-- 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\\ClassAnimationState.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
-- 

-- (c) 2011, 2012 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.
-- 


-- ClassAnimationState.chs

-- 

module HGamer3D.Bindings.Ogre.ClassAnimationState 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
{-# LINE 40 ".\\HGamer3D\\Bindings\\Ogre\\ClassAnimationState.chs" #-}
import HGamer3D.Bindings.Ogre.ClassPtr
{-# LINE 41 ".\\HGamer3D\\Bindings\\Ogre\\ClassAnimationState.chs" #-}
import HGamer3D.Bindings.Ogre.StructHG3DClass
{-# LINE 42 ".\\HGamer3D\\Bindings\\Ogre\\ClassAnimationState.chs" #-}

-- | Normal constructor with all params supplied 
new :: String  -- ^ animName - The name of this state. 
  ->  HG3DClass  -- ^ parent - The parent AnimationStateSet that this state will belong to. 
  ->  Float  -- ^ timePos - The position, in seconds, where this state will begin. 
  ->  Float  -- ^ length - The length, in seconds, of this animation state. 
  ->  Float  -- ^ weight - Weight to apply the animation state with. 
  ->  Bool  -- ^ enabled - Whether the animation state is enabled. 
  ->  IO (HG3DClass)
 -- ^ 
new a1 a2 a3 a4 a5 a6 =
  withCString a1 $ \a1' -> 
  withHG3DClass a2 $ \a2' -> 
  let {a3' = realToFrac a3} in 
  let {a4' = realToFrac a4} in 
  let {a5' = realToFrac a5} in 
  let {a6' = fromBool a6} in 
  alloca $ \a7' -> 
  new'_ a1' a2' a3' a4' a5' a6' a7' >>= \res ->
  peek  a7'>>= \a7'' -> 
  return (a7'')
{-# LINE 53 ".\\HGamer3D\\Bindings\\Ogre\\ClassAnimationState.chs" #-}

-- | 
delete :: HG3DClass  -- ^ classpointer - pointer of Class instance which is going to be deleted.
  ->  IO ()
 -- ^ 
delete a1 =
  withHG3DClass a1 $ \a1' -> 
  delete'_ a1' >>= \res ->
  return ()
{-# LINE 57 ".\\HGamer3D\\Bindings\\Ogre\\ClassAnimationState.chs" #-}

-- | Gets the name of the animation to which this state applies. 
getAnimationName :: HG3DClass  -- ^ classpointer - pointer of Class instance from which this methods is called.
  ->  IO (String)
 -- ^ 
getAnimationName a1 =
  withHG3DClass a1 $ \a1' -> 
  alloc64k $ \a2' -> 
  getAnimationName'_ a1' a2' >>= \res ->
  peekCString  a2'>>= \a2'' -> 
  return (a2'')
{-# LINE 62 ".\\HGamer3D\\Bindings\\Ogre\\ClassAnimationState.chs" #-}

-- | Gets the time position for this animation. 
getTimePosition :: HG3DClass  -- ^ classpointer - pointer of Class instance from which this methods is called.
  ->  IO (Float)
 -- ^ 
getTimePosition a1 =
  withHG3DClass a1 $ \a1' -> 
  alloca $ \a2' -> 
  getTimePosition'_ a1' a2' >>= \res ->
  peekFloatConv  a2'>>= \a2'' -> 
  return (a2'')
{-# LINE 67 ".\\HGamer3D\\Bindings\\Ogre\\ClassAnimationState.chs" #-}

-- | Sets the time position for this animation. 
setTimePosition :: HG3DClass  -- ^ classpointer - pointer of Class instance from which this methods is called.
  ->  Float  -- ^ timePos
  ->  IO ()
 -- ^ 
setTimePosition a1 a2 =
  withHG3DClass a1 $ \a1' -> 
  let {a2' = realToFrac a2} in 
  setTimePosition'_ a1' a2' >>= \res ->
  return ()
{-# LINE 72 ".\\HGamer3D\\Bindings\\Ogre\\ClassAnimationState.chs" #-}

