diff --git a/Raylib-cs/Raylib.cs b/Raylib-cs/Raylib.cs
index f82720b..4dc33af 100644
--- a/Raylib-cs/Raylib.cs
+++ b/Raylib-cs/Raylib.cs
@@ -98,27 +98,27 @@ namespace Raylib_cs
///
/// Image raw data (void *)
///
- public IntPtr data;
-
+ public IntPtr data;
+
///
/// Image base width
///
- public int width;
-
+ public int width;
+
///
/// Image base height
///
- public int height;
-
+ public int height;
+
///
/// Mipmap levels, 1 by default
///
- public int mipmaps;
-
+ public int mipmaps;
+
///
/// Data format (PixelFormat type)
///
- public PixelFormat format;
+ public PixelFormat format;
}
///
@@ -132,27 +132,27 @@ namespace Raylib_cs
///
/// OpenGL texture id
///
- public uint id;
-
+ public uint id;
+
///
/// Texture base width
///
- public int width;
-
+ public int width;
+
///
/// Texture base height
///
- public int height;
-
+ public int height;
+
///
/// Mipmap levels, 1 by default
///
- public int mipmaps;
-
+ public int mipmaps;
+
///
/// Data format (PixelFormat type)
///
- public PixelFormat format;
+ public PixelFormat format;
}
///
@@ -164,17 +164,17 @@ namespace Raylib_cs
///
/// OpenGL Framebuffer Object (FBO) id
///
- public uint id;
-
+ public uint id;
+
///
/// Color buffer attachment texture
///
- public Texture2D texture;
-
+ public Texture2D texture;
+
///
/// Depth buffer attachment texture
///
- public Texture2D depth;
+ public Texture2D depth;
}
///
@@ -186,18 +186,18 @@ namespace Raylib_cs
///
/// Region in the texture
///
- public Rectangle sourceRec;
-
+ public Rectangle sourceRec;
+
///
/// left border offset
///
- public int left;
-
+ public int left;
+
///
/// top border offset
///
- public int top;
-
+ public int top;
+
///
/// right border offset
///
@@ -207,11 +207,11 @@ namespace Raylib_cs
/// bottom border offset
///
public int bottom;
-
+
///
/// layout of the n-patch: 3x3, 1x3 or 3x1
///
- public NPatchLayout layout;
+ public NPatchLayout layout;
}
///
@@ -224,26 +224,26 @@ namespace Raylib_cs
/// Character value (Unicode)
///
public int value;
-
+
///
/// Character offset X when drawing
///
- public int offsetX;
-
+ public int offsetX;
+
///
/// Character offset Y when drawing
///
- public int offsetY;
-
+ public int offsetY;
+
///
/// Character advance position X
///
- public int advanceX;
-
+ public int advanceX;
+
///
/// Character image data
///
- public Image image;
+ public Image image;
}
///
@@ -255,32 +255,32 @@ namespace Raylib_cs
///
/// Base size (default chars height)
///
- public int baseSize;
-
+ public int baseSize;
+
///
/// Number of characters
///
- public int charsCount;
-
+ public int charsCount;
+
///
/// Padding around the chars
///
- public int charsPadding;
-
+ public int charsPadding;
+
///
/// Characters texture atals
///
- public Texture2D texture;
-
+ public Texture2D texture;
+
///
/// Characters rectangles in texture (Rectangle *)
///
- public IntPtr recs;
-
+ public IntPtr recs;
+
///
/// Characters info data (CharInfo *)
///
- public IntPtr chars;
+ public IntPtr chars;
}
///
@@ -292,27 +292,27 @@ namespace Raylib_cs
///
/// Camera position
///
- public Vector3 position;
-
+ public Vector3 position;
+
///
/// Camera target it looks-at
///
- public Vector3 target;
-
+ public Vector3 target;
