<Compile Include="src\public\Radian.cs" />\r
<Compile Include="src\public\RadioButton.cs" />\r
<Compile Include="src\public\Rectangle.cs" />\r
+ <Compile Include="src\public\RelativeVector2.cs" />\r
+ <Compile Include="src\public\RelativeVector3.cs" />\r
+ <Compile Include="src\public\RelativeVector4.cs" />\r
<Compile Include="src\public\RelayoutContainer.cs" />\r
<Compile Include="src\public\Rotation.cs" />\r
<Compile Include="src\public\ScrollBar.cs" />\r
/// <summary>
/// Fit within the size set maintaining natural size aspect ratio
/// </summary>
- FillWithAspectRatiox
+ FillWithAspectRatio
}
/// <summary>
}
/// <summary>
- /// Enumeration for type determination of how camera operates.<br>
- /// FreeLook : Camera orientation is taken from CameraActor.<br>
- /// LookAtTarget : Camera is oriented to always look at a target.<br>
+ /// Enumeration for type determination of how camera operates.
/// </summary>
public enum CameraType
{
+ /// <summary>
+ /// Camera orientation is taken from CameraActor.
+ /// </summary>
FreeLook,
+ /// <summary>
+ /// Camera is oriented to always look at a target.
+ /// </summary>
LookAtTarget
}
/// <summary>
- /// Enumeration for projection modes.<br>
- /// PerspectiveProjection : Distance causes foreshortening; objects further from the camera appear smaller.<br>
- /// OrthographicProjection : Relative distance from the camera does not affect the size of objects.<br>
+ /// Enumeration for projection modes.
/// </summary>
public enum ProjectionMode
{
+ /// <summary>
+ /// Distance causes foreshortening; objects further from the camera appear smaller.
+ /// </summary>
PerspectiveProjection,
+ /// <summary>
+ /// Relative distance from the camera does not affect the size of objects.
+ /// </summary>
OrthographicProjection
}
/// <summary>
/// CheckBoxButton provides a check box button which user can check or uncheck.<br>
/// By default, a CheckBoxButton emits a Button.Clicked event when the button changes its state to selected or unselected.<br>
- /// The button's appearance could be modified by Button.UnselectedImage, Button.BackgroundImage, Button.SelectedImage,
- /// Button.SelectedBackgroundImage, Button.DisabledBackgroundImage, Button.DisabledImage, and Button.DisabledSelectedImage.<br>
+ /// The button's appearance could be modified by Button.UnselectedImage, Button.BackgroundImage, Button.SelectedImage, Button.SelectedBackgroundImage, Button.DisabledBackgroundImage, Button.DisabledImage, and Button.DisabledSelectedImage.<br>
/// When the button is not disabled, if it's not selected it only shows the background image.<br>
/// The selected image is shown over the background image when the box is selected (background image is not replaced by \e selected image).<br>
/// When the button is disabled, background image and selected image are replaced by disabled images.<br>
* limitations under the License.
*
*/
+using System.ComponentModel;
namespace Tizen.NUI
{
/// </summary>
public enum CustomViewBehaviour
{
+ /// <summary>
+ /// Use to provide default behaviour (size negotiation is on, event callbacks are not called)
+ /// </summary>
ViewBehaviourDefault = 0,
+ /// <summary>
+ /// True if control does not need size negotiation, i.e. it can be skipped in the algorithm
+ /// </summary>
DisableSizeNegotiation = 1 << 0,
+ /// <summary>
+ /// Use to provide key navigation support.
+ /// </summary>
RequiresKeyboardNavigationSupport = 1 << 5,
+ /// <summary>
+ /// Use to make style change event disabled.
+ /// </summary>
DisableStyleChangeSignals = 1 << 6,
+ [EditorBrowsable(EditorBrowsableState.Never)]
LastViewBehaviourFlag
}
}
}
/// <summary>
- /// This specifies all the property types.
+ /// This specifies all the property types. <br>
+ /// Enumeration for the property types supported.
/// </summary>
public enum PropertyType
{
+ /// <summary>
+ /// No type
+ /// </summary>
None,
+ /// <summary>
+ /// A boolean type
+ /// </summary>
Boolean,
+ /// <summary>
+ /// A float type
+ /// </summary>
Float,
+ /// <summary>
+ /// An integer type
+ /// </summary>
Integer,
+ /// <summary>
+ /// a vector array of size=2 with float precision
+ /// </summary>
Vector2,
+ /// <summary>
+ /// a vector array of size=3 with float precision
+ /// </summary>
Vector3,
+ /// <summary>
+ /// a vector array of size=4 with float precision
+ /// </summary>
Vector4,
+ /// <summary>
+ /// a 3x3 matrix
+ /// </summary>
Matrix3,
+ /// <summary>
+ /// a 4x4 matrix
+ /// </summary>
Matrix,
+ /// <summary>
+ /// an integer array of size=4
+ /// </summary>
Rectangle,
+ /// <summary>
+ /// either a quaternion or an axis angle rotation
+ /// </summary>
Rotation,
+ /// <summary>
+ /// A string type
+ /// </summary>
String,
+ /// <summary>
+ /// an array of PropertyValue
+ /// </summary>
Array,
+ /// <summary>
+ /// a string key to PropertyValue mapping
+ /// </summary>
Map
}
/// <summary>
- /// This specifies the property access mode types.
