Updated to MonoGame 3.6 + Directory refactor
- Barotrauma's projects are in the Barotrauma directory - All libraries are in the Libraries directory - MonoGame is now managed by NuGet, rather than referenced from the installed files (TODO: consider using PCL for easier cross-platform development?) - NuGet libraries are not included in the repo, as getting the latest versions automatically should be preferred - Removed Content/effects.mgfx as it didn't seem to be used anywhere - Removed some references to Subsurface directory - Renamed Launcher2 to Launcher
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#region MIT License
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/*Copyright (c) 2012-2013 Robert Rouhani <robert.rouhani@gmail.com>
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SharpFont based on Tao.FreeType, Copyright (c) 2003-2007 Tao Framework Team
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Permission is hereby granted, free of charge, to any person obtaining a copy of
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this software and associated documentation files (the "Software"), to deal in
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the Software without restriction, including without limitation the rights to
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use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies
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of the Software, and to permit persons to whom the Software is furnished to do
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so, subject to the following conditions:
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The above copyright notice and this permission notice shall be included in all
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copies or substantial portions of the Software.
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THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
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SOFTWARE.*/
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#endregion
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using System;
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namespace SharpFont
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{
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/// <summary><para>
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/// An enumeration type that lists the render modes supported by FreeType 2. Each mode corresponds to a specific
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/// type of scanline conversion performed on the outline.
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/// </para><para>
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/// For bitmap fonts and embedded bitmaps the <see cref="FTBitmap.PixelMode"/> field in the <see cref="GlyphSlot"/>
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/// structure gives the format of the returned bitmap.
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/// </para><para>
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/// All modes except <see cref="RenderMode.Mono"/> use 256 levels of opacity.
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/// </para></summary>
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/// <remarks><para>
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/// The LCD-optimized glyph bitmaps produced by <see cref="GlyphSlot.RenderGlyph"/> can be filtered to reduce
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/// color-fringes by using <see cref="Library.SetLcdFilter"/> (not active in the default builds). It is up to the
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/// caller to either call <see cref="Library.SetLcdFilter"/> (if available) or do the filtering itself.
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/// </para><para>
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/// The selected render mode only affects vector glyphs of a font. Embedded bitmaps often have a different pixel
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/// mode like <see cref="PixelMode.Mono"/>. You can use <see cref="FTBitmap.Convert"/> to transform them into 8-bit
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/// pixmaps.
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/// </para></remarks>
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public enum RenderMode
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{
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/// <summary>
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/// This is the default render mode; it corresponds to 8-bit anti-aliased bitmaps.
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/// </summary>
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Normal = 0,
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/// <summary>
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/// This is equivalent to <see cref="RenderMode.Normal"/>. It is only defined as a separate value because
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/// render modes are also used indirectly to define hinting algorithm selectors.
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/// </summary>
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/// <see cref="LoadTarget"/>
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Light,
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/// <summary>
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/// This mode corresponds to 1-bit bitmaps (with 2 levels of opacity).
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/// </summary>
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Mono,
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/// <summary>
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/// This mode corresponds to horizontal RGB and BGR sub-pixel displays like LCD screens. It produces 8-bit
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/// bitmaps that are 3 times the width of the original glyph outline in pixels, and which use the
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/// <see cref="PixelMode.Lcd"/> mode.
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/// </summary>
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Lcd,
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/// <summary>
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/// This mode corresponds to vertical RGB and BGR sub-pixel displays (like PDA screens, rotated LCD displays,
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/// etc.). It produces 8-bit bitmaps that are 3 times the height of the original glyph outline in pixels and
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/// use the <see cref="PixelMode.VerticalLcd"/> mode.
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/// </summary>
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VerticalLcd,
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}
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}
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