[][src]Struct gdnative::VisualShader

pub struct VisualShader { /* fields omitted */ }

core class VisualShader inherits Shader (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

VisualShader inherits methods from:

Methods

impl VisualShader[src]

Constants

impl VisualShader[src]

pub fn new() -> VisualShader[src]

pub fn new_ref(&self) -> VisualShader[src]

Creates a new reference to the same reference-counted object.

pub fn _input_type_changed(&mut self, arg0: i64, arg1: i64)[src]

pub fn _queue_update(&mut self)[src]

pub fn _update_shader(&self)[src]

pub fn add_node(
    &mut self,
    _type: i64,
    node: Option<VisualShaderNode>,
    position: Vector2D<f32, UnknownUnit>,
    id: i64
)
[src]

pub fn can_connect_nodes(
    &self,
    _type: i64,
    from_node: i64,
    from_port: i64,
    to_node: i64,
    to_port: i64
) -> bool
[src]

pub fn connect_nodes(
    &mut self,
    _type: i64,
    from_node: i64,
    from_port: i64,
    to_node: i64,
    to_port: i64
) -> Result<(), GodotError>
[src]

pub fn connect_nodes_forced(
    &mut self,
    _type: i64,
    from_node: i64,
    from_port: i64,
    to_node: i64,
    to_port: i64
)
[src]

pub fn disconnect_nodes(
    &mut self,
    _type: i64,
    from_node: i64,
    from_port: i64,
    to_node: i64,
    to_port: i64
)
[src]

pub fn get_graph_offset(&self) -> Vector2D<f32, UnknownUnit>[src]

pub fn get_node(&self, _type: i64, id: i64) -> Option<VisualShaderNode>[src]

pub fn get_node_connections(&self, _type: i64) -> VariantArray[src]

pub fn get_node_list(&self, _type: i64) -> Int32Array[src]

pub fn get_node_position(
    &self,
    _type: i64,
    id: i64
) -> Vector2D<f32, UnknownUnit>
[src]

pub fn get_valid_node_id(&self, _type: i64) -> i64[src]

pub fn is_node_connection(
    &self,
    _type: i64,
    from_node: i64,
    from_port: i64,
    to_node: i64,
    to_port: i64
) -> bool
[src]

pub fn remove_node(&mut self, _type: i64, id: i64)[src]

pub fn set_graph_offset(&mut self, offset: Vector2D<f32, UnknownUnit>)[src]

pub fn set_mode(&mut self, mode: i64)[src]

pub fn set_node_position(
    &mut self,
    _type: i64,
    id: i64,
    position: Vector2D<f32, UnknownUnit>
)
[src]

pub fn to_shader(&self) -> Shader[src]

Up-cast.

pub fn to_resource(&self) -> Resource[src]

Up-cast.

pub fn to_reference(&self) -> Reference[src]

Up-cast.

pub fn to_object(&self) -> Object[src]

Up-cast.

pub fn cast<T>(&self) -> Option<T> where
    T: GodotObject
[src]

Generic dynamic cast.

Methods from Deref<Target = Shader>

pub fn new_ref(&self) -> Shader[src]

Creates a new reference to the same reference-counted object.

pub fn get_code(&self) -> GodotString[src]

pub fn get_default_texture_param(&self, param: GodotString) -> Option<Texture>[src]

pub fn get_mode(&self) -> ShaderMode[src]

pub fn has_param(&self, name: GodotString) -> bool[src]

pub fn set_code(&mut self, code: GodotString)[src]

pub fn set_default_texture_param(
    &mut self,
    param: GodotString,
    texture: Option<Texture>
)
[src]

pub fn to_resource(&self) -> Resource[src]

Up-cast.

pub fn to_reference(&self) -> Reference[src]

Up-cast.

pub fn to_object(&self) -> Object[src]

Up-cast.

pub fn cast<T>(&self) -> Option<T> where
    T: GodotObject
[src]

Generic dynamic cast.

Trait Implementations

impl Clone for VisualShader[src]

impl Debug for VisualShader[src]

impl Deref for VisualShader[src]

type Target = Shader

The resulting type after dereferencing.

impl DerefMut for VisualShader[src]

impl Drop for VisualShader[src]

impl FromVariant for VisualShader[src]

impl GodotObject for VisualShader[src]

impl Instanciable for VisualShader[src]

impl ToVariant for VisualShader[src]

Auto Trait Implementations

Blanket Implementations

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

impl<T> Borrow<T> for T where
    T: ?Sized
[src]

impl<T> BorrowMut<T> for T where
    T: ?Sized
[src]

impl<T> Export for T where
    T: GodotObject + ToVariant
[src]

type Hint = ()

A type-specific hint type that is valid for the type being exported.

impl<T> From<T> for T[src]

impl<T, U> Into<U> for T where
    U: From<T>, 
[src]

impl<T> ToOwned for T where
    T: Clone
[src]

type Owned = T

The resulting type after obtaining ownership.

impl<T, U> TryFrom<U> for T where
    U: Into<T>, 
[src]

type Error = Infallible

The type returned in the event of a conversion error.

impl<T, U> TryInto<U> for T where
    U: TryFrom<T>, 
[src]

type Error = <U as TryFrom<T>>::Error

The type returned in the event of a conversion error.