module godot.c.arvr; import godot.c.core; @nogc nothrow: extern(C): struct godot_arvr_interface_gdnative { void* function(godot_object) constructor; void function(void*) destructor; godot_string function(const void*) get_name; godot_int function(const void*) get_capabilities; godot_bool function(const void*) get_anchor_detection_is_enabled; void function(void*, godot_bool) set_anchor_detection_is_enabled; godot_bool function(const void*) is_stereo; godot_bool function(const void*) is_initialized; godot_bool function(void*) initialize; void function(void*) uninitialize; godot_vector2 function(const void*) get_recommended_render_target_size; godot_transform function(void*, godot_int, godot_transform*) get_transform_for_eye; void function(void*, godot_real*, godot_int, godot_real, godot_real, godot_real) fill_projection_for_eye; void function(void*, godot_int, godot_rid*, godot_rect2*) commit_for_eye; void function(void*) process; }