// Copyright (c) 2017 Samsung Electronics Co., Ltd. // // 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. using System; using System.ComponentModel; namespace Tizen.NUI { /// /// This specifies all the scroll mode type. /// /// 3 public enum ScrollModeType { /// /// Whether the content can be scrolled along the X axis or not. /// /// 3 XAxisScrollEnabled, /// /// When set, causes scroll view to snap to multiples of the /// value of the interval while flicking along the X axis. /// /// 3 XAxisSnapToInterval, /// /// When set, the scroll view is unable to scroll beyond the /// value of the boundary along the X axis. /// /// 3 XAxisScrollBoundary, /// /// Whether the content can be scrolled along the Y axis or not. /// /// 3 YAxisScrollEnabled, /// /// When set, causes scroll view to snap to multiples of the /// value of the interval while flicking along the Y axis. /// /// 3 YAxisSnapToInterval, /// /// When set, the scroll view is unable to scroll beyond the /// value of the boundary along the Y axis. /// /// 3 YAxisScrollBoundary } /// /// This specifies whether the actor uses its own color or inherits. /// /// 3 public enum ColorMode { /// /// Actor will use its own color. /// UseOwnColor, /// /// Actor will use its parent color. /// UseParentColor, /// /// Actor will blend its color with its parents color. /// UseOwnMultiplyParentColor, /// /// Actor will blend its alpha with its parents alpha. This means when the parent fades in or out, the child does as well. This is the default. /// UseOwnMultiplyParentAlpha } /// /// This specifies the dimension of the width or the height for size negotiation. /// /// 3 public enum DimensionType { /// /// Width dimension. /// Width = 0x1, /// /// Height dimension. /// Height = 0x2, /// /// Mask to cover all flags. /// AllDimensions = 0x3 } /// /// Enumeration for the instance of how the actor and it's children will be drawn. /// /// 3 public enum DrawModeType { /// /// The default draw-mode. /// Normal = 0, /// /// Draw the actor and its children as an overlay. /// Overlay2D = 1, /// /// Will be replaced by separate ClippingMode enum. Draw the actor and its children into the stencil buffer. /// Stencil = 3 } /// /// Enumeration for size negotiation resize policies. /// /// 3 public enum ResizePolicyType { /// /// Size is fixed as set by SetSize. /// Fixed, /// /// Size is to use the actor's natural size. /// /// UseNaturalSize, /// /// Size is to fill up to the actor's parent's bounds. Aspect ratio is not maintained. /// FillToParent, /// /// The actors size will be ( ParentSize * SizeRelativeToParentFactor ). /// SizeRelativeToParent, /// /// The actors size will be ( ParentSize + SizeRelativeToParentFactor ). /// SizeFixedOffsetFromParent, /// /// The size will adjust to wrap around all children. /// FitToChildren, /// /// One dimension is dependent on the other. /// DimensionDependency, /// /// The size will be assigned to the actor. /// UseAssignedSize } /// /// Enumeration for policies to determine how an actor should resize itself when having its size set in size negotiation. /// /// 3 public enum SizeScalePolicyType { /// /// Use the size that was set. /// UseSizeSet, /// /// Fit within the size set maintaining natural size aspect ratio. /// FitWithAspectRatio, /// /// Fit within the size set maintaining natural size aspect ratio. /// FillWithAspectRatio } /// /// Enumeration for the ClippingMode describing how this actor's children will be clipped against it. /// /// 3 public enum ClippingModeType { /// /// This actor will not clip its children. /// Disabled, /// /// This actor will clip all children to within its boundaries (the actor will also be visible itself). /// ClipChildren, /// /// This Actor will clip all children within a screen-aligned rectangle encompassing its boundaries (the actor will also be visible itself). /// ClipToBoundingBox } /// /// Enumeration for type determination of how the camera operates. /// /// 3 public enum CameraType { /// /// Camera orientation is taken from the CameraActor. /// FreeLook, /// /// Camera is oriented to always look at a target. /// LookAtTarget } /// /// Enumeration for the projection modes. /// /// 3 public enum ProjectionMode { /// /// Distance causes foreshortening; objects further from the camera appear smaller. /// PerspectiveProjection, /// /// Relative distance from the camera does not affect the size of objects. /// OrthographicProjection } /// /// This specifies customView behavior types. /// /// 3 public enum CustomViewBehaviour { /// /// Use to provide default behavior (size negotiation is on, event callbacks are not called). /// ViewBehaviourDefault = 0, /// /// True if the control does not need size negotiation, i.e., it can be skipped in the algorithm. /// DisableSizeNegotiation = 1 << 0, /// /// Use to provide key navigation support. /// RequiresKeyboardNavigationSupport = 1 << 5, /// /// Use to make style change event disabled. /// DisableStyleChangeSignals = 1 << 6, /// /// [EditorBrowsable(EditorBrowsableState.Never)] /// /// 3 [EditorBrowsable(EditorBrowsableState.Never)] LastViewBehaviourFlag } /// /// An enum of Device Class types. /// /// 3 public enum DeviceClassType { /// /// Not a device. /// /// 3 None, /// /// The user/seat (the user themselves). /// /// 3 Seat, /// /// A regular keyboard, numberpad or attached buttons. /// /// 3 Keyboard, /// /// A mouse, trackball or touchpad relative motion device. /// /// 3 Mouse, /// /// A touchscreen with fingers or stylus. /// /// 3 Touch, /// /// A special pen device. /// /// 3 Pen, /// /// A pointing device based on laser, infrared or similar technology. /// /// 3 Pointer, /// /// A gamepad controller or joystick. /// /// 3 Gamepad } /// /// An enum of Device Subclass types. /// /// 4 public enum DeviceSubClassType { /// /// Not a device /// None, /// /// The normal flat of your finger /// Finger, /// /// A fingernail /// Fingernail, /// /// A Knuckle /// Knuckle, /// /// The palm of a users hand /// Palm, /// /// The side of your hand /// HandSide, /// /// The flat of your hand /// HandFlat, /// /// The tip of a pen /// PenTip, /// /// A trackpad style mouse /// Trackpad, /// /// A trackpoint style mouse /// Trackpoint, /// /// A trackball style mouse /// Trackball, /// /// A remote controller /// Remocon, /// /// A virtual keyboard /// VirtualKeyboard } /// /// This specifies all the property types.
