Function godot::register::property::export_info_functions::export_range

pub fn export_range(
    min: f64,
    max: f64,
    step: Option<f64>,
    or_greater: bool,
    or_less: bool,
    exp: bool,
    radians_as_degrees: bool,
    degrees: bool,
    hide_slider: bool,
    suffix: Option<String>,
) -> PropertyHintInfo
Expand description

Mark an exported numerical value to use the editor’s range UI.

You’ll never call this function itself, but will instead use the macro #[export(range=(...))], as below. The syntax is very similar to Godot’s @export_range. min, max, and step are f32 positional arguments, with step being optional and defaulting to 1.0. The rest of the arguments can be written in any order. The symbols of type bool just need to have those symbols written, and those of type Option<T> will be written as {KEY}={VALUE}, e.g. suffix="px".

#[derive(GodotClass)]
#[class(init, base=Node)]
struct MyClassWithRangedValues {
    #[export(range=(0.0, 400.0, 1.0, or_greater, suffix="px"))]
    icon_width: i32,
    #[export(range=(-180.0, 180.0, degrees))]
    angle: f32,
}