Documentation
¶
Overview ¶
Package VisualShaderNodeFloatParameter provides methods for working with VisualShaderNodeFloatParameter object instances.
Index ¶
- type Advanced
- type Any
- type Extension
- func (self *Extension[T]) AsObject() [1]gd.Object
- func (self *Extension[T]) AsRefCounted() [1]gd.RefCounted
- func (self *Extension[T]) AsResource() Resource.Instance
- func (self *Extension[T]) AsVisualShaderNode() VisualShaderNode.Instance
- func (self *Extension[T]) AsVisualShaderNodeFloatParameter() Instance
- func (self *Extension[T]) AsVisualShaderNodeParameter() VisualShaderNodeParameter.Instance
- type Hint
- type ID
- type Instance
- func (self Instance) AsObject() [1]gd.Object
- func (self Instance) AsRefCounted() [1]gd.RefCounted
- func (self Instance) AsResource() Resource.Instance
- func (self Instance) AsVisualShaderNode() VisualShaderNode.Instance
- func (self Instance) AsVisualShaderNodeFloatParameter() Instance
- func (self Instance) AsVisualShaderNodeParameter() VisualShaderNodeParameter.Instance
- func (self Instance) DefaultValue() Float.X
- func (self Instance) DefaultValueEnabled() bool
- func (self Instance) Hint() Hint
- func (self Instance) ID() ID
- func (self Instance) Max() Float.X
- func (self Instance) Min() Float.X
- func (self Instance) SetDefaultValue(value Float.X)
- func (self Instance) SetDefaultValueEnabled(value bool)
- func (self Instance) SetHint(value Hint)
- func (self Instance) SetMax(value Float.X)
- func (self Instance) SetMin(value Float.X)
- func (self *Instance) SetObject(obj [1]gd.Object) bool
- func (self Instance) SetStep(value Float.X)
- func (self Instance) Step() Float.X
- func (self *Instance) UnsafePointer() unsafe.Pointer
- func (self Instance) Virtual(name string) reflect.Value
Constants ¶
This section is empty.
Variables ¶
This section is empty.
Functions ¶
This section is empty.
Types ¶
type Advanced ¶
type Advanced = class
Advanced exposes a 1:1 low-level instance of the class, undocumented, for those who know what they are doing.
type Extension ¶
Extension can be embedded in a new struct to create an extension of this class. T should be the type that is embedding this Extension
func (*Extension[T]) AsRefCounted ¶
func (self *Extension[T]) AsRefCounted() [1]gd.RefCounted
func (*Extension[T]) AsResource ¶
func (*Extension[T]) AsVisualShaderNode ¶
func (self *Extension[T]) AsVisualShaderNode() VisualShaderNode.Instance
func (*Extension[T]) AsVisualShaderNodeFloatParameter ¶
func (*Extension[T]) AsVisualShaderNodeParameter ¶
func (self *Extension[T]) AsVisualShaderNodeParameter() VisualShaderNodeParameter.Instance
type Hint ¶
type Hint int //gd:VisualShaderNodeFloatParameter.Hint
const ( /*No hint used.*/ HintNone Hint = 0 /*A range hint for scalar value, which limits possible input values between [member min] and [member max]. Translated to [code]hint_range(min, max)[/code] in shader code.*/ HintRange Hint = 1 /*A range hint for scalar value with step, which limits possible input values between [member min] and [member max], with a step (increment) of [member step]). Translated to [code]hint_range(min, max, step)[/code] in shader code.*/ HintRangeStep Hint = 2 /*Represents the size of the [enum Hint] enum.*/ HintMax Hint = 3 )
type ID ¶
ID is a typed object ID (reference) to an instance of this class, use it to store references to objects with unknown lifetimes, as an ID will not panic on use if the underlying object has been destroyed.
type Instance ¶
type Instance [1]gdclass.VisualShaderNodeFloatParameter
Translated to [code]uniform float[/code] in the shader language.
var Nil Instance
Nil is a nil/null instance of the class. Equivalent to the zero value.
func (Instance) AsRefCounted ¶
func (self Instance) AsRefCounted() [1]gd.RefCounted
func (Instance) AsResource ¶
func (Instance) AsVisualShaderNode ¶
func (self Instance) AsVisualShaderNode() VisualShaderNode.Instance
func (Instance) AsVisualShaderNodeFloatParameter ¶
func (Instance) AsVisualShaderNodeParameter ¶
func (self Instance) AsVisualShaderNodeParameter() VisualShaderNodeParameter.Instance