Struct PropertyUsageFlags
pub struct PropertyUsageFlags { /* private fields */ }
Implementations§
§impl PropertyUsageFlags
impl PropertyUsageFlags
pub const NONE: PropertyUsageFlags = _
pub const NONE: PropertyUsageFlags = _
Godot enumerator name: PROPERTY_USAGE_NONE
pub const STORAGE: PropertyUsageFlags = _
pub const STORAGE: PropertyUsageFlags = _
Godot enumerator name: PROPERTY_USAGE_STORAGE
pub const EDITOR: PropertyUsageFlags = _
pub const EDITOR: PropertyUsageFlags = _
Godot enumerator name: PROPERTY_USAGE_EDITOR
pub const INTERNAL: PropertyUsageFlags = _
pub const INTERNAL: PropertyUsageFlags = _
Godot enumerator name: PROPERTY_USAGE_INTERNAL
pub const CHECKABLE: PropertyUsageFlags = _
pub const CHECKABLE: PropertyUsageFlags = _
Godot enumerator name: PROPERTY_USAGE_CHECKABLE
pub const CHECKED: PropertyUsageFlags = _
pub const CHECKED: PropertyUsageFlags = _
Godot enumerator name: PROPERTY_USAGE_CHECKED
pub const GROUP: PropertyUsageFlags = _
pub const GROUP: PropertyUsageFlags = _
Godot enumerator name: PROPERTY_USAGE_GROUP
pub const CATEGORY: PropertyUsageFlags = _
pub const CATEGORY: PropertyUsageFlags = _
Godot enumerator name: PROPERTY_USAGE_CATEGORY
pub const SUBGROUP: PropertyUsageFlags = _
pub const SUBGROUP: PropertyUsageFlags = _
Godot enumerator name: PROPERTY_USAGE_SUBGROUP
pub const CLASS_IS_BITFIELD: PropertyUsageFlags = _
pub const CLASS_IS_BITFIELD: PropertyUsageFlags = _
Godot enumerator name: PROPERTY_USAGE_CLASS_IS_BITFIELD
pub const NO_INSTANCE_STATE: PropertyUsageFlags = _
pub const NO_INSTANCE_STATE: PropertyUsageFlags = _
Godot enumerator name: PROPERTY_USAGE_NO_INSTANCE_STATE
pub const RESTART_IF_CHANGED: PropertyUsageFlags = _
pub const RESTART_IF_CHANGED: PropertyUsageFlags = _
Godot enumerator name: PROPERTY_USAGE_RESTART_IF_CHANGED
pub const SCRIPT_VARIABLE: PropertyUsageFlags = _
pub const SCRIPT_VARIABLE: PropertyUsageFlags = _
Godot enumerator name: PROPERTY_USAGE_SCRIPT_VARIABLE
pub const STORE_IF_NULL: PropertyUsageFlags = _
pub const STORE_IF_NULL: PropertyUsageFlags = _
Godot enumerator name: PROPERTY_USAGE_STORE_IF_NULL
pub const UPDATE_ALL_IF_MODIFIED: PropertyUsageFlags = _
pub const UPDATE_ALL_IF_MODIFIED: PropertyUsageFlags = _
Godot enumerator name: PROPERTY_USAGE_UPDATE_ALL_IF_MODIFIED
pub const SCRIPT_DEFAULT_VALUE: PropertyUsageFlags = _
pub const SCRIPT_DEFAULT_VALUE: PropertyUsageFlags = _
Godot enumerator name: PROPERTY_USAGE_SCRIPT_DEFAULT_VALUE
pub const CLASS_IS_ENUM: PropertyUsageFlags = _
pub const CLASS_IS_ENUM: PropertyUsageFlags = _
Godot enumerator name: PROPERTY_USAGE_CLASS_IS_ENUM
pub const NIL_IS_VARIANT: PropertyUsageFlags = _
pub const NIL_IS_VARIANT: PropertyUsageFlags = _
Godot enumerator name: PROPERTY_USAGE_NIL_IS_VARIANT
pub const ARRAY: PropertyUsageFlags = _
pub const ARRAY: PropertyUsageFlags = _
Godot enumerator name: PROPERTY_USAGE_ARRAY
pub const ALWAYS_DUPLICATE: PropertyUsageFlags = _
pub const ALWAYS_DUPLICATE: PropertyUsageFlags = _
Godot enumerator name: PROPERTY_USAGE_ALWAYS_DUPLICATE
pub const NEVER_DUPLICATE: PropertyUsageFlags = _
pub const NEVER_DUPLICATE: PropertyUsageFlags = _
Godot enumerator name: PROPERTY_USAGE_NEVER_DUPLICATE
