HGamer3D-SDL2-Binding 0.4.0 → 0.5.0
raw patch · 82 files changed
+2038/−1981 lines, 82 filessetup-changed
Files
- HGamer3D-SDL2-Binding.cabal +12/−12
- HGamer3D/Bindings/SDL2/ClassHG3DUtilities.chs +11/−11
- HGamer3D/Bindings/SDL2/ClassPtr.chs +10/−8
- HGamer3D/Bindings/SDL2/EnumSDLBlendMode.chs +3/−3
- HGamer3D/Bindings/SDL2/EnumSDLEventType.chs +3/−3
- HGamer3D/Bindings/SDL2/EnumSDLGLAttr.chs +3/−3
- HGamer3D/Bindings/SDL2/EnumSDLGLProfile.chs +3/−3
- HGamer3D/Bindings/SDL2/EnumSDLGameControllerAxis.chs +3/−3
- HGamer3D/Bindings/SDL2/EnumSDLGameControllerBindType.chs +3/−3
- HGamer3D/Bindings/SDL2/EnumSDLGameControllerButton.chs +3/−3
- HGamer3D/Bindings/SDL2/EnumSDLGlContextFlag.chs +3/−3
- HGamer3D/Bindings/SDL2/EnumSDLHintPriority.chs +3/−3
- HGamer3D/Bindings/SDL2/EnumSDLKeymod.chs +3/−3
- HGamer3D/Bindings/SDL2/EnumSDLLogCategory.chs +3/−3
- HGamer3D/Bindings/SDL2/EnumSDLLogPriority.chs +3/−3
- HGamer3D/Bindings/SDL2/EnumSDLMessageBoxButtonFlags.chs +3/−3
- HGamer3D/Bindings/SDL2/EnumSDLMessageBoxColorType.chs +3/−3
- HGamer3D/Bindings/SDL2/EnumSDLMessageBoxFlags.chs +3/−3
- HGamer3D/Bindings/SDL2/EnumSDLPacketLayout.chs +3/−3
- HGamer3D/Bindings/SDL2/EnumSDLPixelFormat.chs +0/−41
- HGamer3D/Bindings/SDL2/EnumSDLPowerState.chs +3/−3
- HGamer3D/Bindings/SDL2/EnumSDLRendererFlags.chs +3/−3
- HGamer3D/Bindings/SDL2/EnumSDLRendererFlip.chs +3/−3
- HGamer3D/Bindings/SDL2/EnumSDLScancode.chs +3/−3
- HGamer3D/Bindings/SDL2/EnumSDLSysWMType.chs +3/−3
- HGamer3D/Bindings/SDL2/EnumSDLSystemCursor.chs +3/−3
- HGamer3D/Bindings/SDL2/EnumSDLTextureAccess.chs +3/−3
- HGamer3D/Bindings/SDL2/EnumSDLTextureModulate.chs +3/−3
- HGamer3D/Bindings/SDL2/EnumSDLThreadPriority.chs +3/−3
- HGamer3D/Bindings/SDL2/EnumSDLWindowEventID.chs +3/−3
- HGamer3D/Bindings/SDL2/EnumSDLWindowFlags.chs +3/−3
- HGamer3D/Bindings/SDL2/EnumSDLWindowShapeMode.chs +3/−3
- HGamer3D/Bindings/SDL2/HeaderSDL.chs +29/−29
- HGamer3D/Bindings/SDL2/HeaderSDLEvents.chs +46/−46
- HGamer3D/Bindings/SDL2/HeaderSDLKeyboard.chs +18/−18
- HGamer3D/Bindings/SDL2/HeaderSDLMouse.chs +33/−33
- HGamer3D/Bindings/SDL2/HeaderSDLVideo.chs +193/−193
- HGamer3D/Bindings/SDL2/StructHG3DClass.chs +15/−15
- HGamer3D/Bindings/SDL2/StructSDLEvent.chs +116/−116
- HGamer3D/Bindings/SDL2/Utils.chs +95/−95
- Setup.hs +2/−2
- include/ClassHG3DUtilities.h +11/−11
- include/ClassPtr.h +19/−16
- include/EnumSDLBlendMode.h +13/−13
- include/EnumSDLEventType.h +50/−50
- include/EnumSDLGLAttr.h +33/−33
- include/EnumSDLGLProfile.h +12/−12
- include/EnumSDLGameControllerAxis.h +17/−17
- include/EnumSDLGameControllerBindType.h +13/−13
- include/EnumSDLGameControllerButton.h +26/−26
- include/EnumSDLGlContextFlag.h +13/−13
- include/EnumSDLHintPriority.h +12/−12
- include/EnumSDLKeycode.h +257/−256
- include/EnumSDLKeymod.h +22/−22
- include/EnumSDLLogCategory.h +29/−29
- include/EnumSDLLogPriority.h +16/−16
- include/EnumSDLMessageBoxButtonFlags.h +11/−11
- include/EnumSDLMessageBoxColorType.h +15/−15
- include/EnumSDLMessageBoxFlags.h +12/−12
- include/EnumSDLPacketLayout.h +18/−16
- include/EnumSDLPixelFormat.h +108/−18
- include/EnumSDLPowerState.h +14/−14
- include/EnumSDLRendererFlags.h +13/−13
- include/EnumSDLRendererFlip.h +12/−12
- include/EnumSDLScancode.h +251/−251
- include/EnumSDLSysWMType.h +15/−15
- include/EnumSDLSystemCursor.h +22/−22
- include/EnumSDLTextureAccess.h +12/−12
- include/EnumSDLTextureModulate.h +12/−12
- include/EnumSDLThreadPriority.h +12/−12
- include/EnumSDLWindowEventID.h +24/−24
- include/EnumSDLWindowFlags.h +23/−23
- include/EnumSDLWindowShapeMode.h +13/−13
- include/HeaderSDL.h +23/−23
- include/HeaderSDLEvents.h +33/−33
- include/HeaderSDLKeyboard.h +17/−17
- include/HeaderSDLMouse.h +23/−23
- include/HeaderSDLVideo.h +119/−119
- include/SDL2DllDefines.h +7/−7
- include/StructHG3DClass.h +7/−7
- include/StructSDLEvent.h +12/−12
- include/sdlevent_struct.h +3/−3
HGamer3D-SDL2-Binding.cabal view
@@ -1,13 +1,13 @@ Name: HGamer3D-SDL2-Binding -Version: 0.4.0 +Version: 0.5.0 Synopsis: SDL2 Binding for HGamer3D Description: - HGamer3D is a game engine for developing 3D games in the programming - language Haskell. This package provides the SDL2 binding. - HGamer3D-SDL2-Binding is available on Windows and Linux. - This binding does not claim to have full coverage of SDL2 - functionality, but only to support what is needed for the- HGamer3D-WinEvent package.+ HGamer3D is a toolset for developing 3D games in the programming + language Haskell. This package provides the SDL2 binding. + HGamer3D-SDL2-Binding is available on Windows and Linux. + This binding does not claim to have full coverage of SDL2 + functionality, but only to support what is needed for the + HGamer3D-WinEvent package. License: OtherLicense @@ -18,21 +18,21 @@ Cabal-Version: >=1.4 Homepage: http://www.hgamer3d.org Category: Game Engine -Extra-source-files: Setup.hs, include/StructHG3DClass.h, include/HeaderSDL.h, include/EnumSDLSystemCursor.h, include/hg3dstruct.h, include/EnumSDLMessageBoxFlags.h, include/HeaderSDLMouse.h, include/EnumSDLWindowShapeMode.h, include/EnumSDLWindowFlags.h, include/EnumSDLScancode.h, include/EnumSDLGLAttr.h, include/EnumSDLGameControllerAxis.h, include/EnumSDLBlendMode.h, include/EnumSDLMessageBoxColorType.h, include/EnumSDLLogPriority.h, include/EnumSDLGlContextFlag.h, include/EnumSDLPixelFormat.h, include/EnumSDLGLProfile.h, include/EnumSDLTextureAccess.h, include/EnumSDLTextureModulate.h, include/HeaderSDLEvents.h, include/EnumSDLRendererFlags.h, include/ClassHG3DUtilities.h, include/EnumSDLPowerState.h, include/EnumSDLWindowEventID.h, include/EnumSDLKeymod.h, include/ClassPtr.h, include/EnumSDLLogCategory.h, include/EnumSDLRendererFlip.h, include/SDL2DllDefines.h, include/EnumSDLThreadPriority.h, include/EnumSDLPacketLayout.h, include/EnumSDLMessageBoxButtonFlags.h, include/EnumSDLGameControllerButton.h, include/HeaderSDLKeyboard.h, include/HeaderSDLVideo.h, include/sdlevent_struct.h, include/EnumSDLEventType.h, include/EnumSDLGameControllerBindType.h, include/EnumSDLHintPriority.h, include/EnumSDLKeycode.h, include/EnumSDLSysWMType.h, include/StructSDLEvent.h, include/HG3DUtilities.h +Extra-source-files: Setup.hs, include/ClassHG3DUtilities.h, include/ClassPtr.h, include/EnumSDLBlendMode.h, include/EnumSDLEventType.h, include/EnumSDLGameControllerAxis.h, include/EnumSDLGameControllerBindType.h, include/EnumSDLGameControllerButton.h, include/EnumSDLGLAttr.h, include/EnumSDLGlContextFlag.h, include/EnumSDLGLProfile.h, include/EnumSDLHintPriority.h, include/EnumSDLKeycode.h, include/EnumSDLKeymod.h, include/EnumSDLLogCategory.h, include/EnumSDLLogPriority.h, include/EnumSDLMessageBoxButtonFlags.h, include/EnumSDLMessageBoxColorType.h, include/EnumSDLMessageBoxFlags.h, include/EnumSDLPacketLayout.h, include/EnumSDLPixelFormat.h, include/EnumSDLPowerState.h, include/EnumSDLRendererFlags.h, include/EnumSDLRendererFlip.h, include/EnumSDLScancode.h, include/EnumSDLSystemCursor.h, include/EnumSDLSysWMType.h, include/EnumSDLTextureAccess.h, include/EnumSDLTextureModulate.h, include/EnumSDLThreadPriority.h, include/EnumSDLWindowEventID.h, include/EnumSDLWindowFlags.h, include/EnumSDLWindowShapeMode.h, include/HeaderSDL.h, include/HeaderSDLEvents.h, include/HeaderSDLKeyboard.h, include/HeaderSDLMouse.h, include/HeaderSDLVideo.h, include/hg3dstruct.h, include/HG3DUtilities.h, include/SDL2DllDefines.h, include/sdlevent_struct.h, include/StructHG3DClass.h, include/StructSDLEvent.h Library Build-Depends: base >= 3 && < 5, utf8-string, bytestring, HGamer3D-Data >= 0.4.0 - Exposed-modules: HGamer3D.Bindings.SDL2.Utils, HGamer3D.Bindings.SDL2.StructHG3DClass, HGamer3D.Bindings.SDL2.ClassPtr, HGamer3D.Bindings.SDL2.EnumSDLMessageBoxButtonFlags, HGamer3D.Bindings.SDL2.EnumSDLGLProfile, HGamer3D.Bindings.SDL2.EnumSDLRendererFlags, HGamer3D.Bindings.SDL2.EnumSDLScancode, HGamer3D.Bindings.SDL2.EnumSDLWindowEventID, HGamer3D.Bindings.SDL2.EnumSDLThreadPriority, HGamer3D.Bindings.SDL2.EnumSDLSystemCursor, HGamer3D.Bindings.SDL2.EnumSDLGameControllerAxis, HGamer3D.Bindings.SDL2.EnumSDLMessageBoxFlags, HGamer3D.Bindings.SDL2.EnumSDLWindowFlags, HGamer3D.Bindings.SDL2.EnumSDLGameControllerButton, HGamer3D.Bindings.SDL2.EnumSDLKeymod, HGamer3D.Bindings.SDL2.EnumSDLHintPriority, HGamer3D.Bindings.SDL2.EnumSDLLogCategory, HGamer3D.Bindings.SDL2.EnumSDLRendererFlip, HGamer3D.Bindings.SDL2.EnumSDLTextureModulate, HGamer3D.Bindings.SDL2.EnumSDLPacketLayout, HGamer3D.Bindings.SDL2.EnumSDLEventType, HGamer3D.Bindings.SDL2.EnumSDLTextureAccess, HGamer3D.Bindings.SDL2.EnumSDLLogPriority, HGamer3D.Bindings.SDL2.EnumSDLGameControllerBindType, HGamer3D.Bindings.SDL2.EnumSDLWindowShapeMode, HGamer3D.Bindings.SDL2.EnumSDLBlendMode, HGamer3D.Bindings.SDL2.EnumSDLPixelFormat, HGamer3D.Bindings.SDL2.EnumSDLGLAttr, HGamer3D.Bindings.SDL2.EnumSDLSysWMType, HGamer3D.Bindings.SDL2.EnumSDLGlContextFlag, HGamer3D.Bindings.SDL2.EnumSDLMessageBoxColorType, HGamer3D.Bindings.SDL2.EnumSDLPowerState, HGamer3D.Bindings.SDL2.StructSDLEvent, HGamer3D.Bindings.SDL2.ClassHG3DUtilities, HGamer3D.Bindings.SDL2.HeaderSDLMouse, HGamer3D.Bindings.SDL2.HeaderSDLEvents, HGamer3D.Bindings.SDL2.HeaderSDLVideo, HGamer3D.Bindings.SDL2.HeaderSDL, HGamer3D.Bindings.SDL2.HeaderSDLKeyboard + Exposed-modules: HGamer3D.Bindings.SDL2.Utils, HGamer3D.Bindings.SDL2.ClassPtr, HGamer3D.Bindings.SDL2.StructHG3DClass, HGamer3D.Bindings.SDL2.EnumSDLBlendMode, HGamer3D.Bindings.SDL2.EnumSDLEventType, HGamer3D.Bindings.SDL2.EnumSDLGameControllerAxis, HGamer3D.Bindings.SDL2.EnumSDLGameControllerBindType, HGamer3D.Bindings.SDL2.EnumSDLGameControllerButton, HGamer3D.Bindings.SDL2.EnumSDLGLAttr, HGamer3D.Bindings.SDL2.EnumSDLGlContextFlag, HGamer3D.Bindings.SDL2.EnumSDLGLProfile, HGamer3D.Bindings.SDL2.EnumSDLHintPriority, HGamer3D.Bindings.SDL2.EnumSDLKeymod, HGamer3D.Bindings.SDL2.EnumSDLLogCategory, HGamer3D.Bindings.SDL2.EnumSDLLogPriority, HGamer3D.Bindings.SDL2.EnumSDLMessageBoxButtonFlags, HGamer3D.Bindings.SDL2.EnumSDLMessageBoxColorType, HGamer3D.Bindings.SDL2.EnumSDLMessageBoxFlags, HGamer3D.Bindings.SDL2.EnumSDLPacketLayout, HGamer3D.Bindings.SDL2.EnumSDLPowerState, HGamer3D.Bindings.SDL2.EnumSDLRendererFlags, HGamer3D.Bindings.SDL2.EnumSDLRendererFlip, HGamer3D.Bindings.SDL2.EnumSDLScancode, HGamer3D.Bindings.SDL2.EnumSDLSystemCursor, HGamer3D.Bindings.SDL2.EnumSDLSysWMType, HGamer3D.Bindings.SDL2.EnumSDLTextureAccess, HGamer3D.Bindings.SDL2.EnumSDLTextureModulate, HGamer3D.Bindings.SDL2.EnumSDLThreadPriority, HGamer3D.Bindings.SDL2.EnumSDLWindowEventID, HGamer3D.Bindings.SDL2.EnumSDLWindowFlags, HGamer3D.Bindings.SDL2.EnumSDLWindowShapeMode, HGamer3D.Bindings.SDL2.StructSDLEvent, HGamer3D.Bindings.SDL2.ClassHG3DUtilities, HGamer3D.Bindings.SDL2.HeaderSDL, HGamer3D.Bindings.SDL2.HeaderSDLEvents, HGamer3D.Bindings.SDL2.HeaderSDLKeyboard, HGamer3D.Bindings.SDL2.HeaderSDLMouse, HGamer3D.Bindings.SDL2.HeaderSDLVideo Other-modules: - ghc-options: + ghc-options: -O2 cc-options: -Wno-attributes hs-source-dirs: . Include-dirs: include Build-tools: build-depends: if os(windows) - extra-libraries: hg3dsdl2040 + extra-libraries: hg3dsdl2050 else - extra-libraries: hg3dsdl2040,SDL2-2.0,X11 + extra-libraries: hg3dsdl2050,SDL2-2.0,X11
HGamer3D/Bindings/SDL2/ClassHG3DUtilities.chs view
@@ -3,7 +3,7 @@ -- 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 -- @@ -18,12 +18,12 @@ -- 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. --- +-- -- ClassHG3DUtilities.chs --- +-- module HGamer3D.Bindings.SDL2.ClassHG3DUtilities where @@ -36,13 +36,13 @@ import HGamer3D.Data.Colour import HGamer3D.Data.Angle -{# import HGamer3D.Bindings.SDL2.Utils #}-{# import HGamer3D.Bindings.SDL2.ClassPtr #}-{# import HGamer3D.Bindings.SDL2.StructHG3DClass #}+{# import HGamer3D.Bindings.SDL2.Utils #} +{# import HGamer3D.Bindings.SDL2.ClassPtr #} +{# import HGamer3D.Bindings.SDL2.StructHG3DClass #} #include "ClassHG3DUtilities.h" -{- function createWindowFromHandle -}-{#fun sdl2_hg3dutl_createWindowFromHandle as createWindowFromHandle -{ fromIntegral `Int' ,- alloca- `Ptr SDLWindow' peekSDLWindowPtr*} -> `()' #}-+{- function createWindowFromHandle -} +{#fun hg3d_util_createWindowFromHandle as createWindowFromHandle +{ fromIntegral `Int' , + alloca- `Ptr SDLWindow' peekSDLWindowPtr*} -> `()' #} +
HGamer3D/Bindings/SDL2/ClassPtr.chs view
@@ -1,10 +1,10 @@-{-# LANGUAGE EmptyDataDecls #-}+{-# LANGUAGE EmptyDataDecls #-} {-# LANGUAGE ForeignFunctionInterface #-} {-# LANGUAGE TypeSynonymInstances #-} -- This source file is part of HGamer3D, a project to enable 3D game development -- in Haskell. For the latest info, see http://www.hgamer3d.org . --- +-- -- (c) 2011-2014 Peter Althainz -- @@ -19,12 +19,12 @@ -- 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.chs --- Class Ptr Utilities+-- Class Ptr Utilities module HGamer3D.Bindings.SDL2.ClassPtr where @@ -37,9 +37,11 @@ import HGamer3D.Data.Colour import HGamer3D.Data.Angle -{# import HGamer3D.Bindings.SDL2.Utils #}+{# import HGamer3D.Bindings.SDL2.Utils #} #include "ClassPtr.h" -data SDLWindow-peekSDLWindowPtr :: Ptr (Ptr () ) -> IO (Ptr SDLWindow)-peekSDLWindowPtr inp = do { ptr <- peek inp; return $ castPtr ptr } +{- class ClassHG3DUtilities -} +{#pointer *ClassHG3DUtilities as ClassHG3DUtilities#} +data SDLWindow +peekSDLWindowPtr :: Ptr (Ptr () ) -> IO (Ptr SDLWindow) +peekSDLWindowPtr inp = do { ptr <- peek inp; return $ castPtr ptr }
HGamer3D/Bindings/SDL2/EnumSDLBlendMode.chs view
@@ -3,7 +3,7 @@ -- 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 -- @@ -18,12 +18,12 @@ -- 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.chs --- +-- module HGamer3D.Bindings.SDL2.EnumSDLBlendMode where
HGamer3D/Bindings/SDL2/EnumSDLEventType.chs view
@@ -3,7 +3,7 @@ -- 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 -- @@ -18,12 +18,12 @@ -- 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.chs --- +-- module HGamer3D.Bindings.SDL2.EnumSDLEventType where
HGamer3D/Bindings/SDL2/EnumSDLGLAttr.chs view
