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# ifndef XNA_ENUMERATIONS_HPP
# define XNA_ENUMERATIONS_HPP
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namespace xna {
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enum class AudioChannels
{
Mono = 1 ,
Stereo = 2 ,
} ;
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enum class AudioReverb {
Off ,
Default ,
Generic ,
Forest ,
PaddedCell ,
Room ,
Bathroom ,
LivingRoom ,
StoneRoom ,
Auditorium ,
ConcertHall ,
Cave ,
Arena ,
Hangar ,
CarpetedHallway ,
Hallway ,
StoneCorridor ,
Alley ,
City ,
Mountains ,
Quarry ,
Plain ,
ParkingLot ,
SewerPipe ,
Underwater ,
SmallRoom ,
MediumRoom ,
LargeRoom ,
MediumHall ,
LargeHall ,
Plate ,
Max
} ;
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enum class BufferUsage {
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Default ,
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Immutable ,
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Dynamic ,
Static ,
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} ;
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enum class ClearOptions {
DepthBuffer ,
Stencil ,
Target ,
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} ;
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enum class DepthWriteMask {
Zero ,
All
} ;
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enum class DisplayOrientation {
Default = 0 ,
LandscapeLeft = 1 ,
LandscapeRight = 2 ,
Portrait = 4 ,
} ;
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enum class EffectParameterClass {
Matrix ,
Object ,
Scalar ,
Struct ,
Vector
} ;
enum class EffectParameterType {
Bool ,
Int32 ,
Single ,
String ,
Texture ,
Texture1D ,
Texture2D ,
Texture3D ,
TextureCube ,
Void
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} ;
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enum class GameComponentType {
Updatable ,
Drawable ,
} ;
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//Identifies the set of supported devices for the game based on device capabilities.
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enum class GraphicsProfile {
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//Use a limited set of graphic features and capabilities, allowing the game to support the widest variety of devices, including all Windows-based computers.
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Reach ,
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//Use the largest available set of graphic features and capabilities to target devices,
//such as an Xbox 360 console and a Windows-based computer, that have more enhanced graphic capabilities.
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HiDef
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} ;
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enum class PlayerIndex
{
One ,
Two ,
Three ,
Four ,
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} ;
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enum class PrimitiveType
{
TriangleList ,
TriangleStrip ,
LineList ,
LineStrip ,
} ;
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enum RenderTargetUsage {
DiscardContents ,
PreserveContents ,
PlatformContents
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} ;
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enum class SpriteEffects {
None = 0 ,
FlipHorizontally = 1 ,
FlipVertically = 2 ,
Both = FlipHorizontally | FlipVertically
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} ;
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constexpr int SURFACE_FORMAT_COUNT = 19 ;
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}
# endif