Merge "Added Tooltip functionality to Control" into devel/master
[platform/core/uifw/dali-toolkit.git] / plugins / dali-swig / manual / csharp / DaliEnumConstants.cs
1 /** Copyright (c) 2016 Samsung Electronics Co., Ltd.
2  *
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
6  *
7  * http://www.apache.org/licenses/LICENSE-2.0
8  *
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.
14  *
15  */
16 using System;
17
18 namespace Dali 
19 {
20   namespace Constants
21   {
22     namespace AlphaFunction
23     {
24       public enum BuiltinFunction
25       {
26         Default       = Dali.AlphaFunction.BuiltinFunction.DEFAULT,
27         Linear        = Dali.AlphaFunction.BuiltinFunction.LINEAR,
28         Reverse       = Dali.AlphaFunction.BuiltinFunction.REVERSE,
29         EaseInSquare  = Dali.AlphaFunction.BuiltinFunction.EASE_IN_SQUARE,
30         EaseOutSquare = Dali.AlphaFunction.BuiltinFunction.EASE_OUT_SQUARE,
31         EaseIn        = Dali.AlphaFunction.BuiltinFunction.EASE_IN,
32         EaseOut       = Dali.AlphaFunction.BuiltinFunction.EASE_OUT,
33         EaseInOut     = Dali.AlphaFunction.BuiltinFunction.EASE_IN_OUT,
34         EaseInSine    = Dali.AlphaFunction.BuiltinFunction.EASE_IN_SINE,
35         EaseOutSine   = Dali.AlphaFunction.BuiltinFunction.EASE_OUT_SINE,
36         EaseInOutSine = Dali.AlphaFunction.BuiltinFunction.EASE_IN_OUT_SINE,
37         Bounce        = Dali.AlphaFunction.BuiltinFunction.BOUNCE,
38         Sin           = Dali.AlphaFunction.BuiltinFunction.SIN,
39         EaseOutBack   = Dali.AlphaFunction.BuiltinFunction.EASE_OUT_BACK,
40         Count         = Dali.AlphaFunction.BuiltinFunction.COUNT
41       }
42       public enum Mode
43       {
44         BuiltinFunction  = Dali.AlphaFunction.Mode.BUILTIN_FUNCTION,
45         CustomFunction   = Dali.AlphaFunction.Mode.CUSTOM_FUNCTION,
46         Bezier           = Dali.AlphaFunction.Mode.BEZIER
47       }
48     } // namespace AlphaFunction
49
50     namespace FrameBuffer
51     {
52       namespace Attachment
53       {
54         public enum Mask 
55         {
56           None          = Dali.FrameBuffer.Attachment.Mask.NONE,          ///< No attachments are created initially                            @SINCE_1_1.45
57           Depth         = Dali.FrameBuffer.Attachment.Mask.DEPTH,         ///< Depth buffer bit-mask value                                     @SINCE_1_1.45
58           Stencil       = Dali.FrameBuffer.Attachment.Mask.STENCIL ,      ///< Stencil buffer bit-mask value                                   @SINCE_1_1.45
59           DepthStencil  = Dali.FrameBuffer.Attachment.Mask.DEPTH_STENCIL  ///< The Framebuffer will be created with depth and stencil buffer   @SINCE_1_1.45
60         }
61       } //namespace Attachment
62     } // namespace FrameBuffer
63
64     public enum TextureType 
65     {
66       Texture2D     = Dali.TextureType.TEXTURE_2D,   ///< One 2D image                            @SINCE_1_1.43
67       TextureCube   = Dali.TextureType.TEXTURE_CUBE  ///< Six 2D images arranged in a cube-shape  @SINCE_1_1.43
68     }
69
70     public enum ViewMode 
71     {
72       Mono              = Dali.ViewMode.MONO,                          ///< Monoscopic (single camera). This is the default @SINCE_1_0.0
73       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
74       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
75       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
76     }
77
78     public enum MeshVisualShadingModeValue
79     {
80       TexturelessWithDiffuseLighting = Dali.MeshVisualShadingModeValue.TEXTURELESS_WITH_DIFFUSE_LIGHTING,       ///< *Simplest*. One color that is lit by ambient and diffuse lighting. @SINCE_1_1.45
81       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
82       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
83     }
84
85     public enum ProjectionMode
86     {
87       PerspectiveProjection  = Dali.ProjectionMode.PERSPECTIVE_PROJECTION,      ///< Distance causes foreshortening; objects further from the camera appear smaller @SINCE_1_0.0
