Direct2D1 API
This page is automatically generated from the assembly documentation.
It provides links between managed types and methods in the
SharpDX.Direct2D1
assembly and the original documentation of theDirect2D1
API on MSDN.
Direct2D is a hardware-accelerated, immediate-mode, 2-D graphics API that provides high performance and high-quality rendering for 2-D geometry, bitmaps, and text.
Enumerations
Managed | Native |
---|---|
AffineTransform2DInterpolationMode |
D2D1_2DAFFINETRANSFORM_INTERPOLATION_MODE <p>The 2D affine transform effect applies a spatial transform to a image based on a 3X2 matrix using the Direct2D matrix transform and any of six interpolation modes.</p> |
AffineTransform2DProperties |
D2D1_2DAFFINETRANSFORM_PROP <p>The 2D affine transform effect applies a spatial transform to a image based on a 3X2 matrix using the Direct2D matrix transform and any of six interpolation modes.</p> |
AlphaMode |
D2D1_ALPHA_MODE <p>Specifies how the alpha value of a bitmap or render target should be treated.</p> |
AntialiasMode |
D2D1_ANTIALIAS_MODE <p>Specifies how the edges of nontext primitives are rendered.</p> |
ArcSize |
D2D1_ARC_SIZE <p>Specifies whether an arc should be greater than 180 degrees.</p> |
ArithmeticCompositeProperties |
D2D1_ARITHMETICCOMPOSITE_PROP <p>Use the arithmetic composite effect to combine 2 images using a weighted sum of pixels from the input images.</p> |
AtlasProperties |
D2D1_ATLAS_PROP <p>You can use this effect to output a portion of an image but retain the region outside of the portion for use in subsequent operations.</p> |
BitmapInterpolationMode |
D2D1_BITMAP_INTERPOLATION_MODE <p>Specifies the algorithm that is used when images are scaled or rotated.</p> |
BitmapOptions |
D2D1_BITMAP_OPTIONS <p>Specifies how a bitmap can be used.</p> |
BitmapSourceAlphaMode |
D2D1_BITMAPSOURCE_ALPHA_MODE <p>Use the bitmap source effect to generate an from a for use as an input in an effect graph.</p> |
BitmapSourceInterpolationMode |
D2D1_BITMAPSOURCE_INTERPOLATION_MODE <p>Use the bitmap source effect to generate an from a for use as an input in an effect graph.</p> |
BitmapSourceOrientation |
D2D1_BITMAPSOURCE_ORIENTATION <p>Use the bitmap source effect to generate an from a for use as an input in an effect graph.</p> |
BitmapSourceProperties |
D2D1_BITMAPSOURCE_PROP <p>Use the bitmap source effect to generate an from a for use as an input in an effect graph.</p> |
Blend |
D2D1_BLEND <p>Specifies how one of the color sources is to be derived and optionally specifies a preblend operation on the color source.</p> |
BlendMode |
D2D1_BLEND_MODE <p>Use the blend effect to combine 2 images.</p> |
BlendOperation |
D2D1_BLEND_OPERATION <p>Specifies the blend operation on two color sources.</p> |
BlendProperties |
D2D1_BLEND_PROP <p>Use the blend effect to combine 2 images.</p> |
BorderEdgeMode |
D2D1_BORDER_EDGE_MODE <p>Use the border effect to extend an image from the edges.</p> |
BorderMode |
D2D1_BORDER_MODE <p>Use the 3D perspective transform effect to rotate the image in 3 dimensions as if viewed from a distance.</p> |
BorderProperties |
D2D1_BORDER_PROP <p>Use the border effect to extend an image from the edges.</p> |
BrightnessProperties |
D2D1_BRIGHTNESS_PROP <p>No documentation.</p> |
BufferPrecision |
D2D1_BUFFER_PRECISION <p>Represents the bit depth of the imaging pipeline in Direct2D.</p> |
CapStyle |
D2D1_CAP_STYLE <p>Describes the shape at the end of a line or segment.</p> |
ChangeType |
D2D1_CHANGE_TYPE <p>Describes flags that influence how the renderer interacts with a custom vertex shader.</p> |
ChannelDepth |
D2D1_CHANNEL_DEPTH <p>Allows a caller to control the channel depth of a stage in the rendering pipeline.</p> |
ChannelSelector |
D2D1_CHANNEL_SELECTOR <p>Use the displacement map effect to displace the pixels of the input image by the intensity values of a second input image.</p> |
ChromakeyProperty |
D2D1_CHROMAKEY_PROP <p>Identifiers for properties of the Chroma-key effect.</p> |
ColorInterpolationMode |
D2D1_COLOR_INTERPOLATION_MODE <p>Defines how to interpolate between colors.</p> |
ColorManagementAlphaMode |
D2D1_COLORMANAGEMENT_ALPHA_MODE <p>Use the color management effect to transform an image from one ICC (International Color Consortium) color profile to another.</p> |
ColorManagementProperties |
D2D1_COLORMANAGEMENT_PROP <p>Use the color management effect to transform an image from one ICC (International Color Consortium) color profile to another.</p> |
ColorManagementQuality |
D2D1_COLORMANAGEMENT_QUALITY <p>Use the color management effect to transform an image from one ICC (International Color Consortium) color profile to another.</p> |
ColorManagementRenderingIntent |