+
///
/// Camera up vector (rotation over its axis)
///
- public Vector3 up;
-
+ public Vector3 up;
+
///
/// Camera field-of-view apperture in Y (degrees) in perspective, used as near plane width in orthographic
///
- public float fovy;
-
+ public float fovy;
+
///
/// Camera type, defines projection type: CAMERA_PERSPECTIVE or CAMERA_ORTHOGRAPHIC
///
- public CameraProjection projection;
+ public CameraProjection projection;
public Camera3D(Vector3 position, Vector3 target, Vector3 up, float fovy, CameraProjection projection)
{
@@ -331,22 +331,22 @@ namespace Raylib_cs
///
/// Camera offset (displacement from target)
///
- public Vector2 offset;
-
+ public Vector2 offset;
+
///
/// Camera target (rotation and zoom origin)
///
- public Vector2 target;
-
+ public Vector2 target;
+
///
/// Camera rotation in degrees
///
- public float rotation;
-
+ public float rotation;
+
///
/// Camera zoom (scaling), should be 1.0f by default
///
- public float zoom;
+ public float zoom;
public Camera2D(Vector2 offset, Vector2 target, float rotation, float zoom)
{
@@ -367,89 +367,89 @@ namespace Raylib_cs
///
/// Number of vertices stored in arrays
///
- public int vertexCount;
-
+ public int vertexCount;
+
///
/// Number of triangles stored (indexed or not)
///
- public int triangleCount;
+ public int triangleCount;
+
+ #region Default vertex data
-#region Default vertex data
-
///
/// Vertex position (XYZ - 3 components per vertex) (shader-location = 0, float *)
///
- public IntPtr vertices;
-
+ public IntPtr vertices;
+
///
/// Vertex texture coordinates (UV - 2 components per vertex) (shader-location = 1, float *)
///
- public IntPtr texcoords;
-
+ public IntPtr texcoords;
+
///
/// Vertex second texture coordinates (useful for lightmaps) (shader-location = 5, float *)
///
- public IntPtr texcoords2;
-
+ public IntPtr texcoords2;
+
///
/// Vertex normals (XYZ - 3 components per vertex) (shader-location = 2, float *)
///
- public IntPtr normals;
-
+ public IntPtr normals;
+
///
/// Vertex tangents (XYZW - 4 components per vertex) (shader-location = 4, float *)
///
- public IntPtr tangents;
-
+ public IntPtr tangents;
+
///
/// Vertex colors (RGBA - 4 components per vertex) (shader-location = 3, unsigned char *)
///
- public IntPtr colors;
-
+ public IntPtr colors;
+
///
/// Vertex indices (in case vertex data comes indexed, unsigned short *)
///
- public IntPtr indices;
-
-#endregion
-
-#region Animation vertex data
+ public IntPtr indices;
+
+ #endregion
+
+ #region Animation vertex data
///
/// Animated vertex positions (after bones transformations, float *)
///
- public IntPtr animVertices;
+ public IntPtr animVertices;
///
/// Animated normals (after bones transformations, float *)
///
- public IntPtr animNormals;
-
+ public IntPtr animNormals;
+
///
/// Vertex bone ids, up to 4 bones influence by vertex (skinning, int *)
///
- public IntPtr boneIds;
-
+ public IntPtr boneIds;
+
///
/// Vertex bone weight, up to 4 bones influence by vertex (skinning, float *)
///
- public IntPtr boneWeights;
-
-#endregion
+ public IntPtr boneWeights;
-#region OpenGL identifiers
+ #endregion
+
+ #region OpenGL identifiers
///
/// OpenGL Vertex Array Object id
///
