Documentation ¶
Overview ¶
Package VisibleOnScreenNotifier2D provides methods for working with VisibleOnScreenNotifier2D object instances.
Index ¶
- type Advanced
- type Any
- type Instance
- func (self Instance) AsCanvasItem() CanvasItem.Instance
- func (self Instance) AsNode() Node.Instance
- func (self Instance) AsNode2D() Node2D.Instance
- func (self Instance) AsObject() [1]gd.Object
- func (self Instance) AsVisibleOnScreenNotifier2D() Instance
- func (self Instance) IsOnScreen() bool
- func (self Instance) OnScreenEntered(cb func())
- func (self Instance) OnScreenExited(cb func())
- func (self Instance) Rect() Rect2.PositionSize
- func (self Instance) SetRect(value Rect2.PositionSize)
- func (self *Instance) UnsafePointer() unsafe.Pointer
- func (self Instance) Virtual(name string) reflect.Value
Constants ¶
This section is empty.
Variables ¶
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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 Instance ¶
type Instance [1]gdclass.VisibleOnScreenNotifier2D
[VisibleOnScreenNotifier2D] represents a rectangular region of 2D space. When any part of this region becomes visible on screen or in a viewport, it will emit a [signal screen_entered] signal, and likewise it will emit a [signal screen_exited] signal when no part of it remains visible. If you want a node to be enabled automatically when this region is visible on screen, use [VisibleOnScreenEnabler2D]. [b]Note:[/b] [VisibleOnScreenNotifier2D] uses the render culling code to determine whether it's visible on screen, so it won't function unless [member CanvasItem.visible] is set to [code]true[/code].
var Nil Instance
Nil is a nil/null instance of the class. Equivalent to the zero value.
func (Instance) AsCanvasItem ¶
func (self Instance) AsCanvasItem() CanvasItem.Instance
func (Instance) AsVisibleOnScreenNotifier2D ¶
func (Instance) IsOnScreen ¶
If [code]true[/code], the bounding rectangle is on the screen. [b]Note:[/b] It takes one frame for the [VisibleOnScreenNotifier2D]'s visibility to be determined once added to the scene tree, so this method will always return [code]false[/code] right after it is instantiated, before the draw pass.
func (Instance) OnScreenEntered ¶
func (self Instance) OnScreenEntered(cb func())
func (Instance) OnScreenExited ¶
func (self Instance) OnScreenExited(cb func())
func (Instance) Rect ¶
func (self Instance) Rect() Rect2.PositionSize
func (Instance) SetRect ¶
func (self Instance) SetRect(value Rect2.PositionSize)