D2D1_COLORMANAGEMENT_RENDERING_INTENT <p>Use the color management effect to transform an image from one ICC (International Color Consortium) color profile to another.</p> |
ColorMatrixAlphaMode |
D2D1_COLORMATRIX_ALPHA_MODE <p>Use the color matrix effect to alter the RGBA values of a bitmap.</p> |
ColorMatrixProperties |
D2D1_COLORMATRIX_PROP <p>Use the color matrix effect to alter the RGBA values of a bitmap.</p> |
ColorSpace |
D2D1_COLOR_SPACE <p>Defines a color space.</p> |
CombineMode |
D2D1_COMBINE_MODE <p>Specifies the different methods by which two geometries can be combined.</p> |
CompatibleRenderTargetOptions |
D2D1_COMPATIBLE_RENDER_TARGET_OPTIONS <p>Specifies additional features supportable by a compatible render target when it is created.</p> |
CompositeMode |
D2D1_COMPOSITE_MODE <p>Used to specify the blend mode for all of the Direct2D blending operations.</p> |
CompositeProperties |
D2D1_COMPOSITE_PROP <p>Use the composite effect to combine 2 or more images.</p> |
ContrastProperty |
D2D1_CONTRAST_PROP <p>Identifiers for properties of the Contrast effect.</p> |
ConvoleMatrixProperties |
D2D1_CONVOLVEMATRIX_PROP <p>Use the convolve matrix effect to apply an arbitrary 2D kernel to an image.</p> |
ConvoleMatrixScaleMode |
D2D1_CONVOLVEMATRIX_SCALE_MODE <p>Use the convolve matrix effect to apply an arbitrary 2D kernel to an image.</p> |
CropProperties |
D2D1_CROP_PROP <p>Use the crop effect to output a specified region of an image.</p> |
DashStyle |
D2D1_DASH_STYLE <p>Describes the sequence of dashes and gaps in a stroke.</p> |
DebugLevel |
D2D1_DEBUG_LEVEL <p>Indicates the type of information provided by the Direct2D Debug Layer.</p> |
DeviceContextInitializeMode |
D2D1_DC_INITIALIZE_MODE <p> Specifies how a device context is initialized for GDI rendering when it is retrieved from the render target.</p> |
DeviceContextOptions |
D2D1_DEVICE_CONTEXT_OPTIONS <p>This specifies options that apply to the device context for its lifetime.</p> |
DirectionalBlurOptimization |
D2D1_DIRECTIONALBLUR_OPTIMIZATION <p>Use the Gaussian blur effect to create a blur based on the Gaussian function over the entire input image.</p> |
DirectionalBlurProperties |
D2D1_DIRECTIONALBLUR_PROP <p>The directional blur effect is similar to Gaussian blur, except you can skew the blur in a particular direction.</p> |
DiscreteTransferProperties |
D2D1_DISCRETETRANSFER_PROP <p>Use the discrete transfer effect to map the color intensities of an image using a step transfer function created from a list of values you provide.</p> |
DisplacementMapProperties |
D2D1_DISPLACEMENTMAP_PROP <p>Use the displacement map effect to displace the pixels of the input image by the intensity values of a second input image.</p> |
DistantDiffuseProperties |
D2D1_DISTANTDIFFUSE_PROP <p>Use the distant-diffuse lighting effect to create an image that appears to be a reflective surface with where the light source appears to be coming from a long distance (like the sun or overhead lights) and the light is reflecting in all directions.</p> |
DistantDiffuseScaleMode |
D2D1_DISTANTDIFFUSE_SCALE_MODE <p>Use the distant-diffuse lighting effect to create an image that appears to be a reflective surface with where the light source appears to be coming from a long distance (like the sun or overhead lights) and the light is reflecting in all directions.</p> |
DistantSpecularProperties |
D2D1_DISTANTSPECULAR_PROP <p>Use the distant-specular lighting effect to create an image that appears to be a reflective surface where the light source appears to be coming from a long distance (like the sun or overhead lights).</p> |
DistantSpecularScaleMode |
D2D1_DISTANTSPECULAR_SCALE_MODE <p>Use the distant-specular lighting effect to create an image that appears to be a reflective surface where the light source appears to be coming from a long distance (like the sun or overhead lights).</p> |
DpiCompensationInterpolationMode |
D2D1_DPICOMPENSATION_INTERPOLATION_MODE <p>Use the DPI compensation effect to automatically adjust an input bitmap to match the DPI of the context.</p> |
DpiCompensationProperties |
D2D1_DPICOMPENSATION_PROP <p>Use the DPI compensation effect to automatically adjust an input bitmap to match the DPI of the context.</p> |
DrawTextOptions |
D2D1_DRAW_TEXT_OPTIONS <p>Specifies whether text snapping is suppressed or clipping to the layout rectangle is enabled.</p> |
EdgeDetectionMode |
D2D1_EDGEDETECTION_MODE <p>Values for the property of the Edge Detection effect.</p> |
EdgeDetectionProperty |
D2D1_EDGEDETECTION_PROP <p>Identifiers for properties of the Edge Detection effect.</p> |
EmbossProperty |
D2D1_EMBOSS_PROP <p>Identifiers for properties of the Emboss effect.</p> |
ExposureProperty |
D2D1_EXPOSURE_PROP <p>Identifiers for properties of the Exposure effect.</p> |
