Struct godot::engine::Sprite2D

#[repr(C)]
pub struct Sprite2D { /* private fields */ }
Expand description

Godot class Sprite2D.

Inherits Node2D.

Related symbols:

See also Godot docs for Sprite2D.

§Construction

This class is manually managed. You can create a new instance using Sprite2D::new_alloc().

Do not forget to call free() or hand over ownership to Godot.

Implementations§

§

impl Sprite2D

pub fn set_texture(&mut self, texture: Gd<Texture2D>)

pub fn get_texture(&self) -> Option<Gd<Texture2D>>

pub fn set_centered(&mut self, centered: bool)

pub fn is_centered(&self) -> bool

pub fn set_offset(&mut self, offset: Vector2)

pub fn get_offset(&self) -> Vector2

pub fn set_flip_h(&mut self, flip_h: bool)

pub fn is_flipped_h(&self) -> bool

pub fn set_flip_v(&mut self, flip_v: bool)

pub fn is_flipped_v(&self) -> bool

pub fn set_region_enabled(&mut self, enabled: bool)

pub fn is_region_enabled(&self) -> bool

pub fn is_pixel_opaque(&self, pos: Vector2) -> bool

pub fn set_region_rect(&mut self, rect: Rect2)

pub fn get_region_rect(&self) -> Rect2

pub fn set_region_filter_clip_enabled(&mut self, enabled: bool)

pub fn is_region_filter_clip_enabled(&self) -> bool

pub fn set_frame(&mut self, frame: i32)

pub fn get_frame(&self) -> i32

pub fn set_frame_coords(&mut self, coords: Vector2i)

pub fn get_frame_coords(&self) -> Vector2i

pub fn set_vframes(&mut self, vframes: i32)

pub fn get_vframes(&self) -> i32

pub fn set_hframes(&mut self, hframes: i32)

pub fn get_hframes(&self) -> i32

pub fn get_rect(&self) -> Rect2

Methods from Deref<Target = Node2D>§

pub fn set_position(&mut self, position: Vector2)

pub fn set_rotation(&mut self, radians: f32)

pub fn set_rotation_degrees(&mut self, degrees: f32)

pub fn set_skew(&mut self, radians: f32)

pub fn set_scale(&mut self, scale: Vector2)

pub fn get_position(&self) -> Vector2

pub fn get_rotation(&self) -> f32

pub fn get_rotation_degrees(&self) -> f32

pub fn get_skew(&self) -> f32

pub fn get_scale(&self) -> Vector2

pub fn rotate(&mut self, radians: f32)

pub fn move_local_x(&mut self, delta: f32)

pub fn move_local_x_ex(&mut self, delta: f32) -> ExMoveLocalX<'_>

pub fn move_local_y(&mut self, delta: f32)

pub fn move_local_y_ex(&mut self, delta: f32) -> ExMoveLocalY<'_>

pub fn translate(&mut self, offset: Vector2)

pub fn global_translate(&mut self, offset: Vector2)

pub fn apply_scale(&mut self, ratio: Vector2)

pub fn set_global_position(&mut self, position: Vector2)

pub fn get_global_position(&self) -> Vector2

pub fn set_global_rotation(&mut self, radians: f32)

pub fn set_global_rotation_degrees(&mut self, degrees: f32)

pub fn get_global_rotation(&self) -> f32

pub fn get_global_rotation_degrees(&self) -> f32

pub fn set_global_skew(&mut self, radians: f32)

pub fn get_global_skew(&self) -> f32

pub fn set_global_scale(&mut self, scale: Vector2)

pub fn get_global_scale(&self) -> Vector2

pub fn set_transform(&mut self, xform: Transform2D)

pub fn set_global_transform(&mut self, xform: Transform2D)

pub fn look_at(&mut self, point: Vector2)

pub fn get_angle_to(&self, point: Vector2) -> f32

pub fn to_local(&self, global_point: Vector2) -> Vector2

pub fn to_global(&self, local_point: Vector2) -> Vector2

pub fn get_relative_transform_to_parent(&self, parent: Gd<Node>) -> Transform2D

Methods from Deref<Target = CanvasItem>§

pub fn get_canvas_item(&self) -> Rid

pub fn set_visible(&mut self, visible: bool)

pub fn is_visible(&self) -> bool

pub fn is_visible_in_tree(&self) -> bool

pub fn show(&mut self)

pub fn hide(&mut self)

pub fn queue_redraw(&mut self)

