[][src]Struct gdnative::api::Control

pub struct Control { /* fields omitted */ }

core class Control inherits CanvasItem (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.

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

Control 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 Control[src]

Constants

pub const ANCHOR_BEGIN: i64[src]

pub const ANCHOR_END: i64[src]

pub const CURSOR_ARROW: i64[src]

pub const CURSOR_BDIAGSIZE: i64[src]

pub const CURSOR_BUSY: i64[src]

pub const CURSOR_CAN_DROP: i64[src]

pub const CURSOR_CROSS: i64[src]

pub const CURSOR_DRAG: i64[src]

pub const CURSOR_FDIAGSIZE: i64[src]

pub const CURSOR_FORBIDDEN: i64[src]

pub const CURSOR_HELP: i64[src]

pub const CURSOR_HSIZE: i64[src]

pub const CURSOR_HSPLIT: i64[src]

pub const CURSOR_IBEAM: i64[src]

pub const CURSOR_MOVE: i64[src]

pub const CURSOR_POINTING_HAND: i64[src]

pub const CURSOR_VSIZE: i64[src]

pub const CURSOR_VSPLIT: i64[src]

pub const CURSOR_WAIT: i64[src]

pub const FOCUS_ALL: i64[src]

pub const FOCUS_CLICK: i64[src]

pub const FOCUS_NONE: i64[src]

pub const GROW_DIRECTION_BEGIN: i64[src]

pub const GROW_DIRECTION_BOTH: i64[src]

pub const GROW_DIRECTION_END: i64[src]

pub const MOUSE_FILTER_IGNORE: i64[src]

pub const MOUSE_FILTER_PASS: i64[src]

pub const MOUSE_FILTER_STOP: i64[src]

pub const NOTIFICATION_FOCUS_ENTER: i64[src]

pub const NOTIFICATION_FOCUS_EXIT: i64[src]

pub const NOTIFICATION_MODAL_CLOSE: i64[src]

pub const NOTIFICATION_MOUSE_ENTER: i64[src]

pub const NOTIFICATION_MOUSE_EXIT: i64[src]

pub const NOTIFICATION_RESIZED: i64[src]

pub const NOTIFICATION_SCROLL_BEGIN: i64[src]

pub const NOTIFICATION_SCROLL_END: i64[src]

pub const NOTIFICATION_THEME_CHANGED: i64[src]

pub const PRESET_BOTTOM_LEFT: i64[src]

pub const PRESET_BOTTOM_RIGHT: i64[src]

pub const PRESET_BOTTOM_WIDE: i64[src]

pub const PRESET_CENTER: i64[src]

pub const PRESET_CENTER_BOTTOM: i64[src]

pub const PRESET_CENTER_LEFT: i64[src]

pub const PRESET_CENTER_RIGHT: i64[src]

pub const PRESET_CENTER_TOP: i64[src]

pub const PRESET_HCENTER_WIDE: i64[src]

pub const PRESET_LEFT_WIDE: i64[src]

pub const PRESET_MODE_KEEP_HEIGHT: i64[src]

pub const PRESET_MODE_KEEP_SIZE: i64[src]

pub const PRESET_MODE_KEEP_WIDTH: i64[src]

pub const PRESET_MODE_MINSIZE: i64[src]

pub const PRESET_RIGHT_WIDE: i64[src]

pub const PRESET_TOP_LEFT: i64[src]

pub const PRESET_TOP_RIGHT: i64[src]

pub const PRESET_TOP_WIDE: i64[src]

pub const PRESET_VCENTER_WIDE: i64[src]

pub const PRESET_WIDE: i64[src]

pub const SIZE_EXPAND: i64[src]

pub const SIZE_EXPAND_FILL: i64[src]

pub const SIZE_FILL: i64[src]

pub const SIZE_SHRINK_CENTER: i64[src]

pub const SIZE_SHRINK_END: i64[src]

impl Control[src]

pub fn new() -> Ref<Control, 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 accept_event(&self)[src]

Marks an input event as handled. Once you accept an input event, it stops propagating, even to nodes listening to [method Node._unhandled_input] or [method Node._unhandled_key_input].

pub fn add_color_override(&self, name: impl Into<GodotString>, color: Color)[src]

Overrides the [Color] with given [code]name[/code] in the [member theme] resource the control uses.
				[b]Note:[/b] Unlike other theme overrides, there is no way to undo a color override without manually assigning the previous color.
				[b]Example of overriding a label's color and resetting it later:[/b]
				[codeblock]
				# Override the child node "MyLabel"'s font color to orange.
				$MyLabel.add_color_override("font_color", Color(1, 0.5, 0))

				# Reset the color by creating a new node to get the default value:
				var default_label_color = Label.new().get_color("font_color")
				$MyLabel.add_color_override("font_color", default_label_color)
				[/codeblock]

pub fn add_constant_override(&self, name: impl Into<GodotString>, constant: i64)[src]

Overrides an integer constant with given [code]name[/code] in the [member theme] resource the control uses. If the [code]constant[/code] is [code]0[/code], the override is cleared and the constant from assigned [Theme] is used.

pub fn add_font_override(
    &self,
    name: impl Into<GodotString>,
    font: impl AsArg<Font>
)
[src]

Overrides the font with given [code]name[/code] in the [member theme] resource the control uses. If [code]font[/code] is [code]null[/code] or invalid, the override is cleared and the font from assigned [Theme] is used.

pub fn add_icon_override(
    &self,
    name: impl Into<GodotString>,
    texture: impl AsArg<Texture>
)
[src]

Overrides the icon with given [code]name[/code] in the [member theme] resource the control uses. If [code]icon[/code] is [code]null[/code] or invalid, the override is cleared and the icon from assigned [Theme] is used.

pub fn add_shader_override(
    &self,
    name: impl Into<GodotString>,
    shader: impl AsArg<Shader>
)
[src]

Overrides the [Shader] with given [code]name[/code] in the [member theme] resource the control uses. If [code]shader[/code] is [code]null[/code] or invalid, the override is cleared and the shader from assigned [Theme] is used.

pub fn add_stylebox_override(
    &self,
    name: impl Into<GodotString>,
    stylebox: impl AsArg<StyleBox>
)
[src]

