content: {-# LANGUAGE DerivingStrategies, GeneralizedNewtypeDeriving,
    TypeFamilies, TypeOperators, FlexibleContexts, DataKinds,
    MultiParamTypeClasses #-}
  module Godot.Core.VisualShaderNodeUniform
         (Godot.Core.VisualShaderNodeUniform.get_uniform_name,
          Godot.Core.VisualShaderNodeUniform.set_uniform_name)
         where
  import Data.Coerce
  import Foreign.C
  import Godot.Internal.Dispatch
  import qualified Data.Vector as V
  import Linear(V2(..),V3(..),M22)
  import Data.Colour(withOpacity)
  import Data.Colour.SRGB(sRGB)
  import System.IO.Unsafe
  import Godot.Gdnative.Internal
  import Godot.Api.Types
  import Godot.Core.VisualShaderNode()
  
  instance NodeProperty VisualShaderNodeUniform "uniform_name"
             GodotString
             'False
           where
          nodeProperty
            = (get_uniform_name, wrapDroppingSetter set_uniform_name, Nothing)
  
  {-# NOINLINE bindVisualShaderNodeUniform_get_uniform_name #-}
  
  -- | Name of the uniform, by which it can be accessed through the @ShaderMaterial@ properties.
  bindVisualShaderNodeUniform_get_uniform_name :: MethodBind
  bindVisualShaderNodeUniform_get_uniform_name
    = unsafePerformIO $
        withCString "VisualShaderNodeUniform" $
          \ clsNamePtr ->
            withCString "get_uniform_name" $
              \ methodNamePtr ->
                godot_method_bind_get_method clsNamePtr methodNamePtr
  
  -- | Name of the uniform, by which it can be accessed through the @ShaderMaterial@ properties.
  get_uniform_name ::
                     (VisualShaderNodeUniform :< cls, Object :< cls) =>
                     cls -> IO GodotString
  get_uniform_name cls
    = withVariantArray []
        (\ (arrPtr, len) ->
           godot_method_bind_call bindVisualShaderNodeUniform_get_uniform_name
             (upcast cls)
             arrPtr
             len
             >>= \ (err, res) -> throwIfErr err >> fromGodotVariant res)
  
  instance NodeMethod VisualShaderNodeUniform "get_uniform_name" '[]
             (IO GodotString)
           where
          nodeMethod = Godot.Core.VisualShaderNodeUniform.get_uniform_name
  
  {-# NOINLINE bindVisualShaderNodeUniform_set_uniform_name #-}
  
  -- | Name of the uniform, by which it can be accessed through the @ShaderMaterial@ properties.
  bindVisualShaderNodeUniform_set_uniform_name :: MethodBind
  bindVisualShaderNodeUniform_set_uniform_name
    = unsafePerformIO $
        withCString "VisualShaderNodeUniform" $
          \ clsNamePtr ->
            withCString "set_uniform_name" $
              \ methodNamePtr ->
                godot_method_bind_get_method clsNamePtr methodNamePtr
  
  -- | Name of the uniform, by which it can be accessed through the @ShaderMaterial@ properties.
  set_uniform_name ::
                     (VisualShaderNodeUniform :< cls, Object :< cls) =>
                     cls -> GodotString -> IO ()
  set_uniform_name cls arg1
    = withVariantArray [toVariant arg1]
        (\ (arrPtr, len) ->
           godot_method_bind_call bindVisualShaderNodeUniform_set_uniform_name
             (upcast cls)
             arrPtr
             len
             >>= \ (err, res) -> throwIfErr err >> fromGodotVariant res)
  
  instance NodeMethod VisualShaderNodeUniform "set_uniform_name"
             '[GodotString]
             (IO ())
           where
          nodeMethod = Godot.Core.VisualShaderNodeUniform.set_uniform_name