ExtendMode |
D2D1_EXTEND_MODE <p>Specifies how a brush paints areas outside of its normal content area.</p> |
FactoryType |
D2D1_FACTORY_TYPE <p>Specifies whether Direct2D provides synchronization for an and the resources it creates, so that they may be safely accessed from multiple threads.</p> |
Feature |
D2D1_FEATURE <p>Defines capabilities of the underlying Direct3D device which may be queried using .</p> |
FeatureLevel |
D2D1_FEATURE_LEVEL <p>Describes the minimum DirectX support required for hardware rendering by a render target.</p> |
FigureBegin |
D2D1_FIGURE_BEGIN <p>Indicates whether a specific figure is filled or hollow.</p> |
FigureEnd |
D2D1_FIGURE_END <p>Indicates whether a specific figure is open or closed.</p> |
FillMode |
D2D1_FILL_MODE <p>Specifies how the intersecting areas of geometries or figures are combined to form the area of the composite geometry.</p> |
Filter |
D2D1_FILTER <p>Represents filtering modes that a transform may select to use on input textures.</p> |
FloodProperties |
D2D1_FLOOD_PROP <p>Use the flood effect to generate a bitmap based on the specified color and alpha value.</p> |
Gamma |
D2D1_GAMMA <p>Specifies which gamma is used for interpolation.</p> |
GammaTransferProperties |
D2D1_GAMMATRANSFER_PROP <p>Use the gamma transfer effect to map the color intensities of an image using a gamma function created using an amplitude, exponent, and offset you provide for each channel.</p> |
GaussianBlurOptimization |
D2D1_GAUSSIANBLUR_OPTIMIZATION <p>Use the Gaussian blur effect to create a blur based on the Gaussian function over the entire input image.</p> |
GaussianBlurProperties |
D2D1_GAUSSIANBLUR_PROP <p>Use the Gaussian blur effect to create a blur based on the Gaussian function over the entire input image.</p> |
GeometryRelation |
D2D1_GEOMETRY_RELATION <p>Describes how one geometry object is spatially related to another geometry object.</p> |
GeometrySimplificationOption |
D2D1_GEOMETRY_SIMPLIFICATION_OPTION <p>Specifies how a geometry is simplified to an .</p> |
HighlightSandShadowsInputGamma |
D2D1_HIGHLIGHTSANDSHADOWS_INPUT_GAMMA <p>Values for the property of the Highlights and Shadows effect.</p> |
HighlightSandShadowsProperty |
D2D1_HIGHLIGHTSANDSHADOWS_PROP <p>Identifiers for properties of the Highlights and Shadows effect.</p> |
HistogramProperties |
D2D1_HISTOGRAM_PROP <p>Use the histogram effect to generate a histogram for the input bitmap based on the specified number of bins.</p> |
HueRotationProperties |
D2D1_HUEROTATION_PROP <p>Use the hue rotate effect to alter the hue of an image by applying a color matrix based on the rotation angle.</p> |
HueToRgbInputColorSpace |
D2D1_HUETORGB_INPUT_COLOR_SPACE <p>Values for the property of the Hue to RGB effect.</p> |
HueToRgbProperty |
D2D1_HUETORGB_PROP <p>Identifiers for properties of the Hue to RGB effect.</p> |
ImageSourceFromDxgiOptions |
D2D1_IMAGE_SOURCE_FROM_DXGI_OPTIONS <p>Option flags controlling primary conversion performed by CreateImageSourceFromDxgi, if any.</p> |
ImageSourceLoadingOptions |
D2D1_IMAGE_SOURCE_LOADING_OPTIONS <p>Controls option flags for a new when it is created.</p> |
InkNibShape |
D2D1_INK_NIB_SHAPE <p> Specifies the appearance of the ink nib (pen tip) as part of an structure.</p> |
InterpolationMode |
D2D1_INTERPOLATION_MODE <p>This is used to specify the quality of image scaling with and with the 2D affine transform effect.</p> |
InterpolationModeDefinition |
D2D1_ENUM_0 <p>No documentation.</p> |
LayerOptions |
D2D1_LAYER_OPTIONS <p>Specifies options that can be applied when a layer resource is applied to create a layer.</p> |
LayerOptions1 |
D2D1_LAYER_OPTIONS1 <p>Specifies how the layer contents should be prepared.</p> |
LinearTransferProperties |
D2D1_LINEARTRANSFER_PROP <p>Use the linear transfer effect to map the color intensities of an image using a linear function created from a list of values you provide for each channel.</p> |
LineJoin |
D2D1_LINE_JOIN <p>Describes the shape that joins two lines or segments.</p> |
LookupTable3DProperty |
D2D1_LOOKUPTABLE3D_PROP <p>Identifiers for the properties of the 3D Lookup Table effect.</p> |
MapOptions |
D2D1_MAP_OPTIONS <p>Specifies how the memory to be mapped from the corresponding should be treated.</p> |
MeasuringMode |
DWRITE_MEASURING_MODE <p> Indicates the measuring method used for text layout.</p> |
MorphologyMode |
D2D1_MORPHOLOGY_MODE <p>Use the morphology effect to thin or thicken edge boundaries in an image.</p> |
MorphologyProperties |
D2D1_MORPHOLOGY_PROP <p>Use the morphology effect to thin or thicken edge boundaries in an image.</p> |
OpacityMaskContent |
D2D1_OPACITY_MASK_CONTENT <p>Describes whether an opacity mask contains graphics or text.</p> |
OpacityMetadataProperties |
