/
VisualConstants.cs
executable file
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/
VisualConstants.cs
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// Copyright (c) 2019 Samsung Electronics Co., Ltd.
//
// Licensed under the Apache License, Version 2.0 (the "License");
// you may not use this file except in compliance with the License.
// You may obtain a copy of the License at
//
// http://www.apache.org/licenses/LICENSE-2.0
//
// Unless required by applicable law or agreed to in writing, software
// distributed under the License is distributed on an "AS IS" BASIS,
// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
// See the License for the specific language governing permissions and
// limitations under the License.
using System.ComponentModel;
namespace Tizen.NUI
{
/// <summary>
/// Specifies the release policy types.<br />
/// Decides if the image should be cached in different conditions.
/// </summary>
/// <since_tizen> 5 </since_tizen>
public enum ReleasePolicyType
{
/// <summary>
/// Image is released when visual detached from scene.
/// </summary>
Detached = 0,
/// <summary>
/// Image is only released when visual is destroyed.
/// </summary>
Destroyed,
/// <summary>
/// Image is not released.
/// </summary>
Never
}
/// <summary>
/// Specifies the load policy types.<br />
/// Decides when the image texture should be loaded.
/// </summary>
/// <since_tizen> 5 </since_tizen>
public enum LoadPolicyType
{
/// <summary>
/// Load texture once the image source has been provided. Even if not being used yet.
/// </summary>
Immediate = 0,
/// <summary>
/// Only load texture once the visual is attached, when the image needs to be shown.
/// </summary>
Attached
}
/// <summary>
/// Enumeration for the horizontal alignment of objects such as texts and layout items.
/// </summary>
/// <since_tizen> 3 </since_tizen>
public enum HorizontalAlignment
{
/// <summary>
/// Objects are placed at the beginning of the horizontal direction.
/// </summary>
[Description("BEGIN")]
Begin,
/// <summary>
/// Objects are placed at the center of the horizontal direction.
/// </summary>
[Description("CENTER")]
Center,
/// <summary>
/// Objects are placed at the end of the horizontal direction.
/// </summary>
[Description("END")]
End
}
/// <summary>
/// Enumeration for the vertical alignment of objects such as texts and layout items.
/// </summary>
/// <since_tizen> 3 </since_tizen>
public enum VerticalAlignment
{
/// <summary>
/// Objects are placed at the top of the vertical direction.
/// </summary>
[Description("TOP")]
Top,
/// <summary>
/// Objects are placed at the center of the vertical direction.
/// </summary>
[Description("CENTER")]
Center,
/// <summary>
/// Objects are placed at the bottom of the vertical direction.
/// </summary>
[Description("BOTTOM")]
Bottom
}
/// <summary>
/// This specifies wrap mode types.<br />
/// WrapModeU and WrapModeV separately decide how the texture should be sampled when the u and v coordinate exceeds the range of 0.0 to 1.0.
/// </summary>
/// <since_tizen> 3 </since_tizen>
public enum WrapModeType
{
/// <summary>
/// The default value.
/// </summary>
Default = 0,
/// <summary>
/// Clamp to edge.
/// </summary>
ClampToEdge,
/// <summary>
/// Repeat.
/// </summary>
Repeat,
/// <summary>
/// Mirrored repeat.
/// </summary>
MirroredRepeat
}
/// <summary>
/// This specifies fitting mode types. Fitting options, used when resizing images to fit desired dimensions.<br />
/// A fitting mode controls the region of a loaded image to be mapped to the desired image rectangle.<br />
/// All fitting modes preserve the aspect ratio of the image contents.<br />
/// </summary>
/// <since_tizen> 3 </since_tizen>
public enum FittingModeType
{
/// <summary>
/// Full-screen image display: Limit loaded image resolution to device resolution using the ShrinkToFit mode.
/// </summary>
ShrinkToFit,
/// <summary>
/// Thumbnail gallery grid: Limit loaded image resolution to screen tile using the ScaleToFill mode.
/// </summary>
ScaleToFill,
/// <summary>
/// Image columns: Limit loaded image resolution to column width using the FitWidth mode.
/// </summary>
FitWidth,
/// <summary>
/// Image rows: Limit loaded image resolution to row height using the FitHeight mode.
/// </summary>
FitHeight,
/// <summary>
/// Image displayed in its original size (no scaling) using the Center mode.
