Struct gdnative::VisualServer
[−]
[src]
pub struct VisualServer { /* fields omitted */ }
core singleton class VisualServer : Object
(manually managed)
Base class
VisualServer inherits Object and all of its methods.
Methods
impl VisualServer
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pub fn as_object(&self) -> Object
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Up-cast.
pub fn godot_singleton() -> Self
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pub fn force_sync(&mut self)
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pub fn force_draw(&mut self, swap_buffers: bool)
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pub fn texture_create(&mut self) -> Rid
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pub fn texture_create_from_image(
&mut self,
image: Option<Image>,
flags: i64
) -> Rid
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&mut self,
image: Option<Image>,
flags: i64
) -> Rid
pub fn texture_allocate(
&mut self,
texture: Rid,
width: i64,
height: i64,
format: i64,
flags: i64
)
[src]
&mut self,
texture: Rid,
width: i64,
height: i64,
format: i64,
flags: i64
)
pub fn texture_set_data(
&mut self,
texture: Rid,
image: Option<Image>,
cube_side: i64
)
[src]
&mut self,
texture: Rid,
image: Option<Image>,
cube_side: i64
)
pub fn texture_get_data(&self, texture: Rid, cube_side: i64) -> Option<Image>
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pub fn texture_set_flags(&mut self, texture: Rid, flags: i64)
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pub fn texture_get_flags(&self, texture: Rid) -> i64
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pub fn texture_get_texid(&self, texture: Rid) -> i64
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pub fn texture_get_width(&self, texture: Rid) -> i64
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pub fn texture_get_height(&self, texture: Rid) -> i64
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pub fn texture_set_size_override(
&mut self,
texture: Rid,
width: i64,
height: i64
)
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&mut self,
texture: Rid,
width: i64,
height: i64
)
pub fn texture_set_path(&mut self, texture: Rid, path: GodotString)
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pub fn texture_get_path(&self, texture: Rid) -> GodotString
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pub fn texture_set_shrink_all_x2_on_set_data(&mut self, shrink: bool)
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pub fn texture_debug_usage(&mut self) -> VariantArray
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pub fn textures_keep_original(&mut self, enable: bool)
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pub fn sky_create(&mut self) -> Rid
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pub fn sky_set_texture(&mut self, sky: Rid, cube_map: Rid, radiance_size: i64)
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pub fn shader_create(&mut self) -> Rid
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pub fn shader_set_code(&mut self, shader: Rid, code: GodotString)
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pub fn shader_get_code(&self, shader: Rid) -> GodotString
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pub fn shader_get_param_list(&self, shader: Rid) -> VariantArray
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pub fn shader_set_default_texture_param(
&mut self,
shader: Rid,
name: GodotString,
texture: Rid
)
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&mut self,
shader: Rid,
name: GodotString,
texture: Rid
)
pub fn shader_get_default_texture_param(
&self,
shader: Rid,
name: GodotString
) -> Rid
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&self,
shader: Rid,
name: GodotString
) -> Rid
pub fn material_create(&mut self) -> Rid
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pub fn material_set_shader(&mut self, shader_material: Rid, shader: Rid)
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pub fn material_get_shader(&self, shader_material: Rid) -> Rid
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pub fn material_set_param(
&mut self,
material: Rid,
parameter: GodotString,
value: Variant
)
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&mut self,
material: Rid,
parameter: GodotString,
value: Variant
)
pub fn material_get_param(
&self,
material: Rid,
parameter: GodotString
) -> Variant
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&self,
material: Rid,