D2D1_OPACITYMETADATA_PROP <p>You can use this effect to mark an area of an input image as opaque, so internal rendering optimizations to the graph are possible.</p> |
Orientation |
D2D1_ORIENTATION <p>Specifies the flip and rotation at which an image appears.</p> |
PatchEdgeMode |
D2D1_PATCH_EDGE_MODE <p>Specifies how to render gradient mesh edges.</p> |
PathSegment |
D2D1_PATH_SEGMENT <p>Indicates whether a segment should be stroked and whether the join between this segment and the previous one should be smooth.</p> |
PerspectiveTransform3DInteroplationMode |
D2D1_3DPERSPECTIVETRANSFORM_INTERPOLATION_MODE <p>Use the 3D perspective transform effect to rotate the image in 3 dimensions as if viewed from a distance.</p> |
PerspectiveTransform3DProperties |
D2D1_3DPERSPECTIVETRANSFORM_PROP <p>Use the 3D perspective transform effect to rotate the image in 3 dimensions as if viewed from a distance.</p> |
PixelOptions |
D2D1_PIXEL_OPTIONS <p>Indicates how pixel shader sampling will be restricted.</p> |
PointDiffuseProperties |
D2D1_POINTDIFFUSE_PROP <p>Use the point-diffuse lighting effect to create an image that appears to be a reflective surface with light reflecting in all directions.</p> |
PointDiffuseScaleMode |
D2D1_POINTDIFFUSE_SCALE_MODE <p>Use the point-diffuse lighting effect to create an image that appears to be a reflective surface with light reflecting in all directions.</p> |
PointSpecularProperties |
D2D1_POINTSPECULAR_PROP <p>Use the point-specular lighting effect to create an image that appears to be a reflective surface.</p> |
PointSpecularScaleMode |
D2D1_POINTSPECULAR_SCALE_MODE <p>Use the point-specular lighting effect to create an image that appears to be a reflective surface.</p> |
PosterizeProperty |
D2D1_POSTERIZE_PROP <p>Identifiers for properties of the Posterize effect.</p> |
PresentOptions |
D2D1_PRESENT_OPTIONS <p>Describes how a render target behaves when it presents its content.</p> |
PrimitiveBlend |
D2D1_PRIMITIVE_BLEND <p>Used to specify the geometric blend mode for all Direct2D primitives.</p> |
PrintFontSubsetMode |
D2D1_PRINT_FONT_SUBSET_MODE <p>Defines when font resources should be subset during printing.</p> |
Property |
D2D1_PROPERTY <p>Specifies the types of properties supported by the Direct2D property interface.</p> |
PropertyType |
D2D1_PROPERTY_TYPE <p>Specifies the types of properties supported by the Direct2D property interface.</p> |
RenderingPriority |
D2D1_RENDERING_PRIORITY <p>The rendering priority affects the extent to which Direct2D will throttle its rendering workload.</p> |
RenderTargetType |
D2D1_RENDER_TARGET_TYPE <p>Describes whether a render target uses hardware or software rendering, or if Direct2D should select the rendering mode.</p> |
RenderTargetUsage |
D2D1_RENDER_TARGET_USAGE <p> Describes how a render target is remoted and whether it should be GDI-compatible.</p> |
RgbToHueOutputColorSpace |
D2D1_RGBTOHUE_OUTPUT_COLOR_SPACE <p>Values for the property of the RGB to Hue effect.</p> |
RgbToHueProperty |
D2D1_RGBTOHUE_PROP <p>Indentifiers for properties of the RGB to Hue effect.</p> |
SaturationProperties |
D2D1_SATURATION_PROP <p>Use this effect to alter the saturation of an image.</p> |
ScaleInterpolationMode |
D2D1_SCALE_INTERPOLATION_MODE <p>Use this effect to scale an image up or down.</p> |
ScaleProperties |
D2D1_SCALE_PROP <p>Use this effect to scale an image up or down.</p> |
SepiaProperty |
D2D1_SEPIA_PROP <p>Identifiers for properties of the Sepia effect.</p> |
ShadowOptimization |
D2D1_SHADOW_OPTIMIZATION <p>Use the shadow effect to generate a shadow from the alpha channel of an image.</p> |
ShadowProperties |
D2D1_SHADOW_PROP <p>Use the shadow effect to generate a shadow from the alpha channel of an image.</p> |
SharpenProperty |
D2D1_SHARPEN_PROP <p>Identifiers for properties of the Sharpen effect.</p> |
SpotDiffuseProperties |
D2D1_SPOTDIFFUSE_PROP <p>Use the spot-diffuse lighting effect to create an image that appears to be a reflective surface with where the light source is limited to a directed cone of light and the light is reflecting in all directions.</p> |
SpotDiffuseScaleMode |
D2D1_SPOTDIFFUSE_SCALE_MODE <p>Use the spot-diffuse lighting effect to create an image that appears to be a reflective surface with where the light source is limited to a directed cone of light and the light is reflecting in all directions.</p> |
SpotSpecularProperties |
D2D1_SPOTSPECULAR_PROP <p>Use the spot-specular lighting effect to create an image that appears to be a reflective surface where the light source is limited to a directed cone of light.</p> |
SpotSpecularScaleMode |
D2D1_SPOTSPECULAR_SCALE_MODE <p>Use the spot-specular lighting effect to create an image that appears to be a reflective surface where the light source is limited to a directed cone of light.</p> |
