[][src]Struct gdnative_bindings::VisualServer

pub struct VisualServer { /* fields omitted */ }

core singleton class VisualServer inherits Object (unsafe).

Official documentation

See the documentation of this class in the Godot engine's official documentation.

Class hierarchy

VisualServer inherits methods from:

Methods

impl VisualServer[src]

Constants

pub const ARRAY_TEX_UV: i64[src]

pub const SCENARIO_DEBUG_OVERDRAW: i64[src]

pub const ENV_SSAO_BLUR_DISABLED: i64[src]

pub const TEXTURE_TYPE_CUBEMAP: i64[src]

pub const ENV_DOF_BLUR_QUALITY_LOW: i64[src]

pub const ARRAY_FORMAT_TANGENT: i64[src]

pub const CANVAS_ITEM_Z_MAX: i64[src]

pub const CANVAS_LIGHT_MODE_MIX: i64[src]

pub const INFO_VERTICES_IN_FRAME: i64[src]

pub const INSTANCE_GEOMETRY_MASK: i64[src]

pub const LIGHT_PARAM_SHADOW_SPLIT_1_OFFSET: i64[src]

pub const FEATURE_MULTITHREADED: i64[src]

pub const INSTANCE_IMMEDIATE: i64[src]

pub const MATERIAL_RENDER_PRIORITY_MIN: i64[src]

pub const ARRAY_COMPRESS_NORMAL: i64[src]

pub const ARRAY_FORMAT_TEX_UV2: i64[src]

pub const MULTIMESH_CUSTOM_DATA_FLOAT: i64[src]

pub const LIGHT_PARAM_SHADOW_NORMAL_BIAS: i64[src]

pub const PRIMITIVE_TRIANGLES: i64[src]

pub const ENV_BG_CLEAR_COLOR: i64[src]

pub const ARRAY_COMPRESS_DEFAULT: i64[src]

pub const ENV_TONE_MAPPER_FILMIC: i64[src]

pub const REFLECTION_PROBE_UPDATE_ALWAYS: i64[src]

pub const ARRAY_NORMAL: i64[src]

pub const LIGHT_DIRECTIONAL_SHADOW_DEPTH_RANGE_OPTIMIZED: i64[src]

pub const ENV_SSAO_QUALITY_HIGH: i64[src]

pub const TEXTURE_FLAG_ANISOTROPIC_FILTER: i64[src]

pub const TEXTURE_FLAG_CONVERT_TO_LINEAR: i64[src]

pub const TEXTURE_FLAG_USED_FOR_STREAMING: i64[src]

pub const NINE_PATCH_STRETCH: i64[src]

pub const LIGHT_PARAM_ATTENUATION: i64[src]

pub const NINE_PATCH_TILE: i64[src]

pub const PRIMITIVE_LINES: i64[src]

pub const VIEWPORT_MSAA_16X: i64[src]

pub const PRIMITIVE_LINE_LOOP: i64[src]

pub const LIGHT_DIRECTIONAL: i64[src]

pub const SHADER_CANVAS_ITEM: i64[src]

pub const VIEWPORT_CLEAR_NEVER: i64[src]

pub const ENV_SSAO_QUALITY_LOW: i64[src]

pub const MULTIMESH_CUSTOM_DATA_NONE: i64[src]

pub const VIEWPORT_RENDER_INFO_SHADER_CHANGES_IN_FRAME: i64[src]

pub const INFO_MATERIAL_CHANGES_IN_FRAME: i64[src]

pub const ARRAY_FLAG_USE_16_BIT_BONES: i64[src]

pub const ARRAY_FORMAT_TEX_UV: i64[src]

pub const ARRAY_TANGENT: i64[src]

pub const CANVAS_OCCLUDER_POLYGON_CULL_DISABLED: i64[src]

pub const ARRAY_FLAG_USE_2D_VERTICES: i64[src]

pub const CANVAS_LIGHT_MODE_ADD: i64[src]

pub const CUBEMAP_RIGHT: i64[src]

pub const ENV_SSAO_BLUR_3x3: i64[src]

pub const INFO_VIDEO_MEM_USED: i64[src]

pub const MAX_CURSORS: i64[src]

pub const PARTICLES_DRAW_ORDER_LIFETIME: i64[src]

pub const VIEWPORT_UPDATE_DISABLED: i64[src]

pub const VIEWPORT_UPDATE_ONCE: i64[src]

pub const ENV_BG_COLOR: i64[src]

pub const ENV_BG_COLOR_SKY: i64[src]

pub const ARRAY_COMPRESS_VERTEX: i64[src]

pub const ENV_TONE_MAPPER_ACES: i64[src]

pub const INSTANCE_FLAG_DRAW_NEXT_FRAME_IF_VISIBLE: i64[src]

pub const VIEWPORT_DEBUG_DRAW_OVERDRAW: i64[src]

pub const LIGHT_PARAM_RANGE: i64[src]

pub const MULTIMESH_COLOR_8BIT: i64[src]

pub const ARRAY_WEIGHTS: i64[src]

pub const VIEWPORT_RENDER_INFO_MATERIAL_CHANGES_IN_FRAME: i64[src]

pub const ARRAY_COMPRESS_COLOR: i64[src]

pub const GLOW_BLEND_MODE_SOFTLIGHT: i64[src]

pub const PRIMITIVE_TRIANGLE_STRIP: i64[src]

pub const PARTICLES_DRAW_ORDER_INDEX: i64[src]

pub const ARRAY_COMPRESS_TEX_UV2: i64[src]

pub const ARRAY_INDEX: i64[src]

pub const NINE_PATCH_TILE_FIT: i64[src]

pub const INFO_SHADER_CHANGES_IN_FRAME: i64[src]

pub const BLEND_SHAPE_MODE_NORMALIZED: i64[src]

pub const ENV_BG_KEEP: i64[src]

pub const ENV_DOF_BLUR_QUALITY_MEDIUM: i64[src]

pub const PRIMITIVE_TRIANGLE_FAN: i64[src]

pub const ENV_TONE_MAPPER_LINEAR: i64[src]

pub const TEXTURE_TYPE_3D: i64[src]

pub const TEXTURE_FLAG_FILTER: i64[src]

pub const VIEWPORT_CLEAR_ONLY_NEXT_FRAME: i64[src]

pub const VIEWPORT_RENDER_INFO_MAX: i64[src]

pub const ARRAY_COMPRESS_BONES: i64[src]

pub const LIGHT_PARAM_SHADOW_BIAS_SPLIT_SCALE: i64[src]

pub const LIGHT_PARAM_SPOT_ANGLE: i64[src]

pub const VIEWPORT_UPDATE_WHEN_VISIBLE: i64[src]

pub const VIEWPORT_MSAA_4X: i64[src]

pub const VIEWPORT_DEBUG_DRAW_DISABLED: i64[src]

pub const INSTANCE_MULTIMESH: i64[src]

pub const GLOW_BLEND_MODE_REPLACE: i64[src]

pub const SHADER_MAX: i64[src]

pub const VIEWPORT_MSAA_8X: i64[src]

pub const ENV_BG_SKY: i64[src]

pub const VIEWPORT_USAGE_3D: i64[src]

pub const ARRAY_FORMAT_BONES: i64[src]

pub const ARRAY_FORMAT_COLOR: i64[src]

pub const INSTANCE_LIGHT: i64[src]

pub const TEXTURE_FLAG_MIPMAPS: i64[src]

pub const INSTANCE_NONE: i64[src]

pub const SHADER_SPATIAL: i64[src]

pub const SHADER_PARTICLES: i64[src]

