[−][src]Struct gdnative::Shader
core class Shader
inherits Resource
(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
Shader inherits methods from:
Methods
impl Shader
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Constants
pub const MODE_SPATIAL: i64
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pub const MODE_CANVAS_ITEM: i64
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pub const MODE_PARTICLES: i64
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impl Shader
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pub fn new() -> Shader
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pub fn new_ref(&self) -> Shader
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Creates a new reference to the same reference-counted object.
pub fn get_code(&self) -> GodotString
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pub fn get_default_texture_param(&self, param: GodotString) -> Option<Texture>
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pub fn get_mode(&self) -> ShaderMode
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pub fn has_param(&self, name: GodotString) -> bool
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pub fn set_code(&mut self, code: GodotString)
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pub fn set_default_texture_param(
&mut self,
param: GodotString,
texture: Option<Texture>
)
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&mut self,
param: GodotString,
texture: Option<Texture>
)
pub fn to_resource(&self) -> Resource
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Up-cast.
pub fn to_reference(&self) -> Reference
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Up-cast.
pub fn to_object(&self) -> Object
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Up-cast.
pub fn cast<T>(&self) -> Option<T> where
T: GodotObject,
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T: GodotObject,
Generic dynamic cast.
Methods from Deref<Target = Resource>
pub fn new_ref(&self) -> Resource
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Creates a new reference to the same reference-counted object.
pub fn _setup_local_to_scene(&mut self)
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pub fn duplicate(&self, subresources: bool) -> Option<Resource>
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pub fn get_local_scene(&self) -> Option<Node>
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pub fn get_name(&self) -> GodotString
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pub fn get_path(&self) -> GodotString
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pub fn get_rid(&self) -> Rid
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pub fn is_local_to_scene(&self) -> bool
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pub fn set_local_to_scene(&mut self, enable: bool)
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pub fn set_name(&mut self, name: GodotString)
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pub fn set_path(&mut self, path: GodotString)
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pub fn setup_local_to_scene(&mut self)
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pub fn take_over_path(&mut self, path: GodotString)
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pub fn init_ref(&mut self) -> bool
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Inherited from Reference.
pub fn to_reference(&self) -> Reference
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Up-cast.
pub fn to_object(&self) -> Object
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Up-cast.
pub fn cast<T>(&self) -> Option<T> where
T: GodotObject,
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T: GodotObject,
Generic dynamic cast.
Trait Implementations
impl Clone for Shader
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impl Debug for Shader
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impl Deref for Shader
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impl DerefMut for Shader
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impl Drop for Shader
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impl FromVariant for Shader
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fn from_variant(variant: &Variant) -> Result<Shader, FromVariantError>
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impl GodotObject for Shader
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fn class_name() -> &'static str
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unsafe fn from_sys(obj: *mut c_void) -> Shader
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unsafe fn from_return_position_sys(obj: *mut c_void) -> Shader
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unsafe fn to_sys(&self) -> *mut c_void
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impl Instanciable for Shader
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impl ToVariant for Shader
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fn to_variant(&self) -> Variant
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Auto Trait Implementations
impl RefUnwindSafe for Shader
impl !Send for Shader
impl !Sync for Shader
impl Unpin for Shader
impl UnwindSafe for Shader
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> Export for T where
T: GodotObject + ToVariant,
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T: GodotObject + ToVariant,
type Hint = ()
A type-specific hint type that is valid for the type being exported.
fn export_info(_hint: Option<<T as Export>::Hint>) -> ExportInfo
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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> ToOwned for T where
T: Clone,
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T: Clone,
type Owned = T
The resulting type after obtaining ownership.
fn to_owned(&self) -> T
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fn clone_into(&self, target: &mut T)
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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>,