Struct gdnative::VisualServer
[−]
[src]
pub struct VisualServer { /* fields omitted */ }
Methods
impl VisualServer
[src]
pub fn godot_singleton() -> GodotRef<VisualServer>
[src]
pub fn force_sync(&self)
[src]
pub fn force_draw(&self, swap_buffers: bool)
[src]
pub fn texture_create(&self) -> Rid
[src]
pub fn texture_create_from_image(
&self,
image: Option<GodotRef<Image>>,
flags: i64
) -> Rid
[src]
&self,
image: Option<GodotRef<Image>>,
flags: i64
) -> Rid
pub fn texture_allocate(
&self,
texture: Rid,
width: i64,
height: i64,
format: i64,
flags: i64
)
[src]
&self,
texture: Rid,
width: i64,
height: i64,
format: i64,
flags: i64
)
pub fn texture_set_data(
&self,
texture: Rid,
image: Option<GodotRef<Image>>,
cube_side: i64
)
[src]
&self,
texture: Rid,
image: Option<GodotRef<Image>>,
cube_side: i64
)
pub fn texture_get_data(
&self,
texture: Rid,
cube_side: i64
) -> Option<GodotRef<Image>>
[src]
&self,
texture: Rid,
cube_side: i64
) -> Option<GodotRef<Image>>
pub fn texture_set_flags(&self, texture: Rid, flags: i64)
[src]
pub fn texture_get_flags(&self, texture: Rid) -> i64
[src]
pub fn texture_get_texid(&self, texture: Rid) -> i64
[src]
pub fn texture_get_width(&self, texture: Rid) -> i64
[src]
pub fn texture_get_height(&self, texture: Rid) -> i64
[src]
pub fn texture_set_size_override(&self, texture: Rid, width: i64, height: i64)
[src]
pub fn texture_set_path(&self, texture: Rid, path: GodotString)
[src]
pub fn texture_get_path(&self, texture: Rid) -> GodotString
[src]
pub fn texture_set_shrink_all_x2_on_set_data(&self, shrink: bool)
[src]
pub fn texture_debug_usage(&self) -> VariantArray
[src]
pub fn textures_keep_original(&self, enable: bool)
[src]
pub fn sky_create(&self) -> Rid
[src]
pub fn sky_set_texture(&self, sky: Rid, cube_map: Rid, radiance_size: i64)
[src]
pub fn shader_create(&self) -> Rid
[src]
pub fn shader_set_code(&self, shader: Rid, code: GodotString)
[src]
pub fn shader_get_code(&self, shader: Rid) -> GodotString
[src]
pub fn shader_get_param_list(&self, shader: Rid) -> VariantArray
[src]
pub fn shader_set_default_texture_param(
&self,
shader: Rid,
name: GodotString,
texture: Rid
)
[src]
&self,
shader: Rid,
name: GodotString,
texture: Rid
)
pub fn shader_get_default_texture_param(
&self,
shader: Rid,
name: GodotString
) -> Rid
[src]
&self,
shader: Rid,
name: GodotString
) -> Rid
pub fn material_create(&self) -> Rid
[src]
pub fn material_set_shader(&self, shader_material: Rid, shader: Rid)
[src]
pub fn material_get_shader(&self, shader_material: Rid) -> Rid
[src]
pub fn material_set_param(
&self,
material: Rid,
parameter: GodotString,
value: Variant
)
[src]
&self,
material: Rid,
parameter: GodotString,
value: Variant
)
pub fn material_get_param(
&self,
material: Rid,
parameter: GodotString
) -> Variant
[src]
&self,
material: Rid,
parameter: GodotString
) -> Variant
pub fn material_set_render_priority(&self, material: Rid, priority: i64)
[src]
pub fn material_set_line_width(&self, material: Rid, width: f64)
[src]
pub fn material_set_next_pass(&self, material: Rid, next_material: Rid)
[src]
pub fn mesh_create(&self) -> Rid
[src]
pub fn mesh_add_surface_from_arrays(
&self,
mesh: Rid,
primtive: i64,
arrays: VariantArray,
blend_shapes: VariantArray,
compress_format: i64
)
[src]
&self,
mesh: Rid,
primtive: i64,
arrays: VariantArray,
