From 7ca1f28a9f50338a8a526ea2844352e796fc1dc6 Mon Sep 17 00:00:00 2001 From: ChrisDill Date: Fri, 22 Oct 2021 17:49:13 +0100 Subject: [PATCH] Fix formatting/update doc comments in Raylib.cs --- Raylib-cs/Raylib.cs | 537 ++++++++++++++++++++++++-------------------- 1 file changed, 298 insertions(+), 239 deletions(-) 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]