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.
22 namespace AlphaFunction
24 public enum BuiltinFunction
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
44 BuiltinFunction = Dali.AlphaFunction.Mode.BUILTIN_FUNCTION,
45 CustomFunction = Dali.AlphaFunction.Mode.CUSTOM_FUNCTION,
46 Bezier = Dali.AlphaFunction.Mode.BEZIER
48 } // namespace AlphaFunction
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
61 } //namespace Attachment
62 } // namespace FrameBuffer
64 public enum TextureType
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
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
78 public enum MeshVisualShadingModeValue
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
85 public enum ProjectionMode
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
95 Cancel = Dali.Animation.DaliEndAction.Bake,
96 Discard = Dali.Animation.DaliEndAction.Discard,
97 Stop = Dali.Animation.DaliEndAction.BakeFinal
99 public enum Interpolation
101 Linear = Dali.Animation.Interpolation.Linear,
102 Cubic = Dali.Animation.Interpolation.Cubic
106 Stopped = Dali.Animation.State.STOPPED,
107 Playing = Dali.Animation.State.PLAYING,
108 Paused = Dali.Animation.State.PAUSED
110 } //namespace Animation
112 public struct ParentOrigin
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;
130 public struct AnchorPoint
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;
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;
160 } // namespace Constants