CanvasGroup
Merges several 2D nodes into a single draw operation.
CanvasGroup.swift:16class CanvasGroup
Child CanvasItem
nodes of a CanvasGroup
are drawn as a single object. It allows to e.g. draw overlapping translucent 2D nodes without blending (set selfModulate
property of CanvasGroup
to achieve this effect).
Superclasses
class Node2D
A 2D game object, inherited by all 2D-related nodes. Has a position, rotation, scale, and Z index.
Citizens in SwiftGodot
Conformances
protocol CustomStringConvertible
A type with a customized textual representation.
protocol Equatable
A type that can be compared for value equality.
protocol Hashable
A type that can be hashed into a
Hasher
to produce an integer hash value.protocol Identifiable<ID>
A class of types whose instances hold the value of an entity with stable identity.
protocol VariantRepresentable
Types that conform to VariantRepresentable can be stored directly in
Variant
with no conversion. These include all of the Variant types from Godot (for exampleGString
,Rect
,Plane
), Godot objects (those that subclass SwiftGodot.Object) as well as the built-in Swift types UInt8, Int64 and Double.protocol VariantStorable
Types that conform to VariantStorable can be stored in a Variant and can be extracted back out of a Variant.
Type members
Instance members
var clearMargin: Double
Sets the size of the margin used to expand the clearing rect of this
CanvasGroup
. This expands the area of the backbuffer that will be used by theCanvasGroup
. A smaller margin will reduce the area of the backbuffer used which can increase performance, however ifuseMipmaps
is enabled, a small margin may result in mipmap errors at the edge of theCanvasGroup
. Accordingly, this should be left as small as possible, but should be increased if artifacts appear along the edges of the canvas group.var fitMargin: Double
Sets the size of a margin used to expand the drawable rect of this
CanvasGroup
. The size of theCanvasGroup
is determined by fitting a rect around its children then expanding that rect byfitMargin
. This increases both the backbuffer area used and the area covered by theCanvasGroup
both of which can reduce performance. This should be kept as small as possible and should only be expanded when an increased size is needed (e.g. for custom shader effects).var useMipmaps: Bool
If
true
, calculates mipmaps for the backbuffer before drawing theCanvasGroup
so that mipmaps can be used in a customShaderMaterial
attached to theCanvasGroup
. Generating mipmaps has a performance cost so this should not be enabled unless required.