Namespace Tizen.NUI
Classes
AbsoluteLayout
This class implements a absolute layout, allowing explicit positioning of children. Positions are from the top left of the layout and can be set using the View.Position and alike.
Adaptor
An Adaptor object is used to initialize and control how Dali runs.
It provides the lifecycle interface that allows the application writer to provide their own main loop and other platform related features.
The Adaptor class provides a means for initialising the resources required by the Dali::Core.
When dealing with platform events, the application writer must ensure that DALi is called in a thread-safe manner.
As soon as the Adaptor class is created and started, the application writer can initialise their view objects straight away or as required by the main loop they intend to use (there is no need to wait for an initialize signal as per the Tizen.NUI.Application class).
AlphaFunction
Alpha functions are used in animations to specify the rate of change of the animation parameter over time.
Understanding an animation as a parametric function over time, the alpha function is applied to the parameter of
the animation before computing the final animation value.
Animatable
The class that represents an object capable of animation is the parent class of the minimum unit of visual, View. When a property is an animatable property, it means that its value can change continuously as the target of an animation. In this case, if a property notification callback is set, you can receive the callback according to the changing values. Additionally, users can also add their own properties.
AnimatedImageVisual
A class encapsulating the property map of the animated image (AGIF) visual.
Animation
Animation can be used to animate the properties of any number of objects, typically view.
If the "Finished" event is connected to a member function of an object, it must be disconnected before the object is destroyed.
This is typically done in the object destructor, and requires either the animation handle to be stored.
The overall animation time is superseded by the values given in the animation time used when calling the AnimateTo(), AnimateBy(), AnimateBetween() and AnimatePath() methods.
If any of the individual calls to those functions exceeds the overall animation time (Duration), then the overall animation time is automatically extended.
BaseHandle
BaseHandle is a handle to an internal Dali resource.
BaseHandle.FocusRequestArgs
Contains event arguments for the FocusChangeRequested event.
BorderVisual
A class encapsulating the property map of the border visual.
Color
The Color class. This class represents a color using red, green, blue, and alpha components. It provides methods to create and manipulate colors.
ColorVisual
A class encapsulating the property map of the color visual.
Container
The Container is an abstract class to be inherited from by classes that desire to have views added to them.
CustomViewRegistry
View the Registry singleton. Used for registering controls and any scriptable properties they have (see ScriptableProperty).
Internal Design from C# to C++
- Each custom C# view should have it's static constructor called before any JSON file is loaded. Static constructors for a class will only run once ( they are run per control type, not per instance). Example of running a static constructor: System.Runtime.CompilerServices.RuntimeHelpers.RunClassConstructor (typeof(Spin).TypeHandle); Inside the static constructor the control should register it's type with the ViewRegistry For example:
static Spin() { ViewRegistry.Instance.Register(CreateInstance, typeof(Spin) ); }
The control should also provide a CreateInstance function, which gets passed to the ViewRegistry. // Eventually it will be called if DALi Builderfinds a Spin control in a JSON file. static CustomView CreateInstance() { return new Spin(); }
The DALi C++ equivalent of this is
TypeRegistration mType( typeid(Toolkit::Spin), typeid(Toolkit::Control), CreateInstance );
Degree
An angle in degrees.
This reduces ambiguity when using methods which accept angles in degrees or radians.
Disposable
Disposable class.
DragAndDrop
DragAndDrop controls the drag object and data.
Extents
Extents class describing the a collection of uint16_t.
FadeTransition
FadeTransition class is a cluster of properties for the fade transition of a View.
FlexLayout
This class implements a flex layout. The flex layout implementation is based on open source Facebook Yoga layout engine. For more information about the flex layout API and how to use it please refer to https://yogalayout.com/docs/ We implement the subset of the API in the class below.
FocusChangingEventArgs
Event arguments passed via the FocusChanging signal.
FocusManager
Provides the functionality of handling keyboard navigation and maintaining the two-dimensional keyboard focus chain.
It provides functionality of setting the focus and moving the focus in four directions( i.e., left, right, up, and down).
It also draws a highlight for the focused view and sends an event when the focus is changed.
FocusManager.FocusChangedEventArgs
Event arguments that passed via the FocusChanged signal.
