[−][src]Struct gdnative::api::VisualShaderNodeGroupBase
core class VisualShaderNodeGroupBase
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
VisualShaderNodeGroupBase 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 VisualShaderNodeGroupBase
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pub fn new() -> Ref<VisualShaderNodeGroupBase, 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_input_port(&self, id: i64, _type: i64, name: impl Into<GodotString>)
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pub fn add_output_port(&self, id: i64, _type: i64, name: impl Into<GodotString>)
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pub fn clear_input_ports(&self)
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pub fn clear_output_ports(&self)
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pub fn get_free_input_port_id(&self) -> i64
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pub fn get_free_output_port_id(&self) -> i64
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pub fn get_input_port_count(&self) -> i64
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pub fn get_inputs(&self) -> GodotString
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pub fn get_output_port_count(&self) -> i64
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pub fn get_outputs(&self) -> GodotString
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pub fn size(&self) -> Vector2D<f32, UnknownUnit>
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pub fn has_input_port(&self, id: i64) -> bool
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pub fn has_output_port(&self, id: i64) -> bool
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pub fn is_valid_port_name(&self, name: impl Into<GodotString>) -> bool
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pub fn remove_input_port(&self, id: i64)
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pub fn remove_output_port(&self, id: i64)
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pub fn set_input_port_name(&self, id: i64, name: impl Into<GodotString>)
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pub fn set_input_port_type(&self, id: i64, _type: i64)
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pub fn set_inputs(&self, inputs: impl Into<GodotString>)
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pub fn set_output_port_name(&self, id: i64, name: impl Into<GodotString>)
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pub fn set_output_port_type(&self, id: i64, _type: i64)
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pub fn set_outputs(&self, outputs: impl Into<GodotString>)
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pub fn set_size(&self, size: Vector2D<f32, UnknownUnit>)
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Methods from Deref<Target = VisualShaderNode>
pub const PORT_TYPE_BOOLEAN: 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 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 fn default_input_values(&self) -> VariantArray<Shared>
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pub fn get_input_port_default_value(&self, port: i64) -> Variant
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pub fn output_port_for_preview(&self) -> i64
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pub fn set_default_input_values(&self, values: VariantArray<Shared>)
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pub fn set_input_port_default_value(
&self,
port: i64,
value: impl OwnedToVariant
)
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&self,
port: i64,
value: impl OwnedToVariant
)
pub fn set_output_port_for_preview(&self, port: i64)
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Trait Implementations
impl Debug for VisualShaderNodeGroupBase
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impl Deref for VisualShaderNodeGroupBase
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type Target = VisualShaderNode
The resulting type after dereferencing.
fn deref(&self) -> &VisualShaderNode
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impl DerefMut for VisualShaderNodeGroupBase
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fn deref_mut(&mut self) -> &mut VisualShaderNode
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impl GodotObject for VisualShaderNodeGroupBase
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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 VisualShaderNodeGroupBase
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fn construct() -> Ref<VisualShaderNodeGroupBase, Unique>
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impl SubClass<Object> for VisualShaderNodeGroupBase
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impl SubClass<Reference> for VisualShaderNodeGroupBase
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impl SubClass<Resource> for VisualShaderNodeGroupBase
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impl SubClass<VisualShaderNode> for VisualShaderNodeGroupBase
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impl SubClass<VisualShaderNodeGroupBase> for VisualShaderNodeGlobalExpression
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impl SubClass<VisualShaderNodeGroupBase> for VisualShaderNodeExpression
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Auto Trait Implementations
impl RefUnwindSafe for VisualShaderNodeGroupBase
impl !Send for VisualShaderNodeGroupBase
impl !Sync for VisualShaderNodeGroupBase
impl Unpin for VisualShaderNodeGroupBase
impl UnwindSafe for VisualShaderNodeGroupBase
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>,