blend_shapes: VariantArray,
compress_format: i64
)
pub fn mesh_set_blend_shape_count(&self, mesh: Rid, amount: i64)
[src]
pub fn mesh_get_blend_shape_count(&self, mesh: Rid) -> i64
[src]
pub fn mesh_set_blend_shape_mode(&self, mesh: Rid, mode: i64)
[src]
pub fn mesh_surface_set_material(&self, mesh: Rid, surface: i64, material: Rid)
[src]
pub fn mesh_surface_get_material(&self, mesh: Rid, surface: i64) -> Rid
[src]
pub fn mesh_surface_get_array_len(&self, mesh: Rid, surface: i64) -> i64
[src]
pub fn mesh_surface_get_array_index_len(&self, mesh: Rid, surface: i64) -> i64
[src]
pub fn mesh_surface_get_array(&self, mesh: Rid, surface: i64) -> ByteArray
[src]
pub fn mesh_surface_get_index_array(&self, mesh: Rid, surface: i64) -> ByteArray
[src]
pub fn mesh_surface_get_arrays(&self, mesh: Rid, surface: i64) -> VariantArray
[src]
pub fn mesh_surface_get_blend_shape_arrays(
&self,
mesh: Rid,
surface: i64
) -> VariantArray
[src]
&self,
mesh: Rid,
surface: i64
) -> VariantArray
pub fn mesh_surface_get_format(&self, mesh: Rid, surface: i64) -> i64
[src]
pub fn mesh_surface_get_aabb(&self, mesh: Rid, surface: i64) -> Aabb
[src]
pub fn mesh_surface_get_skeleton_aabb(
&self,
mesh: Rid,
surface: i64
) -> VariantArray
[src]
&self,
mesh: Rid,
surface: i64
) -> VariantArray
pub fn mesh_remove_surface(&self, mesh: Rid, index: i64)
[src]
pub fn mesh_get_surface_count(&self, mesh: Rid) -> i64
[src]
pub fn mesh_set_custom_aabb(&self, mesh: Rid, aabb: Aabb)
[src]
pub fn mesh_get_custom_aabb(&self, mesh: Rid) -> Aabb
[src]
pub fn mesh_clear(&self, mesh: Rid)
[src]
pub fn viewport_create(&self) -> Rid
[src]
pub fn viewport_set_use_arvr(&self, viewport: Rid, use_arvr: bool)
[src]
pub fn viewport_set_size(&self, viewport: Rid, width: i64, height: i64)
[src]
pub fn viewport_set_active(&self, viewport: Rid, active: bool)
[src]
pub fn viewport_set_parent_viewport(&self, viewport: Rid, parent_viewport: Rid)
[src]
pub fn viewport_attach_to_screen(&self, viewport: Rid, rect: Rect2, screen: i64)
[src]
pub fn viewport_detach(&self, viewport: Rid)
[src]
pub fn viewport_set_update_mode(&self, viewport: Rid, update_mode: i64)
[src]
pub fn viewport_set_vflip(&self, viewport: Rid, enabled: bool)
[src]
pub fn viewport_set_clear_mode(&self, viewport: Rid, clear_mode: i64)
[src]
pub fn viewport_get_texture(&self, viewport: Rid) -> Rid
[src]
pub fn viewport_set_hide_scenario(&self, viewport: Rid, hidden: bool)
[src]
pub fn viewport_set_hide_canvas(&self, viewport: Rid, hidden: bool)
[src]
pub fn viewport_set_disable_environment(&self, viewport: Rid, disabled: bool)
[src]
pub fn viewport_set_disable_3d(&self, viewport: Rid, disabled: bool)
[src]
pub fn viewport_attach_camera(&self, viewport: Rid, camera: Rid)
[src]
pub fn viewport_set_scenario(&self, viewport: Rid, scenario: Rid)
[src]
pub fn viewport_attach_canvas(&self, viewport: Rid, canvas: Rid)
[src]
pub fn viewport_remove_canvas(&self, viewport: Rid, canvas: Rid)
[src]
pub fn viewport_set_canvas_transform(
&self,
viewport: Rid,
canvas: Rid,
offset: Transform2D
)
[src]
&self,
viewport: Rid,
canvas: Rid,
offset: Transform2D
)
pub fn viewport_set_transparent_background(&self, viewport: Rid, enabled: bool)
[src]
pub fn viewport_set_global_canvas_transform(
&self,
viewport: Rid,
transform: Transform2D
)
[src]
&self,
viewport: Rid,
