module HGamer3D.Bindings.Ogre.ClassViewport 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
import HGamer3D.Bindings.Ogre.StructColour
import HGamer3D.Bindings.Ogre.EnumOrientationMode
import HGamer3D.Bindings.Ogre.StructVec2
new :: HG3DClass
-> HG3DClass
-> Float
-> Float
-> Float
-> Float
-> Int
-> IO (HG3DClass)
new a1 a2 a3 a4 a5 a6 a7 =
withHG3DClass a1 $ \a1' ->
withHG3DClass a2 $ \a2' ->
let {a3' = realToFrac a3} in
let {a4' = realToFrac a4} in
let {a5' = realToFrac a5} in
let {a6' = realToFrac a6} in
let {a7' = fromIntegral a7} in
alloca $ \a8' ->
new'_ a1' a2' a3' a4' a5' a6' a7' a8' >>= \res ->
peek a8'>>= \a8'' ->
return (a8'')
delete :: HG3DClass
-> IO ()
delete a1 =
withHG3DClass a1 $ \a1' ->
delete'_ a1' >>= \res ->
return ()
update :: HG3DClass
-> IO ()
update a1 =
withHG3DClass a1 $ \a1' ->
update'_ a1' >>= \res ->
return ()
clear :: HG3DClass
-> Int
-> Colour
-> Float
-> Int
-> IO ()
clear a1 a2 a3 a4 a5 =
withHG3DClass a1 $ \a1' ->
let {a2' = fromIntegral a2} in
withColour a3 $ \a3' ->
let {a4' = realToFrac a4} in
let {a5' = fromIntegral a5} in
clear'_ a1' a2' a3' a4' a5' >>= \res ->
return ()
getTarget :: HG3DClass
-> IO (HG3DClass)
getTarget a1 =
withHG3DClass a1 $ \a1' ->
alloca $ \a2' ->
getTarget'_ a1' a2' >>= \res ->
peek a2'>>= \a2'' ->
return (a2'')
getCamera :: HG3DClass
-> IO (HG3DClass)
getCamera a1 =
withHG3DClass a1 $ \a1' ->
alloca $ \a2' ->
getCamera'_ a1' a2' >>= \res ->
peek a2'>>= \a2'' ->
return (a2'')
setCamera :: HG3DClass
-> HG3DClass
-> IO ()
setCamera a1 a2 =
withHG3DClass a1 $ \a1' ->
withHG3DClass a2 $ \a2' ->
setCamera'_ a1' a2' >>= \res ->
return ()
getZOrder :: HG3DClass
-> IO (Int)
getZOrder a1 =
withHG3DClass a1 $ \a1' ->
alloca $ \a2' ->
getZOrder'_ a1' a2' >>= \res ->
peekIntConv a2'>>= \a2'' ->
return (a2'')
getLeft :: HG3DClass
-> IO (Float)
getLeft a1 =
withHG3DClass a1 $ \a1' ->
alloca $ \a2' ->
getLeft'_ a1' a2' >>= \res ->
peekFloatConv a2'>>= \a2'' ->
return (a2'')
getTop :: HG3DClass
-> IO (Float)
getTop a1 =
withHG3DClass a1 $ \a1' ->
alloca $ \a2' ->
getTop'_ a1' a2' >>= \res ->
peekFloatConv a2'>>= \a2'' ->
return (a2'')
getWidth :: HG3DClass
-> IO (Float)
getWidth a1 =
withHG3DClass a1 $ \a1' ->
alloca $ \a2' ->
getWidth'_ a1' a2' >>= \res ->
peekFloatConv a2'>>= \a2'' ->
return (a2'')
getHeight :: HG3DClass
-> IO (Float)
getHeight a1 =
withHG3DClass a1 $ \a1' ->
alloca $ \a2' ->
getHeight'_ a1' a2' >>= \res ->
peekFloatConv a2'>>= \a2'' ->
return (a2'')
getActualLeft :: HG3DClass
-> IO (Int)
getActualLeft a1 =
withHG3DClass a1 $ \a1' ->
alloca $ \a2' ->
getActualLeft'_ a1' a2' >>= \res ->
peekIntConv a2'>>= \a2'' ->
return (a2'')
getActualTop :: HG3DClass
-> IO (Int)
getActualTop a1 =
withHG3DClass a1 $ \a1' ->
alloca $ \a2' ->
getActualTop'_ a1' a2' >>= \res ->
peekIntConv a2'>>= \a2'' ->
return (a2'')