+ /// This specifies the property access mode types. <br>
+ /// Enumeration for the access mode for custom properties.
/// </summary>
public enum PropertyAccessMode
{
+ /// <summary>
+ /// if the property is read-only
+ /// </summary>
ReadOnly,
+ /// <summary>
+ /// If the property is read/writeable
+ /// </summary>
ReadWrite,
+ /// <summary>
+ /// If the property can be animated or constrained
+ /// </summary>
Animatable,
+ /// <summary>
+ /// The number of access modes
+ /// </summary>
AccessModeCount
}
using System.Runtime.InteropServices;
/// <summary>
- /// StyleManager informs applications of system theme change,
- /// and supports application theme change at runtime.<br>
+ /// StyleManager informs applications of system theme change, and supports application theme change at runtime.<br>
/// Applies various styles to Controls using the properties system.<br>
- /// On theme change, it automatically updates all controls, then raises
- /// a event to inform the application.<br>
- /// <br>
- /// If the application wants to customize the theme, RequestThemeChange
- /// needs to be called.<br>
- /// It provides the path to the application resource root folder,
- /// from there the filename can an be specified along with
- /// any sub folders, e.g Images, Models etc.<br>
+ /// On theme change, it automatically updates all controls, then raises a event to inform the application.<br>
+ /// If the application wants to customize the theme, RequestThemeChange needs to be called.<br>
+ /// It provides the path to the application resource root folder, from there the filename can an be specified along with any sub folders, e.g Images, Models etc.<br>
/// </summary>
public class StyleManager : BaseHandle
{
}
/// <summary>
- /// Types of style change.
+ /// Types of style change. Enumeration for StyleChange type.
/// </summary>
public enum StyleChangeType
{
+ /// <summary>
+ /// Denotes that the default font has changed.
+ /// </summary>
DefaultFontChange,
+ /// <summary>
+ /// Denotes that the default font size has changed.
+ /// </summary>
DefaultFontSizeChange,
+ /// <summary>
+ /// Denotes that the theme has changed.
+ /// </summary>
ThemeChange
}
/// </summary>
public enum HorizontalAlignmentType
{
+ /// <summary>
+ /// Align horizontally left
+ /// </summary>
Left,
+ /// <summary>
+ /// Align horizontally center
+ /// </summary>
Center,
+ /// <summary>
+ /// Align horizontally right
+ /// </summary>
Right
}
/// </summary>
public enum VerticalAlignmentType
{
+ /// <summary>
+ /// Align vertically top
+ /// </summary>
Top,
+ /// <summary>
+ /// Align vertically center
+ /// </summary>
Center,
+ /// <summary>
+ /// Align vertically bottom
+ /// </summary>
Bottom
}
/// </summary>
public enum PointStateType
{
+ /// <summary>
+ /// Touch or hover started
+ /// </summary>
Started,
+ /// <summary>
+ /// Touch or hover finished
+ /// </summary>
Finished,
+ /// <summary>
+ /// Screen touched
+ /// </summary>
Down = Started,
+ /// <summary>
+ /// Touch stopped
+ /// </summary>
Up = Finished,
+ /// <summary>
+ /// Finger dragged or hovered
+ /// </summary>
Motion,
+ /// <summary>
+ /// Leave the boundary of an actor
+ /// </summary>
Leave,
+ /// <summary>
+ /// No change from last event. <br>
+ /// 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.
+ /// </summary>
Stationary,
+ /// <summary>
+ /// A system event has occurred which has interrupted the touch or hover event sequence.
+ /// </summary>
Interrupted
}
/// Sets whether the actor should be focusable by keyboard navigation.<br>
/// Visuals reuse geometry, shader etc. across controls. They ensure that the renderer and texture sets exist only when control is on-stage.<br>
/// Each visual also responds to actor size and color change, and provides clipping at the renderer level.<br>
- /// Note: The visual responds to the the Actor::COLOR by blending it with the 'Multiply' operator.<br>
/// </summary>
public class VisualBase : BaseHandle
{
/// <summary>
- /// This specifies wrap mode types
+ /// This specifies wrap mode types <br>
+ /// 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.
