[][src]Struct gdnative::api::VisibilityEnabler

pub struct VisibilityEnabler { /* fields omitted */ }

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[src]

Constants

impl VisibilityEnabler[src]

pub fn new() -> Ref<VisibilityEnabler, Unique>[src]

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[src]

If [code]true[/code], [AnimationPlayer] nodes will be paused.

pub fn set_enabler(&self, enabler: i64, enabled: bool)[src]

If [code]true[/code], [AnimationPlayer] nodes will be paused.

Methods from Deref<Target = VisibilityNotifier>

pub fn aabb(&self) -> Aabb[src]

The VisibilityNotifier's bounding box.

pub fn is_on_screen(&self) -> bool[src]

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)[src]

The VisibilityNotifier's bounding box.

Trait Implementations

impl Debug for VisibilityEnabler[src]

impl Deref for VisibilityEnabler[src]

type Target = VisibilityNotifier

The resulting type after dereferencing.

impl DerefMut for VisibilityEnabler[src]

impl GodotObject for VisibilityEnabler[src]

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

impl Instanciable for VisibilityEnabler[src]

impl QueueFree for VisibilityEnabler[src]

impl SubClass<Node> for VisibilityEnabler[src]

impl SubClass<Object> for VisibilityEnabler[src]

impl SubClass<Spatial> for VisibilityEnabler[src]

impl SubClass<VisibilityNotifier> for VisibilityEnabler[src]

Auto Trait Implementations

Blanket Implementations

impl<T> Any for T where
    T: 'static + ?Sized
[src]

impl<T> Borrow<T> for T where
    T: ?Sized
[src]

impl<T> BorrowMut<T> for T where
    T: ?Sized
[src]

impl<T> From<T> for T[src]

impl<T, U> Into<U> for T where
    U: From<T>, 
[src]

impl<T> SubClass<T> for T where
    T: GodotObject
[src]

impl<T, U> TryFrom<U> for T where
    U: Into<T>, 
[src]

type Error = Infallible

The type returned in the event of a conversion error.

impl<T, U> TryInto<U> for T where
    U: TryFrom<T>, 
[src]

type Error = <U as TryFrom<T>>::Error

The type returned in the event of a conversion error.