Overrides the [StyleBox] with given [code]name[/code] in the [member theme] resource the control uses. If [code]stylebox[/code] is empty or invalid, the override is cleared and the [StyleBox] from assigned [Theme] is used.
				[b]Example of modifying a property in a StyleBox by duplicating it:[/b]
				[codeblock]
				# The snippet below assumes the child node MyButton has a StyleBoxFlat assigned.
				# Resources are shared across instances, so we need to duplicate it
				# to avoid modifying the appearance of all other buttons.
				var new_stylebox_normal = $MyButton.get_stylebox("normal").duplicate()
				new_stylebox_normal.border_width_top = 3
				new_stylebox_normal.border_color = Color(0, 1, 0.5)
				$MyButton.add_stylebox_override("normal", new_stylebox_normal)

				# Remove the stylebox override:
				$MyButton.add_stylebox_override("normal", null)
				[/codeblock]

pub fn force_drag(
    &self,
    data: impl OwnedToVariant,
    preview: impl AsArg<Control>
)
[src]

Forces drag and bypasses [method get_drag_data] and [method set_drag_preview] by passing [code]data[/code] and [code]preview[/code]. Drag will start even if the mouse is neither over nor pressed on this control.
				The methods [method can_drop_data] and [method drop_data] must be implemented on controls that want to receive drop data.

pub fn anchor(&self, margin: i64) -> f64[src]

Anchors the top edge of the node to the origin, the center or the end of its parent control. It changes how the top margin updates when the node moves or changes size. You can use  one of the [enum Anchor] constants for convenience.

pub fn get_begin(&self) -> Vector2D<f32, UnknownUnit>[src]

Returns [member margin_left] and [member margin_top]. See also [member rect_position].

pub fn get_color(
    &self,
    name: impl Into<GodotString>,
    _type: impl Into<GodotString>
) -> Color
[src]

Returns a color from assigned [Theme] with given [code]name[/code] and associated with [Control] of given [code]type[/code].
				[codeblock]
				func _ready():
				    modulate = get_color("font_color", "Button") #get the color defined for button fonts
				[/codeblock]

Default Arguments

  • type - ""

pub fn get_combined_minimum_size(&self) -> Vector2D<f32, UnknownUnit>[src]

Returns combined minimum size from [member rect_min_size] and [method get_minimum_size].

pub fn get_constant(
    &self,
    name: impl Into<GodotString>,
    _type: impl Into<GodotString>
) -> i64
[src]

Returns a constant from assigned [Theme] with given [code]name[/code] and associated with [Control] of given [code]type[/code].

Default Arguments

  • type - ""

pub fn get_cursor_shape(
    &self,
    position: Vector2D<f32, UnknownUnit>
) -> CursorShape
[src]

Returns the mouse cursor shape the control displays on mouse hover. See [enum CursorShape].

Default Arguments

  • position - Vector2( 0, 0 )

pub fn custom_minimum_size(&self) -> Vector2D<f32, UnknownUnit>[src]

The minimum size of the node's bounding rectangle. If you set it to a value greater than (0, 0), the node's bounding rectangle will always have at least this size, even if its content is smaller. If it's set to (0, 0), the node sizes automatically to fit its content, be it a texture or child nodes.

pub fn default_cursor_shape(&self) -> CursorShape[src]

The default cursor shape for this control. Useful for Godot plugins and applications or games that use the system's mouse cursors.
			[b]Note:[/b] On Linux, shapes may vary depending on the cursor theme of the system.

pub fn get_end(&self) -> Vector2D<f32, UnknownUnit>[src]

Returns [member margin_right] and [member margin_bottom].

pub fn focus_mode(&self) -> FocusMode[src]

The focus access mode for the control (None, Click or All). Only one Control can be focused at the same time, and it will receive keyboard signals.

pub fn focus_neighbour(&self, margin: i64) -> NodePath[src]

Tells Godot which node it should give keyboard focus to if the user presses the top arrow on the keyboard or top on a gamepad by default. You can change the key by editing the [code]ui_top[/code] input action. The node must be a [Control]. If this property is not set, Godot will give focus to the closest [Control] to the bottom of this one.

pub fn focus_next(&self) -> NodePath[src]

Tells Godot which node it should give keyboard focus to if the user presses Tab on a keyboard by default. You can change the key by editing the [code]ui_focus_next[/code] input action.
			If this property is not set, Godot will select a "best guess" based on surrounding nodes in the scene tree.

pub fn get_focus_owner(&self) -> Option<Ref<Control, Shared>>[src]

Returns the control that has the keyboard focus or [code]null[/code] if none.

pub fn focus_previous(&self) -> NodePath[src]

Tells Godot which node it should give keyboard focus to if the user presses Shift+Tab on a keyboard by default. You can change the key by editing the [code]ui_focus_prev[/code] input action.
			If this property is not set, Godot will select a "best guess" based on surrounding nodes in the scene tree.

pub fn get_font(
    &self,
    name: impl Into<GodotString>,
    _type: impl Into<GodotString>
) -> Option<Ref<Font, Shared>>
[src]

Returns a font from assigned [Theme] with given [code]name[/code] and associated with [Control] of given [code]type[/code].

Default Arguments

  • type - ""

pub fn global_position(&self) -> Vector2D<f32, UnknownUnit>[src]

The node's global position, relative to the world (usually to the top-left corner of the window).

pub fn get_global_rect(&self) -> Rect<f32, UnknownUnit>[src]

Returns the position and size of the control relative to the top-left corner of the screen. See [member rect_position] and [member rect_size].

pub fn h_grow_direction(&self) -> GrowDirection[src]

Controls the direction on the horizontal axis in which the control should grow if its horizontal minimum size is changed to be greater than its current size, as the control always has to be at least the minimum size.

pub fn h_size_flags(&self) -> i64[src]

Tells the parent [Container] nodes how they should resize and place the node on the X axis. Use one of the [enum SizeFlags] constants to change the flags. See the constants to learn what each does.

pub fn get_icon(
    &self,
    name: impl Into<GodotString>,
    _type: impl Into<GodotString>
) -> Option<Ref<Texture, Shared>>
[src]

Returns an icon from assigned [Theme] with given [code]name[/code] and associated with [Control] of given [code]type[/code].