pub const ENV_SSAO_QUALITY_MEDIUM: i64[src]

pub const VIEWPORT_USAGE_2D: i64[src]

pub const VIEWPORT_USAGE_2D_NO_SAMPLING: i64[src]

pub const VIEWPORT_USAGE_3D_NO_EFFECTS: i64[src]

pub const ENV_SSAO_BLUR_1x1: i64[src]

pub const LIGHT_OMNI_SHADOW_DETAIL_HORIZONTAL: i64[src]

pub const ARRAY_COMPRESS_WEIGHTS: i64[src]

pub const ARRAY_WEIGHTS_SIZE: i64[src]

pub const PRIMITIVE_MAX: i64[src]

pub const LIGHT_OMNI_SHADOW_DUAL_PARABOLOID: i64[src]

pub const INFO_SURFACE_CHANGES_IN_FRAME: i64[src]

pub const VIEWPORT_DEBUG_DRAW_WIREFRAME: i64[src]

pub const VIEWPORT_MSAA_2X: i64[src]

pub const MULTIMESH_COLOR_NONE: i64[src]

pub const ARRAY_BONES: i64[src]

pub const CANVAS_ITEM_Z_MIN: i64[src]

pub const CANVAS_LIGHT_FILTER_NONE: i64[src]

pub const ARRAY_COMPRESS_INDEX: i64[src]

pub const ARRAY_FORMAT_NORMAL: i64[src]

pub const INFO_DRAW_CALLS_IN_FRAME: i64[src]

pub const MULTIMESH_TRANSFORM_2D: i64[src]

pub const CANVAS_LIGHT_MODE_MASK: i64[src]

pub const ENV_TONE_MAPPER_REINHARD: i64[src]

pub const INSTANCE_MAX: i64[src]

pub const MULTIMESH_TRANSFORM_3D: i64[src]

pub const CANVAS_LIGHT_FILTER_PCF9: i64[src]

pub const INSTANCE_GI_PROBE: i64[src]

pub const ARRAY_FORMAT_WEIGHTS: i64[src]

pub const ARRAY_COLOR: i64[src]

pub const LIGHT_PARAM_CONTACT_SHADOW_SIZE: i64[src]

pub const NO_INDEX_ARRAY: i64[src]

pub const CANVAS_OCCLUDER_POLYGON_CULL_COUNTER_CLOCKWISE: i64[src]

pub const PRIMITIVE_POINTS: i64[src]

pub const REFLECTION_PROBE_UPDATE_ONCE: i64[src]

pub const CUBEMAP_BOTTOM: i64[src]

pub const ARRAY_COMPRESS_TEX_UV: i64[src]

pub const ENV_BG_MAX: i64[src]

pub const ENV_DOF_BLUR_QUALITY_HIGH: i64[src]

pub const LIGHT_DIRECTIONAL_SHADOW_PARALLEL_4_SPLITS: i64[src]

pub const CANVAS_LIGHT_FILTER_PCF13: i64[src]

pub const LIGHT_PARAM_SHADOW_BIAS: i64[src]

pub const GLOW_BLEND_MODE_ADDITIVE: i64[src]

pub const LIGHT_OMNI_SHADOW_CUBE: i64[src]

pub const CANVAS_LIGHT_FILTER_PCF3: i64[src]

pub const CANVAS_LIGHT_FILTER_PCF7: i64[src]

pub const PARTICLES_DRAW_ORDER_VIEW_DEPTH: i64[src]

pub const CANVAS_LIGHT_MODE_SUB: i64[src]

pub const LIGHT_DIRECTIONAL_SHADOW_ORTHOGONAL: i64[src]

pub const SCENARIO_DEBUG_WIREFRAME: i64[src]

pub const SHADOW_CASTING_SETTING_ON: i64[src]

pub const VIEWPORT_MSAA_DISABLED: i64[src]

pub const TEXTURE_FLAG_REPEAT: i64[src]

pub const VIEWPORT_RENDER_INFO_OBJECTS_IN_FRAME: i64[src]

pub const ARRAY_FORMAT_VERTEX: i64[src]

pub const INSTANCE_MESH: i64[src]

pub const LIGHT_OMNI_SHADOW_DETAIL_VERTICAL: i64[src]

pub const MULTIMESH_CUSTOM_DATA_8BIT: i64[src]

pub const VIEWPORT_CLEAR_ALWAYS: i64[src]

pub const SCENARIO_DEBUG_SHADELESS: i64[src]

pub const SHADOW_CASTING_SETTING_OFF: i64[src]

pub const VIEWPORT_RENDER_INFO_VERTICES_IN_FRAME: i64[src]

pub const ARRAY_MAX: i64[src]

pub const TEXTURE_TYPE_2D_ARRAY: i64[src]

pub const FEATURE_SHADERS: i64[src]

pub const LIGHT_PARAM_SPECULAR: i64[src]

pub const LIGHT_PARAM_MAX: i64[src]

pub const ENV_SSAO_BLUR_2x2: i64[src]

pub const INSTANCE_REFLECTION_PROBE: i64[src]

pub const SCENARIO_DEBUG_DISABLED: i64[src]

pub const INFO_USAGE_VIDEO_MEM_TOTAL: i64[src]

pub const INSTANCE_LIGHTMAP_CAPTURE: i64[src]

pub const TEXTURE_FLAGS_DEFAULT: i64[src]

pub const INSTANCE_FLAG_MAX: i64[src]

pub const BLEND_SHAPE_MODE_RELATIVE: i64[src]

pub const PRIMITIVE_LINE_STRIP: i64[src]

pub const ARRAY_COMPRESS_TANGENT: i64[src]

pub const ARRAY_FORMAT_INDEX: i64[src]

pub const CUBEMAP_TOP: i64[src]

pub const INFO_TEXTURE_MEM_USED: i64[src]

pub const ENV_BG_CANVAS: i64[src]

pub const INFO_VERTEX_MEM_USED: i64[src]

pub const LIGHT_PARAM_SHADOW_SPLIT_2_OFFSET: i64[src]

pub const LIGHT_PARAM_SPOT_ATTENUATION: i64[src]

pub const VIEWPORT_DEBUG_DRAW_UNSHADED: i64[src]

pub const GLOW_BLEND_MODE_SCREEN: i64[src]

pub const VIEWPORT_RENDER_INFO_DRAW_CALLS_IN_FRAME: i64[src]

pub const SHADOW_CASTING_SETTING_DOUBLE_SIDED: i64[src]

pub const SHADOW_CASTING_SETTING_SHADOWS_ONLY: i64[src]

pub const INFO_OBJECTS_IN_FRAME: i64[src]

pub const VIEWPORT_RENDER_INFO_SURFACE_CHANGES_IN_FRAME: i64[src]

pub const LIGHT_DIRECTIONAL_SHADOW_PARALLEL_2_SPLITS: i64[src]

pub const LIGHT_PARAM_SHADOW_SPLIT_3_OFFSET: i64[src]

pub const TEXTURE_TYPE_2D: i64[src]

pub const CANVAS_LIGHT_FILTER_PCF5: i64[src]

pub const MATERIAL_RENDER_PRIORITY_MAX: i64[src]

pub const CUBEMAP_BACK: i64[src]

pub const LIGHT_PARAM_SHADOW_MAX_DISTANCE: i64[src]

pub const INSTANCE_PARTICLES: i64[src]

pub const MAX_GLOW_LEVELS: i64[src]

pub const VIEWPORT_UPDATE_ALWAYS: i64[src]

pub const LIGHT_SPOT: i64[src]

pub const CUBEMAP_FRONT: i64[src]

