[][src]Struct gdnative_bindings::VisualShaderNodeCubeMapUniform

pub struct VisualShaderNodeCubeMapUniform { /* fields omitted */ }

core class VisualShaderNodeCubeMapUniform inherits VisualShaderNodeTextureUniform (reference counted).

Official documentation

See the documentation of this class in the Godot engine's official documentation.

Memory management

The lifetime of this object is automatically managed through reference counting.

Class hierarchy

VisualShaderNodeCubeMapUniform inherits methods from:

Safety

All types in the Godot API have "interior mutability" in Rust parlance. To enforce that the official thread-safety guidelines are followed, the typestate pattern is used in the Ref and TRef smart pointers, and the Instance API. The typestate Access in these types tracks whether the access is unique, shared, or exclusive to the current thread. For more information, see the type-level documentation on Ref.

Implementations

impl VisualShaderNodeCubeMapUniform[src]

pub fn new() -> Ref<Self, Unique>[src]

Creates a new instance of this object.

This is a reference-counted type. The returned object is automatically managed by Ref.

Methods from Deref<Target = VisualShaderNodeTextureUniform>

pub fn color_default(&self) -> ColorDefault[src]

Sets the default color if no texture is assigned to the uniform.

pub fn texture_type(&self) -> TextureType[src]

Defines the type of data provided by the source texture. See [enum TextureType] for options.

pub fn set_color_default(&self, _type: i64)[src]

Sets the default color if no texture is assigned to the uniform.

pub fn set_texture_type(&self, _type: i64)[src]

Defines the type of data provided by the source texture. See [enum TextureType] for options.

Trait Implementations

impl Debug for VisualShaderNodeCubeMapUniform[src]

impl Deref for VisualShaderNodeCubeMapUniform[src]

type Target = VisualShaderNodeTextureUniform

The resulting type after dereferencing.

impl DerefMut for VisualShaderNodeCubeMapUniform[src]

impl GodotObject for VisualShaderNodeCubeMapUniform[src]

type RefKind = RefCounted

The memory management kind of this type. This modifies the behavior of the Ref smart pointer. See its type-level documentation for more information. Read more

impl Instanciable for VisualShaderNodeCubeMapUniform[src]

impl Sealed for VisualShaderNodeCubeMapUniform[src]

impl SubClass<Object> for VisualShaderNodeCubeMapUniform[src]

impl SubClass<Reference> for VisualShaderNodeCubeMapUniform[src]

impl SubClass<Resource> for VisualShaderNodeCubeMapUniform[src]

impl SubClass<VisualShaderNode> for VisualShaderNodeCubeMapUniform[src]

impl SubClass<VisualShaderNodeTextureUniform> for VisualShaderNodeCubeMapUniform[src]

impl SubClass<VisualShaderNodeUniform> for VisualShaderNodeCubeMapUniform[src]

Auto Trait Implementations

Blanket Implementations

impl<T> Any for T where
    T: 'static + ?Sized
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impl<T> Borrow<T> for T where
    T: ?Sized
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impl<T> BorrowMut<T> for T where
    T: ?Sized
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impl<T> From<T> for T[src]

impl<T, U> Into<U> for T where
    U: From<T>, 
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impl<T> SubClass<T> for T where
    T: GodotObject
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impl<T, U> TryFrom<U> for T where
    U: Into<T>, 
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type Error = Infallible

The type returned in the event of a conversion error.

impl<T, U> TryInto<U> for T where
    U: TryFrom<T>, 
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type Error = <U as TryFrom<T>>::Error

The type returned in the event of a conversion error.