+/** 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
+ // 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
+
+
+ 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 {
+ 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
+ }
+
+ /**
+ * @brief Projection modes.
+ * @SINCE_1_0.0
+ */
+ 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 Constants
+} // namesapce Dali