[][src]Struct gdnative::api::VisualShaderNodeExpression

pub struct VisualShaderNodeExpression { /* fields omitted */ }

core class VisualShaderNodeExpression inherits VisualShaderNodeGroupBase (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

VisualShaderNodeExpression 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 VisualShaderNodeExpression[src]

pub fn new() -> Ref<VisualShaderNodeExpression, 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 expression(&self) -> GodotString[src]

An expression in Godot Shading Language, which will be injected at the start of the graph's matching shader function ([code]vertex[/code], [code]fragment[/code], or [code]light[/code]), and thus cannot be used to declare functions, varyings, uniforms, or global constants.

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

An expression in Godot Shading Language, which will be injected at the start of the graph's matching shader function ([code]vertex[/code], [code]fragment[/code], or [code]light[/code]), and thus cannot be used to declare functions, varyings, uniforms, or global constants.

Methods from Deref<Target = VisualShaderNodeGroupBase>

pub fn add_input_port(&self, id: i64, _type: i64, name: impl Into<GodotString>)[src]

Adds an input port with the specified [code]type[/code] (see [enum VisualShaderNode.PortType]) and [code]name[/code].

pub fn add_output_port(&self, id: i64, _type: i64, name: impl Into<GodotString>)[src]

Adds an output port with the specified [code]type[/code] (see [enum VisualShaderNode.PortType]) and [code]name[/code].

pub fn clear_input_ports(&self)[src]

Removes all previously specified input ports.

pub fn clear_output_ports(&self)[src]

Removes all previously specified output ports.

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

Returns a free input port ID which can be used in [method add_input_port].

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

Returns a free output port ID which can be used in [method add_output_port].

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

Returns the number of input ports in use. Alternative for [method get_free_input_port_id].

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

Returns a [String] description of the input ports as as colon-separated list using the format [code]id,type,name;[/code] (see [method add_input_port]).

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

Returns the number of output ports in use. Alternative for [method get_free_output_port_id].

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

Returns a [String] description of the output ports as as colon-separated list using the format [code]id,type,name;[/code] (see [method add_output_port]).

pub fn size(&self) -> Vector2D<f32, UnknownUnit>[src]

The size of the node in the visual shader graph.

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

Returns [code]true[/code] if the specified input port exists.

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

Returns [code]true[/code] if the specified output port exists.

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

Returns [code]true[/code] if the specified port name does not override an existed port name and is valid within the shader.

pub fn remove_input_port(&self, id: i64)[src]

Removes the specified input port.

pub fn remove_output_port(&self, id: i64)[src]

Removes the specified output port.

pub fn set_input_port_name(&self, id: i64, name: impl Into<GodotString>)[src]

Renames the specified input port.

pub fn set_input_port_type(&self, id: i64, _type: i64)[src]

Sets the specified input port's type (see [enum VisualShaderNode.PortType]).

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

Defines all input ports using a [String] formatted as a colon-separated list: [code]id,type,name;[/code] (see [method add_input_port]).

pub fn set_output_port_name(&self, id: i64, name: impl Into<GodotString>)[src]

Renames the specified output port.

pub fn set_output_port_type(&self, id: i64, _type: i64)[src]

Sets the specified output port's type (see [enum VisualShaderNode.PortType]).

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

Defines all output ports using a [String] formatted as a colon-separated list: [code]id,type,name;[/code] (see [method add_output_port]).

pub fn set_size(&self, size: Vector2D<f32, UnknownUnit>)[src]

The size of the node in the visual shader graph.

Trait Implementations

impl Debug for VisualShaderNodeExpression[src]

impl Deref for VisualShaderNodeExpression[src]

type Target = VisualShaderNodeGroupBase

The resulting type after dereferencing.

impl DerefMut for VisualShaderNodeExpression[src]

impl GodotObject for VisualShaderNodeExpression[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 VisualShaderNodeExpression[src]

impl SubClass<Object> for VisualShaderNodeExpression[src]

impl SubClass<Reference> for VisualShaderNodeExpression[src]

impl SubClass<Resource> for VisualShaderNodeExpression[src]

impl SubClass<VisualShaderNode> for VisualShaderNodeExpression[src]

impl SubClass<VisualShaderNodeExpression> for VisualShaderNodeGlobalExpression[src]

impl SubClass<VisualShaderNodeGroupBase> for VisualShaderNodeExpression[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.