pub const INSTANCE_FLAG_USE_BAKED_LIGHT: i64[src]

pub const LIGHT_DIRECTIONAL_SHADOW_DEPTH_RANGE_STABLE: i64[src]

pub const CUBEMAP_LEFT: i64[src]

pub const LIGHT_OMNI: i64[src]

pub const ARRAY_TEX_UV2: i64[src]

pub const CANVAS_OCCLUDER_POLYGON_CULL_CLOCKWISE: i64[src]

pub const ARRAY_VERTEX: i64[src]

pub const MULTIMESH_COLOR_FLOAT: i64[src]

pub const TEXTURE_FLAG_MIRRORED_REPEAT: i64[src]

pub const LIGHT_PARAM_ENERGY: i64[src]

impl VisualServer[src]

pub fn godot_singleton() -> Self[src]

pub fn black_bars_set_images(
    &mut self,
    left: Rid,
    top: Rid,
    right: Rid,
    bottom: Rid
)
[src]

pub fn black_bars_set_margins(
    &mut self,
    left: i64,
    top: i64,
    right: i64,
    bottom: i64
)
[src]

pub fn camera_create(&mut self) -> Rid[src]

pub fn camera_set_cull_mask(&mut self, camera: Rid, layers: i64)[src]

pub fn camera_set_environment(&mut self, camera: Rid, env: Rid)[src]

pub fn camera_set_orthogonal(
    &mut self,
    camera: Rid,
    size: f64,
    z_near: f64,
    z_far: f64
)
[src]

pub fn camera_set_perspective(
    &mut self,
    camera: Rid,
    fovy_degrees: f64,
    z_near: f64,
    z_far: f64
)
[src]

pub fn camera_set_transform(&mut self, camera: Rid, transform: Transform)[src]

pub fn camera_set_use_vertical_aspect(&mut self, camera: Rid, enable: bool)[src]

pub fn canvas_create(&mut self) -> Rid[src]

pub fn canvas_item_add_circle(
    &mut self,
    item: Rid,
    pos: Vector2,
    radius: f64,
    color: Color
)
[src]

pub fn canvas_item_add_clip_ignore(&mut self, item: Rid, ignore: bool)[src]

pub fn canvas_item_add_line(
    &mut self,
    item: Rid,
    from: Vector2,
    to: Vector2,
    color: Color,
    width: f64,
    antialiased: bool
)
[src]

pub fn canvas_item_add_mesh(
    &mut self,
    item: Rid,
    mesh: Rid,
    texture: Rid,
    normal_map: Rid
)
[src]

pub fn canvas_item_add_multimesh(
    &mut self,
    item: Rid,
    mesh: Rid,
    texture: Rid,
    normal_map: Rid
)
[src]

pub fn canvas_item_add_nine_patch(
    &mut self,
    item: Rid,
    rect: Rect2,
    source: Rect2,
    texture: Rid,
    topleft: Vector2,
    bottomright: Vector2,
    x_axis_mode: i64,
    y_axis_mode: i64,
    draw_center: bool,
    modulate: Color,
    normal_map: Rid
)
[src]

pub fn canvas_item_add_particles(
    &mut self,
    item: Rid,
    particles: Rid,
    texture: Rid,
    normal_map: Rid
)
[src]

pub fn canvas_item_add_polygon(
    &mut self,
    item: Rid,
    points: Vector2Array,
    colors: ColorArray,
    uvs: Vector2Array,
    texture: Rid,
    normal_map: Rid,
    antialiased: bool
)
[src]

pub fn canvas_item_add_polyline(
    &mut self,
    item: Rid,
    points: Vector2Array,
    colors: ColorArray,
    width: f64,
    antialiased: bool
)
[src]

pub fn canvas_item_add_primitive(
    &mut self,
    item: Rid,
    points: Vector2Array,
    colors: ColorArray,
    uvs: Vector2Array,
    texture: Rid,
    width: f64,
    normal_map: Rid
)
[src]

pub fn canvas_item_add_rect(&mut self, item: Rid, rect: Rect2, color: Color)[src]

pub fn canvas_item_add_set_transform(
    &mut self,
    item: Rid,
    transform: Transform2D
)
[src]

pub fn canvas_item_add_texture_rect(
    &mut self,
    item: Rid,
    rect: Rect2,
    texture: Rid,
    tile: bool,
    modulate: Color,
    transpose: bool,
    normal_map: Rid
)
[src]

pub fn canvas_item_add_texture_rect_region(
    &mut self,
    item: Rid,
    rect: Rect2,
    texture: Rid,
    src_rect: Rect2,
    modulate: Color,
    transpose: bool,
    normal_map: Rid,
    clip_uv: bool
)
[src]

pub fn canvas_item_add_triangle_array(
    &mut self,
    item: Rid,
    indices: Int32Array,
    points: Vector2Array,
    colors: ColorArray,
    uvs: Vector2Array,
    bones: Int32Array,
    weights: Float32Array,
    texture: Rid,
    count: i64,
    normal_map: Rid
)
[src]

pub fn canvas_item_clear(&mut self, item: Rid)[src]

pub fn canvas_item_create(&mut self) -> Rid[src]

pub fn canvas_item_set_clip(&mut self, item: Rid, clip: bool)[src]

pub fn canvas_item_set_copy_to_backbuffer(
    &mut self,
    item: Rid,
    enabled: bool,
    rect: Rect2
)
[src]

pub fn canvas_item_set_custom_rect(
    &mut self,
    item: Rid,
    use_custom_rect: bool,
    rect: Rect2
)
[src]

pub fn canvas_item_set_distance_field_mode(&mut self, item: Rid, enabled: bool)[src]

pub fn canvas_item_set_draw_behind_parent(&mut self, item: Rid, enabled: bool)[src]

pub fn canvas_item_set_draw_index(&mut self, item: Rid, index: i64)[src]

pub fn canvas_item_set_light_mask(&mut self, item: Rid, mask: i64)[src]

pub fn canvas_item_set_material(&mut self, item: Rid, material: Rid)[src]

pub fn canvas_item_set_modulate(&mut self, item: Rid, color: Color)[src]

pub fn canvas_item_set_parent(&mut self, item: Rid, parent: Rid)[src]

pub fn canvas_item_set_self_modulate(&mut self, item: Rid, color: Color)[src]

pub fn canvas_item_set_sort_children_by_y(&mut self, item: Rid, enabled: bool)[src]

pub fn canvas_item_set_transform(&mut self, item: Rid, transform: Transform2D)[src]

pub fn canvas_item_set_use_parent_material(&mut self, item: Rid, enabled: bool)[src]

pub fn canvas_item_set_visible(&mut self, item: Rid, visible: bool)[src]

pub fn canvas_item_set_z_as_relative_to_parent(
    &mut self,
    item: Rid,
    enabled: bool
)
[src]

pub fn canvas_item_set_z_index(&mut self, item: Rid, z_index: i64)[src]

pub fn canvas_light_attach_to_canvas(&mut self, light: Rid, canvas: Rid)[src]

pub fn canvas_light_create(&mut self) -> Rid[src]

pub fn canvas_light_occluder_attach_to_canvas(
    &mut self,
    occluder: Rid,
    canvas: Rid
)
[src]

pub fn canvas_light_occluder_create(&mut self) -> Rid[src]

pub fn canvas_light_occluder_set_enabled(
    &mut self,
    occluder: Rid,
    enabled: bool
)
[src]

pub fn canvas_light_occluder_set_light_mask(&mut self, occluder: Rid, mask: i64)[src]

pub fn canvas_light_occluder_set_polygon(&mut self, occluder: Rid, polygon: Rid)[src]

