[][src]Struct gdnative::api::ColorPicker

pub struct ColorPicker { /* fields omitted */ }

core class ColorPicker inherits BoxContainer (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.

ColorPicker is a reference-only type. Persistent references can only exist in the unsafe Ref<ColorPicker> 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

ColorPicker 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 ColorPicker[src]

pub fn new() -> Ref<ColorPicker, 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 add_preset(&self, color: Color)[src]

Adds the given color to a list of color presets. The presets are displayed in the color picker and the user will be able to select them.
				[b]Note:[/b] the presets list is only for [i]this[/i] color picker.

pub fn are_presets_enabled(&self) -> bool[src]

If [code]true[/code], the "add preset" button is enabled.

pub fn are_presets_visible(&self) -> bool[src]

If [code]true[/code], saved color presets are visible.

pub fn erase_preset(&self, color: Color)[src]

Removes the given color from the list of color presets of this color picker.

pub fn pick_color(&self) -> Color[src]

The currently selected color.

pub fn get_presets(&self) -> TypedArray<Color>[src]

Returns the list of colors in the presets of the color picker.

pub fn is_deferred_mode(&self) -> bool[src]

If [code]true[/code], the color will apply only after the user releases the mouse button, otherwise it will apply immediately even in mouse motion event (which can cause performance issues).

pub fn is_editing_alpha(&self) -> bool[src]

If [code]true[/code], shows an alpha channel slider (transparency).

pub fn is_hsv_mode(&self) -> bool[src]

If [code]true[/code], allows editing the color with Hue/Saturation/Value sliders.
			[b]Note:[/b] Cannot be enabled if raw mode is on.

pub fn is_raw_mode(&self) -> bool[src]

If [code]true[/code], allows the color R, G, B component values to go beyond 1.0, which can be used for certain special operations that require it (like tinting without darkening or rendering sprites in HDR).
			[b]Note:[/b] Cannot be enabled if HSV mode is on.

pub fn set_deferred_mode(&self, mode: bool)[src]

If [code]true[/code], the color will apply only after the user releases the mouse button, otherwise it will apply immediately even in mouse motion event (which can cause performance issues).

pub fn set_edit_alpha(&self, show: bool)[src]

If [code]true[/code], shows an alpha channel slider (transparency).

pub fn set_hsv_mode(&self, mode: bool)[src]

If [code]true[/code], allows editing the color with Hue/Saturation/Value sliders.
			[b]Note:[/b] Cannot be enabled if raw mode is on.

pub fn set_pick_color(&self, color: Color)[src]

The currently selected color.

pub fn set_presets_enabled(&self, enabled: bool)[src]

If [code]true[/code], the "add preset" button is enabled.

pub fn set_presets_visible(&self, visible: bool)[src]

If [code]true[/code], saved color presets are visible.

pub fn set_raw_mode(&self, mode: bool)[src]

If [code]true[/code], allows the color R, G, B component values to go beyond 1.0, which can be used for certain special operations that require it (like tinting without darkening or rendering sprites in HDR).
			[b]Note:[/b] Cannot be enabled if HSV mode is on.

Methods from Deref<Target = BoxContainer>

pub fn add_spacer(&self, begin: bool)[src]

Adds a control to the box as a spacer. If [code]true[/code], [code]begin[/code] will insert the spacer control in front of other children.

pub fn alignment(&self) -> AlignMode[src]

The alignment of the container's children (must be one of [constant ALIGN_BEGIN], [constant ALIGN_CENTER] or [constant ALIGN_END]).

pub fn set_alignment(&self, alignment: i64)[src]

The alignment of the container's children (must be one of [constant ALIGN_BEGIN], [constant ALIGN_CENTER] or [constant ALIGN_END]).

Trait Implementations

impl Debug for ColorPicker[src]

impl Deref for ColorPicker[src]

type Target = BoxContainer

The resulting type after dereferencing.

impl DerefMut for ColorPicker[src]

impl GodotObject for ColorPicker[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

impl Instanciable for ColorPicker[src]

impl QueueFree for ColorPicker[src]

impl SubClass<BoxContainer> for ColorPicker[src]

impl SubClass<CanvasItem> for ColorPicker[src]

impl SubClass<Container> for ColorPicker[src]

impl SubClass<Control> for ColorPicker[src]

impl SubClass<Node> for ColorPicker[src]

impl SubClass<Object> for ColorPicker[src]

Auto Trait Implementations

Blanket Implementations

impl<T> Any for T where
    T: 'static + ?Sized
[src]

impl<T> Borrow<T> for T where
    T: ?Sized
[src]

impl<T> BorrowMut<T> for T where
    T: ?Sized
[src]

impl<T> From<T> for T[src]

impl<T, U> Into<U> for T where
    U: From<T>, 
[src]

impl<T> SubClass<T> for T where
    T: GodotObject
[src]

impl<T, U> TryFrom<U> for T where
    U: Into<T>, 
[src]

type Error = Infallible

The type returned in the event of a conversion error.

impl<T, U> TryInto<U> for T where
    U: TryFrom<T>, 
[src]

type Error = <U as TryFrom<T>>::Error

The type returned in the event of a conversion error.