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ReStructuredText
416 lines
19 KiB
ReStructuredText
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.. DO NOT EDIT THIS FILE!!!
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.. Generated automatically from Godot engine sources.
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.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py.
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.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/VisualShaderNodeTextureParameter.xml.
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.. _class_VisualShaderNodeTextureParameter:
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VisualShaderNodeTextureParameter
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================================
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**Inherits:** :ref:`VisualShaderNodeParameter<class_VisualShaderNodeParameter>` **<** :ref:`VisualShaderNode<class_VisualShaderNode>` **<** :ref:`Resource<class_Resource>` **<** :ref:`RefCounted<class_RefCounted>` **<** :ref:`Object<class_Object>`
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**Inherited By:** :ref:`VisualShaderNodeCubemapParameter<class_VisualShaderNodeCubemapParameter>`, :ref:`VisualShaderNodeTexture2DArrayParameter<class_VisualShaderNodeTexture2DArrayParameter>`, :ref:`VisualShaderNodeTexture2DParameter<class_VisualShaderNodeTexture2DParameter>`, :ref:`VisualShaderNodeTexture3DParameter<class_VisualShaderNodeTexture3DParameter>`, :ref:`VisualShaderNodeTextureParameterTriplanar<class_VisualShaderNodeTextureParameterTriplanar>`
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Performs a uniform texture lookup within the visual shader graph.
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.. rst-class:: classref-introduction-group
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Description
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-----------
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Performs a lookup operation on the texture provided as a uniform for the shader.
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.. rst-class:: classref-reftable-group
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Properties
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----------
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.. table::
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:widths: auto
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+---------------------------------------------------------------------------+---------------------------------------------------------------------------------------+-------+
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| :ref:`ColorDefault<enum_VisualShaderNodeTextureParameter_ColorDefault>` | :ref:`color_default<class_VisualShaderNodeTextureParameter_property_color_default>` | ``0`` |
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+---------------------------------------------------------------------------+---------------------------------------------------------------------------------------+-------+
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| :ref:`TextureFilter<enum_VisualShaderNodeTextureParameter_TextureFilter>` | :ref:`texture_filter<class_VisualShaderNodeTextureParameter_property_texture_filter>` | ``0`` |
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+---------------------------------------------------------------------------+---------------------------------------------------------------------------------------+-------+
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| :ref:`TextureRepeat<enum_VisualShaderNodeTextureParameter_TextureRepeat>` | :ref:`texture_repeat<class_VisualShaderNodeTextureParameter_property_texture_repeat>` | ``0`` |
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+---------------------------------------------------------------------------+---------------------------------------------------------------------------------------+-------+
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| :ref:`TextureSource<enum_VisualShaderNodeTextureParameter_TextureSource>` | :ref:`texture_source<class_VisualShaderNodeTextureParameter_property_texture_source>` | ``0`` |
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+---------------------------------------------------------------------------+---------------------------------------------------------------------------------------+-------+
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| :ref:`TextureType<enum_VisualShaderNodeTextureParameter_TextureType>` | :ref:`texture_type<class_VisualShaderNodeTextureParameter_property_texture_type>` | ``0`` |
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+---------------------------------------------------------------------------+---------------------------------------------------------------------------------------+-------+
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.. rst-class:: classref-section-separator
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----
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.. rst-class:: classref-descriptions-group
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Enumerations
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------------
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.. _enum_VisualShaderNodeTextureParameter_TextureType:
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.. rst-class:: classref-enumeration
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enum **TextureType**: :ref:`🔗<enum_VisualShaderNodeTextureParameter_TextureType>`
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.. _class_VisualShaderNodeTextureParameter_constant_TYPE_DATA:
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.. rst-class:: classref-enumeration-constant
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:ref:`TextureType<enum_VisualShaderNodeTextureParameter_TextureType>` **TYPE_DATA** = ``0``
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No hints are added to the uniform declaration.
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.. _class_VisualShaderNodeTextureParameter_constant_TYPE_COLOR:
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.. rst-class:: classref-enumeration-constant
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:ref:`TextureType<enum_VisualShaderNodeTextureParameter_TextureType>` **TYPE_COLOR** = ``1``
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Adds ``source_color`` as hint to the uniform declaration for proper sRGB to linear conversion.
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.. _class_VisualShaderNodeTextureParameter_constant_TYPE_NORMAL_MAP:
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.. rst-class:: classref-enumeration-constant
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:ref:`TextureType<enum_VisualShaderNodeTextureParameter_TextureType>` **TYPE_NORMAL_MAP** = ``2``
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Adds ``hint_normal`` as hint to the uniform declaration, which internally converts the texture for proper usage as normal map.
