Struct VisualShaderNodeParameter
pub struct VisualShaderNodeParameter { /* private fields */ }Expand description
Godot class VisualShaderNodeParameter.
Inherits VisualShaderNode.
Related symbols:
visual_shader_node_parameter: sidecar module with related enum/flag types
See also Godot docs for VisualShaderNodeParameter.
§Not instantiable
This class cannot be constructed. Obtain Gd<VisualShaderNodeParameter> instances via Godot APIs.
§Final class
This class is final, meaning you cannot inherit from it, and it comes without I* interface trait. It is still possible that other Godot classes inherit from it, but that is limited to the engine itself.
Implementations§
§impl VisualShaderNodeParameter
impl VisualShaderNodeParameter
pub fn set_parameter_name(&mut self, name: impl AsArg<GString>)
pub fn get_parameter_name(&self) -> GString
pub fn set_qualifier(&mut self, qualifier: Qualifier)
pub fn get_qualifier(&self) -> Qualifier
Methods from Deref<Target = VisualShaderNode>§
pub fn get_default_input_port(&self, type_: PortType) -> i32
pub fn set_output_port_for_preview(&mut self, port: i32)
pub fn get_output_port_for_preview(&self) -> i32
pub fn set_input_port_default_value(&mut self, port: i32, value: &Variant)
pub fn set_input_port_default_value(&mut self, port: i32, value: &Variant)
To set the default parameters, use Self::set_input_port_default_value_ex and its builder methods. See the book for detailed usage instructions.
pub fn set_input_port_default_value_ex<'a>( &'a mut self, port: i32, value: &'a Variant, ) -> ExSetInputPortDefaultValue<'a>
pub fn get_input_port_default_value(&self, port: i32) -> Variant
pub fn remove_input_port_default_value(&mut self, port: i32)
pub fn clear_default_input_values(&mut self)
pub fn set_default_input_values(&mut self, values: &Array<Variant>)
pub fn get_default_input_values(&self) -> Array<Variant>
pub fn set_frame(&mut self, frame: i32)
pub fn get_frame(&self) -> i32
Methods from Deref<Target = Resource>§
pub fn set_path(&mut self, path: impl AsArg<GString>)
pub fn take_over_path(&mut self, path: impl AsArg<GString>)
pub fn get_path(&self) -> GString
pub fn set_path_cache(&mut self, path: impl AsArg<GString>)
pub fn set_name(&mut self, name: impl AsArg<GString>)
pub fn get_name(&self) -> GString
pub fn get_rid(&self) -> Rid
pub fn set_local_to_scene(&mut self, enable: bool)
pub fn is_local_to_scene(&self) -> bool
pub fn get_local_scene(&self) -> Option<Gd<Node>>
pub fn setup_local_to_scene(&mut self)
pub fn reset_state(&mut self)
pub fn set_id_for_path( &mut self, path: impl AsArg<GString>, id: impl AsArg<GString>, )
pub fn get_id_for_path(&self, path: impl AsArg<GString>) -> GString
pub fn is_built_in(&self) -> bool
pub fn set_scene_unique_id(&mut self, id: impl AsArg<GString>)
pub fn get_scene_unique_id(&self) -> GString
pub fn emit_changed(&mut self)
pub fn duplicate(&self) -> Option<Gd<Resource>>
pub fn duplicate(&self) -> Option<Gd<Resource>>
To set the default parameters, use Self::duplicate_ex and its builder methods. See the book for detailed usage instructions.
pub fn duplicate_ex<'a>(&'a self) -> ExDuplicate<'a>
pub fn duplicate_deep(&self) -> Option<Gd<Resource>>
pub fn duplicate_deep(&self) -> Option<Gd<Resource>>
To set the default parameters, use Self::duplicate_deep_ex and its builder methods. See the book for detailed usage instructions.
