1 /**
2 A reference to an existing $(D VisualShaderNodeUniform).
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.visualshadernodeuniformref;
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 A reference to an existing $(D VisualShaderNodeUniform).
29 
30 Creating a reference to a $(D VisualShaderNodeUniform) allows you to reuse this uniform in different shaders or shader stages easily.
31 */
32 @GodotBaseClass struct VisualShaderNodeUniformRef
33 {
34 	package(godot) enum string _GODOT_internal_name = "VisualShaderNodeUniformRef";
35 public:
36 @nogc nothrow:
37 	union { /** */ godot_object _godot_object; /** */ VisualShaderNode _GODOT_base; }
38 	alias _GODOT_base this;
39 	alias BaseClasses = AliasSeq!(typeof(_GODOT_base), typeof(_GODOT_base).BaseClasses);
40 	package(godot) __gshared bool _classBindingInitialized = false;
41 	package(godot) static struct GDNativeClassBinding
42 	{
43 		__gshared:
44 		@GodotName("get_uniform_name") GodotMethod!(String) getUniformName;
45 		@GodotName("set_uniform_name") GodotMethod!(void, String) setUniformName;
46 	}
47 	/// 
48 	pragma(inline, true) bool opEquals(in VisualShaderNodeUniformRef other) const
49 	{ return _godot_object.ptr is other._godot_object.ptr; }
50 	/// 
51 	pragma(inline, true) typeof(null) opAssign(typeof(null) n)
52 	{ _godot_object.ptr = n; return null; }
53 	/// 
54 	pragma(inline, true) bool opEquals(typeof(null) n) const
55 	{ return _godot_object.ptr is n; }
56 	/// 
57 	size_t toHash() const @trusted { return cast(size_t)_godot_object.ptr; }
58 	mixin baseCasts;
59 	/// Construct a new instance of VisualShaderNodeUniformRef.
60 	/// Note: use `memnew!VisualShaderNodeUniformRef` instead.
61 	static VisualShaderNodeUniformRef _new()
62 	{
63 		static godot_class_constructor constructor;
64 		if(constructor is null) constructor = _godot_api.godot_get_class_constructor("VisualShaderNodeUniformRef");
65 		if(constructor is null) return typeof(this).init;
66 		return cast(VisualShaderNodeUniformRef)(constructor());
67 	}
68 	@disable new(size_t s);
69 	/**
70 	
71 	*/
72 	String getUniformName() const
73 	{
74 		checkClassBinding!(typeof(this))();
75 		return ptrcall!(String)(GDNativeClassBinding.getUniformName, _godot_object);
76 	}
77 	/**
78 	
79 	*/
80 	void setUniformName(in String name)
81 	{
82 		checkClassBinding!(typeof(this))();
83 		ptrcall!(void)(GDNativeClassBinding.setUniformName, _godot_object, name);
84 	}
85 	/**
86 	The name of the uniform which this reference points to.
87 	*/
88 	@property String uniformName()
89 	{
90 		return getUniformName();
91 	}
92 	/// ditto
93 	@property void uniformName(String v)
94 	{
95 		setUniformName(v);
96 	}
97 }