StraightenProperty |
D2D1_STRAIGHTEN_PROP <p>Identifiers for properties of the Straighten effect.</p> |
StraightenScaleMode |
D2D1_STRAIGHTEN_SCALE_MODE <p>Values for the property of the Straighten effect.</p> |
StrokeTransformType |
D2D1_STROKE_TRANSFORM_TYPE <p>Defines how the world transform, dots per inch (dpi), and stroke width affect the shape of the pen used to stroke a primitive.</p> |
SubProperty |
D2D1_SUBPROPERTY <p>Specifies how the edges of nontext primitives are rendered.</p> |
SweepDirection |
D2D1_SWEEP_DIRECTION <p>Defines the direction that an elliptical arc is drawn.</p> |
TableTransferProperties |
D2D1_TABLETRANSFER_PROP <p>Use the table transfer effect to map the color intensities of an image using a transfer function created from interpolating a list of values you provide.</p> |
TemperatureAndTintProperty |
D2D1_TEMPERATUREANDTINT_PROP <p>Identifiers for properties of the Temperature and Tint effect.</p> |
TextAntialiasMode |
D2D1_TEXT_ANTIALIAS_MODE <p>Describes the antialiasing mode used for drawing text.</p> |
ThreadingMode |
D2D1_THREADING_MODE <p>Specifies the threading mode used while simultaneously creating the device, factory, and device context.</p> |
TileProperties |
D2D1_TILE_PROP <p>Use the tile effect to repeat the specified region of the image.</p> |
Transform3DInterpolationMode |
D2D1_3DTRANSFORM_INTERPOLATION_MODE <p>Use the 3D perspective transform effect to rotate the image in 3 dimensions as if viewed from a distance.</p> |
Transform3DProperties |
D2D1_3DTRANSFORM_PROP <p>Use the 3D perspective transform effect to rotate the image in 3 dimensions as if viewed from a distance.</p> |
TransformedImageSourceOptions |
D2D1_TRANSFORMED_IMAGE_SOURCE_OPTIONS <p>Option flags for transformed image sources.</p> |
TurbulenceNoise |
D2D1_TURBULENCE_NOISE <p>Use the turbulence effect to generate a bitmap based on the Perlin noise function.</p> |
TurbulenceProperties |
D2D1_TURBULENCE_PROP <p>Use the turbulence effect to generate a bitmap based on the Perlin noise function.</p> |
UnitMode |
D2D1_UNIT_MODE <p>Specifies how units in Direct2D will be interpreted.</p> |
VertexOptions |
D2D1_VERTEX_OPTIONS <p>Describes flags that influence how the renderer interacts with a custom vertex shader.</p> |
VertexUsage |
D2D1_VERTEX_USAGE <p>Indicates whether the vertex buffer changes infrequently or frequently.</p> |
VignetteProperty |
D2D1_VIGNETTE_PROP <p>Identifiers for properties of the Vignette effect.</p> |
WindowState |
D2D1_WINDOW_STATE <p>Describes whether a window is occluded.</p> |
YcbcrChromaSubSampling |
D2D1_YCBCR_CHROMA_SUBSAMPLING <p>Converts planar and chroma subsampled JPEG YCbCr data to RGB.</p> |
YcbcrInterpolationMode |
D2D1_YCBCR_INTERPOLATION_MODE <p>Converts planar and chroma subsampled JPEG YCbCr data to RGB.</p> |
YCbCrProperties |
D2D1_YCBCR_PROP <p>Converts planar and chroma subsampled JPEG YCbCr data to RGB.</p> |
Structures
Managed | Native |
---|---|
ArcSegment |
D2D1_ARC_SEGMENT <p>Describes an elliptical arc between two points.</p> |
BezierSegment |
D2D1_BEZIER_SEGMENT <p>Represents a cubic bezier segment drawn between two points.</p> |
BitmapBrushProperties |
D2D1_BITMAP_BRUSH_PROPERTIES <p> Describes the extend modes and the interpolation mode of an .</p> |
BitmapBrushProperties1 |
D2D1_BITMAP_BRUSH_PROPERTIES1 <p> Describes the extend modes and the interpolation mode of an .</p> |
BitmapProperties |
D2D1_BITMAP_PROPERTIES <p>Describes the pixel format and dpi of a bitmap.</p> |
BitmapProperties1 |
D2D1_BITMAP_PROPERTIES1 <p>This structure allows a to be created with bitmap options and color context information available.</p> |
BlendDescription |
D2D1_BLEND_DESCRIPTION <p>Defines a blend description to be used in a particular blend transform.</p> |
BrushProperties |
D2D1_BRUSH_PROPERTIES <p> Describes the opacity and transformation of a brush.</p> |
CommandSink |
ID2D1CommandSink <p></p> |
CommandSink1 |
ID2D1CommandSink1 <p>This interface performs all the same functions as the existing interface.</p> |
CommandSink2 |
ID2D1CommandSink2 <p>Renders the given ink object using the given brush and ink style.</p> |
ComputeTransform |
ID2D1ComputeTransform <p>Defines a transform that uses a compute shader.</p> |
CreationProperties |
D2D1_CREATION_PROPERTIES <p>Specifies the options with which the Direct2D device, factory, and device context are created.</p> |
CustomEffect |
ID2D1EffectImpl <p>Custom Effect interface.</p> |
CustomVertexBufferProperties |
D2D1_CUSTOM_VERTEX_BUFFER_PROPERTIES <p>Defines a vertex shader and the input element description to define the input layout.</p> |
DrawingStateDescription |
