[−][src]Struct gdnative_bindings::VisualShaderNodeTexture
core class VisualShaderNodeTexture
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
VisualShaderNodeTexture inherits methods from:
Methods
impl VisualShaderNodeTexture
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Constants
pub const SOURCE_SCREEN: i64
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pub const SOURCE_2D_NORMAL: i64
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pub const SOURCE_2D_TEXTURE: i64
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pub const SOURCE_TEXTURE: i64
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pub const TYPE_COLOR: i64
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pub const TYPE_NORMALMAP: i64
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pub const TYPE_DATA: i64
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impl VisualShaderNodeTexture
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pub fn new() -> Self
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pub fn new_ref(&self) -> Self
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Creates a new reference to the same reference-counted object.
pub fn get_source(&self) -> VisualShaderNodeTextureSource
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pub fn get_texture(&self) -> Option<Texture>
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pub fn get_texture_type(&self) -> VisualShaderNodeTextureTextureType
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pub fn set_source(&mut self, value: i64)
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pub fn set_texture(&mut self, value: Option<Texture>)
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pub fn set_texture_type(&mut self, value: i64)
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pub fn to_visual_shader_node(&self) -> VisualShaderNode
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Up-cast.
pub fn to_resource(&self) -> Resource
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Up-cast.
pub fn to_reference(&self) -> Reference
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Up-cast.
pub fn to_object(&self) -> Object
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Up-cast.
pub fn cast<T: GodotObject>(&self) -> Option<T>
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Generic dynamic cast.
Methods from Deref<Target = VisualShaderNode>
pub fn new_ref(&self) -> Self
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Creates a new reference to the same reference-counted object.
pub fn _get_default_input_values(&self) -> VariantArray
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pub fn _set_default_input_values(&mut self, values: VariantArray)
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pub fn get_input_port_default_value(&self, port: i64) -> Variant
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pub fn get_output_port_for_preview(&self) -> i64
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pub fn set_input_port_default_value(&mut self, port: i64, value: Variant)
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pub fn set_output_port_for_preview(&mut self, port: i64)
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pub fn to_resource(&self) -> Resource
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Up-cast.
pub fn to_reference(&self) -> Reference
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Up-cast.
pub fn to_object(&self) -> Object
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Up-cast.
pub fn cast<T: GodotObject>(&self) -> Option<T>
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Generic dynamic cast.
Trait Implementations
impl Clone for VisualShaderNodeTexture
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fn clone(&self) -> Self
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fn clone_from(&mut self, source: &Self)
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impl Debug for VisualShaderNodeTexture
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impl Deref for VisualShaderNodeTexture
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type Target = VisualShaderNode
The resulting type after dereferencing.
fn deref(&self) -> &VisualShaderNode
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impl DerefMut for VisualShaderNodeTexture
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fn deref_mut(&mut self) -> &mut VisualShaderNode
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impl Drop for VisualShaderNodeTexture
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impl FromVariant for VisualShaderNodeTexture
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fn from_variant(variant: &Variant) -> Option<Self>
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impl GodotObject for VisualShaderNodeTexture
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fn class_name() -> &'static str
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unsafe fn from_sys(obj: *mut godot_object) -> Self
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unsafe fn to_sys(&self) -> *mut godot_object
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impl Instanciable for VisualShaderNodeTexture
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impl ToVariant for VisualShaderNodeTexture
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fn to_variant(&self) -> Variant
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Auto Trait Implementations
impl RefUnwindSafe for VisualShaderNodeTexture
impl !Send for VisualShaderNodeTexture
impl !Sync for VisualShaderNodeTexture
impl Unpin for VisualShaderNodeTexture
impl UnwindSafe for VisualShaderNodeTexture
Blanket Implementations
impl<T> Any for T where
T: 'static + ?Sized,
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T: 'static + ?Sized,
impl<T> Borrow<T> for T where
T: ?Sized,
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T: ?Sized,
impl<T> BorrowMut<T> for T where
T: ?Sized,
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T: ?Sized,
fn borrow_mut(&mut self) -> &mut T
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impl<T> From<T> for T
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impl<T, U> Into<U> for T where
U: From<T>,
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U: From<T>,
impl<T> ToOwned for T where
T: Clone,
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T: Clone,
type Owned = T
The resulting type after obtaining ownership.
fn to_owned(&self) -> T
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fn clone_into(&self, target: &mut T)
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impl<T, U> TryFrom<U> for T where
U: Into<T>,
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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>
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impl<T, U> TryInto<U> for T where
U: TryFrom<T>,
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U: TryFrom<T>,