Struct gdnative::VisualScript
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pub struct VisualScript { /* fields omitted */ }
Methods
impl VisualScript
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pub fn _node_ports_changed(&self, arg0: i64)
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pub fn add_function(&self, name: GodotString)
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pub fn has_function(&self, name: GodotString) -> bool
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pub fn remove_function(&self, name: GodotString)
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pub fn rename_function(&self, name: GodotString, new_name: GodotString)
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pub fn set_function_scroll(&self, name: GodotString, ofs: Vector2)
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pub fn get_function_scroll(&self, name: GodotString) -> Vector2
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pub fn add_node(
&self,
func: GodotString,
id: i64,
node: Option<GodotRef<VisualScriptNode>>,
position: Vector2
)
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&self,
func: GodotString,
id: i64,
node: Option<GodotRef<VisualScriptNode>>,
position: Vector2
)
pub fn remove_node(&self, func: GodotString, id: i64)
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pub fn get_function_node_id(&self, name: GodotString) -> i64
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pub fn get_node(
&self,
func: GodotString,
id: i64
) -> Option<GodotRef<VisualScriptNode>>
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&self,
func: GodotString,
id: i64
) -> Option<GodotRef<VisualScriptNode>>
pub fn has_node(&self, func: GodotString, id: i64) -> bool
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pub fn set_node_position(&self, func: GodotString, id: i64, position: Vector2)
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pub fn get_node_position(&self, func: GodotString, id: i64) -> Vector2
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pub fn sequence_connect(
&self,
func: GodotString,
from_node: i64,
from_output: i64,
to_node: i64
)
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&self,
func: GodotString,
from_node: i64,
from_output: i64,
to_node: i64
)
pub fn sequence_disconnect(
&self,
func: GodotString,
from_node: i64,
from_output: i64,
to_node: i64
)
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&self,
func: GodotString,
from_node: i64,
from_output: i64,
to_node: i64
)
pub fn has_sequence_connection(
&self,
func: GodotString,
from_node: i64,
from_output: i64,
to_node: i64
) -> bool
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&self,
func: GodotString,
from_node: i64,
from_output: i64,
to_node: i64
) -> bool
pub fn data_connect(
&self,
func: GodotString,
from_node: i64,
from_port: i64,
to_node: i64,
to_port: i64
)
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&self,
func: GodotString,
from_node: i64,
from_port: i64,
to_node: i64,
to_port: i64
)
pub fn data_disconnect(
&self,
func: GodotString,
from_node: i64,
from_port: i64,
to_node: i64,
to_port: i64
)
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&self,
func: GodotString,
from_node: i64,
from_port: i64,
to_node: i64,
to_port: i64
)
pub fn has_data_connection(
&self,
func: GodotString,
from_node: i64,
from_port: i64,
to_node: i64,
to_port: i64
) -> bool
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&self,
func: GodotString,
from_node: i64,
from_port: i64,
to_node: i64,
to_port: i64
) -> bool
pub fn add_variable(
&self,
name: GodotString,
default_value: Variant,
export: bool
)
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&self,
name: GodotString,
default_value: Variant,
export: bool
)
pub fn has_variable(&self, name: GodotString) -> bool
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pub fn remove_variable(&self, name: GodotString)
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pub fn set_variable_default_value(&self, name: GodotString, value: Variant)
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pub fn get_variable_default_value(&self, name: GodotString) -> Variant
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pub fn set_variable_info(&self, name: GodotString, value: Dictionary)
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pub fn get_variable_info(&self, name: GodotString) -> Dictionary
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pub fn set_variable_export(&self, name: GodotString, enable: bool)
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pub fn get_variable_export(&self, name: GodotString) -> bool
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pub fn rename_variable(&self, name: GodotString, new_name: GodotString)
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pub fn add_custom_signal(&self, name: GodotString)
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pub fn has_custom_signal(&self, name: GodotString) -> bool
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pub fn custom_signal_add_argument(
&self,
name: GodotString,
_type: i64,
argname: GodotString,
index: i64
)
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&self,
name: GodotString,
_type: i64,
argname: GodotString,
index: i64
)
pub fn custom_signal_set_argument_type(
&self,
name: GodotString,
argidx: i64,
_type: i64
)
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&self,
name: GodotString,
argidx: i64,
_type: i64
)
pub fn custom_signal_get_argument_type(
&self,
name: GodotString,
argidx: i64
) -> VariantType
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&self,
name: GodotString,
argidx: i64
) -> VariantType
pub fn custom_signal_set_argument_name(
&self,
name: GodotString,
argidx: i64,
argname: GodotString
)
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&self,
name: GodotString,
argidx: i64,
argname: GodotString
)
pub fn custom_signal_get_argument_name(
&self,
name: GodotString,
argidx: i64
) -> GodotString
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&self,
name: GodotString,
argidx: i64
) -> GodotString
pub fn custom_signal_remove_argument(&self, name: GodotString, argidx: i64)
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pub fn custom_signal_get_argument_count(&self, name: GodotString) -> i64
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pub fn custom_signal_swap_argument(
&self,
name: GodotString,
argidx: i64,
withidx: i64
)
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&self,
name: GodotString,
argidx: i64,
withidx: i64
)
pub fn remove_custom_signal(&self, name: GodotString)
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pub fn rename_custom_signal(&self, name: GodotString, new_name: GodotString)
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pub fn set_instance_base_type(&self, _type: GodotString)
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pub fn _set_data(&self, data: Dictionary)
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pub fn _get_data(&self) -> Dictionary
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Methods from Deref<Target = Script>
pub fn can_instance(&self) -> bool
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pub fn instance_has(&self, base_object: Option<GodotRef<Object>>) -> bool
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pub fn has_source_code(&self) -> bool
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pub fn get_source_code(&self) -> GodotString
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pub fn set_source_code(&self, source: GodotString)
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pub fn reload(&self, keep_state: bool) -> GodotResult
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pub fn get_base_script(&self) -> Option<GodotRef<Script>>
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pub fn get_instance_base_type(&self) -> GodotString
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pub fn has_script_signal(&self, signal_name: GodotString) -> bool
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pub fn is_tool(&self) -> bool
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Trait Implementations
impl GodotClass for VisualScript
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type ClassData = VisualScript
type Reference = VisualScript
fn godot_name() -> &'static str
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unsafe fn register_class(_desc: *mut c_void)
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fn godot_info(&self) -> &GodotClassInfo
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unsafe fn reference(
_this: *mut godot_object,
data: &Self::ClassData
) -> &Self::Reference
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_this: *mut godot_object,
data: &Self::ClassData
) -> &Self::Reference