-- GENERATED by C->Haskell Compiler, version 0.16.3 Crystal Seed, 24 Jan 2009 (Haskell) -- Edit the ORIGNAL .chs file instead! {-# LINE 1 "HGamer3D\\Bindings\\Ogre\\ClassLight.chs" #-}{-# LANGUAGE ForeignFunctionInterface #-} {-# LANGUAGE TypeSynonymInstances #-} -- This source file is part of HGamer3D -- (A project to enable 3D game development in Haskell) -- For the latest info, see http://www.althainz.de/HGamer3D.html -- -- Copyright 2011 Dr. Peter Althainz -- -- Licensed under the Apache License, Version 2.0 (the "License"); -- you may not use this file except in compliance with the License. -- You may obtain a copy of the License at -- -- http://www.apache.org/licenses/LICENSE-2.0 -- -- Unless required by applicable law or agreed to in writing, software -- distributed under the License is distributed on an "AS IS" BASIS, -- WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. -- See the License for the specific language governing permissions and -- limitations under the License. -- -- ClassLight.chs -- -- -- -- -- File for type, method, enum or function stubs -- in: "..\OgreSDK_vc10_v1-7-3\include\OGRE\OgreLight.h" -- -- each stub combines the following files: -- a C++ implementation file, transforming cpp calls into C-functions -- a C-header file, making this C-functions available for the C2HS parser -- a chs file, give instructions to the C2HS parser. -- -- module HGamer3D.Bindings.Ogre.ClassLight where import C2HS import Foreign import Foreign.Ptr import Foreign.C import Monad (liftM, liftM2) import HGamer3D.Data.HG3DClass import HGamer3D.Data.Vector2 import HGamer3D.Data.Vector3 import HGamer3D.Data.Vector4 import HGamer3D.Data.Quaternion import HGamer3D.Data.ColourValue import HGamer3D.Data.Radian import HGamer3D.Data.Degree import HGamer3D.Data.Angle import HGamer3D.Bindings.Ogre.TypeHG3DClass {-# LINE 54 "HGamer3D\\Bindings\\Ogre\\ClassLight.chs" #-} import HGamer3D.Bindings.Ogre.ClassPtr {-# LINE 55 "HGamer3D\\Bindings\\Ogre\\ClassLight.chs" #-} import HGamer3D.Bindings.Ogre.Utils {-# LINE 56 "HGamer3D\\Bindings\\Ogre\\ClassLight.chs" #-} import HGamer3D.Bindings.Ogre.TypeVector3 {-# LINE 57 "HGamer3D\\Bindings\\Ogre\\ClassLight.chs" #-} import HGamer3D.Bindings.Ogre.EnumLightTypes {-# LINE 58 "HGamer3D\\Bindings\\Ogre\\ClassLight.chs" #-} import HGamer3D.Bindings.Ogre.TypeColourValue {-# LINE 59 "HGamer3D\\Bindings\\Ogre\\ClassLight.chs" #-} import HGamer3D.Bindings.Ogre.TypeRadian {-# LINE 60 "HGamer3D\\Bindings\\Ogre\\ClassLight.chs" #-} import HGamer3D.Bindings.Ogre.TypeVector4 {-# LINE 61 "HGamer3D\\Bindings\\Ogre\\ClassLight.chs" #-} cLCalcTempSquareDist :: HG3DClass -> Vector3 -> IO () cLCalcTempSquareDist a1 a2 = withHG3DClass a1 $ \a1' -> withVector3 a2 $ \a2' -> cLCalcTempSquareDist'_ a1' a2' >>= \res -> return () {-# LINE 67 "HGamer3D\\Bindings\\Ogre\\ClassLight.chs" #-} ; cLSetType :: HG3DClass -> EnumLightTypes -> IO () cLSetType a1 a2 = withHG3DClass a1 $ \a1' -> let {a2' = cIntFromEnum a2} in cLSetType'_ a1' a2' >>= \res -> return () {-# LINE 71 "HGamer3D\\Bindings\\Ogre\\ClassLight.chs" #-} ; cLGetType :: HG3DClass -> IO (EnumLightTypes) cLGetType a1 = withHG3DClass a1 $ \a1' -> alloca $ \a2' -> cLGetType'_ a1' a2' >>= \res -> peekEnumUtil a2'>>= \a2'' -> return (a2'') {-# LINE 75 "HGamer3D\\Bindings\\Ogre\\ClassLight.chs" #-} ; cLSetDiffuseColour :: HG3DClass -> Float -> Float -> Float -> IO () cLSetDiffuseColour a1 a2 a3 a4 = withHG3DClass a1 $ \a1' -> let {a2' = realToFrac a2} in let {a3' = realToFrac a3} in let {a4' = realToFrac a4} in cLSetDiffuseColour'_ a1' a2' a3' a4' >>= \res -> return () {-# LINE 81 "HGamer3D\\Bindings\\Ogre\\ClassLight.chs" #-} ; cLSetDiffuseColour2 :: HG3DClass -> ColourValue -> IO () cLSetDiffuseColour2 a1 a2 = withHG3DClass a1 $ \a1' -> withColourValue a2 $ \a2' -> cLSetDiffuseColour2'_ a1' a2' >>= \res -> return () {-# LINE 85 "HGamer3D\\Bindings\\Ogre\\ClassLight.chs" #-} ; cLGetDiffuseColour :: HG3DClass -> IO (ColourValue) cLGetDiffuseColour a1 = withHG3DClass a1 $ \a1' -> alloca $ \a2' -> cLGetDiffuseColour'_ a1' a2' >>= \res -> peek a2'>>= \a2'' -> return (a2'') {-# LINE 89 "HGamer3D\\Bindings\\Ogre\\ClassLight.chs" #-} ; cLSetSpecularColour :: HG3DClass -> Float -> Float -> Float -> IO () cLSetSpecularColour a1 a2 a3 a4 = withHG3DClass a1 $ \a1' -> let {a2' = realToFrac a2} in let {a3' = realToFrac a3} in let {a4' = realToFrac a4} in cLSetSpecularColour'_ a1' a2' a3' a4' >>= \res -> return () {-# LINE 95 "HGamer3D\\Bindings\\Ogre\\ClassLight.chs" #-} ; cLSetSpecularColour2 :: HG3DClass -> ColourValue -> IO () cLSetSpecularColour2 a1 a2 = withHG3DClass a1 $ \a1' -> withColourValue a2 $ \a2' -> cLSetSpecularColour2'_ a1' a2' >>= \res -> return () {-# LINE 99 "HGamer3D\\Bindings\\Ogre\\ClassLight.chs" #-} ; cLGetSpecularColour :: HG3DClass -> IO (ColourValue) cLGetSpecularColour a1 = withHG3DClass a1 $ \a1' -> alloca $ \a2' -> cLGetSpecularColour'_ a1' a2' >>= \res -> peek a2'>>= \a2'' -> return (a2'') {-# LINE 103 "HGamer3D\\Bindings\\Ogre\\ClassLight.chs" #-} ; cLSetAttenuation :: HG3DClass -> Float -> Float -> Float -> Float -> IO () cLSetAttenuation a1 a2 a3 a4 a5 = withHG3DClass a1 $ \a1' -> let {a2' = realToFrac a2} in let {a3' = realToFrac a3} in let {a4' = realToFrac a4} in let {a5' = realToFrac a5} in cLSetAttenuation'_ a1' a2' a3' a4' a5' >>= \res -> return () {-# LINE 110 "HGamer3D\\Bindings\\Ogre\\ClassLight.chs" #-} ; cLGetAttenuationRange :: HG3DClass -> IO (Float) cLGetAttenuationRange a1 = withHG3DClass a1 $ \a1' -> alloca $ \a2' -> cLGetAttenuationRange'_ a1' a2' >>= \res -> peekFloatConv a2'>>= \a2'' -> return (a2'') {-# LINE 114 "HGamer3D\\Bindings\\Ogre\\ClassLight.chs" #-} ; cLGetAttenuationConstant :: HG3DClass -> IO (Float) cLGetAttenuationConstant a1 = withHG3DClass a1 $ \a1' -> alloca $ \a2' -> cLGetAttenuationConstant'_ a1' a2' >>= \res -> peekFloatConv a2'>>= \a2'' -> return (a2'') {-# LINE 118 "HGamer3D\\Bindings\\Ogre\\ClassLight.chs" #-} ; cLGetAttenuationLinear :: HG3DClass -> IO (Float) cLGetAttenuationLinear a1 = withHG3DClass a1 $ \a1' -> alloca $ \a2' -> cLGetAttenuationLinear'_ a1' a2' >>= \res -> peekFloatConv a2'>>= \a2'' -> return (a2'') {-# LINE 122 "HGamer3D\\Bindings\\Ogre\\ClassLight.chs" #-} ; cLGetAttenuationQuadric :: HG3DClass -> IO (Float) cLGetAttenuationQuadric a1 = withHG3DClass a1 $ \a1' -> alloca $ \a2' -> cLGetAttenuationQuadric'_ a1' a2' >>= \res -> peekFloatConv a2'>>= \a2'' -> return (a2'') {-# LINE 126 "HGamer3D\\Bindings\\Ogre\\ClassLight.chs" #-} ; cLSetPosition :: HG3DClass -> Float -> Float -> Float -> IO () cLSetPosition a1 a2 a3 a4 = withHG3DClass a1 $ \a1' -> let {a2' = realToFrac a2} in let {a3' = realToFrac a3} in let {a4' = realToFrac a4} in cLSetPosition'_ a1' a2' a3' a4' >>= \res -> return () {-# LINE 132 "HGamer3D\\Bindings\\Ogre\\ClassLight.chs" #-} ; cLSetPosition2 :: HG3DClass -> Vector3 -> IO () cLSetPosition2 a1 a2 = withHG3DClass a1 $ \a1' -> withVector3 a2 $ \a2' -> cLSetPosition2'_ a1' a2' >>= \res -> return () {-# LINE 136 "HGamer3D\\Bindings\\Ogre\\ClassLight.chs" #-} ; cLGetPosition :: HG3DClass -> IO (Vector3) cLGetPosition a1 = withHG3DClass a1 $ \a1' -> alloca $ \a2' -> cLGetPosition'_ a1' a2' >>= \res -> peek a2'>>= \a2'' -> return (a2'') {-# LINE 140 "HGamer3D\\Bindings\\Ogre\\ClassLight.chs" #-} ; cLSetDirection :: HG3DClass -> Float -> Float -> Float -> IO () cLSetDirection a1 a2 a3 a4 = withHG3DClass a1 $ \a1' -> let {a2' = realToFrac a2} in let {a3' = realToFrac a3} in let {a4' = realToFrac a4} in cLSetDirection'_ a1' a2' a3' a4' >>= \res -> return () {-# LINE 146 "HGamer3D\\Bindings\\Ogre\\ClassLight.chs" #-} ; cLSetDirection2 :: HG3DClass -> Vector3 -> IO () cLSetDirection2 a1 a2 = withHG3DClass a1 $ \a1' -> withVector3 a2 $ \a2' -> cLSetDirection2'_ a1' a2' >>= \res -> return () {-# LINE 150 "HGamer3D\\Bindings\\Ogre\\ClassLight.chs" #-} ; cLGetDirection :: HG3DClass -> IO (Vector3) cLGetDirection a1 = withHG3DClass a1 $ \a1' -> alloca $ \a2' -> cLGetDirection'_ a1' a2' >>= \res -> peek a2'>>= \a2'' -> return (a2'') {-# LINE 154 "HGamer3D\\Bindings\\Ogre\\ClassLight.chs" #-} ; cLSetSpotlightRange :: HG3DClass -> Radian -> Radian -> Float -> IO () cLSetSpotlightRange a1 a2 a3 a4 = withHG3DClass a1 $ \a1' -> withRadian a2 $ \a2' -> withRadian a3 $ \a3' -> let {a4' = realToFrac a4} in cLSetSpotlightRange'_ a1' a2' a3' a4' >>= \res -> return () {-# LINE 160 "HGamer3D\\Bindings\\Ogre\\ClassLight.chs" #-} ; cLGetSpotlightInnerAngle :: HG3DClass -> IO (Radian) cLGetSpotlightInnerAngle a1 = withHG3DClass a1 $ \a1' -> alloca $ \a2' -> cLGetSpotlightInnerAngle'_ a1' a2' >>= \res -> peek a2'>>= \a2'' -> return (a2'') {-# LINE 164 "HGamer3D\\Bindings\\Ogre\\ClassLight.chs" #-} ; cLGetSpotlightOuterAngle :: HG3DClass -> IO (Radian) cLGetSpotlightOuterAngle a1 = withHG3DClass a1 $ \a1' -> alloca $ \a2' -> cLGetSpotlightOuterAngle'_ a1' a2' >>= \res -> peek a2'>>= \a2'' -> return (a2'') {-# LINE 168 "HGamer3D\\Bindings\\Ogre\\ClassLight.chs" #-} ; cLGetSpotlightFalloff :: HG3DClass -> IO (Float) cLGetSpotlightFalloff a1 = withHG3DClass a1 $ \a1' -> alloca $ \a2' -> cLGetSpotlightFalloff'_ a1' a2' >>= \res -> peekFloatConv