[−][src]Struct gdnative::VisualShader
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
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Constants
pub const NODE_ID_OUTPUT: i64
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pub const TYPE_FRAGMENT: i64
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pub const TYPE_VERTEX: i64
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pub const NODE_ID_INVALID: i64
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pub const TYPE_LIGHT: i64
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pub const TYPE_MAX: i64
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impl VisualShader
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pub fn new() -> VisualShader
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pub fn new_ref(&self) -> VisualShader
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Creates a new reference to the same reference-counted object.
pub fn _input_type_changed(&mut self, arg0: i64, arg1: i64)
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pub fn _queue_update(&mut self)
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pub fn _update_shader(&self)
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pub fn add_node(
&mut self,
_type: i64,
node: Option<VisualShaderNode>,
position: Vector2D<f32, UnknownUnit>,
id: i64
)
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&mut self,
_type: i64,
node: Option<VisualShaderNode>,
position: Vector2D<f32, UnknownUnit>,
id: i64
)
pub fn can_connect_nodes(
&self,
_type: i64,
from_node: i64,
from_port: i64,
to_node: i64,
to_port: i64
) -> bool
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&self,
_type: i64,
from_node: i64,
from_port: i64,
to_node: i64,
to_port: i64
) -> bool
pub fn connect_nodes(
&mut self,
_type: i64,
from_node: i64,
from_port: i64,
to_node: i64,
to_port: i64
) -> Result<(), GodotError>
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&mut self,
_type: i64,
from_node: i64,
from_port: i64,
to_node: i64,
to_port: i64
) -> Result<(), GodotError>
pub fn connect_nodes_forced(
&mut self,
_type: i64,
from_node: i64,
from_port: i64,
to_node: i64,
to_port: i64
)
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&mut self,
_type: i64,
from_node: i64,
from_port: i64,
to_node: i64,
to_port: i64
)
pub fn disconnect_nodes(
&mut self,
_type: i64,
from_node: i64,
from_port: i64,
to_node: i64,
to_port: i64
)
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&mut self,
_type: i64,
from_node: i64,
from_port: i64,
to_node: i64,
to_port: i64
)
pub fn get_graph_offset(&self) -> Vector2D<f32, UnknownUnit>
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pub fn get_node(&self, _type: i64, id: i64) -> Option<VisualShaderNode>
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pub fn get_node_connections(&self, _type: i64) -> VariantArray
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pub fn get_node_list(&self, _type: i64) -> Int32Array
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pub fn get_node_position(
&self,
_type: i64,
id: i64
) -> Vector2D<f32, UnknownUnit>
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&self,
_type: i64,
id: i64
) -> Vector2D<f32, UnknownUnit>
pub fn get_valid_node_id(&self, _type: i64) -> i64
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pub fn is_node_connection(
&self,
_type: i64,
from_node: i64,
from_port: i64,
to_node: i64,
to_port: i64
) -> bool
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&self,
_type: i64,
from_node: i64,
from_port: i64,
to_node: i64,
to_port: i64
) -> bool
pub fn remove_node(&mut self, _type: i64, id: i64)
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pub fn set_graph_offset(&mut self, offset: Vector2D<f32, UnknownUnit>)
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pub fn set_mode(&mut self, mode: i64)
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pub fn set_node_position(
&mut self,
_type: i64,
id: i64,
position: Vector2D<f32, UnknownUnit>
)
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&mut self,
_type: i64,
id: i64,
position: Vector2D<f32, UnknownUnit>
)
pub fn to_shader(&self) -> Shader
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Up-cast.
pub fn to_resource(&self) -> Resource
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Up-cast.
pub fn to_reference(&self) -> Reference
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Up-cast.
pub fn to_object(&self) -> Object
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Up-cast.
pub fn cast<T>(&self) -> Option<T> where
T: GodotObject,
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T: GodotObject,
Generic dynamic cast.
Methods from Deref<Target = Shader>
pub const MODE_CANVAS_ITEM: i64
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pub const MODE_SPATIAL: i64
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pub const MODE_PARTICLES: i64
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pub fn new_ref(&self) -> Shader
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Creates a new reference to the same reference-counted object.
pub fn get_code(&self) -> GodotString
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pub fn get_default_texture_param(&self, param: GodotString) -> Option<Texture>
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pub fn get_mode(&self) -> ShaderMode
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pub fn has_param(&self, name: GodotString) -> bool
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pub fn set_code(&mut self, code: GodotString)
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pub fn set_default_texture_param(
&mut self,
param: GodotString,
texture: Option<Texture>
)
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&mut self,
param: GodotString,
texture: Option<Texture>
)
pub fn to_resource(&self) -> Resource
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Up-cast.
pub fn to_reference(&self) -> Reference
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Up-cast.
pub fn to_object(&self) -> Object
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Up-cast.
pub fn cast<T>(&self) -> Option<T> where
T: GodotObject,
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T: GodotObject,
Generic dynamic cast.
Trait Implementations
impl Clone for VisualShader
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fn clone(&self) -> VisualShader
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fn clone_from(&mut self, source: &Self)
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impl Debug for VisualShader
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impl Deref for VisualShader
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impl DerefMut for VisualShader
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impl Drop for VisualShader
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impl FromVariant for VisualShader
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fn from_variant(variant: &Variant) -> Result<VisualShader, FromVariantError>
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impl GodotObject for VisualShader
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fn class_name() -> &'static str
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unsafe fn from_sys(obj: *mut c_void) -> VisualShader
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unsafe fn from_return_position_sys(obj: *mut c_void) -> VisualShader
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unsafe fn to_sys(&self) -> *mut c_void
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impl Instanciable for VisualShader
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fn construct() -> VisualShader
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impl ToVariant for VisualShader
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fn to_variant(&self) -> Variant
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Auto Trait Implementations
impl RefUnwindSafe for VisualShader
impl !Send for VisualShader
impl !Sync for VisualShader
impl Unpin for VisualShader
impl UnwindSafe for VisualShader
Blanket Implementations
impl<T> Any for T where
T: 'static + ?Sized,
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T: 'static + ?Sized,
impl<T> Borrow<T> for T where
T: ?Sized,
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T: ?Sized,
impl<T> BorrowMut<T> for T where
T: ?Sized,
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T: ?Sized,
fn borrow_mut(&mut self) -> &mut T
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impl<T> Export for T where
T: GodotObject + ToVariant,
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T: GodotObject + ToVariant,
type Hint = ()
A type-specific hint type that is valid for the type being exported.
fn export_info(_hint: Option<<T as Export>::Hint>) -> ExportInfo
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impl<T> From<T> for T
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impl<T, U> Into<U> for T where
U: From<T>,
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U: From<T>,
impl<T> ToOwned for T where
T: Clone,
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T: Clone,
type Owned = T
The resulting type after obtaining ownership.
fn to_owned(&self) -> T
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fn clone_into(&self, target: &mut T)
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impl<T, U> TryFrom<U> for T where
U: Into<T>,
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U: Into<T>,
type Error = Infallible
The type returned in the event of a conversion error.
fn try_from(value: U) -> Result<T, <T as TryFrom<U>>::Error>
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impl<T, U> TryInto<U> for T where
U: TryFrom<T>,
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U: TryFrom<T>,