getActualWidth :: HG3DClass
-> IO (Int)
getActualWidth a1 =
withHG3DClass a1 $ \a1' ->
alloca $ \a2' ->
getActualWidth'_ a1' a2' >>= \res ->
peekIntConv a2'>>= \a2'' ->
return (a2'')
getActualHeight :: HG3DClass
-> IO (Int)
getActualHeight a1 =
withHG3DClass a1 $ \a1' ->
alloca $ \a2' ->
getActualHeight'_ a1' a2' >>= \res ->
peekIntConv a2'>>= \a2'' ->
return (a2'')
setDimensions :: HG3DClass
-> Float
-> Float
-> Float
-> Float
-> IO ()
setDimensions 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
setDimensions'_ a1' a2' a3' a4' a5' >>= \res ->
return ()
setOrientationMode :: HG3DClass
-> EnumOrientationMode
-> Bool
-> IO ()
setOrientationMode a1 a2 a3 =
withHG3DClass a1 $ \a1' ->
let {a2' = cIntFromEnum a2} in
let {a3' = fromBool a3} in
setOrientationMode'_ a1' a2' a3' >>= \res ->
return ()
getOrientationMode :: HG3DClass
-> IO (EnumOrientationMode)
getOrientationMode a1 =
withHG3DClass a1 $ \a1' ->
alloca $ \a2' ->
getOrientationMode'_ a1' a2' >>= \res ->
peekEnumUtil a2'>>= \a2'' ->
return (a2'')
setBackgroundColour :: HG3DClass
-> Colour
-> IO ()
setBackgroundColour a1 a2 =
withHG3DClass a1 $ \a1' ->
withColour a2 $ \a2' ->
setBackgroundColour'_ a1' a2' >>= \res ->
return ()
getBackgroundColour :: HG3DClass
-> IO (Colour)
getBackgroundColour a1 =
withHG3DClass a1 $ \a1' ->
alloca $ \a2' ->
getBackgroundColour'_ a1' a2' >>= \res ->
peekColour a2'>>= \a2'' ->
return (a2'')
setDepthClear :: HG3DClass
-> Float
-> IO ()
setDepthClear a1 a2 =
withHG3DClass a1 $ \a1' ->
let {a2' = realToFrac a2} in
setDepthClear'_ a1' a2' >>= \res ->
return ()
getDepthClear :: HG3DClass
-> IO (Float)
getDepthClear a1 =
withHG3DClass a1 $ \a1' ->
alloca $ \a2' ->
getDepthClear'_ a1' a2' >>= \res ->
peekFloatConv a2'>>= \a2'' ->
return (a2'')
setClearEveryFrame :: HG3DClass
-> Bool
-> Int
-> IO ()
setClearEveryFrame a1 a2 a3 =
withHG3DClass a1 $ \a1' ->
let {a2' = fromBool a2} in
let {a3' = fromIntegral a3} in
setClearEveryFrame'_ a1' a2' a3' >>= \res ->
return ()
getClearEveryFrame :: HG3DClass
-> IO (Bool)
getClearEveryFrame a1 =
withHG3DClass a1 $ \a1' ->
alloca $ \a2' ->
getClearEveryFrame'_ a1' a2' >>= \res ->
peekBoolUtil a2'>>= \a2'' ->
return (a2'')
getClearBuffers :: HG3DClass
-> IO (Int)
getClearBuffers a1 =
withHG3DClass a1 $ \a1' ->
alloca $ \a2' ->
getClearBuffers'_ a1' a2' >>= \res ->
peekIntConv a2'>>= \a2'' ->
return (a2'')
setAutoUpdated :: HG3DClass
-> Bool
-> IO ()
setAutoUpdated a1 a2 =
withHG3DClass a1 $ \a1' ->
let {a2' = fromBool a2} in
setAutoUpdated'_ a1' a2' >>= \res ->
return ()
isAutoUpdated :: HG3DClass
-> IO (Bool)
isAutoUpdated a1 =
withHG3DClass a1 $ \a1' ->
alloca $ \a2' ->
isAutoUpdated'_ a1' a2' >>= \res ->
peekBoolUtil a2'>>= \a2'' ->
return (a2'')
setMaterialScheme :: HG3DClass
-> String
-> IO ()
setMaterialScheme a1 a2 =
withHG3DClass a1 $ \a1' ->
withCString a2 $ \a2' ->