/// </summary>
[EditorBrowsable(EditorBrowsableState.Never)]
Center,
/// <summary>
/// Image stretched to fill the desired area (aspect ratio could be changed) using the Fill mode.
/// </summary>
[EditorBrowsable(EditorBrowsableState.Never)]
Fill
}
/// <summary>
/// This specifies sampling mode types. Filtering options are used when resizing images to sample original pixels.<br />
/// A SamplingMode controls how pixels in an input image are sampled and combined to generate each pixel of a destination image during scaling.<br />
/// NoFilter and Box modes do not guarantee that the output pixel array exactly matches the rectangle specified by the desired dimensions and the FittingMode,<br />
/// but all other filter modes do if the desired dimensions are not more than the raw dimensions of the input image file.<br />
/// </summary>
/// <since_tizen> 3 </since_tizen>
public enum SamplingModeType
{
/// <summary>
/// Iteratively box filter to generate an image of 1/2, 1/4, 1/8, etc. width and height and approximately the desired size. <br />
/// This is the default.
/// </summary>
Box,
/// <summary>
/// For each output pixel, read one input pixel.
/// </summary>
Nearest,
/// <summary>
/// For each output pixel, read a quad of four input pixels and write a weighted average of them.
/// </summary>
Linear,
/// <summary>
/// Iteratively box filter to generate an image of 1/2, 1/4, 1/8, etc. width and height and approximately the desired size, <br />
/// then for each output pixel, read one pixel from the last level of box filtering.<br />
/// </summary>
BoxThenNearest,
/// <summary>
/// Iteratively box filter to almost the right size, then for each output pixel, read four pixels from the last level of box filtering and write their weighted average.
/// </summary>
BoxThenLinear,
/// <summary>
/// No filtering is performed. If the SCALE_TO_FILL scaling mode is enabled, the borders of the image may be trimmed to match the aspect ratio of the desired dimensions.
/// </summary>
NoFilter,
/// <summary>
/// For caching algorithms where a client strongly prefers a cache-hit to reuse a cached image.
/// </summary>
DontCare
}
/// <summary>
/// The type of coordinate system for certain attributes of the points in a gradient.
/// </summary>
/// <since_tizen> 3 </since_tizen>
public enum GradientVisualUnitsType
{
/// <summary>
/// Uses the normals for the start, end, and center points, i.e., top-left is (-0.5, -0.5) and bottom-right is (0.5, 0.5).
/// </summary>
ObjectBoundingBox,
/// <summary>
/// Uses the user coordinates for the start, end, and center points, i.e., in a 200 by 200 control, top-left is (0, 0) and bottom-right is (200, 200).
/// </summary>
UserSpace
}
/// <summary>
/// This specifies SpreadMethod types.<br />
/// SpreadMethod defines what happens if the gradient starts or ends inside the bounds of the target rectangle.<br />
/// </summary>
/// <since_tizen> 3 </since_tizen>
public enum GradientVisualSpreadMethodType
{
/// <summary>
/// Uses the terminal colors of the gradient to fill the remainder of the quad.
/// </summary>
Pad,
/// <summary>
/// Reflects the gradient pattern start-to-end, end-to-start, start-to-end, etc. until the quad is filled.
/// </summary>
Reflect,
/// <summary>
/// Repeats the gradient pattern start-to-end, start-to-end, start-to-end, etc. until the quad is filled.
/// </summary>
Repeat
}
/// <summary>
/// The shading mode used by the mesh visual.
/// </summary>
/// <since_tizen> 3 </since_tizen>
public enum MeshVisualShadingModeValue
{
/// <summary>
/// *Simplest*. One color that is lit by ambient and diffuse lighting.
/// </summary>
TexturelessWithDiffuseLighting,
/// <summary>
/// Uses only the visual image textures provided with specular lighting in addition to ambient and diffuse lighting.
/// </summary>
TexturedWithSpecularLighting,
/// <summary>
/// Uses all textures provided including gloss, normal, and texture map along with specular, ambient, and diffuse lighting.
/// </summary>
TexturedWithDetailedSpecularLighting
}
/// <summary>
/// The primitive shape to render as a primitive visual.
/// </summary>
/// <since_tizen> 3 </since_tizen>
public enum PrimitiveVisualShapeType
{
/// <summary>
/// A perfectly round geometrical object in the three-dimensional space.