a2'>>= \a2'' -> return (a2'') {-# LINE 172 "HGamer3D\\Bindings\\Ogre\\ClassLight.chs" #-} ; cLSetSpotlightInnerAngle :: HG3DClass -> Radian -> IO () cLSetSpotlightInnerAngle a1 a2 = withHG3DClass a1 $ \a1' -> withRadian a2 $ \a2' -> cLSetSpotlightInnerAngle'_ a1' a2' >>= \res -> return () {-# LINE 176 "HGamer3D\\Bindings\\Ogre\\ClassLight.chs" #-} ; cLSetSpotlightOuterAngle :: HG3DClass -> Radian -> IO () cLSetSpotlightOuterAngle a1 a2 = withHG3DClass a1 $ \a1' -> withRadian a2 $ \a2' -> cLSetSpotlightOuterAngle'_ a1' a2' >>= \res -> return () {-# LINE 180 "HGamer3D\\Bindings\\Ogre\\ClassLight.chs" #-} ; cLSetSpotlightFalloff :: HG3DClass -> Float -> IO () cLSetSpotlightFalloff a1 a2 = withHG3DClass a1 $ \a1' -> let {a2' = realToFrac a2} in cLSetSpotlightFalloff'_ a1' a2' >>= \res -> return () {-# LINE 184 "HGamer3D\\Bindings\\Ogre\\ClassLight.chs" #-} ; cLSetPowerScale :: HG3DClass -> Float -> IO () cLSetPowerScale a1 a2 = withHG3DClass a1 $ \a1' -> let {a2' = realToFrac a2} in cLSetPowerScale'_ a1' a2' >>= \res -> return () {-# LINE 188 "HGamer3D\\Bindings\\Ogre\\ClassLight.chs" #-} ; cLGetPowerScale :: HG3DClass -> IO (Float) cLGetPowerScale a1 = withHG3DClass a1 $ \a1' -> alloca $ \a2' -> cLGetPowerScale'_ a1' a2' >>= \res -> peekFloatConv a2'>>= \a2'' -> return (a2'') {-# LINE 192 "HGamer3D\\Bindings\\Ogre\\ClassLight.chs" #-} ; cLNotifyAttached :: HG3DClass -> HG3DClass -> Bool -> IO () cLNotifyAttached a1 a2 a3 = withHG3DClass a1 $ \a1' -> withHG3DClass a2 $ \a2' -> let {a3' = fromBool a3} in cLNotifyAttached'_ a1' a2' a3' >>= \res -> return () {-# LINE 197 "HGamer3D\\Bindings\\Ogre\\ClassLight.chs" #-} ; cLNotifyMoved :: HG3DClass -> IO () cLNotifyMoved a1 = withHG3DClass a1 $ \a1' -> cLNotifyMoved'_ a1' >>= \res -> return () {-# LINE 200 "HGamer3D\\Bindings\\Ogre\\ClassLight.chs" #-} ; cLGetMovableType :: HG3DClass -> IO (String) cLGetMovableType a1 = withHG3DClass a1 $ \a1' -> alloc64k $ \a2' -> cLGetMovableType'_ a1' a2' >>= \res -> peekCString a2'>>= \a2'' -> return (a2'') {-# LINE 204 "HGamer3D\\Bindings\\Ogre\\ClassLight.chs" #-} ; cLGetDerivedPosition :: HG3DClass -> Bool -> IO (Vector3) cLGetDerivedPosition a1 a2 = withHG3DClass a1 $ \a1' -> let {a2' = fromBool a2} in alloca $ \a3' -> cLGetDerivedPosition'_ a1' a2' a3' >>= \res -> peek a3'>>= \a3'' -> return (a3'') {-# LINE 209 "HGamer3D\\Bindings\\Ogre\\ClassLight.chs" #-} ; cLGetDerivedDirection :: HG3DClass -> IO (Vector3) cLGetDerivedDirection a1 = withHG3DClass a1 $ \a1' -> alloca $ \a2' -> cLGetDerivedDirection'_ a1' a2' >>= \res -> peek a2'>>= \a2'' -> return (a2'') {-# LINE 213 "HGamer3D\\Bindings\\Ogre\\ClassLight.chs" #-} ; cLSetVisible :: HG3DClass -> Bool -> IO () cLSetVisible a1 a2 = withHG3DClass a1 $ \a1' -> let {a2' = fromBool a2} in cLSetVisible'_ a1' a2' >>= \res -> return () {-# LINE 217 "HGamer3D\\Bindings\\Ogre\\ClassLight.chs" #-} ; cLGetBoundingRadius :: HG3DClass -> IO (Float) cLGetBoundingRadius a1 = withHG3DClass a1 $ \a1' -> alloca $ \a2' -> cLGetBoundingRadius'_ a1' a2' >>= \res -> peekFloatConv