[][src]Struct gdnative::VisualScript

pub struct VisualScript { /* fields omitted */ }

core class VisualScript inherits Script (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

VisualScript inherits methods from:

Methods

impl VisualScript[src]

pub fn new() -> VisualScript[src]

pub fn new_ref(&self) -> VisualScript[src]

Creates a new reference to the same reference-counted object.

pub fn _get_data(&self) -> Dictionary[src]

pub fn _node_ports_changed(&mut self, arg0: i64)[src]

pub fn _set_data(&mut self, data: Dictionary)[src]

pub fn add_custom_signal(&mut self, name: GodotString)[src]

pub fn add_function(&mut self, name: GodotString)[src]

pub fn add_node(
    &mut self,
    func: GodotString,
    id: i64,
    node: Option<VisualScriptNode>,
    position: Vector2D<f32, UnknownUnit>
)
[src]

pub fn add_variable(
    &mut self,
    name: GodotString,
    default_value: Variant,
    export: bool
)
[src]

pub fn custom_signal_add_argument(
    &mut self,
    name: GodotString,
    _type: i64,
    argname: GodotString,
    index: i64
)
[src]

pub fn custom_signal_get_argument_count(&self, name: GodotString) -> i64[src]

pub fn custom_signal_get_argument_name(
    &self,
    name: GodotString,
    argidx: i64
) -> GodotString
[src]

pub fn custom_signal_get_argument_type(
    &self,
    name: GodotString,
    argidx: i64
) -> VariantType
[src]

pub fn custom_signal_remove_argument(&mut self, name: GodotString, argidx: i64)[src]

pub fn custom_signal_set_argument_name(
    &mut self,
    name: GodotString,
    argidx: i64,
    argname: GodotString
)
[src]

pub fn custom_signal_set_argument_type(
    &mut self,
    name: GodotString,
    argidx: i64,
    _type: i64
)
[src]

pub fn custom_signal_swap_argument(
    &mut self,
    name: GodotString,
    argidx: i64,
    withidx: i64
)
[src]

pub fn data_connect(
    &mut self,
    func: GodotString,
    from_node: i64,
    from_port: i64,
    to_node: i64,
    to_port: i64
)
[src]

pub fn data_disconnect(
    &mut self,
    func: GodotString,
    from_node: i64,
    from_port: i64,
    to_node: i64,
    to_port: i64
)
[src]

pub fn get_function_node_id(&self, name: GodotString) -> i64[src]

pub fn get_function_scroll(
    &self,
    name: GodotString
) -> Vector2D<f32, UnknownUnit>
[src]

pub fn get_node(&self, func: GodotString, id: i64) -> Option<VisualScriptNode>[src]

pub fn get_node_position(
    &self,
    func: GodotString,
    id: i64
) -> Vector2D<f32, UnknownUnit>
[src]

pub fn get_variable_default_value(&self, name: GodotString) -> Variant[src]

pub fn get_variable_export(&self, name: GodotString) -> bool[src]

pub fn get_variable_info(&self, name: GodotString) -> Dictionary[src]

pub fn has_custom_signal(&self, name: GodotString) -> bool[src]

pub fn has_data_connection(
    &self,
    func: GodotString,
    from_node: i64,
    from_port: i64,
    to_node: i64,
    to_port: i64
) -> bool
[src]

pub fn has_function(&self, name: GodotString) -> bool[src]

pub fn has_node(&self, func: GodotString, id: i64) -> bool[src]

pub fn has_sequence_connection(
    &self,
    func: GodotString,
    from_node: i64,
    from_output: i64,
    to_node: i64
) -> bool
[src]

pub fn has_variable(&self, name: GodotString) -> bool[src]

pub fn remove_custom_signal(&mut self, name: GodotString)[src]

pub fn remove_function(&mut self, name: GodotString)[src]

pub fn remove_node(&mut self, func: GodotString, id: i64)[src]

pub fn remove_variable(&mut self, name: GodotString)[src]

pub fn rename_custom_signal(&mut self, name: GodotString, new_name: GodotString)[src]

pub fn rename_function(&mut self, name: GodotString, new_name: GodotString)[src]

pub fn rename_variable(&mut self, name: GodotString, new_name: GodotString)[src]

