Documentation
¶
Overview ¶
Package spritekit provides purego-based Go bindings for the macOS SpriteKit framework.
Apple documentation: https://developer.apple.com/documentation/spritekit
Index ¶
- func SKTextureAtlasPreloadTextureAtlasesNamedWithCompletionHandler(atlasNames *foundation.NSArray[*foundation.NSString], ...)
- func SKTextureAtlasPreloadTextureAtlasesWithCompletionHandler(textureAtlases *foundation.NSArray[*SKTextureAtlas], completionHandler func())
- func SKTexturePreloadTexturesWithCompletionHandler(textures *foundation.NSArray[*SKTexture], completionHandler func())
- type Acl_entry_id_t
- type Acl_flag_t
- type Acl_perm_t
- type Acl_tag_t
- type Acl_type_t
- type CGLCPContextPriorityRequest
- type Clockid_t
- type Dispatch_autorelease_frequency_t
- type Dispatch_block_flags_t
- type EvCmd
- type Filesec_property_t
- type Idtype_t
- type Ipc_info_object_type_t
- type Launch_data_type_t
- type MDLabelDomain
- type MDQueryOptionFlags
- type MDQuerySortOptionFlags
- type Mach_vm_range_flags_t
- type Mach_vm_range_flavor_t
- type Mach_vm_range_tag_t
- type Mpo_flags_t
- type NXMouseButton
- type Os_clockid_t
- type Os_unfair_lock_flags_t
- type PMPageToPaperMappingType
- type Ptrauth_key
- type Qos_class_t
- type SK3DNode
- func (o *SK3DNode) AutoenablesDefaultLighting() bool
- func (o *SK3DNode) HitTestOptions(point corefoundation.CGPoint, ...) *foundation.NSArray[*scenekit.SCNHitTestResult]
- func (o *SK3DNode) InitWithCoder(aDecoder *foundation.NSCoder) *SK3DNode
- func (o *SK3DNode) InitWithViewportSize(viewportSize corefoundation.CGSize) *SK3DNode
- func (o *SK3DNode) IsPlaying() bool
- func (o *SK3DNode) Loops() bool
- func (o *SK3DNode) PointOfView() *scenekit.SCNNode
- func (o *SK3DNode) ProjectPoint(point unsafe.Pointer) unsafe.Pointer
- func (o *SK3DNode) SceneTime() float64
- func (o *SK3DNode) ScnScene() *scenekit.SCNScene
- func (o *SK3DNode) SetAutoenablesDefaultLighting(autoenablesDefaultLighting bool)
- func (o *SK3DNode) SetLoops(loops bool)
- func (o *SK3DNode) SetPlaying(playing bool)
- func (o *SK3DNode) SetPointOfView(pointOfView *scenekit.SCNNode)
- func (o *SK3DNode) SetSceneTime(sceneTime float64)
- func (o *SK3DNode) SetScnScene(scnScene *scenekit.SCNScene)
- func (o *SK3DNode) SetViewportSize(viewportSize corefoundation.CGSize)
- func (o *SK3DNode) UnprojectPoint(point unsafe.Pointer) unsafe.Pointer
- func (o *SK3DNode) ViewportSize() corefoundation.CGSize
- type SKAction
- func SKActionActionNamed(name *foundation.NSString) *SKAction
- func SKActionActionNamedDuration(name *foundation.NSString, duration float64) *SKAction
- func SKActionActionNamedFromURL(name *foundation.NSString, url *foundation.NSURL) *SKAction
- func SKActionActionNamedFromURLDuration(name *foundation.NSString, url *foundation.NSURL, duration float64) *SKAction
- func SKActionAnimateWithNormalTexturesTimePerFrame(textures *foundation.NSArray[*SKTexture], sec float64) *SKAction
- func SKActionAnimateWithNormalTexturesTimePerFrameResizeRestore(textures *foundation.NSArray[*SKTexture], sec float64, resize bool, ...) *SKAction
- func SKActionAnimateWithTexturesTimePerFrame(textures *foundation.NSArray[*SKTexture], sec float64) *SKAction
- func SKActionAnimateWithTexturesTimePerFrameResizeRestore(textures *foundation.NSArray[*SKTexture], sec float64, resize bool, ...) *SKAction
- func SKActionAnimateWithWarpsTimes(warps *foundation.NSArray[*SKWarpGeometry], ...) *SKAction
- func SKActionAnimateWithWarpsTimesRestore(warps *foundation.NSArray[*SKWarpGeometry], ...) *SKAction
- func SKActionApplyAngularImpulseDuration(impulse float64, duration float64) *SKAction
- func SKActionApplyForceAtPointDuration(force corefoundation.CGVector, point corefoundation.CGPoint, duration float64) *SKAction
- func SKActionApplyForceDuration(force corefoundation.CGVector, duration float64) *SKAction
- func SKActionApplyImpulseAtPointDuration(impulse corefoundation.CGVector, point corefoundation.CGPoint, ...) *SKAction
- func SKActionApplyImpulseDuration(impulse corefoundation.CGVector, duration float64) *SKAction
- func SKActionApplyTorqueDuration(torque float64, duration float64) *SKAction
- func SKActionChangeChargeByDuration(v float32, duration float64) *SKAction
- func SKActionChangeChargeToDuration(v float32, duration float64) *SKAction
- func SKActionChangeMassByDuration(v float32, duration float64) *SKAction
- func SKActionChangeMassToDuration(v float32, duration float64) *SKAction
- func SKActionChangeObstructionByDuration(v float32, duration float64) *SKAction
- func SKActionChangeObstructionToDuration(v float32, duration float64) *SKAction
- func SKActionChangeOcclusionByDuration(v float32, duration float64) *SKAction
- func SKActionChangeOcclusionToDuration(v float32, duration float64) *SKAction
- func SKActionChangePlaybackRateByDuration(v float32, duration float64) *SKAction
- func SKActionChangePlaybackRateToDuration(v float32, duration float64) *SKAction
- func SKActionChangeReverbByDuration(v float32, duration float64) *SKAction
- func SKActionChangeReverbToDuration(v float32, duration float64) *SKAction
- func SKActionChangeVolumeByDuration(v float32, duration float64) *SKAction
- func SKActionChangeVolumeToDuration(v float32, duration float64) *SKAction
- func SKActionColorizeWithColorBlendFactorDuration(colorBlendFactor float64, sec float64) *SKAction
- func SKActionColorizeWithColorColorBlendFactorDuration(color *appkit.NSColor, colorBlendFactor float64, duration float64) *SKAction
- func SKActionCustomActionWithDurationActionBlock(duration float64, block func(*SKNode, float64)) *SKAction
- func SKActionFadeAlphaByDuration(factor float64, duration float64) *SKAction
- func SKActionFadeAlphaToDuration(alpha float64, duration float64) *SKAction
- func SKActionFadeInWithDuration(duration float64) *SKAction
- func SKActionFadeOutWithDuration(duration float64) *SKAction
- func SKActionFalloffByDuration(falloff float32, duration float64) *SKAction
- func SKActionFalloffToDuration(falloff float32, duration float64) *SKAction
- func SKActionFollowPathAsOffsetOrientToPathDuration(path unsafe.Pointer, offset bool, orient bool, duration float64) *SKAction
- func SKActionFollowPathAsOffsetOrientToPathSpeed(path unsafe.Pointer, offset bool, orient bool, speed float64) *SKAction
- func SKActionFollowPathDuration(path unsafe.Pointer, duration float64) *SKAction
- func SKActionFollowPathSpeed(path unsafe.Pointer, speed float64) *SKAction
- func SKActionFromID(id objc.ID) *SKAction
- func SKActionGroup(actions *foundation.NSArray[*SKAction]) *SKAction
- func SKActionHide() *SKAction
- func SKActionMoveByDuration(delta corefoundation.CGVector, duration float64) *SKAction
- func SKActionMoveByXYDuration(deltaX float64, deltaY float64, duration float64) *SKAction
- func SKActionMoveToDuration(location corefoundation.CGPoint, duration float64) *SKAction
- func SKActionMoveToXDuration(x float64, duration float64) *SKAction
- func SKActionMoveToYDuration(y float64, duration float64) *SKAction
- func SKActionPause() *SKAction
- func SKActionPerformSelectorOnTarget(selector objc.SEL, target objc.ID) *SKAction
- func SKActionPlay() *SKAction
- func SKActionPlaySoundFileNamedWaitForCompletion(soundFile *foundation.NSString, wait bool) *SKAction
- func SKActionReachToNodeRootNodeDuration(node *SKNode, root *SKNode, sec float64) *SKAction
- func SKActionReachToNodeRootNodeVelocity(node *SKNode, root *SKNode, velocity float64) *SKAction
- func SKActionReachToRootNodeDuration(position corefoundation.CGPoint, root *SKNode, duration float64) *SKAction
- func SKActionReachToRootNodeVelocity(position corefoundation.CGPoint, root *SKNode, velocity float64) *SKAction
- func SKActionRemoveFromParent() *SKAction
- func SKActionRepeatActionCount(action *SKAction, count uint) *SKAction
- func SKActionRepeatActionForever(action *SKAction) *SKAction
- func SKActionResizeByWidthHeightDuration(width float64, height float64, duration float64) *SKAction
- func SKActionResizeToHeightDuration(height float64, duration float64) *SKAction
- func SKActionResizeToWidthDuration(width float64, duration float64) *SKAction
- func SKActionResizeToWidthHeightDuration(width float64, height float64, duration float64) *SKAction
- func SKActionRotateByAngleDuration(radians float64, duration float64) *SKAction
- func SKActionRotateToAngleDuration(radians float64, duration float64) *SKAction
- func SKActionRotateToAngleDurationShortestUnitArc(radians float64, duration float64, shortestUnitArc bool) *SKAction
- func SKActionRunActionOnChildWithName(action *SKAction, name *foundation.NSString) *SKAction
- func SKActionRunBlock(block func()) *SKAction
- func SKActionRunBlockQueue(block func(), queue *foundation.NSObject) *SKAction
- func SKActionScaleByDuration(scale float64, duration float64) *SKAction
- func SKActionScaleToDuration(scale float64, duration float64) *SKAction
- func SKActionScaleToSizeDuration(size corefoundation.CGSize, duration float64) *SKAction
- func SKActionScaleXByYDuration(xScale float64, yScale float64, duration float64) *SKAction
- func SKActionScaleXToDuration(scale float64, duration float64) *SKAction
- func SKActionScaleXToYDuration(xScale float64, yScale float64, duration float64) *SKAction
- func SKActionScaleYToDuration(scale float64, duration float64) *SKAction
- func SKActionSequence(actions *foundation.NSArray[*SKAction]) *SKAction
- func SKActionSetNormalTexture(texture *SKTexture) *SKAction
- func SKActionSetNormalTextureResize(texture *SKTexture, resize bool) *SKAction
- func SKActionSetTexture(texture *SKTexture) *SKAction
- func SKActionSetTextureResize(texture *SKTexture, resize bool) *SKAction
- func SKActionSpeedByDuration(speed float64, duration float64) *SKAction
- func SKActionSpeedToDuration(speed float64, duration float64) *SKAction
- func SKActionStereoPanByDuration(v float32, duration float64) *SKAction
- func SKActionStereoPanToDuration(v float32, duration float64) *SKAction
- func SKActionStop() *SKAction
- func SKActionStrengthByDuration(strength float32, duration float64) *SKAction
- func SKActionStrengthToDuration(strength float32, duration float64) *SKAction
- func SKActionUnhide() *SKAction
- func SKActionWaitForDuration(duration float64) *SKAction
- func SKActionWaitForDurationWithRange(duration float64, durationRange float64) *SKAction
- func SKActionWarpToDuration(warp *SKWarpGeometry, duration float64) *SKAction
- func (o *SKAction) Duration() float64
- func (o *SKAction) ReversedAction() *SKAction
- func (o *SKAction) SetDuration(duration float64)
- func (o *SKAction) SetSpeed(speed float64)
- func (o *SKAction) SetTimingFunction(timingFunction objc.Block)
- func (o *SKAction) SetTimingMode(timingMode SKActionTimingMode)
- func (o *SKAction) Speed() float64
- func (o *SKAction) TimingFunction() objc.Block
- func (o *SKAction) TimingMode() SKActionTimingMode
- type SKActionTimingMode
- type SKAttribute
- type SKAttributeType
- type SKAttributeValue
- func SKAttributeValueFromID(id objc.ID) *SKAttributeValue
- func SKAttributeValueValueWithFloat(value float32) *SKAttributeValue
- func SKAttributeValueValueWithVectorFloat2(value unsafe.Pointer) *SKAttributeValue
- func SKAttributeValueValueWithVectorFloat3(value unsafe.Pointer) *SKAttributeValue
- func SKAttributeValueValueWithVectorFloat4(value unsafe.Pointer) *SKAttributeValue
- func (o *SKAttributeValue) FloatValue() float32
- func (o *SKAttributeValue) Init() *SKAttributeValue
- func (o *SKAttributeValue) SetFloatValue(floatValue float32)
- func (o *SKAttributeValue) SetVectorFloat2Value(vectorFloat2Value unsafe.Pointer)
- func (o *SKAttributeValue) SetVectorFloat3Value(vectorFloat3Value unsafe.Pointer)
- func (o *SKAttributeValue) SetVectorFloat4Value(vectorFloat4Value unsafe.Pointer)
- func (o *SKAttributeValue) VectorFloat2Value() unsafe.Pointer
- func (o *SKAttributeValue) VectorFloat3Value() unsafe.Pointer
- func (o *SKAttributeValue) VectorFloat4Value() unsafe.Pointer
- type SKAudioNode
- func (o *SKAudioNode) AutoplayLooped() bool
- func (o *SKAudioNode) AvAudioNode() *avfaudio.AVAudioNode
- func (o *SKAudioNode) InitWithAVAudioNode(node *avfaudio.AVAudioNode) *SKAudioNode
- func (o *SKAudioNode) InitWithCoder(aDecoder *foundation.NSCoder) *SKAudioNode
- func (o *SKAudioNode) InitWithFileNamed(name *foundation.NSString) *SKAudioNode
- func (o *SKAudioNode) InitWithURL(url *foundation.NSURL) *SKAudioNode
- func (o *SKAudioNode) IsPositional() bool
- func (o *SKAudioNode) SetAutoplayLooped(autoplayLooped bool)
- func (o *SKAudioNode) SetAvAudioNode(avAudioNode *avfaudio.AVAudioNode)
- func (o *SKAudioNode) SetPositional(positional bool)
- type SKBlendMode
- type SKCameraNode
- type SKConstraint
- func SKConstraintDistanceToNode(range_ *SKRange, node *SKNode) *SKConstraint
- func SKConstraintDistanceToPoint(range_ *SKRange, point corefoundation.CGPoint) *SKConstraint
- func SKConstraintDistanceToPointInNode(range_ *SKRange, point corefoundation.CGPoint, node *SKNode) *SKConstraint
- func SKConstraintFromID(id objc.ID) *SKConstraint
- func SKConstraintOrientToNodeOffset(node *SKNode, radians *SKRange) *SKConstraint
- func SKConstraintOrientToPointInNodeOffset(point corefoundation.CGPoint, node *SKNode, radians *SKRange) *SKConstraint
- func SKConstraintOrientToPointOffset(point corefoundation.CGPoint, radians *SKRange) *SKConstraint
- func SKConstraintPositionX(range_ *SKRange) *SKConstraint
- func SKConstraintPositionXY(xRange *SKRange, yRange *SKRange) *SKConstraint
- func SKConstraintPositionY(range_ *SKRange) *SKConstraint
- func SKConstraintZRotation(zRange *SKRange) *SKConstraint
- type SKCropNode
- type SKEffectNode
- func (o *SKEffectNode) BlendMode() SKBlendMode
- func (o *SKEffectNode) Filter() *coreimage.CIFilter
- func (o *SKEffectNode) SetBlendMode(blendMode SKBlendMode)
- func (o *SKEffectNode) SetFilter(filter *coreimage.CIFilter)
- func (o *SKEffectNode) SetShader(shader *SKShader)
- func (o *SKEffectNode) SetShouldCenterFilter(shouldCenterFilter bool)
- func (o *SKEffectNode) SetShouldEnableEffects(shouldEnableEffects bool)
- func (o *SKEffectNode) SetShouldRasterize(shouldRasterize bool)
- func (o *SKEffectNode) Shader() *SKShader
- func (o *SKEffectNode) ShouldCenterFilter() bool
- func (o *SKEffectNode) ShouldEnableEffects() bool
- func (o *SKEffectNode) ShouldRasterize() bool
- type SKEmitterNode
- func (o *SKEmitterNode) AdvanceSimulationTime(sec float64)
- func (o *SKEmitterNode) EmissionAngle() float64
- func (o *SKEmitterNode) EmissionAngleRange() float64
- func (o *SKEmitterNode) FieldBitMask() uint32
- func (o *SKEmitterNode) NumParticlesToEmit() uint
- func (o *SKEmitterNode) ParticleAction() *SKAction
- func (o *SKEmitterNode) ParticleAlpha() float64
- func (o *SKEmitterNode) ParticleAlphaRange() float64
- func (o *SKEmitterNode) ParticleAlphaSequence() *SKKeyframeSequence
- func (o *SKEmitterNode) ParticleAlphaSpeed() float64
- func (o *SKEmitterNode) ParticleBirthRate() float64
- func (o *SKEmitterNode) ParticleBlendMode() SKBlendMode
- func (o *SKEmitterNode) ParticleColor() *appkit.NSColor
- func (o *SKEmitterNode) ParticleColorAlphaRange() float64
- func (o *SKEmitterNode) ParticleColorAlphaSpeed() float64
- func (o *SKEmitterNode) ParticleColorBlendFactor() float64
- func (o *SKEmitterNode) ParticleColorBlendFactorRange() float64
- func (o *SKEmitterNode) ParticleColorBlendFactorSequence() *SKKeyframeSequence
- func (o *SKEmitterNode) ParticleColorBlendFactorSpeed() float64
- func (o *SKEmitterNode) ParticleColorBlueRange() float64
- func (o *SKEmitterNode) ParticleColorBlueSpeed() float64
- func (o *SKEmitterNode) ParticleColorGreenRange() float64
- func (o *SKEmitterNode) ParticleColorGreenSpeed() float64
- func (o *SKEmitterNode) ParticleColorRedRange() float64
- func (o *SKEmitterNode) ParticleColorRedSpeed() float64
- func (o *SKEmitterNode) ParticleColorSequence() *SKKeyframeSequence
- func (o *SKEmitterNode) ParticleLifetime() float64
- func (o *SKEmitterNode) ParticleLifetimeRange() float64
- func (o *SKEmitterNode) ParticlePosition() corefoundation.CGPoint
- func (o *SKEmitterNode) ParticlePositionRange() corefoundation.CGVector
- func (o *SKEmitterNode) ParticleRenderOrder() SKParticleRenderOrder
- func (o *SKEmitterNode) ParticleRotation() float64
- func (o *SKEmitterNode) ParticleRotationRange() float64
- func (o *SKEmitterNode) ParticleRotationSpeed() float64
- func (o *SKEmitterNode) ParticleScale() float64
- func (o *SKEmitterNode) ParticleScaleRange() float64
- func (o *SKEmitterNode) ParticleScaleSequence() *SKKeyframeSequence
- func (o *SKEmitterNode) ParticleScaleSpeed() float64
- func (o *SKEmitterNode) ParticleSize() corefoundation.CGSize
- func (o *SKEmitterNode) ParticleSpeed() float64
- func (o *SKEmitterNode) ParticleSpeedRange() float64
- func (o *SKEmitterNode) ParticleTexture() *SKTexture
- func (o *SKEmitterNode) ParticleZPosition() float64
- func (o *SKEmitterNode) ParticleZPositionRange() float64
- func (o *SKEmitterNode) ParticleZPositionSpeed() float64
- func (o *SKEmitterNode) ResetSimulation()
- func (o *SKEmitterNode) SetEmissionAngle(emissionAngle float64)
- func (o *SKEmitterNode) SetEmissionAngleRange(emissionAngleRange float64)
- func (o *SKEmitterNode) SetFieldBitMask(fieldBitMask uint32)
- func (o *SKEmitterNode) SetNumParticlesToEmit(numParticlesToEmit uint)
- func (o *SKEmitterNode) SetParticleAction(particleAction *SKAction)
- func (o *SKEmitterNode) SetParticleAlpha(particleAlpha float64)
- func (o *SKEmitterNode) SetParticleAlphaRange(particleAlphaRange float64)
- func (o *SKEmitterNode) SetParticleAlphaSequence(particleAlphaSequence *SKKeyframeSequence)
- func (o *SKEmitterNode) SetParticleAlphaSpeed(particleAlphaSpeed float64)
- func (o *SKEmitterNode) SetParticleBirthRate(particleBirthRate float64)
- func (o *SKEmitterNode) SetParticleBlendMode(particleBlendMode SKBlendMode)
- func (o *SKEmitterNode) SetParticleColor(particleColor *appkit.NSColor)
- func (o *SKEmitterNode) SetParticleColorAlphaRange(particleColorAlphaRange float64)
- func (o *SKEmitterNode) SetParticleColorAlphaSpeed(particleColorAlphaSpeed float64)
- func (o *SKEmitterNode) SetParticleColorBlendFactor(particleColorBlendFactor float64)
- func (o *SKEmitterNode) SetParticleColorBlendFactorRange(particleColorBlendFactorRange float64)
- func (o *SKEmitterNode) SetParticleColorBlendFactorSequence(particleColorBlendFactorSequence *SKKeyframeSequence)
- func (o *SKEmitterNode) SetParticleColorBlendFactorSpeed(particleColorBlendFactorSpeed float64)
- func (o *SKEmitterNode) SetParticleColorBlueRange(particleColorBlueRange float64)
- func (o *SKEmitterNode) SetParticleColorBlueSpeed(particleColorBlueSpeed float64)
- func (o *SKEmitterNode) SetParticleColorGreenRange(particleColorGreenRange float64)
- func (o *SKEmitterNode) SetParticleColorGreenSpeed(particleColorGreenSpeed float64)
- func (o *SKEmitterNode) SetParticleColorRedRange(particleColorRedRange float64)
- func (o *SKEmitterNode) SetParticleColorRedSpeed(particleColorRedSpeed float64)
- func (o *SKEmitterNode) SetParticleColorSequence(particleColorSequence *SKKeyframeSequence)
- func (o *SKEmitterNode) SetParticleLifetime(particleLifetime float64)
- func (o *SKEmitterNode) SetParticleLifetimeRange(particleLifetimeRange float64)
- func (o *SKEmitterNode) SetParticlePosition(particlePosition corefoundation.CGPoint)
- func (o *SKEmitterNode) SetParticlePositionRange(particlePositionRange corefoundation.CGVector)
- func (o *SKEmitterNode) SetParticleRenderOrder(particleRenderOrder SKParticleRenderOrder)
- func (o *SKEmitterNode) SetParticleRotation(particleRotation float64)
- func (o *SKEmitterNode) SetParticleRotationRange(particleRotationRange float64)
- func (o *SKEmitterNode) SetParticleRotationSpeed(particleRotationSpeed float64)
- func (o *SKEmitterNode) SetParticleScale(particleScale float64)
- func (o *SKEmitterNode) SetParticleScaleRange(particleScaleRange float64)
- func (o *SKEmitterNode) SetParticleScaleSequence(particleScaleSequence *SKKeyframeSequence)
- func (o *SKEmitterNode) SetParticleScaleSpeed(particleScaleSpeed float64)
- func (o *SKEmitterNode) SetParticleSize(particleSize corefoundation.CGSize)
- func (o *SKEmitterNode) SetParticleSpeed(particleSpeed float64)
- func (o *SKEmitterNode) SetParticleSpeedRange(particleSpeedRange float64)
- func (o *SKEmitterNode) SetParticleTexture(particleTexture *SKTexture)
- func (o *SKEmitterNode) SetParticleZPosition(particleZPosition float64)
- func (o *SKEmitterNode) SetParticleZPositionRange(particleZPositionRange float64)deprecated
- func (o *SKEmitterNode) SetParticleZPositionSpeed(particleZPositionSpeed float64)deprecated
- func (o *SKEmitterNode) SetShader(shader *SKShader)
- func (o *SKEmitterNode) SetTargetNode(targetNode *SKNode)
- func (o *SKEmitterNode) SetXAcceleration(xAcceleration float64)
- func (o *SKEmitterNode) SetYAcceleration(yAcceleration float64)
- func (o *SKEmitterNode) Shader() *SKShader
- func (o *SKEmitterNode) TargetNode() *SKNode
- func (o *SKEmitterNode) XAcceleration() float64
- func (o *SKEmitterNode) YAcceleration() float64
- type SKFieldNode
- func SKFieldNodeCustomFieldWithEvaluationBlock(...) *SKFieldNode
- func SKFieldNodeDragField() *SKFieldNode
- func SKFieldNodeElectricField() *SKFieldNode
- func SKFieldNodeFromID(id objc.ID) *SKFieldNode
- func SKFieldNodeLinearGravityFieldWithVector(direction unsafe.Pointer) *SKFieldNode
- func SKFieldNodeMagneticField() *SKFieldNode
- func SKFieldNodeNoiseFieldWithSmoothnessAnimationSpeed(smoothness float64, speed float64) *SKFieldNode
- func SKFieldNodeRadialGravityField() *SKFieldNode
- func SKFieldNodeSpringField() *SKFieldNode
- func SKFieldNodeTurbulenceFieldWithSmoothnessAnimationSpeed(smoothness float64, speed float64) *SKFieldNode
- func SKFieldNodeVelocityFieldWithTexture(velocityTexture *SKTexture) *SKFieldNode
- func SKFieldNodeVelocityFieldWithVector(direction unsafe.Pointer) *SKFieldNode
- func SKFieldNodeVortexField() *SKFieldNode
- func (o *SKFieldNode) AnimationSpeed() float32
- func (o *SKFieldNode) CategoryBitMask() uint32
- func (o *SKFieldNode) Direction() unsafe.Pointer
- func (o *SKFieldNode) Falloff() float32
- func (o *SKFieldNode) IsEnabled() bool
- func (o *SKFieldNode) IsExclusive() bool
- func (o *SKFieldNode) MinimumRadius() float32
- func (o *SKFieldNode) Region() *SKRegion
- func (o *SKFieldNode) SetAnimationSpeed(animationSpeed float32)
- func (o *SKFieldNode) SetCategoryBitMask(categoryBitMask uint32)
- func (o *SKFieldNode) SetDirection(direction unsafe.Pointer)
- func (o *SKFieldNode) SetEnabled(enabled bool)
- func (o *SKFieldNode) SetExclusive(exclusive bool)
- func (o *SKFieldNode) SetFalloff(falloff float32)
- func (o *SKFieldNode) SetMinimumRadius(minimumRadius float32)
- func (o *SKFieldNode) SetRegion(region *SKRegion)
- func (o *SKFieldNode) SetSmoothness(smoothness float32)
- func (o *SKFieldNode) SetStrength(strength float32)
- func (o *SKFieldNode) SetTexture(texture *SKTexture)
- func (o *SKFieldNode) Smoothness() float32
- func (o *SKFieldNode) Strength() float32
- func (o *SKFieldNode) Texture() *SKTexture
- type SKInterpolationMode
- type SKKeyframeSequence
- func (o *SKKeyframeSequence) AddKeyframeValueTime(value objc.ID, time_ float64)
- func (o *SKKeyframeSequence) Count() uint
- func (o *SKKeyframeSequence) GetKeyframeTimeForIndex(index uint) float64
- func (o *SKKeyframeSequence) GetKeyframeValueForIndex(index uint) objc.ID
- func (o *SKKeyframeSequence) InitWithCapacity(numItems uint) *SKKeyframeSequence
- func (o *SKKeyframeSequence) InitWithCoder(aDecoder *foundation.NSCoder) *SKKeyframeSequence
- func (o *SKKeyframeSequence) InitWithKeyframeValuesTimes(values *foundation.NSArray[objc.ID], ...) *SKKeyframeSequence
- func (o *SKKeyframeSequence) InterpolationMode() SKInterpolationMode
- func (o *SKKeyframeSequence) RemoveKeyframeAtIndex(index uint)
- func (o *SKKeyframeSequence) RemoveLastKeyframe()
- func (o *SKKeyframeSequence) RepeatMode() SKRepeatMode
- func (o *SKKeyframeSequence) SampleAtTime(time_ float64) objc.ID
- func (o *SKKeyframeSequence) SetInterpolationMode(interpolationMode SKInterpolationMode)
- func (o *SKKeyframeSequence) SetKeyframeTimeForIndex(time_ float64, index uint)
- func (o *SKKeyframeSequence) SetKeyframeValueForIndex(value objc.ID, index uint)
- func (o *SKKeyframeSequence) SetKeyframeValueTimeForIndex(value objc.ID, time_ float64, index uint)
- func (o *SKKeyframeSequence) SetRepeatMode(repeatMode SKRepeatMode)
- type SKLabelHorizontalAlignmentMode
- type SKLabelNode
- func SKLabelNodeFromID(id objc.ID) *SKLabelNode
- func SKLabelNodeLabelNodeWithAttributedText(attributedText *foundation.NSAttributedString) *SKLabelNode
- func SKLabelNodeLabelNodeWithFontNamed(fontName *foundation.NSString) *SKLabelNode
- func SKLabelNodeLabelNodeWithText(text *foundation.NSString) *SKLabelNode
- func (o *SKLabelNode) AttributedText() *foundation.NSAttributedString
- func (o *SKLabelNode) BlendMode() SKBlendMode
- func (o *SKLabelNode) Color() *appkit.NSColor
- func (o *SKLabelNode) ColorBlendFactor() float64
- func (o *SKLabelNode) FontColor() *appkit.NSColor
- func (o *SKLabelNode) FontName() *foundation.NSString
- func (o *SKLabelNode) FontSize() float64
- func (o *SKLabelNode) HorizontalAlignmentMode() SKLabelHorizontalAlignmentMode
- func (o *SKLabelNode) InitWithFontNamed(fontName *foundation.NSString) *SKLabelNode
- func (o *SKLabelNode) LineBreakMode() appkit.NSLineBreakMode
- func (o *SKLabelNode) NumberOfLines() int
- func (o *SKLabelNode) PreferredMaxLayoutWidth() float64
- func (o *SKLabelNode) SetAttributedText(attributedText *foundation.NSAttributedString)
- func (o *SKLabelNode) SetBlendMode(blendMode SKBlendMode)
- func (o *SKLabelNode) SetColor(color *appkit.NSColor)
- func (o *SKLabelNode) SetColorBlendFactor(colorBlendFactor float64)
- func (o *SKLabelNode) SetFontColor(fontColor *appkit.NSColor)
- func (o *SKLabelNode) SetFontName(fontName *foundation.NSString)
- func (o *SKLabelNode) SetFontSize(fontSize float64)
- func (o *SKLabelNode) SetHorizontalAlignmentMode(horizontalAlignmentMode SKLabelHorizontalAlignmentMode)
- func (o *SKLabelNode) SetLineBreakMode(lineBreakMode appkit.NSLineBreakMode)
- func (o *SKLabelNode) SetNumberOfLines(numberOfLines int)
- func (o *SKLabelNode) SetPreferredMaxLayoutWidth(preferredMaxLayoutWidth float64)
- func (o *SKLabelNode) SetText(text *foundation.NSString)
- func (o *SKLabelNode) SetVerticalAlignmentMode(verticalAlignmentMode SKLabelVerticalAlignmentMode)
- func (o *SKLabelNode) Text() *foundation.NSString
- func (o *SKLabelNode) VerticalAlignmentMode() SKLabelVerticalAlignmentMode
- type SKLabelVerticalAlignmentMode
- type SKLightNode
- func (o *SKLightNode) AmbientColor() *appkit.NSColor
- func (o *SKLightNode) CategoryBitMask() uint32
- func (o *SKLightNode) Falloff() float64
- func (o *SKLightNode) IsEnabled() bool
- func (o *SKLightNode) LightColor() *appkit.NSColor
- func (o *SKLightNode) SetAmbientColor(ambientColor *appkit.NSColor)
- func (o *SKLightNode) SetCategoryBitMask(categoryBitMask uint32)
- func (o *SKLightNode) SetEnabled(enabled bool)
- func (o *SKLightNode) SetFalloff(falloff float64)
- func (o *SKLightNode) SetLightColor(lightColor *appkit.NSColor)
- func (o *SKLightNode) SetShadowColor(shadowColor *appkit.NSColor)
- func (o *SKLightNode) ShadowColor() *appkit.NSColor
- type SKMutableTexture
- type SKNode
- func (o *SKNode) AccessibilityChildren() *foundation.NSArray[objc.ID]
- func (o *SKNode) AccessibilityFrame() corefoundation.CGRect
- func (o *SKNode) AccessibilityHelp() *foundation.NSString
- func (o *SKNode) AccessibilityHitTest(point corefoundation.CGPoint) objc.ID
- func (o *SKNode) AccessibilityLabel() *foundation.NSString
- func (o *SKNode) AccessibilityParent() objc.ID
- func (o *SKNode) AccessibilityRole() *foundation.NSString
- func (o *SKNode) AccessibilityRoleDescription() *foundation.NSString
- func (o *SKNode) AccessibilitySubrole() *foundation.NSString
- func (o *SKNode) ActionForKey(key *foundation.NSString) *SKAction
- func (o *SKNode) AddChild(node *SKNode)
- func (o *SKNode) Alpha() float64
- func (o *SKNode) AttributeValues() *foundation.NSDictionary[*foundation.NSString, *SKAttributeValue]
- func (o *SKNode) CalculateAccumulatedFrame() corefoundation.CGRect
- func (o *SKNode) ChildNodeWithName(name *foundation.NSString) *SKNode
- func (o *SKNode) Children() *foundation.NSArray[*SKNode]
- func (o *SKNode) Constraints() *foundation.NSArray[*SKConstraint]
- func (o *SKNode) ContainsPoint(p corefoundation.CGPoint) bool
- func (o *SKNode) ConvertPointFromNode(point corefoundation.CGPoint, node *SKNode) corefoundation.CGPoint
- func (o *SKNode) ConvertPointToNode(point corefoundation.CGPoint, node *SKNode) corefoundation.CGPoint
- func (o *SKNode) EnumerateChildNodesWithNameUsing(name *foundation.NSString, block func(*SKNode, *bool))
- func (o *SKNode) Frame() corefoundation.CGRect
- func (o *SKNode) HasActions() bool
- func (o *SKNode) InParentHierarchy(parent *SKNode) bool
- func (o *SKNode) Init() *SKNode
- func (o *SKNode) InitWithCoder(aDecoder *foundation.NSCoder) *SKNode
- func (o *SKNode) InsertChildAtIndex(node *SKNode, index int)
- func (o *SKNode) IntersectsNode(node *SKNode) bool
- func (o *SKNode) IsAccessibilityElement() bool
- func (o *SKNode) IsAccessibilityEnabled() bool
- func (o *SKNode) IsEqualToNode(node *SKNode) bool
- func (o *SKNode) IsHidden() bool
- func (o *SKNode) IsPaused() bool
- func (o *SKNode) IsUserInteractionEnabled() bool
- func (o *SKNode) MoveToParent(parent *SKNode)
- func (o *SKNode) Name() *foundation.NSString
- func (o *SKNode) NodeAtPoint(p corefoundation.CGPoint) *SKNode
- func (o *SKNode) NodesAtPoint(p corefoundation.CGPoint) *foundation.NSArray[*SKNode]
- func (o *SKNode) ObjectForKeyedSubscript(name *foundation.NSString) *foundation.NSArray[*SKNode]
- func (o *SKNode) Parent() *SKNode
- func (o *SKNode) PhysicsBody() *SKPhysicsBody
- func (o *SKNode) Position() corefoundation.CGPoint
- func (o *SKNode) ReachConstraints() *SKReachConstraints
- func (o *SKNode) RemoveActionForKey(key *foundation.NSString)
- func (o *SKNode) RemoveAllActions()
- func (o *SKNode) RemoveAllChildren()
- func (o *SKNode) RemoveChildrenInArray(nodes *foundation.NSArray[*SKNode])
- func (o *SKNode) RemoveFromParent()
- func (o *SKNode) RunAction(action *SKAction)
- func (o *SKNode) RunActionCompletion(action *SKAction, block func())
- func (o *SKNode) RunActionWithKey(action *SKAction, key *foundation.NSString)
- func (o *SKNode) Scene() *SKScene
- func (o *SKNode) SetAccessibilityChildren(accessibilityChildren *foundation.NSArray[objc.ID])
- func (o *SKNode) SetAccessibilityElement(accessibilityElement bool)
- func (o *SKNode) SetAccessibilityEnabled(accessibilityEnabled bool)
- func (o *SKNode) SetAccessibilityFrame(accessibilityFrame corefoundation.CGRect)
- func (o *SKNode) SetAccessibilityHelp(accessibilityHelp *foundation.NSString)
- func (o *SKNode) SetAccessibilityLabel(accessibilityLabel *foundation.NSString)
- func (o *SKNode) SetAccessibilityParent(accessibilityParent objc.ID)
- func (o *SKNode) SetAccessibilityRole(accessibilityRole *foundation.NSString)
- func (o *SKNode) SetAccessibilityRoleDescription(accessibilityRoleDescription *foundation.NSString)
- func (o *SKNode) SetAccessibilitySubrole(accessibilitySubrole *foundation.NSString)
- func (o *SKNode) SetAlpha(alpha float64)
- func (o *SKNode) SetAttributeValues(...)deprecated
- func (o *SKNode) SetConstraints(constraints *foundation.NSArray[*SKConstraint])
- func (o *SKNode) SetHidden(hidden bool)
- func (o *SKNode) SetName(name *foundation.NSString)
- func (o *SKNode) SetPaused(paused bool)
- func (o *SKNode) SetPhysicsBody(physicsBody *SKPhysicsBody)
- func (o *SKNode) SetPosition(position corefoundation.CGPoint)
- func (o *SKNode) SetReachConstraints(reachConstraints *SKReachConstraints)
- func (o *SKNode) SetScale(scale float64)
- func (o *SKNode) SetSpeed(speed float64)
- func (o *SKNode) SetUserData(userData *foundation.NSMutableDictionary[objc.ID, objc.ID])
- func (o *SKNode) SetUserInteractionEnabled(userInteractionEnabled bool)
- func (o *SKNode) SetValueForAttributeNamed(value *SKAttributeValue, key *foundation.NSString)deprecated
- func (o *SKNode) SetXScale(xScale float64)
- func (o *SKNode) SetYScale(yScale float64)
- func (o *SKNode) SetZPosition(zPosition float64)
- func (o *SKNode) SetZRotation(zRotation float64)
- func (o *SKNode) Speed() float64
- func (o *SKNode) UserData() *foundation.NSMutableDictionary[objc.ID, objc.ID]
- func (o *SKNode) ValueForAttributeNamed(key *foundation.NSString) *SKAttributeValuedeprecated
- func (o *SKNode) XScale() float64
- func (o *SKNode) YScale() float64
- func (o *SKNode) ZPosition() float64
- func (o *SKNode) ZRotation() float64
- type SKParticleRenderOrder
- type SKPhysicsBody
- func SKPhysicsBodyBodyWithBodies(bodies *foundation.NSArray[*SKPhysicsBody]) *SKPhysicsBody
- func SKPhysicsBodyBodyWithCircleOfRadius(r float64) *SKPhysicsBody
- func SKPhysicsBodyBodyWithCircleOfRadiusCenter(r float64, center corefoundation.CGPoint) *SKPhysicsBody
- func SKPhysicsBodyBodyWithEdgeChainFromPath(path unsafe.Pointer) *SKPhysicsBody
- func SKPhysicsBodyBodyWithEdgeFromPointToPoint(p1 corefoundation.CGPoint, p2 corefoundation.CGPoint) *SKPhysicsBody
- func SKPhysicsBodyBodyWithEdgeLoopFromPath(path unsafe.Pointer) *SKPhysicsBody
- func SKPhysicsBodyBodyWithEdgeLoopFromRect(rect corefoundation.CGRect) *SKPhysicsBody
- func SKPhysicsBodyBodyWithPolygonFromPath(path unsafe.Pointer) *SKPhysicsBody
- func SKPhysicsBodyBodyWithRectangleOfSize(s corefoundation.CGSize) *SKPhysicsBody
- func SKPhysicsBodyBodyWithRectangleOfSizeCenter(s corefoundation.CGSize, center corefoundation.CGPoint) *SKPhysicsBody
- func SKPhysicsBodyBodyWithTextureAlphaThresholdSize(texture *SKTexture, alphaThreshold float32, size corefoundation.CGSize) *SKPhysicsBody
- func SKPhysicsBodyBodyWithTextureSize(texture *SKTexture, size corefoundation.CGSize) *SKPhysicsBody
- func SKPhysicsBodyFromID(id objc.ID) *SKPhysicsBody
- func (o *SKPhysicsBody) AffectedByGravity() bool
- func (o *SKPhysicsBody) AllContactedBodies() *foundation.NSArray[*SKPhysicsBody]
- func (o *SKPhysicsBody) AllowsRotation() bool
- func (o *SKPhysicsBody) AngularDamping() float64
- func (o *SKPhysicsBody) AngularVelocity() float64
- func (o *SKPhysicsBody) ApplyAngularImpulse(impulse float64)
- func (o *SKPhysicsBody) ApplyForce(force corefoundation.CGVector)
- func (o *SKPhysicsBody) ApplyForceAtPoint(force corefoundation.CGVector, point corefoundation.CGPoint)
- func (o *SKPhysicsBody) ApplyImpulse(impulse corefoundation.CGVector)
- func (o *SKPhysicsBody) ApplyImpulseAtPoint(impulse corefoundation.CGVector, point corefoundation.CGPoint)
- func (o *SKPhysicsBody) ApplyTorque(torque float64)
- func (o *SKPhysicsBody) Area() float64
- func (o *SKPhysicsBody) CategoryBitMask() uint32
- func (o *SKPhysicsBody) Charge() float64
- func (o *SKPhysicsBody) CollisionBitMask() uint32
- func (o *SKPhysicsBody) ContactTestBitMask() uint32
- func (o *SKPhysicsBody) Density() float64
- func (o *SKPhysicsBody) FieldBitMask() uint32
- func (o *SKPhysicsBody) Friction() float64
- func (o *SKPhysicsBody) IsDynamic() bool
- func (o *SKPhysicsBody) IsResting() bool
- func (o *SKPhysicsBody) Joints() *foundation.NSArray[*SKPhysicsJoint]
- func (o *SKPhysicsBody) LinearDamping() float64
- func (o *SKPhysicsBody) Mass() float64
- func (o *SKPhysicsBody) Node() *SKNode
- func (o *SKPhysicsBody) Pinned() bool
- func (o *SKPhysicsBody) Restitution() float64
- func (o *SKPhysicsBody) SetAffectedByGravity(affectedByGravity bool)
- func (o *SKPhysicsBody) SetAllowsRotation(allowsRotation bool)
- func (o *SKPhysicsBody) SetAngularDamping(angularDamping float64)
- func (o *SKPhysicsBody) SetAngularVelocity(angularVelocity float64)
- func (o *SKPhysicsBody) SetCategoryBitMask(categoryBitMask uint32)
- func (o *SKPhysicsBody) SetCharge(charge float64)
- func (o *SKPhysicsBody) SetCollisionBitMask(collisionBitMask uint32)
- func (o *SKPhysicsBody) SetContactTestBitMask(contactTestBitMask uint32)
- func (o *SKPhysicsBody) SetDensity(density float64)
- func (o *SKPhysicsBody) SetDynamic(dynamic bool)
- func (o *SKPhysicsBody) SetFieldBitMask(fieldBitMask uint32)
- func (o *SKPhysicsBody) SetFriction(friction float64)
- func (o *SKPhysicsBody) SetLinearDamping(linearDamping float64)
- func (o *SKPhysicsBody) SetMass(mass float64)
- func (o *SKPhysicsBody) SetPinned(pinned bool)
- func (o *SKPhysicsBody) SetResting(resting bool)
- func (o *SKPhysicsBody) SetRestitution(restitution float64)
- func (o *SKPhysicsBody) SetUsesPreciseCollisionDetection(usesPreciseCollisionDetection bool)
- func (o *SKPhysicsBody) SetVelocity(velocity corefoundation.CGVector)
- func (o *SKPhysicsBody) UsesPreciseCollisionDetection() bool
- func (o *SKPhysicsBody) Velocity() corefoundation.CGVector
- type SKPhysicsContact
- type SKPhysicsContactDelegate
- type SKPhysicsJoint
- func (o *SKPhysicsJoint) BodyA() *SKPhysicsBody
- func (o *SKPhysicsJoint) BodyB() *SKPhysicsBody
- func (o *SKPhysicsJoint) ReactionForce() corefoundation.CGVector
- func (o *SKPhysicsJoint) ReactionTorque() float64
- func (o *SKPhysicsJoint) SetBodyA(bodyA *SKPhysicsBody)
- func (o *SKPhysicsJoint) SetBodyB(bodyB *SKPhysicsBody)
- type SKPhysicsJointFixed
- type SKPhysicsJointLimit
- type SKPhysicsJointPin
- func (o *SKPhysicsJointPin) FrictionTorque() float64
- func (o *SKPhysicsJointPin) LowerAngleLimit() float64
- func (o *SKPhysicsJointPin) RotationSpeed() float64
- func (o *SKPhysicsJointPin) SetFrictionTorque(frictionTorque float64)
- func (o *SKPhysicsJointPin) SetLowerAngleLimit(lowerAngleLimit float64)
- func (o *SKPhysicsJointPin) SetRotationSpeed(rotationSpeed float64)
- func (o *SKPhysicsJointPin) SetShouldEnableLimits(shouldEnableLimits bool)
- func (o *SKPhysicsJointPin) SetUpperAngleLimit(upperAngleLimit float64)
- func (o *SKPhysicsJointPin) ShouldEnableLimits() bool
- func (o *SKPhysicsJointPin) UpperAngleLimit() float64
- type SKPhysicsJointSliding
- func (o *SKPhysicsJointSliding) LowerDistanceLimit() float64
- func (o *SKPhysicsJointSliding) SetLowerDistanceLimit(lowerDistanceLimit float64)
- func (o *SKPhysicsJointSliding) SetShouldEnableLimits(shouldEnableLimits bool)
- func (o *SKPhysicsJointSliding) SetUpperDistanceLimit(upperDistanceLimit float64)
- func (o *SKPhysicsJointSliding) ShouldEnableLimits() bool
- func (o *SKPhysicsJointSliding) UpperDistanceLimit() float64
- type SKPhysicsJointSpring
- type SKPhysicsWorld
- func (o *SKPhysicsWorld) AddJoint(joint *SKPhysicsJoint)
- func (o *SKPhysicsWorld) BodyAlongRayStartEnd(start corefoundation.CGPoint, end corefoundation.CGPoint) *SKPhysicsBody
- func (o *SKPhysicsWorld) BodyAtPoint(point corefoundation.CGPoint) *SKPhysicsBody
- func (o *SKPhysicsWorld) BodyInRect(rect corefoundation.CGRect) *SKPhysicsBody
- func (o *SKPhysicsWorld) ContactDelegate() SKPhysicsContactDelegate
- func (o *SKPhysicsWorld) EnumerateBodiesAlongRayStartEndUsing(start corefoundation.CGPoint, end corefoundation.CGPoint, block objc.Block)
- func (o *SKPhysicsWorld) EnumerateBodiesAtPointUsing(point corefoundation.CGPoint, block func(*SKPhysicsBody, *bool))
- func (o *SKPhysicsWorld) EnumerateBodiesInRectUsing(rect corefoundation.CGRect, block func(*SKPhysicsBody, *bool))
- func (o *SKPhysicsWorld) Gravity() corefoundation.CGVector
- func (o *SKPhysicsWorld) RemoveAllJoints()
- func (o *SKPhysicsWorld) RemoveJoint(joint *SKPhysicsJoint)
- func (o *SKPhysicsWorld) SampleFieldsAt(position unsafe.Pointer) unsafe.Pointer
- func (o *SKPhysicsWorld) SetContactDelegate(contactDelegate SKPhysicsContactDelegate)
- func (o *SKPhysicsWorld) SetGravity(gravity corefoundation.CGVector)
- func (o *SKPhysicsWorld) SetSpeed(speed float64)
- func (o *SKPhysicsWorld) Speed() float64
- type SKRange
- func SKRangeFromID(id objc.ID) *SKRange
- func SKRangeRangeWithConstantValue(value float64) *SKRange
- func SKRangeRangeWithLowerLimit(lower float64) *SKRange
- func SKRangeRangeWithLowerLimitUpperLimit(lower float64, upper float64) *SKRange
- func SKRangeRangeWithNoLimits() *SKRange
- func SKRangeRangeWithUpperLimit(upper float64) *SKRange
- func SKRangeRangeWithValueVariance(value float64, variance float64) *SKRange
- type SKReachConstraints
- func (o *SKReachConstraints) InitWithLowerAngleLimitUpperAngleLimit(lowerAngleLimit float64, upperAngleLimit float64) *SKReachConstraints
- func (o *SKReachConstraints) LowerAngleLimit() float64
- func (o *SKReachConstraints) SetLowerAngleLimit(lowerAngleLimit float64)
- func (o *SKReachConstraints) SetUpperAngleLimit(upperAngleLimit float64)
- func (o *SKReachConstraints) UpperAngleLimit() float64
- type SKReferenceNode
- func (o *SKReferenceNode) DidLoadReferenceNode(node *SKNode)
- func (o *SKReferenceNode) InitWithCoder(aDecoder *foundation.NSCoder) *SKReferenceNode
- func (o *SKReferenceNode) InitWithFileNamed(fileName *foundation.NSString) *SKReferenceNode
- func (o *SKReferenceNode) InitWithURL(url *foundation.NSURL) *SKReferenceNode
- func (o *SKReferenceNode) ResolveReferenceNode()
- type SKRegion
- func (o *SKRegion) ContainsPoint(point corefoundation.CGPoint) bool
- func (o *SKRegion) InitWithPath(path unsafe.Pointer) *SKRegion
- func (o *SKRegion) InitWithRadius(radius float32) *SKRegion
- func (o *SKRegion) InitWithSize(size corefoundation.CGSize) *SKRegion
- func (o *SKRegion) InverseRegion() *SKRegion
- func (o *SKRegion) Path() unsafe.Pointer
- func (o *SKRegion) RegionByDifferenceFromRegion(region *SKRegion) *SKRegion
- func (o *SKRegion) RegionByIntersectionWithRegion(region *SKRegion) *SKRegion
- func (o *SKRegion) RegionByUnionWithRegion(region *SKRegion) *SKRegion
- type SKRenderer
- func (o *SKRenderer) IgnoresSiblingOrder() bool
- func (o *SKRenderer) RenderWithViewportCommandBufferRenderPassDescriptor(viewport corefoundation.CGRect, commandBuffer metal.MTLCommandBuffer, ...)