88       OrthographicProjection = Dali.ProjectionMode.ORTHOGRAPHIC_PROJECTION      ///< Relative distance from the camera does not affect the size of objects @SINCE_1_0.0
89     }
90
91     namespace Animation
92     {
93       public enum EndAction
94       {
95         Cancel = Dali.Animation.DaliEndAction.Bake,
96         Discard = Dali.Animation.DaliEndAction.Discard,
97         Stop = Dali.Animation.DaliEndAction.BakeFinal
98       }
99       public enum Interpolation
100       {
101         Linear = Dali.Animation.Interpolation.Linear,
102         Cubic = Dali.Animation.Interpolation.Cubic
103       }
104       public enum State
105       {
106         Stopped = Dali.Animation.State.STOPPED,
107         Playing = Dali.Animation.State.PLAYING,
108         Paused = Dali.Animation.State.PAUSED
109       }
110     } //namespace Animation
111
112     public struct ParentOrigin
113     {
114       public static readonly float Top = NDalic.ParentOriginTop;
115       public static readonly float Bottom = NDalic.ParentOriginBottom;
116       public static readonly float Left = NDalic.ParentOriginLeft;
117       public static readonly float Right = NDalic.ParentOriginRight;
118       public static readonly float Middle = NDalic.ParentOriginMiddle;
119       public static readonly Dali.Vector3 TopLeft = NDalic.ParentOriginTopLeft;
120       public static readonly Dali.Vector3 TopCenter = NDalic.ParentOriginTopCenter;
121       public static readonly Dali.Vector3 TopRight = NDalic.ParentOriginTopRight;
122       public static readonly Dali.Vector3 CenterLeft = NDalic.ParentOriginCenterLeft;
123       public static readonly Dali.Vector3 Center = NDalic.ParentOriginCenter;
124       public static readonly Dali.Vector3 CenterRight = NDalic.ParentOriginCenterRight;
125       public static readonly Dali.Vector3 BottomLeft = NDalic.ParentOriginBottomLeft;
126       public static readonly Dali.Vector3 BottomCenter = NDalic.ParentOriginBottomCenter;
127       public static readonly Dali.Vector3 BottomRight = NDalic.ParentOriginBottomRight;
128     }
129
130     public struct AnchorPoint
131     {
132       public static readonly float Top = NDalic.AnchorPointTop;
133       public static readonly float Bottom = NDalic.AnchorPointBottom;
134       public static readonly float Left = NDalic.AnchorPointLeft;
135       public static readonly float Right = NDalic.AnchorPointRight;
136       public static readonly float Middle = NDalic.AnchorPointMiddle;
137       public static readonly Dali.Vector3 TopLeft = NDalic.AnchorPointTopLeft;
138       public static readonly Dali.Vector3 TopCenter = NDalic.AnchorPointTopCenter;
139       public static readonly Dali.Vector3 TopRight = NDalic.AnchorPointTopRight;
140       public static readonly Dali.Vector3 CenterLeft = NDalic.AnchorPointCenterLeft;
141       public static readonly Dali.Vector3 Center = NDalic.AnchorPointCenter;
142       public static readonly Dali.Vector3 CenterRight = NDalic.AnchorPointCenterRight;
143       public static readonly Dali.Vector3 BottomLeft = NDalic.AnchorPointBottomLeft;
144       public static readonly Dali.Vector3 BottomCenter = NDalic.AnchorPointBottomCenter;
145       public static readonly Dali.Vector3 BottomRight = NDalic.AnchorPointBottomRight;
146     }
147
148     public struct Vect3
149     {
150       public static readonly Dali.Vector3 One = Dali.Vector3.ONE;
151       public static readonly Dali.Vector3 Xaxis = Dali.Vector3.XAXIS;
152       public static readonly Dali.Vector3 Yaxis = Dali.Vector3.YAXIS;
153       public static readonly Dali.Vector3 Zaxis = Dali.Vector3.ZAXIS;
154       public static readonly Dali.Vector3 NegativeXaxis = Dali.Vector3.NEGATIVE_XAXIS;
155       public static readonly Dali.Vector3 NegativeYaxis = Dali.Vector3.NEGATIVE_YAXIS;
156       public static readonly Dali.Vector3 NegativeZaxis = Dali.Vector3.NEGATIVE_ZAXIS;
157       public static readonly Dali.Vector3 Zero = Dali.Vector3.ZERO;
158     }
159
160   } // namespace Constants
161 } // namesapce Dali