Documentation ¶
Overview ¶
Package Viewport provides methods for working with Viewport object instances.
Index ¶
- type Advanced
- type Any
- type DebugDraw
- type DefaultCanvasItemTextureFilter
- type DefaultCanvasItemTextureRepeat
- type Instance
- func (self Instance) AsNode() Node.Instance
- func (self Instance) AsObject() [1]gd.Object
- func (self Instance) AsViewport() Instance
- func (self Instance) AudioListenerEnable2d() bool
- func (self Instance) AudioListenerEnable3d() bool
- func (self Instance) CanvasCullMask() int
- func (self Instance) CanvasItemDefaultTextureFilter() gdclass.ViewportDefaultCanvasItemTextureFilter
- func (self Instance) CanvasItemDefaultTextureRepeat() gdclass.ViewportDefaultCanvasItemTextureRepeat
- func (self Instance) CanvasTransform() Transform2D.OriginXY
- func (self Instance) DebugDraw() gdclass.ViewportDebugDraw
- func (self Instance) Disable3d() bool
- func (self Instance) FindWorld2d() [1]gdclass.World2D
- func (self Instance) FindWorld3d() [1]gdclass.World3D
- func (self Instance) FsrSharpness() Float.X
- func (self Instance) GetCamera2d() [1]gdclass.Camera2D
- func (self Instance) GetCamera3d() [1]gdclass.Camera3D
- func (self Instance) GetCanvasCullMaskBit(layer int) bool
- func (self Instance) GetEmbeddedSubwindows() [][1]gdclass.Window
- func (self Instance) GetFinalTransform() Transform2D.OriginXY
- func (self Instance) GetMousePosition() Vector2.XY
- func (self Instance) GetRenderInfo(atype gdclass.ViewportRenderInfoType, info gdclass.ViewportRenderInfo) int
- func (self Instance) GetScreenTransform() Transform2D.OriginXY
- func (self Instance) GetTexture() [1]gdclass.ViewportTexture
- func (self Instance) GetViewportRid() RID.Viewport
- func (self Instance) GetVisibleRect() Rect2.PositionSize
- func (self Instance) GlobalCanvasTransform() Transform2D.OriginXY
- func (self Instance) GuiDisableInput() bool
- func (self Instance) GuiEmbedSubwindows() bool
- func (self Instance) GuiGetDragData() any
- func (self Instance) GuiGetFocusOwner() [1]gdclass.Control
- func (self Instance) GuiGetHoveredControl() [1]gdclass.Control
- func (self Instance) GuiIsDragSuccessful() bool
- func (self Instance) GuiIsDragging() bool
- func (self Instance) GuiReleaseFocus()
- func (self Instance) GuiSnapControlsToPixels() bool
- func (self Instance) HandleInputLocally() bool
- func (self Instance) IsInputHandled() bool
- func (self Instance) MeshLodThreshold() Float.X
- func (self Instance) Msaa2d() gdclass.ViewportMSAA
- func (self Instance) Msaa3d() gdclass.ViewportMSAA
- func (self Instance) OnGuiFocusChanged(cb func(node [1]gdclass.Control))
- func (self Instance) OnSizeChanged(cb func())
- func (self Instance) OwnWorld3d() bool
- func (self Instance) PhysicsObjectPicking() bool
- func (self Instance) PhysicsObjectPickingFirstOnly() bool
- func (self Instance) PhysicsObjectPickingSort() bool
- func (self Instance) PositionalShadowAtlas16Bits() bool
- func (self Instance) PositionalShadowAtlasQuad0() gdclass.ViewportPositionalShadowAtlasQuadrantSubdiv
- func (self Instance) PositionalShadowAtlasQuad1() gdclass.ViewportPositionalShadowAtlasQuadrantSubdiv
- func (self Instance) PositionalShadowAtlasQuad2() gdclass.ViewportPositionalShadowAtlasQuadrantSubdiv
- func (self Instance) PositionalShadowAtlasQuad3() gdclass.ViewportPositionalShadowAtlasQuadrantSubdiv
- func (self Instance) PositionalShadowAtlasSize() int
- func (self Instance) PushInput(event [1]gdclass.InputEvent)
- func (self Instance) PushTextInput(text string)
- func (self Instance) PushUnhandledInput(event [1]gdclass.InputEvent)
- func (self Instance) Scaling3dMode() gdclass.ViewportScaling3DMode
- func (self Instance) Scaling3dScale() Float.X
- func (self Instance) ScreenSpaceAa() gdclass.ViewportScreenSpaceAA
- func (self Instance) SdfOversize() gdclass.ViewportSDFOversize
- func (self Instance) SdfScale() gdclass.ViewportSDFScale
- func (self Instance) SetAudioListenerEnable2d(value bool)
- func (self Instance) SetAudioListenerEnable3d(value bool)
- func (self Instance) SetCanvasCullMask(value int)
- func (self Instance) SetCanvasCullMaskBit(layer int, enable bool)
- func (self Instance) SetCanvasItemDefaultTextureFilter(value gdclass.ViewportDefaultCanvasItemTextureFilter)
- func (self Instance) SetCanvasItemDefaultTextureRepeat(value gdclass.ViewportDefaultCanvasItemTextureRepeat)
- func (self Instance) SetCanvasTransform(value Transform2D.OriginXY)
- func (self Instance) SetDebugDraw(value gdclass.ViewportDebugDraw)
- func (self Instance) SetDisable3d(value bool)
- func (self Instance) SetFsrSharpness(value Float.X)
- func (self Instance) SetGlobalCanvasTransform(value Transform2D.OriginXY)
- func (self Instance) SetGuiDisableInput(value bool)
- func (self Instance) SetGuiEmbedSubwindows(value bool)
