content: {-# LANGUAGE DerivingStrategies, GeneralizedNewtypeDeriving,
    TypeFamilies, TypeOperators, FlexibleContexts, DataKinds,
    MultiParamTypeClasses #-}
  module Godot.Core.RichTextEffect
         (Godot.Core.RichTextEffect._process_custom_fx) 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.Resource()
  
  {-# NOINLINE bindRichTextEffect__process_custom_fx #-}
  
  -- | Override this method to modify properties in @char_fx@. The method must return @true@ if the character could be transformed successfully. If the method returns @false@, it will skip transformation to avoid displaying broken text.
  bindRichTextEffect__process_custom_fx :: MethodBind
  bindRichTextEffect__process_custom_fx
    = unsafePerformIO $
        withCString "RichTextEffect" $
          \ clsNamePtr ->
            withCString "_process_custom_fx" $
              \ methodNamePtr ->
                godot_method_bind_get_method clsNamePtr methodNamePtr
  
  -- | Override this method to modify properties in @char_fx@. The method must return @true@ if the character could be transformed successfully. If the method returns @false@, it will skip transformation to avoid displaying broken text.
  _process_custom_fx ::
                       (RichTextEffect :< cls, Object :< cls) =>
                       cls -> CharFXTransform -> IO Bool
  _process_custom_fx cls arg1
    = withVariantArray [toVariant arg1]
        (\ (arrPtr, len) ->
           godot_method_bind_call bindRichTextEffect__process_custom_fx
             (upcast cls)
             arrPtr
             len
             >>= \ (err, res) -> throwIfErr err >> fromGodotVariant res)
  
  instance NodeMethod RichTextEffect "_process_custom_fx"
             '[CharFXTransform]
             (IO Bool)
           where
          nodeMethod = Godot.Core.RichTextEffect._process_custom_fx