parameter: GodotString
) -> Variant
pub fn material_set_render_priority(&mut self, material: Rid, priority: i64)
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pub fn material_set_line_width(&mut self, material: Rid, width: f64)
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pub fn material_set_next_pass(&mut self, material: Rid, next_material: Rid)
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pub fn mesh_create(&mut self) -> Rid
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pub fn mesh_add_surface_from_arrays(
&mut self,
mesh: Rid,
primtive: i64,
arrays: VariantArray,
blend_shapes: VariantArray,
compress_format: i64
)
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&mut self,
mesh: Rid,
primtive: i64,
arrays: VariantArray,
blend_shapes: VariantArray,
compress_format: i64
)
pub fn mesh_set_blend_shape_count(&mut self, mesh: Rid, amount: i64)
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pub fn mesh_get_blend_shape_count(&self, mesh: Rid) -> i64
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pub fn mesh_set_blend_shape_mode(&mut self, mesh: Rid, mode: i64)
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pub fn mesh_surface_set_material(
&mut self,
mesh: Rid,
surface: i64,
material: Rid
)
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&mut self,
mesh: Rid,
surface: i64,
material: Rid
)
pub fn mesh_surface_get_material(&self, mesh: Rid, surface: i64) -> Rid
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pub fn mesh_surface_get_array_len(&self, mesh: Rid, surface: i64) -> i64
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pub fn mesh_surface_get_array_index_len(&self, mesh: Rid, surface: i64) -> i64
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pub fn mesh_surface_get_array(&self, mesh: Rid, surface: i64) -> ByteArray
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pub fn mesh_surface_get_index_array(&self, mesh: Rid, surface: i64) -> ByteArray
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pub fn mesh_surface_get_arrays(&self, mesh: Rid, surface: i64) -> VariantArray
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pub fn mesh_surface_get_blend_shape_arrays(
&self,
mesh: Rid,
surface: i64
) -> VariantArray
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&self,
mesh: Rid,
surface: i64
) -> VariantArray
pub fn mesh_surface_get_format(&self, mesh: Rid, surface: i64) -> i64
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pub fn mesh_surface_get_aabb(&self, mesh: Rid, surface: i64) -> Aabb
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pub fn mesh_surface_get_skeleton_aabb(
&self,
mesh: Rid,
surface: i64
) -> VariantArray
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&self,
mesh: Rid,
surface: i64
) -> VariantArray
pub fn mesh_remove_surface(&mut self, mesh: Rid, index: i64)
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pub fn mesh_get_surface_count(&self, mesh: Rid) -> i64
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pub fn mesh_set_custom_aabb(&mut self, mesh: Rid, aabb: Aabb)
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pub fn mesh_get_custom_aabb(&self, mesh: Rid) -> Aabb
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pub fn mesh_clear(&mut self, mesh: Rid)
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pub fn viewport_create(&mut self) -> Rid
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pub fn viewport_set_use_arvr(&mut self, viewport: Rid, use_arvr: bool)
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pub fn viewport_set_size(&mut self, viewport: Rid, width: i64, height: i64)
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pub fn viewport_set_active(&mut self, viewport: Rid, active: bool)
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pub fn viewport_set_parent_viewport(
&mut self,
viewport: Rid,
parent_viewport: Rid
)
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&mut self,
viewport: Rid,
parent_viewport: Rid
)
pub fn viewport_attach_to_screen(
&mut self,
viewport: Rid,
rect: Rect2,
screen: i64
)
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&mut self,
viewport: Rid,
rect: Rect2,
screen: i64
)
pub fn viewport_detach(&mut self, viewport: Rid)
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pub fn viewport_set_update_mode(&mut self, viewport: Rid, update_mode: i64)
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pub fn viewport_set_vflip(&mut self, viewport: Rid, enabled: bool)