- func (self Instance) SetGuiSnapControlsToPixels(value bool)
- func (self Instance) SetHandleInputLocally(value bool)
- func (self Instance) SetInputAsHandled()
- func (self Instance) SetMeshLodThreshold(value Float.X)
- func (self Instance) SetMsaa2d(value gdclass.ViewportMSAA)
- func (self Instance) SetMsaa3d(value gdclass.ViewportMSAA)
- func (self Instance) SetOwnWorld3d(value bool)
- func (self Instance) SetPhysicsObjectPicking(value bool)
- func (self Instance) SetPhysicsObjectPickingFirstOnly(value bool)
- func (self Instance) SetPhysicsObjectPickingSort(value bool)
- func (self Instance) SetPositionalShadowAtlas16Bits(value bool)
- func (self Instance) SetPositionalShadowAtlasQuad0(value gdclass.ViewportPositionalShadowAtlasQuadrantSubdiv)
- func (self Instance) SetPositionalShadowAtlasQuad1(value gdclass.ViewportPositionalShadowAtlasQuadrantSubdiv)
- func (self Instance) SetPositionalShadowAtlasQuad2(value gdclass.ViewportPositionalShadowAtlasQuadrantSubdiv)
- func (self Instance) SetPositionalShadowAtlasQuad3(value gdclass.ViewportPositionalShadowAtlasQuadrantSubdiv)
- func (self Instance) SetPositionalShadowAtlasSize(value int)
- func (self Instance) SetScaling3dMode(value gdclass.ViewportScaling3DMode)
- func (self Instance) SetScaling3dScale(value Float.X)
- func (self Instance) SetScreenSpaceAa(value gdclass.ViewportScreenSpaceAA)
- func (self Instance) SetSdfOversize(value gdclass.ViewportSDFOversize)
- func (self Instance) SetSdfScale(value gdclass.ViewportSDFScale)
- func (self Instance) SetSnap2dTransformsToPixel(value bool)
- func (self Instance) SetSnap2dVerticesToPixel(value bool)
- func (self Instance) SetTextureMipmapBias(value Float.X)
- func (self Instance) SetTransparentBg(value bool)
- func (self Instance) SetUseDebanding(value bool)
- func (self Instance) SetUseHdr2d(value bool)
- func (self Instance) SetUseOcclusionCulling(value bool)
- func (self Instance) SetUseTaa(value bool)
- func (self Instance) SetUseXr(value bool)
- func (self Instance) SetVrsMode(value gdclass.ViewportVRSMode)
- func (self Instance) SetVrsTexture(value [1]gdclass.Texture2D)
- func (self Instance) SetVrsUpdateMode(value gdclass.ViewportVRSUpdateMode)
- func (self Instance) SetWorld2d(value [1]gdclass.World2D)
- func (self Instance) SetWorld3d(value [1]gdclass.World3D)
- func (self Instance) Snap2dTransformsToPixel() bool
- func (self Instance) Snap2dVerticesToPixel() bool
- func (self Instance) TextureMipmapBias() Float.X
- func (self Instance) TransparentBg() bool
- func (self *Instance) UnsafePointer() unsafe.Pointer
- func (self Instance) UpdateMouseCursorState()
- func (self Instance) UseDebanding() bool
- func (self Instance) UseHdr2d() bool
- func (self Instance) UseOcclusionCulling() bool
- func (self Instance) UseTaa() bool
- func (self Instance) UseXr() bool
- func (self Instance) Virtual(name string) reflect.Value
- func (self Instance) VrsMode() gdclass.ViewportVRSMode
- func (self Instance) VrsTexture() [1]gdclass.Texture2D
- func (self Instance) VrsUpdateMode() gdclass.ViewportVRSUpdateMode
- func (self Instance) WarpMouse(position Vector2.XY)
- func (self Instance) World2d() [1]gdclass.World2D
- func (self Instance) World3d() [1]gdclass.World3D
- type MSAA
- type PositionalShadowAtlasQuadrantSubdiv
- type RenderInfo
- type RenderInfoType
- type SDFOversize
- type SDFScale
- type Scaling3DMode
- type ScreenSpaceAA
- type VRSMode
- type VRSUpdateMode
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 DebugDraw ¶
type DebugDraw = gdclass.ViewportDebugDraw //gd:Viewport.DebugDraw
const ( /*Objects are displayed normally.*/ DebugDrawDisabled DebugDraw = 0 /*Objects are displayed without light information.*/ DebugDrawUnshaded DebugDraw = 1 /*Objects are displayed without textures and only with lighting information.*/ DebugDrawLighting DebugDraw = 2 /*Objects are displayed semi-transparent with additive blending so you can see where they are drawing over top of one another. A higher overdraw means you are wasting performance on drawing pixels that are being hidden behind others.*/ DebugDrawOverdraw DebugDraw = 3 /*Objects are displayed as wireframe models.*/ DebugDrawWireframe DebugDraw = 4 /*Objects are displayed without lighting information and their textures replaced by normal mapping.*/ DebugDrawNormalBuffer DebugDraw = 5 /*Objects are displayed with only the albedo value from [VoxelGI]s.*/ DebugDrawVoxelGiAlbedo DebugDraw = 6 /*Objects are displayed with only the lighting value from [VoxelGI]s.*/ DebugDrawVoxelGiLighting DebugDraw = 7 /*Objects are displayed with only the emission color from [VoxelGI]s.*/ DebugDrawVoxelGiEmission DebugDraw = 8 /*Draws the shadow atlas that stores shadows from [OmniLight3D]s and [SpotLight3D]s in the upper left quadrant of the [Viewport].