FocusManager.FocusedViewActivatedEventArgs
Event arguments that passed via the FocusedViewEnterKey signal.
FocusManager.FocusGroupChangedEventArgs
Event arguments that passed via the FocusGroupChanged signal.
FocusManager.PreFocusChangeEventArgs
Event arguments that passed via the PreFocusChange signal.
FontClient
FontClient provides access to font information and resources.
Geometry
Geometry is handle to an object that can be used to define a geometric elements.
Gesture
Base structure for different gestures that an application can receive.
A Gesture is an event that is produced from a combination of several touch events
in a particular order or within a certain time frame (for example, pinch).
GetResourcesProvider
A class to get resources in current application.
GradientVisual
A class encapsulating the property map of the gradient visual.
GridLayout
GridLayout is a 2D grid pattern layout that consists of a set of rows and columns.
Hover
Hover events are a collection of points at a specific moment in time.
When a multi-event occurs, each point represents the points that are currently being
hovered or the points where a hover has stopped.
ImageLoader
A class containing methods providing image loading
ImageVisual
A class encapsulating the property map of the image visual.
InputMethod
A class encapsulating the input method map.
InputMethodContext
Specifically manages the input method framework (IMF) that enables the virtual or hardware keyboards.
InputMethodContext.ActivatedEventArgs
InputMethodContext activated event arguments.
InputMethodContext.CallbackData
Data required by the IMF from the callback.
InputMethodContext.EventData
This structure is used to pass on data from the IMF regarding predictive text.
InputMethodContext.EventReceivedEventArgs
InputMethodContext event receives event arguments.
InputMethodContext.KeyboardTypeChangedEventArgs
InputMethodContext keyboard type changed event arguments.
InputMethodContext.LanguageChangedEventArgs
InputMethodContext language changed event arguments.
InputMethodContext.ResizedEventArgs
InputMethodContext resized event arguments.
InputMethodContext.StatusChangedEventArgs
InputMethodContext status changed event arguments.
Key
The key structure is used to store a key press.
KeyFrames
A set of key frames for a property that can be animated using DALi animation.
This allows the generation of key frame objects from individual Property::Values.
KeyValue
The KeyValue class provides functionality for managing key-value pairs.
Layer
Layers provide a mechanism for overlaying groups of actors on top of each other.
LayoutGroup
LayoutGroup class providing container functionality.
LayoutItem
Base class for layouts. It is used to layout a View It can be laid out by a LayoutGroup.
LayoutTransition
LayoutTransition stores the animation setting for a transition condition.
LinearLayout
This class implements a linear box layout, automatically handling right to left or left to right direction change.
LongPressGesture
A long press gesture is emitted when the user holds the screen with the stated number of fingers.
A long press gesture finishes when all touches have been released.
MeshVisual
A class encapsulating the property map of the mesh visual.
NPatchVisual
A class encapsulating the property map of the n-patch image visual.
NUIApplication
Represents an application that have a UI screen. The NUIApplication class has a default stage.
NUIEventType
Class that represents the type of NUI event for backends. This class can be converted from string type.
NUIWatchApplication
Represents an application that can make watch-face.
NUIWatchApplication.AmbientChangedEventArgs
Event arguments that passed via ambient tick event signal.
NUIWatchApplication.AmbientTickEventArgs
Event arguments that passed via ambient tick event signal.
NUIWatchApplication.TimeTickEventArgs
Event arguments that passed via time tick event signal.
NUIWidgetApplication
Represents an application that have UI screen. The NUIWidgetApplication class has a default stage.
PaddingType
The PaddingType class represents padding properties used in layouting.
Palette
A helper class to extract prominent colors from an image.
A number of colors with different profiles are extracted from the image: Vibrant, Vibrant Dark, Vibrant Light, Muted, Muted Dark, Muted Light
These can be retrieved from the appropriate getter method.
Palette.Swatch
Represents a color swatch generated from an image's palette. The RGB color can be retrieved calling getRgb()
PanGesture
A PanGesture is emitted when the user moves one or more fingers in a particular direction.
A pan gesture will end in the following ways:
- User releases the primary finger (the first touch).