/// </summary>
public enum WrapModeType
{
+ /// <summary>
+ /// Defualt value
+ /// </summary>
Default = 0,
+ /// <summary>
+ /// Clamp to edge
+ /// </summary>
ClampToEdge,
+ /// <summary>
+ /// Repeat
+ /// </summary>
Repeat,
+ /// <summary>
+ /// Mirrored repeat
+ /// </summary>
MirroredRepeat
}
/// <summary>
- /// This specifies all kind os types of coordinate system for certain attributes of the points in a gradient.
+ /// The type of coordinate system for certain attributes of the points in a gradient.
/// </summary>
public enum GradientVisualUnitsType
{
+ /// <summary>
+ /// Uses the normals for the start, end & center points, i.e. top-left is (-0.5, -0.5) and bottom-right is (0.5, 0.5).
+ /// </summary>
ObjectBoundingBox,
+ /// <summary>
+ /// Uses the user coordinates for the start, end & center points, i.e. in a 200 by 200 control, top-left is (0, 0) and bottom-right is (200, 200).
+ /// </summary>
UserSpace
}
/// </summary>
public enum GradientVisualSpreadMethodType
{
+ /// <summary>
+ /// Uses the terminal colors of the gradient to fill the remainder of the quad.
+ /// </summary>
Pad,
+ /// <summary>
+ /// Reflect the gradient pattern start-to-end, end-to-start, start-to-end etc. until the quad is filled.
+ /// </summary>
Reflect,
+ /// <summary>
+ /// Repeat the gradient pattern start-to-end, start-to-end, start-to-end etc. until the quad is filled.
+ /// </summary>
Repeat
}
/// <summary>
- /// This specifies shading mode types.
+ /// The shading mode used by MeshVisual.
/// </summary>
public enum MeshVisualShadingModeValue
{
+ /// <summary>
+ /// *Simplest*. One color that is lit by ambient and diffuse lighting.
+ /// </summary>
TexturelessWithDiffuseLighting,
+ /// <summary>
+ /// Uses only the visual image textures provided with specular lighting in addition to ambient and diffuse lighting.
+ /// </summary>
TexturedWithSpecularLighting,
+ /// <summary>
+ /// Uses all textures provided including a gloss, normal and texture map along with specular, ambient and diffuse lighting.
+ /// </summary>
TexturedWithDetailedSpecularLighting
}
/// <summary>
- /// This specifies shape types.
+ /// The primitive shape to render as a PrimitiveVisual.
/// </summary>
public enum PrimitiveVisualShapeType
{
+ /// <summary>
+ /// A perfectly round geometrical object in three-dimensional space.
+ /// </summary>
Sphere,
+ /// <summary>
+ /// The area bound between two circles, i.e. a cone with the tip removed.
+ /// </summary>
ConicalFrustrum,
+ /// <summary>
+ /// Equivalent to a conical frustrum with top radius of zero.
+ /// </summary>Equivalent to a conical frustrum with top radius of zero.
Cone,
+ /// <summary>
+ /// Equivalent to a conical frustrum with top radius of zero.
+ /// </summary>
Cylinder,
+ /// <summary>
+ /// Equivalent to a conical frustrum with equal radii for the top and bottom circles.
+ /// </summary>
Cube,
+ /// <summary>
+ /// Equivalent to a bevelled cube with a bevel percentage of zero.
+ /// </summary>
Octahedron,
+ /// <summary>
+ /// Equivalent to a bevelled cube with a bevel percentage of one.
+ /// </summary>
BevelledCube
}
/// </summary>
public enum FittingModeType
{
+ /// <summary>
+ /// Full-screen image display: Limit loaded image resolution to device resolution using ShrinkToFit mode.
+ /// </summary>
ShrinkToFit,
+ /// <summary>
+ /// Thumbnail gallery grid: Limit loaded image resolution to screen tile using ScaleToFill mode.
+ /// </summary>
ScaleToFill,
+ /// <summary>
+ /// Image columns: Limit loaded image resolution to column width using FitWidth mode.
+ /// </summary>
FitWidth,
+ /// <summary>
+ /// Image rows: Limit loaded image resolution to row height using FitHeight mode.
+ /// </summary>
FitHeight
}
/// <summary>
/// This specifies sampling mode types. Filtering options, used when resizing images to sample original pixels.<br>
/// A SamplingMode controls how pixels in an input image are sampled and combined to generate each pixel of a destination image during a scaling.<br>
- /// NoFilter and Box modes do not guarantee that the output pixel array exactly matches the rectangle specified by the desired dimensions and FittingMode,
+ /// NoFilter and Box modes do not guarantee that the output pixel array exactly matches the rectangle specified by the desired dimensions and FittingMode,<br>
/// but all other filter modes do if the desired dimensions are `<=` the raw dimensions of the input image file.<br>
/// </summary>
public enum SamplingModeType
{
+ /// <summary>
+ /// Iteratively box filter to generate an image of 1/2, 1/4, 1/8, etc width and height and approximately the desired size. <br>
+ /// This is the default.
