package com.jme3.system.osvr.osvrrendermanager; import com.ochafik.lang.jnaerator.runtime.NativeSizeByReference; import com.sun.jna.Library; import com.sun.jna.Native; import com.sun.jna.NativeLibrary; import com.sun.jna.Pointer; import com.sun.jna.ptr.DoubleByReference; import com.sun.jna.ptr.FloatByReference; import com.sun.jna.ptr.PointerByReference; import java.nio.DoubleBuffer; import java.nio.FloatBuffer; /** * JNA Wrapper for library <b>osvrRenderManager</b><br> * This file was autogenerated by <a href="http://jnaerator.googlecode.com/">JNAerator</a>,<br> * a tool written by <a href="http://ochafik.com/">Olivier Chafik</a> that <a href="http://code.google.com/p/jnaerator/wiki/CreditsAndLicense">uses a few opensource projects.</a>.<br> * For help, please visit <a href="http://nativelibs4java.googlecode.com/">NativeLibs4Java</a> , <a href="http://rococoa.dev.java.net/">Rococoa</a>, or <a href="http://jna.dev.java.net/">JNA</a>. */ public class OsvrRenderManagerLibrary implements Library { public static final String JNA_LIBRARY_NAME = "osvrRenderManager"; public static final NativeLibrary JNA_NATIVE_LIB = NativeLibrary.getInstance(OsvrRenderManagerLibrary.JNA_LIBRARY_NAME); static { Native.register(OsvrRenderManagerLibrary.class, OsvrRenderManagerLibrary.JNA_NATIVE_LIB); } /** enum values */ public static interface OSVR_OpenStatus { public static final int OSVR_OPEN_STATUS_FAILURE = 0; public static final int OSVR_OPEN_STATUS_PARTIAL = 1; public static final int OSVR_OPEN_STATUS_COMPLETE = 2; }; /** * @todo OSVR_RenderTimingInfo<br> * Original signature : <code>OSVR_ReturnCode osvrDestroyRenderManager(OSVR_RenderManager)</code> */ public static native byte osvrDestroyRenderManager(Pointer renderManager); /** * @todo Make this actually cache, for now it does not.<br> * Original signature : <code>OSVR_ReturnCode osvrRenderManagerGetNumRenderInfo(OSVR_RenderManager, OSVR_RenderParams, OSVR_RenderInfoCount*)</code> */ public static native byte osvrRenderManagerGetNumRenderInfo(Pointer renderManager, OSVR_RenderParams.ByValue renderParams, NativeSizeByReference numRenderInfoOut); /** Original signature : <code>OSVR_ReturnCode osvrRenderManagerGetDoingOkay(OSVR_RenderManager)</code> */ public static native byte osvrRenderManagerGetDoingOkay(Pointer renderManager); /** Original signature : <code>OSVR_ReturnCode osvrRenderManagerGetDefaultRenderParams(OSVR_RenderParams*)</code> */ public static native byte osvrRenderManagerGetDefaultRenderParams(OSVR_RenderParams renderParamsOut); /** * must be registered before they are presented.<br> * Original signature : <code>OSVR_ReturnCode osvrRenderManagerStartPresentRenderBuffers(OSVR_RenderManagerPresentState*)</code> */ public static native byte osvrRenderManagerStartPresentRenderBuffers(PointerByReference presentStateOut); /** * buffers for a single frame. This sequence starts with the Start function.<br> * Original signature : <code>OSVR_ReturnCode osvrRenderManagerFinishPresentRenderBuffers(OSVR_RenderManager, OSVR_RenderManagerPresentState, OSVR_RenderParams, OSVR_CBool)</code> */ public static native byte osvrRenderManagerFinishPresentRenderBuffers(Pointer renderManager, Pointer presentState, OSVR_RenderParams.ByValue renderParams, byte shouldFlipY); /** * must be registered before they are presented.<br> * Original signature : <code>OSVR_ReturnCode osvrRenderManagerStartRegisterRenderBuffers(OSVR_RenderManagerRegisterBufferState*)</code> */ public static native byte osvrRenderManagerStartRegisterRenderBuffers(PointerByReference registerBufferStateOut); /** * buffers for a single frame. This sequence starts with the Start function.<br> * Original signature : <code>OSVR_ReturnCode osvrRenderManagerFinishRegisterRenderBuffers(OSVR_RenderManager, OSVR_RenderManagerRegisterBufferState, OSVR_CBool)</code> */ public static native byte osvrRenderManagerFinishRegisterRenderBuffers(Pointer renderManager, Pointer registerBufferState, byte appWillNotOverwriteBeforeNewPresent); /** Original signature : <code>OSVR_ReturnCode osvrRenderManagerPresentSolidColorf(OSVR_RenderManager, OSVR_RGB_FLOAT)</code> */ public static native byte osvrRenderManagerPresentSolidColorf(Pointer renderManager, com.jme3.system.osvr.osvrrendermanager.OSVR_RGB.ByValue rgb); /** * when you're done.