and must be deleted manually.
pub fn remove_from_group(&self, group: impl Into<GodotString>)
[src]
Removes a node from a group. See notes in the description, and the group methods in SceneTree.
pub fn replace_by(&self, node: impl AsArg<Node>, keep_data: bool)
[src]
Replaces a node in a scene by the given one. Subscriptions that pass through this node will be lost.
Default Arguments
keep_data
-false
pub fn request_ready(&self)
[src]
Requests that _ready
be called again. Note that the method won't be called immediately, but is scheduled for when the node is added to the scene tree again (see [method _ready]). _ready
is called only for the node which requested it, which means that you need to request ready for each child if you want them to call _ready
too (in which case, _ready
will be called in the same order as it would normally).
pub fn rpc(
&self,
method: impl Into<GodotString>,
varargs: &[Variant]
) -> Variant
[src]
&self,
method: impl Into<GodotString>,
varargs: &[Variant]
) -> Variant
Sends a remote procedure call request for the given method
to peers on the network (and locally), optionally sending all additional arguments as arguments to the method called by the RPC. The call request will only be received by nodes with the same NodePath, including the exact same node name. Behaviour depends on the RPC configuration for the given method, see [method rpc_config]. Methods are not exposed to RPCs by default. See also [method rset] and [method rset_config] for properties. Returns an empty Variant.
Note: You can only safely use RPCs on clients after you received the connected_to_server
signal from the SceneTree. You also need to keep track of the connection state, either by the SceneTree signals like server_disconnected
or by checking SceneTree.network_peer.get_connection_status() == CONNECTION_CONNECTED
.
pub fn rpc_config(&self, method: impl Into<GodotString>, mode: i64)
[src]
Changes the RPC mode for the given method
to the given mode
. See [enum MultiplayerAPI.RPCMode]. An alternative is annotating methods and properties with the corresponding keywords (remote
, master
, puppet
, remotesync
, mastersync
, puppetsync
). By default, methods are not exposed to networking (and RPCs). See also [method rset] and [method rset_config] for properties.
pub fn rpc_id(
&self,
peer_id: i64,
method: impl Into<GodotString>,
varargs: &[Variant]
) -> Variant
[src]
&self,
peer_id: i64,
method: impl Into<GodotString>,
varargs: &[Variant]
) -> Variant
Sends a [method rpc] to a specific peer identified by peer_id
(see [method NetworkedMultiplayerPeer.set_target_peer]). Returns an empty Variant.
pub fn rpc_unreliable(
&self,
method: impl Into<GodotString>,
varargs: &[Variant]
) -> Variant
[src]
&self,
method: impl Into<GodotString>,
varargs: &[Variant]
) -> Variant
Sends a [method rpc] using an unreliable protocol. Returns an empty Variant.
pub fn rpc_unreliable_id(
&self,
peer_id: i64,
method: impl Into<GodotString>,
varargs: &[Variant]
) -> Variant
[src]
&self,
peer_id: i64,
method: impl Into<GodotString>,
varargs: &[Variant]
) -> Variant
Sends a [method rpc] to a specific peer identified by peer_id
using an unreliable protocol (see [method NetworkedMultiplayerPeer.set_target_peer]). Returns an empty Variant.
pub fn rset(&self, property: impl Into<GodotString>, value: impl OwnedToVariant)
[src]
Remotely changes a property's value on other peers (and locally). Behaviour depends on the RPC configuration for the given property, see [method rset_config]. See also [method rpc] for RPCs for methods, most information applies to this method as well.
pub fn rset_config(&self, property: impl Into<GodotString>, mode: i64)
[src]
Changes the RPC mode for the given property
to the given mode
. See [enum MultiplayerAPI.RPCMode]. An alternative is annotating methods and properties with the corresponding keywords (remote
, master
, puppet
, remotesync
, mastersync
, puppetsync
). By default, properties are not exposed to networking (and RPCs). See also [method rpc] and [method rpc_config] for methods.
pub fn rset_id(
&self,
peer_id: i64,
property: impl Into<GodotString>,
value: impl OwnedToVariant
)
[src]
&self,
peer_id: i64,
property: impl Into<GodotString>,
value: impl OwnedToVariant
)
Remotely changes the property's value on a specific peer identified by peer_id
(see [method NetworkedMultiplayerPeer.set_target_peer]).