transform: Transform2D
)
pub fn viewport_set_canvas_layer(&self, viewport: Rid, canvas: Rid, layer: i64)
[src]
pub fn viewport_set_shadow_atlas_size(&self, viewport: Rid, size: i64)
[src]
pub fn viewport_set_shadow_atlas_quadrant_subdivision(
&self,
viewport: Rid,
quadrant: i64,
subdivision: i64
)
[src]
&self,
viewport: Rid,
quadrant: i64,
subdivision: i64
)
pub fn viewport_set_msaa(&self, viewport: Rid, msaa: i64)
[src]
pub fn viewport_set_hdr(&self, viewport: Rid, enabled: bool)
[src]
pub fn viewport_set_usage(&self, viewport: Rid, usage: i64)
[src]
pub fn viewport_get_render_info(&self, viewport: Rid, info: i64) -> i64
[src]
pub fn viewport_set_debug_draw(&self, viewport: Rid, draw: i64)
[src]
pub fn canvas_create(&self) -> Rid
[src]
pub fn canvas_set_item_mirroring(
&self,
canvas: Rid,
item: Rid,
mirroring: Vector2
)
[src]
&self,
canvas: Rid,
item: Rid,
mirroring: Vector2
)
pub fn canvas_set_modulate(&self, canvas: Rid, color: Color)
[src]
pub fn canvas_item_create(&self) -> Rid
[src]
pub fn canvas_item_set_parent(&self, item: Rid, parent: Rid)
[src]
pub fn canvas_item_set_visible(&self, item: Rid, visible: bool)
[src]
pub fn canvas_item_set_light_mask(&self, item: Rid, mask: i64)
[src]
pub fn canvas_item_set_transform(&self, item: Rid, transform: Transform2D)
[src]
pub fn canvas_item_set_clip(&self, item: Rid, clip: bool)
[src]
pub fn canvas_item_set_distance_field_mode(&self, item: Rid, enabled: bool)
[src]
pub fn canvas_item_set_custom_rect(
&self,
item: Rid,
use_custom_rect: bool,
rect: Rect2
)
[src]
&self,
item: Rid,
use_custom_rect: bool,
rect: Rect2
)
pub fn canvas_item_set_modulate(&self, item: Rid, color: Color)
[src]
pub fn canvas_item_set_self_modulate(&self, item: Rid, color: Color)
[src]
pub fn canvas_item_set_draw_behind_parent(&self, item: Rid, enabled: bool)
[src]
pub fn canvas_item_add_line(
&self,
item: Rid,
from: Vector2,
to: Vector2,
color: Color,
width: f64,
antialiased: bool
)
[src]
&self,
item: Rid,
from: Vector2,
to: Vector2,
color: Color,
width: f64,
antialiased: bool
)
pub fn canvas_item_add_polyline(
&self,
item: Rid,
points: Vector2Array,
colors: ColorArray,
width: f64,
antialiased: bool
)
[src]
&self,
item: Rid,
points: Vector2Array,
colors: ColorArray,
width: f64,
antialiased: bool
)
pub fn canvas_item_add_rect(&self, item: Rid, rect: Rect2, color: Color)
[src]
pub fn canvas_item_add_circle(
&self,
item: Rid,
pos: Vector2,
radius: f64,
color: Color
)
[src]
&self,
item: Rid,
pos: Vector2,
radius: f64,
color: Color
)
pub fn canvas_item_add_texture_rect(
&self,
item: Rid,
rect: Rect2,
texture: Rid,
tile: bool,
modulate: Color,
transpose: bool,
normal_map: Rid
)
[src]
&self,
item: Rid,
rect: Rect2,
texture: Rid,
tile: bool,
modulate: Color,
transpose: bool,
normal_map: Rid
)
pub fn canvas_item_add_texture_rect_region(
&self,
item: Rid,
rect: Rect2,
texture: Rid,
src_rect: Rect2,
modulate: Color,
transpose: bool,
normal_map: Rid,
clip_uv: bool
)
[src]
&self,
item: Rid,
rect: Rect2,
texture: Rid,
src_rect: Rect2,
modulate: Color,
transpose: bool,
normal_map: Rid,
clip_uv: bool
)
pub fn canvas_item_add_nine_patch(
&self,
item: Rid,
rect: Rect2,
source: Rect2,
texture: Rid,
topleft: Vector2,
bottomright: Vector2,
x_axis_mode: i64,
y_axis_mode: i64,
draw_center: bool,
modulate: Color,
normal_map: Rid
)
[src]
