CanvasItemMaterial

package
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Published: Sep 20, 2025 License: MIT Imports: 25 Imported by: 0

Documentation

Overview

CanvasItemMaterials provide a means of modifying the textures associated with a CanvasItem. They specialize in describing blend and lighting behaviors for textures. Use a ShaderMaterial to more fully customize a material's interactions with a CanvasItem.

Index

Constants

This section is empty.

Variables

This section is empty.

Functions

This section is empty.

Types

type Advanced

type Advanced = class

Advanced exposes a 1:1 low-level instance of the class, undocumented, for those who know what they are doing.

type Any

type Any interface {
	gd.IsClass
	AsCanvasItemMaterial() Instance
}

type BlendMode

type BlendMode int //gd:CanvasItemMaterial.BlendMode
const (
	// Mix blending mode. Colors are assumed to be independent of the alpha (opacity) value.
	BlendModeMix BlendMode = 0
	// Additive blending mode.
	BlendModeAdd BlendMode = 1
	// Subtractive blending mode.
	BlendModeSub BlendMode = 2
	// Multiplicative blending mode.
	BlendModeMul BlendMode = 3
	// Mix blending mode. Colors are assumed to be premultiplied by the alpha (opacity) value.
	BlendModePremultAlpha BlendMode = 4
)

type Extension

type Extension[T gdclass.Interface] struct{ gdclass.Extension[T, Instance] }

Extension can be embedded in a new struct to create an extension of this class. T should be the type that is embedding this Extension

func (*Extension[T]) AsCanvasItemMaterial

func (self *Extension[T]) AsCanvasItemMaterial() Instance

func (*Extension[T]) AsMaterial

func (self *Extension[T]) AsMaterial() Material.Instance

func (*Extension[T]) AsObject

func (self *Extension[T]) AsObject() [1]gd.Object

func (*Extension[T]) AsRefCounted

func (self *Extension[T]) AsRefCounted() [1]gd.RefCounted

func (*Extension[T]) AsResource

func (self *Extension[T]) AsResource() Resource.Instance

type ID

type ID Object.ID

ID is a typed object ID (reference) to an instance of this class, use it to store references to objects with unknown lifetimes, as an ID will not panic on use if the underlying object has been destroyed.

func (ID) Instance

func (id ID) Instance() (Instance, bool)

type Instance

type Instance [1]gdclass.CanvasItemMaterial

Instance of the class with convieniently typed arguments and results.

var Nil Instance

Nil is a nil/null instance of the class. Equivalent to the zero value.

func New

func New() Instance

func (Instance) AsCanvasItemMaterial

func (self Instance) AsCanvasItemMaterial() Instance

func (Instance) AsMaterial

func (self Instance) AsMaterial() Material.Instance

func (Instance) AsObject

func (self Instance) AsObject() [1]gd.Object

func (Instance) AsRefCounted

func (self Instance) AsRefCounted() [1]gd.RefCounted

func (Instance) AsResource

func (self Instance) AsResource() Resource.Instance

func (Instance) BlendMode

func (self Instance) BlendMode() BlendMode

The manner in which a material's rendering is applied to underlying textures.

func (Instance) ID

func (self Instance) ID() ID

func (Instance) LightMode

func (self Instance) LightMode() LightMode

The manner in which material reacts to lighting.

func (Instance) ParticlesAnimHFrames

func (self Instance) ParticlesAnimHFrames() int

The number of columns in the spritesheet assigned as Texture2D for a GPUParticles2D or CPUParticles2D.

Note: This property is only used and visible in the editor if ParticlesAnimation is true.

func (Instance) ParticlesAnimLoop

func (self Instance) ParticlesAnimLoop() bool

If true, the particles animation will loop.

Note: This property is only used and visible in the editor if ParticlesAnimation is true.

func (Instance) ParticlesAnimVFrames

func (self Instance) ParticlesAnimVFrames() int

The number of rows in the spritesheet assigned as Texture2D for a GPUParticles2D or CPUParticles2D.

Note: This property is only used and visible in the editor if ParticlesAnimation is true.

func (Instance) ParticlesAnimation

func (self Instance) ParticlesAnimation() bool

If true, enable spritesheet-based animation features when assigned to GPUParticles2D and CPUParticles2D nodes. The ParticleProcessMaterial.AnimSpeedMax or CPUParticles2D.AnimSpeedMax should also be set to a positive value for the animation to play.

This property (and other particles_anim_* properties that depend on it) has no effect on other types of nodes.

func (Instance) SetBlendMode

func (self Instance) SetBlendMode(value BlendMode)

SetBlendMode sets the property returned by [GetBlendMode].

func (Instance) SetLightMode

func (self Instance) SetLightMode(value LightMode)

SetLightMode sets the property returned by [GetLightMode].

func (*Instance) SetObject

func (self *Instance) SetObject(obj [1]gd.Object) bool

func (Instance) SetParticlesAnimHFrames

func (self Instance) SetParticlesAnimHFrames(value int)

SetParticlesAnimHFrames sets the property returned by [GetParticlesAnimHFrames].

func (Instance) SetParticlesAnimLoop

func (self Instance) SetParticlesAnimLoop(value bool)

SetParticlesAnimLoop sets the property returned by [GetParticlesAnimLoop].

func (Instance) SetParticlesAnimVFrames

func (self Instance) SetParticlesAnimVFrames(value int)

SetParticlesAnimVFrames sets the property returned by [GetParticlesAnimVFrames].

func (Instance) SetParticlesAnimation

func (self Instance) SetParticlesAnimation(value bool)

SetParticlesAnimation sets the property returned by [GetParticlesAnimation].

func (Instance) Virtual

func (self Instance) Virtual(name string) reflect.Value

type LightMode

type LightMode int //gd:CanvasItemMaterial.LightMode
const (
	// Render the material using both light and non-light sensitive material properties.
	LightModeNormal LightMode = 0
	// Render the material as if there were no light.
	LightModeUnshaded LightMode = 1
	// Render the material as if there were only light.
	LightModeLightOnly LightMode = 2
)

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