[−][src]Struct gdnative::api::TextureLayered
core class TextureLayered
inherits Resource
(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
TextureLayered 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 TextureLayered
[src]
Constants
pub const FLAGS_DEFAULT: i64
[src]
pub const FLAG_FILTER: i64
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pub const FLAG_MIPMAPS: i64
[src]
pub const FLAG_REPEAT: i64
[src]
impl TextureLayered
[src]
pub fn create(
&self,
width: i64,
height: i64,
depth: i64,
format: i64,
flags: i64
)
[src]
&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
[src]
Returns the depth of the texture. Depth is the 3rd dimension (typically Z-axis).
pub fn flags(&self) -> i64
[src]
Specifies which [enum Flags] apply to this texture.
pub fn get_format(&self) -> Format
[src]
Returns the current format being used by this texture. See [enum Image.Format] for details.
pub fn get_height(&self) -> i64
[src]
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>>
[src]
Returns an [Image] resource with the data from specified [code]layer[/code].
pub fn get_width(&self) -> i64
[src]
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)
[src]
Specifies which [enum Flags] apply to this texture.
pub fn set_layer_data(&self, image: impl AsArg<Image>, layer: i64)
[src]
Sets the data for the specified layer. Data takes the form of a 2-dimensional [Image] resource.
Methods from Deref<Target = Resource>
pub fn duplicate(&self, subresources: bool) -> Option<Ref<Resource, Shared>>
[src]
Duplicates the resource, returning a new resource. By default, sub-resources are shared between resource copies for efficiency. This can be changed by passing [code]true[/code] to the [code]subresources[/code] argument which will copy the subresources.
[b]Note:[/b] If [code]subresources[/code] is [code]true[/code], this method will only perform a shallow copy. Nested resources within subresources will not be duplicated and will still be shared.
Default Arguments
subresources
-false
pub fn get_local_scene(&self) -> Option<Ref<Node, Shared>>
[src]
If [member resource_local_to_scene] is enabled and the resource was loaded from a [PackedScene] instantiation, returns the local scene where this resource's unique copy is in use. Otherwise, returns [code]null[/code].
pub fn name(&self) -> GodotString
[src]
The name of the resource. This is an optional identifier.
pub fn path(&self) -> GodotString
[src]
The path to the resource. In case it has its own file, it will return its filepath. If it's tied to the scene, it will return the scene's path, followed by the resource's index.
pub fn get_rid(&self) -> Rid
[src]
Returns the RID of the resource (or an empty RID). Many resources (such as [Texture], [Mesh], etc) are high-level abstractions of resources stored in a server, so this function will return the original RID.
pub fn is_local_to_scene(&self) -> bool
[src]
If [code]true[/code], the resource will be made unique in each instance of its local scene. It can thus be modified in a scene instance without impacting other instances of that same scene.
pub fn set_local_to_scene(&self, enable: bool)
[src]
If [code]true[/code], the resource will be made unique in each instance of its local scene. It can thus be modified in a scene instance without impacting other instances of that same scene.
pub fn set_name(&self, name: impl Into<GodotString>)
[src]
The name of the resource. This is an optional identifier.
pub fn set_path(&self, path: impl Into<GodotString>)
[src]
The path to the resource. In case it has its own file, it will return its filepath. If it's tied to the scene, it will return the scene's path, followed by the resource's index.
pub fn setup_local_to_scene(&self)
[src]
This method is called when a resource with [member resource_local_to_scene] enabled is loaded from a [PackedScene] instantiation. Its behavior can be customized by overriding [method _setup_local_to_scene] from script.
For most resources, this method performs no base logic. [ViewportTexture] performs custom logic to properly set the proxy texture and flags in the local viewport.
pub fn take_over_path(&self, path: impl Into<GodotString>)
[src]
Sets the path of the resource, potentially overriding an existing cache entry for this path. This differs from setting [member resource_path], as the latter would error out if another resource was already cached for the given path.
Trait Implementations
impl Debug for TextureLayered
[src]
impl Deref for TextureLayered
[src]
impl DerefMut for TextureLayered
[src]
impl GodotObject for TextureLayered
[src]
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
[src]
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>,
[src]
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>
[src]
unsafe fn assume_thread_local(&self) -> Ref<Self, ThreadLocal> where
Self: GodotObject<RefKind = RefCounted>,
[src]
Self: GodotObject<RefKind = RefCounted>,
unsafe fn assume_unique(&self) -> Ref<Self, Unique>
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impl SubClass<Object> for TextureLayered
[src]
impl SubClass<Reference> for TextureLayered
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impl SubClass<Resource> for TextureLayered
[src]
impl SubClass<TextureLayered> for TextureArray
[src]
impl SubClass<TextureLayered> for Texture3D
[src]
Auto Trait Implementations
impl RefUnwindSafe for TextureLayered
impl !Send for TextureLayered
impl !Sync for TextureLayered
impl Unpin for TextureLayered
impl UnwindSafe for TextureLayered
Blanket Implementations
impl<T> Any for T where
T: 'static + ?Sized,
[src]
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>
[src]
impl<T, U> TryInto<U> for T where
U: TryFrom<T>,
[src]
U: TryFrom<T>,