To load a constants file into scripts use the following code:
IApp:loadScript(IApp:getExeFilePath() .. './Constants/[constantsFilename]');
IApp:loadScript(IApp:getExeFilePath() .. './Constants/constantsVideoDrivers.e76script')
constantsAnimationTypes.e76script [MD2 Animation types]
----------------- -- MD2 Animation types ----------------- MD2_STAND = 'MD2_STAND'; MD2_RUN = 'MD2_RUN'; MD2_ATTACK = 'MD2_ATTACK'; MD2_PAIN_A = 'MD2_PAIN_A'; MD2_PAIN_B = 'MD2_PAIN_B'; MD2_PAIN_C = 'MD2_PAIN_C'; MD2_JUMP = 'MD2_JUMP'; MD2_FLIP = 'MD2_FLIP'; MD2_SALUTE = 'MD2_SALUTE'; MD2_FALLBACK = 'MD2_FALLBACK'; MD2_WAVE = 'MD2_WAVE'; MD2_POINT = 'MD2_POINT'; MD2_CROUCH_STAND = 'MD2_CROUCH_STAND'; MD2_CROUCH_WALK = 'MD2_CROUCH_WALK'; MD2_CROUCH_ATTACK = 'MD2_CROUCH_ATTACK'; MD2_CROUCH_PAIN = 'MD2_CROUCH_PAIN'; MD2_CROUCH_DEATH = 'MD2_CROUCH_DEATH'; MD2_DEATH_FALLBACK = 'MD2_DEATH_FALLBACK'; MD2_DEATH_FALLFORWARD = 'MD2_DEATH_FALLFORWARD'; MD2_DEATH_FALLBACKSLOW = 'MD2_DEATH_FALLBACKSLOW'; MD2_BOOM = 'MD2_BOOM';
constantsBillboardTypes.e76script [3D Billboard parameters types]
-----------------
-- Billboard parameters types for use with IGraphics:getBillboardVertexColor() and related functions
-----------------
BILLBOARD_BOTTOM_RIGHT = 0; -- The bottom-right vertex of the billboard rectangle
BILLBOARD_TOP_RIGHT = 1; -- The top-right vertex of the billboard rectangle
BILLBOARD_TOP_LEFT = 2; -- The top-left vertex of the billboard rectangle
BILLBOARD_BOTTOM_LEFT = 3; -- The bottom-left vertex of the billboard rectangle
constantsCameraTypes.e76script [3D Camera types automatically managed by the engine]
----------------- -- Camera types for use with IWorld:setCameraType() ----------------- CAMERA_TYPE_NONE = 'user'; -- The camera doesn't automatically move/rotate CAMERA_TYPE_PIVOT = 'pivot'; -- The camera has a fixed position and rotates using the mouse CAMERA_TYPE_FPS = 'fps'; -- The camera rotates with the mouse and moves using the keyboard (default keys W,A,S,Z) CAMERA_TYPE_SATELLITE = 'satellite'; -- The camera looks down with a fixed height and moves using the keyboard (default keys W,A,S,Z). Zooms in and out using the +- keys. CAMERA_TYPE_POSITION = 'pos'; -- The camera moves with the active agent position. The lookAt position remains constant. CAMERA_TYPE_EYES = 'eyes'; -- The camera moves with the active agent position. The camera always looks in the direction of the agent's eyes. CAMERA_TYPE_USER = 'user'; -- The camera doesn't automatically move/rotate (same as CAMERA_TYPE_USER)
constantsColorFormats.e76script [Texture color formats]
----------------- -- Texture color formats ----------------- COLOR_FORMAT_A1R5G5B5 = 0; -- 16 bit color format used by the software driver, and thus preferred by all other irrlicht engine video drivers. There are 5 bits for every color component, and a single bit is left for alpha information COLOR_FORMAT_R5G6B5 = 1; -- Standard 16 bit color format COLOR_FORMAT_R8G8B8 = 2; -- 24 bit color, no alpha channel, but 8 bit for red, green and blue COLOR_FORMAT_A8R8G8B8 = 3; -- Default 32 bit color format. 8 bits are used for every component: red, green, blue and alpha
constantsEditModeFlags.e76script [3D edit mode flags]
----------------- -- Edit mode flags ----------------- EDIT_MODE_NONE = 0; -- Edit mode disabled EDIT_MODE_BBOX = 1; -- Display graphical bounding box. EDIT_MODE_NORMALS = 2; -- Display graphical normals. EDIT_MODE_SKELETON = 4; -- Display graphical skeleton EDIT_MODE_WIRE_MESH = 8; -- Display graphical wire mesh overlay EDIT_MODE_TRANSPARENCY = 16; -- Display graphical entity at half transparency EDIT_MODE_BBOX_DETAILED = 32; -- Display graphical bounding box of all mesh buffers EDIT_MODE_PHYSICS = 1024; -- Display physical representation. (this is CPU intensive and recommended only for debugging...)
constantsFileFormatTypes.e76script [File formats types]
----------------- -- ScriptENGINE File Formats Types ----------------- FILE_TEXT = "TEXT" -- Standard ANSI text format FILE_TEXT_UTF8 = "UTF8" -- UTF-8 unicode formatting FILE_TEXT_UTF16 = "UTF16" -- UTF-8 unicode formatting (little endian) FILE_TEXT_UTF16BE = "UTF16BE" -- UTF-8 unicode formatting (big endian) FILE_BINARY = "BINARY" -- BINARY format FILE_BINARY_COMP = "COMPRESSED" -- BINARY format with compression
constantsGuiAlignments.e76script [GUI control alignments]
----------------- -- GUI control alignments -- GUI edit box alignments ----------------- GUI_JUSTIFY_LEFT = 0; -- Align horizontal to the left GUI_JUSTIFY_RIGHT = 1; -- Align horizontal to the right GUI_JUSTIFY_CENTER = 2; -- Align horizontal center GUI_JUSTIFY_TOP = 0; -- Align vertical to the top GUI_JUSTIFY_BOTTOM = 1; -- Align vertical to the bottom GUI_JUSTIFY_CENTER = 2; -- Align vertical center GUI_JUSTIFY_SCALE = 3; -- Scale control within its parent when resized.
