1 /**
2 
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.visualshadernodeinput;
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.visualshadernode;
25 import godot.resource;
26 import godot.reference;
27 /**
28 Gives access to input variables (built-ins) available for the shader. See the shading reference for the list of available built-ins for each shader type (check `Tutorials` section for link).
29 */
30 @GodotBaseClass struct VisualShaderNodeInput
31 {
32 	package(godot) enum string _GODOT_internal_name = "VisualShaderNodeInput";
33 public:
34 @nogc nothrow:
35 	union { /** */ godot_object _godot_object; /** */ VisualShaderNode _GODOT_base; }
36 	alias _GODOT_base this;
37 	alias BaseClasses = AliasSeq!(typeof(_GODOT_base), typeof(_GODOT_base).BaseClasses);
38 	package(godot) __gshared bool _classBindingInitialized = false;
39 	package(godot) static struct GDNativeClassBinding
40 	{
41 		__gshared:
42 		@GodotName("get_input_name") GodotMethod!(String) getInputName;
43 		@GodotName("get_input_real_name") GodotMethod!(String) getInputRealName;
44 		@GodotName("set_input_name") GodotMethod!(void, String) setInputName;
45 	}
46 	/// 
47 	pragma(inline, true) bool opEquals(in VisualShaderNodeInput 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 VisualShaderNodeInput.
59 	/// Note: use `memnew!VisualShaderNodeInput` instead.
60 	static VisualShaderNodeInput _new()
61 	{
62 		static godot_class_constructor constructor;
63 		if(constructor is null) constructor = _godot_api.godot_get_class_constructor("VisualShaderNodeInput");
64 		if(constructor is null) return typeof(this).init;
65 		return cast(VisualShaderNodeInput)(constructor());
66 	}
67 	@disable new(size_t s);
68 	/**
69 	
70 	*/
71 	String getInputName() const
72 	{
73 		checkClassBinding!(typeof(this))();
74 		return ptrcall!(String)(GDNativeClassBinding.getInputName, _godot_object);
75 	}
76 	/**
77 	
78 	*/
79 	String getInputRealName() const
80 	{
81 		checkClassBinding!(typeof(this))();
82 		return ptrcall!(String)(GDNativeClassBinding.getInputRealName, _godot_object);
83 	}
84 	/**
85 	
86 	*/
87 	void setInputName(in String name)
88 	{
89 		checkClassBinding!(typeof(this))();
90 		ptrcall!(void)(GDNativeClassBinding.setInputName, _godot_object, name);
91 	}
92 	/**
93 	One of the several input constants in lower-case style like: "vertex"(`VERTEX`) or "point_size"(`POINT_SIZE`).
94 	*/
95 	@property String inputName()
96 	{
97 		return getInputName();
98 	}
99 	/// ditto
100 	@property void inputName(String v)
101 	{
102 		setInputName(v);
103 	}
104 }