/// Enumeration for the property types supported. ///
/// 3 public enum PropertyType { /// /// No type. /// None, /// /// A boolean type. /// Boolean, /// /// A float type. /// Float, /// /// An integer type. /// Integer, /// /// A vector array of size=2 with float precision. /// Vector2, /// /// A vector array of size=3 with float precision. /// Vector3, /// /// A vector array of size=4 with float precision. /// Vector4, /// /// A 3x3 matrix. /// Matrix3, /// /// A 4x4 matrix. /// Matrix, /// /// An integer array of size=4. /// Rectangle, /// /// Either a quaternion or an axis angle rotation. /// Rotation, /// /// A string type. /// String, /// /// An array of PropertyValue. /// Array, /// /// A string key to PropertyValue mapping. /// Map } /// /// This specifies the property access mode types.
/// Enumeration for the access mode for custom properties. ///
/// 3 public enum PropertyAccessMode { /// /// If the property is read-only. /// ReadOnly, /// /// If the property is read or writeable. /// ReadWrite, /// /// If the property can be animated or constrained. /// Animatable, /// /// The number of access modes. /// AccessModeCount } /// /// Types of style change. Enumeration for the StyleChange type. /// /// 3 public enum StyleChangeType { /// /// Denotes that the default font has changed. /// DefaultFontChange, /// /// Denotes that the default font size has changed. /// DefaultFontSizeChange, /// /// Denotes that the theme has changed. /// ThemeChange } /// /// Enumeration for horizontal alignment types. /// /// 3 public enum HorizontalAlignmentType { /// /// Align horizontally left. /// Left, /// /// Align horizontally center. /// Center, /// /// Align horizontally right. /// Right } /// /// Enumeration for vertical alignment types. /// /// 3 public enum VerticalAlignmentType { /// /// Align vertically top. /// Top, /// /// Align vertically center. /// Center, /// /// Align vertically bottom. /// Bottom } /// /// Enumeration for point state type. /// /// 3 public enum PointStateType { /// /// Touch or hover started. /// Started, /// /// Touch or hover finished. /// Finished, /// /// Screen touched. /// Down = Started, /// /// Touch stopped. /// Up = Finished, /// /// Finger dragged or hovered. /// Motion, /// /// Leave the boundary of an actor. /// Leave, /// /// No change from last event.
/// Useful when a multi-point event occurs where all points are sent, but indicates that this particular point has not changed since the last time. ///
Stationary, /// /// A system event has occurred which has interrupted the touch or hover event sequence. /// Interrupted } /// /// Enumeration for the text horizontal aligning. /// /// 3 public enum HorizontalAlignment { /// /// Texts place at the begin of horizontal direction. /// Begin, /// /// Texts place at the center of horizontal direction. /// Center, /// /// Texts place at the end of horizontal direction. /// End } /// /// Enumeration for the text horizontal aligning. /// /// 3 public enum VerticalAlignment { /// /// Texts place at the top of vertical direction. /// Top, /// /// Texts place at the center of vertical direction. /// Center, /// /// Texts place at the bottom of vertical direction. /// Bottom } /// /// This specifies wrap mode types.
/// WrapModeU and WrapModeV separately decide how the texture should be sampled when the u and v coordinate exceeds the range of 0.0 to 1.0. ///
/// 3 public enum WrapModeType { /// /// The default value. /// Default = 0, /// /// Clamp to edge. /// ClampToEdge, /// /// Repeat. /// Repeat, /// /// Mirrored repeat. /// MirroredRepeat } /// /// The type of coordinate system for certain attributes of the points in a gradient. /// /// 3 public enum GradientVisualUnitsType { /// /// Uses the normals for the start, end, and center points, i.e., top-left is (-0.5, -0.5) and bottom-right is (0.5, 0.5). /// ObjectBoundingBox, /// /// Uses the user coordinates for the start, end, and center points, i.e., in a 200 by 200 control, top-left is (0, 0) and bottom-right is (200, 200). /// UserSpace } /// /// This specifies SpreadMethod types.
/// SpreadMethod defines what happens if the gradient starts or ends inside the bounds of the target rectangle.
///
/// 3 public enum GradientVisualSpreadMethodType { /// /// Uses the terminal colors of the gradient to fill the remainder of the quad. /// Pad, /// /// Reflects the gradient pattern start-to-end, end-to-start, start-to-end, etc. until the quad is filled. /// Reflect, /// /// Repeats the gradient pattern start-to-end, start-to-end, start-to-end, etc. until the quad is filled. /// Repeat } /// /// The shading mode used by the mesh visual. /// /// 3 public enum MeshVisualShadingModeValue { /// /// *Simplest*. One color that is lit by ambient and diffuse lighting. /// TexturelessWithDiffuseLighting, /// /// Uses only the visual image textures provided with specular lighting in addition to ambient and diffuse lighting. /// TexturedWithSpecularLighting, /// /// Uses all textures provided including gloss, normal, and texture map along with specular, ambient, and diffuse lighting. /// TexturedWithDetailedSpecularLighting } /// /// The primitive shape to render as a primitive visual. /// /// 3 public enum PrimitiveVisualShapeType { /// /// A perfectly round geometrical object in the three-dimensional space. /// Sphere, /// /// The area bound between two circles, i.e., a cone with the tip removed. /// ConicalFrustrum, /// /// Equivalent to a conical frustrum with the top radius of zero. /// Equivalent to a conical frustrum with the top radius of zero. Cone, /// /// Equivalent to a conical frustrum with the top radius of zero. /// Cylinder, /// /// Equivalent to a conical frustrum with equal radii for the top and bottom circles. /// Cube, /// /// Equivalent to a bevelled cube with a bevel percentage of zero. /// Octahedron, /// /// Equivalent to a bevelled cube with a bevel percentage of one. /// BevelledCube } /// /// This specifies fitting mode types. Fitting options, used when resizing images to fit desired dimensions.
/// A fitting mode controls the region of a loaded image to be mapped to the desired image rectangle.
/// All fitting modes preserve the aspect ratio of the image contents.
///
/// 3 public enum FittingModeType { /// /// Full-screen image display: Limit loaded image resolution to device resolution using the ShrinkToFit mode. /// ShrinkToFit, /// /// Thumbnail gallery grid: Limit loaded image resolution to screen tile using the ScaleToFill mode. /// ScaleToFill, /// /// Image columns: Limit loaded image resolution to column width using the FitWidth mode. /// FitWidth, /// /// Image rows: Limit loaded image resolution to row height using the FitHeight mode. /// FitHeight } /// /// This specifies sampling mode types. Filtering options are used when resizing images to sample original pixels.