-- | Gets the total length of this animation (may be shorter than whole animation) 
getLength :: HG3DClass  -- ^ classpointer - pointer of Class instance from which this methods is called.
  ->  IO (Float)
 -- ^ 
getLength a1 =
  withHG3DClass a1 $ \a1' -> 
  alloca $ \a2' -> 
  getLength'_ a1' a2' >>= \res ->
  peekFloatConv  a2'>>= \a2'' -> 
  return (a2'')
{-# LINE 77 ".\\HGamer3D\\Bindings\\Ogre\\ClassAnimationState.chs" #-}

-- | Sets the total length of this animation (may be shorter than whole animation) 
setLength :: HG3DClass  -- ^ classpointer - pointer of Class instance from which this methods is called.
  ->  Float  -- ^ len
  ->  IO ()
 -- ^ 
setLength a1 a2 =
  withHG3DClass a1 $ \a1' -> 
  let {a2' = realToFrac a2} in 
  setLength'_ a1' a2' >>= \res ->
  return ()
{-# LINE 82 ".\\HGamer3D\\Bindings\\Ogre\\ClassAnimationState.chs" #-}

-- | Gets the weight (influence) of this animation. 
getWeight :: HG3DClass  -- ^ classpointer - pointer of Class instance from which this methods is called.
  ->  IO (Float)
 -- ^ 
getWeight a1 =
  withHG3DClass a1 $ \a1' -> 
  alloca $ \a2' -> 
  getWeight'_ a1' a2' >>= \res ->
  peekFloatConv  a2'>>= \a2'' -> 
  return (a2'')
{-# LINE 87 ".\\HGamer3D\\Bindings\\Ogre\\ClassAnimationState.chs" #-}

-- | Sets the weight (influence) of this animation. 
setWeight :: HG3DClass  -- ^ classpointer - pointer of Class instance from which this methods is called.
  ->  Float  -- ^ weight
  ->  IO ()
 -- ^ 
setWeight a1 a2 =
  withHG3DClass a1 $ \a1' -> 
  let {a2' = realToFrac a2} in 
  setWeight'_ a1' a2' >>= \res ->
  return ()
{-# LINE 92 ".\\HGamer3D\\Bindings\\Ogre\\ClassAnimationState.chs" #-}

-- | Modifies the time position, adjusting for animation length
--This method loops at the edges if animation looping is enabled. 
addTime :: HG3DClass  -- ^ classpointer - pointer of Class instance from which this methods is called.
  ->  Float  -- ^ offset - The amount of time, in seconds, to extend the animation. 
  ->  IO ()
 -- ^ 
addTime a1 a2 =
  withHG3DClass a1 $ \a1' -> 
  let {a2' = realToFrac a2} in 
  addTime'_ a1' a2' >>= \res ->
  return ()
{-# LINE 97 ".\\HGamer3D\\Bindings\\Ogre\\ClassAnimationState.chs" #-}

-- | Returns true if the animation has reached the end and is not looping. 
hasEnded :: HG3DClass  -- ^ classpointer - pointer of Class instance from which this methods is called.
  ->  IO (Bool)
 -- ^ 
hasEnded a1 =
  withHG3DClass a1 $ \a1' -> 
  alloca $ \a2' -> 
  hasEnded'_ a1' a2' >>= \res ->
  peekBoolUtil  a2'>>= \a2'' -> 
  return (a2'')
{-# LINE 102 ".\\HGamer3D\\Bindings\\Ogre\\ClassAnimationState.chs" #-}

-- | Returns true if this animation is currently enabled. 
getEnabled :: HG3DClass  -- ^ classpointer - pointer of Class instance from which this methods is called.
  ->  IO (Bool)
 -- ^ 
getEnabled a1 =
  withHG3DClass a1 $ \a1' -> 
  alloca $ \a2' -> 
  getEnabled'_ a1' a2' >>= \res ->
  peekBoolUtil  a2'>>= \a2'' -> 
  return (a2'')
{-# LINE 107 ".\\HGamer3D\\Bindings\\Ogre\\ClassAnimationState.chs" #-}

