[−][src]Struct gdnative::VisualShaderNodeIf
core class VisualShaderNodeIf
inherits VisualShaderNode
(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
VisualShaderNodeIf inherits methods from:
Methods
impl VisualShaderNodeIf
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pub fn new() -> VisualShaderNodeIf
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pub fn new_ref(&self) -> VisualShaderNodeIf
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Creates a new reference to the same reference-counted object.
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 = VisualShaderNode>
pub const PORT_TYPE_BOOLEAN: i64
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pub const PORT_TYPE_SCALAR: i64
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pub const PORT_TYPE_TRANSFORM: i64
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pub const PORT_TYPE_VECTOR: i64
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pub const PORT_TYPE_MAX: i64
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pub const PORT_TYPE_SAMPLER: i64
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pub fn new_ref(&self) -> VisualShaderNode
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Creates a new reference to the same reference-counted object.
pub fn get_default_input_values(&self) -> VariantArray
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pub fn get_input_port_default_value(&self, port: i64) -> Variant
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pub fn get_output_port_for_preview(&self) -> i64
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pub fn set_default_input_values(&mut self, values: VariantArray)
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pub fn set_input_port_default_value(&mut self, port: i64, value: Variant)
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pub fn set_output_port_for_preview(&mut self, port: i64)
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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 VisualShaderNodeIf
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fn clone(&self) -> VisualShaderNodeIf
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fn clone_from(&mut self, source: &Self)
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impl Debug for VisualShaderNodeIf
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impl Deref for VisualShaderNodeIf
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type Target = VisualShaderNode
The resulting type after dereferencing.
fn deref(&self) -> &VisualShaderNode
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impl DerefMut for VisualShaderNodeIf
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fn deref_mut(&mut self) -> &mut VisualShaderNode
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impl Drop for VisualShaderNodeIf
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impl FromVariant for VisualShaderNodeIf
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fn from_variant(
variant: &Variant
) -> Result<VisualShaderNodeIf, FromVariantError>
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variant: &Variant
) -> Result<VisualShaderNodeIf, FromVariantError>
impl GodotObject for VisualShaderNodeIf
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fn class_name() -> &'static str
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unsafe fn from_sys(obj: *mut c_void) -> VisualShaderNodeIf
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unsafe fn from_return_position_sys(obj: *mut c_void) -> VisualShaderNodeIf
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unsafe fn to_sys(&self) -> *mut c_void
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impl Instanciable for VisualShaderNodeIf
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fn construct() -> VisualShaderNodeIf
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impl ToVariant for VisualShaderNodeIf
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fn to_variant(&self) -> Variant
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Auto Trait Implementations
impl RefUnwindSafe for VisualShaderNodeIf
impl !Send for VisualShaderNodeIf
impl !Sync for VisualShaderNodeIf
impl Unpin for VisualShaderNodeIf
impl UnwindSafe for VisualShaderNodeIf
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>,