/// A SamplingMode controls how pixels in an input image are sampled and combined to generate each pixel of a destination image during scaling.
/// NoFilter and Box modes do not guarantee that the output pixel array exactly matches the rectangle specified by the desired dimensions and the FittingMode,
/// but all other filter modes do if the desired dimensions are not more than the raw dimensions of the input image file.
///
/// 3 public enum SamplingModeType { /// /// Iteratively box filter to generate an image of 1/2, 1/4, 1/8, etc. width and height and approximately the desired size.
/// This is the default. ///
Box, /// /// For each output pixel, read one input pixel. /// Nearest, /// /// For each output pixel, read a quad of four input pixels and write a weighted average of them. /// Linear, /// /// Iteratively box filter to generate an image of 1/2, 1/4, 1/8, etc. width and height and approximately the desired size,
/// then for each output pixel, read one pixel from the last level of box filtering.
///
BoxThenNearest, /// /// Iteratively box filter to almost the right size, then for each output pixel, read four pixels from the last level of box filtering and write their weighted average. /// BoxThenLinear, /// /// No filtering is performed. If the SCALE_TO_FILL scaling mode is enabled, the borders of the image may be trimmed to match the aspect ratio of the desired dimensions. /// NoFilter, /// /// For caching algorithms where a client strongly prefers a cache-hit to reuse a cached image. /// DontCare } /// /// This specifies policy types that could be used by the transform for the offset or size. /// /// 3 public enum VisualTransformPolicyType { /// /// Relative to the control (percentage [0.0f to 1.0f] of the control). /// Relative = 0, /// /// Absolute value in world units. /// Absolute = 1 } /// /// This specifies all the transform property types. /// /// 3 public enum VisualTransformPropertyType { /// /// Offset of the visual, which can be either relative (percentage [0.0f to 1.0f] of the parent) or absolute (in world units). /// Offset, /// /// Size of the visual, which can be either relative (percentage [0.0f to 1.0f] of the parent) or absolute (in world units). /// Size, /// /// The origin of the visual within its control area. /// Origin, /// /// The anchor-point of the visual. /// AnchorPoint, /// /// Whether the x or y offset values are relative (percentage [0.0f to 1.0f] of the control) or absolute (in world units). /// OffsetPolicy, /// /// Whether the width or the height size values are relative (percentage [0.0f to 1.0f] of the control) or absolute (in world units). /// SizePolicy } /// /// This specifies visual types. /// /// 3 public struct Visual { /// /// The index for the visual type. /// /// 3 public enum Type { /// /// Renders a solid color as an internal border to the control's quad. /// Border, /// /// Renders a solid color to the control's quad. /// Color, /// /// Renders a smooth transition of colors to the control's quad. /// Gradient, /// /// Renders an image into the control's quad. /// Image, /// /// Renders a mesh using an "obj" file, optionally with textures provided by an "mtl" file. /// Mesh, /// /// Renders a simple 3D shape, such as a cube or a sphere. /// Primitive, /// /// Renders a simple wire-frame outlining a quad. /// Wireframe, /// /// Renders text. /// Text, /// /// Renders an n-patch image. /// NPatch, /// /// Renders an SVG image. /// SVG, /// /// Renders a animated image (animated GIF). /// AnimatedImage } /// /// This specifies visual properties. /// /// 3 public struct Property { /// /// Type. /// /// 3 public static readonly int Type = NDalic.VISUAL_PROPERTY_TYPE; /// /// Shader. /// /// 3 public static readonly int Shader = NDalic.VISUAL_PROPERTY_SHADER; /// /// Transform. /// /// 3 public static readonly int Transform = NDalic.VISUAL_PROPERTY_TRANSFORM; /// /// PremultipliedAlpha. /// /// 3 public static readonly int PremultipliedAlpha = NDalic.VISUAL_PROPERTY_PREMULTIPLIED_ALPHA; /// /// MixColor. /// /// 3 public static readonly int MixColor = NDalic.VISUAL_PROPERTY_MIX_COLOR; /// /// Opacity. /// /// 3 public static readonly int Opacity = NDalic.VISUAL_PROPERTY_MIX_COLOR + 1; } /// /// This specifies shader properties. /// /// 3 public struct ShaderProperty { /// /// Vertex shader code /// /// 3 public static readonly int VertexShader = NDalic.VISUAL_SHADER_VERTEX; /// /// Fragment shader code /// /// 3 public static readonly int FragmentShader = NDalic.VISUAL_SHADER_FRAGMENT; /// /// How to subdivide the grid along X /// /// 3 public static readonly int ShaderSubdivideGridX = NDalic.VISUAL_SHADER_SUBDIVIDE_GRID_X; /// /// How to subdivide the grid along Y /// /// 3 public static readonly int ShaderSubdivideGridY = NDalic.VISUAL_SHADER_SUBDIVIDE_GRID_Y; /// /// Bitmask of hints /// /// 3 public static readonly int ShaderHints = NDalic.VISUAL_SHADER_HINTS; } /// /// This specifies visaul align types. /// /// 3 public enum AlignType { /// /// TopBegin /// /// 3 TopBegin = 0, /// /// TopCenter /// /// 3 TopCenter, /// /// TopEnd /// /// 3 TopEnd, /// /// CenterBegin /// /// 3 CenterBegin, /// /// Center /// /// 3 Center, /// /// CenterEnd /// /// 3 CenterEnd, /// /// BottomBegin /// /// 3 BottomBegin, /// /// BottomCenter /// /// 3 BottomCenter, /// /// BottomEnd /// /// 3 BottomEnd } } /// /// This specifies properties of the BorderVisual. /// /// 3 public struct BorderVisualProperty { /// /// The color of the border. /// /// 3 public static readonly int Color = NDalic.BORDER_VISUAL_COLOR; /// /// The