module libwasm.bindings.GamepadPose; import libwasm.types; import memutils.ct: tuple; @safe: nothrow: struct GamepadPose { nothrow: JsHandle handle; alias handle this; this(Handle h) { this.handle = JsHandle(h); } bool hasOrientation()() { return Object_Getter__bool(this.handle, "hasOrientation"); } bool hasPosition()() { return Object_Getter__bool(this.handle, "hasPosition"); } auto position()() { return recastOpt!(Float32Array)(Object_Getter__OptionalHandle(this.handle, "position")); } auto linearVelocity()() { return recastOpt!(Float32Array)(Object_Getter__OptionalHandle(this.handle, "linearVelocity")); } auto linearAcceleration()() { return recastOpt!(Float32Array)(Object_Getter__OptionalHandle(this.handle, "linearAcceleration")); } auto orientation()() { return recastOpt!(Float32Array)(Object_Getter__OptionalHandle(this.handle, "orientation")); } auto angularVelocity()() { return recastOpt!(Float32Array)(Object_Getter__OptionalHandle(this.handle, "angularVelocity")); } auto angularAcceleration()() { return recastOpt!(Float32Array)(Object_Getter__OptionalHandle(this.handle, "angularAcceleration")); } }