[][src]Struct gdnative::api::VisualScriptNode

pub struct VisualScriptNode { /* fields omitted */ }

core class VisualScriptNode 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

VisualScriptNode 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 VisualScriptNode[src]

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]

Methods from Deref<Target = Resource>

pub fn duplicate(&self, subresources: bool) -> Option<Ref<Resource, Shared>>[src]

Duplicates the resource, returning a new resource. By default, sub-resources are shared between resource copies for efficiency. This can be changed by passing [code]true[/code] to the [code]subresources[/code] argument which will copy the subresources.
				[b]Note:[/b] If [code]subresources[/code] is [code]true[/code], this method will only perform a shallow copy. Nested resources within subresources will not be duplicated and will still be shared.

Default Arguments

  • subresources - false

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

If [member resource_local_to_scene] is enabled and the resource was loaded from a [PackedScene] instantiation, returns the local scene where this resource's unique copy is in use. Otherwise, returns [code]null[/code].

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

The name of the resource. This is an optional identifier.

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

The path to the resource. In case it has its own file, it will return its filepath. If it's tied to the scene, it will return the scene's path, followed by the resource's index.

pub fn get_rid(&self) -> Rid[src]

Returns the RID of the resource (or an empty RID). Many resources (such as [Texture], [Mesh], etc) are high-level abstractions of resources stored in a server, so this function will return the original RID.

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

If [code]true[/code], the resource will be made unique in each instance of its local scene. It can thus be modified in a scene instance without impacting other instances of that same scene.

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

If [code]true[/code], the resource will be made unique in each instance of its local scene. It can thus be modified in a scene instance without impacting other instances of that same scene.

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

The name of the resource. This is an optional identifier.

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

The path to the resource. In case it has its own file, it will return its filepath. If it's tied to the scene, it will return the scene's path, followed by the resource's index.

pub fn setup_local_to_scene(&self)[src]

This method is called when a resource with [member resource_local_to_scene] enabled is loaded from a [PackedScene] instantiation. Its behavior can be customized by overriding [method _setup_local_to_scene] from script.
				For most resources, this method performs no base logic. [ViewportTexture] performs custom logic to properly set the proxy texture and flags in the local viewport.

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

Sets the path of the resource, potentially overriding an existing cache entry for this path. This differs from setting [member resource_path], as the latter would error out if another resource was already cached for the given path.

Trait Implementations

impl Debug for VisualScriptNode[src]

impl Deref for VisualScriptNode[src]

type Target = Resource

The resulting type after dereferencing.

impl DerefMut for VisualScriptNode[src]

impl GodotObject for VisualScriptNode[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 SubClass<Object> for VisualScriptNode[src]

impl SubClass<Reference> for VisualScriptNode[src]

impl SubClass<Resource> for VisualScriptNode[src]

impl SubClass<VisualScriptNode> for VisualScriptLists[src]

impl SubClass<VisualScriptNode> for VisualScriptBasicTypeConstant[src]

impl SubClass<VisualScriptNode> for VisualScriptWhile[src]

impl SubClass<VisualScriptNode> for VisualScriptYield[src]

impl SubClass<VisualScriptNode> for VisualScriptGlobalConstant[src]

impl SubClass<VisualScriptNode> for VisualScriptExpression[src]

impl SubClass<VisualScriptNode> for VisualScriptPreload[src]

impl SubClass<VisualScriptNode> for VisualScriptComposeArray[src]

impl SubClass<VisualScriptNode> for VisualScriptLocalVarSet[src]

impl SubClass<VisualScriptNode> for VisualScriptEmitSignal[src]

impl SubClass<VisualScriptNode> for VisualScriptConstructor[src]

impl SubClass<VisualScriptNode> for VisualScriptFunction[src]

impl SubClass<VisualScriptNode> for VisualScriptFunctionCall[src]

impl SubClass<VisualScriptNode> for VisualScriptTypeCast[src]

impl SubClass<VisualScriptNode> for VisualScriptOperator[src]

impl SubClass<VisualScriptNode> for VisualScriptSelf[src]

impl SubClass<VisualScriptNode> for VisualScriptIterator[src]

impl SubClass<VisualScriptNode> for VisualScriptVariableSet[src]

impl SubClass<VisualScriptNode> for VisualScriptSwitch[src]

impl SubClass<VisualScriptNode> for VisualScriptCustomNode[src]

impl SubClass<VisualScriptNode> for VisualScriptResourcePath[src]

impl SubClass<VisualScriptNode> for VisualScriptConstant[src]

impl SubClass<VisualScriptNode> for VisualScriptPropertyGet[src]

impl SubClass<VisualScriptNode> for VisualScriptReturn[src]

impl SubClass<VisualScriptNode> for VisualScriptSequence[src]

impl SubClass<VisualScriptNode> for VisualScriptEngineSingleton[src]

impl SubClass<VisualScriptNode> for VisualScriptComment[src]

impl SubClass<VisualScriptNode> for VisualScriptSceneNode[src]

impl SubClass<VisualScriptNode> for VisualScriptClassConstant[src]

impl SubClass<VisualScriptNode> for VisualScriptSubCall[src]

impl SubClass<VisualScriptNode> for VisualScriptBuiltinFunc[src]

impl SubClass<VisualScriptNode> for VisualScriptSceneTree[src]

impl SubClass<VisualScriptNode> for VisualScriptSelect[src]

impl SubClass<VisualScriptNode> for VisualScriptPropertySet[src]

impl SubClass<VisualScriptNode> for VisualScriptIndexSet[src]

impl SubClass<VisualScriptNode> for VisualScriptMathConstant[src]

impl SubClass<VisualScriptNode> for VisualScriptYieldSignal[src]

impl SubClass<VisualScriptNode> for VisualScriptIndexGet[src]

impl SubClass<VisualScriptNode> for VisualScriptDeconstruct[src]

impl SubClass<VisualScriptNode> for VisualScriptVariableGet[src]

impl SubClass<VisualScriptNode> for VisualScriptLocalVar[src]

impl SubClass<VisualScriptNode> for VisualScriptInputAction[src]

impl SubClass<VisualScriptNode> for VisualScriptCondition[src]

Auto Trait Implementations

Blanket Implementations

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

impl<T, U> Into<U> for T where
    U: From<T>, 
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impl<T> SubClass<T> for T where
    T: GodotObject
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impl<T, U> TryFrom<U> for T where
    U: Into<T>, 
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type Error = Infallible

The type returned in the event of a conversion error.

impl<T, U> TryInto<U> for T where
    U: TryFrom<T>, 
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type Error = <U as TryFrom<T>>::Error

The type returned in the event of a conversion error.