content: {-# LANGUAGE DerivingStrategies, GeneralizedNewtypeDeriving,
    TypeFamilies, TypeOperators, FlexibleContexts, DataKinds,
    MultiParamTypeClasses #-}
  module Godot.Core.InputEventGesture
         (Godot.Core.InputEventGesture.get_position,
          Godot.Core.InputEventGesture.set_position)
         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.InputEventWithModifiers()
  
  instance NodeProperty InputEventGesture "position" Vector2 'False
           where
          nodeProperty
            = (get_position, wrapDroppingSetter set_position, Nothing)
  
  {-# NOINLINE bindInputEventGesture_get_position #-}
  
  -- | The local gesture position relative to the @Viewport@. If used in @method Control._gui_input@, the position is relative to the current @Control@ that received this gesture.
  bindInputEventGesture_get_position :: MethodBind
  bindInputEventGesture_get_position
    = unsafePerformIO $
        withCString "InputEventGesture" $
          \ clsNamePtr ->
            withCString "get_position" $
              \ methodNamePtr ->
                godot_method_bind_get_method clsNamePtr methodNamePtr
  
  -- | The local gesture position relative to the @Viewport@. If used in @method Control._gui_input@, the position is relative to the current @Control@ that received this gesture.
  get_position ::
                 (InputEventGesture :< cls, Object :< cls) => cls -> IO Vector2
  get_position cls
    = withVariantArray []
        (\ (arrPtr, len) ->
           godot_method_bind_call bindInputEventGesture_get_position
             (upcast cls)
             arrPtr
             len
             >>= \ (err, res) -> throwIfErr err >> fromGodotVariant res)
  
  instance NodeMethod InputEventGesture "get_position" '[]
             (IO Vector2)
           where
          nodeMethod = Godot.Core.InputEventGesture.get_position
  
  {-# NOINLINE bindInputEventGesture_set_position #-}
  
  -- | The local gesture position relative to the @Viewport@. If used in @method Control._gui_input@, the position is relative to the current @Control@ that received this gesture.
  bindInputEventGesture_set_position :: MethodBind
  bindInputEventGesture_set_position
    = unsafePerformIO $
        withCString "InputEventGesture" $
          \ clsNamePtr ->
            withCString "set_position" $
              \ methodNamePtr ->
                godot_method_bind_get_method clsNamePtr methodNamePtr
  
  -- | The local gesture position relative to the @Viewport@. If used in @method Control._gui_input@, the position is relative to the current @Control@ that received this gesture.
  set_position ::
                 (InputEventGesture :< cls, Object :< cls) =>
                 cls -> Vector2 -> IO ()
  set_position cls arg1
    = withVariantArray [toVariant arg1]
        (\ (arrPtr, len) ->
           godot_method_bind_call bindInputEventGesture_set_position
             (upcast cls)
             arrPtr
             len
             >>= \ (err, res) -> throwIfErr err >> fromGodotVariant res)
  
  instance NodeMethod InputEventGesture "set_position" '[Vector2]
             (IO ())
           where
          nodeMethod = Godot.Core.InputEventGesture.set_position