[−][src]Struct gdnative_bindings::VisualShaderNodeVectorLen
core class VisualShaderNodeVectorLen
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
VisualShaderNodeVectorLen inherits methods from:
Methods
impl VisualShaderNodeVectorLen
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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 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 VisualShaderNodeVectorLen
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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 VisualShaderNodeVectorLen
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impl Deref for VisualShaderNodeVectorLen
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type Target = VisualShaderNode
The resulting type after dereferencing.
fn deref(&self) -> &VisualShaderNode
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impl DerefMut for VisualShaderNodeVectorLen
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fn deref_mut(&mut self) -> &mut VisualShaderNode
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impl Drop for VisualShaderNodeVectorLen
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impl FromVariant for VisualShaderNodeVectorLen
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fn from_variant(variant: &Variant) -> Option<Self>
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impl GodotObject for VisualShaderNodeVectorLen
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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 VisualShaderNodeVectorLen
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impl ToVariant for VisualShaderNodeVectorLen
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fn to_variant(&self) -> Variant
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Auto Trait Implementations
impl RefUnwindSafe for VisualShaderNodeVectorLen
impl !Send for VisualShaderNodeVectorLen
impl !Sync for VisualShaderNodeVectorLen
impl Unpin for VisualShaderNodeVectorLen
impl UnwindSafe for VisualShaderNodeVectorLen
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>,