Default Arguments

  • type - ""

pub fn margin(&self, margin: i64) -> f64[src]

Distance between the node's top edge and its parent control, based on [member anchor_top].
			Margins are often controlled by one or multiple parent [Container] nodes, so you should not modify them manually if your node is a direct child of a [Container]. Margins update automatically when you move or resize the node.

pub fn get_minimum_size(&self) -> Vector2D<f32, UnknownUnit>[src]

Returns the minimum size for this control. See [member rect_min_size].

pub fn mouse_filter(&self) -> MouseFilter[src]

Controls whether the control will be able to receive mouse button input events through [method _gui_input] and how these events should be handled. Also controls whether the control can receive the [signal mouse_entered], and [signal mouse_exited] signals. See the constants to learn what each does.

pub fn get_parent_area_size(&self) -> Vector2D<f32, UnknownUnit>[src]

Returns the width/height occupied in the parent control.

pub fn get_parent_control(&self) -> Option<Ref<Control, Shared>>[src]

Returns the parent control node.

pub fn pivot_offset(&self) -> Vector2D<f32, UnknownUnit>[src]

By default, the node's pivot is its top-left corner. When you change its [member rect_scale], it will scale around this pivot. Set this property to [member rect_size] / 2 to center the pivot in the node's rectangle.

pub fn position(&self) -> Vector2D<f32, UnknownUnit>[src]

The node's position, relative to its parent. It corresponds to the rectangle's top-left corner. The property is not affected by [member rect_pivot_offset].

pub fn get_rect(&self) -> Rect<f32, UnknownUnit>[src]

Returns the position and size of the control relative to the top-left corner of the parent Control. See [member rect_position] and [member rect_size].

pub fn get_rotation(&self) -> f64[src]

Returns the rotation (in radians).

pub fn rotation_degrees(&self) -> f64[src]

The node's rotation around its pivot, in degrees. See [member rect_pivot_offset] to change the pivot's position.

pub fn scale(&self) -> Vector2D<f32, UnknownUnit>[src]

The node's scale, relative to its [member rect_size]. Change this property to scale the node around its [member rect_pivot_offset]. The Control's [member hint_tooltip] will also scale according to this value.
			[b]Note:[/b] This property is mainly intended to be used for animation purposes. Text inside the Control will look pixelated or blurry when the Control is scaled. To support multiple resolutions in your project, use an appropriate viewport stretch mode as described in the [url=https://docs.godotengine.org/en/latest/tutorials/viewports/multiple_resolutions.html]documentation[/url] instead of scaling Controls individually.
			[b]Note:[/b] If the Control node is a child of a [Container] node, the scale will be reset to [code]Vector2(1, 1)[/code] when the scene is instanced. To set the Control's scale when it's instanced, wait for one frame using [code]yield(get_tree(), "idle_frame")[/code] then set its [member rect_scale] property.

pub fn size(&self) -> Vector2D<f32, UnknownUnit>[src]

The size of the node's bounding rectangle, in pixels. [Container] nodes update this property automatically.

pub fn stretch_ratio(&self) -> f64[src]

If the node and at least one of its neighbours uses the [constant SIZE_EXPAND] size flag, the parent [Container] will let it take more or less space depending on this property. If this node has a stretch ratio of 2 and its neighbour a ratio of 1, this node will take two thirds of the available space.

pub fn get_stylebox(
    &self,
    name: impl Into<GodotString>,
    _type: impl Into<GodotString>
) -> Option<Ref<StyleBox, Shared>>
[src]

Returns a [StyleBox] from assigned [Theme] with given [code]name[/code] and associated with [Control] of given [code]type[/code].

Default Arguments

  • type - ""

pub fn theme(&self) -> Option<Ref<Theme, Shared>>[src]

Changing this property replaces the current [Theme] resource this node and all its [Control] children use.

pub fn get_tooltip(
    &self,
    at_position: Vector2D<f32, UnknownUnit>
) -> GodotString
[src]

Returns the tooltip, which will appear when the cursor is resting over this control. See [member hint_tooltip].

Default Arguments

  • at_position - Vector2( 0, 0 )

pub fn v_grow_direction(&self) -> GrowDirection[src]

Controls the direction on the vertical axis in which the control should grow if its vertical minimum size is changed to be greater than its current size, as the control always has to be at least the minimum size.

pub fn v_size_flags(&self) -> i64[src]

Tells the parent [Container] nodes how they should resize and place the node on the Y axis. Use one of the [enum SizeFlags] constants to change the flags. See the constants to learn what each does.

pub fn grab_click_focus(&self)[src]

Creates an [InputEventMouseButton] that attempts to click the control. If the event is received, the control acquires focus.
				[codeblock]
				func _process(delta):
				    grab_click_focus() #when clicking another Control node, this node will be clicked instead
				[/codeblock]

pub fn grab_focus(&self)[src]

Steal the focus from another control and become the focused control (see [member focus_mode]).

pub fn has_color(
    &self,
    name: impl Into<GodotString>,
    _type: impl Into<GodotString>
) -> bool
[src]

Returns [code]true[/code] if [Color] with given [code]name[/code] and associated with [Control] of given [code]type[/code] exists in assigned [Theme].

Default Arguments

  • type - ""

pub fn has_color_override(&self, name: impl Into<GodotString>) -> bool[src]

Returns [code]true[/code] if [Color] with given [code]name[/code] has a valid override in this [Control] node.

pub fn has_constant(
    &self,
    name: impl Into<GodotString>,
    _type: impl Into<GodotString>
) -> bool
[src]

Returns [code]true[/code] if constant with given [code]name[/code] and associated with [Control] of given [code]type[/code] exists in assigned [Theme].

Default Arguments

  • type - ""

pub fn has_constant_override(&self, name: impl Into<GodotString>) -> bool[src]

Returns [code]true[/code] if constant with given [code]name[/code] has a valid override in this [Control] node.

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

Returns [code]true[/code] if this is the current focused control. See [member focus_mode].

pub fn has_font(
    &self,
    name: impl Into<GodotString>,
    _type: impl Into<GodotString>
) -> bool
[src]

Returns [code]true[/code] if font with given [code]name[/code] and associated with [Control] of given [code]type[/code] exists in assigned [Theme].

Default Arguments

  • type - ""

pub fn has_font_override(&self, name: impl Into<GodotString>) -> bool[src]

Returns [code]true[/code] if font with given [code]name[/code] has a valid override in this [Control] node.

pub fn has_icon(
    &self,
    name: impl Into<GodotString>,
    _type: impl Into<GodotString>
) -> bool
[src]

Returns [code]true[/code] if icon with given [code]name[/code] and associated with [Control] of given [code]type[/code] exists in assigned [Theme].

