mirror of https://github.com/bkaradzic/bgfx
Fix Native Window Type IDL/Bindings; (#3163)
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@ -2016,6 +2016,22 @@ public static class bgfx
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Count
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}
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[AllowDuplicates]
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public enum NativeWindowHandleType : uint32
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{
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/// <summary>
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/// Platform default handle type (X11 on Linux).
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/// </summary>
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Default,
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/// <summary>
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/// Wayland.
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/// </summary>
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Wayland,
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Count
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}
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[AllowDuplicates]
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public enum RenderFrame : uint32
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{
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@ -2108,6 +2124,7 @@ public static class bgfx
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public void* context;
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public void* backBuffer;
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public void* backBufferDS;
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public NativeWindowHandleType type;
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}
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[CRepr]
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@ -2002,6 +2002,21 @@ public static partial class bgfx
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Count
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}
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public enum NativeWindowHandleType
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{
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/// <summary>
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/// Platform default handle type (X11 on Linux).
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/// </summary>
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Default,
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/// <summary>
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/// Wayland.
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/// </summary>
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Wayland,
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Count
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}
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public enum RenderFrame
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{
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/// <summary>
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@ -2088,6 +2103,7 @@ public static partial class bgfx
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public void* context;
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public void* backBuffer;
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public void* backBufferDS;
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public NativeWindowHandleType type;
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}
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public unsafe struct Resolution
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@ -839,6 +839,13 @@ enum ViewMode: bgfx.fakeenum.ViewMode.Enum{
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count = bgfx.fakeenum.ViewMode.Enum.count,
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}
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///Native window handle type.
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enum NativeWindowHandleType: bgfx.fakeenum.NativeWindowHandleType.Enum{
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default_ = bgfx.fakeenum.NativeWindowHandleType.Enum.default_,
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wayland = bgfx.fakeenum.NativeWindowHandleType.Enum.wayland,
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count = bgfx.fakeenum.NativeWindowHandleType.Enum.count,
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}
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///Render frame enum.
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enum RenderFrame: bgfx.fakeenum.RenderFrame.Enum{
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noContext = bgfx.fakeenum.RenderFrame.Enum.noContext,
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@ -1073,6 +1080,7 @@ extern(C++, "bgfx") struct PlatformData{
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depth/stencil surface.
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*/
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void* backBufferDS;
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NativeWindowHandleType type; ///Handle type. Needed for platforms having more than one option.
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}
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///Backbuffer resolution and reset parameters.
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@ -1260,6 +1260,16 @@ pub const ViewMode = enum(c_int) {
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Count
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};
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pub const NativeWindowHandleType = enum(c_int) {
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/// Platform default handle type (X11 on Linux).
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Default,
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/// Wayland.
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Wayland,
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Count
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};
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pub const RenderFrame = enum(c_int) {
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/// Renderer context is not created yet.
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NoContext,
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@ -1332,6 +1342,7 @@ pub const Caps = extern struct {
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context: ?*anyopaque,
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backBuffer: ?*anyopaque,
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backBufferDS: ?*anyopaque,
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type: NativeWindowHandleType,
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};
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pub const Resolution = extern struct {
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@ -690,6 +690,12 @@ enum.ViewMode { underscore, comment = "View modes:" }
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.DepthDescending --- Sort draw call depth in descending order.
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()
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--- Native window handle type.
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enum.NativeWindowHandleType { underscore, comment = "Native Window handle type:" }
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.Default --- Platform default handle type (X11 on Linux).
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.Wayland --- Wayland.
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()
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--- Render frame enum.
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enum.RenderFrame { underscore, comment = "" }
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.NoContext --- Renderer context is not created yet.
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@ -774,15 +780,16 @@ struct.InternalData
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--- Platform data.
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struct.PlatformData { ctor }
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.ndt "void*" --- Native display type (*nix specific).
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.nwh "void*" --- Native window handle. If `NULL`, bgfx will create a headless
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--- context/device, provided the rendering API supports it.
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.context "void*" --- GL context, D3D device, or Vulkan device. If `NULL`, bgfx
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--- will create context/device.
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.backBuffer "void*" --- GL back-buffer, or D3D render target view. If `NULL` bgfx will
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--- create back-buffer color surface.
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.backBufferDS "void*" --- Backbuffer depth/stencil. If `NULL`, bgfx will create a back-buffer
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--- depth/stencil surface.
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.ndt "void*" --- Native display type (*nix specific).
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.nwh "void*" --- Native window handle. If `NULL`, bgfx will create a headless
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--- context/device, provided the rendering API supports it.
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.context "void*" --- GL context, D3D device, or Vulkan device. If `NULL`, bgfx
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--- will create context/device.
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.backBuffer "void*" --- GL back-buffer, or D3D render target view. If `NULL` bgfx will
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--- create back-buffer color surface.
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.backBufferDS "void*" --- Backbuffer depth/stencil. If `NULL`, bgfx will create a back-buffer
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--- depth/stencil surface.
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.type "NativeWindowHandleType::Enum" --- Handle type. Needed for platforms having more than one option.
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--- Backbuffer resolution and reset parameters.
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struct.Resolution { ctor }
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