HGamer3D-SDL2-Binding 0.3.1 → 0.3.2
raw patch · 39 files changed
+1760/−11 lines, 39 files
Files
- HGamer3D-SDL2-Binding.cabal +4/−4
- include/ClassPtr.h +38/−0
- include/EnumSDLBlendMode.h +35/−0
- include/EnumSDLEventType.h +72/−0
- include/EnumSDLGLAttr.h +55/−0
- include/EnumSDLGLProfile.h +34/−0
- include/EnumSDLGameControllerAxis.h +39/−0
- include/EnumSDLGameControllerBindType.h +35/−0
- include/EnumSDLGameControllerButton.h +48/−0
- include/EnumSDLGlContextFlag.h +35/−0
- include/EnumSDLHintPriority.h +34/−0
- include/EnumSDLKeymod.h +44/−0
- include/EnumSDLLogPriority.h +38/−0
- include/EnumSDLMessageBoxButtonFlags.h +33/−0
- include/EnumSDLMessageBoxColorType.h +37/−0
- include/EnumSDLMessageBoxFlags.h +34/−0
- include/EnumSDLPowerState.h +36/−0
- include/EnumSDLRendererFlags.h +35/−0
- include/EnumSDLRendererFlip.h +34/−0
- include/EnumSDLScancode.h +273/−0
- include/EnumSDLSysWMType.h +37/−0
- include/EnumSDLSystemCursor.h +44/−0
- include/EnumSDLTextureAccess.h +34/−0
- include/EnumSDLTextureModulate.h +34/−0
- include/EnumSDLThreadPriority.h +34/−0
- include/EnumSDLWindowEventID.h +46/−0
- include/EnumSDLWindowFlags.h +45/−0
- include/EnumSDLWindowShapeMode.h +35/−0
- include/HG3DUtilities.h +28/−0
- include/HeaderSDL.h +45/−0
- include/HeaderSDLEvents.h +55/−0
- include/HeaderSDLKeyboard.h +39/−0
- include/HeaderSDLMouse.h +45/−0
- include/HeaderSDLVideo.h +141/−0
- include/SDL2DllDefines.h +41/−0
- include/StructHG3DClass.h +29/−0
- include/StructSDLEvent.h +35/−0
- include/hg3dstruct.h +0/−4
- include/sdlevent_struct.h +0/−3
HGamer3D-SDL2-Binding.cabal view
@@ -1,5 +1,5 @@ Name: HGamer3D-SDL2-Binding -Version: 0.3.1 +Version: 0.3.2 Synopsis: SDL2 Binding for HGamer3D Description: HGamer3D is a game engine for developing 3D games in the programming @@ -18,7 +18,7 @@ Cabal-Version: >=1.4 Homepage: http://www.hgamer3d.org Category: Game Engine -Extra-source-files: Setup.hs, include/sdlevent_struct.h, include/hg3dstruct.h +Extra-source-files: Setup.hs, include/HeaderSDLEvents.h, include/EnumSDLRendererFlags.h, include/StructHG3DClass.h, include/EnumSDLLogPriority.h, include/EnumSDLWindowShapeMode.h, include/HG3DUtilities.h, include/StructSDLEvent.h, include/HeaderSDL.h, include/EnumSDLMessageBoxColorType.h, include/EnumSDLThreadPriority.h, include/HeaderSDLVideo.h, include/EnumSDLBlendMode.h, include/EnumSDLEventType.h, include/EnumSDLHintPriority.h, include/EnumSDLGLAttr.h, include/EnumSDLWindowEventID.h, include/EnumSDLTextureAccess.h, include/EnumSDLRendererFlip.h, include/EnumSDLMessageBoxFlags.h, include/SDL2DllDefines.h, include/EnumSDLPowerState.h, include/EnumSDLSystemCursor.h, include/EnumSDLGameControllerButton.h, include/EnumSDLTextureModulate.h, include/HeaderSDLKeyboard.h, include/EnumSDLKeymod.h, include/EnumSDLGameControllerAxis.h, include/EnumSDLScancode.h, include/EnumSDLGLProfile.h, include/EnumSDLWindowFlags.h, include/EnumSDLGlContextFlag.h, include/EnumSDLSysWMType.h, include/ClassPtr.h, include/EnumSDLMessageBoxButtonFlags.h, include/EnumSDLGameControllerBindType.h, include/HeaderSDLMouse.h Library Build-Depends: base >= 3 && < 5, utf8-string, bytestring, HGamer3D-Data >= 0.3.0 @@ -33,6 +33,6 @@ Build-tools: build-depends: if os(windows) - extra-libraries: hg3dsdl2031 + extra-libraries: hg3dsdl2032 else - extra-libraries: hg3dsdl2031,SDL2-2.0,X11 + extra-libraries: hg3dsdl2032,SDL2-2.0,X11
+ include/ClassPtr.h view
@@ -0,0 +1,38 @@+// This source file is part of HGamer3D, a project to enable 3D game development +// in Haskell. For the latest info, see http://www.hgamer3d.org . +// +// (c) 2011-2014 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. +// + +// ClassPtr.h + +// Here are the methods defined, which do the class pointer+// marshalling and the casting of subclasses to higher classes+ +#include "wchar.h" + + +#ifndef CLASSPTR_INCLUDE_H+#define CLASSPTR_INCLUDE_H++typedef struct hg3dclass_struct {+ void *ptr;+ void *fptr;+} hg3dclass_struct;++void *getHG3DClassPtr(hg3dclass_struct inSt, const char* className);+++#endif
+ include/EnumSDLBlendMode.h view
@@ -0,0 +1,35 @@+// This source file is part of HGamer3D, a project to enable 3D game development +// in Haskell. For the latest info, see http://www.hgamer3d.org . +// +// (c) 2011-2014 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. +// + +// EnumSDLBlendMode.h + +// + +#include "wchar.h" +#ifndef _DEFINED_HG3D_EnumSDLBlendMode+#define _DEFINED_HG3D_EnumSDLBlendMode+ + +enum EnumSDLBlendMode+{+ SDL_BLENDMODE_NONE = 0x00000000, // + SDL_BLENDMODE_BLEND = 0x00000001, // + SDL_BLENDMODE_ADD = 0x00000002, // + SDL_BLENDMODE_MOD = 0x00000004 // +};+#endif
+ include/EnumSDLEventType.h view
