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
+ }
}