/// </summary>
Sphere,
/// <summary>
/// The area bound between two circles, i.e., a cone with the tip removed.
/// </summary>
ConicalFrustrum,
/// <summary>
/// Equivalent to a conical frustum with the top radius of zero.
/// </summary>Equivalent to a conical frustum with the top radius of zero.
Cone,
/// <summary>
/// Equivalent to a conical frustum with the top radius of zero.
/// </summary>
Cylinder,
/// <summary>
/// Equivalent to a conical frustum with equal radii for the top and bottom circles.
/// </summary>
Cube,
/// <summary>
/// Equivalent to a bevelled cube with a bevel percentage of zero.
/// </summary>
Octahedron,
/// <summary>
/// Equivalent to a bevelled cube with a bevel percentage of one.
/// </summary>
BevelledCube
}
/// <summary>
/// The values of this enum determine how the visual should fit into the view.
/// </summary>
/// <since_tizen> 5 </since_tizen>
public enum VisualFittingModeType
{
/// <summary>
/// The visual should be scaled to fit, preserving aspect ratio.
/// </summary>
FitKeepAspectRatio,
/// <summary>
/// The visual should be stretched to fill, not preserving aspect ratio.
/// </summary>
Fill,
/// <summary>
/// The visual should be scaled to fit, preserving aspect ratio. The visual will be filled without empty area, and outside is cropped away.
/// </summary>
[EditorBrowsable(EditorBrowsableState.Never)]
OverFitKeepAspectRatio,
/// <summary>
/// The visual should keep original size of image. it is not scaled and not stretched.
/// </summary>
[EditorBrowsable(EditorBrowsableState.Never)]
Center,
/// <summary>
/// The visual should be scaled to fit, preserving aspect ratio. Height is scaled proportionately to maintain aspect ratio.
/// </summary>
[EditorBrowsable(EditorBrowsableState.Never)]
FitHeight,
/// <summary>
/// The visual should be scaled to fit, preserving aspect ratio. WIDTH is scaled proportionately to maintain aspect ratio.
/// </summary>
[EditorBrowsable(EditorBrowsableState.Never)]
FitWidth,
}
/// <summary>
/// This specifies policy types that could be used by the transform for the offset or size.
/// </summary>
/// <since_tizen> 3 </since_tizen>
public enum VisualTransformPolicyType
{
/// <summary>
/// Relative to the control (percentage [0.0f to 1.0f] of the control).
/// </summary>
Relative = 0,
/// <summary>
/// Absolute value in world units.
/// </summary>
Absolute = 1
}
/// <summary>
/// This specifies all the transform property types.
/// </summary>
/// <since_tizen> 3 </since_tizen>
public enum VisualTransformPropertyType
{
/// <summary>
/// Offset of the visual, which can be either relative (percentage [0.0f to 1.0f] of the parent) or absolute (in world units).
/// </summary>
Offset,
/// <summary>
/// Size of the visual, which can be either relative (percentage [0.0f to 1.0f] of the parent) or absolute (in world units).
/// </summary>
Size,
/// <summary>
/// The origin of the visual within its control area.
/// </summary>
Origin,
/// <summary>
/// The anchor-point of the visual.
/// </summary>
AnchorPoint,
/// <summary>
/// Whether the x or y offset values are relative (percentage [0.0f to 1.0f] of the control) or absolute (in world units).
/// </summary>
OffsetPolicy,
/// <summary>
/// Whether the width or the height size values are relative (percentage [0.0f to 1.0f] of the control) or absolute (in world units).
/// </summary>
SizePolicy,
/// <summary>
/// Extra size value that will be added to the computed visual size.
/// </summary>
[EditorBrowsable(EditorBrowsableState.Never)]
ExtraSize,
}
/// <summary>
/// This specifies visual types.
/// </summary>
/// <since_tizen> 3 </since_tizen>
public struct Visual
{
/// <summary>
/// The index for the visual type.
/// </summary>
/// <since_tizen> 3 </since_tizen>
public enum Type
{
/// <summary>
/// Renders a solid color as an internal border to the control's quad.
/// </summary>
Border,
/// <summary>
/// Renders a solid color to the control's quad.
/// </summary>
Color,
/// <summary>
/// Renders a smooth transition of colors to the control's quad.
/// </summary>
Gradient,
/// <summary>
/// Renders an image into the control's quad.
