[][src]Struct gdnative::api::VisualShader

pub struct VisualShader { /* fields omitted */ }

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[src]

Constants

impl VisualShader[src]

pub fn new() -> Ref<VisualShader, Unique>[src]

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
)
[src]

pub fn can_connect_nodes(
    &self,
    _type: i64,
    from_node: i64,
    from_port: i64,
    to_node: i64,
    to_port: i64
) -> bool
[src]

pub fn connect_nodes(
    &self,
    _type: i64,
    from_node: i64,
    from_port: i64,
    to_node: i64,
    to_port: i64
) -> Result<(), GodotError>
[src]

pub fn connect_nodes_forced(
    &self,
    _type: i64,
    from_node: i64,
    from_port: i64,
    to_node: i64,
    to_port: i64
)
[src]

pub fn disconnect_nodes(
    &self,
    _type: i64,
    from_node: i64,
    from_port: i64,
    to_node: i64,
    to_port: i64
)
[src]

pub fn graph_offset(&self) -> Vector2D<f32, UnknownUnit>[src]

pub fn get_node(
    &self,
    _type: i64,
    id: i64
) -> Option<Ref<VisualShaderNode, Shared>>
[src]

pub fn get_node_connections(&self, _type: i64) -> VariantArray<Shared>[src]

pub fn get_node_list(&self, _type: i64) -> TypedArray<i32>[src]

pub fn get_node_position(
    &self,
    _type: i64,
    id: i64
) -> Vector2D<f32, UnknownUnit>
[src]

pub fn get_valid_node_id(&self, _type: i64) -> i64[src]

pub fn is_node_connection(
    &self,
    _type: i64,
    from_node: i64,
    from_port: i64,
    to_node: i64,
    to_port: i64
) -> bool
[src]

pub fn remove_node(&self, _type: i64, id: i64)[src]

pub fn set_graph_offset(&self, offset: Vector2D<f32, UnknownUnit>)[src]

pub fn set_mode(&self, mode: i64)[src]

pub fn set_node_position(
    &self,
    _type: i64,
    id: i64,
    position: Vector2D<f32, UnknownUnit>
)
[src]

Methods from Deref<Target = Shader>

pub fn code(&self) -> GodotString[src]

pub fn custom_defines(&self) -> GodotString[src]

pub fn get_default_texture_param(
    &self,
    param: impl Into<GodotString>
) -> Option<Ref<Texture, Shared>>
[src]

pub fn get_mode(&self) -> Mode[src]

pub fn has_param(&self, name: impl Into<GodotString>) -> bool[src]

pub fn set_code(&self, code: impl Into<GodotString>)[src]

pub fn set_custom_defines(&self, custom_defines: impl Into<GodotString>)[src]

pub fn set_default_texture_param(
    &self,
    param: impl Into<GodotString>,
    texture: impl AsArg<Texture>
)
[src]

Trait Implementations

impl Debug for VisualShader[src]

impl Deref for VisualShader[src]

type Target = Shader

The resulting type after dereferencing.

impl DerefMut for VisualShader[src]

impl GodotObject for VisualShader[src]

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

impl Instanciable for VisualShader[src]

impl SubClass<Object> for VisualShader[src]

impl SubClass<Reference> for VisualShader[src]

impl SubClass<Resource> for VisualShader[src]

impl SubClass<Shader> for VisualShader[src]

Auto Trait Implementations

Blanket Implementations

impl<T> Any for T where
    T: 'static + ?Sized
[src]

impl<T> Borrow<T> for T where
    T: ?Sized
[src]

impl<T> BorrowMut<T> for T where
    T: ?Sized
[src]

impl<T> From<T> for T[src]

impl<T, U> Into<U> for T where
    U: From<T>, 
[src]

impl<T> SubClass<T> for T where
    T: GodotObject
[src]

impl<T, U> TryFrom<U> for T where
    U: Into<T>, 
[src]

type Error = Infallible

The type returned in the event of a conversion error.

impl<T, U> TryInto<U> for T where
    U: TryFrom<T>, 
[src]

type Error = <U as TryFrom<T>>::Error

The type returned in the event of a conversion error.