// 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. // // ClassSkeleton.h // // // // // File for type, method, enum or function stubs // in: "..\OgreSDK_vc10_v1-7-4\include\OGRE\OgreSkeleton.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 "EnumSkeletonAnimationBlendMode.h" // original function: Bone* createBone(); void cS_createBone_c(struct hg3dclass_struct *classptr_c, struct hg3dclass_struct * result_c); // original function: Bone* createBone(unsigned short handle); void cS_createBone2_c(struct hg3dclass_struct *classptr_c, unsigned short handle_c, struct hg3dclass_struct * result_c); // original function: Bone* createBone(const String& name); void cS_createBone3_c(struct hg3dclass_struct *classptr_c, char * name_c, struct hg3dclass_struct * result_c); // original function: Bone* createBone(const String& name, unsigned short handle); void cS_createBone4_c(struct hg3dclass_struct *classptr_c, char * name_c, unsigned short handle_c, struct hg3dclass_struct * result_c); // original function: unsigned short getNumBones(); void cS_getNumBones_c(struct hg3dclass_struct *classptr_c, unsigned short * result_c); // original function: Bone* getRootBone(); void cS_getRootBone_c(struct hg3dclass_struct *classptr_c, struct hg3dclass_struct * result_c); // original function: Bone* getBone(unsigned short handle); void cS_getBone_c(struct hg3dclass_struct *classptr_c, unsigned short handle_c, struct hg3dclass_struct * result_c); // original function: Bone* getBone(const String& name); void cS_getBone2_c(struct hg3dclass_struct *classptr_c, char * name_c, struct hg3dclass_struct * result_c); // original function: bool hasBone(const String& name); void cS_hasBone_c(struct hg3dclass_struct *classptr_c, char * name_c, int * result_c); // original function: void setBindingPose(); void cS_setBindingPose_c(struct hg3dclass_struct *classptr_c); // original function: void reset(bool resetManualBones); void cS_reset_c(struct hg3dclass_struct *classptr_c, int resetManualBones_c); // original function: Animation* createAnimation(const String& name, Real length); void cS_createAnimation_c(struct hg3dclass_struct *classptr_c, char * name_c, float length_c, struct hg3dclass_struct * result_c); // original function: bool hasAnimation(const String& name); void cS_hasAnimation_c(struct hg3dclass_struct *classptr_c, char * name_c, int * result_c); // original function: void removeAnimation(const String& name); void cS_removeAnimation_c(struct hg3dclass_struct *classptr_c, char * name_c); // original function: unsigned short getNumAnimations(); void cS_getNumAnimations_c(struct hg3dclass_struct *classptr_c, unsigned short * result_c); // original function: Animation* getAnimation(unsigned short index); void cS_getAnimation2_c(struct hg3dclass_struct *classptr_c, unsigned short index_c, struct hg3dclass_struct * result_c); // original function: SkeletonAnimationBlendMode getBlendMode(); void cS_getBlendMode_c(struct hg3dclass_struct *classptr_c, enum EnumSkeletonAnimationBlendMode * result_c); // original function: void setBlendMode(SkeletonAnimationBlendMode state); void cS_setBlendMode_c(struct hg3dclass_struct *classptr_c, enum EnumSkeletonAnimationBlendMode state_c); // original function: void _updateTransforms(); void cS__updateTransforms_c(struct hg3dclass_struct *classptr_c); // original function: void optimiseAllAnimations(bool preservingIdentityNodeTracks); void cS_optimiseAllAnimations_c(struct hg3dclass_struct *classptr_c, int preservingIdentityNodeTracks_c); // original function: void addLinkedSkeletonAnimationSource(const String& skelName, Real scale); void cS_addLinkedSkeletonAnimationSource_c(struct hg3dclass_struct *classptr_c, char * skelName_c, float scale_c); // original function: void removeAllLinkedSkeletonAnimationSources(); void cS_removeAllLinkedSkeletonAnimationSources_c(struct hg3dclass_struct *classptr_c); // original function: void _notifyManualBonesDirty(); void cS__notifyManualBonesDirty_c(struct hg3dclass_struct *classptr_c); // original function: void _notifyManualBoneStateChange(Bone* bone); void cS__notifyManualBoneStateChange_c(struct hg3dclass_struct *classptr_c, struct hg3dclass_struct * bone_c); // original function: bool getManualBonesDirty(); void cS_getManualBonesDirty_c(struct hg3dclass_struct *classptr_c, int * result_c); // original function: bool hasManualBones(); void cS_hasManualBones_c(struct hg3dclass_struct *classptr_c, int * result_c);