pub fn duplicate_deep_ex<'a>(&'a self) -> ExDuplicateDeep<'a>
Methods from Deref<Target = RefCounted>§
pub fn get_reference_count(&self) -> i32
Methods from Deref<Target = Object>§
pub fn get_script(&self) -> Option<Gd<Script>>
pub fn set_script(&mut self, script: impl AsArg<Option<Gd<Script>>>)
pub fn connect( &mut self, signal: impl AsArg<StringName>, callable: &Callable, ) -> Error
pub fn connect_flags( &mut self, signal: impl AsArg<StringName>, callable: &Callable, flags: ConnectFlags, ) -> Error
pub fn get_class(&self) -> GString
pub fn is_class(&self, class: impl AsArg<GString>) -> bool
pub fn set(&mut self, property: impl AsArg<StringName>, value: &Variant)
pub fn get(&self, property: impl AsArg<StringName>) -> Variant
pub fn set_indexed( &mut self, property_path: impl AsArg<NodePath>, value: &Variant, )
pub fn get_indexed(&self, property_path: impl AsArg<NodePath>) -> Variant
pub fn get_property_list(&self) -> Array<Dictionary>
pub fn get_method_list(&self) -> Array<Dictionary>
pub fn property_can_revert(&self, property: impl AsArg<StringName>) -> bool
pub fn property_get_revert(&self, property: impl AsArg<StringName>) -> Variant
pub fn set_meta(&mut self, name: impl AsArg<StringName>, value: &Variant)
pub fn remove_meta(&mut self, name: impl AsArg<StringName>)
pub fn get_meta(&self, name: impl AsArg<StringName>) -> Variant
pub fn get_meta(&self, name: impl AsArg<StringName>) -> Variant
To set the default parameters, use Self::get_meta_ex and its builder methods. See the book for detailed usage instructions.
pub fn get_meta_ex<'a>( &'a self, name: impl AsArg<StringName> + 'a, ) -> ExGetMeta<'a>
pub fn has_meta(&self, name: impl AsArg<StringName>) -> bool
pub fn get_meta_list(&self) -> Array<StringName>
pub fn add_user_signal(&mut self, signal: impl AsArg<GString>)
pub fn add_user_signal(&mut self, signal: impl AsArg<GString>)
To set the default parameters, use Self::add_user_signal_ex and its builder methods. See the book for detailed usage instructions.
pub fn add_user_signal_ex<'a>( &'a mut self, signal: impl AsArg<GString> + 'a, ) -> ExAddUserSignal<'a>
pub fn has_user_signal(&self, signal: impl AsArg<StringName>) -> bool
pub fn remove_user_signal(&mut self, signal: impl AsArg<StringName>)
pub fn emit_signal(
&mut self,
signal: impl AsArg<StringName>,
varargs: &[Variant],
) -> Error
pub fn emit_signal( &mut self, signal: impl AsArg<StringName>, varargs: &[Variant], ) -> Error
§Panics
This is a varcall method, meaning parameters and return values are passed as Variant.
It can detect call failures and will panic in such a case.
pub fn try_emit_signal(
&mut self,
signal: impl AsArg<StringName>,
varargs: &[Variant],
) -> Result<Error, CallError>
pub fn try_emit_signal( &mut self, signal: impl AsArg<StringName>, varargs: &[Variant], ) -> Result<Error, CallError>
§Return type
This is a varcall method, meaning parameters and return values are passed as Variant.
It can detect call failures and will return Err in such a case.
pub fn call(
&mut self,
method: impl AsArg<StringName>,
varargs: &[Variant],
) -> Variant
pub fn call( &mut self, method: impl AsArg<StringName>, varargs: &[Variant], ) -> Variant
§Panics
This is a varcall method, meaning parameters and return values are passed as Variant.
It can detect call failures and will panic in such a case.
pub fn try_call(
&mut self,
method: impl AsArg<StringName>,
varargs: &[Variant],
) -> Result<Variant, CallError>
pub fn try_call( &mut self, method: impl AsArg<StringName>, varargs: &[Variant], ) -> Result<Variant, CallError>
§Return type
This is a varcall method, meaning parameters and return values are passed as Variant.
It can detect call failures and will return Err in such a case.
pub fn call_deferred(
&mut self,
method: impl AsArg<StringName>,
varargs: &[Variant],
) -> Variant
pub fn call_deferred( &mut self, method: impl AsArg<StringName>, varargs: &[Variant], ) -> Variant
§Panics
This is a varcall method, meaning parameters and return values are passed as Variant.