- User has more fingers on the screen than the maximum specified.
- User has less fingers on the screen than the minimum specified.
- Cancelled by the system.
A pan gesture will continue to be sent to the actor under than initial pan until it ends.
Path
A 3D parametric curve. Paths can be used to animate the position and orientation of views.
PinchGesture
A PinchGesture is emitted when the user moves two fingers towards or away from each other.
A pinch gesture will continue to be sent to the actor under the center point of the pinch until the pinch ends.
Position
Position is a three-dimensional vector.
Position2D
Position2D is a two-dimensional vector.
PrimitiveVisual
A class encapsulating the property map of the primitive visual.
PropertyArray
An array of property values.
PropertyBuffer
PropertyBuffer is a handle to an object that contains a buffer of structured data.
PropertyBuffers can be used to provide data to Geometry objects.
PropertyCondition
A condition that can be evaluated on a Property Value
PropertyKey
A key type which can be either a std::string or a Property::Index.
PropertyMap
A map of property values, the key type could be string or Property::Index.
PropertyNotification
Issues a notification upon a condition of the property being met. See PropertyCondition for available defined conditions.
PropertyNotification.NotifyEventArgs
Event arguments that passed via Notify signal
PropertyValue
A value-type representing a property value.
Radian
This class represents an angle in radians.
Rectangle
The Rectangle class. This class is used to define and manipulate rectangular areas in graphics or UI components. It manages the position (x, y coordinates) and size (width, height) of the rectangle, and provides various methods to set or inspect the properties of the rectangle.
RelativeLayout
RelativeLayout calculates the size and position of all the children based on their relationship to each other.
RelativeVector2
RelativeVector2 is a two-dimensional vector. Both values (x and y) should be between [0, 1].
RelativeVector3
RelativeVector3 is a three-dimensional vector. All values (x, y, z and w) should be between [0, 1].
RelativeVector4
RelativeVector4 is a four-dimensional vector. All values (x, y, and z) should be between [0, 1].
RelayoutContainer
An interface to encapsulate the information required for relayout.
Renderer
Renderer is a handle to an object used to show content by combining a Geometry, a TextureSet and a shader.
Rotation
The Rotation class represents a rotation of a UI Component.
Sampler
Sampler is a handle to an object that can be used to provide the sampling parameters to sample textures.
ScaleTransition
ScaleTransition provides smoothly appearing/disappearing scale effects for target View. If this transition is for appearing, the View comes out with the scale factor applied and will be animated to its original scale. If this transition is for disappearing, the View starts at its original size and will finally become scaled by scale factor and vanishes.
ScriptableProperty
Adds this attribute to any property belonging to a view (control) you want to be scriptable from JSON.
ScrollViewEffect
ScrollView Effect base class, used to apply custom effects to a ScrollView instance.
Shader
Shader allows custom vertex and color transformations in the GPU.
Shader.Hint
The Hint class is used to provide additional information to the shader.
Shadow
Represents a shadow with color and blur radius for a View.
ShadowBase
The base class to describe basic shadow.
Size
A three-dimensional size.
Size2D
A two-dimensional size.
SlideTransition
SlideTransition class is a cluster of properties for the slide transition of a View. SlideTransition provides smoothly appearing/disappearing effects for target Control. The direction the target Control is comming from or going to can be selected in the pre-defined directions at the SlideTransitionDirection {UP, DOWN, LEFT, RIGHT} And, to use custom direction, the direction can be set by using Vector2.
Spin
Spins the CustomView class.
StyleManager
The StyleManager informs applications of the system theme change, and supports application theme change at runtime.
Applies various styles to controls using the properties system.
On theme change, it automatically updates all controls, then raises a event to inform the application.
If the application wants to customize the theme, RequestThemeChange needs to be called.
It provides the path to the application resource root folder, from there the filename can be specified along with any subfolders, for example, Images, Models, etc.
StyleManager.StyleChangedEventArgs
Style changed event arguments.
SVGVisual
A class encapsulating the property map of the SVG visual.
TapGesture
A TapGesture is emitted when the user taps the screen with the stated number of fingers a stated number of times.
Texture
Texture represents a texture object used as input or output by shaders.
