[−][src]Struct gdnative::api::AnimatedSprite
core class AnimatedSprite
inherits Node2D
(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.
AnimatedSprite
is a reference-only type. Persistent references can
only exist in the unsafe Ref<AnimatedSprite>
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
AnimatedSprite 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 AnimatedSprite
[src]
pub fn new() -> Ref<AnimatedSprite, 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 animation(&self) -> GodotString
[src]
The current animation from the [code]frames[/code] resource. If this value changes, the [code]frame[/code] counter is reset.
pub fn frame(&self) -> i64
[src]
The displayed animation frame's index.
pub fn offset(&self) -> Vector2D<f32, UnknownUnit>
[src]
The texture's drawing offset.
pub fn speed_scale(&self) -> f64
[src]
The animation speed is multiplied by this value.
pub fn sprite_frames(&self) -> Option<Ref<SpriteFrames, Shared>>
[src]
The [SpriteFrames] resource containing the animation(s).
pub fn is_centered(&self) -> bool
[src]
If [code]true[/code], texture will be centered.
pub fn is_flipped_h(&self) -> bool
[src]
If [code]true[/code], texture is flipped horizontally.
pub fn is_flipped_v(&self) -> bool
[src]
If [code]true[/code], texture is flipped vertically.
pub fn is_playing(&self) -> bool
[src]
Returns [code]true[/code] if an animation is currently being played.
pub fn play(&self, anim: impl Into<GodotString>, backwards: bool)
[src]
Plays the animation named [code]anim[/code]. If no [code]anim[/code] is provided, the current animation is played. If [code]backwards[/code] is [code]true[/code], the animation will be played in reverse.
Default Arguments
anim
-""
backwards
-false
pub fn set_animation(&self, animation: impl Into<GodotString>)
[src]
The current animation from the [code]frames[/code] resource. If this value changes, the [code]frame[/code] counter is reset.
pub fn set_centered(&self, centered: bool)
[src]
If [code]true[/code], texture will be centered.
pub fn set_flip_h(&self, flip_h: bool)
[src]
If [code]true[/code], texture is flipped horizontally.
pub fn set_flip_v(&self, flip_v: bool)
[src]
If [code]true[/code], texture is flipped vertically.
pub fn set_frame(&self, frame: i64)
[src]
The displayed animation frame's index.
pub fn set_offset(&self, offset: Vector2D<f32, UnknownUnit>)
[src]
The texture's drawing offset.
pub fn set_speed_scale(&self, speed_scale: f64)
[src]
The animation speed is multiplied by this value.
pub fn set_sprite_frames(&self, sprite_frames: impl AsArg<SpriteFrames>)
[src]
The [SpriteFrames] resource containing the animation(s).
pub fn stop(&self)
[src]
Stops the current animation (does not reset the frame counter).
Methods from Deref<Target = Node2D>
pub fn apply_scale(&self, ratio: Vector2D<f32, UnknownUnit>)
[src]
Multiplies the current scale by the [code]ratio[/code] vector.
pub fn get_angle_to(&self, point: Vector2D<f32, UnknownUnit>) -> f64
[src]
Returns the angle between the node and the [code]point[/code] in radians.
pub fn global_position(&self) -> Vector2D<f32, UnknownUnit>
[src]
Global position.
pub fn global_rotation(&self) -> f64
[src]
Global rotation in radians.
pub fn global_rotation_degrees(&self) -> f64
[src]
Global rotation in degrees.
pub fn global_scale(&self) -> Vector2D<f32, UnknownUnit>
[src]
Global scale.
pub fn position(&self) -> Vector2D<f32, UnknownUnit>
[src]
Position, relative to the node's parent.
pub fn get_relative_transform_to_parent(
&self,
parent: impl AsArg<Node>
) -> Transform2D<f32, UnknownUnit, UnknownUnit>
[src]
&self,
parent: impl AsArg<Node>
) -> Transform2D<f32, UnknownUnit, UnknownUnit>
Returns the [Transform2D] relative to this node's parent.
pub fn rotation(&self) -> f64
[src]
Rotation in radians, relative to the node's parent.
pub fn rotation_degrees(&self) -> f64
[src]
Rotation in degrees, relative to the node's parent.
pub fn scale(&self) -> Vector2D<f32, UnknownUnit>
[src]
The node's scale. Unscaled value: [code](1, 1)[/code].
pub fn z_index(&self) -> i64
[src]
Z index. Controls the order in which the nodes render. A node with a higher Z index will display in front of others.
pub fn global_translate(&self, offset: Vector2D<f32, UnknownUnit>)
[src]
Adds the [code]offset[/code] vector to the node's global position.
pub fn is_z_relative(&self) -> bool
[src]
If [code]true[/code], the node's Z index is relative to its parent's Z index. If this node's Z index is 2 and its parent's effective Z index is 3, then this node's effective Z index will be 2 + 3 = 5.
pub fn look_at(&self, point: Vector2D<f32, UnknownUnit>)
[src]
Rotates the node so it points towards the [code]point[/code], which is expected to use global coordinates.
pub fn move_local_x(&self, delta: f64, scaled: bool)
[src]
Applies a local translation on the node's X axis based on the [method Node._process]'s [code]delta[/code]. If [code]scaled[/code] is [code]false[/code], normalizes the movement.