a2'>>= \a2'' -> return (a2'') {-# LINE 221 "HGamer3D\\Bindings\\Ogre\\ClassLight.chs" #-} ; cLGetAs4DVector :: HG3DClass -> Bool -> IO (Vector4) cLGetAs4DVector a1 a2 = withHG3DClass a1 $ \a1' -> let {a2' = fromBool a2} in alloca $ \a3' -> cLGetAs4DVector'_ a1' a2' a3' >>= \res -> peek a3'>>= \a3'' -> return (a3'') {-# LINE 226 "HGamer3D\\Bindings\\Ogre\\ClassLight.chs" #-} ; cLGetTypeFlags :: HG3DClass -> IO (Int) cLGetTypeFlags a1 = withHG3DClass a1 $ \a1' -> alloca $ \a2' -> cLGetTypeFlags'_ a1' a2' >>= \res -> peekIntConv a2'>>= \a2'' -> return (a2'') {-# LINE 230 "HGamer3D\\Bindings\\Ogre\\ClassLight.chs" #-} ; cLResetCustomShadowCameraSetup :: HG3DClass -> IO () cLResetCustomShadowCameraSetup a1 = withHG3DClass a1 $ \a1' -> cLResetCustomShadowCameraSetup'_ a1' >>= \res -> return () {-# LINE 233 "HGamer3D\\Bindings\\Ogre\\ClassLight.chs" #-} ; cLGetIndexInFrame :: HG3DClass -> IO (Int) cLGetIndexInFrame a1 = withHG3DClass a1 $ \a1' -> alloca $ \a2' -> cLGetIndexInFrame'_ a1' a2' >>= \res -> peekIntConv a2'>>= \a2'' -> return (a2'') {-# LINE 237 "HGamer3D\\Bindings\\Ogre\\ClassLight.chs" #-} ; cLSetShadowFarDistance :: HG3DClass -> Float -> IO () cLSetShadowFarDistance a1 a2 = withHG3DClass a1 $ \a1' -> let {a2' = realToFrac a2} in cLSetShadowFarDistance'_ a1' a2' >>= \res -> return () {-# LINE 241 "HGamer3D\\Bindings\\Ogre\\ClassLight.chs" #-} ; cLResetShadowFarDistance :: HG3DClass -> IO () cLResetShadowFarDistance a1 = withHG3DClass a1 $ \a1' -> cLResetShadowFarDistance'_ a1' >>= \res -> return () {-# LINE 244 "HGamer3D\\Bindings\\Ogre\\ClassLight.chs" #-} ; cLGetShadowFarDistance :: HG3DClass -> IO (Float) cLGetShadowFarDistance a1 = withHG3DClass a1 $ \a1' -> alloca $ \a2' -> cLGetShadowFarDistance'_ a1' a2' >>= \res -> peekFloatConv a2'>>= \a2'' -> return (a2'') {-# LINE 248 "HGamer3D\\Bindings\\Ogre\\ClassLight.chs" #-} ; cLSetShadowNearClipDistance :: HG3DClass -> Float -> IO () cLSetShadowNearClipDistance a1 a2 = withHG3DClass a1 $ \a1' -> let {a2' = realToFrac a2} in cLSetShadowNearClipDistance'_ a1' a2' >>= \res -> return () {-# LINE 252 "HGamer3D\\Bindings\\Ogre\\ClassLight.chs" #-} ; cLGetShadowNearClipDistance :: HG3DClass -> IO (Float) cLGetShadowNearClipDistance a1 = withHG3DClass a1 $ \a1' -> alloca $ \a2' -> cLGetShadowNearClipDistance'_ a1' a2' >>= \res -> peekFloatConv a2'>>= \a2'' -> return (a2'') {-# LINE 256 "HGamer3D\\Bindings\\Ogre\\ClassLight.chs" #-} ; cLSetShadowFarClipDistance :: HG3DClass -> Float -> IO () cLSetShadowFarClipDistance a1 a2 = withHG3DClass a1 $ \a1' -> let {a2' = realToFrac a2} in cLSetShadowFarClipDistance'_ a1' a2' >>= \res -> return () {-# LINE 260 "HGamer3D\\Bindings\\Ogre\\ClassLight.chs" #-} ; cLGetShadowFarClipDistance :: HG3DClass -> IO (Float) cLGetShadowFarClipDistance a1 = withHG3DClass a1 $ \a1' -> alloca $ \a2' -> cLGetShadowFarClipDistance'_ a1' a2' >>= \res -> peekFloatConv a2'>>= \a2'' -> return (a2'') {-# LINE 264 "HGamer3D\\Bindings\\Ogre\\ClassLight.chs" #-} ; cLSetCameraRelative :: HG3DClass -> HG3DClass -> IO () cLSetCameraRelative