144 lines
5.9 KiB
C#
144 lines
5.9 KiB
C#
//------------------------------------------------------------------------------
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// <auto-generated>
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// This code was generated by a tool.
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//
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// Changes to this file may cause incorrect behavior and will be lost if
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// the code is regenerated.
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// </auto-generated>
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//------------------------------------------------------------------------------
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using System;
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namespace BlendFile.DNA {
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using BlendFile;
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[DNAClassAttribute(240, "bScreen", 336)]
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public class bScreen {
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[DNAFieldAttribute(208, "ID", 0, "id", "ID", false, 0)]
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public ID id;
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[DNAFieldAttribute(16, "ListBase", 1, "vertbase", "ListBase", false, 208)]
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public ListBase vertbase;
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[DNAFieldAttribute(16, "ListBase", 2, "edgebase", "ListBase", false, 224)]
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public ListBase edgebase;
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[DNAFieldAttribute(16, "ListBase", 3, "areabase", "ListBase", false, 240)]
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public ListBase areabase;
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[DNAFieldAttribute(16, "ListBase", 4, "regionbase", "ListBase", false, 256)]
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public ListBase regionbase;
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[DNAFieldAttribute(8, "Scene", 5, "*scene", "Scene", true, 272)]
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public Scene scene;
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[DNAFieldAttribute(2, "short", 6, "flag", "short", false, 280)]
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public short flag;
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[DNAFieldAttribute(2, "short", 7, "winid", "short", false, 282)]
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public short winid;
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[DNAFieldAttribute(2, "short", 8, "redraws_flag", "short", false, 284)]
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public short redraws_flag;
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[DNAFieldAttribute(1, "char", 9, "temp", "char", false, 286)]
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public char temp;
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[DNAFieldAttribute(1, "char", 10, "state", "char", false, 287)]
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public char state;
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[DNAFieldAttribute(1, "char", 11, "do_draw", "char", false, 288)]
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public char do_draw;
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[DNAFieldAttribute(1, "char", 12, "do_refresh", "char", false, 289)]
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public char do_refresh;
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[DNAFieldAttribute(1, "char", 13, "do_draw_gesture", "char", false, 290)]
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public char do_draw_gesture;
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[DNAFieldAttribute(1, "char", 14, "do_draw_paintcursor", "char", false, 291)]
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public char do_draw_paintcursor;
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[DNAFieldAttribute(1, "char", 15, "do_draw_drag", "char", false, 292)]
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public char do_draw_drag;
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[DNAFieldAttribute(1, "char", 16, "skip_handling", "char", false, 293)]
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public char skip_handling;
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[DNAFieldAttribute(1, "char", 17, "scrubbing", "char", false, 294)]
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public char scrubbing;
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[DNAArrayAttribute(1, "char", 18, "_pad[1]", "System.Char[]", 1, false, 295)]
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public char[] _pad = new System.Char[1];
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[DNAFieldAttribute(8, "ARegion", 19, "*active_region", "ARegion", true, 296)]
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public ARegion active_region;
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[DNAFieldAttribute(8, "wmTimer", 20, "*animtimer", "wmTimer", true, 304)]
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public wmTimer animtimer;
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[DNAFieldAttribute(8, "void", 21, "*context", "void", true, 312)]
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public object context;
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[DNAFieldAttribute(8, "wmTooltipState", 22, "*tool_tip", "wmTooltipState", true, 320)]
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public wmTooltipState tool_tip;
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[DNAFieldAttribute(8, "PreviewImage", 23, "*preview", "PreviewImage", true, 328)]
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public PreviewImage preview;
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public bScreen() {
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this.id = default;
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this.vertbase = default;
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this.edgebase = default;
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this.areabase = default;
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this.regionbase = default;
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this.scene = default;
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this.flag = default;
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this.winid = default;
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this.redraws_flag = default;
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this.temp = default;
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this.state = default;
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this.do_draw = default;
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this.do_refresh = default;
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this.do_draw_gesture = default;
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this.do_draw_paintcursor = default;
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this.do_draw_drag = default;
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this.skip_handling = default;
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this.scrubbing = default;
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this._pad = default;
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this.active_region = default;
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this.animtimer = default;
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this.context = default;
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this.tool_tip = default;
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this.preview = default;
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}
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public bScreen(
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ID id,
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ListBase vertbase,
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ListBase edgebase,
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ListBase areabase,
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ListBase regionbase,
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Scene scene,
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short flag,
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short winid,
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short redraws_flag,
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char temp,
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char state,
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char do_draw,
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char do_refresh,
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char do_draw_gesture,
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char do_draw_paintcursor,
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char do_draw_drag,
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char skip_handling,
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char scrubbing,
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char[] _pad,
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ARegion active_region,
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wmTimer animtimer,
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object context,
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wmTooltipState tool_tip,
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PreviewImage preview) {
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this.id = id;
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this.vertbase = vertbase;
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this.edgebase = edgebase;
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this.areabase = areabase;
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this.regionbase = regionbase;
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this.scene = scene;
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this.flag = flag;
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this.winid = winid;
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this.redraws_flag = redraws_flag;
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this.temp = temp;
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this.state = state;
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this.do_draw = do_draw;
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this.do_refresh = do_refresh;
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this.do_draw_gesture = do_draw_gesture;
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this.do_draw_paintcursor = do_draw_paintcursor;
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this.do_draw_drag = do_draw_drag;
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this.skip_handling = skip_handling;
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this.scrubbing = scrubbing;
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this._pad = _pad;
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this.active_region = active_region;
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this.animtimer = animtimer;
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this.context = context;
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this.tool_tip = tool_tip;
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this.preview = preview;
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}
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}
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}
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