- func (o *SKRenderer) RenderWithViewportRenderCommandEncoderRenderPassDescriptorCommandQueue(viewport corefoundation.CGRect, ...)
- func (o *SKRenderer) Scene() *SKScene
- func (o *SKRenderer) SetIgnoresSiblingOrder(ignoresSiblingOrder bool)
- func (o *SKRenderer) SetScene(scene *SKScene)
- func (o *SKRenderer) SetShouldCullNonVisibleNodes(shouldCullNonVisibleNodes bool)
- func (o *SKRenderer) SetShowsDrawCount(showsDrawCount bool)
- func (o *SKRenderer) SetShowsFields(showsFields bool)
- func (o *SKRenderer) SetShowsNodeCount(showsNodeCount bool)
- func (o *SKRenderer) SetShowsPhysics(showsPhysics bool)
- func (o *SKRenderer) SetShowsQuadCount(showsQuadCount bool)
- func (o *SKRenderer) ShouldCullNonVisibleNodes() bool
- func (o *SKRenderer) ShowsDrawCount() bool
- func (o *SKRenderer) ShowsFields() bool
- func (o *SKRenderer) ShowsNodeCount() bool
- func (o *SKRenderer) ShowsPhysics() bool
- func (o *SKRenderer) ShowsQuadCount() bool
- func (o *SKRenderer) UpdateAtTime(currentTime float64)
- type SKRepeatMode
- type SKScene
- func (o *SKScene) AnchorPoint() corefoundation.CGPoint
- func (o *SKScene) AudioEngine() *avfaudio.AVAudioEngine
- func (o *SKScene) BackgroundColor() *appkit.NSColor
- func (o *SKScene) Camera() *SKCameraNode
- func (o *SKScene) ConvertPointFromView(point corefoundation.CGPoint) corefoundation.CGPoint
- func (o *SKScene) ConvertPointToView(point corefoundation.CGPoint) corefoundation.CGPoint
- func (o *SKScene) Delegate() SKSceneDelegate
- func (o *SKScene) DidApplyConstraints()
- func (o *SKScene) DidChangeSize(oldSize corefoundation.CGSize)
- func (o *SKScene) DidEvaluateActions()
- func (o *SKScene) DidFinishUpdate()
- func (o *SKScene) DidMoveToView(view *SKView)
- func (o *SKScene) DidSimulatePhysics()
- func (o *SKScene) InitWithSize(size corefoundation.CGSize) *SKScene
- func (o *SKScene) Listener() *SKNode
- func (o *SKScene) PhysicsWorld() *SKPhysicsWorld
- func (o *SKScene) ScaleMode() SKSceneScaleMode
- func (o *SKScene) SceneDidLoad()
- func (o *SKScene) SetAnchorPoint(anchorPoint corefoundation.CGPoint)
- func (o *SKScene) SetBackgroundColor(backgroundColor *appkit.NSColor)
- func (o *SKScene) SetCamera(camera *SKCameraNode)
- func (o *SKScene) SetDelegate(delegate SKSceneDelegate)
- func (o *SKScene) SetListener(listener *SKNode)
- func (o *SKScene) SetScaleMode(scaleMode SKSceneScaleMode)
- func (o *SKScene) SetSize(size corefoundation.CGSize)
- func (o *SKScene) Size() corefoundation.CGSize
- func (o *SKScene) Update(currentTime float64)
- func (o *SKScene) View() *SKView
- func (o *SKScene) WillMoveFromView(view *SKView)
- type SKSceneDelegate
- type SKSceneScaleMode
- type SKShader
- func SKShaderFromID(id objc.ID) *SKShader
- func SKShaderShader() *SKShader
- func SKShaderShaderWithFileNamed(name *foundation.NSString) *SKShader
- func SKShaderShaderWithSource(source *foundation.NSString) *SKShader
- func SKShaderShaderWithSourceUniforms(source *foundation.NSString, uniforms *foundation.NSArray[*SKUniform]) *SKShader
- func (o *SKShader) AddUniform(uniform *SKUniform)
- func (o *SKShader) Attributes() *foundation.NSArray[*SKAttribute]
- func (o *SKShader) InitWithSource(source *foundation.NSString) *SKShader
- func (o *SKShader) InitWithSourceUniforms(source *foundation.NSString, uniforms *foundation.NSArray[*SKUniform]) *SKShader
- func (o *SKShader) RemoveUniformNamed(name *foundation.NSString)
- func (o *SKShader) SetAttributes(attributes *foundation.NSArray[*SKAttribute])
- func (o *SKShader) SetSource(source *foundation.NSString)
- func (o *SKShader) SetUniforms(uniforms *foundation.NSArray[*SKUniform])
- func (o *SKShader) Source() *foundation.NSString
- func (o *SKShader) UniformNamed(name *foundation.NSString) *SKUniform
- func (o *SKShader) Uniforms() *foundation.NSArray[*SKUniform]
- type SKShapeNode
- func SKShapeNodeFromID(id objc.ID) *SKShapeNode
- func SKShapeNodeShapeNodeWithCircleOfRadius(radius float64) *SKShapeNode
- func SKShapeNodeShapeNodeWithEllipseInRect(rect corefoundation.CGRect) *SKShapeNode
- func SKShapeNodeShapeNodeWithEllipseOfSize(size corefoundation.CGSize) *SKShapeNode
- func SKShapeNodeShapeNodeWithPath(path unsafe.Pointer) *SKShapeNode
- func SKShapeNodeShapeNodeWithPathCentered(path unsafe.Pointer, centered bool) *SKShapeNode
- func SKShapeNodeShapeNodeWithPointsCount(points *corefoundation.CGPoint, numPoints uint) *SKShapeNode
- func SKShapeNodeShapeNodeWithRect(rect corefoundation.CGRect) *SKShapeNode
- func SKShapeNodeShapeNodeWithRectCornerRadius(rect corefoundation.CGRect, cornerRadius float64) *SKShapeNode
- func SKShapeNodeShapeNodeWithRectOfSize(size corefoundation.CGSize) *SKShapeNode
- func SKShapeNodeShapeNodeWithRectOfSizeCornerRadius(size corefoundation.CGSize, cornerRadius float64) *SKShapeNode
- func SKShapeNodeShapeNodeWithSplinePointsCount(points *corefoundation.CGPoint, numPoints uint) *SKShapeNode
- func (o *SKShapeNode) BlendMode() SKBlendMode
- func (o *SKShapeNode) FillColor() *appkit.NSColor
- func (o *SKShapeNode) FillShader() *SKShader
- func (o *SKShapeNode) FillTexture() *SKTexture
- func (o *SKShapeNode) GlowWidth() float64
- func (o *SKShapeNode) IsAntialiased() bool
- func (o *SKShapeNode) LineCap() coregraphics.CGLineCap
- func (o *SKShapeNode) LineJoin() coregraphics.CGLineJoin
- func (o *SKShapeNode) LineLength() float64
- func (o *SKShapeNode) LineWidth() float64
- func (o *SKShapeNode) MiterLimit() float64
- func (o *SKShapeNode) Path() unsafe.Pointer
- func (o *SKShapeNode) SetAntialiased(antialiased bool)
- func (o *SKShapeNode) SetBlendMode(blendMode SKBlendMode)
- func (o *SKShapeNode) SetFillColor(fillColor *appkit.NSColor)
- func (o *SKShapeNode) SetFillShader(fillShader *SKShader)
- func (o *SKShapeNode) SetFillTexture(fillTexture *SKTexture)
- func (o *SKShapeNode) SetGlowWidth(glowWidth float64)
- func (o *SKShapeNode) SetLineCap(lineCap coregraphics.CGLineCap)
- func (o *SKShapeNode) SetLineJoin(lineJoin coregraphics.CGLineJoin)
- func (o *SKShapeNode) SetLineWidth(lineWidth float64)
- func (o *SKShapeNode) SetMiterLimit(miterLimit float64)
- func (o *SKShapeNode) SetPath(path unsafe.Pointer)
- func (o *SKShapeNode) SetStrokeColor(strokeColor *appkit.NSColor)
- func (o *SKShapeNode) SetStrokeShader(strokeShader *SKShader)
- func (o *SKShapeNode) SetStrokeTexture(strokeTexture *SKTexture)
- func (o *SKShapeNode) StrokeColor() *appkit.NSColor
- func (o *SKShapeNode) StrokeShader() *SKShader
- func (o *SKShapeNode) StrokeTexture() *SKTexture
- type SKSpriteNode
- func SKSpriteNodeFromID(id objc.ID) *SKSpriteNode
- func SKSpriteNodeSpriteNodeWithColorSize(color *appkit.NSColor, size corefoundation.CGSize) *SKSpriteNode
- func SKSpriteNodeSpriteNodeWithImageNamed(name *foundation.NSString) *SKSpriteNode
- func SKSpriteNodeSpriteNodeWithImageNamedNormalMapped(name *foundation.NSString, generateNormalMap bool) *SKSpriteNode
- func SKSpriteNodeSpriteNodeWithTexture(texture *SKTexture) *SKSpriteNode
- func SKSpriteNodeSpriteNodeWithTextureNormalMap(texture *SKTexture, normalMap *SKTexture) *SKSpriteNode
- func SKSpriteNodeSpriteNodeWithTextureSize(texture *SKTexture, size corefoundation.CGSize) *SKSpriteNode
- func (o *SKSpriteNode) AnchorPoint() corefoundation.CGPoint
- func (o *SKSpriteNode) BlendMode() SKBlendMode
- func (o *SKSpriteNode) CenterRect() corefoundation.CGRect
- func (o *SKSpriteNode) Color() *appkit.NSColor
- func (o *SKSpriteNode) ColorBlendFactor() float64
- func (o *SKSpriteNode) InitWithCoder(aDecoder *foundation.NSCoder) *SKSpriteNode
- func (o *SKSpriteNode) InitWithColorSize(color *appkit.NSColor, size corefoundation.CGSize) *SKSpriteNode
- func (o *SKSpriteNode) InitWithImageNamed(name *foundation.NSString) *SKSpriteNode
- func (o *SKSpriteNode) InitWithTexture(texture *SKTexture) *SKSpriteNode
- func (o *SKSpriteNode) InitWithTextureColorSize(texture *SKTexture, color *appkit.NSColor, size corefoundation.CGSize) *SKSpriteNode
- func (o *SKSpriteNode) LightingBitMask() uint32
- func (o *SKSpriteNode) NormalTexture() *SKTexture
- func (o *SKSpriteNode) ScaleToSize(size corefoundation.CGSize)
- func (o *SKSpriteNode) SetAnchorPoint(anchorPoint corefoundation.CGPoint)
- func (o *SKSpriteNode) SetBlendMode(blendMode SKBlendMode)
- func (o *SKSpriteNode) SetCenterRect(centerRect corefoundation.CGRect)
- func (o *SKSpriteNode) SetColor(color *appkit.NSColor)
- func (o *SKSpriteNode) SetColorBlendFactor(colorBlendFactor float64)
- func (o *SKSpriteNode) SetLightingBitMask(lightingBitMask uint32)
- func (o *SKSpriteNode) SetNormalTexture(normalTexture *SKTexture)
- func (o *SKSpriteNode) SetShader(shader *SKShader)
- func (o *SKSpriteNode) SetShadowCastBitMask(shadowCastBitMask uint32)
- func (o *SKSpriteNode) SetShadowedBitMask(shadowedBitMask uint32)
- func (o *SKSpriteNode) SetSize(size corefoundation.CGSize)
- func (o *SKSpriteNode) SetTexture(texture *SKTexture)
- func (o *SKSpriteNode) Shader() *SKShader
- func (o *SKSpriteNode) ShadowCastBitMask() uint32
- func (o *SKSpriteNode) ShadowedBitMask() uint32
- func (o *SKSpriteNode) Size() corefoundation.CGSize
- func (o *SKSpriteNode) Texture() *SKTexture
- type SKTexture
- func SKTextureFromID(id objc.ID) *SKTexture
- func SKTextureTextureNoiseWithSmoothnessSizeGrayscale(smoothness float64, size corefoundation.CGSize, grayscale bool) *SKTexture
- func SKTextureTextureVectorNoiseWithSmoothnessSize(smoothness float64, size corefoundation.CGSize) *SKTexture
- func SKTextureTextureWithCGImage(image unsafe.Pointer) *SKTexture
- func SKTextureTextureWithDataSize(pixelData *foundation.NSData, size corefoundation.CGSize) *SKTexture
- func SKTextureTextureWithDataSizeFlipped(pixelData *foundation.NSData, size corefoundation.CGSize, flipped bool) *SKTexture
- func SKTextureTextureWithDataSizeRowLengthAlignment(pixelData *foundation.NSData, size corefoundation.CGSize, rowLength uint, ...) *SKTexture
- func SKTextureTextureWithImage(image *appkit.NSImage) *SKTexture
- func SKTextureTextureWithImageNamed(name *foundation.NSString) *SKTexture
- func SKTextureTextureWithRectInTexture(rect corefoundation.CGRect, texture *SKTexture) *SKTexture
- func (o *SKTexture) CGImage() unsafe.Pointer
- func (o *SKTexture) FilteringMode() SKTextureFilteringMode
- func (o *SKTexture) PreloadWithCompletionHandler(completionHandler func())
- func (o *SKTexture) SetFilteringMode(filteringMode SKTextureFilteringMode)
- func (o *SKTexture) SetUsesMipmaps(usesMipmaps bool)
- func (o *SKTexture) Size() corefoundation.CGSize
- func (o *SKTexture) TextureByApplyingCIFilter(filter *coreimage.CIFilter) *SKTexture
- func (o *SKTexture) TextureByGeneratingNormalMap() *SKTexture
- func (o *SKTexture) TextureByGeneratingNormalMapWithSmoothnessContrast(smoothness float64, contrast float64) *SKTexture
- func (o *SKTexture) TextureRect() corefoundation.CGRect
- func (o *SKTexture) UsesMipmaps() bool
- type SKTextureAtlas
- type SKTextureFilteringMode
- type SKTileAdjacencyMask
- type SKTileDefinition
- func SKTileDefinitionFromID(id objc.ID) *SKTileDefinition
- func SKTileDefinitionTileDefinitionWithTexture(texture *SKTexture) *SKTileDefinition
- func SKTileDefinitionTileDefinitionWithTextureNormalTextureSize(texture *SKTexture, normalTexture *SKTexture, size corefoundation.CGSize) *SKTileDefinition
- func SKTileDefinitionTileDefinitionWithTextureSize(texture *SKTexture, size corefoundation.CGSize) *SKTileDefinition
- func SKTileDefinitionTileDefinitionWithTexturesNormalTexturesSizeTimePerFrame(textures *foundation.NSArray[*SKTexture], ...) *SKTileDefinition
- func SKTileDefinitionTileDefinitionWithTexturesSizeTimePerFrame(textures *foundation.NSArray[*SKTexture], size corefoundation.CGSize, ...) *SKTileDefinition
- func (o *SKTileDefinition) FlipHorizontally() bool
- func (o *SKTileDefinition) FlipVertically() bool
- func (o *SKTileDefinition) InitWithTexture(texture *SKTexture) *SKTileDefinition
- func (o *SKTileDefinition) InitWithTextureNormalTextureSize(texture *SKTexture, normalTexture *SKTexture, size corefoundation.CGSize) *SKTileDefinition
- func (o *SKTileDefinition) InitWithTextureSize(texture *SKTexture, size corefoundation.CGSize) *SKTileDefinition
- func (o *SKTileDefinition) InitWithTexturesNormalTexturesSizeTimePerFrame(textures *foundation.NSArray[*SKTexture], ...) *SKTileDefinition
- func (o *SKTileDefinition) InitWithTexturesSizeTimePerFrame(textures *foundation.NSArray[*SKTexture], size corefoundation.CGSize, ...) *SKTileDefinition
- func (o *SKTileDefinition) Name() *foundation.NSString
- func (o *SKTileDefinition) NormalTextures() *foundation.NSArray[*SKTexture]
- func (o *SKTileDefinition) PlacementWeight() uint
- func (o *SKTileDefinition) Rotation() SKTileDefinitionRotation
- func (o *SKTileDefinition) SetFlipHorizontally(flipHorizontally bool)
- func (o *SKTileDefinition) SetFlipVertically(flipVertically bool)
- func (o *SKTileDefinition) SetName(name *foundation.NSString)
- func (o *SKTileDefinition) SetNormalTextures(normalTextures *foundation.NSArray[*SKTexture])
- func (o *SKTileDefinition) SetPlacementWeight(placementWeight uint)
- func (o *SKTileDefinition) SetRotation(rotation SKTileDefinitionRotation)
- func (o *SKTileDefinition) SetSize(size corefoundation.CGSize)
- func (o *SKTileDefinition) SetTextures(textures *foundation.NSArray[*SKTexture])
- func (o *SKTileDefinition) SetTimePerFrame(timePerFrame float64)
- func (o *SKTileDefinition) SetUserData(userData *foundation.NSMutableDictionary[objc.ID, objc.ID])
- func (o *SKTileDefinition) Size() corefoundation.CGSize
- func (o *SKTileDefinition) Textures() *foundation.NSArray[*SKTexture]
- func (o *SKTileDefinition) TimePerFrame() float64
- func (o *SKTileDefinition) UserData() *foundation.NSMutableDictionary[objc.ID, objc.ID]
- type SKTileDefinitionRotation
- type SKTileGroup
- func (o *SKTileGroup) InitWithRules(rules *foundation.NSArray[*SKTileGroupRule]) *SKTileGroup
- func (o *SKTileGroup) InitWithTileDefinition(tileDefinition *SKTileDefinition) *SKTileGroup
- func (o *SKTileGroup) Name() *foundation.NSString
- func (o *SKTileGroup) Rules() *foundation.NSArray[*SKTileGroupRule]
- func (o *SKTileGroup) SetName(name *foundation.NSString)
- func (o *SKTileGroup) SetRules(rules *foundation.NSArray[*SKTileGroupRule])
- type SKTileGroupRule
- func (o *SKTileGroupRule) Adjacency() SKTileAdjacencyMask
- func (o *SKTileGroupRule) InitWithAdjacencyTileDefinitions(adjacency SKTileAdjacencyMask, ...) *SKTileGroupRule
- func (o *SKTileGroupRule) Name() *foundation.NSString
- func (o *SKTileGroupRule) SetAdjacency(adjacency SKTileAdjacencyMask)
- func (o *SKTileGroupRule) SetName(name *foundation.NSString)
- func (o *SKTileGroupRule) SetTileDefinitions(tileDefinitions *foundation.NSArray[*SKTileDefinition])
- func (o *SKTileGroupRule) TileDefinitions() *foundation.NSArray[*SKTileDefinition]
- type SKTileMapNode
- func SKTileMapNodeFromID(id objc.ID) *SKTileMapNode
- func SKTileMapNodeTileMapNodeWithTileSetColumnsRowsTileSize(tileSet *SKTileSet, columns uint, rows uint, tileSize corefoundation.CGSize) *SKTileMapNode
- func SKTileMapNodeTileMapNodeWithTileSetColumnsRowsTileSizeFillWithTileGroup(tileSet *SKTileSet, columns uint, rows uint, tileSize corefoundation.CGSize, ...) *SKTileMapNode
- func SKTileMapNodeTileMapNodeWithTileSetColumnsRowsTileSizeTileGroupLayout(tileSet *SKTileSet, columns uint, rows uint, tileSize corefoundation.CGSize, ...) *SKTileMapNode
- func (o *SKTileMapNode) AnchorPoint() corefoundation.CGPoint
- func (o *SKTileMapNode) BlendMode() SKBlendMode
- func (o *SKTileMapNode) CenterOfTileAtColumnRow(column uint, row uint) corefoundation.CGPoint
- func (o *SKTileMapNode) Color() *appkit.NSColor
- func (o *SKTileMapNode) ColorBlendFactor() float64
- func (o *SKTileMapNode) EnableAutomapping() bool
- func (o *SKTileMapNode) FillWithTileGroup(tileGroup *SKTileGroup)
- func (o *SKTileMapNode) InitWithTileSetColumnsRowsTileSize(tileSet *SKTileSet, columns uint, rows uint, tileSize corefoundation.CGSize) *SKTileMapNode
- func (o *SKTileMapNode) InitWithTileSetColumnsRowsTileSizeFillWithTileGroup(tileSet *SKTileSet, columns uint, rows uint, tileSize corefoundation.CGSize, ...) *SKTileMapNode
- func (o *SKTileMapNode) InitWithTileSetColumnsRowsTileSizeTileGroupLayout(tileSet *SKTileSet, columns uint, rows uint, tileSize corefoundation.CGSize, ...) *SKTileMapNode
- func (o *SKTileMapNode) LightingBitMask() uint32
- func (o *SKTileMapNode) MapSize() corefoundation.CGSize
- func (o *SKTileMapNode) NumberOfColumns() uint
- func (o *SKTileMapNode) NumberOfRows() uint
- func (o *SKTileMapNode) SetAnchorPoint(anchorPoint corefoundation.CGPoint)
- func (o *SKTileMapNode) SetBlendMode(blendMode SKBlendMode)
- func (o *SKTileMapNode) SetColor(color *appkit.NSColor)
- func (o *SKTileMapNode) SetColorBlendFactor(colorBlendFactor float64)
- func (o *SKTileMapNode) SetEnableAutomapping(enableAutomapping bool)
- func (o *SKTileMapNode) SetLightingBitMask(lightingBitMask uint32)
- func (o *SKTileMapNode) SetNumberOfColumns(numberOfColumns uint)
- func (o *SKTileMapNode) SetNumberOfRows(numberOfRows uint)
- func (o *SKTileMapNode) SetShader(shader *SKShader)
- func (o *SKTileMapNode) SetTileGroupAndTileDefinitionForColumnRow(tileGroup *SKTileGroup, tileDefinition *SKTileDefinition, column uint, ...)