pub fn sequence_connect(
    &mut self,
    func: GodotString,
    from_node: i64,
    from_output: i64,
    to_node: i64
)
[src]

pub fn sequence_disconnect(
    &mut self,
    func: GodotString,
    from_node: i64,
    from_output: i64,
    to_node: i64
)
[src]

pub fn set_function_scroll(
    &mut self,
    name: GodotString,
    ofs: Vector2D<f32, UnknownUnit>
)
[src]

pub fn set_instance_base_type(&mut self, _type: GodotString)[src]

pub fn set_node_position(
    &mut self,
    func: GodotString,
    id: i64,
    position: Vector2D<f32, UnknownUnit>
)
[src]

pub fn set_variable_default_value(&mut self, name: GodotString, value: Variant)[src]

pub fn set_variable_export(&mut self, name: GodotString, enable: bool)[src]

pub fn set_variable_info(&mut self, name: GodotString, value: Dictionary)[src]

pub fn to_script(&self) -> Script[src]

Up-cast.

pub fn to_resource(&self) -> Resource[src]

Up-cast.

pub fn to_reference(&self) -> Reference[src]

Up-cast.

pub fn to_object(&self) -> Object[src]

Up-cast.

pub fn cast<T>(&self) -> Option<T> where
    T: GodotObject
[src]

Generic dynamic cast.

Methods from Deref<Target = Script>

pub fn new_ref(&self) -> Script[src]

Creates a new reference to the same reference-counted object.

pub fn can_instance(&self) -> bool[src]

pub fn get_base_script(&self) -> Option<Script>[src]

pub fn get_instance_base_type(&self) -> GodotString[src]

pub fn get_property_default_value(&mut self, property: GodotString) -> Variant[src]

pub fn get_script_constant_map(&mut self) -> Dictionary[src]

pub fn get_script_method_list(&mut self) -> VariantArray[src]

pub fn get_script_property_list(&mut self) -> VariantArray[src]

pub fn get_script_signal_list(&mut self) -> VariantArray[src]

pub fn get_source_code(&self) -> GodotString[src]

pub fn has_script_signal(&self, signal_name: GodotString) -> bool[src]

pub fn has_source_code(&self) -> bool[src]

pub fn instance_has(&self, base_object: Option<Object>) -> bool[src]

pub fn is_tool(&self) -> bool[src]

pub fn reload(&mut self, keep_state: bool) -> Result<(), GodotError>[src]

pub fn set_source_code(&mut self, source: GodotString)[src]

pub fn to_resource(&self) -> Resource[src]

Up-cast.

pub fn to_reference(&self) -> Reference[src]

Up-cast.

pub fn to_object(&self) -> Object[src]

Up-cast.

pub fn cast<T>(&self) -> Option<T> where
    T: GodotObject
[src]

Generic dynamic cast.

Trait Implementations

impl Clone for VisualScript[src]

impl Debug for VisualScript[src]

impl Deref for VisualScript[src]

type Target = Script

The resulting type after dereferencing.

impl DerefMut for VisualScript[src]

impl Drop for VisualScript[src]

impl FromVariant for VisualScript[src]

impl GodotObject for VisualScript[src]

impl Instanciable for VisualScript[src]

impl ToVariant for VisualScript[src]

Auto Trait Implementations

Blanket Implementations

impl<T> Any for T where
    T: 'static + ?Sized
[src]

impl<T> Borrow<T> for T where
    T: ?Sized
[src]

impl<T> BorrowMut<T> for T where
    T: ?Sized
[src]

impl<T> Export for T where
    T: GodotObject + ToVariant
[src]

type Hint = ()

A type-specific hint type that is valid for the type being exported.

impl<T> From<T> for T[src]

impl<T, U> Into<U> for T where
    U: From<T>, 
[src]

impl<T> ToOwned for T where
    T: Clone
[src]

type Owned = T

The resulting type after obtaining ownership.

impl<T, U> TryFrom<U> for T where
    U: Into<T>, 
[src]

type Error = Infallible

The type returned in the event of a conversion error.

impl<T, U> TryInto<U> for T where
    U: TryFrom<T>, 
[src]

type Error = <U as TryFrom<T>>::Error

The type returned in the event of a conversion error.