[−][src]Struct gdnative::api::AcceptDialog
core class AcceptDialog
inherits WindowDialog
(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.
AcceptDialog
is a reference-only type. Persistent references can
only exist in the unsafe Ref<AcceptDialog>
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
AcceptDialog 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 AcceptDialog
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pub fn new() -> Ref<AcceptDialog, 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 add_button(
&self,
text: impl Into<GodotString>,
right: bool,
action: impl Into<GodotString>
) -> Option<Ref<Button, Shared>>
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&self,
text: impl Into<GodotString>,
right: bool,
action: impl Into<GodotString>
) -> Option<Ref<Button, Shared>>
Adds a button with label [code]text[/code] and a custom [code]action[/code] to the dialog and returns the created button. [code]action[/code] will be passed to the [signal custom_action] signal when pressed.
If [code]true[/code], [code]right[/code] will place the button to the right of any sibling buttons.
Default Arguments
right
-false
action
-""
pub fn add_cancel(
&self,
name: impl Into<GodotString>
) -> Option<Ref<Button, Shared>>
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&self,
name: impl Into<GodotString>
) -> Option<Ref<Button, Shared>>
Adds a button with label [code]name[/code] and a cancel action to the dialog and returns the created button.
pub fn hide_on_ok(&self) -> bool
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If [code]true[/code], the dialog is hidden when the OK button is pressed. You can set it to [code]false[/code] if you want to do e.g. input validation when receiving the [signal confirmed] signal, and handle hiding the dialog in your own logic.
[b]Note:[/b] Some nodes derived from this class can have a different default value, and potentially their own built-in logic overriding this setting. For example [FileDialog] defaults to [code]false[/code], and has its own input validation code that is called when you press OK, which eventually hides the dialog if the input is valid. As such, this property can't be used in [FileDialog] to disable hiding the dialog when pressing OK.
pub fn get_label(&self) -> Option<Ref<Label, Shared>>
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Returns the label used for built-in text.
pub fn get_ok(&self) -> Option<Ref<Button, Shared>>
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Returns the OK [Button] instance.
pub fn text(&self) -> GodotString
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The text displayed by the dialog.
pub fn has_autowrap(&self) -> bool
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Sets autowrapping for the text in the dialog.
pub fn register_text_enter(&self, line_edit: impl AsArg<Node>)
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Registers a [LineEdit] in the dialog. When the enter key is pressed, the dialog will be accepted.
pub fn set_autowrap(&self, autowrap: bool)
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Sets autowrapping for the text in the dialog.
pub fn set_hide_on_ok(&self, enabled: bool)
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If [code]true[/code], the dialog is hidden when the OK button is pressed. You can set it to [code]false[/code] if you want to do e.g. input validation when receiving the [signal confirmed] signal, and handle hiding the dialog in your own logic.
[b]Note:[/b] Some nodes derived from this class can have a different default value, and potentially their own built-in logic overriding this setting. For example [FileDialog] defaults to [code]false[/code], and has its own input validation code that is called when you press OK, which eventually hides the dialog if the input is valid. As such, this property can't be used in [FileDialog] to disable hiding the dialog when pressing OK.
pub fn set_text(&self, text: impl Into<GodotString>)
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The text displayed by the dialog.
Methods from Deref<Target = WindowDialog>
pub fn get_close_button(&self) -> Option<Ref<TextureButton, Shared>>
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Returns the close [TextureButton].
pub fn resizable(&self) -> bool
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If [code]true[/code], the user can resize the window.
pub fn title(&self) -> GodotString
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The text displayed in the window's title bar.
pub fn set_resizable(&self, resizable: bool)
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If [code]true[/code], the user can resize the window.
pub fn set_title(&self, title: impl Into<GodotString>)
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The text displayed in the window's title bar.
Trait Implementations
impl Debug for AcceptDialog
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impl Deref for AcceptDialog
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type Target = WindowDialog
The resulting type after dereferencing.
fn deref(&self) -> &WindowDialog
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impl DerefMut for AcceptDialog
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fn deref_mut(&mut self) -> &mut WindowDialog
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impl GodotObject for AcceptDialog
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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 AcceptDialog
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fn construct() -> Ref<AcceptDialog, Unique>
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impl QueueFree for AcceptDialog
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unsafe fn godot_queue_free(obj: *mut c_void)
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impl SubClass<AcceptDialog> for ConfirmationDialog
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impl SubClass<AcceptDialog> for FileDialog
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impl SubClass<AcceptDialog> for EditorFileDialog
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impl SubClass<AcceptDialog> for ScriptCreateDialog
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impl SubClass<CanvasItem> for AcceptDialog
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impl SubClass<Control> for AcceptDialog
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impl SubClass<Node> for AcceptDialog
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impl SubClass<Object> for AcceptDialog
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impl SubClass<Popup> for AcceptDialog
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impl SubClass<WindowDialog> for AcceptDialog
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Auto Trait Implementations
impl RefUnwindSafe for AcceptDialog
impl !Send for AcceptDialog
impl !Sync for AcceptDialog
impl Unpin for AcceptDialog
impl UnwindSafe for AcceptDialog
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>,