*/ DebugDrawShadowAtlas DebugDraw = 9 /*Draws the shadow atlas that stores shadows from [DirectionalLight3D]s in the upper left quadrant of the [Viewport].*/ DebugDrawDirectionalShadowAtlas DebugDraw = 10 /*Draws the scene luminance buffer (if available) in the upper left quadrant of the [Viewport].*/ DebugDrawSceneLuminance DebugDraw = 11 /*Draws the screen-space ambient occlusion texture instead of the scene so that you can clearly see how it is affecting objects. In order for this display mode to work, you must have [member Environment.ssao_enabled] set in your [WorldEnvironment].*/ DebugDrawSsao DebugDraw = 12 /*Draws the screen-space indirect lighting texture instead of the scene so that you can clearly see how it is affecting objects. In order for this display mode to work, you must have [member Environment.ssil_enabled] set in your [WorldEnvironment].*/ DebugDrawSsil DebugDraw = 13 /*Colors each PSSM split for the [DirectionalLight3D]s in the scene a different color so you can see where the splits are. In order, they will be colored red, green, blue, and yellow.*/ DebugDrawPssmSplits DebugDraw = 14 /*Draws the decal atlas used by [Decal]s and light projector textures in the upper left quadrant of the [Viewport].*/ DebugDrawDecalAtlas DebugDraw = 15 /*Draws the cascades used to render signed distance field global illumination (SDFGI). Does nothing if the current environment's [member Environment.sdfgi_enabled] is [code]false[/code] or SDFGI is not supported on the platform.*/ DebugDrawSdfgi DebugDraw = 16 /*Draws the probes used for signed distance field global illumination (SDFGI). Does nothing if the current environment's [member Environment.sdfgi_enabled] is [code]false[/code] or SDFGI is not supported on the platform.*/ DebugDrawSdfgiProbes DebugDraw = 17 /*Draws the buffer used for global illumination (GI).*/ DebugDrawGiBuffer DebugDraw = 18 /*Draws all of the objects at their highest polycount, without low level of detail (LOD).*/ DebugDrawDisableLod DebugDraw = 19 /*Draws the cluster used by [OmniLight3D] nodes to optimize light rendering.*/ DebugDrawClusterOmniLights DebugDraw = 20 /*Draws the cluster used by [SpotLight3D] nodes to optimize light rendering.*/ DebugDrawClusterSpotLights DebugDraw = 21 /*Draws the cluster used by [Decal] nodes to optimize decal rendering.*/ DebugDrawClusterDecals DebugDraw = 22 /*Draws the cluster used by [ReflectionProbe] nodes to optimize decal rendering.*/ DebugDrawClusterReflectionProbes DebugDraw = 23 /*Draws the buffer used for occlusion culling.*/ DebugDrawOccluders DebugDraw = 24 /*Draws vector lines over the viewport to indicate the movement of pixels between frames.*/ DebugDrawMotionVectors DebugDraw = 25 /*Draws the internal resolution buffer of the scene before post-processing is applied.*/ DebugDrawInternalBuffer DebugDraw = 26 )
type DefaultCanvasItemTextureFilter ¶
type DefaultCanvasItemTextureFilter = gdclass.ViewportDefaultCanvasItemTextureFilter //gd:Viewport.DefaultCanvasItemTextureFilter
const ( /*The texture filter reads from the nearest pixel only. This makes the texture look pixelated from up close, and grainy from a distance (due to mipmaps not being sampled).*/ DefaultCanvasItemTextureFilterNearest DefaultCanvasItemTextureFilter = 0 /*The texture filter blends between the nearest 4 pixels. This makes the texture look smooth from up close, and grainy from a distance (due to mipmaps not being sampled).*/ DefaultCanvasItemTextureFilterLinear DefaultCanvasItemTextureFilter = 1 /*The texture filter blends between the nearest 4 pixels and between the nearest 2 mipmaps (or uses the nearest mipmap if [member ProjectSettings.rendering/textures/default_filters/use_nearest_mipmap_filter] is [code]true[/code]). This makes the texture look smooth from up close, and smooth from a distance. Use this for non-pixel art textures that may be viewed at a low scale (e.g. due to [Camera2D] zoom or sprite scaling), as mipmaps are important to smooth out pixels that are smaller than on-screen pixels.*/ DefaultCanvasItemTextureFilterLinearWithMipmaps DefaultCanvasItemTextureFilter = 2 /*The texture filter reads from the nearest pixel and blends between the nearest 2 mipmaps (or uses the nearest mipmap if [member ProjectSettings.rendering/textures/default_filters/use_nearest_mipmap_filter] is [code]true[/code]). This makes the texture look pixelated from up close, and smooth from a distance. Use this for non-pixel art textures that may be viewed at a low scale (e.g. due to [Camera2D] zoom or sprite scaling), as mipmaps are important to smooth out pixels that are smaller than on-screen pixels.*/ DefaultCanvasItemTextureFilterNearestWithMipmaps DefaultCanvasItemTextureFilter = 3 /*Represents the size of the [enum DefaultCanvasItemTextureFilter] enum.*/ DefaultCanvasItemTextureFilterMax DefaultCanvasItemTextureFilter = 4 )