pub const HIGH_END_GFX: PropertyUsageFlags = _
pub const HIGH_END_GFX: PropertyUsageFlags = _
Godot enumerator name: PROPERTY_USAGE_HIGH_END_GFX
pub const NODE_PATH_FROM_SCENE_ROOT: PropertyUsageFlags = _
pub const NODE_PATH_FROM_SCENE_ROOT: PropertyUsageFlags = _
Godot enumerator name: PROPERTY_USAGE_NODE_PATH_FROM_SCENE_ROOT
pub const RESOURCE_NOT_PERSISTENT: PropertyUsageFlags = _
pub const RESOURCE_NOT_PERSISTENT: PropertyUsageFlags = _
Godot enumerator name: PROPERTY_USAGE_RESOURCE_NOT_PERSISTENT
pub const KEYING_INCREMENTS: PropertyUsageFlags = _
pub const KEYING_INCREMENTS: PropertyUsageFlags = _
Godot enumerator name: PROPERTY_USAGE_KEYING_INCREMENTS
pub const DEFERRED_SET_RESOURCE: PropertyUsageFlags = _
pub const DEFERRED_SET_RESOURCE: PropertyUsageFlags = _
Godot enumerator name: PROPERTY_USAGE_DEFERRED_SET_RESOURCE
pub const EDITOR_INSTANTIATE_OBJECT: PropertyUsageFlags = _
pub const EDITOR_INSTANTIATE_OBJECT: PropertyUsageFlags = _
Godot enumerator name: PROPERTY_USAGE_EDITOR_INSTANTIATE_OBJECT
pub const EDITOR_BASIC_SETTING: PropertyUsageFlags = _
pub const EDITOR_BASIC_SETTING: PropertyUsageFlags = _
Godot enumerator name: PROPERTY_USAGE_EDITOR_BASIC_SETTING
pub const READ_ONLY: PropertyUsageFlags = _
pub const READ_ONLY: PropertyUsageFlags = _
Godot enumerator name: PROPERTY_USAGE_READ_ONLY
pub const SECRET: PropertyUsageFlags = _
pub const SECRET: PropertyUsageFlags = _
Godot enumerator name: PROPERTY_USAGE_SECRET
pub const DEFAULT: PropertyUsageFlags = _
pub const DEFAULT: PropertyUsageFlags = _
Godot enumerator name: PROPERTY_USAGE_DEFAULT
pub const NO_EDITOR: PropertyUsageFlags = _
pub const NO_EDITOR: PropertyUsageFlags = _
Godot enumerator name: PROPERTY_USAGE_NO_EDITOR
Trait Implementations§
§impl BitOr for PropertyUsageFlags
impl BitOr for PropertyUsageFlags
§type Output = PropertyUsageFlags
type Output = PropertyUsageFlags
|
operator.§fn bitor(self, rhs: PropertyUsageFlags) -> <PropertyUsageFlags as BitOr>::Output
fn bitor(self, rhs: PropertyUsageFlags) -> <PropertyUsageFlags as BitOr>::Output
|
operation. Read more§impl Clone for PropertyUsageFlags
impl Clone for PropertyUsageFlags
§fn clone(&self) -> PropertyUsageFlags
fn clone(&self) -> PropertyUsageFlags
1.0.0 · Source§fn clone_from(&mut self, source: &Self)
fn clone_from(&mut self, source: &Self)
source
. Read more§impl Debug for PropertyUsageFlags
impl Debug for PropertyUsageFlags
§impl Default for PropertyUsageFlags
impl Default for PropertyUsageFlags
§fn default() -> PropertyUsageFlags
fn default() -> PropertyUsageFlags
§impl EngineBitfield for PropertyUsageFlags
impl EngineBitfield for PropertyUsageFlags
§impl FromGodot for PropertyUsageFlags
impl FromGodot for PropertyUsageFlags
§fn try_from_godot(
via: <PropertyUsageFlags as GodotConvert>::Via,
) -> Result<PropertyUsageFlags, ConvertError>
fn try_from_godot( via: <PropertyUsageFlags as GodotConvert>::Via, ) -> Result<PropertyUsageFlags, ConvertError>
Err
on failure.§fn from_godot(via: Self::Via) -> Self
fn from_godot(via: Self::Via) -> Self
§fn try_from_variant(variant: &Variant) -> Result<Self, ConvertError>
fn try_from_variant(variant: &Variant) -> Result<Self, ConvertError>
Variant
, returning Err
on failure.