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xn65/includes/xna/enumerations.hpp

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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 {
Default,
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Immutable,
Dynamic,
Static,
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};
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enum class ClearOptions {
DepthBuffer,
Stencil,
Target,
};
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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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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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constexpr int SURFACE_FORMAT_COUNT = 19;
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}
#endif