[−][src]Struct gdnative_bindings::visual_script_return::VisualScriptReturn
core class VisualScriptReturn
inherits VisualScriptNode
(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
VisualScriptReturn 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 VisualScriptReturn
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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 return_type(&self) -> VariantType
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pub fn is_return_value_enabled(&self) -> bool
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pub fn set_enable_return_value(&self, enable: bool)
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pub fn set_return_type(&self, _type: i64)
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Methods from Deref<Target = VisualScriptNode>
pub fn get_default_input_value(&self, port_idx: i64) -> Variant
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pub fn get_visual_script(&self) -> Option<Ref<VisualScript, Shared>>
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pub fn ports_changed_notify(&self)
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pub fn set_default_input_value(&self, port_idx: i64, value: impl OwnedToVariant)
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Trait Implementations
impl Debug for VisualScriptReturn
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impl Deref for VisualScriptReturn
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type Target = VisualScriptNode
The resulting type after dereferencing.
fn deref(&self) -> &VisualScriptNode
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impl DerefMut for VisualScriptReturn
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fn deref_mut(&mut self) -> &mut VisualScriptNode
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impl GodotObject for VisualScriptReturn
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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 VisualScriptReturn
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impl Sealed for VisualScriptReturn
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impl SubClass<Object> for VisualScriptReturn
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impl SubClass<Reference> for VisualScriptReturn
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impl SubClass<Resource> for VisualScriptReturn
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impl SubClass<VisualScriptNode> for VisualScriptReturn
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Auto Trait Implementations
impl RefUnwindSafe for VisualScriptReturn
impl !Send for VisualScriptReturn
impl !Sync for VisualScriptReturn
impl Unpin for VisualScriptReturn
impl UnwindSafe for VisualScriptReturn
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>,