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pub fn viewport_set_clear_mode(&mut self, viewport: Rid, clear_mode: i64)
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pub fn viewport_get_texture(&self, viewport: Rid) -> Rid
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pub fn viewport_set_hide_scenario(&mut self, viewport: Rid, hidden: bool)
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pub fn viewport_set_hide_canvas(&mut self, viewport: Rid, hidden: bool)
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pub fn viewport_set_disable_environment(
&mut self,
viewport: Rid,
disabled: bool
)
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&mut self,
viewport: Rid,
disabled: bool
)
pub fn viewport_set_disable_3d(&mut self, viewport: Rid, disabled: bool)
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pub fn viewport_attach_camera(&mut self, viewport: Rid, camera: Rid)
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pub fn viewport_set_scenario(&mut self, viewport: Rid, scenario: Rid)
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pub fn viewport_attach_canvas(&mut self, viewport: Rid, canvas: Rid)
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pub fn viewport_remove_canvas(&mut self, viewport: Rid, canvas: Rid)
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pub fn viewport_set_canvas_transform(
&mut self,
viewport: Rid,
canvas: Rid,
offset: Transform2D
)
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&mut self,
viewport: Rid,
canvas: Rid,
offset: Transform2D
)
pub fn viewport_set_transparent_background(
&mut self,
viewport: Rid,
enabled: bool
)
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&mut self,
viewport: Rid,
enabled: bool
)
pub fn viewport_set_global_canvas_transform(
&mut self,
viewport: Rid,
transform: Transform2D
)
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&mut self,
viewport: Rid,
transform: Transform2D
)
pub fn viewport_set_canvas_layer(
&mut self,
viewport: Rid,
canvas: Rid,
layer: i64
)
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&mut self,
viewport: Rid,
canvas: Rid,
layer: i64
)
pub fn viewport_set_shadow_atlas_size(&mut self, viewport: Rid, size: i64)
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pub fn viewport_set_shadow_atlas_quadrant_subdivision(
&mut self,
viewport: Rid,
quadrant: i64,
subdivision: i64
)
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&mut self,
viewport: Rid,
quadrant: i64,
subdivision: i64
)
pub fn viewport_set_msaa(&mut self, viewport: Rid, msaa: i64)
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pub fn viewport_set_hdr(&mut self, viewport: Rid, enabled: bool)
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pub fn viewport_set_usage(&mut self, viewport: Rid, usage: i64)
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pub fn viewport_get_render_info(&mut self, viewport: Rid, info: i64) -> i64
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pub fn viewport_set_debug_draw(&mut self, viewport: Rid, draw: i64)
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pub fn canvas_create(&mut self) -> Rid
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pub fn canvas_set_item_mirroring(
&mut self,
canvas: Rid,
item: Rid,
mirroring: Vector2
)
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&mut self,
canvas: Rid,
item: Rid,
mirroring: Vector2
)
pub fn canvas_set_modulate(&mut self, canvas: Rid, color: Color)
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pub fn canvas_item_create(&mut self) -> Rid
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pub fn canvas_item_set_parent(&mut self, item: Rid, parent: Rid)
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pub fn canvas_item_set_visible(&mut self, item: Rid, visible: bool)
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pub fn canvas_item_set_light_mask(&mut self, item: Rid, mask: i64)
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pub fn canvas_item_set_transform(&mut self, item: Rid, transform: Transform2D)
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pub fn canvas_item_set_clip(&mut self, item: Rid, clip: bool)
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pub fn canvas_item_set_distance_field_mode(&mut self, item: Rid, enabled: bool)
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pub fn canvas_item_set_custom_rect(
&mut self,
item: Rid,
use_custom_rect: bool,
rect: Rect2
)
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&mut self,
item: Rid,
use_custom_rect: bool,
rect: Rect2
)