constantsGuiControlTypes.e76script [GUI control types]
----------------- -- GUI control types ----------------- GUI_TYPE_BUTTON = 0; GUI_TYPE_CHECKBOX = 1; GUI_TYPE_COMBOBOX = 2; GUI_TYPE_CONTEXT_MENU = 3; GUI_TYPE_MENU = 4; GUI_TYPE_EDITBOX = 5; GUI_TYPE_DIALOG_FILEOPEN = 6; GUI_TYPE_DIALOG_COLOR = 7; GUI_TYPE_FADER = 8; GUI_TYPE_IMAGE = 9; GUI_TYPE_LISTBOX = 10; -- mesh viewer not used GUI_TYPE_MESSAGE_BOX = 12; GUI_TYPE_MODAL_WINDOW = 13; GUI_TYPE_SCROLLBAR = 14; GUI_TYPE_SPINBOX = 15; GUI_TYPE_STATIC_TEXT = 16; GUI_TYPE_TAB = 17; GUI_TYPE_TAB_CONTROL = 18; GUI_TYPE_TABLE = 19; GUI_TYPE_TOOLBAR = 20; GUI_TYPE_WINDOW = 21; GUI_TYPE_MENU_ITEM = 22;
constantsGuiEventTypes.e76script [GUI event types]
----------------- -- GUI events ----------------- GUI_ELEMENT_EXITED = 0; -- A gui element has lost its focus. This can be cancelled by returning true from an event subscriber GUI_ELEMENT_ENTERED = 1; -- A gui element has got the focus. This can be cancelled by returning true from an event subscriber GUI_ELEMENT_HOVERED = 2; -- The mouse cursor hovered over a gui element GUI_ELEMENT_HOVERED_EXIT = 3; -- The mouse cursor left the hovered element GUI_ELEMENT_DESTROYED = 4; -- An element would like to close. Windows and context menus use this event when they would like to close. This can be cancelled by returning true from an event subscriber GUI_BUTTON_CLICKED = 5; -- A button was clicked GUI_SCROLL_BAR_CHANGED = 6; -- A scrollbar has changed its position GUI_CHECKBOX_CHANGED = 7; -- A checkbox has changed its check state GUI_LISTBOX_CHANGED = 8; -- A new item in a listbox was seleted GUI_LISTBOX_SELECTED_AGAIN = 9; -- An item in the listbox was selected, which was already selected GUI_FILE_SELECTED = 10; -- A file has been selected in the file dialog GUI_FILE_CHOOSE_DIALOG_CANCELLED = 11; -- A file open dialog has been closed without choosing a file GUI_MESSAGEBOX_YES = 12; -- 'Yes' was clicked on a messagebox GUI_MESSAGEBOX_NO = 13; -- 'No' was clicked on a messagebox GUI_MESSAGEBOX_OK = 14; -- 'OK' was clicked on a messagebox GUI_MESSAGEBOX_CANCEL = 15; -- 'Cancel' was clicked on a messagebox GUI_EDITBOX_ENTER = 16; -- In an editbox was pressed 'ENTER' GUI_TAB_CHANGED = 17; -- The tab was changed in an tab control GUI_MENU_ITEM_SELECTED = 18; -- A menu item was selected in a (context) menu GUI_COMBO_BOX_CHANGED = 19; -- The selection in a combo box has been changed GUI_SPINBOX_CHANGED = 20; -- The value of a spin box has changed GUI_TABLE_CHANGED = 21; -- A new cell in table was selected GUI_TABLE_HEADER_CHANGED = 22; -- A table header was clicked. GUI_TABLE_SELECTED_AGAIN = 23; -- A cell in the table was selected, which was already selected GUI_ELEMENT_ID_CONFLICT = 100; -- The new control id already exists. Return true to ask for a unique id to be generated from the original, or false to use the original. GUI_ELEMENT_FOCUS = GUI_ELEMENT_ENTERED; -- Control gains focus
constantsGuiImageParams.e76script [Image texture scaling options]
----------------- -- Image Texture Scaling ----------------- IMG_SCALE_NONE = 0; IMG_SCALE_WIDTH = 1; IMG_SCALE_HEIGHT = 2; IMG_SCALE_BOTH = 3;
constantsGuiShowStates.e76script [GUI Show Window States]
----------------- -- Show Window States ----------------- SW_HIDE = 1; SW_NORMAL = 2; SW_SHOWMINIMIZED = 3; SW_SHOWMAXIMIZED = 4; SW_SHOWNOACTIVATE = 5; SW_SHOW = 6; SW_MINIMIZE = 7; SW_SHOWMINNOACTIVE = 8; SW_SHOWNA = 9; SW_RESTORE = 10; SW_SHOWDEFAULT = 11; SW_FORCEMINIMIZE = 12;
constantsGuiSkinParams.e76script [GUI Skin related parameters]
-------------------------------------------------------- -- GUI CONTROL CONSTANTS (skin related) -------------------------------------------------------- ----------------- -- GUI Listbox color types ----------------- GUI_LIST_COLOR_ALL = -1; -- Reference all listbox lines when changin colors GUI_LIST_COLOR_TEXT = 0; -- Text color GUI_LIST_COLOR_TEXT_HIGHLIGHT = 1; -- Text highlight color GUI_LIST_COLOR_ICON = 2; -- Icon color GUI_LIST_COLOR_ICON_HIGHLIGHT = 3; -- Icon highlight color ----------------- -- GUI Button states ----------------- GUI_BUTTON_STATE_UP = 0; -- The button is not pressed GUI_BUTTON_STATE_DOWN = 1; -- The button is currently pressed down --[[ These are not currently used GUI_BUTTON_STATE_MOUSE_OVER = 2; -- The mouse cursor is over the button GUI_BUTTON_STATE_MOUSE_OFF = 3; -- The mouse cursor is not over the button GUI_BUTTON_STATE_FOCUSED = 4; -- The button has the focus GUI_BUTTON_STATE_NOT_FOCUSED = 5; -- The button doesn't have the focus ]] -------------------------------------------------------- -- GUI SKIN CONSTANTS -------------------------------------------------------- ----------------- -- GUI Default skin names -- These skin names are in-built in the engine ----------------- GUI_SKIN_CLASSIC = 'CLASSIC'; -- Default windows look and feel GUI_SKIN_METALLIC = 'METALLIC'; -- Metallic shaded windows and buttons GUI_SKIN_BURN = 'BURN'; -- Burning's skin ----------------- -- GUI Skin default colours ----------------- GUI_3D_DARK_SHADOW = 0; -- Dark shadow for three-dimensional display elements GUI_3D_SHADOW = 1; -- Shadow color for three-dimensional display elements (for edges facing away from the light source) GUI_3D_FACE = 2; -- Face color for three-dimensional display elements and for dialog box backgrounds GUI_3D_HIGH_LIGHT = 3; -- Highlight color for three-dimensional display elements (for edges facing the light source) GUI_3D_LIGHT = 4; -- Light color for three-dimensional display elements (for edges facing the light source) GUI_ACTIVE_BORDER = 5; -- Active window border GUI_ACTIVE_CAPTION = 6; -- Active window title bar text GUI_APP_WORKSPACE = 7; -- Background color of