pub fn canvas_light_occluder_set_transform(
    &mut self,
    occluder: Rid,
    transform: Transform2D
)
[src]

pub fn canvas_light_set_color(&mut self, light: Rid, color: Color)[src]

pub fn canvas_light_set_enabled(&mut self, light: Rid, enabled: bool)[src]

pub fn canvas_light_set_energy(&mut self, light: Rid, energy: f64)[src]

pub fn canvas_light_set_height(&mut self, light: Rid, height: f64)[src]

pub fn canvas_light_set_item_cull_mask(&mut self, light: Rid, mask: i64)[src]

pub fn canvas_light_set_item_shadow_cull_mask(&mut self, light: Rid, mask: i64)[src]

pub fn canvas_light_set_layer_range(
    &mut self,
    light: Rid,
    min_layer: i64,
    max_layer: i64
)
[src]

pub fn canvas_light_set_mode(&mut self, light: Rid, mode: i64)[src]

pub fn canvas_light_set_scale(&mut self, light: Rid, scale: f64)[src]

pub fn canvas_light_set_shadow_buffer_size(&mut self, light: Rid, size: i64)[src]

pub fn canvas_light_set_shadow_color(&mut self, light: Rid, color: Color)[src]

pub fn canvas_light_set_shadow_enabled(&mut self, light: Rid, enabled: bool)[src]

pub fn canvas_light_set_shadow_filter(&mut self, light: Rid, filter: i64)[src]

pub fn canvas_light_set_shadow_gradient_length(
    &mut self,
    light: Rid,
    length: f64
)
[src]

pub fn canvas_light_set_shadow_smooth(&mut self, light: Rid, smooth: f64)[src]

pub fn canvas_light_set_texture(&mut self, light: Rid, texture: Rid)[src]

pub fn canvas_light_set_texture_offset(&mut self, light: Rid, offset: Vector2)[src]

pub fn canvas_light_set_transform(&mut self, light: Rid, transform: Transform2D)[src]

pub fn canvas_light_set_z_range(&mut self, light: Rid, min_z: i64, max_z: i64)[src]

pub fn canvas_occluder_polygon_create(&mut self) -> Rid[src]

pub fn canvas_occluder_polygon_set_cull_mode(
    &mut self,
    occluder_polygon: Rid,
    mode: i64
)
[src]

pub fn canvas_occluder_polygon_set_shape(
    &mut self,
    occluder_polygon: Rid,
    shape: Vector2Array,
    closed: bool
)
[src]

pub fn canvas_occluder_polygon_set_shape_as_lines(
    &mut self,
    occluder_polygon: Rid,
    shape: Vector2Array
)
[src]

pub fn canvas_set_item_mirroring(
    &mut self,
    canvas: Rid,
    item: Rid,
    mirroring: Vector2
)
[src]

pub fn canvas_set_modulate(&mut self, canvas: Rid, color: Color)[src]

pub fn directional_light_create(&mut self) -> Rid[src]

pub fn draw(&mut self, swap_buffers: bool, frame_step: f64)[src]

pub fn environment_create(&mut self) -> Rid[src]

pub fn environment_set_adjustment(
    &mut self,
    env: Rid,
    enable: bool,
    brightness: f64,
    contrast: f64,
    saturation: f64,
    ramp: Rid
)
[src]

pub fn environment_set_ambient_light(
    &mut self,
    env: Rid,
    color: Color,
    energy: f64,
    sky_contibution: f64
)
[src]

pub fn environment_set_background(&mut self, env: Rid, bg: i64)[src]

pub fn environment_set_bg_color(&mut self, env: Rid, color: Color)[src]

pub fn environment_set_bg_energy(&mut self, env: Rid, energy: f64)[src]

pub fn environment_set_canvas_max_layer(&mut self, env: Rid, max_layer: i64)[src]

pub fn environment_set_dof_blur_far(
    &mut self,
    env: Rid,
    enable: bool,
    distance: f64,
    transition: f64,
    far_amount: f64,
    quality: i64
)
[src]

pub fn environment_set_dof_blur_near(
    &mut self,
    env: Rid,
    enable: bool,
    distance: f64,
    transition: f64,
    far_amount: f64,
    quality: i64
)
[src]

pub fn environment_set_fog(
    &mut self,
    env: Rid,
    enable: bool,
    color: Color,
    sun_color: Color,
    sun_amount: f64
)
[src]

pub fn environment_set_fog_depth(
    &mut self,
    env: Rid,
    enable: bool,
    depth_begin: f64,
    depth_end: f64,
    depth_curve: f64,
    transmit: bool,
    transmit_curve: f64
)
[src]

pub fn environment_set_fog_height(
    &mut self,
    env: Rid,
    enable: bool,
    min_height: f64,
    max_height: f64,
    height_curve: f64
)
[src]

pub fn environment_set_glow(
    &mut self,
    env: Rid,
    enable: bool,
    level_flags: i64,
    intensity: f64,
    strength: f64,
    bloom_threshold: f64,
    blend_mode: i64,
    hdr_bleed_threshold: f64,
    hdr_bleed_scale: f64,
    hdr_luminance_cap: f64,
    bicubic_upscale: bool
)
[src]

pub fn environment_set_sky(&mut self, env: Rid, sky: Rid)[src]

pub fn environment_set_sky_custom_fov(&mut self, env: Rid, scale: f64)[src]

pub fn environment_set_sky_orientation(&mut self, env: Rid, orientation: Basis)[src]

pub fn environment_set_ssao(
    &mut self,
    env: Rid,
    enable: bool,
    radius: f64,
    intensity: f64,
    radius2: f64,
    intensity2: f64,
    bias: f64,
    light_affect: f64,
    ao_channel_affect: f64,
    color: Color,
    quality: i64,
    blur: i64,
    bilateral_sharpness: f64
)
[src]

pub fn environment_set_ssr(
    &mut self,
    env: Rid,
    enable: bool,
    max_steps: i64,
    fade_in: f64,
    fade_out: f64,
    depth_tolerance: f64,
    roughness: bool
)
[src]

pub fn environment_set_tonemap(
    &mut self,
    env: Rid,
    tone_mapper: i64,
    exposure: f64,
    white: f64,
    auto_exposure: bool,
    min_luminance: f64,
    max_luminance: f64,
    auto_exp_speed: f64,
    auto_exp_grey: f64
)
[src]

pub fn finish(&mut self)[src]

pub fn force_draw(&mut self, swap_buffers: bool, frame_step: f64)[src]

pub fn force_sync(&mut self)[src]

pub fn free_rid(&mut self, rid: Rid)[src]

pub fn get_render_info(&mut self, info: i64) -> i64[src]

pub fn get_test_cube(&mut self) -> Rid[src]

pub fn get_test_texture(&mut self) -> Rid[src]

pub fn get_white_texture(&mut self) -> Rid[src]

pub fn gi_probe_create(&mut self) -> Rid[src]

pub fn gi_probe_get_bias(&self, probe: Rid) -> f64[src]

pub fn gi_probe_get_bounds(&self, probe: Rid) -> Aabb[src]

pub fn gi_probe_get_cell_size(&self, probe: Rid) -> f64[src]

pub fn gi_probe_get_dynamic_data(&self, probe: Rid) -> Int32Array[src]

pub fn gi_probe_get_dynamic_range(&self, probe: Rid) -> i64[src]

pub fn gi_probe_get_energy(&self, probe: Rid) -> f64[src]

pub fn gi_probe_get_normal_bias(&self, probe: Rid) -> f64[src]

pub fn gi_probe_get_propagation(&self, probe: Rid) -> f64[src]