TextureSet
TextureSet is a handle to an object that specifies the set of images used as textures by a renderer.
The images have to be ordered in the same order they are declared in the shader.
TextVisual
A class encapsulating the property map of the text visual.
Theme
Basically, the Theme is a dictionary of ViewStyles that can decorate NUI Views. Each ViewStyle item is identified by a string key that can be matched the StyleName.
The main purpose of providing theme is to separate style details from the structure. Managing style separately makes it easier to customize the look of application by user context. Also since a theme can be created from xaml file, it can be treated as a resource. This enables sharing styles with other applications.
ThemeChangedEventArgs
The event arguments that hold data for the event ThemeChanged.
ThemeManager
This static module provides methods that can manage NUI Theme.
TimePeriod
TimePeriod is used to define delay and duration of a process such as Transition. TimePeriod is composed of Delay and Duration in milliseconds
Timer
Mechanism to issue simple periodic or one-shot events.
Timer is provided for application developers to be able to issue
simple periodic or one-shot events. Please note that the timer
callback functions should return as soon as possible because they
block the next SignalTick. Please note that timer signals are not
in sync with DALi's render timer.
This class is a handle class so it can be stack allocated and used
as a member.
Timer.TickEventArgs
Event arguments that passed via the tick event.
Touch
Touch events are a collection of points at a specific moment in time.
When a multi-touch event occurs, each point represents the points that are currently being
touched or the points where a touch has stopped.
Transition
Transition class is a cluster of properties for the transition of View pair.
TransitionBase
TransitionBase class is a base class for all Transition. Each Transition child classes inherits this base class.
TransitionComponents
Parts of the transition that can be configured to provide a custom effect.
TransitionData
This object translates data from a property array of maps into an array of animators. This is normally used when animating visuals.
TransitionList
Define a List of LayoutTransitions
TransitionOptions
This TransitionOptions class is a class to control Transition motion. This class includes multiple options for the Transition. NUI supports various kinds of Transitions such as App transition, Page transition, and so on.
TTSPlayer
The Text-to-speech (TTS) player.
TTSPlayer.StateChangedEventArgs
This class represents the event arguments used when the state of the TTS player changes.
TypeInfo
TypeInfo class for instantiation of registered types and introspection of their actions and signals.
Vector2
A two-dimensional vector.
Vector3
A three-dimensional vector.
Vector4
A four-dimensional vector.
VertexBuffer
VertexBuffer is a handle to an object that contains a buffer of structured data.
VertexBuffers can be used to provide data to Geometry objects.
ViewWrapper
ViewWrapper provides a way to wrap a custom view implementation within the Tizen NUI framework. This class is intended for advanced users who need to extend the functionality of the View class by implementing their own rendering logic.
VisualAnimator
A class encapsulating the property map of the transition data.
VisualBase
Sets whether the actor should be focusable by keyboard navigation.
Visuals reuse geometry, shader etc. across controls. They ensure that the renderer and texture sets exist only when control is on window.
Each visual also responds to actor size and color change, and provides clipping at the renderer level.
VisualFactory
The VisualFactory is a singleton object that provides and shares visuals between views.
VisualMap
A class encapsulating the transform map of the visual.
WatchTime
The WatchTime class is used to get time for the WatchApplication.
A WatchTime has a time handle from watch application framework.
You can get time(hour, minute, second, millisecond) and date(year, month, day)
on receiving timeTick signal.
WeakEvent<T>
The WeakEvent without holding strong reference of event handler.
WebPageLoadError
It is a class for load error of page of web view.
WebViewPageLoadErrorEventArgs
Event arguments that passed via the WebView.PageLoadError.
WebViewPageLoadEventArgs
Event arguments that passed via the WebView.PageLoadStarted or WebView.PageLoadFinished.
Wheel
The wheel event structure is used to store a wheel rolling, it facilitates processing of the wheel rolling and passing to other libraries like Toolkit.
There is a key modifier which relates to keys like Alt, Shift, and Ctrl functions are supplied to check if they have been pressed when the wheel is being rolled.
We support a mouse device and there may be another custom device that support the wheel event. The device type is specified as \e type.
The mouse wheel event can be sent to the specific actor but the custom wheel event will be sent to the window.
