[−][src]Struct gdnative::api::VisualScript
core class VisualScript
inherits Script
(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
VisualScript 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 VisualScript
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pub fn new() -> Ref<VisualScript, 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_custom_signal(&self, name: impl Into<GodotString>)
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pub fn add_function(&self, name: impl Into<GodotString>)
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pub fn add_node(
&self,
func: impl Into<GodotString>,
id: i64,
node: impl AsArg<VisualScriptNode>,
position: Vector2D<f32, UnknownUnit>
)
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&self,
func: impl Into<GodotString>,
id: i64,
node: impl AsArg<VisualScriptNode>,
position: Vector2D<f32, UnknownUnit>
)
pub fn add_variable(
&self,
name: impl Into<GodotString>,
default_value: impl OwnedToVariant,
export: bool
)
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&self,
name: impl Into<GodotString>,
default_value: impl OwnedToVariant,
export: bool
)
pub fn custom_signal_add_argument(
&self,
name: impl Into<GodotString>,
_type: i64,
argname: impl Into<GodotString>,
index: i64
)
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&self,
name: impl Into<GodotString>,
_type: i64,
argname: impl Into<GodotString>,
index: i64
)
pub fn custom_signal_get_argument_count(
&self,
name: impl Into<GodotString>
) -> i64
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&self,
name: impl Into<GodotString>
) -> i64
pub fn custom_signal_get_argument_name(
&self,
name: impl Into<GodotString>,
argidx: i64
) -> GodotString
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&self,
name: impl Into<GodotString>,
argidx: i64
) -> GodotString
pub fn custom_signal_get_argument_type(
&self,
name: impl Into<GodotString>,
argidx: i64
) -> VariantType
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&self,
name: impl Into<GodotString>,
argidx: i64
) -> VariantType
pub fn custom_signal_remove_argument(
&self,
name: impl Into<GodotString>,
argidx: i64
)
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&self,
name: impl Into<GodotString>,
argidx: i64
)
pub fn custom_signal_set_argument_name(
&self,
name: impl Into<GodotString>,
argidx: i64,
argname: impl Into<GodotString>
)
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&self,
name: impl Into<GodotString>,
argidx: i64,
argname: impl Into<GodotString>
)
pub fn custom_signal_set_argument_type(
&self,
name: impl Into<GodotString>,
argidx: i64,
_type: i64
)
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&self,
name: impl Into<GodotString>,
argidx: i64,
_type: i64
)
pub fn custom_signal_swap_argument(
&self,
name: impl Into<GodotString>,
argidx: i64,
withidx: i64
)
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&self,
name: impl Into<GodotString>,
argidx: i64,
withidx: i64
)
pub fn data_connect(
&self,
func: impl Into<GodotString>,
from_node: i64,
from_port: i64,
to_node: i64,
to_port: i64
)
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&self,
func: impl Into<GodotString>,
from_node: i64,
from_port: i64,
to_node: i64,
to_port: i64
)
pub fn data_disconnect(
&self,
func: impl Into<GodotString>,
from_node: i64,
from_port: i64,
to_node: i64,
to_port: i64
)
[src]
&self,
func: impl Into<GodotString>,
from_node: i64,
from_port: i64,
to_node: i64,
to_port: i64
)
pub fn get_function_node_id(&self, name: impl Into<GodotString>) -> i64
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pub fn get_function_scroll(
&self,
name: impl Into<GodotString>
) -> Vector2D<f32, UnknownUnit>
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&self,
name: impl Into<GodotString>
) -> Vector2D<f32, UnknownUnit>
pub fn get_node(
&self,
func: impl Into<GodotString>,
id: i64
) -> Option<Ref<VisualScriptNode, Shared>>
[src]
&self,
func: impl Into<GodotString>,
id: i64
) -> Option<Ref<VisualScriptNode, Shared>>
pub fn get_node_position(
&self,
func: impl Into<GodotString>,
id: i64
) -> Vector2D<f32, UnknownUnit>
[src]
&self,
func: impl Into<GodotString>,
id: i64
) -> Vector2D<f32, UnknownUnit>
pub fn get_variable_default_value(
&self,
name: impl Into<GodotString>
) -> Variant
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&self,
name: impl Into<GodotString>
) -> Variant
pub fn get_variable_export(&self, name: impl Into<GodotString>) -> bool
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pub fn get_variable_info(
&self,
name: impl Into<GodotString>
) -> Dictionary<Shared>
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&self,
name: impl Into<GodotString>
) -> Dictionary<Shared>
pub fn has_custom_signal(&self, name: impl Into<GodotString>) -> bool
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pub fn has_data_connection(
&self,
func: impl Into<GodotString>,
from_node: i64,
from_port: i64,
to_node: i64,
to_port: i64
) -> bool
[src]
&self,
func: impl Into<GodotString>,
from_node: i64,
from_port: i64,
to_node: i64,
to_port: i64
) -> bool
pub fn has_function(&self, name: impl Into<GodotString>) -> bool
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pub fn has_node(&self, func: impl Into<GodotString>, id: i64) -> bool
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pub fn has_sequence_connection(
&self,
func: impl Into<GodotString>,
from_node: i64,
from_output: i64,
to_node: i64
) -> bool
[src]
&self,
func: impl Into<GodotString>,
from_node: i64,
from_output: i64,
to_node: i64
) -> bool
pub fn has_variable(&self, name: impl Into<GodotString>) -> bool
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pub fn remove_custom_signal(&self, name: impl Into<GodotString>)
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pub fn remove_function(&self, name: impl Into<GodotString>)
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pub fn remove_node(&self, func: impl Into<GodotString>, id: i64)
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pub fn remove_variable(&self, name: impl Into<GodotString>)
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pub fn rename_custom_signal(
&self,
name: impl Into<GodotString>,
new_name: impl Into<GodotString>
)