Default Arguments

  • type - ""

pub fn has_icon_override(&self, name: impl Into<GodotString>) -> bool[src]

Returns [code]true[/code] if icon with given [code]name[/code] has a valid override in this [Control] node.

pub fn has_shader_override(&self, name: impl Into<GodotString>) -> bool[src]

Returns [code]true[/code] if [Shader] with given [code]name[/code] has a valid override in this [Control] node.

pub fn has_stylebox(
    &self,
    name: impl Into<GodotString>,
    _type: impl Into<GodotString>
) -> bool
[src]

Returns [code]true[/code] if [StyleBox] with given [code]name[/code] and associated with [Control] of given [code]type[/code] exists in assigned [Theme].

Default Arguments

  • type - ""

pub fn has_stylebox_override(&self, name: impl Into<GodotString>) -> bool[src]

Returns [code]true[/code] if [StyleBox] with given [code]name[/code] has a valid override in this [Control] node.

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

Enables whether rendering of [CanvasItem] based children should be clipped to this control's rectangle. If [code]true[/code], parts of a child which would be visibly outside of this control's rectangle will not be rendered.

pub fn minimum_size_changed(&self)[src]

Invalidates the size cache in this node and in parent nodes up to toplevel. Intended to be used with [method get_minimum_size] when the return value is changed. Setting [member rect_min_size] directly calls this method automatically.

pub fn release_focus(&self)[src]

Give up the focus. No other control will be able to receive keyboard input.

pub fn set_anchor(
    &self,
    margin: i64,
    anchor: f64,
    keep_margin: bool,
    push_opposite_anchor: bool
)
[src]

Sets the anchor identified by [code]margin[/code] constant from [enum Margin] enum to value [code]anchor[/code]. A setter method for [member anchor_bottom], [member anchor_left], [member anchor_right] and [member anchor_top].
				If [code]keep_margin[/code] is [code]true[/code], margins aren't updated after this operation.
				If [code]push_opposite_anchor[/code] is [code]true[/code] and the opposite anchor overlaps this anchor, the opposite one will have its value overridden. For example, when setting left anchor to 1 and the right anchor has value of 0.5, the right anchor will also get value of 1. If [code]push_opposite_anchor[/code] was [code]false[/code], the left anchor would get value 0.5.

Default Arguments

  • keep_margin - false
  • push_opposite_anchor - true

pub fn set_anchor_and_margin(
    &self,
    margin: i64,
    anchor: f64,
    offset: f64,
    push_opposite_anchor: bool
)
[src]

Works the same as [method set_anchor], but instead of [code]keep_margin[/code] argument and automatic update of margin, it allows to set the margin offset yourself (see [method set_margin]).

Default Arguments

  • push_opposite_anchor - false

pub fn set_anchors_and_margins_preset(
    &self,
    preset: i64,
    resize_mode: i64,
    margin: i64
)
[src]

Sets both anchor preset and margin preset. See [method set_anchors_preset] and [method set_margins_preset].

Default Arguments

  • resize_mode - 0
  • margin - 0

pub fn set_anchors_preset(&self, preset: i64, keep_margins: bool)[src]

Sets the anchors to a [code]preset[/code] from [enum Control.LayoutPreset] enum. This is code equivalent of using the Layout menu in 2D editor.
				If [code]keep_margins[/code] is [code]true[/code], control's position will also be updated.

Default Arguments

  • keep_margins - false

pub fn set_begin(&self, position: Vector2D<f32, UnknownUnit>)[src]

Sets [member margin_left] and [member margin_top] at the same time. Equivalent of changing [member rect_position].

pub fn set_clip_contents(&self, enable: bool)[src]

Enables whether rendering of [CanvasItem] based children should be clipped to this control's rectangle. If [code]true[/code], parts of a child which would be visibly outside of this control's rectangle will not be rendered.

pub fn set_custom_minimum_size(&self, size: Vector2D<f32, UnknownUnit>)[src]

The minimum size of the node's bounding rectangle. If you set it to a value greater than (0, 0), the node's bounding rectangle will always have at least this size, even if its content is smaller. If it's set to (0, 0), the node sizes automatically to fit its content, be it a texture or child nodes.

pub fn set_default_cursor_shape(&self, shape: i64)[src]

The default cursor shape for this control. Useful for Godot plugins and applications or games that use the system's mouse cursors.
			[b]Note:[/b] On Linux, shapes may vary depending on the cursor theme of the system.

pub fn set_drag_forwarding(&self, target: impl AsArg<Control>)[src]

Forwards the handling of this control's drag and drop to [code]target[/code] control.
				Forwarding can be implemented in the target control similar to the methods [method get_drag_data], [method can_drop_data], and [method drop_data] but with two differences:
				1. The function name must be suffixed with [b]_fw[/b]
				2. The function must take an extra argument that is the control doing the forwarding
				[codeblock]
				# ThisControl.gd
				extends Control
				func _ready():
				    set_drag_forwarding(target_control)

				# TargetControl.gd
				extends Control
				func can_drop_data_fw(position, data, from_control):
				    return true

				func drop_data_fw(position, data, from_control):
				    my_handle_data(data)

				func get_drag_data_fw(position, from_control):
				    set_drag_preview(my_preview)
				    return my_data()
				[/codeblock]

pub fn set_drag_preview(&self, control: impl AsArg<Control>)[src]

Shows the given control at the mouse pointer. A good time to call this method is in [method get_drag_data]. The control must not be in the scene tree.
				[codeblock]
				export (Color, RGBA) var color = Color(1, 0, 0, 1)

				func get_drag_data(position):
				    # Use a control that is not in the tree
				    var cpb = ColorPickerButton.new()
				    cpb.color = color
				    cpb.rect_size = Vector2(50, 50)
				    set_drag_preview(cpb)
				    return color
				[/codeblock]

pub fn set_end(&self, position: Vector2D<f32, UnknownUnit>)[src]

Sets [member margin_right] and [member margin_bottom] at the same time.

pub fn set_focus_mode(&self, mode: i64)[src]

The focus access mode for the control (None, Click or All). Only one Control can be focused at the same time, and it will receive keyboard signals.

pub fn set_focus_neighbour(&self, margin: i64, neighbour: impl Into<NodePath>)[src]

Tells Godot which node it should give keyboard focus to if the user presses the top arrow on the keyboard or top on a gamepad by default. You can change the key by editing the [code]ui_top[/code] input action. The node must be a [Control]. If this property is not set, Godot will give focus to the closest [Control] to the bottom of this one.

pub fn set_focus_next(&self, next: impl Into<NodePath>)[src]

Tells Godot which node it should give keyboard focus to if the user presses Tab on a keyboard by default. You can change the key by editing the [code]ui_focus_next[/code] input action.
			If this property is not set, Godot will select a "best guess" based on surrounding nodes in the scene tree.

pub fn set_focus_previous(&self, previous: impl Into<NodePath>)[src]

Tells Godot which node it should give keyboard focus to if the user presses Shift+Tab on a keyboard by default. You can change the key by editing the [code]ui_focus_prev[/code] input action.
			If this property is not set, Godot will select a "best guess" based on surrounding nodes in the scene tree.

pub fn set_global_position(
    &self,
    position: Vector2D<f32, UnknownUnit>,
    keep_margins: bool
)
[src]

Sets the [member rect_global_position] to given [code]position[/code].
				If [code]keep_margins[/code] is [code]true[/code], control's anchors will be updated instead of margins.

