Files
BlenderSharp/BlendFile/DNA/SpaceSeq.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

134 lines
5.2 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(937, "SpaceSeq")]
public class SpaceSeq {
[DNAFieldAttribute(0, "SpaceLink", "*next", 40)]
public SpaceLink ptr_next;
[DNAFieldAttribute(1, "SpaceLink", "*prev", 40)]
public SpaceLink ptr_prev;
[DNAFieldAttribute(2, "ListBase", "regionbase", 16)]
public ListBase regionbase;
[DNAFieldAttribute(3, "char", "spacetype", 1)]
public char spacetype;
[DNAFieldAttribute(4, "char", "link_flag", 1)]
public char link_flag;
[DNAFieldAttribute(5, "char", "_pad0[6]", 1)]
public char[] _pad0 = new System.Char[6];
[DNAFieldAttribute(6, "View2D", "v2d", 152)]
public View2D v2d;
[DNAFieldAttribute(7, "float", "xof", 4)]
public float xof;
[DNAFieldAttribute(8, "float", "yof", 4)]
public float yof;
[DNAFieldAttribute(9, "short", "mainb", 2)]
public short mainb;
[DNAFieldAttribute(10, "short", "render_size", 2)]
public short render_size;
[DNAFieldAttribute(11, "short", "chanshown", 2)]
public short chanshown;
[DNAFieldAttribute(12, "short", "zebra", 2)]
public short zebra;
[DNAFieldAttribute(13, "int", "flag", 4)]
public int flag;
[DNAFieldAttribute(14, "float", "zoom", 4)]
public float zoom;
[DNAFieldAttribute(15, "char", "view", 1)]
public char view;
[DNAFieldAttribute(16, "char", "overlay_type", 1)]
public char overlay_type;
[DNAFieldAttribute(17, "char", "draw_flag", 1)]
public char draw_flag;
[DNAFieldAttribute(18, "char", "gizmo_flag", 1)]
public char gizmo_flag;
[DNAFieldAttribute(19, "char", "_pad[4]", 1)]
public char[] _pad = new System.Char[4];
[DNAFieldAttribute(20, "float", "cursor[2]", 4)]
public float[] cursor = new System.Single[2];
[DNAFieldAttribute(21, "bGPdata", "*gpd", 616)]
public bGPdata ptr_gpd;
[DNAFieldAttribute(22, "SequencerPreviewOverlay", "preview_overlay", 8)]
public SequencerPreviewOverlay preview_overlay;
[DNAFieldAttribute(23, "SequencerTimelineOverlay", "timeline_overlay", 8)]
public SequencerTimelineOverlay timeline_overlay;
[DNAFieldAttribute(24, "SequencerCacheOverlay", "cache_overlay", 8)]
public SequencerCacheOverlay cache_overlay;
[DNAFieldAttribute(25, "char", "multiview_eye", 1)]
public char multiview_eye;
[DNAFieldAttribute(26, "char", "_pad2[7]", 1)]
public char[] _pad2 = new System.Char[7];
[DNAFieldAttribute(27, "SpaceSeq_Runtime", "*runtime", 0)]
public SpaceSeq_Runtime ptr_runtime;
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;
}
}
}