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.. _class_VisualShaderNodeTextureParameter_constant_TYPE_ANISOTROPY:
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.. rst-class:: classref-enumeration-constant
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:ref:`TextureType<enum_VisualShaderNodeTextureParameter_TextureType>` **TYPE_ANISOTROPY** = ``3``
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Adds ``hint_anisotropy`` as hint to the uniform declaration to use for a flowmap.
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.. _class_VisualShaderNodeTextureParameter_constant_TYPE_MAX:
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.. rst-class:: classref-enumeration-constant
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:ref:`TextureType<enum_VisualShaderNodeTextureParameter_TextureType>` **TYPE_MAX** = ``4``
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Represents the size of the :ref:`TextureType<enum_VisualShaderNodeTextureParameter_TextureType>` enum.
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.. rst-class:: classref-item-separator
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----
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.. _enum_VisualShaderNodeTextureParameter_ColorDefault:
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.. rst-class:: classref-enumeration
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enum **ColorDefault**: :ref:`🔗<enum_VisualShaderNodeTextureParameter_ColorDefault>`
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.. _class_VisualShaderNodeTextureParameter_constant_COLOR_DEFAULT_WHITE:
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.. rst-class:: classref-enumeration-constant
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:ref:`ColorDefault<enum_VisualShaderNodeTextureParameter_ColorDefault>` **COLOR_DEFAULT_WHITE** = ``0``
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Defaults to fully opaque white color.
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.. _class_VisualShaderNodeTextureParameter_constant_COLOR_DEFAULT_BLACK:
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.. rst-class:: classref-enumeration-constant
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:ref:`ColorDefault<enum_VisualShaderNodeTextureParameter_ColorDefault>` **COLOR_DEFAULT_BLACK** = ``1``
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Defaults to fully opaque black color.
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.. _class_VisualShaderNodeTextureParameter_constant_COLOR_DEFAULT_TRANSPARENT:
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.. rst-class:: classref-enumeration-constant
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:ref:`ColorDefault<enum_VisualShaderNodeTextureParameter_ColorDefault>` **COLOR_DEFAULT_TRANSPARENT** = ``2``
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Defaults to fully transparent black color.
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.. _class_VisualShaderNodeTextureParameter_constant_COLOR_DEFAULT_MAX:
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.. rst-class:: classref-enumeration-constant
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:ref:`ColorDefault<enum_VisualShaderNodeTextureParameter_ColorDefault>` **COLOR_DEFAULT_MAX** = ``3``
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Represents the size of the :ref:`ColorDefault<enum_VisualShaderNodeTextureParameter_ColorDefault>` enum.
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.. rst-class:: classref-item-separator
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----
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.. _enum_VisualShaderNodeTextureParameter_TextureFilter:
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.. rst-class:: classref-enumeration
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enum **TextureFilter**: :ref:`🔗<enum_VisualShaderNodeTextureParameter_TextureFilter>`
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.. _class_VisualShaderNodeTextureParameter_constant_FILTER_DEFAULT:
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.. rst-class:: classref-enumeration-constant
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:ref:`TextureFilter<enum_VisualShaderNodeTextureParameter_TextureFilter>` **FILTER_DEFAULT** = ``0``
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Sample the texture using the filter determined by the node this shader is attached to.
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.. _class_VisualShaderNodeTextureParameter_constant_FILTER_NEAREST:
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.. rst-class:: classref-enumeration-constant
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:ref:`TextureFilter<enum_VisualShaderNodeTextureParameter_TextureFilter>` **FILTER_NEAREST** = ``1``
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The texture filter reads from the nearest pixel only. This makes the texture look pixelated from up close, and grainy from a distance (due to mipmaps not being sampled).
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.. _class_VisualShaderNodeTextureParameter_constant_FILTER_LINEAR:
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.. rst-class:: classref-enumeration-constant
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:ref:`TextureFilter<enum_VisualShaderNodeTextureParameter_TextureFilter>` **FILTER_LINEAR** = ``2``
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The texture filter blends between the nearest 4 pixels. This makes the texture look smooth from up close, and grainy from a distance (due to mipmaps not being sampled).