pub fn gi_probe_get_to_cell_xform(&self, probe: Rid) -> Transform[src]

pub fn gi_probe_is_compressed(&self, probe: Rid) -> bool[src]

pub fn gi_probe_is_interior(&self, probe: Rid) -> bool[src]

pub fn gi_probe_set_bias(&mut self, probe: Rid, bias: f64)[src]

pub fn gi_probe_set_bounds(&mut self, probe: Rid, bounds: Aabb)[src]

pub fn gi_probe_set_cell_size(&mut self, probe: Rid, range: f64)[src]

pub fn gi_probe_set_compress(&mut self, probe: Rid, enable: bool)[src]

pub fn gi_probe_set_dynamic_data(&mut self, probe: Rid, data: Int32Array)[src]

pub fn gi_probe_set_dynamic_range(&mut self, probe: Rid, range: i64)[src]

pub fn gi_probe_set_energy(&mut self, probe: Rid, energy: f64)[src]

pub fn gi_probe_set_interior(&mut self, probe: Rid, enable: bool)[src]

pub fn gi_probe_set_normal_bias(&mut self, probe: Rid, bias: f64)[src]

pub fn gi_probe_set_propagation(&mut self, probe: Rid, propagation: f64)[src]

pub fn gi_probe_set_to_cell_xform(&mut self, probe: Rid, xform: Transform)[src]

pub fn has_changed(&self) -> bool[src]

pub fn has_feature(&self, feature: i64) -> bool[src]

pub fn has_os_feature(&self, feature: GodotString) -> bool[src]

pub fn immediate_begin(&mut self, immediate: Rid, primitive: i64, texture: Rid)[src]

pub fn immediate_clear(&mut self, immediate: Rid)[src]

pub fn immediate_color(&mut self, immediate: Rid, color: Color)[src]

pub fn immediate_create(&mut self) -> Rid[src]

pub fn immediate_end(&mut self, immediate: Rid)[src]

pub fn immediate_get_material(&self, immediate: Rid) -> Rid[src]

pub fn immediate_normal(&mut self, immediate: Rid, normal: Vector3)[src]

pub fn immediate_set_material(&mut self, immediate: Rid, material: Rid)[src]

pub fn immediate_tangent(&mut self, immediate: Rid, tangent: Plane)[src]

pub fn immediate_uv(&mut self, immediate: Rid, tex_uv: Vector2)[src]

pub fn immediate_uv2(&mut self, immediate: Rid, tex_uv: Vector2)[src]

pub fn immediate_vertex(&mut self, immediate: Rid, vertex: Vector3)[src]

pub fn immediate_vertex_2d(&mut self, immediate: Rid, vertex: Vector2)[src]

pub fn init(&mut self)[src]

pub fn instance_attach_object_instance_id(&mut self, instance: Rid, id: i64)[src]

pub fn instance_attach_skeleton(&mut self, instance: Rid, skeleton: Rid)[src]

pub fn instance_create(&mut self) -> Rid[src]

pub fn instance_create2(&mut self, base: Rid, scenario: Rid) -> Rid[src]

pub fn instance_geometry_set_as_instance_lod(
    &mut self,
    instance: Rid,
    as_lod_of_instance: Rid
)
[src]

pub fn instance_geometry_set_cast_shadows_setting(
    &mut self,
    instance: Rid,
    shadow_casting_setting: i64
)
[src]

pub fn instance_geometry_set_draw_range(
    &mut self,
    instance: Rid,
    min: f64,
    max: f64,
    min_margin: f64,
    max_margin: f64
)
[src]

pub fn instance_geometry_set_flag(
    &mut self,
    instance: Rid,
    flag: i64,
    enabled: bool
)
[src]

pub fn instance_geometry_set_material_override(
    &mut self,
    instance: Rid,
    material: Rid
)
[src]

pub fn instance_set_base(&mut self, instance: Rid, base: Rid)[src]

pub fn instance_set_blend_shape_weight(
    &mut self,
    instance: Rid,
    shape: i64,
    weight: f64
)
[src]

pub fn instance_set_custom_aabb(&mut self, instance: Rid, aabb: Aabb)[src]

pub fn instance_set_exterior(&mut self, instance: Rid, enabled: bool)[src]

pub fn instance_set_extra_visibility_margin(
    &mut self,
    instance: Rid,
    margin: f64
)
[src]

pub fn instance_set_layer_mask(&mut self, instance: Rid, mask: i64)[src]

pub fn instance_set_scenario(&mut self, instance: Rid, scenario: Rid)[src]

pub fn instance_set_surface_material(
    &mut self,
    instance: Rid,
    surface: i64,
    material: Rid
)
[src]

pub fn instance_set_transform(&mut self, instance: Rid, transform: Transform)[src]

pub fn instance_set_use_lightmap(
    &mut self,
    instance: Rid,
    lightmap_instance: Rid,
    lightmap: Rid
)
[src]

pub fn instance_set_visible(&mut self, instance: Rid, visible: bool)[src]

pub fn instances_cull_aabb(&self, aabb: Aabb, scenario: Rid) -> VariantArray[src]

pub fn instances_cull_convex(
    &self,
    convex: VariantArray,
    scenario: Rid
) -> VariantArray
[src]

pub fn instances_cull_ray(
    &self,
    from: Vector3,
    to: Vector3,
    scenario: Rid
) -> VariantArray
[src]

pub fn light_directional_set_blend_splits(&mut self, light: Rid, enable: bool)[src]

pub fn light_directional_set_shadow_depth_range_mode(
    &mut self,
    light: Rid,
    range_mode: i64
)
[src]

pub fn light_directional_set_shadow_mode(&mut self, light: Rid, mode: i64)[src]

pub fn light_omni_set_shadow_detail(&mut self, light: Rid, detail: i64)[src]

pub fn light_omni_set_shadow_mode(&mut self, light: Rid, mode: i64)[src]

pub fn light_set_color(&mut self, light: Rid, color: Color)[src]

pub fn light_set_cull_mask(&mut self, light: Rid, mask: i64)[src]

pub fn light_set_negative(&mut self, light: Rid, enable: bool)[src]

pub fn light_set_param(&mut self, light: Rid, param: i64, value: f64)[src]

pub fn light_set_projector(&mut self, light: Rid, texture: Rid)[src]

pub fn light_set_reverse_cull_face_mode(&mut self, light: Rid, enabled: bool)[src]

pub fn light_set_shadow(&mut self, light: Rid, enabled: bool)[src]

pub fn light_set_shadow_color(&mut self, light: Rid, color: Color)[src]

pub fn lightmap_capture_create(&mut self) -> Rid[src]

pub fn lightmap_capture_get_bounds(&self, capture: Rid) -> Aabb[src]

pub fn lightmap_capture_get_energy(&self, capture: Rid) -> f64[src]

pub fn lightmap_capture_get_octree(&self, capture: Rid) -> ByteArray[src]

pub fn lightmap_capture_get_octree_cell_subdiv(&self, capture: Rid) -> i64[src]

pub fn lightmap_capture_get_octree_cell_transform(
    &self,
    capture: Rid
) -> Transform
[src]

pub fn lightmap_capture_set_bounds(&mut self, capture: Rid, bounds: Aabb)[src]

pub fn lightmap_capture_set_energy(&mut self, capture: Rid, energy: f64)[src]

pub fn lightmap_capture_set_octree(&mut self, capture: Rid, octree: ByteArray)[src]

pub fn lightmap_capture_set_octree_cell_subdiv(
    &mut self,
    capture: Rid,
    subdiv: i64
)
[src]

