[−][src]Struct gdnative::VisualShaderNodeBooleanUniform
core class VisualShaderNodeBooleanUniform
inherits VisualShaderNodeUniform
(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
VisualShaderNodeBooleanUniform inherits methods from:
Methods
impl VisualShaderNodeBooleanUniform
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pub fn new() -> VisualShaderNodeBooleanUniform
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pub fn new_ref(&self) -> VisualShaderNodeBooleanUniform
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Creates a new reference to the same reference-counted object.
pub fn to_visual_shader_node_uniform(&self) -> VisualShaderNodeUniform
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Up-cast.
pub fn to_visual_shader_node(&self) -> VisualShaderNode
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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 = VisualShaderNodeUniform>
pub fn new_ref(&self) -> VisualShaderNodeUniform
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Creates a new reference to the same reference-counted object.
pub fn get_uniform_name(&self) -> GodotString
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pub fn set_uniform_name(&mut self, name: GodotString)
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pub fn to_visual_shader_node(&self) -> VisualShaderNode
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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.
Trait Implementations
impl Clone for VisualShaderNodeBooleanUniform
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fn clone(&self) -> VisualShaderNodeBooleanUniform
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fn clone_from(&mut self, source: &Self)
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impl Debug for VisualShaderNodeBooleanUniform
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impl Deref for VisualShaderNodeBooleanUniform
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type Target = VisualShaderNodeUniform
The resulting type after dereferencing.
fn deref(&self) -> &VisualShaderNodeUniform
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impl DerefMut for VisualShaderNodeBooleanUniform
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fn deref_mut(&mut self) -> &mut VisualShaderNodeUniform
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impl Drop for VisualShaderNodeBooleanUniform
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impl FromVariant for VisualShaderNodeBooleanUniform
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fn from_variant(
variant: &Variant
) -> Result<VisualShaderNodeBooleanUniform, FromVariantError>
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variant: &Variant
) -> Result<VisualShaderNodeBooleanUniform, FromVariantError>
impl GodotObject for VisualShaderNodeBooleanUniform
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fn class_name() -> &'static str
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unsafe fn from_sys(obj: *mut c_void) -> VisualShaderNodeBooleanUniform
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unsafe fn from_return_position_sys(
obj: *mut c_void
) -> VisualShaderNodeBooleanUniform
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obj: *mut c_void
) -> VisualShaderNodeBooleanUniform
unsafe fn to_sys(&self) -> *mut c_void
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impl Instanciable for VisualShaderNodeBooleanUniform
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impl ToVariant for VisualShaderNodeBooleanUniform
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fn to_variant(&self) -> Variant
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Auto Trait Implementations
impl RefUnwindSafe for VisualShaderNodeBooleanUniform
impl !Send for VisualShaderNodeBooleanUniform
impl !Sync for VisualShaderNodeBooleanUniform
impl Unpin for VisualShaderNodeBooleanUniform
impl UnwindSafe for VisualShaderNodeBooleanUniform
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>,