- func (o *SKTileMapNode) SetTileGroupForColumnRow(tileGroup *SKTileGroup, column uint, row uint)
- func (o *SKTileMapNode) SetTileSet(tileSet *SKTileSet)
- func (o *SKTileMapNode) SetTileSize(tileSize corefoundation.CGSize)
- func (o *SKTileMapNode) Shader() *SKShader
- func (o *SKTileMapNode) TileColumnIndexFromPosition(position corefoundation.CGPoint) uint
- func (o *SKTileMapNode) TileDefinitionAtColumnRow(column uint, row uint) *SKTileDefinition
- func (o *SKTileMapNode) TileGroupAtColumnRow(column uint, row uint) *SKTileGroup
- func (o *SKTileMapNode) TileRowIndexFromPosition(position corefoundation.CGPoint) uint
- func (o *SKTileMapNode) TileSet() *SKTileSet
- func (o *SKTileMapNode) TileSize() corefoundation.CGSize
- type SKTileSet
- func SKTileSetFromID(id objc.ID) *SKTileSet
- func SKTileSetTileSetFromURL(url *foundation.NSURL) *SKTileSet
- func SKTileSetTileSetNamed(name *foundation.NSString) *SKTileSet
- func SKTileSetTileSetWithTileGroups(tileGroups *foundation.NSArray[*SKTileGroup]) *SKTileSet
- func SKTileSetTileSetWithTileGroupsTileSetType(tileGroups *foundation.NSArray[*SKTileGroup], tileSetType SKTileSetType) *SKTileSet
- func (o *SKTileSet) DefaultTileGroup() *SKTileGroup
- func (o *SKTileSet) DefaultTileSize() corefoundation.CGSize
- func (o *SKTileSet) InitWithTileGroups(tileGroups *foundation.NSArray[*SKTileGroup]) *SKTileSet
- func (o *SKTileSet) InitWithTileGroupsTileSetType(tileGroups *foundation.NSArray[*SKTileGroup], tileSetType SKTileSetType) *SKTileSet
- func (o *SKTileSet) Name() *foundation.NSString
- func (o *SKTileSet) SetDefaultTileGroup(defaultTileGroup *SKTileGroup)
- func (o *SKTileSet) SetDefaultTileSize(defaultTileSize corefoundation.CGSize)
- func (o *SKTileSet) SetName(name *foundation.NSString)
- func (o *SKTileSet) SetTileGroups(tileGroups *foundation.NSArray[*SKTileGroup])
- func (o *SKTileSet) SetType(type_ SKTileSetType)
- func (o *SKTileSet) TileGroups() *foundation.NSArray[*SKTileGroup]
- func (o *SKTileSet) Type() SKTileSetType
- type SKTileSetType
- type SKTransformNode
- func (o *SKTransformNode) EulerAngles() unsafe.Pointer
- func (o *SKTransformNode) Quaternion() unsafe.Pointer
- func (o *SKTransformNode) RotationMatrix() unsafe.Pointer
- func (o *SKTransformNode) SetEulerAngles(euler unsafe.Pointer)
- func (o *SKTransformNode) SetQuaternion(quaternion unsafe.Pointer)
- func (o *SKTransformNode) SetRotationMatrix(rotationMatrix unsafe.Pointer)
- func (o *SKTransformNode) SetXRotation(xRotation float64)
- func (o *SKTransformNode) SetYRotation(yRotation float64)
- func (o *SKTransformNode) XRotation() float64
- func (o *SKTransformNode) YRotation() float64
- type SKTransition
- func SKTransitionCrossFadeWithDuration(sec float64) *SKTransition
- func SKTransitionDoorsCloseHorizontalWithDuration(sec float64) *SKTransition
- func SKTransitionDoorsCloseVerticalWithDuration(sec float64) *SKTransition
- func SKTransitionDoorsOpenHorizontalWithDuration(sec float64) *SKTransition
- func SKTransitionDoorsOpenVerticalWithDuration(sec float64) *SKTransition
- func SKTransitionDoorwayWithDuration(sec float64) *SKTransition
- func SKTransitionFadeWithColorDuration(color *appkit.NSColor, sec float64) *SKTransition
- func SKTransitionFadeWithDuration(sec float64) *SKTransition
- func SKTransitionFlipHorizontalWithDuration(sec float64) *SKTransition
- func SKTransitionFlipVerticalWithDuration(sec float64) *SKTransition
- func SKTransitionFromID(id objc.ID) *SKTransition
- func SKTransitionMoveInWithDirectionDuration(direction SKTransitionDirection, sec float64) *SKTransition
- func SKTransitionPushWithDirectionDuration(direction SKTransitionDirection, sec float64) *SKTransition
- func SKTransitionRevealWithDirectionDuration(direction SKTransitionDirection, sec float64) *SKTransition
- func SKTransitionTransitionWithCIFilterDuration(filter *coreimage.CIFilter, sec float64) *SKTransition
- type SKTransitionDirection
- type SKUniform
- func SKUniformFromID(id objc.ID) *SKUniform
- func SKUniformUniformWithName(name *foundation.NSString) *SKUniform
- func SKUniformUniformWithNameFloat(name *foundation.NSString, value float32) *SKUniform
- func SKUniformUniformWithNameFloatMatrix2(name *foundation.NSString, value unsafe.Pointer) *SKUniformdeprecated
- func SKUniformUniformWithNameFloatMatrix3(name *foundation.NSString, value unsafe.Pointer) *SKUniformdeprecated
- func SKUniformUniformWithNameFloatMatrix4(name *foundation.NSString, value unsafe.Pointer) *SKUniformdeprecated
- func SKUniformUniformWithNameFloatVector2(name *foundation.NSString, value unsafe.Pointer) *SKUniformdeprecated
- func SKUniformUniformWithNameFloatVector3(name *foundation.NSString, value unsafe.Pointer) *SKUniformdeprecated
- func SKUniformUniformWithNameFloatVector4(name *foundation.NSString, value unsafe.Pointer) *SKUniformdeprecated
- func SKUniformUniformWithNameMatrixFloat2x2(name *foundation.NSString, value unsafe.Pointer) *SKUniform
- func SKUniformUniformWithNameMatrixFloat3x3(name *foundation.NSString, value unsafe.Pointer) *SKUniform
- func SKUniformUniformWithNameMatrixFloat4x4(name *foundation.NSString, value unsafe.Pointer) *SKUniform
- func SKUniformUniformWithNameTexture(name *foundation.NSString, texture *SKTexture) *SKUniform
- func SKUniformUniformWithNameVectorFloat2(name *foundation.NSString, value unsafe.Pointer) *SKUniform
- func SKUniformUniformWithNameVectorFloat3(name *foundation.NSString, value unsafe.Pointer) *SKUniform
- func SKUniformUniformWithNameVectorFloat4(name *foundation.NSString, value unsafe.Pointer) *SKUniform
- func (o *SKUniform) FloatMatrix2Value() unsafe.Pointerdeprecated
- func (o *SKUniform) FloatMatrix3Value() unsafe.Pointerdeprecated
- func (o *SKUniform) FloatMatrix4Value() unsafe.Pointerdeprecated
- func (o *SKUniform) FloatValue() float32
- func (o *SKUniform) FloatVector2Value() unsafe.Pointerdeprecated
- func (o *SKUniform) FloatVector3Value() unsafe.Pointerdeprecated
- func (o *SKUniform) FloatVector4Value() unsafe.Pointerdeprecated
- func (o *SKUniform) InitWithName(name *foundation.NSString) *SKUniform
- func (o *SKUniform) InitWithNameFloat(name *foundation.NSString, value float32) *SKUniform
- func (o *SKUniform) InitWithNameFloatMatrix2(name *foundation.NSString, value unsafe.Pointer) *SKUniformdeprecated
- func (o *SKUniform) InitWithNameFloatMatrix3(name *foundation.NSString, value unsafe.Pointer) *SKUniformdeprecated
- func (o *SKUniform) InitWithNameFloatMatrix4(name *foundation.NSString, value unsafe.Pointer) *SKUniformdeprecated
- func (o *SKUniform) InitWithNameFloatVector2(name *foundation.NSString, value unsafe.Pointer) *SKUniformdeprecated
- func (o *SKUniform) InitWithNameFloatVector3(name *foundation.NSString, value unsafe.Pointer) *SKUniformdeprecated
- func (o *SKUniform) InitWithNameFloatVector4(name *foundation.NSString, value unsafe.Pointer) *SKUniformdeprecated
- func (o *SKUniform) InitWithNameMatrixFloat2x2(name *foundation.NSString, value unsafe.Pointer) *SKUniform
- func (o *SKUniform) InitWithNameMatrixFloat3x3(name *foundation.NSString, value unsafe.Pointer) *SKUniform
- func (o *SKUniform) InitWithNameMatrixFloat4x4(name *foundation.NSString, value unsafe.Pointer) *SKUniform
- func (o *SKUniform) InitWithNameTexture(name *foundation.NSString, texture *SKTexture) *SKUniform
- func (o *SKUniform) InitWithNameVectorFloat2(name *foundation.NSString, value unsafe.Pointer) *SKUniform
- func (o *SKUniform) InitWithNameVectorFloat3(name *foundation.NSString, value unsafe.Pointer) *SKUniform
- func (o *SKUniform) InitWithNameVectorFloat4(name *foundation.NSString, value unsafe.Pointer) *SKUniform
- func (o *SKUniform) MatrixFloat2x2Value() unsafe.Pointer
- func (o *SKUniform) MatrixFloat3x3Value() unsafe.Pointer
- func (o *SKUniform) MatrixFloat4x4Value() unsafe.Pointer
- func (o *SKUniform) Name() *foundation.NSString
- func (o *SKUniform) SetFloatMatrix2Value(floatMatrix2Value unsafe.Pointer)deprecated
- func (o *SKUniform) SetFloatMatrix3Value(floatMatrix3Value unsafe.Pointer)deprecated
- func (o *SKUniform) SetFloatMatrix4Value(floatMatrix4Value unsafe.Pointer)deprecated
- func (o *SKUniform) SetFloatValue(floatValue float32)
- func (o *SKUniform) SetFloatVector2Value(floatVector2Value unsafe.Pointer)deprecated
- func (o *SKUniform) SetFloatVector3Value(floatVector3Value unsafe.Pointer)deprecated
- func (o *SKUniform) SetFloatVector4Value(floatVector4Value unsafe.Pointer)deprecated
- func (o *SKUniform) SetMatrixFloat2x2Value(matrixFloat2x2Value unsafe.Pointer)
- func (o *SKUniform) SetMatrixFloat3x3Value(matrixFloat3x3Value unsafe.Pointer)
- func (o *SKUniform) SetMatrixFloat4x4Value(matrixFloat4x4Value unsafe.Pointer)
- func (o *SKUniform) SetTextureValue(textureValue *SKTexture)
- func (o *SKUniform) SetVectorFloat2Value(vectorFloat2Value unsafe.Pointer)
- func (o *SKUniform) SetVectorFloat3Value(vectorFloat3Value unsafe.Pointer)
- func (o *SKUniform) SetVectorFloat4Value(vectorFloat4Value unsafe.Pointer)
- func (o *SKUniform) TextureValue() *SKTexture
- func (o *SKUniform) UniformType() SKUniformType
- func (o *SKUniform) VectorFloat2Value() unsafe.Pointer
- func (o *SKUniform) VectorFloat3Value() unsafe.Pointer
- func (o *SKUniform) VectorFloat4Value() unsafe.Pointer
- type SKUniformType
- type SKVideoNode
- func SKVideoNodeFromID(id objc.ID) *SKVideoNode
- func SKVideoNodeVideoNodeWithAVPlayer(player *avfoundation.AVPlayer) *SKVideoNode
- func SKVideoNodeVideoNodeWithFileNamed(videoFile *foundation.NSString) *SKVideoNode
- func SKVideoNodeVideoNodeWithURL(videoURL *foundation.NSURL) *SKVideoNode
- func SKVideoNodeVideoNodeWithVideoFileNamed(videoFile *foundation.NSString) *SKVideoNode
- func SKVideoNodeVideoNodeWithVideoURL(videoURL *foundation.NSURL) *SKVideoNode
- func (o *SKVideoNode) AnchorPoint() corefoundation.CGPoint
- func (o *SKVideoNode) InitWithAVPlayer(player *avfoundation.AVPlayer) *SKVideoNode
- func (o *SKVideoNode) InitWithCoder(aDecoder *foundation.NSCoder) *SKVideoNode
- func (o *SKVideoNode) InitWithFileNamed(videoFile *foundation.NSString) *SKVideoNode
- func (o *SKVideoNode) InitWithURL(url *foundation.NSURL) *SKVideoNode
- func (o *SKVideoNode) InitWithVideoFileNamed(videoFile *foundation.NSString) *SKVideoNode
- func (o *SKVideoNode) InitWithVideoURL(url *foundation.NSURL) *SKVideoNodedeprecated
- func (o *SKVideoNode) Pause()
- func (o *SKVideoNode) Play()
- func (o *SKVideoNode) SetAnchorPoint(anchorPoint corefoundation.CGPoint)
- func (o *SKVideoNode) SetSize(size corefoundation.CGSize)
- func (o *SKVideoNode) Size() corefoundation.CGSize
- type SKView
- func (o *SKView) AllowsTransparency() bool
- func (o *SKView) ConvertPointFromScene(point corefoundation.CGPoint, scene *SKScene) corefoundation.CGPoint
- func (o *SKView) ConvertPointToScene(point corefoundation.CGPoint, scene *SKScene) corefoundation.CGPoint
- func (o *SKView) Delegate() *foundation.NSObject
- func (o *SKView) DisableDepthStencilBuffer() bool
- func (o *SKView) FrameInterval() intdeprecated
- func (o *SKView) IgnoresSiblingOrder() bool
- func (o *SKView) IsAsynchronous() bool
- func (o *SKView) IsPaused() bool
- func (o *SKView) PreferredFrameRate() float32deprecated
- func (o *SKView) PreferredFramesPerSecond() int
- func (o *SKView) PresentScene(scene *SKScene)
- func (o *SKView) PresentSceneTransition(scene *SKScene, transition *SKTransition)
- func (o *SKView) Scene() *SKScene
- func (o *SKView) SetAllowsTransparency(allowsTransparency bool)
- func (o *SKView) SetAsynchronous(asynchronous bool)
- func (o *SKView) SetDelegate(delegate *foundation.NSObject)
- func (o *SKView) SetDisableDepthStencilBuffer(disableDepthStencilBuffer bool)
- func (o *SKView) SetFrameInterval(frameInterval int)deprecated
- func (o *SKView) SetIgnoresSiblingOrder(ignoresSiblingOrder bool)
- func (o *SKView) SetPaused(paused bool)
- func (o *SKView) SetPreferredFrameRate(preferredFrameRate float32)deprecated
- func (o *SKView) SetPreferredFramesPerSecond(preferredFramesPerSecond int)
- func (o *SKView) SetShouldCullNonVisibleNodes(shouldCullNonVisibleNodes bool)
- func (o *SKView) SetShowsDrawCount(showsDrawCount bool)
- func (o *SKView) SetShowsFPS(showsFPS bool)
- func (o *SKView) SetShowsFields(showsFields bool)
- func (o *SKView) SetShowsNodeCount(showsNodeCount bool)
- func (o *SKView) SetShowsPhysics(showsPhysics bool)
- func (o *SKView) SetShowsQuadCount(showsQuadCount bool)
- func (o *SKView) ShouldCullNonVisibleNodes() bool
- func (o *SKView) ShowsDrawCount() bool
- func (o *SKView) ShowsFPS() bool
- func (o *SKView) ShowsFields() bool
- func (o *SKView) ShowsNodeCount() bool
- func (o *SKView) ShowsPhysics() bool
- func (o *SKView) ShowsQuadCount() bool
- func (o *SKView) TextureFromNode(node *SKNode) *SKTexture
- func (o *SKView) TextureFromNodeCrop(node *SKNode, crop corefoundation.CGRect) *SKTexture
- type SKViewDelegate
- type SKWarpGeometry
- type SKWarpGeometryGrid
- func SKWarpGeometryGridFromID(id objc.ID) *SKWarpGeometryGrid
- func SKWarpGeometryGridGrid() *SKWarpGeometryGrid
- func SKWarpGeometryGridGridWithColumnsRows(cols int, rows int) *SKWarpGeometryGrid
- func SKWarpGeometryGridGridWithColumnsRowsSourcePositionsDestPositions(cols int, rows int, sourcePositions unsafe.Pointer, ...) *SKWarpGeometryGrid
- func (o *SKWarpGeometryGrid) DestPositionAtIndex(index int) unsafe.Pointer
- func (o *SKWarpGeometryGrid) GridByReplacingDestPositions(destPositions unsafe.Pointer) *SKWarpGeometryGrid
- func (o *SKWarpGeometryGrid) GridByReplacingSourcePositions(sourcePositions unsafe.Pointer) *SKWarpGeometryGrid
- func (o *SKWarpGeometryGrid) InitWithCoder(aDecoder *foundation.NSCoder) *SKWarpGeometryGrid
- func (o *SKWarpGeometryGrid) InitWithColumnsRowsSourcePositionsDestPositions(cols int, rows int, sourcePositions unsafe.Pointer, ...) *SKWarpGeometryGrid
- func (o *SKWarpGeometryGrid) NumberOfColumns() int
- func (o *SKWarpGeometryGrid) NumberOfRows() int
- func (o *SKWarpGeometryGrid) SourcePositionAtIndex(index int) unsafe.Pointer
- func (o *SKWarpGeometryGrid) VertexCount() int
- type SKWarpable
- type UIFocusItem
- type Virtual_memory_guard_exception_code_t
- type Xpc_listener_create_flags_t
- type Xpc_session_create_flags_t
Constants ¶
This section is empty.
Variables ¶
This section is empty.
Functions ¶
func SKTextureAtlasPreloadTextureAtlasesNamedWithCompletionHandler ¶
func SKTextureAtlasPreloadTextureAtlasesNamedWithCompletionHandler(atlasNames *foundation.NSArray[*foundation.NSString], completionHandler func(unsafe.Pointer, *foundation.NSArray[*SKTextureAtlas]))
Start a texture atlas preload operation on an array of texture atlas identifiers, error == nil if all atlases were found, else an NSError is returned and the user info will contain a list of the atlases that couldn't be found the ones that could be found are looked up and prefetched. @param atlasNames is an array of the SKTextureAtlas, that were located and preloaded. @param completionHandler will be called upon the preload completion.
func SKTextureAtlasPreloadTextureAtlasesWithCompletionHandler ¶
func SKTextureAtlasPreloadTextureAtlasesWithCompletionHandler(textureAtlases *foundation.NSArray[*SKTextureAtlas], completionHandler func())
Start a texture atlas preload operation on an array of texture atlas @param textureAtlases an array of SKTextureAtlas to be preloaded @param completionHandler will be called upon the preload completion
func SKTexturePreloadTexturesWithCompletionHandler ¶
func SKTexturePreloadTexturesWithCompletionHandler(textures *foundation.NSArray[*SKTexture], completionHandler func())
Start a texture preload operation on an array of textures @param textures an array of SKTextures to be preloaded @param completionHandler will be called upon the preload completion
Types ¶
type Acl_entry_id_t ¶
type Acl_entry_id_t int64
const ( ACL_FIRST_ENTRY Acl_entry_id_t = 0 ACL_NEXT_ENTRY Acl_entry_id_t = -1 ACL_LAST_ENTRY Acl_entry_id_t = -2 )
func (Acl_entry_id_t) String ¶
func (e Acl_entry_id_t) String() string
type Acl_flag_t ¶
type Acl_flag_t int64
const ( ACL_FLAG_DEFER_INHERIT Acl_flag_t = 1 ACL_FLAG_NO_INHERIT Acl_flag_t = 131072 ACL_ENTRY_INHERITED Acl_flag_t = 16 ACL_ENTRY_FILE_INHERIT Acl_flag_t = 32 ACL_ENTRY_DIRECTORY_INHERIT Acl_flag_t = 64 ACL_ENTRY_LIMIT_INHERIT Acl_flag_t = 128 ACL_ENTRY_ONLY_INHERIT Acl_flag_t = 256 )
func (Acl_flag_t) String ¶
func (e Acl_flag_t) String() string
type Acl_perm_t ¶
type Acl_perm_t int64
const ( ACL_READ_DATA Acl_perm_t = 2 ACL_LIST_DIRECTORY Acl_perm_t = 2 ACL_WRITE_DATA Acl_perm_t = 4 ACL_ADD_FILE Acl_perm_t = 4 ACL_EXECUTE Acl_perm_t = 8 ACL_SEARCH Acl_perm_t = 8 ACL_DELETE Acl_perm_t = 16 ACL_APPEND_DATA Acl_perm_t = 32 ACL_ADD_SUBDIRECTORY Acl_perm_t = 32 ACL_DELETE_CHILD Acl_perm_t = 64 ACL_READ_ATTRIBUTES Acl_perm_t = 128 ACL_WRITE_ATTRIBUTES Acl_perm_t = 256 ACL_READ_EXTATTRIBUTES Acl_perm_t = 512 ACL_WRITE_EXTATTRIBUTES Acl_perm_t = 1024 ACL_READ_SECURITY Acl_perm_t = 2048 ACL_WRITE_SECURITY Acl_perm_t = 4096 ACL_CHANGE_OWNER Acl_perm_t = 8192 ACL_SYNCHRONIZE Acl_perm_t = 1048576 )
func (Acl_perm_t) String ¶
func (e Acl_perm_t) String() string
type Acl_type_t ¶
type Acl_type_t int64
const ( ACL_TYPE_EXTENDED Acl_type_t = 256 ACL_TYPE_ACCESS Acl_type_t = 0 ACL_TYPE_DEFAULT Acl_type_t = 1 ACL_TYPE_AFS Acl_type_t = 2 ACL_TYPE_CODA Acl_type_t = 3 ACL_TYPE_NTFS Acl_type_t = 4 ACL_TYPE_NWFS Acl_type_t = 5 )
func (Acl_type_t) String ¶
func (e Acl_type_t) String() string
type CGLCPContextPriorityRequest ¶
type CGLCPContextPriorityRequest int64
const ( KCGLCPContextPriorityRequestHigh CGLCPContextPriorityRequest = 0 KCGLCPContextPriorityRequestNormal CGLCPContextPriorityRequest = 1 KCGLCPContextPriorityRequestLow CGLCPContextPriorityRequest = 2 )
func (CGLCPContextPriorityRequest) String ¶
func (e CGLCPContextPriorityRequest) String() string
type Dispatch_autorelease_frequency_t ¶
type Dispatch_autorelease_frequency_t uint64
const ( DISPATCH_AUTORELEASE_FREQUENCY_INHERIT Dispatch_autorelease_frequency_t = 0 DISPATCH_AUTORELEASE_FREQUENCY_WORK_ITEM Dispatch_autorelease_frequency_t = 1 DISPATCH_AUTORELEASE_FREQUENCY_NEVER Dispatch_autorelease_frequency_t = 2 )
func (Dispatch_autorelease_frequency_t) String ¶
func (e Dispatch_autorelease_frequency_t) String() string
type Dispatch_block_flags_t ¶
type Dispatch_block_flags_t uint64
const ( DISPATCH_BLOCK_BARRIER Dispatch_block_flags_t = 1 DISPATCH_BLOCK_DETACHED Dispatch_block_flags_t = 2 DISPATCH_BLOCK_ASSIGN_CURRENT Dispatch_block_flags_t = 4 DISPATCH_BLOCK_NO_QOS_CLASS Dispatch_block_flags_t = 8 DISPATCH_BLOCK_INHERIT_QOS_CLASS Dispatch_block_flags_t = 16 DISPATCH_BLOCK_ENFORCE_QOS_CLASS Dispatch_block_flags_t = 32 )
func (Dispatch_block_flags_t) String ¶
func (e Dispatch_block_flags_t) String() string
type Filesec_property_t ¶
type Filesec_property_t int64
const ( FILESEC_OWNER Filesec_property_t = 1 FILESEC_GROUP Filesec_property_t = 2 FILESEC_UUID Filesec_property_t = 3 FILESEC_MODE Filesec_property_t = 4 FILESEC_ACL Filesec_property_t = 5 FILESEC_GRPUUID Filesec_property_t = 6 FILESEC_ACL_RAW Filesec_property_t = 100 FILESEC_ACL_ALLOCSIZE Filesec_property_t = 101 )
func (Filesec_property_t) String ¶
func (e Filesec_property_t) String() string
type Ipc_info_object_type_t ¶
type Ipc_info_object_type_t int64
const ( IPC_OTYPE_NONE Ipc_info_object_type_t = 0 IPC_OTYPE_THREAD_CONTROL Ipc_info_object_type_t = 1 IPC_OTYPE_TASK_CONTROL Ipc_info_object_type_t = 2 IPC_OTYPE_HOST Ipc_info_object_type_t = 3 IPC_OTYPE_HOST_PRIV Ipc_info_object_type_t = 4 IPC_OTYPE_PROCESSOR Ipc_info_object_type_t = 5 IPC_OTYPE_PROCESSOR_SET Ipc_info_object_type_t = 6 IPC_OTYPE_PROCESSOR_SET_NAME Ipc_info_object_type_t = 7 IPC_OTYPE_TIMER Ipc_info_object_type_t = 8 IPC_OTYPE_PORT_SUBST_ONCE Ipc_info_object_type_t = 9 IPC_OTYPE_MIG Ipc_info_object_type_t = 10 IPC_OTYPE_MEMORY_OBJECT Ipc_info_object_type_t = 11 IPC_OTYPE_XMM_PAGER Ipc_info_object_type_t = 12 IPC_OTYPE_XMM_KERNEL Ipc_info_object_type_t = 13 IPC_OTYPE_XMM_REPLY Ipc_info_object_type_t = 14 IPC_OTYPE_UND_REPLY Ipc_info_object_type_t = 15 IPC_OTYPE_HOST_NOTIFY Ipc_info_object_type_t = 16 IPC_OTYPE_HOST_SECURITY Ipc_info_object_type_t = 17 IPC_OTYPE_LEDGER Ipc_info_object_type_t = 18 IPC_OTYPE_MAIN_DEVICE Ipc_info_object_type_t = 19 IPC_OTYPE_TASK_NAME Ipc_info_object_type_t = 20 IPC_OTYPE_SUBSYSTEM Ipc_info_object_type_t = 21 IPC_OTYPE_IO_DONE_QUEUE Ipc_info_object_type_t = 22 IPC_OTYPE_SEMAPHORE Ipc_info_object_type_t = 23 IPC_OTYPE_LOCK_SET Ipc_info_object_type_t = 24 IPC_OTYPE_CLOCK Ipc_info_object_type_t = 25 IPC_OTYPE_CLOCK_CTRL Ipc_info_object_type_t = 26 IPC_OTYPE_IOKIT_IDENT Ipc_info_object_type_t = 27 IPC_OTYPE_NAMED_ENTRY Ipc_info_object_type_t = 28 IPC_OTYPE_IOKIT_CONNECT Ipc_info_object_type_t = 29 IPC_OTYPE_IOKIT_OBJECT Ipc_info_object_type_t = 30 IPC_OTYPE_UPL Ipc_info_object_type_t = 31 IPC_OTYPE_MEM_OBJ_CONTROL Ipc_info_object_type_t = 32 IPC_OTYPE_AU_SESSIONPORT Ipc_info_object_type_t = 33 IPC_OTYPE_FILEPORT Ipc_info_object_type_t = 34 IPC_OTYPE_LABELH Ipc_info_object_type_t = 35 IPC_OTYPE_TASK_RESUME Ipc_info_object_type_t = 36 IPC_OTYPE_VOUCHER Ipc_info_object_type_t = 37 IPC_OTYPE_VOUCHER_ATTR_CONTROL Ipc_info_object_type_t = 38 IPC_OTYPE_WORK_INTERVAL Ipc_info_object_type_t = 39 IPC_OTYPE_UX_HANDLER Ipc_info_object_type_t = 40 IPC_OTYPE_UEXT_OBJECT Ipc_info_object_type_t = 41 IPC_OTYPE_ARCADE_REG Ipc_info_object_type_t = 42 IPC_OTYPE_EVENTLINK Ipc_info_object_type_t = 43 IPC_OTYPE_TASK_INSPECT Ipc_info_object_type_t = 44 IPC_OTYPE_TASK_READ Ipc_info_object_type_t = 45 IPC_OTYPE_THREAD_INSPECT Ipc_info_object_type_t = 46 IPC_OTYPE_THREAD_READ Ipc_info_object_type_t = 47 IPC_OTYPE_SUID_CRED Ipc_info_object_type_t = 48 IPC_OTYPE_HYPERVISOR Ipc_info_object_type_t = 49 IPC_OTYPE_TASK_ID_TOKEN Ipc_info_object_type_t = 50 IPC_OTYPE_TASK_FATAL Ipc_info_object_type_t = 51 IPC_OTYPE_KCDATA Ipc_info_object_type_t = 52 IPC_OTYPE_EXCLAVES_RESOURCE Ipc_info_object_type_t = 53 IPC_OTYPE_THREAD_RESUME Ipc_info_object_type_t = 54 IPC_OTYPE_UNKNOWN Ipc_info_object_type_t = 4294967295 )
func (Ipc_info_object_type_t) String ¶
func (e Ipc_info_object_type_t) String() string
type Launch_data_type_t ¶
type Launch_data_type_t int64
const ( LAUNCH_DATA_DICTIONARY Launch_data_type_t = 1 LAUNCH_DATA_ARRAY Launch_data_type_t = 2 LAUNCH_DATA_FD Launch_data_type_t = 3 LAUNCH_DATA_INTEGER Launch_data_type_t = 4 LAUNCH_DATA_REAL Launch_data_type_t = 5 LAUNCH_DATA_BOOL Launch_data_type_t = 6 LAUNCH_DATA_STRING Launch_data_type_t = 7 LAUNCH_DATA_OPAQUE Launch_data_type_t = 8 LAUNCH_DATA_ERRNO Launch_data_type_t = 9 LAUNCH_DATA_MACHPORT Launch_data_type_t = 10 )
func (Launch_data_type_t) String ¶
func (e Launch_data_type_t) String() string
type MDLabelDomain ¶
type MDLabelDomain int64
@typedef MDLabelDomain @abstract These constants are used to specify a domain to MDLabelCreate().
const ( KMDLabelUserDomain MDLabelDomain = 0 KMDLabelLocalDomain MDLabelDomain = 1 )
func (MDLabelDomain) String ¶
func (e MDLabelDomain) String() string
type MDQueryOptionFlags ¶
type MDQueryOptionFlags int64
const ( KMDQuerySynchronous MDQueryOptionFlags = 1 KMDQueryWantsUpdates MDQueryOptionFlags = 4 KMDQueryAllowFSTranslation MDQueryOptionFlags = 8 )
func (MDQueryOptionFlags) String ¶
func (e MDQueryOptionFlags) String() string
type MDQuerySortOptionFlags ¶
type MDQuerySortOptionFlags int64
@enum MDQuerySortOptionFlags @constant kMDQueryReverseSortOrderFlag Sort the attribute in reverse order.
const (
KMDQueryReverseSortOrderFlag MDQuerySortOptionFlags = 1
)
func (MDQuerySortOptionFlags) String ¶
func (e MDQuerySortOptionFlags) String() string
type Mach_vm_range_flags_t ¶
type Mach_vm_range_flags_t int64
const (
MACH_VM_RANGE_NONE Mach_vm_range_flags_t = 0
)
func (Mach_vm_range_flags_t) String ¶
func (e Mach_vm_range_flags_t) String() string
type Mach_vm_range_flavor_t ¶
type Mach_vm_range_flavor_t int64
const ( MACH_VM_RANGE_FLAVOR_INVALID Mach_vm_range_flavor_t = 0 MACH_VM_RANGE_FLAVOR_V1 Mach_vm_range_flavor_t = 1 )
func (Mach_vm_range_flavor_t) String ¶
func (e Mach_vm_range_flavor_t) String() string
type Mach_vm_range_tag_t ¶
type Mach_vm_range_tag_t int64
const ( MACH_VM_RANGE_DEFAULT Mach_vm_range_tag_t = 0 MACH_VM_RANGE_DATA Mach_vm_range_tag_t = 1 MACH_VM_RANGE_FIXED Mach_vm_range_tag_t = 2 )
func (Mach_vm_range_tag_t) String ¶
func (e Mach_vm_range_tag_t) String() string
type Mpo_flags_t ¶
type Mpo_flags_t int64
const ( MPO_PORT Mpo_flags_t = 0 MPO_SERVICE_PORT Mpo_flags_t = 1024 MPO_CONNECTION_PORT Mpo_flags_t = 2048 MPO_REPLY_PORT Mpo_flags_t = 4096 MPO_WEAK_REPLY_PORT Mpo_flags_t = 16384 MPO_NOTIFICATION_PORT Mpo_flags_t = 17408 MPO_EXCEPTION_PORT Mpo_flags_t = 32768 MPO_CONNECTION_PORT_WITH_PORT_ARRAY Mpo_flags_t = 65536 )
func (Mpo_flags_t) String ¶
func (e Mpo_flags_t) String() string
type NXMouseButton ¶
type NXMouseButton int64
const ( NX_OneButton NXMouseButton = 0 NX_LeftButton NXMouseButton = 1 NX_RightButton NXMouseButton = 2 )
func (NXMouseButton) String ¶
func (e NXMouseButton) String() string
type Os_clockid_t ¶
type Os_clockid_t int64
const (
OS_CLOCK_MACH_ABSOLUTE_TIME Os_clockid_t = 32
)
func (Os_clockid_t) String ¶
func (e Os_clockid_t) String() string
type Os_unfair_lock_flags_t ¶
type Os_unfair_lock_flags_t int64
const ( OS_UNFAIR_LOCK_FLAG_NONE Os_unfair_lock_flags_t = 0 OS_UNFAIR_LOCK_FLAG_ADAPTIVE_SPIN Os_unfair_lock_flags_t = 262144 )
func (Os_unfair_lock_flags_t) String ¶
func (e Os_unfair_lock_flags_t) String() string
type PMPageToPaperMappingType ¶
type PMPageToPaperMappingType int64
const ( KPMPageToPaperMappingNone PMPageToPaperMappingType = 1 KPMPageToPaperMappingScaleToFit PMPageToPaperMappingType = 2 )
func (PMPageToPaperMappingType) String ¶
func (e PMPageToPaperMappingType) String() string
type Ptrauth_key ¶
type Ptrauth_key int64
const ( Ptrauth_key_none Ptrauth_key = -1 Ptrauth_key_asia Ptrauth_key = 0 Ptrauth_key_asib Ptrauth_key = 1 Ptrauth_key_asda Ptrauth_key = 2 Ptrauth_key_asdb Ptrauth_key = 3 Ptrauth_key_process_independent_code Ptrauth_key = 0 Ptrauth_key_process_dependent_code Ptrauth_key = 1 Ptrauth_key_process_independent_data Ptrauth_key = 2 Ptrauth_key_process_dependent_data Ptrauth_key = 3 Ptrauth_key_return_address Ptrauth_key = 1 Ptrauth_key_frame_pointer Ptrauth_key = 3 Ptrauth_key_function_pointer Ptrauth_key = 0 Ptrauth_key_block_function Ptrauth_key = 0 Ptrauth_key_cxx_vtable_pointer Ptrauth_key = 2 Ptrauth_key_method_list_pointer Ptrauth_key = 2 Ptrauth_key_objc_isa_pointer Ptrauth_key = 2 Ptrauth_key_objc_super_pointer Ptrauth_key = 2 Ptrauth_key_objc_sel_pointer Ptrauth_key = 3 Ptrauth_key_objc_class_ro_pointer Ptrauth_key = 2 Ptrauth_key_block_descriptor_pointer Ptrauth_key = 2 Ptrauth_key_init_fini_pointer Ptrauth_key = 0 )
func (Ptrauth_key) String ¶
func (e Ptrauth_key) String() string
type Qos_class_t ¶
type Qos_class_t uint32
const ( QOS_CLASS_USER_INTERACTIVE Qos_class_t = 33 QOS_CLASS_USER_INITIATED Qos_class_t = 25 QOS_CLASS_DEFAULT Qos_class_t = 21 QOS_CLASS_UTILITY Qos_class_t = 17 QOS_CLASS_BACKGROUND Qos_class_t = 9 QOS_CLASS_UNSPECIFIED Qos_class_t = 0 )
func (Qos_class_t) String ¶
func (e Qos_class_t) String() string
type SK3DNode ¶
type SK3DNode struct {
SKNode
}
Apple documentation: https://developer.apple.com/documentation/spritekit/sk3dnode
func SK3DNodeFromID ¶
func SK3DNodeNodeWithViewportSize ¶
func SK3DNodeNodeWithViewportSize(viewportSize corefoundation.CGSize) *SK3DNode
Create a 3D Node with the viewport size the 3D content will be rendered with.
func (*SK3DNode) AutoenablesDefaultLighting ¶
@property autoenablesDefaultLighting @abstract Specifies whether the receiver should automatically light up scenes that have no light source. The default is NO. @discussion When enabled, a diffuse light is automatically added and placed while rendering scenes that have no light or only ambient lights.
func (*SK3DNode) HitTestOptions ¶
func (o *SK3DNode) HitTestOptions(point corefoundation.CGPoint, options *foundation.NSDictionary[*foundation.NSString, objc.ID]) *foundation.NSArray[*scenekit.SCNHitTestResult]
@method hitTest:options: @abstract Returns an array of SCNHitTestResult for each node that contains a specified point. @param point A point in the coordinate system of the receiver. @param options Optional parameters (see the "Hit test options" group for the available options).
func (*SK3DNode) InitWithCoder ¶
func (o *SK3DNode) InitWithCoder(aDecoder *foundation.NSCoder) *SK3DNode
Support coding and decoding via NSKeyedArchiver.
func (*SK3DNode) InitWithViewportSize ¶
func (o *SK3DNode) InitWithViewportSize(viewportSize corefoundation.CGSize) *SK3DNode
Designated initializer. Initialize a 3D Node with the viewport size the 3D content will be rendered with.
func (*SK3DNode) IsPlaying ¶
@property playing @abstract Returns YES if the scene is playing, NO otherwise.
func (*SK3DNode) Loops ¶
@property loops @abstract Indicates whether the receiver restarts playback when it reaches the end of its content. Default: YES. @discussion YES when the receiver restarts playback when it finishes, NO otherwise.
func (*SK3DNode) PointOfView ¶
@property pointOfView @abstract Specifies the point of view used to render the scene. @discussion A point of view must have either a camera or a spot light attached.
func (*SK3DNode) ProjectPoint ¶
@method projectPoint @abstract Projects a point in the world coordinate system using the receiver's current point of view and viewport. @param point The world position to be projected. @discussion A point projected from the near (resp. far) clip plane will have a z component of 0 (resp. 1).
func (*SK3DNode) SceneTime ¶
@property sceneTime @abstract Specifies the current time to display the scene.
func (*SK3DNode) SetAutoenablesDefaultLighting ¶
func (*SK3DNode) SetPlaying ¶
func (*SK3DNode) SetPointOfView ¶
func (*SK3DNode) SetSceneTime ¶
func (*SK3DNode) SetScnScene ¶
func (*SK3DNode) SetViewportSize ¶
func (o *SK3DNode) SetViewportSize(viewportSize corefoundation.CGSize)
func (*SK3DNode) UnprojectPoint ¶
@method unprojectPoint @abstract Unprojects a screenspace 2D point with depth info using the receiver's current point of view and viewport. @param point The screenspace position to be unprojected. @discussion A point whose z component is 0 (resp. 1) is unprojected on the near (resp. far) clip plane.
func (*SK3DNode) ViewportSize ¶
func (o *SK3DNode) ViewportSize() corefoundation.CGSize
The viewport size that the 3D content will be rendered with
type SKAction ¶
type SKAction struct {
foundation.NSObject
}
Apple documentation: https://developer.apple.com/documentation/spritekit/skaction
func SKActionActionNamed ¶
func SKActionActionNamed(name *foundation.NSString) *SKAction
Creates an action of the given name from an action file. @param name The name of the action
func SKActionActionNamedDuration ¶
func SKActionActionNamedDuration(name *foundation.NSString, duration float64) *SKAction
Creates an action of the given name from an action file with a new duration. @param name The name of the action @param duration The duration of the action
func SKActionActionNamedFromURL ¶
func SKActionActionNamedFromURL(name *foundation.NSString, url *foundation.NSURL) *SKAction
Creates an action of the given name from an action file. @param name The name of the action @param url The url of the file containing the action
func SKActionActionNamedFromURLDuration ¶
func SKActionActionNamedFromURLDuration(name *foundation.NSString, url *foundation.NSURL, duration float64) *SKAction
Creates an action of the given name from an action file with a new duration. @param name The name of the action @param url The url of the file containing the action @param duration The duration of the action
func SKActionAnimateWithNormalTexturesTimePerFrame ¶
func SKActionAnimateWithNormalTexturesTimePerFrame(textures *foundation.NSArray[*SKTexture], sec float64) *SKAction
func SKActionAnimateWithTexturesTimePerFrame ¶
func SKActionAnimateWithTexturesTimePerFrame(textures *foundation.NSArray[*SKTexture], sec float64) *SKAction
Creates an action that animates changes to a sprite’s texture @param textures An array of textures to use when animating a sprite @param sec The amount of time that each texture is displayed
func SKActionAnimateWithTexturesTimePerFrameResizeRestore ¶
func SKActionAnimateWithTexturesTimePerFrameResizeRestore(textures *foundation.NSArray[*SKTexture], sec float64, resize bool, restore bool) *SKAction
Creates an action that animates changes to a sprite’s texture @param textures An array of textures to use when animating a sprite @param sec The amount of time that each texture is displayed @param resize If YES, the sprite is resized to match each new texture. If NO, the size of the sprite remains at a constant size. @param restore If YES, When the action completes, the sprite’s texture is restored to the texture it had before the action completed. (If the resize parameter is YES, the sprite is resized to match the size of the original texture. If NO, when the action completes the sprite’s texture remains set to the final texture in the array.
func SKActionAnimateWithWarpsTimes ¶
func SKActionAnimateWithWarpsTimes(warps *foundation.NSArray[*SKWarpGeometry], times *foundation.NSArray[*foundation.NSNumber]) *SKAction
func SKActionAnimateWithWarpsTimesRestore ¶
func SKActionAnimateWithWarpsTimesRestore(warps *foundation.NSArray[*SKWarpGeometry], times *foundation.NSArray[*foundation.NSNumber], restore bool) *SKAction
func SKActionApplyForceAtPointDuration ¶
func SKActionApplyForceAtPointDuration(force corefoundation.CGVector, point corefoundation.CGPoint, duration float64) *SKAction
func SKActionApplyForceDuration ¶
func SKActionApplyForceDuration(force corefoundation.CGVector, duration float64) *SKAction
func SKActionApplyImpulseAtPointDuration ¶
func SKActionApplyImpulseAtPointDuration(impulse corefoundation.CGVector, point corefoundation.CGPoint, duration float64) *SKAction
func SKActionApplyImpulseDuration ¶
func SKActionApplyImpulseDuration(impulse corefoundation.CGVector, duration float64) *SKAction
func SKActionColorizeWithColorColorBlendFactorDuration ¶
func SKActionColorizeWithColorColorBlendFactorDuration(color *appkit.NSColor, colorBlendFactor float64, duration float64) *SKAction
Creates an animation that animates a sprite’s color and blend factor @param color The new color for the sprite @param colorBlendFactor The new blend factor for the sprite @param duration The duration of the animation, in seconds
func SKActionCustomActionWithDurationActionBlock ¶
func SKActionCustomActionWithDurationActionBlock(duration float64, block func(*SKNode, float64)) *SKAction
Creates an action that executes a block over a duration @param duration The duration of the animation, in seconds @param block The block to run. The block takes the following parameters: node The node on which the action is running. elapsedTime The amount of time that has passed in the animation.
func SKActionFadeAlphaByDuration ¶
Creates an action that adjusts the alpha value of a node by a relative value @param factor The amount to modify the node’s alpha value @param duration The duration of the animation, in seconds
func SKActionFadeAlphaToDuration ¶
Creates an action that adjusts the alpha value of a node to a new value @param alpha The new value of the node’s alpha @param duration The duration of the animation, in seconds
func SKActionFadeInWithDuration ¶
Creates an action that changes the alpha value of the node to 1.0 @param duration The duration of the animation, in seconds
func SKActionFadeOutWithDuration ¶
Creates an action that changes the alpha value of the node to 0.0 @param duration The duration of the animation, in seconds
func SKActionFalloffByDuration ¶
Creates an action that sets the falloff of a field @param falloff The value to modify falloff by @param duration The duration of the animation, in seconds @see SKFieldNode
func SKActionFalloffToDuration ¶
Creates an action that sets the falloff of a field @param falloff The new value for falloff @param duration The duration of the animation, in seconds @see SKFieldNode
func SKActionFollowPathAsOffsetOrientToPathDuration ¶
func SKActionFollowPathAsOffsetOrientToPathDuration(path unsafe.Pointer, offset bool, orient bool, duration float64) *SKAction
Creates an action that moves the node along a path @param path A Core Graphics path whose coordinates are relative to the node’s current position @param offset If YES, the points in the path are relative offsets to the node’s starting position. If NO, the points in the node are absolute coordinate values. @param orient If YES, the node’s zRotation property animates so that the node turns to follow the path. If NO, the zRotation property of the node is unchanged. @param duration The duration of the animation
func SKActionFollowPathDuration ¶
Creates an action that moves the node along a relative path, orienting the node to the path @param path A Core Graphics path whose coordinates are relative to the node’s current position @param duration The duration of the animation, in seconds
func SKActionFollowPathSpeed ¶
Creates an action that moves the node along a relative path, orienting the node to the path @param path A Core Graphics path whose coordinates are relative to the node’s current position @param speed The speed in pixels per second to move along the path
func SKActionFromID ¶
func SKActionGroup ¶
func SKActionGroup(actions *foundation.NSArray[*SKAction]) *SKAction
Creates an action that runs a collection of actions concurrently @param actions An array of SKAction objects @discussion When the action executes, the actions that comprise the group all start immediately and run in parallel. The duration of the group action is the longest duration among the collection of actions. If an action in the group has a duration less than the group’s duration, the action completes, then idles until the group completes the remaining actions. This matters most when creating a repeating action that repeats a group.
