[−][src]Struct gdnative::api::VisualScriptPropertyGet
core class VisualScriptPropertyGet
inherits VisualScriptNode
(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
VisualScriptPropertyGet inherits methods from:
Safety
All types in the Godot API have "interior mutability" in Rust parlance.
To enforce that the official thread-safety guidelines are
followed, the typestate pattern is used in the Ref
and TRef
smart pointers,
and the Instance
API. The typestate Access
in these types tracks whether the
access is unique, shared, or exclusive to the current thread. For more information,
see the type-level documentation on Ref
.
Implementations
impl VisualScriptPropertyGet
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Constants
pub const CALL_MODE_INSTANCE: i64
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pub const CALL_MODE_NODE_PATH: i64
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pub const CALL_MODE_SELF: i64
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impl VisualScriptPropertyGet
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pub fn new() -> Ref<VisualScriptPropertyGet, Unique>
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Creates a new instance of this object.
This is a reference-counted type. The returned object is automatically managed
by Ref
.
pub fn base_path(&self) -> NodePath
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pub fn base_script(&self) -> GodotString
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pub fn base_type(&self) -> GodotString
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pub fn basic_type(&self) -> VariantType
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pub fn call_mode(&self) -> CallMode
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pub fn index(&self) -> GodotString
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pub fn property(&self) -> GodotString
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pub fn set_base_path(&self, base_path: impl Into<NodePath>)
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pub fn set_base_script(&self, base_script: impl Into<GodotString>)
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pub fn set_base_type(&self, base_type: impl Into<GodotString>)
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pub fn set_basic_type(&self, basic_type: i64)
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pub fn set_call_mode(&self, mode: i64)
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pub fn set_index(&self, index: impl Into<GodotString>)
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pub fn set_property(&self, property: impl Into<GodotString>)
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Methods from Deref<Target = VisualScriptNode>
pub fn get_default_input_value(&self, port_idx: i64) -> Variant
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pub fn get_visual_script(&self) -> Option<Ref<VisualScript, Shared>>
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pub fn ports_changed_notify(&self)
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pub fn set_default_input_value(&self, port_idx: i64, value: impl OwnedToVariant)
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Trait Implementations
impl Debug for VisualScriptPropertyGet
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impl Deref for VisualScriptPropertyGet
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type Target = VisualScriptNode
The resulting type after dereferencing.
fn deref(&self) -> &VisualScriptNode
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impl DerefMut for VisualScriptPropertyGet
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fn deref_mut(&mut self) -> &mut VisualScriptNode
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impl GodotObject for VisualScriptPropertyGet
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type RefKind = RefCounted
The memory management kind of this type. This modifies the behavior of the Ref
smart pointer. See its type-level documentation for more information. Read more
fn class_name() -> &'static str
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fn null() -> Null<Self>
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fn new() -> Ref<Self, Unique> where
Self: Instanciable,
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Self: Instanciable,
fn cast<T>(&self) -> Option<&T> where
T: GodotObject + SubClass<Self>,
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T: GodotObject + SubClass<Self>,
fn upcast<T>(&self) -> &T where
Self: SubClass<T>,
T: GodotObject,
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Self: SubClass<T>,
T: GodotObject,
unsafe fn assume_shared(&self) -> Ref<Self, Shared>
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unsafe fn assume_thread_local(&self) -> Ref<Self, ThreadLocal> where
Self: GodotObject<RefKind = RefCounted>,
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Self: GodotObject<RefKind = RefCounted>,
unsafe fn assume_unique(&self) -> Ref<Self, Unique>
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impl Instanciable for VisualScriptPropertyGet
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fn construct() -> Ref<VisualScriptPropertyGet, Unique>
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impl SubClass<Object> for VisualScriptPropertyGet
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impl SubClass<Reference> for VisualScriptPropertyGet
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impl SubClass<Resource> for VisualScriptPropertyGet
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impl SubClass<VisualScriptNode> for VisualScriptPropertyGet
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Auto Trait Implementations
impl RefUnwindSafe for VisualScriptPropertyGet
impl !Send for VisualScriptPropertyGet
impl !Sync for VisualScriptPropertyGet
impl Unpin for VisualScriptPropertyGet
impl UnwindSafe for VisualScriptPropertyGet
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> 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> SubClass<T> for T where
T: GodotObject,
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T: GodotObject,
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>,