Default Arguments
scaled
-false
pub fn move_local_y(&self, delta: f64, scaled: bool)
[src]
Applies a local translation on the node's Y axis based on the [method Node._process]'s [code]delta[/code]. If [code]scaled[/code] is [code]false[/code], normalizes the movement.
Default Arguments
scaled
-false
pub fn rotate(&self, radians: f64)
[src]
Applies a rotation to the node, in radians, starting from its current rotation.
pub fn set_global_position(&self, position: Vector2D<f32, UnknownUnit>)
[src]
Global position.
pub fn set_global_rotation(&self, radians: f64)
[src]
Global rotation in radians.
pub fn set_global_rotation_degrees(&self, degrees: f64)
[src]
Global rotation in degrees.
pub fn set_global_scale(&self, scale: Vector2D<f32, UnknownUnit>)
[src]
Global scale.
pub fn set_global_transform(
&self,
xform: Transform2D<f32, UnknownUnit, UnknownUnit>
)
[src]
&self,
xform: Transform2D<f32, UnknownUnit, UnknownUnit>
)
Global [Transform2D].
pub fn set_position(&self, position: Vector2D<f32, UnknownUnit>)
[src]
Position, relative to the node's parent.
pub fn set_rotation(&self, radians: f64)
[src]
Rotation in radians, relative to the node's parent.
pub fn set_rotation_degrees(&self, degrees: f64)
[src]
Rotation in degrees, relative to the node's parent.
pub fn set_scale(&self, scale: Vector2D<f32, UnknownUnit>)
[src]
The node's scale. Unscaled value: [code](1, 1)[/code].
pub fn set_transform(&self, xform: Transform2D<f32, UnknownUnit, UnknownUnit>)
[src]
Local [Transform2D].
pub fn set_z_as_relative(&self, enable: bool)
[src]
If [code]true[/code], the node's Z index is relative to its parent's Z index. If this node's Z index is 2 and its parent's effective Z index is 3, then this node's effective Z index will be 2 + 3 = 5.
pub fn set_z_index(&self, z_index: i64)
[src]
Z index. Controls the order in which the nodes render. A node with a higher Z index will display in front of others.
pub fn to_global(
&self,
local_point: Vector2D<f32, UnknownUnit>
) -> Vector2D<f32, UnknownUnit>
[src]
&self,
local_point: Vector2D<f32, UnknownUnit>
) -> Vector2D<f32, UnknownUnit>
Transforms the provided local position into a position in global coordinate space. The input is expected to be local relative to the [Node2D] it is called on. e.g. Applying this method to the positions of child nodes will correctly transform their positions into the global coordinate space, but applying it to a node's own position will give an incorrect result, as it will incorporate the node's own transformation into its global position.
pub fn to_local(
&self,
global_point: Vector2D<f32, UnknownUnit>
) -> Vector2D<f32, UnknownUnit>
[src]
&self,
global_point: Vector2D<f32, UnknownUnit>
) -> Vector2D<f32, UnknownUnit>
Transforms the provided global position into a position in local coordinate space. The output will be local relative to the [Node2D] it is called on. e.g. It is appropriate for determining the positions of child nodes, but it is not appropriate for determining its own position relative to its parent.
pub fn translate(&self, offset: Vector2D<f32, UnknownUnit>)
[src]
Translates the node by the given [code]offset[/code] in local coordinates.
Trait Implementations
impl Debug for AnimatedSprite
[src]
impl Deref for AnimatedSprite
[src]
impl DerefMut for AnimatedSprite
[src]
impl GodotObject for AnimatedSprite
[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]
fn null() -> Null<Self>
[src]
fn new() -> Ref<Self, Unique> where
Self: Instanciable,
[src]
Self: Instanciable,
fn cast<T>(&self) -> Option<&T> where
T: GodotObject + SubClass<Self>,
[src]
T: GodotObject + SubClass<Self>,
fn upcast<T>(&self) -> &T where
Self: SubClass<T>,
T: GodotObject,
[src]
Self: SubClass<T>,
T: GodotObject,
unsafe fn assume_shared(&self) -> Ref<Self, Shared>
[src]
unsafe fn assume_thread_local(&self) -> Ref<Self, ThreadLocal> where
Self: GodotObject<RefKind = RefCounted>,
[src]
Self: GodotObject<RefKind = RefCounted>,
unsafe fn assume_unique(&self) -> Ref<Self, Unique>
[src]
impl Instanciable for AnimatedSprite
[src]
fn construct() -> Ref<AnimatedSprite, Unique>
[src]
impl QueueFree for AnimatedSprite
[src]
unsafe fn godot_queue_free(obj: *mut c_void)
[src]
impl SubClass<CanvasItem> for AnimatedSprite
[src]
impl SubClass<Node> for AnimatedSprite
[src]
impl SubClass<Node2D> for AnimatedSprite
[src]
impl SubClass<Object> for AnimatedSprite
[src]
Auto Trait Implementations
impl RefUnwindSafe for AnimatedSprite
impl !Send for AnimatedSprite
impl !Sync for AnimatedSprite
impl Unpin for AnimatedSprite
impl UnwindSafe for AnimatedSprite
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,
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.
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>,