// 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. // // ClassEntity.h // // // // // File for type, method, enum or function stubs // in: "..\OgreSDK_vc10_v1-7-4\include\OGRE\OgreEntity.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. // // #include "wchar.h" #include "ClassPtr.h" #include "Utils.h" #include "TypeSharedPtr.h" #include "EnumVertexDataBindChoice.h" // original function: const MeshPtr& getMesh(); void cE_getMesh_c(struct hg3dclass_struct *classptr_c, struct sharedptr_struct * result_c); // original function: SubEntity* getSubEntity(unsigned int index); void cE_getSubEntity_c(struct hg3dclass_struct *classptr_c, unsigned int index_c, struct hg3dclass_struct * result_c); // original function: SubEntity* getSubEntity(const String& name); void cE_getSubEntity2_c(struct hg3dclass_struct *classptr_c, char * name_c, struct hg3dclass_struct * result_c); // original function: unsigned int getNumSubEntities(); void cE_getNumSubEntities_c(struct hg3dclass_struct *classptr_c, unsigned int * result_c); // original function: Entity* clone(const String& newName); void cE_clone_c(struct hg3dclass_struct *classptr_c, char * newName_c, struct hg3dclass_struct * result_c); // original function: void setMaterialName(const String& name, const String& groupName); void cE_setMaterialName_c(struct hg3dclass_struct *classptr_c, char * name_c, char * groupName_c); // original function: void setMaterial(const MaterialPtr& material); void cE_setMaterial_c(struct hg3dclass_struct *classptr_c, struct sharedptr_struct * material_c); // original function: void _notifyCurrentCamera(Camera* cam); void cE__notifyCurrentCamera_c(struct hg3dclass_struct *classptr_c, struct hg3dclass_struct * cam_c); // original function: const String& getMovableType(); void cE_getMovableType_c(struct hg3dclass_struct *classptr_c, char * result_c); // original function: AnimationState* getAnimationState(const String& name); void cE_getAnimationState_c(struct hg3dclass_struct *classptr_c, char * name_c, struct hg3dclass_struct * result_c); // original function: void setDisplaySkeleton(bool display); void cE_setDisplaySkeleton_c(struct hg3dclass_struct *classptr_c, int display_c); // original function: bool getDisplaySkeleton(); void cE_getDisplaySkeleton_c(struct hg3dclass_struct *classptr_c, int * result_c); // original function: Entity* getManualLodLevel(size_t index); void cE_getManualLodLevel_c(struct hg3dclass_struct *classptr_c, int index_c, struct hg3dclass_struct * result_c); // original function: size_t getNumManualLodLevels(); void cE_getNumManualLodLevels_c(struct hg3dclass_struct *classptr_c, int * result_c); // original function: void setPolygonModeOverrideable(bool PolygonModeOverrideable); void cE_setPolygonModeOverrideable_c(struct hg3dclass_struct *classptr_c, int PolygonModeOverrideable_c); // original function: MovableObject* detachObjectFromBone(const String & movableName); void cE_detachObjectFromBone_c(struct hg3dclass_struct *classptr_c, char * movableName_c, struct hg3dclass_struct * result_c); // original function: void detachObjectFromBone(MovableObject* obj); void cE_detachObjectFromBone2_c(struct hg3dclass_struct *classptr_c, struct hg3dclass_struct * obj_c); // original function: void detachAllObjectsFromBone(); void cE_detachAllObjectsFromBone_c(struct hg3dclass_struct *classptr_c); // original function: Real getBoundingRadius(); void cE_getBoundingRadius_c(struct hg3dclass_struct *classptr_c, float * result_c); // original function: bool hasEdgeList(); void cE_hasEdgeList_c(struct hg3dclass_struct *classptr_c, int * result_c); // original function: unsigned short _getNumBoneMatrices(); void cE__getNumBoneMatrices_c(struct hg3dclass_struct *classptr_c, unsigned short * result_c); // original function: bool hasSkeleton(); void cE_hasSkeleton_c(struct hg3dclass_struct *classptr_c, int * result_c); // original function: SkeletonInstance* getSkeleton(); void