@@ -0,0 +1,72 @@+// This source file is part of HGamer3D, a project to enable 3D game development +// in Haskell. For the latest info, see http://www.hgamer3d.org . +// +// (c) 2011-2014 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. +// + +// EnumSDLEventType.h + +// + +#include "wchar.h" +#ifndef _DEFINED_HG3D_EnumSDLEventType+#define _DEFINED_HG3D_EnumSDLEventType+ + +enum EnumSDLEventType+{+ SDL_FIRSTEVENT = 0, // + SDL_QUIT = 0x100, // + SDL_APP_TERMINATING, // + SDL_APP_LOWMEMORY, // + SDL_APP_WILLENTERBACKGROUND, // + SDL_APP_DIDENTERBACKGROUND, // + SDL_APP_WILLENTERFOREGROUND, // + SDL_APP_DIDENTERFOREGROUND, // + SDL_WINDOWEVENT = 0x200, // + SDL_SYSWMEVENT, // + SDL_KEYDOWN = 0x300, // + SDL_KEYUP, // + SDL_TEXTEDITING, // + SDL_TEXTINPUT, // + SDL_MOUSEMOTION = 0x400, // + SDL_MOUSEBUTTONDOWN, // + SDL_MOUSEBUTTONUP, // + SDL_MOUSEWHEEL, // + SDL_JOYAXISMOTION = 0x600, // + SDL_JOYBALLMOTION, // + SDL_JOYHATMOTION, // + SDL_JOYBUTTONDOWN, // + SDL_JOYBUTTONUP, // + SDL_JOYDEVICEADDED, // + SDL_JOYDEVICEREMOVED, // + SDL_CONTROLLERAXISMOTION = 0x650, // + SDL_CONTROLLERBUTTONDOWN, // + SDL_CONTROLLERBUTTONUP, // + SDL_CONTROLLERDEVICEADDED, // + SDL_CONTROLLERDEVICEREMOVED, // + SDL_CONTROLLERDEVICEREMAPPED, // + SDL_FINGERDOWN = 0x700, // + SDL_FINGERUP, // + SDL_FINGERMOTION, // + SDL_DOLLARGESTURE = 0x800, // + SDL_DOLLARRECORD, // + SDL_MULTIGESTURE, // + SDL_CLIPBOARDUPDATE = 0x900, // + SDL_DROPFILE = 0x1000, // + SDL_USEREVENT = 0x8000, // + SDL_LASTEVENT = 0xFFFF // +};+#endif
+ include/EnumSDLGLAttr.h view
@@ -0,0 +1,55 @@+// This source file is part of HGamer3D, a project to enable 3D game development +// in Haskell. For the latest info, see http://www.hgamer3d.org . +// +// (c) 2011-2014 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. +// + +// EnumSDLGLAttr.h + +// + +#include "wchar.h" +#ifndef _DEFINED_HG3D_EnumSDLGLAttr+#define _DEFINED_HG3D_EnumSDLGLAttr+ + +enum EnumSDLGLAttr+{+ SDL_GL_RED_SIZE, // + SDL_GL_GREEN_SIZE, // + SDL_GL_BLUE_SIZE, // + SDL_GL_ALPHA_SIZE, // + SDL_GL_BUFFER_SIZE, // + SDL_GL_DOUBLEBUFFER, // + SDL_GL_DEPTH_SIZE, // + SDL_GL_STENCIL_SIZE, // + SDL_GL_ACCUM_RED_SIZE, // + SDL_GL_ACCUM_GREEN_SIZE, // + SDL_GL_ACCUM_BLUE_SIZE, // + SDL_GL_ACCUM_ALPHA_SIZE, // + SDL_GL_STEREO, // + SDL_GL_MULTISAMPLEBUFFERS, // + SDL_GL_MULTISAMPLESAMPLES, // + SDL_GL_ACCELERATED_VISUAL, // + SDL_GL_RETAINED_BACKING, // + SDL_GL_CONTEXT_MAJOR_VERSION, // + SDL_GL_CONTEXT_MINOR_VERSION, // + SDL_GL_CONTEXT_EGL, // + SDL_GL_CONTEXT_FLAGS, // + SDL_GL_CONTEXT_PROFILE_MASK, // + SDL_GL_SHARE_WITH_CURRENT_CONTEXT, // + SDL_GL_FRAMEBUFFER_SRGB_CAPABLE // +};+#endif
+ include/EnumSDLGLProfile.h view
@@ -0,0 +1,34 @@+// This source file is part of HGamer3D, a project to enable 3D game development +// in Haskell. For the latest info, see http://www.hgamer3d.org . +// +// (c) 2011-2014 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. +// + +// EnumSDLGLProfile.h + +// + +#include "wchar.h" +#ifndef _DEFINED_HG3D_EnumSDLGLProfile+#define _DEFINED_HG3D_EnumSDLGLProfile+ + +enum EnumSDLGLProfile+{+ SDL_GL_CONTEXT_PROFILE_CORE = 0x0001, // + SDL_GL_CONTEXT_PROFILE_COMPATIBILITY = 0x0002, // + SDL_GL_CONTEXT_PROFILE_ES = 0x0004 // +};+#endif
+ include/EnumSDLGameControllerAxis.h view
@@ -0,0 +1,39 @@+// This source file is part of HGamer3D, a project to enable 3D game development +// in Haskell. For the latest info, see http://www.hgamer3d.org . +// +// (c) 2011-2014 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. +// + +// EnumSDLGameControllerAxis.h + +// + +#include "wchar.h" +#ifndef _DEFINED_HG3D_EnumSDLGameControllerAxis+#define _DEFINED_HG3D_EnumSDLGameControllerAxis+ + +enum EnumSDLGameControllerAxis+{+ SDL_CONTROLLER_AXIS_INVALID = -1, // + SDL_CONTROLLER_AXIS_LEFTX, // + SDL_CONTROLLER_AXIS_LEFTY, // + SDL_CONTROLLER_AXIS_RIGHTX, // + SDL_CONTROLLER_AXIS_RIGHTY, // + SDL_CONTROLLER_AXIS_TRIGGERLEFT, // + SDL_CONTROLLER_AXIS_TRIGGERRIGHT, // + SDL_CONTROLLER_AXIS_MAX // +};+#endif
+ include/EnumSDLGameControllerBindType.h view
@@ -0,0 +1,35 @@+// This source file is part of HGamer3D, a project to enable 3D game development +// in Haskell. For the latest info, see http://www.hgamer3d.org . +// +// (c) 2011-2014 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. +// + +// EnumSDLGameControllerBindType.h + +// + +#include "wchar.h" +#ifndef _DEFINED_HG3D_EnumSDLGameControllerBindType+#define _DEFINED_HG3D_EnumSDLGameControllerBindType+ + +enum EnumSDLGameControllerBindType+{+ SDL_CONTROLLER_BINDTYPE_NONE = 0, // + SDL_CONTROLLER_BINDTYPE_BUTTON, // + SDL_CONTROLLER_BINDTYPE_AXIS, // + SDL_CONTROLLER_BINDTYPE_HAT // +};+#endif
+ include/EnumSDLGameControllerButton.h view
@@ -0,0 +1,48 @@+// This source file is part of HGamer3D, a project to enable 3D game development +// in Haskell. For the latest info, see http://www.hgamer3d.org . +// +// (c) 2011-2014 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. +// + +// EnumSDLGameControllerButton.h + +// + +#include "wchar.h" +#ifndef _DEFINED_HG3D_EnumSDLGameControllerButton+#define _DEFINED_HG3D_EnumSDLGameControllerButton+ + +enum EnumSDLGameControllerButton+{+ SDL_CONTROLLER_BUTTON_INVALID = -1, // + SDL_CONTROLLER_BUTTON_A, // + SDL_CONTROLLER_BUTTON_B, // + SDL_CONTROLLER_BUTTON_X, // + SDL_CONTROLLER_BUTTON_Y, // + SDL_CONTROLLER_BUTTON_BACK, // + SDL_CONTROLLER_BUTTON_GUIDE, // + SDL_CONTROLLER_BUTTON_START, // + SDL_CONTROLLER_BUTTON_LEFTSTICK, // + SDL_CONTROLLER_BUTTON_RIGHTSTICK, // + SDL_CONTROLLER_BUTTON_LEFTSHOULDER, // + SDL_CONTROLLER_BUTTON_RIGHTSHOULDER, // + SDL_CONTROLLER_BUTTON_DPAD_UP, // + SDL_CONTROLLER_BUTTON_DPAD_DOWN, // + SDL_CONTROLLER_BUTTON_DPAD_LEFT, // + SDL_CONTROLLER_BUTTON_DPAD_RIGHT, // + SDL_CONTROLLER_BUTTON_MAX // +};+#endif
+ include/EnumSDLGlContextFlag.h view
