-- 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_v1-7-4\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.Colour import HGamer3D.Data.Angle import HGamer3D.Bindings.Ogre.TypeHG3DClass {-# LINE 52 "HGamer3D\\Bindings\\Ogre\\ClassLight.chs" #-} import HGamer3D.Bindings.Ogre.ClassPtr {-# LINE 53 "HGamer3D\\Bindings\\Ogre\\ClassLight.chs" #-} import HGamer3D.Bindings.Ogre.Utils {-# LINE 54 "HGamer3D\\Bindings\\Ogre\\ClassLight.chs" #-} import HGamer3D.Bindings.Ogre.TypeVector3 {-# LINE 55 "HGamer3D\\Bindings\\Ogre\\ClassLight.chs" #-} import HGamer3D.Bindings.Ogre.EnumLightTypes {-# LINE 56 "HGamer3D\\Bindings\\Ogre\\ClassLight.chs" #-} import HGamer3D.Bindings.Ogre.TypeColour {-# LINE 57 "HGamer3D\\Bindings\\Ogre\\ClassLight.chs" #-} import HGamer3D.Bindings.Ogre.TypeRadian {-# LINE 58 "HGamer3D\\Bindings\\Ogre\\ClassLight.chs" #-} import HGamer3D.Bindings.Ogre.TypeVector4 {-# LINE 59 "HGamer3D\\Bindings\\Ogre\\ClassLight.chs" #-} cLCalcTempSquareDist :: HG3DClass -> Vector3 -> IO () cLCalcTempSquareDist a1 a2 = withHG3DClass a1 $ \a1' -> withVector3 a2 $ \a2' -> cLCalcTempSquareDist'_ a1' a2' >>= \res -> return () {-# LINE 65 "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 69 "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 73 "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 79 "HGamer3D\\Bindings\\Ogre\\ClassLight.chs" #-} ; cLSetDiffuseColour2 :: HG3DClass -> Colour -> IO () cLSetDiffuseColour2 a1 a2 = withHG3DClass a1 $ \a1' -> withColour a2 $ \a2' -> cLSetDiffuseColour2'_ a1' a2' >>= \res -> return () {-# LINE 83 "HGamer3D\\Bindings\\Ogre\\ClassLight.chs" #-} ; cLGetDiffuseColour :: HG3DClass -> IO (Colour) cLGetDiffuseColour a1 = withHG3DClass a1 $ \a1' -> alloca $ \a2' -> cLGetDiffuseColour'_ a1' a2' >>= \res -> peek a2'>>= \a2'' -> return (a2'') {-# LINE 87 "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 93 "HGamer3D\\Bindings\\Ogre\\ClassLight.chs" #-} ; cLSetSpecularColour2 :: HG3DClass -> Colour -> IO () cLSetSpecularColour2 a1 a2 = withHG3DClass a1 $ \a1' -> withColour a2 $ \a2' -> cLSetSpecularColour2'_ a1' a2' >>= \res -> return () {-# LINE 97 "HGamer3D\\Bindings\\Ogre\\ClassLight.chs" #-} ; cLGetSpecularColour :: HG3DClass -> IO (Colour) cLGetSpecularColour a1 = withHG3DClass a1 $ \a1' -> alloca $ \a2' -> cLGetSpecularColour'_ a1' a2' >>= \res -> peek a2'>>= \a2'' -> return (a2'') {-# LINE 101 "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 108 "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 112 "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 116 "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 120 "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 124 "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 130 "HGamer3D\\Bindings\\Ogre\\ClassLight.chs" #-} ; cLSetPosition2 :: HG3DClass -> Vector3 -> IO () cLSetPosition2 a1 a2 = withHG3DClass a1 $ \a1' -> withVector3 a2 $ \a2' -> cLSetPosition2'_ a1' a2' >>= \res -> return () {-# LINE 134 "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 138 "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 144 "HGamer3D\\Bindings\\Ogre\\ClassLight.chs" #-} ; cLSetDirection2 :: HG3DClass -> Vector3 -> IO () cLSetDirection2 a1 a2 = withHG3DClass a1 $ \a1' -> withVector3 a2 $ \a2' -> cLSetDirection2'_ a1' a2' >>= \res -> return () {-# LINE 148 "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 152 "HGamer3D\\Bindings\\Ogre\\ClassLight.chs" #-} ; cLSetSpotlightRange :: HG3DClass -> Radians -> Radians -> Float -> IO () cLSetSpotlightRange a1 a2 a3 a4 = withHG3DClass a1 $ \a1' -> withRadians a2 $ \a2' -> withRadians a3 $ \a3' -> let {a4' = realToFrac a4} in cLSetSpotlightRange'_ a1' a2' a3' a4' >>= \res -> return () {-# LINE 158 "HGamer3D\\Bindings\\Ogre\\ClassLight.chs" #-} ; cLGetSpotlightInnerAngle :: HG3DClass -> IO (Radians) cLGetSpotlightInnerAngle a1 = withHG3DClass a1 $ \a1' -> alloca $ \a2' -> cLGetSpotlightInnerAngle'_ a1' a2' >>= \res -> peek a2'>>= \a2'' -> return (a2'') {-# LINE 162 "HGamer3D\\Bindings\\Ogre\\ClassLight.chs" #-} ; cLGetSpotlightOuterAngle :: HG3DClass -> IO (Radians) cLGetSpotlightOuterAngle a1 = withHG3DClass a1 $ \a1' -> alloca $ \a2' -> cLGetSpotlightOuterAngle'_ a1' a2' >>= \res -> peek a2'>>= \a2'' -> return (a2'') {-# LINE 166 "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 170 "HGamer3D\\Bindings\\Ogre\\ClassLight.chs" #-} ; cLSetSpotlightInnerAngle :: HG3DClass -> Radians -> IO () cLSetSpotlightInnerAngle a1 a2 = withHG3DClass a1 $ \a1' -> withRadians a2 $ \a2' -> cLSetSpotlightInnerAngle'_ a1' a2' >>= \res -> return () {-# LINE 174 "HGamer3D\\Bindings\\Ogre\\ClassLight.chs" #-} ; cLSetSpotlightOuterAngle :: HG3DClass -> Radians -> IO () cLSetSpotlightOuterAngle a1 a2 = withHG3DClass a1 $ \a1' -> withRadians a2 $ \a2' -> cLSetSpotlightOuterAngle'_ a1' a2' >>= \res -> return () {-# LINE 178 "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 182 "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 186 "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 190 "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 195 "HGamer3D\\Bindings\\Ogre\\ClassLight.chs" #-} ; cLNotifyMoved :: HG3DClass -> IO () cLNotifyMoved a1 = withHG3DClass a1 $ \a1' -> cLNotifyMoved'_ a1' >>= \res -> return () {-# LINE 198 "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 202 "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 207 "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 211 "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 215 "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 219 "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 224 "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 228 "HGamer3D\\Bindings\\Ogre\\ClassLight.chs" #-} ; cLResetCustomShadowCameraSetup :: HG3DClass -> IO () cLResetCustomShadowCameraSetup a1 = withHG3DClass a1 $ \a1' -> cLResetCustomShadowCameraSetup'_ a1' >>= \res -> return () {-# LINE 231 "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 235 "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 239 "HGamer3D\\Bindings\\Ogre\\ClassLight.chs" #-} ; cLResetShadowFarDistance :: HG3DClass -> IO () cLResetShadowFarDistance a1 = withHG3DClass a1 $ \a1' -> cLResetShadowFarDistance'_ a1' >>= \res -> return () {-# LINE 242 "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 246 "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 250 "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 254 "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 258 "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 262 "HGamer3D\\Bindings\\Ogre\\ClassLight.chs" #-} ; cLSetCameraRelative :: HG3DClass -> HG3DClass -> IO () cLSetCameraRelative a1 a2 = withHG3DClass a1 $ \a1' -> withHG3DClass a2 $ \a2' -> cLSetCameraRelative'_ a1' a2' >>= \res -> return () {-# LINE 266 "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 271 "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 276 "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) -> ((ColourPtr) -> (IO ()))) foreign import ccall safe "HGamer3D\\Bindings\\Ogre\\ClassLight.chs.h cL_getDiffuseColour_c" cLGetDiffuseColour'_ :: ((HG3DClassPtr) -> ((ColourPtr) -> (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) -> ((ColourPtr) -> (IO ()))) foreign import ccall safe "HGamer3D\\Bindings\\Ogre\\ClassLight.chs.h cL_getSpecularColour_c" cLGetSpecularColour'_ :: ((HG3DClassPtr) -> ((ColourPtr) -> (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) -> ((RadiansPtr) -> ((RadiansPtr) -> (CFloat -> (IO ()))))) foreign import ccall safe "HGamer3D\\Bindings\\Ogre\\ClassLight.chs.h cL_getSpotlightInnerAngle_c" cLGetSpotlightInnerAngle'_ :: ((HG3DClassPtr) -> ((RadiansPtr) -> (IO ()))) foreign import ccall safe "HGamer3D\\Bindings\\Ogre\\ClassLight.chs.h cL_getSpotlightOuterAngle_c" cLGetSpotlightOuterAngle'_ :: ((HG3DClassPtr) -> ((RadiansPtr) -> (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) -> ((RadiansPtr) -> (IO ()))) foreign import ccall safe "HGamer3D\\Bindings\\Ogre\\ClassLight.chs.h cL_setSpotlightOuterAngle_c" cLSetSpotlightOuterAngle'_ :: ((HG3DClassPtr) -> ((RadiansPtr) -> (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) -> (CUShort -> ((Vector4Ptr) -> (IO ())))) foreign import ccall safe "HGamer3D\\Bindings\\Ogre\\ClassLight.chs.h cL_getCustomParameter_c" cLGetCustomParameter'_ :: ((HG3DClassPtr) -> (CUShort -> ((Vector4Ptr) -> (IO ()))))