Struct gdnative_bindings_lily::VisualShaderNodeInput [−][src]
pub struct VisualShaderNodeInput { /* fields omitted */ }
Expand description
core class VisualShaderNodeInput
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
VisualShaderNodeInput 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
.
One of the several input constants in lower-case style like: “vertex”(VERTEX
) or “point_size”(POINT_SIZE
).
One of the several input constants in lower-case style like: “vertex”(VERTEX
) or “point_size”(POINT_SIZE
).
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
type Target = VisualShaderNode
type Target = VisualShaderNode
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 VisualShaderNodeInput
impl !Send for VisualShaderNodeInput
impl !Sync for VisualShaderNodeInput
impl Unpin for VisualShaderNodeInput
impl UnwindSafe for VisualShaderNodeInput