- public uint vaoId;
-
+ public uint vaoId;
+
///
/// OpenGL Vertex Buffer Objects id (default vertex data, uint[])
///
- public IntPtr vboId;
-
-#endregion
+ public IntPtr vboId;
+
+ #endregion
}
///
@@ -461,12 +461,12 @@ namespace Raylib_cs
///
/// Shader program id
///
- public uint id;
-
+ public uint id;
+
///
/// Shader locations array (MAX_SHADER_LOCATIONS, int *)
///
- public IntPtr locs;
+ public IntPtr locs;
}
///
@@ -478,17 +478,17 @@ namespace Raylib_cs
///
/// Material map texture
///
- public Texture2D texture;
-
+ public Texture2D texture;
+
///
/// Material map color
///
- public Color color;
-
+ public Color color;
+
///
/// Material map value
///
- public float value;
+ public float value;
}
///
@@ -500,17 +500,17 @@ namespace Raylib_cs
///
/// Material shader
///
- public Shader shader;
-
+ public Shader shader;
+
///
/// Material maps (MaterialMap *)
///
- public IntPtr maps;
-
+ public IntPtr maps;
+
///
/// Material generic parameters (if required, float *)
///
- public IntPtr param;
+ public IntPtr param;
}
///
@@ -522,17 +522,17 @@ namespace Raylib_cs
///
/// Translation
///
- public Vector3 translation;
-
+ public Vector3 translation;
+
///
/// Rotation
///
- public Vector4 rotation;
-
+ public Vector4 rotation;
+
///
/// Scale
///
- public Vector3 scale;
+ public Vector3 scale;
}
///
@@ -544,12 +544,12 @@ namespace Raylib_cs
///
/// Bone name (char[32])
///
- public IntPtr name;
-
+ public IntPtr name;
+
///
/// Bone parent
///
- public int parent;
+ public int parent;
}
///
@@ -562,17 +562,17 @@ namespace Raylib_cs
/// Local transform matrix
///
public Matrix4x4 transform;
-
+
///
/// Number of meshes
///
- public int meshCount;
-
+ public int meshCount;
+
///
/// Number of materials
///
public int materialCount;
-
+
///
/// Meshes array (Mesh *)
///
@@ -608,7 +608,6 @@ namespace Raylib_cs
[StructLayout(LayoutKind.Sequential)]
public struct ModelAnimation
{
-
///
/// Number of bones
///
@@ -634,7 +633,6 @@ namespace Raylib_cs
[StructLayout(LayoutKind.Sequential)]
public struct Ray
{
-
///
/// Ray position (origin)
///
@@ -656,7 +654,6 @@ namespace Raylib_cs
[StructLayout(LayoutKind.Sequential)]
public struct RayHitInfo
{
-
///
/// Did the ray hit something?
///
@@ -682,7 +679,6 @@ namespace Raylib_cs
[StructLayout(LayoutKind.Sequential)]
public struct BoundingBox
{
-
///
/// Minimum vertex box-corner
///
@@ -704,7 +700,6 @@ namespace Raylib_cs
[StructLayout(LayoutKind.Sequential)]
public struct Wave
{
-
///
/// Number of samples
///
@@ -736,7 +731,6 @@ namespace Raylib_cs
[StructLayout(LayoutKind.Sequential)]
public struct AudioStream
{
-
///
/// Pointer to internal data(rAudioBuffer *) used by the audio system
///
@@ -762,7 +756,6 @@ namespace Raylib_cs
[StructLayout(LayoutKind.Sequential)]
public struct Sound
{
-
///
/// Audio stream
///
@@ -779,7 +772,6 @@ namespace Raylib_cs
[StructLayout(LayoutKind.Sequential)]
public struct Music
{
-
///
/// Audio stream
///
@@ -810,7 +802,6 @@ namespace Raylib_cs
[StructLayout(LayoutKind.Sequential)]
public unsafe struct VrDeviceInfo
{
-
///
/// HMD horizontal resolution in pixels
///
@@ -866,7 +857,6 @@ namespace Raylib_cs
[StructLayout(LayoutKind.Sequential)]
public struct VrStereoConfig
{