a1 a2 = withHG3DClass a1 $ \a1' -> withHG3DClass a2 $ \a2' -> cLSetCameraRelative'_ a1' a2' >>= \res -> return () {-# LINE 268 "HGamer3D\\Bindings\\Ogre\\ClassLight.chs" #-} ; cLSetCustomParameter :: HG3DClass -> Int -> Vector4 -> IO () cLSetCustomParameter a1 a2 a3 = withHG3DClass a1 $ \a1' -> let {a2' = fromIntegral a2} in withVector4 a3 $ \a3' -> cLSetCustomParameter'_ a1' a2' a3' >>= \res -> return () {-# LINE 273 "HGamer3D\\Bindings\\Ogre\\ClassLight.chs" #-} ; cLGetCustomParameter :: HG3DClass -> Int -> IO (Vector4) cLGetCustomParameter a1 a2 = withHG3DClass a1 $ \a1' -> let {a2' = fromIntegral a2} in alloca $ \a3' -> cLGetCustomParameter'_ a1' a2' a3' >>= \res -> peek a3'>>= \a3'' -> return (a3'') {-# LINE 278 "HGamer3D\\Bindings\\Ogre\\ClassLight.chs" #-} ; foreign import ccall safe "HGamer3D\\Bindings\\Ogre\\ClassLight.chs.h cL__calcTempSquareDist_c" cLCalcTempSquareDist'_ :: ((HG3DClassPtr) -> ((Vector3Ptr) -> (IO ()))) foreign import ccall safe "HGamer3D\\Bindings\\Ogre\\ClassLight.chs.h cL_setType_c" cLSetType'_ :: ((HG3DClassPtr) -> (CInt -> (IO ()))) foreign import ccall safe "HGamer3D\\Bindings\\Ogre\\ClassLight.chs.h cL_getType_c" cLGetType'_ :: ((HG3DClassPtr) -> ((Ptr CInt) -> (IO ()))) foreign import ccall safe "HGamer3D\\Bindings\\Ogre\\ClassLight.chs.h cL_setDiffuseColour_c" cLSetDiffuseColour'_ :: ((HG3DClassPtr) -> (CFloat -> (CFloat -> (CFloat -> (IO ()))))) foreign import ccall safe "HGamer3D\\Bindings\\Ogre\\ClassLight.chs.h cL_setDiffuseColour2_c" cLSetDiffuseColour2'_ :: ((HG3DClassPtr) -> ((ColourValuePtr) -> (IO ()))) foreign import ccall safe "HGamer3D\\Bindings\\Ogre\\ClassLight.chs.h cL_getDiffuseColour_c" cLGetDiffuseColour'_ :: ((HG3DClassPtr) -> ((ColourValuePtr) -> (IO ()))) foreign import ccall safe "HGamer3D\\Bindings\\Ogre\\ClassLight.chs.h cL_setSpecularColour_c" cLSetSpecularColour'_ :: ((HG3DClassPtr) -> (CFloat -> (CFloat -> (CFloat -> (IO ()))))) foreign import ccall safe "HGamer3D\\Bindings\\Ogre\\ClassLight.chs.h cL_setSpecularColour2_c" cLSetSpecularColour2'_ :: ((HG3DClassPtr) -> ((ColourValuePtr) -> (IO ()))) foreign import ccall safe "HGamer3D\\Bindings\\Ogre\\ClassLight.chs.h cL_getSpecularColour_c" cLGetSpecularColour'_ :: ((HG3DClassPtr) -> ((ColourValuePtr) -> (IO ()))) foreign import ccall safe "HGamer3D\\Bindings\\Ogre\\ClassLight.chs.h cL_setAttenuation_c" cLSetAttenuation'_ :: ((HG3DClassPtr) -> (CFloat -> (CFloat -> (CFloat -> (CFloat -> (IO ())))))) foreign import ccall safe "HGamer3D\\Bindings\\Ogre\\ClassLight.chs.h cL_getAttenuationRange_c" cLGetAttenuationRange'_ :: ((HG3DClassPtr) -> ((Ptr CFloat) -> (IO ()))) foreign import ccall safe "HGamer3D\\Bindings\\Ogre\\ClassLight.chs.h cL_getAttenuationConstant_c" cLGetAttenuationConstant'_ :: ((HG3DClassPtr) -> ((Ptr CFloat) -> (IO ()))) foreign import ccall safe "HGamer3D\\Bindings\\Ogre\\ClassLight.chs.h cL_getAttenuationLinear_c" cLGetAttenuationLinear'_ :: ((HG3DClassPtr) -> ((Ptr CFloat) -> (IO ()))) foreign import ccall safe "HGamer3D\\Bindings\\Ogre\\ClassLight.chs.h