@@ -0,0 +1,35 @@+// This source file is part of HGamer3D, a project to enable 3D game development +// in Haskell. For the latest info, see http://www.hgamer3d.org . +// +// (c) 2011-2014 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. +// + +// EnumSDLGlContextFlag.h + +// + +#include "wchar.h" +#ifndef _DEFINED_HG3D_EnumSDLGlContextFlag+#define _DEFINED_HG3D_EnumSDLGlContextFlag+ + +enum EnumSDLGlContextFlag+{+ SDL_GL_CONTEXT_DEBUG_FLAG = 0x0001, // + SDL_GL_CONTEXT_FORWARD_COMPATIBLE_FLAG = 0x0002, // + SDL_GL_CONTEXT_ROBUST_ACCESS_FLAG = 0x0004, // + SDL_GL_CONTEXT_RESET_ISOLATION_FLAG = 0x0008 // +};+#endif
+ include/EnumSDLHintPriority.h view
@@ -0,0 +1,34 @@+// This source file is part of HGamer3D, a project to enable 3D game development +// in Haskell. For the latest info, see http://www.hgamer3d.org . +// +// (c) 2011-2014 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. +// + +// EnumSDLHintPriority.h + +// + +#include "wchar.h" +#ifndef _DEFINED_HG3D_EnumSDLHintPriority+#define _DEFINED_HG3D_EnumSDLHintPriority+ + +enum EnumSDLHintPriority+{+ SDL_HINT_DEFAULT, // + SDL_HINT_NORMAL, // + SDL_HINT_OVERRIDE // +};+#endif
+ include/EnumSDLKeymod.h view
@@ -0,0 +1,44 @@+// This source file is part of HGamer3D, a project to enable 3D game development +// in Haskell. For the latest info, see http://www.hgamer3d.org . +// +// (c) 2011-2014 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. +// + +// EnumSDLKeymod.h + +// + +#include "wchar.h" +#ifndef _DEFINED_HG3D_EnumSDLKeymod+#define _DEFINED_HG3D_EnumSDLKeymod+ + +enum EnumSDLKeymod+{+ KMOD_NONE = 0x0000, // + KMOD_LSHIFT = 0x0001, // + KMOD_RSHIFT = 0x0002, // + KMOD_LCTRL = 0x0040, // + KMOD_RCTRL = 0x0080, // + KMOD_LALT = 0x0100, // + KMOD_RALT = 0x0200, // + KMOD_LGUI = 0x0400, // + KMOD_RGUI = 0x0800, // + KMOD_NUM = 0x1000, // + KMOD_CAPS = 0x2000, // + KMOD_MODE = 0x4000, // + KMOD_RESERVED = 0x8000 // +};+#endif
+ include/EnumSDLLogPriority.h view
@@ -0,0 +1,38 @@+// This source file is part of HGamer3D, a project to enable 3D game development +// in Haskell. For the latest info, see http://www.hgamer3d.org . +// +// (c) 2011-2014 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. +// + +// EnumSDLLogPriority.h + +// + +#include "wchar.h" +#ifndef _DEFINED_HG3D_EnumSDLLogPriority+#define _DEFINED_HG3D_EnumSDLLogPriority+ + +enum EnumSDLLogPriority+{+ SDL_LOG_PRIORITY_VERBOSE = 1, // + SDL_LOG_PRIORITY_DEBUG, // + SDL_LOG_PRIORITY_INFO, // + SDL_LOG_PRIORITY_WARN, // + SDL_LOG_PRIORITY_ERROR, // + SDL_LOG_PRIORITY_CRITICAL, // + SDL_NUM_LOG_PRIORITIES // +};+#endif
+ include/EnumSDLMessageBoxButtonFlags.h view
@@ -0,0 +1,33 @@+// This source file is part of HGamer3D, a project to enable 3D game development +// in Haskell. For the latest info, see http://www.hgamer3d.org . +// +// (c) 2011-2014 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. +// + +// EnumSDLMessageBoxButtonFlags.h + +// + +#include "wchar.h" +#ifndef _DEFINED_HG3D_EnumSDLMessageBoxButtonFlags+#define _DEFINED_HG3D_EnumSDLMessageBoxButtonFlags+ + +enum EnumSDLMessageBoxButtonFlags+{+ SDL_MESSAGEBOX_BUTTON_RETURNKEY_DEFAULT = 0x00000001, // + SDL_MESSAGEBOX_BUTTON_ESCAPEKEY_DEFAULT = 0x00000002 // +};+#endif
+ include/EnumSDLMessageBoxColorType.h view
@@ -0,0 +1,37 @@+// This source file is part of HGamer3D, a project to enable 3D game development +// in Haskell. For the latest info, see http://www.hgamer3d.org . +// +// (c) 2011-2014 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. +// + +// EnumSDLMessageBoxColorType.h + +// + +#include "wchar.h" +#ifndef _DEFINED_HG3D_EnumSDLMessageBoxColorType+#define _DEFINED_HG3D_EnumSDLMessageBoxColorType+ + +enum EnumSDLMessageBoxColorType+{+ SDL_MESSAGEBOX_COLOR_BACKGROUND, // + SDL_MESSAGEBOX_COLOR_TEXT, // + SDL_MESSAGEBOX_COLOR_BUTTON_BORDER, // + SDL_MESSAGEBOX_COLOR_BUTTON_BACKGROUND, // + SDL_MESSAGEBOX_COLOR_BUTTON_SELECTED, // + SDL_MESSAGEBOX_COLOR_MAX // +};+#endif
+ include/EnumSDLMessageBoxFlags.h view
@@ -0,0 +1,34 @@+// This source file is part of HGamer3D, a project to enable 3D game development +// in Haskell. For the latest info, see http://www.hgamer3d.org . +// +// (c) 2011-2014 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. +// + +// EnumSDLMessageBoxFlags.h + +// + +#include "wchar.h" +#ifndef _DEFINED_HG3D_EnumSDLMessageBoxFlags+#define _DEFINED_HG3D_EnumSDLMessageBoxFlags+ + +enum EnumSDLMessageBoxFlags+{+ SDL_MESSAGEBOX_ERROR = 0x00000010, // + SDL_MESSAGEBOX_WARNING = 0x00000020, // + SDL_MESSAGEBOX_INFORMATION = 0x00000040 // +};+#endif
+ include/EnumSDLPowerState.h view
@@ -0,0 +1,36 @@+// This source file is part of HGamer3D, a project to enable 3D game development +// in Haskell. For the latest info, see http://www.hgamer3d.org . +// +// (c) 2011-2014 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. +// + +// EnumSDLPowerState.h + +// + +#include "wchar.h" +#ifndef _DEFINED_HG3D_EnumSDLPowerState+#define _DEFINED_HG3D_EnumSDLPowerState+ + +enum EnumSDLPowerState+{+ SDL_POWERSTATE_UNKNOWN, // + SDL_POWERSTATE_ON_BATTERY, // + SDL_POWERSTATE_NO_BATTERY, // + SDL_POWERSTATE_CHARGING, // + SDL_POWERSTATE_CHARGED // +};+#endif
+ include/EnumSDLRendererFlags.h view
