module HGamer3D.Bindings.Ogre.ClassAnimationStateSet where
import Foreign
import Foreign.Ptr
import Foreign.C
import HGamer3D.Data.HG3DClass
import HGamer3D.Data.Vector
import HGamer3D.Data.Colour
import HGamer3D.Data.Angle
import HGamer3D.Bindings.Ogre.Utils
import HGamer3D.Bindings.Ogre.ClassPtr
import HGamer3D.Bindings.Ogre.StructHG3DClass
delete :: HG3DClass -> IO ()
delete a1 =
withHG3DClass a1 $ \a1' ->
delete'_ a1' >>= \res ->
return ()
createAnimationState :: HG3DClass -> String -> Float -> Float -> Float -> Bool -> IO (HG3DClass)
createAnimationState a1 a2 a3 a4 a5 a6 =
withHG3DClass a1 $ \a1' ->
withCString a2 $ \a2' ->
let {a3' = realToFrac a3} in
let {a4' = realToFrac a4} in
let {a5' = realToFrac a5} in
let {a6' = fromBool a6} in
alloca $ \a7' ->
createAnimationState'_ a1' a2' a3' a4' a5' a6' a7' >>= \res ->
peek a7'>>= \a7'' ->
return (a7'')
getAnimationState :: HG3DClass -> String -> IO (HG3DClass)
getAnimationState a1 a2 =
withHG3DClass a1 $ \a1' ->
withCString a2 $ \a2' ->
alloca $ \a3' ->
getAnimationState'_ a1' a2' a3' >>= \res ->
peek a3'>>= \a3'' ->
return (a3'')
hasAnimationState :: HG3DClass -> String -> IO (Bool)
hasAnimationState a1 a2 =
withHG3DClass a1 $ \a1' ->
withCString a2 $ \a2' ->
alloca $ \a3' ->
hasAnimationState'_ a1' a2' a3' >>= \res ->
peekBoolUtil a3'>>= \a3'' ->
return (a3'')
removeAnimationState :: HG3DClass -> String -> IO ()
removeAnimationState a1 a2 =
withHG3DClass a1 $ \a1' ->
withCString a2 $ \a2' ->
removeAnimationState'_ a1' a2' >>= \res ->
return ()
removeAllAnimationStates :: HG3DClass -> IO ()
removeAllAnimationStates a1 =
withHG3DClass a1 $ \a1' ->
removeAllAnimationStates'_ a1' >>= \res ->
return ()
copyMatchingState :: HG3DClass -> HG3DClass -> IO ()
copyMatchingState a1 a2 =
withHG3DClass a1 $ \a1' ->
withHG3DClass a2 $ \a2' ->
copyMatchingState'_ a1' a2' >>= \res ->
return ()
hasEnabledAnimationState :: HG3DClass -> IO (Bool)
hasEnabledAnimationState a1 =
withHG3DClass a1 $ \a1' ->
alloca $ \a2' ->
hasEnabledAnimationState'_ a1' a2' >>= \res ->
peekBoolUtil a2'>>= \a2'' ->
return (a2'')
foreign import ccall safe "HGamer3D\\Bindings\\Ogre\\ClassAnimationStateSet.chs.h ogre_ass_destruct"
delete'_ :: ((HG3DClassPtr) -> (IO ()))
foreign import ccall safe "HGamer3D\\Bindings\\Ogre\\ClassAnimationStateSet.chs.h ogre_ass_createAnimationState"
createAnimationState'_ :: ((HG3DClassPtr) -> ((Ptr CChar) -> (CFloat -> (CFloat -> (CFloat -> (CInt -> ((HG3DClassPtr) -> (IO ()))))))))
foreign import ccall safe "HGamer3D\\Bindings\\Ogre\\ClassAnimationStateSet.chs.h ogre_ass_getAnimationState"
getAnimationState'_ :: ((HG3DClassPtr) -> ((Ptr CChar) -> ((HG3DClassPtr) -> (IO ()))))
foreign import ccall safe "HGamer3D\\Bindings\\Ogre\\ClassAnimationStateSet.chs.h ogre_ass_hasAnimationState"
hasAnimationState'_ :: ((HG3DClassPtr) -> ((Ptr CChar) -> ((Ptr CInt) -> (IO ()))))
foreign import ccall safe "HGamer3D\\Bindings\\Ogre\\ClassAnimationStateSet.chs.h ogre_ass_removeAnimationState"
removeAnimationState'_ :: ((HG3DClassPtr) -> ((Ptr CChar) -> (IO ())))
foreign import ccall safe "HGamer3D\\Bindings\\Ogre\\ClassAnimationStateSet.chs.h ogre_ass_removeAllAnimationStates"
removeAllAnimationStates'_ :: ((HG3DClassPtr) -> (IO ()))
foreign import ccall safe "HGamer3D\\Bindings\\Ogre\\ClassAnimationStateSet.chs.h ogre_ass_copyMatchingState"
copyMatchingState'_ :: ((HG3DClassPtr) -> ((HG3DClassPtr) -> (IO ())))
foreign import ccall safe "HGamer3D\\Bindings\\Ogre\\ClassAnimationStateSet.chs.h ogre_ass_hasEnabledAnimationState"
hasEnabledAnimationState'_ :: ((HG3DClassPtr) -> ((Ptr CInt) -> (IO ())))