godot/doc/classes/VisualShader.xml
Rémi Verschelde 2d20fc39aa doc: Drop unused 'category' property from header
We already removed it from the online docs with #35132.

Currently it can only be "Built-In Types" (Variant types) or "Core"
(everything else), which is of limited use.

We might also want to consider dropping it from `ClassDB` altogether
in Godot 4.0.
2020-01-26 16:02:39 +01:00

203 lines
6.0 KiB
XML

<?xml version="1.0" encoding="UTF-8" ?>
<class name="VisualShader" inherits="Shader" version="3.2">
<brief_description>
A custom shader program with a visual editor.
</brief_description>
<description>
This class allows you to define a custom shader program that can be used for various materials to render objects.
The visual shader editor creates the shader.
</description>
<tutorials>
</tutorials>
<methods>
<method name="add_node">
<return type="void">
</return>
<argument index="0" name="type" type="int" enum="VisualShader.Type">
</argument>
<argument index="1" name="node" type="VisualShaderNode">
</argument>
<argument index="2" name="position" type="Vector2">
</argument>
<argument index="3" name="id" type="int">
</argument>
<description>
</description>
</method>
<method name="can_connect_nodes" qualifiers="const">
<return type="bool">
</return>
<argument index="0" name="type" type="int" enum="VisualShader.Type">
</argument>
<argument index="1" name="from_node" type="int">
</argument>
<argument index="2" name="from_port" type="int">
</argument>
<argument index="3" name="to_node" type="int">
</argument>
<argument index="4" name="to_port" type="int">
</argument>
<description>
</description>
</method>
<method name="connect_nodes">
<return type="int" enum="Error">
</return>
<argument index="0" name="type" type="int" enum="VisualShader.Type">
</argument>
<argument index="1" name="from_node" type="int">
</argument>
<argument index="2" name="from_port" type="int">
</argument>
<argument index="3" name="to_node" type="int">
</argument>
<argument index="4" name="to_port" type="int">
</argument>
<description>
</description>
</method>
<method name="connect_nodes_forced">
<return type="void">
</return>
<argument index="0" name="type" type="int" enum="VisualShader.Type">
</argument>
<argument index="1" name="from_node" type="int">
</argument>
<argument index="2" name="from_port" type="int">
</argument>
<argument index="3" name="to_node" type="int">
</argument>
<argument index="4" name="to_port" type="int">
</argument>
<description>
</description>
</method>
<method name="disconnect_nodes">
<return type="void">
</return>
<argument index="0" name="type" type="int" enum="VisualShader.Type">
</argument>
<argument index="1" name="from_node" type="int">
</argument>
<argument index="2" name="from_port" type="int">
</argument>
<argument index="3" name="to_node" type="int">
</argument>
<argument index="4" name="to_port" type="int">
</argument>
<description>
</description>
</method>
<method name="get_node" qualifiers="const">
<return type="VisualShaderNode">
</return>
<argument index="0" name="type" type="int" enum="VisualShader.Type">
</argument>
<argument index="1" name="id" type="int">
</argument>
<description>
</description>
</method>
<method name="get_node_connections" qualifiers="const">
<return type="Array">
</return>
<argument index="0" name="type" type="int" enum="VisualShader.Type">
</argument>
<description>
</description>
</method>
<method name="get_node_list" qualifiers="const">
<return type="PoolIntArray">
</return>
<argument index="0" name="type" type="int" enum="VisualShader.Type">
</argument>
<description>
</description>
</method>
<method name="get_node_position" qualifiers="const">
<return type="Vector2">
</return>
<argument index="0" name="type" type="int" enum="VisualShader.Type">
</argument>
<argument index="1" name="id" type="int">
</argument>
<description>
</description>
</method>
<method name="get_valid_node_id" qualifiers="const">
<return type="int">
</return>
<argument index="0" name="type" type="int" enum="VisualShader.Type">
</argument>
<description>
</description>
</method>
<method name="is_node_connection" qualifiers="const">
<return type="bool">
</return>
<argument index="0" name="type" type="int" enum="VisualShader.Type">
</argument>
<argument index="1" name="from_node" type="int">
</argument>
<argument index="2" name="from_port" type="int">
</argument>
<argument index="3" name="to_node" type="int">
</argument>
<argument index="4" name="to_port" type="int">
</argument>
<description>
</description>
</method>
<method name="remove_node">
<return type="void">
</return>
<argument index="0" name="type" type="int" enum="VisualShader.Type">
</argument>
<argument index="1" name="id" type="int">
</argument>
<description>
</description>
</method>
<method name="set_mode">
<return type="void">
</return>
<argument index="0" name="mode" type="int" enum="Shader.Mode">
</argument>
<description>
</description>
</method>
<method name="set_node_position">
<return type="void">
</return>
<argument index="0" name="type" type="int" enum="VisualShader.Type">
</argument>
<argument index="1" name="id" type="int">
</argument>
<argument index="2" name="position" type="Vector2">
</argument>
<description>
</description>
</method>
</methods>
<members>
<member name="code" type="String" setter="set_code" getter="get_code" override="true" default="&quot;shader_type spatial;void vertex() {// Output:0}void fragment() {// Output:0}void light() {// Output:0}&quot;" />
<member name="graph_offset" type="Vector2" setter="set_graph_offset" getter="get_graph_offset" default="Vector2( 0, 0 )">
</member>
</members>
<constants>
<constant name="TYPE_VERTEX" value="0" enum="Type">
</constant>
<constant name="TYPE_FRAGMENT" value="1" enum="Type">
</constant>
<constant name="TYPE_LIGHT" value="2" enum="Type">
</constant>
<constant name="TYPE_MAX" value="3" enum="Type">
Represents the size of the [enum Type] enum.
</constant>
<constant name="NODE_ID_INVALID" value="-1">
</constant>
<constant name="NODE_ID_OUTPUT" value="0">
</constant>
</constants>
</class>