Widget
Widget provides some common functionality required by all custom widget.
WidgetView
The WidgetView is a class for displaying the widget image and controlling the widget.
Input events that the WidgetView gets are delivered to the widget.
WidgetView.WidgetViewEventArgs
Event arguments of the widget view.
WidgetViewManager
WidgetViewManager manages addition of WidgetView controls. This class provides the functionality of adding the widget views and controlling the widgets.
Window
The window class is used internally for drawing.
The window has an orientation and indicator properties.
Window.FocusChangedEventArgs
The focus changed event argument.
Window.KeyEventArgs
The Key event arguments.
Window.ResizedEventArgs
Feeds a key event into the window. This resized event arguments.
Window.SafeNativeWindowHandle
Contains and encapsulates Native Window handle.
Window.TouchEventArgs
The touch event argument.
Window.WheelEventArgs
The Wheel event arguments.
Structs
BorderVisualProperty
This specifies properties of the BorderVisual.
ColorVisualProperty
This specifies properties of the ColorVisual.
DragData
This specifies drag data.
DragEvent
This specifies drag event.
FontSizeScale
FontSizeScale constant.
GradientVisualProperty
This specifies properties of the GradientVisual.
HiddenInputProperty
The HiddenInput property.
ImageVisualProperty
This specifies properties of the ImageVisual.
LayoutLength
A type that represents a layout length. Currently, this implies pixels, but could be extended to handle device dependant sizes, etc.
MeasuredSize
Class that encodes a measurement and a measure state, which is set if the measured size is too small.
MeasureSpecification
A MeasureSpecification is used during the Measure pass by a LayoutGroup to inform it's children how to be measured. For instance, it may measure a child with an exact width and an unspecified height in order to determine height for width.
MeshVisualProperty
This specifies properties of the MeshVisual.
NpatchImageVisualProperty
This specifies properties of the NpatchImageVisual.
ParentOrigin
ParentOrigin constants.
PivotPoint
PivotPoint constants.
PositionAxis
PositionAxis constants.
PrimitiveVisualProperty
This specifies properties of the PrimitiveVisual.
TextVisualProperty
This specifies properties of the TextVisual.
Visual
This specifies visual types.
Visual.Property
This specifies visual properties.
Visual.ShaderProperty
This specifies shader properties.
Interfaces
FocusManager.ICustomFocusAlgorithm
ICustomFocusAlgorithm is used to provide the custom keyboard focus algorithm for retrieving the next focusable view.
The application can implement the interface and override the keyboard focus behavior.
If the focus is changing within a layout container, then the layout container is queried first to provide the next focusable view.
If this does not provide a valid view, then the Keyboard FocusManager will check focusable properties to determine the next focusable actor.
If focusable properties are not set, then the keyboard FocusManager calls the GetNextFocusableView() method of this interface.
ILayoutParent
Interface that defines a layout Parent. Enables a layout child to access methods on its parent, e.g. Remove (during unparenting)
Enums
AlphaFunction.BuiltinFunctions
This specifies the various types of built-in alpha functions available for animations.
AlphaFunction.Modes
This specifies which mode is set for AlphaFunction.
Animatable.Capability
Enumeration for Handle's capabilities that can be queried.
AnimatableProperties
The properties that can be animated.
Animation.EndActions
Enumeration for what to do when the animation ends, stopped, or destroyed.
Animation.Interpolation
Enumeration for what interpolation method to use on key-frame animations.
Animation.LoopingModes
Enumeration for what looping mode is in.
Animation.States
Enumeration for what state the animation is in.
AutoScrollStopMode
Auto scrolling stop behavior.
CameraType
Enumeration for type determination of how the camera operates.
ClippingModeType
Enumeration for the ClippingMode describing how this actor's children will be clipped against it.
ColorMode
This specifies whether the actor uses its own color or inherits.
CustomViewBehaviour
This specifies customView behavior types.
DeviceClassType
An enum of Device Class types.
DeviceSubClassType
An enum of Device Subclass types.
DimensionType
This specifies the dimension of the width or the height for size negotiation.
DirectionBias
The Direction Bias type. This enum is used to specify the direction bias for scroll snapping.