D2D1_DRAWING_STATE_DESCRIPTION <p>Describes the drawing state of a render target.</p> |
DrawingStateDescription1 |
D2D1_DRAWING_STATE_DESCRIPTION1 <p>Describes the drawing state of a device context.</p> |
DrawTransform |
ID2D1DrawTransform <p>A specialized implementation of the Shantzis calculations to a transform implemented on the GPU.</p> |
EffectInputDescription |
D2D1_EFFECT_INPUT_DESCRIPTION <p>Describes features of an effect.</p> |
Ellipse |
D2D1_ELLIPSE <p> Contains the center point, x-radius, and y-radius of an ellipse.</p> |
FactoryOptions |
D2D1_FACTORY_OPTIONS <p>Contains the debugging level of an object.</p> |
GdiMetafileSink |
ID2D1GdiMetafileSink <p>A developer implemented interface that allows a metafile to be replayed.</p> |
GdiMetafileSink1 |
ID2D1GdiMetafileSink1 <p>This interface performs all the same functions as the existing interface.</p> |
GeometrySink |
ID2D1GeometrySink <p>Describes a geometric path that can contain lines, arcs, cubic Bezier curves, and quadratic Bezier curves.</p> |
GradientMeshPatch |
D2D1_GRADIENT_MESH_PATCH <p> Represents a tensor patch with 16 control points, 4 corner colors, and boundary flags.</p> |
GradientStop |
D2D1_GRADIENT_STOP <p> Contains the position and color of a gradient stop.</p> |
HwndRenderTargetProperties |
D2D1_HWND_RENDER_TARGET_PROPERTIES <p> Contains the , pixel size, and presentation options for an .</p> |
ImageBrushProperties |
D2D1_IMAGE_BRUSH_PROPERTIES <p>Describes image brush features.</p> |
InkBezierSegment |
D2D1_INK_BEZIER_SEGMENT <p>Represents a Bezier segment to be used in the creation of an object.</p> |
InkPoint |
D2D1_INK_POINT <p>Represents a point, radius pair that makes up part of a .</p> |
InkStyleProperties |
D2D1_INK_STYLE_PROPERTIES <p> Defines the general pen tip shape and the transform used in an object.</p> |
InputDescription |
D2D1_INPUT_DESCRIPTION <p>Describes the options that transforms may set on input textures.</p> |
InputElement |
D2D1_INPUT_ELEMENT_DESC <p>A description of a single element to the vertex layout.</p> |
LayerParameters |
D2D1_LAYER_PARAMETERS <p> Contains the content bounds, mask information, opacity settings, and other options for a layer resource.</p> |
LayerParameters1 |
D2D1_LAYER_PARAMETERS1 <p>Contains the content bounds, mask information, opacity settings, and other options for a layer resource.</p> |
LinearGradientBrushProperties |
D2D1_LINEAR_GRADIENT_BRUSH_PROPERTIES <p> Contains the starting point and endpoint of the gradient axis for an .</p> |
PixelFormat |
D2D1_PIXEL_FORMAT <p> Contains the data format and alpha mode for a bitmap or render target.</p> |
PointDescription |
D2D1_POINT_DESCRIPTION <p>Describes a point on a path geometry.</p> |
PrintControlProperties |
D2D1_PRINT_CONTROL_PROPERTIES <p>The creation properties for a object.</p> |
QuadraticBezierSegment |
D2D1_QUADRATIC_BEZIER_SEGMENT <p> Contains the control point and end point for a quadratic Bezier segment.</p> |
RadialGradientBrushProperties |
D2D1_RADIAL_GRADIENT_BRUSH_PROPERTIES <p> Contains the gradient origin offset and the size and position of the gradient ellipse for an .</p> |
RenderingControls |
D2D1_RENDERING_CONTROLS <p>Describes limitations to be applied to an imaging effect renderer.</p> |
RenderTargetProperties |
D2D1_RENDER_TARGET_PROPERTIES <p> Contains rendering options (hardware or software), pixel format, DPI information, remoting options, and Direct3D support requirements for a render target.</p> |
ResourceTextureProperties |
D2D1_RESOURCE_TEXTURE_PROPERTIES <p>Defines a resource texture when the original resource texture is created.</p> |
RoundedRectangle |
D2D1_ROUNDED_RECT <p> Contains the dimensions and corner radii of a rounded rectangle.</p> |
SimplifiedGeometrySink |
ID2D1SimplifiedGeometrySink <p> Describes a geometric path that does not contain quadratic bezier curves or arcs.</p> |
SourceTransform |
ID2D1SourceTransform <p>Represents a CPU-based rasterization stage in the transform pipeline graph.</p> |
StrokeStyleProperties |
D2D1_STROKE_STYLE_PROPERTIES <p> Describes the stroke that outlines a shape.</p> |
StrokeStyleProperties1 |
D2D1_STROKE_STYLE_PROPERTIES1 <p>Describes the stroke that outlines a shape.</p> |
TessellationSink |
ID2D1TessellationSink <p>Populates an object with triangles.</p> |
Transform |
ID2D1Transform <p>Represents the base interface for all of the transforms implemented by the transform author.</p> |
TransformedImageSourceProperties |
D2D1_TRANSFORMED_IMAGE_SOURCE_PROPERTIES <p>Properties of a transformed image source.</p> |
TransformNode |
ID2D1TransformNode <p>Describes a node in a transform topology.</p> |
Triangle |
D2D1_TRIANGLE <p>Contains the three vertices that describe a triangle.</p> |
VertexBufferProperties |