<br> * Original signature : <code>OSVR_ReturnCode osvrRenderManagerGetRenderInfoCollection(OSVR_RenderManager, OSVR_RenderParams, OSVR_RenderInfoCollection*)</code> */ public static native byte osvrRenderManagerGetRenderInfoCollection(Pointer renderManager, OSVR_RenderParams.ByValue renderParams, PointerByReference renderInfoCollectionOut); /** * Releases the OSVR_RenderInfoCollection.<br> * Original signature : <code>OSVR_ReturnCode osvrRenderManagerReleaseRenderInfoCollection(OSVR_RenderInfoCollection)</code> */ public static native byte osvrRenderManagerReleaseRenderInfoCollection(Pointer renderInfoCollection); /** * Get the size of the OSVR_RenderInfoCollection.<br> * Original signature : <code>OSVR_ReturnCode osvrRenderManagerGetNumRenderInfoInCollection(OSVR_RenderInfoCollection, OSVR_RenderInfoCount*)</code> */ public static native byte osvrRenderManagerGetNumRenderInfoInCollection(Pointer renderInfoCollection, NativeSizeByReference countOut); /** * @return True on success, false on failure (null pointer).<br> * Original signature : <code>OSVR_ReturnCode OSVR_Projection_to_OpenGL(double*, OSVR_ProjectionMatrix)</code><br> * @deprecated use the safer methods {@link #OSVR_Projection_to_OpenGL(java.nio.DoubleBuffer, com.jme3.system.osvr.osvrrendermanager.OSVR_ProjectionMatrix.ByValue)} and {@link #OSVR_Projection_to_OpenGL(com.sun.jna.ptr.DoubleByReference, com.jme3.system.osvr.osvrrendermanager.OSVR_ProjectionMatrix.ByValue)} instead */ @Deprecated public static native byte OSVR_Projection_to_OpenGL(DoubleByReference OpenGL_out, com.jme3.system.osvr.osvrrendermanager.OSVR_ProjectionMatrix.ByValue projection_in); /** * @return True on success, false on failure (null pointer).<br> * Original signature : <code>OSVR_ReturnCode OSVR_Projection_to_OpenGL(double*, OSVR_ProjectionMatrix)</code> */ public static native byte OSVR_Projection_to_OpenGL(DoubleBuffer OpenGL_out, com.jme3.system.osvr.osvrrendermanager.OSVR_ProjectionMatrix.ByValue projection_in); /** * @return True on success, false on failure (null pointer).<br> * Original signature : <code>OSVR_ReturnCode OSVR_Projection_to_D3D(float[16], OSVR_ProjectionMatrix)</code><br> * @deprecated use the safer methods {@link #OSVR_Projection_to_D3D(java.nio.FloatBuffer, com.jme3.system.osvr.osvrrendermanager.OSVR_ProjectionMatrix.ByValue)} and {@link #OSVR_Projection_to_D3D(com.sun.jna.ptr.FloatByReference, com.jme3.system.osvr.osvrrendermanager.OSVR_ProjectionMatrix.ByValue)} instead */ @Deprecated public static native byte OSVR_Projection_to_D3D(FloatByReference D3D_out, com.jme3.system.osvr.osvrrendermanager.OSVR_ProjectionMatrix.ByValue projection_in); /** * @return True on success, false on failure (null pointer).<br> * Original signature : <code>OSVR_ReturnCode OSVR_Projection_to_D3D(float[16], OSVR_ProjectionMatrix)</code> */ public static native byte OSVR_Projection_to_D3D(FloatBuffer D3D_out, com.jme3.system.osvr.osvrrendermanager.OSVR_ProjectionMatrix.ByValue projection_in); /** * @return True on success, false on failure (null pointer).<br> * Original signature : <code>OSVR_ReturnCode OSVR_Projection_to_Unreal(float[16], OSVR_ProjectionMatrix)</code><br> * @deprecated use the safer methods {@link #OSVR_Projection_to_Unreal(java.nio.FloatBuffer, com.jme3.system.osvr.osvrrendermanager.OSVR_ProjectionMatrix.ByValue)} and {@link #OSVR_Projection_to_Unreal(com.sun.jna.ptr.FloatByReference, com.jme3.system.osvr.osvrrendermanager.OSVR_ProjectionMatrix.ByValue)} instead */ @Deprecated public static native byte OSVR_Projection_to_Unreal(FloatByReference Unreal_out, com.jme3.system.osvr.osvrrendermanager.OSVR_ProjectionMatrix.ByValue projection_in); /** * @return True on success, false on failure (null pointer).<br> * Original signature : <code>OSVR_ReturnCode OSVR_Projection_to_Unreal(float[16], OSVR_ProjectionMatrix)</code> */ public static native byte OSVR_Projection_to_Unreal(FloatBuffer Unreal_out, com.jme3.system.osvr.osvrrendermanager.OSVR_ProjectionMatrix.ByValue projection_in); }