packages feed

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 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;