- 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
88 lines
3.5 KiB
C#
88 lines
3.5 KiB
C#
#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>
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/// An enumeration type used to describe the format of pixels in a given bitmap. Note that additional formats may
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/// be added in the future.
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/// </summary>
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public enum PixelMode : byte
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{
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/// <summary>
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/// Value 0 is reserved.
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/// </summary>
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None = 0,
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/// <summary>
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/// A monochrome bitmap, using 1 bit per pixel. Note that pixels are stored in most-significant order (MSB),
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/// which means that the left-most pixel in a byte has value 128.
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/// </summary>
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Mono,
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/// <summary>
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/// An 8-bit bitmap, generally used to represent anti-aliased glyph images. Each pixel is stored in one byte.
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/// Note that the number of ‘gray’ levels is stored in the ‘num_grays’ field of the <see cref="FTBitmap"/>
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/// structure (it generally is 256).
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/// </summary>
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Gray,
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/// <summary>
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/// A 2-bit per pixel bitmap, used to represent embedded anti-aliased bitmaps in font files according to the
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/// OpenType specification. We haven't found a single font using this format, however.
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/// </summary>
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Gray2,
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/// <summary>
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/// A 4-bit per pixel bitmap, representing embedded anti-aliased bitmaps in font files according to the
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/// OpenType specification. We haven't found a single font using this format, however.
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/// </summary>
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Gray4,
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/// <summary>
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/// An 8-bit bitmap, representing RGB or BGR decimated glyph images used for display on LCD displays; the
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/// bitmap is three times wider than the original glyph image. See also <see cref="RenderMode.Lcd"/>.
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/// </summary>
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Lcd,
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/// <summary>
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/// An 8-bit bitmap, representing RGB or BGR decimated glyph images used for display on rotated LCD displays;
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/// the bitmap is three times taller than the original glyph image. See also
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/// <see cref="RenderMode.VerticalLcd"/>.
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/// </summary>
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VerticalLcd,
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/// <summary>
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/// An image with four 8-bit channels per pixel, representing a color image (such as emoticons) with alpha
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/// channel. For each pixel, the format is BGRA, which means, the blue channel comes first in memory. The color
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/// channels are pre-multiplied and in the sRGB colorspace. For example, full red at half-translucent opacity
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/// will be represented as ‘00,00,80,80’, not ‘00,00,FF,80’.
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/// </summary>
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/// <seealso cref="LoadFlags.Color"/>
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Bgra
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}
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}
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