diff --git a/Raylib-cs/Rlgl.cs b/Raylib-cs/Rlgl.cs index 8590282..d333dfb 100644 --- a/Raylib-cs/Rlgl.cs +++ b/Raylib-cs/Rlgl.cs @@ -1,7 +1,4 @@ -using System; -using System.ComponentModel; using System.Numerics; -using System.Runtime.CompilerServices; using System.Runtime.InteropServices; using System.Security; @@ -699,117 +696,4 @@ namespace Raylib_cs [DllImport(nativeLibName, CallingConvention = CallingConvention.Cdecl)] public static extern void rlLoadDrawQuad(); } - - /// - /// Matrix Modes (equivalent to OpenGL) - /// - public enum MatrixMode : int - { - /// - /// GL_MODELVIEW - /// - MODELVIEW = 0x1700, - /// - /// GL_PROJECTION - /// - PROJECTION = 0x1701, - /// - /// GL_TEXTURE - /// - TEXTURE = 0x1702 - } - - /// - /// Primitive assembly draw modes - /// - public enum DrawMode : int - { - /// - /// GL_LINES - /// - LINES = 0x0001, - /// - /// GL_TRIANGLES - /// - TRIANGLES = 0x0004, - /// - /// GL_QUADS - /// - QUADS = 0x0007 - } - - /// - /// Texture parameters (equivalent to OpenGL defines) - /// - public enum TextureFilters : int - { - /// - /// RL_TEXTURE_FILTER_NEAREST - ///
- /// GL_NEAREST - ///
- NEAREST = 0x2600, - /// - /// RL_TEXTURE_FILTER_LINEAR - ///
- /// GL_LINEAR - ///
- LINEAR = 0x2601, - /// - /// RL_TEXTURE_FILTER_MIP_NEAREST - ///
- /// GL_NEAREST_MIPMAP_NEAREST - ///
- MIP_NEAREST = 0x2700, - /// - /// RL_TEXTURE_FILTER_NEAREST_MIP_LINEAR - ///
- /// GL_NEAREST_MIPMAP_LINEAR - ///
- NEAREST_MIP_LINEAR = 0x2702, - /// - /// RL_TEXTURE_FILTER_LINEAR_MIP_NEAREST - ///
- /// GL_LINEAR_MIPMAP_NEAREST - ///
- LINEAR_MIP_NEAREST = 0x2701, - /// - /// RL_TEXTURE_FILTER_MIP_LINEAR - ///
- /// GL_LINEAR_MIPMAP_LINEAR - ///
- MIP_LINEAR = 0x2703, - /// - /// RL_TEXTURE_FILTER_ANISOTROPIC - ///
- /// Anisotropic filter (custom identifier) - ///
- ANISOTROPIC = 0x3000 - } - - /// - /// GL Shader type - /// - public enum ShaderType : int - { - /// - /// RL_FRAGMENT_SHADER - ///
- /// GL_FRAGMENT_SHADER - ///
- FRAGMENT = 0x8B30, - /// - /// RL_VERTEX_SHADER - ///
- /// GL_VERTEX_SHADER - ///
- VERTEX = 0x8B31, - /// - /// RL_COMPUTE_SHADER - ///
- /// GL_COMPUTE_SHADER - ///
- COMPUTE = 0x91b9 - } - } diff --git a/Raylib-cs/types/Core.cs b/Raylib-cs/types/Core.cs index 5cfba6c..63d4a43 100644 --- a/Raylib-cs/types/Core.cs +++ b/Raylib-cs/types/Core.cs @@ -8,7 +8,7 @@ namespace Raylib_cs /// By default all flags are set to 0 /// [Flags] - public enum ConfigFlags + public enum ConfigFlags : uint { /// /// Set to try enabling V-Sync on GPU diff --git a/Raylib-cs/types/Input.cs b/Raylib-cs/types/Input.cs index 4efd0e9..218cace 