Dalamud/imgui/Dalamud.Bindings.ImGui/Generated/Structs/ImGuiInputTextState.cs
2025-04-06 21:08:34 +02:00

249 lines
7 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;
using System.Diagnostics;
using System.Runtime.CompilerServices;
using System.Runtime.InteropServices;
using HexaGen.Runtime;
using System.Numerics;
namespace Dalamud.Bindings.ImGui
{
/// <summary>
/// Internal state of the currently focusededited text input box<br/>
/// For a given item ID, access with ImGui::GetInputTextState()<br/>
/// </summary>
[StructLayout(LayoutKind.Sequential)]
public partial struct ImGuiInputTextState
{
/// <summary>
/// To be documented.
/// </summary>
public uint ID;
/// <summary>
/// To be documented.
/// </summary>
public int CurLenW;
/// <summary>
/// To be documented.
/// </summary>
public int CurLenA;
/// <summary>
/// To be documented.
/// </summary>
public ImVector<ushort> TextW;
/// <summary>
/// To be documented.
/// </summary>
public ImVector<byte> TextA;
/// <summary>
/// To be documented.
/// </summary>
public ImVector<byte> InitialTextA;
/// <summary>
/// To be documented.
/// </summary>
public byte TextAIsValid;
/// <summary>
/// To be documented.
/// </summary>
public int BufCapacityA;
/// <summary>
/// To be documented.
/// </summary>
public float ScrollX;
/// <summary>
/// To be documented.
/// </summary>
public STBTexteditState Stb;
/// <summary>
/// To be documented.
/// </summary>
public float CursorAnim;
/// <summary>
/// To be documented.
/// </summary>
public byte CursorFollow;
/// <summary>
/// To be documented.
/// </summary>
public byte SelectedAllMouseLock;
/// <summary>
/// To be documented.
/// </summary>
public byte Edited;
/// <summary>
/// To be documented.
/// </summary>
public ImGuiInputTextFlags Flags;
/// <summary>
/// To be documented.
/// </summary>
public unsafe ImGuiInputTextState(uint id = default, int curLenW = default, int curLenA = default, ImVector<ushort> textW = default, ImVector<byte> textA = default, ImVector<byte> initialTextA = default, bool textAIsValid = default, int bufCapacityA = default, float scrollX = default, STBTexteditState stb = default, float cursorAnim = default, bool cursorFollow = default, bool selectedAllMouseLock = default, bool edited = default, ImGuiInputTextFlags flags = default)
{
ID = id;
CurLenW = curLenW;
CurLenA = curLenA;
TextW = textW;
TextA = textA;
InitialTextA = initialTextA;
TextAIsValid = textAIsValid ? (byte)1 : (byte)0;
BufCapacityA = bufCapacityA;
ScrollX = scrollX;
Stb = stb;
CursorAnim = cursorAnim;
CursorFollow = cursorFollow ? (byte)1 : (byte)0;
SelectedAllMouseLock = selectedAllMouseLock ? (byte)1 : (byte)0;
Edited = edited ? (byte)1 : (byte)0;
Flags = flags;
}
/// <summary>
/// To be documented.
/// </summary>
public unsafe void Destroy()
{
fixed (ImGuiInputTextState* @this = &this)
{
ImGui.DestroyNative(@this);
}
}
}
/// <summary>
/// To be documented.