func SKActionMoveByDuration ¶
func SKActionMoveByDuration(delta corefoundation.CGVector, duration float64) *SKAction
Creates an action that moves a node relative to its current position @param delta A vector that describes the change to apply to the node’s position @param duration The duration of the animation, in seconds
func SKActionMoveToDuration ¶
func SKActionMoveToDuration(location corefoundation.CGPoint, duration float64) *SKAction
Creates an action that moves a node to a new position @param location The coordinates for the node’s new position @param duration The duration of the animation, in seconds
func SKActionMoveToXDuration ¶
func SKActionMoveToYDuration ¶
func SKActionPause ¶
func SKActionPause() *SKAction
func SKActionPerformSelectorOnTarget ¶
Creates an action that calls a method on an object @param selector The selector of the method to call @param target The target object
func SKActionPlay ¶
func SKActionPlay() *SKAction
func SKActionPlaySoundFileNamedWaitForCompletion ¶
func SKActionPlaySoundFileNamedWaitForCompletion(soundFile *foundation.NSString, wait bool) *SKAction
Creates an action that plays a sound @param soundFile The name of a sound file in the app’s bundle @param wait If YES, then the duration of this action is the same as the length of the audio playback. If NO, the action is considered to have completed immediately. @discussion The file name must be the name or path of a file of a platform supported audio file format. Use a LinearPCM format audio file with 8 or 16 bits per channel for best performance
func SKActionReachToNodeRootNodeDuration ¶
Creates an action that performs an inverse kinematic reach. This action must be run on a descendent of the rootNode for animation to occur. Running this action on the rootNode itself will not cause any animation to occur. @param node The node to reach for @param root Where to start the inverse kinematic operation from @param sec The duration of the animation, in seconds
func SKActionReachToNodeRootNodeVelocity ¶
Creates an action that performs an inverse kinematic reach. This action must be run on a descendent of the rootNode for animation to occur. Running this action on the rootNode itself will not cause any animation to occur. @param node The node to reach for @param root Where to start the inverse kinematic operation from @param velocity The speed in points per second of the end node in the chain
func SKActionReachToRootNodeDuration ¶
func SKActionReachToRootNodeDuration(position corefoundation.CGPoint, root *SKNode, duration float64) *SKAction
Creates an action that performs an inverse kinematic reach. This action must be run on a descendent of the rootNode for animation to occur. Running this action on the rootNode itself will not cause any animation to occur. @param position The position (in screen space) to reach for @param root Where to start the inverse kinematic operation from @param duration The duration of the animation, in seconds
func SKActionReachToRootNodeVelocity ¶
func SKActionReachToRootNodeVelocity(position corefoundation.CGPoint, root *SKNode, velocity float64) *SKAction
Creates an action that performs an inverse kinematic reach. This action must be run on a descendent of the rootNode for animation to occur. Running this action on the rootNode itself will not cause any animation to occur. @param position The position (in screen space) to reach for @param root Where to start the inverse kinematic operation from @param velocity The speed in points per second of the end node in the chain
func SKActionRemoveFromParent ¶
func SKActionRemoveFromParent() *SKAction
Creates an action that removes the node from its parent
func SKActionRepeatActionCount ¶
Creates an action that repeats another action a specified number of times @param action The action to execute @param count The number of times to execute the action
func SKActionRepeatActionForever ¶
Creates an action that repeats forever @param action The action to execute
func SKActionResizeByWidthHeightDuration ¶
Creates an action that adjusts the size of a sprite @param width The amount to add to the sprite’s width @param height The amount to add to the sprite’s height @param duration The duration of the animation, in seconds
func SKActionResizeToWidthHeightDuration ¶
Creates an action that changes the width and height of a sprite to a new absolute value @param width The new width of the sprite @param height The new height of the sprite @param duration The duration of the animation, in seconds
func SKActionRotateByAngleDuration ¶
Creates an action that rotates the node by a relative value @param radians The amount to rotate the node, in radians @param duration The duration of the animation, in seconds
func SKActionRotateToAngleDuration ¶
Creates an action that rotates the node counterclockwise to an absolute angle @param radians The angle to rotate the node to, in radians @param duration The duration of the animation
func SKActionRotateToAngleDurationShortestUnitArc ¶
func SKActionRotateToAngleDurationShortestUnitArc(radians float64, duration float64, shortestUnitArc bool) *SKAction
Creates an action that rotates the node to an absolute value @param radians The angle to rotate the node to, in radians @param duration The duration of the animation, in seconds @param shortestUnitArc If YES, then the rotation is performed in whichever direction results in the smallest rotation. If NO, then the rotation is interpolated
func SKActionRunActionOnChildWithName ¶
func SKActionRunActionOnChildWithName(action *SKAction, name *foundation.NSString) *SKAction
Creates an action that runs an action on a named child object @param action the action to run @param name the name of a child object @see SKNode.name
func SKActionRunBlock ¶
func SKActionRunBlock(block func()) *SKAction
Creates an action that executes a block @param block The block to run
func SKActionRunBlockQueue ¶
func SKActionRunBlockQueue(block func(), queue *foundation.NSObject) *SKAction
Creates an action that executes a block @param block The block to run @param queue The queue to perform the action on
func SKActionScaleByDuration ¶
Creates an action that changes the x and y scale values of a node by a relative value @param scale The amount to modify to the node’s x and y scale values @param duration The duration of the animation, in seconds
func SKActionScaleToDuration ¶
Creates an action that changes the x and y scale values of a node by a relative value @param scale The new value for the node’s x and y scale values @param duration The duration of the animation, in seconds
func SKActionScaleToSizeDuration ¶
func SKActionScaleToSizeDuration(size corefoundation.CGSize, duration float64) *SKAction
Adjust the sprite's xScale & yScale to achieve the desired size (in parent's coordinate space) @param duration The duration of the animation, in seconds
func SKActionSequence ¶
func SKActionSequence(actions *foundation.NSArray[*SKAction]) *SKAction
Creates an action that runs a collection of actions sequentially @param actions An array of SKAction objects @discussion When the action executes, the first action in the sequence starts and runs to completion. Subsequent actions in the sequence run in a similar fashion until all of the actions in the sequence have executed. The duration of the sequence action is the sum of the durations of the actions in the sequence. This action is reversible; it creates a new sequence action that reverses the order of the actions. Each action in the reversed sequence is itself reversed. For example, if an action sequence is {1,2,3}, the reversed sequence would be {3R,2R,1R}.
func SKActionSetTexture ¶
Creates an action that changes a sprite’s texture @param texture The new texture to use on the sprite
func SKActionSetTextureResize ¶
Creates an action that changes a sprite’s texture, possibly resizing the sprite @param texture The new texture to use on the sprite @param resize If YES, the sprite is resized to match the new texture. If NO, the size of the sprite is unchanged.
func SKActionSpeedByDuration ¶
Creates an action that changes how fast the node executes actions by a relative value @param speed amount to modify the speed by @param duration The duration of the animation, in seconds
func SKActionSpeedToDuration ¶
Creates an action that changes how fast the node executes actions @param speed The new value for the node’s speed @param duration The duration of the animation, in seconds
func SKActionStop ¶
func SKActionStop() *SKAction
func SKActionStrengthByDuration ¶
Creates an action that sets the strength of a field @param strength The value to modify strength by @param duration The duration of the animation, in seconds @see SKFieldNode
func SKActionStrengthToDuration ¶
Creates an action that sets the strength of a field @param strength The new value for strength @param duration The duration of the animation, in seconds @see SKFieldNode
func SKActionWaitForDuration ¶
Creates an action that idles for a specified period of time @param duration The duration of the idle, in seconds
func SKActionWaitForDurationWithRange ¶
Creates an action that idles for a randomized period of time @param duration The duration of the idle, in seconds @param durationRange The range of possible values for the duration
func SKActionWarpToDuration ¶
func SKActionWarpToDuration(warp *SKWarpGeometry, duration float64) *SKAction
func (*SKAction) ReversedAction ¶
Creates an action that reverses the behavior of another action @return This method always returns an action object; however, not all actions are reversible
func (*SKAction) SetDuration ¶
func (*SKAction) SetTimingFunction ¶
func (*SKAction) SetTimingMode ¶
func (o *SKAction) SetTimingMode(timingMode SKActionTimingMode)
func (*SKAction) TimingFunction ¶
When set, prodives a custom timing via a block. Applies after the 'timingMode' property is taken into account, defaults to nil @see SKActionTimingFunction
func (*SKAction) TimingMode ¶
func (o *SKAction) TimingMode() SKActionTimingMode
The timing mode used to execute an action @see SKActionTimingMode
type SKActionTimingMode ¶
type SKActionTimingMode int64
const ( SKActionTimingLinear SKActionTimingMode = 0 SKActionTimingEaseIn SKActionTimingMode = 1 SKActionTimingEaseOut SKActionTimingMode = 2 SKActionTimingEaseInEaseOut SKActionTimingMode = 3 )
func (SKActionTimingMode) String ¶
func (e SKActionTimingMode) String() string
type SKAttribute ¶
type SKAttribute struct {
foundation.NSObject
}
Apple documentation: https://developer.apple.com/documentation/spritekit/skattribute
func SKAttributeAttributeWithNameType ¶
func SKAttributeAttributeWithNameType(name *foundation.NSString, type_ SKAttributeType) *SKAttribute
func SKAttributeFromID ¶
func SKAttributeFromID(id objc.ID) *SKAttribute
func (*SKAttribute) InitWithNameType ¶
func (o *SKAttribute) InitWithNameType(name *foundation.NSString, type_ SKAttributeType) *SKAttribute
func (*SKAttribute) Name ¶
func (o *SKAttribute) Name() *foundation.NSString
func (*SKAttribute) Type ¶
func (o *SKAttribute) Type() SKAttributeType
type SKAttributeType ¶
type SKAttributeType int64
const ( SKAttributeTypeNone SKAttributeType = 0 SKAttributeTypeFloat SKAttributeType = 1 SKAttributeTypeVectorFloat2 SKAttributeType = 2 SKAttributeTypeVectorFloat3 SKAttributeType = 3 SKAttributeTypeVectorFloat4 SKAttributeType = 4 SKAttributeTypeHalfFloat SKAttributeType = 5 SKAttributeTypeVectorHalfFloat2 SKAttributeType = 6 SKAttributeTypeVectorHalfFloat3 SKAttributeType = 7 SKAttributeTypeVectorHalfFloat4 SKAttributeType = 8 )
func (SKAttributeType) String ¶
func (e SKAttributeType) String() string
type SKAttributeValue ¶
type SKAttributeValue struct {
foundation.NSObject
}
Apple documentation: https://developer.apple.com/documentation/spritekit/skattributevalue
func SKAttributeValueFromID ¶
func SKAttributeValueFromID(id objc.ID) *SKAttributeValue
func SKAttributeValueValueWithFloat ¶
func SKAttributeValueValueWithFloat(value float32) *SKAttributeValue
func SKAttributeValueValueWithVectorFloat2 ¶
func SKAttributeValueValueWithVectorFloat2(value unsafe.Pointer) *SKAttributeValue
func SKAttributeValueValueWithVectorFloat3 ¶
func SKAttributeValueValueWithVectorFloat3(value unsafe.Pointer) *SKAttributeValue
func SKAttributeValueValueWithVectorFloat4 ¶
func SKAttributeValueValueWithVectorFloat4(value unsafe.Pointer) *SKAttributeValue
func (*SKAttributeValue) FloatValue ¶
func (o *SKAttributeValue) FloatValue() float32
func (*SKAttributeValue) Init ¶
func (o *SKAttributeValue) Init() *SKAttributeValue
func (*SKAttributeValue) SetFloatValue ¶
func (o *SKAttributeValue) SetFloatValue(floatValue float32)
func (*SKAttributeValue) SetVectorFloat2Value ¶
func (o *SKAttributeValue) SetVectorFloat2Value(vectorFloat2Value unsafe.Pointer)
func (*SKAttributeValue) SetVectorFloat3Value ¶
func (o *SKAttributeValue) SetVectorFloat3Value(vectorFloat3Value unsafe.Pointer)
func (*SKAttributeValue) SetVectorFloat4Value ¶
func (o *SKAttributeValue) SetVectorFloat4Value(vectorFloat4Value unsafe.Pointer)
func (*SKAttributeValue) VectorFloat2Value ¶
func (o *SKAttributeValue) VectorFloat2Value() unsafe.Pointer
func (*SKAttributeValue) VectorFloat3Value ¶
func (o *SKAttributeValue) VectorFloat3Value() unsafe.Pointer
func (*SKAttributeValue) VectorFloat4Value ¶
func (o *SKAttributeValue) VectorFloat4Value() unsafe.Pointer
type SKAudioNode ¶
type SKAudioNode struct {
SKNode
}
A SpriteKit scene graph audio node that provides a way to link audio graphs to a SpriteKit scene. The currently presented scene is responsible for mixing the audio from nodes in the scene. Positional sounds will use their relative location and velocity to the scene's listener to apply distance attenuation, doppler shift and pan. @see AVAudio3DMixing @see SKScene.listener
Apple documentation: https://developer.apple.com/documentation/spritekit/skaudionode
func SKAudioNodeFromID ¶
func SKAudioNodeFromID(id objc.ID) *SKAudioNode
func (*SKAudioNode) AutoplayLooped ¶
func (o *SKAudioNode) AutoplayLooped() bool
Specifies whether the node is to automatically play sound when added to a scene. If autoplaysLooped is NO, the node and its sound must be explicitly scheduled and played using the scene's engine. If YES, the node will automatically play sound when added to a scene. Defaults to YES. @see SKView.paused
func (*SKAudioNode) AvAudioNode ¶
func (o *SKAudioNode) AvAudioNode() *avfaudio.AVAudioNode
Sets or gets the current AVAudioNode used by this instance.
func (*SKAudioNode) InitWithAVAudioNode ¶
func (o *SKAudioNode) InitWithAVAudioNode(node *avfaudio.AVAudioNode) *SKAudioNode
Creates a SpriteKit scene graph audio node from the given AVAudioNode. @see AVAudioNode
func (*SKAudioNode) InitWithCoder ¶
func (o *SKAudioNode) InitWithCoder(aDecoder *foundation.NSCoder) *SKAudioNode
func (*SKAudioNode) InitWithFileNamed ¶
func (o *SKAudioNode) InitWithFileNamed(name *foundation.NSString) *SKAudioNode
Convenience initializer that creates an AVAudioNode from the named audio asset in the main bundle. @see initWithAVAudioNode
func (*SKAudioNode) InitWithURL ¶
func (o *SKAudioNode) InitWithURL(url *foundation.NSURL) *SKAudioNode
Convenience initializer that creates an AVAudioNode from the URL that contain a audio asset. @see initWithAVAudioNode
func (*SKAudioNode) IsPositional ¶
func (o *SKAudioNode) IsPositional() bool
Marks the audio source as positional so that the audio mix considers relative position and velocity with regards to the scene's current listener node. @see AVAudio3DMixing @see SKScene.listener
func (*SKAudioNode) SetAutoplayLooped ¶
func (o *SKAudioNode) SetAutoplayLooped(autoplayLooped bool)
func (*SKAudioNode) SetAvAudioNode ¶
func (o *SKAudioNode) SetAvAudioNode(avAudioNode *avfaudio.AVAudioNode)
func (*SKAudioNode) SetPositional ¶
func (o *SKAudioNode) SetPositional(positional bool)
type SKBlendMode ¶
type SKBlendMode int64
const ( SKBlendModeAlpha SKBlendMode = 0 SKBlendModeAdd SKBlendMode = 1 SKBlendModeSubtract SKBlendMode = 2 SKBlendModeMultiply SKBlendMode = 3 SKBlendModeMultiplyX2 SKBlendMode = 4 SKBlendModeScreen SKBlendMode = 5 SKBlendModeReplace SKBlendMode = 6 SKBlendModeMultiplyAlpha SKBlendMode = 7 )
func (SKBlendMode) String ¶
func (e SKBlendMode) String() string
type SKCameraNode ¶
type SKCameraNode struct {
SKNode
}
A Camera node is a full fledged SKNode that can have actions and physics applied to it. It also uses the standard SKNode transform system so modifying the camera node's position is how you translate the camera's viewport. Applying a scale to the node would zoom the viewport in or out etc. As an added benefit you can now rotate the viewport by applying a zRotation to the camera node, just as you would with any other SKNode. The camera viewport is centered on the camera's position. It uses the scene's frame and scale mode along with the node transforms to determine the size, origin and rotation of the viewport. There are some convenience functions included for testing if nodes are contained within the camera viewport. It can be used to determine if objects are no longer visible on the display. In order to use a camera; set it on the scene that contains the camera. @see SKScene.camera
Apple documentation: https://developer.apple.com/documentation/spritekit/skcameranode
func SKCameraNodeFromID ¶
func SKCameraNodeFromID(id objc.ID) *SKCameraNode
func (*SKCameraNode) ContainedNodeSet ¶
func (o *SKCameraNode) ContainedNodeSet() *foundation.NSSet[*SKNode]
Returns the set of nodes in the same scene as the camera that are contained within its viewport. @return the set of nodes contained
func (*SKCameraNode) ContainsNode ¶
func (o *SKCameraNode) ContainsNode(node *SKNode) bool
Checks if the node is contained inside the viewport of the camera. The camera and node must both be in the same scene and presented on a view in order to determine if the node is inside the camera viewport rectangle. @return YES if the node is inside the viewport. NO if node is nil or the node is outside the viewport.
type SKConstraint ¶
type SKConstraint struct {
foundation.NSObject
}
Apple documentation: https://developer.apple.com/documentation/spritekit/skconstraint
func SKConstraintDistanceToNode ¶
func SKConstraintDistanceToNode(range_ *SKRange, node *SKNode) *SKConstraint
Constrain the node's position to be within a distance of a point or node
func SKConstraintDistanceToPoint ¶
func SKConstraintDistanceToPoint(range_ *SKRange, point corefoundation.CGPoint) *SKConstraint
func SKConstraintDistanceToPointInNode ¶
func SKConstraintDistanceToPointInNode(range_ *SKRange, point corefoundation.CGPoint, node *SKNode) *SKConstraint
func SKConstraintFromID ¶
func SKConstraintFromID(id objc.ID) *SKConstraint
func SKConstraintOrientToNodeOffset ¶
func SKConstraintOrientToNodeOffset(node *SKNode, radians *SKRange) *SKConstraint
Constrain the node's rotation to orient to a point or node
func SKConstraintOrientToPointInNodeOffset ¶
func SKConstraintOrientToPointInNodeOffset(point corefoundation.CGPoint, node *SKNode, radians *SKRange) *SKConstraint
func SKConstraintOrientToPointOffset ¶
func SKConstraintOrientToPointOffset(point corefoundation.CGPoint, radians *SKRange) *SKConstraint
func SKConstraintPositionX ¶
func SKConstraintPositionX(range_ *SKRange) *SKConstraint
Constrain the node's position to a range
func SKConstraintPositionXY ¶
func SKConstraintPositionXY(xRange *SKRange, yRange *SKRange) *SKConstraint
func SKConstraintPositionY ¶
func SKConstraintPositionY(range_ *SKRange) *SKConstraint
func SKConstraintZRotation ¶
func SKConstraintZRotation(zRange *SKRange) *SKConstraint
Constrain the node's rotation to a range
func (*SKConstraint) Enabled ¶
func (o *SKConstraint) Enabled() bool
func (*SKConstraint) ReferenceNode ¶
func (o *SKConstraint) ReferenceNode() *SKNode
func (*SKConstraint) SetEnabled ¶
func (o *SKConstraint) SetEnabled(enabled bool)
func (*SKConstraint) SetReferenceNode ¶
func (o *SKConstraint) SetReferenceNode(referenceNode *SKNode)
type SKCropNode ¶
type SKCropNode struct {
SKNode
}
A SpriteKit node that masks child nodes using another node's alpha component
Apple documentation: https://developer.apple.com/documentation/spritekit/skcropnode
func SKCropNodeFromID ¶
func SKCropNodeFromID(id objc.ID) *SKCropNode
func (*SKCropNode) MaskNode ¶
func (o *SKCropNode) MaskNode() *SKNode
func (*SKCropNode) SetMaskNode ¶
func (o *SKCropNode) SetMaskNode(maskNode *SKNode)
type SKEffectNode ¶
type SKEffectNode struct {
SKNode
}
A SpriteKit node that applies frame buffer effects to the rendered results of its child nodes. This is done continuously on live content and is not a simple snapshot of the rendered result at one instant of time.
Apple documentation: https://developer.apple.com/documentation/spritekit/skeffectnode
func SKEffectNodeFromID ¶
func SKEffectNodeFromID(id objc.ID) *SKEffectNode
func (*SKEffectNode) BlendMode ¶
func (o *SKEffectNode) BlendMode() SKBlendMode
Sets the blend mode to use when composing the effect with the final framebuffer. @see SKNode.SKBlendMode
func (*SKEffectNode) Filter ¶
func (o *SKEffectNode) Filter() *coreimage.CIFilter
A CIFilter to be used as an effect Any CIFilter that requires only a single "inputImage" and produces an "outputImage" is allowed. The filter is applied to all children of the SKEffectNode. If the filter is nil, the children of this node is flattened before being drawn as long as the SKEffectNode is enabled.
func (*SKEffectNode) SetBlendMode ¶
func (o *SKEffectNode) SetBlendMode(blendMode SKBlendMode)
func (*SKEffectNode) SetFilter ¶
func (o *SKEffectNode) SetFilter(filter *coreimage.CIFilter)
func (*SKEffectNode) SetShader ¶
func (o *SKEffectNode) SetShader(shader *SKShader)
func (*SKEffectNode) SetShouldCenterFilter ¶
func (o *SKEffectNode) SetShouldCenterFilter(shouldCenterFilter bool)
func (*SKEffectNode) SetShouldEnableEffects ¶
func (o *SKEffectNode) SetShouldEnableEffects(shouldEnableEffects bool)
func (*SKEffectNode) SetShouldRasterize ¶
func (o *SKEffectNode) SetShouldRasterize(shouldRasterize bool)
func (*SKEffectNode) Shader ¶
func (o *SKEffectNode) Shader() *SKShader
func (*SKEffectNode) ShouldCenterFilter ¶
func (o *SKEffectNode) ShouldCenterFilter() bool
func (*SKEffectNode) ShouldEnableEffects ¶
func (o *SKEffectNode) ShouldEnableEffects() bool
Enable the SKEffectNode. The SKEffectNode has no effect when appliesEffects is not enabled, this is useful for setting up an effect to use later on. Defaults to YES.
func (*SKEffectNode) ShouldRasterize ¶
func (o *SKEffectNode) ShouldRasterize() bool
Enable the rasterization on the SKEffectNode. The SKEffectNode's output is rasterized and cached internally. This cache is reused when rendering. When the SKEffectNode's children change, the cache is updated, but changing properties on the CIFilter does *not* cause an update (you must disable rasterization and then re-enable it for the changes to apply). This is more expensive than not rasterizing if the node's children change frequently, only enable this option if you know the children is largely static.
type SKEmitterNode ¶
type SKEmitterNode struct {
SKNode
}
An emitter of particle sprites.
Apple documentation: https://developer.apple.com/documentation/spritekit/skemitternode
func SKEmitterNodeFromID ¶
func SKEmitterNodeFromID(id objc.ID) *SKEmitterNode
func (*SKEmitterNode) AdvanceSimulationTime ¶
func (o *SKEmitterNode) AdvanceSimulationTime(sec float64)
func (*SKEmitterNode) EmissionAngle ¶
func (o *SKEmitterNode) EmissionAngle() float64
The angle at which to emit each new particle, in radians. Defaults to 0.0.
func (*SKEmitterNode) EmissionAngleRange ¶
func (o *SKEmitterNode) EmissionAngleRange() float64
The random variance about the angle at which to emit each new particle, in radians. Defaults to 0.0.
func (*SKEmitterNode) FieldBitMask ¶
func (o *SKEmitterNode) FieldBitMask() uint32
Defines what logical 'categories' of fields this particles emitted respond to. Defaults to all bits set (all categories). Can be forced off via affectedByGravity.
func (*SKEmitterNode) NumParticlesToEmit ¶
func (o *SKEmitterNode) NumParticlesToEmit() uint
The number of particles that will be emitted. If set to 0, there is no limit. Defaults to 0.
func (*SKEmitterNode) ParticleAction ¶
func (o *SKEmitterNode) ParticleAction() *SKAction
Specifies an action executed by new particles.
func (*SKEmitterNode) ParticleAlpha ¶
func (o *SKEmitterNode) ParticleAlpha() float64
The starting alpha for each particle. Defaults to 1.0.
func (*SKEmitterNode) ParticleAlphaRange ¶
func (o *SKEmitterNode) ParticleAlphaRange() float64
The random variance about the starting alpha for each particle. Defaults to 1.0.
func (*SKEmitterNode) ParticleAlphaSequence ¶
func (o *SKEmitterNode) ParticleAlphaSequence() *SKKeyframeSequence
func (*SKEmitterNode) ParticleAlphaSpeed ¶
func (o *SKEmitterNode) ParticleAlphaSpeed() float64
The rate at which to modify the alpha for each particle. Defaults to 1.0.
func (*SKEmitterNode) ParticleBirthRate ¶
func (o *SKEmitterNode) ParticleBirthRate() float64
The rate at which new particles are generated, in particles per second. Defaults to 0.0.
func (*SKEmitterNode) ParticleBlendMode ¶
func (o *SKEmitterNode) ParticleBlendMode() SKBlendMode
The blend mode for each particle. Defaults to SKBlendModeAlpha.
func (*SKEmitterNode) ParticleColor ¶
func (o *SKEmitterNode) ParticleColor() *appkit.NSColor
The starting color for each particle. Defaults to clear.
func (*SKEmitterNode) ParticleColorAlphaRange ¶
func (o *SKEmitterNode) ParticleColorAlphaRange() float64
func (*SKEmitterNode) ParticleColorAlphaSpeed ¶
func (o *SKEmitterNode) ParticleColorAlphaSpeed() float64
func (*SKEmitterNode) ParticleColorBlendFactor ¶
func (o *SKEmitterNode) ParticleColorBlendFactor() float64
The starting color blend for each particle. Behaves the same as SKSpriteNode. Defaults to 0.0.
func (*SKEmitterNode) ParticleColorBlendFactorRange ¶
func (o *SKEmitterNode) ParticleColorBlendFactorRange() float64
The random variance about the starting color blend for each particle. Defaults to 0.0.
func (*SKEmitterNode) ParticleColorBlendFactorSequence ¶
func (o *SKEmitterNode) ParticleColorBlendFactorSequence() *SKKeyframeSequence
func (*SKEmitterNode) ParticleColorBlendFactorSpeed ¶
func (o *SKEmitterNode) ParticleColorBlendFactorSpeed() float64
The rate at which to modify the color blend for each particle. Defaults to 0.0.
func (*SKEmitterNode) ParticleColorBlueRange ¶
func (o *SKEmitterNode) ParticleColorBlueRange() float64
func (*SKEmitterNode) ParticleColorBlueSpeed ¶
func (o *SKEmitterNode) ParticleColorBlueSpeed() float64
func (*SKEmitterNode) ParticleColorGreenRange ¶
func (o *SKEmitterNode) ParticleColorGreenRange() float64
func (*SKEmitterNode) ParticleColorGreenSpeed ¶
func (o *SKEmitterNode) ParticleColorGreenSpeed() float64
func (*SKEmitterNode) ParticleColorRedRange ¶
func (o *SKEmitterNode) ParticleColorRedRange() float64
The random variance about each color component for each particle. Defaults to 0.0.
func (*SKEmitterNode) ParticleColorRedSpeed ¶
func (o *SKEmitterNode) ParticleColorRedSpeed() float64
The rate at which to modify each color component for each particle (per second).
func (*SKEmitterNode) ParticleColorSequence ¶
func (o *SKEmitterNode) ParticleColorSequence() *SKKeyframeSequence
func (*SKEmitterNode) ParticleLifetime ¶
func (o *SKEmitterNode) ParticleLifetime() float64
The lifetime of each particle, in seconds. Defaults to 0.0.
func (*SKEmitterNode) ParticleLifetimeRange ¶
func (o *SKEmitterNode) ParticleLifetimeRange() float64
The random variance about the lifetime of each particle, in seconds. Defaults to 0.0.
func (*SKEmitterNode) ParticlePosition ¶
func (o *SKEmitterNode) ParticlePosition() corefoundation.CGPoint
The starting position for each particle in the emitter's coordinate space. Defaults to (0.0, 0,0).
func (*SKEmitterNode) ParticlePositionRange ¶
func (o *SKEmitterNode) ParticlePositionRange() corefoundation.CGVector
The random variance about the starting position for each particle in the emitter's coordinate space. Defaults to (0.0, 0,0).
func (*SKEmitterNode) ParticleRenderOrder ¶
func (o *SKEmitterNode) ParticleRenderOrder() SKParticleRenderOrder
The order in which particles will be rendered. Defaults to SKParticleRenderOrderOldestLast.
func (*SKEmitterNode) ParticleRotation ¶
func (o *SKEmitterNode) ParticleRotation() float64
The starting z-rotation for each particle. Defaults to 0.0.
func (*SKEmitterNode) ParticleRotationRange ¶
func (o *SKEmitterNode) ParticleRotationRange() float64
The random variance about the starting z-rotation for each particle. Defaults to 0.0.
func (*SKEmitterNode) ParticleRotationSpeed ¶
func (o *SKEmitterNode) ParticleRotationSpeed() float64
The rate at which to modify the z-rotation for each particle. Defaults to 0.0.
func (*SKEmitterNode) ParticleScale ¶
func (o *SKEmitterNode) ParticleScale() float64
The starting scale for each particle. Defaults to 1.0.
func (*SKEmitterNode) ParticleScaleRange ¶
func (o *SKEmitterNode) ParticleScaleRange() float64
The random variance about the starting scale for each particle. Defaults to 0.0.
func (*SKEmitterNode) ParticleScaleSequence ¶
func (o *SKEmitterNode) ParticleScaleSequence() *SKKeyframeSequence
func (*SKEmitterNode) ParticleScaleSpeed ¶
func (o *SKEmitterNode) ParticleScaleSpeed() float64
The rate at which to modify the scale for each particle. Defaults to 0.0.
func (*SKEmitterNode) ParticleSize ¶
func (o *SKEmitterNode) ParticleSize() corefoundation.CGSize
The starting size for each particle. If set to CGSizeZero (the default) the particles will start at the size of the texture assigned to particleTexture. Note that particleScale and particleScaleRange will also have an effect on the effective size of each new particle.
func (*SKEmitterNode) ParticleSpeed ¶
func (o *SKEmitterNode) ParticleSpeed() float64
The starting speed for each particle along its emission vector. Defaults to 0.0.
func (*SKEmitterNode) ParticleSpeedRange ¶
func (o *SKEmitterNode) ParticleSpeedRange() float64
The random variance about the starting speed for each particle along its emission vector. Defaults to 0.0.
func (*SKEmitterNode) ParticleTexture ¶
func (o *SKEmitterNode) ParticleTexture() *SKTexture
The texture to be used for the particles.
func (*SKEmitterNode) ParticleZPosition ¶
func (o *SKEmitterNode) ParticleZPosition() float64
The starting z-position for each particle. Defaults to 0.0.
func (*SKEmitterNode) ParticleZPositionRange ¶
func (o *SKEmitterNode) ParticleZPositionRange() float64
The random variance about the starting z-position for each particle. Defaults to 0.0. Deprecated: since macOS 10.10.
func (*SKEmitterNode) ParticleZPositionSpeed ¶
func (o *SKEmitterNode) ParticleZPositionSpeed() float64
The rate at which to modify the z-position for each particle. Defaults to 0.0. Deprecated: since macOS 10.10.
func (*SKEmitterNode) ResetSimulation ¶
func (o *SKEmitterNode) ResetSimulation()
func (*SKEmitterNode) SetEmissionAngle ¶
func (o *SKEmitterNode) SetEmissionAngle(emissionAngle float64)
func (*SKEmitterNode) SetEmissionAngleRange ¶
func (o *SKEmitterNode) SetEmissionAngleRange(emissionAngleRange float64)
func (*SKEmitterNode) SetFieldBitMask ¶
func (o *SKEmitterNode) SetFieldBitMask(fieldBitMask uint32)
func (*SKEmitterNode) SetNumParticlesToEmit ¶
func (o *SKEmitterNode) SetNumParticlesToEmit(numParticlesToEmit uint)
func (*SKEmitterNode) SetParticleAction ¶
func (o *SKEmitterNode) SetParticleAction(particleAction *SKAction)
func (*SKEmitterNode) SetParticleAlpha ¶
func (o *SKEmitterNode) SetParticleAlpha(particleAlpha float64)
func (*SKEmitterNode) SetParticleAlphaRange ¶
func (o *SKEmitterNode) SetParticleAlphaRange(particleAlphaRange float64)
func (*SKEmitterNode) SetParticleAlphaSequence ¶
func (o *SKEmitterNode) SetParticleAlphaSequence(particleAlphaSequence *SKKeyframeSequence)
func (*SKEmitterNode) SetParticleAlphaSpeed ¶
func (o *SKEmitterNode) SetParticleAlphaSpeed(particleAlphaSpeed float64)
func (*SKEmitterNode) SetParticleBirthRate ¶
func (o *SKEmitterNode) SetParticleBirthRate(particleBirthRate float64)
func (*SKEmitterNode) SetParticleBlendMode ¶
func (o *SKEmitterNode) SetParticleBlendMode(particleBlendMode SKBlendMode)
func (*SKEmitterNode) SetParticleColor ¶
func (o *SKEmitterNode) SetParticleColor(particleColor *appkit.NSColor)
func (*SKEmitterNode) SetParticleColorAlphaRange ¶
func (o *SKEmitterNode) SetParticleColorAlphaRange(particleColorAlphaRange float64)
func (*SKEmitterNode) SetParticleColorAlphaSpeed ¶
func (o *SKEmitterNode) SetParticleColorAlphaSpeed(particleColorAlphaSpeed float64)
func (*SKEmitterNode) SetParticleColorBlendFactor ¶
func (o *SKEmitterNode) SetParticleColorBlendFactor(particleColorBlendFactor float64)
func (*SKEmitterNode) SetParticleColorBlendFactorRange ¶
func (o *SKEmitterNode) SetParticleColorBlendFactorRange(particleColorBlendFactorRange float64)
func (*SKEmitterNode) SetParticleColorBlendFactorSequence ¶
func (o *SKEmitterNode) SetParticleColorBlendFactorSequence(particleColorBlendFactorSequence *SKKeyframeSequence)
func (*SKEmitterNode) SetParticleColorBlendFactorSpeed ¶
func (o *SKEmitterNode) SetParticleColorBlendFactorSpeed(particleColorBlendFactorSpeed float64)
func (*SKEmitterNode) SetParticleColorBlueRange ¶
func (o *SKEmitterNode) SetParticleColorBlueRange(particleColorBlueRange float64)
func (*SKEmitterNode) SetParticleColorBlueSpeed ¶
func (o *SKEmitterNode) SetParticleColorBlueSpeed(particleColorBlueSpeed float64)
func (*SKEmitterNode) SetParticleColorGreenRange ¶
func (o *SKEmitterNode) SetParticleColorGreenRange(particleColorGreenRange float64)
func (*SKEmitterNode) SetParticleColorGreenSpeed ¶
func (o *SKEmitterNode) SetParticleColorGreenSpeed(particleColorGreenSpeed float64)
func (*SKEmitterNode) SetParticleColorRedRange ¶
func (o *SKEmitterNode) SetParticleColorRedRange(particleColorRedRange float64)
func (*SKEmitterNode) SetParticleColorRedSpeed ¶
func (o *SKEmitterNode) SetParticleColorRedSpeed(particleColorRedSpeed float64)
func (*SKEmitterNode) SetParticleColorSequence ¶
func (o *SKEmitterNode) SetParticleColorSequence(particleColorSequence *SKKeyframeSequence)
func (*SKEmitterNode) SetParticleLifetime ¶
func (o *SKEmitterNode) SetParticleLifetime(particleLifetime float64)
func (*SKEmitterNode) SetParticleLifetimeRange ¶
func (o *SKEmitterNode) SetParticleLifetimeRange(particleLifetimeRange float64)
func (*SKEmitterNode) SetParticlePosition ¶
func (o *SKEmitterNode) SetParticlePosition(particlePosition corefoundation.CGPoint)
func (*SKEmitterNode) SetParticlePositionRange ¶
func (o *SKEmitterNode) SetParticlePositionRange(particlePositionRange corefoundation.CGVector)
func (*SKEmitterNode) SetParticleRenderOrder ¶
func (o *SKEmitterNode) SetParticleRenderOrder(particleRenderOrder SKParticleRenderOrder)
func (*SKEmitterNode) SetParticleRotation ¶
func (o *SKEmitterNode) SetParticleRotation(particleRotation float64)
func (*SKEmitterNode) SetParticleRotationRange ¶
func (o *SKEmitterNode) SetParticleRotationRange(particleRotationRange float64)
func (*SKEmitterNode) SetParticleRotationSpeed ¶
func (o *SKEmitterNode) SetParticleRotationSpeed(particleRotationSpeed float64)
func (*SKEmitterNode) SetParticleScale ¶
func (o *SKEmitterNode) SetParticleScale(particleScale float64)
func (*SKEmitterNode) SetParticleScaleRange ¶
func (o *SKEmitterNode) SetParticleScaleRange(particleScaleRange float64)
func (*SKEmitterNode) SetParticleScaleSequence ¶
func (o *SKEmitterNode) SetParticleScaleSequence(particleScaleSequence *SKKeyframeSequence)
func (*SKEmitterNode) SetParticleScaleSpeed ¶
func (o *SKEmitterNode) SetParticleScaleSpeed(particleScaleSpeed float64)
func (*SKEmitterNode) SetParticleSize ¶
func (o *SKEmitterNode) SetParticleSize(particleSize corefoundation.CGSize)
func (*SKEmitterNode) SetParticleSpeed ¶
func (o *SKEmitterNode) SetParticleSpeed(particleSpeed float64)
func (*SKEmitterNode) SetParticleSpeedRange ¶
func (o *SKEmitterNode) SetParticleSpeedRange(particleSpeedRange float64)
func (*SKEmitterNode) SetParticleTexture ¶
func (o *SKEmitterNode) SetParticleTexture(particleTexture *SKTexture)
func (*SKEmitterNode) SetParticleZPosition ¶
func (o *SKEmitterNode) SetParticleZPosition(particleZPosition float64)
func (*SKEmitterNode) SetParticleZPositionRange
deprecated
func (o *SKEmitterNode) SetParticleZPositionRange(particleZPositionRange float64)
Deprecated: since macOS 10.10.
func (*SKEmitterNode) SetParticleZPositionSpeed
deprecated
func (o *SKEmitterNode) SetParticleZPositionSpeed(particleZPositionSpeed float64)
Deprecated: since macOS 10.10.
func (*SKEmitterNode) SetShader ¶
func (o *SKEmitterNode) SetShader(shader *SKShader)
func (*SKEmitterNode) SetTargetNode ¶
func (o *SKEmitterNode) SetTargetNode(targetNode *SKNode)
func (*SKEmitterNode) SetXAcceleration ¶
func (o *SKEmitterNode) SetXAcceleration(xAcceleration float64)
func (*SKEmitterNode) SetYAcceleration ¶
func (o *SKEmitterNode) SetYAcceleration(yAcceleration float64)
func (*SKEmitterNode) Shader ¶
func (o *SKEmitterNode) Shader() *SKShader
func (*SKEmitterNode) TargetNode ¶
func (o *SKEmitterNode) TargetNode() *SKNode
Normally the particles are rendered as if they were a child of the SKEmitterNode, they can also be rendered as if they were a child of any other node in the scene by setting the targetNode property. Defaults to nil (standard behavior).
func (*SKEmitterNode) XAcceleration ¶
func (o *SKEmitterNode) XAcceleration() float64
The acceleration to apply to each particles velocity. Useful for simulating effects such as wind or gravity. Defaults to 0.0.
func (*SKEmitterNode) YAcceleration ¶
func (o *SKEmitterNode) YAcceleration() float64
type SKFieldNode ¶
type SKFieldNode struct {
SKNode
}
Apple documentation: https://developer.apple.com/documentation/spritekit/skfieldnode
func SKFieldNodeDragField ¶
func SKFieldNodeDragField() *SKFieldNode
Slows an object proportionally to the object’s velocity. Use this to simulate effects such as friction from motion through the air.
