[][src]Struct gdnative_bindings::VisualShaderNode

pub struct VisualShaderNode { /* fields omitted */ }

core class VisualShaderNode inherits Resource (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

VisualShaderNode inherits methods from:

Methods

impl VisualShaderNode[src]

pub fn new_ref(&self) -> Self[src]

Creates a new reference to the same reference-counted object.

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

pub fn _set_default_input_values(&mut self, values: VariantArray)[src]

pub fn get_input_port_default_value(&self, port: i64) -> Variant[src]

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

pub fn set_input_port_default_value(&mut self, port: i64, value: Variant)[src]

pub fn set_output_port_for_preview(&mut self, port: i64)[src]

pub fn to_resource(&self) -> Resource[src]

Up-cast.

pub fn to_reference(&self) -> Reference[src]

Up-cast.

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 = Resource>

pub fn new_ref(&self) -> Self[src]

Creates a new reference to the same reference-counted object.

pub fn _setup_local_to_scene(&mut self)[src]

pub fn duplicate(&self, subresources: bool) -> Option<Resource>[src]

pub fn get_local_scene(&self) -> Option<Node>[src]

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

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

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

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

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

pub fn set_name(&mut self, name: GodotString)[src]

pub fn set_path(&mut self, path: GodotString)[src]

pub fn setup_local_to_scene(&mut self)[src]

pub fn take_over_path(&mut self, path: GodotString)[src]

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

Inherited from Reference.

pub fn to_reference(&self) -> Reference[src]

Up-cast.

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

Up-cast.

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

Generic dynamic cast.

Trait Implementations

impl Clone for VisualShaderNode[src]

impl Debug for VisualShaderNode[src]

impl Deref for VisualShaderNode[src]

type Target = Resource

The resulting type after dereferencing.

impl DerefMut for VisualShaderNode[src]

impl FromVariant for VisualShaderNode[src]

impl GodotObject for VisualShaderNode[src]

impl ToVariant for VisualShaderNode[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.