pub fn lightmap_capture_set_octree_cell_transform(
    &mut self,
    capture: Rid,
    xform: Transform
)
[src]

pub fn make_sphere_mesh(
    &mut self,
    latitudes: i64,
    longitudes: i64,
    radius: f64
) -> Rid
[src]

pub fn material_create(&mut self) -> Rid[src]

pub fn material_get_param(
    &self,
    material: Rid,
    parameter: GodotString
) -> Variant
[src]

pub fn material_get_param_default(
    &self,
    material: Rid,
    parameter: GodotString
) -> Variant
[src]

pub fn material_get_shader(&self, shader_material: Rid) -> Rid[src]

pub fn material_set_line_width(&mut self, material: Rid, width: f64)[src]

pub fn material_set_next_pass(&mut self, material: Rid, next_material: Rid)[src]

pub fn material_set_param(
    &mut self,
    material: Rid,
    parameter: GodotString,
    value: Variant
)
[src]

pub fn material_set_render_priority(&mut self, material: Rid, priority: i64)[src]

pub fn material_set_shader(&mut self, shader_material: Rid, shader: Rid)[src]

pub fn mesh_add_surface_from_arrays(
    &mut self,
    mesh: Rid,
    primtive: i64,
    arrays: VariantArray,
    blend_shapes: VariantArray,
    compress_format: i64
)
[src]

pub fn mesh_clear(&mut self, mesh: Rid)[src]

pub fn mesh_create(&mut self) -> Rid[src]

pub fn mesh_get_blend_shape_count(&self, mesh: Rid) -> i64[src]

pub fn mesh_get_blend_shape_mode(&self, mesh: Rid) -> VisualServerBlendShapeMode[src]

pub fn mesh_get_custom_aabb(&self, mesh: Rid) -> Aabb[src]

pub fn mesh_get_surface_count(&self, mesh: Rid) -> i64[src]

pub fn mesh_remove_surface(&mut self, mesh: Rid, index: i64)[src]

pub fn mesh_set_blend_shape_count(&mut self, mesh: Rid, amount: i64)[src]

pub fn mesh_set_blend_shape_mode(&mut self, mesh: Rid, mode: i64)[src]

pub fn mesh_set_custom_aabb(&mut self, mesh: Rid, aabb: Aabb)[src]

pub fn mesh_surface_get_aabb(&self, mesh: Rid, surface: i64) -> Aabb[src]

pub fn mesh_surface_get_array(&self, mesh: Rid, surface: i64) -> ByteArray[src]

pub fn mesh_surface_get_array_index_len(&self, mesh: Rid, surface: i64) -> i64[src]

pub fn mesh_surface_get_array_len(&self, mesh: Rid, surface: i64) -> i64[src]

pub fn mesh_surface_get_arrays(&self, mesh: Rid, surface: i64) -> VariantArray[src]

pub fn mesh_surface_get_blend_shape_arrays(
    &self,
    mesh: Rid,
    surface: i64
) -> VariantArray
[src]

pub fn mesh_surface_get_format(&self, mesh: Rid, surface: i64) -> i64[src]

pub fn mesh_surface_get_format_offset(
    &self,
    format: i64,
    vertex_len: i64,
    index_len: i64,
    array_index: i64
) -> i64
[src]

pub fn mesh_surface_get_format_stride(
    &self,
    format: i64,
    vertex_len: i64,
    index_len: i64
) -> i64
[src]

pub fn mesh_surface_get_index_array(&self, mesh: Rid, surface: i64) -> ByteArray[src]

pub fn mesh_surface_get_material(&self, mesh: Rid, surface: i64) -> Rid[src]

pub fn mesh_surface_get_primitive_type(
    &self,
    mesh: Rid,
    surface: i64
) -> VisualServerPrimitiveType
[src]

pub fn mesh_surface_get_skeleton_aabb(
    &self,
    mesh: Rid,
    surface: i64
) -> VariantArray
[src]

pub fn mesh_surface_set_material(
    &mut self,
    mesh: Rid,
    surface: i64,
    material: Rid
)
[src]

pub fn mesh_surface_update_region(
    &mut self,
    mesh: Rid,
    surface: i64,
    offset: i64,
    data: ByteArray
)
[src]

pub fn multimesh_allocate(
    &mut self,
    multimesh: Rid,
    instances: i64,
    transform_format: i64,
    color_format: i64,
    custom_data_format: i64
)
[src]

pub fn multimesh_get_aabb(&self, multimesh: Rid) -> Aabb[src]

pub fn multimesh_get_instance_count(&self, multimesh: Rid) -> i64[src]

pub fn multimesh_get_mesh(&self, multimesh: Rid) -> Rid[src]

pub fn multimesh_get_visible_instances(&self, multimesh: Rid) -> i64[src]

pub fn multimesh_instance_get_color(&self, multimesh: Rid, index: i64) -> Color[src]

pub fn multimesh_instance_get_custom_data(
    &self,
    multimesh: Rid,
    index: i64
) -> Color
[src]

pub fn multimesh_instance_get_transform(
    &self,
    multimesh: Rid,
    index: i64
) -> Transform
[src]

pub fn multimesh_instance_get_transform_2d(
    &self,
    multimesh: Rid,
    index: i64
) -> Transform2D
[src]

pub fn multimesh_instance_set_color(
    &mut self,
    multimesh: Rid,
    index: i64,
    color: Color
)
[src]

pub fn multimesh_instance_set_custom_data(
    &mut self,
    multimesh: Rid,
    index: i64,
    custom_data: Color
)
[src]

pub fn multimesh_instance_set_transform(
    &mut self,
    multimesh: Rid,
    index: i64,
    transform: Transform
)
[src]

pub fn multimesh_instance_set_transform_2d(
    &mut self,
    multimesh: Rid,
    index: i64,
    transform: Transform2D
)
[src]

pub fn multimesh_set_as_bulk_array(
    &mut self,
    multimesh: Rid,
    array: Float32Array
)
[src]

pub fn multimesh_set_mesh(&mut self, multimesh: Rid, mesh: Rid)[src]

pub fn multimesh_set_visible_instances(&mut self, multimesh: Rid, visible: i64)[src]

pub fn omni_light_create(&mut self) -> Rid[src]

pub fn particles_create(&mut self) -> Rid[src]

pub fn particles_get_current_aabb(&mut self, particles: Rid) -> Aabb[src]

pub fn particles_get_emitting(&mut self, particles: Rid) -> bool[src]

pub fn particles_restart(&mut self, particles: Rid)[src]

pub fn particles_set_amount(&mut self, particles: Rid, amount: i64)[src]

pub fn particles_set_custom_aabb(&mut self, particles: Rid, aabb: Aabb)[src]

pub fn particles_set_draw_order(&mut self, particles: Rid, order: i64)[src]

pub fn particles_set_draw_pass_mesh(
    &mut self,
    particles: Rid,
    pass: i64,
    mesh: Rid
)
[src]

pub fn particles_set_draw_passes(&mut self, particles: Rid, count: i64)[src]

pub fn particles_set_emission_transform(
    &mut self,
    particles: Rid,
    transform: Transform
)
[src]

pub fn particles_set_emitting(&mut self, particles: Rid, emitting: bool)[src]

pub fn particles_set_explosiveness_ratio(&mut self, particles: Rid, ratio: f64)[src]

pub fn particles_set_fixed_fps(&mut self, particles: Rid, fps: i64)[src]

pub fn particles_set_fractional_delta(&mut self, particles: Rid, enable: bool)[src]

pub fn particles_set_lifetime(&mut self, particles: Rid, lifetime: f64)[src]