pub fn canvas_item_set_modulate(&mut self, item: Rid, color: Color)
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pub fn canvas_item_set_self_modulate(&mut self, item: Rid, color: Color)
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pub fn canvas_item_set_draw_behind_parent(&mut self, item: Rid, enabled: bool)
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pub fn canvas_item_add_line(
&mut self,
item: Rid,
from: Vector2,
to: Vector2,
color: Color,
width: f64,
antialiased: bool
)
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&mut self,
item: Rid,
from: Vector2,
to: Vector2,
color: Color,
width: f64,
antialiased: bool
)
pub fn canvas_item_add_polyline(
&mut self,
item: Rid,
points: Vector2Array,
colors: ColorArray,
width: f64,
antialiased: bool
)
[src]
&mut self,
item: Rid,
points: Vector2Array,
colors: ColorArray,
width: f64,
antialiased: bool
)
pub fn canvas_item_add_rect(&mut self, item: Rid, rect: Rect2, color: Color)
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pub fn canvas_item_add_circle(
&mut self,
item: Rid,
pos: Vector2,
radius: f64,
color: Color
)
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&mut self,
item: Rid,
pos: Vector2,
radius: f64,
color: Color
)
pub fn canvas_item_add_texture_rect(
&mut self,
item: Rid,
rect: Rect2,
texture: Rid,
tile: bool,
modulate: Color,
transpose: bool,
normal_map: Rid
)
[src]
&mut self,
item: Rid,
rect: Rect2,
texture: Rid,
tile: bool,
modulate: Color,
transpose: bool,
normal_map: Rid
)
pub fn canvas_item_add_texture_rect_region(
&mut self,
item: Rid,
rect: Rect2,
texture: Rid,
src_rect: Rect2,
modulate: Color,
transpose: bool,
normal_map: Rid,
clip_uv: bool
)
[src]
&mut self,
item: Rid,
rect: Rect2,
texture: Rid,
src_rect: Rect2,
modulate: Color,
transpose: bool,
normal_map: Rid,
clip_uv: bool
)
pub fn canvas_item_add_nine_patch(
&mut self,
item: Rid,
rect: Rect2,
source: Rect2,
texture: Rid,
topleft: Vector2,
bottomright: Vector2,
x_axis_mode: i64,
y_axis_mode: i64,
draw_center: bool,
modulate: Color,
normal_map: Rid
)
[src]
&mut self,
item: Rid,
rect: Rect2,
source: Rect2,
texture: Rid,
topleft: Vector2,
bottomright: Vector2,
x_axis_mode: i64,
y_axis_mode: i64,
draw_center: bool,
modulate: Color,
normal_map: Rid
)
pub fn canvas_item_add_primitive(
&mut self,
item: Rid,
points: Vector2Array,
colors: ColorArray,
uvs: Vector2Array,
texture: Rid,
width: f64,
normal_map: Rid
)
[src]
&mut self,
item: Rid,
points: Vector2Array,
colors: ColorArray,
uvs: Vector2Array,
texture: Rid,
width: f64,
normal_map: Rid
)
pub fn canvas_item_add_polygon(
&mut self,
item: Rid,
points: Vector2Array,
colors: ColorArray,
uvs: Vector2Array,
texture: Rid,
normal_map: Rid,
antialiased: bool
)
[src]
&mut self,
item: Rid,
points: Vector2Array,
colors: ColorArray,
uvs: Vector2Array,
texture: Rid,
normal_map: Rid,
antialiased: bool
)
pub fn canvas_item_add_triangle_array(
&mut self,
item: Rid,
indices: Int32Array,
points: Vector2Array,
colors: ColorArray,
uvs: Vector2Array,
texture: Rid,
count: i64,
normal_map: Rid
)
[src]
&mut self,
item: Rid,
indices: Int32Array,
points: Vector2Array,
colors: ColorArray,
uvs: Vector2Array,
texture: Rid,
count: i64,
normal_map: Rid
)
pub fn canvas_item_add_mesh(&mut self, item: Rid, mesh: Rid, skeleton: Rid)
[src]
pub fn canvas_item_add_multimesh(&mut self, item: Rid, mesh: Rid, skeleton: Rid)
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pub fn canvas_item_add_particles(
&mut self,
item: Rid,
particles: Rid,
texture: Rid,
normal_map: Rid,
h_frames: i64,
v_frames: i64
)
[src]
&mut self,
item: Rid,
particles: Rid,
texture: Rid,
normal_map: Rid,
h_frames: i64,
v_frames: i64
)
pub fn canvas_item_add_set_transform(
&mut self,
item: Rid,
transform: Transform2D
)
[src]
&mut self,
item: Rid,
transform: Transform2D
)
pub fn canvas_item_add_clip_ignore(&mut self, item: Rid, ignore: bool)
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pub fn canvas_item_set_sort_children_by_y(&mut self, item: Rid, enabled: bool)
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pub fn canvas_item_set_z_index(&mut self, item: Rid, z_index: i64)
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pub fn canvas_item_set_z_as_relative_to_parent(
&mut self,
item: Rid,
enabled: bool
)
[src]
&mut self,
item: Rid,
enabled: bool
)
pub fn canvas_item_set_copy_to_backbuffer(
&mut self,
item: Rid,
enabled: bool,
rect: Rect2
)
[src]
&mut self,
item: Rid,
enabled: bool,
rect: Rect2
)
pub fn canvas_item_clear(&mut self, item: Rid)
