Documentation
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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 ¶
- type Advanced
- type Any
- type BlendMode
- type Extension
- type ID
- type Instance
- func (self Instance) AsCanvasItemMaterial() Instance
- func (self Instance) AsMaterial() Material.Instance
- func (self Instance) AsObject() [1]gd.Object
- func (self Instance) AsRefCounted() [1]gd.RefCounted
- func (self Instance) AsResource() Resource.Instance
- func (self Instance) BlendMode() BlendMode
- func (self Instance) ID() ID
- func (self Instance) LightMode() LightMode
- func (self Instance) ParticlesAnimHFrames() int
- func (self Instance) ParticlesAnimLoop() bool
- func (self Instance) ParticlesAnimVFrames() int
- func (self Instance) ParticlesAnimation() bool
- func (self Instance) SetBlendMode(value BlendMode)
- func (self Instance) SetLightMode(value LightMode)
- func (self *Instance) SetObject(obj [1]gd.Object) bool
- func (self Instance) SetParticlesAnimHFrames(value int)
- func (self Instance) SetParticlesAnimLoop(value bool)
- func (self Instance) SetParticlesAnimVFrames(value int)
- func (self Instance) SetParticlesAnimation(value bool)
- func (self Instance) Virtual(name string) reflect.Value
- type LightMode
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 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 ¶
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 (*Extension[T]) AsMaterial ¶
func (*Extension[T]) AsRefCounted ¶
func (self *Extension[T]) AsRefCounted() [1]gd.RefCounted
func (*Extension[T]) AsResource ¶
type 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.
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 (Instance) AsCanvasItemMaterial ¶
func (Instance) AsMaterial ¶
func (Instance) AsRefCounted ¶
func (self Instance) AsRefCounted() [1]gd.RefCounted
func (Instance) AsResource ¶
func (Instance) BlendMode ¶
The manner in which a material's rendering is applied to underlying textures.
func (Instance) ParticlesAnimHFrames ¶
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 ¶
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 ¶
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 ¶
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 ¶
SetBlendMode sets the property returned by [GetBlendMode].
func (Instance) SetLightMode ¶
SetLightMode sets the property returned by [GetLightMode].
func (Instance) SetParticlesAnimHFrames ¶
SetParticlesAnimHFrames sets the property returned by [GetParticlesAnimHFrames].
func (Instance) SetParticlesAnimLoop ¶
SetParticlesAnimLoop sets the property returned by [GetParticlesAnimLoop].
func (Instance) SetParticlesAnimVFrames ¶
SetParticlesAnimVFrames sets the property returned by [GetParticlesAnimVFrames].
func (Instance) SetParticlesAnimation ¶
SetParticlesAnimation sets the property returned by [GetParticlesAnimation].