@@ -3,7 +3,7 @@ -- 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 -- @@ -18,12 +18,12 @@ -- 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.chs --- +-- module HGamer3D.Bindings.SDL2.EnumSDLGLAttr where
HGamer3D/Bindings/SDL2/EnumSDLGLProfile.chs view
@@ -3,7 +3,7 @@ -- 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 -- @@ -18,12 +18,12 @@ -- 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.chs --- +-- module HGamer3D.Bindings.SDL2.EnumSDLGLProfile where
HGamer3D/Bindings/SDL2/EnumSDLGameControllerAxis.chs view
@@ -3,7 +3,7 @@ -- 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 -- @@ -18,12 +18,12 @@ -- 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.chs --- +-- module HGamer3D.Bindings.SDL2.EnumSDLGameControllerAxis where
HGamer3D/Bindings/SDL2/EnumSDLGameControllerBindType.chs view
@@ -3,7 +3,7 @@ -- 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 -- @@ -18,12 +18,12 @@ -- 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.chs --- +-- module HGamer3D.Bindings.SDL2.EnumSDLGameControllerBindType where
HGamer3D/Bindings/SDL2/EnumSDLGameControllerButton.chs view
@@ -3,7 +3,7 @@ -- 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 -- @@ -18,12 +18,12 @@ -- 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.chs --- +-- module HGamer3D.Bindings.SDL2.EnumSDLGameControllerButton where
HGamer3D/Bindings/SDL2/EnumSDLGlContextFlag.chs view
@@ -3,7 +3,7 @@ -- 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 -- @@ -18,12 +18,12 @@ -- 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.chs --- +-- module HGamer3D.Bindings.SDL2.EnumSDLGlContextFlag where
HGamer3D/Bindings/SDL2/EnumSDLHintPriority.chs view
@@ -3,7 +3,7 @@ -- 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 -- @@ -18,12 +18,12 @@ -- 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.chs --- +-- module HGamer3D.Bindings.SDL2.EnumSDLHintPriority where
HGamer3D/Bindings/SDL2/EnumSDLKeymod.chs view
@@ -3,7 +3,7 @@ -- 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 -- @@ -18,12 +18,12 @@ -- 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.chs --- +-- module HGamer3D.Bindings.SDL2.EnumSDLKeymod where
HGamer3D/Bindings/SDL2/EnumSDLLogCategory.chs view
@@ -3,7 +3,7 @@ -- 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 -- @@ -18,12 +18,12 @@ -- 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. --- +-- -- EnumSDLLogCategory.chs --- +-- module HGamer3D.Bindings.SDL2.EnumSDLLogCategory where
HGamer3D/Bindings/SDL2/EnumSDLLogPriority.chs view
@@ -3,7 +3,7 @@ -- 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 -- @@ -18,12 +18,12 @@ -- 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.chs --- +-- module HGamer3D.Bindings.SDL2.EnumSDLLogPriority where
HGamer3D/Bindings/SDL2/EnumSDLMessageBoxButtonFlags.chs view
@@ -3,7 +3,7 @@ -- 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 -- @@ -18,12 +18,12 @@ -- 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.chs --- +-- module HGamer3D.Bindings.SDL2.EnumSDLMessageBoxButtonFlags where
HGamer3D/Bindings/SDL2/EnumSDLMessageBoxColorType.chs view
@@ -3,7 +3,7 @@ -- 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 -- @@ -18,12 +18,12 @@ -- 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.chs --- +-- module HGamer3D.Bindings.SDL2.EnumSDLMessageBoxColorType where
HGamer3D/Bindings/SDL2/EnumSDLMessageBoxFlags.chs view
@@ -3,7 +3,7 @@ -- 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 -- @@ -18,12 +18,12 @@ -- 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.chs --- +-- module HGamer3D.Bindings.SDL2.EnumSDLMessageBoxFlags where
HGamer3D/Bindings/SDL2/EnumSDLPacketLayout.chs view
@@ -3,7 +3,7 @@ -- 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 -- @@ -18,12 +18,12 @@ -- 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. --- +-- -- EnumSDLPacketLayout.chs --- +-- module HGamer3D.Bindings.SDL2.EnumSDLPacketLayout where
− HGamer3D/Bindings/SDL2/EnumSDLPixelFormat.chs
@@ -1,41 +0,0 @@-{-# LANGUAGE ForeignFunctionInterface #-} -{-# LANGUAGE TypeSynonymInstances #-} - --- This source file is part of HGamer3D, a project to enable 3D game development --- in Haskell. For the latest info, see http://www.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. --- - - --- EnumSDLPixelFormat.chs - --- - -module HGamer3D.Bindings.SDL2.EnumSDLPixelFormat 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 - - -#include "EnumSDLPixelFormat.h" -{#enum EnumSDLPixelFormat {} deriving (Eq)#}
HGamer3D/Bindings/SDL2/EnumSDLPowerState.chs view
@@ -3,7 +3,7 @@ -- 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 -- @@ -18,12 +18,12 @@ -- 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.chs --- +-- module HGamer3D.Bindings.SDL2.EnumSDLPowerState where
HGamer3D/Bindings/SDL2/EnumSDLRendererFlags.chs view
@@ -3,7 +3,7 @@ -- 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 -- @@ -18,12 +18,12 @@ -- 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.chs --- +-- module HGamer3D.Bindings.SDL2.EnumSDLRendererFlags where
HGamer3D/Bindings/SDL2/EnumSDLRendererFlip.chs view
@@ -3,7 +3,7 @@ -- 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 -- @@ -18,12 +18,12 @@ -- 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.chs --- +-- module HGamer3D.Bindings.SDL2.EnumSDLRendererFlip where
HGamer3D/Bindings/SDL2/EnumSDLScancode.chs view
@@ -3,7 +3,7 @@ -- 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 -- @@ -18,12 +18,12 @@ -- 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.chs --- +-- module HGamer3D.Bindings.SDL2.EnumSDLScancode where
HGamer3D/Bindings/SDL2/EnumSDLSysWMType.chs view
@@ -3,7 +3,7 @@ -- 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 -- @@ -18,12 +18,12 @@ -- 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.chs --- +-- module HGamer3D.Bindings.SDL2.EnumSDLSysWMType where
HGamer3D/Bindings/SDL2/EnumSDLSystemCursor.chs view
@@ -3,7 +3,7 @@ -- 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 -- @@ -18,12 +18,12 @@ -- 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.chs --- +-- module HGamer3D.Bindings.SDL2.EnumSDLSystemCursor where
HGamer3D/Bindings/SDL2/EnumSDLTextureAccess.chs view
@@ -3,7 +3,7 @@ -- 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 -- @@ -18,12 +18,12 @@ -- 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.chs --- +-- module HGamer3D.Bindings.SDL2.EnumSDLTextureAccess where
HGamer3D/Bindings/SDL2/EnumSDLTextureModulate.chs view
@@ -3,7 +3,7 @@ -- 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 -- @@ -18,12 +18,12 @@ -- 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.chs --- +-- module HGamer3D.Bindings.SDL2.EnumSDLTextureModulate where
HGamer3D/Bindings/SDL2/EnumSDLThreadPriority.chs view
@@ -3,7 +3,7 @@ -- 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 -- @@ -18,12 +18,12 @@ -- 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.chs --- +-- module HGamer3D.Bindings.SDL2.EnumSDLThreadPriority where
HGamer3D/Bindings/SDL2/EnumSDLWindowEventID.chs view
@@ -3,7 +3,7 @@ -- 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 -- @@ -18,12 +18,12 @@ -- 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.chs --- +-- module HGamer3D.Bindings.SDL2.EnumSDLWindowEventID where
HGamer3D/Bindings/SDL2/EnumSDLWindowFlags.chs view
@@ -3,7 +3,7 @@ -- 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 -- @@ -18,12 +18,12 @@ -- 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.chs --- +-- module HGamer3D.Bindings.SDL2.EnumSDLWindowFlags where
HGamer3D/Bindings/SDL2/EnumSDLWindowShapeMode.chs view
@@ -3,7 +3,7 @@ -- 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 -- @@ -18,12 +18,12 @@ -- 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.chs --- +-- module HGamer3D.Bindings.SDL2.EnumSDLWindowShapeMode where
HGamer3D/Bindings/SDL2/HeaderSDL.chs view
@@ -3,7 +3,7 @@ -- 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 -- @@ -18,12 +18,12 @@ -- 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.chs --- +-- module HGamer3D.Bindings.SDL2.HeaderSDL where @@ -36,31 +36,31 @@ import HGamer3D.Data.Colour import HGamer3D.Data.Angle -{# import HGamer3D.Bindings.SDL2.Utils #}-{# import HGamer3D.Bindings.SDL2.ClassPtr #}-{# import HGamer3D.Bindings.SDL2.StructHG3DClass #}+{# import HGamer3D.Bindings.SDL2.Utils #} +{# import HGamer3D.Bindings.SDL2.ClassPtr #} +{# import HGamer3D.Bindings.SDL2.StructHG3DClass #} #include "HeaderSDL.h" -{- function sdl_Init -}-{#fun fsdl_sdl_Init as sdlInit -{ fromIntegral `Int' ,- alloca- `Int' peekIntConv*} -> `()' #}--{- function sdl_InitSubSystem -}-{#fun fsdl_sdl_InitSubSystem as sdlInitSubSystem -{ fromIntegral `Int' ,- alloca- `Int' peekIntConv*} -> `()' #}--{- function sdl_QuitSubSystem -}-{#fun fsdl_sdl_QuitSubSystem as sdlQuitSubSystem -{ fromIntegral `Int' } -> `()' #}--{- function sdl_WasInit -}-{#fun fsdl_sdl_WasInit as sdlWasInit -{ fromIntegral `Int' ,- alloca- `Int' peekIntConv*} -> `()' #}--{- function sdl_Quit -}-{#fun fsdl_sdl_Quit as sdlQuit -{ } -> `()' #}-+{- function sdl_Init -} +{#fun fsdl_sdl_Init as sdlInit +{ fromIntegral `Int' , + alloca- `Int' peekIntConv*} -> `()' #} + +{- function sdl_InitSubSystem -} +{#fun fsdl_sdl_InitSubSystem as sdlInitSubSystem +{ fromIntegral `Int' , + alloca- `Int' peekIntConv*} -> `()' #} + +{- function sdl_QuitSubSystem -} +{#fun fsdl_sdl_QuitSubSystem as sdlQuitSubSystem +{ fromIntegral `Int' } -> `()' #} + +{- function sdl_WasInit -} +{#fun fsdl_sdl_WasInit as sdlWasInit +{ fromIntegral `Int' , + alloca- `Int' peekIntConv*} -> `()' #} + +{- function sdl_Quit -} +{#fun fsdl_sdl_Quit as sdlQuit +{ } -> `()' #} +
HGamer3D/Bindings/SDL2/HeaderSDLEvents.chs view
@@ -3,7 +3,7 @@ -- 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 -- @@ -18,12 +18,12 @@ -- 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.chs --- +-- module HGamer3D.Bindings.SDL2.HeaderSDLEvents where @@ -36,48 +36,48 @@ import HGamer3D.Data.Colour import HGamer3D.Data.Angle -{# import HGamer3D.Bindings.SDL2.Utils #}-{# import HGamer3D.Bindings.SDL2.ClassPtr #}-{# import HGamer3D.Bindings.SDL2.StructHG3DClass #}-{# import HGamer3D.Bindings.SDL2.StructSDLEvent #}+{# import HGamer3D.Bindings.SDL2.Utils #} +{# import HGamer3D.Bindings.SDL2.ClassPtr #} +{# import HGamer3D.Bindings.SDL2.StructHG3DClass #} +{# import HGamer3D.Bindings.SDL2.StructSDLEvent #} #include "HeaderSDLEvents.h" -{- function sdl_PumpEvents -}-{#fun sdlevts_sdl_PumpEvents as sdlPumpEvents -{ } -> `()' #}--{- function sdl_FlushEvent -}-{#fun sdlevts_sdl_FlushEvent as sdlFlushEvent -{ fromIntegral `Int' } -> `()' #}--{- function sdl_FlushEvents -}-{#fun sdlevts_sdl_FlushEvents as sdlFlushEvents -{ fromIntegral `Int' ,- fromIntegral `Int' } -> `()' #}--{- function sdl_PollEvent -}-{#fun sdlevts_sdl_PollEvent as sdlPollEvent -{ alloca- `SDLEvent' peekSDLEvent*,- alloca- `Int' peekIntConv*} -> `()' #}--{- function sdl_WaitEvent -}-{#fun sdlevts_sdl_WaitEvent as sdlWaitEvent -{ alloca- `SDLEvent' peekSDLEvent*,- alloca- `Int' peekIntConv*} -> `()' #}--{- function sdl_WaitEventTimeout -}-{#fun sdlevts_sdl_WaitEventTimeout as sdlWaitEventTimeout -{ alloca- `SDLEvent' peekSDLEvent*,- fromIntegral `Int' ,- alloca- `Int' peekIntConv*} -> `()' #}--{- function sdl_PushEvent -}-{#fun sdlevts_sdl_PushEvent as sdlPushEvent -{ alloca- `SDLEvent' peekSDLEvent*,- alloca- `Int' peekIntConv*} -> `()' #}--{- function sdl_RegisterEvents -}-{#fun sdlevts_sdl_RegisterEvents as sdlRegisterEvents -{ fromIntegral `Int' ,- alloca- `Int' peekIntConv*} -> `()' #}-+{- function sdl_PumpEvents -} +{#fun sdlevts_sdl_PumpEvents as sdlPumpEvents +{ } -> `()' #} + +{- function sdl_FlushEvent -} +{#fun sdlevts_sdl_FlushEvent as sdlFlushEvent +{ fromIntegral `Int' } -> `()' #} + +{- function sdl_FlushEvents -} +{#fun sdlevts_sdl_FlushEvents as sdlFlushEvents +{ fromIntegral `Int' , + fromIntegral `Int' } -> `()' #} + +{- function sdl_PollEvent -} +{#fun sdlevts_sdl_PollEvent as sdlPollEvent +{ alloca- `SDLEvent' peekSDLEvent*, + alloca- `Int' peekIntConv*} -> `()' #} + +{- function sdl_WaitEvent -} +{#fun sdlevts_sdl_WaitEvent as sdlWaitEvent +{ alloca- `SDLEvent' peekSDLEvent*, + alloca- `Int' peekIntConv*} -> `()' #} + +{- function sdl_WaitEventTimeout -} +{#fun sdlevts_sdl_WaitEventTimeout as sdlWaitEventTimeout +{ alloca- `SDLEvent' peekSDLEvent*, + fromIntegral `Int' , + alloca- `Int' peekIntConv*} -> `()' #} + +{- function sdl_PushEvent -} +{#fun sdlevts_sdl_PushEvent as sdlPushEvent +{ alloca- `SDLEvent' peekSDLEvent*, + alloca- `Int' peekIntConv*} -> `()' #} + +{- function sdl_RegisterEvents -} +{#fun sdlevts_sdl_RegisterEvents as sdlRegisterEvents +{ fromIntegral `Int' , + alloca- `Int' peekIntConv*} -> `()' #} +
HGamer3D/Bindings/SDL2/HeaderSDLKeyboard.chs view
@@ -3,7 +3,7 @@ -- 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 -- @@ -18,12 +18,12 @@ -- 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.chs --- +-- module HGamer3D.Bindings.SDL2.HeaderSDLKeyboard where @@ -36,20 +36,20 @@ import HGamer3D.Data.Colour import HGamer3D.Data.Angle -{# import HGamer3D.Bindings.SDL2.Utils #}-{# import HGamer3D.Bindings.SDL2.ClassPtr #}-{# import HGamer3D.Bindings.SDL2.StructHG3DClass #}+{# import HGamer3D.Bindings.SDL2.Utils #} +{# import HGamer3D.Bindings.SDL2.ClassPtr #} +{# import HGamer3D.Bindings.SDL2.StructHG3DClass #} #include "HeaderSDLKeyboard.h" -{- function sdl_GetKeyboardFocus -}-{#fun skbd_sdl_GetKeyboardFocus as sdlGetKeyboardFocus -{ alloca- `Ptr SDLWindow' peekSDLWindowPtr*} -> `()' #}--{- function sdl_StartTextInput -}-{#fun skbd_sdl_StartTextInput as sdlStartTextInput -{ } -> `()' #}--{- function sdl_StopTextInput -}-{#fun skbd_sdl_StopTextInput as sdlStopTextInput -{ } -> `()' #}-+{- function sdl_GetKeyboardFocus -} +{#fun skbd_sdl_GetKeyboardFocus as sdlGetKeyboardFocus +{ alloca- `Ptr SDLWindow' peekSDLWindowPtr*} -> `()' #} + +{- function sdl_StartTextInput -} +{#fun skbd_sdl_StartTextInput as sdlStartTextInput +{ } -> `()' #} + +{- function sdl_StopTextInput -} +{#fun skbd_sdl_StopTextInput as sdlStopTextInput +{ } -> `()' #} +
