[][src]Struct gdnative::api::VisualShaderNodeTextureUniform

pub struct VisualShaderNodeTextureUniform { /* fields omitted */ }

core class VisualShaderNodeTextureUniform 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

VisualShaderNodeTextureUniform 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 VisualShaderNodeTextureUniform[src]

Constants

impl VisualShaderNodeTextureUniform[src]

pub fn new() -> Ref<VisualShaderNodeTextureUniform, 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 color_default(&self) -> ColorDefault[src]

Sets the default color if no texture is assigned to the uniform.

pub fn texture_type(&self) -> TextureType[src]

Defines the type of data provided by the source texture. See [enum TextureType] for options.

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

Sets the default color if no texture is assigned to the uniform.

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

Defines the type of data provided by the source texture. See [enum TextureType] for options.

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 VisualShaderNodeTextureUniform[src]

impl Deref for VisualShaderNodeTextureUniform[src]

type Target = VisualShaderNodeUniform

The resulting type after dereferencing.

impl DerefMut for VisualShaderNodeTextureUniform[src]

impl GodotObject for VisualShaderNodeTextureUniform[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 VisualShaderNodeTextureUniform[src]

impl SubClass<Object> for VisualShaderNodeTextureUniform[src]

impl SubClass<Reference> for VisualShaderNodeTextureUniform[src]

impl SubClass<Resource> for VisualShaderNodeTextureUniform[src]

impl SubClass<VisualShaderNode> for VisualShaderNodeTextureUniform[src]

impl SubClass<VisualShaderNodeTextureUniform> for VisualShaderNodeCubeMapUniform[src]

impl SubClass<VisualShaderNodeTextureUniform> for VisualShaderNodeTextureUniformTriplanar[src]

impl SubClass<VisualShaderNodeUniform> for VisualShaderNodeTextureUniform[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.