pub fn move_to_front(&mut self)

pub fn set_as_top_level(&mut self, enable: bool)

pub fn is_set_as_top_level(&self) -> bool

pub fn set_light_mask(&mut self, light_mask: i32)

pub fn get_light_mask(&self) -> i32

pub fn set_modulate(&mut self, modulate: Color)

pub fn get_modulate(&self) -> Color

pub fn set_self_modulate(&mut self, self_modulate: Color)

pub fn get_self_modulate(&self) -> Color

pub fn set_z_index(&mut self, z_index: i32)

pub fn get_z_index(&self) -> i32

pub fn set_z_as_relative(&mut self, enable: bool)

pub fn is_z_relative(&self) -> bool

pub fn set_y_sort_enabled(&mut self, enabled: bool)

pub fn is_y_sort_enabled(&self) -> bool

pub fn set_draw_behind_parent(&mut self, enable: bool)

pub fn is_draw_behind_parent_enabled(&self) -> bool

pub fn draw_line(&mut self, from: Vector2, to: Vector2, color: Color)

pub fn draw_line_ex( &mut self, from: Vector2, to: Vector2, color: Color ) -> ExDrawLine<'_>

pub fn draw_dashed_line(&mut self, from: Vector2, to: Vector2, color: Color)

pub fn draw_dashed_line_ex( &mut self, from: Vector2, to: Vector2, color: Color ) -> ExDrawDashedLine<'_>

pub fn draw_polyline(&mut self, points: PackedVector2Array, color: Color)

pub fn draw_polyline_ex( &mut self, points: PackedVector2Array, color: Color ) -> ExDrawPolyline<'_>

pub fn draw_polyline_colors( &mut self, points: PackedVector2Array, colors: PackedColorArray )

pub fn draw_polyline_colors_ex( &mut self, points: PackedVector2Array, colors: PackedColorArray ) -> ExDrawPolylineColors<'_>

pub fn draw_arc( &mut self, center: Vector2, radius: f32, start_angle: f32, end_angle: f32, point_count: i32, color: Color )

pub fn draw_arc_ex( &mut self, center: Vector2, radius: f32, start_angle: f32, end_angle: f32, point_count: i32, color: Color ) -> ExDrawArc<'_>

pub fn draw_multiline(&mut self, points: PackedVector2Array, color: Color)

pub fn draw_multiline_ex( &mut self, points: PackedVector2Array, color: Color ) -> ExDrawMultiline<'_>

pub fn draw_multiline_colors( &mut self, points: PackedVector2Array, colors: PackedColorArray )

pub fn draw_multiline_colors_ex( &mut self, points: PackedVector2Array, colors: PackedColorArray ) -> ExDrawMultilineColors<'_>

pub fn draw_rect(&mut self, rect: Rect2, color: Color)

pub fn draw_rect_ex(&mut self, rect: Rect2, color: Color) -> ExDrawRect<'_>

pub fn draw_circle(&mut self, position: Vector2, radius: f32, color: Color)

pub fn draw_circle_ex( &mut self, position: Vector2, radius: f32, color: Color ) -> ExDrawCircle<'_>

pub fn draw_texture(&mut self, texture: Gd<Texture2D>, position: Vector2)

pub fn draw_texture_ex( &mut self, texture: Gd<Texture2D>, position: Vector2 ) -> ExDrawTexture<'_>

pub fn draw_texture_rect( &mut self, texture: Gd<Texture2D>, rect: Rect2, tile: bool )

pub fn draw_texture_rect_ex( &mut self, texture: Gd<Texture2D>, rect: Rect2, tile: bool ) -> ExDrawTextureRect<'_>

pub fn draw_texture_rect_region( &mut self, texture: Gd<Texture2D>, rect: Rect2, src_rect: Rect2 )

pub fn draw_texture_rect_region_ex( &mut self, texture: Gd<Texture2D>, rect: Rect2, src_rect: Rect2 ) -> ExDrawTextureRectRegion<'_>

pub fn draw_msdf_texture_rect_region( &mut self, texture: Gd<Texture2D>, rect: Rect2, src_rect: Rect2 )

pub fn draw_msdf_texture_rect_region_ex( &mut self, texture: Gd<Texture2D>, rect: Rect2, src_rect: Rect2 ) -> ExDrawMsdfTextureRectRegion<'_>

pub fn draw_lcd_texture_rect_region( &mut self, texture: Gd<Texture2D>, rect: Rect2, src_rect: Rect2 )