func SKFieldNodeElectricField ¶
func SKFieldNodeElectricField() *SKFieldNode
A force proportional to the charge on the object. A charge property has been added to SKPhysicsBodies to accomplish this. An example use of this field is to make objects behavior differently from one another when they enter a region, or to make an object's behavior different than its mass based behavior This field models the first part of the Lorentz equation, F = qE
func SKFieldNodeFromID ¶
func SKFieldNodeFromID(id objc.ID) *SKFieldNode
func SKFieldNodeLinearGravityFieldWithVector ¶
func SKFieldNodeLinearGravityFieldWithVector(direction unsafe.Pointer) *SKFieldNode
Applies a force in the direction of the vector in the local space. To repel objects, use a negative strength. The force is the same everywhere in the field. Varies with the mass of the object according to F = ma The field node's rotation property can be used to orient the gravity in a particular direction. @param direction The direction the force is applied in the x,y plane. The length of the direction vector is multiplied by the field's strength property to get the final calculated force. All three components of the direction vector are used to calculate the length. @see direction
func SKFieldNodeMagneticField ¶
func SKFieldNodeMagneticField() *SKFieldNode
A force proportional to the charge on the object and the object’s velocity. A charge property has been added to SKPhysicsBodies to accomplish this. An example use of this field is to make objects behavior differently from one another when they enter a region, or to make an object's behavior different than its mass based behavior This field models the second part of the Lorentz equation, F = qvB
func SKFieldNodeNoiseFieldWithSmoothnessAnimationSpeed ¶
func SKFieldNodeNoiseFieldWithSmoothnessAnimationSpeed(smoothness float64, speed float64) *SKFieldNode
A time varying differentiable Perlin simplex noise field. By default a smooth noise is calculated, and the field is time varying. Use this to simulate such effects as fireflies, or snow. To freeze the noise in place, set animationSpeed to 0.0. Mass is ignored. @param smoothness value of 0 means as noisy as possible, 1 means as smooth as possible @param speed is the general rate in Hz that any particular texel changes to a different value @see smoothness @see animationSpeed
func SKFieldNodeRadialGravityField ¶
func SKFieldNodeRadialGravityField() *SKFieldNode
Applies a force in the direction of the origin of the field in local space. To repel objects, use a negative strength. The force is proportional to the distance from the field origin. Varies with the mass of the object according to F = ma The field node's rotation property can be used to orient the gravity in a particular direction.
func SKFieldNodeSpringField ¶
func SKFieldNodeSpringField() *SKFieldNode
A Hooke’s law force - a force linearly proportional to distance from the center of the field. An object in this field will oscillate with a period proportional to the inverse of the mass. An example use is to keep objects confined to a particular region.
func SKFieldNodeTurbulenceFieldWithSmoothnessAnimationSpeed ¶
func SKFieldNodeTurbulenceFieldWithSmoothnessAnimationSpeed(smoothness float64, speed float64) *SKFieldNode
Just like Noise, except the strength of the noise is proportional to the velocity of the object in the field. @param smoothness value of 0 means as noisy as possible, 1 means as smooth as possible @param speed is the general rate in Hz that any particular texel changes to a different value @see smoothness @see animationSpeed
func SKFieldNodeVelocityFieldWithTexture ¶
func SKFieldNodeVelocityFieldWithTexture(velocityTexture *SKTexture) *SKFieldNode
The supplied texture contains velocity values for any object entering the field’s area of effect. If no texture is supplied, the direction property is used instead. Velocity fields override the effect of any other acceleration applied to the body. Velocity fields are typically used for such effects as advection, for example, a velocity field might describe the velocity on the surface of a river. An object placed in the river would then follow the river. @param velocityTexture The R and G channels of the supplied texture become x and y components of velocity. B and A, if present in the SKTexture, are ignored. @see texture
func SKFieldNodeVelocityFieldWithVector ¶
func SKFieldNodeVelocityFieldWithVector(direction unsafe.Pointer) *SKFieldNode
Uses the supplied velocity vector for any object entering the field’s area of effect. Velocity fields override the effect of any other acceleration applied to the body. Velocity fields are typically used for such effects as advection, for example, a velocity field might describe the velocity on the surface of a river. An object placed in the river would then follow the river. @param direction The directed velocity that will be applied to the body. The z component is ignored. @see direction
func SKFieldNodeVortexField ¶
func SKFieldNodeVortexField() *SKFieldNode
Applies a force tangential to the direction from the sample point to the field's position. The force will be CCW to the direction. Make the strength negative to apply force in the CW direction. Amount is proportional to distance from center and the object's mass. Use this to create effects such as tornadoes.
func (*SKFieldNode) AnimationSpeed ¶
func (o *SKFieldNode) AnimationSpeed() float32
fields that can be animated can have non zero values. A value of 2 will animated twice as fast as a value of 1. @see noiseFieldWithSmoothness:smoothness:animationSpeed @see turbulenceFieldWithSmoothness:smoothness:animationSpeed
func (*SKFieldNode) CategoryBitMask ¶
func (o *SKFieldNode) CategoryBitMask() uint32
Logical categories the field belongs to. Default is all categories. These categories correspond to fieldBitMasks, and can be used to enforce that a particular field applies to a particular category of objects. @see SKPhysicsBody.fieldBitMask @see SKEmitterNode.fieldBitMask
func (*SKFieldNode) Direction ¶
func (o *SKFieldNode) Direction() unsafe.Pointer
directed fields' directions can be accessed here. If the field is non-directional, a zero vector will be returned @see linearGravityFieldWithVector:direction @see velocityFieldWithVector:direction
func (*SKFieldNode) Falloff ¶
func (o *SKFieldNode) Falloff() float32
The falloff exponent used to calculate field strength at a distance. Falloff starts at the minimum radius. The default exponent is zero, which results in a uniform field with no falloff. @see minimumRadius
func (*SKFieldNode) IsEnabled ¶
func (o *SKFieldNode) IsEnabled() bool
If enabled, a field has an effect. default YES
func (*SKFieldNode) IsExclusive ¶
func (o *SKFieldNode) IsExclusive() bool
If a field is exclusive, it suppresses any other field in its region of effect. If two or more exclusive fields overlap, it is undefined which one of them will take effect @see region
func (*SKFieldNode) MinimumRadius ¶
func (o *SKFieldNode) MinimumRadius() float32
minimum radius of effect. Default is very small.
func (*SKFieldNode) Region ¶
func (o *SKFieldNode) Region() *SKRegion
The region property is the domain of the field's effect. No force is applied to objects outside the region.
func (*SKFieldNode) SetAnimationSpeed ¶
func (o *SKFieldNode) SetAnimationSpeed(animationSpeed float32)
func (*SKFieldNode) SetCategoryBitMask ¶
func (o *SKFieldNode) SetCategoryBitMask(categoryBitMask uint32)
func (*SKFieldNode) SetDirection ¶
func (o *SKFieldNode) SetDirection(direction unsafe.Pointer)
func (*SKFieldNode) SetEnabled ¶
func (o *SKFieldNode) SetEnabled(enabled bool)
func (*SKFieldNode) SetExclusive ¶
func (o *SKFieldNode) SetExclusive(exclusive bool)
func (*SKFieldNode) SetFalloff ¶
func (o *SKFieldNode) SetFalloff(falloff float32)
func (*SKFieldNode) SetMinimumRadius ¶
func (o *SKFieldNode) SetMinimumRadius(minimumRadius float32)
func (*SKFieldNode) SetRegion ¶
func (o *SKFieldNode) SetRegion(region *SKRegion)
func (*SKFieldNode) SetSmoothness ¶
func (o *SKFieldNode) SetSmoothness(smoothness float32)
func (*SKFieldNode) SetStrength ¶
func (o *SKFieldNode) SetStrength(strength float32)
func (*SKFieldNode) SetTexture ¶
func (o *SKFieldNode) SetTexture(texture *SKTexture)
func (*SKFieldNode) Smoothness ¶
func (o *SKFieldNode) Smoothness() float32
fields without a smoothness component will return 0 @see noiseFieldWithSmoothness:smoothness:animationSpeed @see turbulenceFieldWithSmoothness:smoothness:animationSpeed
func (*SKFieldNode) Strength ¶
func (o *SKFieldNode) Strength() float32
strength scaling value. default 1.0
func (*SKFieldNode) Texture ¶
func (o *SKFieldNode) Texture() *SKTexture
fields constructed with a texture can be uppdated by assigning a new texture @see velocityFieldWithTexture:velocityTexture
type SKInterpolationMode ¶
type SKInterpolationMode int64
const ( SKInterpolationModeLinear SKInterpolationMode = 1 SKInterpolationModeSpline SKInterpolationMode = 2 SKInterpolationModeStep SKInterpolationMode = 3 )
func (SKInterpolationMode) String ¶
func (e SKInterpolationMode) String() string
type SKKeyframeSequence ¶
type SKKeyframeSequence struct {
foundation.NSObject
}
Apple documentation: https://developer.apple.com/documentation/spritekit/skkeyframesequence
func SKKeyframeSequenceFromID ¶
func SKKeyframeSequenceFromID(id objc.ID) *SKKeyframeSequence
func (*SKKeyframeSequence) AddKeyframeValueTime ¶
func (o *SKKeyframeSequence) AddKeyframeValueTime(value objc.ID, time_ float64)
func (*SKKeyframeSequence) Count ¶
func (o *SKKeyframeSequence) Count() uint
func (*SKKeyframeSequence) GetKeyframeTimeForIndex ¶
func (o *SKKeyframeSequence) GetKeyframeTimeForIndex(index uint) float64
func (*SKKeyframeSequence) GetKeyframeValueForIndex ¶
func (o *SKKeyframeSequence) GetKeyframeValueForIndex(index uint) objc.ID
func (*SKKeyframeSequence) InitWithCapacity ¶
func (o *SKKeyframeSequence) InitWithCapacity(numItems uint) *SKKeyframeSequence
func (*SKKeyframeSequence) InitWithCoder ¶
func (o *SKKeyframeSequence) InitWithCoder(aDecoder *foundation.NSCoder) *SKKeyframeSequence
Support coding and decoding via NSKeyedArchiver.
func (*SKKeyframeSequence) InitWithKeyframeValuesTimes ¶
func (o *SKKeyframeSequence) InitWithKeyframeValuesTimes(values *foundation.NSArray[objc.ID], times *foundation.NSArray[*foundation.NSNumber]) *SKKeyframeSequence
func (*SKKeyframeSequence) InterpolationMode ¶
func (o *SKKeyframeSequence) InterpolationMode() SKInterpolationMode
func (*SKKeyframeSequence) RemoveKeyframeAtIndex ¶
func (o *SKKeyframeSequence) RemoveKeyframeAtIndex(index uint)
func (*SKKeyframeSequence) RemoveLastKeyframe ¶
func (o *SKKeyframeSequence) RemoveLastKeyframe()
func (*SKKeyframeSequence) RepeatMode ¶
func (o *SKKeyframeSequence) RepeatMode() SKRepeatMode
func (*SKKeyframeSequence) SampleAtTime ¶
func (o *SKKeyframeSequence) SampleAtTime(time_ float64) objc.ID
func (*SKKeyframeSequence) SetInterpolationMode ¶
func (o *SKKeyframeSequence) SetInterpolationMode(interpolationMode SKInterpolationMode)
func (*SKKeyframeSequence) SetKeyframeTimeForIndex ¶
func (o *SKKeyframeSequence) SetKeyframeTimeForIndex(time_ float64, index uint)
func (*SKKeyframeSequence) SetKeyframeValueForIndex ¶
func (o *SKKeyframeSequence) SetKeyframeValueForIndex(value objc.ID, index uint)
func (*SKKeyframeSequence) SetKeyframeValueTimeForIndex ¶
func (o *SKKeyframeSequence) SetKeyframeValueTimeForIndex(value objc.ID, time_ float64, index uint)
func (*SKKeyframeSequence) SetRepeatMode ¶
func (o *SKKeyframeSequence) SetRepeatMode(repeatMode SKRepeatMode)
type SKLabelHorizontalAlignmentMode ¶
type SKLabelHorizontalAlignmentMode int64
const ( SKLabelHorizontalAlignmentModeCenter SKLabelHorizontalAlignmentMode = 0 SKLabelHorizontalAlignmentModeLeft SKLabelHorizontalAlignmentMode = 1 SKLabelHorizontalAlignmentModeRight SKLabelHorizontalAlignmentMode = 2 )
func (SKLabelHorizontalAlignmentMode) String ¶
func (e SKLabelHorizontalAlignmentMode) String() string
type SKLabelNode ¶
type SKLabelNode struct {
SKNode
}
A node that displays a text label with a given font.
Apple documentation: https://developer.apple.com/documentation/spritekit/sklabelnode
func SKLabelNodeFromID ¶
func SKLabelNodeFromID(id objc.ID) *SKLabelNode
func SKLabelNodeLabelNodeWithAttributedText ¶
func SKLabelNodeLabelNodeWithAttributedText(attributedText *foundation.NSAttributedString) *SKLabelNode
func SKLabelNodeLabelNodeWithFontNamed ¶
func SKLabelNodeLabelNodeWithFontNamed(fontName *foundation.NSString) *SKLabelNode
func SKLabelNodeLabelNodeWithText ¶
func SKLabelNodeLabelNodeWithText(text *foundation.NSString) *SKLabelNode
func (*SKLabelNode) AttributedText ¶
func (o *SKLabelNode) AttributedText() *foundation.NSAttributedString
func (*SKLabelNode) BlendMode ¶
func (o *SKLabelNode) BlendMode() SKBlendMode
Sets the blend mode to use when composing the sprite with the final framebuffer. @see SKNode.SKBlendMode
func (*SKLabelNode) Color ¶
func (o *SKLabelNode) Color() *appkit.NSColor
Color to be blended with the text based on the colorBlendFactor
func (*SKLabelNode) ColorBlendFactor ¶
func (o *SKLabelNode) ColorBlendFactor() float64
Controls the blending between the rendered text and a color. The valid interval of values is from 0.0 up to and including 1.0. A value above or below that interval is clamped to the minimum (0.0) if below or the maximum (1.0) if above.
func (*SKLabelNode) FontColor ¶
func (o *SKLabelNode) FontColor() *appkit.NSColor
Base color that the text is rendered with (if supported by the font)
func (*SKLabelNode) FontName ¶
func (o *SKLabelNode) FontName() *foundation.NSString
func (*SKLabelNode) FontSize ¶
func (o *SKLabelNode) FontSize() float64
func (*SKLabelNode) HorizontalAlignmentMode ¶
func (o *SKLabelNode) HorizontalAlignmentMode() SKLabelHorizontalAlignmentMode
func (*SKLabelNode) InitWithFontNamed ¶
func (o *SKLabelNode) InitWithFontNamed(fontName *foundation.NSString) *SKLabelNode
func (*SKLabelNode) LineBreakMode ¶
func (o *SKLabelNode) LineBreakMode() appkit.NSLineBreakMode
Determines the line break mode for multiple lines. Default is NSLineBreakByTruncatingTail
func (*SKLabelNode) NumberOfLines ¶
func (o *SKLabelNode) NumberOfLines() int
Determines the number of lines to draw. The default value is 1 (single line). A value of 0 means no limit. If the height of the text reaches the # of lines the text will be truncated using the line break mode.
func (*SKLabelNode) PreferredMaxLayoutWidth ¶
func (o *SKLabelNode) PreferredMaxLayoutWidth() float64
If nonzero, this is used when determining layout width for multiline labels. Default is zero.
func (*SKLabelNode) SetAttributedText ¶
func (o *SKLabelNode) SetAttributedText(attributedText *foundation.NSAttributedString)
func (*SKLabelNode) SetBlendMode ¶
func (o *SKLabelNode) SetBlendMode(blendMode SKBlendMode)
func (*SKLabelNode) SetColor ¶
func (o *SKLabelNode) SetColor(color *appkit.NSColor)
func (*SKLabelNode) SetColorBlendFactor ¶
func (o *SKLabelNode) SetColorBlendFactor(colorBlendFactor float64)
func (*SKLabelNode) SetFontColor ¶
func (o *SKLabelNode) SetFontColor(fontColor *appkit.NSColor)
func (*SKLabelNode) SetFontName ¶
func (o *SKLabelNode) SetFontName(fontName *foundation.NSString)
func (*SKLabelNode) SetFontSize ¶
func (o *SKLabelNode) SetFontSize(fontSize float64)
func (*SKLabelNode) SetHorizontalAlignmentMode ¶
func (o *SKLabelNode) SetHorizontalAlignmentMode(horizontalAlignmentMode SKLabelHorizontalAlignmentMode)
func (*SKLabelNode) SetLineBreakMode ¶
func (o *SKLabelNode) SetLineBreakMode(lineBreakMode appkit.NSLineBreakMode)
func (*SKLabelNode) SetNumberOfLines ¶
func (o *SKLabelNode) SetNumberOfLines(numberOfLines int)
func (*SKLabelNode) SetPreferredMaxLayoutWidth ¶
func (o *SKLabelNode) SetPreferredMaxLayoutWidth(preferredMaxLayoutWidth float64)
func (*SKLabelNode) SetText ¶
func (o *SKLabelNode) SetText(text *foundation.NSString)
func (*SKLabelNode) SetVerticalAlignmentMode ¶
func (o *SKLabelNode) SetVerticalAlignmentMode(verticalAlignmentMode SKLabelVerticalAlignmentMode)
func (*SKLabelNode) Text ¶
func (o *SKLabelNode) Text() *foundation.NSString
func (*SKLabelNode) VerticalAlignmentMode ¶
func (o *SKLabelNode) VerticalAlignmentMode() SKLabelVerticalAlignmentMode
type SKLabelVerticalAlignmentMode ¶
type SKLabelVerticalAlignmentMode int64
const ( SKLabelVerticalAlignmentModeBaseline SKLabelVerticalAlignmentMode = 0 SKLabelVerticalAlignmentModeCenter SKLabelVerticalAlignmentMode = 1 SKLabelVerticalAlignmentModeTop SKLabelVerticalAlignmentMode = 2 SKLabelVerticalAlignmentModeBottom SKLabelVerticalAlignmentMode = 3 )
func (SKLabelVerticalAlignmentMode) String ¶
func (e SKLabelVerticalAlignmentMode) String() string
type SKLightNode ¶
type SKLightNode struct {
SKNode
}
Apple documentation: https://developer.apple.com/documentation/spritekit/sklightnode
func SKLightNodeFromID ¶
func SKLightNodeFromID(id objc.ID) *SKLightNode
func (*SKLightNode) AmbientColor ¶
func (o *SKLightNode) AmbientColor() *appkit.NSColor
Ambient color of the light source, defaults to black. If you had only a single light in the scene with an ambient color of opaque white and a light color of black, it would appear as if the scene was rendered without lighting. The alpha component of the color is ignored. The color is not affected by falloff or surface normals. @see lightColor
func (*SKLightNode) CategoryBitMask ¶
func (o *SKLightNode) CategoryBitMask() uint32
The category of the light, which determines the group(s) a light belongs to. Any node that has its corresponding light and shadow bitmasks set to an overlapping value will be lit, shadow casting or shadowed by this light. @see SKSpriteNode.lightingBitMask @see SKSpriteNode.shadowCastBitMask @see SKSpriteNode.shadowedBitMask
func (*SKLightNode) Falloff ¶
func (o *SKLightNode) Falloff() float64
Falloff in intensity of the light over distance, defaults to 1. The falloff does not affect the ambient color nor the shadow color. @see lightColor
func (*SKLightNode) IsEnabled ¶
func (o *SKLightNode) IsEnabled() bool
Enables or disables lighting contribution from this light node. Set to YES; sprites using this light will be lit with the ambient color and the light color, with a falloff in intensity according to the falloff property. Set to NO; this light does not contribute any lighting. If no lights are active on a sprite it will be drawn normally, as if not lit. The default value is YES. @see lightColor @see falloff @see categoryBitMask
func (*SKLightNode) LightColor ¶
func (o *SKLightNode) LightColor() *appkit.NSColor
Diffuse and Specular color of the light source, defaults to opaque white. The alpha component of the color is ignored. If using shaders bind a uniform to this property to use scene based custom lighting. @see SKUniform @see falloff
func (*SKLightNode) SetAmbientColor ¶
func (o *SKLightNode) SetAmbientColor(ambientColor *appkit.NSColor)
func (*SKLightNode) SetCategoryBitMask ¶
func (o *SKLightNode) SetCategoryBitMask(categoryBitMask uint32)
func (*SKLightNode) SetEnabled ¶
func (o *SKLightNode) SetEnabled(enabled bool)
func (*SKLightNode) SetFalloff ¶
func (o *SKLightNode) SetFalloff(falloff float64)
func (*SKLightNode) SetLightColor ¶
func (o *SKLightNode) SetLightColor(lightColor *appkit.NSColor)
func (*SKLightNode) SetShadowColor ¶
func (o *SKLightNode) SetShadowColor(shadowColor *appkit.NSColor)
func (*SKLightNode) ShadowColor ¶
func (o *SKLightNode) ShadowColor() *appkit.NSColor
Color of the shadow casted on occluded objects, defaults to half opacity black. The alpha component of the color is used for blending with the regions that are in shadow. @see SKSpriteNode.shadowCastBitMask @see SKSpriteNode.shadowedBitMask
type SKMutableTexture ¶
type SKMutableTexture struct {
SKTexture
}
Apple documentation: https://developer.apple.com/documentation/spritekit/skmutabletexture
func SKMutableTextureFromID ¶
func SKMutableTextureFromID(id objc.ID) *SKMutableTexture
func SKMutableTextureMutableTextureWithSize ¶
func SKMutableTextureMutableTextureWithSize(size corefoundation.CGSize) *SKMutableTexture
func (*SKMutableTexture) InitWithSize ¶
func (o *SKMutableTexture) InitWithSize(size corefoundation.CGSize) *SKMutableTexture
Create a mutable texture with a specfic size. @param size the dimension to use when creating the given texture.
func (*SKMutableTexture) InitWithSizePixelFormat ¶
func (o *SKMutableTexture) InitWithSizePixelFormat(size corefoundation.CGSize, format int) *SKMutableTexture
Create a mutable texture with a specfic size and type. @param size the dimension to use when creating the given texture. @param format the CoreVideo format type. supported types include 'RGBA', 'RGhA', and 'RGfA' for byte, half-float, and float components.
func (*SKMutableTexture) ModifyPixelDataWith ¶
func (o *SKMutableTexture) ModifyPixelDataWith(block func(unsafe.Pointer, uint))
Modify the created mutable texture.
type SKNode ¶
type SKNode struct {
appkit.NSResponder
}
Apple documentation: https://developer.apple.com/documentation/spritekit/sknode
func SKNodeFromID ¶
func SKNodeNode ¶
func SKNodeNode() *SKNode
func SKNodeNodeWithFileNamed ¶
func SKNodeNodeWithFileNamed(filename *foundation.NSString) *SKNode
func SKNodeNodeWithFileNamedSecurelyWithClassesAndError ¶
func SKNodeNodeWithFileNamedSecurelyWithClassesAndError(filename *foundation.NSString, classes *foundation.NSSet[objc.Class]) (*SKNode, error)
func (*SKNode) AccessibilityChildren ¶
func (o *SKNode) AccessibilityChildren() *foundation.NSArray[objc.ID]
func (*SKNode) AccessibilityFrame ¶
func (o *SKNode) AccessibilityFrame() corefoundation.CGRect
func (*SKNode) AccessibilityHelp ¶
func (o *SKNode) AccessibilityHelp() *foundation.NSString
func (*SKNode) AccessibilityHitTest ¶
func (o *SKNode) AccessibilityHitTest(point corefoundation.CGPoint) objc.ID
func (*SKNode) AccessibilityLabel ¶
func (o *SKNode) AccessibilityLabel() *foundation.NSString
func (*SKNode) AccessibilityParent ¶
func (*SKNode) AccessibilityRole ¶
func (o *SKNode) AccessibilityRole() *foundation.NSString
func (*SKNode) AccessibilityRoleDescription ¶
func (o *SKNode) AccessibilityRoleDescription() *foundation.NSString
func (*SKNode) AccessibilitySubrole ¶
func (o *SKNode) AccessibilitySubrole() *foundation.NSString
func (*SKNode) ActionForKey ¶
func (o *SKNode) ActionForKey(key *foundation.NSString) *SKAction
func (*SKNode) AddChild ¶
Adds a node as a child node of this node The added node must not have a parent. @param node the child node to add.
func (*SKNode) AttributeValues ¶
func (o *SKNode) AttributeValues() *foundation.NSDictionary[*foundation.NSString, *SKAttributeValue]
Optional dictionary of SKAttributeValues Attributes can be used with custom SKShaders. DEPRECATED: Attributes are only available for node classes supporting SKShader (see SKSpriteNode etc.). Deprecated: since macOS 10.12.
func (*SKNode) CalculateAccumulatedFrame ¶
func (o *SKNode) CalculateAccumulatedFrame() corefoundation.CGRect
Calculates the bounding box including all child nodes in parents coordinate system.
func (*SKNode) ChildNodeWithName ¶
func (o *SKNode) ChildNodeWithName(name *foundation.NSString) *SKNode
func (*SKNode) Children ¶
func (o *SKNode) Children() *foundation.NSArray[*SKNode]
The children of this node.
func (*SKNode) Constraints ¶
func (o *SKNode) Constraints() *foundation.NSArray[*SKConstraint]
Optional array of SKConstraints Constraints are evaluated each frame after actions and physics. The node's transform will be changed to satisfy the constraint.
func (*SKNode) ContainsPoint ¶
func (o *SKNode) ContainsPoint(p corefoundation.CGPoint) bool
func (*SKNode) ConvertPointFromNode ¶
func (o *SKNode) ConvertPointFromNode(point corefoundation.CGPoint, node *SKNode) corefoundation.CGPoint
func (*SKNode) ConvertPointToNode ¶
func (o *SKNode) ConvertPointToNode(point corefoundation.CGPoint, node *SKNode) corefoundation.CGPoint
func (*SKNode) EnumerateChildNodesWithNameUsing ¶
func (o *SKNode) EnumerateChildNodesWithNameUsing(name *foundation.NSString, block func(*SKNode, *bool))
func (*SKNode) Frame ¶
func (o *SKNode) Frame() corefoundation.CGRect
func (*SKNode) HasActions ¶
func (*SKNode) InParentHierarchy ¶
func (*SKNode) InitWithCoder ¶
func (o *SKNode) InitWithCoder(aDecoder *foundation.NSCoder) *SKNode
Support coding and decoding via NSKeyedArchiver.
func (*SKNode) InsertChildAtIndex ¶
func (*SKNode) IntersectsNode ¶
func (*SKNode) IsAccessibilityElement ¶
func (*SKNode) IsAccessibilityEnabled ¶
func (*SKNode) IsEqualToNode ¶
func (*SKNode) IsUserInteractionEnabled ¶
Controls whether or not the node receives touch events
func (*SKNode) MoveToParent ¶
func (*SKNode) Name ¶
func (o *SKNode) Name() *foundation.NSString
The client assignable name. In general, this should be unique among peers in the scene graph.
func (*SKNode) NodeAtPoint ¶
func (o *SKNode) NodeAtPoint(p corefoundation.CGPoint) *SKNode
Returns the node itself or a child node at the point given. If the receiver is returned there is no child node at the given point. @return a child node or self at the given location.
func (*SKNode) NodesAtPoint ¶
func (o *SKNode) NodesAtPoint(p corefoundation.CGPoint) *foundation.NSArray[*SKNode]
func (*SKNode) ObjectForKeyedSubscript ¶
func (o *SKNode) ObjectForKeyedSubscript(name *foundation.NSString) *foundation.NSArray[*SKNode]
Simplified shorthand for enumerateChildNodesWithName that returns an array of the matching nodes. This allows subscripting of the form: NSArray *childrenMatchingName = node[@"name"] or even complex like: NSArray *siblingsBeginningWithA = node[@"../a*"] @param name An Xpath style path that can include simple regular expressions for matching node names. @see enumerateChildNodesWithName:usingBlock:
func (*SKNode) Parent ¶
The parent of the node. If this is nil the node has not been added to another group and is thus the root node of its own graph.
func (*SKNode) PhysicsBody ¶
func (o *SKNode) PhysicsBody() *SKPhysicsBody
Physics body attached to the node, with synchronized scale, rotation, and position
func (*SKNode) Position ¶
func (o *SKNode) Position() corefoundation.CGPoint
The position of the node in the parent's coordinate system
func (*SKNode) ReachConstraints ¶
func (o *SKNode) ReachConstraints() *SKReachConstraints
Kinematic constraints, used in IK solving
func (*SKNode) RemoveActionForKey ¶
func (o *SKNode) RemoveActionForKey(key *foundation.NSString)
func (*SKNode) RemoveAllActions ¶
func (o *SKNode) RemoveAllActions()
func (*SKNode) RemoveAllChildren ¶
func (o *SKNode) RemoveAllChildren()
func (*SKNode) RemoveChildrenInArray ¶
func (o *SKNode) RemoveChildrenInArray(nodes *foundation.NSArray[*SKNode])
func (*SKNode) RemoveFromParent ¶
func (o *SKNode) RemoveFromParent()
func (*SKNode) RunActionCompletion ¶
func (*SKNode) RunActionWithKey ¶
func (o *SKNode) RunActionWithKey(action *SKAction, key *foundation.NSString)
func (*SKNode) SetAccessibilityChildren ¶
func (o *SKNode) SetAccessibilityChildren(accessibilityChildren *foundation.NSArray[objc.ID])
func (*SKNode) SetAccessibilityElement ¶
func (*SKNode) SetAccessibilityEnabled ¶
func (*SKNode) SetAccessibilityFrame ¶
func (o *SKNode) SetAccessibilityFrame(accessibilityFrame corefoundation.CGRect)
func (*SKNode) SetAccessibilityHelp ¶
func (o *SKNode) SetAccessibilityHelp(accessibilityHelp *foundation.NSString)
func (*SKNode) SetAccessibilityLabel ¶
func (o *SKNode) SetAccessibilityLabel(accessibilityLabel *foundation.NSString)
func (*SKNode) SetAccessibilityParent ¶
func (*SKNode) SetAccessibilityRole ¶
func (o *SKNode) SetAccessibilityRole(accessibilityRole *foundation.NSString)
func (*SKNode) SetAccessibilityRoleDescription ¶
func (o *SKNode) SetAccessibilityRoleDescription(accessibilityRoleDescription *foundation.NSString)
func (*SKNode) SetAccessibilitySubrole ¶
func (o *SKNode) SetAccessibilitySubrole(accessibilitySubrole *foundation.NSString)
func (*SKNode) SetAttributeValues
deprecated
func (o *SKNode) SetAttributeValues(attributeValues *foundation.NSDictionary[*foundation.NSString, *SKAttributeValue])
Deprecated: since macOS 10.12.
func (*SKNode) SetConstraints ¶
func (o *SKNode) SetConstraints(constraints *foundation.NSArray[*SKConstraint])
func (*SKNode) SetName ¶
func (o *SKNode) SetName(name *foundation.NSString)
func (*SKNode) SetPhysicsBody ¶
func (o *SKNode) SetPhysicsBody(physicsBody *SKPhysicsBody)
func (*SKNode) SetPosition ¶
func (o *SKNode) SetPosition(position corefoundation.CGPoint)
func (*SKNode) SetReachConstraints ¶
func (o *SKNode) SetReachConstraints(reachConstraints *SKReachConstraints)
func (*SKNode) SetUserData ¶
func (o *SKNode) SetUserData(userData *foundation.NSMutableDictionary[objc.ID, objc.ID])
func (*SKNode) SetUserInteractionEnabled ¶
func (*SKNode) SetValueForAttributeNamed
deprecated
func (o *SKNode) SetValueForAttributeNamed(value *SKAttributeValue, key *foundation.NSString)
Deprecated: since macOS 10.12.
func (*SKNode) SetZPosition ¶
func (*SKNode) SetZRotation ¶
func (*SKNode) Speed ¶
The speed multiplier applied to all actions run on this node. Inherited by its children.
func (*SKNode) UserData ¶
func (o *SKNode) UserData() *foundation.NSMutableDictionary[objc.ID, objc.ID]
An optional dictionary that can be used to store your own data in a node. Defaults to nil.
func (*SKNode) ValueForAttributeNamed
deprecated
func (o *SKNode) ValueForAttributeNamed(key *foundation.NSString) *SKAttributeValue
Deprecated: since macOS 10.12.
type SKParticleRenderOrder ¶
type SKParticleRenderOrder uint64
const ( SKParticleRenderOrderOldestLast SKParticleRenderOrder = 0 SKParticleRenderOrderOldestFirst SKParticleRenderOrder = 1 SKParticleRenderOrderDontCare SKParticleRenderOrder = 2 )
func (SKParticleRenderOrder) String ¶
func (e SKParticleRenderOrder) String() string
type SKPhysicsBody ¶
type SKPhysicsBody struct {
foundation.NSObject
}
Apple documentation: https://developer.apple.com/documentation/spritekit/skphysicsbody
func SKPhysicsBodyBodyWithBodies ¶
func SKPhysicsBodyBodyWithBodies(bodies *foundation.NSArray[*SKPhysicsBody]) *SKPhysicsBody
Creates an compound body that is the union of the bodies used to create it.
func SKPhysicsBodyBodyWithCircleOfRadius ¶
func SKPhysicsBodyBodyWithCircleOfRadius(r float64) *SKPhysicsBody
Creates a circle of radius r centered at the node's origin. @param r the radius in points
func SKPhysicsBodyBodyWithCircleOfRadiusCenter ¶
func SKPhysicsBodyBodyWithCircleOfRadiusCenter(r float64, center corefoundation.CGPoint) *SKPhysicsBody
Creates a circle of radius r centered at a point in the node's coordinate space. @param r the radius in points
func SKPhysicsBodyBodyWithEdgeChainFromPath ¶
func SKPhysicsBodyBodyWithEdgeChainFromPath(path unsafe.Pointer) *SKPhysicsBody
Creates an edge chain from a path. The path must have no self intersection. Edges have no volume and are intended to be used to create static environments. Edges can collide with bodies of volume, but not with each other. @param path the path to use
func SKPhysicsBodyBodyWithEdgeFromPointToPoint ¶
func SKPhysicsBodyBodyWithEdgeFromPointToPoint(p1 corefoundation.CGPoint, p2 corefoundation.CGPoint) *SKPhysicsBody
Creates an edge from p1 to p2. Edges have no volume and are intended to be used to create static environments. Edges can collide with bodies of volume, but not with each other. @param p1 start point @param p2 end point
func SKPhysicsBodyBodyWithEdgeLoopFromPath ¶
func SKPhysicsBodyBodyWithEdgeLoopFromPath(path unsafe.Pointer) *SKPhysicsBody
Creates an edge loop from a path. A loop is automatically created by joining the last point to the first. The path must have no self intersection. Edges have no volume and are intended to be used to create static environments. Edges can collide with body's of volume, but not with each other. @param path the path to use
func SKPhysicsBodyBodyWithEdgeLoopFromRect ¶
func SKPhysicsBodyBodyWithEdgeLoopFromRect(rect corefoundation.CGRect) *SKPhysicsBody
Creates an edge loop from a CGRect. Edges have no volume and are intended to be used to create static environments. Edges can collide with body's of volume, but not with each other. @param rect the CGRect to use
func SKPhysicsBodyBodyWithPolygonFromPath ¶
func SKPhysicsBodyBodyWithPolygonFromPath(path unsafe.Pointer) *SKPhysicsBody
The path must represent a convex or concave polygon with counter clockwise winding and no self intersection. Positions are relative to the node's origin. @param path the path to use
func SKPhysicsBodyBodyWithRectangleOfSize ¶
func SKPhysicsBodyBodyWithRectangleOfSize(s corefoundation.CGSize) *SKPhysicsBody
Creates a rectangle of the specified size centered at the node's origin. @param s the size in points
func SKPhysicsBodyBodyWithRectangleOfSizeCenter ¶
func SKPhysicsBodyBodyWithRectangleOfSizeCenter(s corefoundation.CGSize, center corefoundation.CGPoint) *SKPhysicsBody
Creates a rectangle of the specified size centered at a point in the node's coordinate space. @param s the size in points
func SKPhysicsBodyBodyWithTextureAlphaThresholdSize ¶
func SKPhysicsBodyBodyWithTextureAlphaThresholdSize(texture *SKTexture, alphaThreshold float32, size corefoundation.CGSize) *SKPhysicsBody
Creates a body from the alpha values in the supplied texture. @param texture the texture to be interpreted @param alphaThreshold the alpha value above which a pixel is interpreted as opaque @param size of the generated physics body
func SKPhysicsBodyBodyWithTextureSize ¶
func SKPhysicsBodyBodyWithTextureSize(texture *SKTexture, size corefoundation.CGSize) *SKPhysicsBody
Creates a body from the alpha values in the supplied texture. @param texture the texture to be interpreted @param size of the generated physics body
func SKPhysicsBodyFromID ¶
func SKPhysicsBodyFromID(id objc.ID) *SKPhysicsBody
func (*SKPhysicsBody) AffectedByGravity ¶
func (o *SKPhysicsBody) AffectedByGravity() bool
Bodies are affected by field forces such as gravity if this property is set and the field's category mask is set appropriately. The default value is YES. @discussion If this is set a force is applied to the object based on the mass. Set the field force vector in the scene to modify the strength of the force.
func (*SKPhysicsBody) AllContactedBodies ¶
func (o *SKPhysicsBody) AllContactedBodies() *foundation.NSArray[*SKPhysicsBody]
func (*SKPhysicsBody) AllowsRotation ¶
func (o *SKPhysicsBody) AllowsRotation() bool
func (*SKPhysicsBody) AngularDamping ¶
func (o *SKPhysicsBody) AngularDamping() float64
Optionally reduce the body's angular velocity each frame to simulate rotational friction. (0.0 - 1.0). Defaults to 0.1
func (*SKPhysicsBody) AngularVelocity ¶
func (o *SKPhysicsBody) AngularVelocity() float64
func (*SKPhysicsBody) ApplyAngularImpulse ¶
func (o *SKPhysicsBody) ApplyAngularImpulse(impulse float64)
func (*SKPhysicsBody) ApplyForce ¶
func (o *SKPhysicsBody) ApplyForce(force corefoundation.CGVector)
func (*SKPhysicsBody) ApplyForceAtPoint ¶
func (o *SKPhysicsBody) ApplyForceAtPoint(force corefoundation.CGVector, point corefoundation.CGPoint)
func (*SKPhysicsBody) ApplyImpulse ¶
func (o *SKPhysicsBody) ApplyImpulse(impulse corefoundation.CGVector)
func (*SKPhysicsBody) ApplyImpulseAtPoint ¶
func (o *SKPhysicsBody) ApplyImpulseAtPoint(impulse corefoundation.CGVector, point corefoundation.CGPoint)
func (*SKPhysicsBody) ApplyTorque ¶
func (o *SKPhysicsBody) ApplyTorque(torque float64)
func (*SKPhysicsBody) Area ¶
func (o *SKPhysicsBody) Area() float64
The area of the body. @discussion The unit is arbitrary, as long as the relative areas are consistent throughout the application.
func (*SKPhysicsBody) CategoryBitMask ¶
func (o *SKPhysicsBody) CategoryBitMask() uint32
Defines what logical 'categories' this body belongs to. Defaults to all bits set (all categories).
func (*SKPhysicsBody) Charge ¶
func (o *SKPhysicsBody) Charge() float64
Specifies the charge on the body. Charge determines the degree to which a body is affected by electric and magnetic fields. Note that this is a unitless quantity, it is up to the developer to set charge and field strength appropriately. Defaults to 0.0
func (*SKPhysicsBody) CollisionBitMask ¶
func (o *SKPhysicsBody) CollisionBitMask() uint32
Defines what logical 'categories' of bodies this body responds to collisions with. Defaults to all bits set (all categories).
func (*SKPhysicsBody) ContactTestBitMask ¶
func (o *SKPhysicsBody) ContactTestBitMask() uint32
Defines what logical 'categories' of bodies this body generates intersection notifications with. Defaults to all bits cleared (no categories).