multiple document interface (MDI) applications GUI_BUTTON_TEXT = 8; -- Text on a button GUI_GRAY_TEXT = 9; -- Grayed (disabled) text GUI_HIGH_LIGHT = 10; -- Item(s) selected in a control GUI_HIGH_LIGHT_TEXT = 11; -- Text of item(s) selected in a control GUI_INACTIVE_BORDER = 12; -- Inactive window border GUI_INACTIVE_CAPTION = 13; -- Inactive window caption GUI_TOOLTIP = 14; -- Tool tip text color GUI_TOOLTIP_BACKGROUND = 15; -- Tool tip background color GUI_SCROLLBAR = 16; -- Scrollbar gray area GUI_WINDOW = 17; -- Window background GUI_WINDOW_SYMBOL = 18; -- Window symbols like on close buttons, scroll bars and check boxes GUI_ICON = 19; -- Icons in a list or tree GUI_ICON_HIGH_LIGHT = 20; -- Selected icons in a list or tree ----------------- -- GUI Skin default sizes ----------------- GUI_SCROLLBAR_SIZE = 0; -- Default with / height of scrollbar GUI_MENU_HEIGHT = 1; -- Height of menu GUI_WINDOW_BUTTON_WIDTH = 2; -- Width of a window button GUI_CHECK_BOX_WIDTH = 3; -- Width of a checkbox check GUI_MESSAGE_BOX_WIDTH = 4; -- Width of a messagebox GUI_MESSAGE_BOX_HEIGHT = 5; -- Height of a messagebox GUI_BUTTON_WIDTH = 6; -- Width of a default button GUI_BUTTON_HEIGHT = 7; -- Height of a default button GUI_TEXT_DISTANCE_X = 8; -- Distance for text from background GUI_TEXT_DISTANCE_Y = 9; -- Distance for text from background ----------------- -- GUI Skin default text ----------------- GUI_MSG_BOX_OK = 0; -- Text for the OK button on a message box GUI_MSG_BOX_CANCEL = 1; -- Text for the Cancel button on a message box GUI_MSG_BOX_YES = 2; -- Text for the Yes button on a message box GUI_MSG_BOX_NO = 3; -- Text for the No button on a message box GUI_WINDOW_CLOSE = 4; -- Tooltip text for window close button GUI_WINDOW_MAXIMIZE = 5; -- Tooltip text for window maximize button GUI_WINDOW_MINIMIZE = 6; -- Tooltip text for window minimize button GUI_WINDOW_RESTORE = 7; -- Tooltip text for window restore button ----------------- -- GUI Skin default fonts ----------------- GUI_FONT_DEFAULT = 0; -- For static text, edit boxes, lists and most other places GUI_FONT_BUTTON = 1; -- Font for buttons GUI_FONT_WINDOW = 2; -- Font for window title bars GUI_FONT_MENU = 3; -- Font for menu items GUI_FONT_TOOLTIP = 4; -- Font for tooltips ----------------- -- GUI Skin default images (extended skins only) ----------------- GUI_IMAGE_BUTTON_NORMAL = "GUIIMAGE_BUTTON_NORMAL"; -- Background image for buttons in the 'normal' state GUI_IMAGE_BUTTON_PRESSED = "GUIIMAGE_BUTTON_PRESSED"; -- Background image for buttons in the 'pressed' state GUI_IMAGE_PANE_SUNKEN = "GUIIMAGE_PANE_SUNKEN"; -- Background image for sunken panes GUI_IMAGE_WINDOW = "GUIIMAGE_WINDOW"; -- Background image for windows GUI_IMAGE_MENU = "GUIIMAGE_MENU"; -- Background image for menu panes GUI_IMAGE_TOOLBAR = "GUIIMAGE_TOOLBAR"; -- Background image for toolbars GUI_IMAGE_TAB_BUTTON = "GUIIMAGE_TAB_BUTTON"; -- Background image for tab buttons on a tab control GUI_IMAGE_TAB_BODY = "GUIIMAGE_TAB_BODY"; -- Background image for a tab body on a tab control GUI_IMAGE_RECTANGLE = "GUIIMAGE_RECTANGLE"; -- Background image for a skin rectangle ----------------- -- GUI Skin default icons (extended skins only) ----------------- GUI_ICON_WINDOW_MAXIMIZE = "GUIICON_WINDOW_MAXIMIZE"; -- Maximize window button GUI_ICON_WINDOW_RESTORE = "GUIICON_WINDOW_RESTORE"; -- Restore window button GUI_ICON_WINDOW_CLOSE = "GUIICON_WINDOW_CLOSE"; -- Close window button GUI_ICON_WINDOW_MINIMIZE = "GUIICON_WINDOW_MINIMIZE"; -- Minimize window button GUI_ICON_WINDOW_RESIZE = "GUIICON_WINDOW_RESIZE"; -- Resize icon for bottom right corner of a window GUI_ICON_CURSOR_UP = "GUIICON_CURSOR_UP"; -- Scroll bar up button GUI_ICON_CURSOR_DOWN = "GUIICON_CURSOR_DOWN"; -- Scroll bar down button GUI_ICON_CURSOR_LEFT = "GUIICON_CURSOR_LEFT"; -- Scroll bar left button GUI_ICON_CURSOR_RIGHT = "GUIICON_CURSOR_RIGHT"; -- Scroll bar right button GUI_ICON_MENU_MORE = "GUIICON_MENU_MORE"; -- Icon for menu children GUI_ICON_CHECK_BOX_CHECKED = "GUIICON_CHECK_BOX_CHECKED"; -- Tick for checkbox GUI_ICON_DROP_DOWN = "GUIICON_DROP_DOWN"; -- Down arrow for dropdown menus GUI_ICON_SMALL_CURSOR_UP = "GUIICON_SMALL_CURSOR_UP"; -- Smaller up arrow GUI_ICON_SMALL_CURSOR_DOWN = "GUIICON_SMALL_CURSOR_DOWN"; -- Smaller down arrow GUI_ICON_RADIO_BUTTON_CHECKED = "GUIICON_RADIO_BUTTON_CHECKED"; -- Selection dot in a radio button GUI_ICON_MORE_LEFT = "GUIICON_MORE_LEFT"; -- << icon indicating there is more content to the left GUI_ICON_MORE_RIGHT = "GUIICON_MORE_RIGHT"; -- >> icon indicating that there is more content to the right GUI_ICON_MORE_UP = "GUIICON_MORE_UP"; -- Icon indicating that there is more content above GUI_ICON_MORE_DOWN = "GUIICON_MORE_DOWN"; -- Icon indicating that there is more content below GUI_ICON_EXPAND = "GUIICON_EXPAND"; -- Plus icon for trees GUI_ICON_COLLAPSE = "GUIICON_COLLAPSE"; -- Minus icon for trees GUI_ICON_FILE = "GUIICON_FILE"; -- File icon for file selection GUI_ICON_DIRECTORY = "GUIICON_DIRECTORY"; -- Folder icon for file selection
constantsGuiTableTypes.e76script [GUI Table related parameters]
