[−][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:
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 VisualShaderNodeTexture
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Constants
pub const SOURCE_2D_NORMAL: i64
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pub const SOURCE_2D_TEXTURE: i64
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pub const SOURCE_DEPTH: i64
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pub const SOURCE_PORT: i64
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pub const SOURCE_SCREEN: 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_DATA: i64
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pub const TYPE_NORMALMAP: i64
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impl VisualShaderNodeTexture
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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
.
pub fn source(&self) -> Source
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Determines the source for the lookup. See [enum Source] for options.
pub fn texture(&self) -> Option<Ref<Texture, Shared>>
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The source texture, if needed for the selected [member source].
pub fn texture_type(&self) -> TextureType
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Specifies the type of the texture if [member source] is set to [constant SOURCE_TEXTURE]. See [enum TextureType] for options.
pub fn set_source(&self, value: i64)
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Determines the source for the lookup. See [enum Source] for options.
pub fn set_texture(&self, value: impl AsArg<Texture>)
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The source texture, if needed for the selected [member source].
pub fn set_texture_type(&self, value: i64)
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Specifies the type of the texture if [member source] is set to [constant SOURCE_TEXTURE]. See [enum TextureType] for options.
Methods from Deref<Target = VisualShaderNode>
pub const PORT_TYPE_BOOLEAN: i64
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pub const PORT_TYPE_MAX: i64
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pub const PORT_TYPE_SAMPLER: i64
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pub const PORT_TYPE_SCALAR: i64
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pub const PORT_TYPE_TRANSFORM: i64
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pub const PORT_TYPE_VECTOR: i64
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pub fn default_input_values(&self) -> VariantArray
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Returns an [Array] containing default values for all of the input ports of the node in the form [code][index0, value0, index1, value1, ...][/code].
pub fn get_input_port_default_value(&self, port: i64) -> Variant
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Returns the default value of the input [code]port[/code].
pub fn output_port_for_preview(&self) -> i64
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Sets the output port index which will be showed for preview. If set to [code]-1[/code] no port will be open for preview.
pub fn set_default_input_values(&self, values: VariantArray)
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Sets the default input ports values using an [Array] of the form [code][index0, value0, index1, value1, ...][/code]. For example: [code][0, Vector3(0, 0, 0), 1, Vector3(0, 0, 0)][/code].
pub fn set_input_port_default_value(
&self,
port: i64,
value: impl OwnedToVariant
)
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&self,
port: i64,
value: impl OwnedToVariant
)
Sets the default value for the selected input [code]port[/code].
pub fn set_output_port_for_preview(&self, port: i64)
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Sets the output port index which will be showed for preview. If set to [code]-1[/code] no port will be open for preview.
Trait Implementations
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 GodotObject for VisualShaderNodeTexture
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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 VisualShaderNodeTexture
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impl Sealed for VisualShaderNodeTexture
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impl SubClass<Object> for VisualShaderNodeTexture
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impl SubClass<Reference> for VisualShaderNodeTexture
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impl SubClass<Resource> for VisualShaderNodeTexture
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impl SubClass<VisualShaderNode> for VisualShaderNodeTexture
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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> 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>,