/** 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 { 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 } 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; } public struct Visual { public static readonly int PropertyType = NDalic.VISUAL_PROPERTY_TYPE; public static readonly int PropertyShader = NDalic.VISUAL_PROPERTY_SHADER; public static readonly int VertexShader = NDalic.VERTEX_SHADER; public static readonly int FragmentShader = NDalic.FRAGMENT_SHADER; public static readonly int SubdivideGridX = NDalic.SUBDIVIDE_GRID_X; public static readonly int SubdivideGridY = NDalic.SUBDIVIDE_GRID_Y; public static readonly int Hints = NDalic.HINTS; public static readonly int Color = NDalic.COLOR; public static readonly int Size = NDalic.SIZE; public static readonly int AntiAliasing = NDalic.ANTI_ALIASING; public static readonly int MixColor = NDalic.MIX_COLOR; public static readonly int StartPosition = NDalic.START_POSITION; public static readonly int EndPosition = NDalic.END_POSITION; public static readonly int Center = NDalic.CENTER; public static readonly int Radius = NDalic.RADIUS; public static readonly int StopOffset = NDalic.STOP_OFFSET; public static readonly int StopColor = NDalic.STOP_COLOR; public static readonly int Units = NDalic.UNITS; public static readonly int SpreadMethod = NDalic.SPREAD_METHOD; public static readonly int ImageVisualURL = NDalic.IMAGE_VISUAL_URL; public static readonly int ImageVisualFittingMode = NDalic.IMAGE_VISUAL_FITTING_MODE; public static readonly int ImageVisualSamplingMode = NDalic.IMAGE_VISUAL_SAMPLING_MODE; public static readonly int ImageVisualDesiredWidth = NDalic.IMAGE_VISUAL_DESIRED_WIDTH; public static readonly int ImageVisualDesiredHeight = NDalic.IMAGE_VISUAL_DESIRED_HEIGHT; public static readonly int ImageVisualSynchronousLoading = NDalic.IMAGE_VISUAL_SYNCHRONOUS_LOADING; public static readonly int ImageVisualBorderOnly = NDalic.IMAGE_VISUAL_BORDER_ONLY; public static readonly int ImageVisualBatchingEnabled = NDalic.IMAGE_VISUAL_BATCHING_ENABLED; public static readonly int ImageVisualPixelArea = NDalic.IMAGE_VISUAL_PIXEL_AREA; public static readonly int ImageVisualWrapModeU = NDalic.IMAGE_VISUAL_WRAP_MODE_U; public static readonly int ImageVisualWrapModeV = NDalic.IMAGE_VISUAL_WRAP_MODE_V; public enum Type { Border = Dali.VisualType.BORDER, Color = Dali.VisualType.COLOR, Gradient = Dali.VisualType.GRADIENT, Image = Dali.VisualType.IMAGE, Mesh = Dali.VisualType.MESH, Primitive = Dali.VisualType.PRIMITIVE, WireFrame = Dali.VisualType.WIREFRAME } } } // namespace Constants } // namesapce Dali