width of the border (in pixels). /// /// 3 public static readonly int Size = NDalic.BORDER_VISUAL_SIZE; /// /// Whether anti-aliasing of the border is required. /// /// 3 public static readonly int AntiAliasing = NDalic.BORDER_VISUAL_ANTI_ALIASING; } /// /// This specifies properties of the ColorVisual. /// /// 3 public struct ColorVisualProperty { /// /// The solid color required. /// /// 3 public static readonly int MixColor = NDalic.COLOR_VISUAL_MIX_COLOR; } /// /// This specifies properties of the GradientVisual. /// /// 3 public struct GradientVisualProperty { /// /// The start position of a linear gradient. /// /// 3 public static readonly int StartPosition = NDalic.GRADIENT_VISUAL_START_POSITION; /// /// The end position of a linear gradient. /// /// 3 public static readonly int EndPosition = NDalic.GRADIENT_VISUAL_END_POSITION; /// /// The center point of a radial gradient. /// /// 3 public static readonly int Center = NDalic.GRADIENT_VISUAL_CENTER; /// /// The size of the radius of a radial gradient. /// /// 3 public static readonly int Radius = NDalic.GRADIENT_VISUAL_RADIUS; /// /// All the stop offsets. /// /// 3 public static readonly int StopOffset = NDalic.GRADIENT_VISUAL_STOP_OFFSET; /// /// The color at the stop offsets. /// /// 3 public static readonly int StopColor = NDalic.GRADIENT_VISUAL_STOP_COLOR; /// /// Defines the coordinate system for certain attributes of the points in a gradient. /// /// 3 public static readonly int Units = NDalic.GRADIENT_VISUAL_UNITS; /// /// Indicates what happens if the gradient starts or ends inside the bounds of the target rectangle. /// /// 3 public static readonly int SpreadMethod = NDalic.GRADIENT_VISUAL_SPREAD_METHOD; } /// /// This specifies properties of the ImageVisual. /// /// 3 public struct ImageVisualProperty { /// /// The URL of the image. /// public static readonly int URL = NDalic.IMAGE_VISUAL_URL; /// /// The URL of the alpha mask image. /// public static readonly int AlphaMaskURL = NDalic.IMAGE_VISUAL_ALPHA_MASK_URL; /// /// Fitting options, used when resizing images to fit desired dimensions. /// public static readonly int FittingMode = NDalic.IMAGE_VISUAL_FITTING_MODE; /// /// Filtering options, used when resizing images to sample original pixels. /// public static readonly int SamplingMode = NDalic.IMAGE_VISUAL_SAMPLING_MODE; /// /// The desired image width. /// public static readonly int DesiredWidth = NDalic.IMAGE_VISUAL_DESIRED_WIDTH; /// /// The desired image height. /// public static readonly int DesiredHeight = NDalic.IMAGE_VISUAL_DESIRED_HEIGHT; /// /// Whether to load the image synchronously. /// public static readonly int SynchronousLoading = NDalic.IMAGE_VISUAL_SYNCHRONOUS_LOADING; /// /// If true, only draws the borders. /// public static readonly int BorderOnly = NDalic.IMAGE_VISUAL_BORDER_ONLY; /// /// The image area to be displayed. /// public static readonly int PixelArea = NDalic.IMAGE_VISUAL_PIXEL_AREA; /// /// The wrap mode for u coordinate. /// public static readonly int WrapModeU = NDalic.IMAGE_VISUAL_WRAP_MODE_U; /// /// The wrap mode for v coordinate. /// public static readonly int WrapModeV = NDalic.IMAGE_VISUAL_WRAP_MODE_V; /// /// The border of the image. /// public static readonly int Border = NDalic.IMAGE_VISUAL_BORDER; /// /// The scale factor to apply to the content image before masking. /// public static readonly int MaskContentScale = NDalic.IMAGE_VISUAL_MASK_CONTENT_SCALE; /// /// Whether to crop image to mask or scale mask to fit image /// public static readonly int CropToMask = NDalic.IMAGE_VISUAL_CROP_TO_MASK; /// /// Defines the batch size for pre-loading images in the AnimatedImageVisual /// public static readonly int BatchSize = NDalic.IMAGE_VISUAL_BATCH_SIZE; /// /// Defines the cache size for loading images in the AnimatedImageVisual /// public static readonly int CacheSize = NDalic.IMAGE_VISUAL_CACHE_SIZE; /// /// The number of milliseconds between each frame in the AnimatedImageVisual /// public static readonly int FrameDelay = NDalic.IMAGE_VISUAL_FRAME_DELAY; } /// /// This specifies properties of the MeshVisual. /// /// 3 public struct MeshVisualProperty { /// /// The location of the ".obj" file. /// public static readonly int ObjectURL = NDalic.MESH_VISUAL_OBJECT_URL; /// /// The location of the ".mtl" file. /// public static readonly int MaterialtURL = NDalic.MESH_VISUAL_MATERIAL_URL; /// /// Path to the directory the textures (including gloss and normal) are stored in. /// public static readonly int TexturesPath = NDalic.MESH_VISUAL_TEXTURES_PATH; /// /// Sets the type of shading mode that the mesh will use. /// public static readonly int ShadingMode = NDalic.MESH_VISUAL_SHADING_MODE; /// /// Whether to use mipmaps for textures or not. /// public static readonly int UseMipmapping = NDalic.MESH_VISUAL_USE_MIPMAPPING; /// /// Whether to average normals at each point to smooth textures or not. /// public static readonly int UseSoftNormals = NDalic.MESH_VISUAL_USE_SOFT_NORMALS; /// /// The position, in stage space, of the point light that applies lighting to the model. /// public static readonly int LightPosition = NDalic.MESH_VISUAL_LIGHT_POSITION; } /// /// This specifies properties of the PrimitiveVisual. /// /// 3 public struct PrimitiveVisualProperty { /// /// The specific shape to render. /// public static readonly int Shape = NDalic.PRIMITIVE_VISUAL_SHAPE; /// /// The color of the shape. /// public static readonly int MixColor = NDalic.PRIMITIVE_VISUAL_MIX_COLOR; /// /// The number of slices as you go around the shape. /// public