It can detect call failures and will panic in such a case.
pub fn try_call_deferred(
&mut self,
method: impl AsArg<StringName>,
varargs: &[Variant],
) -> Result<Variant, CallError>
pub fn try_call_deferred( &mut self, method: impl AsArg<StringName>, varargs: &[Variant], ) -> Result<Variant, CallError>
§Return type
This is a varcall method, meaning parameters and return values are passed as Variant.
It can detect call failures and will return Err in such a case.
pub fn set_deferred( &mut self, property: impl AsArg<StringName>, value: &Variant, )
pub fn callv( &mut self, method: impl AsArg<StringName>, arg_array: &Array<Variant>, ) -> Variant
pub fn has_method(&self, method: impl AsArg<StringName>) -> bool
pub fn get_method_argument_count(&self, method: impl AsArg<StringName>) -> i32
pub fn has_signal(&self, signal: impl AsArg<StringName>) -> bool
pub fn get_signal_list(&self) -> Array<Dictionary>
pub fn get_signal_connection_list( &self, signal: impl AsArg<StringName>, ) -> Array<Dictionary>
pub fn get_incoming_connections(&self) -> Array<Dictionary>
pub fn disconnect( &mut self, signal: impl AsArg<StringName>, callable: &Callable, )
pub fn is_connected( &self, signal: impl AsArg<StringName>, callable: &Callable, ) -> bool
pub fn has_connections(&self, signal: impl AsArg<StringName>) -> bool
pub fn set_block_signals(&mut self, enable: bool)
pub fn is_blocking_signals(&self) -> bool
pub fn notify_property_list_changed(&mut self)
pub fn set_message_translation(&mut self, enable: bool)
pub fn can_translate_messages(&self) -> bool
pub fn tr(&self, message: impl AsArg<StringName>) -> GString
pub fn tr(&self, message: impl AsArg<StringName>) -> GString
To set the default parameters, use Self::tr_ex and its builder methods. See the book for detailed usage instructions.
pub fn tr_ex<'a>(&'a self, message: impl AsArg<StringName> + 'a) -> ExTr<'a>
pub fn tr_n(
&self,
message: impl AsArg<StringName>,
plural_message: impl AsArg<StringName>,
n: i32,
) -> GString
pub fn tr_n( &self, message: impl AsArg<StringName>, plural_message: impl AsArg<StringName>, n: i32, ) -> GString
To set the default parameters, use Self::tr_n_ex and its builder methods. See the book for detailed usage instructions.
pub fn tr_n_ex<'a>( &'a self, message: impl AsArg<StringName> + 'a, plural_message: impl AsArg<StringName> + 'a, n: i32, ) -> ExTrN<'a>
pub fn get_translation_domain(&self) -> StringName
pub fn set_translation_domain(&mut self, domain: impl AsArg<StringName>)
pub fn is_queued_for_deletion(&self) -> bool
pub fn cancel_free(&mut self)
pub fn notify(&mut self, what: ObjectNotification)
pub fn notify(&mut self, what: ObjectNotification)
⚠️ Sends a Godot notification to all classes inherited by the object.
Triggers calls to on_notification(), and depending on the notification, also to Godot’s lifecycle callbacks such as ready().
Starts from the highest ancestor (the Object class) and goes down the hierarchy.
See also Godot docs for Object::notification().
§Panics
If you call this method on a user-defined object while holding a GdRef or GdMut guard on the instance, you will encounter
a panic. The reason is that the receiving virtual method on_notification() acquires a GdMut lock dynamically, which must
be exclusive.
pub fn notify_reversed(&mut self, what: ObjectNotification)
pub fn notify_reversed(&mut self, what: ObjectNotification)
⚠️ Like Self::notify(), but starts at the most-derived class and goes up the hierarchy.
See docs of that method, including the panics.