-- | Sets whether this animation is enabled. 
setEnabled :: HG3DClass  -- ^ classpointer - pointer of Class instance from which this methods is called.
  ->  Bool  -- ^ enabled
  ->  IO ()
 -- ^ 
setEnabled a1 a2 =
  withHG3DClass a1 $ \a1' -> 
  let {a2' = fromBool a2} in 
  setEnabled'_ a1' a2' >>= \res ->
  return ()
{-# LINE 112 ".\\HGamer3D\\Bindings\\Ogre\\ClassAnimationState.chs" #-}

-- | Sets whether or not an animation loops at the start and end of the animation if the time continues to be altered. 
setLoop :: HG3DClass  -- ^ classpointer - pointer of Class instance from which this methods is called.
  ->  Bool  -- ^ loop
  ->  IO ()
 -- ^ 
setLoop a1 a2 =
  withHG3DClass a1 $ \a1' -> 
  let {a2' = fromBool a2} in 
  setLoop'_ a1' a2' >>= \res ->
  return ()
{-# LINE 117 ".\\HGamer3D\\Bindings\\Ogre\\ClassAnimationState.chs" #-}

-- | Gets whether or not this animation loops. 
getLoop :: HG3DClass  -- ^ classpointer - pointer of Class instance from which this methods is called.
  ->  IO (Bool)
 -- ^ 
getLoop a1 =
  withHG3DClass a1 $ \a1' -> 
  alloca $ \a2' -> 
  getLoop'_ a1' a2' >>= \res ->
  peekBoolUtil  a2'>>= \a2'' -> 
  return (a2'')
{-# LINE 122 ".\\HGamer3D\\Bindings\\Ogre\\ClassAnimationState.chs" #-}

-- | Copies the states from another animation state, preserving the animation name
--
copyStateFrom :: HG3DClass  -- ^ classpointer - pointer of Class instance from which this methods is called.
  ->  HG3DClass  -- ^ animState - Reference to animation state which will use as source. 
  ->  IO ()
 -- ^ 
copyStateFrom a1 a2 =
  withHG3DClass a1 $ \a1' -> 
  withHG3DClass a2 $ \a2' -> 
  copyStateFrom'_ a1' a2' >>= \res ->
  return ()
{-# LINE 127 ".\\HGamer3D\\Bindings\\Ogre\\ClassAnimationState.chs" #-}

-- | Get the parent animation state set. 
getParent :: HG3DClass  -- ^ classpointer - pointer of Class instance from which this methods is called.
  ->  IO (HG3DClass)
 -- ^ 
getParent a1 =
  withHG3DClass a1 $ \a1' -> 
  alloca $ \a2' -> 
  getParent'_ a1' a2' >>= \res ->
  peek  a2'>>= \a2'' -> 
  return (a2'')
{-# LINE 132 ".\\HGamer3D\\Bindings\\Ogre\\ClassAnimationState.chs" #-}

-- | Create a new blend mask with the given number of entries.  - Details: In addition to assigning a single weight value to a skeletal animation, it may be desirable to assign animation weights per bone using a 'blend mask'.
createBlendMask :: HG3DClass  -- ^ classpointer - pointer of Class instance from which this methods is called.
  ->  Int  -- ^ blendMaskSizeHint
  ->  Float  -- ^ initialWeight
  ->  IO ()
 -- ^ 
createBlendMask a1 a2 a3 =
  withHG3DClass a1 $ \a1' -> 
  let {a2' = fromIntegral a2} in 
  let {a3' = realToFrac a3} in 
  createBlendMask'_ a1' a2' a3' >>= \res ->
  return ()
{-# LINE 138 ".\\HGamer3D\\Bindings\\Ogre\\ClassAnimationState.chs" #-}