Default Arguments

  • keep_margins - false

pub fn set_h_grow_direction(&self, direction: i64)[src]

Controls the direction on the horizontal axis in which the control should grow if its horizontal minimum size is changed to be greater than its current size, as the control always has to be at least the minimum size.

pub fn set_h_size_flags(&self, flags: i64)[src]

Tells the parent [Container] nodes how they should resize and place the node on the X axis. Use one of the [enum SizeFlags] constants to change the flags. See the constants to learn what each does.

pub fn set_margin(&self, margin: i64, offset: f64)[src]

Distance between the node's top edge and its parent control, based on [member anchor_top].
			Margins are often controlled by one or multiple parent [Container] nodes, so you should not modify them manually if your node is a direct child of a [Container]. Margins update automatically when you move or resize the node.

pub fn set_margins_preset(&self, preset: i64, resize_mode: i64, margin: i64)[src]

Sets the margins to a [code]preset[/code] from [enum Control.LayoutPreset] enum. This is code equivalent of using the Layout menu in 2D editor.
				Use parameter [code]resize_mode[/code] with constants from [enum Control.LayoutPresetMode] to better determine the resulting size of the [Control]. Constant size will be ignored if used with presets that change size, e.g. [code]PRESET_LEFT_WIDE[/code].
				Use parameter [code]margin[/code] to determine the gap between the [Control] and the edges.

Default Arguments

  • resize_mode - 0
  • margin - 0

pub fn set_mouse_filter(&self, filter: i64)[src]

Controls whether the control will be able to receive mouse button input events through [method _gui_input] and how these events should be handled. Also controls whether the control can receive the [signal mouse_entered], and [signal mouse_exited] signals. See the constants to learn what each does.

pub fn set_pivot_offset(&self, pivot_offset: Vector2D<f32, UnknownUnit>)[src]

By default, the node's pivot is its top-left corner. When you change its [member rect_scale], it will scale around this pivot. Set this property to [member rect_size] / 2 to center the pivot in the node's rectangle.

pub fn set_position(
    &self,
    position: Vector2D<f32, UnknownUnit>,
    keep_margins: bool
)
[src]

Sets the [member rect_position] to given [code]position[/code].
				If [code]keep_margins[/code] is [code]true[/code], control's anchors will be updated instead of margins.

Default Arguments

  • keep_margins - false

pub fn set_rotation(&self, radians: f64)[src]

Sets the rotation (in radians).

pub fn set_rotation_degrees(&self, degrees: f64)[src]

The node's rotation around its pivot, in degrees. See [member rect_pivot_offset] to change the pivot's position.

pub fn set_scale(&self, scale: Vector2D<f32, UnknownUnit>)[src]

The node's scale, relative to its [member rect_size]. Change this property to scale the node around its [member rect_pivot_offset]. The Control's [member hint_tooltip] will also scale according to this value.
			[b]Note:[/b] This property is mainly intended to be used for animation purposes. Text inside the Control will look pixelated or blurry when the Control is scaled. To support multiple resolutions in your project, use an appropriate viewport stretch mode as described in the [url=https://docs.godotengine.org/en/latest/tutorials/viewports/multiple_resolutions.html]documentation[/url] instead of scaling Controls individually.
			[b]Note:[/b] If the Control node is a child of a [Container] node, the scale will be reset to [code]Vector2(1, 1)[/code] when the scene is instanced. To set the Control's scale when it's instanced, wait for one frame using [code]yield(get_tree(), "idle_frame")[/code] then set its [member rect_scale] property.

pub fn set_size(&self, size: Vector2D<f32, UnknownUnit>, keep_margins: bool)[src]

Sets the size (see [member rect_size]).
				If [code]keep_margins[/code] is [code]true[/code], control's anchors will be updated instead of margins.

Default Arguments

  • keep_margins - false

pub fn set_stretch_ratio(&self, ratio: f64)[src]

If the node and at least one of its neighbours uses the [constant SIZE_EXPAND] size flag, the parent [Container] will let it take more or less space depending on this property. If this node has a stretch ratio of 2 and its neighbour a ratio of 1, this node will take two thirds of the available space.

pub fn set_theme(&self, theme: impl AsArg<Theme>)[src]

Changing this property replaces the current [Theme] resource this node and all its [Control] children use.

pub fn set_tooltip(&self, tooltip: impl Into<GodotString>)[src]

Changes the tooltip text. The tooltip appears when the user's mouse cursor stays idle over this control for a few moments, provided that the [member mouse_filter] property is not [constant MOUSE_FILTER_IGNORE]. You can change the time required for the tooltip to appear with [code]gui/timers/tooltip_delay_sec[/code] option in Project Settings.

pub fn set_v_grow_direction(&self, direction: i64)[src]

Controls the direction on the vertical axis in which the control should grow if its vertical minimum size is changed to be greater than its current size, as the control always has to be at least the minimum size.

pub fn set_v_size_flags(&self, flags: i64)[src]

Tells the parent [Container] nodes how they should resize and place the node on the Y axis. Use one of the [enum SizeFlags] constants to change the flags. See the constants to learn what each does.

pub fn show_modal(&self, exclusive: bool)[src]

Displays a control as modal. Control must be a subwindow. Modal controls capture the input signals until closed or the area outside them is accessed. When a modal control loses focus, or the ESC key is pressed, they automatically hide. Modal controls are used extensively for popup dialogs and menus.
				If [code]exclusive[/code] is [code]true[/code], other controls will not receive input and clicking outside this control will not close it.

Default Arguments

  • exclusive - false

pub fn warp_mouse(&self, to_position: Vector2D<f32, UnknownUnit>)[src]

Moves the mouse cursor to [code]to_position[/code], relative to [member rect_position] of this [Control].