DisposeTypes
DragSourceEventType
Enumeration for the drag source event types.
DragType
This enumeration defines the different types of drag events that can occur when a drag-and-drop operation is performed on a target view.
DrawModeType
Enumeration for the instance of how the actor and it's children will be drawn.
EllipsisPosition
An enum of ellipsis position.
FilterModeType
Enumeration of the type of possible filter modes.
FittingModeType
This specifies fitting mode types. Fitting options, used when resizing images to fit desired dimensions.
A fitting mode controls the region of a loaded image to be mapped to the desired image rectangle.
All fitting modes preserve the aspect ratio of the image contents.
FlexLayout.AlignmentType
Enumeration for the alignment of the flex items or lines when the items or lines do not use all the available space on the cross-axis.
FlexLayout.FlexDirection
Enumeration for the direction of the main axis in the flex container. This determines the direction that flex items are laid out in the flex container.
FlexLayout.FlexJustification
Enumeration for the alignment of the flex items when the items do not use all available space on the main-axis.
FlexLayout.FlexWrapType
Enumeration for the wrap type of the flex container when there is no enough room for all the items on one flex line.
FlexLayout.PositionType
Enumeration for the position type of the flex item how it is positioned within its parent.
FontSlantType
Enumeration type for the font's slant.
FontWeightType
Enumeration type for the font's weight.
FontWidthType
Enumeration type for the font's width.
Geometry.Type
Enumeration for the description of the type of geometry, used to determine how the coordinates will be used.
Gesture.GestureType
Enumeration for type of gesture.
Gesture.StateType
Enumeration for state of the gesture.
GLESVersion
This Enumeration is used the GLES version for EGL configuration. It is for GLWindow and GLView.
GLRenderingMode
Enumeration for rendering mode This Enumeration is used to choose the rendering mode. It is for GLWindow and GLView.
GlyphType
Enumeration type for the glyph type.
GradientVisualSpreadMethodType
This specifies SpreadMethod types.
SpreadMethod defines what happens if the gradient starts or ends inside the bounds of the target rectangle.
GradientVisualUnitsType
The type of coordinate system for certain attributes of the points in a gradient.
GridLayout.Alignment
The alignment of the grid layout child.
GridLayout.Orientation
Enumeration for the direction in which the content is laid out
GridLayout.StretchFlags
The value how child is resized within its space.
HiddenInputModeType
The type for HiddenInput mode.
HorizontalAlignment
Enumeration for the horizontal alignment of objects such as texts and layout items.
HorizontalAlignmentType
Enumeration for horizontal alignment types.
InputFilterType
Enumeration for the type of InputFilter.
InputMethod.ActionButtonTitleType
Specifies what the Input Method "action" button functionality is set to.
InputMethod.AutoCapitalType
Autocapitalization Types.
InputMethod.CategoryType
SetType that can be changed in the system input method.
InputMethod.NormalLayoutType
Available variation for the normal layout.
InputMethod.NumberOnlyLayoutType
Available variation for the number only layout.
InputMethod.PanelLayoutType
Input panel (virtual keyboard) layout types..
InputMethod.PasswordLayoutType
Available variation for the password layout.
InputMethodContext.EventType
Enumeration for the events that are generated by the IMF.
InputMethodContext.InputPanelLanguage
Enumeration for the language mode of the input panel.
InputMethodContext.KeyboardType
Enumeration for the types of keyboard.
InputMethodContext.State
Enumeration for the state of the input panel.
InputMethodContext.TextDirection
Enumeration for the direction of the text.
Key.StateType
Enumeration for specifying the state of the key event.
Layer.LayerBehavior
Enumeration for the behavior of the layer.
LinearLayout.Alignment
Enumeration for the alignment of the linear layout items
LinearLayout.Orientation
Enumeration for the direction in which the content is laid out
LineWrapMode
An enum of the line wrap mode of text controls.
LoadPolicyType
Specifies the load policy types.
Decides when the image texture should be loaded.
MeasuredSize.StateType
Measured states for a Size value.
MeasureSpecification.ModeType
Size mode for this MeasureSpecification
MeshVisualShadingModeValue
The shading mode used by the mesh visual.