type DefaultCanvasItemTextureRepeat ¶
type DefaultCanvasItemTextureRepeat = gdclass.ViewportDefaultCanvasItemTextureRepeat //gd:Viewport.DefaultCanvasItemTextureRepeat
const ( /*Disables textures repeating. Instead, when reading UVs outside the 0-1 range, the value will be clamped to the edge of the texture, resulting in a stretched out look at the borders of the texture.*/ DefaultCanvasItemTextureRepeatDisabled DefaultCanvasItemTextureRepeat = 0 /*Enables the texture to repeat when UV coordinates are outside the 0-1 range. If using one of the linear filtering modes, this can result in artifacts at the edges of a texture when the sampler filters across the edges of the texture.*/ DefaultCanvasItemTextureRepeatEnabled DefaultCanvasItemTextureRepeat = 1 /*Flip the texture when repeating so that the edge lines up instead of abruptly changing.*/ DefaultCanvasItemTextureRepeatMirror DefaultCanvasItemTextureRepeat = 2 /*Represents the size of the [enum DefaultCanvasItemTextureRepeat] enum.*/ DefaultCanvasItemTextureRepeatMax DefaultCanvasItemTextureRepeat = 3 )
type Instance ¶
A [Viewport] creates a different view into the screen, or a sub-view inside another viewport. Child 2D nodes will display on it, and child Camera3D 3D nodes will render on it too. Optionally, a viewport can have its own 2D or 3D world, so it doesn't share what it draws with other viewports. Viewports can also choose to be audio listeners, so they generate positional audio depending on a 2D or 3D camera child of it. Also, viewports can be assigned to different screens in case the devices have multiple screens. Finally, viewports can also behave as render targets, in which case they will not be visible unless the associated texture is used to draw.
var Nil Instance
Nil is a nil/null instance of the class. Equivalent to the zero value.
func (Instance) AsViewport ¶
func (Instance) AudioListenerEnable2d ¶
func (Instance) AudioListenerEnable3d ¶
func (Instance) CanvasCullMask ¶
func (Instance) CanvasItemDefaultTextureFilter ¶
func (self Instance) CanvasItemDefaultTextureFilter() gdclass.ViewportDefaultCanvasItemTextureFilter
func (Instance) CanvasItemDefaultTextureRepeat ¶
func (self Instance) CanvasItemDefaultTextureRepeat() gdclass.ViewportDefaultCanvasItemTextureRepeat
func (Instance) CanvasTransform ¶
func (self Instance) CanvasTransform() Transform2D.OriginXY
func (Instance) DebugDraw ¶
func (self Instance) DebugDraw() gdclass.ViewportDebugDraw
func (Instance) FindWorld2d ¶
Returns the first valid [World2D] for this viewport, searching the [member world_2d] property of itself and any Viewport ancestor.
func (Instance) FindWorld3d ¶
Returns the first valid [World3D] for this viewport, searching the [member world_3d] property of itself and any Viewport ancestor.
func (Instance) FsrSharpness ¶
func (Instance) GetCamera2d ¶
Returns the currently active 2D camera. Returns null if there are no active cameras.
func (Instance) GetCamera3d ¶
Returns the currently active 3D camera.
func (Instance) GetCanvasCullMaskBit ¶
Returns an individual bit on the rendering layer mask.
func (Instance) GetEmbeddedSubwindows ¶
Returns a list of the visible embedded [Window]s inside the viewport. [b]Note:[/b] [Window]s inside other viewports will not be listed.
func (Instance) GetFinalTransform ¶
func (self Instance) GetFinalTransform() Transform2D.OriginXY
Returns the transform from the viewport's coordinate system to the embedder's coordinate system.
func (Instance) GetMousePosition ¶
Returns the mouse's position in this [Viewport] using the coordinate system of this [Viewport].
func (Instance) GetRenderInfo ¶
func (self Instance) GetRenderInfo(atype gdclass.ViewportRenderInfoType, info gdclass.ViewportRenderInfo) int
Returns rendering statistics of the given type. See [enum RenderInfoType] and [enum RenderInfo] for options.
func (Instance) GetScreenTransform ¶
func (self Instance) GetScreenTransform() Transform2D.OriginXY
Returns the transform from the Viewport's coordinates to the screen coordinates of the containing window manager window.
func (Instance) GetTexture ¶
func (self Instance) GetTexture() [1]gdclass.ViewportTexture
Returns the viewport's texture. [b]Note:[/b] When trying to store the current texture (e.g. in a file), it might be completely black or outdated if used too early, especially when used in e.g. [method Node._ready]. To make sure the texture you get is correct, you can await [signal RenderingServer.frame_post_draw] signal. [codeblock] func _ready():
await RenderingServer.frame_post_draw $Viewport.get_texture().get_image().save_png("user://Screenshot.png")
[/codeblock]
func (Instance) GetViewportRid ¶
Returns the viewport's RID from the [RenderingServer].