HGamer3D/Bindings/SDL2/HeaderSDLMouse.chs view
@@ -3,7 +3,7 @@ -- 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 -- @@ -18,12 +18,12 @@ -- 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.chs --- +-- module HGamer3D.Bindings.SDL2.HeaderSDLMouse where @@ -36,35 +36,35 @@ import HGamer3D.Data.Colour import HGamer3D.Data.Angle -{# import HGamer3D.Bindings.SDL2.Utils #}-{# import HGamer3D.Bindings.SDL2.ClassPtr #}-{# import HGamer3D.Bindings.SDL2.StructHG3DClass #}+{# import HGamer3D.Bindings.SDL2.Utils #} +{# import HGamer3D.Bindings.SDL2.ClassPtr #} +{# import HGamer3D.Bindings.SDL2.StructHG3DClass #} #include "HeaderSDLMouse.h" -{- function sdl_GetMouseFocus -}-{#fun sdlms_sdl_GetMouseFocus as sdlGetMouseFocus -{ alloca- `Ptr SDLWindow' peekSDLWindowPtr*} -> `()' #}--{- function sdl_GetMouseState -}-{#fun sdlms_sdl_GetMouseState as sdlGetMouseState -{ alloca- `Int' peekIntConv*,- alloca- `Int' peekIntConv*,- alloca- `Int' peekIntConv*} -> `()' #}--{- function sdl_GetRelativeMouseState -}-{#fun sdlms_sdl_GetRelativeMouseState as sdlGetRelativeMouseState -{ alloca- `Int' peekIntConv*,- alloca- `Int' peekIntConv*,- alloca- `Int' peekIntConv*} -> `()' #}--{- function sdl_WarpMouseInWindow -}-{#fun sdlms_sdl_WarpMouseInWindow as sdlWarpMouseInWindow -{ castPtr `Ptr SDLWindow' ,- fromIntegral `Int' ,- fromIntegral `Int' } -> `()' #}--{- function sdl_ShowCursor -}-{#fun sdlms_sdl_ShowCursor as sdlShowCursor -{ fromIntegral `Int' ,- alloca- `Int' peekIntConv*} -> `()' #}-+{- function sdl_GetMouseFocus -} +{#fun sdlms_sdl_GetMouseFocus as sdlGetMouseFocus +{ alloca- `Ptr SDLWindow' peekSDLWindowPtr*} -> `()' #} + +{- function sdl_GetMouseState -} +{#fun sdlms_sdl_GetMouseState as sdlGetMouseState +{ alloca- `Int' peekIntConv*, + alloca- `Int' peekIntConv*, + alloca- `Int' peekIntConv*} -> `()' #} + +{- function sdl_GetRelativeMouseState -} +{#fun sdlms_sdl_GetRelativeMouseState as sdlGetRelativeMouseState +{ alloca- `Int' peekIntConv*, + alloca- `Int' peekIntConv*, + alloca- `Int' peekIntConv*} -> `()' #} + +{- function sdl_WarpMouseInWindow -} +{#fun sdlms_sdl_WarpMouseInWindow as sdlWarpMouseInWindow +{ castPtr `Ptr SDLWindow' , + fromIntegral `Int' , + fromIntegral `Int' } -> `()' #} + +{- function sdl_ShowCursor -} +{#fun sdlms_sdl_ShowCursor as sdlShowCursor +{ fromIntegral `Int' , + alloca- `Int' peekIntConv*} -> `()' #} +
HGamer3D/Bindings/SDL2/HeaderSDLVideo.chs view
@@ -3,7 +3,7 @@ -- 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 -- @@ -18,12 +18,12 @@ -- 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.chs --- +-- module HGamer3D.Bindings.SDL2.HeaderSDLVideo where @@ -36,195 +36,195 @@ import HGamer3D.Data.Colour import HGamer3D.Data.Angle -{# import HGamer3D.Bindings.SDL2.Utils #}-{# import HGamer3D.Bindings.SDL2.ClassPtr #}-{# import HGamer3D.Bindings.SDL2.StructHG3DClass #}+{# import HGamer3D.Bindings.SDL2.Utils #} +{# import HGamer3D.Bindings.SDL2.ClassPtr #} +{# import HGamer3D.Bindings.SDL2.StructHG3DClass #} #include "HeaderSDLVideo.h" -{- function sdl_GetNumVideoDrivers -}-{#fun fsdlvid_sdl_GetNumVideoDrivers as sdlGetNumVideoDrivers -{ alloca- `Int' peekIntConv*} -> `()' #}--{- function sdl_GetVideoDriver -}-{#fun fsdlvid_sdl_GetVideoDriver as sdlGetVideoDriver -{ fromIntegral `Int' ,- alloc64k- `String' peekCString*} -> `()' #}--{- function sdl_VideoInit -}-{#fun fsdlvid_sdl_VideoInit as sdlVideoInit -{ withCString* `String' ,- alloca- `Int' peekIntConv*} -> `()' #}--{- function sdl_VideoQuit -}-{#fun fsdlvid_sdl_VideoQuit as sdlVideoQuit -{ } -> `()' #}--{- function sdl_GetCurrentVideoDriver -}-{#fun fsdlvid_sdl_GetCurrentVideoDriver as sdlGetCurrentVideoDriver -{ alloc64k- `String' peekCString*} -> `()' #}--{- function sdl_GetNumVideoDisplays -}-{#fun fsdlvid_sdl_GetNumVideoDisplays as sdlGetNumVideoDisplays -{ alloca- `Int' peekIntConv*} -> `()' #}--{- function sdl_GetDisplayName -}-{#fun fsdlvid_sdl_GetDisplayName as sdlGetDisplayName -{ fromIntegral `Int' ,- alloc64k- `String' peekCString*} -> `()' #}--{- function sdl_GetNumDisplayModes -}-{#fun fsdlvid_sdl_GetNumDisplayModes as sdlGetNumDisplayModes -{ fromIntegral `Int' ,- alloca- `Int' peekIntConv*} -> `()' #}--{- function sdl_GetWindowDisplayIndex -}-{#fun fsdlvid_sdl_GetWindowDisplayIndex as sdlGetWindowDisplayIndex -{ castPtr `Ptr SDLWindow' ,- alloca- `Int' peekIntConv*} -> `()' #}--{- function sdl_GetWindowPixelFormat -}-{#fun fsdlvid_sdl_GetWindowPixelFormat as sdlGetWindowPixelFormat -{ castPtr `Ptr SDLWindow' ,- alloca- `Int' peekIntConv*} -> `()' #}--{- function sdl_CreateWindow -}-{#fun fsdlvid_sdl_CreateWindow as sdlCreateWindow -{ withCString* `String' ,- fromIntegral `Int' ,- fromIntegral `Int' ,- fromIntegral `Int' ,- fromIntegral `Int' ,- fromIntegral `Int' ,- alloca- `Ptr SDLWindow' peekSDLWindowPtr*} -> `()' #}--{- function sdl_GetWindowID -}-{#fun fsdlvid_sdl_GetWindowID as sdlGetWindowID -{ castPtr `Ptr SDLWindow' ,- alloca- `Int' peekIntConv*} -> `()' #}--{- function sdl_GetWindowFromID -}-{#fun fsdlvid_sdl_GetWindowFromID as sdlGetWindowFromID -{ fromIntegral `Int' ,- alloca- `Ptr SDLWindow' peekSDLWindowPtr*} -> `()' #}--{- function sdl_GetWindowFlags -}-{#fun fsdlvid_sdl_GetWindowFlags as sdlGetWindowFlags -{ castPtr `Ptr SDLWindow' ,- alloca- `Int' peekIntConv*} -> `()' #}--{- function sdl_SetWindowTitle -}-{#fun fsdlvid_sdl_SetWindowTitle as sdlSetWindowTitle -{ castPtr `Ptr SDLWindow' ,- withCString* `String' } -> `()' #}--{- function sdl_GetWindowTitle -}-{#fun fsdlvid_sdl_GetWindowTitle as sdlGetWindowTitle -{ castPtr `Ptr SDLWindow' ,- alloc64k- `String' peekCString*} -> `()' #}--{- function sdl_SetWindowPosition -}-{#fun fsdlvid_sdl_SetWindowPosition as sdlSetWindowPosition -{ castPtr `Ptr SDLWindow' ,- fromIntegral `Int' ,- fromIntegral `Int' } -> `()' #}--{- function sdl_GetWindowPosition -}-{#fun fsdlvid_sdl_GetWindowPosition as sdlGetWindowPosition -{ castPtr `Ptr SDLWindow' ,- alloca- `Int' peekIntConv*,- alloca- `Int' peekIntConv*} -> `()' #}--{- function sdl_SetWindowSize -}-{#fun fsdlvid_sdl_SetWindowSize as sdlSetWindowSize -{ castPtr `Ptr SDLWindow' ,- fromIntegral `Int' ,- fromIntegral `Int' } -> `()' #}--{- function sdl_GetWindowSize -}-{#fun fsdlvid_sdl_GetWindowSize as sdlGetWindowSize -{ castPtr `Ptr SDLWindow' ,- alloca- `Int' peekIntConv*,- alloca- `Int' peekIntConv*} -> `()' #}--{- function sdl_SetWindowMinimumSize -}-{#fun fsdlvid_sdl_SetWindowMinimumSize as sdlSetWindowMinimumSize -{ castPtr `Ptr SDLWindow' ,- fromIntegral `Int' ,- fromIntegral `Int' } -> `()' #}--{- function sdl_GetWindowMinimumSize -}-{#fun fsdlvid_sdl_GetWindowMinimumSize as sdlGetWindowMinimumSize -{ castPtr `Ptr SDLWindow' ,- alloca- `Int' peekIntConv*,- alloca- `Int' peekIntConv*} -> `()' #}--{- function sdl_SetWindowMaximumSize -}-{#fun fsdlvid_sdl_SetWindowMaximumSize as sdlSetWindowMaximumSize -{ castPtr `Ptr SDLWindow' ,- fromIntegral `Int' ,- fromIntegral `Int' } -> `()' #}--{- function sdl_GetWindowMaximumSize -}-{#fun fsdlvid_sdl_GetWindowMaximumSize as sdlGetWindowMaximumSize -{ castPtr `Ptr SDLWindow' ,- alloca- `Int' peekIntConv*,- alloca- `Int' peekIntConv*} -> `()' #}--{- function sdl_ShowWindow -}-{#fun fsdlvid_sdl_ShowWindow as sdlShowWindow -{ castPtr `Ptr SDLWindow' } -> `()' #}--{- function sdl_HideWindow -}-{#fun fsdlvid_sdl_HideWindow as sdlHideWindow -{ castPtr `Ptr SDLWindow' } -> `()' #}--{- function sdl_RaiseWindow -}-{#fun fsdlvid_sdl_RaiseWindow as sdlRaiseWindow -{ castPtr `Ptr SDLWindow' } -> `()' #}--{- function sdl_MaximizeWindow -}-{#fun fsdlvid_sdl_MaximizeWindow as sdlMaximizeWindow -{ castPtr `Ptr SDLWindow' } -> `()' #}--{- function sdl_MinimizeWindow -}-{#fun fsdlvid_sdl_MinimizeWindow as sdlMinimizeWindow -{ castPtr `Ptr SDLWindow' } -> `()' #}--{- function sdl_RestoreWindow -}-{#fun fsdlvid_sdl_RestoreWindow as sdlRestoreWindow -{ castPtr `Ptr SDLWindow' } -> `()' #}--{- function sdl_SetWindowFullscreen -}-{#fun fsdlvid_sdl_SetWindowFullscreen as sdlSetWindowFullscreen -{ castPtr `Ptr SDLWindow' ,- fromIntegral `Int' ,- alloca- `Int' peekIntConv*} -> `()' #}--{- function sdl_UpdateWindowSurface -}-{#fun fsdlvid_sdl_UpdateWindowSurface as sdlUpdateWindowSurface -{ castPtr `Ptr SDLWindow' ,- alloca- `Int' peekIntConv*} -> `()' #}--{- function sdl_SetWindowBrightness -}-{#fun fsdlvid_sdl_SetWindowBrightness as sdlSetWindowBrightness -{ castPtr `Ptr SDLWindow' ,- realToFrac `Float' ,- alloca- `Int' peekIntConv*} -> `()' #}--{- function sdl_GetWindowBrightness -}-{#fun fsdlvid_sdl_GetWindowBrightness as sdlGetWindowBrightness -{ castPtr `Ptr SDLWindow' ,- alloca- `Float' peekFloatConv*} -> `()' #}--{- function sdl_DestroyWindow -}-{#fun fsdlvid_sdl_DestroyWindow as sdlDestroyWindow -{ castPtr `Ptr SDLWindow' } -> `()' #}--{- function sdl_EnableScreenSaver -}-{#fun fsdlvid_sdl_EnableScreenSaver as sdlEnableScreenSaver -{ } -> `()' #}--{- function sdl_DisableScreenSaver -}-{#fun fsdlvid_sdl_DisableScreenSaver as sdlDisableScreenSaver -{ } -> `()' #}-+{- function sdl_GetNumVideoDrivers -} +{#fun fsdlvid_sdl_GetNumVideoDrivers as sdlGetNumVideoDrivers +{ alloca- `Int' peekIntConv*} -> `()' #} + +{- function sdl_GetVideoDriver -} +{#fun fsdlvid_sdl_GetVideoDriver as sdlGetVideoDriver +{ fromIntegral `Int' , + alloc64k- `String' peekCString*} -> `()' #} + +{- function sdl_VideoInit -} +{#fun fsdlvid_sdl_VideoInit as sdlVideoInit +{ withCString* `String' , + alloca- `Int' peekIntConv*} -> `()' #} + +{- function sdl_VideoQuit -} +{#fun fsdlvid_sdl_VideoQuit as sdlVideoQuit +{ } -> `()' #} + +{- function sdl_GetCurrentVideoDriver -} +{#fun fsdlvid_sdl_GetCurrentVideoDriver as sdlGetCurrentVideoDriver +{ alloc64k- `String' peekCString*} -> `()' #} + +{- function sdl_GetNumVideoDisplays -} +{#fun fsdlvid_sdl_GetNumVideoDisplays as sdlGetNumVideoDisplays +{ alloca- `Int' peekIntConv*} -> `()' #} + +{- function sdl_GetDisplayName -} +{#fun fsdlvid_sdl_GetDisplayName as sdlGetDisplayName +{ fromIntegral `Int' , + alloc64k- `String' peekCString*} -> `()' #} + +{- function sdl_GetNumDisplayModes -} +{#fun fsdlvid_sdl_GetNumDisplayModes as sdlGetNumDisplayModes +{ fromIntegral `Int' , + alloca- `Int' peekIntConv*} -> `()' #} + +{- function sdl_GetWindowDisplayIndex -} +{#fun fsdlvid_sdl_GetWindowDisplayIndex as sdlGetWindowDisplayIndex +{ castPtr `Ptr SDLWindow' , + alloca- `Int' peekIntConv*} -> `()' #} + +{- function sdl_GetWindowPixelFormat -} +{#fun fsdlvid_sdl_GetWindowPixelFormat as sdlGetWindowPixelFormat +{ castPtr `Ptr SDLWindow' , + alloca- `Int' peekIntConv*} -> `()' #} + +{- function sdl_CreateWindow -} +{#fun fsdlvid_sdl_CreateWindow as sdlCreateWindow +{ withCString* `String' , + fromIntegral `Int' , + fromIntegral `Int' , + fromIntegral `Int' , + fromIntegral `Int' , + fromIntegral `Int' , + alloca- `Ptr SDLWindow' peekSDLWindowPtr*} -> `()' #} + +{- function sdl_GetWindowID -} +{#fun fsdlvid_sdl_GetWindowID as sdlGetWindowID +{ castPtr `Ptr SDLWindow' , + alloca- `Int' peekIntConv*} -> `()' #} + +{- function sdl_GetWindowFromID -} +{#fun fsdlvid_sdl_GetWindowFromID as sdlGetWindowFromID +{ fromIntegral `Int' , + alloca- `Ptr SDLWindow' peekSDLWindowPtr*} -> `()' #} + +{- function sdl_GetWindowFlags -} +{#fun fsdlvid_sdl_GetWindowFlags as sdlGetWindowFlags +{ castPtr `Ptr SDLWindow' , + alloca- `Int' peekIntConv*} -> `()' #} + +{- function sdl_SetWindowTitle -} +{#fun fsdlvid_sdl_SetWindowTitle as sdlSetWindowTitle +{ castPtr `Ptr SDLWindow' , + withCString* `String' } -> `()' #} + +{- function sdl_GetWindowTitle -} +{#fun fsdlvid_sdl_GetWindowTitle as sdlGetWindowTitle +{ castPtr `Ptr SDLWindow' , + alloc64k- `String' peekCString*} -> `()' #} + +{- function sdl_SetWindowPosition -} +{#fun fsdlvid_sdl_SetWindowPosition as sdlSetWindowPosition +{ castPtr `Ptr SDLWindow' , + fromIntegral `Int' , + fromIntegral `Int' } -> `()' #} + +{- function sdl_GetWindowPosition -} +{#fun fsdlvid_sdl_GetWindowPosition as sdlGetWindowPosition +{ castPtr `Ptr SDLWindow' , + alloca- `Int' peekIntConv*, + alloca- `Int' peekIntConv*} -> `()' #} + +{- function sdl_SetWindowSize -} +{#fun fsdlvid_sdl_SetWindowSize as sdlSetWindowSize +{ castPtr `Ptr SDLWindow' , + fromIntegral `Int' , + fromIntegral `Int' } -> `()' #} + +{- function sdl_GetWindowSize -} +{#fun fsdlvid_sdl_GetWindowSize as sdlGetWindowSize +{ castPtr `Ptr SDLWindow' , + alloca- `Int' peekIntConv*, + alloca- `Int' peekIntConv*} -> `()' #} + +{- function sdl_SetWindowMinimumSize -} +{#fun fsdlvid_sdl_SetWindowMinimumSize as sdlSetWindowMinimumSize +{ castPtr `Ptr SDLWindow' , + fromIntegral `Int' , + fromIntegral `Int' } -> `()' #} + +{- function sdl_GetWindowMinimumSize -} +{#fun fsdlvid_sdl_GetWindowMinimumSize as sdlGetWindowMinimumSize +{ castPtr `Ptr SDLWindow' , + alloca- `Int' peekIntConv*, + alloca- `Int' peekIntConv*} -> `()' #} + +{- function sdl_SetWindowMaximumSize -} +{#fun fsdlvid_sdl_SetWindowMaximumSize as sdlSetWindowMaximumSize +{ castPtr `Ptr SDLWindow' , + fromIntegral `Int' , + fromIntegral `Int' } -> `()' #} + +{- function sdl_GetWindowMaximumSize -} +{#fun fsdlvid_sdl_GetWindowMaximumSize as sdlGetWindowMaximumSize +{ castPtr `Ptr SDLWindow' , + alloca- `Int' peekIntConv*, + alloca- `Int' peekIntConv*} -> `()' #} + +{- function sdl_ShowWindow -} +{#fun fsdlvid_sdl_ShowWindow as sdlShowWindow +{ castPtr `Ptr SDLWindow' } -> `()' #} + +{- function sdl_HideWindow -} +{#fun fsdlvid_sdl_HideWindow as sdlHideWindow +{ castPtr `Ptr SDLWindow' } -> `()' #} + +{- function sdl_RaiseWindow -} +{#fun fsdlvid_sdl_RaiseWindow as sdlRaiseWindow +{ castPtr `Ptr SDLWindow' } -> `()' #} + +{- function sdl_MaximizeWindow -} +{#fun fsdlvid_sdl_MaximizeWindow as sdlMaximizeWindow +{ castPtr `Ptr SDLWindow' } -> `()' #} + +{- function sdl_MinimizeWindow -} +{#fun fsdlvid_sdl_MinimizeWindow as sdlMinimizeWindow +{ castPtr `Ptr SDLWindow' } -> `()' #} + +{- function sdl_RestoreWindow -} +{#fun fsdlvid_sdl_RestoreWindow as sdlRestoreWindow +{ castPtr `Ptr SDLWindow' } -> `()' #} + +{- function sdl_SetWindowFullscreen -} +{#fun fsdlvid_sdl_SetWindowFullscreen as sdlSetWindowFullscreen +{ castPtr `Ptr SDLWindow' , + fromIntegral `Int' , + alloca- `Int' peekIntConv*} -> `()' #} + +{- function sdl_UpdateWindowSurface -} +{#fun fsdlvid_sdl_UpdateWindowSurface as sdlUpdateWindowSurface +{ castPtr `Ptr SDLWindow' , + alloca- `Int' peekIntConv*} -> `()' #} + +{- function sdl_SetWindowBrightness -} +{#fun fsdlvid_sdl_SetWindowBrightness as sdlSetWindowBrightness +{ castPtr `Ptr SDLWindow' , + realToFrac `Float' , + alloca- `Int' peekIntConv*} -> `()' #} + +{- function sdl_GetWindowBrightness -} +{#fun fsdlvid_sdl_GetWindowBrightness as sdlGetWindowBrightness +{ castPtr `Ptr SDLWindow' , + alloca- `Float' peekFloatConv*} -> `()' #} + +{- function sdl_DestroyWindow -} +{#fun fsdlvid_sdl_DestroyWindow as sdlDestroyWindow +{ castPtr `Ptr SDLWindow' } -> `()' #} + +{- function sdl_EnableScreenSaver -} +{#fun fsdlvid_sdl_EnableScreenSaver as sdlEnableScreenSaver +{ } -> `()' #} + +{- function sdl_DisableScreenSaver -} +{#fun fsdlvid_sdl_DisableScreenSaver as sdlDisableScreenSaver +{ } -> `()' #} +