setMaterialScheme'_ a1' a2' >>= \res ->
return ()
getMaterialScheme :: HG3DClass
-> IO (String)
getMaterialScheme a1 =
withHG3DClass a1 $ \a1' ->
alloc64k $ \a2' ->
getMaterialScheme'_ a1' a2' >>= \res ->
peekCString a2'>>= \a2'' ->
return (a2'')
getActualDimensions :: HG3DClass
-> IO (Int, Int, Int, Int)
getActualDimensions a1 =
withHG3DClass a1 $ \a1' ->
alloca $ \a2' ->
alloca $ \a3' ->
alloca $ \a4' ->
alloca $ \a5' ->
getActualDimensions'_ a1' a2' a3' a4' a5' >>= \res ->
peekIntConv a2'>>= \a2'' ->
peekIntConv a3'>>= \a3'' ->
peekIntConv a4'>>= \a4'' ->
peekIntConv a5'>>= \a5'' ->
return (a2'', a3'', a4'', a5'')
setOverlaysEnabled :: HG3DClass
-> Bool
-> IO ()
setOverlaysEnabled a1 a2 =
withHG3DClass a1 $ \a1' ->
let {a2' = fromBool a2} in
setOverlaysEnabled'_ a1' a2' >>= \res ->
return ()
getOverlaysEnabled :: HG3DClass
-> IO (Bool)
getOverlaysEnabled a1 =
withHG3DClass a1 $ \a1' ->
alloca $ \a2' ->
getOverlaysEnabled'_ a1' a2' >>= \res ->
peekBoolUtil a2'>>= \a2'' ->
return (a2'')
setSkiesEnabled :: HG3DClass
-> Bool
-> IO ()
setSkiesEnabled a1 a2 =
withHG3DClass a1 $ \a1' ->
let {a2' = fromBool a2} in
setSkiesEnabled'_ a1' a2' >>= \res ->
return ()
getSkiesEnabled :: HG3DClass
-> IO (Bool)
getSkiesEnabled a1 =
withHG3DClass a1 $ \a1' ->
alloca $ \a2' ->
getSkiesEnabled'_ a1' a2' >>= \res ->
peekBoolUtil a2'>>= \a2'' ->
return (a2'')
setShadowsEnabled :: HG3DClass
-> Bool
-> IO ()
setShadowsEnabled a1 a2 =
withHG3DClass a1 $ \a1' ->
let {a2' = fromBool a2} in
setShadowsEnabled'_ a1' a2' >>= \res ->
return ()
getShadowsEnabled :: HG3DClass
-> IO (Bool)
getShadowsEnabled a1 =
withHG3DClass a1 $ \a1' ->
alloca $ \a2' ->
getShadowsEnabled'_ a1' a2' >>= \res ->
peekBoolUtil a2'>>= \a2'' ->
return (a2'')
setVisibilityMask :: HG3DClass
-> Int
-> IO ()
setVisibilityMask a1 a2 =
withHG3DClass a1 $ \a1' ->
let {a2' = fromIntegral a2} in
setVisibilityMask'_ a1' a2' >>= \res ->
return ()
--Viewport::setVisibilityMask
getVisibilityMask :: HG3DClass
-> IO (Int)
getVisibilityMask a1 =
withHG3DClass a1 $ \a1' ->
alloca $ \a2' ->
getVisibilityMask'_ a1' a2' >>= \res ->
peekIntConv a2'>>= \a2'' ->
return (a2'')
setRenderQueueInvocationSequenceName :: HG3DClass
-> String
-> IO ()
setRenderQueueInvocationSequenceName a1 a2 =
withHG3DClass a1 $ \a1' ->
withCString a2 $ \a2' ->
setRenderQueueInvocationSequenceName'_ a1' a2' >>= \res ->
return ()
getRenderQueueInvocationSequenceName :: HG3DClass
-> IO (String)
getRenderQueueInvocationSequenceName a1 =
withHG3DClass a1 $ \a1' ->
alloc64k $ \a2' ->
getRenderQueueInvocationSequenceName'_ a1' a2' >>= \res ->
peekCString a2'>>= \a2'' ->
return (a2'')
pointOrientedToScreen :: HG3DClass
-> Vec2
-> Int
-> IO (Vec2)
pointOrientedToScreen a1 a2 a3 =
withHG3DClass a1 $ \a1' ->
withVec2 a2 $ \a2' ->
let {a3' = fromIntegral a3} in
alloca $ \a4' ->