cL_getAttenuationQuadric_c" cLGetAttenuationQuadric'_ :: ((HG3DClassPtr) -> ((Ptr CFloat) -> (IO ()))) foreign import ccall safe "HGamer3D\\Bindings\\Ogre\\ClassLight.chs.h cL_setPosition_c" cLSetPosition'_ :: ((HG3DClassPtr) -> (CFloat -> (CFloat -> (CFloat -> (IO ()))))) foreign import ccall safe "HGamer3D\\Bindings\\Ogre\\ClassLight.chs.h cL_setPosition2_c" cLSetPosition2'_ :: ((HG3DClassPtr) -> ((Vector3Ptr) -> (IO ()))) foreign import ccall safe "HGamer3D\\Bindings\\Ogre\\ClassLight.chs.h cL_getPosition_c" cLGetPosition'_ :: ((HG3DClassPtr) -> ((Vector3Ptr) -> (IO ()))) foreign import ccall safe "HGamer3D\\Bindings\\Ogre\\ClassLight.chs.h cL_setDirection_c" cLSetDirection'_ :: ((HG3DClassPtr) -> (CFloat -> (CFloat -> (CFloat -> (IO ()))))) foreign import ccall safe "HGamer3D\\Bindings\\Ogre\\ClassLight.chs.h cL_setDirection2_c" cLSetDirection2'_ :: ((HG3DClassPtr) -> ((Vector3Ptr) -> (IO ()))) foreign import ccall safe "HGamer3D\\Bindings\\Ogre\\ClassLight.chs.h cL_getDirection_c" cLGetDirection'_ :: ((HG3DClassPtr) -> ((Vector3Ptr) -> (IO ()))) foreign import ccall safe "HGamer3D\\Bindings\\Ogre\\ClassLight.chs.h cL_setSpotlightRange_c" cLSetSpotlightRange'_ :: ((HG3DClassPtr) -> ((RadianPtr) -> ((RadianPtr) -> (CFloat -> (IO ()))))) foreign import ccall safe "HGamer3D\\Bindings\\Ogre\\ClassLight.chs.h cL_getSpotlightInnerAngle_c" cLGetSpotlightInnerAngle'_ :: ((HG3DClassPtr) -> ((RadianPtr) -> (IO ()))) foreign import ccall safe "HGamer3D\\Bindings\\Ogre\\ClassLight.chs.h cL_getSpotlightOuterAngle_c" cLGetSpotlightOuterAngle'_ :: ((HG3DClassPtr) -> ((RadianPtr) -> (IO ()))) foreign import ccall safe "HGamer3D\\Bindings\\Ogre\\ClassLight.chs.h cL_getSpotlightFalloff_c" cLGetSpotlightFalloff'_ :: ((HG3DClassPtr) -> ((Ptr CFloat) -> (IO ()))) foreign import ccall safe "HGamer3D\\Bindings\\Ogre\\ClassLight.chs.h cL_setSpotlightInnerAngle_c" cLSetSpotlightInnerAngle'_ :: ((HG3DClassPtr) -> ((RadianPtr) -> (IO ()))) foreign import ccall safe "HGamer3D\\Bindings\\Ogre\\ClassLight.chs.h cL_setSpotlightOuterAngle_c" cLSetSpotlightOuterAngle'_ :: ((HG3DClassPtr) -> ((RadianPtr) -> (IO ()))) foreign import ccall safe "HGamer3D\\Bindings\\Ogre\\ClassLight.chs.h cL_setSpotlightFalloff_c" cLSetSpotlightFalloff'_ :: ((HG3DClassPtr) -> (CFloat -> (IO ()))) foreign import ccall safe "HGamer3D\\Bindings\\Ogre\\ClassLight.chs.h cL_setPowerScale_c" cLSetPowerScale'_ :: ((HG3DClassPtr) -> (CFloat -> (IO ()))) foreign import ccall safe "HGamer3D\\Bindings\\Ogre\\ClassLight.chs.h cL_getPowerScale_c" cLGetPowerScale'_ :: ((HG3DClassPtr) -> ((Ptr CFloat) -> (IO ()))) foreign import ccall safe "HGamer3D\\Bindings\\Ogre\\ClassLight.chs.h cL__notifyAttached_c" cLNotifyAttached'_ :: ((HG3DClassPtr) -> ((HG3DClassPtr) -> (CInt -> (IO ())))) foreign import ccall safe "HGamer3D\\Bindings\\Ogre\\ClassLight.chs.h cL__notifyMoved_c" cLNotifyMoved'_ :: ((HG3DClassPtr) -> (IO ())) foreign import ccall safe "HGamer3D\\Bindings\\Ogre\\ClassLight.chs.h cL_getMovableType_c" cLGetMovableType'_ :: ((HG3DClassPtr) -> ((Ptr