pub fn draw_lcd_texture_rect_region_ex( &mut self, texture: Gd<Texture2D>, rect: Rect2, src_rect: Rect2 ) -> ExDrawLcdTextureRectRegion<'_>

pub fn draw_style_box(&mut self, style_box: Gd<StyleBox>, rect: Rect2)

pub fn draw_primitive( &mut self, points: PackedVector2Array, colors: PackedColorArray, uvs: PackedVector2Array )

pub fn draw_primitive_ex( &mut self, points: PackedVector2Array, colors: PackedColorArray, uvs: PackedVector2Array ) -> ExDrawPrimitive<'_>

pub fn draw_polygon( &mut self, points: PackedVector2Array, colors: PackedColorArray )

pub fn draw_polygon_ex( &mut self, points: PackedVector2Array, colors: PackedColorArray ) -> ExDrawPolygon<'_>

pub fn draw_colored_polygon(&mut self, points: PackedVector2Array, color: Color)

pub fn draw_colored_polygon_ex( &mut self, points: PackedVector2Array, color: Color ) -> ExDrawColoredPolygon<'_>

pub fn draw_string(&self, font: Gd<Font>, pos: Vector2, text: GString)

pub fn draw_string_ex( &self, font: Gd<Font>, pos: Vector2, text: GString ) -> ExDrawString<'_>

pub fn draw_multiline_string(&self, font: Gd<Font>, pos: Vector2, text: GString)

pub fn draw_multiline_string_ex( &self, font: Gd<Font>, pos: Vector2, text: GString ) -> ExDrawMultilineString<'_>

pub fn draw_string_outline(&self, font: Gd<Font>, pos: Vector2, text: GString)

pub fn draw_string_outline_ex( &self, font: Gd<Font>, pos: Vector2, text: GString ) -> ExDrawStringOutline<'_>

pub fn draw_multiline_string_outline( &self, font: Gd<Font>, pos: Vector2, text: GString )

pub fn draw_multiline_string_outline_ex( &self, font: Gd<Font>, pos: Vector2, text: GString ) -> ExDrawMultilineStringOutline<'_>

pub fn draw_char(&self, font: Gd<Font>, pos: Vector2, char: GString)

pub fn draw_char_ex( &self, font: Gd<Font>, pos: Vector2, char: GString ) -> ExDrawChar<'_>

pub fn draw_char_outline(&self, font: Gd<Font>, pos: Vector2, char: GString)

pub fn draw_char_outline_ex( &self, font: Gd<Font>, pos: Vector2, char: GString ) -> ExDrawCharOutline<'_>

pub fn draw_mesh(&mut self, mesh: Gd<Mesh>, texture: Gd<Texture2D>)

pub fn draw_mesh_ex( &mut self, mesh: Gd<Mesh>, texture: Gd<Texture2D> ) -> ExDrawMesh<'_>

pub fn draw_multimesh( &mut self, multimesh: Gd<MultiMesh>, texture: Gd<Texture2D> )

pub fn draw_set_transform(&mut self, position: Vector2)

pub fn draw_set_transform_ex( &mut self, position: Vector2 ) -> ExDrawSetTransform<'_>

pub fn draw_set_transform_matrix(&mut self, xform: Transform2D)

pub fn draw_animation_slice( &mut self, animation_length: f64, slice_begin: f64, slice_end: f64 )

pub fn draw_animation_slice_ex( &mut self, animation_length: f64, slice_begin: f64, slice_end: f64 ) -> ExDrawAnimationSlice<'_>

pub fn draw_end_animation(&mut self)

pub fn get_transform(&self) -> Transform2D

pub fn get_global_transform(&self) -> Transform2D

pub fn get_global_transform_with_canvas(&self) -> Transform2D

pub fn get_viewport_transform(&self) -> Transform2D

pub fn get_viewport_rect(&self) -> Rect2

pub fn get_canvas_transform(&self) -> Transform2D

pub fn get_screen_transform(&self) -> Transform2D

pub fn get_local_mouse_position(&self) -> Vector2

pub fn get_global_mouse_position(&self) -> Vector2

pub fn get_canvas(&self) -> Rid

pub fn get_canvas_layer_node(&self) -> Option<Gd<CanvasLayer>>

pub fn get_world_2d(&self) -> Option<Gd<World2D>>

pub fn set_material(&mut self, material: Gd<Material>)