-- | Destroy the currently set blend mask. 
destroyBlendMask :: HG3DClass  -- ^ classpointer - pointer of Class instance from which this methods is called.
  ->  IO ()
 -- ^ 
destroyBlendMask a1 =
  withHG3DClass a1 $ \a1' -> 
  destroyBlendMask'_ a1' >>= \res ->
  return ()
{-# LINE 142 ".\\HGamer3D\\Bindings\\Ogre\\ClassAnimationState.chs" #-}

-- | Return whether there is currently a valid blend mask set. 
hasBlendMask :: HG3DClass  -- ^ classpointer - pointer of Class instance from which this methods is called.
  ->  IO (Bool)
 -- ^ 
hasBlendMask a1 =
  withHG3DClass a1 $ \a1' -> 
  alloca $ \a2' -> 
  hasBlendMask'_ a1' a2' >>= \res ->
  peekBoolUtil  a2'>>= \a2'' -> 
  return (a2'')
{-# LINE 147 ".\\HGamer3D\\Bindings\\Ogre\\ClassAnimationState.chs" #-}

-- | Set the weight for the bone identified by the given handle. 
setBlendMaskEntry :: HG3DClass  -- ^ classpointer - pointer of Class instance from which this methods is called.
  ->  Int  -- ^ boneHandle
  ->  Float  -- ^ weight
  ->  IO ()
 -- ^ 
setBlendMaskEntry a1 a2 a3 =
  withHG3DClass a1 $ \a1' -> 
  let {a2' = fromIntegral a2} in 
  let {a3' = realToFrac a3} in 
  setBlendMaskEntry'_ a1' a2' a3' >>= \res ->
  return ()
{-# LINE 153 ".\\HGamer3D\\Bindings\\Ogre\\ClassAnimationState.chs" #-}

-- | Get the weight for the bone identified by the given handle. 
getBlendMaskEntry :: HG3DClass  -- ^ classpointer - pointer of Class instance from which this methods is called.
  ->  Int  -- ^ boneHandle
  ->  IO (Float)
 -- ^ 
getBlendMaskEntry a1 a2 =
  withHG3DClass a1 $ \a1' -> 
  let {a2' = fromIntegral a2} in 
  alloca $ \a3' -> 
  getBlendMaskEntry'_ a1' a2' a3' >>= \res ->
  peekFloatConv  a3'>>= \a3'' -> 
  return (a3'')
{-# LINE 159 ".\\HGamer3D\\Bindings\\Ogre\\ClassAnimationState.chs" #-}


foreign import ccall safe "HGamer3D\\Bindings\\Ogre\\ClassAnimationState.chs.h ogre_anms_construct"
  new'_ :: ((Ptr CChar) -> ((HG3DClassPtr) -> (CFloat -> (CFloat -> (CFloat -> (CInt -> ((HG3DClassPtr) -> (IO ()))))))))

foreign import ccall safe "HGamer3D\\Bindings\\Ogre\\ClassAnimationState.chs.h ogre_anms_destruct"
  delete'_ :: ((HG3DClassPtr) -> (IO ()))

foreign import ccall safe "HGamer3D\\Bindings\\Ogre\\ClassAnimationState.chs.h ogre_anms_getAnimationName"
  getAnimationName'_ :: ((HG3DClassPtr) -> ((Ptr CChar) -> (IO ())))

foreign import ccall safe "HGamer3D\\Bindings\\Ogre\\ClassAnimationState.chs.h ogre_anms_getTimePosition"
  getTimePosition'_ :: ((HG3DClassPtr) -> ((Ptr CFloat) -> (IO ())))

foreign import ccall safe "HGamer3D\\Bindings\\Ogre\\ClassAnimationState.chs.h ogre_anms_setTimePosition"
  setTimePosition'_ :: ((HG3DClassPtr) -> (CFloat -> (IO ())))

foreign import ccall safe "HGamer3D\\Bindings\\Ogre\\ClassAnimationState.chs.h ogre_anms_getLength"
  getLength'_ :: ((HG3DClassPtr) -> ((Ptr CFloat) -> (IO ())))

