HGamer3D-SDL2-Binding-0.5.0: HGamer3D/Bindings/SDL2/HeaderSDLEvents.chs
{-# 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.
--
-- HeaderSDLEvents.chs
--
module HGamer3D.Bindings.SDL2.HeaderSDLEvents where
import Foreign
import Foreign.Ptr
import Foreign.C
import HGamer3D.Data.HG3DClass
import HGamer3D.Data.Vector
import HGamer3D.Data.Colour
import HGamer3D.Data.Angle
{# import HGamer3D.Bindings.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*} -> `()' #}