Struct gdnative_bindings_lily::VisualShaderNodeExpression [−][src]
pub struct VisualShaderNodeExpression { /* fields omitted */ }
Expand description
core class VisualShaderNodeExpression
inherits VisualShaderNodeGroupBase
(reference counted).
Official documentation
See the documentation of this class in the Godot engine’s official documentation. The method descriptions are generated from it and typically contain code samples in GDScript, not Rust.
Memory management
The lifetime of this object is automatically managed through reference counting.
Class hierarchy
VisualShaderNodeExpression 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
Creates a new instance of this object.
This is a reference-counted type. The returned object is automatically managed
by Ref
.
An expression in Godot Shading Language, which will be injected at the start of the graph’s matching shader function (vertex
, fragment
, or light
), and thus cannot be used to declare functions, varyings, uniforms, or global constants.
An expression in Godot Shading Language, which will be injected at the start of the graph’s matching shader function (vertex
, fragment
, or light
), and thus cannot be used to declare functions, varyings, uniforms, or global constants.
Methods from Deref<Target = VisualShaderNodeGroupBase>
Adds an input port with the specified type
(see [enum VisualShaderNode.PortType]) and name
.
Adds an output port with the specified type
(see [enum VisualShaderNode.PortType]) and name
.
Removes all previously specified input ports.
Removes all previously specified output ports.
Returns a free input port ID which can be used in [method add_input_port].
Returns a free output port ID which can be used in [method add_output_port].
Returns the number of input ports in use. Alternative for [method get_free_input_port_id].
Returns a String description of the input ports as as colon-separated list using the format id,type,name;
(see [method add_input_port]).
Returns the number of output ports in use. Alternative for [method get_free_output_port_id].
Returns a String description of the output ports as as colon-separated list using the format id,type,name;
(see [method add_output_port]).
Returns true
if the specified input port exists.
Returns true
if the specified output port exists.
Returns true
if the specified port name does not override an existed port name and is valid within the shader.
Removes the specified input port.
Removes the specified output port.
Renames the specified input port.
Sets the specified input port’s type (see [enum VisualShaderNode.PortType]).
Defines all input ports using a String formatted as a colon-separated list: id,type,name;
(see [method add_input_port]).
Renames the specified output port.
Sets the specified output port’s type (see [enum VisualShaderNode.PortType]).
Defines all output ports using a String formatted as a colon-separated list: id,type,name;
(see [method add_output_port]).
Trait Implementations
type Target = VisualShaderNodeGroupBase
type Target = VisualShaderNodeGroupBase
The resulting type after dereferencing.
Dereferences the value.
Mutably dereferences the value.
type RefKind = RefCounted
type RefKind = RefCounted
Creates an explicitly null reference of Self
as a method argument. This makes type
inference easier for the compiler compared to Option
. Read more
Creates a new instance of Self
using a zero-argument constructor, as a Unique
reference. Read more
Performs a dynamic reference downcast to target type. Read more
Performs a static reference upcast to a supertype that is guaranteed to be valid. Read more
Creates a persistent reference to the same Godot object with shared thread access. Read more
unsafe fn assume_thread_local(&self) -> Ref<Self, ThreadLocal> where
Self: GodotObject<RefKind = RefCounted>,
unsafe fn assume_thread_local(&self) -> Ref<Self, ThreadLocal> where
Self: GodotObject<RefKind = RefCounted>,
Creates a persistent reference to the same Godot object with thread-local thread access. Read more
Creates a persistent reference to the same Godot object with unique access. Read more
Recovers a instance ID previously returned by Object::get_instance_id
if the object is
still alive. See also TRef::try_from_instance_id
. Read more
Auto Trait Implementations
impl RefUnwindSafe for VisualShaderNodeExpression
impl !Send for VisualShaderNodeExpression
impl !Sync for VisualShaderNodeExpression
impl Unpin for VisualShaderNodeExpression
impl UnwindSafe for VisualShaderNodeExpression