/// </summary>
Image,
/// <summary>
/// Renders a mesh using an "obj" file, optionally with textures provided by an "mtl" file.
/// </summary>
Mesh,
/// <summary>
/// Renders a simple 3D shape, such as a cube or a sphere.
/// </summary>
Primitive,
/// <summary>
/// Renders a simple wire-frame outlining a quad.
/// </summary>
Wireframe,
/// <summary>
/// Renders text.
/// </summary>
Text,
/// <summary>
/// Renders an NPatch image.
/// </summary>
NPatch,
/// <summary>
/// Renders an SVG image.
/// </summary>
SVG,
/// <summary>
/// Renders a animated image (animated GIF).
/// </summary>
AnimatedImage,
/// <summary>
/// Renders an animated gradient.
/// </summary>
[EditorBrowsable(EditorBrowsableState.Never)]
AnimatedGradient = Visual.Type.AnimatedImage + 1,
/// <summary>
/// Renders an animated vector image.
/// </summary>
[EditorBrowsable(EditorBrowsableState.Never)]
AnimatedVectorImage = Visual.Type.AnimatedImage + 2,
/// <summary>
/// Renders an arc.
/// </summary>
[EditorBrowsable(EditorBrowsableState.Never)]
Arc = AnimatedImage + 3,
/// <summary>
/// Keyword for invalid visual type. (NUI only)
/// </summary>
[EditorBrowsable(EditorBrowsableState.Never)]
Invalid = Border - 1,
}
/// <summary>
/// This specifies visual properties.
/// </summary>
/// <since_tizen> 3 </since_tizen>
[System.Diagnostics.CodeAnalysis.SuppressMessage("Naming", "CA1716: Identifiers should not match keywords")]
public struct Property
{
/// <summary>
/// Type.
/// </summary>
/// <since_tizen> 3 </since_tizen>
public static readonly int Type = NDalic.VisualPropertyType;
/// <summary>
/// Shader.
/// </summary>
/// <since_tizen> 3 </since_tizen>
public static readonly int Shader = NDalic.VisualPropertyShader;
/// <summary>
/// Transform.
/// </summary>
/// <since_tizen> 3 </since_tizen>
public static readonly int Transform = NDalic.VisualPropertyTransform;
/// <summary>
/// PremultipliedAlpha.
/// </summary>
/// <since_tizen> 3 </since_tizen>
public static readonly int PremultipliedAlpha = NDalic.VisualPropertyPremultipliedAlpha;
/// <summary>
/// MixColor.
/// </summary>
/// <since_tizen> 3 </since_tizen>
public static readonly int MixColor = NDalic.VisualPropertyMixColor;
/// <summary>
/// Opacity.
/// </summary>
/// <since_tizen> 3 </since_tizen>
public static readonly int Opacity = NDalic.VisualPropertyMixColor + 1;
/// <summary>
/// The fitting mode of the visual.
/// </summary>
/// <since_tizen> 5 </since_tizen>
public static readonly int VisualFittingMode = NDalic.VisualPropertyMixColor + 2;
/// <summary>
/// The corner radius of the visual.
/// </summary>
[EditorBrowsable(EditorBrowsableState.Never)]
public static readonly int CornerRadius = NDalic.VisualPropertyMixColor + 3;
/// <summary>
/// The corner radius policy of the visual.
/// Whether the corner radius value is relative (percentage [0.0f to 1.0f] of the visual size) or absolute (in world units).
/// </summary>
[EditorBrowsable(EditorBrowsableState.Never)]
public static readonly int CornerRadiusPolicy = NDalic.VisualPropertyMixColor + 4;
/// <summary>
/// The borderline width of the visual.
/// </summary>
[EditorBrowsable(EditorBrowsableState.Never)]
public static readonly int BorderlineWidth = NDalic.VisualPropertyMixColor + 5;
/// <summary>
/// The borderline color of the visual.
/// </summary>
[EditorBrowsable(EditorBrowsableState.Never)]
public static readonly int BorderlineColor = NDalic.VisualPropertyMixColor + 6;
/// <summary>
/// The borderline offset of the visual.
/// Relative position of borderline. (percentage [-1.0f to 1.0f]).