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.. _class_VisualShaderNodeTextureParameter_constant_FILTER_NEAREST_MIPMAP:
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.. rst-class:: classref-enumeration-constant
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:ref:`TextureFilter<enum_VisualShaderNodeTextureParameter_TextureFilter>` **FILTER_NEAREST_MIPMAP** = ``3``
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The texture filter reads from the nearest pixel and blends between the nearest 2 mipmaps (or uses the nearest mipmap if :ref:`ProjectSettings.rendering/textures/default_filters/use_nearest_mipmap_filter<class_ProjectSettings_property_rendering/textures/default_filters/use_nearest_mipmap_filter>` is ``true``). This makes the texture look pixelated from up close, and smooth from a distance.
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Use this for non-pixel art textures that may be viewed at a low scale (e.g. due to :ref:`Camera2D<class_Camera2D>` zoom or sprite scaling), as mipmaps are important to smooth out pixels that are smaller than on-screen pixels.
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.. _class_VisualShaderNodeTextureParameter_constant_FILTER_LINEAR_MIPMAP:
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.. rst-class:: classref-enumeration-constant
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:ref:`TextureFilter<enum_VisualShaderNodeTextureParameter_TextureFilter>` **FILTER_LINEAR_MIPMAP** = ``4``
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The texture filter blends between the nearest 4 pixels and between the nearest 2 mipmaps (or uses the nearest mipmap if :ref:`ProjectSettings.rendering/textures/default_filters/use_nearest_mipmap_filter<class_ProjectSettings_property_rendering/textures/default_filters/use_nearest_mipmap_filter>` is ``true``). This makes the texture look smooth from up close, and smooth from a distance.
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Use this for non-pixel art textures that may be viewed at a low scale (e.g. due to :ref:`Camera2D<class_Camera2D>` zoom or sprite scaling), as mipmaps are important to smooth out pixels that are smaller than on-screen pixels.
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.. _class_VisualShaderNodeTextureParameter_constant_FILTER_NEAREST_MIPMAP_ANISOTROPIC:
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.. rst-class:: classref-enumeration-constant
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:ref:`TextureFilter<enum_VisualShaderNodeTextureParameter_TextureFilter>` **FILTER_NEAREST_MIPMAP_ANISOTROPIC** = ``5``
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The texture filter reads from the nearest pixel and blends between 2 mipmaps (or uses the nearest mipmap if :ref:`ProjectSettings.rendering/textures/default_filters/use_nearest_mipmap_filter<class_ProjectSettings_property_rendering/textures/default_filters/use_nearest_mipmap_filter>` is ``true``) based on the angle between the surface and the camera view. This makes the texture look pixelated from up close, and smooth from a distance. Anisotropic filtering improves texture quality on surfaces that are almost in line with the camera, but is slightly slower. The anisotropic filtering level can be changed by adjusting :ref:`ProjectSettings.rendering/textures/default_filters/anisotropic_filtering_level<class_ProjectSettings_property_rendering/textures/default_filters/anisotropic_filtering_level>`.
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\ **Note:** This texture filter is rarely useful in 2D projects. :ref:`FILTER_NEAREST_MIPMAP<class_VisualShaderNodeTextureParameter_constant_FILTER_NEAREST_MIPMAP>` is usually more appropriate in this case.
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.. _class_VisualShaderNodeTextureParameter_constant_FILTER_LINEAR_MIPMAP_ANISOTROPIC:
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.. rst-class:: classref-enumeration-constant
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:ref:`TextureFilter<enum_VisualShaderNodeTextureParameter_TextureFilter>` **FILTER_LINEAR_MIPMAP_ANISOTROPIC** = ``6``
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The texture filter blends between the nearest 4 pixels and blends between 2 mipmaps (or uses the nearest mipmap if :ref:`ProjectSettings.rendering/textures/default_filters/use_nearest_mipmap_filter<class_ProjectSettings_property_rendering/textures/default_filters/use_nearest_mipmap_filter>` is ``true``) based on the angle between the surface and the camera view. This makes the texture look smooth from up close, and smooth from a distance. Anisotropic filtering improves texture quality on surfaces that are almost in line with the camera, but is slightly slower. The anisotropic filtering level can be changed by adjusting :ref:`ProjectSettings.rendering/textures/default_filters/anisotropic_filtering_level<class_ProjectSettings_property_rendering/textures/default_filters/anisotropic_filtering_level>`.
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\ **Note:** This texture filter is rarely useful in 2D projects. :ref:`FILTER_LINEAR_MIPMAP<class_VisualShaderNodeTextureParameter_constant_FILTER_LINEAR_MIPMAP>` is usually more appropriate in this case.
