[−][src]Struct gdnative::api::VisualShaderNodeCompare
core class VisualShaderNodeCompare
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
VisualShaderNodeCompare 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 VisualShaderNodeCompare
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Constants
pub const COND_ALL: i64
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pub const COND_ANY: i64
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pub const CTYPE_BOOLEAN: i64
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pub const CTYPE_SCALAR: i64
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pub const CTYPE_TRANSFORM: i64
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pub const CTYPE_VECTOR: i64
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pub const FUNC_EQUAL: i64
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pub const FUNC_GREATER_THAN: i64
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pub const FUNC_GREATER_THAN_EQUAL: i64
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pub const FUNC_LESS_THAN: i64
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pub const FUNC_LESS_THAN_EQUAL: i64
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pub const FUNC_NOT_EQUAL: i64
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impl VisualShaderNodeCompare
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pub fn new() -> Ref<VisualShaderNodeCompare, 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 comparison_type(&self) -> ComparisonType
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The type to be used in the comparison. See [enum ComparisonType] for options.
pub fn condition(&self) -> Condition
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Extra condition which is applied if [member type] is set to [constant CTYPE_VECTOR].
pub fn function(&self) -> Function
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A comparison function. See [enum Function] for options.
pub fn set_comparison_type(&self, _type: i64)
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The type to be used in the comparison. See [enum ComparisonType] for options.
pub fn set_condition(&self, condition: i64)
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Extra condition which is applied if [member type] is set to [constant CTYPE_VECTOR].
pub fn set_function(&self, func: i64)
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A comparison function. See [enum Function] for options.
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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Returns an [Array] containing default values for all of the input ports of the node in the form [code][index0, value0, index1, value1, ...][/code].
pub fn get_input_port_default_value(&self, port: i64) -> Variant
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Returns the default value of the input [code]port[/code].
pub fn output_port_for_preview(&self) -> i64
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Sets the output port index which will be showed for preview. If set to [code]-1[/code] no port will be open for preview.
pub fn set_default_input_values(&self, values: VariantArray<Shared>)
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Sets the default input ports values using an [Array] of the form [code][index0, value0, index1, value1, ...][/code]. For example: [code][0, Vector3(0, 0, 0), 1, Vector3(0, 0, 0)][/code].
pub fn set_input_port_default_value(
&self,
port: i64,
value: impl OwnedToVariant
)
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&self,
port: i64,
value: impl OwnedToVariant
)
Sets the default value for the selected input [code]port[/code].
pub fn set_output_port_for_preview(&self, port: i64)
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Sets the output port index which will be showed for preview. If set to [code]-1[/code] no port will be open for preview.
Trait Implementations
impl Debug for VisualShaderNodeCompare
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impl Deref for VisualShaderNodeCompare
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type Target = VisualShaderNode
The resulting type after dereferencing.
fn deref(&self) -> &VisualShaderNode
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impl DerefMut for VisualShaderNodeCompare
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fn deref_mut(&mut self) -> &mut VisualShaderNode
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impl GodotObject for VisualShaderNodeCompare
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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 VisualShaderNodeCompare
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fn construct() -> Ref<VisualShaderNodeCompare, Unique>
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impl SubClass<Object> for VisualShaderNodeCompare
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impl SubClass<Reference> for VisualShaderNodeCompare
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impl SubClass<Resource> for VisualShaderNodeCompare
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impl SubClass<VisualShaderNode> for VisualShaderNodeCompare
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Auto Trait Implementations
impl RefUnwindSafe for VisualShaderNodeCompare
impl !Send for VisualShaderNodeCompare
impl !Sync for VisualShaderNodeCompare
impl Unpin for VisualShaderNodeCompare
impl UnwindSafe for VisualShaderNodeCompare
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>,