content: {-# LANGUAGE DerivingStrategies, GeneralizedNewtypeDeriving,
    TypeFamilies, TypeOperators, FlexibleContexts, DataKinds,
    MultiParamTypeClasses #-}
  module Godot.Core.VisualShaderNodeInput
         (Godot.Core.VisualShaderNodeInput.sig_input_type_changed,
          Godot.Core.VisualShaderNodeInput.get_input_name,
          Godot.Core.VisualShaderNodeInput.get_input_real_name,
          Godot.Core.VisualShaderNodeInput.set_input_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()
  
  sig_input_type_changed ::
                         Godot.Internal.Dispatch.Signal VisualShaderNodeInput
  sig_input_type_changed
    = Godot.Internal.Dispatch.Signal "input_type_changed"
  
  instance NodeSignal VisualShaderNodeInput "input_type_changed" '[]
  
  instance NodeProperty VisualShaderNodeInput "input_name"
             GodotString
             'False
           where
          nodeProperty
            = (get_input_name, wrapDroppingSetter set_input_name, Nothing)
  
  {-# NOINLINE bindVisualShaderNodeInput_get_input_name #-}
  
  -- | One of the several input constants in lower-case style like: "vertex"(@VERTEX@) or "point_size"(@POINT_SIZE@).
  bindVisualShaderNodeInput_get_input_name :: MethodBind
  bindVisualShaderNodeInput_get_input_name
    = unsafePerformIO $
        withCString "VisualShaderNodeInput" $
          \ clsNamePtr ->
            withCString "get_input_name" $
              \ methodNamePtr ->
                godot_method_bind_get_method clsNamePtr methodNamePtr
  
  -- | One of the several input constants in lower-case style like: "vertex"(@VERTEX@) or "point_size"(@POINT_SIZE@).
  get_input_name ::
                   (VisualShaderNodeInput :< cls, Object :< cls) =>
                   cls -> IO GodotString
  get_input_name cls
    = withVariantArray []
        (\ (arrPtr, len) ->
           godot_method_bind_call bindVisualShaderNodeInput_get_input_name
             (upcast cls)
             arrPtr
             len
             >>= \ (err, res) -> throwIfErr err >> fromGodotVariant res)
  
  instance NodeMethod VisualShaderNodeInput "get_input_name" '[]
             (IO GodotString)
           where
          nodeMethod = Godot.Core.VisualShaderNodeInput.get_input_name
  
  {-# NOINLINE bindVisualShaderNodeInput_get_input_real_name #-}
  
  bindVisualShaderNodeInput_get_input_real_name :: MethodBind
  bindVisualShaderNodeInput_get_input_real_name
    = unsafePerformIO $
        withCString "VisualShaderNodeInput" $
          \ clsNamePtr ->
            withCString "get_input_real_name" $
              \ methodNamePtr ->
                godot_method_bind_get_method clsNamePtr methodNamePtr
  
  get_input_real_name ::
                        (VisualShaderNodeInput :< cls, Object :< cls) =>
                        cls -> IO GodotString
  get_input_real_name cls
    = withVariantArray []
        (\ (arrPtr, len) ->
           godot_method_bind_call
             bindVisualShaderNodeInput_get_input_real_name
             (upcast cls)
             arrPtr
             len
             >>= \ (err, res) -> throwIfErr err >> fromGodotVariant res)
  
  instance NodeMethod VisualShaderNodeInput "get_input_real_name" '[]
             (IO GodotString)
           where
          nodeMethod = Godot.Core.VisualShaderNodeInput.get_input_real_name
  
  {-# NOINLINE bindVisualShaderNodeInput_set_input_name #-}
  
  -- | One of the several input constants in lower-case style like: "vertex"(@VERTEX@) or "point_size"(@POINT_SIZE@).
  bindVisualShaderNodeInput_set_input_name :: MethodBind
  bindVisualShaderNodeInput_set_input_name
    = unsafePerformIO $
        withCString "VisualShaderNodeInput" $
          \ clsNamePtr ->
            withCString "set_input_name" $
              \ methodNamePtr ->
                godot_method_bind_get_method clsNamePtr methodNamePtr
  
  -- | One of the several input constants in lower-case style like: "vertex"(@VERTEX@) or "point_size"(@POINT_SIZE@).
  set_input_name ::
                   (VisualShaderNodeInput :< cls, Object :< cls) =>
                   cls -> GodotString -> IO ()
  set_input_name cls arg1
    = withVariantArray [toVariant arg1]
        (\ (arrPtr, len) ->
           godot_method_bind_call bindVisualShaderNodeInput_set_input_name
             (upcast cls)
             arrPtr
             len
             >>= \ (err, res) -> throwIfErr err >> fromGodotVariant res)
  
  instance NodeMethod VisualShaderNodeInput "set_input_name"
             '[GodotString]
             (IO ())
           where
          nodeMethod = Godot.Core.VisualShaderNodeInput.set_input_name