Methods from Deref<Target = CanvasItem>

pub fn draw_arc(
    &self,
    center: Vector2D<f32, UnknownUnit>,
    radius: f64,
    start_angle: f64,
    end_angle: f64,
    point_count: i64,
    color: Color,
    width: f64,
    antialiased: bool
)
[src]

Draws an arc between the given angles. The larger the value of [code]point_count[/code], the smoother the curve.

Default Arguments

  • width - 1.0
  • antialiased - false

pub fn draw_char(
    &self,
    font: impl AsArg<Font>,
    position: Vector2D<f32, UnknownUnit>,
    char: impl Into<GodotString>,
    next: impl Into<GodotString>,
    modulate: Color
) -> f64
[src]

Draws a string character using a custom font. Returns the advance, depending on the character width and kerning with an optional next character.

Default Arguments

  • modulate - Color( 1, 1, 1, 1 )

pub fn draw_circle(
    &self,
    position: Vector2D<f32, UnknownUnit>,
    radius: f64,
    color: Color
)
[src]

Draws a colored circle.

pub fn draw_colored_polygon(
    &self,
    points: TypedArray<Vector2D<f32, UnknownUnit>>,
    color: Color,
    uvs: TypedArray<Vector2D<f32, UnknownUnit>>,
    texture: impl AsArg<Texture>,
    normal_map: impl AsArg<Texture>,
    antialiased: bool
)
[src]

Draws a colored polygon of any amount of points, convex or concave.

Default Arguments

  • uvs - PoolVector2Array( )
  • texture - null
  • normal_map - null
  • antialiased - false

pub fn draw_line(
    &self,
    from: Vector2D<f32, UnknownUnit>,
    to: Vector2D<f32, UnknownUnit>,
    color: Color,
    width: f64,
    antialiased: bool
)
[src]

Draws a line from a 2D point to another, with a given color and width. It can be optionally antialiased.

Default Arguments

  • width - 1.0
  • antialiased - false

pub fn draw_mesh(
    &self,
    mesh: impl AsArg<Mesh>,
    texture: impl AsArg<Texture>,
    normal_map: impl AsArg<Texture>,
    transform: Transform2D<f32, UnknownUnit, UnknownUnit>,
    modulate: Color
)
[src]

Draws a [Mesh] in 2D, using the provided texture. See [MeshInstance2D] for related documentation.

Default Arguments

  • normal_map - null
  • transform - Transform2D( 1, 0, 0, 1, 0, 0 )
  • modulate - Color( 1, 1, 1, 1 )

pub fn draw_multiline(
    &self,
    points: TypedArray<Vector2D<f32, UnknownUnit>>,
    color: Color,
    width: f64,
    antialiased: bool
)
[src]

Draws multiple, parallel lines with a uniform [code]color[/code].
				[b]Note:[/b] [code]width[/code] and [code]antialiased[/code] are currently not implemented and have no effect.

Default Arguments

  • width - 1.0
  • antialiased - false

pub fn draw_multiline_colors(
    &self,
    points: TypedArray<Vector2D<f32, UnknownUnit>>,
    colors: TypedArray<Color>,
    width: f64,
    antialiased: bool
)
[src]

Draws multiple, parallel lines with a uniform [code]width[/code] and segment-by-segment coloring. Colors assigned to line segments match by index between [code]points[/code] and [code]colors[/code].
				[b]Note:[/b] [code]width[/code] and [code]antialiased[/code] are currently not implemented and have no effect.

Default Arguments

  • width - 1.0
  • antialiased - false

pub fn draw_multimesh(
    &self,
    multimesh: impl AsArg<MultiMesh>,
    texture: impl AsArg<Texture>,
    normal_map: impl AsArg<Texture>
)
[src]

Draws a [MultiMesh] in 2D with the provided texture. See [MultiMeshInstance2D] for related documentation.

Default Arguments

  • normal_map - null

pub fn draw_polygon(
    &self,
    points: TypedArray<Vector2D<f32, UnknownUnit>>,
    colors: TypedArray<Color>,
    uvs: TypedArray<Vector2D<f32, UnknownUnit>>,
    texture: impl AsArg<Texture>,
    normal_map: impl AsArg<Texture>,
    antialiased: bool
)
[src]

Draws a polygon of any amount of points, convex or concave.

Default Arguments

  • uvs - PoolVector2Array( )
  • texture - null
  • normal_map - null
  • antialiased - false

pub fn draw_polyline(
    &self,
    points: TypedArray<Vector2D<f32, UnknownUnit>>,
    color: Color,
    width: f64,
    antialiased: bool
)
[src]

Draws interconnected line segments with a uniform [code]color[/code] and [code]width[/code] and optional antialiasing.

Default Arguments

  • width - 1.0
  • antialiased - false

pub fn draw_polyline_colors(
    &self,
    points: TypedArray<Vector2D<f32, UnknownUnit>>,
    colors: TypedArray<Color>,
    width: f64,
    antialiased: bool
)
[src]

Draws interconnected line segments with a uniform [code]width[/code], segment-by-segment coloring, and optional antialiasing. Colors assigned to line segments match by index between [code]points[/code] and [code]colors[/code].

Default Arguments

  • width - 1.0
  • antialiased - false

pub fn draw_primitive(
    &self,
    points: TypedArray<Vector2D<f32, UnknownUnit>>,
    colors: TypedArray<Color>,
    uvs: TypedArray<Vector2D<f32, UnknownUnit>>,
    texture: impl AsArg<Texture>,
    width: f64,
    normal_map: impl AsArg<Texture>
)
[src]

Draws a custom primitive. 1 point for a point, 2 points for a line, 3 points for a triangle and 4 points for a quad.

Default Arguments

  • texture - null
  • width - 1.0
  • normal_map - null

pub fn draw_rect(
    &self,
    rect: Rect<f32, UnknownUnit>,
    color: Color,
    filled: bool,
    width: f64,
    antialiased: bool
)
[src]

Draws a rectangle. If [code]filled[/code] is [code]true[/code], the rectangle will be filled with the [code]color[/code] specified. If [code]filled[/code] is [code]false[/code], the rectangle will be drawn as a stroke with the [code]color[/code] and [code]width[/code] specified. If [code]antialiased[/code] is [code]true[/code], the lines will be antialiased.
				[b]Note:[/b] [code]width[/code] and [code]antialiased[/code] are only effective if [code]filled[/code] is [code]false[/code].