pointOrientedToScreen'_ a1' a2' a3' a4' >>= \res ->
peekVec2 a4'>>= \a4'' ->
return (a4'')
pointOrientedToScreen2 :: HG3DClass
-> Float
-> Float
-> Int
-> IO (Float, Float)
pointOrientedToScreen2 a1 a2 a3 a4 =
withHG3DClass a1 $ \a1' ->
let {a2' = realToFrac a2} in
let {a3' = realToFrac a3} in
let {a4' = fromIntegral a4} in
alloca $ \a5' ->
alloca $ \a6' ->
pointOrientedToScreen2'_ a1' a2' a3' a4' a5' a6' >>= \res ->
peekFloatConv a5'>>= \a5'' ->
peekFloatConv a6'>>= \a6'' ->
return (a5'', a6'')
setDefaultOrientationMode :: EnumOrientationMode
-> IO ()
setDefaultOrientationMode a1 =
let {a1' = cIntFromEnum a1} in
setDefaultOrientationMode'_ a1' >>= \res ->
return ()
getDefaultOrientationMode :: IO (EnumOrientationMode)
getDefaultOrientationMode =
alloca $ \a1' ->
getDefaultOrientationMode'_ a1' >>= \res ->
peekEnumUtil a1'>>= \a1'' ->
return (a1'')
foreign import ccall safe "HGamer3D\\Bindings\\Ogre\\ClassViewport.chs.h ogre_vprt_construct"
new'_ :: ((HG3DClassPtr) -> ((HG3DClassPtr) -> (CFloat -> (CFloat -> (CFloat -> (CFloat -> (CInt -> ((HG3DClassPtr) -> (IO ())))))))))
foreign import ccall safe "HGamer3D\\Bindings\\Ogre\\ClassViewport.chs.h ogre_vprt_destruct"
delete'_ :: ((HG3DClassPtr) -> (IO ()))
foreign import ccall safe "HGamer3D\\Bindings\\Ogre\\ClassViewport.chs.h ogre_vprt_update"
update'_ :: ((HG3DClassPtr) -> (IO ()))
foreign import ccall safe "HGamer3D\\Bindings\\Ogre\\ClassViewport.chs.h ogre_vprt_clear"
clear'_ :: ((HG3DClassPtr) -> (CUInt -> ((ColourPtr) -> (CFloat -> (CUShort -> (IO ()))))))
foreign import ccall safe "HGamer3D\\Bindings\\Ogre\\ClassViewport.chs.h ogre_vprt_getTarget"
getTarget'_ :: ((HG3DClassPtr) -> ((HG3DClassPtr) -> (IO ())))
foreign import ccall safe "HGamer3D\\Bindings\\Ogre\\ClassViewport.chs.h ogre_vprt_getCamera"
getCamera'_ :: ((HG3DClassPtr) -> ((HG3DClassPtr) -> (IO ())))
foreign import ccall safe "HGamer3D\\Bindings\\Ogre\\ClassViewport.chs.h ogre_vprt_setCamera"
setCamera'_ :: ((HG3DClassPtr) -> ((HG3DClassPtr) -> (IO ())))
foreign import ccall safe "HGamer3D\\Bindings\\Ogre\\ClassViewport.chs.h ogre_vprt_getZOrder"
getZOrder'_ :: ((HG3DClassPtr) -> ((Ptr CInt) -> (IO ())))
foreign import ccall safe "HGamer3D\\Bindings\\Ogre\\ClassViewport.chs.h ogre_vprt_getLeft"
getLeft'_ :: ((HG3DClassPtr) -> ((Ptr CFloat) -> (IO ())))
foreign import ccall safe "HGamer3D\\Bindings\\Ogre\\ClassViewport.chs.h ogre_vprt_getTop"
getTop'_ :: ((HG3DClassPtr) -> ((Ptr CFloat) -> (IO ())))
foreign import ccall safe "HGamer3D\\Bindings\\Ogre\\ClassViewport.chs.h ogre_vprt_getWidth"
getWidth'_ :: ((HG3DClassPtr) -> ((Ptr CFloat) -> (IO ())))
foreign import ccall safe "HGamer3D\\Bindings\\Ogre\\ClassViewport.chs.h ogre_vprt_getHeight"
getHeight'_ :: ((HG3DClassPtr) -> ((Ptr CFloat) -> (IO ())))
foreign import ccall safe "HGamer3D\\Bindings\\Ogre\\ClassViewport.chs.h ogre_vprt_getActualLeft"