static readonly int Slices = NDalic.PRIMITIVE_VISUAL_SLICES; /// /// The number of stacks as you go down the shape. /// public static readonly int Stacks = NDalic.PRIMITIVE_VISUAL_STACKS; /// /// The scale of the radius of the top circle of a conical frustrum. /// public static readonly int ScaleTopRadius = NDalic.PRIMITIVE_VISUAL_SCALE_TOP_RADIUS; /// /// The scale of the radius of the bottom circle of a conical frustrum. /// public static readonly int ScaleBottomRadius = NDalic.PRIMITIVE_VISUAL_SCALE_BOTTOM_RADIUS; /// /// The scale of the height of a conic. /// public static readonly int ScaleHeight = NDalic.PRIMITIVE_VISUAL_SCALE_HEIGHT; /// /// The scale of the radius of a cylinder. /// public static readonly int ScaleRadius = NDalic.PRIMITIVE_VISUAL_SCALE_RADIUS; /// /// The dimensions of a cuboid. Scales in the same fashion as a 9-patch image. /// public static readonly int ScaleDimensions = NDalic.PRIMITIVE_VISUAL_SCALE_DIMENSIONS; /// /// Determines how bevelled the cuboid should be, based off the smallest dimension. /// public static readonly int BevelPercentage = NDalic.PRIMITIVE_VISUAL_BEVEL_PERCENTAGE; /// /// Defines how smooth the bevelled edges should be. /// public static readonly int BevelSmoothness = NDalic.PRIMITIVE_VISUAL_BEVEL_SMOOTHNESS; /// /// The position, in stage space, of the point light that applies lighting to the model. /// public static readonly int LightPosition = NDalic.PRIMITIVE_VISUAL_LIGHT_POSITION; } /// /// This specifies properties of the TextVisual. /// /// 3 public struct TextVisualProperty { /// /// The text to display in UTF-8 format. /// public static readonly int Text = NDalic.TEXT_VISUAL_TEXT; /// /// The requested font family to use. /// public static readonly int FontFamily = NDalic.TEXT_VISUAL_FONT_FAMILY; /// /// The requested font style to use. /// public static readonly int FontStyle = NDalic.TEXT_VISUAL_FONT_STYLE; /// /// The size of font in points. /// public static readonly int PointSize = NDalic.TEXT_VISUAL_POINT_SIZE; /// /// The single-line or multi-line layout option. /// public static readonly int MultiLine = NDalic.TEXT_VISUAL_MULTI_LINE; /// /// The line horizontal alignment. /// public static readonly int HorizontalAlignment = NDalic.TEXT_VISUAL_HORIZONTAL_ALIGNMENT; /// /// The line vertical alignment. /// public static readonly int VerticalAlignment = NDalic.TEXT_VISUAL_VERTICAL_ALIGNMENT; /// /// The color of the text. /// public static readonly int TextColor = NDalic.TEXT_VISUAL_TEXT_COLOR; /// /// Whether the mark-up processing is enabled. /// public static readonly int EnableMarkup = NDalic.TEXT_VISUAL_ENABLE_MARKUP; } /// /// This specifies properties of the NpatchImageVisual. /// /// 3 public struct NpatchImageVisualProperty { /// /// The URL of the image. /// public static readonly int URL = NDalic.IMAGE_VISUAL_URL; /// /// Fitting options, used when resizing images to fit desired dimensions. /// public static readonly int FittingMode = NDalic.IMAGE_VISUAL_FITTING_MODE; /// /// Filtering options, used when resizing images to sample original pixels. /// public static readonly int SamplingMode = NDalic.IMAGE_VISUAL_SAMPLING_MODE; /// /// The desired image width. /// public static readonly int DesiredWidth = NDalic.IMAGE_VISUAL_DESIRED_WIDTH; /// /// The desired image height. /// public static readonly int DesiredHeight = NDalic.IMAGE_VISUAL_DESIRED_HEIGHT; /// /// Whether to load the image synchronously. /// public static readonly int SynchronousLoading = NDalic.IMAGE_VISUAL_SYNCHRONOUS_LOADING; /// /// If true, only draws the borders. /// public static readonly int BorderOnly = NDalic.IMAGE_VISUAL_BORDER_ONLY; /// /// The image area to be displayed. /// public static readonly int PixelArea = NDalic.IMAGE_VISUAL_PIXEL_AREA; /// /// The wrap mode for u coordinate. /// public static readonly int WrapModeU = NDalic.IMAGE_VISUAL_WRAP_MODE_U; /// /// The wrap mode for v coordinate. /// public static readonly int WrapModeV = NDalic.IMAGE_VISUAL_WRAP_MODE_V; /// /// The border of the image. /// public static readonly int Border = NDalic.IMAGE_VISUAL_WRAP_MODE_V + 1; } /// /// The HiddenInput property. /// /// 3 public struct HiddenInputProperty { /// /// The mode for input text display. /// public static readonly int Mode = NDalicManualPINVOKE.HIDDENINPUT_PROPERTY_MODE_get(); /// /// All input characters are substituted by this character. /// public static readonly int SubstituteCharacter = NDalicManualPINVOKE.HIDDENINPUT_PROPERTY_SUBSTITUTE_CHARACTER_get(); /// /// Length of text to show or hide, available when HIDE_COUNT/SHOW_COUNT mode is used. /// public static readonly int SubstituteCount = NDalicManualPINVOKE.HIDDENINPUT_PROPERTY_SUBSTITUTE_COUNT_get(); /// /// Hide last character after this duration, available when SHOW_LAST_CHARACTER mode. /// public static readonly int ShowLastCharacterDuration = NDalicManualPINVOKE.HIDDENINPUT_PROPERTY_SHOW_LAST_CHARACTER_DURATION_get(); } /// /// The type for HiddenInput mode. /// /// 3 public enum HiddenInputModeType { /// /// Don't hide text. /// HideNone, /// /// Hide all the input text. /// HideAll, /// /// Hide n characters from start. /// HideCount, /// /// Show n characters from start. /// ShowCount, /// /// Show last character for the duration(use ShowLastCharacterDuration property to modify duration). /// ShowLastCharacter } /// /// ParentOrigin constants. /// /// 3 public struct ParentOrigin { /// /// Top /// /// 3 public static float Top { get { float ret = NDalicPINVOKE.ParentOriginTop_get(); if (NDalicPINVOKE.SWIGPendingException.Pending) throw