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Namespace BonEngineSharp.Defs

Classes

AssetType

Asset types enum - used to identify type of assets.

This is not really necessary in C#, but exists to match the definition in the CPP side of it.

AudioFormats

Audio format options.

BlendModes

Possible rendering blend modes for drawing images and shapes.

BonFeatures

Determine which features to enable on initialization. This allow you to enable / disable special runtime features and flags.

DiagnosticsCounters

Diagnostics counters we can query from the Diagnostics manager.

EngineStates

Different states the engine can be in. You can query engine states to better understand whats going on while debugging.

ImageFilterMode

Image filtering modes.

KeyCodes

Keyboard and mouse key codes. Use these codes to query the Input manager directly, or to bind keys to game actions and query actions instead.

LogLevel

Log levels to use when writing logs.

SoundChannelId

A wrapper around System.Int32 to hold channel id. Channel ids represent the mix channel we play sound effects on. You can use this channel id to control the playing sound volume, panning, duration ect. Note that there are two special channel ids you should watch for: AllChannels (-1), used to affect all channels at once, and Invalid (-2), which is what you get when engine couldn't play a sound.

TextInputData

Contains text input information from the input manager.

UIAlignment

UI general alignment.

UIElementState

UI Element state.

UIElementType

All built-in UI types.

UIImageTypes

UI Image drawing types. This defines how to scale and what parts of the UI image to draw.

UISides

Represent value with 4 sides - top, bottom, left, right.

UISize

UI size - represent a UI element size with width, height and types.

UISizeType

UI Size unit types.

UITextAlignment

UI text alignment.

UITextInputMode

UI text input modes - determine what type of characters a UI text input accepts, and how to process them.

WindowModes

Window startup modes - used when recreating the window via the Gfx manager.

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