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 ()
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 ()))