HGamer3D/Bindings/SDL2/StructHG3DClass.chs view
@@ -3,7 +3,7 @@ -- 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 -- @@ -18,12 +18,12 @@ -- 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.chs --- +-- module HGamer3D.Bindings.SDL2.StructHG3DClass where @@ -38,15 +38,15 @@ #include "StructHG3DClass.h" --import Data.Bits-import HGamer3D.Data.HG3DClass--{#pointer *hg3dclass_struct as HG3DClassPtr -> HG3DClass #}--withHG3DClass :: HG3DClass -> (HG3DClassPtr -> IO b) -> IO b-withHG3DClass = with--peekHG3DClass :: HG3DClassPtr -> IO HG3DClass-peekHG3DClass = peek-+ +import Data.Bits +import HGamer3D.Data.HG3DClass + +{#pointer *hg3dclass_struct as HG3DClassPtr -> HG3DClass #} + +withHG3DClass :: HG3DClass -> (HG3DClassPtr -> IO b) -> IO b +withHG3DClass = with + +peekHG3DClass :: HG3DClassPtr -> IO HG3DClass +peekHG3DClass = peek +
HGamer3D/Bindings/SDL2/StructSDLEvent.chs view
@@ -3,7 +3,7 @@ -- 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 -- @@ -18,12 +18,12 @@ -- 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.chs --- +-- module HGamer3D.Bindings.SDL2.StructSDLEvent where @@ -38,116 +38,116 @@ #include "StructSDLEvent.h" --import HGamer3D.Data-import HGamer3D.Data.Window--import HGamer3D.Bindings.SDL2.EnumSDLEventType-import HGamer3D.Bindings.SDL2.EnumSDLKeymod-import HGamer3D.Bindings.SDL2.EnumSDLScancode-import HGamer3D.Bindings.SDL2.EnumSDLWindowEventID--import Control.Monad-import Control.Applicative-import Control.Exception--import qualified Data.ByteString.Char8 as BSC8-import qualified Data.String.UTF8 as UTF8--import Foreign.Storable-import Foreign.C.Types-import Foreign.Ptr--type Keycode = Word32-type Keymod = Word16--type MouseID = Int--data SDLButton = SDLButtonLeft | SDLButtonRight | SDLButtonMiddle | SDLButtonX1 | SDLButtonX2 | SDLButtonNumber Int deriving (Eq, Show)--_getButton :: Word8 -> SDLButton-_getButton w = case w of- 1 -> SDLButtonLeft- 2 -> SDLButtonMiddle- 3 -> SDLButtonRight- 4 -> SDLButtonX1- 5 -> SDLButtonX2- _ -> SDLButtonNumber ((fromIntegral . toInteger) w)--data SDLEvent = EvtKeyUp GameTime Window EnumSDLScancode Keycode Keymod |- EvtKeyDown GameTime Window EnumSDLScancode Keycode Keymod |- EvtText GameTime Window String | - EvtQuit GameTime |- EvtWindow GameTime Window EnumSDLWindowEventID Int Int |- EvtMouseButtonDown GameTime Window MouseID SDLButton Int Int |- EvtMouseButtonUp GameTime Window MouseID SDLButton Int Int |- EvtMouseMotion GameTime Window MouseID Int Int Int Int | - EvtCommon GameTime EnumSDLEventType |- EvtNotValid--instance Storable SDLEvent where- sizeOf _ = 56- alignment _ = 4- - peek p = do- typ <- (peekByteOff p 0 :: IO CUInt)- time <- (peekByteOff p 4 :: IO CUInt)- Control.Exception.catch (do- let evttyp = (toEnum . fromIntegral . toInteger) typ -- this first throws exception if enum not ok !- let t = ((fromIntegral . (* 1000000) . toInteger) time) :: GameTime-- case (evttyp) of- SDL_QUIT -> return $ EvtQuit t- SDL_KEYDOWN -> EvtKeyDown <$> return t- <*> fmap (Window . fromIntegral . toInteger) (peekByteOff p 8 :: IO CUInt)- <*> fmap (toEnum . fromIntegral . toInteger) (peekByteOff p 16 :: IO CUInt)- <*> fmap (toEnum . fromIntegral . toInteger) (peekByteOff p 20 :: IO Keycode)- <*> fmap (toEnum . fromIntegral . toInteger) (peekByteOff p 24 :: IO Keymod)- SDL_KEYUP -> EvtKeyUp <$> return t- <*> fmap (Window . fromIntegral . toInteger) (peekByteOff p 8 :: IO CUInt)- <*> fmap (toEnum . fromIntegral . toInteger) (peekByteOff p 16 :: IO CUInt)- <*> fmap (toEnum . fromIntegral . toInteger) (peekByteOff p 20 :: IO Keycode)- <*> fmap (toEnum . fromIntegral . toInteger) (peekByteOff p 24 :: IO Keymod)- SDL_WINDOWEVENT -> EvtWindow <$> return t- <*> fmap (Window . fromIntegral . toInteger) (peekByteOff p 8 :: IO CUInt)- <*> fmap (toEnum . fromIntegral . toInteger) (peekByteOff p 12 :: IO Word8)- <*> fmap (fromIntegral . toInteger) (peekByteOff p 16 :: IO CInt)- <*> fmap (fromIntegral . toInteger) (peekByteOff p 20 :: IO CInt)- SDL_TEXTINPUT -> EvtText <$> return t- <*> fmap (Window . fromIntegral . toInteger) (peekByteOff p 8 :: IO CUInt)- -- this text conversion is neccessary, the C-String of the event contains a UTF8-encoding- -- with BSC8.pack the string is converted to ByteString without additional UTF8-encoding- -- the remaining decoding, creates a normal (Unicode) Haskell string from that- <*> fmap (UTF8.toString . UTF8.fromRep . BSC8.pack) (peekCAString (castPtr (plusPtr p 12)) )- SDL_MOUSEBUTTONDOWN -> EvtMouseButtonDown <$> return t- <*> fmap (Window . fromIntegral . toInteger) (peekByteOff p 8 :: IO CUInt)- <*> fmap (fromIntegral . toInteger) (peekByteOff p 12 :: IO CUInt )- <*> fmap _getButton (peekByteOff p 16 :: IO Word8)- <*> fmap (fromIntegral . toInteger) (peekByteOff p 20 :: IO CInt)- <*> fmap (fromIntegral . toInteger) (peekByteOff p 24 :: IO CInt)- SDL_MOUSEBUTTONUP -> EvtMouseButtonUp <$> return t- <*> fmap (Window . fromIntegral . toInteger) (peekByteOff p 8 :: IO CUInt)- <*> fmap (fromIntegral . toInteger) (peekByteOff p 12 :: IO CUInt )- <*> fmap _getButton (peekByteOff p 16 :: IO Word8)- <*> fmap (fromIntegral . toInteger) (peekByteOff p 20 :: IO CInt)- <*> fmap (fromIntegral . toInteger) (peekByteOff p 24 :: IO CInt)- SDL_MOUSEMOTION -> EvtMouseMotion <$> return t- <*> fmap (Window . fromIntegral . toInteger) (peekByteOff p 8 :: IO CUInt)- <*> fmap (fromIntegral . toInteger) (peekByteOff p 12 :: IO CUInt )- <*> fmap (fromIntegral . toInteger) (peekByteOff p 20 :: IO CInt)- <*> fmap (fromIntegral . toInteger) (peekByteOff p 24 :: IO CInt)- <*> fmap (fromIntegral . toInteger) (peekByteOff p 28 :: IO CInt)- <*> fmap (fromIntegral . toInteger) (peekByteOff p 32 :: IO CInt)- _ -> return $ EvtCommon t evttyp- ) ((\e -> return EvtNotValid) ::(SomeException -> IO SDLEvent))-- poke p evt = error "poke of SDLEvent not implemented"- -{#pointer *sdlevent_struct as SDLEventPtr -> SDLEvent #}--withSDLEvent :: SDLEvent -> (SDLEventPtr -> IO b) -> IO b-withSDLEvent = with--peekSDLEvent :: SDLEventPtr -> IO SDLEvent-peekSDLEvent = peek-+ +import HGamer3D.Data +import HGamer3D.Data.Window + +import HGamer3D.Bindings.SDL2.EnumSDLEventType +import HGamer3D.Bindings.SDL2.EnumSDLKeymod +import HGamer3D.Bindings.SDL2.EnumSDLScancode +import HGamer3D.Bindings.SDL2.EnumSDLWindowEventID + +import Control.Monad +import Control.Applicative +import Control.Exception + +import qualified Data.ByteString.Char8 as BSC8 +import qualified Data.String.UTF8 as UTF8 + +import Foreign.Storable +import Foreign.C.Types +import Foreign.Ptr + +type Keycode = Word32 +type Keymod = Word16 + +type MouseID = Int + +data SDLButton = SDLButtonLeft | SDLButtonRight | SDLButtonMiddle | SDLButtonX1 | SDLButtonX2 | SDLButtonNumber Int deriving (Eq, Show) + +_getButton :: Word8 -> SDLButton +_getButton w = case w of + 1 -> SDLButtonLeft + 2 -> SDLButtonMiddle + 3 -> SDLButtonRight + 4 -> SDLButtonX1 + 5 -> SDLButtonX2 + _ -> SDLButtonNumber ((fromIntegral . toInteger) w) + +data SDLEvent = EvtKeyUp GameTime Window EnumSDLScancode Keycode Keymod | + EvtKeyDown GameTime Window EnumSDLScancode Keycode Keymod | + EvtText GameTime Window String | + EvtQuit GameTime | + EvtWindow GameTime Window EnumSDLWindowEventID Int Int | + EvtMouseButtonDown GameTime Window MouseID SDLButton Int Int | + EvtMouseButtonUp GameTime Window MouseID SDLButton Int Int | + EvtMouseMotion GameTime Window MouseID Int Int Int Int | + EvtCommon GameTime EnumSDLEventType | + EvtNotValid + +instance Storable SDLEvent where + sizeOf _ = 56 + alignment _ = 4 + + peek p = do + typ <- (peekByteOff p 0 :: IO CUInt) + time <- (peekByteOff p 4 :: IO CUInt) + Control.Exception.catch (do + let evttyp = (toEnum . fromIntegral . toInteger) typ -- this first throws exception if enum not ok ! + let t = ((fromIntegral . (* 1000000) . toInteger) time) :: GameTime + + case (evttyp) of + SDL_QUIT -> return $ EvtQuit t + SDL_KEYDOWN -> EvtKeyDown <$> return t + <*> fmap (Window . fromIntegral . toInteger) (peekByteOff p 8 :: IO CUInt) + <*> fmap (toEnum . fromIntegral . toInteger) (peekByteOff p 16 :: IO CUInt) + <*> fmap (toEnum . fromIntegral . toInteger) (peekByteOff p 20 :: IO Keycode) + <*> fmap (toEnum . fromIntegral . toInteger) (peekByteOff p 24 :: IO Keymod) + SDL_KEYUP -> EvtKeyUp <$> return t + <*> fmap (Window . fromIntegral . toInteger) (peekByteOff p 8 :: IO CUInt) + <*> fmap (toEnum . fromIntegral . toInteger) (peekByteOff p 16 :: IO CUInt) + <*> fmap (toEnum . fromIntegral . toInteger) (peekByteOff p 20 :: IO Keycode) + <*> fmap (toEnum . fromIntegral . toInteger) (peekByteOff p 24 :: IO Keymod) + SDL_WINDOWEVENT -> EvtWindow <$> return t + <*> fmap (Window . fromIntegral . toInteger) (peekByteOff p 8 :: IO CUInt) + <*> fmap (toEnum . fromIntegral . toInteger) (peekByteOff p 12 :: IO Word8) + <*> fmap (fromIntegral . toInteger) (peekByteOff p 16 :: IO CInt) + <*> fmap (fromIntegral . toInteger) (peekByteOff p 20 :: IO CInt) + SDL_TEXTINPUT -> EvtText <$> return t + <*> fmap (Window . fromIntegral . toInteger) (peekByteOff p 8 :: IO CUInt) + -- this text conversion is neccessary, the C-String of the event contains a UTF8-encoding + -- with BSC8.pack the string is converted to ByteString without additional UTF8-encoding + -- the remaining decoding, creates a normal (Unicode) Haskell string from that + <*> fmap (UTF8.toString . UTF8.fromRep . BSC8.pack) (peekCAString (castPtr (plusPtr p 12)) ) + SDL_MOUSEBUTTONDOWN -> EvtMouseButtonDown <$> return t + <*> fmap (Window . fromIntegral . toInteger) (peekByteOff p 8 :: IO CUInt) + <*> fmap (fromIntegral . toInteger) (peekByteOff p 12 :: IO CUInt ) + <*> fmap _getButton (peekByteOff p 16 :: IO Word8) + <*> fmap (fromIntegral . toInteger) (peekByteOff p 20 :: IO CInt) + <*> fmap (fromIntegral . toInteger) (peekByteOff p 24 :: IO CInt) + SDL_MOUSEBUTTONUP -> EvtMouseButtonUp <$> return t + <*> fmap (Window . fromIntegral . toInteger) (peekByteOff p 8 :: IO CUInt) + <*> fmap (fromIntegral . toInteger) (peekByteOff p 12 :: IO CUInt ) + <*> fmap _getButton (peekByteOff p 16 :: IO Word8) + <*> fmap (fromIntegral . toInteger) (peekByteOff p 20 :: IO CInt) + <*> fmap (fromIntegral . toInteger) (peekByteOff p 24 :: IO CInt) + SDL_MOUSEMOTION -> EvtMouseMotion <$> return t + <*> fmap (Window . fromIntegral . toInteger) (peekByteOff p 8 :: IO CUInt) + <*> fmap (fromIntegral . toInteger) (peekByteOff p 12 :: IO CUInt ) + <*> fmap (fromIntegral . toInteger) (peekByteOff p 20 :: IO CInt) + <*> fmap (fromIntegral . toInteger) (peekByteOff p 24 :: IO CInt) + <*> fmap (fromIntegral . toInteger) (peekByteOff p 28 :: IO CInt) + <*> fmap (fromIntegral . toInteger) (peekByteOff p 32 :: IO CInt) + _ -> return $ EvtCommon t evttyp + ) ((\e -> return EvtNotValid) ::(SomeException -> IO SDLEvent)) + + poke p evt = error "poke of SDLEvent not implemented" + +{#pointer *sdlevent_struct as SDLEventPtr -> SDLEvent #} + +withSDLEvent :: SDLEvent -> (SDLEventPtr -> IO b) -> IO b +withSDLEvent = with + +peekSDLEvent :: SDLEventPtr -> IO SDLEvent +peekSDLEvent = peek +
HGamer3D/Bindings/SDL2/Utils.chs view