@@ -0,0 +1,35 @@+// This source file is part of HGamer3D, a project to enable 3D game development +// in Haskell. For the latest info, see http://www.hgamer3d.org . +// +// (c) 2011-2014 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. +// + +// EnumSDLRendererFlags.h + +// + +#include "wchar.h" +#ifndef _DEFINED_HG3D_EnumSDLRendererFlags+#define _DEFINED_HG3D_EnumSDLRendererFlags+ + +enum EnumSDLRendererFlags+{+ SDL_RENDERER_SOFTWARE = 0x00000001, // + SDL_RENDERER_ACCELERATED = 0x00000002, // + SDL_RENDERER_PRESENTVSYNC = 0x00000004, // + SDL_RENDERER_TARGETTEXTURE = 0x00000008 // +};+#endif
+ include/EnumSDLRendererFlip.h view
@@ -0,0 +1,34 @@+// This source file is part of HGamer3D, a project to enable 3D game development +// in Haskell. For the latest info, see http://www.hgamer3d.org . +// +// (c) 2011-2014 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. +// + +// EnumSDLRendererFlip.h + +// + +#include "wchar.h" +#ifndef _DEFINED_HG3D_EnumSDLRendererFlip+#define _DEFINED_HG3D_EnumSDLRendererFlip+ + +enum EnumSDLRendererFlip+{+ SDL_FLIP_NONE = 0x00000000, // + SDL_FLIP_HORIZONTAL = 0x00000001, // + SDL_FLIP_VERTICAL = 0x00000002 // +};+#endif
+ include/EnumSDLScancode.h view
@@ -0,0 +1,273 @@+// This source file is part of HGamer3D, a project to enable 3D game development +// in Haskell. For the latest info, see http://www.hgamer3d.org . +// +// (c) 2011-2014 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. +// + +// EnumSDLScancode.h + +// + +#include "wchar.h" +#ifndef _DEFINED_HG3D_EnumSDLScancode+#define _DEFINED_HG3D_EnumSDLScancode+ + +enum EnumSDLScancode+{+ SDL_SCANCODE_UNKNOWN = 0, // + SDL_SCANCODE_A = 4, // + SDL_SCANCODE_B = 5, // + SDL_SCANCODE_C = 6, // + SDL_SCANCODE_D = 7, // + SDL_SCANCODE_E = 8, // + SDL_SCANCODE_F = 9, // + SDL_SCANCODE_G = 10, // + SDL_SCANCODE_H = 11, // + SDL_SCANCODE_I = 12, // + SDL_SCANCODE_J = 13, // + SDL_SCANCODE_K = 14, // + SDL_SCANCODE_L = 15, // + SDL_SCANCODE_M = 16, // + SDL_SCANCODE_N = 17, // + SDL_SCANCODE_O = 18, // + SDL_SCANCODE_P = 19, // + SDL_SCANCODE_Q = 20, // + SDL_SCANCODE_R = 21, // + SDL_SCANCODE_S = 22, // + SDL_SCANCODE_T = 23, // + SDL_SCANCODE_U = 24, // + SDL_SCANCODE_V = 25, // + SDL_SCANCODE_W = 26, // + SDL_SCANCODE_X = 27, // + SDL_SCANCODE_Y = 28, // + SDL_SCANCODE_Z = 29, // + SDL_SCANCODE_1 = 30, // + SDL_SCANCODE_2 = 31, // + SDL_SCANCODE_3 = 32, // + SDL_SCANCODE_4 = 33, // + SDL_SCANCODE_5 = 34, // + SDL_SCANCODE_6 = 35, // + SDL_SCANCODE_7 = 36, // + SDL_SCANCODE_8 = 37, // + SDL_SCANCODE_9 = 38, // + SDL_SCANCODE_0 = 39, // + SDL_SCANCODE_RETURN = 40, // + SDL_SCANCODE_ESCAPE = 41, // + SDL_SCANCODE_BACKSPACE = 42, // + SDL_SCANCODE_TAB = 43, // + SDL_SCANCODE_SPACE = 44, // + SDL_SCANCODE_MINUS = 45, // + SDL_SCANCODE_EQUALS = 46, // + SDL_SCANCODE_LEFTBRACKET = 47, // + SDL_SCANCODE_RIGHTBRACKET = 48, // + SDL_SCANCODE_BACKSLASH = 49, // + SDL_SCANCODE_NONUSHASH = 50, // + SDL_SCANCODE_SEMICOLON = 51, // + SDL_SCANCODE_APOSTROPHE = 52, // + SDL_SCANCODE_GRAVE = 53, // + SDL_SCANCODE_COMMA = 54, // + SDL_SCANCODE_PERIOD = 55, // + SDL_SCANCODE_SLASH = 56, // + SDL_SCANCODE_CAPSLOCK = 57, // + SDL_SCANCODE_F1 = 58, // + SDL_SCANCODE_F2 = 59, // + SDL_SCANCODE_F3 = 60, // + SDL_SCANCODE_F4 = 61, // + SDL_SCANCODE_F5 = 62, // + SDL_SCANCODE_F6 = 63, // + SDL_SCANCODE_F7 = 64, // + SDL_SCANCODE_F8 = 65, // + SDL_SCANCODE_F9 = 66, // + SDL_SCANCODE_F10 = 67, // + SDL_SCANCODE_F11 = 68, // + SDL_SCANCODE_F12 = 69, // + SDL_SCANCODE_PRINTSCREEN = 70, // + SDL_SCANCODE_SCROLLLOCK = 71, // + SDL_SCANCODE_PAUSE = 72, // + SDL_SCANCODE_INSERT = 73, // + SDL_SCANCODE_HOME = 74, // + SDL_SCANCODE_PAGEUP = 75, // + SDL_SCANCODE_DELETE = 76, // + SDL_SCANCODE_END = 77, // + SDL_SCANCODE_PAGEDOWN = 78, // + SDL_SCANCODE_RIGHT = 79, // + SDL_SCANCODE_LEFT = 80, // + SDL_SCANCODE_DOWN = 81, // + SDL_SCANCODE_UP = 82, // + SDL_SCANCODE_NUMLOCKCLEAR = 83, // + SDL_SCANCODE_KP_DIVIDE = 84, // + SDL_SCANCODE_KP_MULTIPLY = 85, // + SDL_SCANCODE_KP_MINUS = 86, // + SDL_SCANCODE_KP_PLUS = 87, // + SDL_SCANCODE_KP_ENTER = 88, // + SDL_SCANCODE_KP_1 = 89, // + SDL_SCANCODE_KP_2 = 90, // + SDL_SCANCODE_KP_3 = 91, // + SDL_SCANCODE_KP_4 = 92, // + SDL_SCANCODE_KP_5 = 93, // + SDL_SCANCODE_KP_6 = 94, // + SDL_SCANCODE_KP_7 = 95, // + SDL_SCANCODE_KP_8 = 96, // + SDL_SCANCODE_KP_9 = 97, // + SDL_SCANCODE_KP_0 = 98, // + SDL_SCANCODE_KP_PERIOD = 99, // + SDL_SCANCODE_NONUSBACKSLASH = 100, // + SDL_SCANCODE_APPLICATION = 101, // + SDL_SCANCODE_POWER = 102, // + SDL_SCANCODE_KP_EQUALS = 103, // + SDL_SCANCODE_F13 = 104, // + SDL_SCANCODE_F14 = 105, // + SDL_SCANCODE_F15 = 106, // + SDL_SCANCODE_F16 = 107, // + SDL_SCANCODE_F17 = 108, // + SDL_SCANCODE_F18 = 109, // + SDL_SCANCODE_F19 = 110, // + SDL_SCANCODE_F20 = 111, // + SDL_SCANCODE_F21 = 112, // + SDL_SCANCODE_F22 = 113, // + SDL_SCANCODE_F23 = 114, // + SDL_SCANCODE_F24 = 115, // + SDL_SCANCODE_EXECUTE = 116, // + SDL_SCANCODE_HELP = 117, // + SDL_SCANCODE_MENU = 118, // + SDL_SCANCODE_SELECT = 119, // + SDL_SCANCODE_STOP = 120, // + SDL_SCANCODE_AGAIN = 121, // + SDL_SCANCODE_UNDO = 122, // + SDL_SCANCODE_CUT = 123, // + SDL_SCANCODE_COPY = 124, // + SDL_SCANCODE_PASTE = 125, // + SDL_SCANCODE_FIND = 126, // + SDL_SCANCODE_MUTE = 127, // + SDL_SCANCODE_VOLUMEUP = 128, // + SDL_SCANCODE_VOLUMEDOWN = 129, // + SDL_SCANCODE_KP_COMMA = 133, // + SDL_SCANCODE_KP_EQUALSAS400 = 134, // + SDL_SCANCODE_INTERNATIONAL1 = 135, // + SDL_SCANCODE_INTERNATIONAL2 = 136, // + SDL_SCANCODE_INTERNATIONAL3 = 137, // + SDL_SCANCODE_INTERNATIONAL4 = 138, // + SDL_SCANCODE_INTERNATIONAL5 = 139, // + SDL_SCANCODE_INTERNATIONAL6 = 140, // + SDL_SCANCODE_INTERNATIONAL7 = 141, // + SDL_SCANCODE_INTERNATIONAL8 = 142, // + SDL_SCANCODE_INTERNATIONAL9 = 143, // + SDL_SCANCODE_LANG1 = 144, // + SDL_SCANCODE_LANG2 = 145, // + SDL_SCANCODE_LANG3 = 146, // + SDL_SCANCODE_LANG4 = 147, // + SDL_SCANCODE_LANG5 = 148, // + SDL_SCANCODE_LANG6 = 149, // + SDL_SCANCODE_LANG7 = 150, // + SDL_SCANCODE_LANG8 = 151, // + SDL_SCANCODE_LANG9 = 152, // + SDL_SCANCODE_ALTERASE = 153, // + SDL_SCANCODE_SYSREQ = 154, // + SDL_SCANCODE_CANCEL = 155, // + SDL_SCANCODE_CLEAR = 156, // + SDL_SCANCODE_PRIOR = 157, // + SDL_SCANCODE_RETURN2 = 158, // + SDL_SCANCODE_SEPARATOR = 159, // + SDL_SCANCODE_OUT = 160, // + SDL_SCANCODE_OPER = 161, // + SDL_SCANCODE_CLEARAGAIN = 162, // + SDL_SCANCODE_CRSEL = 163, // + SDL_SCANCODE_EXSEL = 164, // + SDL_SCANCODE_KP_00 = 176, // + SDL_SCANCODE_KP_000 = 177, // + SDL_SCANCODE_THOUSANDSSEPARATOR = 178, // + SDL_SCANCODE_DECIMALSEPARATOR = 179, // + SDL_SCANCODE_CURRENCYUNIT = 180, // + SDL_SCANCODE_CURRENCYSUBUNIT = 181, // + SDL_SCANCODE_KP_LEFTPAREN = 182, // + SDL_SCANCODE_KP_RIGHTPAREN = 183, // + SDL_SCANCODE_KP_LEFTBRACE = 184, // + SDL_SCANCODE_KP_RIGHTBRACE = 185, // + SDL_SCANCODE_KP_TAB = 186, // + SDL_SCANCODE_KP_BACKSPACE = 187, // + SDL_SCANCODE_KP_A = 188, // + SDL_SCANCODE_KP_B = 189, // + SDL_SCANCODE_KP_C = 190, // + SDL_SCANCODE_KP_D = 191, // + SDL_SCANCODE_KP_E = 192, // + SDL_SCANCODE_KP_F = 193, // + SDL_SCANCODE_KP_XOR = 194, // + SDL_SCANCODE_KP_POWER = 195, // + SDL_SCANCODE_KP_PERCENT = 196, // + SDL_SCANCODE_KP_LESS = 197, // + SDL_SCANCODE_KP_GREATER = 198, // + SDL_SCANCODE_KP_AMPERSAND = 199, // + SDL_SCANCODE_KP_DBLAMPERSAND = 200, // + SDL_SCANCODE_KP_VERTICALBAR = 201, // + SDL_SCANCODE_KP_DBLVERTICALBAR = 202, // + SDL_SCANCODE_KP_COLON = 203, // + SDL_SCANCODE_KP_HASH = 204, // + SDL_SCANCODE_KP_SPACE = 205, // + SDL_SCANCODE_KP_AT = 206, // + SDL_SCANCODE_KP_EXCLAM = 207, // + SDL_SCANCODE_KP_MEMSTORE = 208, // + SDL_SCANCODE_KP_MEMRECALL = 209, // + SDL_SCANCODE_KP_MEMCLEAR = 210, // + SDL_SCANCODE_KP_MEMADD = 211, // + SDL_SCANCODE_KP_MEMSUBTRACT = 212, // + SDL_SCANCODE_KP_MEMMULTIPLY = 213, // + SDL_SCANCODE_KP_MEMDIVIDE = 214, // + SDL_SCANCODE_KP_PLUSMINUS = 215, // + SDL_SCANCODE_KP_CLEAR = 216, // + SDL_SCANCODE_KP_CLEARENTRY = 217, // + SDL_SCANCODE_KP_BINARY = 218, // + SDL_SCANCODE_KP_OCTAL = 219, // + SDL_SCANCODE_KP_DECIMAL = 220, // + SDL_SCANCODE_KP_HEXADECIMAL = 221, // + SDL_SCANCODE_LCTRL = 224, // + SDL_SCANCODE_LSHIFT = 225, // + SDL_SCANCODE_LALT = 226, // + SDL_SCANCODE_LGUI = 227, // + SDL_SCANCODE_RCTRL = 228, // + SDL_SCANCODE_RSHIFT = 229, // + SDL_SCANCODE_RALT = 230, // + SDL_SCANCODE_RGUI = 231, // + SDL_SCANCODE_MODE = 257, // + SDL_SCANCODE_AUDIONEXT = 258, // + SDL_SCANCODE_AUDIOPREV = 259, // + SDL_SCANCODE_AUDIOSTOP = 260, // + SDL_SCANCODE_AUDIOPLAY = 261, // + SDL_SCANCODE_AUDIOMUTE = 262, // + SDL_SCANCODE_MEDIASELECT = 263, // + SDL_SCANCODE_WWW = 264, // + SDL_SCANCODE_MAIL = 265, // + SDL_SCANCODE_CALCULATOR = 266, // + SDL_SCANCODE_COMPUTER = 267, // + SDL_SCANCODE_AC_SEARCH = 268, // + SDL_SCANCODE_AC_HOME = 269, // + SDL_SCANCODE_AC_BACK = 270, // + SDL_SCANCODE_AC_FORWARD = 271, // + SDL_SCANCODE_AC_STOP = 272, // + SDL_SCANCODE_AC_REFRESH = 273, // + SDL_SCANCODE_AC_BOOKMARKS = 274, // + SDL_SCANCODE_BRIGHTNESSDOWN = 275, // + SDL_SCANCODE_BRIGHTNESSUP = 276, // + SDL_SCANCODE_DISPLAYSWITCH = 277, // + SDL_SCANCODE_KBDILLUMTOGGLE = 278, // + SDL_SCANCODE_KBDILLUMDOWN = 279, // + SDL_SCANCODE_KBDILLUMUP = 280, // + SDL_SCANCODE_EJECT = 281, // + SDL_SCANCODE_SLEEP = 282, // + SDL_SCANCODE_APP1 = 283, // + SDL_SCANCODE_APP2 = 284, // + SDL_NUM_SCANCODES = 512 // +};+#endif
+ include/EnumSDLSysWMType.h view
@@ -0,0 +1,37 @@+// This source file is part of HGamer3D, a project to enable 3D game development +// in Haskell. For the latest info, see http://www.hgamer3d.org . +// +// (c) 2011-2014 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. +// + +// EnumSDLSysWMType.h + +// + +#include "wchar.h" +#ifndef _DEFINED_HG3D_EnumSDLSysWMType+#define _DEFINED_HG3D_EnumSDLSysWMType+ + +enum EnumSDLSysWMType+{+ SDL_SYSWM_UNKNOWN, // + SDL_SYSWM_WINDOWS, // + SDL_SYSWM_X11, // + SDL_SYSWM_DIRECTFB, // + SDL_SYSWM_COCOA, // + SDL_SYSWM_UIKIT // +};+#endif
+ include/EnumSDLSystemCursor.h view
@@ -0,0 +1,44 @@+// This source file is part of HGamer3D, a project to enable 3D game development +// in Haskell. For the latest info, see http://www.hgamer3d.org . +// +// (c) 2011-2014 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. +// + +// EnumSDLSystemCursor.h + +// + +#include "wchar.h" +#ifndef _DEFINED_HG3D_EnumSDLSystemCursor+#define _DEFINED_HG3D_EnumSDLSystemCursor+ + +enum EnumSDLSystemCursor+{+ SDL_SYSTEM_CURSOR_ARROW, // + SDL_SYSTEM_CURSOR_IBEAM, // + SDL_SYSTEM_CURSOR_WAIT, // + SDL_SYSTEM_CURSOR_CROSSHAIR, // + SDL_SYSTEM_CURSOR_WAITARROW, // + SDL_SYSTEM_CURSOR_SIZENWSE, // + SDL_SYSTEM_CURSOR_SIZENESW, // + SDL_SYSTEM_CURSOR_SIZEWE, // + SDL_SYSTEM_CURSOR_SIZENS, // + SDL_SYSTEM_CURSOR_SIZEALL, // + SDL_SYSTEM_CURSOR_NO, // + SDL_SYSTEM_CURSOR_HAND, // + SDL_NUM_SYSTEM_CURSORS // +};+#endif