/// If -1.0f, borderline draw inside of visual
/// If 1.0f, borderline draw outside of visual
/// If 0.0f, half draw inside and half draw outside of visual
/// </summary>
[EditorBrowsable(EditorBrowsableState.Never)]
public static readonly int BorderlineOffset = NDalic.VisualPropertyMixColor + 7;
}
/// <summary>
/// This specifies shader properties.
/// </summary>
/// <since_tizen> 3 </since_tizen>
public struct ShaderProperty
{
/// <summary>
/// Vertex shader code
/// </summary>
/// <since_tizen> 3 </since_tizen>
public static readonly int VertexShader = NDalic.VisualShaderVertex;
/// <summary>
/// Fragment shader code
/// </summary>
/// <since_tizen> 3 </since_tizen>
public static readonly int FragmentShader = NDalic.VisualShaderFragment;
/// <summary>
/// How to subdivide the grid along X
/// </summary>
/// <since_tizen> 3 </since_tizen>
public static readonly int ShaderSubdivideGridX = NDalic.VisualShaderSubdivideGridX;
/// <summary>
/// How to subdivide the grid along Y
/// </summary>
/// <since_tizen> 3 </since_tizen>
public static readonly int ShaderSubdivideGridY = NDalic.VisualShaderSubdivideGridY;
/// <summary>
/// Bitmask of hints
/// </summary>
/// <since_tizen> 3 </since_tizen>
public static readonly int ShaderHints = NDalic.VisualShaderHints;
}
/// <summary>
/// This specifies visual align types.
/// </summary>
/// <since_tizen> 3 </since_tizen>
public enum AlignType
{
/// <summary>
/// TopBegin
/// </summary>
/// <since_tizen> 3 </since_tizen>
TopBegin = 0,
/// <summary>
/// TopCenter
/// </summary>
/// <since_tizen> 3 </since_tizen>
TopCenter,
/// <summary>
/// TopEnd
/// </summary>
/// <since_tizen> 3 </since_tizen>
TopEnd,
/// <summary>
/// CenterBegin
/// </summary>
/// <since_tizen> 3 </since_tizen>
CenterBegin,
/// <summary>
/// Center
/// </summary>
/// <since_tizen> 3 </since_tizen>
Center,
/// <summary>
/// CenterEnd
/// </summary>
/// <since_tizen> 3 </since_tizen>
CenterEnd,
/// <summary>
/// BottomBegin
/// </summary>
/// <since_tizen> 3 </since_tizen>
BottomBegin,
/// <summary>
/// BottomCenter
/// </summary>
/// <since_tizen> 3 </since_tizen>
BottomCenter,
/// <summary>
/// BottomEnd
/// </summary>
/// <since_tizen> 3 </since_tizen>
BottomEnd
}
}
/// <summary>
/// This specifies properties of the BorderVisual.
/// </summary>
/// <since_tizen> 3 </since_tizen>
public struct BorderVisualProperty
{
/// <summary>
/// The color of the border.
/// </summary>
/// <since_tizen> 3 </since_tizen>
public static readonly int Color = NDalic.BorderVisualColor;
/// <summary>
/// The width of the border (in pixels).
/// </summary>
/// <since_tizen> 3 </since_tizen>
public static readonly int Size = NDalic.BorderVisualSize;
/// <summary>
/// Whether anti-aliasing of the border is required.
/// </summary>
/// <since_tizen> 3 </since_tizen>
public static readonly int AntiAliasing = NDalic.BorderVisualAntiAliasing;
}
/// <summary>
/// This specifies properties of the ColorVisual.
/// </summary>
/// <since_tizen> 3 </since_tizen>
public struct ColorVisualProperty
{
/// <summary>
/// The solid color required.
/// </summary>
/// <since_tizen> 3 </since_tizen>
public static readonly int MixColor = NDalic.ColorVisualMixColor;
/// <summary>
/// Whether to render if the MixColor is transparent.
/// </summary>
/// <since_tizen> 5 </since_tizen>
public static readonly int RenderIfTransparent = NDalic.ColorVisualMixColor + 1;
/// <summary>
/// Then radius value for the area to blur.
/// </summary>
[EditorBrowsable(EditorBrowsableState.Never)]
public static readonly int BlurRadius = NDalic.ColorVisualMixColor + 2;
}
/// <summary>
/// This specifies properties of the GradientVisual.
/// </summary>
/// <since_tizen> 3 </since_tizen>
public struct GradientVisualProperty
{
/// <summary>
/// The start position of a linear gradient.
