[−][src]Struct gdnative::api::InputEventScreenTouch
core class InputEventScreenTouch
inherits InputEvent
(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
InputEventScreenTouch 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 InputEventScreenTouch
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pub fn new() -> Ref<InputEventScreenTouch, 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 index(&self) -> i64
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The touch index in the case of a multi-touch event. One index = one finger.
pub fn position(&self) -> Vector2D<f32, UnknownUnit>
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The touch position.
pub fn set_index(&self, index: i64)
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The touch index in the case of a multi-touch event. One index = one finger.
pub fn set_position(&self, position: Vector2D<f32, UnknownUnit>)
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The touch position.
pub fn set_pressed(&self, pressed: bool)
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If [code]true[/code], the touch's state is pressed. If [code]false[/code], the touch's state is released.
Methods from Deref<Target = InputEvent>
pub fn accumulate(&self, with_event: impl AsArg<InputEvent>) -> bool
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Returns [code]true[/code] if the given input event and this input event can be added together (only for events of type [InputEventMouseMotion]).
The given input event's position, global position and speed will be copied. The resulting [code]relative[/code] is a sum of both events. Both events' modifiers have to be identical.
pub fn as_text(&self) -> GodotString
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Returns a [String] representation of the event.
pub fn get_action_strength(&self, action: impl Into<GodotString>) -> f64
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Returns a value between 0.0 and 1.0 depending on the given actions' state. Useful for getting the value of events of type [InputEventJoypadMotion].
pub fn device(&self) -> i64
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The event's device ID.
[b]Note:[/b] This device ID will always be [code]-1[/code] for emulated mouse input from a touchscreen. This can be used to distinguish emulated mouse input from physical mouse input.
pub fn is_action(&self, action: impl Into<GodotString>) -> bool
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Returns [code]true[/code] if this input event matches a pre-defined action of any type.
pub fn is_action_pressed(
&self,
action: impl Into<GodotString>,
allow_echo: bool
) -> bool
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&self,
action: impl Into<GodotString>,
allow_echo: bool
) -> bool
Returns [code]true[/code] if the given action is being pressed (and is not an echo event for [InputEventKey] events, unless [code]allow_echo[/code] is [code]true[/code]). Not relevant for events of type [InputEventMouseMotion] or [InputEventScreenDrag].
Default Arguments
allow_echo
-false
pub fn is_action_released(&self, action: impl Into<GodotString>) -> bool
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Returns [code]true[/code] if the given action is released (i.e. not pressed). Not relevant for events of type [InputEventMouseMotion] or [InputEventScreenDrag].
pub fn is_action_type(&self) -> bool
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Returns [code]true[/code] if this input event's type is one that can be assigned to an input action.
pub fn is_echo(&self) -> bool
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Returns [code]true[/code] if this input event is an echo event (only for events of type [InputEventKey]).
pub fn is_pressed(&self) -> bool
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Returns [code]true[/code] if this input event is pressed. Not relevant for events of type [InputEventMouseMotion] or [InputEventScreenDrag].
pub fn set_device(&self, device: i64)
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The event's device ID.
[b]Note:[/b] This device ID will always be [code]-1[/code] for emulated mouse input from a touchscreen. This can be used to distinguish emulated mouse input from physical mouse input.
pub fn shortcut_match(&self, event: impl AsArg<InputEvent>) -> bool
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Returns [code]true[/code] if the given input event is checking for the same key ([InputEventKey]), button ([InputEventJoypadButton]) or action ([InputEventAction]).
pub fn xformed_by(
&self,
xform: Transform2D<f32, UnknownUnit, UnknownUnit>,
local_ofs: Vector2D<f32, UnknownUnit>
) -> Option<Ref<InputEvent, Shared>>
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&self,
xform: Transform2D<f32, UnknownUnit, UnknownUnit>,
local_ofs: Vector2D<f32, UnknownUnit>
) -> Option<Ref<InputEvent, Shared>>
Returns a copy of the given input event which has been offset by [code]local_ofs[/code] and transformed by [code]xform[/code]. Relevant for events of type [InputEventMouseButton], [InputEventMouseMotion], [InputEventScreenTouch], [InputEventScreenDrag], [InputEventMagnifyGesture] and [InputEventPanGesture].
Default Arguments
local_ofs
-Vector2( 0, 0 )
Trait Implementations
impl Debug for InputEventScreenTouch
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impl Deref for InputEventScreenTouch
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impl DerefMut for InputEventScreenTouch
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fn deref_mut(&mut self) -> &mut InputEvent
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impl GodotObject for InputEventScreenTouch
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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 InputEventScreenTouch
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fn construct() -> Ref<InputEventScreenTouch, Unique>
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impl SubClass<InputEvent> for InputEventScreenTouch
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impl SubClass<Object> for InputEventScreenTouch
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impl SubClass<Reference> for InputEventScreenTouch
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impl SubClass<Resource> for InputEventScreenTouch
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Auto Trait Implementations
impl RefUnwindSafe for InputEventScreenTouch
impl !Send for InputEventScreenTouch
impl !Sync for InputEventScreenTouch
impl Unpin for InputEventScreenTouch
impl UnwindSafe for InputEventScreenTouch
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>,