D2D1_VERTEX_BUFFER_PROPERTIES <p>Defines the properties of a vertex buffer that are standard for all vertex shader definitions.</p> |
VertexRange |
D2D1_VERTEX_RANGE <p>Defines a range of vertices that are used when rendering less than the full contents of a vertex buffer.</p> |
Interfaces
Managed | Native |
---|---|
AnalysisTransform <ul><li>ProcessAnalysisResults </li><li>ProcessAnalysisResults </li><li>ProcessAnalysisResults </li></ul> |
ID2D1AnalysisTransform <ul><li>??? </li><li>??? </li><li>??? </li></ul><p>Supplies data to an analysis effect.</p> |
Bitmap <ul><li>.ctor </li><li>.ctor </li><li>.ctor </li><li>.ctor </li><li>.ctor </li><li>.ctor </li><li>.ctor </li><li>.ctor </li><li>.ctor </li><li>.ctor </li><li>CopyFromBitmap </li><li>CopyFromBitmap </li><li>CopyFromBitmap </li><li>CopyFromMemory </li><li>CopyFromMemory </li><li>CopyFromMemory </li><li>CopyFromMemory </li><li>CopyFromMemory </li><li>CopyFromMemory </li><li>CopyFromRenderTarget </li><li>CopyFromRenderTarget </li><li>CopyFromRenderTarget </li><li>CopyFromStream </li><li>CopyFromStream </li><li>FromWicBitmap </li><li>FromWicBitmap </li><li>New </li><li>PixelFormat </li><li>PixelSize </li><li>Size </li></ul> |
ID2D1Bitmap <ul><li>CreateBitmap </li><li>CreateBitmap </li><li>CreateBitmap </li><li>CreateBitmap </li><li>CreateSharedBitmap </li><li>CreateSharedBitmap </li><li>CreateSharedBitmap </li><li>CreateSharedBitmap </li><li>CreateSharedBitmap </li><li>CreateSharedBitmap </li><li>CopyFromBitmap </li><li>CopyFromBitmap </li><li>CopyFromBitmap </li><li>CopyFromMemory </li><li>CopyFromMemory </li><li>CopyFromMemory </li><li>CopyFromMemory </li><li>CopyFromMemory </li><li>CopyFromMemory </li><li>CopyFromRenderTarget </li><li>CopyFromRenderTarget </li><li>CopyFromRenderTarget </li><li>CopyFromMemory </li><li>CopyFromMemory </li><li>CreateBitmapFromWicBitmap </li><li>CreateBitmapFromWicBitmap </li><li>CreateBitmap </li><li>GetPixelFormat </li><li>GetPixelSize </li><li>GetSize </li></ul><p>Represents a bitmap that has been bound to an .</p> |
Bitmap1 <ul><li>.ctor </li><li>.ctor </li><li>.ctor </li><li>.ctor </li><li>.ctor </li><li>.ctor </li><li>ColorContext </li><li>FromWicBitmap </li><li>FromWicBitmap </li><li>Map </li><li>Options </li><li>Surface </li><li>Unmap </li></ul> |
ID2D1Bitmap1 <ul><li>??? </li><li>??? </li><li>??? </li><li>??? </li><li>??? </li><li>??? </li><li>GetColorContext </li><li>??? </li><li>??? </li><li>??? </li><li>GetOptions </li><li>GetSurface </li><li>Unmap </li></ul><p> Represents a bitmap that can be used as a surface for an or mapped into system memory, and can contain additional color context information.</p> |
BitmapBrush <ul><li>.ctor </li><li>.ctor </li><li>.ctor </li><li>.ctor </li><li>Bitmap </li><li>ExtendModeX </li><li>ExtendModeY </li><li>InterpolationMode </li></ul> |
ID2D1BitmapBrush <ul><li>??? </li><li>??? </li><li>??? </li><li>??? </li><li>GetBitmap </li><li>GetExtendModeX </li><li>GetExtendModeY </li><li>GetInterpolationMode </li></ul><p>Paints an area with a bitmap.</p> |
BitmapBrush1 <ul><li>.ctor </li><li>.ctor </li><li>.ctor </li><li>.ctor </li><li>InterpolationMode1 </li></ul> |
ID2D1BitmapBrush1 <ul><li>??? </li><li>??? </li><li>??? </li><li>??? </li><li>GetInterpolationMode1 </li></ul><p>Paints an area with a bitmap.</p> |
BitmapRenderTarget <ul><li>.ctor </li><li>.ctor </li><li>.ctor </li><li>.ctor </li><li>Bitmap </li></ul> |
ID2D1BitmapRenderTarget <ul><li>??? </li><li>??? </li><li>??? </li><li>??? </li><li>GetBitmap </li></ul><p>Renders to an intermediate texture created by the CreateCompatibleRenderTarget method.</p> |
BlendTransform <ul><li>Description </li></ul> |
ID2D1BlendTransform <ul><li>GetDescription </li></ul><p>Provides methods to allow a blend operation to be inserted into a transform graph.</p> |
BorderTransform <ul><li>.ctor </li><li>ExtendModeX </li><li>ExtendModeY </li></ul> |
ID2D1BorderTransform <ul><li>??? </li><li>GetExtendModeX </li><li>GetExtendModeY </li></ul><p>Extends the input rectangle to infinity using the specified extend modes.</p> |
BoundsAdjustmentTransform <ul><li>.ctor </li><li>GetOutputBounds </li><li>SetOutputBounds </li></ul> |
ID2D1BoundsAdjustmentTransform <ul><li>??? </li><li>GetOutputBounds </li><li>SetOutputBounds </li></ul><p>A support transform for effects to modify the output rectangle of the previous effect or bitmap.</p> |
Brush <ul><li>Opacity </li><li>Transform </li></ul> |
ID2D1Brush <ul><li>GetOpacity </li><li>GetTransform </li></ul><p>Defines an object that paints an area.</p> |
ColorContext <ul><li>.ctor </li><li>.ctor </li><li>.ctor </li><li>ColorSpace </li></ul> |
ID2D1ColorContext <ul><li>??? </li><li>??? </li><li>??? </li><li>GetColorSpace </li></ul><p>Represents a color context that can be used with an object.</p> |
