VisualShaderNodeGroupBase
Base class for a family of nodes with variable number of input and output ports within the visual shader graph.
class VisualShaderNodeGroupBaseCurrently, has no direct usage, use the derived classes instead.
Base class for a family of nodes with variable number of input and output ports within the visual shader graph.
class VisualShaderNodeGroupBaseCurrently, has no direct usage, use the derived classes instead.
import SwiftGodotFramework to write Godot Game Extensions using the Swift Programming Language.
class VisualShaderNodeResizableBaseBase class for resizable nodes in a visual shader graph.
protocol CustomStringConvertibleA type with a customized textual representation.
protocol EquatableA type that can be compared for value equality.
protocol Hashable : EquatableA type that can be hashed into a Hasher to produce an integer hash value.
protocol Identifiable<ID>A class of types whose instances hold the value of an entity with stable identity.
protocol VariantRepresentable : VariantStorableTypes that conform to VariantRepresentable can be stored directly in Variant with no conversion. These include all of the Variant types from Godot (for example GString, Rect, Plane), Godot objects (those that subclass SwiftGodot.Object) as well as the built-in Swift types UInt8, Int64 and Double.
protocol VariantStorableTypes that conform to VariantStorable can be stored in a Variant and can be extracted back out of a Variant.
override class var godotClassName: StringName { get }final func addInputPort(id: Int32, type: Int32, name: String) Adds an input port with the specified type (see VisualShaderNode.PortType) and name.
final func addOutputPort(id: Int32, type: Int32, name: String) Adds an output port with the specified type (see VisualShaderNode.PortType) and name.
final func clearInputPorts() Removes all previously specified input ports.
final func clearOutputPorts() Removes all previously specified output ports.
final func getFreeInputPortId() -> Int32 Returns a free input port ID which can be used in addInputPort(id:type:name:).
final func getFreeOutputPortId() -> Int32 Returns a free output port ID which can be used in addOutputPort(id:type:name:).
final func getInputPortCount() -> Int32 Returns the number of input ports in use. Alternative for getFreeInputPortId.
final func getInputs() -> String Returns a String description of the input ports as a colon-separated list using the format id,type,name; (see addInputPort(id:type:name:)).
final func getOutputPortCount() -> Int32 Returns the number of output ports in use. Alternative for getFreeOutputPortId.
final func getOutputs() -> String Returns a String description of the output ports as a colon-separated list using the format id,type,name; (see addOutputPort(id:type:name:)).
final func hasInputPort(id: Int32) -> Bool Returns true if the specified input port exists.
final func hasOutputPort(id: Int32) -> Bool Returns true if the specified output port exists.
final func isValidPortName(_ name: String) -> Bool Returns true if the specified port name does not override an existed port name and is valid within the shader.
final func removeInputPort(id: Int32) Removes the specified input port.
final func removeOutputPort(id: Int32) Removes the specified output port.
final func setInputPortName(id: Int32, name: String) Renames the specified input port.
final func setInputPortType(id: Int32, type: Int32) Sets the specified input port’s type (see VisualShaderNode.PortType).
final func setInputs(_ inputs: String) Defines all input ports using a String formatted as a colon-separated list: id,type,name; (see addInputPort(id:type:name:)).
final func setOutputPortName(id: Int32, name: String) Renames the specified output port.
final func setOutputPortType(id: Int32, type: Int32) Sets the specified output port’s type (see VisualShaderNode.PortType).
final func setOutputs(_ outputs: String) Defines all output ports using a String formatted as a colon-separated list: id,type,name; (see addOutputPort(id:type:name:)).
class VisualShaderNodeExpressionA custom visual shader graph expression written in Godot Shading Language.