Default Arguments

  • filled - true
  • width - 1.0
  • antialiased - false

pub fn draw_set_transform(
    &self,
    position: Vector2D<f32, UnknownUnit>,
    rotation: f64,
    scale: Vector2D<f32, UnknownUnit>
)
[src]

Sets a custom transform for drawing via components. Anything drawn afterwards will be transformed by this.

pub fn draw_set_transform_matrix(
    &self,
    xform: Transform2D<f32, UnknownUnit, UnknownUnit>
)
[src]

Sets a custom transform for drawing via matrix. Anything drawn afterwards will be transformed by this.

pub fn draw_string(
    &self,
    font: impl AsArg<Font>,
    position: Vector2D<f32, UnknownUnit>,
    text: impl Into<GodotString>,
    modulate: Color,
    clip_w: i64
)
[src]

Draws [code]text[/code] using the specified [code]font[/code] at the [code]position[/code] (top-left corner). The text will have its color multiplied by [code]modulate[/code]. If [code]clip_w[/code] is greater than or equal to 0, the text will be clipped if it exceeds the specified width.
				[b]Example using the default project font:[/b]
				[codeblock]
				# If using this method in a script that redraws constantly, move the
				# `default_font` declaration to a member variable assigned in `_ready()`
				# so the Control is only created once.
				var default_font = Control.new().get_font("font")
				draw_string(default_font, Vector2(64, 64), "Hello world")
				[/codeblock]
				See also [method Font.draw].

Default Arguments

  • modulate - Color( 1, 1, 1, 1 )
  • clip_w - -1

pub fn draw_style_box(
    &self,
    style_box: impl AsArg<StyleBox>,
    rect: Rect<f32, UnknownUnit>
)
[src]

Draws a styled rectangle.

pub fn draw_texture(
    &self,
    texture: impl AsArg<Texture>,
    position: Vector2D<f32, UnknownUnit>,
    modulate: Color,
    normal_map: impl AsArg<Texture>
)
[src]

Draws a texture at a given position.

Default Arguments

  • modulate - Color( 1, 1, 1, 1 )
  • normal_map - null

pub fn draw_texture_rect(
    &self,
    texture: impl AsArg<Texture>,
    rect: Rect<f32, UnknownUnit>,
    tile: bool,
    modulate: Color,
    transpose: bool,
    normal_map: impl AsArg<Texture>
)
[src]

Draws a textured rectangle at a given position, optionally modulated by a color. If [code]transpose[/code] is [code]true[/code], the texture will have its X and Y coordinates swapped.

Default Arguments

  • modulate - Color( 1, 1, 1, 1 )
  • transpose - false
  • normal_map - null

pub fn draw_texture_rect_region(
    &self,
    texture: impl AsArg<Texture>,
    rect: Rect<f32, UnknownUnit>,
    src_rect: Rect<f32, UnknownUnit>,
    modulate: Color,
    transpose: bool,
    normal_map: impl AsArg<Texture>,
    clip_uv: bool
)
[src]

Draws a textured rectangle region at a given position, optionally modulated by a color. If [code]transpose[/code] is [code]true[/code], the texture will have its X and Y coordinates swapped.

Default Arguments

  • modulate - Color( 1, 1, 1, 1 )
  • transpose - false
  • normal_map - null
  • clip_uv - true

pub fn force_update_transform(&self)[src]

Forces the transform to update. Transform changes in physics are not instant for performance reasons. Transforms are accumulated and then set. Use this if you need an up-to-date transform when doing physics operations.

pub fn get_canvas(&self) -> Rid[src]

Returns the [RID] of the [World2D] canvas where this item is in.

pub fn get_canvas_item(&self) -> Rid[src]

Returns the canvas item RID used by [VisualServer] for this item.

pub fn get_canvas_transform(&self) -> Transform2D<f32, UnknownUnit, UnknownUnit>[src]

Returns the transform matrix of this item's canvas.

pub fn get_global_mouse_position(&self) -> Vector2D<f32, UnknownUnit>[src]

Returns the global position of the mouse.

pub fn get_global_transform(&self) -> Transform2D<f32, UnknownUnit, UnknownUnit>[src]

Returns the global transform matrix of this item.

pub fn get_global_transform_with_canvas(
    &self
) -> Transform2D<f32, UnknownUnit, UnknownUnit>
[src]

Returns the global transform matrix of this item in relation to the canvas.

pub fn light_mask(&self) -> i64[src]

The rendering layers in which this [CanvasItem] responds to [Light2D] nodes.

pub fn get_local_mouse_position(&self) -> Vector2D<f32, UnknownUnit>[src]

Returns the mouse position relative to this item's position.

pub fn material(&self) -> Option<Ref<Material, Shared>>[src]

The material applied to textures on this [CanvasItem].

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

The color applied to textures on this [CanvasItem].

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

The color applied to textures on this [CanvasItem]. This is not inherited by children [CanvasItem]s.

pub fn get_transform(&self) -> Transform2D<f32, UnknownUnit, UnknownUnit>[src]

Returns the transform matrix of this item.

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

If [code]true[/code], the parent [CanvasItem]'s [member material] property is used as this one's material.

pub fn get_viewport_rect(&self) -> Rect<f32, UnknownUnit>[src]

Returns the viewport's boundaries as a [Rect2].

pub fn get_viewport_transform(
    &self
) -> Transform2D<f32, UnknownUnit, UnknownUnit>
[src]

Returns this item's transform in relation to the viewport.

pub fn get_world_2d(&self) -> Option<Ref<World2D, Shared>>[src]

Returns the [World2D] where this item is in.

pub fn hide(&self)[src]

Hide the [CanvasItem] if it's currently visible.

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

If [code]true[/code], the object draws behind its parent.

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

Returns [code]true[/code] if local transform notifications are communicated to children.

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

Returns [code]true[/code] if the node is set as top-level. See [method set_as_toplevel].

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

Returns [code]true[/code] if global transform notifications are communicated to children.

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

If [code]true[/code], this [CanvasItem] is drawn. The node is only visible if all of its antecedents are visible as well (in other words, [method is_visible_in_tree] must return [code]true[/code]).
			[b]Note:[/b] For controls that inherit [Popup], the correct way to make them visible is to call one of the multiple [code]popup*()[/code] functions instead.