func (*SKPhysicsBody) Density ¶
func (o *SKPhysicsBody) Density() float64
The density of the body. @discussion The unit is arbitrary, as long as the relative densities are consistent throughout the application. Note that density and mass are inherently related (they are directly proportional), so changing one also changes the other. Both are provided so either can be used depending on what is more relevant to your usage.
func (*SKPhysicsBody) FieldBitMask ¶
func (o *SKPhysicsBody) FieldBitMask() uint32
Defines what logical 'categories' of fields this body responds to. Defaults to all bits set (all categories). Can be forced off via affectedByGravity.
func (*SKPhysicsBody) Friction ¶
func (o *SKPhysicsBody) Friction() float64
Determines the 'roughness' for the surface of the physics body (0.0 - 1.0). Defaults to 0.2
func (*SKPhysicsBody) IsDynamic ¶
func (o *SKPhysicsBody) IsDynamic() bool
func (*SKPhysicsBody) IsResting ¶
func (o *SKPhysicsBody) IsResting() bool
If the physics simulation has determined that this body is at rest it may set the resting property to YES. Resting bodies do not participate in the simulation until some collision with a non-resting object, or an impulse is applied, that unrests it. If all bodies in the world are resting then the simulation as a whole is "at rest".
func (*SKPhysicsBody) Joints ¶
func (o *SKPhysicsBody) Joints() *foundation.NSArray[*SKPhysicsJoint]
func (*SKPhysicsBody) LinearDamping ¶
func (o *SKPhysicsBody) LinearDamping() float64
Optionally reduce the body's linear velocity each frame to simulate fluid/air friction. Value should be zero or greater. Defaults to 0.1. Used in conjunction with per frame impulses, an object can be made to move at a constant speed. For example, if an object 64 points in size and default density and a linearDamping of 25 will slide across the screen in a few seconds if an impulse of magnitude 10 is applied every update.
func (*SKPhysicsBody) Mass ¶
func (o *SKPhysicsBody) Mass() float64
The mass of the body. @discussion The unit is arbitrary, as long as the relative masses are consistent throughout the application. Note that density and mass are inherently related (they are directly proportional), so changing one also changes the other. Both are provided so either can be used depending on what is more relevant to your usage.
func (*SKPhysicsBody) Node ¶
func (o *SKPhysicsBody) Node() *SKNode
The representedObject this physicsBody is currently bound to, or nil if it is not.
func (*SKPhysicsBody) Pinned ¶
func (o *SKPhysicsBody) Pinned() bool
func (*SKPhysicsBody) Restitution ¶
func (o *SKPhysicsBody) Restitution() float64
Determines the 'bounciness' of the physics body (0.0 - 1.0). Defaults to 0.2
func (*SKPhysicsBody) SetAffectedByGravity ¶
func (o *SKPhysicsBody) SetAffectedByGravity(affectedByGravity bool)
func (*SKPhysicsBody) SetAllowsRotation ¶
func (o *SKPhysicsBody) SetAllowsRotation(allowsRotation bool)
func (*SKPhysicsBody) SetAngularDamping ¶
func (o *SKPhysicsBody) SetAngularDamping(angularDamping float64)
func (*SKPhysicsBody) SetAngularVelocity ¶
func (o *SKPhysicsBody) SetAngularVelocity(angularVelocity float64)
func (*SKPhysicsBody) SetCategoryBitMask ¶
func (o *SKPhysicsBody) SetCategoryBitMask(categoryBitMask uint32)
func (*SKPhysicsBody) SetCharge ¶
func (o *SKPhysicsBody) SetCharge(charge float64)
func (*SKPhysicsBody) SetCollisionBitMask ¶
func (o *SKPhysicsBody) SetCollisionBitMask(collisionBitMask uint32)
func (*SKPhysicsBody) SetContactTestBitMask ¶
func (o *SKPhysicsBody) SetContactTestBitMask(contactTestBitMask uint32)
func (*SKPhysicsBody) SetDensity ¶
func (o *SKPhysicsBody) SetDensity(density float64)
func (*SKPhysicsBody) SetDynamic ¶
func (o *SKPhysicsBody) SetDynamic(dynamic bool)
func (*SKPhysicsBody) SetFieldBitMask ¶
func (o *SKPhysicsBody) SetFieldBitMask(fieldBitMask uint32)
func (*SKPhysicsBody) SetFriction ¶
func (o *SKPhysicsBody) SetFriction(friction float64)
func (*SKPhysicsBody) SetLinearDamping ¶
func (o *SKPhysicsBody) SetLinearDamping(linearDamping float64)
func (*SKPhysicsBody) SetMass ¶
func (o *SKPhysicsBody) SetMass(mass float64)
func (*SKPhysicsBody) SetPinned ¶
func (o *SKPhysicsBody) SetPinned(pinned bool)
func (*SKPhysicsBody) SetResting ¶
func (o *SKPhysicsBody) SetResting(resting bool)
func (*SKPhysicsBody) SetRestitution ¶
func (o *SKPhysicsBody) SetRestitution(restitution float64)
func (*SKPhysicsBody) SetUsesPreciseCollisionDetection ¶
func (o *SKPhysicsBody) SetUsesPreciseCollisionDetection(usesPreciseCollisionDetection bool)
func (*SKPhysicsBody) SetVelocity ¶
func (o *SKPhysicsBody) SetVelocity(velocity corefoundation.CGVector)
func (*SKPhysicsBody) UsesPreciseCollisionDetection ¶
func (o *SKPhysicsBody) UsesPreciseCollisionDetection() bool
func (*SKPhysicsBody) Velocity ¶
func (o *SKPhysicsBody) Velocity() corefoundation.CGVector
type SKPhysicsContact ¶
type SKPhysicsContact struct {
foundation.NSObject
}
Apple documentation: https://developer.apple.com/documentation/spritekit/skphysicscontact
func SKPhysicsContactFromID ¶
func SKPhysicsContactFromID(id objc.ID) *SKPhysicsContact
func (*SKPhysicsContact) BodyA ¶
func (o *SKPhysicsContact) BodyA() *SKPhysicsBody
func (*SKPhysicsContact) BodyB ¶
func (o *SKPhysicsContact) BodyB() *SKPhysicsBody
func (*SKPhysicsContact) CollisionImpulse ¶
func (o *SKPhysicsContact) CollisionImpulse() float64
func (*SKPhysicsContact) ContactNormal ¶
func (o *SKPhysicsContact) ContactNormal() corefoundation.CGVector
func (*SKPhysicsContact) ContactPoint ¶
func (o *SKPhysicsContact) ContactPoint() corefoundation.CGPoint
type SKPhysicsContactDelegate ¶
type SKPhysicsContactDelegate interface {
}
SKPhysicsContactDelegate wraps the ObjC protocol SKPhysicsContactDelegate.
type SKPhysicsJoint ¶
type SKPhysicsJoint struct {
foundation.NSObject
}
Apple documentation: https://developer.apple.com/documentation/spritekit/skphysicsjoint
func SKPhysicsJointFromID ¶
func SKPhysicsJointFromID(id objc.ID) *SKPhysicsJoint
func (*SKPhysicsJoint) BodyA ¶
func (o *SKPhysicsJoint) BodyA() *SKPhysicsBody
func (*SKPhysicsJoint) BodyB ¶
func (o *SKPhysicsJoint) BodyB() *SKPhysicsBody
func (*SKPhysicsJoint) ReactionForce ¶
func (o *SKPhysicsJoint) ReactionForce() corefoundation.CGVector
func (*SKPhysicsJoint) ReactionTorque ¶
func (o *SKPhysicsJoint) ReactionTorque() float64
func (*SKPhysicsJoint) SetBodyA ¶
func (o *SKPhysicsJoint) SetBodyA(bodyA *SKPhysicsBody)
func (*SKPhysicsJoint) SetBodyB ¶
func (o *SKPhysicsJoint) SetBodyB(bodyB *SKPhysicsBody)
type SKPhysicsJointFixed ¶
type SKPhysicsJointFixed struct {
SKPhysicsJoint
}
Apple documentation: https://developer.apple.com/documentation/spritekit/skphysicsjointfixed
func SKPhysicsJointFixedFromID ¶
func SKPhysicsJointFixedFromID(id objc.ID) *SKPhysicsJointFixed
func SKPhysicsJointFixedJointWithBodyABodyBAnchor ¶
func SKPhysicsJointFixedJointWithBodyABodyBAnchor(bodyA *SKPhysicsBody, bodyB *SKPhysicsBody, anchor corefoundation.CGPoint) *SKPhysicsJointFixed
type SKPhysicsJointLimit ¶
type SKPhysicsJointLimit struct {
SKPhysicsJoint
}
Apple documentation: https://developer.apple.com/documentation/spritekit/skphysicsjointlimit
func SKPhysicsJointLimitFromID ¶
func SKPhysicsJointLimitFromID(id objc.ID) *SKPhysicsJointLimit
func SKPhysicsJointLimitJointWithBodyABodyBAnchorAAnchorB ¶
func SKPhysicsJointLimitJointWithBodyABodyBAnchorAAnchorB(bodyA *SKPhysicsBody, bodyB *SKPhysicsBody, anchorA corefoundation.CGPoint, anchorB corefoundation.CGPoint) *SKPhysicsJointLimit
func (*SKPhysicsJointLimit) MaxLength ¶
func (o *SKPhysicsJointLimit) MaxLength() float64
func (*SKPhysicsJointLimit) SetMaxLength ¶
func (o *SKPhysicsJointLimit) SetMaxLength(maxLength float64)
type SKPhysicsJointPin ¶
type SKPhysicsJointPin struct {
SKPhysicsJoint
}
Apple documentation: https://developer.apple.com/documentation/spritekit/skphysicsjointpin
func SKPhysicsJointPinFromID ¶
func SKPhysicsJointPinFromID(id objc.ID) *SKPhysicsJointPin
func SKPhysicsJointPinJointWithBodyABodyBAnchor ¶
func SKPhysicsJointPinJointWithBodyABodyBAnchor(bodyA *SKPhysicsBody, bodyB *SKPhysicsBody, anchor corefoundation.CGPoint) *SKPhysicsJointPin
func (*SKPhysicsJointPin) FrictionTorque ¶
func (o *SKPhysicsJointPin) FrictionTorque() float64
func (*SKPhysicsJointPin) LowerAngleLimit ¶
func (o *SKPhysicsJointPin) LowerAngleLimit() float64
func (*SKPhysicsJointPin) RotationSpeed ¶
func (o *SKPhysicsJointPin) RotationSpeed() float64
func (*SKPhysicsJointPin) SetFrictionTorque ¶
func (o *SKPhysicsJointPin) SetFrictionTorque(frictionTorque float64)
func (*SKPhysicsJointPin) SetLowerAngleLimit ¶
func (o *SKPhysicsJointPin) SetLowerAngleLimit(lowerAngleLimit float64)
func (*SKPhysicsJointPin) SetRotationSpeed ¶
func (o *SKPhysicsJointPin) SetRotationSpeed(rotationSpeed float64)
func (*SKPhysicsJointPin) SetShouldEnableLimits ¶
func (o *SKPhysicsJointPin) SetShouldEnableLimits(shouldEnableLimits bool)
func (*SKPhysicsJointPin) SetUpperAngleLimit ¶
func (o *SKPhysicsJointPin) SetUpperAngleLimit(upperAngleLimit float64)
func (*SKPhysicsJointPin) ShouldEnableLimits ¶
func (o *SKPhysicsJointPin) ShouldEnableLimits() bool
func (*SKPhysicsJointPin) UpperAngleLimit ¶
func (o *SKPhysicsJointPin) UpperAngleLimit() float64
type SKPhysicsJointSliding ¶
type SKPhysicsJointSliding struct {
SKPhysicsJoint
}
Apple documentation: https://developer.apple.com/documentation/spritekit/skphysicsjointsliding
func SKPhysicsJointSlidingFromID ¶
func SKPhysicsJointSlidingFromID(id objc.ID) *SKPhysicsJointSliding
func SKPhysicsJointSlidingJointWithBodyABodyBAnchorAxis ¶
func SKPhysicsJointSlidingJointWithBodyABodyBAnchorAxis(bodyA *SKPhysicsBody, bodyB *SKPhysicsBody, anchor corefoundation.CGPoint, axis corefoundation.CGVector) *SKPhysicsJointSliding
func (*SKPhysicsJointSliding) LowerDistanceLimit ¶
func (o *SKPhysicsJointSliding) LowerDistanceLimit() float64
func (*SKPhysicsJointSliding) SetLowerDistanceLimit ¶
func (o *SKPhysicsJointSliding) SetLowerDistanceLimit(lowerDistanceLimit float64)
func (*SKPhysicsJointSliding) SetShouldEnableLimits ¶
func (o *SKPhysicsJointSliding) SetShouldEnableLimits(shouldEnableLimits bool)
func (*SKPhysicsJointSliding) SetUpperDistanceLimit ¶
func (o *SKPhysicsJointSliding) SetUpperDistanceLimit(upperDistanceLimit float64)
func (*SKPhysicsJointSliding) ShouldEnableLimits ¶
func (o *SKPhysicsJointSliding) ShouldEnableLimits() bool
func (*SKPhysicsJointSliding) UpperDistanceLimit ¶
func (o *SKPhysicsJointSliding) UpperDistanceLimit() float64
type SKPhysicsJointSpring ¶
type SKPhysicsJointSpring struct {
SKPhysicsJoint
}
Apple documentation: https://developer.apple.com/documentation/spritekit/skphysicsjointspring
func SKPhysicsJointSpringFromID ¶
func SKPhysicsJointSpringFromID(id objc.ID) *SKPhysicsJointSpring
func SKPhysicsJointSpringJointWithBodyABodyBAnchorAAnchorB ¶
func SKPhysicsJointSpringJointWithBodyABodyBAnchorAAnchorB(bodyA *SKPhysicsBody, bodyB *SKPhysicsBody, anchorA corefoundation.CGPoint, anchorB corefoundation.CGPoint) *SKPhysicsJointSpring
func (*SKPhysicsJointSpring) Damping ¶
func (o *SKPhysicsJointSpring) Damping() float64
func (*SKPhysicsJointSpring) Frequency ¶
func (o *SKPhysicsJointSpring) Frequency() float64
func (*SKPhysicsJointSpring) SetDamping ¶
func (o *SKPhysicsJointSpring) SetDamping(damping float64)
func (*SKPhysicsJointSpring) SetFrequency ¶
func (o *SKPhysicsJointSpring) SetFrequency(frequency float64)
type SKPhysicsWorld ¶
type SKPhysicsWorld struct {
foundation.NSObject
}
Apple documentation: https://developer.apple.com/documentation/spritekit/skphysicsworld
func SKPhysicsWorldFromID ¶
func SKPhysicsWorldFromID(id objc.ID) *SKPhysicsWorld
func (*SKPhysicsWorld) AddJoint ¶
func (o *SKPhysicsWorld) AddJoint(joint *SKPhysicsJoint)
func (*SKPhysicsWorld) BodyAlongRayStartEnd ¶
func (o *SKPhysicsWorld) BodyAlongRayStartEnd(start corefoundation.CGPoint, end corefoundation.CGPoint) *SKPhysicsBody
func (*SKPhysicsWorld) BodyAtPoint ¶
func (o *SKPhysicsWorld) BodyAtPoint(point corefoundation.CGPoint) *SKPhysicsBody
func (*SKPhysicsWorld) BodyInRect ¶
func (o *SKPhysicsWorld) BodyInRect(rect corefoundation.CGRect) *SKPhysicsBody
func (*SKPhysicsWorld) ContactDelegate ¶
func (o *SKPhysicsWorld) ContactDelegate() SKPhysicsContactDelegate
func (*SKPhysicsWorld) EnumerateBodiesAlongRayStartEndUsing ¶
func (o *SKPhysicsWorld) EnumerateBodiesAlongRayStartEndUsing(start corefoundation.CGPoint, end corefoundation.CGPoint, block objc.Block)
func (*SKPhysicsWorld) EnumerateBodiesAtPointUsing ¶
func (o *SKPhysicsWorld) EnumerateBodiesAtPointUsing(point corefoundation.CGPoint, block func(*SKPhysicsBody, *bool))
func (*SKPhysicsWorld) EnumerateBodiesInRectUsing ¶
func (o *SKPhysicsWorld) EnumerateBodiesInRectUsing(rect corefoundation.CGRect, block func(*SKPhysicsBody, *bool))
func (*SKPhysicsWorld) Gravity ¶
func (o *SKPhysicsWorld) Gravity() corefoundation.CGVector
A global 2D vector specifying the field force acceleration due to gravity. The unit is meters per second so standard earth gravity would be { 0.0, +/-9.8 }.
func (*SKPhysicsWorld) RemoveAllJoints ¶
func (o *SKPhysicsWorld) RemoveAllJoints()
func (*SKPhysicsWorld) RemoveJoint ¶
func (o *SKPhysicsWorld) RemoveJoint(joint *SKPhysicsJoint)
func (*SKPhysicsWorld) SampleFieldsAt ¶
func (o *SKPhysicsWorld) SampleFieldsAt(position unsafe.Pointer) unsafe.Pointer
func (*SKPhysicsWorld) SetContactDelegate ¶
func (o *SKPhysicsWorld) SetContactDelegate(contactDelegate SKPhysicsContactDelegate)
func (*SKPhysicsWorld) SetGravity ¶
func (o *SKPhysicsWorld) SetGravity(gravity corefoundation.CGVector)
func (*SKPhysicsWorld) SetSpeed ¶
func (o *SKPhysicsWorld) SetSpeed(speed float64)
func (*SKPhysicsWorld) Speed ¶
func (o *SKPhysicsWorld) Speed() float64
type SKRange ¶
type SKRange struct {
foundation.NSObject
}
Apple documentation: https://developer.apple.com/documentation/spritekit/skrange
func SKRangeFromID ¶
func SKRangeRangeWithNoLimits ¶
func SKRangeRangeWithNoLimits() *SKRange
func (*SKRange) InitWithLowerLimitUpperLimit ¶
func (*SKRange) LowerLimit ¶
func (*SKRange) SetLowerLimit ¶
func (*SKRange) SetUpperLimit ¶
func (*SKRange) UpperLimit ¶
type SKReachConstraints ¶
type SKReachConstraints struct {
foundation.NSObject
}
Apple documentation: https://developer.apple.com/documentation/spritekit/skreachconstraints
func SKReachConstraintsFromID ¶
func SKReachConstraintsFromID(id objc.ID) *SKReachConstraints
func (*SKReachConstraints) InitWithLowerAngleLimitUpperAngleLimit ¶
func (o *SKReachConstraints) InitWithLowerAngleLimitUpperAngleLimit(lowerAngleLimit float64, upperAngleLimit float64) *SKReachConstraints
func (*SKReachConstraints) LowerAngleLimit ¶
func (o *SKReachConstraints) LowerAngleLimit() float64
Lower angle limit in radians
func (*SKReachConstraints) SetLowerAngleLimit ¶
func (o *SKReachConstraints) SetLowerAngleLimit(lowerAngleLimit float64)
func (*SKReachConstraints) SetUpperAngleLimit ¶
func (o *SKReachConstraints) SetUpperAngleLimit(upperAngleLimit float64)
func (*SKReachConstraints) UpperAngleLimit ¶
func (o *SKReachConstraints) UpperAngleLimit() float64
Upper angle limit in radians
type SKReferenceNode ¶
type SKReferenceNode struct {
SKNode
}
Apple documentation: https://developer.apple.com/documentation/spritekit/skreferencenode
func SKReferenceNodeFromID ¶
func SKReferenceNodeFromID(id objc.ID) *SKReferenceNode
func SKReferenceNodeReferenceNodeWithFileNamed ¶
func SKReferenceNodeReferenceNodeWithFileNamed(fileName *foundation.NSString) *SKReferenceNode
Create a reference node with a url
func SKReferenceNodeReferenceNodeWithURL ¶
func SKReferenceNodeReferenceNodeWithURL(referenceURL *foundation.NSURL) *SKReferenceNode
Create a reference node with a url
func (*SKReferenceNode) DidLoadReferenceNode ¶
func (o *SKReferenceNode) DidLoadReferenceNode(node *SKNode)
called each time the url is loaded, after it has been added as a child
func (*SKReferenceNode) InitWithCoder ¶
func (o *SKReferenceNode) InitWithCoder(aDecoder *foundation.NSCoder) *SKReferenceNode
Support coding and decoding via NSKeyedArchiver.
func (*SKReferenceNode) InitWithFileNamed ¶
func (o *SKReferenceNode) InitWithFileNamed(fileName *foundation.NSString) *SKReferenceNode
Create a reference node with a url
func (*SKReferenceNode) InitWithURL ¶
func (o *SKReferenceNode) InitWithURL(url *foundation.NSURL) *SKReferenceNode
Create a reference node with a url
func (*SKReferenceNode) ResolveReferenceNode ¶
func (o *SKReferenceNode) ResolveReferenceNode()
Force the reference to be reloaded. The resolved node will added as a child of this node. If the resolved node has not yet been loaded, it will be automatically loaded when the resolved node is queryed or the refenece node is rendered.
type SKRegion ¶
type SKRegion struct {
foundation.NSObject
}
Apple documentation: https://developer.apple.com/documentation/spritekit/skregion
func SKRegionFromID ¶
func (*SKRegion) ContainsPoint ¶
func (o *SKRegion) ContainsPoint(point corefoundation.CGPoint) bool
Test for containment
func (*SKRegion) InitWithPath ¶
Create a region bounded by a CGPath. Note that this option can be costly to evaluate.
func (*SKRegion) InitWithRadius ¶
Create a circular region with radius
func (*SKRegion) InitWithSize ¶
func (o *SKRegion) InitWithSize(size corefoundation.CGSize) *SKRegion
Create a rectangular region of size
func (*SKRegion) InverseRegion ¶
Create a new region that is the inverse of the current region. The inverse of the infiniteRegion is an empty region. Subclasses of SKRegion need to provide an implementation of inverseRegion.
func (*SKRegion) RegionByDifferenceFromRegion ¶
Create a new region that is the original region minus the supplied region
func (*SKRegion) RegionByIntersectionWithRegion ¶
Create a new region that is the region covered by the original region and the supplied region
func (*SKRegion) RegionByUnionWithRegion ¶
Create a new region that is the original region plus the supplied region
type SKRenderer ¶
type SKRenderer struct {
foundation.NSObject
}
A renderer for displaying a SpriteKit scene in an existing Metal workflow.
Apple documentation: https://developer.apple.com/documentation/spritekit/skrenderer
func SKRendererFromID ¶
func SKRendererFromID(id objc.ID) *SKRenderer
func SKRendererRendererWithDevice ¶
func SKRendererRendererWithDevice(device metal.MTLDevice) *SKRenderer
Creates a renderer with the specified Metal device. @param device A Metal device. @return A new renderer object.
func (*SKRenderer) IgnoresSiblingOrder ¶
func (o *SKRenderer) IgnoresSiblingOrder() bool
Ignores sibling and traversal order to sort the rendered contents of a scene into the most efficient batching possible. This will require zPosition to be used in the scenes to properly guarantee elements are in front or behind each other. This defaults to NO, meaning that sibling order overrides efficiency heuristics in the rendering of the scenes in the view. Setting this to YES for a complex scene may substantially increase performance, but care must be taken as only zPosition determines render order before the efficiency heuristics are used.
func (*SKRenderer) RenderWithViewportCommandBufferRenderPassDescriptor ¶
func (o *SKRenderer) RenderWithViewportCommandBufferRenderPassDescriptor(viewport corefoundation.CGRect, commandBuffer metal.MTLCommandBuffer, renderPassDescriptor *metal.MTLRenderPassDescriptor)
Render the scene content in the specified Metal command buffer. @param viewport The pixel dimensions in which to render. @param commandBuffer The Metal command buffer in which SpriteKit should schedule rendering commands. @param renderPassDescriptor The Metal render pass descriptor describing the rendering target.
func (*SKRenderer) RenderWithViewportRenderCommandEncoderRenderPassDescriptorCommandQueue ¶
func (o *SKRenderer) RenderWithViewportRenderCommandEncoderRenderPassDescriptorCommandQueue(viewport corefoundation.CGRect, renderCommandEncoder metal.MTLRenderCommandEncoder, renderPassDescriptor *metal.MTLRenderPassDescriptor, commandQueue metal.MTLCommandQueue)
Render the scene content using a specific Metal command encoder. @param viewport The pixel dimensions in which to render. @param renderCommandEncoder The Metal render command encoder that SpriteKit will use to encode rendering commands. This method will not call endEncoding. @param renderPassDescriptor The Metal render pass descriptor describing the rendering target. @param commandQueue The Metal command queue.
func (*SKRenderer) Scene ¶
func (o *SKRenderer) Scene() *SKScene
The currently presented scene, otherwise nil. If in a transition, the 'incoming' scene is returned.
func (*SKRenderer) SetIgnoresSiblingOrder ¶
func (o *SKRenderer) SetIgnoresSiblingOrder(ignoresSiblingOrder bool)
func (*SKRenderer) SetScene ¶
func (o *SKRenderer) SetScene(scene *SKScene)
func (*SKRenderer) SetShouldCullNonVisibleNodes ¶
func (o *SKRenderer) SetShouldCullNonVisibleNodes(shouldCullNonVisibleNodes bool)
func (*SKRenderer) SetShowsDrawCount ¶
func (o *SKRenderer) SetShowsDrawCount(showsDrawCount bool)
func (*SKRenderer) SetShowsFields ¶
func (o *SKRenderer) SetShowsFields(showsFields bool)
func (*SKRenderer) SetShowsNodeCount ¶
func (o *SKRenderer) SetShowsNodeCount(showsNodeCount bool)
func (*SKRenderer) SetShowsPhysics ¶
func (o *SKRenderer) SetShowsPhysics(showsPhysics bool)
func (*SKRenderer) SetShowsQuadCount ¶
func (o *SKRenderer) SetShowsQuadCount(showsQuadCount bool)
func (*SKRenderer) ShouldCullNonVisibleNodes ¶
func (o *SKRenderer) ShouldCullNonVisibleNodes() bool
A boolean that indicated whether non-visible nodes should be automatically culled when rendering.
func (*SKRenderer) ShowsDrawCount ¶
func (o *SKRenderer) ShowsDrawCount() bool
Toggles display of performance stats when rendering. All default to false.
func (*SKRenderer) ShowsFields ¶
func (o *SKRenderer) ShowsFields() bool
func (*SKRenderer) ShowsNodeCount ¶
func (o *SKRenderer) ShowsNodeCount() bool
func (*SKRenderer) ShowsPhysics ¶
func (o *SKRenderer) ShowsPhysics() bool
func (*SKRenderer) ShowsQuadCount ¶
func (o *SKRenderer) ShowsQuadCount() bool
func (*SKRenderer) UpdateAtTime ¶
func (o *SKRenderer) UpdateAtTime(currentTime float64)
Update the scene at the specified system time. @param currentTime The timestamp in seconds.
type SKRepeatMode ¶
type SKRepeatMode int64
const ( SKRepeatModeClamp SKRepeatMode = 1 SKRepeatModeLoop SKRepeatMode = 2 )
func (SKRepeatMode) String ¶
func (e SKRepeatMode) String() string
type SKScene ¶
type SKScene struct {
SKEffectNode
}
A scene is the root node of your content. It is used to display SpriteKit content on an SKView. @see SKView
Apple documentation: https://developer.apple.com/documentation/spritekit/skscene
func SKSceneFromID ¶
func SKSceneSceneWithSize ¶
func SKSceneSceneWithSize(size corefoundation.CGSize) *SKScene
func (*SKScene) AnchorPoint ¶
func (o *SKScene) AnchorPoint() corefoundation.CGPoint
Used to choose the origin of the scene's coordinate system
func (*SKScene) AudioEngine ¶
func (o *SKScene) AudioEngine() *avfaudio.AVAudioEngine
func (*SKScene) BackgroundColor ¶
Background color, defaults to gray
func (*SKScene) Camera ¶
func (o *SKScene) Camera() *SKCameraNode
The camera that is used to obtain the view scale and translation based on where the camera is in relation to the scene.
func (*SKScene) ConvertPointFromView ¶
func (o *SKScene) ConvertPointFromView(point corefoundation.CGPoint) corefoundation.CGPoint
func (*SKScene) ConvertPointToView ¶
func (o *SKScene) ConvertPointToView(point corefoundation.CGPoint) corefoundation.CGPoint
func (*SKScene) Delegate ¶
func (o *SKScene) Delegate() SKSceneDelegate
func (*SKScene) DidApplyConstraints ¶
func (o *SKScene) DidApplyConstraints()
Override this to perform game logic. Called exactly once per frame after any enabled constraints have been applied. Any additional actions applied is not evaluated until the next update. Any changes to physics bodies is not simulated until the next update. Any changes to constraints will not be applied until the next update.
func (*SKScene) DidChangeSize ¶
func (o *SKScene) DidChangeSize(oldSize corefoundation.CGSize)
func (*SKScene) DidEvaluateActions ¶
func (o *SKScene) DidEvaluateActions()
Override this to perform game logic. Called exactly once per frame after any actions have been evaluated but before any physics are simulated. Any additional actions applied is not evaluated until the next update.
func (*SKScene) DidFinishUpdate ¶
func (o *SKScene) DidFinishUpdate()
Override this to perform game logic. Called after all update logic has been completed. Any additional actions applied are not evaluated until the next update. Any changes to physics bodies are not simulated until the next update. Any changes to constraints will not be applied until the next update. No futher update logic will be applied to the scene after this call. Any values set on nodes here will be used when the scene is rendered for the current frame.
func (*SKScene) DidMoveToView ¶
func (*SKScene) DidSimulatePhysics ¶
func (o *SKScene) DidSimulatePhysics()
Override this to perform game logic. Called exactly once per frame after any actions have been evaluated and any physics have been simulated. Any additional actions applied is not evaluated until the next update. Any changes to physics bodies is not simulated until the next update.
func (*SKScene) InitWithSize ¶
func (o *SKScene) InitWithSize(size corefoundation.CGSize) *SKScene
A scene is infinitely large, but it has a viewport that is the frame through which you present the content of the scene. The passed in size defines the size of this viewport that you use to present the scene. @param size a size in points that signifies the viewport into the scene that defines your framing of the scene.
func (*SKScene) Listener ¶
The node that is currently the listener for positional audio coming from SKAudioNodes @see SKAudioNode
func (*SKScene) PhysicsWorld ¶
func (o *SKScene) PhysicsWorld() *SKPhysicsWorld
Physics simulation functionality
func (*SKScene) ScaleMode ¶
func (o *SKScene) ScaleMode() SKSceneScaleMode
Used to determine how to scale the scene to match the SKView it is being displayed in.
func (*SKScene) SceneDidLoad ¶
func (o *SKScene) SceneDidLoad()
func (*SKScene) SetAnchorPoint ¶
func (o *SKScene) SetAnchorPoint(anchorPoint corefoundation.CGPoint)
func (*SKScene) SetBackgroundColor ¶
func (*SKScene) SetCamera ¶
func (o *SKScene) SetCamera(camera *SKCameraNode)
func (*SKScene) SetDelegate ¶
func (o *SKScene) SetDelegate(delegate SKSceneDelegate)
func (*SKScene) SetListener ¶
func (*SKScene) SetScaleMode ¶
func (o *SKScene) SetScaleMode(scaleMode SKSceneScaleMode)
func (*SKScene) SetSize ¶
func (o *SKScene) SetSize(size corefoundation.CGSize)
func (*SKScene) Size ¶
func (o *SKScene) Size() corefoundation.CGSize
func (*SKScene) Update ¶
Override this to perform per-frame game logic. Called exactly once per frame before any actions are evaluated and any physics are simulated. @param currentTime the current time in the app. This must be monotonically increasing.
func (*SKScene) View ¶
The SKView this scene is currently presented in, or nil if it is not being presented.
func (*SKScene) WillMoveFromView ¶
type SKSceneDelegate ¶
type SKSceneDelegate interface {
}
SKSceneDelegate wraps the ObjC protocol SKSceneDelegate.
type SKSceneScaleMode ¶
type SKSceneScaleMode int64
const ( SKSceneScaleModeFill SKSceneScaleMode = 0 SKSceneScaleModeAspectFill SKSceneScaleMode = 1 SKSceneScaleModeAspectFit SKSceneScaleMode = 2 SKSceneScaleModeResizeFill SKSceneScaleMode = 3 )
func (SKSceneScaleMode) String ¶
func (e SKSceneScaleMode) String() string
type SKShader ¶
type SKShader struct {
foundation.NSObject
}
Apple documentation: https://developer.apple.com/documentation/spritekit/skshader
func SKShaderFromID ¶
func SKShaderShader ¶
func SKShaderShader() *SKShader
func SKShaderShaderWithFileNamed ¶
func SKShaderShaderWithFileNamed(name *foundation.NSString) *SKShader
Loads a shader source file named 'name' from the main bundle. This is simpler yet functionally equivalent to the following code [SKShader shaderWithSource:[NSString stringWithContentsOfFile:[[NSBundle mainBundle] pathForResource:name ofType:@"fsh"] encoding:NSUTF8StringEncoding error:NULL]]; The encoding is assumed to be NSUTF8StringEncoding.
func SKShaderShaderWithSource ¶
func SKShaderShaderWithSource(source *foundation.NSString) *SKShader
func SKShaderShaderWithSourceUniforms ¶
func SKShaderShaderWithSourceUniforms(source *foundation.NSString, uniforms *foundation.NSArray[*SKUniform]) *SKShader
func (*SKShader) AddUniform ¶
func (*SKShader) Attributes ¶
func (o *SKShader) Attributes() *foundation.NSArray[*SKAttribute]
func (*SKShader) InitWithSource ¶
func (o *SKShader) InitWithSource(source *foundation.NSString) *SKShader
Create a custom shader with source code. @param source the source code for the custom fragment shader.
func (*SKShader) InitWithSourceUniforms ¶
func (o *SKShader) InitWithSourceUniforms(source *foundation.NSString, uniforms *foundation.NSArray[*SKUniform]) *SKShader
Create a custom shader with source code and uniforms. @param source the source code for the custom fragment shader. @param uniforms the array of uniforms supplied to this shader
func (*SKShader) RemoveUniformNamed ¶
func (o *SKShader) RemoveUniformNamed(name *foundation.NSString)
func (*SKShader) SetAttributes ¶
func (o *SKShader) SetAttributes(attributes *foundation.NSArray[*SKAttribute])
func (*SKShader) SetSource ¶
func (o *SKShader) SetSource(source *foundation.NSString)
func (*SKShader) SetUniforms ¶
func (o *SKShader) SetUniforms(uniforms *foundation.NSArray[*SKUniform])
func (*SKShader) Source ¶
func (o *SKShader) Source() *foundation.NSString
func (*SKShader) UniformNamed ¶
func (o *SKShader) UniformNamed(name *foundation.NSString) *SKUniform
type SKShapeNode ¶
type SKShapeNode struct {
SKNode
}
A SpriteKit Node used to stroke or fill a shape. CGPaths are used to supply the path. See CGPath <a href="http://developer.apple.com/library/mac/#documentation/GraphicsImaging/Reference/CGPath/Reference/reference.html">reference pages</a> for details on how to construct a CGPath.
Apple documentation: https://developer.apple.com/documentation/spritekit/skshapenode
func SKShapeNodeFromID ¶
func SKShapeNodeFromID(id objc.ID) *SKShapeNode
func SKShapeNodeShapeNodeWithCircleOfRadius ¶
func SKShapeNodeShapeNodeWithCircleOfRadius(radius float64) *SKShapeNode
func SKShapeNodeShapeNodeWithEllipseInRect ¶
func SKShapeNodeShapeNodeWithEllipseInRect(rect corefoundation.CGRect) *SKShapeNode
func SKShapeNodeShapeNodeWithEllipseOfSize ¶
func SKShapeNodeShapeNodeWithEllipseOfSize(size corefoundation.CGSize) *SKShapeNode
func SKShapeNodeShapeNodeWithPath ¶
func SKShapeNodeShapeNodeWithPath(path unsafe.Pointer) *SKShapeNode
func SKShapeNodeShapeNodeWithPathCentered ¶
func SKShapeNodeShapeNodeWithPathCentered(path unsafe.Pointer, centered bool) *SKShapeNode
func SKShapeNodeShapeNodeWithPointsCount ¶
func SKShapeNodeShapeNodeWithPointsCount(points *corefoundation.CGPoint, numPoints uint) *SKShapeNode
func SKShapeNodeShapeNodeWithRect ¶
func SKShapeNodeShapeNodeWithRect(rect corefoundation.CGRect) *SKShapeNode
func SKShapeNodeShapeNodeWithRectCornerRadius ¶
func SKShapeNodeShapeNodeWithRectCornerRadius(rect corefoundation.CGRect, cornerRadius float64) *SKShapeNode
func SKShapeNodeShapeNodeWithRectOfSize ¶
func SKShapeNodeShapeNodeWithRectOfSize(size corefoundation.CGSize) *SKShapeNode
func SKShapeNodeShapeNodeWithRectOfSizeCornerRadius ¶
func SKShapeNodeShapeNodeWithRectOfSizeCornerRadius(size corefoundation.CGSize, cornerRadius float64) *SKShapeNode
func SKShapeNodeShapeNodeWithSplinePointsCount ¶
func SKShapeNodeShapeNodeWithSplinePointsCount(points *corefoundation.CGPoint, numPoints uint) *SKShapeNode
func (*SKShapeNode) BlendMode ¶
func (o *SKShapeNode) BlendMode() SKBlendMode
Sets the blend mode to use when composing the shape with the final framebuffer. @see SKNode.SKBlendMode
func (*SKShapeNode) FillColor ¶
func (o *SKShapeNode) FillColor() *appkit.NSColor
The color to fill the path with. Defaults to [SKColor clearColor] (no fill).
func (*SKShapeNode) FillShader ¶
func (o *SKShapeNode) FillShader() *SKShader
func (*SKShapeNode) FillTexture ¶
func (o *SKShapeNode) FillTexture() *SKTexture
func (*SKShapeNode) GlowWidth ¶
func (o *SKShapeNode) GlowWidth() float64
Add a glow to the path stroke of the specified width. Defaults to 0.0 (no glow)
func (*SKShapeNode) IsAntialiased ¶
func (o *SKShapeNode) IsAntialiased() bool
If set to YES, the path stroke edges and caps is smoothed (antialiased) when drawn.
func (*SKShapeNode) LineCap ¶
func (o *SKShapeNode) LineCap() coregraphics.CGLineCap
The cap type that should be used when stroking a non-closed path
func (*SKShapeNode) LineJoin ¶
func (o *SKShapeNode) LineJoin() coregraphics.CGLineJoin
The join type that should be used when stroking a path
func (*SKShapeNode) LineLength ¶
func (o *SKShapeNode) LineLength() float64
The length of the node's path if it were to be stroked
func (*SKShapeNode) LineWidth ¶
func (o *SKShapeNode) LineWidth() float64
The width used to stroke the path. Widths larger than 2.0 may result in artifacts. Defaults to 1.0.
func (*SKShapeNode) MiterLimit ¶
func (o *SKShapeNode) MiterLimit() float64
When a miter join is used, the maximum ratio of miter length to line with to be used
func (*SKShapeNode) Path ¶
func (o *SKShapeNode) Path() unsafe.Pointer
The CGPath to be drawn (in the Node's coordinate space)
func (*SKShapeNode) SetAntialiased ¶
func (o *SKShapeNode) SetAntialiased(antialiased bool)
func (*SKShapeNode) SetBlendMode ¶
func (o *SKShapeNode) SetBlendMode(blendMode SKBlendMode)
func (*SKShapeNode) SetFillColor ¶
func (o *SKShapeNode) SetFillColor(fillColor *appkit.NSColor)
func (*SKShapeNode) SetFillShader ¶
func (o *SKShapeNode) SetFillShader(fillShader *SKShader)
func (*SKShapeNode) SetFillTexture ¶
func (o *SKShapeNode) SetFillTexture(fillTexture *SKTexture)
func (*SKShapeNode) SetGlowWidth ¶
func (o *SKShapeNode) SetGlowWidth(glowWidth float64)
func (*SKShapeNode) SetLineCap ¶
func (o *SKShapeNode) SetLineCap(lineCap coregraphics.CGLineCap)
func (*SKShapeNode) SetLineJoin ¶
func (o *SKShapeNode) SetLineJoin(lineJoin coregraphics.CGLineJoin)
func (*SKShapeNode) SetLineWidth ¶
func (o *SKShapeNode) SetLineWidth(lineWidth float64)
func (*SKShapeNode) SetMiterLimit ¶
func (o *SKShapeNode) SetMiterLimit(miterLimit float64)
func (*SKShapeNode) SetPath ¶
func (o *SKShapeNode) SetPath(path unsafe.Pointer)
func (*SKShapeNode) SetStrokeColor ¶
func (o *SKShapeNode) SetStrokeColor(strokeColor *appkit.NSColor)
func (*SKShapeNode) SetStrokeShader ¶
func (o *SKShapeNode) SetStrokeShader(strokeShader *SKShader)
func (*SKShapeNode) SetStrokeTexture ¶
func (o *SKShapeNode) SetStrokeTexture(strokeTexture *SKTexture)
func (*SKShapeNode) StrokeColor ¶
func (o *SKShapeNode) StrokeColor() *appkit.NSColor
The color to draw the path with. (for no stroke use [SKColor clearColor]). Defaults to [SKColor whiteColor].
func (*SKShapeNode) StrokeShader ¶
func (o *SKShapeNode) StrokeShader() *SKShader
func (*SKShapeNode) StrokeTexture ¶
func (o *SKShapeNode) StrokeTexture() *SKTexture
type SKSpriteNode ¶
type SKSpriteNode struct {
SKNode
}
A Sprite is a textured 2D node. It can be placed, rotated, scaled and animated like any other node except it draws a textured rectangle specified by the bounds and anchor point. Sprites are used to define quad primitives with color and/or textures applied to them. See <a href="http://en.wikipedia.org/wiki/Sprite_(computer_graphics)">wiki</a> for a definition of a Sprite.