Trait Implementations§
§impl Bounds for VisualShaderNodeParameter
impl Bounds for VisualShaderNodeParameter
§type Memory = MemRefCounted
type Memory = MemRefCounted
§type Declarer = DeclEngine
type Declarer = DeclEngine
§impl Debug for VisualShaderNodeParameter
impl Debug for VisualShaderNodeParameter
§impl Deref for VisualShaderNodeParameter
impl Deref for VisualShaderNodeParameter
§type Target = VisualShaderNode
type Target = VisualShaderNode
§fn deref(&self) -> &<VisualShaderNodeParameter as Deref>::Target
fn deref(&self) -> &<VisualShaderNodeParameter as Deref>::Target
§impl DerefMut for VisualShaderNodeParameter
impl DerefMut for VisualShaderNodeParameter
§fn deref_mut(&mut self) -> &mut <VisualShaderNodeParameter as Deref>::Target
fn deref_mut(&mut self) -> &mut <VisualShaderNodeParameter as Deref>::Target
§impl GodotClass for VisualShaderNodeParameter
impl GodotClass for VisualShaderNodeParameter
§const INIT_LEVEL: InitLevel = crate::init::InitLevel::Scene
const INIT_LEVEL: InitLevel = crate::init::InitLevel::Scene
§type Base = VisualShaderNode
type Base = VisualShaderNode
T. This is always a Godot engine class.§fn class_id() -> ClassId
fn class_id() -> ClassId
§fn class_name() -> ClassId
fn class_name() -> ClassId
class_id()§fn inherits<Base>() -> boolwhere
Base: GodotClass,
fn inherits<Base>() -> boolwhere
Base: GodotClass,
§impl Inherits<Object> for VisualShaderNodeParameter
impl Inherits<Object> for VisualShaderNodeParameter
§const IS_SAME_CLASS: bool = false
const IS_SAME_CLASS: bool = false
Self == Base. Read more§impl Inherits<RefCounted> for VisualShaderNodeParameter
impl Inherits<RefCounted> for VisualShaderNodeParameter
§const IS_SAME_CLASS: bool = false
const IS_SAME_CLASS: bool = false
Self == Base. Read more§impl Inherits<Resource> for VisualShaderNodeParameter
impl Inherits<Resource> for VisualShaderNodeParameter
§const IS_SAME_CLASS: bool = false
const IS_SAME_CLASS: bool = false
Self == Base. Read more§impl Inherits<VisualShaderNode> for VisualShaderNodeParameter
impl Inherits<VisualShaderNode> for VisualShaderNodeParameter
§const IS_SAME_CLASS: bool = false
const IS_SAME_CLASS: bool = false
Self == Base. Read more§impl Inherits<VisualShaderNodeParameter> for VisualShaderNodeBooleanParameter
impl Inherits<VisualShaderNodeParameter> for VisualShaderNodeBooleanParameter
§const IS_SAME_CLASS: bool = false
const IS_SAME_CLASS: bool = false
Self == Base. Read more§impl Inherits<VisualShaderNodeParameter> for VisualShaderNodeColorParameter
impl Inherits<VisualShaderNodeParameter> for VisualShaderNodeColorParameter
§const IS_SAME_CLASS: bool = false
const IS_SAME_CLASS: bool = false
Self == Base. Read more§impl Inherits<VisualShaderNodeParameter> for VisualShaderNodeCubemapParameter
impl Inherits<VisualShaderNodeParameter> for VisualShaderNodeCubemapParameter
§const IS_SAME_CLASS: bool = false
const IS_SAME_CLASS: bool = false
Self == Base. Read more§impl Inherits<VisualShaderNodeParameter> for VisualShaderNodeFloatParameter
impl Inherits<VisualShaderNodeParameter> for VisualShaderNodeFloatParameter
§const IS_SAME_CLASS: bool = false
const IS_SAME_CLASS: bool = false
Self == Base. Read more§impl Inherits<VisualShaderNodeParameter> for VisualShaderNodeIntParameter
impl Inherits<VisualShaderNodeParameter> for VisualShaderNodeIntParameter
§const IS_SAME_CLASS: bool = false
const IS_SAME_CLASS: bool = false