----------------- -- GUI table column ordering. -- Used to set/get the current column ordering. -- See IGraphics:orderTable() ----------------- GUI_TABLE_ORDERING_NONE = 0; -- No ordering GUI_TABLE_ORDERING_ASCENDING = 1; -- Elements are ordered from the smallest to the largest GUI_TABLE_ORDERING_DESCENDING = 2; -- Elements are ordered from the largest to the smallest ----------------- -- GUI table column ordering styles. -- Used to control column ordering, and how it changes when the user clicks a column header. -- See IGraphics:setTableColumnOrdering() ----------------- GUI_TABLE_ORDERING_STYLE_NONE = 0; -- No ordering GUI_TABLE_ORDERING_STYLE_CUSTOM = 1; -- No ordering, but a GUI_TABLE_HEADER_CHANGED event is published when a column header is clicked GUI_TABLE_ORDERING_STYLE_ASCENDING = 2; -- Sort it ascending by it's ascii value like: a,b,c, GUI_TABLE_ORDERING_STYLE_DESCENDING = 3; -- Sort it descending by it's ascii value like: z,x,y GUI_TABLE_ORDERING_STYLE_FLIP_ASCENDING_DESCENDING = 4; -- Sort it ascending on first click, descending on next, etc ----------------- -- GUI table draw flags. Used to influence the table layout. -- These flags can be bitwise ORed together to enable multiple flags. -- See IGraphics:setTableDrawFlags() ----------------- GUI_TABLE_DRAW_ROWS = 1; -- Draw the row separator GUI_TABLE_DRAW_COLUMNS = 2; -- Draw the column separator GUI_TABLE_DRAW_ACTIVE_ROW = 4; -- Draw the selected row background highlighted
constantsGuiWindowStyles.e76script [GUI Window Styles]
-----------------
-- Window Styles
-- Multiple styles can be defined by using the IBit extension to OR each option together.
-- eg. IBit.bor(WS_POPUP, WS_CLIPSIBLINGS, WS_CLIPCHILDREN) can be used to create a window without a border.
-----------------
WS_OVERLAPPED = 0;
WS_POPUP = 0x80000000;
WS_CHILD = 0x40000000;
WS_MINIMIZE = 0x20000000;
WS_VISIBLE = 0x10000000;
WS_DISABLED = 0x08000000;
WS_CLIPSIBLINGS = 0x04000000;
WS_CLIPCHILDREN = 0x02000000;
WS_MAXIMIZE = 0x01000000;
WS_CAPTION = 0x00C00000;
WS_BORDER = 0x00800000;
WS_DLGFRAME = 0x00400000;
WS_VSCROLL = 0x00200000;
WS_HSCROLL = 0x00100000;
WS_SYSMENU = 0x00080000;
WS_THICKFRAME = 0x00040000;
WS_GROUP = 0x00020000;
WS_TABSTOP = 0x00010000;
WS_MINIMIZEBOX = 0x00020000;
WS_MAXIMIZEBOX = 0x00010000;
constantsKeyCodes.e76script [Keyboard key codes]
----------------- -- Auto-processed camera key names ----------------- KEY_CAMERA_MOVE_FORWARD = 'cameraMoveForward'; KEY_CAMERA_MOVE_BACKWARD = 'cameraMoveBackward'; KEY_CAMERA_STRAFE_LEFT = 'cameraStrafeLeft'; KEY_CAMERA_STRAFE_RIGHT = 'cameraStrafeRight'; KEY_CAMERA_STRAFE_UP = 'cameraStrafeUp'; KEY_CAMERA_STRAFE_DOWN = 'cameraStrafeDown'; KEY_CAMERA_ZOOM_IN = 'cameraZoomIn'; KEY_CAMERA_ZOOM_OUT = 'cameraZoomOut'; ----------------- -- Main key codes ----------------- KEY_NULL = 0x00; KEY_MOUSE = 0x00; KEY_LBUTTON = 0x01; KEY_RBUTTON = 0x02; KEY_CANCEL = 0x03; KEY_MBUTTON = 0x04; KEY_XBUTTON1 = 0x05; KEY_XBUTTON2 = 0x06; KEY_BACK = 0x08; KEY_TAB = 0x09; KEY_CLEAR = 0x0C; KEY_RETURN = 0x0D; KEY_SHIFT = 0x10; KEY_CONTROL = 0x11; KEY_MENU = 0x12; KEY_PAUSE = 0x13; KEY_CAPITAL = 0x14; KEY_KANA = 0x15; KEY_HANGUEL = 0x15; KEY_HANGUL = 0x15; KEY_JUNJA = 0x17; KEY_FINAL = 0x18; KEY_HANJA = 0x19; KEY_KANJI = 0x19; KEY_ESCAPE = 0x1B; KEY_CONVERT = 0x1C; KEY_NONCONVERT = 0x1D; KEY_ACCEPT = 0x1E; KEY_MODECHANGE = 0x1F; KEY_SPACE = 0x20; KEY_PRIOR = 0x21; KEY_NEXT = 0x22; KEY_END = 0x23; KEY_HOME = 0x24; KEY_LEFT = 0x25; KEY_UP = 0x26; KEY_RIGHT = 0x27; KEY_DOWN = 0x28; KEY_SELECT = 0x29; KEY_PRINT = 0x2A; KEY_EXECUT = 0x2B; KEY_SNAPSHOT = 0x2C; KEY_INSERT = 0x2D; KEY_DELETE = 0x2E; KEY_HELP = 0x2F; KEY_KEY_0 = 0x30; KEY_KEY_1 = 0x31; KEY_KEY_2 = 0x32; KEY_KEY_3 = 0x33; KEY_KEY_4 = 0x34; KEY_KEY_5 = 0x35; KEY_KEY_6 = 0x36; KEY_KEY_7 = 0x37; KEY_KEY_8 = 0x38; KEY_KEY_9 = 0x39; KEY_KEY_A = 0x41; KEY_KEY_B = 0x42; KEY_KEY_C = 0x43; KEY_KEY_D = 0x44; KEY_KEY_E = 0x45; KEY_KEY_F = 0x46; KEY_KEY_G = 0x47; KEY_KEY_H = 0x48; KEY_KEY_I = 0x49; KEY_KEY_J = 0x4A; KEY_KEY_K = 0x4B; KEY_KEY_L = 0x4C; KEY_KEY_M = 0x4D; KEY_KEY_N = 0x4E; KEY_KEY_O = 0x4F; KEY_KEY_P = 0x50; KEY_KEY_Q = 0x51; KEY_KEY_R = 0x52; KEY_KEY_S = 0x53; KEY_KEY_T = 0x54; KEY_KEY_U = 0x55; KEY_KEY_V = 0x56; KEY_KEY_W = 0x57; KEY_KEY_X = 0x58; KEY_KEY_Y = 0x59; KEY_KEY_Z = 0x5A; KEY_LWIN = 0x5B; KEY_RWIN = 0x5C; KEY_APPS = 0x5D; KEY_SLEEP = 0x5F; KEY_NUMPAD0 = 0x60; KEY_NUMPAD1 = 0x61; KEY_NUMPAD2 = 0x62; KEY_NUMPAD3 = 0x63; KEY_NUMPAD4 = 0x64; KEY_NUMPAD5 = 0x65; KEY_NUMPAD6 = 0x66; KEY_NUMPAD7 = 0x67; KEY_NUMPAD8 = 0x68; KEY_NUMPAD9 = 0x69; KEY_MULTIPLY = 0x6A; KEY_ADD = 0x6B; KEY_SEPARATOR = 0x6C; KEY_SUBTRACT = 0x6D; KEY_DECIMAL = 0x6E; KEY_DIVIDE = 0x6F; KEY_F1 = 0x70; KEY_F2 = 0x71; KEY_F3 = 0x72; KEY_F4 = 0x73; KEY_F5 = 0x74; KEY_F6 = 0x75; KEY_F7 = 0x76; KEY_F8 = 0x77; KEY_F9 = 0x78; KEY_F10 = 0x79; KEY_F11 = 0x7A; KEY_F12 = 0x7B; KEY_F13 = 0x7C; KEY_F14 = 0x7D; KEY_F15 = 0x7E; KEY_F16 = 0x7F; KEY_F17 = 0x80; KEY_F18 = 0x81; KEY_F19 = 0x82; KEY_F20 = 0x83; KEY_F21 = 0x84; KEY_F22 = 0x85; KEY_F23 = 0x86; KEY_F24 = 0x87; KEY_NUMLOCK = 0x90; KEY_SCROLL = 0x91; KEY_LSHIFT = 0xA0; KEY_RSHIFT = 0xA1; KEY_LCONTROL = 0xA2; KEY_RCONTROL = 0xA3; KEY_LMENU = 0xA4; KEY_RMENU = 0xA5; KEY_COLON = 0xBA; KEY_PLUS = 0xBB; KEY_COMMA = 0xBC; KEY_MINUS = 0xBD; KEY_PERIOD = 0xBE; KEY_SLASH = 0xBF; KEY_TILDA = 0xC0; KEY_LEFTBRACKET = 0xDB; KEY_BACKSLASH = 0xDC; KEY_RIGHTBRACKET = 0xDD; KEY_COMMA2 = 0xDE; KEY_ATTN = 0xF6; KEY_CRSEL = 0xF7; KEY_EXSEL = 0xF8; KEY_EREOF = 0xF9; KEY_PLAY = 0xFA; KEY_ZOOM = 0xFB; KEY_PA1 = 0xFD; KEY_OEM_CLEAR = 0xFE; KEY_KEY_CODES_COUNT = 0xFF;
constantsLightTypes.e76script [3D Dynamic light types]
-----------------
-- Dynamic light types
-----------------
-- POINT LIGHT
-- Entity Position controls the 3D light position.
-- Entity's maximum Scale (or light range) controls the light's maximum distance.
LIGHT_POINT = 'point';
-- SPOT LIGHT
-- Entity Position controls the 3D light position.
-- Entity's maximum Scale (or light range) controls the light's maximum distance.
-- Entity Rotation controls the light's direction. The light uses a default direction (0,0,-1) which can then be rotated.
-- Entity Spot Parameters control the light's inner cone angle, outer cone angle and falloff factor.