-
///
/// VR projection matrices (per eye)
///
@@ -924,7 +914,6 @@ namespace Raylib_cs
[Flags]
public enum ConfigFlags
{
-
///
/// Set to try enabling V-Sync on GPU
///
@@ -996,25 +985,49 @@ namespace Raylib_cs
FLAG_INTERLACED_HINT = 0x00010000,
}
- /// Trace log level
+ /// Trace log level
+ /// NOTE: Organized by priority level
public enum TraceLogLevel
{
-
///
/// Display all logs
///
LOG_ALL = 0,
+
+ ///
+ /// Trace logging, intended for internal use only
+ ///
LOG_TRACE,
+
+ ///
+ /// Debug logging, used for internal debugging, it should be disabled on release builds
+ ///
LOG_DEBUG,
+
+ ///
+ /// Info logging, used for program execution info
+ ///
LOG_INFO,
+
+ ///
+ /// Warning logging, used on recoverable failures
+ ///
LOG_WARNING,
+
+ ///
+ /// Error logging, used on unrecoverable failures
+ ///
LOG_ERROR,
+
+ ///
+ /// Fatal logging, used to abort program: exit(EXIT_FAILURE)
+ ///
LOG_FATAL,
///
/// Disable logging
///
- LOG_NONE
+ LOG_NONE
}
/// Keyboard keys (US keyboard layout)
@@ -1022,6 +1035,9 @@ namespace Raylib_cs
/// required keys for alternative layouts
public enum KeyboardKey
{
+ ///
+ /// NULL, used for no key pressed
+ ///
KEY_NULL = 0,
// Alphanumeric keys
@@ -1145,32 +1161,62 @@ namespace Raylib_cs
/// Mouse buttons
public enum MouseButton
{
- MOUSE_LEFT_BUTTON = 0,
- MOUSE_RIGHT_BUTTON = 1,
- MOUSE_MIDDLE_BUTTON = 2
+ ///
+ /// Mouse button left
+ ///
+ MOUSE_BUTTON_LEFT = 0,
+
+ ///
+ /// Mouse button right
+ ///
+ MOUSE_BUTTON_RIGHT = 1,
+
+ ///
+ /// Mouse button middle (pressed wheel)
+ ///
+ MOUSE_BUTTON_MIDDLE = 2,
}
/// Mouse cursor
public enum MouseCursor
{
+ ///
+ /// Default pointer shape
+ ///
MOUSE_CURSOR_DEFAULT = 0,
+
+ ///
+ /// Arrow shape
+ ///
MOUSE_CURSOR_ARROW = 1,
+
+ ///
+ /// Text writing cursor shape
+ ///
MOUSE_CURSOR_IBEAM = 2,
+
+ ///
+ /// Cross shape
+ ///
MOUSE_CURSOR_CROSSHAIR = 3,
+
+ ///
+ /// Pointing hand cursor
+ ///
MOUSE_CURSOR_POINTING_HAND = 4,
///
- /// The horizontal resize/move arrow shape
+ /// Horizontal resize/move arrow shape
///
MOUSE_CURSOR_RESIZE_EW = 5,
///
- /// The vertical resize/move arrow shape
+ /// Vertical resize/move arrow shape
///
MOUSE_CURSOR_RESIZE_NS = 6,
///
- /// The top-left to bottom-right diagonal resize/move arrow shape
+ /// Top-left to bottom-right diagonal resize/move arrow shape
///
MOUSE_CURSOR_RESIZE_NWSE = 7,
@@ -1187,28 +1233,55 @@ namespace Raylib_cs
///
/// The operation-not-allowed shape
///
- MOUSE_CURSOR_NOT_ALLOWED = 10
+ MOUSE_CURSOR_NOT_ALLOWED = 10
}
/// Gamepad buttons
public enum GamepadButton
{
- // This is here just for error checking
+ ///
+ /// This is here just for error checking
+ ///
GAMEPAD_BUTTON_UNKNOWN = 0,
- // This is normally a DPAD
+ ///
+ /// Gamepad left DPAD up button
+ ///
GAMEPAD_BUTTON_LEFT_FACE_UP,
+
+ ///
+ /// Gamepad left DPAD right button
+ ///
GAMEPAD_BUTTON_LEFT_FACE_RIGHT,
+
+ ///
+ /// Gamepad left DPAD down button
+ ///
GAMEPAD_BUTTON_LEFT_FACE_DOWN,
+
+ ///
+ /// Gamepad left DPAD left button
+ ///
GAMEPAD_BUTTON_LEFT_FACE_LEFT,
- // This normally corresponds with PlayStation and Xbox controllers
- // XBOX: [Y,X,A,B]
- // PS3: [Triangle,Square,Cross,Circle]
- // No support for 6 button controllers though..
