godot.gen.godot.VisualShaderNodeParameterRef.kt Maven / Gradle / Ivy
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Contains godot api as kotlin classes and jvm cpp interaction code.
// THIS FILE IS GENERATED! DO NOT EDIT IT MANUALLY!
@file:Suppress("PackageDirectoryMismatch", "unused", "FunctionName", "RedundantModalityModifier",
"UNCHECKED_CAST", "JoinDeclarationAndAssignment", "USELESS_CAST",
"RemoveRedundantQualifierName", "NOTHING_TO_INLINE", "NON_FINAL_MEMBER_IN_OBJECT",
"RedundantVisibilityModifier", "RedundantUnitReturnType", "MemberVisibilityCanBePrivate")
package godot
import godot.`annotation`.GodotBaseType
import godot.core.TypeManager
import godot.core.VariantType.NIL
import godot.core.VariantType.STRING
import godot.core.memory.TransferContext
import godot.util.VoidPtr
import kotlin.Boolean
import kotlin.Int
import kotlin.String
import kotlin.Suppress
/**
* A reference to an existing [godot.VisualShaderNodeParameter].
*
* Creating a reference to a [godot.VisualShaderNodeParameter] allows you to reuse this parameter in different shaders or shader stages easily.
*/
@GodotBaseType
public open class VisualShaderNodeParameterRef : VisualShaderNode() {
/**
* The name of the parameter which this reference points to.
*/
public var parameterName: String
get() {
TransferContext.writeArguments()
TransferContext.callMethod(rawPtr, MethodBindings.getParameterNamePtr, STRING)
return (TransferContext.readReturnValue(STRING, false) as String)
}
set(`value`) {
TransferContext.writeArguments(STRING to value)
TransferContext.callMethod(rawPtr, MethodBindings.setParameterNamePtr, NIL)
}
public override fun new(scriptIndex: Int): Boolean {
callConstructor(ENGINECLASS_VISUALSHADERNODEPARAMETERREF, scriptIndex)
return true
}
public companion object
internal object MethodBindings {
public val setParameterNamePtr: VoidPtr =
TypeManager.getMethodBindPtr("VisualShaderNodeParameterRef", "set_parameter_name")
public val getParameterNamePtr: VoidPtr =
TypeManager.getMethodBindPtr("VisualShaderNodeParameterRef", "get_parameter_name")
}
}