pub fn particles_set_one_shot(&mut self, particles: Rid, one_shot: bool)[src]

pub fn particles_set_pre_process_time(&mut self, particles: Rid, time: f64)[src]

pub fn particles_set_process_material(&mut self, particles: Rid, material: Rid)[src]

pub fn particles_set_randomness_ratio(&mut self, particles: Rid, ratio: f64)[src]

pub fn particles_set_speed_scale(&mut self, particles: Rid, scale: f64)[src]

pub fn particles_set_use_local_coordinates(
    &mut self,
    particles: Rid,
    enable: bool
)
[src]

pub fn reflection_probe_create(&mut self) -> Rid[src]

pub fn reflection_probe_set_as_interior(&mut self, probe: Rid, enable: bool)[src]

pub fn reflection_probe_set_cull_mask(&mut self, probe: Rid, layers: i64)[src]

pub fn reflection_probe_set_enable_box_projection(
    &mut self,
    probe: Rid,
    enable: bool
)
[src]

pub fn reflection_probe_set_enable_shadows(&mut self, probe: Rid, enable: bool)[src]

pub fn reflection_probe_set_extents(&mut self, probe: Rid, extents: Vector3)[src]

pub fn reflection_probe_set_intensity(&mut self, probe: Rid, intensity: f64)[src]

pub fn reflection_probe_set_interior_ambient(
    &mut self,
    probe: Rid,
    color: Color
)
[src]

pub fn reflection_probe_set_interior_ambient_energy(
    &mut self,
    probe: Rid,
    energy: f64
)
[src]

pub fn reflection_probe_set_interior_ambient_probe_contribution(
    &mut self,
    probe: Rid,
    contrib: f64
)
[src]

pub fn reflection_probe_set_max_distance(&mut self, probe: Rid, distance: f64)[src]

pub fn reflection_probe_set_origin_offset(
    &mut self,
    probe: Rid,
    offset: Vector3
)
[src]

pub fn reflection_probe_set_update_mode(&mut self, probe: Rid, mode: i64)[src]

pub fn request_frame_drawn_callback(
    &mut self,
    _where: Option<Object>,
    method: GodotString,
    userdata: Variant
)
[src]

pub fn scenario_create(&mut self) -> Rid[src]

pub fn scenario_set_debug(&mut self, scenario: Rid, debug_mode: i64)[src]

pub fn scenario_set_environment(&mut self, scenario: Rid, environment: Rid)[src]

pub fn scenario_set_fallback_environment(
    &mut self,
    scenario: Rid,
    environment: Rid
)
[src]

pub fn scenario_set_reflection_atlas_size(
    &mut self,
    scenario: Rid,
    size: i64,
    subdiv: i64
)
[src]

pub fn set_boot_image(
    &mut self,
    image: Option<Image>,
    color: Color,
    scale: bool
)
[src]

pub fn set_debug_generate_wireframes(&mut self, generate: bool)[src]

pub fn set_default_clear_color(&mut self, color: Color)[src]

pub fn shader_create(&mut self) -> Rid[src]

pub fn shader_get_code(&self, shader: Rid) -> GodotString[src]

pub fn shader_get_default_texture_param(
    &self,
    shader: Rid,
    name: GodotString
) -> Rid
[src]

pub fn shader_get_param_list(&self, shader: Rid) -> VariantArray[src]

pub fn shader_set_code(&mut self, shader: Rid, code: GodotString)[src]

pub fn shader_set_default_texture_param(
    &mut self,
    shader: Rid,
    name: GodotString,
    texture: Rid
)
[src]

pub fn skeleton_allocate(
    &mut self,
    skeleton: Rid,
    bones: i64,
    is_2d_skeleton: bool
)
[src]

pub fn skeleton_bone_get_transform(&self, skeleton: Rid, bone: i64) -> Transform[src]

pub fn skeleton_bone_get_transform_2d(
    &self,
    skeleton: Rid,
    bone: i64
) -> Transform2D
[src]

pub fn skeleton_bone_set_transform(
    &mut self,
    skeleton: Rid,
    bone: i64,
    transform: Transform
)
[src]

pub fn skeleton_bone_set_transform_2d(
    &mut self,
    skeleton: Rid,
    bone: i64,
    transform: Transform2D
)
[src]

pub fn skeleton_create(&mut self) -> Rid[src]

pub fn skeleton_get_bone_count(&self, skeleton: Rid) -> i64[src]

pub fn sky_create(&mut self) -> Rid[src]

pub fn sky_set_texture(&mut self, sky: Rid, cube_map: Rid, radiance_size: i64)[src]

pub fn spot_light_create(&mut self) -> Rid[src]

pub fn sync(&mut self)[src]

pub fn texture_allocate(
    &mut self,
    texture: Rid,
    width: i64,
    height: i64,
    depth_3d: i64,
    format: i64,
    _type: i64,
    flags: i64
)
[src]

pub fn texture_create(&mut self) -> Rid[src]

pub fn texture_create_from_image(
    &mut self,
    image: Option<Image>,
    flags: i64
) -> Rid
[src]

pub fn texture_debug_usage(&mut self) -> VariantArray[src]

pub fn texture_get_data(&self, texture: Rid, cube_side: i64) -> Option<Image>[src]

pub fn texture_get_depth(&self, texture: Rid) -> i64[src]

pub fn texture_get_flags(&self, texture: Rid) -> i64[src]

pub fn texture_get_format(&self, texture: Rid) -> ImageFormat[src]

pub fn texture_get_height(&self, texture: Rid) -> i64[src]

pub fn texture_get_path(&self, texture: Rid) -> GodotString[src]

pub fn texture_get_texid(&self, texture: Rid) -> i64[src]

pub fn texture_get_type(&self, texture: Rid) -> VisualServerTextureType[src]

pub fn texture_get_width(&self, texture: Rid) -> i64[src]

pub fn texture_set_data(
    &mut self,
    texture: Rid,
    image: Option<Image>,
    layer: i64
)
[src]

pub fn texture_set_data_partial(
    &mut self,
    texture: Rid,
    image: Option<Image>,
    src_x: i64,
    src_y: i64,
    src_w: i64,
    src_h: i64,
    dst_x: i64,
    dst_y: i64,
    dst_mip: i64,
    layer: i64
)
[src]

pub fn texture_set_flags(&mut self, texture: Rid, flags: i64)[src]

pub fn texture_set_path(&mut self, texture: Rid, path: GodotString)[src]

pub fn texture_set_shrink_all_x2_on_set_data(&mut self, shrink: bool)[src]

pub fn texture_set_size_override(
    &mut self,
    texture: Rid,
    width: i64,
    height: i64,
    depth: i64
)
[src]

pub fn textures_keep_original(&mut self, enable: bool)[src]

pub fn viewport_attach_camera(&mut self, viewport: Rid, camera: Rid)[src]

pub fn viewport_attach_canvas(&mut self, viewport: Rid, canvas: Rid)[src]

pub fn viewport_attach_to_screen(
    &mut self,
    viewport: Rid,
    rect: Rect2,
    screen: i64
)
[src]

pub fn viewport_create(&mut self) -> Rid[src]

pub fn viewport_detach(&mut self, viewport: Rid)[src]

pub fn viewport_get_render_info(&mut self, viewport: Rid, info: i64) -> i64[src]

pub fn viewport_get_texture(&self, viewport: Rid) -> Rid[src]

pub fn viewport_remove_canvas(&mut self, viewport: Rid, canvas: Rid)[src]

pub fn viewport_set_active(&mut self, viewport: Rid, active: bool)[src]