pub fn get_material(&self) -> Option<Gd<Material>>

pub fn set_use_parent_material(&mut self, enable: bool)

pub fn get_use_parent_material(&self) -> bool

pub fn set_notify_local_transform(&mut self, enable: bool)

pub fn is_local_transform_notification_enabled(&self) -> bool

pub fn set_notify_transform(&mut self, enable: bool)

pub fn is_transform_notification_enabled(&self) -> bool

pub fn force_update_transform(&mut self)

pub fn make_canvas_position_local(&self, screen_point: Vector2) -> Vector2

pub fn make_input_local(&self, event: Gd<InputEvent>) -> Option<Gd<InputEvent>>

pub fn set_visibility_layer(&mut self, layer: u32)

pub fn get_visibility_layer(&self) -> u32

pub fn set_visibility_layer_bit(&mut self, layer: u32, enabled: bool)

pub fn get_visibility_layer_bit(&self, layer: u32) -> bool

pub fn set_texture_filter(&mut self, mode: TextureFilter)

pub fn get_texture_filter(&self) -> TextureFilter

pub fn set_texture_repeat(&mut self, mode: TextureRepeat)

pub fn get_texture_repeat(&self) -> TextureRepeat

pub fn set_clip_children_mode(&mut self, mode: ClipChildrenMode)

pub fn get_clip_children_mode(&self) -> ClipChildrenMode

pub fn notify(&mut self, what: CanvasItemNotification)

⚠️ Sends a Godot notification to all classes inherited by the object.

Triggers calls to on_notification(), and depending on the notification, also to Godot’s lifecycle callbacks such as ready().

Starts from the highest ancestor (the Object class) and goes down the hierarchy. See also Godot docs for Object::notification().

§Panics

If you call this method on a user-defined object while holding a GdRef or GdMut guard on the instance, you will encounter a panic. The reason is that the receiving virtual method on_notification() acquires a GdMut lock dynamically, which must be exclusive.

pub fn notify_reversed(&mut self, what: CanvasItemNotification)

⚠️ Like Self::notify(), but starts at the most-derived class and goes up the hierarchy.

See docs of that method, including the panics.

Methods from Deref<Target = Node>§

pub fn get_node_as<T>(&self, path: impl Into<NodePath>) -> Gd<T>
where T: Inherits<Node>,

⚠️ Retrieves the node at path path, panicking if not found or bad type.

§Panics

If the node is not found, or if it does not have type T or inherited.

pub fn try_get_node_as<T>(&self, path: impl Into<NodePath>) -> Option<Gd<T>>
where T: Inherits<Node>,

Retrieves the node at path path (fallible).

If the node is not found, or if it does not have type T or inherited, None will be returned.

pub fn add_sibling(&mut self, sibling: Gd<Node>)

pub fn add_sibling_ex(&mut self, sibling: Gd<Node>) -> ExAddSibling<'_>

pub fn set_name(&mut self, name: GString)

pub fn get_name(&self) -> StringName

pub fn add_child(&mut self, node: Gd<Node>)

pub fn add_child_ex(&mut self, node: Gd<Node>) -> ExAddChild<'_>

pub fn remove_child(&mut self, node: Gd<Node>)

pub fn reparent(&mut self, new_parent: Gd<Node>)

pub fn reparent_ex(&mut self, new_parent: Gd<Node>) -> ExReparent<'_>

pub fn get_child_count(&self) -> i32

pub fn get_child_count_ex(&self) -> ExGetChildCount<'_>

pub fn get_children(&self) -> Array<Gd<Node>>

pub fn get_children_ex(&self) -> ExGetChildren<'_>

pub fn get_child(&self, idx: i32) -> Option<Gd<Node>>

pub fn get_child_ex(&self, idx: i32) -> ExGetChild<'_>

pub fn has_node(&self, path: NodePath) -> bool

pub fn get_node_or_null(&self, path: NodePath) -> Option<Gd<Node>>

pub fn get_parent(&self) -> Option<Gd<Node>>

pub fn find_child(&self, pattern: GString) -> Option<Gd<Node>>

pub fn find_child_ex(&self, pattern: GString) -> ExFindChild<'_>

pub fn find_children(&self, pattern: GString) -> Array<Gd<Node>>

pub fn find_children_ex(&self, pattern: GString) -> ExFindChildren<'_>

pub fn find_parent(&self, pattern: GString) -> Option<Gd<Node>>

pub fn has_node_and_resource(&self, path: NodePath) -> bool

pub fn get_node_and_resource(&mut self, path: NodePath) -> Array<Variant>

pub fn is_inside_tree(&self) -> bool

pub fn is_part_of_edited_scene(&self) -> bool

pub fn is_ancestor_of(&self, node: Gd<Node>) -> bool

pub fn is_greater_than(&self, node: Gd<Node>) -> bool

pub fn get_path(&self) -> NodePath

pub fn get_path_to(&self, node: Gd<Node>) -> NodePath

pub fn get_path_to_ex(&self, node: Gd<Node>) -> ExGetPathTo<'_>

pub fn add_to_group(&mut self, group: StringName)