NDalicPINVOKE.SWIGPendingException.Retrieve(); return ret; } } /// /// Bottom /// /// 3 public static float Bottom { get { float ret = NDalicPINVOKE.ParentOriginBottom_get(); if (NDalicPINVOKE.SWIGPendingException.Pending) throw NDalicPINVOKE.SWIGPendingException.Retrieve(); return ret; } } /// /// Left /// /// 3 public static float Left { get { float ret = NDalicPINVOKE.ParentOriginLeft_get(); if (NDalicPINVOKE.SWIGPendingException.Pending) throw NDalicPINVOKE.SWIGPendingException.Retrieve(); return ret; } } /// /// Right /// /// 3 public static float Right { get { float ret = NDalicPINVOKE.ParentOriginRight_get(); if (NDalicPINVOKE.SWIGPendingException.Pending) throw NDalicPINVOKE.SWIGPendingException.Retrieve(); return ret; } } /// /// Middle /// /// 3 public static float Middle { get { float ret = NDalicPINVOKE.ParentOriginMiddle_get(); if (NDalicPINVOKE.SWIGPendingException.Pending) throw NDalicPINVOKE.SWIGPendingException.Retrieve(); return ret; } } /// /// TopLeft /// /// 3 public static Position TopLeft { get { global::System.IntPtr cPtr = NDalicPINVOKE.ParentOriginTopLeft_get(); Position ret = (cPtr == global::System.IntPtr.Zero) ? null : new Position(cPtr, false); if (NDalicPINVOKE.SWIGPendingException.Pending) throw NDalicPINVOKE.SWIGPendingException.Retrieve(); return ret; } } /// /// TopCenter /// /// 3 public static Position TopCenter { get { global::System.IntPtr cPtr = NDalicPINVOKE.ParentOriginTopCenter_get(); Position ret = (cPtr == global::System.IntPtr.Zero) ? null : new Position(cPtr, false); if (NDalicPINVOKE.SWIGPendingException.Pending) throw NDalicPINVOKE.SWIGPendingException.Retrieve(); return ret; } } /// /// TopRight /// /// 3 public static Position TopRight { get { global::System.IntPtr cPtr = NDalicPINVOKE.ParentOriginTopRight_get(); Position ret = (cPtr == global::System.IntPtr.Zero) ? null : new Position(cPtr, false); if (NDalicPINVOKE.SWIGPendingException.Pending) throw NDalicPINVOKE.SWIGPendingException.Retrieve(); return ret; } } /// /// CenterLeft /// /// 3 public static Position CenterLeft { get { global::System.IntPtr cPtr = NDalicPINVOKE.ParentOriginCenterLeft_get(); Position ret = (cPtr == global::System.IntPtr.Zero) ? null : new Position(cPtr, false); if (NDalicPINVOKE.SWIGPendingException.Pending) throw NDalicPINVOKE.SWIGPendingException.Retrieve(); return ret; } } /// /// Center /// /// 3 public static Position Center { get { global::System.IntPtr cPtr = NDalicPINVOKE.ParentOriginCenter_get(); Position ret = (cPtr == global::System.IntPtr.Zero) ? null : new Position(cPtr, false); if (NDalicPINVOKE.SWIGPendingException.Pending) throw NDalicPINVOKE.SWIGPendingException.Retrieve(); return ret; } } /// /// CenterRight /// /// 3 public static Position CenterRight { get { global::System.IntPtr cPtr = NDalicPINVOKE.ParentOriginCenterRight_get(); Position ret = (cPtr == global::System.IntPtr.Zero) ? null : new Position(cPtr, false); if (NDalicPINVOKE.SWIGPendingException.Pending) throw NDalicPINVOKE.SWIGPendingException.Retrieve(); return ret; } } /// /// BottomLeft /// /// 3 public static Position BottomLeft { get { global::System.IntPtr cPtr = NDalicPINVOKE.ParentOriginBottomLeft_get(); Position ret = (cPtr == global::System.IntPtr.Zero) ? null : new Position(cPtr, false); if (NDalicPINVOKE.SWIGPendingException.Pending) throw NDalicPINVOKE.SWIGPendingException.Retrieve(); return ret; } } /// /// BottomCenter /// /// 3 public static Position BottomCenter { get { global::System.IntPtr cPtr = NDalicPINVOKE.ParentOriginBottomCenter_get(); Position ret = (cPtr == global::System.IntPtr.Zero) ? null : new Position(cPtr, false); if (NDalicPINVOKE.SWIGPendingException.Pending) throw NDalicPINVOKE.SWIGPendingException.Retrieve(); return ret; } } /// /// BottomRight /// /// 3 public static Position BottomRight { get { global::System.IntPtr cPtr = NDalicPINVOKE.ParentOriginBottomRight_get(); Position ret = (cPtr == global::System.IntPtr.Zero) ? null : new Position(cPtr, false); if (NDalicPINVOKE.SWIGPendingException.Pending) throw NDalicPINVOKE.SWIGPendingException.Retrieve(); return ret; } } } /// /// PivotPoint constants. /// /// 3 public struct PivotPoint { /// /// Top /// /// 3 public static float Top { get { float ret = NDalicPINVOKE.AnchorPointTop_get(); if (NDalicPINVOKE.SWIGPendingException.Pending) throw NDalicPINVOKE.SWIGPendingException.Retrieve(); return ret; } } /// /// Bottom /// /// 3 public static float Bottom { get { float ret = NDalicPINVOKE.AnchorPointBottom_get(); if (NDalicPINVOKE.SWIGPendingException.Pending) throw NDalicPINVOKE.SWIGPendingException.Retrieve(); return ret; } } /// /// Left /// /// 3 public static float Left { get { float ret = NDalicPINVOKE.AnchorPointLeft_get(); if (NDalicPINVOKE.SWIGPendingException.Pending) throw NDalicPINVOKE.SWIGPendingException.Retrieve(); return ret; } } /// /// Right /// /// 3 public static float Right { get { float ret = NDalicPINVOKE.AnchorPointRight_get(); if (NDalicPINVOKE.SWIGPendingException.Pending) throw NDalicPINVOKE.SWIGPendingException.Retrieve(); return ret; } } /// /// Middle /// /// 3 public static float Middle { get { float ret = NDalicPINVOKE.AnchorPointMiddle_get(); if (NDalicPINVOKE.SWIGPendingException.Pending) throw NDalicPINVOKE.SWIGPendingException.Retrieve(); return ret; } } /// /// TopLeft /// /// 3 public static Position TopLeft { get { global::System.IntPtr cPtr = NDalicPINVOKE.AnchorPointTopLeft_get(); Position ret = (cPtr == global::System.IntPtr.Zero) ? null : new Position(cPtr, false); if (NDalicPINVOKE.SWIGPendingException.Pending) throw