+ include/EnumSDLTextureAccess.h view
@@ -0,0 +1,34 @@+// This source file is part of HGamer3D, a project to enable 3D game development +// in Haskell. For the latest info, see http://www.hgamer3d.org . +// +// (c) 2011-2014 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. +// + +// EnumSDLTextureAccess.h + +// + +#include "wchar.h" +#ifndef _DEFINED_HG3D_EnumSDLTextureAccess+#define _DEFINED_HG3D_EnumSDLTextureAccess+ + +enum EnumSDLTextureAccess+{+ SDL_TEXTUREACCESS_STATIC, // + SDL_TEXTUREACCESS_STREAMING, // + SDL_TEXTUREACCESS_TARGET // +};+#endif
+ include/EnumSDLTextureModulate.h view
@@ -0,0 +1,34 @@+// This source file is part of HGamer3D, a project to enable 3D game development +// in Haskell. For the latest info, see http://www.hgamer3d.org . +// +// (c) 2011-2014 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. +// + +// EnumSDLTextureModulate.h + +// + +#include "wchar.h" +#ifndef _DEFINED_HG3D_EnumSDLTextureModulate+#define _DEFINED_HG3D_EnumSDLTextureModulate+ + +enum EnumSDLTextureModulate+{+ SDL_TEXTUREMODULATE_NONE = 0x00000000, // + SDL_TEXTUREMODULATE_COLOR = 0x00000001, // + SDL_TEXTUREMODULATE_ALPHA = 0x00000002 // +};+#endif
+ include/EnumSDLThreadPriority.h view
@@ -0,0 +1,34 @@+// This source file is part of HGamer3D, a project to enable 3D game development +// in Haskell. For the latest info, see http://www.hgamer3d.org . +// +// (c) 2011-2014 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. +// + +// EnumSDLThreadPriority.h + +// + +#include "wchar.h" +#ifndef _DEFINED_HG3D_EnumSDLThreadPriority+#define _DEFINED_HG3D_EnumSDLThreadPriority+ + +enum EnumSDLThreadPriority+{+ SDL_THREAD_PRIORITY_LOW, // + SDL_THREAD_PRIORITY_NORMAL, // + SDL_THREAD_PRIORITY_HIGH // +};+#endif
+ include/EnumSDLWindowEventID.h view
@@ -0,0 +1,46 @@+// This source file is part of HGamer3D, a project to enable 3D game development +// in Haskell. For the latest info, see http://www.hgamer3d.org . +// +// (c) 2011-2014 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. +// + +// EnumSDLWindowEventID.h + +// + +#include "wchar.h" +#ifndef _DEFINED_HG3D_EnumSDLWindowEventID+#define _DEFINED_HG3D_EnumSDLWindowEventID+ + +enum EnumSDLWindowEventID+{+ SDL_WINDOWEVENT_NONE, // + SDL_WINDOWEVENT_SHOWN, // + SDL_WINDOWEVENT_HIDDEN, // + SDL_WINDOWEVENT_EXPOSED, // + SDL_WINDOWEVENT_MOVED, // + SDL_WINDOWEVENT_RESIZED, // + SDL_WINDOWEVENT_SIZE_CHANGED, // + SDL_WINDOWEVENT_MINIMIZED, // + SDL_WINDOWEVENT_MAXIMIZED, // + SDL_WINDOWEVENT_RESTORED, // + SDL_WINDOWEVENT_ENTER, // + SDL_WINDOWEVENT_LEAVE, // + SDL_WINDOWEVENT_FOCUS_GAINED, // + SDL_WINDOWEVENT_FOCUS_LOST, // + SDL_WINDOWEVENT_CLOSE // +};+#endif
+ include/EnumSDLWindowFlags.h view
@@ -0,0 +1,45 @@+// This source file is part of HGamer3D, a project to enable 3D game development +// in Haskell. For the latest info, see http://www.hgamer3d.org . +// +// (c) 2011-2014 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. +// + +// EnumSDLWindowFlags.h + +// + +#include "wchar.h" +#ifndef _DEFINED_HG3D_EnumSDLWindowFlags+#define _DEFINED_HG3D_EnumSDLWindowFlags+ + +enum EnumSDLWindowFlags+{+ SDL_WINDOW_FULLSCREEN = 0x00000001, // + SDL_WINDOW_OPENGL = 0x00000002, // + SDL_WINDOW_SHOWN = 0x00000004, // + SDL_WINDOW_HIDDEN = 0x00000008, // + SDL_WINDOW_BORDERLESS = 0x00000010, // + SDL_WINDOW_RESIZABLE = 0x00000020, // + SDL_WINDOW_MINIMIZED = 0x00000040, // + SDL_WINDOW_MAXIMIZED = 0x00000080, // + SDL_WINDOW_INPUT_GRABBED = 0x00000100, // + SDL_WINDOW_INPUT_FOCUS = 0x00000200, // + SDL_WINDOW_MOUSE_FOCUS = 0x00000400, // + SDL_WINDOW_FULLSCREEN_DESKTOP = ( SDL_WINDOW_FULLSCREEN | 0x00001000 ), // + SDL_WINDOW_FOREIGN = 0x00000800, // + SDL_WINDOW_ALLOW_HIGHDPI = 0x00002000 // +};+#endif
+ include/EnumSDLWindowShapeMode.h view
@@ -0,0 +1,35 @@+// This source file is part of HGamer3D, a project to enable 3D game development +// in Haskell. For the latest info, see http://www.hgamer3d.org . +// +// (c) 2011-2014 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. +// + +// EnumSDLWindowShapeMode.h + +// + +#include "wchar.h" +#ifndef _DEFINED_HG3D_EnumSDLWindowShapeMode+#define _DEFINED_HG3D_EnumSDLWindowShapeMode+ + +enum EnumSDLWindowShapeMode+{+ ShapeModeDefault, // The default mode, a binarized alpha cutoff of 1. + ShapeModeBinarizeAlpha, // A binarized alpha cutoff with a given integer value. + ShapeModeReverseBinarizeAlpha, // A binarized alpha cutoff with a given integer value, but with the opposite comparison. + ShapeModeColorKey // A color key is applied. +};+#endif
+ include/HG3DUtilities.h view
@@ -0,0 +1,28 @@+/*+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 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.+*/++#include "SDL.h"++class HG3DUtilities+{+ public:+ static SDL_Window* createWindowFromHandle(unsigned int handle);+};+
+ include/HeaderSDL.h view