pub fn add_to_group_ex(&mut self, group: StringName) -> ExAddToGroup<'_>

pub fn remove_from_group(&mut self, group: StringName)

pub fn is_in_group(&self, group: StringName) -> bool

pub fn move_child(&mut self, child_node: Gd<Node>, to_index: i32)

pub fn get_groups(&self) -> Array<StringName>

pub fn set_owner(&mut self, owner: Gd<Node>)

pub fn get_owner(&self) -> Option<Gd<Node>>

pub fn get_index(&self) -> i32

pub fn get_index_ex(&self) -> ExGetIndex<'_>

pub fn print_tree(&mut self)

pub fn print_tree_pretty(&mut self)

pub fn get_tree_string(&mut self) -> GString

pub fn get_tree_string_pretty(&mut self) -> GString

pub fn set_scene_file_path(&mut self, scene_file_path: GString)

pub fn get_scene_file_path(&self) -> GString

pub fn propagate_notification(&mut self, what: i32)

pub fn propagate_call(&mut self, method: StringName)

pub fn propagate_call_ex(&mut self, method: StringName) -> ExPropagateCall<'_>

pub fn set_physics_process(&mut self, enable: bool)

pub fn get_physics_process_delta_time(&self) -> f64

pub fn is_physics_processing(&self) -> bool

pub fn get_process_delta_time(&self) -> f64

pub fn set_process(&mut self, enable: bool)

pub fn set_process_priority(&mut self, priority: i32)

pub fn get_process_priority(&self) -> i32

pub fn set_physics_process_priority(&mut self, priority: i32)

pub fn get_physics_process_priority(&self) -> i32

pub fn is_processing(&self) -> bool

pub fn set_process_input(&mut self, enable: bool)

pub fn is_processing_input(&self) -> bool

pub fn set_process_shortcut_input(&mut self, enable: bool)

pub fn is_processing_shortcut_input(&self) -> bool

pub fn set_process_unhandled_input(&mut self, enable: bool)

pub fn is_processing_unhandled_input(&self) -> bool

pub fn set_process_unhandled_key_input(&mut self, enable: bool)

pub fn is_processing_unhandled_key_input(&self) -> bool

pub fn set_process_mode(&mut self, mode: ProcessMode)

pub fn get_process_mode(&self) -> ProcessMode

pub fn can_process(&self) -> bool

pub fn set_process_thread_group(&mut self, mode: ProcessThreadGroup)

pub fn get_process_thread_group(&self) -> ProcessThreadGroup

pub fn set_process_thread_messages(&mut self, flags: ProcessThreadMessages)

pub fn get_process_thread_messages(&self) -> ProcessThreadMessages

pub fn set_process_thread_group_order(&mut self, order: i32)

pub fn get_process_thread_group_order(&self) -> i32

pub fn set_display_folded(&mut self, fold: bool)

pub fn is_displayed_folded(&self) -> bool

pub fn set_process_internal(&mut self, enable: bool)

pub fn is_processing_internal(&self) -> bool

pub fn set_physics_process_internal(&mut self, enable: bool)

pub fn is_physics_processing_internal(&self) -> bool

pub fn set_physics_interpolation_mode(&mut self, mode: PhysicsInterpolationMode)

pub fn get_physics_interpolation_mode(&self) -> PhysicsInterpolationMode

pub fn is_physics_interpolated(&self) -> bool

pub fn is_physics_interpolated_and_enabled(&self) -> bool

pub fn reset_physics_interpolation(&mut self)

pub fn set_auto_translate_mode(&mut self, mode: AutoTranslateMode)