pub fn rset_unreliable(
&self,
property: impl Into<GodotString>,
value: impl OwnedToVariant
)
[src]
&self,
property: impl Into<GodotString>,
value: impl OwnedToVariant
)
Remotely changes the property's value on other peers (and locally) using an unreliable protocol.
pub fn rset_unreliable_id(
&self,
peer_id: i64,
property: impl Into<GodotString>,
value: impl OwnedToVariant
)
[src]
&self,
peer_id: i64,
property: impl Into<GodotString>,
value: impl OwnedToVariant
)
Remotely changes property's value on a specific peer identified by peer_id
using an unreliable protocol (see [method NetworkedMultiplayerPeer.set_target_peer]).
pub fn set_custom_multiplayer(&self, api: impl AsArg<MultiplayerAPI>)
[src]
The override to the default MultiplayerAPI. Set to null
to use the default SceneTree one.
pub fn set_display_folded(&self, fold: bool)
[src]
Sets the folded state of the node in the Scene dock.
pub fn set_filename(&self, filename: impl Into<GodotString>)
[src]
When a scene is instanced from a file, its topmost node contains the filename from which it was loaded.
pub fn set_name(&self, name: impl Into<GodotString>)
[src]
The name of the node. This name is unique among the siblings (other child nodes from the same parent). When set to an existing name, the node will be automatically renamed.
pub fn set_network_master(&self, id: i64, recursive: bool)
[src]
Sets the node's network master to the peer with the given peer ID. The network master is the peer that has authority over the node on the network. Useful in conjunction with the master
and puppet
keywords. Inherited from the parent node by default, which ultimately defaults to peer ID 1 (the server). If recursive
, the given peer is recursively set as the master for all children of this node.
Default Arguments
recursive
-true
pub fn set_owner(&self, owner: impl AsArg<Node>)
[src]
The node owner. A node can have any other node as owner (as long as it is a valid parent, grandparent, etc. ascending in the tree). When saving a node (using PackedScene), all the nodes it owns will be saved with it. This allows for the creation of complex SceneTrees, with instancing and subinstancing.
pub fn set_pause_mode(&self, mode: i64)
[src]
Pause mode. How the node will behave if the SceneTree is paused.
pub fn set_physics_process(&self, enable: bool)
[src]
Enables or disables physics (i.e. fixed framerate) processing. When a node is being processed, it will receive a [constant NOTIFICATION_PHYSICS_PROCESS] at a fixed (usually 60 FPS, see [member Engine.iterations_per_second] to change) interval (and the [method _physics_process] callback will be called if exists). Enabled automatically if [method _physics_process] is overridden. Any calls to this before [method _ready] will be ignored.
pub fn set_physics_process_internal(&self, enable: bool)
[src]
Enables or disables internal physics for this node. Internal physics processing happens in isolation from the normal [method _physics_process] calls and is used by some nodes internally to guarantee proper functioning even if the node is paused or physics processing is disabled for scripting ([method set_physics_process]). Only useful for advanced uses to manipulate built-in nodes' behaviour.
pub fn set_process(&self, enable: bool)
[src]
Enables or disables processing. When a node is being processed, it will receive a [constant NOTIFICATION_PROCESS] on every drawn frame (and the [method _process] callback will be called if exists). Enabled automatically if [method _process] is overridden. Any calls to this before [method _ready] will be ignored.
pub fn set_process_input(&self, enable: bool)
[src]
Enables or disables input processing. This is not required for GUI controls! Enabled automatically if [method _input] is overridden. Any calls to this before [method _ready] will be ignored.
pub fn set_process_internal(&self, enable: bool)
[src]
Enables or disabled internal processing for this node. Internal processing happens in isolation from the normal [method _process] calls and is used by some nodes internally to guarantee proper functioning even if the node is paused or processing is disabled for scripting ([method set_process]). Only useful for advanced uses to manipulate built-in nodes' behaviour.
pub fn set_process_priority(&self, priority: i64)
[src]
The node's priority in the execution order of the enabled processing callbacks (i.e. [constant NOTIFICATION_PROCESS], [constant NOTIFICATION_PHYSICS_PROCESS] and their internal counterparts). Nodes whose process priority value is [i]lower[/i] will have their processing callbacks executed first.
