1 /**
2 A base type for the uniforms within the visual shader graph.
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.visualshadernodeuniform;
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.visualshadernode;
24 import godot.resource;
25 import godot.reference;
26 /**
27 A base type for the uniforms within the visual shader graph.
28 
29 A uniform represents a variable in the shader which is set externally, i.e. from the $(D ShaderMaterial). Uniforms are exposed as properties in the $(D ShaderMaterial) and can be assigned from the inspector or from a script.
30 */
31 @GodotBaseClass struct VisualShaderNodeUniform
32 {
33 	package(godot) enum string _GODOT_internal_name = "VisualShaderNodeUniform";
34 public:
35 @nogc nothrow:
36 	union { /** */ godot_object _godot_object; /** */ VisualShaderNode _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_uniform_name") GodotMethod!(String) getUniformName;
44 		@GodotName("set_uniform_name") GodotMethod!(void, String) setUniformName;
45 	}
46 	/// 
47 	pragma(inline, true) bool opEquals(in VisualShaderNodeUniform 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 VisualShaderNodeUniform.
59 	/// Note: use `memnew!VisualShaderNodeUniform` instead.
60 	static VisualShaderNodeUniform _new()
61 	{
62 		static godot_class_constructor constructor;
63 		if(constructor is null) constructor = _godot_api.godot_get_class_constructor("VisualShaderNodeUniform");
64 		if(constructor is null) return typeof(this).init;
65 		return cast(VisualShaderNodeUniform)(constructor());
66 	}
67 	@disable new(size_t s);
68 	/**
69 	
70 	*/
71 	String getUniformName() const
72 	{
73 		checkClassBinding!(typeof(this))();
74 		return ptrcall!(String)(GDNativeClassBinding.getUniformName, _godot_object);
75 	}
76 	/**
77 	
78 	*/
79 	void setUniformName(in String name)
80 	{
81 		checkClassBinding!(typeof(this))();
82 		ptrcall!(void)(GDNativeClassBinding.setUniformName, _godot_object, name);
83 	}
84 	/**
85 	Name of the uniform, by which it can be accessed through the $(D ShaderMaterial) properties.
86 	*/
87 	@property String uniformName()
88 	{
89 		return getUniformName();
90 	}
91 	/// ditto
92 	@property void uniformName(String v)
93 	{
94 		setUniformName(v);
95 	}
96 }