//------------------------------------------------------------------------------ // // This code was generated by a tool. // // Changes to this file may cause incorrect behavior and will be lost if // the code is regenerated. // //------------------------------------------------------------------------------ using System; namespace BlendFile.DNA { using BlendFile; [DNAClassAttribute(937, "SpaceSeq")] public class SpaceSeq { [DNAFieldAttribute(0, "SpaceLink", "*next", "SpaceLink", 40)] public SpaceLink ptr_next; [DNAFieldAttribute(1, "SpaceLink", "*prev", "SpaceLink", 40)] public SpaceLink ptr_prev; [DNAFieldAttribute(2, "ListBase", "regionbase", "ListBase", 16)] public ListBase regionbase; [DNAFieldAttribute(3, "char", "spacetype", "char", 1)] public char spacetype; [DNAFieldAttribute(4, "char", "link_flag", "char", 1)] public char link_flag; [DNAFieldAttribute(5, "char", "_pad0[6]", "System.Char[]", 1)] public char[] _pad0 = new System.Char[6]; [DNAFieldAttribute(6, "View2D", "v2d", "View2D", 152)] public View2D v2d; [DNAFieldAttribute(7, "float", "xof", "float", 4)] public float xof; [DNAFieldAttribute(8, "float", "yof", "float", 4)] public float yof; [DNAFieldAttribute(9, "short", "mainb", "short", 2)] public short mainb; [DNAFieldAttribute(10, "short", "render_size", "short", 2)] public short render_size; [DNAFieldAttribute(11, "short", "chanshown", "short", 2)] public short chanshown; [DNAFieldAttribute(12, "short", "zebra", "short", 2)] public short zebra; [DNAFieldAttribute(13, "int", "flag", "int", 4)] public int flag; [DNAFieldAttribute(14, "float", "zoom", "float", 4)] public float zoom; [DNAFieldAttribute(15, "char", "view", "char", 1)] public char view; [DNAFieldAttribute(16, "char", "overlay_type", "char", 1)] public char overlay_type; [DNAFieldAttribute(17, "char", "draw_flag", "char", 1)] public char draw_flag; [DNAFieldAttribute(18, "char", "gizmo_flag", "char", 1)] public char gizmo_flag; [DNAFieldAttribute(19, "char", "_pad[4]", "System.Char[]", 1)] public char[] _pad = new System.Char[4]; [DNAFieldAttribute(20, "float", "cursor[2]", "System.Single[]", 4)] public float[] cursor = new System.Single[2]; [DNAFieldAttribute(21, "bGPdata", "*gpd", "bGPdata", 616)] public bGPdata ptr_gpd; [DNAFieldAttribute(22, "SequencerPreviewOverlay", "preview_overlay", "SequencerPreviewOverlay", 8)] public SequencerPreviewOverlay preview_overlay; [DNAFieldAttribute(23, "SequencerTimelineOverlay", "timeline_overlay", "SequencerTimelineOverlay", 8)] public SequencerTimelineOverlay timeline_overlay; [DNAFieldAttribute(24, "SequencerCacheOverlay", "cache_overlay", "SequencerCacheOverlay", 8)] public SequencerCacheOverlay cache_overlay; [DNAFieldAttribute(25, "char", "multiview_eye", "char", 1)] public char multiview_eye; [DNAFieldAttribute(26, "char", "_pad2[7]", "System.Char[]", 1)] public char[] _pad2 = new System.Char[7]; [DNAFieldAttribute(27, "SpaceSeq_Runtime", "*runtime", "SpaceSeq_Runtime", 0)] public SpaceSeq_Runtime ptr_runtime; public SpaceSeq() { this.ptr_next = default; this.ptr_prev = default; this.regionbase = default; this.spacetype = default; this.link_flag = default; this._pad0 = default; this.v2d = default; this.xof = default; this.yof = default; this.mainb = default; this.render_size = default; this.chanshown = default; this.zebra = default; this.flag = default; this.zoom = default; this.view = default; this.overlay_type = default; this.draw_flag = default; this.gizmo_flag = default; this._pad = default; this.cursor = default; this.ptr_gpd = default; this.preview_overlay = default; this.timeline_overlay = default; this.cache_overlay = default; this.multiview_eye = default; this._pad2 = default; this.ptr_runtime = default; } public SpaceSeq( SpaceLink ptr_next, SpaceLink ptr_prev, ListBase regionbase, char spacetype, char link_flag, char[] _pad0, View2D v2d, float xof, float yof, short mainb, short render_size, short chanshown, short zebra, int flag, float zoom, char view, char overlay_type, char draw_flag, char gizmo_flag, char[] _pad, float[] cursor, bGPdata ptr_gpd, SequencerPreviewOverlay preview_overlay, SequencerTimelineOverlay timeline_overlay, SequencerCacheOverlay cache_overlay, char multiview_eye, char[] _pad2, SpaceSeq_Runtime ptr_runtime) { this.ptr_next = ptr_next; this.ptr_prev = ptr_prev; this.regionbase = regionbase; this.spacetype = spacetype; this.link_flag = link_flag; this._pad0 = _pad0; this.v2d = v2d; this.xof = xof; this.yof = yof; this.mainb = mainb; this.render_size = render_size; this.chanshown = chanshown; this.zebra = zebra; this.flag = flag; this.zoom = zoom; this.view = view; this.overlay_type = overlay_type; this.draw_flag = draw_flag; this.gizmo_flag = gizmo_flag; this._pad = _pad; this.cursor = cursor; this.ptr_gpd = ptr_gpd; this.preview_overlay = preview_overlay; this.timeline_overlay = timeline_overlay; this.cache_overlay = cache_overlay; this.multiview_eye = multiview_eye; this._pad2 = _pad2; this.ptr_runtime = ptr_runtime; } } }