+ ///
+ /// Gamepad right button up (i.e. PS3: Triangle, Xbox: Y)
+ ///
GAMEPAD_BUTTON_RIGHT_FACE_UP,
+
+ ///
+ /// Gamepad right button right (i.e. PS3: Square, Xbox: X)
+ ///
GAMEPAD_BUTTON_RIGHT_FACE_RIGHT,
+
+ ///
+ /// Gamepad right button down (i.e. PS3: Cross, Xbox: A)
+ ///
GAMEPAD_BUTTON_RIGHT_FACE_DOWN,
+
+ ///
+ /// Gamepad right button left (i.e. PS3: Circle, Xbox: B)
+ ///
GAMEPAD_BUTTON_RIGHT_FACE_LEFT,
// Triggers
@@ -1233,12 +1306,12 @@ namespace Raylib_cs
/// PS3 Start
///
GAMEPAD_BUTTON_MIDDLE_RIGHT,
-
+
///
/// Left joystick press button
///
GAMEPAD_BUTTON_LEFT_THUMB,
-
+
///
/// Right joystick press button
///
@@ -1248,72 +1321,73 @@ namespace Raylib_cs
/// Gamepad axis
public enum GamepadAxis
{
-
///
/// Gamepad left stick X axis
///
- GAMEPAD_AXIS_LEFT_X = 0,
+ GAMEPAD_AXIS_LEFT_X = 0,
///
/// Gamepad left stick Y axis
///
- GAMEPAD_AXIS_LEFT_Y = 1,
+ GAMEPAD_AXIS_LEFT_Y = 1,
///
/// Gamepad right stick X axis
///
- GAMEPAD_AXIS_RIGHT_X = 2,
+ GAMEPAD_AXIS_RIGHT_X = 2,
///
/// Gamepad right stick Y axis
///
- GAMEPAD_AXIS_RIGHT_Y = 3,
+ GAMEPAD_AXIS_RIGHT_Y = 3,
///
/// Gamepad back trigger left, pressure level: [1..-1]
///
- GAMEPAD_AXIS_LEFT_TRIGGER = 4,
+ GAMEPAD_AXIS_LEFT_TRIGGER = 4,
///
/// Gamepad back trigger right, pressure level: [1..-1]
///
- GAMEPAD_AXIS_RIGHT_TRIGGER = 5
+ GAMEPAD_AXIS_RIGHT_TRIGGER = 5
}
/// Material map index
public enum MaterialMapIndex
{
-
///
/// MAP_DIFFUSE
///
- MATERIAL_MAP_ALBEDO = 0,
+ MATERIAL_MAP_ALBEDO = 0,
///
/// MAP_SPECULAR
///
- MATERIAL_MAP_METALNESS = 1,
+ MATERIAL_MAP_METALNESS = 1,
+
MATERIAL_MAP_NORMAL = 2,
MATERIAL_MAP_ROUGHNESS = 3,
MATERIAL_MAP_OCCLUSION,
MATERIAL_MAP_EMISSION,
MATERIAL_MAP_HEIGHT,
- MATERIAL_MAP_BRDF,
- ///
- /// NOTE: Uses GL_TEXTURE_CUBE_MAP
- ///
- MATERIAL_MAP_CUBEMAP,
///
/// NOTE: Uses GL_TEXTURE_CUBE_MAP
///
- MATERIAL_MAP_IRRADIANCE,
+ MATERIAL_MAP_CUBEMAP,
+
+ ///
+ /// NOTE: Uses GL_TEXTURE_CUBE_MAP
+ ///
+ MATERIAL_MAP_IRRADIANCE,
///
/// NOTE: Uses GL_TEXTURE_CUBE_MAP
///
MATERIAL_MAP_PREFILTER,
+ MATERIAL_MAP_BRDF,
+
MATERIAL_MAP_DIFFUSE = MATERIAL_MAP_ALBEDO,