Apple documentation: https://developer.apple.com/documentation/spritekit/skspritenode
func SKSpriteNodeFromID ¶
func SKSpriteNodeFromID(id objc.ID) *SKSpriteNode
func SKSpriteNodeSpriteNodeWithColorSize ¶
func SKSpriteNodeSpriteNodeWithColorSize(color *appkit.NSColor, size corefoundation.CGSize) *SKSpriteNode
Create a sprite with a color and the specified bounds. @param color the color to use for tinting the sprite. @param size the size of the sprite in points
func SKSpriteNodeSpriteNodeWithImageNamed ¶
func SKSpriteNodeSpriteNodeWithImageNamed(name *foundation.NSString) *SKSpriteNode
Create a sprite with an image from your app bundle (An SKTexture is created for the image and set on the sprite. Its size is set to the SKTexture's pixel width/height) The position of the sprite is (0, 0) and the texture anchored at (0.5, 0.5), so that it is offset by half the width and half the height. Thus the sprite has the texture centered about the position. If you wish to have the texture anchored at a different offset set the anchorPoint to another pair of values in the interval from 0.0 up to and including 1.0. @param name is the name of an image file stored in the app bundle.
func SKSpriteNodeSpriteNodeWithImageNamedNormalMapped ¶
func SKSpriteNodeSpriteNodeWithImageNamedNormalMapped(name *foundation.NSString, generateNormalMap bool) *SKSpriteNode
func SKSpriteNodeSpriteNodeWithTexture ¶
func SKSpriteNodeSpriteNodeWithTexture(texture *SKTexture) *SKSpriteNode
Create a sprite with an SKTexture and set its size to the SKTexture's pixel width/height. @param texture the texture to reference for size and content
func SKSpriteNodeSpriteNodeWithTextureNormalMap ¶
func SKSpriteNodeSpriteNodeWithTextureNormalMap(texture *SKTexture, normalMap *SKTexture) *SKSpriteNode
func SKSpriteNodeSpriteNodeWithTextureSize ¶
func SKSpriteNodeSpriteNodeWithTextureSize(texture *SKTexture, size corefoundation.CGSize) *SKSpriteNode
Create a sprite with an SKTexture and the specified size. @param texture the texture to reference for size and content @param size the size of the sprite in points
func (*SKSpriteNode) AnchorPoint ¶
func (o *SKSpriteNode) AnchorPoint() corefoundation.CGPoint
Used to choose the location in the sprite that maps to its 'position' in the parent's coordinate space. The valid interval for each input is from 0.0 up to and including 1.0.
func (*SKSpriteNode) BlendMode ¶
func (o *SKSpriteNode) BlendMode() SKBlendMode
Sets the blend mode to use when composing the sprite with the final framebuffer. @see SKNode.SKBlendMode
func (*SKSpriteNode) CenterRect ¶
func (o *SKSpriteNode) CenterRect() corefoundation.CGRect
Controls how the texture is stretched to fill the SKSpriteNode. Stretching is performed via a 9-part algorithm where the upper & lower middle parts are scaled horizontally, the left and right middle parts are scaled vertically, the center is scaled in both directions, and the corners are preserved. The centerRect defines the center region in a (0.0 - 1.0) coordinate space. Defaults to {(0,0) (1,1)} (the entire texture is stretched).
func (*SKSpriteNode) Color ¶
func (o *SKSpriteNode) Color() *appkit.NSColor
Base color for the sprite (If no texture is present, the color still is drawn)
func (*SKSpriteNode) ColorBlendFactor ¶
func (o *SKSpriteNode) ColorBlendFactor() float64
Controls the blending between the texture and the sprite's color. The valid interval of values is from 0.0 up to and including 1.0. A value above or below that interval is clamped to the minimum (0.0) if below or the maximum (1.0) if above.
func (*SKSpriteNode) InitWithCoder ¶
func (o *SKSpriteNode) InitWithCoder(aDecoder *foundation.NSCoder) *SKSpriteNode
Support coding and decoding via NSKeyedArchiver.
func (*SKSpriteNode) InitWithColorSize ¶
func (o *SKSpriteNode) InitWithColorSize(color *appkit.NSColor, size corefoundation.CGSize) *SKSpriteNode
Initialize a sprite with a color and the specified bounds. @param color the color to use for tinting the sprite. @param size the size of the sprite in points
func (*SKSpriteNode) InitWithImageNamed ¶
func (o *SKSpriteNode) InitWithImageNamed(name *foundation.NSString) *SKSpriteNode
Initialize a sprite with an image from your app bundle (An SKTexture is created for the image and set on the sprite. Its size is set to the SKTexture's pixel width/height) The position of the sprite is (0, 0) and the texture anchored at (0.5, 0.5), so that it is offset by half the width and half the height. Thus the sprite has the texture centered about the position. If you wish to have the texture anchored at a different offset set the anchorPoint to another pair of values in the interval from 0.0 up to and including 1.0. @param name the name or path of the image to load.
func (*SKSpriteNode) InitWithTexture ¶
func (o *SKSpriteNode) InitWithTexture(texture *SKTexture) *SKSpriteNode
Initialize a sprite with an SKTexture and set its size to the SKTexture's width/height. @param texture the texture to reference for size and content
func (*SKSpriteNode) InitWithTextureColorSize ¶
func (o *SKSpriteNode) InitWithTextureColorSize(texture *SKTexture, color *appkit.NSColor, size corefoundation.CGSize) *SKSpriteNode
Designated Initializer Initialize a sprite with a color and the specified bounds. @param texture the texture to use (can be nil for colored sprite) @param color the color to use for tinting the sprite. @param size the size of the sprite in points
func (*SKSpriteNode) LightingBitMask ¶
func (o *SKSpriteNode) LightingBitMask() uint32
Bitmask to indicate being lit by a set of lights using overlapping lighting categories. A light whose category is set to a value that masks to non-zero using this mask will apply light to this sprite. When used together with a normal texture, complex lighting effects can be used.
func (*SKSpriteNode) NormalTexture ¶
func (o *SKSpriteNode) NormalTexture() *SKTexture
Texture to use for generating normals that lights use to light this sprite. This will only be used if the sprite is lit by at least one light. @see SKLightNode @see lightingBitMask
func (*SKSpriteNode) ScaleToSize ¶
func (o *SKSpriteNode) ScaleToSize(size corefoundation.CGSize)
Adjust the sprite's xScale & yScale to achieve the desired size (in parent's coordinate space)
func (*SKSpriteNode) SetAnchorPoint ¶
func (o *SKSpriteNode) SetAnchorPoint(anchorPoint corefoundation.CGPoint)
func (*SKSpriteNode) SetBlendMode ¶
func (o *SKSpriteNode) SetBlendMode(blendMode SKBlendMode)
func (*SKSpriteNode) SetCenterRect ¶
func (o *SKSpriteNode) SetCenterRect(centerRect corefoundation.CGRect)
func (*SKSpriteNode) SetColor ¶
func (o *SKSpriteNode) SetColor(color *appkit.NSColor)
func (*SKSpriteNode) SetColorBlendFactor ¶
func (o *SKSpriteNode) SetColorBlendFactor(colorBlendFactor float64)
func (*SKSpriteNode) SetLightingBitMask ¶
func (o *SKSpriteNode) SetLightingBitMask(lightingBitMask uint32)
func (*SKSpriteNode) SetNormalTexture ¶
func (o *SKSpriteNode) SetNormalTexture(normalTexture *SKTexture)
func (*SKSpriteNode) SetShader ¶
func (o *SKSpriteNode) SetShader(shader *SKShader)
func (*SKSpriteNode) SetShadowCastBitMask ¶
func (o *SKSpriteNode) SetShadowCastBitMask(shadowCastBitMask uint32)
func (*SKSpriteNode) SetShadowedBitMask ¶
func (o *SKSpriteNode) SetShadowedBitMask(shadowedBitMask uint32)
func (*SKSpriteNode) SetSize ¶
func (o *SKSpriteNode) SetSize(size corefoundation.CGSize)
func (*SKSpriteNode) SetTexture ¶
func (o *SKSpriteNode) SetTexture(texture *SKTexture)
func (*SKSpriteNode) Shader ¶
func (o *SKSpriteNode) Shader() *SKShader
func (*SKSpriteNode) ShadowCastBitMask ¶
func (o *SKSpriteNode) ShadowCastBitMask() uint32
func (*SKSpriteNode) ShadowedBitMask ¶
func (o *SKSpriteNode) ShadowedBitMask() uint32
func (*SKSpriteNode) Size ¶
func (o *SKSpriteNode) Size() corefoundation.CGSize
Set the size of the sprite (in parent's coordinate space)
func (*SKSpriteNode) Texture ¶
func (o *SKSpriteNode) Texture() *SKTexture
Texture to be drawn (is stretched to fill the sprite)
type SKTexture ¶
type SKTexture struct {
foundation.NSObject
}
A texture to be mapped onto SKSpriteNode instances.
Apple documentation: https://developer.apple.com/documentation/spritekit/sktexture
func SKTextureFromID ¶
func SKTextureTextureNoiseWithSmoothnessSizeGrayscale ¶
func SKTextureTextureNoiseWithSmoothnessSizeGrayscale(smoothness float64, size corefoundation.CGSize, grayscale bool) *SKTexture
Create a texture containing colored noise. The noise texture is tileable with itself. @param size the size of the resulting texture. @param smoothness how similar neighboring pixels are. A value of zero is like static, one is smooth. @param grayscale if YES, RGB and A will all be the same. If no, RGB and A will all be different. A is not pre-multiplied, because the intent is that if you read a texel in a shader, all four values will be exactly the same value if grayscale, or four different, uncorrelated values if not grayscale.
func SKTextureTextureVectorNoiseWithSmoothnessSize ¶
func SKTextureTextureVectorNoiseWithSmoothnessSize(smoothness float64, size corefoundation.CGSize) *SKTexture
Create a texture containing directional noise. The RGBA values in this texture can be used as a normal map or as direction possibly with length. XYZ are a three dimensional direction, and A is a magnitude. @param size the size of the resulting texture. @param smoothness how similar neighboring pixels are. A value of zero is like static, one is smooth.
func SKTextureTextureWithCGImage ¶
Create a texture from a CGImageRef. @param image the CGImageRef to create the texture from
func SKTextureTextureWithDataSize ¶
func SKTextureTextureWithDataSize(pixelData *foundation.NSData, size corefoundation.CGSize) *SKTexture
Create new texture with bitmap RGBA data in unsigned bytes. Data is copied once, additional changes to the data does not affect the texture. All pixel data is assumed to be premultiplied alpha. @param pixelData the pixelData to read in creating the texture. @param size the dimensions of the pixelData given.
func SKTextureTextureWithDataSizeFlipped ¶
func SKTextureTextureWithDataSizeFlipped(pixelData *foundation.NSData, size corefoundation.CGSize, flipped bool) *SKTexture
func SKTextureTextureWithDataSizeRowLengthAlignment ¶
func SKTextureTextureWithDataSizeRowLengthAlignment(pixelData *foundation.NSData, size corefoundation.CGSize, rowLength uint, alignment uint) *SKTexture
Create new texture with bitmap RGBA data in unsigned bytes using a custom row length and row alignment. Data is copied once, additional changes to the data does not affect the texture. All pixel data is assumed to be premultiplied alpha. @param pixelData the data to use @param size the size in texels @param rowLength the length of each row in pixels (allows byte row pitches greater than the width for aligned data) @param alignment the byte alignment of the data, provide 0 for tightly packed data.
func SKTextureTextureWithImageNamed ¶
func SKTextureTextureWithImageNamed(name *foundation.NSString) *SKTexture
Create a texture from an image file. Behaves similar to imageNamed: in UIImage or NSImage @param name the name or path of the image to load.
func SKTextureTextureWithRectInTexture ¶
func SKTextureTextureWithRectInTexture(rect corefoundation.CGRect, texture *SKTexture) *SKTexture
Create a texture that is a subrect of an existing texture. See textureRect property for details. @param rect the source rectangle to use in creating a logical copy of the given texture. @param texture the existing texture to reference in the copy.
func (*SKTexture) FilteringMode ¶
func (o *SKTexture) FilteringMode() SKTextureFilteringMode
The filtering mode the texture should use when not drawn at native size. Defaults to SKTextureFilteringLinear.
func (*SKTexture) PreloadWithCompletionHandler ¶
func (o *SKTexture) PreloadWithCompletionHandler(completionHandler func())
Request that this texture be loaded into vram on the next render update, with a callback handler.
func (*SKTexture) SetFilteringMode ¶
func (o *SKTexture) SetFilteringMode(filteringMode SKTextureFilteringMode)
func (*SKTexture) SetUsesMipmaps ¶
func (*SKTexture) Size ¶
func (o *SKTexture) Size() corefoundation.CGSize
The size of the texture's bitmap data in points.
func (*SKTexture) TextureByApplyingCIFilter ¶
Create new texture by applying a CIFilter to an existing one. Any CIFilter that requires only a single "inputImage" and produces an "outputImage" is allowed. @param filter the CI filter to apply in the copy.
func (*SKTexture) TextureByGeneratingNormalMap ¶
Create new texture by generating a normal map texture.
func (*SKTexture) TextureByGeneratingNormalMapWithSmoothnessContrast ¶
func (o *SKTexture) TextureByGeneratingNormalMapWithSmoothnessContrast(smoothness float64, contrast float64) *SKTexture
Create new texture by generating a normal map texture. @param smoothness the smooth level of the generated normal map. @param contrast the scale applied to the generated normal map.
func (*SKTexture) TextureRect ¶
func (o *SKTexture) TextureRect() corefoundation.CGRect
Used to choose the area of the texture you want to display. The origin and size should both be in the range 0.0 - 1.0, values outside of this range produces unpredictable results. Defaults to the entire texture {(0,0) (1,1)}.
func (*SKTexture) UsesMipmaps ¶
Request that the texture have mipmaps generated if possible. Only supported for power of 2 texture sizes.
type SKTextureAtlas ¶
type SKTextureAtlas struct {
foundation.NSObject
}
Apple documentation: https://developer.apple.com/documentation/spritekit/sktextureatlas
func SKTextureAtlasAtlasNamed ¶
func SKTextureAtlasAtlasNamed(name *foundation.NSString) *SKTextureAtlas
func SKTextureAtlasAtlasWithDictionary ¶
func SKTextureAtlasAtlasWithDictionary(properties *foundation.NSDictionary[*foundation.NSString, objc.ID]) *SKTextureAtlas
func SKTextureAtlasFromID ¶
func SKTextureAtlasFromID(id objc.ID) *SKTextureAtlas
func (*SKTextureAtlas) PreloadWithCompletionHandler ¶
func (o *SKTextureAtlas) PreloadWithCompletionHandler(completionHandler func())
Request that this texture atlas be loaded into vram on the next render update, with a callback handler.
func (*SKTextureAtlas) TextureNamed ¶
func (o *SKTextureAtlas) TextureNamed(name *foundation.NSString) *SKTexture
func (*SKTextureAtlas) TextureNames ¶
func (o *SKTextureAtlas) TextureNames() *foundation.NSArray[*foundation.NSString]
type SKTextureFilteringMode ¶
type SKTextureFilteringMode int64
const ( SKTextureFilteringNearest SKTextureFilteringMode = 0 SKTextureFilteringLinear SKTextureFilteringMode = 1 )
func (SKTextureFilteringMode) String ¶
func (e SKTextureFilteringMode) String() string
type SKTileAdjacencyMask ¶
type SKTileAdjacencyMask uint64
const ( SKTileAdjacencyUp SKTileAdjacencyMask = 1 SKTileAdjacencyUpperRight SKTileAdjacencyMask = 2 SKTileAdjacencyRight SKTileAdjacencyMask = 4 SKTileAdjacencyLowerRight SKTileAdjacencyMask = 8 SKTileAdjacencyDown SKTileAdjacencyMask = 16 SKTileAdjacencyLowerLeft SKTileAdjacencyMask = 32 SKTileAdjacencyLeft SKTileAdjacencyMask = 64 SKTileAdjacencyUpperLeft SKTileAdjacencyMask = 128 SKTileAdjacencyAll SKTileAdjacencyMask = 255 SKTileHexFlatAdjacencyUp SKTileAdjacencyMask = 1 SKTileHexFlatAdjacencyUpperRight SKTileAdjacencyMask = 2 SKTileHexFlatAdjacencyLowerRight SKTileAdjacencyMask = 4 SKTileHexFlatAdjacencyDown SKTileAdjacencyMask = 8 SKTileHexFlatAdjacencyLowerLeft SKTileAdjacencyMask = 16 SKTileHexFlatAdjacencyUpperLeft SKTileAdjacencyMask = 32 SKTileHexFlatAdjacencyAll SKTileAdjacencyMask = 63 SKTileHexPointyAdjacencyUpperLeft SKTileAdjacencyMask = 1 SKTileHexPointyAdjacencyUpperRight SKTileAdjacencyMask = 2 SKTileHexPointyAdjacencyRight SKTileAdjacencyMask = 4 SKTileHexPointyAdjacencyLowerRight SKTileAdjacencyMask = 8 SKTileHexPointyAdjacencyLowerLeft SKTileAdjacencyMask = 16 SKTileHexPointyAdjacencyLeft SKTileAdjacencyMask = 32 SKTileHexPointyAdjacencyAdd SKTileAdjacencyMask = 63 SKTileAdjacencyUpEdge SKTileAdjacencyMask = 124 SKTileAdjacencyUpperRightEdge SKTileAdjacencyMask = 112 SKTileAdjacencyRightEdge SKTileAdjacencyMask = 241 SKTileAdjacencyLowerRightEdge SKTileAdjacencyMask = 193 SKTileAdjacencyDownEdge SKTileAdjacencyMask = 199 SKTileAdjacencyLowerLeftEdge SKTileAdjacencyMask = 7 SKTileAdjacencyLeftEdge SKTileAdjacencyMask = 31 SKTileAdjacencyUpperLeftEdge SKTileAdjacencyMask = 28 SKTileAdjacencyUpperRightCorner SKTileAdjacencyMask = 223 SKTileAdjacencyLowerRightCorner SKTileAdjacencyMask = 127 SKTileAdjacencyLowerLeftCorner SKTileAdjacencyMask = 253 SKTileAdjacencyUpperLeftCorner SKTileAdjacencyMask = 247 )
func (SKTileAdjacencyMask) String ¶
func (e SKTileAdjacencyMask) String() string
type SKTileDefinition ¶
type SKTileDefinition struct {
foundation.NSObject
}
A tile definition contains the information needed to represent a single type of tile within a tile map.
Apple documentation: https://developer.apple.com/documentation/spritekit/sktiledefinition
func SKTileDefinitionFromID ¶
func SKTileDefinitionFromID(id objc.ID) *SKTileDefinition
func SKTileDefinitionTileDefinitionWithTexture ¶
func SKTileDefinitionTileDefinitionWithTexture(texture *SKTexture) *SKTileDefinition
Create a tile definition with an SKTexture, and set its size to the SKTexture's width/height. @param texture the texture to reference for size and content
func SKTileDefinitionTileDefinitionWithTextureNormalTextureSize ¶
func SKTileDefinitionTileDefinitionWithTextureNormalTextureSize(texture *SKTexture, normalTexture *SKTexture, size corefoundation.CGSize) *SKTileDefinition
Create a tile definition with an SKTexture and the specified size. @param texture the texture to reference for content @param normalTexture the normal texture to use for generating normals for lighting @param size the size of the tile in points
func SKTileDefinitionTileDefinitionWithTextureSize ¶
func SKTileDefinitionTileDefinitionWithTextureSize(texture *SKTexture, size corefoundation.CGSize) *SKTileDefinition
Create a tile definition with an SKTexture and the specified size. @param texture the texture to reference for content @param size the size of the tile in points
func SKTileDefinitionTileDefinitionWithTexturesNormalTexturesSizeTimePerFrame ¶
func SKTileDefinitionTileDefinitionWithTexturesNormalTexturesSizeTimePerFrame(textures *foundation.NSArray[*SKTexture], normalTextures *foundation.NSArray[*SKTexture], size corefoundation.CGSize, timePerFrame float64) *SKTileDefinition
Create an animated tile definition with an array of SKTextures, the specified size, and the length of time each texture should be displayed for in the animation. @param textures the textures to reference for animated content @param normalTextures the normal textures to use for generating normals for lighting @param size the size of the tile in points @param timePerFrame the duration, in seconds, that each texture in the textures array is displayed before switching to the next texture in the sequence
func SKTileDefinitionTileDefinitionWithTexturesSizeTimePerFrame ¶
func SKTileDefinitionTileDefinitionWithTexturesSizeTimePerFrame(textures *foundation.NSArray[*SKTexture], size corefoundation.CGSize, timePerFrame float64) *SKTileDefinition
Create an animated tile definition with an array of SKTextures, the specified size, and the length of time each texture should be displayed for in the animation. @param textures the textures to reference for animated content @param size the size of the tile in points @param timePerFrame the duration, in seconds, that each texture in the textures array is displayed before switching to the next texture in the sequence
func (*SKTileDefinition) FlipHorizontally ¶
func (o *SKTileDefinition) FlipHorizontally() bool
When set to YES, the tile definition's images will be flipped horizontally (i.e., the left of the image becomes the right). Defaults to NO.
func (*SKTileDefinition) FlipVertically ¶
func (o *SKTileDefinition) FlipVertically() bool
When set to YES, the tile definition's images will be flipped vertically (i.e., the top of the image becomes the bottom). Defaults to NO.
func (*SKTileDefinition) InitWithTexture ¶
func (o *SKTileDefinition) InitWithTexture(texture *SKTexture) *SKTileDefinition
Initilize a tile definition with an SKTexture, and set its size to the SKTexture's width/height. @param texture the texture to reference for size and content
func (*SKTileDefinition) InitWithTextureNormalTextureSize ¶
func (o *SKTileDefinition) InitWithTextureNormalTextureSize(texture *SKTexture, normalTexture *SKTexture, size corefoundation.CGSize) *SKTileDefinition
Initilize a tile definition with an SKTexture and the specified size. @param texture the texture to reference for content @param normalTexture the normal texture to use for generating normals for lighting @param size the size of the tile in points
func (*SKTileDefinition) InitWithTextureSize ¶
func (o *SKTileDefinition) InitWithTextureSize(texture *SKTexture, size corefoundation.CGSize) *SKTileDefinition
Initilize a tile definition with an SKTexture and the specified size. @param texture the texture to reference for content @param size the size of the tile in points
func (*SKTileDefinition) InitWithTexturesNormalTexturesSizeTimePerFrame ¶
func (o *SKTileDefinition) InitWithTexturesNormalTexturesSizeTimePerFrame(textures *foundation.NSArray[*SKTexture], normalTextures *foundation.NSArray[*SKTexture], size corefoundation.CGSize, timePerFrame float64) *SKTileDefinition
Initilize an animated tile definition with an array of SKTextures, the specified size, and the length of time each texture should be displayed for in the animation. @param textures the textures to reference for animated content @param normalTextures the normal textures to use for generating normals for lighting @param size the size of the tile in points @param timePerFrame the duration, in seconds, that each texture in the textures array is displayed before switching to the next texture in the sequence
func (*SKTileDefinition) InitWithTexturesSizeTimePerFrame ¶
func (o *SKTileDefinition) InitWithTexturesSizeTimePerFrame(textures *foundation.NSArray[*SKTexture], size corefoundation.CGSize, timePerFrame float64) *SKTileDefinition
Initilize an animated tile definition with an array of SKTextures, the specified size, and the length of time each texture should be displayed for in the animation. @param textures the textures to reference for animated content @param size the size of the tile in points @param timePerFrame the duration, in seconds, that each texture in the textures array is displayed before switching to the next texture in the sequence
func (*SKTileDefinition) Name ¶
func (o *SKTileDefinition) Name() *foundation.NSString
Client-assignable name for the tile definition. Defaults to nil.
func (*SKTileDefinition) NormalTextures ¶
func (o *SKTileDefinition) NormalTextures() *foundation.NSArray[*SKTexture]
The textures to use for generating normals that lights use to light this tile. These will only be used if the tile is lit by at least one light. Each normal texture corresponds to a texture in the textures property.
func (*SKTileDefinition) PlacementWeight ¶
func (o *SKTileDefinition) PlacementWeight() uint
This value is used to determine how likely this tile definition is to be chosen for placement when a SKTileGroupRule has mulitple tile definitions assigned to it. A higher value relative to the other definitions assigned to the rule make it more likely for this definition to be selected; lower values make it less likely. Defaults to 1. When set to 0, the definition will never be chosen as long as there is at least one other definition with a placementWeight above 0.
func (*SKTileDefinition) Rotation ¶
func (o *SKTileDefinition) Rotation() SKTileDefinitionRotation
The rotation of the tile definition's images can be set in 90 degree increments. Defaults to SKTileDefinitionRotation0.
func (*SKTileDefinition) SetFlipHorizontally ¶
func (o *SKTileDefinition) SetFlipHorizontally(flipHorizontally bool)
func (*SKTileDefinition) SetFlipVertically ¶
func (o *SKTileDefinition) SetFlipVertically(flipVertically bool)
func (*SKTileDefinition) SetName ¶
func (o *SKTileDefinition) SetName(name *foundation.NSString)
func (*SKTileDefinition) SetNormalTextures ¶
func (o *SKTileDefinition) SetNormalTextures(normalTextures *foundation.NSArray[*SKTexture])
func (*SKTileDefinition) SetPlacementWeight ¶
func (o *SKTileDefinition) SetPlacementWeight(placementWeight uint)
func (*SKTileDefinition) SetRotation ¶
func (o *SKTileDefinition) SetRotation(rotation SKTileDefinitionRotation)
func (*SKTileDefinition) SetSize ¶
func (o *SKTileDefinition) SetSize(size corefoundation.CGSize)
func (*SKTileDefinition) SetTextures ¶
func (o *SKTileDefinition) SetTextures(textures *foundation.NSArray[*SKTexture])
func (*SKTileDefinition) SetTimePerFrame ¶
func (o *SKTileDefinition) SetTimePerFrame(timePerFrame float64)
func (*SKTileDefinition) SetUserData ¶
func (o *SKTileDefinition) SetUserData(userData *foundation.NSMutableDictionary[objc.ID, objc.ID])
func (*SKTileDefinition) Size ¶
func (o *SKTileDefinition) Size() corefoundation.CGSize
The size of the tile in points.
func (*SKTileDefinition) Textures ¶
func (o *SKTileDefinition) Textures() *foundation.NSArray[*SKTexture]
The textures used to draw the tile. Non-animated tiles use only one texture. When more than one texture is present, the tile will swap through them in sequence, showing each for the duration specified in the timePerFrame property. After displaying the last texture in the array, the sequence is repeated from the first texture.
func (*SKTileDefinition) TimePerFrame ¶
func (o *SKTileDefinition) TimePerFrame() float64
The duration, in seconds, that each texture in the textures array is displayed before switching to the next texture in the sequence. Only used when there is more than one texture available.
func (*SKTileDefinition) UserData ¶
func (o *SKTileDefinition) UserData() *foundation.NSMutableDictionary[objc.ID, objc.ID]
An optional dictionary that can be used to store your own data for each tile definition. Defaults to nil.
type SKTileDefinitionRotation ¶
type SKTileDefinitionRotation uint64
const ( SKTileDefinitionRotation0 SKTileDefinitionRotation = 0 SKTileDefinitionRotation90 SKTileDefinitionRotation = 1 SKTileDefinitionRotation180 SKTileDefinitionRotation = 2 SKTileDefinitionRotation270 SKTileDefinitionRotation = 3 )
func (SKTileDefinitionRotation) String ¶
func (e SKTileDefinitionRotation) String() string
type SKTileGroup ¶
type SKTileGroup struct {
foundation.NSObject
}
A tile group encapsulates a collection of related tile definitions that are designed to be pieced together within a tile map. How those tiles are pieced together is governed by the set of rules. When a tile group is placed in a tile map, the map evaluates the rules to determine which tiles should be placed to achieve the desired outcome.
Apple documentation: https://developer.apple.com/documentation/spritekit/sktilegroup
func SKTileGroupEmptyTileGroup ¶
func SKTileGroupEmptyTileGroup() *SKTileGroup
Create an empty tile group. Placing this in a tile map will erase the existing tile at that location.
func SKTileGroupFromID ¶
func SKTileGroupFromID(id objc.ID) *SKTileGroup
func SKTileGroupTileGroupWithRules ¶
func SKTileGroupTileGroupWithRules(rules *foundation.NSArray[*SKTileGroupRule]) *SKTileGroup
Create a tile group with the specified rules. @param rules the rules the group will use to determine tile placement
func SKTileGroupTileGroupWithTileDefinition ¶
func SKTileGroupTileGroupWithTileDefinition(tileDefinition *SKTileDefinition) *SKTileGroup
Create a simple tile group for a single tile definition. This creates and initializes the SKTileGroupRule necessary to place the provided tile definition in a tile map. @param tileDefinition the tile definition we wish to place in a tile map
func (*SKTileGroup) InitWithRules ¶
func (o *SKTileGroup) InitWithRules(rules *foundation.NSArray[*SKTileGroupRule]) *SKTileGroup
Initilize a tile group with the specified rules. @param rules the rules the group will use to determine tile placement
func (*SKTileGroup) InitWithTileDefinition ¶
func (o *SKTileGroup) InitWithTileDefinition(tileDefinition *SKTileDefinition) *SKTileGroup
Initilize a simple tile group for a single tile definition. This creates and initializes the SKTileGroupRule necessary to place the provided tile definition in a tile map. @param tileDefinition tile definition we wish to place in a tile map
func (*SKTileGroup) Name ¶
func (o *SKTileGroup) Name() *foundation.NSString
Client-assignable name for the tile group. Defaults to nil.
func (*SKTileGroup) Rules ¶
func (o *SKTileGroup) Rules() *foundation.NSArray[*SKTileGroupRule]
The rules that govern which tiles are placed when this group is used, and where in the map they'll be placed.
func (*SKTileGroup) SetName ¶
func (o *SKTileGroup) SetName(name *foundation.NSString)
func (*SKTileGroup) SetRules ¶
func (o *SKTileGroup) SetRules(rules *foundation.NSArray[*SKTileGroupRule])
type SKTileGroupRule ¶
type SKTileGroupRule struct {
foundation.NSObject
}
A tile group rule defines how a certain type of tile should be placed on the map. These tiles are like puzzle pieces, and the rules define how they should be pieced together. This is accomplished by defining which neighboring spaces need to be filled with tiles that belong to the same group, and which tiles are required to be empty. The required pattern of neighboring tiles is defined using the SKTileAdjacencyMask.
Apple documentation: https://developer.apple.com/documentation/spritekit/sktilegrouprule
func SKTileGroupRuleFromID ¶
func SKTileGroupRuleFromID(id objc.ID) *SKTileGroupRule
func SKTileGroupRuleTileGroupRuleWithAdjacencyTileDefinitions ¶
func SKTileGroupRuleTileGroupRuleWithAdjacencyTileDefinitions(adjacency SKTileAdjacencyMask, tileDefinitions *foundation.NSArray[*SKTileDefinition]) *SKTileGroupRule
Create a tile group rule with the specified adjacency and tile definitions. @param adjacency the adjacency requirements for this rule; use the mask that covers the adjacent spaces that must be filled with tiles belonging to the same group; tiles not masked out must be empty @param tileDefinitions the tile definitions used for this rule
func (*SKTileGroupRule) Adjacency ¶
func (o *SKTileGroupRule) Adjacency() SKTileAdjacencyMask
The adjacency mask used by this rule. Set this to the mask that covers the adjacent spaces that must be filled with tiles belonging to the same group for this rule met.
func (*SKTileGroupRule) InitWithAdjacencyTileDefinitions ¶
func (o *SKTileGroupRule) InitWithAdjacencyTileDefinitions(adjacency SKTileAdjacencyMask, tileDefinitions *foundation.NSArray[*SKTileDefinition]) *SKTileGroupRule
Initilize a tile group rule with the specified adjacency and tile definitions. @param adjacency the adjacency requirements for this rule; use the mask that covers the adjacent spaces that must be filled with tiles belonging to the same group; tiles not masked out must be empty @param tileDefinitions the tile definitions used for this rule
func (*SKTileGroupRule) Name ¶
func (o *SKTileGroupRule) Name() *foundation.NSString
Client-assignable name for the tile group rule. Defaults to nil.
func (*SKTileGroupRule) SetAdjacency ¶
func (o *SKTileGroupRule) SetAdjacency(adjacency SKTileAdjacencyMask)
func (*SKTileGroupRule) SetName ¶
func (o *SKTileGroupRule) SetName(name *foundation.NSString)
func (*SKTileGroupRule) SetTileDefinitions ¶
func (o *SKTileGroupRule) SetTileDefinitions(tileDefinitions *foundation.NSArray[*SKTileDefinition])
func (*SKTileGroupRule) TileDefinitions ¶
func (o *SKTileGroupRule) TileDefinitions() *foundation.NSArray[*SKTileDefinition]
The tile definitions used by this rule. If the rule is evaluated and its conditions are met, one of the tile definitions within this array will be randomly selected for placement within the tile map. Each tile definitions' placement weight is taken into consideration to determine how likely each is to be selected; tile definitions with higher placement weights will be selected more frequently than those with lower placement weights.
type SKTileMapNode ¶
type SKTileMapNode struct {
SKNode
}
A SpriteKit node used to render a 2D array of textured sprites. Uses SKTileSet to determine what textures it can use to render. Separate tile map nodes can be layered on top of one another to achieve various effects, such as parallax scrolling.
