[][src]Struct gdnative::prelude::Shader

pub struct Shader { /* fields omitted */ }

core class Shader inherits Resource (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

Shader 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 Shader[src]

Constants

impl Shader[src]

pub fn new() -> Ref<Shader, 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 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]

Methods from Deref<Target = Resource>

pub fn duplicate(&self, subresources: bool) -> Option<Ref<Resource, Shared>>[src]

pub fn get_local_scene(&self) -> Option<Ref<Node, Shared>>[src]

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

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

pub fn get_rid(&self) -> Rid[src]

pub fn is_local_to_scene(&self) -> bool[src]

pub fn set_local_to_scene(&self, enable: bool)[src]

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

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

pub fn setup_local_to_scene(&self)[src]

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

Trait Implementations

impl Debug for Shader[src]

impl Deref for Shader[src]

type Target = Resource

The resulting type after dereferencing.

impl DerefMut for Shader[src]

impl GodotObject for Shader[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 Shader[src]

impl SubClass<Object> for Shader[src]

impl SubClass<Reference> for Shader[src]

impl SubClass<Resource> for Shader[src]

impl SubClass<Shader> for VisualShader[src]

Auto Trait Implementations

impl RefUnwindSafe for Shader

impl !Send for Shader

impl !Sync for Shader

impl Unpin for Shader

impl UnwindSafe for Shader

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.