[−][src]Struct gdnative::api::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:
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 VisualShader
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Constants
pub const NODE_ID_INVALID: i64
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pub const NODE_ID_OUTPUT: i64
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pub const TYPE_FRAGMENT: i64
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pub const TYPE_LIGHT: i64
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pub const TYPE_MAX: i64
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pub const TYPE_VERTEX: i64
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impl VisualShader
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pub fn new() -> Ref<VisualShader, 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 add_node(
&self,
_type: i64,
node: impl AsArg<VisualShaderNode>,
position: Vector2D<f32, UnknownUnit>,
id: i64
)
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&self,
_type: i64,
node: impl AsArg<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(
&self,
_type: i64,
from_node: i64,
from_port: i64,
to_node: i64,
to_port: i64
) -> Result<(), GodotError>
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&self,
_type: i64,
from_node: i64,
from_port: i64,
to_node: i64,
to_port: i64
) -> Result<(), GodotError>
pub fn connect_nodes_forced(
&self,
_type: i64,
from_node: i64,
from_port: i64,
to_node: i64,
to_port: i64
)
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&self,
_type: i64,
from_node: i64,
from_port: i64,
to_node: i64,
to_port: i64
)
pub fn disconnect_nodes(
&self,
_type: i64,
from_node: i64,
from_port: i64,
to_node: i64,
to_port: i64
)
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&self,
_type: i64,
from_node: i64,
from_port: i64,
to_node: i64,
to_port: i64
)
pub fn graph_offset(&self) -> Vector2D<f32, UnknownUnit>
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pub fn get_node(
&self,
_type: i64,
id: i64
) -> Option<Ref<VisualShaderNode, Shared>>
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&self,
_type: i64,
id: i64
) -> Option<Ref<VisualShaderNode, Shared>>
pub fn get_node_connections(&self, _type: i64) -> VariantArray<Shared>
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pub fn get_node_list(&self, _type: i64) -> TypedArray<i32>
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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(&self, _type: i64, id: i64)
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pub fn set_graph_offset(&self, offset: Vector2D<f32, UnknownUnit>)
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pub fn set_mode(&self, mode: i64)
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pub fn set_node_position(
&self,
_type: i64,
id: i64,
position: Vector2D<f32, UnknownUnit>
)
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&self,
_type: i64,
id: i64,
position: Vector2D<f32, UnknownUnit>
)
Methods from Deref<Target = Shader>
pub const MODE_CANVAS_ITEM: i64
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pub const MODE_PARTICLES: i64
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pub const MODE_SPATIAL: i64
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pub fn code(&self) -> GodotString
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pub fn custom_defines(&self) -> GodotString
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pub fn get_default_texture_param(
&self,
param: impl Into<GodotString>
) -> Option<Ref<Texture, Shared>>
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&self,
param: impl Into<GodotString>
) -> Option<Ref<Texture, Shared>>
pub fn get_mode(&self) -> Mode
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pub fn has_param(&self, name: impl Into<GodotString>) -> bool
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pub fn set_code(&self, code: impl Into<GodotString>)
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pub fn set_custom_defines(&self, custom_defines: impl Into<GodotString>)
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pub fn set_default_texture_param(
&self,
param: impl Into<GodotString>,
texture: impl AsArg<Texture>
)
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&self,
param: impl Into<GodotString>,
texture: impl AsArg<Texture>
)
Trait Implementations
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 GodotObject for VisualShader
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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 VisualShader
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fn construct() -> Ref<VisualShader, Unique>
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impl SubClass<Object> for VisualShader
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impl SubClass<Reference> for VisualShader
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impl SubClass<Resource> for VisualShader
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impl SubClass<Shader> for VisualShader
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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> 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>,