/** * Currently, has no direct usage, use the derived classes instead. * */ declare class VisualShaderNodeGroupBase extends VisualShaderNode { /** * Currently, has no direct usage, use the derived classes instead. * */ new(): VisualShaderNodeGroupBase; static "new"(): VisualShaderNodeGroupBase /** The size of the node in the visual shader graph. */ size: Vector2; /** Adds an input port with the specified [code]type[/code] (see [enum VisualShaderNode.PortType]) and [code]name[/code]. */ add_input_port(id: int, type: int, name: string): void; /** Adds an output port with the specified [code]type[/code] (see [enum VisualShaderNode.PortType]) and [code]name[/code]. */ add_output_port(id: int, type: int, name: string): void; /** Removes all previously specified input ports. */ clear_input_ports(): void; /** Removes all previously specified output ports. */ clear_output_ports(): void; /** Returns a free input port ID which can be used in [method add_input_port]. */ get_free_input_port_id(): int; /** Returns a free output port ID which can be used in [method add_output_port]. */ get_free_output_port_id(): int; /** Returns the number of input ports in use. Alternative for [method get_free_input_port_id]. */ get_input_port_count(): int; /** Returns a [String] description of the input ports as a colon-separated list using the format [code]id,type,name;[/code] (see [method add_input_port]). */ get_inputs(): string; /** Returns the number of output ports in use. Alternative for [method get_free_output_port_id]. */ get_output_port_count(): int; /** Returns a [String] description of the output ports as a colon-separated list using the format [code]id,type,name;[/code] (see [method add_output_port]). */ get_outputs(): string; /** Returns [code]true[/code] if the specified input port exists. */ has_input_port(id: int): boolean; /** Returns [code]true[/code] if the specified output port exists. */ has_output_port(id: int): boolean; /** Returns [code]true[/code] if the specified port name does not override an existed port name and is valid within the shader. */ is_valid_port_name(name: string): boolean; /** Removes the specified input port. */ remove_input_port(id: int): void; /** Removes the specified output port. */ remove_output_port(id: int): void; /** Renames the specified input port. */ set_input_port_name(id: int, name: string): void; /** Sets the specified input port's type (see [enum VisualShaderNode.PortType]). */ set_input_port_type(id: int, type: int): void; /** Defines all input ports using a [String] formatted as a colon-separated list: [code]id,type,name;[/code] (see [method add_input_port]). */ set_inputs(inputs: string): void; /** Renames the specified output port. */ set_output_port_name(id: int, name: string): void; /** Sets the specified output port's type (see [enum VisualShaderNode.PortType]). */ set_output_port_type(id: int, type: int): void; /** Defines all output ports using a [String] formatted as a colon-separated list: [code]id,type,name;[/code] (see [method add_output_port]). */ set_outputs(outputs: string): void; connect>(signal: T, method: SignalFunction): number; }