// 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
}
///
/// 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
}
/// 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
}
///
/// 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 ShowDuration = NDalicManualPINVOKE.HIDDENINPUT_PROPERTY_SHOW_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 ShowDuration 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 ScreenMode {
///
/// The mode which turns the screen off after a timeout.
///
Default,
///
/// The mode which keeps the screen turned on.
///
AlwaysOn
}
///
/// 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
}
}