func (Instance) GetVisibleRect ¶
func (self Instance) GetVisibleRect() Rect2.PositionSize
Returns the visible rectangle in global screen coordinates.
func (Instance) GlobalCanvasTransform ¶
func (self Instance) GlobalCanvasTransform() Transform2D.OriginXY
func (Instance) GuiDisableInput ¶
func (Instance) GuiEmbedSubwindows ¶
func (Instance) GuiGetDragData ¶
Returns the drag data from the GUI, that was previously returned by [method Control._get_drag_data].
func (Instance) GuiGetFocusOwner ¶
Returns the [Control] having the focus within this viewport. If no [Control] has the focus, returns null.
func (Instance) GuiGetHoveredControl ¶
Returns the [Control] that the mouse is currently hovering over in this viewport. If no [Control] has the cursor, returns null. Typically the leaf [Control] node or deepest level of the subtree which claims hover. This is very useful when used together with [method Node.is_ancestor_of] to find if the mouse is within a control tree.
func (Instance) GuiIsDragSuccessful ¶
Returns [code]true[/code] if the drag operation is successful.
func (Instance) GuiIsDragging ¶
Returns [code]true[/code] if the viewport is currently performing a drag operation. Alternative to [constant Node.NOTIFICATION_DRAG_BEGIN] and [constant Node.NOTIFICATION_DRAG_END] when you prefer polling the value.
func (Instance) GuiReleaseFocus ¶
func (self Instance) GuiReleaseFocus()
Removes the focus from the currently focused [Control] within this viewport. If no [Control] has the focus, does nothing.
func (Instance) GuiSnapControlsToPixels ¶
func (Instance) HandleInputLocally ¶
func (Instance) IsInputHandled ¶
Returns whether the current [InputEvent] has been handled. Input events are not handled until [method set_input_as_handled] has been called during the lifetime of an [InputEvent]. This is usually done as part of input handling methods like [method Node._input], [method Control._gui_input] or others, as well as in corresponding signal handlers. If [member handle_input_locally] is set to [code]false[/code], this method will try finding the first parent viewport that is set to handle input locally, and return its value for [method is_input_handled] instead.
func (Instance) MeshLodThreshold ¶
func (Instance) Msaa2d ¶
func (self Instance) Msaa2d() gdclass.ViewportMSAA
func (Instance) Msaa3d ¶
func (self Instance) Msaa3d() gdclass.ViewportMSAA
func (Instance) OnGuiFocusChanged ¶
func (Instance) OnSizeChanged ¶
func (self Instance) OnSizeChanged(cb func())
func (Instance) OwnWorld3d ¶
func (Instance) PhysicsObjectPicking ¶
func (Instance) PhysicsObjectPickingFirstOnly ¶
func (Instance) PhysicsObjectPickingSort ¶
func (Instance) PositionalShadowAtlas16Bits ¶
func (Instance) PositionalShadowAtlasQuad0 ¶
func (self Instance) PositionalShadowAtlasQuad0() gdclass.ViewportPositionalShadowAtlasQuadrantSubdiv
func (Instance) PositionalShadowAtlasQuad1 ¶
func (self Instance) PositionalShadowAtlasQuad1() gdclass.ViewportPositionalShadowAtlasQuadrantSubdiv
func (Instance) PositionalShadowAtlasQuad2 ¶
func (self Instance) PositionalShadowAtlasQuad2() gdclass.ViewportPositionalShadowAtlasQuadrantSubdiv
func (Instance) PositionalShadowAtlasQuad3 ¶
func (self Instance) PositionalShadowAtlasQuad3() gdclass.ViewportPositionalShadowAtlasQuadrantSubdiv
func (Instance) PositionalShadowAtlasSize ¶
func (Instance) PushInput ¶
func (self Instance) PushInput(event [1]gdclass.InputEvent)
Triggers the given [param event] in this [Viewport]. This can be used to pass an [InputEvent] between viewports, or to locally apply inputs that were sent over the network or saved to a file. If [param in_local_coords] is [code]false[/code], the event's position is in the embedder's coordinates and will be converted to viewport coordinates. If [param in_local_coords] is [code]true[/code], the event's position is in viewport coordinates. While this method serves a similar purpose as [method Input.parse_input_event], it does not remap the specified [param event] based on project settings like [member ProjectSettings.input_devices/pointing/emulate_touch_from_mouse]. Calling this method will propagate calls to child nodes for following methods in the given order: - [method Node._input] - [method Control._gui_input] for [Control] nodes - [method Node._shortcut_input] - [method Node._unhandled_key_input] - [method Node._unhandled_input] If an earlier method marks the input as handled via [method set_input_as_handled], any later method in this list will not be called. If none of the methods handle the event and [member physics_object_picking] is [code]true[/code], the event is used for physics object picking.
func (Instance) PushTextInput ¶
Helper method which calls the [code]set_text()[/code] method on the currently focused [Control], provided that it is defined (e.g. if the focused Control is [Button] or [LineEdit]).
