[][src]Struct gdnative::api::VisualScriptFunctionCall

pub struct VisualScriptFunctionCall { /* fields omitted */ }

core class VisualScriptFunctionCall inherits VisualScriptNode (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

VisualScriptFunctionCall 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 VisualScriptFunctionCall[src]

Constants

impl VisualScriptFunctionCall[src]

pub fn new() -> Ref<VisualScriptFunctionCall, Unique>[src]

Creates a new instance of this object.

This is a reference-counted type. The returned object is automatically managed by Ref.

pub fn base_path(&self) -> NodePath[src]

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

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

pub fn basic_type(&self) -> VariantType[src]

pub fn call_mode(&self) -> CallMode[src]

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

pub fn rpc_call_mode(&self) -> RpcCallMode[src]

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

pub fn use_default_args(&self) -> i64[src]

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

pub fn set_base_path(&self, base_path: impl Into<NodePath>)[src]

pub fn set_base_script(&self, base_script: impl Into<GodotString>)[src]

pub fn set_base_type(&self, base_type: impl Into<GodotString>)[src]

pub fn set_basic_type(&self, basic_type: i64)[src]

pub fn set_call_mode(&self, mode: i64)[src]

pub fn set_function(&self, function: impl Into<GodotString>)[src]

pub fn set_rpc_call_mode(&self, mode: i64)[src]

pub fn set_singleton(&self, singleton: impl Into<GodotString>)[src]

pub fn set_use_default_args(&self, amount: i64)[src]

pub fn set_validate(&self, enable: bool)[src]

Methods from Deref<Target = VisualScriptNode>

pub fn get_default_input_value(&self, port_idx: i64) -> Variant[src]

pub fn get_visual_script(&self) -> Option<Ref<VisualScript, Shared>>[src]

pub fn ports_changed_notify(&self)[src]

pub fn set_default_input_value(&self, port_idx: i64, value: impl OwnedToVariant)[src]

Trait Implementations

impl Debug for VisualScriptFunctionCall[src]

impl Deref for VisualScriptFunctionCall[src]

type Target = VisualScriptNode

The resulting type after dereferencing.

impl DerefMut for VisualScriptFunctionCall[src]

impl GodotObject for VisualScriptFunctionCall[src]

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

impl Instanciable for VisualScriptFunctionCall[src]

impl SubClass<Object> for VisualScriptFunctionCall[src]

impl SubClass<Reference> for VisualScriptFunctionCall[src]

impl SubClass<Resource> for VisualScriptFunctionCall[src]

impl SubClass<VisualScriptNode> for VisualScriptFunctionCall[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> From<T> for T[src]

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

impl<T> SubClass<T> for T where
    T: GodotObject
[src]

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.