@@ -3,7 +3,7 @@ -- 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 -- @@ -18,12 +18,12 @@ -- 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. --- +-- -- Utils.hs --- Marshalling Utilities+-- Marshalling Utilities module HGamer3D.Bindings.SDL2.Utils where @@ -38,95 +38,95 @@ #include "StructHG3DClass.h" --import Control.Monad (liftM)---- Strings with explicit length----withCStringLenIntConv :: Num n => String -> ((CString, n) -> IO a) -> IO a-withCStringLenIntConv s f = withCStringLen s $ \(p, n) -> f (p, fromIntegral n)--peekCStringLenIntConv :: Integral n => (CString, n) -> IO String-peekCStringLenIntConv (s, n) = peekCStringLen (s, fromIntegral n)---- Marshalling of numerals-----withIntConv :: (Storable b, Integral a, Integral b) - => a -> (Ptr b -> IO c) -> IO c-withIntConv = with . fromIntegral--withFloatConv :: (Storable b, RealFloat a, RealFloat b) - => a -> (Ptr b -> IO c) -> IO c-withFloatConv = with . realToFrac--peekIntConv :: (Storable a, Integral a, Integral b) - => Ptr a -> IO b-peekIntConv = liftM fromIntegral . peek--peekFloatConv :: (Storable a, RealFloat a, RealFloat b) - => Ptr a -> IO b-peekFloatConv = liftM realToFrac . peek----- String Conversion functions-----withCUString b f = withCWString b (f . castPtr)-peekCUString = peekCWString . castPtr-alloc64k = allocaBytes (1024 * 64)---- c2hs replacements of utility functions, to get rid of annoying c2hs--- deprecated messages---- Passing Enums--cIntFromEnum :: Enum a => a -> CInt-cIntFromEnum = cIntConv . fromEnum--cIntToEnum :: Enum a => CInt -> a-cIntToEnum = toEnum . cIntConv----- Passing Booleans by reference-----withBoolUtil :: (Integral a, Storable a) => Bool -> (Ptr a -> IO b) -> IO b-withBoolUtil = with . fromBool--peekBoolUtil :: (Integral a, Storable a) => Ptr a -> IO Bool-peekBoolUtil = liftM toBool . peek----- Passing enums by reference-----withEnumUtil :: (Enum a, Integral b, Storable b) => a -> (Ptr b -> IO c) -> IO c-withEnumUtil = with . cFromEnum--peekEnumUtil :: (Enum a, Integral b, Storable b) => Ptr b -> IO a-peekEnumUtil = liftM cToEnum . peek---- Conversion routines--- ----------------------- |Integral conversion----cIntConv :: (Integral a, Integral b) => a -> b-cIntConv = fromIntegral---- |Floating conversion----cFloatConv :: (RealFloat a, RealFloat b) => a -> b-cFloatConv = realToFrac---- |Convert a C enumeration to Haskell.----cToEnum :: (Integral i, Enum e) => i -> e-cToEnum = toEnum . fromIntegral---- |Convert a Haskell enumeration to C.----cFromEnum :: (Enum e, Integral i) => e -> i-cFromEnum = fromIntegral . fromEnum-+ +import Control.Monad (liftM) + +-- Strings with explicit length +-- +withCStringLenIntConv :: Num n => String -> ((CString, n) -> IO a) -> IO a +withCStringLenIntConv s f = withCStringLen s $ \(p, n) -> f (p, fromIntegral n) + +peekCStringLenIntConv :: Integral n => (CString, n) -> IO String +peekCStringLenIntConv (s, n) = peekCStringLen (s, fromIntegral n) + +-- Marshalling of numerals +-- + +withIntConv :: (Storable b, Integral a, Integral b) + => a -> (Ptr b -> IO c) -> IO c +withIntConv = with . fromIntegral + +withFloatConv :: (Storable b, RealFloat a, RealFloat b) + => a -> (Ptr b -> IO c) -> IO c +withFloatConv = with . realToFrac + +peekIntConv :: (Storable a, Integral a, Integral b) + => Ptr a -> IO b +peekIntConv = liftM fromIntegral . peek + +peekFloatConv :: (Storable a, RealFloat a, RealFloat b) + => Ptr a -> IO b +peekFloatConv = liftM realToFrac . peek + + +-- String Conversion functions +-- + +withCUString b f = withCWString b (f . castPtr) +peekCUString = peekCWString . castPtr +alloc64k = allocaBytes (1024 * 64) + +-- c2hs replacements of utility functions, to get rid of annoying c2hs +-- deprecated messages + +-- Passing Enums + +cIntFromEnum :: Enum a => a -> CInt +cIntFromEnum = cIntConv . fromEnum + +cIntToEnum :: Enum a => CInt -> a +cIntToEnum = toEnum . cIntConv + + +-- Passing Booleans by reference +-- + +withBoolUtil :: (Integral a, Storable a) => Bool -> (Ptr a -> IO b) -> IO b +withBoolUtil = with . fromBool + +peekBoolUtil :: (Integral a, Storable a) => Ptr a -> IO Bool +peekBoolUtil = liftM toBool . peek + + +-- Passing enums by reference +-- + +withEnumUtil :: (Enum a, Integral b, Storable b) => a -> (Ptr b -> IO c) -> IO c +withEnumUtil = with . cFromEnum + +peekEnumUtil :: (Enum a, Integral b, Storable b) => Ptr b -> IO a +peekEnumUtil = liftM cToEnum . peek + +-- Conversion routines +-- ------------------- + +-- |Integral conversion +-- +cIntConv :: (Integral a, Integral b) => a -> b +cIntConv = fromIntegral + +-- |Floating conversion +-- +cFloatConv :: (RealFloat a, RealFloat b) => a -> b +cFloatConv = realToFrac + +-- |Convert a C enumeration to Haskell. +-- +cToEnum :: (Integral i, Enum e) => i -> e +cToEnum = toEnum . fromIntegral + +-- |Convert a Haskell enumeration to C. +-- +cFromEnum :: (Enum e, Integral i) => e -> i +cFromEnum = fromIntegral . fromEnum +
Setup.hs view
@@ -1,6 +1,6 @@ -- 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"); @@ -14,7 +14,7 @@ -- 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. --- +-- -- Setup.hs import Distribution.Simple
include/ClassHG3DUtilities.h view
@@ -1,6 +1,6 @@ // 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"); @@ -14,20 +14,20 @@ // 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. -// +// // ClassHG3DUtilities.h -// +// #include "wchar.h" -#ifndef _DEFINED_HG3D_ClassHG3DUtilities-#define _DEFINED_HG3D_ClassHG3DUtilities--#include "ClassPtr.h"+#ifndef _DEFINED_HG3D_ClassHG3DUtilities +#define _DEFINED_HG3D_ClassHG3DUtilities +#include "ClassPtr.h" -// -void sdl2_hg3dutl_createWindowFromHandle(unsigned int handle_c, void * * result_c);--#endif + +// +void hg3d_util_createWindowFromHandle(unsigned int handle_c, void * * result_c); + +#endif
include/ClassPtr.h view
@@ -1,6 +1,6 @@ // 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"); @@ -14,25 +14,28 @@ // 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+// 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+#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); + + +typedef void ClassHG3DUtilities; +hg3dclass_struct getHG3DClass_HG3DUtilities(void *ptrIn); + +#endif
include/EnumSDLBlendMode.h view
@@ -1,6 +1,6 @@ // 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"); @@ -14,22 +14,22 @@ // 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+#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 +enum EnumSDLBlendMode +{ + SDL_BLENDMODE_NONE = 0x00000000, // + SDL_BLENDMODE_BLEND = 0x00000001, // + SDL_BLENDMODE_ADD = 0x00000002, // + SDL_BLENDMODE_MOD = 0x00000004 // +}; +#endif
include/EnumSDLEventType.h view
@@ -1,6 +1,6 @@ // 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"); @@ -14,59 +14,59 @@ // 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+#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 +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
@@ -1,6 +1,6 @@ // 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"); @@ -14,42 +14,42 @@ // 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+#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 +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
@@ -1,6 +1,6 @@ // 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"); @@ -14,21 +14,21 @@ // 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+#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 +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
@@ -1,6 +1,6 @@ // 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"); @@ -14,26 +14,26 @@ // 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+#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 +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
@@ -1,6 +1,6 @@ // 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"); @@ -14,22 +14,22 @@ // 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+#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 +enum EnumSDLGameControllerBindType +{ + SDL_CONTROLLER_BINDTYPE_NONE = 0, // + SDL_CONTROLLER_BINDTYPE_BUTTON, // + SDL_CONTROLLER_BINDTYPE_AXIS, // + SDL_CONTROLLER_BINDTYPE_HAT // +}; +#endif
include/EnumSDLGameControllerButton.h view
@@ -1,6 +1,6 @@ // 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"); @@ -14,35 +14,35 @@ // 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+#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 +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
@@ -1,6 +1,6 @@ // 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"); @@ -14,22 +14,22 @@ // 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+#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 +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
@@ -1,6 +1,6 @@ // 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"); @@ -14,21 +14,21 @@ // 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+#ifndef _DEFINED_HG3D_EnumSDLHintPriority +#define _DEFINED_HG3D_EnumSDLHintPriority -enum EnumSDLHintPriority-{- SDL_HINT_DEFAULT, // - SDL_HINT_NORMAL, // - SDL_HINT_OVERRIDE // -};-#endif +enum EnumSDLHintPriority +{ + SDL_HINT_DEFAULT, // + SDL_HINT_NORMAL, // + SDL_HINT_OVERRIDE // +}; +#endif
include/EnumSDLKeycode.h view
@@ -1,6 +1,6 @@ // 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"); @@ -14,265 +14,266 @@ // 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. -// +// // EnumSDLKeycode.h -// +// #include "wchar.h" -#ifndef _DEFINED_HG3D_EnumSDLKeycode-#define _DEFINED_HG3D_EnumSDLKeycode+#ifndef _DEFINED_HG3D_EnumSDLKeycode +#define _DEFINED_HG3D_EnumSDLKeycode -enum EnumSDLKeycode-{- SDLK_UNKNOWN = 0, // - SDLK_RETURN = '\r', // - SDLK_ESCAPE = '\033', // - SDLK_BACKSPACE = '\b', // - SDLK_TAB = '\t', // - SDLK_SPACE = ' ', // - SDLK_EXCLAIM = '!', // - SDLK_QUOTEDBL = '"', // - SDLK_HASH = '#', // - SDLK_PERCENT = '%', // - SDLK_DOLLAR = '$', // - SDLK_AMPERSAND = '&', // - SDLK_LEFTPAREN = '(', // - SDLK_RIGHTPAREN = ')', // - SDLK_ASTERISK = '*', // - SDLK_PLUS = '+', // - SDLK_COMMA = ',', // - SDLK_MINUS = '-', // - SDLK_PERIOD = '.', // - SDLK_SLASH = '/', // - SDLK_0 = '0', // - SDLK_1 = '1', // - SDLK_2 = '2', // - SDLK_3 = '3', // - SDLK_4 = '4', // - SDLK_5 = '5', // - SDLK_6 = '6', // - SDLK_7 = '7', // - SDLK_8 = '8', // - SDLK_9 = '9', // - SDLK_COLON = ':', // - SDLK_SEMICOLON = ';', // - SDLK_LESS = '<', // - SDLK_EQUALS = '', // - SDLK_GREATER = '>', // - SDLK_QUESTION = '?', // - SDLK_AT = '@', // - SDLK_LEFTBRACKET = '[', // - SDLK_BACKSLASH = '\\', // - SDLK_RIGHTBRACKET = ']', // - SDLK_CARET = '^', // - SDLK_UNDERSCORE = '_', // - SDLK_BACKQUOTE = '`', // - SDLK_a = 'a', // - SDLK_b = 'b', // - SDLK_c = 'c', // - SDLK_d = 'd', // - SDLK_e = 'e', // - SDLK_f = 'f', // - SDLK_g = 'g', // - SDLK_h = 'h', // - SDLK_i = 'i', // - SDLK_j = 'j', // - SDLK_k = 'k', // - SDLK_l = 'l', // - SDLK_m = 'm', // - SDLK_n = 'n', // - SDLK_o = 'o', // - SDLK_p = 'p', // - SDLK_q = 'q', // - SDLK_r = 'r', // - SDLK_s = 's', // - SDLK_t = 't', // - SDLK_u = 'u', // - SDLK_v = 'v', // - SDLK_w = 'w', // - SDLK_x = 'x', // - SDLK_y = 'y', // - SDLK_z = 'z', // - SDLK_CAPSLOCK = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_CAPSLOCK), // - SDLK_F1 = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_F1), // - SDLK_F2 = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_F2), // - SDLK_F3 = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_F3), // - SDLK_F4 = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_F4), // - SDLK_F5 = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_F5), // - SDLK_F6 = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_F6), // - SDLK_F7 = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_F7), // - SDLK_F8 = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_F8), // - SDLK_F9 = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_F9), // - SDLK_F10 = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_F10), // - SDLK_F11 = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_F11), // - SDLK_F12 = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_F12), // - SDLK_PRINTSCREEN = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_PRINTSCREEN), // - SDLK_SCROLLLOCK = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_SCROLLLOCK), // - SDLK_PAUSE = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_PAUSE), // - SDLK_INSERT = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_INSERT), // - SDLK_HOME = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_HOME), // - SDLK_PAGEUP = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_PAGEUP), // - SDLK_DELETE = '\177', // - SDLK_END = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_END), // - SDLK_PAGEDOWN = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_PAGEDOWN), // - SDLK_RIGHT = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_RIGHT), // - SDLK_LEFT = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_LEFT), // - SDLK_DOWN = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_DOWN), // - SDLK_UP = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_UP), // - SDLK_NUMLOCKCLEAR = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_NUMLOCKCLEAR), // - SDLK_KP_DIVIDE = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_KP_DIVIDE), // - SDLK_KP_MULTIPLY = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_KP_MULTIPLY), // - SDLK_KP_MINUS = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_KP_MINUS), // - SDLK_KP_PLUS = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_KP_PLUS), // - SDLK_KP_ENTER = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_KP_ENTER), // - SDLK_KP_1 = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_KP_1), // - SDLK_KP_2 = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_KP_2), // - SDLK_KP_3 = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_KP_3), // - SDLK_KP_4 = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_KP_4), // - SDLK_KP_5 = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_KP_5), // - SDLK_KP_6 = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_KP_6), // - SDLK_KP_7 = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_KP_7), // - SDLK_KP_8 = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_KP_8), // - SDLK_KP_9 = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_KP_9), // - SDLK_KP_0 = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_KP_0), // - SDLK_KP_PERIOD = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_KP_PERIOD), // - SDLK_APPLICATION = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_APPLICATION), // - SDLK_POWER = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_POWER), // - SDLK_KP_EQUALS = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_KP_EQUALS), // - SDLK_F13 = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_F13), // - SDLK_F14 = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_F14), // - SDLK_F15 = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_F15), // - SDLK_F16 = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_F16), // - SDLK_F17 = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_F17), // - SDLK_F18 = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_F18), // - SDLK_F19 = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_F19), // - SDLK_F20 = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_F20), // - SDLK_F21 = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_F21), // - SDLK_F22 = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_F22), // - SDLK_F23 = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_F23), // - SDLK_F24 = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_F24), // - SDLK_EXECUTE = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_EXECUTE), // - SDLK_HELP = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_HELP), // - SDLK_MENU = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_MENU), // - SDLK_SELECT = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_SELECT), // - SDLK_STOP = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_STOP), // - SDLK_AGAIN = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_AGAIN), // - SDLK_UNDO = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_UNDO), // - SDLK_CUT = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_CUT), // - SDLK_COPY = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_COPY), // - SDLK_PASTE = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_PASTE), // - SDLK_FIND = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_FIND), // - SDLK_MUTE = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_MUTE), // - SDLK_VOLUMEUP = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_VOLUMEUP), // - SDLK_VOLUMEDOWN = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_VOLUMEDOWN), // - SDLK_KP_COMMA = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_KP_COMMA), // - SDLK_KP_EQUALSAS400 = - SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_KP_EQUALSAS400), // - SDLK_ALTERASE = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_ALTERASE), // - SDLK_SYSREQ = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_SYSREQ), // - SDLK_CANCEL = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_CANCEL), // - SDLK_CLEAR = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_CLEAR), // - SDLK_PRIOR = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_PRIOR), // - SDLK_RETURN2 = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_RETURN2), // - SDLK_SEPARATOR = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_SEPARATOR), // - SDLK_OUT = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_OUT), // - SDLK_OPER = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_OPER), // - SDLK_CLEARAGAIN = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_CLEARAGAIN), // - SDLK_CRSEL = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_CRSEL), // - SDLK_EXSEL = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_EXSEL), // - SDLK_KP_00 = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_KP_00), // - SDLK_KP_000 = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_KP_000), // - SDLK_THOUSANDSSEPARATOR = - SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_THOUSANDSSEPARATOR), // - SDLK_DECIMALSEPARATOR = - SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_DECIMALSEPARATOR), // - SDLK_CURRENCYUNIT = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_CURRENCYUNIT), // - SDLK_CURRENCYSUBUNIT = - SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_CURRENCYSUBUNIT), // - SDLK_KP_LEFTPAREN = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_KP_LEFTPAREN), // - SDLK_KP_RIGHTPAREN = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_KP_RIGHTPAREN), // - SDLK_KP_LEFTBRACE = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_KP_LEFTBRACE), // - SDLK_KP_RIGHTBRACE = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_KP_RIGHTBRACE), // - SDLK_KP_TAB = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_KP_TAB), // - SDLK_KP_BACKSPACE = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_KP_BACKSPACE), // - SDLK_KP_A = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_KP_A), // - SDLK_KP_B = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_KP_B), // - SDLK_KP_C = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_KP_C), // - SDLK_KP_D = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_KP_D), // - SDLK_KP_E = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_KP_E), // - SDLK_KP_F = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_KP_F), // - SDLK_KP_XOR = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_KP_XOR), // - SDLK_KP_POWER = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_KP_POWER), // - SDLK_KP_PERCENT = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_KP_PERCENT), // - SDLK_KP_LESS = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_KP_LESS), // - SDLK_KP_GREATER = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_KP_GREATER), // - SDLK_KP_AMPERSAND = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_KP_AMPERSAND), // - SDLK_KP_DBLAMPERSAND = - SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_KP_DBLAMPERSAND), // - SDLK_KP_VERTICALBAR = - SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_KP_VERTICALBAR), // - SDLK_KP_DBLVERTICALBAR = - SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_KP_DBLVERTICALBAR), // - SDLK_KP_COLON = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_KP_COLON), // - SDLK_KP_HASH = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_KP_HASH), // - SDLK_KP_SPACE = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_KP_SPACE), // - SDLK_KP_AT = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_KP_AT), // - SDLK_KP_EXCLAM = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_KP_EXCLAM), // - SDLK_KP_MEMSTORE = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_KP_MEMSTORE), // - SDLK_KP_MEMRECALL = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_KP_MEMRECALL), // - SDLK_KP_MEMCLEAR = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_KP_MEMCLEAR), // - SDLK_KP_MEMADD = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_KP_MEMADD), // - SDLK_KP_MEMSUBTRACT = - SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_KP_MEMSUBTRACT), // - SDLK_KP_MEMMULTIPLY = - SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_KP_MEMMULTIPLY), // - SDLK_KP_MEMDIVIDE = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_KP_MEMDIVIDE), // - SDLK_KP_PLUSMINUS = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_KP_PLUSMINUS), // - SDLK_KP_CLEAR = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_KP_CLEAR), // - SDLK_KP_CLEARENTRY = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_KP_CLEARENTRY), // - SDLK_KP_BINARY = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_KP_BINARY), // - SDLK_KP_OCTAL = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_KP_OCTAL), // - SDLK_KP_DECIMAL = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_KP_DECIMAL), // - SDLK_KP_HEXADECIMAL = - SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_KP_HEXADECIMAL), // - SDLK_LCTRL = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_LCTRL), // - SDLK_LSHIFT = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_LSHIFT), // - SDLK_LALT = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_LALT), // - SDLK_LGUI = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_LGUI), // - SDLK_RCTRL = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_RCTRL), // - SDLK_RSHIFT = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_RSHIFT), // - SDLK_RALT = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_RALT), // - SDLK_RGUI = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_RGUI), // - SDLK_MODE = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_MODE), // - SDLK_AUDIONEXT = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_AUDIONEXT), // - SDLK_AUDIOPREV = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_AUDIOPREV), // - SDLK_AUDIOSTOP = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_AUDIOSTOP), // - SDLK_AUDIOPLAY = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_AUDIOPLAY), // - SDLK_AUDIOMUTE = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_AUDIOMUTE), // - SDLK_MEDIASELECT = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_MEDIASELECT), // - SDLK_WWW = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_WWW), // - SDLK_MAIL = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_MAIL), // - SDLK_CALCULATOR = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_CALCULATOR), // - SDLK_COMPUTER = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_COMPUTER), // - SDLK_AC_SEARCH = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_AC_SEARCH), // - SDLK_AC_HOME = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_AC_HOME), // - SDLK_AC_BACK = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_AC_BACK), // - SDLK_AC_FORWARD = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_AC_FORWARD), // - SDLK_AC_STOP = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_AC_STOP), // - SDLK_AC_REFRESH = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_AC_REFRESH), // - SDLK_AC_BOOKMARKS = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_AC_BOOKMARKS), // - SDLK_BRIGHTNESSDOWN = - SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_BRIGHTNESSDOWN), // - SDLK_BRIGHTNESSUP = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_BRIGHTNESSUP), // - SDLK_DISPLAYSWITCH = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_DISPLAYSWITCH), // - SDLK_KBDILLUMTOGGLE = - SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_KBDILLUMTOGGLE), // - SDLK_KBDILLUMDOWN = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_KBDILLUMDOWN), // - SDLK_KBDILLUMUP = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_KBDILLUMUP), // - SDLK_EJECT = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_EJECT), // - SDLK_SLEEP = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_SLEEP) // -};-#endif +enum EnumSDLKeycode +{ + SDLK_UNKNOWN = 0, // + SDLK_RETURN = '\r', // + SDLK_ESCAPE = '\033', // + SDLK_BACKSPACE = '\b', // + SDLK_TAB = '\t', // + SDLK_SPACE = ' ', // + SDLK_EXCLAIM = '!', // + SDLK_QUOTEDBL = '"', // + SDLK_HASH = '#', // + SDLK_PERCENT = '%', // + SDLK_DOLLAR = '$', // + SDLK_AMPERSAND = '&', // + SDLK_QUOTE = '\'', // + SDLK_LEFTPAREN = '(', // + SDLK_RIGHTPAREN = ')', // + SDLK_ASTERISK = '*', // + SDLK_PLUS = '+', // + SDLK_COMMA = ',', // + SDLK_MINUS = '-', // + SDLK_PERIOD = '.', // + SDLK_SLASH = '/', // + SDLK_0 = '0', // + SDLK_1 = '1', // + SDLK_2 = '2', // + SDLK_3 = '3', // + SDLK_4 = '4', // + SDLK_5 = '5', // + SDLK_6 = '6', // + SDLK_7 = '7', // + SDLK_8 = '8', // + SDLK_9 = '9', // + SDLK_COLON = ':', // + SDLK_SEMICOLON = ';', // + SDLK_LESS = '<', // + SDLK_EQUALS = '', // + SDLK_GREATER = '>', // + SDLK_QUESTION = '?', // + SDLK_AT = '@', // + SDLK_LEFTBRACKET = '[', // + SDLK_BACKSLASH = '\\', // + SDLK_RIGHTBRACKET = ']', // + SDLK_CARET = '^', // + SDLK_UNDERSCORE = '_', // + SDLK_BACKQUOTE = '`', // + SDLK_a = 'a', // + SDLK_b = 'b', // + SDLK_c = 'c', // + SDLK_d = 'd', // + SDLK_e = 'e', // + SDLK_f = 'f', // + SDLK_g = 'g', // + SDLK_h = 'h', // + SDLK_i = 'i', // + SDLK_j = 'j', // + SDLK_k = 'k', // + SDLK_l = 'l', // + SDLK_m = 'm', // + SDLK_n = 'n', // + SDLK_o = 'o', // + SDLK_p = 'p', // + SDLK_q = 'q', // + SDLK_r = 'r', // + SDLK_s = 's', // + SDLK_t = 't', // + SDLK_u = 'u', // + SDLK_v = 'v', // + SDLK_w = 'w', // + SDLK_x = 'x', // + SDLK_y = 'y', // + SDLK_z = 'z', // + SDLK_CAPSLOCK = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_CAPSLOCK), // + SDLK_F1 = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_F1), // + SDLK_F2 = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_F2), // + SDLK_F3 = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_F3), // + SDLK_F4 = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_F4), // + SDLK_F5 = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_F5), // + SDLK_F6 = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_F6), // + SDLK_F7 = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_F7), // + SDLK_F8 = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_F8), // + SDLK_F9 = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_F9), // + SDLK_F10 = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_F10), // + SDLK_F11 = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_F11), // + SDLK_F12 = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_F12), // + SDLK_PRINTSCREEN = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_PRINTSCREEN), // + SDLK_SCROLLLOCK = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_SCROLLLOCK), // + SDLK_PAUSE = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_PAUSE), // + SDLK_INSERT = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_INSERT), // + SDLK_HOME = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_HOME), // + SDLK_PAGEUP = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_PAGEUP), // + SDLK_DELETE = '\177', // + SDLK_END = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_END), // + SDLK_PAGEDOWN = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_PAGEDOWN), // + SDLK_RIGHT = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_RIGHT), // + SDLK_LEFT = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_LEFT), // + SDLK_DOWN = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_DOWN), // + SDLK_UP = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_UP), // + SDLK_NUMLOCKCLEAR = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_NUMLOCKCLEAR), // + SDLK_KP_DIVIDE = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_KP_DIVIDE), // + SDLK_KP_MULTIPLY = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_KP_MULTIPLY), // + SDLK_KP_MINUS = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_KP_MINUS), // + SDLK_KP_PLUS = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_KP_PLUS), // + SDLK_KP_ENTER = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_KP_ENTER), // + SDLK_KP_1 = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_KP_1), // + SDLK_KP_2 = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_KP_2), // + SDLK_KP_3 = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_KP_3), // + SDLK_KP_4 = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_KP_4), // + SDLK_KP_5 = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_KP_5), // + SDLK_KP_6 = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_KP_6), // + SDLK_KP_7 = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_KP_7), // + SDLK_KP_8 = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_KP_8), // + SDLK_KP_9 = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_KP_9), // + SDLK_KP_0 = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_KP_0), // + SDLK_KP_PERIOD = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_KP_PERIOD), // + SDLK_APPLICATION = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_APPLICATION), // + SDLK_POWER = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_POWER), // + SDLK_KP_EQUALS = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_KP_EQUALS), // + SDLK_F13 = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_F13), // + SDLK_F14 = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_F14), // + SDLK_F15 = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_F15), // + SDLK_F16 = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_F16), // + SDLK_F17 = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_F17), // + SDLK_F18 = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_F18), // + SDLK_F19 = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_F19), // + SDLK_F20 = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_F20), // + SDLK_F21 = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_F21), // + SDLK_F22 = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_F22), // + SDLK_F23 = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_F23), // + SDLK_F24 = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_F24), // + SDLK_EXECUTE = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_EXECUTE), // + SDLK_HELP = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_HELP), // + SDLK_MENU = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_MENU), // + SDLK_SELECT = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_SELECT), // + SDLK_STOP = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_STOP), // + SDLK_AGAIN = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_AGAIN), // + SDLK_UNDO = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_UNDO), // + SDLK_CUT = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_CUT), // + SDLK_COPY = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_COPY), // + SDLK_PASTE = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_PASTE), // + SDLK_FIND = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_FIND), // + SDLK_MUTE = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_MUTE), // + SDLK_VOLUMEUP = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_VOLUMEUP), // + SDLK_VOLUMEDOWN = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_VOLUMEDOWN), // + SDLK_KP_COMMA = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_KP_COMMA), // + SDLK_KP_EQUALSAS400 = + SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_KP_EQUALSAS400), // + SDLK_ALTERASE = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_ALTERASE), // + SDLK_SYSREQ = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_SYSREQ), // + SDLK_CANCEL = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_CANCEL), // + SDLK_CLEAR = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_CLEAR), // + SDLK_PRIOR = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_PRIOR), // + SDLK_RETURN2 = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_RETURN2), // + SDLK_SEPARATOR = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_SEPARATOR), // + SDLK_OUT = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_OUT), // + SDLK_OPER = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_OPER), // + SDLK_CLEARAGAIN = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_CLEARAGAIN), // + SDLK_CRSEL = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_CRSEL), // + SDLK_EXSEL = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_EXSEL), // + SDLK_KP_00 = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_KP_00), // + SDLK_KP_000 = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_KP_000), // + SDLK_THOUSANDSSEPARATOR = + SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_THOUSANDSSEPARATOR), // + SDLK_DECIMALSEPARATOR = + SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_DECIMALSEPARATOR), // + SDLK_CURRENCYUNIT = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_CURRENCYUNIT), // + SDLK_CURRENCYSUBUNIT = + SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_CURRENCYSUBUNIT), // + SDLK_KP_LEFTPAREN = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_KP_LEFTPAREN), // + SDLK_KP_RIGHTPAREN = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_KP_RIGHTPAREN), // + SDLK_KP_LEFTBRACE = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_KP_LEFTBRACE), // + SDLK_KP_RIGHTBRACE = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_KP_RIGHTBRACE), // + SDLK_KP_TAB = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_KP_TAB), // + SDLK_KP_BACKSPACE = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_KP_BACKSPACE), // + SDLK_KP_A = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_KP_A), // + SDLK_KP_B = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_KP_B), // + SDLK_KP_C = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_KP_C), // + SDLK_KP_D = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_KP_D), // + SDLK_KP_E = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_KP_E), // + SDLK_KP_F = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_KP_F), // + SDLK_KP_XOR = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_KP_XOR), // + SDLK_KP_POWER = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_KP_POWER), // + SDLK_KP_PERCENT = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_KP_PERCENT), // + SDLK_KP_LESS = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_KP_LESS), // + SDLK_KP_GREATER = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_KP_GREATER), // + SDLK_KP_AMPERSAND = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_KP_AMPERSAND), // + SDLK_KP_DBLAMPERSAND = + SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_KP_DBLAMPERSAND), // + SDLK_KP_VERTICALBAR = + SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_KP_VERTICALBAR), // + SDLK_KP_DBLVERTICALBAR = + SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_KP_DBLVERTICALBAR), // + SDLK_KP_COLON = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_KP_COLON), // + SDLK_KP_HASH = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_KP_HASH), // + SDLK_KP_SPACE = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_KP_SPACE), // + SDLK_KP_AT = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_KP_AT), // + SDLK_KP_EXCLAM = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_KP_EXCLAM), // + SDLK_KP_MEMSTORE = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_KP_MEMSTORE), // + SDLK_KP_MEMRECALL = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_KP_MEMRECALL), // + SDLK_KP_MEMCLEAR = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_KP_MEMCLEAR), // + SDLK_KP_MEMADD = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_KP_MEMADD), // + SDLK_KP_MEMSUBTRACT = + SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_KP_MEMSUBTRACT), // + SDLK_KP_MEMMULTIPLY = + SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_KP_MEMMULTIPLY), // + SDLK_KP_MEMDIVIDE = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_KP_MEMDIVIDE), // + SDLK_KP_PLUSMINUS = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_KP_PLUSMINUS), // + SDLK_KP_CLEAR = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_KP_CLEAR), // + SDLK_KP_CLEARENTRY = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_KP_CLEARENTRY), // + SDLK_KP_BINARY = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_KP_BINARY), // + SDLK_KP_OCTAL = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_KP_OCTAL), // + SDLK_KP_DECIMAL = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_KP_DECIMAL), // + SDLK_KP_HEXADECIMAL = + SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_KP_HEXADECIMAL), // + SDLK_LCTRL = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_LCTRL), // + SDLK_LSHIFT = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_LSHIFT), // + SDLK_LALT = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_LALT), // + SDLK_LGUI = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_LGUI), // + SDLK_RCTRL = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_RCTRL), // + SDLK_RSHIFT = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_RSHIFT), // + SDLK_RALT = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_RALT), // + SDLK_RGUI = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_RGUI), // + SDLK_MODE = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_MODE), // + SDLK_AUDIONEXT = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_AUDIONEXT), // + SDLK_AUDIOPREV = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_AUDIOPREV), // + SDLK_AUDIOSTOP = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_AUDIOSTOP), // + SDLK_AUDIOPLAY = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_AUDIOPLAY), // + SDLK_AUDIOMUTE = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_AUDIOMUTE), // + SDLK_MEDIASELECT = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_MEDIASELECT), // + SDLK_WWW = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_WWW), // + SDLK_MAIL = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_MAIL), // + SDLK_CALCULATOR = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_CALCULATOR), // + SDLK_COMPUTER = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_COMPUTER), // + SDLK_AC_SEARCH = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_AC_SEARCH), // + SDLK_AC_HOME = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_AC_HOME), // + SDLK_AC_BACK = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_AC_BACK), // + SDLK_AC_FORWARD = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_AC_FORWARD), // + SDLK_AC_STOP = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_AC_STOP), // + SDLK_AC_REFRESH = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_AC_REFRESH), // + SDLK_AC_BOOKMARKS = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_AC_BOOKMARKS), // + SDLK_BRIGHTNESSDOWN = + SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_BRIGHTNESSDOWN), // + SDLK_BRIGHTNESSUP = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_BRIGHTNESSUP), // + SDLK_DISPLAYSWITCH = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_DISPLAYSWITCH), // + SDLK_KBDILLUMTOGGLE = + SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_KBDILLUMTOGGLE), // + SDLK_KBDILLUMDOWN = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_KBDILLUMDOWN), // + SDLK_KBDILLUMUP = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_KBDILLUMUP), // + SDLK_EJECT = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_EJECT), // + SDLK_SLEEP = SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_SLEEP) // +}; +#endif
include/EnumSDLKeymod.h view
@@ -1,6 +1,6 @@ // 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"); @@ -14,31 +14,31 @@ // 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+#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 +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/EnumSDLLogCategory.h view
@@ -1,6 +1,6 @@ // 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"); @@ -14,38 +14,38 @@ // 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. -// +// // EnumSDLLogCategory.h -// +// #include "wchar.h" -#ifndef _DEFINED_HG3D_EnumSDLLogCategory-#define _DEFINED_HG3D_EnumSDLLogCategory+#ifndef _DEFINED_HG3D_EnumSDLLogCategory +#define _DEFINED_HG3D_EnumSDLLogCategory -enum EnumSDLLogCategory-{- SDL_LOG_CATEGORY_APPLICATION, // - SDL_LOG_CATEGORY_ERROR, // - SDL_LOG_CATEGORY_ASSERT, // - SDL_LOG_CATEGORY_SYSTEM, // - SDL_LOG_CATEGORY_AUDIO, // - SDL_LOG_CATEGORY_VIDEO, // - SDL_LOG_CATEGORY_RENDER, // - SDL_LOG_CATEGORY_INPUT, // - SDL_LOG_CATEGORY_TEST, // - SDL_LOG_CATEGORY_RESERVED1, // - SDL_LOG_CATEGORY_RESERVED2, // - SDL_LOG_CATEGORY_RESERVED3, // - SDL_LOG_CATEGORY_RESERVED4, // - SDL_LOG_CATEGORY_RESERVED5, // - SDL_LOG_CATEGORY_RESERVED6, // - SDL_LOG_CATEGORY_RESERVED7, // - SDL_LOG_CATEGORY_RESERVED8, // - SDL_LOG_CATEGORY_RESERVED9, // - SDL_LOG_CATEGORY_RESERVED10, // - SDL_LOG_CATEGORY_CUSTOM // -};-#endif +enum EnumSDLLogCategory +{ + SDL_LOG_CATEGORY_APPLICATION, // + SDL_LOG_CATEGORY_ERROR, // + SDL_LOG_CATEGORY_ASSERT, // + SDL_LOG_CATEGORY_SYSTEM, // + SDL_LOG_CATEGORY_AUDIO, // + SDL_LOG_CATEGORY_VIDEO, // + SDL_LOG_CATEGORY_RENDER, // + SDL_LOG_CATEGORY_INPUT, // + SDL_LOG_CATEGORY_TEST, // + SDL_LOG_CATEGORY_RESERVED1, // + SDL_LOG_CATEGORY_RESERVED2, // + SDL_LOG_CATEGORY_RESERVED3, // + SDL_LOG_CATEGORY_RESERVED4, // + SDL_LOG_CATEGORY_RESERVED5, // + SDL_LOG_CATEGORY_RESERVED6, // + SDL_LOG_CATEGORY_RESERVED7, // + SDL_LOG_CATEGORY_RESERVED8, // + SDL_LOG_CATEGORY_RESERVED9, // + SDL_LOG_CATEGORY_RESERVED10, // + SDL_LOG_CATEGORY_CUSTOM // +}; +#endif
include/EnumSDLLogPriority.h view
@@ -1,6 +1,6 @@ // 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"); @@ -14,25 +14,25 @@ // 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+#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 +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
@@ -1,6 +1,6 @@ // 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"); @@ -14,20 +14,20 @@ // 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+#ifndef _DEFINED_HG3D_EnumSDLMessageBoxButtonFlags +#define _DEFINED_HG3D_EnumSDLMessageBoxButtonFlags -enum EnumSDLMessageBoxButtonFlags-{- SDL_MESSAGEBOX_BUTTON_RETURNKEY_DEFAULT = 0x00000001, // - SDL_MESSAGEBOX_BUTTON_ESCAPEKEY_DEFAULT = 0x00000002 // -};-#endif +enum EnumSDLMessageBoxButtonFlags +{ + SDL_MESSAGEBOX_BUTTON_RETURNKEY_DEFAULT = 0x00000001, // + SDL_MESSAGEBOX_BUTTON_ESCAPEKEY_DEFAULT = 0x00000002 // +}; +#endif
include/EnumSDLMessageBoxColorType.h view
@@ -1,6 +1,6 @@ // 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"); @@ -14,24 +14,24 @@ // 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+#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 +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
@@ -1,6 +1,6 @@ // 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"); @@ -14,21 +14,21 @@ // 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+#ifndef _DEFINED_HG3D_EnumSDLMessageBoxFlags +#define _DEFINED_HG3D_EnumSDLMessageBoxFlags -enum EnumSDLMessageBoxFlags-{- SDL_MESSAGEBOX_ERROR = 0x00000010, // - SDL_MESSAGEBOX_WARNING = 0x00000020, // - SDL_MESSAGEBOX_INFORMATION = 0x00000040 // -};-#endif +enum EnumSDLMessageBoxFlags +{ + SDL_MESSAGEBOX_ERROR = 0x00000010, // + SDL_MESSAGEBOX_WARNING = 0x00000020, // + SDL_MESSAGEBOX_INFORMATION = 0x00000040 // +}; +#endif