LIGHT_SPOT = 'spot';
-- DIRECTIONAL LIGHT (EG. SUN)
-- Entity Rotation controls the light's direction. The light uses a default direction (0,0,-1) which can then be rotated.
LIGHT_DIRECTIONAL = 'directional';
constantsMaterialTypes.e76script [3D Graphical material types]
----------------- -- Graphical material types ----------------- ----------------- -- Standard solid material. -- Only first texture is used, as the diffuse material. ----------------- MAT_SOLID = 0; ----------------- -- Solid material with 2 texture layers. -- The second is blended onto the first using the alpha value of the vertex colors. -- This material is currently not implemented in OpenGL, but it works with DirectX. ----------------- MAT_SOLID_2_LAYER = 1; ----------------- -- Material type with standard lightmap technique. -- There should be 2 textures: The first texture layer is a diffuse map, the second is a light map. -- Vertex light is ignored. ----------------- MAT_LIGHTMAP = 2; ----------------- -- Material type with lightmap technique like MAT_LIGHTMAP, -- but lightmap and diffuse texture are not modulated, but added instead. ----------------- MAT_LIGHTMAP_ADD = 3; ----------------- -- Material type with standard lightmap technique. -- There should be 2 textures: The first texture layer is a diffuse map, the second is a light map. -- Vertex light is ignored. The texture colors are effectively multiplyied by 2 for brightening. ----------------- MAT_LIGHTMAP_M2 = 4; ----------------- -- Material type with standard lightmap technique. -- There should be 2 textures: The first texture layer is a diffuse map, the second is a light map. -- Vertex light is ignored. The texture colors are effectively multiplyied by 4 for brightening. ----------------- MAT_LIGHTMAP_M4 = 5; ----------------- -- Like MAT_LIGHTMAP, but also supports dynamic lighting. ----------------- MAT_LIGHTMAP_LIGHTING = 6; ----------------- -- Like MAT_LIGHTMAP_M2, but also supports dynamic lighting. ----------------- MAT_LIGHTMAP_LIGHTING_M2 = 7; ----------------- -- Like MAT_LIGHTMAP_4, but also supports dynamic lighting. ----------------- MAT_LIGHTMAP_LIGHTING_M4 = 8; ----------------- -- Detail mapped material. -- The first texture is diffuse color map, the second is added to this and usually displayed -- with a bigger scale value so that it adds more detail. The detail map is added to the diffuse -- map using ADD_SIGNED, so that it is possible to add and substract color from the diffuse map. -- For example a value of (127,127,127) will not change the appearance of the diffuse map at all. -- Often used for terrain rendering. ----------------- MAT_DETAIL_MAP = 9; ----------------- -- Makes the material look like it was reflection the environment around it. -- To make this possible, a the first texture is used. ----------------- MAT_SPHERE_MAP = 10; ----------------- -- A reflecting material with an optional additional non reflecting texture layer. -- The reflection map should be set as Texture 1. ----------------- MAT_REFLECTION_2_LAYER = 11; ----------------- -- A transparent material. Only the first texture is used. -- The new color is calculated by simply adding the source color and the dest color. -- This means if for example a billboard using a texture with black background and a red circle -- on it is drawn with this material, the result is that only the red circle will be drawn a -- slightly transparent, and everything which was black is 100% transparent and not visible. -- This material type is useful for e.g. particle effects. ----------------- MAT_TRANSPARENT_ADD_COLOR = 12; ----------------- -- Makes the material transparent based on the texture alpha channel. -- The final color is blended together from the destination color and the texture color, -- using the alpha channel value as blend factor. Only first texture is used. -- If you are using this material with small textures, it is a good idea to load -- the texture in 32 bit mode. Also, an alpha ref is used, which can be manipulated using -- IGraphics:setEntityMaterialTypeParam(). If set to 0, the alpha ref gets its default -- value which is 0.5f and which means that pixels with an alpha value >127 will be written, others not. -- In other, simple words: this value controls how sharp the edges become when -- going from a transparent to a solid spot on the texture. ----------------- MAT_TRANSPARENT_ALPHA_CHANNEL = 13; ----------------- -- Makes the material transparent based on the texture alpha channel. -- If the alpha channel value is greater than 127, a pixel is written to the target, otherwise not. -- This material does not use alpha blending and is a lot faster than MAT_TRANSPARENT_ALPHA_CHANNEL. -- It is ideal for drawing stuff like leafes of plants, because the borders are not blurry but sharp. -- Only first texture is used. If you are using this material with small textures and 3d object, -- it is a good idea to load the texture in 32 bit mode ----------------- MAT_TRANSPARENT_ALPHA_CHANNEL_REF = 14; ----------------- -- Makes the material transparent based on the vertex alpha value. ----------------- MAT_TRANSPARENT_VERTEX_ALPHA = 15; ----------------- -- A transparent reflecting material with an optional additional non reflecting texture layer. -- The reflection map should be set as Texture 1. -- The transparency depends on the alpha value in the vertex colors. -- A texture which will not reflect can be set as Texture 2. -- Please note that this material type is currently not 100% implemented in OpenGL. -- It works in Direct3D. ----------------- MAT_TRANSPARENT_REFLECTION_2_LAYER = 16; ----------------- -- A solid normal map renderer. -- First