&self,
item: Rid,
rect: Rect2,
source: Rect2,
texture: Rid,
topleft: Vector2,
bottomright: Vector2,
x_axis_mode: i64,
y_axis_mode: i64,
draw_center: bool,
modulate: Color,
normal_map: Rid
)
pub fn canvas_item_add_primitive(
&self,
item: Rid,
points: Vector2Array,
colors: ColorArray,
uvs: Vector2Array,
texture: Rid,
width: f64,
normal_map: Rid
)
[src]
&self,
item: Rid,
points: Vector2Array,
colors: ColorArray,
uvs: Vector2Array,
texture: Rid,
width: f64,
normal_map: Rid
)
pub fn canvas_item_add_polygon(
&self,
item: Rid,
points: Vector2Array,
colors: ColorArray,
uvs: Vector2Array,
texture: Rid,
normal_map: Rid,
antialiased: bool
)
[src]
&self,
item: Rid,
points: Vector2Array,
colors: ColorArray,
uvs: Vector2Array,
texture: Rid,
normal_map: Rid,
antialiased: bool
)
pub fn canvas_item_add_triangle_array(
&self,
item: Rid,
indices: Int32Array,
points: Vector2Array,
colors: ColorArray,
uvs: Vector2Array,
texture: Rid,
count: i64,
normal_map: Rid
)
[src]
&self,
item: Rid,
indices: Int32Array,
points: Vector2Array,
colors: ColorArray,
uvs: Vector2Array,
texture: Rid,
count: i64,
normal_map: Rid
)
pub fn canvas_item_add_mesh(&self, item: Rid, mesh: Rid, skeleton: Rid)
[src]
pub fn canvas_item_add_multimesh(&self, item: Rid, mesh: Rid, skeleton: Rid)
[src]
pub fn canvas_item_add_particles(
&self,
item: Rid,
particles: Rid,
texture: Rid,
normal_map: Rid,
h_frames: i64,
v_frames: i64
)
[src]
&self,
item: Rid,
particles: Rid,
texture: Rid,
normal_map: Rid,
h_frames: i64,
v_frames: i64
)
pub fn canvas_item_add_set_transform(&self, item: Rid, transform: Transform2D)
[src]
pub fn canvas_item_add_clip_ignore(&self, item: Rid, ignore: bool)
[src]
pub fn canvas_item_set_sort_children_by_y(&self, item: Rid, enabled: bool)
[src]
pub fn canvas_item_set_z_index(&self, item: Rid, z_index: i64)
[src]
pub fn canvas_item_set_z_as_relative_to_parent(&self, item: Rid, enabled: bool)
[src]
pub fn canvas_item_set_copy_to_backbuffer(
&self,
item: Rid,
enabled: bool,
rect: Rect2
)
[src]
&self,
item: Rid,
enabled: bool,
rect: Rect2
)
pub fn canvas_item_clear(&self, item: Rid)
[src]
pub fn canvas_item_set_draw_index(&self, item: Rid, index: i64)
[src]
pub fn canvas_item_set_material(&self, item: Rid, material: Rid)
[src]
pub fn canvas_item_set_use_parent_material(&self, item: Rid, enabled: bool)
[src]
pub fn canvas_light_create(&self) -> Rid
[src]
pub fn canvas_light_attach_to_canvas(&self, light: Rid, canvas: Rid)
[src]
pub fn canvas_light_set_enabled(&self, light: Rid, enabled: bool)
[src]
pub fn canvas_light_set_scale(&self, light: Rid, scale: f64)
[src]
pub fn canvas_light_set_transform(&self, light: Rid, transform: Transform2D)
[src]
pub fn canvas_light_set_texture(&self, light: Rid, texture: Rid)
[src]
pub fn canvas_light_set_texture_offset(&self, light: Rid, offset: Vector2)
[src]
pub fn canvas_light_set_color(&self, light: Rid, color: Color)
[src]
pub fn canvas_light_set_height(&self, light: Rid, height: f64)
[src]
pub fn canvas_light_set_energy(&self, light: Rid, energy: f64)
[src]
pub fn canvas_light_set_z_range(&self, light: Rid, min_z: i64, max_z: i64)
[src]
pub fn canvas_light_set_layer_range(
&self,
light: Rid,
min_layer: i64,
max_layer: i64
)
[src]
&self,
light: Rid,
min_layer: i64,
max_layer: i64
)
pub fn canvas_light_set_item_cull_mask(&self, light: Rid, mask: i64)