include/EnumSDLPacketLayout.h view
@@ -1,6 +1,6 @@ // 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"); @@ -14,25 +14,27 @@ // 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. -// +// // EnumSDLPacketLayout.h -// +// #include "wchar.h" -#ifndef _DEFINED_HG3D_EnumSDLPacketLayout-#define _DEFINED_HG3D_EnumSDLPacketLayout+#ifndef _DEFINED_HG3D_EnumSDLPacketLayout +#define _DEFINED_HG3D_EnumSDLPacketLayout -enum EnumSDLPacketLayout-{- SDL_ARRAYORDER_NONE, // - SDL_ARRAYORDER_RGB, // - SDL_ARRAYORDER_RGBA, // - SDL_ARRAYORDER_ARGB, // - SDL_ARRAYORDER_BGR, // - SDL_ARRAYORDER_BGRA, // - SDL_ARRAYORDER_ABGR // -};-#endif +enum EnumSDLPacketLayout +{ + SDL_PACKEDLAYOUT_NONE, // + SDL_PACKEDLAYOUT_332, // + SDL_PACKEDLAYOUT_4444, // + SDL_PACKEDLAYOUT_1555, // + SDL_PACKEDLAYOUT_5551, // + SDL_PACKEDLAYOUT_565, // + SDL_PACKEDLAYOUT_8888, // + SDL_PACKEDLAYOUT_2101010, // + SDL_PACKEDLAYOUT_1010102 // +}; +#endif
include/EnumSDLPixelFormat.h view
@@ -1,6 +1,6 @@ // 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"); @@ -14,27 +14,117 @@ // 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. -// +// // EnumSDLPixelFormat.h -// +// #include "wchar.h" -#ifndef _DEFINED_HG3D_EnumSDLPixelFormat-#define _DEFINED_HG3D_EnumSDLPixelFormat+#ifndef _DEFINED_HG3D_EnumSDLPixelFormat +#define _DEFINED_HG3D_EnumSDLPixelFormat -enum EnumSDLPixelFormat-{- SDL_PACKEDLAYOUT_NONE, // - SDL_PACKEDLAYOUT_332, // - SDL_PACKEDLAYOUT_4444, // - SDL_PACKEDLAYOUT_1555, // - SDL_PACKEDLAYOUT_5551, // - SDL_PACKEDLAYOUT_565, // - SDL_PACKEDLAYOUT_8888, // - SDL_PACKEDLAYOUT_2101010, // - SDL_PACKEDLAYOUT_1010102 // -};-#endif +enum EnumSDLPixelFormat +{ + SDL_PIXELFORMAT_UNKNOWN, // + SDL_PIXELFORMAT_INDEX1LSB = + SDL_DEFINE_PIXELFORMAT(SDL_PIXELTYPE_INDEX1, SDL_BITMAPORDER_4321, 0, + 1, 0), // + SDL_PIXELFORMAT_INDEX1MSB = + SDL_DEFINE_PIXELFORMAT(SDL_PIXELTYPE_INDEX1, SDL_BITMAPORDER_1234, 0, + 1, 0), // + SDL_PIXELFORMAT_INDEX4LSB = + SDL_DEFINE_PIXELFORMAT(SDL_PIXELTYPE_INDEX4, SDL_BITMAPORDER_4321, 0, + 4, 0), // + SDL_PIXELFORMAT_INDEX4MSB = + SDL_DEFINE_PIXELFORMAT(SDL_PIXELTYPE_INDEX4, SDL_BITMAPORDER_1234, 0, + 4, 0), // + SDL_PIXELFORMAT_INDEX8 = + SDL_DEFINE_PIXELFORMAT(SDL_PIXELTYPE_INDEX8, 0, 0, 8, 1), // + SDL_PIXELFORMAT_RGB332 = + SDL_DEFINE_PIXELFORMAT(SDL_PIXELTYPE_PACKED8, SDL_PACKEDORDER_XRGB, + SDL_PACKEDLAYOUT_332, 8, 1), // + SDL_PIXELFORMAT_RGB444 = + SDL_DEFINE_PIXELFORMAT(SDL_PIXELTYPE_PACKED16, SDL_PACKEDORDER_XRGB, + SDL_PACKEDLAYOUT_4444, 12, 2), // + SDL_PIXELFORMAT_RGB555 = + SDL_DEFINE_PIXELFORMAT(SDL_PIXELTYPE_PACKED16, SDL_PACKEDORDER_XRGB, + SDL_PACKEDLAYOUT_1555, 15, 2), // + SDL_PIXELFORMAT_BGR555 = + SDL_DEFINE_PIXELFORMAT(SDL_PIXELTYPE_PACKED16, SDL_PACKEDORDER_XBGR, + SDL_PACKEDLAYOUT_1555, 15, 2), // + SDL_PIXELFORMAT_ARGB4444 = + SDL_DEFINE_PIXELFORMAT(SDL_PIXELTYPE_PACKED16, SDL_PACKEDORDER_ARGB, + SDL_PACKEDLAYOUT_4444, 16, 2), // + SDL_PIXELFORMAT_RGBA4444 = + SDL_DEFINE_PIXELFORMAT(SDL_PIXELTYPE_PACKED16, SDL_PACKEDORDER_RGBA, + SDL_PACKEDLAYOUT_4444, 16, 2), // + SDL_PIXELFORMAT_ABGR4444 = + SDL_DEFINE_PIXELFORMAT(SDL_PIXELTYPE_PACKED16, SDL_PACKEDORDER_ABGR, + SDL_PACKEDLAYOUT_4444, 16, 2), // + SDL_PIXELFORMAT_BGRA4444 = + SDL_DEFINE_PIXELFORMAT(SDL_PIXELTYPE_PACKED16, SDL_PACKEDORDER_BGRA, + SDL_PACKEDLAYOUT_4444, 16, 2), // + SDL_PIXELFORMAT_ARGB1555 = + SDL_DEFINE_PIXELFORMAT(SDL_PIXELTYPE_PACKED16, SDL_PACKEDORDER_ARGB, + SDL_PACKEDLAYOUT_1555, 16, 2), // + SDL_PIXELFORMAT_RGBA5551 = + SDL_DEFINE_PIXELFORMAT(SDL_PIXELTYPE_PACKED16, SDL_PACKEDORDER_RGBA, + SDL_PACKEDLAYOUT_5551, 16, 2), // + SDL_PIXELFORMAT_ABGR1555 = + SDL_DEFINE_PIXELFORMAT(SDL_PIXELTYPE_PACKED16, SDL_PACKEDORDER_ABGR, + SDL_PACKEDLAYOUT_1555, 16, 2), // + SDL_PIXELFORMAT_BGRA5551 = + SDL_DEFINE_PIXELFORMAT(SDL_PIXELTYPE_PACKED16, SDL_PACKEDORDER_BGRA, + SDL_PACKEDLAYOUT_5551, 16, 2), // + SDL_PIXELFORMAT_RGB565 = + SDL_DEFINE_PIXELFORMAT(SDL_PIXELTYPE_PACKED16, SDL_PACKEDORDER_XRGB, + SDL_PACKEDLAYOUT_565, 16, 2), // + SDL_PIXELFORMAT_BGR565 = + SDL_DEFINE_PIXELFORMAT(SDL_PIXELTYPE_PACKED16, SDL_PACKEDORDER_XBGR, + SDL_PACKEDLAYOUT_565, 16, 2), // + SDL_PIXELFORMAT_RGB24 = + SDL_DEFINE_PIXELFORMAT(SDL_PIXELTYPE_ARRAYU8, SDL_ARRAYORDER_RGB, 0, + 24, 3), // + SDL_PIXELFORMAT_BGR24 = + SDL_DEFINE_PIXELFORMAT(SDL_PIXELTYPE_ARRAYU8, SDL_ARRAYORDER_BGR, 0, + 24, 3), // + SDL_PIXELFORMAT_RGB888 = + SDL_DEFINE_PIXELFORMAT(SDL_PIXELTYPE_PACKED32, SDL_PACKEDORDER_XRGB, + SDL_PACKEDLAYOUT_8888, 24, 4), // + SDL_PIXELFORMAT_RGBX8888 = + SDL_DEFINE_PIXELFORMAT(SDL_PIXELTYPE_PACKED32, SDL_PACKEDORDER_RGBX, + SDL_PACKEDLAYOUT_8888, 24, 4), // + SDL_PIXELFORMAT_BGR888 = + SDL_DEFINE_PIXELFORMAT(SDL_PIXELTYPE_PACKED32, SDL_PACKEDORDER_XBGR, + SDL_PACKEDLAYOUT_8888, 24, 4), // + SDL_PIXELFORMAT_BGRX8888 = + SDL_DEFINE_PIXELFORMAT(SDL_PIXELTYPE_PACKED32, SDL_PACKEDORDER_BGRX, + SDL_PACKEDLAYOUT_8888, 24, 4), // + SDL_PIXELFORMAT_ARGB8888 = + SDL_DEFINE_PIXELFORMAT(SDL_PIXELTYPE_PACKED32, SDL_PACKEDORDER_ARGB, + SDL_PACKEDLAYOUT_8888, 32, 4), // + SDL_PIXELFORMAT_RGBA8888 = + SDL_DEFINE_PIXELFORMAT(SDL_PIXELTYPE_PACKED32, SDL_PACKEDORDER_RGBA, + SDL_PACKEDLAYOUT_8888, 32, 4), // + SDL_PIXELFORMAT_ABGR8888 = + SDL_DEFINE_PIXELFORMAT(SDL_PIXELTYPE_PACKED32, SDL_PACKEDORDER_ABGR, + SDL_PACKEDLAYOUT_8888, 32, 4), // + SDL_PIXELFORMAT_BGRA8888 = + SDL_DEFINE_PIXELFORMAT(SDL_PIXELTYPE_PACKED32, SDL_PACKEDORDER_BGRA, + SDL_PACKEDLAYOUT_8888, 32, 4), // + SDL_PIXELFORMAT_ARGB2101010 = + SDL_DEFINE_PIXELFORMAT(SDL_PIXELTYPE_PACKED32, SDL_PACKEDORDER_ARGB, + SDL_PACKEDLAYOUT_2101010, 32, 4), // + SDL_PIXELFORMAT_YV12 = + SDL_DEFINE_PIXELFOURCC('Y', 'V', '1', '2'), // + SDL_PIXELFORMAT_IYUV = + SDL_DEFINE_PIXELFOURCC('I', 'Y', 'U', 'V'), // + SDL_PIXELFORMAT_YUY2 = + SDL_DEFINE_PIXELFOURCC('Y', 'U', 'Y', '2'), // + SDL_PIXELFORMAT_UYVY = + SDL_DEFINE_PIXELFOURCC('U', 'Y', 'V', 'Y'), // + SDL_PIXELFORMAT_YVYU = // +}; +#endif
include/EnumSDLPowerState.h view
@@ -1,6 +1,6 @@ // 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"); @@ -14,23 +14,23 @@ // 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+#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 +enum EnumSDLPowerState +{ + SDL_POWERSTATE_UNKNOWN, // + SDL_POWERSTATE_ON_BATTERY, // + SDL_POWERSTATE_NO_BATTERY, // + SDL_POWERSTATE_CHARGING, // + SDL_POWERSTATE_CHARGED // +}; +#endif
include/EnumSDLRendererFlags.h view
@@ -1,6 +1,6 @@ // 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"); @@ -14,22 +14,22 @@ // 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+#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 +enum EnumSDLRendererFlags +{ + SDL_RENDERER_SOFTWARE = 0x00000001, // + SDL_RENDERER_ACCELERATED = 0x00000002, // + SDL_RENDERER_PRESENTVSYNC = 0x00000004, // + SDL_RENDERER_TARGETTEXTURE = 0x00000008 // +}; +#endif
include/EnumSDLRendererFlip.h view
@@ -1,6 +1,6 @@ // 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"); @@ -14,21 +14,21 @@ // 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+#ifndef _DEFINED_HG3D_EnumSDLRendererFlip +#define _DEFINED_HG3D_EnumSDLRendererFlip -enum EnumSDLRendererFlip-{- SDL_FLIP_NONE = 0x00000000, // - SDL_FLIP_HORIZONTAL = 0x00000001, // - SDL_FLIP_VERTICAL = 0x00000002 // -};-#endif +enum EnumSDLRendererFlip +{ + SDL_FLIP_NONE = 0x00000000, // + SDL_FLIP_HORIZONTAL = 0x00000001, // + SDL_FLIP_VERTICAL = 0x00000002 // +}; +#endif
include/EnumSDLScancode.h view
@@ -1,6 +1,6 @@ // 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"); @@ -14,260 +14,260 @@ // 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+#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 +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
@@ -1,6 +1,6 @@ // 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"); @@ -14,24 +14,24 @@ // 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+#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 +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
@@ -1,6 +1,6 @@ // 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"); @@ -14,31 +14,31 @@ // 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+#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 +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
@@ -1,6 +1,6 @@ // 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"); @@ -14,21 +14,21 @@ // 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+#ifndef _DEFINED_HG3D_EnumSDLTextureAccess +#define _DEFINED_HG3D_EnumSDLTextureAccess -enum EnumSDLTextureAccess-{- SDL_TEXTUREACCESS_STATIC, // - SDL_TEXTUREACCESS_STREAMING, // - SDL_TEXTUREACCESS_TARGET // -};-#endif +enum EnumSDLTextureAccess +{ + SDL_TEXTUREACCESS_STATIC, // + SDL_TEXTUREACCESS_STREAMING, // + SDL_TEXTUREACCESS_TARGET // +}; +#endif
include/EnumSDLTextureModulate.h view
@@ -1,6 +1,6 @@ // 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"); @@ -14,21 +14,21 @@ // 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+#ifndef _DEFINED_HG3D_EnumSDLTextureModulate +#define _DEFINED_HG3D_EnumSDLTextureModulate -enum EnumSDLTextureModulate-{- SDL_TEXTUREMODULATE_NONE = 0x00000000, // - SDL_TEXTUREMODULATE_COLOR = 0x00000001, // - SDL_TEXTUREMODULATE_ALPHA = 0x00000002 // -};-#endif +enum EnumSDLTextureModulate +{ + SDL_TEXTUREMODULATE_NONE = 0x00000000, // + SDL_TEXTUREMODULATE_COLOR = 0x00000001, // + SDL_TEXTUREMODULATE_ALPHA = 0x00000002 // +}; +#endif
include/EnumSDLThreadPriority.h view
@@ -1,6 +1,6 @@ // 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"); @@ -14,21 +14,21 @@ // 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+#ifndef _DEFINED_HG3D_EnumSDLThreadPriority +#define _DEFINED_HG3D_EnumSDLThreadPriority -enum EnumSDLThreadPriority-{- SDL_THREAD_PRIORITY_LOW, // - SDL_THREAD_PRIORITY_NORMAL, // - SDL_THREAD_PRIORITY_HIGH // -};-#endif +enum EnumSDLThreadPriority +{ + SDL_THREAD_PRIORITY_LOW, // + SDL_THREAD_PRIORITY_NORMAL, // + SDL_THREAD_PRIORITY_HIGH // +}; +#endif
include/EnumSDLWindowEventID.h view
@@ -1,6 +1,6 @@ // 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"); @@ -14,33 +14,33 @@ // 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+#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 +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
@@ -1,6 +1,6 @@ // 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"); @@ -14,32 +14,32 @@ // 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+#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 +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
@@ -1,6 +1,6 @@ // 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"); @@ -14,22 +14,22 @@ // 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+#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 +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/HeaderSDL.h view
@@ -1,6 +1,6 @@ // 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"); @@ -14,32 +14,32 @@ // 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"+#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 + +// +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
@@ -1,6 +1,6 @@ // 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"); @@ -14,42 +14,42 @@ // 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"+#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 + +// +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
@@ -1,6 +1,6 @@ // 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"); @@ -14,26 +14,26 @@ // 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"+#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 + +// 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
@@ -1,6 +1,6 @@ // 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"); @@ -14,32 +14,32 @@ // 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"+#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 + +// 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
@@ -1,6 +1,6 @@ // 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"); @@ -14,128 +14,128 @@ // 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"+#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 + +// 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
@@ -11,15 +11,15 @@ // 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 _HGamer3DSDL2040_DLLDEFINES_H_ -#define _HGamer3DSDL2040_DLLDEFINES_H_ +#ifndef _HGamer3DSDL2050_DLLDEFINES_H_ +#define _HGamer3DSDL2050_DLLDEFINES_H_ -/* Cmake will define HGamer3DSDL2040_EXPORTS on Windows when it +/* Cmake will define HGamer3DSDL2050_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 @@ -29,13 +29,13 @@ // We are using the Visual Studio Compiler and building Shared libraries #if (defined (_WIN32)) && !(defined (__GNUC__)) - #if defined(HGamer3DSDL2040_EXPORTS) + #if defined(HGamer3DSDL2050_EXPORTS) #define SDL2_LIB_EXPORT __declspec(dllexport) #else #define SDL2_LIB_EXPORT __declspec(dllimport) - #endif /* HGamer3DSDL2040_EXPORTS */ + #endif /* HGamer3DSDL2050_EXPORTS */ #else /* defined (_WIN32) */ #define SDL2_LIB_EXPORT #endif -#endif /* _HGamer3DSDL2040_DLLDEFINES_H_ */ +#endif /* _HGamer3DSDL2050_DLLDEFINES_H_ */
include/StructHG3DClass.h view
@@ -1,6 +1,6 @@ // 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"); @@ -14,16 +14,16 @@ // 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;+typedef struct hg3dclass_struct { + void *ptr; + void *fptr; +} hg3dclass_struct;
include/StructSDLEvent.h view
@@ -1,6 +1,6 @@ // 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"); @@ -14,22 +14,22 @@ // 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;-+#ifndef _INC_STRUCT_SDLEVENT +#define _INC_STRUCT_SDLEVENT + +typedef struct sdlevent_struct { + int type; + int what; + int data[12]; +} sdlevent_struct; + #endif
include/sdlevent_struct.h view
@@ -1,3 +1,3 @@-typedef struct sdlevent_struct { - unsigned int sdl_event_data[14]; -} sdlevent_struct; +typedef struct sdlevent_struct {+ unsigned int sdl_event_data[14];+} sdlevent_struct;