Apple documentation: https://developer.apple.com/documentation/spritekit/sktilemapnode
func SKTileMapNodeFromID ¶
func SKTileMapNodeFromID(id objc.ID) *SKTileMapNode
func SKTileMapNodeTileMapNodeWithTileSetColumnsRowsTileSize ¶
func SKTileMapNodeTileMapNodeWithTileSetColumnsRowsTileSize(tileSet *SKTileSet, columns uint, rows uint, tileSize corefoundation.CGSize) *SKTileMapNode
Create a tile map node with the specified tile set and dimensions. The tiles of the map will be empty, equivalent to the nil tile definition/group. @param tileSet the tile set that is used to render the tiles @param columns the number of columns in the map that can hold tiles @param rows the number of rows in the map that can hold tiles @param tileSize the size of each tile in points
func SKTileMapNodeTileMapNodeWithTileSetColumnsRowsTileSizeFillWithTileGroup ¶
func SKTileMapNodeTileMapNodeWithTileSetColumnsRowsTileSizeFillWithTileGroup(tileSet *SKTileSet, columns uint, rows uint, tileSize corefoundation.CGSize, tileGroup *SKTileGroup) *SKTileMapNode
Create a tile map node with the specified tile set and dimensions, and fill it with the specified tile group. @param tileSet the tile set that is used to render the tiles @param columns the number of columns in the map that can hold tiles @param rows the number of rows in the map that can hold tiles @param tileSize the size of each tile in points @param tileGroup the tile group we wish to fill the tile map with
func SKTileMapNodeTileMapNodeWithTileSetColumnsRowsTileSizeTileGroupLayout ¶
func SKTileMapNodeTileMapNodeWithTileSetColumnsRowsTileSizeTileGroupLayout(tileSet *SKTileSet, columns uint, rows uint, tileSize corefoundation.CGSize, tileGroupLayout *foundation.NSArray[*SKTileGroup]) *SKTileMapNode
Create a tile map node with the specified tile set and dimensions, and fill it with a specific layout of tile groups that belong to the provided tile set. The tileGroupLayout array should match the dimensions of the tile map (i.e., the number of elements should be equal to columns * rows). Index 0 of the array maps to column 0, row 0 of the tile map. Index 1 is column 1, row 0, and so on, wrapping around to the next row once the index passes the number of columns in the tile map. If the array has fewer elements than the number of tiles in the map, the remaining tiles are initialized with the nil tile group. If the array has more elements than the number of tiles in the map, the extra tile groups are ignored. @param tileSet the tile set that is used to render the tiles @param columns the number of columns in the map that can hold tiles @param rows the number of rows in the map that can hold tiles @param tileSize the size of each tile in points @param tileGroupLayout an array of tile groups that we want to use to fill the tile map
func (*SKTileMapNode) AnchorPoint ¶
func (o *SKTileMapNode) AnchorPoint() corefoundation.CGPoint
Used to choose the location in the tile map that maps to its 'position' in the parent's coordinate space. The valid interval for each input is from 0.0 up to and including 1.0.
func (*SKTileMapNode) BlendMode ¶
func (o *SKTileMapNode) BlendMode() SKBlendMode
Sets the blend mode to use when composing the tile map with the final framebuffer. @see SKNode.SKBlendMode
func (*SKTileMapNode) CenterOfTileAtColumnRow ¶
func (o *SKTileMapNode) CenterOfTileAtColumnRow(column uint, row uint) corefoundation.CGPoint
Returns the position of the center of the tile at the specified column and row. @param column the column index of the tile @param row the row index of the tile
func (*SKTileMapNode) Color ¶
func (o *SKTileMapNode) Color() *appkit.NSColor
Base color for the tile map (If no texture is present, the color still is drawn).
func (*SKTileMapNode) ColorBlendFactor ¶
func (o *SKTileMapNode) ColorBlendFactor() float64
Controls the blending between the texture and the tile map color. The valid interval of values is from 0.0 up to and including 1.0. A value above or below that interval is clamped to the minimum (0.0) if below or the maximum (1.0) if above.
func (*SKTileMapNode) EnableAutomapping ¶
func (o *SKTileMapNode) EnableAutomapping() bool
func (*SKTileMapNode) FillWithTileGroup ¶
func (o *SKTileMapNode) FillWithTileGroup(tileGroup *SKTileGroup)
Fill the entire tile map with the provided tile group. @param tileGroup the tile group that will be used to fill the map
func (*SKTileMapNode) InitWithTileSetColumnsRowsTileSize ¶
func (o *SKTileMapNode) InitWithTileSetColumnsRowsTileSize(tileSet *SKTileSet, columns uint, rows uint, tileSize corefoundation.CGSize) *SKTileMapNode
Initialize a tile map node with the specified tile set and dimensions. The tiles of the map will be empty, equivalent to the nil tile definition/group. @param tileSet the tile set that is used to render the tiles @param columns the number of columns in the map that can hold tiles @param rows the number of rows in the map that can hold tiles @param tileSize the size of each tile in points
func (*SKTileMapNode) InitWithTileSetColumnsRowsTileSizeFillWithTileGroup ¶
func (o *SKTileMapNode) InitWithTileSetColumnsRowsTileSizeFillWithTileGroup(tileSet *SKTileSet, columns uint, rows uint, tileSize corefoundation.CGSize, tileGroup *SKTileGroup) *SKTileMapNode
Initialize a tile map node with the specified tile set and dimensions, and fill it with the specified tile group. @param tileSet the tile set that is used to render the tiles @param columns the number of columns in the map that can hold tiles @param rows the number of rows in the map that can hold tiles @param tileSize the size of each tile in points @param tileGroup the tile group we wish to fill the tile map with
func (*SKTileMapNode) InitWithTileSetColumnsRowsTileSizeTileGroupLayout ¶
func (o *SKTileMapNode) InitWithTileSetColumnsRowsTileSizeTileGroupLayout(tileSet *SKTileSet, columns uint, rows uint, tileSize corefoundation.CGSize, tileGroupLayout *foundation.NSArray[*SKTileGroup]) *SKTileMapNode
Initialize a tile map node with the specified tile set and dimensions, and fill it with a specific layout of tile groups that belong to the provided tile set. The tileGroupLayout array should match the dimensions of the tile map (i.e., the number of elements should be equal to columns * rows). Index 0 of the array maps to column 0, row 0 of the tile map. Index 1 is column 1, row 0, and so on, wrapping around to the next row once the index passes the number of columns in the tile map. If the array has fewer elements than the number of tiles in the map, the remaining tiles are initialized with the nil tile group. If the array has more elements than the number of tiles in the map, the extra tile groups are ignored. @param tileSet the tile set that is used to render the tiles @param columns the number of columns in the map that can hold tiles @param rows the number of rows in the map that can hold tiles @param tileSize the size of each tile in points @param tileGroupLayout an array of tile groups that we want to use to fill the tile map
func (*SKTileMapNode) LightingBitMask ¶
func (o *SKTileMapNode) LightingBitMask() uint32
Bitmask to indicate being lit by a set of lights using overlapping lighting categories. A light whose category is set to a value that masks to non-zero using this mask will apply light to this sprite. When used together with a normal texture, complex lighting effects can be used.
func (*SKTileMapNode) MapSize ¶
func (o *SKTileMapNode) MapSize() corefoundation.CGSize
The size of the tile map. This is dependent on the tileSize, the number of columns and rows in the map, and the tile set type.
func (*SKTileMapNode) NumberOfColumns ¶
func (o *SKTileMapNode) NumberOfColumns() uint
The number of columns in the tile map.
func (*SKTileMapNode) NumberOfRows ¶
func (o *SKTileMapNode) NumberOfRows() uint
The number of rows in the tile map.
func (*SKTileMapNode) SetAnchorPoint ¶
func (o *SKTileMapNode) SetAnchorPoint(anchorPoint corefoundation.CGPoint)
func (*SKTileMapNode) SetBlendMode ¶
func (o *SKTileMapNode) SetBlendMode(blendMode SKBlendMode)
func (*SKTileMapNode) SetColor ¶
func (o *SKTileMapNode) SetColor(color *appkit.NSColor)
func (*SKTileMapNode) SetColorBlendFactor ¶
func (o *SKTileMapNode) SetColorBlendFactor(colorBlendFactor float64)
func (*SKTileMapNode) SetEnableAutomapping ¶
func (o *SKTileMapNode) SetEnableAutomapping(enableAutomapping bool)
func (*SKTileMapNode) SetLightingBitMask ¶
func (o *SKTileMapNode) SetLightingBitMask(lightingBitMask uint32)
func (*SKTileMapNode) SetNumberOfColumns ¶
func (o *SKTileMapNode) SetNumberOfColumns(numberOfColumns uint)
func (*SKTileMapNode) SetNumberOfRows ¶
func (o *SKTileMapNode) SetNumberOfRows(numberOfRows uint)
func (*SKTileMapNode) SetShader ¶
func (o *SKTileMapNode) SetShader(shader *SKShader)
func (*SKTileMapNode) SetTileGroupAndTileDefinitionForColumnRow ¶
func (o *SKTileMapNode) SetTileGroupAndTileDefinitionForColumnRow(tileGroup *SKTileGroup, tileDefinition *SKTileDefinition, column uint, row uint)
Set the tile group and tile defintion at the specified tile index. When automapping is enabled, it will attempt to resolve the surrounding tiles to allow the specified tile definition to be placed. When automapping is disabled, it will simply place the tile definition and not modify any of the neighboring tiles. @param tileGroup the tile group we want to place in the map @param tileDefinition the tile definition we want to place in the map @param column the column index of the tile @param row the row index of the tile
func (*SKTileMapNode) SetTileGroupForColumnRow ¶
func (o *SKTileMapNode) SetTileGroupForColumnRow(tileGroup *SKTileGroup, column uint, row uint)
Set the tile group at the specified tile index. When automapping is enabled, the appropriate tile definitions will automatically be selected and placed, possibly modifying neighboring tiles. When automapping is disabled, it will simply place the default center tile definition for the group, and will not modify any of the neihboring tiles. @param tileGroup the tile group we want to place in the map @param column the column index of the tile @param row the row index of the tile
func (*SKTileMapNode) SetTileSet ¶
func (o *SKTileMapNode) SetTileSet(tileSet *SKTileSet)
func (*SKTileMapNode) SetTileSize ¶
func (o *SKTileMapNode) SetTileSize(tileSize corefoundation.CGSize)
func (*SKTileMapNode) Shader ¶
func (o *SKTileMapNode) Shader() *SKShader
A property that determines whether the tile map is rendered using a custom shader.
func (*SKTileMapNode) TileColumnIndexFromPosition ¶
func (o *SKTileMapNode) TileColumnIndexFromPosition(position corefoundation.CGPoint) uint
Returns the column index of the tile that lies under the specified position. Returns NSUIntegerMax if the position does not fall within the tile map. @param position the position we want to check against the tile map
func (*SKTileMapNode) TileDefinitionAtColumnRow ¶
func (o *SKTileMapNode) TileDefinitionAtColumnRow(column uint, row uint) *SKTileDefinition
Look up the tile definition at the specified tile index. @param column the column index of the tile @param row the row index of the tile
func (*SKTileMapNode) TileGroupAtColumnRow ¶
func (o *SKTileMapNode) TileGroupAtColumnRow(column uint, row uint) *SKTileGroup
Look up the tile group at the specified tile index. @param column the column index of the tile @param row the row index of the tile
func (*SKTileMapNode) TileRowIndexFromPosition ¶
func (o *SKTileMapNode) TileRowIndexFromPosition(position corefoundation.CGPoint) uint
Returns the row index of the tile that lies under the specified position. Returns NSUIntegerMax if the position does not fall within the tile map. @param position the position we want to check against the tile map
func (*SKTileMapNode) TileSet ¶
func (o *SKTileMapNode) TileSet() *SKTileSet
The tile set being used by this tile map.
func (*SKTileMapNode) TileSize ¶
func (o *SKTileMapNode) TileSize() corefoundation.CGSize
The size of each tile in the map.
type SKTileSet ¶
type SKTileSet struct {
foundation.NSObject
}
A tile set contains all of the tile definitions that are available for use in a tile map. In addition, it also contains tile groups, which define collections of related tile definitions and the rules that govern their placement.
Apple documentation: https://developer.apple.com/documentation/spritekit/sktileset
func SKTileSetFromID ¶
func SKTileSetTileSetFromURL ¶
func SKTileSetTileSetFromURL(url *foundation.NSURL) *SKTileSet
Creates a tile set from the specified tile set file. Returns nil if the URL doesn't point to a valid tile set file. @param url the URL of the tile set file
func SKTileSetTileSetNamed ¶
func SKTileSetTileSetNamed(name *foundation.NSString) *SKTileSet
Gets the tile set with the specified name from the SpriteKit resource bundle. Returns nil if a tile set with a matching name cannot be found. @param name the name of the tile set to search for
func SKTileSetTileSetWithTileGroups ¶
func SKTileSetTileSetWithTileGroups(tileGroups *foundation.NSArray[*SKTileGroup]) *SKTileSet
Create a tile set with the specified tile groups. @param tileGroups the tile groups that will be available for use with this set
func SKTileSetTileSetWithTileGroupsTileSetType ¶
func SKTileSetTileSetWithTileGroupsTileSetType(tileGroups *foundation.NSArray[*SKTileGroup], tileSetType SKTileSetType) *SKTileSet
Create a tile set with the specified tile groups and tile set type. @param tileGroups the tile groups that will be available for use with this set @param tileSetType the type of tile set this will be
func (*SKTileSet) DefaultTileGroup ¶
func (o *SKTileSet) DefaultTileGroup() *SKTileGroup
func (*SKTileSet) DefaultTileSize ¶
func (o *SKTileSet) DefaultTileSize() corefoundation.CGSize
The default tile size is the value an SKTileMapNode will use for it's tiles when the tile set is assigned to it.
func (*SKTileSet) InitWithTileGroups ¶
func (o *SKTileSet) InitWithTileGroups(tileGroups *foundation.NSArray[*SKTileGroup]) *SKTileSet
Initilize a tile set with the specified tile groups. @param tileGroups the tile groups that will be available for use with this set
func (*SKTileSet) InitWithTileGroupsTileSetType ¶
func (o *SKTileSet) InitWithTileGroupsTileSetType(tileGroups *foundation.NSArray[*SKTileGroup], tileSetType SKTileSetType) *SKTileSet
Initilize a tile set with the specified tile groups and tile set type. @param tileGroups the tile groups that will be available for use with this set @param tileSetType the type of tile set this will be
func (*SKTileSet) Name ¶
func (o *SKTileSet) Name() *foundation.NSString
Client-assignable name for the tile set. Defaults to nil.
func (*SKTileSet) SetDefaultTileGroup ¶
func (o *SKTileSet) SetDefaultTileGroup(defaultTileGroup *SKTileGroup)
func (*SKTileSet) SetDefaultTileSize ¶
func (o *SKTileSet) SetDefaultTileSize(defaultTileSize corefoundation.CGSize)
func (*SKTileSet) SetName ¶
func (o *SKTileSet) SetName(name *foundation.NSString)
func (*SKTileSet) SetTileGroups ¶
func (o *SKTileSet) SetTileGroups(tileGroups *foundation.NSArray[*SKTileGroup])
func (*SKTileSet) SetType ¶
func (o *SKTileSet) SetType(type_ SKTileSetType)
func (*SKTileSet) TileGroups ¶
func (o *SKTileSet) TileGroups() *foundation.NSArray[*SKTileGroup]
The tile groups that this set provides for use.
func (*SKTileSet) Type ¶
func (o *SKTileSet) Type() SKTileSetType
The tile set type specifies how the tiles in the set will be arranged when placed in a tile map. Defaults to SKTileSetTypeGrid.
type SKTileSetType ¶
type SKTileSetType uint64
const ( SKTileSetTypeGrid SKTileSetType = 0 SKTileSetTypeIsometric SKTileSetType = 1 SKTileSetTypeHexagonalFlat SKTileSetType = 2 SKTileSetTypeHexagonalPointy SKTileSetType = 3 )
func (SKTileSetType) String ¶
func (e SKTileSetType) String() string
type SKTransformNode ¶
type SKTransformNode struct {
SKNode
}
An SKTransformNode can be applied a 3D rotation that will affect the visual aspect of its children. The physics and constraints of the children will behave as if none of them were transformed.
Apple documentation: https://developer.apple.com/documentation/spritekit/sktransformnode
func SKTransformNodeFromID ¶
func SKTransformNodeFromID(id objc.ID) *SKTransformNode
func (*SKTransformNode) EulerAngles ¶
func (o *SKTransformNode) EulerAngles() unsafe.Pointer
func (*SKTransformNode) Quaternion ¶
func (o *SKTransformNode) Quaternion() unsafe.Pointer
func (*SKTransformNode) RotationMatrix ¶
func (o *SKTransformNode) RotationMatrix() unsafe.Pointer
func (*SKTransformNode) SetEulerAngles ¶
func (o *SKTransformNode) SetEulerAngles(euler unsafe.Pointer)
func (*SKTransformNode) SetQuaternion ¶
func (o *SKTransformNode) SetQuaternion(quaternion unsafe.Pointer)
func (*SKTransformNode) SetRotationMatrix ¶
func (o *SKTransformNode) SetRotationMatrix(rotationMatrix unsafe.Pointer)
func (*SKTransformNode) SetXRotation ¶
func (o *SKTransformNode) SetXRotation(xRotation float64)
func (*SKTransformNode) SetYRotation ¶
func (o *SKTransformNode) SetYRotation(yRotation float64)
func (*SKTransformNode) XRotation ¶
func (o *SKTransformNode) XRotation() float64
func (*SKTransformNode) YRotation ¶
func (o *SKTransformNode) YRotation() float64
type SKTransition ¶
type SKTransition struct {
foundation.NSObject
}
A transition style from one scene to another.
Apple documentation: https://developer.apple.com/documentation/spritekit/sktransition
func SKTransitionCrossFadeWithDuration ¶
func SKTransitionCrossFadeWithDuration(sec float64) *SKTransition
func SKTransitionDoorsCloseHorizontalWithDuration ¶
func SKTransitionDoorsCloseHorizontalWithDuration(sec float64) *SKTransition
func SKTransitionDoorsCloseVerticalWithDuration ¶
func SKTransitionDoorsCloseVerticalWithDuration(sec float64) *SKTransition
func SKTransitionDoorsOpenHorizontalWithDuration ¶
func SKTransitionDoorsOpenHorizontalWithDuration(sec float64) *SKTransition
func SKTransitionDoorsOpenVerticalWithDuration ¶
func SKTransitionDoorsOpenVerticalWithDuration(sec float64) *SKTransition
func SKTransitionDoorwayWithDuration ¶
func SKTransitionDoorwayWithDuration(sec float64) *SKTransition
func SKTransitionFadeWithColorDuration ¶
func SKTransitionFadeWithColorDuration(color *appkit.NSColor, sec float64) *SKTransition
func SKTransitionFadeWithDuration ¶
func SKTransitionFadeWithDuration(sec float64) *SKTransition
func SKTransitionFlipHorizontalWithDuration ¶
func SKTransitionFlipHorizontalWithDuration(sec float64) *SKTransition
func SKTransitionFlipVerticalWithDuration ¶
func SKTransitionFlipVerticalWithDuration(sec float64) *SKTransition
func SKTransitionFromID ¶
func SKTransitionFromID(id objc.ID) *SKTransition
func SKTransitionMoveInWithDirectionDuration ¶
func SKTransitionMoveInWithDirectionDuration(direction SKTransitionDirection, sec float64) *SKTransition
func SKTransitionPushWithDirectionDuration ¶
func SKTransitionPushWithDirectionDuration(direction SKTransitionDirection, sec float64) *SKTransition
func SKTransitionRevealWithDirectionDuration ¶
func SKTransitionRevealWithDirectionDuration(direction SKTransitionDirection, sec float64) *SKTransition
func SKTransitionTransitionWithCIFilterDuration ¶
func SKTransitionTransitionWithCIFilterDuration(filter *coreimage.CIFilter, sec float64) *SKTransition
func (*SKTransition) PausesIncomingScene ¶
func (o *SKTransition) PausesIncomingScene() bool
Pause the incoming Scene during the transition, defaults to YES.
func (*SKTransition) PausesOutgoingScene ¶
func (o *SKTransition) PausesOutgoingScene() bool
Pause the outgoing Scene during the transition, defaults to YES.
func (*SKTransition) SetPausesIncomingScene ¶
func (o *SKTransition) SetPausesIncomingScene(pausesIncomingScene bool)
func (*SKTransition) SetPausesOutgoingScene ¶
func (o *SKTransition) SetPausesOutgoingScene(pausesOutgoingScene bool)
type SKTransitionDirection ¶
type SKTransitionDirection int64
const ( SKTransitionDirectionUp SKTransitionDirection = 0 SKTransitionDirectionDown SKTransitionDirection = 1 SKTransitionDirectionRight SKTransitionDirection = 2 SKTransitionDirectionLeft SKTransitionDirection = 3 )
func (SKTransitionDirection) String ¶
func (e SKTransitionDirection) String() string
type SKUniform ¶
type SKUniform struct {
foundation.NSObject
}
Apple documentation: https://developer.apple.com/documentation/spritekit/skuniform
func SKUniformFromID ¶
func SKUniformUniformWithName ¶
func SKUniformUniformWithName(name *foundation.NSString) *SKUniform
Create a shader uniform with a given name. @param name the name of the shader uniform.
func SKUniformUniformWithNameFloat ¶
func SKUniformUniformWithNameFloat(name *foundation.NSString, value float32) *SKUniform
Create a shader uniform with a given name, and a float value @param name the name of the shader uniform. @param value the floating point value associated with this uniform.
func SKUniformUniformWithNameFloatMatrix2
deprecated
func SKUniformUniformWithNameFloatMatrix2(name *foundation.NSString, value unsafe.Pointer) *SKUniform
Deprecated: since macOS 10.12.
func SKUniformUniformWithNameFloatMatrix3
deprecated
func SKUniformUniformWithNameFloatMatrix3(name *foundation.NSString, value unsafe.Pointer) *SKUniform
Deprecated: since macOS 10.12.
func SKUniformUniformWithNameFloatMatrix4
deprecated
func SKUniformUniformWithNameFloatMatrix4(name *foundation.NSString, value unsafe.Pointer) *SKUniform
Deprecated: since macOS 10.12.
func SKUniformUniformWithNameFloatVector2
deprecated
func SKUniformUniformWithNameFloatVector2(name *foundation.NSString, value unsafe.Pointer) *SKUniform
Deprecated: since macOS 10.12.
func SKUniformUniformWithNameFloatVector3
deprecated
func SKUniformUniformWithNameFloatVector3(name *foundation.NSString, value unsafe.Pointer) *SKUniform
Deprecated: since macOS 10.12.
func SKUniformUniformWithNameFloatVector4
deprecated
func SKUniformUniformWithNameFloatVector4(name *foundation.NSString, value unsafe.Pointer) *SKUniform
Deprecated: since macOS 10.12.
func SKUniformUniformWithNameMatrixFloat2x2 ¶
func SKUniformUniformWithNameMatrixFloat2x2(name *foundation.NSString, value unsafe.Pointer) *SKUniform
Create a shader uniform with a given name, and a 2x2 matrix value @param name the name of the shader uniform. @param value the 2x2 matrix value associated with this uniform.
func SKUniformUniformWithNameMatrixFloat3x3 ¶
func SKUniformUniformWithNameMatrixFloat3x3(name *foundation.NSString, value unsafe.Pointer) *SKUniform
Create a shader uniform with a given name, and a 3x3 matrix value @param name the name of the shader uniform. @param value the 3x3 matrix value associated with this uniform.
func SKUniformUniformWithNameMatrixFloat4x4 ¶
func SKUniformUniformWithNameMatrixFloat4x4(name *foundation.NSString, value unsafe.Pointer) *SKUniform
Create a shader uniform with a given name, and a 4x4 matrix value @param name the name of the shader uniform. @param value the 4x4 matrix value associated with this uniform.
func SKUniformUniformWithNameTexture ¶
func SKUniformUniformWithNameTexture(name *foundation.NSString, texture *SKTexture) *SKUniform
Create a shader uniform with a given name, and texture data @param name the name of the shader uniform. @param texture the texture data associated with this uniform.
func SKUniformUniformWithNameVectorFloat2 ¶
func SKUniformUniformWithNameVectorFloat2(name *foundation.NSString, value unsafe.Pointer) *SKUniform
Create a shader uniform with a given name, and a float vector2 value @param name the name of the shader uniform. @param value the float vector2 value associated with this uniform.
func SKUniformUniformWithNameVectorFloat3 ¶
func SKUniformUniformWithNameVectorFloat3(name *foundation.NSString, value unsafe.Pointer) *SKUniform
Create a shader uniform with a given name, and a float vector3 value @param name the name of the shader uniform. @param value the float vector3 value associated with this uniform.
func SKUniformUniformWithNameVectorFloat4 ¶
func SKUniformUniformWithNameVectorFloat4(name *foundation.NSString, value unsafe.Pointer) *SKUniform
Create a shader uniform with a given name, and a float vector4 value @param name the name of the shader uniform. @param value the float vector4 value associated with this uniform.
func (*SKUniform) FloatMatrix2Value
deprecated
func (*SKUniform) FloatMatrix3Value
deprecated
func (*SKUniform) FloatMatrix4Value
deprecated
func (*SKUniform) FloatValue ¶
func (*SKUniform) FloatVector2Value
deprecated
func (*SKUniform) FloatVector3Value
deprecated
func (*SKUniform) FloatVector4Value
deprecated
func (*SKUniform) InitWithName ¶
func (o *SKUniform) InitWithName(name *foundation.NSString) *SKUniform
func (*SKUniform) InitWithNameFloat ¶
func (o *SKUniform) InitWithNameFloat(name *foundation.NSString, value float32) *SKUniform
func (*SKUniform) InitWithNameFloatMatrix2
deprecated
func (*SKUniform) InitWithNameFloatMatrix3
deprecated
func (*SKUniform) InitWithNameFloatMatrix4
deprecated
func (*SKUniform) InitWithNameFloatVector2
deprecated
func (*SKUniform) InitWithNameFloatVector3
deprecated
func (*SKUniform) InitWithNameFloatVector4
deprecated
func (*SKUniform) InitWithNameMatrixFloat2x2 ¶
func (*SKUniform) InitWithNameMatrixFloat3x3 ¶
func (*SKUniform) InitWithNameMatrixFloat4x4 ¶
func (*SKUniform) InitWithNameTexture ¶
func (o *SKUniform) InitWithNameTexture(name *foundation.NSString, texture *SKTexture) *SKUniform
func (*SKUniform) InitWithNameVectorFloat2 ¶
func (*SKUniform) InitWithNameVectorFloat3 ¶
func (*SKUniform) InitWithNameVectorFloat4 ¶
func (*SKUniform) MatrixFloat2x2Value ¶
func (*SKUniform) MatrixFloat3x3Value ¶
func (*SKUniform) MatrixFloat4x4Value ¶
func (*SKUniform) Name ¶
func (o *SKUniform) Name() *foundation.NSString
func (*SKUniform) SetFloatMatrix2Value
deprecated
func (*SKUniform) SetFloatMatrix3Value
deprecated
func (*SKUniform) SetFloatMatrix4Value
deprecated
func (*SKUniform) SetFloatValue ¶
func (*SKUniform) SetFloatVector2Value
deprecated
func (*SKUniform) SetFloatVector3Value
deprecated
func (*SKUniform) SetFloatVector4Value
deprecated
func (*SKUniform) SetMatrixFloat2x2Value ¶
func (*SKUniform) SetMatrixFloat3x3Value ¶
func (*SKUniform) SetMatrixFloat4x4Value ¶
func (*SKUniform) SetTextureValue ¶
func (*SKUniform) SetVectorFloat2Value ¶
func (*SKUniform) SetVectorFloat3Value ¶
func (*SKUniform) SetVectorFloat4Value ¶
func (*SKUniform) TextureValue ¶
func (*SKUniform) UniformType ¶
func (o *SKUniform) UniformType() SKUniformType
func (*SKUniform) VectorFloat2Value ¶
func (*SKUniform) VectorFloat3Value ¶
func (*SKUniform) VectorFloat4Value ¶
type SKUniformType ¶
type SKUniformType int64
const ( SKUniformTypeNone SKUniformType = 0 SKUniformTypeFloat SKUniformType = 1 SKUniformTypeFloatVector2 SKUniformType = 2 SKUniformTypeFloatVector3 SKUniformType = 3 SKUniformTypeFloatVector4 SKUniformType = 4 SKUniformTypeFloatMatrix2 SKUniformType = 5 SKUniformTypeFloatMatrix3 SKUniformType = 6 SKUniformTypeFloatMatrix4 SKUniformType = 7 SKUniformTypeTexture SKUniformType = 8 )
func (SKUniformType) String ¶
func (e SKUniformType) String() string
type SKVideoNode ¶
type SKVideoNode struct {
SKNode
}
Apple documentation: https://developer.apple.com/documentation/spritekit/skvideonode
func SKVideoNodeFromID ¶
func SKVideoNodeFromID(id objc.ID) *SKVideoNode
func SKVideoNodeVideoNodeWithAVPlayer ¶
func SKVideoNodeVideoNodeWithAVPlayer(player *avfoundation.AVPlayer) *SKVideoNode
Create a video node from an AVPlayer. You can use the AVPlayer to control playback.
func SKVideoNodeVideoNodeWithFileNamed ¶
func SKVideoNodeVideoNodeWithFileNamed(videoFile *foundation.NSString) *SKVideoNode
func SKVideoNodeVideoNodeWithURL ¶
func SKVideoNodeVideoNodeWithURL(videoURL *foundation.NSURL) *SKVideoNode
func SKVideoNodeVideoNodeWithVideoFileNamed ¶
func SKVideoNodeVideoNodeWithVideoFileNamed(videoFile *foundation.NSString) *SKVideoNode
Create a video node from a file. Deprecated: since macOS 10.11.
func SKVideoNodeVideoNodeWithVideoURL ¶
func SKVideoNodeVideoNodeWithVideoURL(videoURL *foundation.NSURL) *SKVideoNode
Create a video node from a URL. Deprecated: since macOS 10.11.
func (*SKVideoNode) AnchorPoint ¶
func (o *SKVideoNode) AnchorPoint() corefoundation.CGPoint
The location in the video that maps to its 'position' in the parent's coordinate space. (0.0-1.0)
func (*SKVideoNode) InitWithAVPlayer ¶
func (o *SKVideoNode) InitWithAVPlayer(player *avfoundation.AVPlayer) *SKVideoNode
Designated Initializer. Initialize a video node from an AVPlayer. You can use the AVPlayer to control playback.
func (*SKVideoNode) InitWithCoder ¶
func (o *SKVideoNode) InitWithCoder(aDecoder *foundation.NSCoder) *SKVideoNode
Support coding and decoding via NSKeyedArchiver.
func (*SKVideoNode) InitWithFileNamed ¶
func (o *SKVideoNode) InitWithFileNamed(videoFile *foundation.NSString) *SKVideoNode
func (*SKVideoNode) InitWithURL ¶
func (o *SKVideoNode) InitWithURL(url *foundation.NSURL) *SKVideoNode
func (*SKVideoNode) InitWithVideoFileNamed ¶
func (o *SKVideoNode) InitWithVideoFileNamed(videoFile *foundation.NSString) *SKVideoNode
Initialize a video node from a file. Deprecated: since macOS 10.10.
func (*SKVideoNode) InitWithVideoURL
deprecated
func (o *SKVideoNode) InitWithVideoURL(url *foundation.NSURL) *SKVideoNode
Deprecated: since macOS 10.10.
func (*SKVideoNode) Pause ¶
func (o *SKVideoNode) Pause()
func (*SKVideoNode) Play ¶
func (o *SKVideoNode) Play()
func (*SKVideoNode) SetAnchorPoint ¶
func (o *SKVideoNode) SetAnchorPoint(anchorPoint corefoundation.CGPoint)
func (*SKVideoNode) SetSize ¶
func (o *SKVideoNode) SetSize(size corefoundation.CGSize)
func (*SKVideoNode) Size ¶
func (o *SKVideoNode) Size() corefoundation.CGSize
The display size of the video (in parent's coordinate space)
type SKView ¶
Apple documentation: https://developer.apple.com/documentation/spritekit/skview
func SKViewFromID ¶
func (*SKView) AllowsTransparency ¶
Toggles whether the view allows transparent rendering. This allows content under the view to show through if a non-opaque backgroundColor is set on the scene. Defaults to NO.
func (*SKView) ConvertPointFromScene ¶
func (o *SKView) ConvertPointFromScene(point corefoundation.CGPoint, scene *SKScene) corefoundation.CGPoint
Converts a point from scene space to view space. @param point the point to convert. @param scene the scene to convert the point into.
func (*SKView) ConvertPointToScene ¶
func (o *SKView) ConvertPointToScene(point corefoundation.CGPoint, scene *SKScene) corefoundation.CGPoint
Converts a point from view space to scene space. @param point the point to convert. @param scene the scene to convert the point into.
func (*SKView) Delegate ¶
func (o *SKView) Delegate() *foundation.NSObject
Optional view delegate, see SKViewDelegate.
func (*SKView) DisableDepthStencilBuffer ¶
func (*SKView) FrameInterval
deprecated
func (*SKView) IgnoresSiblingOrder ¶
Ignores sibling and traversal order to sort the rendered contents of a scene into the most efficient batching possible. This will require zPosition to be used in the scenes to properly guarantee elements are in front or behind each other. This defaults to NO, meaning that sibling order overrides efficiency heuristics in the rendering of the scenes in the view. Setting this to YES for a complex scene may substantially increase performance, but care must be taken as only zPosition determines render order before the efficiency heuristics are used.
func (*SKView) IsAsynchronous ¶
Toggles whether the view updates is rendered asynchronously or aligned with Core Animation updates. Defaults to YES.
func (*SKView) PreferredFrameRate
deprecated
func (*SKView) PreferredFramesPerSecond ¶
func (*SKView) PresentScene ¶
Present an SKScene in the view, replacing the current scene. @param scene the scene to present.
func (*SKView) PresentSceneTransition ¶
func (o *SKView) PresentSceneTransition(scene *SKScene, transition *SKTransition)
Present an SKScene in the view, replacing the current scene. If there is currently a scene being presented in the view, the transition is used to swap between them. @param scene the scene to present. @param transition the transition to use when presenting the scene.
func (*SKView) Scene ¶
The currently presented scene, otherwise nil. If in a transition, the 'incoming' scene is returned.
func (*SKView) SetAllowsTransparency ¶
func (*SKView) SetAsynchronous ¶
func (*SKView) SetDelegate ¶
func (o *SKView) SetDelegate(delegate *foundation.NSObject)
func (*SKView) SetDisableDepthStencilBuffer ¶
func (*SKView) SetFrameInterval
deprecated
func (*SKView) SetIgnoresSiblingOrder ¶
func (*SKView) SetPreferredFrameRate
deprecated
func (*SKView) SetPreferredFramesPerSecond ¶
func (*SKView) SetShouldCullNonVisibleNodes ¶
func (*SKView) SetShowsDrawCount ¶
func (*SKView) SetShowsFPS ¶
func (*SKView) SetShowsFields ¶
func (*SKView) SetShowsNodeCount ¶
func (*SKView) SetShowsPhysics ¶
func (*SKView) SetShowsQuadCount ¶
func (*SKView) ShouldCullNonVisibleNodes ¶
func (*SKView) ShowsDrawCount ¶
func (*SKView) ShowsFields ¶
func (*SKView) ShowsNodeCount ¶
func (*SKView) ShowsPhysics ¶
func (*SKView) ShowsQuadCount ¶
func (*SKView) TextureFromNode ¶
Create an SKTexture containing a snapshot of how it would have been rendered in this view. The texture is tightly cropped to the size of the node. @param node the node subtree to render to the texture.
func (*SKView) TextureFromNodeCrop ¶
func (o *SKView) TextureFromNodeCrop(node *SKNode, crop corefoundation.CGRect) *SKTexture
Create an SKTexture containing a snapshot of how it would have been rendered in this view. The texture is cropped to the specified rectangle @param node the node subtree to render to the texture. @param crop the crop
type SKViewDelegate ¶
type SKViewDelegate interface {
}
SKViewDelegate wraps the ObjC protocol SKViewDelegate.
type SKWarpGeometry ¶
type SKWarpGeometry struct {
foundation.NSObject
}
Apple documentation: https://developer.apple.com/documentation/spritekit/skwarpgeometry
func SKWarpGeometryFromID ¶
func SKWarpGeometryFromID(id objc.ID) *SKWarpGeometry
type SKWarpGeometryGrid ¶
type SKWarpGeometryGrid struct {
SKWarpGeometry
}
Apple documentation: https://developer.apple.com/documentation/spritekit/skwarpgeometrygrid
func SKWarpGeometryGridFromID ¶
func SKWarpGeometryGridFromID(id objc.ID) *SKWarpGeometryGrid
func SKWarpGeometryGridGrid ¶
func SKWarpGeometryGridGrid() *SKWarpGeometryGrid
func SKWarpGeometryGridGridWithColumnsRows ¶
func SKWarpGeometryGridGridWithColumnsRows(cols int, rows int) *SKWarpGeometryGrid
func (*SKWarpGeometryGrid) DestPositionAtIndex ¶
func (o *SKWarpGeometryGrid) DestPositionAtIndex(index int) unsafe.Pointer
func (*SKWarpGeometryGrid) GridByReplacingDestPositions ¶
func (o *SKWarpGeometryGrid) GridByReplacingDestPositions(destPositions unsafe.Pointer) *SKWarpGeometryGrid
func (*SKWarpGeometryGrid) GridByReplacingSourcePositions ¶
func (o *SKWarpGeometryGrid) GridByReplacingSourcePositions(sourcePositions unsafe.Pointer) *SKWarpGeometryGrid
func (*SKWarpGeometryGrid) InitWithCoder ¶
func (o *SKWarpGeometryGrid) InitWithCoder(aDecoder *foundation.NSCoder) *SKWarpGeometryGrid
func (*SKWarpGeometryGrid) InitWithColumnsRowsSourcePositionsDestPositions ¶
func (o *SKWarpGeometryGrid) InitWithColumnsRowsSourcePositionsDestPositions(cols int, rows int, sourcePositions unsafe.Pointer, destPositions unsafe.Pointer) *SKWarpGeometryGrid
func (*SKWarpGeometryGrid) NumberOfColumns ¶
func (o *SKWarpGeometryGrid) NumberOfColumns() int
func (*SKWarpGeometryGrid) NumberOfRows ¶
func (o *SKWarpGeometryGrid) NumberOfRows() int
func (*SKWarpGeometryGrid) SourcePositionAtIndex ¶
func (o *SKWarpGeometryGrid) SourcePositionAtIndex(index int) unsafe.Pointer
func (*SKWarpGeometryGrid) VertexCount ¶
func (o *SKWarpGeometryGrid) VertexCount() int
type SKWarpable ¶
type SKWarpable interface {
WarpGeometry() *SKWarpGeometry
SetWarpGeometry(warpGeometry *SKWarpGeometry)
SubdivisionLevels() int
SetSubdivisionLevels(subdivisionLevels int)
}
SKWarpable wraps the ObjC protocol SKWarpable.
type Virtual_memory_guard_exception_code_t ¶
type Virtual_memory_guard_exception_code_t int64
const ( KGUARD_EXC_DEALLOC_GAP Virtual_memory_guard_exception_code_t = 1 KGUARD_EXC_RECLAIM_COPYIO_FAILURE Virtual_memory_guard_exception_code_t = 2 KGUARD_EXC_RECLAIM_INDEX_FAILURE Virtual_memory_guard_exception_code_t = 4 KGUARD_EXC_RECLAIM_DEALLOCATE_FAILURE Virtual_memory_guard_exception_code_t = 8 KGUARD_EXC_RECLAIM_ACCOUNTING_FAILURE Virtual_memory_guard_exception_code_t = 9 KGUARD_EXC_SEC_IOPL_ON_EXEC_PAGE Virtual_memory_guard_exception_code_t = 10 KGUARD_EXC_SEC_EXEC_ON_IOPL_PAGE Virtual_memory_guard_exception_code_t = 11 KGUARD_EXC_SEC_UPL_WRITE_ON_EXEC_REGION Virtual_memory_guard_exception_code_t = 12 KGUARD_EXC_LARGE_ALLOCATION_TELEMETRY Virtual_memory_guard_exception_code_t = 13 KGUARD_EXC_SEC_ACCESS_FAULT Virtual_memory_guard_exception_code_t = 98 KGUARD_EXC_SEC_ASYNC_ACCESS_FAULT Virtual_memory_guard_exception_code_t = 99 KGUARD_EXC_SEC_COPY_DENIED Virtual_memory_guard_exception_code_t = 100 KGUARD_EXC_SEC_SHARING_DENIED Virtual_memory_guard_exception_code_t = 101 KGUARD_EXC_MTE_SYNC_FAULT Virtual_memory_guard_exception_code_t = 200 KGUARD_EXC_MTE_ASYNC_USER_FAULT Virtual_memory_guard_exception_code_t = 201 KGUARD_EXC_MTE_ASYNC_KERN_FAULT Virtual_memory_guard_exception_code_t = 202 KGUARD_EXC_GUARD_OBJECT_ASYNC_USER_FAULT Virtual_memory_guard_exception_code_t = 203 KGUARD_EXC_GUARD_OBJECT_ASYNC_KERN_FAULT Virtual_memory_guard_exception_code_t = 204 )
func (Virtual_memory_guard_exception_code_t) String ¶
func (e Virtual_memory_guard_exception_code_t) String() string
type Xpc_listener_create_flags_t ¶
type Xpc_listener_create_flags_t int64
const ( XPC_LISTENER_CREATE_NONE Xpc_listener_create_flags_t = 0 XPC_LISTENER_CREATE_INACTIVE Xpc_listener_create_flags_t = 1 XPC_LISTENER_CREATE_FORCE_MACH Xpc_listener_create_flags_t = 2 XPC_LISTENER_CREATE_FORCE_XPCSERVICE Xpc_listener_create_flags_t = 4 )
func (Xpc_listener_create_flags_t) String ¶
func (e Xpc_listener_create_flags_t) String() string
type Xpc_session_create_flags_t ¶
type Xpc_session_create_flags_t int64
const ( XPC_SESSION_CREATE_NONE Xpc_session_create_flags_t = 0 XPC_SESSION_CREATE_INACTIVE Xpc_session_create_flags_t = 1 XPC_SESSION_CREATE_MACH_PRIVILEGED Xpc_session_create_flags_t = 2 )
func (Xpc_session_create_flags_t) String ¶
func (e Xpc_session_create_flags_t) String() string
Source Files
¶
- SK3DNode.go
- SKAction.go
- SKAttribute.go
- SKAttributeValue.go
- SKAudioNode.go
- SKCameraNode.go
- SKConstraint.go
- SKCropNode.go
- SKEffectNode.go
- SKEmitterNode.go
- SKFieldNode.go
- SKKeyframeSequence.go
- SKLabelNode.go
- SKLightNode.go
- SKMutableTexture.go
- SKNode.go
- SKPhysicsBody.go
- SKPhysicsContact.go
- SKPhysicsJoint.go
- SKPhysicsJointFixed.go
- SKPhysicsJointLimit.go
- SKPhysicsJointPin.go
- SKPhysicsJointSliding.go
- SKPhysicsJointSpring.go
- SKPhysicsWorld.go
- SKRange.go
- SKReachConstraints.go
- SKReferenceNode.go
- SKRegion.go
- SKRenderer.go
- SKScene.go
- SKShader.go
- SKShapeNode.go
- SKSpriteNode.go
- SKTexture.go
- SKTextureAtlas.go
- SKTileDefinition.go
- SKTileGroup.go
- SKTileGroupRule.go
- SKTileMapNode.go
- SKTileSet.go
- SKTransformNode.go
- SKTransition.go
- SKUniform.go
- SKVideoNode.go
- SKView.go
- SKWarpGeometry.go
- SKWarpGeometryGrid.go
- doc.go
- spritekit_enums.go
- spritekit_protocols.go
- spritekit_runtime.go