[−][src]Struct gdnative::api::TextureArray
core class TextureArray
inherits TextureLayered
(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
TextureArray 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 TextureArray
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pub fn new() -> Ref<TextureArray, 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
.
Methods from Deref<Target = TextureLayered>
pub const FLAGS_DEFAULT: i64
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pub const FLAG_FILTER: i64
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pub const FLAG_MIPMAPS: i64
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pub const FLAG_REPEAT: i64
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pub fn create(
&self,
width: i64,
height: i64,
depth: i64,
format: i64,
flags: i64
)
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&self,
width: i64,
height: i64,
depth: i64,
format: i64,
flags: i64
)
Creates the [Texture3D] or [TextureArray] with specified [code]width[/code], [code]height[/code], and [code]depth[/code]. See [enum Image.Format] for [code]format[/code] options. See [enum Flags] enumerator for [code]flags[/code] options.
Default Arguments
flags
-4
pub fn get_depth(&self) -> i64
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Returns the depth of the texture. Depth is the 3rd dimension (typically Z-axis).
pub fn flags(&self) -> i64
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Specifies which [enum Flags] apply to this texture.
pub fn get_format(&self) -> Format
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Returns the current format being used by this texture. See [enum Image.Format] for details.
pub fn get_height(&self) -> i64
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Returns the height of the texture. Height is typically represented by the Y-axis.
pub fn get_layer_data(&self, layer: i64) -> Option<Ref<Image, Shared>>
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Returns an [Image] resource with the data from specified [code]layer[/code].
pub fn get_width(&self) -> i64
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Returns the width of the texture. Width is typically represented by the X-axis.
pub fn set_data_partial(
&self,
image: impl AsArg<Image>,
x_offset: i64,
y_offset: i64,
layer: i64,
mipmap: i64
)
[src]
&self,
image: impl AsArg<Image>,
x_offset: i64,
y_offset: i64,
layer: i64,
mipmap: i64
)
Partially sets the data for a specified [code]layer[/code] by overwriting using the data of the specified [code]image[/code]. [code]x_offset[/code] and [code]y_offset[/code] determine where the [Image] is "stamped" over the texture. The [code]image[/code] must fit within the texture.
Default Arguments
mipmap
-0
pub fn set_flags(&self, flags: i64)
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Specifies which [enum Flags] apply to this texture.
pub fn set_layer_data(&self, image: impl AsArg<Image>, layer: i64)
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Sets the data for the specified layer. Data takes the form of a 2-dimensional [Image] resource.
Trait Implementations
impl Debug for TextureArray
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impl Deref for TextureArray
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type Target = TextureLayered
The resulting type after dereferencing.
fn deref(&self) -> &TextureLayered
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impl DerefMut for TextureArray
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fn deref_mut(&mut self) -> &mut TextureLayered
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impl GodotObject for TextureArray
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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 TextureArray
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fn construct() -> Ref<TextureArray, Unique>
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impl SubClass<Object> for TextureArray
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impl SubClass<Reference> for TextureArray
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impl SubClass<Resource> for TextureArray
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impl SubClass<TextureLayered> for TextureArray
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Auto Trait Implementations
impl RefUnwindSafe for TextureArray
impl !Send for TextureArray
impl !Sync for TextureArray
impl Unpin for TextureArray
impl UnwindSafe for TextureArray
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>,