NDalicPINVOKE.SWIGPendingException.Retrieve(); return ret; } } /// /// TopCenter /// /// 3 public static Position TopCenter { get { global::System.IntPtr cPtr = NDalicPINVOKE.AnchorPointTopCenter_get(); Position ret = (cPtr == global::System.IntPtr.Zero) ? null : new Position(cPtr, false); if (NDalicPINVOKE.SWIGPendingException.Pending) throw NDalicPINVOKE.SWIGPendingException.Retrieve(); return ret; } } /// /// TopRight /// /// 3 public static Position TopRight { get { global::System.IntPtr cPtr = NDalicPINVOKE.AnchorPointTopRight_get(); Position ret = (cPtr == global::System.IntPtr.Zero) ? null : new Position(cPtr, false); if (NDalicPINVOKE.SWIGPendingException.Pending) throw NDalicPINVOKE.SWIGPendingException.Retrieve(); return ret; } } /// /// CenterLeft /// /// 3 public static Position CenterLeft { get { global::System.IntPtr cPtr = NDalicPINVOKE.AnchorPointCenterLeft_get(); Position ret = (cPtr == global::System.IntPtr.Zero) ? null : new Position(cPtr, false); if (NDalicPINVOKE.SWIGPendingException.Pending) throw NDalicPINVOKE.SWIGPendingException.Retrieve(); return ret; } } /// /// Center /// /// 3 public static Position Center { get { global::System.IntPtr cPtr = NDalicPINVOKE.AnchorPointCenter_get(); Position ret = (cPtr == global::System.IntPtr.Zero) ? null : new Position(cPtr, false); if (NDalicPINVOKE.SWIGPendingException.Pending) throw NDalicPINVOKE.SWIGPendingException.Retrieve(); return ret; } } /// /// CenterRight /// /// 3 public static Position CenterRight { get { global::System.IntPtr cPtr = NDalicPINVOKE.AnchorPointCenterRight_get(); Position ret = (cPtr == global::System.IntPtr.Zero) ? null : new Position(cPtr, false); if (NDalicPINVOKE.SWIGPendingException.Pending) throw NDalicPINVOKE.SWIGPendingException.Retrieve(); return ret; } } /// /// BottomLeft /// /// 3 public static Position BottomLeft { get { global::System.IntPtr cPtr = NDalicPINVOKE.AnchorPointBottomLeft_get(); Position ret = (cPtr == global::System.IntPtr.Zero) ? null : new Position(cPtr, false); if (NDalicPINVOKE.SWIGPendingException.Pending) throw NDalicPINVOKE.SWIGPendingException.Retrieve(); return ret; } } /// /// BottomCenter /// /// 3 public static Position BottomCenter { get { global::System.IntPtr cPtr = NDalicPINVOKE.AnchorPointBottomCenter_get(); Position ret = (cPtr == global::System.IntPtr.Zero) ? null : new Position(cPtr, false); if (NDalicPINVOKE.SWIGPendingException.Pending) throw NDalicPINVOKE.SWIGPendingException.Retrieve(); return ret; } } /// /// BottomRight /// /// 3 public static Position BottomRight { get { global::System.IntPtr cPtr = NDalicPINVOKE.AnchorPointBottomRight_get(); Position ret = (cPtr == global::System.IntPtr.Zero) ? null : new Position(cPtr, false); if (NDalicPINVOKE.SWIGPendingException.Pending) throw NDalicPINVOKE.SWIGPendingException.Retrieve(); return ret; } } } /// /// PositionAxis constants. /// /// 3 public struct PositionAxis { /// /// The X axis /// /// 3 public static Position X { get { global::System.IntPtr cPtr = NDalicPINVOKE.Vector3_XAXIS_get(); Position ret = (cPtr == global::System.IntPtr.Zero) ? null : new Position(cPtr, false); if (NDalicPINVOKE.SWIGPendingException.Pending) throw NDalicPINVOKE.SWIGPendingException.Retrieve(); return ret; } } /// /// The Y axis /// /// 3 public static Position Y { get { global::System.IntPtr cPtr = NDalicPINVOKE.Vector3_YAXIS_get(); Position ret = (cPtr == global::System.IntPtr.Zero) ? null : new Position(cPtr, false); if (NDalicPINVOKE.SWIGPendingException.Pending) throw NDalicPINVOKE.SWIGPendingException.Retrieve(); return ret; } } /// /// The Z axis /// /// 3 public static Position Z { get { global::System.IntPtr cPtr = NDalicPINVOKE.Vector3_ZAXIS_get(); Position ret = (cPtr == global::System.IntPtr.Zero) ? null : new Position(cPtr, false); if (NDalicPINVOKE.SWIGPendingException.Pending) throw NDalicPINVOKE.SWIGPendingException.Retrieve(); return ret; } } /// /// The Negative X axis /// /// 3 public static Position NegativeX { get { global::System.IntPtr cPtr = NDalicPINVOKE.Vector3_NEGATIVE_XAXIS_get(); Position ret = (cPtr == global::System.IntPtr.Zero) ? null : new Position(cPtr, false); if (NDalicPINVOKE.SWIGPendingException.Pending) throw NDalicPINVOKE.SWIGPendingException.Retrieve(); return ret; } } /// /// The Negative Y axis /// /// 3 public static Position NegativeY { get { global::System.IntPtr cPtr = NDalicPINVOKE.Vector3_NEGATIVE_YAXIS_get(); Position ret = (cPtr == global::System.IntPtr.Zero) ? null : new Position(cPtr, false); if (NDalicPINVOKE.SWIGPendingException.Pending) throw NDalicPINVOKE.SWIGPendingException.Retrieve(); return ret; } } /// /// The Negative Z axis /// /// 3 public static Position NegativeZ { get { global::System.IntPtr cPtr = NDalicPINVOKE.Vector3_NEGATIVE_ZAXIS_get(); Position ret = (cPtr == global::System.IntPtr.Zero) ? null : new Position(cPtr, false); if (NDalicPINVOKE.SWIGPendingException.Pending) throw NDalicPINVOKE.SWIGPendingException.Retrieve(); return ret; } } } /// /// Auto scrolling stop behavior. /// /// 3 public enum AutoScrollStopMode { /// /// Stop animation after current loop finished. /// FinishLoop, /// /// Stop animation immediately and reset position. /// Immediate } /// /// An enum of screen mode. /// /// 3 public enum ScreenOffMode { /// /// The mode which turns the screen off after a timeout. /// Timout, /// /// The mode which keeps the screen turned on. /// Never } /// /// An enum of notification window's priority level. /// /// 3 public enum NotificationLevel { /// /// No notification level.
/// Default level.