MATERIAL_MAP_SPECULAR = MATERIAL_MAP_METALNESS,
}
@@ -1336,16 +1410,8 @@ namespace Raylib_cs
SHADER_LOC_COLOR_DIFFUSE,
SHADER_LOC_COLOR_SPECULAR,
SHADER_LOC_COLOR_AMBIENT,
-
- ///
- /// SHADER_LOC_MAP_DIFFUSE
- ///
- SHADER_LOC_MAP_ALBEDO,
-
- ///
- /// SHADER_LOC_MAP_SPECULAR
- ///
- SHADER_LOC_MAP_METALNESS,
+ SHADER_LOC_MAP_ALBEDO,
+ SHADER_LOC_MAP_METALNESS,
SHADER_LOC_MAP_NORMAL,
SHADER_LOC_MAP_ROUGHNESS,
SHADER_LOC_MAP_OCCLUSION,
@@ -1378,111 +1444,110 @@ namespace Raylib_cs
/// NOTE: Support depends on OpenGL version and platform
public enum PixelFormat
{
-
///
/// 8 bit per pixel (no alpha)
///
- PIXELFORMAT_UNCOMPRESSED_GRAYSCALE = 1,
+ PIXELFORMAT_UNCOMPRESSED_GRAYSCALE = 1,
///
/// 8*2 bpp (2 channels)
///
- PIXELFORMAT_UNCOMPRESSED_GRAY_ALPHA,
+ PIXELFORMAT_UNCOMPRESSED_GRAY_ALPHA,
///
/// 16 bpp
///
- PIXELFORMAT_UNCOMPRESSED_R5G6B5,
+ PIXELFORMAT_UNCOMPRESSED_R5G6B5,
///
/// 24 bpp
///
- PIXELFORMAT_UNCOMPRESSED_R8G8B8,
+ PIXELFORMAT_UNCOMPRESSED_R8G8B8,
///
/// 16 bpp (1 bit alpha)
///
- PIXELFORMAT_UNCOMPRESSED_R5G5B5A1,
+ PIXELFORMAT_UNCOMPRESSED_R5G5B5A1,
///
/// 16 bpp (4 bit alpha)
///
- PIXELFORMAT_UNCOMPRESSED_R4G4B4A4,
+ PIXELFORMAT_UNCOMPRESSED_R4G4B4A4,
///
/// 32 bpp
///
- PIXELFORMAT_UNCOMPRESSED_R8G8B8A8,
+ PIXELFORMAT_UNCOMPRESSED_R8G8B8A8,
///
/// 32 bpp (1 channel - float)
///
- PIXELFORMAT_UNCOMPRESSED_R32,
+ PIXELFORMAT_UNCOMPRESSED_R32,
///
/// 32*3 bpp (3 channels - float)
///
- PIXELFORMAT_UNCOMPRESSED_R32G32B32,
+ PIXELFORMAT_UNCOMPRESSED_R32G32B32,
///
/// 32*4 bpp (4 channels - float)
///
- PIXELFORMAT_UNCOMPRESSED_R32G32B32A32,
+ PIXELFORMAT_UNCOMPRESSED_R32G32B32A32,
///
/// 4 bpp (no alpha)
///
- PIXELFORMAT_COMPRESSED_DXT1_RGB,
+ PIXELFORMAT_COMPRESSED_DXT1_RGB,
///
/// 4 bpp (1 bit alpha)
///
- PIXELFORMAT_COMPRESSED_DXT1_RGBA,
+ PIXELFORMAT_COMPRESSED_DXT1_RGBA,
///
/// 8 bpp
///
- PIXELFORMAT_COMPRESSED_DXT3_RGBA,
+ PIXELFORMAT_COMPRESSED_DXT3_RGBA,
///
/// 8 bpp
///
- PIXELFORMAT_COMPRESSED_DXT5_RGBA,
+ PIXELFORMAT_COMPRESSED_DXT5_RGBA,
///
/// 4 bpp
///
- PIXELFORMAT_COMPRESSED_ETC1_RGB,