pub fn set_process_unhandled_input(&self, enable: bool)
[src]
Enables unhandled input processing. This is not required for GUI controls! It enables the node to receive all input that was not previously handled (usually by a Control). Enabled automatically if [method _unhandled_input] is overridden. Any calls to this before [method _ready] will be ignored.
pub fn set_process_unhandled_key_input(&self, enable: bool)
[src]
Enables unhandled key input processing. Enabled automatically if [method _unhandled_key_input] is overridden. Any calls to this before [method _ready] will be ignored.
pub fn set_scene_instance_load_placeholder(&self, load_placeholder: bool)
[src]
Sets whether this is an instance load placeholder. See InstancePlaceholder.
pub fn update_configuration_warning(&self)
[src]
Updates the warning displayed for this node in the Scene Dock. Use [method _get_configuration_warning] to setup the warning message to display.
Methods from Deref<Target = Object>
pub const CONNECT_DEFERRED: i64
[src]
pub const CONNECT_ONESHOT: i64
[src]
pub const CONNECT_PERSIST: i64
[src]
pub const CONNECT_REFERENCE_COUNTED: i64
[src]
pub const NOTIFICATION_POSTINITIALIZE: i64
[src]
pub const NOTIFICATION_PREDELETE: i64
[src]
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
[src]
&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
[src]
Returns the object's class as a String.
pub fn get_incoming_connections(&self) -> VariantArray
[src]
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
[src]
Returns the object's metadata entry for the given name
.
pub fn get_meta_list(&self) -> StringArray
[src]
Returns the object's metadata as a [PoolStringArray].
pub fn get_method_list(&self) -> VariantArray
[src]
Returns the object's methods and their signatures as an [Array].
pub fn get_property_list(&self) -> VariantArray
[src]
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
[src]
&self,
signal: impl Into<GodotString>
) -> VariantArray
Returns an [Array] of connections for the given signal
.
pub fn get_signal_list(&self) -> VariantArray
[src]
Returns the list of signals as an [Array] of dictionaries.
pub fn has_meta(&self, name: impl Into<GodotString>) -> bool
[src]
Returns true
if a metadata entry is found with the given name
.
pub fn has_method(&self, method: impl Into<GodotString>) -> bool
[src]
Returns true
if the object contains the given method
.
pub fn has_signal(&self, signal: impl Into<GodotString>) -> bool
[src]
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
[src]
Returns true
if signal emission blocking is enabled.
pub fn is_class(&self, class: impl Into<GodotString>) -> bool
[src]
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
[src]
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)
[src]
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>)
[src]
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)
[src]
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 ParallaxBackground
[src]
impl Deref for ParallaxBackground
[src]
type Target = CanvasLayer
The resulting type after dereferencing.
fn deref(&self) -> &CanvasLayer
[src]
impl DerefMut for ParallaxBackground
[src]
fn deref_mut(&mut self) -> &mut CanvasLayer
[src]
impl GodotObject for ParallaxBackground
[src]
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
[src]
pub fn null() -> Null<Self>
[src]
pub fn new() -> Ref<Self, Unique> where
Self: Instanciable,
[src]
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,
[src]
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 ParallaxBackground
[src]
impl QueueFree for ParallaxBackground
[src]
unsafe fn godot_queue_free(obj: *mut godot_object)
[src]
impl Sealed for ParallaxBackground
[src]
impl SubClass<CanvasLayer> for ParallaxBackground
[src]
impl SubClass<Node> for ParallaxBackground
[src]
impl SubClass<Object> for ParallaxBackground
[src]
Auto Trait Implementations
impl RefUnwindSafe for ParallaxBackground
[src]
impl !Send for ParallaxBackground
[src]
impl !Sync for ParallaxBackground
[src]
impl Unpin for ParallaxBackground
[src]
impl UnwindSafe for ParallaxBackground
[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
[src]
impl<T> From<T> for T
[src]
impl<T, U> Into<U> for T where
U: From<T>,
[src]
U: From<T>,
impl<T> SubClass<T> for T where
T: GodotObject,
[src]
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>
[src]
impl<T, U> TryInto<U> for T where
U: TryFrom<T>,
[src]
U: TryFrom<T>,