Files
BlenderSharp/BlendFile/DNA/bScreen.cs
Samuele Lorefice 0674e6b136 - Modified DNAClassAttribute to also support usage on structs
- Added auto generation of DNAClass attributes on file generation
- Regenerated all files
2025-01-23 16:15:50 +01:00

118 lines
4.6 KiB
C#

//------------------------------------------------------------------------------
// <auto-generated>
// This code was generated by a tool.
//
// Changes to this file may cause incorrect behavior and will be lost if
// the code is regenerated.
// </auto-generated>
//------------------------------------------------------------------------------
using System;
namespace BlendFile.DNA {
using BlendFile;
[DNAClassAttribute(240, "bScreen")]
public class bScreen {
[DNAFieldAttribute(0, "ID", "id", 208)]
public ID id;
[DNAFieldAttribute(1, "ListBase", "vertbase", 16)]
public ListBase vertbase;
[DNAFieldAttribute(2, "ListBase", "edgebase", 16)]
public ListBase edgebase;
[DNAFieldAttribute(3, "ListBase", "areabase", 16)]
public ListBase areabase;
[DNAFieldAttribute(4, "ListBase", "regionbase", 16)]
public ListBase regionbase;
[DNAFieldAttribute(5, "Scene", "*scene", 6744)]
public Scene ptr_scene;
[DNAFieldAttribute(6, "short", "flag", 2)]
public short flag;
[DNAFieldAttribute(7, "short", "winid", 2)]
public short winid;
[DNAFieldAttribute(8, "short", "redraws_flag", 2)]
public short redraws_flag;
[DNAFieldAttribute(9, "char", "temp", 1)]
public char temp;
[DNAFieldAttribute(10, "char", "state", 1)]
public char state;
[DNAFieldAttribute(11, "char", "do_draw", 1)]
public char do_draw;
[DNAFieldAttribute(12, "char", "do_refresh", 1)]
public char do_refresh;
[DNAFieldAttribute(13, "char", "do_draw_gesture", 1)]
public char do_draw_gesture;
[DNAFieldAttribute(14, "char", "do_draw_paintcursor", 1)]
public char do_draw_paintcursor;
[DNAFieldAttribute(15, "char", "do_draw_drag", 1)]
public char do_draw_drag;
[DNAFieldAttribute(16, "char", "skip_handling", 1)]
public char skip_handling;
[DNAFieldAttribute(17, "char", "scrubbing", 1)]
public char scrubbing;
[DNAFieldAttribute(18, "char", "_pad[1]", 1)]
public char[] _pad = new System.Char[1];
[DNAFieldAttribute(19, "ARegion", "*active_region", 440)]
public ARegion ptr_active_region;
[DNAFieldAttribute(20, "wmTimer", "*animtimer", 0)]
public wmTimer ptr_animtimer;
[DNAFieldAttribute(21, "void", "*context", 0)]
public object ptr_context;
[DNAFieldAttribute(22, "wmTooltipState", "*tool_tip", 0)]
public wmTooltipState ptr_tool_tip;
[DNAFieldAttribute(23, "PreviewImage", "*preview", 48)]
public PreviewImage ptr_preview;
public bScreen(
ID id,
ListBase vertbase,
ListBase edgebase,
ListBase areabase,
ListBase regionbase,
Scene ptr_scene,
short flag,
short winid,
short redraws_flag,
char temp,
char state,
char do_draw,
char do_refresh,
char do_draw_gesture,
char do_draw_paintcursor,
char do_draw_drag,
char skip_handling,
char scrubbing,
char[] _pad,
ARegion ptr_active_region,
wmTimer ptr_animtimer,
object ptr_context,
wmTooltipState ptr_tool_tip,
PreviewImage ptr_preview) {
this.id = id;
this.vertbase = vertbase;
this.edgebase = edgebase;
this.areabase = areabase;
this.regionbase = regionbase;
this.ptr_scene = ptr_scene;
this.flag = flag;
this.winid = winid;
this.redraws_flag = redraws_flag;
this.temp = temp;
this.state = state;
this.do_draw = do_draw;
this.do_refresh = do_refresh;
this.do_draw_gesture = do_draw_gesture;
this.do_draw_paintcursor = do_draw_paintcursor;
this.do_draw_drag = do_draw_drag;
this.skip_handling = skip_handling;
this.scrubbing = scrubbing;
this._pad = _pad;
this.ptr_active_region = ptr_active_region;
this.ptr_animtimer = ptr_animtimer;
this.ptr_context = ptr_context;
this.ptr_tool_tip = ptr_tool_tip;
this.ptr_preview = ptr_preview;
}
}
}