texture is the color map, the second should be the normal map. -- At least 1 dynamic light must be available in the scene. -- This shader runs on vertex shader 1.1 and pixel shader 1.1 capable hardware and falls back -- on a fixed function lighted material if this hardware is not available. -- Only two lights are supported by this shader, if there are more, the nearest two are chosen. -- Currently, this shader is only implemented for the D3D8 and D3D9 renderers. ----------------- MAT_NORMAL_MAP_SOLID = 17; ----------------- -- A transparent normal map renderer. -- First texture is the color map, the second should be the normal map. -- At least 1 dynamic light must be available in the scene. -- This shader runs on vertex shader 1.1 and pixel shader 1.1 capable hardware and falls back -- on a fixed function lighted material if this hardware is not available. -- Only two lights are supported by this shader, if there are more, the nearest two are chosen. -- Currently, this shader is only implemented for the D3D8 and D3D9 renderers. ----------------- MAT_NORMAL_MAP_TRANSPARENT_ADD_COLOR = 18; ----------------- -- A transparent (based on the vertex alpha value) normal map renderer. -- First texture is the color map, the second should be the normal map. -- At least 1 dynamic light must be available in the scene. -- This shader runs on vertex shader 1.1 and pixel shader 1.1 capable hardware and falls back -- on a fixed function lighted material if this hardware is not available. -- Only two lights are supported by this shader, if there are more, the nearest two are chosen. -- Currently, this shader is only implemented for the D3D8 and D3D9 renderers. ----------------- MAT_NORMAL_MAP_TRANSPARENT_VERTEX_ALPHA = 19; ----------------- -- Just like MAT_NORMAL_MAP_SOLID, but uses parallax mapping too, which looks a lot more realistic. -- This only works when the hardware supports at least vertex shader 1.1 and pixel shader 1.4. -- First texture is the color map, the second should be the normal map. -- The normal map texture should contain the height value in the alpha component. -- The height scale of the material (affecting the bumpiness) is controlled by IGraphics:setEntityMaterialTypeParam(). -- If set to zero, the default value (0.02f) will be applied. -- At least 1 dynamic light must be available in the scene. -- This value depends on with which scale the texture is mapped on the material. -- Too high or low values can result in strange artifacts. ----------------- MAT_PARALLAX_MAP_SOLID = 20; ----------------- -- A material just like MAT_PARALLAX_MAP_SOLID, but it is transparent, -- using MAT_TRANSPARENT_ADD_COLOR as base material. ----------------- MAT_PARALLAX_MAP_TRANSPARENT_ADD_COLOR = 21; ----------------- -- A material just like MAT_PARALLAX_MAP_SOLID, but it is transparent, -- using MAT_TRANSPARENT_VERTEX_ALPHA as base material. ----------------- MAT_PARALLAX_MAP_TRANSPARENT_VERTEX_ALPHA = 22; ----------------- -- BlendFunc = source * sourceFactor + dest * destFactor using only first texture. Generic blending method. ----------------- MAT_ONETEXTURE_BLEND = 23;
constantsMouseCursorTypes.e76script [Mouse cursor types]
----------------- -- Mouse cursor types ----------------- MOUSE_APPSTARTING = 'APPSTARTING'; -- Standard arrow and small hourglass MOUSE_ARROW = 'ARROW'; -- Standard arrow MOUSE_CROSS = 'CROSS'; -- Crosshair MOUSE_HAND = 'HAND'; -- Hand MOUSE_HELP = 'HELP'; -- Arrow and question mark MOUSE_IBEAM = 'IBEAM'; -- I-beam MOUSE_NO = 'NO'; -- Slashed circle MOUSE_SIZEALL = 'SIZEALL'; -- Four-pointed arrow pointing north, south, east, and west MOUSE_SIZENESW = 'SIZENESW'; -- Double-pointed arrow pointing northeast and southwest MOUSE_SIZENS = 'SIZENS'; -- Double-pointed arrow pointing north and south MOUSE_SIZENWSE = 'SIZENWSE'; -- Double-pointed arrow pointing northwest and southeast MOUSE_SIZEWE = 'SIZEWE'; -- Double-pointed arrow pointing west and east MOUSE_UPARROW = 'UPARROW'; -- Vertical arrow MOUSE_WAIT = 'WAIT'; -- Hourglass
constantsMouseEventTypes.e76script [Mouse event types]
----------------- -- Mouse event types ----------------- MOUSE_LMOUSE_DOWN = 0; -- The Left mouse button is pressed down MOUSE_RMOUSE_DOWN = 1; -- The Right mouse button is pressed down MOUSE_MMOUSE_DOWN = 2; -- The Middle/Centre mouse button is pressed down MOUSE_LMOUSE_UP = 3; -- The Left mouse button is released MOUSE_RMOUSE_UP = 4; -- The Right mouse button is released MOUSE_MMOUSE_UP = 5; -- The Middle/Centre mouse button is released MOUSE_MOUSE_MOVED = 6; -- The Mouse is moved MOUSE_MOUSE_WHEEL = 7; -- The Mouse wheel is scrolled
constantsNetworkTypes.e76script [Network event types]
------------------------ -- Network event types ------------------------ NET_OPEN = 0; -- Network connection opened NET_CLOSE = 1; -- Network connection closed NET_LISTEN = 2; -- Server has started listening for connection requests NET_CONNECT_REQUEST = 3; -- Peer has successfully sent connection request. A TCP listener has received an incoming connection request. NET_CONNECTED = 4; -- Fired while the connection is available for writing. NET_CONNECT_DENIED = 5; -- Peer connection request was denied by the server. Maybe too many connections or banned ip. NET_ACCEPT = 6; -- The server has accepted the connection request NET_ACCEPT_DENIED = 7; -- The server has denied the connection request. Either the max connections are active, or the peer has a banned ip NET_DATA_AVAILABLE = 8; -- Data is pending, ready for reading. NET_ACKNOWLEDGE_FAILED = 9; -- Deprecated v2.4. No longer used. UDP acknowledgements no longer implemented by the engine. NET_CLOSE_REMOTE = 10; -- The remote connection is closed.