pub fn get_auto_translate_mode(&self) -> AutoTranslateMode

pub fn get_window(&self) -> Option<Gd<Window>>

pub fn get_last_exclusive_window(&self) -> Option<Gd<Window>>

pub fn get_tree(&self) -> Option<Gd<SceneTree>>

pub fn create_tween(&mut self) -> Option<Gd<Tween>>

pub fn duplicate(&self) -> Option<Gd<Node>>

pub fn duplicate_ex(&self) -> ExDuplicate<'_>

pub fn replace_by(&mut self, node: Gd<Node>)

pub fn replace_by_ex(&mut self, node: Gd<Node>) -> ExReplaceBy<'_>

pub fn set_scene_instance_load_placeholder(&mut self, load_placeholder: bool)

pub fn get_scene_instance_load_placeholder(&self) -> bool

pub fn set_editable_instance(&mut self, node: Gd<Node>, is_editable: bool)

pub fn is_editable_instance(&self, node: Gd<Node>) -> bool

pub fn get_viewport(&self) -> Option<Gd<Viewport>>

pub fn queue_free(&mut self)

pub fn request_ready(&mut self)

pub fn is_node_ready(&self) -> bool

pub fn set_multiplayer_authority(&mut self, id: i32)

pub fn set_multiplayer_authority_ex( &mut self, id: i32 ) -> ExSetMultiplayerAuthority<'_>

pub fn get_multiplayer_authority(&self) -> i32

pub fn is_multiplayer_authority(&self) -> bool

pub fn get_multiplayer(&self) -> Option<Gd<MultiplayerApi>>

pub fn rpc_config(&mut self, method: StringName, config: Variant)

pub fn set_editor_description(&mut self, editor_description: GString)

pub fn get_editor_description(&self) -> GString

pub fn set_unique_name_in_owner(&mut self, enable: bool)

pub fn is_unique_name_in_owner(&self) -> bool

pub fn atr(&self, message: GString) -> GString

pub fn atr_ex(&self, message: GString) -> ExAtr<'_>

pub fn atr_n( &self, message: GString, plural_message: StringName, n: i32 ) -> GString

pub fn atr_n_ex( &self, message: GString, plural_message: StringName, n: i32 ) -> ExAtrN<'_>

pub fn rpc(&mut self, method: StringName, varargs: &[Variant]) -> Error

§Panics

This is a varcall method, meaning parameters and return values are passed as Variant. It can detect call failures and will panic in such a case.

pub fn try_rpc( &mut self, method: StringName, varargs: &[Variant] ) -> Result<Error, CallError>

§Return type

This is a varcall method, meaning parameters and return values are passed as Variant. It can detect call failures and will return Err in such a case.

pub fn rpc_id( &mut self, peer_id: i64, method: StringName, varargs: &[Variant] ) -> Error

§Panics

This is a varcall method, meaning parameters and return values are passed as Variant. It can detect call failures and will panic in such a case.

pub fn try_rpc_id( &mut self, peer_id: i64, method: StringName, varargs: &[Variant] ) -> Result<Error, CallError>

§Return type

This is a varcall method, meaning parameters and return values are passed as Variant. It can detect call failures and will return Err in such a case.

pub fn update_configuration_warnings(&mut self)

pub fn call_deferred_thread_group( &mut self, method: StringName, varargs: &[Variant] ) -> Variant

§Panics

This is a varcall method, meaning parameters and return values are passed as Variant. It can detect call failures and will panic in such a case.

pub fn try_call_deferred_thread_group( &mut self, method: StringName, varargs: &[Variant] ) -> Result<Variant, CallError>

§Return type

This is a varcall method, meaning parameters and return values are passed as Variant. It can detect call failures and will return Err in such a case.

pub fn set_deferred_thread_group( &mut self, property: StringName, value: Variant )

pub fn notify_deferred_thread_group(&mut self, what: i32)

pub fn call_thread_safe( &mut self, method: StringName, varargs: &[Variant] ) -> Variant

§Panics

This is a varcall method, meaning parameters and return values are passed as Variant. It can detect call failures and will panic in such a case.

pub fn try_call_thread_safe( &mut self, method: StringName, varargs: &[Variant] ) -> Result<Variant, CallError>

§Return type

This is a varcall method, meaning parameters and return values are passed as Variant. It can detect call failures and will return Err in such a case.

pub fn set_thread_safe(&mut self, property: StringName, value: Variant)

pub fn notify_thread_safe(&mut self, what: i32)

pub fn notify(&mut self, what: NodeNotification)

⚠️ Sends a Godot notification to all classes inherited by the object.