foreign import ccall safe "HGamer3D\\Bindings\\Ogre\\ClassAnimationState.chs.h ogre_anms_setLength"
  setLength'_ :: ((HG3DClassPtr) -> (CFloat -> (IO ())))

foreign import ccall safe "HGamer3D\\Bindings\\Ogre\\ClassAnimationState.chs.h ogre_anms_getWeight"
  getWeight'_ :: ((HG3DClassPtr) -> ((Ptr CFloat) -> (IO ())))

foreign import ccall safe "HGamer3D\\Bindings\\Ogre\\ClassAnimationState.chs.h ogre_anms_setWeight"
  setWeight'_ :: ((HG3DClassPtr) -> (CFloat -> (IO ())))

foreign import ccall safe "HGamer3D\\Bindings\\Ogre\\ClassAnimationState.chs.h ogre_anms_addTime"
  addTime'_ :: ((HG3DClassPtr) -> (CFloat -> (IO ())))

foreign import ccall safe "HGamer3D\\Bindings\\Ogre\\ClassAnimationState.chs.h ogre_anms_hasEnded"
  hasEnded'_ :: ((HG3DClassPtr) -> ((Ptr CInt) -> (IO ())))

foreign import ccall safe "HGamer3D\\Bindings\\Ogre\\ClassAnimationState.chs.h ogre_anms_getEnabled"
  getEnabled'_ :: ((HG3DClassPtr) -> ((Ptr CInt) -> (IO ())))

foreign import ccall safe "HGamer3D\\Bindings\\Ogre\\ClassAnimationState.chs.h ogre_anms_setEnabled"
  setEnabled'_ :: ((HG3DClassPtr) -> (CInt -> (IO ())))

foreign import ccall safe "HGamer3D\\Bindings\\Ogre\\ClassAnimationState.chs.h ogre_anms_setLoop"
  setLoop'_ :: ((HG3DClassPtr) -> (CInt -> (IO ())))

foreign import ccall safe "HGamer3D\\Bindings\\Ogre\\ClassAnimationState.chs.h ogre_anms_getLoop"
  getLoop'_ :: ((HG3DClassPtr) -> ((Ptr CInt) -> (IO ())))

foreign import ccall safe "HGamer3D\\Bindings\\Ogre\\ClassAnimationState.chs.h ogre_anms_copyStateFrom"
  copyStateFrom'_ :: ((HG3DClassPtr) -> ((HG3DClassPtr) -> (IO ())))

foreign import ccall safe "HGamer3D\\Bindings\\Ogre\\ClassAnimationState.chs.h ogre_anms_getParent"
  getParent'_ :: ((HG3DClassPtr) -> ((HG3DClassPtr) -> (IO ())))

foreign import ccall safe "HGamer3D\\Bindings\\Ogre\\ClassAnimationState.chs.h ogre_anms_createBlendMask"
  createBlendMask'_ :: ((HG3DClassPtr) -> (CInt -> (CFloat -> (IO ()))))

foreign import ccall safe "HGamer3D\\Bindings\\Ogre\\ClassAnimationState.chs.h ogre_anms_destroyBlendMask"
  destroyBlendMask'_ :: ((HG3DClassPtr) -> (IO ()))

foreign import ccall safe "HGamer3D\\Bindings\\Ogre\\ClassAnimationState.chs.h ogre_anms_hasBlendMask"
  hasBlendMask'_ :: ((HG3DClassPtr) -> ((Ptr CInt) -> (IO ())))

foreign import ccall safe "HGamer3D\\Bindings\\Ogre\\ClassAnimationState.chs.h ogre_anms_setBlendMaskEntry"
  setBlendMaskEntry'_ :: ((HG3DClassPtr) -> (CInt -> (CFloat -> (IO ()))))

foreign import ccall safe "HGamer3D\\Bindings\\Ogre\\ClassAnimationState.chs.h ogre_anms_getBlendMaskEntry"
  getBlendMaskEntry'_ :: ((HG3DClassPtr) -> (CInt -> ((Ptr CFloat) -> (IO ()))))