constantsNetworkProperties.e76script [Network socket properties]
------------------------
-- Network properties for use with setConnectionProperty()
------------------------
NET_REUSEADDRESS = 0x0004; -- Allows the socket to be bound to an address that is already in use. Not applicable on ATM sockets (BOOLEAN)
NET_KEEPALIVE = 0x0008; -- Sends keep-alives. Not supported on ATM sockets (BOOLEAN)
NET_DONTROUTE = 0x0010; -- Does not route: sends directly to interface. Not supported on ATM sockets (BOOLEAN)
NET_BROADCAST = 0x0020; -- Allows transmission of broadcast messages on the socket (BOOLEAN).
NET_LINGER = 0x0080; -- Lingers on close if unsent data is present (BOOLEAN)
NET_BUFFERSIZESEND = 0x1001; -- Specifies the total per-socket buffer space reserved for sends. This is unrelated to NET_MAXMSGSIZE or the size of a TCP window (INTEGER)
NET_BUFFERSIZERECV = 0x1002; -- Specifies the total per-socket buffer space reserved for receives. This is unrelated to NET_MAXMSGSIZE or the size of a TCP window (INTEGER)
NET_MAXMSGSIZE = 0x2003; -- For message-oriented sockets, care must be taken not to exceed the maximum packet size of the underlying provider, which can be obtained by using getsockopt to retrieve the value of socket option NET_MAXMSGSIZE (INTEGER)
NET_TCPNODELAY = 0x4001; -- Disables the Nagle algorithm for send coalescing (BOOLEAN)
constantsPhysicsTypes.e76script [Physics collision and joint parameters]
------------------------ -- Physics collision types ------------------------ PHYSICS_COLLISION_BOX = 0; -- A bounding box PHYSICS_COLLISION_SPHERE = 1; -- A bounding sphere PHYSICS_COLLISION_HULL = 2; -- A convex hull ------------------------ -- Physics collision monitoring types ------------------------ PHYSICS_COLLISION_MONITOR_OFF = 0; -- Disable collision monitoring PHYSICS_COLLISION_MONITOR_BOUNDING_BOX = 1; -- Enable collision monitoring using bounding boxes PHYSICS_COLLISION_MONITOR_PHYSICAL_CONTACT = 2; -- Enable collision monitoring using physical contact. More detailed than bounding boxes. ------------------------ -- Physics mass types ------------------------ PHYSICS_MASS_EXCLUDED = 0; -- The entity mass is less than the engine min and hence excluded from simulation. PHYSICS_MASS_DYNAMIC = 1; -- The entity mass is between the engine min/max masses and hence being simulated as a dynamic body. PHYSICS_MASS_STATIC = 2; -- The entity mass is greater than the engine max and hence simulated as a static body. ------------------------ -- Physics joint types ------------------------ PHYSICS_JOINT_HINGE = 0; PHYSICS_JOINT_CORKSCREW = 1; PHYSICS_JOINT_SLIDER = 2; PHYSICS_JOINT_BALL_AND_SOCKET = 3; PHYSICS_JOINT_UP_VECTOR = 4; PHYSICS_JOINT_PULLEY = 5; PHYSICS_JOINT_GEAR = 6; PHYSICS_JOINT_SPRING = 7; PHYSICS_JOINT_FIXED = 8;
constantsShaderTargets.e76script [Vertex and pixel shader parameters]
----------------- -- Vertex shader compile targets ----------------- VERTEX_SHADER_1_1 = 0; VERTEX_SHADER_2_0 = 1; VERTEX_SHADER_2_a = 2; VERTEX_SHADER_3_0 = 3; ----------------- -- Pixel shader compile targets ----------------- PIXEL_SHADER_1_1 = 0; PIXEL_SHADER_1_2 = 1; PIXEL_SHADER_1_3 = 2; PIXEL_SHADER_1_4 = 3; PIXEL_SHADER_2_0 = 4; PIXEL_SHADER_2_a = 5; PIXEL_SHADER_2_b = 6; PIXEL_SHADER_3_0 = 7;
constantsSoundDrivers.e76script [Sound driver parameters]
----------------- -- Sound drivers ----------------- SOUND_AUTO_DETECT = 'AUTO_DETECT_SOUND'; SOUND_NULL = ''; ----------------- -- Sound driver features ----------------- SOUND_FEATURE_EAX_RAM = 0; -- Has on board RAM memory? SOUND_FEATURE_EFX = 1; -- Supports effect extension SOUND_FEATURE_CAPTURE = 2; -- Supports capture/recording SOUND_FEATURE_OFFSET = 3; -- Supports offsets. Can seek to different positions (including playing sounds) SOUND_FEATURE_LINEAR_DISTANCE = 4; -- Supports linear rolloff between source and listener SOUND_FEATURE_EXPONENT_DISTANCE = 5; -- Supports exponential rolloff between source and listener SOUND_FEATURE_EAX_2_0 = 6; -- Supports EAX version 2.0 SOUND_FEATURE_EAX_3_0 = 7; -- Supports EAX version 3.0 SOUND_FEATURE_EAX_4_0 = 8; -- Supports EAX version 4.0 SOUND_FEATURE_EAX_5_0 = 9; -- Supports EAX version 5.0 ----------------- -- 3D sound distance model type : NONE -- Sound gain is constant, irrespective of source distance from listener ----------------- SOUND_DISTANCE_NONE = 0; ----------------- -- 3D sound distance model type : INVERSE -- Sound gain calculated using an inverse function based upon distance from listener -- outputVolume = getReferenceDistance() / (getReferenceDistance() + getRolloffFactor() * (distance - getReferenceDistance())) ----------------- SOUND_DISTANCE_INVERSE = 0xD001; ----------------- -- 3D sound distance model type : INVERSE CLAMPED -- Sound gain calculated using an inverse function based upon distance from listener (clamped to max/min distances) -- getReferenceDistance() <= distance <= getMaxDistance() -- outputVolume = getReferenceDistance() / (getReferenceDistance() + getRolloffFactor() * (distance - getReferenceDistance())) ----------------- SOUND_DISTANCE_INVERSE_CLAMPED = 0xD002; ----------------- -- 3D sound distance model type : LINEAR -- Sound gain calculated using a linear function based upon distance from listener -- distance <= getMaxDistance() (avoids negative gain) -- outputVolume = (1 - getRolloffFactor() * (distance - getReferenceDistance()) / (getMaxDistance() - getReferenceDistance()) ----------------- SOUND_DISTANCE_LINEAR = 0xD003; ----------------- -- 3D sound distance model type : LINEAR CLAMPED -- Sound gain calculated using a linear function based upon distance from listener (clamped to max/min distances) -- getReferenceDistance() <= distance <= getMaxDistance() -- outputVolume = (1 - getRolloffFactor() * (distance - getReferenceDistance()) / (getMaxDistance() - getReferenceDistance()) ----------------- SOUND_DISTANCE_LINEAR_CLAMPED = 0xD004; ----------------- -- 3D sound distance model type : EXPONENTIAL -- Sound gain calculated using an exponential function based upon distance from listener -- outputVolume = (distance / getReferenceDistance()) ^ (-getRolloffFactor()); ----------------- SOUND_DISTANCE_EXPONENTIAL = 0xD005; ----------------- -- 3D sound distance model type : EXPONENTIAL CLAMPED -- Sound gain calculated using an exponential function based upon distance from listener (clamped to max/min distances) -- getReferenceDistance() <= distance <= getMaxDistance() -- outputVolume = (distance / getReferenceDistance()) ^ (-getRolloffFactor()); ----------------- SOUND_DISTANCE_EXPONENTIAL_CLAMPED = 0xD006;
constantsThreadPriorities.e76script [Thread priority options]
----------------- -- Thread priorities ----------------- THREAD_PRIORTY_VERY_LOW = -2; THREAD_PRIORTY_LOW = -1; THREAD_PRIORTY_NORMAL = 0; THREAD_PRIORTY_HIGH = 1; THREAD_PRIORTY_VERY_HIGH = 2;
constantsVideoDrivers.e76script [Video driver parameters]
----------------- -- Video drivers ----------------- GRAPHICS_OPENGL = 'OPENGL'; GRAPHICS_DIRECTX = 'DX'; GRAPHICS_DX8 = 'DX8'; -- No longer supported. Use DX9 or higher instead. GRAPHICS_DX9 = 'DX9'; GRAPHICS_SOFTWARE = 'SOFTWARE'; GRAPHICS_NULL = 'NULL'; ----------------- -- Video driver features ----------------- GRAPHICS_FEATURE_RENDER_TO_TARGET = 0; -- Is driver able to render to a surface? GRAPHICS_FEATURE_HARDWARE_TL = 1; -- Is hardeware transform and lighting supported? GRAPHICS_FEATURE_MULTITEXTURE = 2; -- Are multiple textures per material possible? GRAPHICS_FEATURE_BILINEAR_FILTER = 3; -- Is driver able to render with a bilinear filter applied? GRAPHICS_FEATURE_MIP_MAP = 4; -- Can the driver handle mip maps? GRAPHICS_FEATURE_MIP_MAP_AUTO_UPDATE = 5; -- Can the driver update mip maps automatically? GRAPHICS_FEATURE_STENCIL_BUFFER = 6; -- Are stencilbuffers switched on and does the device support stencil buffers? GRAPHICS_FEATURE_VERTEX_SHADER_1_1 = 7; -- Is Vertex Shader 1.1 supported? GRAPHICS_FEATURE_VERTEX_SHADER_2_0 = 8; -- Is Vertex Shader 2.0 supported? GRAPHICS_FEATURE_VERTEX_SHADER_3_0 = 9; -- Is Vertex Shader 3.0 supported? GRAPHICS_FEATURE_PIXEL_SHADER_1_1 = 10; -- Is Pixel Shader 1.1 supported? GRAPHICS_FEATURE_PIXEL_SHADER_1_2 = 11; -- Is Pixel Shader 1.2 supported? GRAPHICS_FEATURE_PIXEL_SHADER_1_3 = 12; -- Is Pixel Shader 1.3 supported? GRAPHICS_FEATURE_PIXEL_SHADER_1_4 = 13; -- Is Pixel Shader 1.4 supported? GRAPHICS_FEATURE_PIXEL_SHADER_2_0 = 14; -- Is Pixel Shader 2.0 supported? GRAPHICS_FEATURE_PIXEL_SHADER_3_0 = 15; -- Is Pixel Shader 3.0 supported? GRAPHICS_FEATURE_ARB_VERTEX_PROGRAM_1 = 16; -- Are ARB vertex programs v1.0 supported? GRAPHICS_FEATURE_ARB_FRAGMENT_PROGRAM_1 = 17; -- Are ARB fragment programs v1.0 supported? GRAPHICS_FEATURE_ARB_GLSL = 18; -- Is GLSL supported? GRAPHICS_FEATURE_HLSL = 19; -- Is HLSL supported? GRAPHICS_FEATURE_TEXTURE_NPOT = 20; -- Are non-power-of-two textures supported? GRAPHICS_FEATURE_FRAMEBUFFER_OBJECT = 21; -- Are framebuffer objects supported?
Copyright © 2006-23 Sep 2009 Capricorn 76 Pty. Ltd. (created on Wed Sep 23 16:49:11 2009)