[src]
pub fn canvas_light_set_item_shadow_cull_mask(&self, light: Rid, mask: i64)
[src]
pub fn canvas_light_set_mode(&self, light: Rid, mode: i64)
[src]
pub fn canvas_light_set_shadow_enabled(&self, light: Rid, enabled: bool)
[src]
pub fn canvas_light_set_shadow_buffer_size(&self, light: Rid, size: i64)
[src]
pub fn canvas_light_set_shadow_gradient_length(&self, light: Rid, length: f64)
[src]
pub fn canvas_light_set_shadow_filter(&self, light: Rid, filter: i64)
[src]
pub fn canvas_light_set_shadow_color(&self, light: Rid, color: Color)
[src]
pub fn canvas_light_set_shadow_smooth(&self, light: Rid, smooth: f64)
[src]
pub fn canvas_light_occluder_create(&self) -> Rid
[src]
pub fn canvas_light_occluder_attach_to_canvas(&self, occluder: Rid, canvas: Rid)
[src]
pub fn canvas_light_occluder_set_enabled(&self, occluder: Rid, enabled: bool)
[src]
pub fn canvas_light_occluder_set_polygon(&self, occluder: Rid, polygon: Rid)
[src]
pub fn canvas_light_occluder_set_transform(
&self,
occluder: Rid,
transform: Transform2D
)
[src]
&self,
occluder: Rid,
transform: Transform2D
)
pub fn canvas_light_occluder_set_light_mask(&self, occluder: Rid, mask: i64)
[src]
pub fn canvas_occluder_polygon_create(&self) -> Rid
[src]
pub fn canvas_occluder_polygon_set_shape(
&self,
occluder_polygon: Rid,
shape: Vector2Array,
closed: bool
)
[src]
&self,
occluder_polygon: Rid,
shape: Vector2Array,
closed: bool
)
pub fn canvas_occluder_polygon_set_shape_as_lines(
&self,
occluder_polygon: Rid,
shape: Vector2Array
)
[src]
&self,
occluder_polygon: Rid,
shape: Vector2Array
)
pub fn canvas_occluder_polygon_set_cull_mode(
&self,
occluder_polygon: Rid,
mode: i64
)
[src]
&self,
occluder_polygon: Rid,
mode: i64
)
pub fn black_bars_set_margins(
&self,
left: i64,
top: i64,
right: i64,
bottom: i64
)
[src]
&self,
left: i64,
top: i64,
right: i64,
bottom: i64
)
pub fn black_bars_set_images(
&self,
left: Rid,
top: Rid,
right: Rid,
bottom: Rid
)
[src]
&self,
left: Rid,
top: Rid,
right: Rid,
bottom: Rid
)
pub fn free_rid(&self, rid: Rid)
[src]
pub fn request_frame_drawn_callback(
&self,
_where: Option<GodotRef<Object>>,
method: GodotString,
userdata: Variant
)
[src]
&self,
_where: Option<GodotRef<Object>>,
method: GodotString,
userdata: Variant
)
pub fn draw(&self, swap_buffers: bool)
[src]
pub fn sync(&self)
[src]
pub fn has_changed(&self) -> bool
[src]
pub fn init(&self)
[src]
pub fn finish(&self)
[src]
pub fn get_render_info(&self, info: i64) -> i64
[src]
pub fn get_test_cube(&self) -> Rid
[src]
pub fn get_test_texture(&self) -> Rid
[src]
pub fn get_white_texture(&self) -> Rid
[src]
pub fn make_sphere_mesh(
&self,
latitudes: i64,
longitudes: i64,
radius: f64
) -> Rid
[src]
&self,
latitudes: i64,
longitudes: i64,
radius: f64
) -> Rid
pub fn set_boot_image(
&self,
image: Option<GodotRef<Image>>,
color: Color,
scale: bool
)
[src]
&self,
image: Option<GodotRef<Image>>,
color: Color,
scale: bool
)
pub fn set_default_clear_color(&self, color: Color)
[src]
pub fn has_feature(&self, feature: i64) -> bool
[src]
pub fn has_os_feature(&self, feature: GodotString) -> bool
[src]
pub fn set_debug_generate_wireframes(&self, generate: bool)
[src]
Methods from Deref<Target = Object>
pub fn free(&self)
[src]
pub fn _notification(&self, what: i64)
[src]
pub fn _set(&self, property: GodotString, value: Variant) -> bool