func (Instance) PushUnhandledInput ¶
func (self Instance) PushUnhandledInput(event [1]gdclass.InputEvent)
Triggers the given [param event] in this [Viewport]. This can be used to pass an [InputEvent] between viewports, or to locally apply inputs that were sent over the network or saved to a file. If [param in_local_coords] is [code]false[/code], the event's position is in the embedder's coordinates and will be converted to viewport coordinates. If [param in_local_coords] is [code]true[/code], the event's position is in viewport coordinates. Calling this method will propagate calls to child nodes for following methods in the given order: - [method Node._shortcut_input] - [method Node._unhandled_key_input] - [method Node._unhandled_input] If an earlier method marks the input as handled via [method set_input_as_handled], any later method in this list will not be called. If none of the methods handle the event and [member physics_object_picking] is [code]true[/code], the event is used for physics object picking. [b]Note:[/b] This method doesn't propagate input events to embedded [Window]s or [SubViewport]s.
func (Instance) Scaling3dMode ¶
func (self Instance) Scaling3dMode() gdclass.ViewportScaling3DMode
func (Instance) Scaling3dScale ¶
func (Instance) ScreenSpaceAa ¶
func (self Instance) ScreenSpaceAa() gdclass.ViewportScreenSpaceAA
func (Instance) SdfOversize ¶
func (self Instance) SdfOversize() gdclass.ViewportSDFOversize
func (Instance) SdfScale ¶
func (self Instance) SdfScale() gdclass.ViewportSDFScale
func (Instance) SetAudioListenerEnable2d ¶
func (Instance) SetAudioListenerEnable3d ¶
func (Instance) SetCanvasCullMask ¶
func (Instance) SetCanvasCullMaskBit ¶
Set/clear individual bits on the rendering layer mask. This simplifies editing this [Viewport]'s layers.
func (Instance) SetCanvasItemDefaultTextureFilter ¶
func (self Instance) SetCanvasItemDefaultTextureFilter(value gdclass.ViewportDefaultCanvasItemTextureFilter)
func (Instance) SetCanvasItemDefaultTextureRepeat ¶
func (self Instance) SetCanvasItemDefaultTextureRepeat(value gdclass.ViewportDefaultCanvasItemTextureRepeat)
func (Instance) SetCanvasTransform ¶
func (self Instance) SetCanvasTransform(value Transform2D.OriginXY)
func (Instance) SetDebugDraw ¶
func (self Instance) SetDebugDraw(value gdclass.ViewportDebugDraw)
func (Instance) SetDisable3d ¶
func (Instance) SetFsrSharpness ¶
func (Instance) SetGlobalCanvasTransform ¶
func (self Instance) SetGlobalCanvasTransform(value Transform2D.OriginXY)
func (Instance) SetGuiDisableInput ¶
func (Instance) SetGuiEmbedSubwindows ¶
func (Instance) SetGuiSnapControlsToPixels ¶
func (Instance) SetHandleInputLocally ¶
func (Instance) SetInputAsHandled ¶
func (self Instance) SetInputAsHandled()
Stops the input from propagating further down the [SceneTree]. [b]Note:[/b] This does not affect the methods in [Input], only the way events are propagated.
func (Instance) SetMeshLodThreshold ¶
func (Instance) SetMsaa2d ¶
func (self Instance) SetMsaa2d(value gdclass.ViewportMSAA)
func (Instance) SetMsaa3d ¶
func (self Instance) SetMsaa3d(value gdclass.ViewportMSAA)
func (Instance) SetOwnWorld3d ¶
func (Instance) SetPhysicsObjectPicking ¶
func (Instance) SetPhysicsObjectPickingFirstOnly ¶
func (Instance) SetPhysicsObjectPickingSort ¶
func (Instance) SetPositionalShadowAtlas16Bits ¶
func (Instance) SetPositionalShadowAtlasQuad0 ¶
func (self Instance) SetPositionalShadowAtlasQuad0(value gdclass.ViewportPositionalShadowAtlasQuadrantSubdiv)
func (Instance) SetPositionalShadowAtlasQuad1 ¶
func (self Instance) SetPositionalShadowAtlasQuad1(value gdclass.ViewportPositionalShadowAtlasQuadrantSubdiv)
func (Instance) SetPositionalShadowAtlasQuad2 ¶
func (self Instance) SetPositionalShadowAtlasQuad2(value gdclass.ViewportPositionalShadowAtlasQuadrantSubdiv)
func (Instance) SetPositionalShadowAtlasQuad3 ¶
func (self Instance) SetPositionalShadowAtlasQuad3(value gdclass.ViewportPositionalShadowAtlasQuadrantSubdiv)
func (Instance) SetPositionalShadowAtlasSize ¶
func (Instance) SetScaling3dMode ¶
func (self Instance) SetScaling3dMode(value gdclass.ViewportScaling3DMode)
func (Instance) SetScaling3dScale ¶
func (Instance) SetScreenSpaceAa ¶
func (self Instance) SetScreenSpaceAa(value gdclass.ViewportScreenSpaceAA)
func (Instance) SetSdfOversize ¶
func (self Instance) SetSdfOversize(value gdclass.ViewportSDFOversize)
func (Instance) SetSdfScale ¶
func (self Instance) SetSdfScale(value gdclass.ViewportSDFScale)
func (Instance) SetSnap2dTransformsToPixel ¶
func (Instance) SetSnap2dVerticesToPixel ¶
func (Instance) SetTextureMipmapBias ¶
func (Instance) SetTransparentBg ¶
func (Instance) SetUseDebanding ¶
func (Instance) SetUseHdr2d ¶
func (Instance) SetUseOcclusionCulling ¶
func (Instance) SetVrsMode ¶
func (self Instance) SetVrsMode(value gdclass.ViewportVRSMode)
func (Instance) SetVrsTexture ¶
func (Instance) SetVrsUpdateMode ¶
func (self Instance) SetVrsUpdateMode(value gdclass.ViewportVRSUpdateMode)
func (Instance) SetWorld2d ¶
func (Instance) SetWorld3d ¶
func (Instance) Snap2dTransformsToPixel ¶
func (Instance) Snap2dVerticesToPixel ¶
func (Instance) TextureMipmapBias ¶
func (Instance) TransparentBg ¶
func (*Instance) UnsafePointer ¶
func (Instance) UpdateMouseCursorState ¶
func (self Instance) UpdateMouseCursorState()
Force instantly updating the display based on the current mouse cursor position. This includes updating the mouse cursor shape and sending necessary [signal Control.mouse_entered], [signal CollisionObject2D.mouse_entered], [signal CollisionObject3D.mouse_entered] and [signal Window.mouse_entered] signals and their respective [code]mouse_exited[/code] counterparts.
