module godot.abi.arvr;

import godot.abi.core;

version (none)  : @nogc nothrow:
extern (C):

struct godot_xr_interface_gdnative {
    void* function(godot_object) constructor;
    void function(void*) destructor;
    godot_string function(const void*) get_name;
    godot_int function(const void*) get_capabilities;
    godot_bool function(const void*) get_anchor_detection_is_enabled;
    void function(void*, godot_bool) set_anchor_detection_is_enabled;
    godot_bool function(const void*) is_stereo;
    godot_bool function(const void*) is_initialized;
    godot_bool function(void*) initialize;
    void function(void*) uninitialize;
    godot_vector2 function(const void*) get_render_targetsize;
    godot_transform function(void*, godot_int, godot_transform*) get_transform_for_eye;
    void function(void*, godot_float*, godot_int, godot_float, godot_float, godot_float) fill_projection_for_eye;
    void function(void*, godot_int, godot_rid*, godot_rect2*) commit_for_eye;
    void function(void*) process;
    godot_int function(void*, godot_int) get_external_texture_for_eye;
    void function(void*, godot_int) notification;
    godot_int function(void*) get_camera_feed_id;
}