/// </summary>
#if NET5_0_OR_GREATER
[DebuggerDisplay("{DebuggerDisplay,nq}")]
#endif
public unsafe struct ImGuiInputTextStatePtr : IEquatable<ImGuiInputTextStatePtr>
{
public ImGuiInputTextStatePtr(ImGuiInputTextState* handle) { Handle = handle; }
public ImGuiInputTextState* Handle;
public bool IsNull => Handle == null;
public static ImGuiInputTextStatePtr Null => new ImGuiInputTextStatePtr(null);
public ImGuiInputTextState this[int index] { get => Handle[index]; set => Handle[index] = value; }
public static implicit operator ImGuiInputTextStatePtr(ImGuiInputTextState* handle) => new ImGuiInputTextStatePtr(handle);
public static implicit operator ImGuiInputTextState*(ImGuiInputTextStatePtr handle) => handle.Handle;
public static bool operator ==(ImGuiInputTextStatePtr left, ImGuiInputTextStatePtr right) => left.Handle == right.Handle;
public static bool operator !=(ImGuiInputTextStatePtr left, ImGuiInputTextStatePtr right) => left.Handle != right.Handle;
public static bool operator ==(ImGuiInputTextStatePtr left, ImGuiInputTextState* right) => left.Handle == right;
public static bool operator !=(ImGuiInputTextStatePtr left, ImGuiInputTextState* right) => left.Handle != right;
public bool Equals(ImGuiInputTextStatePtr other) => Handle == other.Handle;
/// <inheritdoc/>
public override bool Equals(object obj) => obj is ImGuiInputTextStatePtr handle && Equals(handle);
/// <inheritdoc/>
public override int GetHashCode() => ((nuint)Handle).GetHashCode();
#if NET5_0_OR_GREATER
private string DebuggerDisplay => string.Format("ImGuiInputTextStatePtr [0x{0}]", ((nuint)Handle).ToString("X"));
#endif
/// <summary>
/// To be documented.
/// </summary>
public ref uint ID => ref Unsafe.AsRef<uint>(&Handle->ID);
/// <summary>
/// To be documented.
/// </summary>
public ref int CurLenW => ref Unsafe.AsRef<int>(&Handle->CurLenW);
/// <summary>
/// To be documented.
/// </summary>
public ref int CurLenA => ref Unsafe.AsRef<int>(&Handle->CurLenA);
/// <summary>
/// To be documented.
/// </summary>
public ref ImVector<ushort> TextW => ref Unsafe.AsRef<ImVector<ushort>>(&Handle->TextW);
/// <summary>
/// To be documented.
/// </summary>
public ref ImVector<byte> TextA => ref Unsafe.AsRef<ImVector<byte>>(&Handle->TextA);
/// <summary>
/// To be documented.
/// </summary>
public ref ImVector<byte> InitialTextA => ref Unsafe.AsRef<ImVector<byte>>(&Handle->InitialTextA);
/// <summary>
/// To be documented.
/// </summary>
public ref bool TextAIsValid => ref Unsafe.AsRef<bool>(&Handle->TextAIsValid);
/// <summary>
/// To be documented.
/// </summary>
public ref int BufCapacityA => ref Unsafe.AsRef<int>(&Handle->BufCapacityA);
/// <summary>
/// To be documented.
/// </summary>
public ref float ScrollX => ref Unsafe.AsRef<float>(&Handle->ScrollX);
/// <summary>
/// To be documented.
/// </summary>
public ref STBTexteditState Stb => ref Unsafe.AsRef<STBTexteditState>(&Handle->Stb);
/// <summary>
/// To be documented.
/// </summary>
public ref float CursorAnim => ref Unsafe.AsRef<float>(&Handle->CursorAnim);
/// <summary>
/// To be documented.
/// </summary>
public ref bool CursorFollow => ref Unsafe.AsRef<bool>(&Handle->CursorFollow);
/// <summary>
/// To be documented.
/// </summary>
public ref bool SelectedAllMouseLock => ref Unsafe.AsRef<bool>(&Handle->SelectedAllMouseLock);
/// <summary>
/// To be documented.
/// </summary>
public ref bool Edited => ref Unsafe.AsRef<bool>(&Handle->Edited);
/// <summary>
/// To be documented.
/// </summary>
public ref ImGuiInputTextFlags Flags => ref Unsafe.AsRef<ImGuiInputTextFlags>(&Handle->Flags);
/// <summary>
/// To be documented.
/// </summary>
public unsafe void Destroy()
{
ImGui.DestroyNative(Handle);
}
}
}