[−][src]Struct gdnative_bindings::visual_shader_node_cube_map_uniform::VisualShaderNodeCubeMapUniform
core class VisualShaderNodeCubeMapUniform
inherits VisualShaderNodeTextureUniform
(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
VisualShaderNodeCubeMapUniform 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 VisualShaderNodeCubeMapUniform
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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 = VisualShaderNodeTextureUniform>
pub const COLOR_DEFAULT_BLACK: i64
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pub const COLOR_DEFAULT_WHITE: i64
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pub const TYPE_ANISO: 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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pub fn color_default(&self) -> ColorDefault
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Sets the default color if no texture is assigned to the uniform.
pub fn texture_type(&self) -> TextureType
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Defines the type of data provided by the source texture. See [enum TextureType] for options.
pub fn set_color_default(&self, _type: i64)
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Sets the default color if no texture is assigned to the uniform.
pub fn set_texture_type(&self, _type: i64)
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Defines the type of data provided by the source texture. See [enum TextureType] for options.
Trait Implementations
impl Debug for VisualShaderNodeCubeMapUniform
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impl Deref for VisualShaderNodeCubeMapUniform
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type Target = VisualShaderNodeTextureUniform
The resulting type after dereferencing.
fn deref(&self) -> &VisualShaderNodeTextureUniform
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impl DerefMut for VisualShaderNodeCubeMapUniform
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fn deref_mut(&mut self) -> &mut VisualShaderNodeTextureUniform
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impl GodotObject for VisualShaderNodeCubeMapUniform
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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 VisualShaderNodeCubeMapUniform
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impl Sealed for VisualShaderNodeCubeMapUniform
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impl SubClass<Object> for VisualShaderNodeCubeMapUniform
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impl SubClass<Reference> for VisualShaderNodeCubeMapUniform
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impl SubClass<Resource> for VisualShaderNodeCubeMapUniform
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impl SubClass<VisualShaderNode> for VisualShaderNodeCubeMapUniform
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impl SubClass<VisualShaderNodeTextureUniform> for VisualShaderNodeCubeMapUniform
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impl SubClass<VisualShaderNodeUniform> for VisualShaderNodeCubeMapUniform
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Auto Trait Implementations
impl RefUnwindSafe for VisualShaderNodeCubeMapUniform
impl !Send for VisualShaderNodeCubeMapUniform
impl !Sync for VisualShaderNodeCubeMapUniform
impl Unpin for VisualShaderNodeCubeMapUniform
impl UnwindSafe for VisualShaderNodeCubeMapUniform
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>,