1 /** 2 A custom visual shader graph expression written in Godot Shading Language. 3 4 Copyright: 5 Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. 6 Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) 7 Copyright (c) 2017-2018 Godot-D contributors 8 9 License: $(LINK2 https://opensource.org/licenses/MIT, MIT License) 10 11 12 */ 13 module godot.visualshadernodeexpression; 14 import std.meta : AliasSeq, staticIndexOf; 15 import std.traits : Unqual; 16 import godot.d.traits; 17 import godot.core; 18 import godot.c; 19 import godot.d.bind; 20 import godot.d.reference; 21 import godot.globalenums; 22 import godot.object; 23 import godot.classdb; 24 import godot.visualshadernodegroupbase; 25 /** 26 A custom visual shader graph expression written in Godot Shading Language. 27 28 Custom Godot Shading Language expression, with a custom amount of input and output ports. 29 The provided code is directly injected into the graph's matching shader function (`vertex`, `fragment`, or `light`), so it cannot be used to declare functions, varyings, uniforms, or global constants. See $(D VisualShaderNodeGlobalExpression) for such global definitions. 30 */ 31 @GodotBaseClass struct VisualShaderNodeExpression 32 { 33 package(godot) enum string _GODOT_internal_name = "VisualShaderNodeExpression"; 34 public: 35 @nogc nothrow: 36 union { /** */ godot_object _godot_object; /** */ VisualShaderNodeGroupBase _GODOT_base; } 37 alias _GODOT_base this; 38 alias BaseClasses = AliasSeq!(typeof(_GODOT_base), typeof(_GODOT_base).BaseClasses); 39 package(godot) __gshared bool _classBindingInitialized = false; 40 package(godot) static struct GDNativeClassBinding 41 { 42 __gshared: 43 @GodotName("get_expression") GodotMethod!(String) getExpression; 44 @GodotName("set_expression") GodotMethod!(void, String) setExpression; 45 } 46 /// 47 pragma(inline, true) bool opEquals(in VisualShaderNodeExpression other) const 48 { return _godot_object.ptr is other._godot_object.ptr; } 49 /// 50 pragma(inline, true) typeof(null) opAssign(typeof(null) n) 51 { _godot_object.ptr = n; return null; } 52 /// 53 pragma(inline, true) bool opEquals(typeof(null) n) const 54 { return _godot_object.ptr is n; } 55 /// 56 size_t toHash() const @trusted { return cast(size_t)_godot_object.ptr; } 57 mixin baseCasts; 58 /// Construct a new instance of VisualShaderNodeExpression. 59 /// Note: use `memnew!VisualShaderNodeExpression` instead. 60 static VisualShaderNodeExpression _new() 61 { 62 static godot_class_constructor constructor; 63 if(constructor is null) constructor = _godot_api.godot_get_class_constructor("VisualShaderNodeExpression"); 64 if(constructor is null) return typeof(this).init; 65 return cast(VisualShaderNodeExpression)(constructor()); 66 } 67 @disable new(size_t s); 68 /** 69 70 */ 71 String getExpression() const 72 { 73 checkClassBinding!(typeof(this))(); 74 return ptrcall!(String)(GDNativeClassBinding.getExpression, _godot_object); 75 } 76 /** 77 78 */ 79 void setExpression(in String expression) 80 { 81 checkClassBinding!(typeof(this))(); 82 ptrcall!(void)(GDNativeClassBinding.setExpression, _godot_object, expression); 83 } 84 /** 85 An expression in Godot Shading Language, which will be injected at the start of the graph's matching shader function (`vertex`, `fragment`, or `light`), and thus cannot be used to declare functions, varyings, uniforms, or global constants. 86 */ 87 @property String expression() 88 { 89 return getExpression(); 90 } 91 /// ditto 92 @property void expression(String v) 93 { 94 setExpression(v); 95 } 96 }