Struct gdnative_bindings_lily::VisualShaderNodeGroupBase[][src]

pub struct VisualShaderNodeGroupBase { /* fields omitted */ }
Expand description

core class VisualShaderNodeGroupBase inherits VisualShaderNode (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

VisualShaderNodeGroupBase 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.

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]).

The size of the node in the visual shader graph.

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]).

The size of the node in the visual shader graph.

Methods from Deref<Target = VisualShaderNode>

Returns an [Array] containing default values for all of the input ports of the node in the form [index0, value0, index1, value1, ...].

Returns the default value of the input port.

Sets the output port index which will be showed for preview. If set to -1 no port will be open for preview.

Sets the default input ports values using an [Array] of the form [index0, value0, index1, value1, ...]. For example: [0, Vector3(0, 0, 0), 1, Vector3(0, 0, 0)].

Sets the default value for the selected input port.

Sets the output port index which will be showed for preview. If set to -1 no port will be open for preview.

Trait Implementations

Formats the value using the given formatter. Read more

The resulting type after dereferencing.

Dereferences the value.

Mutably dereferences the value.

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

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

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

Recovers a instance ID previously returned by Object::get_instance_id if the object is still alive, and panics otherwise. This does NOT guarantee that the resulting reference is safe to use. Read more

Auto Trait Implementations

Blanket Implementations

Gets the TypeId of self. Read more

Immutably borrows from an owned value. Read more

Mutably borrows from an owned value. Read more

Performs the conversion.

Performs the conversion.

The type returned in the event of a conversion error.

Performs the conversion.

The type returned in the event of a conversion error.

Performs the conversion.