[][src]Struct gdnative::api::VisualShaderNodeCubeMap

pub struct VisualShaderNodeCubeMap { /* fields omitted */ }

core class VisualShaderNodeCubeMap 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

VisualShaderNodeCubeMap 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 VisualShaderNodeCubeMap[src]

Constants

impl VisualShaderNodeCubeMap[src]

pub fn new() -> Ref<VisualShaderNodeCubeMap, 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 cube_map(&self) -> Option<Ref<CubeMap, Shared>>[src]

pub fn source(&self) -> Source[src]

pub fn texture_type(&self) -> TextureType[src]

pub fn set_cube_map(&self, value: impl AsArg<CubeMap>)[src]

pub fn set_source(&self, value: i64)[src]

pub fn set_texture_type(&self, value: i64)[src]

Methods from Deref<Target = VisualShaderNode>

pub fn default_input_values(&self) -> VariantArray<Shared>[src]

pub fn get_input_port_default_value(&self, port: i64) -> Variant[src]

pub fn output_port_for_preview(&self) -> i64[src]

pub fn set_default_input_values(&self, values: VariantArray<Shared>)[src]

pub fn set_input_port_default_value(
    &self,
    port: i64,
    value: impl OwnedToVariant
)
[src]

pub fn set_output_port_for_preview(&self, port: i64)[src]

Trait Implementations

impl Debug for VisualShaderNodeCubeMap[src]

impl Deref for VisualShaderNodeCubeMap[src]

type Target = VisualShaderNode

The resulting type after dereferencing.

impl DerefMut for VisualShaderNodeCubeMap[src]

impl GodotObject for VisualShaderNodeCubeMap[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 VisualShaderNodeCubeMap[src]

impl SubClass<Object> for VisualShaderNodeCubeMap[src]

impl SubClass<Reference> for VisualShaderNodeCubeMap[src]

impl SubClass<Resource> for VisualShaderNodeCubeMap[src]

impl SubClass<VisualShaderNode> for VisualShaderNodeCubeMap[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.