Struct gdnative::VisualScript
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pub struct VisualScript { /* fields omitted */ }
core class VisualScript : Script
(reference counted)
Base class
VisualScript inherits Script and all of its methods.
Memory management
The lifetime of this object is automatically managed through reference counting.
Methods
impl VisualScript
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pub fn as_script(&self) -> Script
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Up-cast.
pub fn new() -> Self
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pub fn new_ref(&self) -> Self
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Creates a new reference to the same object.
pub fn _node_ports_changed(&mut self, arg0: i64)
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pub fn add_function(&mut self, name: GodotString)
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pub fn has_function(&self, name: GodotString) -> bool
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pub fn remove_function(&mut self, name: GodotString)
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pub fn rename_function(&mut self, name: GodotString, new_name: GodotString)
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pub fn set_function_scroll(&mut self, name: GodotString, ofs: Vector2)
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pub fn get_function_scroll(&self, name: GodotString) -> Vector2
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pub fn add_node(
&mut self,
func: GodotString,
id: i64,
node: Option<VisualScriptNode>,
position: Vector2
)
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&mut self,
func: GodotString,
id: i64,
node: Option<VisualScriptNode>,
position: Vector2
)
pub fn remove_node(&mut self, func: GodotString, id: i64)
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pub fn get_function_node_id(&self, name: GodotString) -> i64
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pub fn get_node(&self, func: GodotString, id: i64) -> Option<VisualScriptNode>
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pub fn has_node(&self, func: GodotString, id: i64) -> bool
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pub fn set_node_position(
&mut self,
func: GodotString,
id: i64,
position: Vector2
)
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&mut self,
func: GodotString,
id: i64,
position: Vector2
)
pub fn get_node_position(&self, func: GodotString, id: i64) -> Vector2
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pub fn sequence_connect(
&mut self,
func: GodotString,
from_node: i64,
from_output: i64,
to_node: i64
)
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&mut self,
func: GodotString,
from_node: i64,
from_output: i64,
to_node: i64
)
pub fn sequence_disconnect(
&mut self,
func: GodotString,
from_node: i64,
from_output: i64,
to_node: i64
)
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&mut self,
func: GodotString,
from_node: i64,
from_output: i64,
to_node: i64
)
pub fn has_sequence_connection(
&self,
func: GodotString,
from_node: i64,
from_output: i64,
to_node: i64
) -> bool
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&self,
func: GodotString,
from_node: i64,
from_output: i64,
to_node: i64
) -> bool
pub fn data_connect(
&mut self,
func: GodotString,
from_node: i64,
from_port: i64,
to_node: i64,
to_port: i64
)
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&mut self,
func: GodotString,
from_node: i64,
from_port: i64,
to_node: i64,
to_port: i64
)
pub fn data_disconnect(
&mut self,
func: GodotString,
from_node: i64,
from_port: i64,
to_node: i64,
to_port: i64
)
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&mut self,
func: GodotString,
from_node: i64,
from_port: i64,
to_node: i64,
to_port: i64
)
pub fn has_data_connection(
&self,
func: GodotString,
from_node: i64,
from_port: i64,
to_node: i64,
to_port: i64
) -> bool
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&self,
func: GodotString,
from_node: i64,
from_port: i64,
to_node: i64,
to_port: i64
) -> bool
pub fn add_variable(
&mut self,
name: GodotString,
default_value: Variant,
export: bool
)
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&mut self,
name: GodotString,
default_value: Variant,
export: bool
)
pub fn has_variable(&self, name: GodotString) -> bool
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pub fn remove_variable(&mut self, name: GodotString)
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pub fn set_variable_default_value(&mut self, name: GodotString, value: Variant)
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pub fn get_variable_default_value(&self, name: GodotString) -> Variant
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pub fn set_variable_info(&mut self, name: GodotString, value: Dictionary)
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pub fn get_variable_info(&self, name: GodotString) -> Dictionary
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pub fn set_variable_export(&mut self, name: GodotString, enable: bool)
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pub fn get_variable_export(&self, name: GodotString) -> bool
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pub fn rename_variable(&mut self, name: GodotString, new_name: GodotString)
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pub fn add_custom_signal(&mut self, name: GodotString)
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pub fn has_custom_signal(&self, name: GodotString) -> bool
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pub fn custom_signal_add_argument(
&mut self,
name: GodotString,
_type: i64,
argname: GodotString,
index: i64
)
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&mut self,
name: GodotString,
_type: i64,
argname: GodotString,
index: i64
)
pub fn custom_signal_set_argument_type(
&mut self,
name: GodotString,
argidx: i64,
_type: i64
)
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&mut self,
name: GodotString,
argidx: i64,
_type: i64
)
pub fn custom_signal_get_argument_type(
&self,
name: GodotString,
argidx: i64
) -> VariantType
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&self,
name: GodotString,
argidx: i64
) -> VariantType
pub fn custom_signal_set_argument_name(
&mut self,
name: GodotString,
argidx: i64,
argname: GodotString
)
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&mut self,
name: GodotString,
argidx: i64,
argname: GodotString
)
pub fn custom_signal_get_argument_name(
&self,
name: GodotString,
argidx: i64
) -> GodotString
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&self,
name: GodotString,
argidx: i64
) -> GodotString
pub fn custom_signal_remove_argument(&mut self, name: GodotString, argidx: i64)
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pub fn custom_signal_get_argument_count(&self, name: GodotString) -> i64
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pub fn custom_signal_swap_argument(
&mut self,
name: GodotString,
argidx: i64,
withidx: i64
)
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&mut self,
name: GodotString,
argidx: i64,
withidx: i64
)
pub fn remove_custom_signal(&mut self, name: GodotString)
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pub fn rename_custom_signal(&mut self, name: GodotString, new_name: GodotString)
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pub fn set_instance_base_type(&mut self, _type: GodotString)
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pub fn _set_data(&mut self, data: Dictionary)
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pub fn _get_data(&self) -> Dictionary
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pub fn cast<T: GodotObject>(&self) -> Option<T>
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Methods from Deref<Target = Script>
pub fn as_resource(&self) -> Resource
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Up-cast.
pub fn can_instance(&self) -> bool
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pub fn instance_has(&self, base_object: Option<Object>) -> bool
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pub fn has_source_code(&self) -> bool
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pub fn get_source_code(&self) -> GodotString
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pub fn set_source_code(&mut self, source: GodotString)
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pub fn reload(&mut self, keep_state: bool) -> GodotResult
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pub fn get_base_script(&self) -> Option<Script>
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pub fn get_instance_base_type(&self) -> GodotString
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pub fn has_script_signal(&self, signal_name: GodotString) -> bool
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pub fn is_tool(&self) -> bool
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pub fn cast<T: GodotObject>(&self) -> Option<T>
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Trait Implementations
impl GodotObject for VisualScript
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fn class_name() -> &'static str
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unsafe fn from_sys(obj: *mut godot_object) -> Self
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unsafe fn to_sys(&self) -> *mut godot_object
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impl Deref for VisualScript
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type Target = Script
The resulting type after dereferencing.
fn deref(&self) -> &Self::Target
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Dereferences the value.