CChar) -> (IO ()))) foreign import ccall safe "HGamer3D\\Bindings\\Ogre\\ClassLight.chs.h cL_getDerivedPosition_c" cLGetDerivedPosition'_ :: ((HG3DClassPtr) -> (CInt -> ((Vector3Ptr) -> (IO ())))) foreign import ccall safe "HGamer3D\\Bindings\\Ogre\\ClassLight.chs.h cL_getDerivedDirection_c" cLGetDerivedDirection'_ :: ((HG3DClassPtr) -> ((Vector3Ptr) -> (IO ()))) foreign import ccall safe "HGamer3D\\Bindings\\Ogre\\ClassLight.chs.h cL_setVisible_c" cLSetVisible'_ :: ((HG3DClassPtr) -> (CInt -> (IO ()))) foreign import ccall safe "HGamer3D\\Bindings\\Ogre\\ClassLight.chs.h cL_getBoundingRadius_c" cLGetBoundingRadius'_ :: ((HG3DClassPtr) -> ((Ptr CFloat) -> (IO ()))) foreign import ccall safe "HGamer3D\\Bindings\\Ogre\\ClassLight.chs.h cL_getAs4DVector_c" cLGetAs4DVector'_ :: ((HG3DClassPtr) -> (CInt -> ((Vector4Ptr) -> (IO ())))) foreign import ccall safe "HGamer3D\\Bindings\\Ogre\\ClassLight.chs.h cL_getTypeFlags_c" cLGetTypeFlags'_ :: ((HG3DClassPtr) -> ((Ptr CUInt) -> (IO ()))) foreign import ccall safe "HGamer3D\\Bindings\\Ogre\\ClassLight.chs.h cL_resetCustomShadowCameraSetup_c" cLResetCustomShadowCameraSetup'_ :: ((HG3DClassPtr) -> (IO ())) foreign import ccall safe "HGamer3D\\Bindings\\Ogre\\ClassLight.chs.h cL__getIndexInFrame_c" cLGetIndexInFrame'_ :: ((HG3DClassPtr) -> ((Ptr CInt) -> (IO ()))) foreign import ccall safe "HGamer3D\\Bindings\\Ogre\\ClassLight.chs.h cL_setShadowFarDistance_c" cLSetShadowFarDistance'_ :: ((HG3DClassPtr) -> (CFloat -> (IO ()))) foreign import ccall safe "HGamer3D\\Bindings\\Ogre\\ClassLight.chs.h cL_resetShadowFarDistance_c" cLResetShadowFarDistance'_ :: ((HG3DClassPtr) -> (IO ())) foreign import ccall safe "HGamer3D\\Bindings\\Ogre\\ClassLight.chs.h cL_getShadowFarDistance_c" cLGetShadowFarDistance'_ :: ((HG3DClassPtr) -> ((Ptr CFloat) -> (IO ()))) foreign import ccall safe "HGamer3D\\Bindings\\Ogre\\ClassLight.chs.h cL_setShadowNearClipDistance_c" cLSetShadowNearClipDistance'_ :: ((HG3DClassPtr) -> (CFloat -> (IO ()))) foreign import ccall safe "HGamer3D\\Bindings\\Ogre\\ClassLight.chs.h cL_getShadowNearClipDistance_c" cLGetShadowNearClipDistance'_ :: ((HG3DClassPtr) -> ((Ptr CFloat) -> (IO ()))) foreign import ccall safe "HGamer3D\\Bindings\\Ogre\\ClassLight.chs.h cL_setShadowFarClipDistance_c" cLSetShadowFarClipDistance'_ :: ((HG3DClassPtr) -> (CFloat -> (IO ()))) foreign import ccall safe "HGamer3D\\Bindings\\Ogre\\ClassLight.chs.h cL_getShadowFarClipDistance_c" cLGetShadowFarClipDistance'_ :: ((HG3DClassPtr) -> ((Ptr CFloat) -> (IO ()))) foreign import ccall safe "HGamer3D\\Bindings\\Ogre\\ClassLight.chs.h cL__setCameraRelative_c" cLSetCameraRelative'_ :: ((HG3DClassPtr) -> ((HG3DClassPtr) -> (IO ()))) foreign import ccall safe "HGamer3D\\Bindings\\Ogre\\ClassLight.chs.h cL_setCustomParameter_c" cLSetCustomParameter'_ :: ((HG3DClassPtr) -> (CUInt -> ((Vector4Ptr) -> (IO ())))) foreign import ccall safe "HGamer3D\\Bindings\\Ogre\\ClassLight.chs.h cL_getCustomParameter_c" cLGetCustomParameter'_ :: ((HG3DClassPtr) -> (CUInt -> ((Vector4Ptr) -> (IO ()))))