func (Instance) UseDebanding ¶
func (Instance) UseOcclusionCulling ¶
func (Instance) VrsMode ¶
func (self Instance) VrsMode() gdclass.ViewportVRSMode
func (Instance) VrsTexture ¶
func (Instance) VrsUpdateMode ¶
func (self Instance) VrsUpdateMode() gdclass.ViewportVRSUpdateMode
type MSAA ¶
type MSAA = gdclass.ViewportMSAA //gd:Viewport.MSAA
const ( /*Multisample antialiasing mode disabled. This is the default value, and is also the fastest setting.*/ MsaaDisabled MSAA = 0 /*Use 2× Multisample Antialiasing. This has a moderate performance cost. It helps reduce aliasing noticeably, but 4× MSAA still looks substantially better.*/ Msaa2x MSAA = 1 /*Use 4× Multisample Antialiasing. This has a significant performance cost, and is generally a good compromise between performance and quality.*/ Msaa4x MSAA = 2 /*Use 8× Multisample Antialiasing. This has a very high performance cost. The difference between 4× and 8× MSAA may not always be visible in real gameplay conditions. Likely unsupported on low-end and older hardware.*/ Msaa8x MSAA = 3 /*Represents the size of the [enum MSAA] enum.*/ MsaaMax MSAA = 4 )
type PositionalShadowAtlasQuadrantSubdiv ¶
type PositionalShadowAtlasQuadrantSubdiv = gdclass.ViewportPositionalShadowAtlasQuadrantSubdiv //gd:Viewport.PositionalShadowAtlasQuadrantSubdiv
const ( /*This quadrant will not be used.*/ ShadowAtlasQuadrantSubdivDisabled PositionalShadowAtlasQuadrantSubdiv = 0 /*This quadrant will only be used by one shadow map.*/ ShadowAtlasQuadrantSubdiv1 PositionalShadowAtlasQuadrantSubdiv = 1 /*This quadrant will be split in 4 and used by up to 4 shadow maps.*/ ShadowAtlasQuadrantSubdiv4 PositionalShadowAtlasQuadrantSubdiv = 2 /*This quadrant will be split 16 ways and used by up to 16 shadow maps.*/ ShadowAtlasQuadrantSubdiv16 PositionalShadowAtlasQuadrantSubdiv = 3 /*This quadrant will be split 64 ways and used by up to 64 shadow maps.*/ ShadowAtlasQuadrantSubdiv64 PositionalShadowAtlasQuadrantSubdiv = 4 /*This quadrant will be split 256 ways and used by up to 256 shadow maps. Unless the [member positional_shadow_atlas_size] is very high, the shadows in this quadrant will be very low resolution.*/ ShadowAtlasQuadrantSubdiv256 PositionalShadowAtlasQuadrantSubdiv = 5 /*This quadrant will be split 1024 ways and used by up to 1024 shadow maps. Unless the [member positional_shadow_atlas_size] is very high, the shadows in this quadrant will be very low resolution.*/ ShadowAtlasQuadrantSubdiv1024 PositionalShadowAtlasQuadrantSubdiv = 6 /*Represents the size of the [enum PositionalShadowAtlasQuadrantSubdiv] enum.*/ ShadowAtlasQuadrantSubdivMax PositionalShadowAtlasQuadrantSubdiv = 7 )
type RenderInfo ¶
type RenderInfo = gdclass.ViewportRenderInfo //gd:Viewport.RenderInfo
const ( /*Amount of objects in frame.*/ RenderInfoObjectsInFrame RenderInfo = 0 /*Amount of vertices in frame.*/ RenderInfoPrimitivesInFrame RenderInfo = 1 /*Amount of draw calls in frame.*/ RenderInfoDrawCallsInFrame RenderInfo = 2 /*Represents the size of the [enum RenderInfo] enum.*/ RenderInfoMax RenderInfo = 3 )
type RenderInfoType ¶
type RenderInfoType = gdclass.ViewportRenderInfoType //gd:Viewport.RenderInfoType
const ( /*Visible render pass (excluding shadows).*/ RenderInfoTypeVisible RenderInfoType = 0 /*Shadow render pass. Objects will be rendered several times depending on the number of amounts of lights with shadows and the number of directional shadow splits.*/ RenderInfoTypeShadow RenderInfoType = 1 /*Canvas item rendering. This includes all 2D rendering.*/ RenderInfoTypeCanvas RenderInfoType = 2 /*Represents the size of the [enum RenderInfoType] enum.*/ RenderInfoTypeMax RenderInfoType = 3 )
type SDFOversize ¶
type SDFOversize = gdclass.ViewportSDFOversize //gd:Viewport.SDFOversize
