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.