pub fn viewport_set_canvas_stacking(
    &mut self,
    viewport: Rid,
    canvas: Rid,
    layer: i64,
    sublayer: i64
)
[src]

pub fn viewport_set_canvas_transform(
    &mut self,
    viewport: Rid,
    canvas: Rid,
    offset: Transform2D
)
[src]

pub fn viewport_set_clear_mode(&mut self, viewport: Rid, clear_mode: i64)[src]

pub fn viewport_set_debug_draw(&mut self, viewport: Rid, draw: i64)[src]

pub fn viewport_set_disable_3d(&mut self, viewport: Rid, disabled: bool)[src]

pub fn viewport_set_disable_environment(
    &mut self,
    viewport: Rid,
    disabled: bool
)
[src]

pub fn viewport_set_global_canvas_transform(
    &mut self,
    viewport: Rid,
    transform: Transform2D
)
[src]

pub fn viewport_set_hdr(&mut self, viewport: Rid, enabled: bool)[src]

pub fn viewport_set_hide_canvas(&mut self, viewport: Rid, hidden: bool)[src]

pub fn viewport_set_hide_scenario(&mut self, viewport: Rid, hidden: bool)[src]

pub fn viewport_set_msaa(&mut self, viewport: Rid, msaa: i64)[src]

pub fn viewport_set_parent_viewport(
    &mut self,
    viewport: Rid,
    parent_viewport: Rid
)
[src]

pub fn viewport_set_scenario(&mut self, viewport: Rid, scenario: Rid)[src]

pub fn viewport_set_shadow_atlas_quadrant_subdivision(
    &mut self,
    viewport: Rid,
    quadrant: i64,
    subdivision: i64
)
[src]

pub fn viewport_set_shadow_atlas_size(&mut self, viewport: Rid, size: i64)[src]

pub fn viewport_set_size(&mut self, viewport: Rid, width: i64, height: i64)[src]

pub fn viewport_set_transparent_background(
    &mut self,
    viewport: Rid,
    enabled: bool
)
[src]

pub fn viewport_set_update_mode(&mut self, viewport: Rid, update_mode: i64)[src]

pub fn viewport_set_usage(&mut self, viewport: Rid, usage: i64)[src]

pub fn viewport_set_use_arvr(&mut self, viewport: Rid, use_arvr: bool)[src]

pub fn viewport_set_vflip(&mut self, viewport: Rid, enabled: bool)[src]

pub fn to_object(&self) -> Object[src]

Up-cast.

pub fn cast<T: GodotObject>(&self) -> Option<T>[src]

Generic dynamic cast.

Methods from Deref<Target = Object>

pub unsafe fn _get(&mut self, property: GodotString) -> Variant[src]

pub unsafe fn _get_property_list(&mut self) -> VariantArray[src]

pub unsafe fn _init(&mut self)[src]

pub unsafe fn _notification(&mut self, what: i64)[src]

pub unsafe fn _set(&mut self, property: GodotString, value: Variant) -> bool[src]

pub unsafe fn add_user_signal(
    &mut self,
    signal: GodotString,
    arguments: VariantArray
)
[src]

pub unsafe fn call(
    &mut self,
    method: GodotString,
    varargs: &[Variant]
) -> Variant
[src]

pub unsafe fn call_deferred(
    &mut self,
    method: GodotString,
    varargs: &[Variant]
) -> Variant
[src]

pub unsafe fn callv(
    &mut self,
    method: GodotString,
    arg_array: VariantArray
) -> Variant
[src]

pub unsafe fn can_translate_messages(&self) -> bool[src]

pub unsafe fn connect(
    &mut self,
    signal: GodotString,
    target: Option<Object>,
    method: GodotString,
    binds: VariantArray,
    flags: i64
) -> Result<(), GodotError>
[src]

pub unsafe fn disconnect(
    &mut self,
    signal: GodotString,
    target: Option<Object>,
    method: GodotString
)
[src]

pub unsafe fn emit_signal(
    &mut self,
    signal: GodotString,
    varargs: &[Variant]
) -> Variant
[src]

pub unsafe fn get(&self, property: GodotString) -> Variant[src]

pub unsafe fn get_class(&self) -> GodotString[src]

pub unsafe fn get_incoming_connections(&self) -> VariantArray[src]

pub unsafe fn get_indexed(&self, property: NodePath) -> Variant[src]

pub unsafe fn get_instance_id(&self) -> i64[src]

pub unsafe fn get_meta(&self, name: GodotString) -> Variant[src]

pub unsafe fn get_meta_list(&self) -> StringArray[src]

pub unsafe fn get_method_list(&self) -> VariantArray[src]

pub unsafe fn get_property_list(&self) -> VariantArray[src]

pub unsafe fn get_script(&self) -> Option<Reference>[src]

pub unsafe fn get_signal_connection_list(
    &self,
    signal: GodotString
) -> VariantArray
[src]

pub unsafe fn get_signal_list(&self) -> VariantArray[src]

pub unsafe fn has_meta(&self, name: GodotString) -> bool[src]

pub unsafe fn has_method(&self, method: GodotString) -> bool[src]

pub unsafe fn has_user_signal(&self, signal: GodotString) -> bool[src]

pub unsafe fn is_blocking_signals(&self) -> bool[src]

pub unsafe fn is_class(&self, _type: GodotString) -> bool[src]

pub unsafe fn is_connected(
    &self,
    signal: GodotString,
    target: Option<Object>,
    method: GodotString
) -> bool
[src]

pub unsafe fn is_queued_for_deletion(&self) -> bool[src]

pub unsafe fn notification(&mut self, what: i64, reversed: bool)[src]

pub unsafe fn property_list_changed_notify(&mut self)[src]

pub unsafe fn set(&mut self, property: GodotString, value: Variant)[src]

pub unsafe fn set_block_signals(&mut self, enable: bool)[src]

pub unsafe fn set_deferred(&mut self, property: GodotString, value: Variant)[src]

pub unsafe fn set_indexed(&mut self, property: NodePath, value: Variant)[src]

pub unsafe fn set_message_translation(&mut self, enable: bool)[src]

pub unsafe fn set_meta(&mut self, name: GodotString, value: Variant)[src]

pub unsafe fn set_script(&mut self, script: Option<Reference>)[src]

pub unsafe fn tr(&self, message: GodotString) -> GodotString[src]

pub unsafe fn cast<T>(&self) -> Option<T> where
    T: GodotObject
[src]

Generic dynamic cast.

Trait Implementations

impl Clone for VisualServer[src]

impl Copy for VisualServer[src]

impl Debug for VisualServer[src]

impl Deref for VisualServer[src]

type Target = Object

The resulting type after dereferencing.

impl DerefMut for VisualServer[src]

impl FromVariant for VisualServer[src]

impl GodotObject for VisualServer[src]

impl ToVariant for VisualServer[src]

Auto Trait Implementations

Blanket Implementations

impl<T> Any for T where
    T: 'static + ?Sized
[src]

impl<T> Borrow<T> for T where
    T: ?Sized
[src]

impl<T> BorrowMut<T> for T where
    T: ?Sized
[src]

impl<T> From<T> for T[src]

impl<T, U> Into<U> for T where
    U: From<T>, 
[src]

impl<T> ToOwned for T where
    T: Clone
[src]

type Owned = T

The resulting type after obtaining ownership.

impl<T, U> TryFrom<U> for T where
    U: Into<T>, 
[src]

type Error = Infallible

The type returned in the event of a conversion error.

impl<T, U> TryInto<U> for T where
    U: TryFrom<T>, 
[src]

type Error = <U as TryFrom<T>>::Error

The type returned in the event of a conversion error.