@@ -0,0 +1,45 @@+// This source file is part of HGamer3D, a project to enable 3D game development +// in Haskell. For the latest info, see http://www.hgamer3d.org . +// +// (c) 2011-2014 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. +// + +// HeaderSDL.h + +// + +#include "wchar.h" +#ifndef _DEFINED_HG3D_HeaderSDL+#define _DEFINED_HG3D_HeaderSDL++#include "ClassPtr.h"+ + +// +void fsdl_sdl_Init(unsigned int flags_c, int * result_c);++// +void fsdl_sdl_InitSubSystem(unsigned int flags_c, int * result_c);++// +void fsdl_sdl_QuitSubSystem(unsigned int flags_c);++// +void fsdl_sdl_WasInit(unsigned int flags_c, unsigned int * result_c);++// +void fsdl_sdl_Quit();++#endif
+ include/HeaderSDLEvents.h view
@@ -0,0 +1,55 @@+// This source file is part of HGamer3D, a project to enable 3D game development +// in Haskell. For the latest info, see http://www.hgamer3d.org . +// +// (c) 2011-2014 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. +// + +// HeaderSDLEvents.h + +// + +#include "wchar.h" +#ifndef _DEFINED_HG3D_HeaderSDLEvents+#define _DEFINED_HG3D_HeaderSDLEvents++#include "ClassPtr.h"+#include "StructSDLEvent.h"+ + +// +void sdlevts_sdl_PumpEvents();++// +void sdlevts_sdl_FlushEvent(unsigned int type_c);++// +void sdlevts_sdl_FlushEvents(unsigned int minType_c, unsigned int maxType_c);++// Polls for currently pending events. +void sdlevts_sdl_PollEvent(struct sdlevent_struct * event_c, int * result_c);++// Waits indefinitely for the next available event. +void sdlevts_sdl_WaitEvent(struct sdlevent_struct * event_c, int * result_c);++// Waits until the specified timeout (in milliseconds) for the next available event. +void sdlevts_sdl_WaitEventTimeout(struct sdlevent_struct * event_c, int timeout_c, int * result_c);++// Add an event to the event queue. +void sdlevts_sdl_PushEvent(struct sdlevent_struct * event_c, int * result_c);++// +void sdlevts_sdl_RegisterEvents(int numevents_c, unsigned int * result_c);++#endif
+ include/HeaderSDLKeyboard.h view
@@ -0,0 +1,39 @@+// This source file is part of HGamer3D, a project to enable 3D game development +// in Haskell. For the latest info, see http://www.hgamer3d.org . +// +// (c) 2011-2014 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. +// + +// HeaderSDLKeyboard.h + +// + +#include "wchar.h" +#ifndef _DEFINED_HG3D_HeaderSDLKeyboard+#define _DEFINED_HG3D_HeaderSDLKeyboard++#include "ClassPtr.h"+ + +// Get the window which currently has keyboard focus. +void skbd_sdl_GetKeyboardFocus(void * * result_c);++// Start accepting Unicode text input events. This function will show the on-screen keyboard if supported. +void skbd_sdl_StartTextInput();++// Stop receiving any text input events. This function will hide the on-screen keyboard if supported. +void skbd_sdl_StopTextInput();++#endif
+ include/HeaderSDLMouse.h view
@@ -0,0 +1,45 @@+// This source file is part of HGamer3D, a project to enable 3D game development +// in Haskell. For the latest info, see http://www.hgamer3d.org . +// +// (c) 2011-2014 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. +// + +// HeaderSDLMouse.h + +// + +#include "wchar.h" +#ifndef _DEFINED_HG3D_HeaderSDLMouse+#define _DEFINED_HG3D_HeaderSDLMouse++#include "ClassPtr.h"+ + +// Get the window which currently has mouse focus. +void sdlms_sdl_GetMouseFocus(void * * result_c);++// Retrieve the current state of the mouse. +void sdlms_sdl_GetMouseState(int * x_c, int * y_c, unsigned int * result_c);++// Retrieve the relative state of the mouse. +void sdlms_sdl_GetRelativeMouseState(int * x_c, int * y_c, unsigned int * result_c);++// Moves the mouse to the given position within the window. +void sdlms_sdl_WarpMouseInWindow(void * window_c, int x_c, int y_c);++// Toggle whether or not the cursor is shown. +void sdlms_sdl_ShowCursor(int toggle_c, int * result_c);++#endif
+ include/HeaderSDLVideo.h view
@@ -0,0 +1,141 @@+// This source file is part of HGamer3D, a project to enable 3D game development +// in Haskell. For the latest info, see http://www.hgamer3d.org . +// +// (c) 2011-2014 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. +// + +// HeaderSDLVideo.h + +// + +#include "wchar.h" +#ifndef _DEFINED_HG3D_HeaderSDLVideo+#define _DEFINED_HG3D_HeaderSDLVideo++#include "ClassPtr.h"+ + +// Get the number of video drivers compiled into SDL. +void fsdlvid_sdl_GetNumVideoDrivers(int * result_c);++// Get the name of a built in video driver. +void fsdlvid_sdl_GetVideoDriver(int index_c, char * result_c);++// Initialize the video subsystem, optionally specifying a video driver. +void fsdlvid_sdl_VideoInit(char * driver_name_c, int * result_c);++// Shuts down the video subsystem. +void fsdlvid_sdl_VideoQuit();++// Returns the name of the currently initialized video driver. +void fsdlvid_sdl_GetCurrentVideoDriver(char * result_c);++// Returns the number of available video displays. +void fsdlvid_sdl_GetNumVideoDisplays(int * result_c);++// Get the name of a display in UTF-8 encoding. +void fsdlvid_sdl_GetDisplayName(int displayIndex_c, char * result_c);++// Returns the number of available display modes. +void fsdlvid_sdl_GetNumDisplayModes(int displayIndex_c, int * result_c);++// Get the display index associated with a window. +void fsdlvid_sdl_GetWindowDisplayIndex(void * window_c, int * result_c);++// Get the pixel format associated with the window. +void fsdlvid_sdl_GetWindowPixelFormat(void * window_c, unsigned int * result_c);++// Create a window with the specified position, dimensions, and flags. +void fsdlvid_sdl_CreateWindow(char * title_c, int x_c, int y_c, int w_c, int h_c, unsigned int flags_c, void * * result_c);++// Get the numeric ID of a window, for logging purposes. +void fsdlvid_sdl_GetWindowID(void * window_c, unsigned int * result_c);++// Get a window from a stored ID, or NULL if it doesn't exist. +void fsdlvid_sdl_GetWindowFromID(unsigned int id_c, void * * result_c);++// Get the window flags. +void fsdlvid_sdl_GetWindowFlags(void * window_c, unsigned int * result_c);++// Set the title of a window, in UTF-8 format. +void fsdlvid_sdl_SetWindowTitle(void * window_c, char * title_c);++// Get the title of a window, in UTF-8 format. +void fsdlvid_sdl_GetWindowTitle(void * window_c, char * result_c);++// Set the position of a window. +void fsdlvid_sdl_SetWindowPosition(void * window_c, int x_c, int y_c);++// Get the position of a window. +void fsdlvid_sdl_GetWindowPosition(void * window_c, int * x_c, int * y_c);++// Set the size of a window's client area. +void fsdlvid_sdl_SetWindowSize(void * window_c, int w_c, int h_c);++// Get the size of a window's client area. +void fsdlvid_sdl_GetWindowSize(void * window_c, int * w_c, int * h_c);++// Set the minimum size of a window's client area. +void fsdlvid_sdl_SetWindowMinimumSize(void * window_c, int min_w_c, int min_h_c);++// Get the minimum size of a window's client area. +void fsdlvid_sdl_GetWindowMinimumSize(void * window_c, int * w_c, int * h_c);++// Set the maximum size of a window's client area. +void fsdlvid_sdl_SetWindowMaximumSize(void * window_c, int max_w_c, int max_h_c);++// Get the maximum size of a window's client area. +void fsdlvid_sdl_GetWindowMaximumSize(void * window_c, int * w_c, int * h_c);++// Show a window. +void fsdlvid_sdl_ShowWindow(void * window_c);++// Hide a window. +void fsdlvid_sdl_HideWindow(void * window_c);++// Raise a window above other windows and set the input focus. +void fsdlvid_sdl_RaiseWindow(void * window_c);++// Make a window as large as possible. +void fsdlvid_sdl_MaximizeWindow(void * window_c);++// Minimize a window to an iconic representation. +void fsdlvid_sdl_MinimizeWindow(void * window_c);++// Restore the size and position of a minimized or maximized window. +void fsdlvid_sdl_RestoreWindow(void * window_c);++// Set a window's fullscreen state. +void fsdlvid_sdl_SetWindowFullscreen(void * window_c, unsigned int flags_c, int * result_c);++// Copy the window surface to the screen. +void fsdlvid_sdl_UpdateWindowSurface(void * window_c, int * result_c);++// Set the brightness (gamma correction) for a window. +void fsdlvid_sdl_SetWindowBrightness(void * window_c, float brightness_c, int * result_c);++// Get the brightness (gamma correction) for a window. +void fsdlvid_sdl_GetWindowBrightness(void * window_c, float * result_c);++// Destroy a window. +void fsdlvid_sdl_DestroyWindow(void * window_c);++// Allow the screen to be blanked by a screensaver. +void fsdlvid_sdl_EnableScreenSaver();++// Prevent the screen from being blanked by a screensaver. +void fsdlvid_sdl_DisableScreenSaver();++#endif
+ include/SDL2DllDefines.h view
@@ -0,0 +1,41 @@+// (c) 2011-2014 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. +// + + +// SDL2DllDefines.h + +#ifndef _HGamer3DSDL2032_DLLDEFINES_H_ +#define _HGamer3DSDL2032_DLLDEFINES_H_ + +/* Cmake will define HGamer3DSDL2032_EXPORTS on Windows when it +configures to build a shared library. If you are going to use +another build system on windows or create the visual studio +projects by hand you need to define MyLibrary_EXPORTS when +building a DLL on windows. +*/ + +// We are using the Visual Studio Compiler and building Shared libraries + +#if (defined (_WIN32)) && !(defined (__GNUC__)) + #if defined(HGamer3DSDL2032_EXPORTS) + #define SDL2_LIB_EXPORT __declspec(dllexport) + #else + #define SDL2_LIB_EXPORT __declspec(dllimport) + #endif /* HGamer3DSDL2032_EXPORTS */ +#else /* defined (_WIN32) */ + #define SDL2_LIB_EXPORT +#endif + +#endif /* _HGamer3DSDL2032_DLLDEFINES_H_ */
+ include/StructHG3DClass.h view
@@ -0,0 +1,29 @@+// This source file is part of HGamer3D, a project to enable 3D game development +// in Haskell. For the latest info, see http://www.hgamer3d.org . +// +// (c) 2011-2014 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. +// + +// StructHG3DClass.h + +// + +#include "wchar.h" + + +typedef struct hg3dclass_struct {+ void *ptr;+ void *fptr;+} hg3dclass_struct;
+ include/StructSDLEvent.h view
@@ -0,0 +1,35 @@+// This source file is part of HGamer3D, a project to enable 3D game development +// in Haskell. For the latest info, see http://www.hgamer3d.org . +// +// (c) 2011-2014 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. +// + +// StructSDLEvent.h + +// + +#include "wchar.h" + + +#ifndef _INC_STRUCT_SDLEVENT+#define _INC_STRUCT_SDLEVENT++typedef struct sdlevent_struct {+ int type;+ int what;+ int data[12];+} sdlevent_struct;++#endif
− include/hg3dstruct.h
@@ -1,4 +0,0 @@-typedef struct hg3dclass_struct {- void *ptr;- void *fptr;-} hg3dclass_struct;
− include/sdlevent_struct.h
@@ -1,3 +0,0 @@-typedef struct sdlevent_struct { - unsigned int sdl_event_data[14]; -} sdlevent_struct;