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&self,
name: impl Into<GodotString>,
new_name: impl Into<GodotString>
)
pub fn rename_function(
&self,
name: impl Into<GodotString>,
new_name: impl Into<GodotString>
)
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&self,
name: impl Into<GodotString>,
new_name: impl Into<GodotString>
)
pub fn rename_variable(
&self,
name: impl Into<GodotString>,
new_name: impl Into<GodotString>
)
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&self,
name: impl Into<GodotString>,
new_name: impl Into<GodotString>
)
pub fn sequence_connect(
&self,
func: impl Into<GodotString>,
from_node: i64,
from_output: i64,
to_node: i64
)
[src]
&self,
func: impl Into<GodotString>,
from_node: i64,
from_output: i64,
to_node: i64
)
pub fn sequence_disconnect(
&self,
func: impl Into<GodotString>,
from_node: i64,
from_output: i64,
to_node: i64
)
[src]
&self,
func: impl Into<GodotString>,
from_node: i64,
from_output: i64,
to_node: i64
)
pub fn set_function_scroll(
&self,
name: impl Into<GodotString>,
ofs: Vector2D<f32, UnknownUnit>
)
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&self,
name: impl Into<GodotString>,
ofs: Vector2D<f32, UnknownUnit>
)
pub fn set_instance_base_type(&self, _type: impl Into<GodotString>)
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pub fn set_node_position(
&self,
func: impl Into<GodotString>,
id: i64,
position: Vector2D<f32, UnknownUnit>
)
[src]
&self,
func: impl Into<GodotString>,
id: i64,
position: Vector2D<f32, UnknownUnit>
)
pub fn set_variable_default_value(
&self,
name: impl Into<GodotString>,
value: impl OwnedToVariant
)
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&self,
name: impl Into<GodotString>,
value: impl OwnedToVariant
)
pub fn set_variable_export(&self, name: impl Into<GodotString>, enable: bool)
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pub fn set_variable_info(
&self,
name: impl Into<GodotString>,
value: Dictionary<Shared>
)
[src]
&self,
name: impl Into<GodotString>,
value: Dictionary<Shared>
)
Methods from Deref<Target = Script>
pub fn can_instance(&self) -> bool
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Returns [code]true[/code] if the script can be instanced.
pub fn get_base_script(&self) -> Option<Ref<Script, Shared>>
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Returns the script directly inherited by this script.
pub fn get_instance_base_type(&self) -> GodotString
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Returns the script's base type.
pub fn get_property_default_value(
&self,
property: impl Into<GodotString>
) -> Variant
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&self,
property: impl Into<GodotString>
) -> Variant
Returns the default value of the specified property.
pub fn get_script_constant_map(&self) -> Dictionary<Shared>
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Returns a dictionary containing constant names and their values.
pub fn get_script_method_list(&self) -> VariantArray<Shared>
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Returns the list of methods in this [Script].
pub fn get_script_property_list(&self) -> VariantArray<Shared>
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Returns the list of properties in this [Script].
pub fn get_script_signal_list(&self) -> VariantArray<Shared>
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Returns the list of user signals defined in this [Script].
pub fn source_code(&self) -> GodotString
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The script source code or an empty string if source code is not available. When set, does not reload the class implementation automatically.
pub fn has_script_signal(&self, signal_name: impl Into<GodotString>) -> bool
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Returns [code]true[/code] if the script, or a base class, defines a signal with the given name.
pub fn has_source_code(&self) -> bool
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Returns [code]true[/code] if the script contains non-empty source code.
pub fn instance_has(&self, base_object: impl AsArg<Object>) -> bool
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Returns [code]true[/code] if [code]base_object[/code] is an instance of this script.
pub fn is_tool(&self) -> bool
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Returns [code]true[/code] if the script is a tool script. A tool script can run in the editor.
pub fn reload(&self, keep_state: bool) -> Result<(), GodotError>
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Reloads the script's class implementation. Returns an error code.
Default Arguments
keep_state
-false
pub fn set_source_code(&self, source: impl Into<GodotString>)
[src]
The script source code or an empty string if source code is not available. When set, does not reload the class implementation automatically.
Trait Implementations
impl Debug for VisualScript
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impl Deref for VisualScript
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impl DerefMut for VisualScript
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impl GodotObject for VisualScript
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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>,
[src]
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 VisualScript
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fn construct() -> Ref<VisualScript, Unique>
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impl SubClass<Object> for VisualScript
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impl SubClass<Reference> for VisualScript
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impl SubClass<Resource> for VisualScript
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impl SubClass<Script> for VisualScript
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Auto Trait Implementations
impl RefUnwindSafe for VisualScript
impl !Send for VisualScript
impl !Sync for VisualScript
impl Unpin for VisualScript
impl UnwindSafe for VisualScript
Blanket Implementations
impl<T> Any for T where
T: 'static + ?Sized,
[src]
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>,