[−][src]Struct gdnative::api::VisualShaderNodeBooleanUniform
core class VisualShaderNodeBooleanUniform
inherits VisualShaderNodeUniform
(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
VisualShaderNodeBooleanUniform 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 VisualShaderNodeBooleanUniform
[src]
pub fn new() -> Ref<VisualShaderNodeBooleanUniform, Unique>
[src]
Creates a new instance of this object.
This is a reference-counted type. The returned object is automatically managed
by Ref
.
Methods from Deref<Target = VisualShaderNodeUniform>
pub fn uniform_name(&self) -> GodotString
[src]
Name of the uniform, by which it can be accessed through the [ShaderMaterial] properties.
pub fn set_uniform_name(&self, name: impl Into<GodotString>)
[src]
Name of the uniform, by which it can be accessed through the [ShaderMaterial] properties.
Trait Implementations
impl Debug for VisualShaderNodeBooleanUniform
[src]
impl Deref for VisualShaderNodeBooleanUniform
[src]
type Target = VisualShaderNodeUniform
The resulting type after dereferencing.
fn deref(&self) -> &VisualShaderNodeUniform
[src]
impl DerefMut for VisualShaderNodeBooleanUniform
[src]
fn deref_mut(&mut self) -> &mut VisualShaderNodeUniform
[src]
impl GodotObject for VisualShaderNodeBooleanUniform
[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
fn class_name() -> &'static str
[src]
fn null() -> Null<Self>
[src]
fn new() -> Ref<Self, Unique> where
Self: Instanciable,
[src]
Self: Instanciable,
fn cast<T>(&self) -> Option<&T> where
T: GodotObject + SubClass<Self>,
[src]
T: GodotObject + SubClass<Self>,
fn upcast<T>(&self) -> &T where
Self: SubClass<T>,
T: GodotObject,
[src]
Self: SubClass<T>,
T: GodotObject,
unsafe fn assume_shared(&self) -> Ref<Self, Shared>
[src]
unsafe fn assume_thread_local(&self) -> Ref<Self, ThreadLocal> where
Self: GodotObject<RefKind = RefCounted>,
[src]
Self: GodotObject<RefKind = RefCounted>,
unsafe fn assume_unique(&self) -> Ref<Self, Unique>
[src]
impl Instanciable for VisualShaderNodeBooleanUniform
[src]
impl SubClass<Object> for VisualShaderNodeBooleanUniform
[src]
impl SubClass<Reference> for VisualShaderNodeBooleanUniform
[src]
impl SubClass<Resource> for VisualShaderNodeBooleanUniform
[src]
impl SubClass<VisualShaderNode> for VisualShaderNodeBooleanUniform
[src]
impl SubClass<VisualShaderNodeUniform> for VisualShaderNodeBooleanUniform
[src]
Auto Trait Implementations
impl RefUnwindSafe for VisualShaderNodeBooleanUniform
impl !Send for VisualShaderNodeBooleanUniform
impl !Sync for VisualShaderNodeBooleanUniform
impl Unpin for VisualShaderNodeBooleanUniform
impl UnwindSafe for VisualShaderNodeBooleanUniform
Blanket Implementations
impl<T> Any for T where
T: 'static + ?Sized,
[src]
T: 'static + ?Sized,
impl<T> Borrow<T> for T where
T: ?Sized,
[src]
T: ?Sized,
impl<T> BorrowMut<T> for T where
T: ?Sized,
[src]
T: ?Sized,
fn borrow_mut(&mut self) -> &mut T
[src]
impl<T> From<T> for T
[src]
impl<T, U> Into<U> for T where
U: From<T>,
[src]
U: From<T>,
impl<T> SubClass<T> for T where
T: GodotObject,
[src]
T: GodotObject,
impl<T, U> TryFrom<U> for T where
U: Into<T>,
[src]
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>
[src]
impl<T, U> TryInto<U> for T where
U: TryFrom<T>,
[src]
U: TryFrom<T>,