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.. _class_VisualShaderNodeTextureParameter_constant_FILTER_MAX:
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.. rst-class:: classref-enumeration-constant
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:ref:`TextureFilter<enum_VisualShaderNodeTextureParameter_TextureFilter>` **FILTER_MAX** = ``7``
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Represents the size of the :ref:`TextureFilter<enum_VisualShaderNodeTextureParameter_TextureFilter>` enum.
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.. rst-class:: classref-item-separator
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----
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.. _enum_VisualShaderNodeTextureParameter_TextureRepeat:
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.. rst-class:: classref-enumeration
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enum **TextureRepeat**: :ref:`🔗<enum_VisualShaderNodeTextureParameter_TextureRepeat>`
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.. _class_VisualShaderNodeTextureParameter_constant_REPEAT_DEFAULT:
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.. rst-class:: classref-enumeration-constant
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:ref:`TextureRepeat<enum_VisualShaderNodeTextureParameter_TextureRepeat>` **REPEAT_DEFAULT** = ``0``
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Sample the texture using the repeat mode determined by the node this shader is attached to.
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.. _class_VisualShaderNodeTextureParameter_constant_REPEAT_ENABLED:
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.. rst-class:: classref-enumeration-constant
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:ref:`TextureRepeat<enum_VisualShaderNodeTextureParameter_TextureRepeat>` **REPEAT_ENABLED** = ``1``
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Texture will repeat normally.
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.. _class_VisualShaderNodeTextureParameter_constant_REPEAT_DISABLED:
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.. rst-class:: classref-enumeration-constant
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:ref:`TextureRepeat<enum_VisualShaderNodeTextureParameter_TextureRepeat>` **REPEAT_DISABLED** = ``2``
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Texture will not repeat.
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.. _class_VisualShaderNodeTextureParameter_constant_REPEAT_MAX:
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.. rst-class:: classref-enumeration-constant
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:ref:`TextureRepeat<enum_VisualShaderNodeTextureParameter_TextureRepeat>` **REPEAT_MAX** = ``3``
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Represents the size of the :ref:`TextureRepeat<enum_VisualShaderNodeTextureParameter_TextureRepeat>` enum.
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.. rst-class:: classref-item-separator
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----
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.. _enum_VisualShaderNodeTextureParameter_TextureSource:
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.. rst-class:: classref-enumeration
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enum **TextureSource**: :ref:`🔗<enum_VisualShaderNodeTextureParameter_TextureSource>`
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.. _class_VisualShaderNodeTextureParameter_constant_SOURCE_NONE:
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.. rst-class:: classref-enumeration-constant
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:ref:`TextureSource<enum_VisualShaderNodeTextureParameter_TextureSource>` **SOURCE_NONE** = ``0``
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The texture source is not specified in the shader.
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.. _class_VisualShaderNodeTextureParameter_constant_SOURCE_SCREEN:
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.. rst-class:: classref-enumeration-constant
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:ref:`TextureSource<enum_VisualShaderNodeTextureParameter_TextureSource>` **SOURCE_SCREEN** = ``1``
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The texture source is the screen texture which captures all opaque objects drawn this frame.
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.. _class_VisualShaderNodeTextureParameter_constant_SOURCE_DEPTH:
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.. rst-class:: classref-enumeration-constant
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:ref:`TextureSource<enum_VisualShaderNodeTextureParameter_TextureSource>` **SOURCE_DEPTH** = ``2``
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The texture source is the depth texture from the depth prepass.
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.. _class_VisualShaderNodeTextureParameter_constant_SOURCE_NORMAL_ROUGHNESS:
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.. rst-class:: classref-enumeration-constant
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:ref:`TextureSource<enum_VisualShaderNodeTextureParameter_TextureSource>` **SOURCE_NORMAL_ROUGHNESS** = ``3``
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The texture source is the normal-roughness buffer from the depth prepass.
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.. _class_VisualShaderNodeTextureParameter_constant_SOURCE_MAX:
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.. rst-class:: classref-enumeration-constant
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:ref:`TextureSource<enum_VisualShaderNodeTextureParameter_TextureSource>` **SOURCE_MAX** = ``4``
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Represents the size of the :ref:`TextureSource<enum_VisualShaderNodeTextureParameter_TextureSource>` enum.