+ PIXELFORMAT_COMPRESSED_ETC1_RGB,
///
/// 4 bpp
///
- PIXELFORMAT_COMPRESSED_ETC2_RGB,
+ PIXELFORMAT_COMPRESSED_ETC2_RGB,
///
/// 8 bpp
///
- PIXELFORMAT_COMPRESSED_ETC2_EAC_RGBA,
+ PIXELFORMAT_COMPRESSED_ETC2_EAC_RGBA,
///
/// 4 bpp
///
- PIXELFORMAT_COMPRESSED_PVRT_RGB,
+ PIXELFORMAT_COMPRESSED_PVRT_RGB,
///
/// 4 bpp
///
- PIXELFORMAT_COMPRESSED_PVRT_RGBA,
+ PIXELFORMAT_COMPRESSED_PVRT_RGBA,
///
/// 8 bpp
///
- PIXELFORMAT_COMPRESSED_ASTC_4x4_RGBA,
+ PIXELFORMAT_COMPRESSED_ASTC_4x4_RGBA,
///
/// 2 bpp
///
- PIXELFORMAT_COMPRESSED_ASTC_8x8_RGBA
+ PIXELFORMAT_COMPRESSED_ASTC_8x8_RGBA
}
/// Texture parameters: filter mode
@@ -1490,151 +1555,146 @@ namespace Raylib_cs
/// NOTE 2: Filter is accordingly set for minification and magnification
public enum TextureFilter
{
-
///
/// No filter, just pixel aproximation
///
- TEXTURE_FILTER_POINT = 0,
+ TEXTURE_FILTER_POINT = 0,
///
/// Linear filtering
///
- TEXTURE_FILTER_BILINEAR,
+ TEXTURE_FILTER_BILINEAR,
///
/// Trilinear filtering (linear with mipmaps)
///
- TEXTURE_FILTER_TRILINEAR,
+ TEXTURE_FILTER_TRILINEAR,
///
/// Anisotropic filtering 4x
///
- TEXTURE_FILTER_ANISOTROPIC_4X,
+ TEXTURE_FILTER_ANISOTROPIC_4X,
///
/// Anisotropic filtering 8x
///
- TEXTURE_FILTER_ANISOTROPIC_8X,
+ TEXTURE_FILTER_ANISOTROPIC_8X,
///
/// Anisotropic filtering 16x
///
- TEXTURE_FILTER_ANISOTROPIC_16X,
+ TEXTURE_FILTER_ANISOTROPIC_16X,
}
/// Texture parameters: wrap mode
public enum TextureWrap
{
-
///
/// Repeats texture in tiled mode
///
- TEXTURE_WRAP_REPEAT = 0,
+ TEXTURE_WRAP_REPEAT = 0,
///
/// Clamps texture to edge pixel in tiled mode
///
- TEXTURE_WRAP_CLAMP,
+ TEXTURE_WRAP_CLAMP,
///
/// Mirrors and repeats the texture in tiled mode
///
- TEXTURE_WRAP_MIRROR_REPEAT,
+ TEXTURE_WRAP_MIRROR_REPEAT,
///
/// Mirrors and clamps to border the texture in tiled mode
///
- TEXTURE_WRAP_MIRROR_CLAMP
+ TEXTURE_WRAP_MIRROR_CLAMP
}
/// Cubemap layouts
public enum CubemapLayout
{
-
///
/// Automatically detect layout type
///
- CUBEMAP_LAYOUT_AUTO_DETECT = 0,
+ CUBEMAP_LAYOUT_AUTO_DETECT = 0,
///
/// Layout is defined by a vertical line with faces