100644 --- a/Raylib-cs/types/Input.cs +++ b/Raylib-cs/types/Input.cs @@ -361,7 +361,7 @@ namespace Raylib_cs /// NOTE: It could be used as flags to enable only some gestures /// [Flags] - public enum Gesture + public enum Gesture : uint { GESTURE_NONE = 0, GESTURE_TAP = 1, diff --git a/Raylib-cs/types/RenderBatch.cs b/Raylib-cs/types/RenderBatch.cs index f4abc16..9d46b7f 100644 --- a/Raylib-cs/types/RenderBatch.cs +++ b/Raylib-cs/types/RenderBatch.cs @@ -1,4 +1,3 @@ -using System; using System.Runtime.InteropServices; namespace Raylib_cs @@ -62,7 +61,7 @@ namespace Raylib_cs public float* texcoords; /// - /// Vertex colors (RGBA - 4 components per vertex) (shader-location = 3) + /// Vertex colors (RGBA - 4 components per vertex) (shader-location = 3) /// public byte* colors; @@ -145,4 +144,128 @@ namespace Raylib_cs RL_ATTACHMENT_TEXTURE2D = 100, RL_ATTACHMENT_RENDERBUFFER = 200, } + + /// + /// Matrix Modes (equivalent to OpenGL) + /// + public enum MatrixMode + { + /// + /// GL_MODELVIEW + /// + MODELVIEW = 0x1700, + + /// + /// GL_PROJECTION + /// + PROJECTION = 0x1701, + + /// + /// GL_TEXTURE + /// + TEXTURE = 0x1702 + } + + /// + /// Primitive assembly draw modes + /// + public enum DrawMode + { + /// + /// GL_LINES + /// + LINES = 0x0001, + + /// + /// GL_TRIANGLES + /// + TRIANGLES = 0x0004, + + /// + /// GL_QUADS + /// + QUADS = 0x0007 + } + + /// + /// Texture parameters (equivalent to OpenGL defines) + /// + public enum TextureFilters + { + /// + /// RL_TEXTURE_FILTER_NEAREST + ///
+ /// GL_NEAREST + ///
+ NEAREST = 0x2600, + + /// + /// RL_TEXTURE_FILTER_LINEAR + ///
+ /// GL_LINEAR + ///
+ LINEAR = 0x2601, + + /// + /// RL_TEXTURE_FILTER_MIP_NEAREST + ///
+ /// GL_NEAREST_MIPMAP_NEAREST + ///
+ MIP_NEAREST = 0x2700, + + /// + /// RL_TEXTURE_FILTER_NEAREST_MIP_LINEAR + ///
+ /// GL_NEAREST_MIPMAP_LINEAR + ///
+ NEAREST_MIP_LINEAR = 0x2702, + + /// + /// RL_TEXTURE_FILTER_LINEAR_MIP_NEAREST + ///
+ /// GL_LINEAR_MIPMAP_NEAREST + ///
+ LINEAR_MIP_NEAREST = 0x2701, + + /// + /// RL_TEXTURE_FILTER_MIP_LINEAR + ///
+ /// GL_LINEAR_MIPMAP_LINEAR + ///
+ MIP_LINEAR = 0x2703, + + /// + /// RL_TEXTURE_FILTER_ANISOTROPIC + ///
+ /// Anisotropic filter (custom identifier) + ///
+ ANISOTROPIC = 0x3000 + } + + /// + /// GL Shader type + /// + public enum ShaderType + { + /// + /// RL_FRAGMENT_SHADER + ///
+ /// GL_FRAGMENT_SHADER + ///
+ FRAGMENT = 0x8B30, + + /// + /// RL_VERTEX_SHADER + ///
+ /// GL_VERTEX_SHADER + ///
+ VERTEX = 0x8B31, + + /// + /// RL_COMPUTE_SHADER + ///
+ /// GL_COMPUTE_SHADER + ///
+ COMPUTE = 0x91b9 + } }