getActualLeft'_ :: ((HG3DClassPtr) -> ((Ptr CInt) -> (IO ())))
foreign import ccall safe "HGamer3D\\Bindings\\Ogre\\ClassViewport.chs.h ogre_vprt_getActualTop"
getActualTop'_ :: ((HG3DClassPtr) -> ((Ptr CInt) -> (IO ())))
foreign import ccall safe "HGamer3D\\Bindings\\Ogre\\ClassViewport.chs.h ogre_vprt_getActualWidth"
getActualWidth'_ :: ((HG3DClassPtr) -> ((Ptr CInt) -> (IO ())))
foreign import ccall safe "HGamer3D\\Bindings\\Ogre\\ClassViewport.chs.h ogre_vprt_getActualHeight"
getActualHeight'_ :: ((HG3DClassPtr) -> ((Ptr CInt) -> (IO ())))
foreign import ccall safe "HGamer3D\\Bindings\\Ogre\\ClassViewport.chs.h ogre_vprt_setDimensions"
setDimensions'_ :: ((HG3DClassPtr) -> (CFloat -> (CFloat -> (CFloat -> (CFloat -> (IO ()))))))
foreign import ccall safe "HGamer3D\\Bindings\\Ogre\\ClassViewport.chs.h ogre_vprt_setOrientationMode"
setOrientationMode'_ :: ((HG3DClassPtr) -> (CInt -> (CInt -> (IO ()))))
foreign import ccall safe "HGamer3D\\Bindings\\Ogre\\ClassViewport.chs.h ogre_vprt_getOrientationMode"
getOrientationMode'_ :: ((HG3DClassPtr) -> ((Ptr CInt) -> (IO ())))
foreign import ccall safe "HGamer3D\\Bindings\\Ogre\\ClassViewport.chs.h ogre_vprt_setBackgroundColour"
setBackgroundColour'_ :: ((HG3DClassPtr) -> ((ColourPtr) -> (IO ())))
foreign import ccall safe "HGamer3D\\Bindings\\Ogre\\ClassViewport.chs.h ogre_vprt_getBackgroundColour"
getBackgroundColour'_ :: ((HG3DClassPtr) -> ((ColourPtr) -> (IO ())))
foreign import ccall safe "HGamer3D\\Bindings\\Ogre\\ClassViewport.chs.h ogre_vprt_setDepthClear"
setDepthClear'_ :: ((HG3DClassPtr) -> (CFloat -> (IO ())))
foreign import ccall safe "HGamer3D\\Bindings\\Ogre\\ClassViewport.chs.h ogre_vprt_getDepthClear"
getDepthClear'_ :: ((HG3DClassPtr) -> ((Ptr CFloat) -> (IO ())))
foreign import ccall safe "HGamer3D\\Bindings\\Ogre\\ClassViewport.chs.h ogre_vprt_setClearEveryFrame"
setClearEveryFrame'_ :: ((HG3DClassPtr) -> (CInt -> (CUInt -> (IO ()))))
foreign import ccall safe "HGamer3D\\Bindings\\Ogre\\ClassViewport.chs.h ogre_vprt_getClearEveryFrame"
getClearEveryFrame'_ :: ((HG3DClassPtr) -> ((Ptr CInt) -> (IO ())))
foreign import ccall safe "HGamer3D\\Bindings\\Ogre\\ClassViewport.chs.h ogre_vprt_getClearBuffers"
getClearBuffers'_ :: ((HG3DClassPtr) -> ((Ptr CUInt) -> (IO ())))
foreign import ccall safe "HGamer3D\\Bindings\\Ogre\\ClassViewport.chs.h ogre_vprt_setAutoUpdated"
setAutoUpdated'_ :: ((HG3DClassPtr) -> (CInt -> (IO ())))
foreign import ccall safe "HGamer3D\\Bindings\\Ogre\\ClassViewport.chs.h ogre_vprt_isAutoUpdated"
isAutoUpdated'_ :: ((HG3DClassPtr) -> ((Ptr CInt) -> (IO ())))
foreign import ccall safe "HGamer3D\\Bindings\\Ogre\\ClassViewport.chs.h ogre_vprt_setMaterialScheme"
setMaterialScheme'_ :: ((HG3DClassPtr) -> ((Ptr CChar) -> (IO ())))
foreign import ccall safe "HGamer3D\\Bindings\\Ogre\\ClassViewport.chs.h ogre_vprt_getMaterialScheme"