NotificationLevel
An enum of notification window's priority level.
NUIApplication.WindowMode
Enumeration for deciding whether a NUI application window is opaque or transparent.
PixelFormat
Enumeration for Pixel formats.
Pixel format, default color depth is RGBA 32 bit with alpha.
PointStateType
Enumeration for point state type.
PrimitiveVisualShapeType
The primitive shape to render as a primitive visual.
ProjectionMode
Enumeration for the projection modes.
PropertyAccessMode
This specifies the property access mode types.
Enumeration for the access mode for custom properties.
PropertyKey.KeyType
Represents the type of key used in property-related operations.
PropertyNotification.NotifyMode
Enumeration for description of how to check condition.
PropertyType
This specifies all the property types.
Enumeration for the property types supported.
RelativeLayout.Alignment
The alignment of the relative layout child.
ReleasePolicyType
Specifies the release policy types.
Decides if the image should be cached in different conditions.
RenderingBehaviorType
Enumeration for Setting the rendering behavior of a Window.
ResizePolicyType
Enumeration for size negotiation resize policies.
SamplingModeType
This specifies sampling mode types. Filtering options are used when resizing images to sample original pixels.
A SamplingMode controls how pixels in an input image are sampled and combined to generate each pixel of a destination image during scaling.
NoFilter and Box modes do not guarantee that the output pixel array exactly matches the rectangle specified by the desired dimensions and the FittingMode,
but all other filter modes do if the desired dimensions are not more than the raw dimensions of the input image file.
ScreenOffMode
An enum of screen mode.
ScriptableProperty.ScriptableType
The enum of ScriptableType
ScrollModeType
This specifies all the scroll mode type.
ScrollState
An enum of the scroll state of the text editor.
Shader.Hint.Value
Enumeration for the hint value.
SizeScalePolicyType
Enumeration for policies to determine how an actor should resize itself when having its size set in size negotiation.
StyleChangeType
Types of style change. Enumeration for the StyleChange type.
TextDirection
An enum of text directions.
TextureType
The TextureType enumeration defines the types of textures.
TransitionCondition
The conditions for transitions.
TTSPlayer.TTSMode
Enumeration for the instance of TTS mode.
TTSPlayer.TTSState
Enumeration for the instance of TTS state.
VerticalAlignment
Enumeration for the vertical alignment of objects such as texts and layout items.
VerticalAlignmentType
Enumeration for vertical alignment types.
VerticalLineAlignment
An enum of vertical line alignments.
VisibilityChangeType
The visibility change type.
Visual.AlignType
This specifies visual align types.
Visual.Type
The index for the visual type.
VisualFittingModeType
The values of this enum determine how the visual should fit into the view.
VisualTransformPolicyType
This specifies policy types that could be used by the transform for the offset or size.
VisualTransformPropertyType
This specifies all the transform property types.
WebPageLoadError.ErrorCode
Enumeration for the load error code
WebPageLoadError.ErrorType
Enumeration for the load error type
Wheel.WheelType
The type of the wheel event.
Widget.TerminationType
Enumeration for termination type of widget
Window.KeyGrabMode
Enumeration for the key grab mode for platform-level APIs.
Window.WindowOrientation
Enumeration for orientation of the window is the way in which a rectangular page is oriented for normal viewing.
WindowType
An enum of window types.
WrapModeType
This specifies wrap mode types.
WrapModeU and WrapModeV separately decide how the texture should be sampled when the u and v coordinate exceeds the range of 0.0 to 1.0.
Delegates
DaliEventHandler<T, U>
[UnmanagedFunctionPointer(CallingConvention.Cdecl)] this should be removed with EventHandler from .NET
DaliEventHandlerWithReturnType<T, U, R>
[UnmanagedFunctionPointer(CallingConvention.Cdecl)]
DragAndDrop.DragAndDropEventHandler
Delegate representing the method that will handle drag and drop events.
DragAndDrop.SourceEventHandler
A delegate representing the method that will handle the drag source event.
EventHandlerWithReturnType<T, U, R>
[UnmanagedFunctionPointer(CallingConvention.Cdecl)]
Extents.ExtentsChangedCallback
Constructor