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pub fn canvas_item_set_draw_index(&mut self, item: Rid, index: i64)
[src]
pub fn canvas_item_set_material(&mut self, item: Rid, material: Rid)
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pub fn canvas_item_set_use_parent_material(&mut self, item: Rid, enabled: bool)
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pub fn canvas_light_create(&mut self) -> Rid
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pub fn canvas_light_attach_to_canvas(&mut self, light: Rid, canvas: Rid)
[src]
pub fn canvas_light_set_enabled(&mut self, light: Rid, enabled: bool)
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pub fn canvas_light_set_scale(&mut self, light: Rid, scale: f64)
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pub fn canvas_light_set_transform(&mut self, light: Rid, transform: Transform2D)
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pub fn canvas_light_set_texture(&mut self, light: Rid, texture: Rid)
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pub fn canvas_light_set_texture_offset(&mut self, light: Rid, offset: Vector2)
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pub fn canvas_light_set_color(&mut self, light: Rid, color: Color)
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pub fn canvas_light_set_height(&mut self, light: Rid, height: f64)
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pub fn canvas_light_set_energy(&mut self, light: Rid, energy: f64)
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pub fn canvas_light_set_z_range(&mut self, light: Rid, min_z: i64, max_z: i64)
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pub fn canvas_light_set_layer_range(
&mut self,
light: Rid,
min_layer: i64,
max_layer: i64
)
[src]
&mut self,
light: Rid,
min_layer: i64,
max_layer: i64
)
pub fn canvas_light_set_item_cull_mask(&mut self, light: Rid, mask: i64)
[src]
pub fn canvas_light_set_item_shadow_cull_mask(&mut self, light: Rid, mask: i64)
[src]
pub fn canvas_light_set_mode(&mut self, light: Rid, mode: i64)
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pub fn canvas_light_set_shadow_enabled(&mut self, light: Rid, enabled: bool)
[src]
pub fn canvas_light_set_shadow_buffer_size(&mut self, light: Rid, size: i64)
[src]
pub fn canvas_light_set_shadow_gradient_length(
&mut self,
light: Rid,
length: f64
)
[src]
&mut self,
light: Rid,
length: f64
)
pub fn canvas_light_set_shadow_filter(&mut self, light: Rid, filter: i64)
[src]
pub fn canvas_light_set_shadow_color(&mut self, light: Rid, color: Color)
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pub fn canvas_light_set_shadow_smooth(&mut self, light: Rid, smooth: f64)
[src]
pub fn canvas_light_occluder_create(&mut self) -> Rid
[src]
pub fn canvas_light_occluder_attach_to_canvas(
&mut self,
occluder: Rid,
canvas: Rid
)
[src]
&mut self,
occluder: Rid,
canvas: Rid
)
pub fn canvas_light_occluder_set_enabled(
&mut self,
occluder: Rid,
enabled: bool
)
[src]
&mut self,
occluder: Rid,
enabled: bool
)
pub fn canvas_light_occluder_set_polygon(&mut self, occluder: Rid, polygon: Rid)
[src]
pub fn canvas_light_occluder_set_transform(
&mut self,
occluder: Rid,
transform: Transform2D
)
[src]
&mut self,
occluder: Rid,
transform: Transform2D
)
pub fn canvas_light_occluder_set_light_mask(&mut self, occluder: Rid, mask: i64)
[src]
pub fn canvas_occluder_polygon_create(&mut self) -> Rid
[src]
pub fn canvas_occluder_polygon_set_shape(
&mut self,
occluder_polygon: Rid,
shape: Vector2Array,
closed: bool
)
[src]
&mut self,
occluder_polygon: Rid,
shape: Vector2Array,
closed: bool
)
pub fn canvas_occluder_polygon_set_shape_as_lines(
&mut self,
occluder_polygon: Rid,
shape: Vector2Array
)
[src]
&mut self,
occluder_polygon: Rid,
shape: Vector2Array
)
pub fn canvas_occluder_polygon_set_cull_mode(
&mut self,
occluder_polygon: Rid,
mode: i64
)
[src]
&mut self,
occluder_polygon: Rid,
mode: i64
)
pub fn black_bars_set_margins(
&mut self,
left: i64,
top: i64,
right: i64,
bottom: i64
)
[src]
&mut self,
left: i64,
top: i64,
right: i64,
bottom: i64
)
pub fn black_bars_set_images(
&mut self,
left: Rid,
top: Rid,
right: Rid,
bottom: Rid
)
[src]
&mut self,
left: Rid,
top: Rid,
right: Rid,
bottom: Rid
)
pub fn free_rid(&mut self, rid: Rid)
[src]
pub fn request_frame_drawn_callback(
&mut self,
_where: Option<Object>,
method: GodotString,
userdata: Variant
)
[src]
&mut self,
_where: Option<Object>,
method: GodotString,
userdata: Variant
)
pub fn draw(&mut self, swap_buffers: bool)
[src]
pub fn sync(&mut self)
