1 /** Copyright (c) 2016 Samsung Electronics Co., Ltd.
3 * Licensed under the Apache License, Version 2.0 (the "License");
4 * you may not use this file except in compliance with the License.
5 * You may obtain a copy of the License at
7 * http://www.apache.org/licenses/LICENSE-2.0
9 * Unless required by applicable law or agreed to in writing, software
10 * distributed under the License is distributed on an "AS IS" BASIS,
11 * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
12 * See the License for the specific language governing permissions and
13 * limitations under the License.
23 public enum TextureType
25 Texture2D = Dali.TextureType.TEXTURE_2D, ///< One 2D image @SINCE_1_1.43
26 TextureCube = Dali.TextureType.TEXTURE_CUBE ///< Six 2D images arranged in a cube-shape @SINCE_1_1.43
31 Mono = Dali.ViewMode.MONO, ///< Monoscopic (single camera). This is the default @SINCE_1_0.0
32 StereoHorizontal = Dali.ViewMode.STEREO_HORIZONTAL, ///< Stereoscopic. Frame buffer is split horizontally with the left and right camera views in their respective sides. @SINCE_1_0.0
33 StereoVertical = Dali.ViewMode.STEREO_VERTICAL, ///< Stereoscopic. Frame buffer is split vertically with the left camera view at the top and the right camera view at the bottom. @SINCE_1_0.0
34 StereoInterlaced = Dali.ViewMode.STEREO_INTERLACED ///< @DEPRECATED_1_1.19 @brief Stereoscopic. Left/Right camera views are rendered into the framebuffer on alternate frames. @SINCE_1_0.0
37 public enum MeshVisualShadingModeValue
39 TexturelessWithDiffuseLighting = Dali.MeshVisualShadingModeValue.TEXTURELESS_WITH_DIFFUSE_LIGHTING, ///< *Simplest*. One color that is lit by ambient and diffuse lighting. @SINCE_1_1.45
40 TexturedWithSpecularLigting = Dali.MeshVisualShadingModeValue.TEXTURED_WITH_SPECULAR_LIGHTING, ///< Uses only the visual image textures provided with specular lighting in addition to ambient and diffuse lighting. @SINCE_1_1.45
41 TexturedWithDetailedSpecularLighting = Dali.MeshVisualShadingModeValue.TEXTURED_WITH_DETAILED_SPECULAR_LIGHTING ///< Uses all textures provided including a gloss, normal and texture map along with specular, ambient and diffuse lighting. @SINCE_1_1.45
44 public enum ProjectionMode
46 PerspectiveProjection = Dali.ProjectionMode.PERSPECTIVE_PROJECTION, ///< Distance causes foreshortening; objects further from the camera appear smaller @SINCE_1_0.0
47 OrthographicProjection = Dali.ProjectionMode.ORTHOGRAPHIC_PROJECTION ///< Relative distance from the camera does not affect the size of objects @SINCE_1_0.0
50 public struct ParentOrigin
52 public static readonly float Top = NDalic.ParentOriginTop;
53 public static readonly float Bottom = NDalic.ParentOriginBottom;
54 public static readonly float Left = NDalic.ParentOriginLeft;
55 public static readonly float Right = NDalic.ParentOriginRight;
56 public static readonly float Middle = NDalic.ParentOriginMiddle;
57 public static readonly Dali.Vector3 TopLeft = NDalic.ParentOriginTopLeft;
58 public static readonly Dali.Vector3 TopCenter = NDalic.ParentOriginTopCenter;
59 public static readonly Dali.Vector3 TopRight = NDalic.ParentOriginTopRight;
60 public static readonly Dali.Vector3 CenterLeft = NDalic.ParentOriginCenterLeft;
61 public static readonly Dali.Vector3 Center = NDalic.ParentOriginCenter;
62 public static readonly Dali.Vector3 CenterRight = NDalic.ParentOriginCenterRight;
63 public static readonly Dali.Vector3 BottomLeft = NDalic.ParentOriginBottomLeft;
64 public static readonly Dali.Vector3 BottomCenter = NDalic.ParentOriginBottomCenter;
65 public static readonly Dali.Vector3 BottomRight = NDalic.ParentOriginBottomRight;
68 public struct AnchorPoint
70 public static readonly float Top = NDalic.AnchorPointTop;
71 public static readonly float Bottom = NDalic.AnchorPointBottom;
72 public static readonly float Left = NDalic.AnchorPointLeft;
73 public static readonly float Right = NDalic.AnchorPointRight;
