[−][src]Struct gdnative::api::VisualScriptFunctionState
core class VisualScriptFunctionState
inherits Reference
(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
VisualScriptFunctionState 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 VisualScriptFunctionState
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pub fn new() -> Ref<VisualScriptFunctionState, Unique>
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Creates a new instance of this object.
This is a reference-counted type. The returned object is automatically managed
by Ref
.
pub fn connect_to_signal(
&self,
obj: impl AsArg<Object>,
signals: impl Into<GodotString>,
args: VariantArray<Shared>
)
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&self,
obj: impl AsArg<Object>,
signals: impl Into<GodotString>,
args: VariantArray<Shared>
)
pub fn is_valid(&self) -> bool
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pub fn resume(&self, args: VariantArray<Shared>) -> Variant
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Methods from Deref<Target = Reference>
pub fn init_ref(&self) -> bool
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Initializes the internal reference counter. Use this only if you really know what you are doing.
Returns whether the initialization was successful.
Trait Implementations
impl Debug for VisualScriptFunctionState
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impl Deref for VisualScriptFunctionState
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impl DerefMut for VisualScriptFunctionState
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impl GodotObject for VisualScriptFunctionState
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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
fn class_name() -> &'static str
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fn null() -> Null<Self>
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fn new() -> Ref<Self, Unique> where
Self: Instanciable,
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Self: Instanciable,
fn cast<T>(&self) -> Option<&T> where
T: GodotObject + SubClass<Self>,
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T: GodotObject + SubClass<Self>,
fn upcast<T>(&self) -> &T where
Self: SubClass<T>,
T: GodotObject,
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Self: SubClass<T>,
T: GodotObject,
unsafe fn assume_shared(&self) -> Ref<Self, Shared>
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unsafe fn assume_thread_local(&self) -> Ref<Self, ThreadLocal> where
Self: GodotObject<RefKind = RefCounted>,
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Self: GodotObject<RefKind = RefCounted>,
unsafe fn assume_unique(&self) -> Ref<Self, Unique>
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impl Instanciable for VisualScriptFunctionState
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fn construct() -> Ref<VisualScriptFunctionState, Unique>
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impl SubClass<Object> for VisualScriptFunctionState
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impl SubClass<Reference> for VisualScriptFunctionState
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Auto Trait Implementations
impl RefUnwindSafe for VisualScriptFunctionState
impl !Send for VisualScriptFunctionState
impl !Sync for VisualScriptFunctionState
impl Unpin for VisualScriptFunctionState
impl UnwindSafe for VisualScriptFunctionState
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> 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> SubClass<T> for T where
T: GodotObject,
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T: GodotObject,
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>,