/// This value makes the notification window place in the layer of the normal window. ///
None = -1, /// /// The base nofitication level. /// Base = 10, /// /// The medium notification level than base. /// Medium = 20, /// /// The higher notification level than medium. /// High = 30, /// /// The highest notification level. /// Top = 40 } /// /// An enum of window types. /// /// 3 public enum WindowType { /// /// A default window type.
/// Indicates a normal or top-level window. /// Almost every window will be created with this type. ///
Normal, /// /// A notification window, like a warning about battery life or a new email received. /// Notification, /// /// A persistent utility window, like a toolbox or a palette. /// Utility, /// /// Used for simple dialog windows. /// Dialog } /// 3 public enum DisposeTypes { /// /// Called By User /// /// 3 Explicit, /// /// Called by DisposeQueue /// /// 3 Implicit, } /// /// [Obsolete("Please do not use! this will be deprecated")] /// /// 3 [Obsolete("Please do not use! this will be deprecated")] public struct AnchorPoint { /// /// Top /// /// 3 public static float Top { get { float ret = NDalicPINVOKE.AnchorPointTop_get(); if (NDalicPINVOKE.SWIGPendingException.Pending) throw NDalicPINVOKE.SWIGPendingException.Retrieve(); return ret; } } /// /// Bottom /// /// 3 public static float Bottom { get { float ret = NDalicPINVOKE.AnchorPointBottom_get(); if (NDalicPINVOKE.SWIGPendingException.Pending) throw NDalicPINVOKE.SWIGPendingException.Retrieve(); return ret; } } /// /// Left /// /// 3 public static float Left { get { float ret = NDalicPINVOKE.AnchorPointLeft_get(); if (NDalicPINVOKE.SWIGPendingException.Pending) throw NDalicPINVOKE.SWIGPendingException.Retrieve(); return ret; } } /// /// Right /// /// 3 public static float Right { get { float ret = NDalicPINVOKE.AnchorPointRight_get(); if (NDalicPINVOKE.SWIGPendingException.Pending) throw NDalicPINVOKE.SWIGPendingException.Retrieve(); return ret; } } /// /// Middle /// /// 3 public static float Middle { get { float ret = NDalicPINVOKE.AnchorPointMiddle_get(); if (NDalicPINVOKE.SWIGPendingException.Pending) throw NDalicPINVOKE.SWIGPendingException.Retrieve(); return ret; } } /// /// TopLeft /// /// 3 public static Position TopLeft { get { global::System.IntPtr cPtr = NDalicPINVOKE.AnchorPointTopLeft_get(); Position ret = (cPtr == global::System.IntPtr.Zero) ? null : new Position(cPtr, false); if (NDalicPINVOKE.SWIGPendingException.Pending) throw NDalicPINVOKE.SWIGPendingException.Retrieve(); return ret; } } /// /// TopCenter /// /// 3 public static Position TopCenter { get { global::System.IntPtr cPtr = NDalicPINVOKE.AnchorPointTopCenter_get(); Position ret = (cPtr == global::System.IntPtr.Zero) ? null : new Position(cPtr, false); if (NDalicPINVOKE.SWIGPendingException.Pending) throw NDalicPINVOKE.SWIGPendingException.Retrieve(); return ret; } } /// /// TopRight /// /// 3 public static Position TopRight { get { global::System.IntPtr cPtr = NDalicPINVOKE.AnchorPointTopRight_get(); Position ret = (cPtr == global::System.IntPtr.Zero) ? null : new Position(cPtr, false); if (NDalicPINVOKE.SWIGPendingException.Pending) throw NDalicPINVOKE.SWIGPendingException.Retrieve(); return ret; } } /// /// CenterLeft /// /// 3 public static Position CenterLeft { get { global::System.IntPtr cPtr = NDalicPINVOKE.AnchorPointCenterLeft_get(); Position ret = (cPtr == global::System.IntPtr.Zero) ? null : new Position(cPtr, false); if (NDalicPINVOKE.SWIGPendingException.Pending) throw NDalicPINVOKE.SWIGPendingException.Retrieve(); return ret; } } /// /// Center /// /// 3 public static Position Center { get { global::System.IntPtr cPtr = NDalicPINVOKE.AnchorPointCenter_get(); Position ret = (cPtr == global::System.IntPtr.Zero) ? null : new Position(cPtr, false); if (NDalicPINVOKE.SWIGPendingException.Pending) throw NDalicPINVOKE.SWIGPendingException.Retrieve(); return ret; } } /// /// CenterRight /// /// 3 public static Position CenterRight { get { global::System.IntPtr cPtr = NDalicPINVOKE.AnchorPointCenterRight_get(); Position ret = (cPtr == global::System.IntPtr.Zero) ? null : new Position(cPtr, false); if (NDalicPINVOKE.SWIGPendingException.Pending) throw NDalicPINVOKE.SWIGPendingException.Retrieve(); return ret; } } /// /// BottomLeft /// /// 3 public static Position BottomLeft { get { global::System.IntPtr cPtr = NDalicPINVOKE.AnchorPointBottomLeft_get(); Position ret = (cPtr == global::System.IntPtr.Zero) ? null : new Position(cPtr, false); if (NDalicPINVOKE.SWIGPendingException.Pending) throw NDalicPINVOKE.SWIGPendingException.Retrieve(); return ret; } } /// /// BottomCenter /// /// 3 public static Position BottomCenter { get { global::System.IntPtr cPtr = NDalicPINVOKE.AnchorPointBottomCenter_get(); Position ret = (cPtr == global::System.IntPtr.Zero) ? null : new Position(cPtr, false); if (NDalicPINVOKE.SWIGPendingException.Pending) throw NDalicPINVOKE.SWIGPendingException.Retrieve(); return ret; } } /// /// BottomRight /// /// 3 public static Position BottomRight { get { global::System.IntPtr cPtr = NDalicPINVOKE.AnchorPointBottomRight_get(); Position ret = (cPtr == global::System.IntPtr.Zero) ? null : new Position(cPtr, false); if (NDalicPINVOKE.SWIGPendingException.Pending) throw NDalicPINVOKE.SWIGPendingException.Retrieve(); return ret; } } } /// /// An enum of the scroll state of the text eidtor. /// /// 3 public enum ScrollState { /// /// Scrolling is started. /// Started, /// /// Scrolling is finished. /// Finished } /// /// An enum of the line wrap mode of text controls. /// /// 4 public enum LineWrapMode { /// /// The word mode will move a word to the next line. /// Word, /// /// character will move character by character to the next line. /// Character } }