Triggers calls to on_notification(), and depending on the notification, also to Godot’s lifecycle callbacks such as ready().

Starts from the highest ancestor (the Object class) and goes down the hierarchy. See also Godot docs for Object::notification().

§Panics

If you call this method on a user-defined object while holding a GdRef or GdMut guard on the instance, you will encounter a panic. The reason is that the receiving virtual method on_notification() acquires a GdMut lock dynamically, which must be exclusive.

pub fn notify_reversed(&mut self, what: NodeNotification)

⚠️ Like Self::notify(), but starts at the most-derived class and goes up the hierarchy.

See docs of that method, including the panics.

Methods from Deref<Target = Object>§

pub fn get_class(&self) -> GString

pub fn is_class(&self, class: GString) -> bool

pub fn set(&mut self, property: StringName, value: Variant)

pub fn get(&self, property: StringName) -> Variant

pub fn set_indexed(&mut self, property_path: NodePath, value: Variant)

pub fn get_indexed(&self, property_path: NodePath) -> Variant

pub fn get_property_list(&self) -> Array<Dictionary>

pub fn get_method_list(&self) -> Array<Dictionary>

pub fn property_can_revert(&self, property: StringName) -> bool

pub fn property_get_revert(&self, property: StringName) -> Variant

pub fn set_script(&mut self, script: Variant)

pub fn get_script(&self) -> Variant

pub fn set_meta(&mut self, name: StringName, value: Variant)

pub fn remove_meta(&mut self, name: StringName)

pub fn get_meta(&self, name: StringName) -> Variant

pub fn get_meta_ex(&self, name: StringName) -> ExGetMeta<'_>

pub fn has_meta(&self, name: StringName) -> bool

pub fn get_meta_list(&self) -> Array<StringName>

pub fn add_user_signal(&mut self, signal: GString)

pub fn add_user_signal_ex(&mut self, signal: GString) -> ExAddUserSignal<'_>

pub fn has_user_signal(&self, signal: StringName) -> bool

pub fn remove_user_signal(&mut self, signal: StringName)

pub fn emit_signal(&mut self, signal: StringName, varargs: &[Variant]) -> Error

§Panics

This is a varcall method, meaning parameters and return values are passed as Variant. It can detect call failures and will panic in such a case.

pub fn try_emit_signal( &mut self, signal: StringName, varargs: &[Variant] ) -> Result<Error, CallError>

§Return type

This is a varcall method, meaning parameters and return values are passed as Variant. It can detect call failures and will return Err in such a case.

pub fn call(&mut self, method: StringName, varargs: &[Variant]) -> Variant

§Panics

This is a varcall method, meaning parameters and return values are passed as Variant. It can detect call failures and will panic in such a case.

pub fn try_call( &mut self, method: StringName, varargs: &[Variant] ) -> Result<Variant, CallError>

§Return type

This is a varcall method, meaning parameters and return values are passed as Variant. It can detect call failures and will return Err in such a case.

pub fn call_deferred( &mut self, method: StringName, varargs: &[Variant] ) -> Variant

§Panics

This is a varcall method, meaning parameters and return values are passed as Variant. It can detect call failures and will panic in such a case.

pub fn try_call_deferred( &mut self, method: StringName, varargs: &[Variant] ) -> Result<Variant, CallError>

§Return type

This is a varcall method, meaning parameters and return values are passed as Variant. It can detect call failures and will return Err in such a case.

pub fn set_deferred(&mut self, property: StringName, value: Variant)

pub fn callv( &mut self, method: StringName, arg_array: Array<Variant> ) -> Variant

pub fn has_method(&self, method: StringName) -> bool

pub fn get_method_argument_count(&self, method: StringName) -> i32

pub fn has_signal(&self, signal: StringName) -> bool

pub fn get_signal_list(&self) -> Array<Dictionary>

pub fn get_signal_connection_list( &self, signal: StringName ) -> Array<Dictionary>

pub fn get_incoming_connections(&self) -> Array<Dictionary>

pub fn connect(&mut self, signal: StringName, callable: Callable) -> Error

pub fn connect_ex( &mut self, signal: StringName, callable: Callable ) -> ExConnect<'_>

pub fn disconnect(&mut self, signal: StringName, callable: Callable)

pub fn is_connected(&self, signal: StringName, callable: Callable) -> bool

pub fn set_block_signals(&mut self, enable: bool)

pub fn is_blocking_signals(&self) -> bool

pub fn notify_property_list_changed(&mut self)

pub fn set_message_translation(&mut self, enable: bool)

pub fn can_translate_messages(&self) -> bool

pub fn tr(&self, message: StringName) -> GString

pub fn tr_ex(&self, message: StringName) -> ExTr<'_>

pub fn tr_n( &self, message: StringName, plural_message: StringName, n: i32 ) -> GString

pub fn tr_n_ex( &self, message: StringName, plural_message: StringName, n: i32 ) -> ExTrN<'_>

pub fn is_queued_for_deletion(&self) -> bool

pub fn cancel_free(&mut self)

pub fn notify(&mut self, what: ObjectNotification)

