[−][src]Struct gdnative_bindings::VisualShaderNodeGlobalExpression
core class VisualShaderNodeGlobalExpression
inherits VisualShaderNodeExpression
(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
VisualShaderNodeGlobalExpression inherits methods from:
Safety
All types in the Godot API have "interior mutability" in Rust parlance.
To enforce that the official thread-safety guidelines are
followed, the typestate pattern is used in the Ref
and TRef
smart pointers,
and the Instance
API. The typestate Access
in these types tracks whether the
access is unique, shared, or exclusive to the current thread. For more information,
see the type-level documentation on Ref
.
Implementations
impl VisualShaderNodeGlobalExpression
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pub fn new() -> Ref<Self, Unique>
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Creates a new instance of this object.
This is a reference-counted type. The returned object is automatically managed
by Ref
.
Methods from Deref<Target = VisualShaderNodeExpression>
pub fn expression(&self) -> GodotString
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An expression in Godot Shading Language, which will be injected at the start of the graph's matching shader function ([code]vertex[/code], [code]fragment[/code], or [code]light[/code]), and thus cannot be used to declare functions, varyings, uniforms, or global constants.
pub fn set_expression(&self, expression: impl Into<GodotString>)
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An expression in Godot Shading Language, which will be injected at the start of the graph's matching shader function ([code]vertex[/code], [code]fragment[/code], or [code]light[/code]), and thus cannot be used to declare functions, varyings, uniforms, or global constants.
Trait Implementations
impl Debug for VisualShaderNodeGlobalExpression
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impl Deref for VisualShaderNodeGlobalExpression
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type Target = VisualShaderNodeExpression
The resulting type after dereferencing.
fn deref(&self) -> &VisualShaderNodeExpression
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impl DerefMut for VisualShaderNodeGlobalExpression
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fn deref_mut(&mut self) -> &mut VisualShaderNodeExpression
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impl GodotObject for VisualShaderNodeGlobalExpression
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type RefKind = RefCounted
The memory management kind of this type. This modifies the behavior of the
Ref
smart pointer. See its type-level documentation for more
information. Read more
fn class_name() -> &'static str
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fn null() -> Null<Self>
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fn new() -> Ref<Self, Unique> where
Self: Instanciable,
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Self: Instanciable,
fn cast<T>(&self) -> Option<&T> where
T: GodotObject + SubClass<Self>,
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T: GodotObject + SubClass<Self>,
fn upcast<T>(&self) -> &T where
Self: SubClass<T>,
T: GodotObject,
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Self: SubClass<T>,
T: GodotObject,
unsafe fn assume_shared(&self) -> Ref<Self, Shared>
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unsafe fn assume_thread_local(&self) -> Ref<Self, ThreadLocal> where
Self: GodotObject<RefKind = RefCounted>,
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Self: GodotObject<RefKind = RefCounted>,
unsafe fn assume_unique(&self) -> Ref<Self, Unique>
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impl Instanciable for VisualShaderNodeGlobalExpression
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impl Sealed for VisualShaderNodeGlobalExpression
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impl SubClass<Object> for VisualShaderNodeGlobalExpression
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impl SubClass<Reference> for VisualShaderNodeGlobalExpression
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impl SubClass<Resource> for VisualShaderNodeGlobalExpression
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impl SubClass<VisualShaderNode> for VisualShaderNodeGlobalExpression
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impl SubClass<VisualShaderNodeExpression> for VisualShaderNodeGlobalExpression
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impl SubClass<VisualShaderNodeGroupBase> for VisualShaderNodeGlobalExpression
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Auto Trait Implementations
impl RefUnwindSafe for VisualShaderNodeGlobalExpression
impl !Send for VisualShaderNodeGlobalExpression
impl !Sync for VisualShaderNodeGlobalExpression
impl Unpin for VisualShaderNodeGlobalExpression
impl UnwindSafe for VisualShaderNodeGlobalExpression
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> SubClass<T> for T where
T: GodotObject,
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T: GodotObject,
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>,