/** Copyright (c) 2016 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; namespace Dali { namespace Constants { namespace AlphaFunction { public enum BuiltinFunction { Default = Dali.AlphaFunction.BuiltinFunction.DEFAULT, Linear = Dali.AlphaFunction.BuiltinFunction.LINEAR, Reverse = Dali.AlphaFunction.BuiltinFunction.REVERSE, EaseInSquare = Dali.AlphaFunction.BuiltinFunction.EASE_IN_SQUARE, EaseOutSquare = Dali.AlphaFunction.BuiltinFunction.EASE_OUT_SQUARE, EaseIn = Dali.AlphaFunction.BuiltinFunction.EASE_IN, EaseOut = Dali.AlphaFunction.BuiltinFunction.EASE_OUT, EaseInOut = Dali.AlphaFunction.BuiltinFunction.EASE_IN_OUT, EaseInSine = Dali.AlphaFunction.BuiltinFunction.EASE_IN_SINE, EaseOutSine = Dali.AlphaFunction.BuiltinFunction.EASE_OUT_SINE, EaseInOutSine = Dali.AlphaFunction.BuiltinFunction.EASE_IN_OUT_SINE, Bounce = Dali.AlphaFunction.BuiltinFunction.BOUNCE, Sin = Dali.AlphaFunction.BuiltinFunction.SIN, EaseOutBack = Dali.AlphaFunction.BuiltinFunction.EASE_OUT_BACK, Count = Dali.AlphaFunction.BuiltinFunction.COUNT } public enum Mode { BuiltinFunction = Dali.AlphaFunction.Mode.BUILTIN_FUNCTION, CustomFunction = Dali.AlphaFunction.Mode.CUSTOM_FUNCTION, Bezier = Dali.AlphaFunction.Mode.BEZIER } } // namespace AlphaFunction namespace FrameBuffer { namespace Attachment { public enum Mask { None = Dali.FrameBuffer.Attachment.Mask.NONE, ///< No attachments are created initially @SINCE_1_1.45 Depth = Dali.FrameBuffer.Attachment.Mask.DEPTH, ///< Depth buffer bit-mask value @SINCE_1_1.45 Stencil = Dali.FrameBuffer.Attachment.Mask.STENCIL , ///< Stencil buffer bit-mask value @SINCE_1_1.45 DepthStencil = Dali.FrameBuffer.Attachment.Mask.DEPTH_STENCIL ///< The Framebuffer will be created with depth and stencil buffer @SINCE_1_1.45 } } //namespace Attachment } // namespace FrameBuffer public enum TextureType { Texture2D = Dali.TextureType.TEXTURE_2D, ///< One 2D image @SINCE_1_1.43 TextureCube = Dali.TextureType.TEXTURE_CUBE ///< Six 2D images arranged in a cube-shape @SINCE_1_1.43 } public enum ViewMode { Mono = Dali.ViewMode.MONO, ///< Monoscopic (single camera). This is the default @SINCE_1_0.0 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 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 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 } public enum MeshVisualShadingModeValue { TexturelessWithDiffuseLighting = Dali.MeshVisualShadingModeValue.TEXTURELESS_WITH_DIFFUSE_LIGHTING, ///< *Simplest*. One color that is lit by ambient and diffuse lighting. @SINCE_1_1.45 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 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 } public enum ProjectionMode { PerspectiveProjection = Dali.ProjectionMode.PERSPECTIVE_PROJECTION, ///< Distance causes foreshortening; objects further from the camera appear smaller @SINCE_1_0.0 OrthographicProjection = Dali.ProjectionMode.ORTHOGRAPHIC_PROJECTION ///< Relative distance from the camera does not affect the size of objects @SINCE_1_0.0 } namespace Animation { public enum EndAction { Cancel = Dali.Animation.DaliEndAction.Bake, Discard = Dali.Animation.DaliEndAction.Discard, Stop = Dali.Animation.DaliEndAction.BakeFinal } public enum Interpolation { Linear = Dali.Animation.Interpolation.Linear, Cubic = Dali.Animation.Interpolation.Cubic } public enum State { Stopped = Dali.Animation.State.STOPPED, Playing = Dali.Animation.State.PLAYING, Paused = Dali.Animation.State.PAUSED } } //namespace Animation public struct ParentOrigin { public static readonly float Top = NDalic.ParentOriginTop; public static readonly float Bottom = NDalic.ParentOriginBottom; public static readonly float Left = NDalic.ParentOriginLeft; public static readonly float Right = NDalic.ParentOriginRight; public static readonly float Middle = NDalic.ParentOriginMiddle; public static readonly Dali.Vector3 TopLeft = NDalic.ParentOriginTopLeft; public static readonly Dali.Vector3 TopCenter = NDalic.ParentOriginTopCenter; public static readonly Dali.Vector3 TopRight = NDalic.ParentOriginTopRight; public static readonly Dali.Vector3 CenterLeft = NDalic.ParentOriginCenterLeft; public static readonly Dali.Vector3 Center = NDalic.ParentOriginCenter; public static readonly Dali.Vector3 CenterRight = NDalic.ParentOriginCenterRight; public static readonly Dali.Vector3 BottomLeft = NDalic.ParentOriginBottomLeft; public static readonly Dali.Vector3 BottomCenter = NDalic.ParentOriginBottomCenter; public static readonly Dali.Vector3 BottomRight = NDalic.ParentOriginBottomRight; } public struct AnchorPoint { public static readonly float Top = NDalic.AnchorPointTop; public static readonly float Bottom = NDalic.AnchorPointBottom; public static readonly float Left = NDalic.AnchorPointLeft; public static readonly float Right = NDalic.AnchorPointRight; public static readonly float Middle = NDalic.AnchorPointMiddle; public static readonly Dali.Vector3 TopLeft = NDalic.AnchorPointTopLeft; public static readonly Dali.Vector3 TopCenter = NDalic.AnchorPointTopCenter; public static readonly Dali.Vector3 TopRight = NDalic.AnchorPointTopRight; public static readonly Dali.Vector3 CenterLeft = NDalic.AnchorPointCenterLeft; public static readonly Dali.Vector3 Center = NDalic.AnchorPointCenter; public static readonly Dali.Vector3 CenterRight = NDalic.AnchorPointCenterRight; public static readonly Dali.Vector3 BottomLeft = NDalic.AnchorPointBottomLeft; public static readonly Dali.Vector3 BottomCenter = NDalic.AnchorPointBottomCenter; public static readonly Dali.Vector3 BottomRight = NDalic.AnchorPointBottomRight; } public struct Vect3 { public static readonly Dali.Vector3 One = Dali.Vector3.ONE; public static readonly Dali.Vector3 Xaxis = Dali.Vector3.XAXIS; public static readonly Dali.Vector3 Yaxis = Dali.Vector3.YAXIS; public static readonly Dali.Vector3 Zaxis = Dali.Vector3.ZAXIS; public static readonly Dali.Vector3 NegativeXaxis = Dali.Vector3.NEGATIVE_XAXIS; public static readonly Dali.Vector3 NegativeYaxis = Dali.Vector3.NEGATIVE_YAXIS; public static readonly Dali.Vector3 NegativeZaxis = Dali.Vector3.NEGATIVE_ZAXIS; public static readonly Dali.Vector3 Zero = Dali.Vector3.ZERO; } } // namespace Constants } // namesapce Dali