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.. rst-class:: classref-section-separator
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----
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.. rst-class:: classref-descriptions-group
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Property Descriptions
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---------------------
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.. _class_VisualShaderNodeTextureParameter_property_color_default:
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.. rst-class:: classref-property
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:ref:`ColorDefault<enum_VisualShaderNodeTextureParameter_ColorDefault>` **color_default** = ``0`` :ref:`🔗<class_VisualShaderNodeTextureParameter_property_color_default>`
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.. rst-class:: classref-property-setget
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- |void| **set_color_default**\ (\ value\: :ref:`ColorDefault<enum_VisualShaderNodeTextureParameter_ColorDefault>`\ )
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- :ref:`ColorDefault<enum_VisualShaderNodeTextureParameter_ColorDefault>` **get_color_default**\ (\ )
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Sets the default color if no texture is assigned to the uniform.
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.. rst-class:: classref-item-separator
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----
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.. _class_VisualShaderNodeTextureParameter_property_texture_filter:
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.. rst-class:: classref-property
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:ref:`TextureFilter<enum_VisualShaderNodeTextureParameter_TextureFilter>` **texture_filter** = ``0`` :ref:`🔗<class_VisualShaderNodeTextureParameter_property_texture_filter>`
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.. rst-class:: classref-property-setget
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- |void| **set_texture_filter**\ (\ value\: :ref:`TextureFilter<enum_VisualShaderNodeTextureParameter_TextureFilter>`\ )
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- :ref:`TextureFilter<enum_VisualShaderNodeTextureParameter_TextureFilter>` **get_texture_filter**\ (\ )
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Sets the texture filtering mode.
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.. rst-class:: classref-item-separator
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----
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.. _class_VisualShaderNodeTextureParameter_property_texture_repeat:
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.. rst-class:: classref-property
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:ref:`TextureRepeat<enum_VisualShaderNodeTextureParameter_TextureRepeat>` **texture_repeat** = ``0`` :ref:`🔗<class_VisualShaderNodeTextureParameter_property_texture_repeat>`
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.. rst-class:: classref-property-setget
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- |void| **set_texture_repeat**\ (\ value\: :ref:`TextureRepeat<enum_VisualShaderNodeTextureParameter_TextureRepeat>`\ )
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- :ref:`TextureRepeat<enum_VisualShaderNodeTextureParameter_TextureRepeat>` **get_texture_repeat**\ (\ )
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Sets the texture repeating mode.
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.. rst-class:: classref-item-separator
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----
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.. _class_VisualShaderNodeTextureParameter_property_texture_source:
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.. rst-class:: classref-property
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:ref:`TextureSource<enum_VisualShaderNodeTextureParameter_TextureSource>` **texture_source** = ``0`` :ref:`🔗<class_VisualShaderNodeTextureParameter_property_texture_source>`
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.. rst-class:: classref-property-setget
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- |void| **set_texture_source**\ (\ value\: :ref:`TextureSource<enum_VisualShaderNodeTextureParameter_TextureSource>`\ )
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- :ref:`TextureSource<enum_VisualShaderNodeTextureParameter_TextureSource>` **get_texture_source**\ (\ )
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Sets the texture source mode. Used for reading from the screen, depth, or normal_roughness texture.
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.. rst-class:: classref-item-separator
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----
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.. _class_VisualShaderNodeTextureParameter_property_texture_type:
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.. rst-class:: classref-property
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:ref:`TextureType<enum_VisualShaderNodeTextureParameter_TextureType>` **texture_type** = ``0`` :ref:`🔗<class_VisualShaderNodeTextureParameter_property_texture_type>`
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.. rst-class:: classref-property-setget
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- |void| **set_texture_type**\ (\ value\: :ref:`TextureType<enum_VisualShaderNodeTextureParameter_TextureType>`\ )
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- :ref:`TextureType<enum_VisualShaderNodeTextureParameter_TextureType>` **get_texture_type**\ (\ )
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Defines the type of data provided by the source texture.
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.. |virtual| replace:: :abbr:`virtual (This method should typically be overridden by the user to have any effect.)`
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.. |required| replace:: :abbr:`required (This method is required to be overridden when extending its base class.)`
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.. |const| replace:: :abbr:`const (This method has no side effects. It doesn't modify any of the instance's member variables.)`
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.. |vararg| replace:: :abbr:`vararg (This method accepts any number of arguments after the ones described here.)`
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.. |constructor| replace:: :abbr:`constructor (This method is used to construct a type.)`
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.. |static| replace:: :abbr:`static (This method doesn't need an instance to be called, so it can be called directly using the class name.)`
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.. |operator| replace:: :abbr:`operator (This method describes a valid operator to use with this type as left-hand operand.)`
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.. |bitfield| replace:: :abbr:`BitField (This value is an integer composed as a bitmask of the following flags.)`
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.. |void| replace:: :abbr:`void (No return value.)`
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