///
- CUBEMAP_LAYOUT_LINE_VERTICAL,
+ CUBEMAP_LAYOUT_LINE_VERTICAL,
///
/// Layout is defined by an horizontal line with faces
///
- CUBEMAP_LAYOUT_LINE_HORIZONTAL,
+ CUBEMAP_LAYOUT_LINE_HORIZONTAL,
///
/// Layout is defined by a 3x4 cross with cubemap faces
///
- CUBEMAP_LAYOUT_CROSS_THREE_BY_FOUR,
+ CUBEMAP_LAYOUT_CROSS_THREE_BY_FOUR,
///
/// Layout is defined by a 4x3 cross with cubemap faces
///
- CUBEMAP_LAYOUT_CROSS_FOUR_BY_THREE,
+ CUBEMAP_LAYOUT_CROSS_FOUR_BY_THREE,
///
/// Layout is defined by a panorama image (equirectangular map)
///
- CUBEMAP_LAYOUT_PANORAMA
+ CUBEMAP_LAYOUT_PANORAMA
}
/// Font type, defines generation method
public enum FontType
{
-
///
/// Default font generation, anti-aliased
///
- FONT_DEFAULT = 0,
+ FONT_DEFAULT = 0,
///
/// Bitmap font generation, no anti-aliasing
///
- FONT_BITMAP,
+ FONT_BITMAP,
///
/// SDF font generation, requires external shader
///
- FONT_SDF
+ FONT_SDF
}
/// Color blending modes (pre-defined)
public enum BlendMode
{
-
///
/// Blend textures considering alpha (default)
///
- BLEND_ALPHA = 0,
+ BLEND_ALPHA = 0,
///
/// Blend textures adding colors
///
- BLEND_ADDITIVE,
+ BLEND_ADDITIVE,
///
/// Blend textures multiplying colors
///
- BLEND_MULTIPLIED,
+ BLEND_MULTIPLIED,
///
/// Blend textures adding colors (alternative)
///
- BLEND_ADD_COLORS,
+ BLEND_ADD_COLORS,
///
/// Blend textures subtracting colors (alternative)
///
- BLEND_SUBTRACT_COLORS,
+ BLEND_SUBTRACT_COLORS,
///
- /// Belnd textures using custom src/dst factors (use rlSetBlendMode())
+ /// Blend textures using custom src/dst factors (use rlSetBlendMode())
///
- BLEND_CUSTOM
+ BLEND_CUSTOM
}
/// Gestures
@@ -1675,21 +1735,20 @@ namespace Raylib_cs
/// N-patch layout
public enum NPatchLayout
{
-
///
/// Npatch defined by 3x3 tiles
///
- NPATCH_NINE_PATCH = 0,
+ NPATCH_NINE_PATCH = 0,
///
/// Npatch defined by 1x3 tiles
///
- NPATCH_THREE_PATCH_VERTICAL,
+ NPATCH_THREE_PATCH_VERTICAL,
///
/// Npatch defined by 3x1 tiles
///
- NPATCH_THREE_PATCH_HORIZONTAL
+ NPATCH_THREE_PATCH_HORIZONTAL
}
[SuppressUnmanagedCodeSecurity]