/// </summary>
/// <since_tizen> 3 </since_tizen>
public static readonly int StartPosition = NDalic.GradientVisualStartPosition;
/// <summary>
/// The end position of a linear gradient.
/// </summary>
/// <since_tizen> 3 </since_tizen>
public static readonly int EndPosition = NDalic.GradientVisualEndPosition;
/// <summary>
/// The center point of a radial gradient.
/// </summary>
/// <since_tizen> 3 </since_tizen>
public static readonly int Center = NDalic.GradientVisualCenter;
/// <summary>
/// The size of the radius of a radial gradient.
/// </summary>
/// <since_tizen> 3 </since_tizen>
public static readonly int Radius = NDalic.GradientVisualRadius;
/// <summary>
/// All the stop offsets.
/// </summary>
/// <since_tizen> 3 </since_tizen>
public static readonly int StopOffset = NDalic.GradientVisualStopOffset;
/// <summary>
/// The color at the stop offsets.
/// </summary>
/// <since_tizen> 3 </since_tizen>
public static readonly int StopColor = NDalic.GradientVisualStopColor;
/// <summary>
/// Defines the coordinate system for certain attributes of the points in a gradient.
/// </summary>
/// <since_tizen> 3 </since_tizen>
public static readonly int Units = NDalic.GradientVisualUnits;
/// <summary>
/// Indicates what happens if the gradient starts or ends inside the bounds of the target rectangle.
/// </summary>
/// <since_tizen> 3 </since_tizen>
public static readonly int SpreadMethod = NDalic.GradientVisualSpreadMethod;
}
/// <summary>
/// This specifies properties of the ImageVisual.
/// </summary>
/// <since_tizen> 3 </since_tizen>
public struct ImageVisualProperty
{
/// <summary>
/// The URL of the image.
/// </summary>
/// <since_tizen> 3 </since_tizen>
public static readonly int URL = NDalic.ImageVisualUrl;
/// <summary>
/// Fitting options, used when resizing images to fit desired dimensions.
/// </summary>
/// <since_tizen> 3 </since_tizen>
public static readonly int FittingMode = NDalic.ImageVisualFittingMode;
/// <summary>
/// Filtering options, used when resizing images to sample original pixels.
/// </summary>
/// <since_tizen> 3 </since_tizen>
public static readonly int SamplingMode = NDalic.ImageVisualSamplingMode;
/// <summary>
/// The desired image width.
/// </summary>
/// <since_tizen> 3 </since_tizen>
public static readonly int DesiredWidth = NDalic.ImageVisualDesiredWidth;
/// <summary>
/// The desired image height.
/// </summary>
/// <since_tizen> 3 </since_tizen>
public static readonly int DesiredHeight = NDalic.ImageVisualDesiredHeight;
/// <summary>
/// Whether to load the image synchronously.
/// </summary>
/// <since_tizen> 3 </since_tizen>
public static readonly int SynchronousLoading = NDalic.ImageVisualSynchronousLoading;
/// <summary>
/// If true, only draws the borders.
/// </summary>
/// <since_tizen> 3 </since_tizen>
public static readonly int BorderOnly = NDalic.ImageVisualBorderOnly;
/// <summary>
/// The image area to be displayed.
/// </summary>
/// <since_tizen> 3 </since_tizen>
public static readonly int PixelArea = NDalic.ImageVisualPixelArea;
/// <summary>
/// The wrap mode for u coordinate.
/// </summary>
/// <since_tizen> 3 </since_tizen>
public static readonly int WrapModeU = NDalic.ImageVisualWrapModeU;
/// <summary>
/// The wrap mode for v coordinate.
/// </summary>
/// <since_tizen> 3 </since_tizen>
public static readonly int WrapModeV = NDalic.ImageVisualWrapModeV;
/// <summary>
/// The border of the image.
/// </summary>
/// <since_tizen> 3 </since_tizen>
public static readonly int Border = NDalic.ImageVisualBorder;
/// <summary>
/// Whether to use the texture atlas.
/// </summary>
/// <since_tizen> 5 </since_tizen>
public static readonly int Atlasing = NDalic.ImageVisualBorder + 1;
/// <summary>
/// The URL of the alpha mask image.