[src]
pub fn has_changed(&self) -> bool
[src]
pub fn init(&mut self)
[src]
pub fn finish(&mut self)
[src]
pub fn get_render_info(&mut self, info: i64) -> i64
[src]
pub fn get_test_cube(&mut self) -> Rid
[src]
pub fn get_test_texture(&mut self) -> Rid
[src]
pub fn get_white_texture(&mut self) -> Rid
[src]
pub fn make_sphere_mesh(
&mut self,
latitudes: i64,
longitudes: i64,
radius: f64
) -> Rid
[src]
&mut self,
latitudes: i64,
longitudes: i64,
radius: f64
) -> Rid
pub fn set_boot_image(
&mut self,
image: Option<Image>,
color: Color,
scale: bool
)
[src]
&mut self,
image: Option<Image>,
color: Color,
scale: bool
)
pub fn set_default_clear_color(&mut self, color: Color)
[src]
pub fn has_feature(&self, feature: i64) -> bool
[src]
pub fn has_os_feature(&self, feature: GodotString) -> bool
[src]
pub fn set_debug_generate_wireframes(&mut self, generate: bool)
[src]
pub fn cast<T: GodotObject>(&self) -> Option<T>
[src]
Methods from Deref<Target = Object>
pub fn _notification(&mut self, what: i64)
[src]
pub fn _set(&mut self, property: GodotString, value: Variant) -> bool
[src]
pub fn _get(&mut self, property: GodotString)
[src]
pub fn _get_property_list(&mut self) -> VariantArray
[src]
pub fn _init(&mut self)
[src]
pub fn get_class(&self) -> GodotString
[src]
pub fn is_class(&self, _type: GodotString) -> bool
[src]
pub fn set(&mut self, property: GodotString, value: Variant)
[src]
pub fn get(&self, property: GodotString) -> Variant
[src]
pub fn set_indexed(&mut self, property: NodePath, value: Variant)
[src]
pub fn get_indexed(&self, property: NodePath) -> Variant
[src]
pub fn get_property_list(&self) -> VariantArray
[src]
pub fn get_method_list(&self) -> VariantArray
[src]
pub fn notification(&mut self, what: i64, reversed: bool)
[src]
pub fn get_instance_id(&self) -> i64
[src]
pub fn set_script(&mut self, script: Option<Reference>)
[src]
pub fn get_script(&self) -> Option<Reference>
[src]
pub fn set_meta(&mut self, name: GodotString, value: Variant)
[src]
pub fn get_meta(&self, name: GodotString) -> Variant
[src]
pub fn has_meta(&self, name: GodotString) -> bool
[src]
pub fn get_meta_list(&self) -> StringArray
[src]
pub fn add_user_signal(&mut self, signal: GodotString, arguments: VariantArray)
[src]
pub fn has_user_signal(&self, signal: GodotString) -> bool
[src]
pub fn emit_signal(
&mut self,
signal: GodotString,
varargs: &[Variant]
) -> Variant
[src]
&mut self,
signal: GodotString,
varargs: &[Variant]
) -> Variant
pub fn call(&mut self, method: GodotString, varargs: &[Variant]) -> Variant
[src]
pub fn call_deferred(
&mut self,
method: GodotString,
varargs: &[Variant]
) -> Variant
[src]
&mut self,
method: GodotString,
varargs: &[Variant]
) -> Variant
pub fn callv(&mut self, method: GodotString, arg_array: VariantArray) -> Variant
[src]
pub fn has_method(&self, method: GodotString) -> bool
[src]
pub fn get_signal_list(&self) -> VariantArray
[src]
pub fn get_signal_connection_list(&self, signal: GodotString) -> VariantArray
[src]
pub fn get_incoming_connections(&self) -> VariantArray
[src]
pub fn connect(
&mut self,
signal: GodotString,
target: Option<Object>,
method: GodotString,
binds: VariantArray,
flags: i64
) -> GodotResult
[src]
&mut self,
signal: GodotString,
target: Option<Object>,
method: GodotString,
binds: VariantArray,
flags: i64
) -> GodotResult
pub fn disconnect(
&mut self,
signal: GodotString,
target: Option<Object>,
method: GodotString
)
[src]
&mut self,
signal: GodotString,
target: Option<Object>,
method: GodotString
)
pub fn is_connected(
&self,
signal: GodotString,
target: Option<Object>,
method: GodotString
) -> bool
[src]
&self,
signal: GodotString,
target: Option<Object>,
method: GodotString
) -> bool
pub fn set_block_signals(&mut self, enable: bool)
[src]
pub fn is_blocking_signals(&self) -> bool
[src]
pub fn property_list_changed_notify(&mut self)
[src]
pub fn set_message_translation(&mut self, enable: bool)
[src]
pub fn can_translate_messages(&self) -> bool
[src]
pub fn tr(&self, message: GodotString) -> GodotString
[src]
pub fn is_queued_for_deletion(&self) -> bool
[src]
pub fn cast<T: GodotObject>(&self) -> Option<T>
[src]
Trait Implementations
impl GodotObject for VisualServer
[src]
fn class_name() -> &'static str
[src]
unsafe fn from_sys(obj: *mut godot_object) -> Self
[src]
unsafe fn to_sys(&self) -> *mut godot_object
[src]
impl Deref for VisualServer
[src]
type Target = Object
The resulting type after dereferencing.
fn deref(&self) -> &Self::Target
[src]
Dereferences the value.