[−][src]Struct gdnative_bindings::VisualShaderNodeOutput
core class VisualShaderNodeOutput inherits VisualShaderNode (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
VisualShaderNodeOutput inherits methods from:
Methods
impl VisualShaderNodeOutput[src]
pub fn new_ref(&self) -> Self[src]
Creates a new reference to the same reference-counted object.
pub fn to_visual_shader_node(&self) -> VisualShaderNode[src]
Up-cast.
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 = VisualShaderNode>
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.
Trait Implementations
impl Clone for VisualShaderNodeOutput[src]
fn clone(&self) -> Self[src]
fn clone_from(&mut self, source: &Self)1.0.0[src]
impl Debug for VisualShaderNodeOutput[src]
impl Deref for VisualShaderNodeOutput[src]
type Target = VisualShaderNode
The resulting type after dereferencing.
fn deref(&self) -> &VisualShaderNode[src]
impl DerefMut for VisualShaderNodeOutput[src]
fn deref_mut(&mut self) -> &mut VisualShaderNode[src]
impl FromVariant for VisualShaderNodeOutput[src]
fn from_variant(variant: &Variant) -> Option<Self>[src]
impl GodotObject for VisualShaderNodeOutput[src]
fn class_name() -> &'static str[src]
unsafe fn from_sys(obj: *mut godot_object) -> Self[src]
unsafe fn to_sys(&self) -> *mut godot_object[src]
impl ToVariant for VisualShaderNodeOutput[src]
fn to_variant(&self) -> Variant[src]
Auto Trait Implementations
impl RefUnwindSafe for VisualShaderNodeOutput
impl !Send for VisualShaderNodeOutput
impl !Sync for VisualShaderNodeOutput
impl Unpin for VisualShaderNodeOutput
impl UnwindSafe for VisualShaderNodeOutput
Blanket Implementations
impl<T> Any for T where
T: 'static + ?Sized, [src]
T: 'static + ?Sized,
impl<T> Borrow<T> for T where
T: ?Sized, [src]
T: ?Sized,
impl<T> BorrowMut<T> for T where
T: ?Sized, [src]
T: ?Sized,
fn borrow_mut(&mut self) -> &mut T[src]
impl<T> From<T> for T[src]
impl<T, U> Into<U> for T where
U: From<T>, [src]
U: From<T>,
impl<T> ToOwned for T where
T: Clone, [src]
T: Clone,
type Owned = T
The resulting type after obtaining ownership.
fn to_owned(&self) -> T[src]
fn clone_into(&self, target: &mut T)[src]
impl<T, U> TryFrom<U> for T where
U: Into<T>, [src]
U: Into<T>,
type Error = Infallible
The type returned in the event of a conversion error.
fn try_from(value: U) -> Result<T, <T as TryFrom<U>>::Error>[src]
impl<T, U> TryInto<U> for T where
U: TryFrom<T>, [src]
U: TryFrom<T>,