[−][src]Struct gdnative::api::InputEventMouseButton
core class InputEventMouseButton
inherits InputEventMouse
(reference counted).
Official documentation
See the documentation of this class in the Godot engine's official documentation.
Memory management
The lifetime of this object is automatically managed through reference counting.
Class hierarchy
InputEventMouseButton 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 InputEventMouseButton
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pub fn new() -> Ref<InputEventMouseButton, Unique>
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Creates a new instance of this object.
This is a reference-counted type. The returned object is automatically managed
by Ref
.
pub fn button_index(&self) -> i64
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The mouse button identifier, one of the [enum ButtonList] button or button wheel constants.
pub fn factor(&self) -> f64
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The amount (or delta) of the event. When used for high-precision scroll events, this indicates the scroll amount (vertical or horizontal). This is only supported on some platforms; the reported sensitivity varies depending on the platform. May be [code]0[/code] if not supported.
pub fn is_doubleclick(&self) -> bool
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If [code]true[/code], the mouse button's state is a double-click.
pub fn set_button_index(&self, button_index: i64)
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The mouse button identifier, one of the [enum ButtonList] button or button wheel constants.
pub fn set_doubleclick(&self, doubleclick: bool)
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If [code]true[/code], the mouse button's state is a double-click.
pub fn set_factor(&self, factor: f64)
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The amount (or delta) of the event. When used for high-precision scroll events, this indicates the scroll amount (vertical or horizontal). This is only supported on some platforms; the reported sensitivity varies depending on the platform. May be [code]0[/code] if not supported.
pub fn set_pressed(&self, pressed: bool)
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If [code]true[/code], the mouse button's state is pressed. If [code]false[/code], the mouse button's state is released.
Methods from Deref<Target = InputEventMouse>
pub fn button_mask(&self) -> i64
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The mouse button mask identifier, one of or a bitwise combination of the [enum ButtonList] button masks.
pub fn global_position(&self) -> Vector2D<f32, UnknownUnit>
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The global mouse position relative to the current [Viewport] when used in [method Control._gui_input], otherwise is at 0,0.
pub fn position(&self) -> Vector2D<f32, UnknownUnit>
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The local mouse position relative to the [Viewport]. If used in [method Control._gui_input], the position is relative to the current [Control] which is under the mouse.
pub fn set_button_mask(&self, button_mask: i64)
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The mouse button mask identifier, one of or a bitwise combination of the [enum ButtonList] button masks.
pub fn set_global_position(&self, global_position: Vector2D<f32, UnknownUnit>)
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The global mouse position relative to the current [Viewport] when used in [method Control._gui_input], otherwise is at 0,0.
pub fn set_position(&self, position: Vector2D<f32, UnknownUnit>)
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The local mouse position relative to the [Viewport]. If used in [method Control._gui_input], the position is relative to the current [Control] which is under the mouse.
Trait Implementations
impl Debug for InputEventMouseButton
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impl Deref for InputEventMouseButton
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type Target = InputEventMouse
The resulting type after dereferencing.
fn deref(&self) -> &InputEventMouse
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impl DerefMut for InputEventMouseButton
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fn deref_mut(&mut self) -> &mut InputEventMouse
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impl GodotObject for InputEventMouseButton
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type RefKind = RefCounted
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 InputEventMouseButton
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fn construct() -> Ref<InputEventMouseButton, Unique>
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impl SubClass<InputEvent> for InputEventMouseButton
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impl SubClass<InputEventMouse> for InputEventMouseButton
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impl SubClass<InputEventWithModifiers> for InputEventMouseButton
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impl SubClass<Object> for InputEventMouseButton
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impl SubClass<Reference> for InputEventMouseButton
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impl SubClass<Resource> for InputEventMouseButton
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Auto Trait Implementations
impl RefUnwindSafe for InputEventMouseButton
impl !Send for InputEventMouseButton
impl !Sync for InputEventMouseButton
impl Unpin for InputEventMouseButton
impl UnwindSafe for InputEventMouseButton
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>,