Self == Base. Read more§impl Inherits<VisualShaderNodeParameter> for VisualShaderNodeTexture2DArrayParameter
impl Inherits<VisualShaderNodeParameter> for VisualShaderNodeTexture2DArrayParameter
§const IS_SAME_CLASS: bool = false
const IS_SAME_CLASS: bool = false
Self == Base. Read more§impl Inherits<VisualShaderNodeParameter> for VisualShaderNodeTexture2DParameter
impl Inherits<VisualShaderNodeParameter> for VisualShaderNodeTexture2DParameter
§const IS_SAME_CLASS: bool = false
const IS_SAME_CLASS: bool = false
Self == Base. Read more§impl Inherits<VisualShaderNodeParameter> for VisualShaderNodeTexture3DParameter
impl Inherits<VisualShaderNodeParameter> for VisualShaderNodeTexture3DParameter
§const IS_SAME_CLASS: bool = false
const IS_SAME_CLASS: bool = false
Self == Base. Read more§impl Inherits<VisualShaderNodeParameter> for VisualShaderNodeTextureParameter
impl Inherits<VisualShaderNodeParameter> for VisualShaderNodeTextureParameter
§const IS_SAME_CLASS: bool = false
const IS_SAME_CLASS: bool = false
Self == Base. Read more§impl Inherits<VisualShaderNodeParameter> for VisualShaderNodeTextureParameterTriplanar
impl Inherits<VisualShaderNodeParameter> for VisualShaderNodeTextureParameterTriplanar
§const IS_SAME_CLASS: bool = false
const IS_SAME_CLASS: bool = false
Self == Base. Read more§impl Inherits<VisualShaderNodeParameter> for VisualShaderNodeTransformParameter
impl Inherits<VisualShaderNodeParameter> for VisualShaderNodeTransformParameter
§const IS_SAME_CLASS: bool = false
const IS_SAME_CLASS: bool = false
Self == Base. Read more§impl Inherits<VisualShaderNodeParameter> for VisualShaderNodeUIntParameter
impl Inherits<VisualShaderNodeParameter> for VisualShaderNodeUIntParameter
§const IS_SAME_CLASS: bool = false
const IS_SAME_CLASS: bool = false
Self == Base. Read more§impl Inherits<VisualShaderNodeParameter> for VisualShaderNodeVec2Parameter
impl Inherits<VisualShaderNodeParameter> for VisualShaderNodeVec2Parameter
§const IS_SAME_CLASS: bool = false
const IS_SAME_CLASS: bool = false
Self == Base. Read more§impl Inherits<VisualShaderNodeParameter> for VisualShaderNodeVec3Parameter
impl Inherits<VisualShaderNodeParameter> for VisualShaderNodeVec3Parameter
§const IS_SAME_CLASS: bool = false
const IS_SAME_CLASS: bool = false
Self == Base. Read more§impl Inherits<VisualShaderNodeParameter> for VisualShaderNodeVec4Parameter
impl Inherits<VisualShaderNodeParameter> for VisualShaderNodeVec4Parameter
§const IS_SAME_CLASS: bool = false
const IS_SAME_CLASS: bool = false
Self == Base. Read more§impl WithSignals for VisualShaderNodeParameter
impl WithSignals for VisualShaderNodeParameter
§type SignalCollection<'c, C: WithSignals> = SignalsOfResource<'c, C>
type SignalCollection<'c, C: WithSignals> = SignalsOfResource<'c, C>
Auto Trait Implementations§
impl Freeze for VisualShaderNodeParameter
impl RefUnwindSafe for VisualShaderNodeParameter
impl !Send for VisualShaderNodeParameter
impl !Sync for VisualShaderNodeParameter
impl Unpin for VisualShaderNodeParameter
impl UnwindSafe for VisualShaderNodeParameter
Blanket Implementations§
Source§impl<T> BorrowMut<T> for Twhere
T: ?Sized,
impl<T> BorrowMut<T> for Twhere
T: ?Sized,
Source§fn borrow_mut(&mut self) -> &mut T
fn borrow_mut(&mut self) -> &mut T
§impl<T> Inherits<T> for Twhere
T: GodotClass,
impl<T> Inherits<T> for Twhere
T: GodotClass,
§const IS_SAME_CLASS: bool = true
const IS_SAME_CLASS: bool = true
Self == Base. Read more