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

Returns [code]true[/code] if the node is present in the [SceneTree], its [member visible] property is [code]true[/code] and all its antecedents are also visible. If any antecedent is hidden, this node will not be visible in the scene tree.

pub fn make_canvas_position_local(
    &self,
    screen_point: Vector2D<f32, UnknownUnit>
) -> Vector2D<f32, UnknownUnit>
[src]

Assigns [code]screen_point[/code] as this node's new local transform.

pub fn make_input_local(
    &self,
    event: impl AsArg<InputEvent>
) -> Option<Ref<InputEvent, Shared>>
[src]

Transformations issued by [code]event[/code]'s inputs are applied in local space instead of global space.

pub fn set_as_toplevel(&self, enable: bool)[src]

If [code]enable[/code] is [code]true[/code], the node won't inherit its transform from parent canvas items.

pub fn set_draw_behind_parent(&self, enable: bool)[src]

If [code]true[/code], the object draws behind its parent.

pub fn set_light_mask(&self, light_mask: i64)[src]

The rendering layers in which this [CanvasItem] responds to [Light2D] nodes.

pub fn set_material(&self, material: impl AsArg<Material>)[src]

The material applied to textures on this [CanvasItem].

pub fn set_modulate(&self, modulate: Color)[src]

The color applied to textures on this [CanvasItem].

pub fn set_notify_local_transform(&self, enable: bool)[src]

If [code]enable[/code] is [code]true[/code], children will be updated with local transform data.

pub fn set_notify_transform(&self, enable: bool)[src]

If [code]enable[/code] is [code]true[/code], children will be updated with global transform data.

pub fn set_self_modulate(&self, self_modulate: Color)[src]

The color applied to textures on this [CanvasItem]. This is not inherited by children [CanvasItem]s.

pub fn set_use_parent_material(&self, enable: bool)[src]

If [code]true[/code], the parent [CanvasItem]'s [member material] property is used as this one's material.

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

If [code]true[/code], this [CanvasItem] is drawn. The node is only visible if all of its antecedents are visible as well (in other words, [method is_visible_in_tree] must return [code]true[/code]).
			[b]Note:[/b] For controls that inherit [Popup], the correct way to make them visible is to call one of the multiple [code]popup*()[/code] functions instead.

pub fn show(&self)[src]

Show the [CanvasItem] if it's currently hidden. For controls that inherit [Popup], the correct way to make them visible is to call one of the multiple [code]popup*()[/code] functions instead.

pub fn update(&self)[src]

Queue the [CanvasItem] for update. [constant NOTIFICATION_DRAW] will be called on idle time to request redraw.

Trait Implementations

impl Debug for Control[src]

impl Deref for Control[src]

type Target = CanvasItem

The resulting type after dereferencing.

impl DerefMut for Control[src]

impl GodotObject for Control[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 Control[src]

impl QueueFree for Control[src]

impl SubClass<CanvasItem> for Control[src]

impl SubClass<Control> for CheckBox[src]

impl SubClass<Control> for ScriptCreateDialog[src]

impl SubClass<Control> for ProgressBar[src]

impl SubClass<Control> for Separator[src]

impl SubClass<Control> for GraphNode[src]

impl SubClass<Control> for VBoxContainer[src]

impl SubClass<Control> for Popup[src]

impl SubClass<Control> for ReferenceRect[src]

impl SubClass<Control> for PanelContainer[src]

impl SubClass<Control> for Range[src]

impl SubClass<Control> for TextEdit[src]

impl SubClass<Control> for EditorInspector[src]

impl SubClass<Control> for FileSystemDock[src]

impl SubClass<Control> for GraphEdit[src]

impl SubClass<Control> for ScrollBar[src]

impl SubClass<Control> for HSlider[src]

impl SubClass<Control> for EditorSpinSlider[src]

impl SubClass<Control> for CheckButton[src]

impl SubClass<Control> for VSlider[src]

impl SubClass<Control> for SpinBox[src]

impl SubClass<Control> for GridContainer[src]

impl SubClass<Control> for ScrollContainer[src]

impl SubClass<Control> for BaseButton[src]

impl SubClass<Control> for ColorRect[src]

impl SubClass<Control> for WindowDialog[src]

impl SubClass<Control> for Panel[src]

impl SubClass<Control> for LineEdit[src]

impl SubClass<Control> for VSplitContainer[src]

impl SubClass<Control> for ColorPickerButton[src]

impl SubClass<Control> for ColorPicker[src]

impl SubClass<Control> for ItemList[src]

impl SubClass<Control> for VideoPlayer[src]

impl SubClass<Control> for Slider[src]

impl SubClass<Control> for HBoxContainer[src]

impl SubClass<Control> for SplitContainer[src]

impl SubClass<Control> for HSeparator[src]

impl SubClass<Control> for FileDialog[src]

impl SubClass<Control> for OptionButton[src]

impl SubClass<Control> for Button[src]

impl SubClass<Control> for ToolButton[src]

impl SubClass<Control> for PopupPanel[src]

impl SubClass<Control> for PopupMenu[src]

impl SubClass<Control> for PopupDialog[src]

impl SubClass<Control> for LinkButton[src]

impl SubClass<Control> for AcceptDialog[src]

impl SubClass<Control> for EditorProperty[src]

impl SubClass<Control> for RichTextLabel[src]

impl SubClass<Control> for VSeparator[src]

impl SubClass<Control> for MenuButton[src]

impl SubClass<Control> for HScrollBar[src]

impl SubClass<Control> for VScrollBar[src]

impl SubClass<Control> for TextureButton[src]

impl SubClass<Control> for Tree[src]

impl SubClass<Control> for MarginContainer[src]

impl SubClass<Control> for BoxContainer[src]

impl SubClass<Control> for ViewportContainer[src]

impl SubClass<Control> for Label[src]

impl SubClass<Control> for CenterContainer[src]

impl SubClass<Control> for ConfirmationDialog[src]

impl SubClass<Control> for HSplitContainer[src]

impl SubClass<Control> for TextureProgress[src]

impl SubClass<Control> for EditorFileDialog[src]

impl SubClass<Control> for Tabs[src]

impl SubClass<Control> for TextureRect[src]

impl SubClass<Control> for NinePatchRect[src]

impl SubClass<Control> for ScriptEditor[src]

impl SubClass<Control> for Container[src]

impl SubClass<Control> for TabContainer[src]

impl SubClass<Node> for Control[src]

impl SubClass<Object> for Control[src]

Auto Trait Implementations

impl RefUnwindSafe for Control

impl !Send for Control

impl !Sync for Control

impl Unpin for Control

impl UnwindSafe for Control

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.