/// </summary>
/// <since_tizen> 3 </since_tizen>
public static readonly int AlphaMaskURL = NDalic.ImageVisualAlphaMaskUrl;
/// <summary>
/// Defines the batch size for pre-loading images in the AnimatedImageVisual
/// </summary>
/// <since_tizen> 4 </since_tizen>
public static readonly int BatchSize = NDalic.ImageVisualBatchSize;
/// <summary>
/// Defines the cache size for loading images in the AnimatedImageVisual
/// </summary>
/// <since_tizen> 4 </since_tizen>
public static readonly int CacheSize = NDalic.ImageVisualCacheSize;
/// <summary>
/// The number of milliseconds between each frame in the AnimatedImageVisual
/// </summary>
/// <since_tizen> 4 </since_tizen>
public static readonly int FrameDelay = NDalic.ImageVisualFrameDelay;
/// <summary>
/// The scale factor to apply to the content image before masking.
/// </summary>
/// <since_tizen> 4 </since_tizen>
public static readonly int MaskContentScale = NDalic.ImageVisualMaskContentScale;
/// <summary>
/// Whether to crop image to mask or scale mask to fit image
/// </summary>
/// <since_tizen> 4 </since_tizen>
public static readonly int CropToMask = NDalic.ImageVisualCropToMask;
/// <summary>
/// The policy to determine when an image should be loaded.
/// </summary>
/// <since_tizen> 5 </since_tizen>
public static readonly int LoadPolicy = NDalic.ImageVisualLoadPolicy;
/// <summary>
/// The policy to determine when an image should no longer be cached.
/// </summary>
/// <since_tizen> 5 </since_tizen>
public static readonly int ReleasePolicy = NDalic.ImageVisualReleasePolicy;
/// <summary>
/// Determines if image orientation should be corrected so that the image displays as it was intended.
/// </summary>
/// <since_tizen> 5 </since_tizen>
public static readonly int OrientationCorrection = NDalic.ImageVisualOrientationCorrection;
/// <summary>
/// Overlays the auxiliary image on top of an NPatch image.
/// </summary>
/// <since_tizen> 5 </since_tizen>
public static readonly int AuxiliaryImageURL = NDalic.ImageVisualAuxiliaryImageUrl;
/// <summary>
/// Alpha value for the auxiliary image, without affecting the underlying NPatch image
/// </summary>
/// <since_tizen> 5 </since_tizen>
public static readonly int AuxiliaryImageAlpha = NDalic.ImageVisualAuxiliaryImageAlpha;
/// <summary>
/// The number of times the AnimatedImageVisual will be looped.
/// The default is -1. If the value is less than 0, loop unlimited. Otherwise, loop loopCount times.
/// </summary>
/// <since_tizen> 5 </since_tizen>
public static readonly int LoopCount = NDalic.ImageVisualLoopCount;
/// <summary>
/// @brief The playing range the AnimatedVectorImageVisual will use.
/// Animation will play between the values specified.The array can only have two values, and more will be ignored.
/// Both values should be between 0 and the total frame number, otherwise they will be ignored.
/// If the range provided is not in proper order (minimum, maximum), it will be reordered.
/// @details Name "playRange", Type Property::ARRAY of Property::INTEGER
/// @note Default 0 and the total frame number.
/// </summary>
/// <remarks>
/// Hidden API (Inhouse API)
/// </remarks>
[EditorBrowsable(EditorBrowsableState.Never)]
public static readonly int PlayRange = NDalic.ImageVisualOrientationCorrection + 4;
/// <summary>
/// @brief The playing state the AnimatedVectorImageVisual will use.
/// @details Name "playState", type PlayState (Property::INTEGER)
/// @note This property is read-only.
/// </summary>
/// <remarks>
/// Hidden API (Inhouse API)
/// </remarks>
[EditorBrowsable(EditorBrowsableState.Never)]
public static readonly int PlayState = NDalic.ImageVisualOrientationCorrection + 5;
/// <summary>
/// @brief The current frame number the AnimatedVectorImageVisual will use.
/// @details Name "currentFrameNumber", Type Property::INTEGER, between[0, the maximum frame number] or between the play range if specified
/// @note This property is read-only.
/// </summary>
/// <remarks>
/// Inhouse API
/// </remarks>
[EditorBrowsable(EditorBrowsableState.Never)]
public static readonly int CurrentFrameNumber = NDalic.ImageVisualOrientationCorrection + 6;
/// <summary>
/// @brief The total frame number the AnimatedVectorImageVisual will use.
