[−][src]Struct gdnative::api::VisibilityEnabler
core class VisibilityEnabler
inherits VisibilityNotifier
(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.
VisibilityEnabler
is a reference-only type. Persistent references can
only exist in the unsafe Ref<VisibilityEnabler>
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
VisibilityEnabler 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 VisibilityEnabler
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Constants
pub const ENABLER_FREEZE_BODIES: i64
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pub const ENABLER_MAX: i64
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pub const ENABLER_PAUSE_ANIMATIONS: i64
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impl VisibilityEnabler
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pub fn new() -> Ref<VisibilityEnabler, Unique>
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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 is_enabler_enabled(&self, enabler: i64) -> bool
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If [code]true[/code], [AnimationPlayer] nodes will be paused.
pub fn set_enabler(&self, enabler: i64, enabled: bool)
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If [code]true[/code], [AnimationPlayer] nodes will be paused.
Methods from Deref<Target = VisibilityNotifier>
pub fn aabb(&self) -> Aabb
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The VisibilityNotifier's bounding box.
pub fn is_on_screen(&self) -> bool
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If [code]true[/code], the bounding box is on the screen.
[b]Note:[/b] It takes one frame for the node's visibility to be assessed once added to the scene tree, so this method will return [code]false[/code] right after it is instantiated, even if it will be on screen in the draw pass.
pub fn set_aabb(&self, rect: Aabb)
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The VisibilityNotifier's bounding box.
Trait Implementations
impl Debug for VisibilityEnabler
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impl Deref for VisibilityEnabler
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type Target = VisibilityNotifier
The resulting type after dereferencing.
fn deref(&self) -> &VisibilityNotifier
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impl DerefMut for VisibilityEnabler
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fn deref_mut(&mut self) -> &mut VisibilityNotifier
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impl GodotObject for VisibilityEnabler
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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
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 VisibilityEnabler
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fn construct() -> Ref<VisibilityEnabler, Unique>
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impl QueueFree for VisibilityEnabler
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unsafe fn godot_queue_free(obj: *mut c_void)
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impl SubClass<Node> for VisibilityEnabler
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impl SubClass<Object> for VisibilityEnabler
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impl SubClass<Spatial> for VisibilityEnabler
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impl SubClass<VisibilityNotifier> for VisibilityEnabler
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Auto Trait Implementations
impl RefUnwindSafe for VisibilityEnabler
impl !Send for VisibilityEnabler
impl !Sync for VisibilityEnabler
impl Unpin for VisibilityEnabler
impl UnwindSafe for VisibilityEnabler
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>,