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[platform/core/uifw/dali-toolkit.git] / plugins / dali-swig / manual / csharp / DaliEnumConstants.cs
old mode 100644 (file)
new mode 100755 (executable)
index e159317..375445d
  */
 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
-          // Preset bit-mask combinations:
-          DepthStencil  = Dali.FrameBuffer.Attachment.Mask.DEPTH_STENCIL  ///< The Framebuffer will be created with depth and stencil buffer   @SINCE_1_1.45
-        }
-      } //namespace FrameBuffer
-    } // namespace Attachment
+namespace Dali 
+{
+  namespace Constants
+  {
 
-
-    public enum TextureType {
+    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
     }
 
-    /**
-     * @brief Stereoscopic view modes
-     * @SINCE_1_0.0
-     */
-    public enum ViewMode {
+    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 {
+    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
     }
 
-    /**
-     * @brief Projection modes.
-     * @SINCE_1_0.0
-     */
-    public enum ProjectionMode {
+    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