/// @details Name "totalFrameNumber", Type Property::INTEGER.
/// @note This property is read-only.
/// </summary>
/// <remarks>
/// Inhouse API
/// </remarks>
[EditorBrowsable(EditorBrowsableState.Never)]
public static readonly int TotalFrameNumber = NDalic.ImageVisualOrientationCorrection + 7;
/// <summary>
/// @brief The stop behavior the AnimatedVectorImageVisual will use.
/// @details Name "stopBehavior", Type StopBehavior::Type (Property::INTEGER)
/// @note Default value is StopBehavior::CURRENT_FRAME.
/// </summary>
/// <remarks>
/// Inhouse API
/// </remarks>
[EditorBrowsable(EditorBrowsableState.Never)]
public static readonly int StopBehavior = NDalic.ImageVisualOrientationCorrection + 8;
/// <summary>
/// @brief The looping mode the AnimatedVectorImageVisual will use.
/// @details Name "loopingMode", Type LoopingMode::Type (Property::INTEGER)
/// @note Default value is LoopingMode::RESTART.
/// </summary>
/// <remarks>
/// Inhouse API
/// </remarks>
[EditorBrowsable(EditorBrowsableState.Never)]
public static readonly int LoopingMode = NDalic.ImageVisualOrientationCorrection + 9;
/// <summary>
/// @brief The content information the AnimatedVectorImageVisual will use.
/// @details Name "contentInfo", Type Property::MAP.
/// The map contains the layer name as a key and Property::Array as a value.
/// And the array contains 2 integer values which are the frame numbers, the start frame number and the end frame number of the layer.
/// @note This property is read-only.
/// </summary>
/// <remarks>
/// Inhouse API
/// </remarks>
[EditorBrowsable(EditorBrowsableState.Never)]
public static readonly int ContentInfo = NDalic.ImageVisualOrientationCorrection + 10;
/// <summary>
/// @brief Whether to redraw the image when the visual is scaled down.
/// @details Name "redrawInScalingDown", type Property::BOOLEAN.
/// @note It is used in the AnimatedVectorImageVisual.The default is true.
/// </summary>
/// <remarks>
/// Inhouse API
/// </remarks>
[EditorBrowsable(EditorBrowsableState.Never)]
public static readonly int RedrawInScalingDown = NDalic.ImageVisualOrientationCorrection + 11;
/// <summary>
/// @brief Whether to apply mask on the GPU or not.
/// @details Name "MaskingMode", type MaskingModeType (Property::INTEGER).
/// @note It is used in the ImageVisual, and AnimatedImageVisual.The default is MaskingOnLoading.
/// </summary>
[EditorBrowsable(EditorBrowsableState.Never)]
public static readonly int MaskingMode = NDalic.ImageVisualOrientationCorrection + 12;
/// <summary>
/// @brief Whether to uploading texture before ResourceReady signal emit or after texture load completed time.
/// @details Name "fastTrackUploading", type Property::BOOLEAN.
/// @note It is used in the ImageVisual. The default is false.
/// </summary>
[EditorBrowsable(EditorBrowsableState.Never)]
public static readonly int FastTrackUploading = NDalic.ImageVisualOrientationCorrection + 13;
/// <summary>
/// @brief The marker information the AnimatedVectorImageVisual will use.
/// @details Type Property::MAP.
/// The map contains the marker name as a key and Property::Array as a value.
/// And the array contains 2 integer values which are the frame numbers, the start frame number and the end frame number of the marker.
/// @note This property is read-only.
/// </summary>
[EditorBrowsable(EditorBrowsableState.Never)]
public static readonly int MarkerInfo = NDalic.ImageVisualOrientationCorrection + 15;
/// <summary>
/// @brief Whether to animated image visual uses fixed cache or not.
/// @details type Property::BOOLEAN.
/// If this property is true, animated image visual uses fixed cache for loading and keeps loaded frame
/// until the visual is removed. It reduces CPU cost when the animated image will be looping.
/// But it can spend a lot of memory if the resource has high resolution image or many frame count.
/// @note It is used in the AnimatedImageVisual. The default is false
/// </summary>
[EditorBrowsable(EditorBrowsableState.Never)]
public static readonly int EnableFrameCache = NDalic.ImageVisualOrientationCorrection + 16;