getMaterialScheme'_ :: ((HG3DClassPtr) -> ((Ptr CChar) -> (IO ())))
foreign import ccall safe "HGamer3D\\Bindings\\Ogre\\ClassViewport.chs.h ogre_vprt_getActualDimensions"
getActualDimensions'_ :: ((HG3DClassPtr) -> ((Ptr CInt) -> ((Ptr CInt) -> ((Ptr CInt) -> ((Ptr CInt) -> (IO ()))))))
foreign import ccall safe "HGamer3D\\Bindings\\Ogre\\ClassViewport.chs.h ogre_vprt_setOverlaysEnabled"
setOverlaysEnabled'_ :: ((HG3DClassPtr) -> (CInt -> (IO ())))
foreign import ccall safe "HGamer3D\\Bindings\\Ogre\\ClassViewport.chs.h ogre_vprt_getOverlaysEnabled"
getOverlaysEnabled'_ :: ((HG3DClassPtr) -> ((Ptr CInt) -> (IO ())))
foreign import ccall safe "HGamer3D\\Bindings\\Ogre\\ClassViewport.chs.h ogre_vprt_setSkiesEnabled"
setSkiesEnabled'_ :: ((HG3DClassPtr) -> (CInt -> (IO ())))
foreign import ccall safe "HGamer3D\\Bindings\\Ogre\\ClassViewport.chs.h ogre_vprt_getSkiesEnabled"
getSkiesEnabled'_ :: ((HG3DClassPtr) -> ((Ptr CInt) -> (IO ())))
foreign import ccall safe "HGamer3D\\Bindings\\Ogre\\ClassViewport.chs.h ogre_vprt_setShadowsEnabled"
setShadowsEnabled'_ :: ((HG3DClassPtr) -> (CInt -> (IO ())))
foreign import ccall safe "HGamer3D\\Bindings\\Ogre\\ClassViewport.chs.h ogre_vprt_getShadowsEnabled"
getShadowsEnabled'_ :: ((HG3DClassPtr) -> ((Ptr CInt) -> (IO ())))
foreign import ccall safe "HGamer3D\\Bindings\\Ogre\\ClassViewport.chs.h ogre_vprt_setVisibilityMask"
setVisibilityMask'_ :: ((HG3DClassPtr) -> (CUInt -> (IO ())))
foreign import ccall safe "HGamer3D\\Bindings\\Ogre\\ClassViewport.chs.h ogre_vprt_getVisibilityMask"
getVisibilityMask'_ :: ((HG3DClassPtr) -> ((Ptr CUInt) -> (IO ())))
foreign import ccall safe "HGamer3D\\Bindings\\Ogre\\ClassViewport.chs.h ogre_vprt_setRenderQueueInvocationSequenceName"
setRenderQueueInvocationSequenceName'_ :: ((HG3DClassPtr) -> ((Ptr CChar) -> (IO ())))
foreign import ccall safe "HGamer3D\\Bindings\\Ogre\\ClassViewport.chs.h ogre_vprt_getRenderQueueInvocationSequenceName"
getRenderQueueInvocationSequenceName'_ :: ((HG3DClassPtr) -> ((Ptr CChar) -> (IO ())))
foreign import ccall safe "HGamer3D\\Bindings\\Ogre\\ClassViewport.chs.h ogre_vprt_pointOrientedToScreen"
pointOrientedToScreen'_ :: ((HG3DClassPtr) -> ((Vec2Ptr) -> (CInt -> ((Vec2Ptr) -> (IO ())))))
foreign import ccall safe "HGamer3D\\Bindings\\Ogre\\ClassViewport.chs.h ogre_vprt_pointOrientedToScreen2"
pointOrientedToScreen2'_ :: ((HG3DClassPtr) -> (CFloat -> (CFloat -> (CInt -> ((Ptr CFloat) -> ((Ptr CFloat) -> (IO ())))))))
foreign import ccall safe "HGamer3D\\Bindings\\Ogre\\ClassViewport.chs.h ogre_vprt_setDefaultOrientationMode"
setDefaultOrientationMode'_ :: (CInt -> (IO ()))
foreign import ccall safe "HGamer3D\\Bindings\\Ogre\\ClassViewport.chs.h ogre_vprt_getDefaultOrientationMode"
getDefaultOrientationMode'_ :: ((Ptr CInt) -> (IO ()))