#ifndef XNA_ENUMERATIONS_HPP #define XNA_ENUMERATIONS_HPP namespace xna { enum class AudioChannels { Mono = 1, Stereo = 2, }; 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 }; enum class BufferUsage { Default, Immutable, Dynamic, Static, }; enum class ClearOptions { DepthBuffer, Stencil, Target, }; enum class DepthWriteMask { Zero, All }; enum class DisplayOrientation { Default = 0, LandscapeLeft = 1, LandscapeRight = 2, Portrait = 4, }; enum class EffectParameterClass { Matrix, Object, Scalar, Struct, Vector }; enum class EffectParameterType { Bool, Int32, Single, String, Texture, Texture1D, Texture2D, Texture3D, TextureCube, Void }; enum class GameComponentType { Updatable, Drawable, }; //Identifies the set of supported devices for the game based on device capabilities. enum class GraphicsProfile { //Use a limited set of graphic features and capabilities, allowing the game to support the widest variety of devices, including all Windows-based computers. Reach, //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. HiDef }; enum class PlayerIndex { One, Two, Three, Four, }; enum class PrimitiveType { TriangleList, TriangleStrip, LineList, LineStrip, }; enum RenderTargetUsage { DiscardContents, PreserveContents, PlatformContents }; enum class SpriteEffects { None = 0, FlipHorizontally = 1, FlipVertically = 2, Both = FlipHorizontally | FlipVertically }; constexpr int SURFACE_FORMAT_COUNT = 19; } #endif