[src]
pub fn _get(&self, property: GodotString)
[src]
pub fn _get_property_list(&self) -> VariantArray
[src]
pub fn _init(&self)
[src]
pub fn get_class(&self) -> GodotString
[src]
pub fn is_class(&self, _type: GodotString) -> bool
[src]
pub fn set(&self, property: GodotString, value: Variant)
[src]
pub fn get(&self, property: GodotString) -> Variant
[src]
pub fn set_indexed(&self, property: NodePath, value: Variant)
[src]
pub fn get_indexed(&self, property: NodePath) -> Variant
[src]
pub fn get_property_list(&self) -> VariantArray
[src]
pub fn get_method_list(&self) -> VariantArray
[src]
pub fn notification(&self, what: i64, reversed: bool)
[src]
pub fn get_instance_id(&self) -> i64
[src]
pub fn set_script(&self, script: Option<GodotRef<Reference>>)
[src]
pub fn get_script(&self) -> Option<GodotRef<Reference>>
[src]
pub fn set_meta(&self, name: GodotString, value: Variant)
[src]
pub fn get_meta(&self, name: GodotString) -> Variant
[src]
pub fn has_meta(&self, name: GodotString) -> bool
[src]
pub fn get_meta_list(&self) -> StringArray
[src]
pub fn add_user_signal(&self, signal: GodotString, arguments: VariantArray)
[src]
pub fn has_user_signal(&self, signal: GodotString) -> bool
[src]
pub fn emit_signal(&self, signal: GodotString, varargs: &[Variant]) -> Variant
[src]
pub fn call(&self, method: GodotString, varargs: &[Variant]) -> Variant
[src]
pub fn call_deferred(&self, method: GodotString, varargs: &[Variant]) -> Variant
[src]
pub fn callv(&self, method: GodotString, arg_array: VariantArray) -> Variant
[src]
pub fn has_method(&self, method: GodotString) -> bool
[src]
pub fn get_signal_list(&self) -> VariantArray
[src]
pub fn get_signal_connection_list(&self, signal: GodotString) -> VariantArray
[src]
pub fn get_incoming_connections(&self) -> VariantArray
[src]
pub fn connect(
&self,
signal: GodotString,
target: Option<GodotRef<Object>>,
method: GodotString,
binds: VariantArray,
flags: i64
) -> GodotResult
[src]
&self,
signal: GodotString,
target: Option<GodotRef<Object>>,
method: GodotString,
binds: VariantArray,
flags: i64
) -> GodotResult
pub fn disconnect(
&self,
signal: GodotString,
target: Option<GodotRef<Object>>,
method: GodotString
)
[src]
&self,
signal: GodotString,
target: Option<GodotRef<Object>>,
method: GodotString
)
pub fn is_connected(
&self,
signal: GodotString,
target: Option<GodotRef<Object>>,
method: GodotString
) -> bool
[src]
&self,
signal: GodotString,
target: Option<GodotRef<Object>>,
method: GodotString
) -> bool
pub fn set_block_signals(&self, enable: bool)
[src]
pub fn is_blocking_signals(&self) -> bool
[src]
pub fn property_list_changed_notify(&self)
[src]
pub fn set_message_translation(&self, enable: bool)
[src]
pub fn can_translate_messages(&self) -> bool
[src]
pub fn tr(&self, message: GodotString) -> GodotString
[src]
pub fn is_queued_for_deletion(&self) -> bool
[src]
Trait Implementations
impl GodotClass for VisualServer
[src]
type ClassData = VisualServer
type Reference = VisualServer
fn godot_name() -> &'static str
[src]
unsafe fn register_class(_desc: *mut c_void)
[src]
fn godot_info(&self) -> &GodotClassInfo
[src]
unsafe fn reference(
_this: *mut godot_object,
data: &Self::ClassData
) -> &Self::Reference
[src]
_this: *mut godot_object,
data: &Self::ClassData
) -> &Self::Reference