cE_getSkeleton_c(struct hg3dclass_struct *classptr_c, struct hg3dclass_struct * result_c); // original function: bool isHardwareAnimationEnabled(); void cE_isHardwareAnimationEnabled_c(struct hg3dclass_struct *classptr_c, int * result_c); // original function: void _notifyAttached(Node* parent, bool isTagPoint); void cE__notifyAttached_c(struct hg3dclass_struct *classptr_c, struct hg3dclass_struct * parent_c, int isTagPoint_c); // original function: int getSoftwareAnimationRequests(); void cE_getSoftwareAnimationRequests_c(struct hg3dclass_struct *classptr_c, int * result_c); // original function: int getSoftwareAnimationNormalsRequests(); void cE_getSoftwareAnimationNormalsRequests_c(struct hg3dclass_struct *classptr_c, int * result_c); // original function: void addSoftwareAnimationRequest(bool normalsAlso); void cE_addSoftwareAnimationRequest_c(struct hg3dclass_struct *classptr_c, int normalsAlso_c); // original function: void removeSoftwareAnimationRequest(bool normalsAlso); void cE_removeSoftwareAnimationRequest_c(struct hg3dclass_struct *classptr_c, int normalsAlso_c); // original function: void shareSkeletonInstanceWith(Entity* entity); void cE_shareSkeletonInstanceWith_c(struct hg3dclass_struct *classptr_c, struct hg3dclass_struct * entity_c); // original function: bool hasVertexAnimation(); void cE_hasVertexAnimation_c(struct hg3dclass_struct *classptr_c, int * result_c); // original function: void stopSharingSkeletonInstance(); void cE_stopSharingSkeletonInstance_c(struct hg3dclass_struct *classptr_c); // original function: void refreshAvailableAnimationState(); void cE_refreshAvailableAnimationState_c(struct hg3dclass_struct *classptr_c); // original function: void _updateAnimation(); void cE__updateAnimation_c(struct hg3dclass_struct *classptr_c); // original function: bool _isAnimated(); void cE__isAnimated_c(struct hg3dclass_struct *classptr_c, int * result_c); // original function: bool _isSkeletonAnimated(); void cE__isSkeletonAnimated_c(struct hg3dclass_struct *classptr_c, int * result_c); // original function: TempBlendedBufferInfo* _getSkelAnimTempBufferInfo(); void cE__getSkelAnimTempBufferInfo_c(struct hg3dclass_struct *classptr_c, struct hg3dclass_struct * result_c); // original function: TempBlendedBufferInfo* _getVertexAnimTempBufferInfo(); void cE__getVertexAnimTempBufferInfo_c(struct hg3dclass_struct *classptr_c, struct hg3dclass_struct * result_c); // original function: uint32 getTypeFlags(); void cE_getTypeFlags_c(struct hg3dclass_struct *classptr_c, unsigned int * result_c); // original function: VertexDataBindChoice chooseVertexDataForBinding(bool hasVertexAnim); void cE_chooseVertexDataForBinding_c(struct hg3dclass_struct *classptr_c, int hasVertexAnim_c, enum EnumVertexDataBindChoice * result_c); // original function: bool _getBuffersMarkedForAnimation(); void cE__getBuffersMarkedForAnimation_c(struct hg3dclass_struct *classptr_c, int * result_c); // original function: void _markBuffersUsedForAnimation(); void cE__markBuffersUsedForAnimation_c(struct hg3dclass_struct *classptr_c); // original function: bool isInitialised(); void cE_isInitialised_c(struct hg3dclass_struct *classptr_c, int * result_c); // original function: void _initialise(bool forceReinitialise); void cE__initialise_c(struct hg3dclass_struct *classptr_c, int forceReinitialise_c); // original function: void _deinitialise(); void cE__deinitialise_c(struct hg3dclass_struct *classptr_c); // original function: Real _getMeshLodFactorTransformed(); void cE__getMeshLodFactorTransformed_c(struct hg3dclass_struct *classptr_c, float * result_c); // original function: void setSkipAnimationStateUpdate(bool skip); void cE_setSkipAnimationStateUpdate_c(struct hg3dclass_struct *classptr_c, int skip_c); // original function: bool getSkipAnimationStateUpdate(); void cE_getSkipAnimationStateUpdate_c(struct hg3dclass_struct *classptr_c, int * result_c);