⚠️ Sends a Godot notification to all classes inherited by the object.

Triggers calls to on_notification(), and depending on the notification, also to Godot’s lifecycle callbacks such as ready().

Starts from the highest ancestor (the Object class) and goes down the hierarchy. See also Godot docs for Object::notification().

§Panics

If you call this method on a user-defined object while holding a GdRef or GdMut guard on the instance, you will encounter a panic. The reason is that the receiving virtual method on_notification() acquires a GdMut lock dynamically, which must be exclusive.

pub fn notify_reversed(&mut self, what: ObjectNotification)

⚠️ Like Self::notify(), but starts at the most-derived class and goes up the hierarchy.

See docs of that method, including the panics.

Trait Implementations§

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impl Bounds for Sprite2D

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type Memory = MemManual

Defines the memory strategy of the static type.
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type DynMemory = MemManual

Defines the memory strategy of the instance (at runtime).
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type Declarer = DeclEngine

Whether this class is a core Godot class provided by the engine, or declared by the user as a Rust struct.
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impl Debug for Sprite2D

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fn fmt(&self, f: &mut Formatter<'_>) -> Result<(), Error>

Formats the value using the given formatter. Read more
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impl Deref for Sprite2D

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type Target = Node2D

The resulting type after dereferencing.
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fn deref(&self) -> &<Sprite2D as Deref>::Target

Dereferences the value.
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impl DerefMut for Sprite2D

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fn deref_mut(&mut self) -> &mut <Sprite2D as Deref>::Target

Mutably dereferences the value.
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impl GodotClass for Sprite2D

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type Base = Node2D

The immediate superclass of T. This is always a Godot engine class.
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fn class_name() -> ClassName

The name of the class, under which it is registered in Godot. Read more
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const INIT_LEVEL: InitLevel = crate::init::InitLevel::Scene

Initialization level, during which this class should be initialized with Godot. Read more
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fn inherits<U>() -> bool
where U: GodotClass,

Returns whether Self inherits from U. Read more
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impl GodotDefault for Sprite2D

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impl Inherits<CanvasItem> for Sprite2D

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impl Inherits<Node> for Sprite2D

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impl Inherits<Node2D> for Sprite2D

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impl Inherits<Object> for Sprite2D

Auto Trait Implementations§

Blanket Implementations§

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impl<T> Any for T
where T: 'static + ?Sized,

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fn type_id(&self) -> TypeId

Gets the TypeId of self. Read more
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impl<T> Borrow<T> for T
where T: ?Sized,

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fn borrow(&self) -> &T

Immutably borrows from an owned value. Read more
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impl<T> BorrowMut<T> for T
where T: ?Sized,

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fn borrow_mut(&mut self) -> &mut T

Mutably borrows from an owned value. Read more
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impl<T> From<T> for T

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fn from(t: T) -> T

Returns the argument unchanged.

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impl<T, U> Into<U> for T
where U: From<T>,

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fn into(self) -> U

Calls U::from(self).

That is, this conversion is whatever the implementation of From<T> for U chooses to do.

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impl<T> NewAlloc for T
where T: GodotDefault<Memory = MemManual> + Bounds,

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fn new_alloc() -> Gd<T>

Return a new, manually-managed Gd containing a default-constructed instance. Read more
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impl<T, U> TryFrom<U> for T
where U: Into<T>,

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type Error = Infallible

The type returned in the event of a conversion error.
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fn try_from(value: U) -> Result<T, <T as TryFrom<U>>::Error>

Performs the conversion.
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impl<T, U> TryInto<U> for T
where U: TryFrom<T>,

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

The type returned in the event of a conversion error.
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fn try_into(self) -> Result<U, <U as TryFrom<T>>::Error>

Performs the conversion.
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impl<T> Inherits<T> for T
where T: GodotClass,