+ /// </summary>
Box,
+ /// <summary>
+ /// For each output pixel, read one input pixel.
+ /// </summary>
Nearest,
+ /// <summary>
+ /// For each output pixel, read a quad of four input pixels and write a weighted average of them.
+ /// </summary>
Linear,
+ /// <summary>
+ /// Iteratively box filter to generate an image of 1/2, 1/4, 1/8 etc width and height and approximately the desired size, <br>
+ /// then for each output pixel, read one pixel from the last level of box filtering.<br>
+ /// </summary>
BoxThenNearest,
+ /// <summary>
+ /// 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.
+ /// </summary>
BoxThenLinear,
+ /// <summary>
+ /// 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.
+ /// </summary>
NoFilter,
+ /// <summary>
+ /// For caching algorithms where a client strongly prefers a cache-hit to reuse a cached image.
+ /// </summary>
DontCare
}
/// </summary>
public enum VisualTransformPolicyType
{
+ /// <summary>
+ /// Relative to the control (percentage [0.0f to 1.0f] of the control).
+ /// </summary>
Relative = 0,
+ /// <summary>
+ /// Absolute value in world units.
+ /// </summary>
Absolute = 1
}
/// </summary>
public enum VisualTransformPropertyType
{
+ /// <summary>
+ /// Offset of the visual, which can be either relative (percentage [0.0f to 1.0f] of the parent) or absolute (in world units).
+ /// </summary>
Offset,
+ /// <summary>
+ /// Size of the visual, which can be either relative (percentage [0.0f to 1.0f] of the parent) or absolute (in world units).
+ /// </summary>
Size,
+ /// <summary>
+ /// The origin of the visual within its control area.
+ /// </summary>
Origin,
+ /// <summary>
+ /// The anchor-point of the visual
+ /// </summary>
AnchorPoint,
+ /// <summary>
+ /// Whether the x or y OFFSET values are relative (percentage [0.0f to 1.0f] of the control) or absolute (in world units).
+ /// </summary>
OffsetPolicy,
+ /// <summary>
+ /// Whether the width or height SIZE values are relative (percentage [0.0f to 1.0f] of the control) or absolute (in world units).
+ /// </summary>
SizePolicy
}
/// </summary>
public struct Visual
{
+ /// <summary>
+ /// The index for the visual type.
+ /// </summary>
public enum Type
{
+ /// <summary>
+ /// Renders a solid color as an internal border to the control's quad.
+ /// </summary>
Border,
+ /// <summary>
+ /// Renders a solid color to the control's quad.
+ /// </summary>
Color,
+ /// <summary>
+ /// Renders a smooth transition of colors to the control's quad.
+ /// </summary>
Gradient,
+ /// <summary>
+ /// Renders an image into the control's quad.
+ /// </summary>
Image,
+ /// <summary>
+ /// Renders a mesh using an "obj" file, optionally with textures provided by an "mtl" file.
+ /// </summary>
Mesh,
+ /// <summary>
+ /// Renders a simple 3D shape, such as a cube or sphere.
+ /// </summary>
Primitive,
+ /// <summary>
+ /// Renders a simple wire-frame outlining a quad.
+ /// </summary>
Wireframe,
+ /// <summary>
+ /// Renders text.
+ /// </summary>
Text,
+ /// <summary>
+ /// Renders an n-patch image.
+ /// </summary>
NPatch,
+ /// <summary>
+ /// Renders an SVG image.
+ /// </summary>
SVG,
+ /// <summary>
+ /// Renders a animated image. (Animated GIF)
+ /// </summary>
AnimatedImage
}
{
/// <summary>
- /// The wheel event structure is used to store a wheel rolling, it facilitates
- /// processing of the wheel rolling and passing to other libraries like Toolkit.<br>
- /// <br>
- /// There is a key modifier which relates to keys like alt, shift and control functions are
- /// supplied to check if they have been pressed when the wheel is being rolled.<br>
- /// <br>
+ /// The wheel event structure is used to store a wheel rolling, it facilitates processing of the wheel rolling and passing to other libraries like Toolkit.<br>
+ /// There is a key modifier which relates to keys like alt, shift and control functions are supplied to check if they have been pressed when the wheel is being rolled.<br>
/// We support a mouse device and there may be another custom device that support the wheel event. The device type is specified as \e type.<br>
/// The mouse wheel event can be sent to the specific actor but the custom wheel event will be sent to the stage.<br>
/// </summary>