From 3c2f2b406488aef496c9e690915dd3ebb2ffd2c7 Mon Sep 17 00:00:00 2001 From: ChrisDill Date: Tue, 11 May 2021 08:18:53 +0100 Subject: [PATCH] Fix enum naming - Add missing prefixes to enums to match raylib. - Add aliases for a few enum types --- Raylib-cs/Raylib.cs | 160 +++++++++++++++++++++++--------------------- 1 file changed, 83 insertions(+), 77 deletions(-) diff --git a/Raylib-cs/Raylib.cs b/Raylib-cs/Raylib.cs index 6a9ce4a..d807a15 100644 --- a/Raylib-cs/Raylib.cs +++ b/Raylib-cs/Raylib.cs @@ -640,88 +640,94 @@ namespace Raylib_cs /// Material map index public enum MaterialMapIndex { - MAP_ALBEDO = 0, // MAP_DIFFUSE - MAP_METALNESS = 1, // MAP_SPECULAR - MAP_NORMAL = 2, - MAP_ROUGHNESS = 3, - MAP_OCCLUSION, - MAP_EMISSION, - MAP_HEIGHT, - MAP_CUBEMAP, // NOTE: Uses GL_TEXTURE_CUBE_MAP - MAP_IRRADIANCE, // NOTE: Uses GL_TEXTURE_CUBE_MAP - MAP_PREFILTER, // NOTE: Uses GL_TEXTURE_CUBE_MAP - MAP_BRDF + MATERIAL_MAP_ALBEDO = 0, // MAP_DIFFUSE + MATERIAL_MAP_METALNESS = 1, // MAP_SPECULAR + MATERIAL_MAP_NORMAL = 2, + MATERIAL_MAP_ROUGHNESS = 3, + MATERIAL_MAP_OCCLUSION, + MATERIAL_MAP_EMISSION, + MATERIAL_MAP_HEIGHT, + MATERIAL_MAP_CUBEMAP, // NOTE: Uses GL_TEXTURE_CUBE_MAP + MATERIAL_MAP_IRRADIANCE, // NOTE: Uses GL_TEXTURE_CUBE_MAP + MATERIAL_MAP_PREFILTER, // NOTE: Uses GL_TEXTURE_CUBE_MAP + MATERIAL_MAP_BRDF, + + MATERIAL_MAP_DIFFUSE = MATERIAL_MAP_ALBEDO, + MATERIAL_MAP_SPECULAR = MATERIAL_MAP_METALNESS, } /// Shader location index public enum ShaderLocationIndex { - LOC_VERTEX_POSITION = 0, - LOC_VERTEX_TEXCOORD01, - LOC_VERTEX_TEXCOORD02, - LOC_VERTEX_NORMAL, - LOC_VERTEX_TANGENT, - LOC_VERTEX_COLOR, - LOC_MATRIX_MVP, - LOC_MATRIX_MODEL, - LOC_MATRIX_VIEW, - LOC_MATRIX_PROJECTION, - LOC_VECTOR_VIEW, - LOC_COLOR_DIFFUSE, - LOC_COLOR_SPECULAR, - LOC_COLOR_AMBIENT, - LOC_MAP_ALBEDO, // LOC_MAP_DIFFUSE - LOC_MAP_METALNESS, // LOC_MAP_SPECULAR - LOC_MAP_NORMAL, - LOC_MAP_ROUGHNESS, - LOC_MAP_OCCLUSION, - LOC_MAP_EMISSION, - LOC_MAP_HEIGHT, - LOC_MAP_CUBEMAP, - LOC_MAP_IRRADIANCE, - LOC_MAP_PREFILTER, - LOC_MAP_BRDF + SHADER_LOC_VERTEX_POSITION = 0, + SHADER_LOC_VERTEX_TEXCOORD01, + SHADER_LOC_VERTEX_TEXCOORD02, + SHADER_LOC_VERTEX_NORMAL, + SHADER_LOC_VERTEX_TANGENT, + SHADER_LOC_VERTEX_COLOR, + SHADER_LOC_MATRIX_MVP, + SHADER_LOC_MATRIX_MODEL, + SHADER_LOC_MATRIX_VIEW, + SHADER_LOC_MATRIX_PROJECTION, + SHADER_LOC_VECTOR_VIEW, + SHADER_LOC_COLOR_DIFFUSE, + SHADER_LOC_COLOR_SPECULAR, + SHADER_LOC_COLOR_AMBIENT, + SHADER_LOC_MAP_ALBEDO, // SHADER_LOC_MAP_DIFFUSE + SHADER_LOC_MAP_METALNESS, // SHADER_LOC_MAP_SPECULAR + SHADER_LOC_MAP_NORMAL, + SHADER_LOC_MAP_ROUGHNESS, + SHADER_LOC_MAP_OCCLUSION, + SHADER_LOC_MAP_EMISSION, + SHADER_LOC_MAP_HEIGHT, + SHADER_LOC_MAP_CUBEMAP, + SHADER_LOC_MAP_IRRADIANCE, + SHADER_LOC_MAP_PREFILTER, + SHADER_LOC_MAP_BRDF, + + SHADER_LOC_MAP_DIFFUSE = SHADER_LOC_MAP_ALBEDO, + SHADER_LOC_MAP_SPECULAR = SHADER_LOC_MAP_METALNESS, } /// Shader uniform data type public enum ShaderUniformDataType { - UNIFORM_FLOAT = 0, - UNIFORM_VEC2, - UNIFORM_VEC3, - UNIFORM_VEC4, - UNIFORM_INT, - UNIFORM_IVEC2, - UNIFORM_IVEC3, - UNIFORM_IVEC4, - UNIFORM_SAMPLER2D + SHADER_UNIFORM_FLOAT = 0, + SHADER_UNIFORM_VEC2, + SHADER_UNIFORM_VEC3, + SHADER_UNIFORM_VEC4, + SHADER_UNIFORM_INT, + SHADER_UNIFORM_IVEC2, + SHADER_UNIFORM_IVEC3, + SHADER_UNIFORM_IVEC4, + SHADER_UNIFORM_SAMPLER2D } /// Pixel formats /// NOTE: Support depends on OpenGL version and platform public enum PixelFormat { - UNCOMPRESSED_GRAYSCALE = 1, // 8 bit per pixel (no alpha) - UNCOMPRESSED_GRAY_ALPHA, // 8*2 bpp (2 channels) - UNCOMPRESSED_R5G6B5, // 16 bpp - UNCOMPRESSED_R8G8B8, // 24 bpp - UNCOMPRESSED_R5G5B5A1, // 16 bpp (1 bit alpha) - UNCOMPRESSED_R4G4B4A4, // 16 bpp (4 bit alpha) - UNCOMPRESSED_R8G8B8A8, // 32 bpp - UNCOMPRESSED_R32, // 32 bpp (1 channel - float) - UNCOMPRESSED_R32G32B32, // 32*3 bpp (3 channels - float) - UNCOMPRESSED_R32G32B32A32, // 32*4 bpp (4 channels - float) - COMPRESSED_DXT1_RGB, // 4 bpp (no alpha) - COMPRESSED_DXT1_RGBA, // 4 bpp (1 bit alpha) - COMPRESSED_DXT3_RGBA, // 8 bpp - COMPRESSED_DXT5_RGBA, // 8 bpp - COMPRESSED_ETC1_RGB, // 4 bpp - COMPRESSED_ETC2_RGB, // 4 bpp - COMPRESSED_ETC2_EAC_RGBA, // 8 bpp - COMPRESSED_PVRT_RGB, // 4 bpp - COMPRESSED_PVRT_RGBA, // 4 bpp - COMPRESSED_ASTC_4x4_RGBA, // 8 bpp - COMPRESSED_ASTC_8x8_RGBA // 2 bpp + PIXELFORMAT_UNCOMPRESSED_GRAYSCALE = 1, // 8 bit per pixel (no alpha) + PIXELFORMAT_UNCOMPRESSED_GRAY_ALPHA, // 8*2 bpp (2 channels) + PIXELFORMAT_UNCOMPRESSED_R5G6B5, // 16 bpp + PIXELFORMAT_UNCOMPRESSED_R8G8B8, // 24 bpp + PIXELFORMAT_UNCOMPRESSED_R5G5B5A1, // 16 bpp (1 bit alpha) + PIXELFORMAT_UNCOMPRESSED_R4G4B4A4, // 16 bpp (4 bit alpha) + PIXELFORMAT_UNCOMPRESSED_R8G8B8A8, // 32 bpp + PIXELFORMAT_UNCOMPRESSED_R32, // 32 bpp (1 channel - float) + PIXELFORMAT_UNCOMPRESSED_R32G32B32, // 32*3 bpp (3 channels - float) + PIXELFORMAT_UNCOMPRESSED_R32G32B32A32, // 32*4 bpp (4 channels - float) + PIXELFORMAT_COMPRESSED_DXT1_RGB, // 4 bpp (no alpha) + PIXELFORMAT_COMPRESSED_DXT1_RGBA, // 4 bpp (1 bit alpha) + PIXELFORMAT_COMPRESSED_DXT3_RGBA, // 8 bpp + PIXELFORMAT_COMPRESSED_DXT5_RGBA, // 8 bpp + PIXELFORMAT_COMPRESSED_ETC1_RGB, // 4 bpp + PIXELFORMAT_COMPRESSED_ETC2_RGB, // 4 bpp + PIXELFORMAT_COMPRESSED_ETC2_EAC_RGBA, // 8 bpp + PIXELFORMAT_COMPRESSED_PVRT_RGB, // 4 bpp + PIXELFORMAT_COMPRESSED_PVRT_RGBA, // 4 bpp + PIXELFORMAT_COMPRESSED_ASTC_4x4_RGBA, // 8 bpp + PIXELFORMAT_COMPRESSED_ASTC_8x8_RGBA // 2 bpp } /// Texture parameters: filter mode @@ -729,21 +735,21 @@ namespace Raylib_cs /// NOTE 2: Filter is accordingly set for minification and magnification public enum TextureFilter { - FILTER_POINT = 0, // No filter, just pixel aproximation - FILTER_BILINEAR, // Linear filtering - FILTER_TRILINEAR, // Trilinear filtering (linear with mipmaps) - FILTER_ANISOTROPIC_4X, // Anisotropic filtering 4x - FILTER_ANISOTROPIC_8X, // Anisotropic filtering 8x - FILTER_ANISOTROPIC_16X, // Anisotropic filtering 16x + TEXTURE_FILTER_POINT = 0, // No filter, just pixel aproximation + TEXTURE_FILTER_BILINEAR, // Linear filtering + TEXTURE_FILTER_TRILINEAR, // Trilinear filtering (linear with mipmaps) + TEXTURE_FILTER_ANISOTROPIC_4X, // Anisotropic filtering 4x + TEXTURE_FILTER_ANISOTROPIC_8X, // Anisotropic filtering 8x + TEXTURE_FILTER_ANISOTROPIC_16X, // Anisotropic filtering 16x } /// Texture parameters: wrap mode public enum TextureWrap { - WRAP_REPEAT = 0, // Repeats texture in tiled mode - WRAP_CLAMP, // Clamps texture to edge pixel in tiled mode - WRAP_MIRROR_REPEAT, // Mirrors and repeats the texture in tiled mode - WRAP_MIRROR_CLAMP // Mirrors and clamps to border the texture in tiled mode + TEXTURE_WRAP_REPEAT = 0, // Repeats texture in tiled mode + TEXTURE_WRAP_CLAMP, // Clamps texture to edge pixel in tiled mode + TEXTURE_WRAP_MIRROR_REPEAT, // Mirrors and repeats the texture in tiled mode + TEXTURE_WRAP_MIRROR_CLAMP // Mirrors and clamps to border the texture in tiled mode } /// Cubemap layouts @@ -773,7 +779,7 @@ namespace Raylib_cs BLEND_MULTIPLIED, // Blend textures multiplying colors BLEND_ADD_COLORS, // Blend textures adding colors (alternative) BLEND_SUBTRACT_COLORS, // Blend textures subtracting colors (alternative) - BLEND_CUSTOM // Belnd textures using custom src/dst factors (use SetBlendModeCustom()) + BLEND_CUSTOM // Belnd textures using custom src/dst factors (use rlSetBlendMode()) } /// Gestures