74 public static readonly float Middle = NDalic.AnchorPointMiddle;
75 public static readonly Dali.Vector3 TopLeft = NDalic.AnchorPointTopLeft;
76 public static readonly Dali.Vector3 TopCenter = NDalic.AnchorPointTopCenter;
77 public static readonly Dali.Vector3 TopRight = NDalic.AnchorPointTopRight;
78 public static readonly Dali.Vector3 CenterLeft = NDalic.AnchorPointCenterLeft;
79 public static readonly Dali.Vector3 Center = NDalic.AnchorPointCenter;
80 public static readonly Dali.Vector3 CenterRight = NDalic.AnchorPointCenterRight;
81 public static readonly Dali.Vector3 BottomLeft = NDalic.AnchorPointBottomLeft;
82 public static readonly Dali.Vector3 BottomCenter = NDalic.AnchorPointBottomCenter;
83 public static readonly Dali.Vector3 BottomRight = NDalic.AnchorPointBottomRight;
88 public static readonly Dali.Vector3 One = Dali.Vector3.ONE;
89 public static readonly Dali.Vector3 Xaxis = Dali.Vector3.XAXIS;
90 public static readonly Dali.Vector3 Yaxis = Dali.Vector3.YAXIS;
91 public static readonly Dali.Vector3 Zaxis = Dali.Vector3.ZAXIS;
92 public static readonly Dali.Vector3 NegativeXaxis = Dali.Vector3.NEGATIVE_XAXIS;
93 public static readonly Dali.Vector3 NegativeYaxis = Dali.Vector3.NEGATIVE_YAXIS;
94 public static readonly Dali.Vector3 NegativeZaxis = Dali.Vector3.NEGATIVE_ZAXIS;
95 public static readonly Dali.Vector3 Zero = Dali.Vector3.ZERO;
100 public static readonly int PropertyType = NDalic.VISUAL_PROPERTY_TYPE;
101 public static readonly int PropertyShader = NDalic.VISUAL_PROPERTY_SHADER;
103 public static readonly int VertexShader = NDalic.VERTEX_SHADER;
104 public static readonly int FragmentShader = NDalic.FRAGMENT_SHADER;
105 public static readonly int SubdivideGridX = NDalic.SUBDIVIDE_GRID_X;
106 public static readonly int SubdivideGridY = NDalic.SUBDIVIDE_GRID_Y;
107 public static readonly int Hints = NDalic.HINTS;
109 public static readonly int Color = NDalic.COLOR;
110 public static readonly int Size = NDalic.SIZE;
111 public static readonly int AntiAliasing = NDalic.ANTI_ALIASING;
113 public static readonly int MixColor = NDalic.MIX_COLOR;
115 public static readonly int StartPosition = NDalic.START_POSITION;
116 public static readonly int EndPosition = NDalic.END_POSITION;
117 public static readonly int Center = NDalic.CENTER;
118 public static readonly int Radius = NDalic.RADIUS;
119 public static readonly int StopOffset = NDalic.STOP_OFFSET;
120 public static readonly int StopColor = NDalic.STOP_COLOR;
121 public static readonly int Units = NDalic.UNITS;
122 public static readonly int SpreadMethod = NDalic.SPREAD_METHOD;
124 public static readonly int ImageVisualURL = NDalic.IMAGE_VISUAL_URL;
125 public static readonly int ImageVisualFittingMode = NDalic.IMAGE_VISUAL_FITTING_MODE;
126 public static readonly int ImageVisualSamplingMode = NDalic.IMAGE_VISUAL_SAMPLING_MODE;
127 public static readonly int ImageVisualDesiredWidth = NDalic.IMAGE_VISUAL_DESIRED_WIDTH;
128 public static readonly int ImageVisualDesiredHeight = NDalic.IMAGE_VISUAL_DESIRED_HEIGHT;
129 public static readonly int ImageVisualSynchronousLoading = NDalic.IMAGE_VISUAL_SYNCHRONOUS_LOADING;
130 public static readonly int ImageVisualBorderOnly = NDalic.IMAGE_VISUAL_BORDER_ONLY;
131 public static readonly int ImageVisualBatchingEnabled = NDalic.IMAGE_VISUAL_BATCHING_ENABLED;
132 public static readonly int ImageVisualPixelArea = NDalic.IMAGE_VISUAL_PIXEL_AREA;
133 public static readonly int ImageVisualWrapModeU = NDalic.IMAGE_VISUAL_WRAP_MODE_U;
134 public static readonly int ImageVisualWrapModeV = NDalic.IMAGE_VISUAL_WRAP_MODE_V;
138 Border = Dali.VisualType.BORDER,
139 Color = Dali.VisualType.COLOR,
140 Gradient = Dali.VisualType.GRADIENT,
141 Image = Dali.VisualType.IMAGE,
142 Mesh = Dali.VisualType.MESH,
143 Primitive = Dali.VisualType.PRIMITIVE,
144 WireFrame = Dali.VisualType.WIREFRAME
148 } // namespace Constants