const ( /*The signed distance field only covers the viewport's own rectangle.*/ SdfOversize100Percent SDFOversize = 0 /*The signed distance field is expanded to cover 20% of the viewport's size around the borders.*/ SdfOversize120Percent SDFOversize = 1 /*The signed distance field is expanded to cover 50% of the viewport's size around the borders.*/ SdfOversize150Percent SDFOversize = 2 /*The signed distance field is expanded to cover 100% (double) of the viewport's size around the borders.*/ SdfOversize200Percent SDFOversize = 3 /*Represents the size of the [enum SDFOversize] enum.*/ SdfOversizeMax SDFOversize = 4 )
type SDFScale ¶
type SDFScale = gdclass.ViewportSDFScale //gd:Viewport.SDFScale
const ( /*The signed distance field is rendered at full resolution.*/ SdfScale100Percent SDFScale = 0 /*The signed distance field is rendered at half the resolution of this viewport.*/ SdfScale50Percent SDFScale = 1 /*The signed distance field is rendered at a quarter the resolution of this viewport.*/ SdfScale25Percent SDFScale = 2 /*Represents the size of the [enum SDFScale] enum.*/ SdfScaleMax SDFScale = 3 )
type Scaling3DMode ¶
type Scaling3DMode = gdclass.ViewportScaling3DMode //gd:Viewport.Scaling3DMode
const ( /*Use bilinear scaling for the viewport's 3D buffer. The amount of scaling can be set using [member scaling_3d_scale]. Values less than [code]1.0[/code] will result in undersampling while values greater than [code]1.0[/code] will result in supersampling. A value of [code]1.0[/code] disables scaling.*/ Scaling3dModeBilinear Scaling3DMode = 0 /*Use AMD FidelityFX Super Resolution 1.0 upscaling for the viewport's 3D buffer. The amount of scaling can be set using [member scaling_3d_scale]. Values less than [code]1.0[/code] will be result in the viewport being upscaled using FSR. Values greater than [code]1.0[/code] are not supported and bilinear downsampling will be used instead. A value of [code]1.0[/code] disables scaling.*/ Scaling3dModeFsr Scaling3DMode = 1 /*Use AMD FidelityFX Super Resolution 2.2 upscaling for the viewport's 3D buffer. The amount of scaling can be set using [member Viewport.scaling_3d_scale]. Values less than [code]1.0[/code] will be result in the viewport being upscaled using FSR2. Values greater than [code]1.0[/code] are not supported and bilinear downsampling will be used instead. A value of [code]1.0[/code] will use FSR2 at native resolution as a TAA solution.*/ Scaling3dModeFsr2 Scaling3DMode = 2 /*Represents the size of the [enum Scaling3DMode] enum.*/ Scaling3dModeMax Scaling3DMode = 3 )
type ScreenSpaceAA ¶
type ScreenSpaceAA = gdclass.ViewportScreenSpaceAA //gd:Viewport.ScreenSpaceAA
const ( /*Do not perform any antialiasing in the full screen post-process.*/ ScreenSpaceAaDisabled ScreenSpaceAA = 0 /*Use fast approximate antialiasing. FXAA is a popular screen-space antialiasing method, which is fast but will make the image look blurry, especially at lower resolutions. It can still work relatively well at large resolutions such as 1440p and 4K.*/ ScreenSpaceAaFxaa ScreenSpaceAA = 1 /*Represents the size of the [enum ScreenSpaceAA] enum.*/ ScreenSpaceAaMax ScreenSpaceAA = 2 )
type VRSMode ¶
type VRSMode = gdclass.ViewportVRSMode //gd:Viewport.VRSMode
const ( /*Variable Rate Shading is disabled.*/ VrsDisabled VRSMode = 0 /*Variable Rate Shading uses a texture. Note, for stereoscopic use a texture atlas with a texture for each view.*/ VrsTexture VRSMode = 1 /*Variable Rate Shading's texture is supplied by the primary [XRInterface].*/ VrsXr VRSMode = 2 /*Represents the size of the [enum VRSMode] enum.*/ VrsMax VRSMode = 3 )
type VRSUpdateMode ¶
type VRSUpdateMode = gdclass.ViewportVRSUpdateMode //gd:Viewport.VRSUpdateMode
const ( /*The input texture for variable rate shading will not be processed.*/ VrsUpdateDisabled VRSUpdateMode = 0 /*The input texture for variable rate shading will be processed once.*/ VrsUpdateOnce VRSUpdateMode = 1 /*The input texture for variable rate shading will be processed each frame.*/ VrsUpdateAlways VRSUpdateMode = 2 /*Represents the size of the [enum VRSUpdateMode] enum.*/ VrsUpdateMax VRSUpdateMode = 3 )