CommandList <ul><li>Close </li></ul> |
ID2D1CommandList <ul><li>Close </li></ul><p>Represents a sequence of commands that can be recorded and played back.</p> |
ComputeInformation <ul><li>SetConstantBuffer </li><li>SetConstantBuffer </li><li>SetResourceTexture </li></ul> |
ID2D1ComputeInfo <ul><li>??? </li><li>??? </li><li>SetResourceTexture </li></ul><p>Enables specification of information for a compute-shader rendering pass.</p> |
ComputeTransformNative |
ID2D1ComputeTransform <p>Defines a transform that uses a compute shader.</p> |
ConcreteTransform <ul><li>SetCached </li><li>SetOutputBuffer </li></ul> |
ID2D1ConcreteTransform <ul><li>SetCached </li><li>SetOutputBuffer </li></ul><p>Represents the set of transforms implemented by the effect-rendering system, which provides fixed-functionality.</p> |
Device <ul><li>.ctor </li><li>.ctor </li><li>.ctor </li><li>ClearResources </li><li>MaximumTextureMemory </li></ul> |
ID2D1Device <ul><li>??? </li><li>??? </li><li>??? </li><li>ClearResources </li><li>GetMaximumTextureMemory </li></ul><p>Represents a resource domain whose objects and device contexts can be used together.</p> |
Device1 <ul><li>.ctor </li><li>RenderingPriority </li></ul> |
ID2D1Device1 <ul><li>??? </li><li>GetRenderingPriority </li></ul><p>Represents a resource domain whose objects and device contexts can be used together.</p> |
Device2 <ul><li>.ctor </li><li>CreateDeviceContext </li><li>DxgiDevice </li><li>FlushDeviceContexts </li></ul> |
ID2D1Device2 <ul><li>??? </li><li>CreateDeviceContext </li><li>GetDxgiDevice </li><li>FlushDeviceContexts </li></ul><p>Flush all device contexts that reference a given bitmap.</p> |
DeviceContext <ul><li>.ctor </li><li>.ctor </li><li>.ctor </li><li>Device </li><li>DrawBitmap </li><li>DrawBitmap </li><li>DrawBitmap </li><li>DrawBitmap </li><li>DrawGdiMetafile </li><li>DrawGlyphRun </li><li>DrawImage </li><li>DrawImage </li><li>DrawImage </li><li>DrawImage </li><li>DrawImage </li><li>FillOpacityMask </li><li>FillOpacityMask </li><li>GetEffectInvalidRectangles </li><li>GetEffectRequiredInputRectangles </li><li>GetEffectRequiredInputRectangles </li><li>GetGlyphRunWorldBounds </li><li>GetImageLocalBounds </li><li>GetImageWorldBounds </li><li>InvalidateEffectInputRectangle </li><li>IsBufferPrecisionSupported </li><li>IsDxgiFormatSupported </li><li>PrimitiveBlend </li><li>PushLayer </li><li>PushLayer </li><li>RenderingControls </li><li>Target </li><li>UnitMode </li></ul> |
ID2D1DeviceContext <ul><li>??? </li><li>??? </li><li>??? </li><li>GetDevice </li><li>??? </li><li>??? </li><li>??? </li><li>DrawBitmap </li><li>DrawGdiMetafile </li><li>DrawGlyphRun </li><li>??? </li><li>??? </li><li>??? </li><li>??? </li><li>DrawImage </li><li>??? </li><li>FillOpacityMask </li><li>??? </li><li>??? </li><li>??? </li><li>GetGlyphRunWorldBounds </li><li>GetImageLocalBounds </li><li>GetImageWorldBounds </li><li>InvalidateEffectInputRectangle </li><li>IsBufferPrecisionSupported </li><li>IsDxgiFormatSupported </li><li>GetPrimitiveBlend </li><li>??? </li><li>PushLayer </li><li>GetRenderingControls </li><li>GetTarget </li><li>GetUnitMode </li></ul><p>Represents a set of state and command buffers that are used to render to a target.</p> |
DeviceContext1 <ul><li>.ctor </li><li>DrawGeometryRealization </li></ul> |
ID2D1DeviceContext1 <ul><li>??? </li><li>DrawGeometryRealization </li></ul><p>Enables creation and drawing of geometry realization objects.</p> |
DeviceContext2 <ul><li>.ctor </li><li>CreateGradientMesh </li><li>CreateImageSourceFromDxgi </li><li>CreateImageSourceFromDxgi </li><li>CreateImageSourceFromWic </li><li>CreateInk </li><li>CreateInkStyle </li><li>CreateLookupTable3D </li><li>CreateTransformedImageSource </li><li>DrawGdiMetafile </li><li>DrawGradientMesh </li><li>DrawInk </li><li>GetGradientMeshWorldBounds </li></ul> |
ID2D1DeviceContext2 <ul><li>??? </li><li>CreateGradientMesh </li><li>CreateImageSourceFromDxgi </li><li>CreateImageSourceFromDxgi </li><li>CreateImageSourceFromWic </li><li>CreateInk </li><li>CreateInkStyle </li><li>CreateLookupTable3D </li><li>CreateTransformedImageSource </li><li>DrawGdiMetafile </li><li>DrawGradientMesh </li><li>DrawInk </li><li>GetGradientMeshWorldBounds </li></ul><p>Represents a set of state and command buffers that are used to render to a target.</p> |
DeviceContextRenderTarget <ul><li>BindDeviceContext </li></ul> |
ID2D1DCRenderTarget <ul><li>BindDC </li></ul><p>Issues drawing commands to a GDI device context.</p> |
DrawInformation <ul><li>SetPixelConstantBuffer </li><li>SetPixelConstantBuffer </li><li>SetPixelShader </li><li>SetResourceTexture </li><li>SetVertexConstantBuffer </li><li>SetVertexConstantBuffer </li><li>SetVertexProcessing </li></ul> |
ID2D1DrawInfo <ul><li>??? </li><li>??? </li><li>SetPixelShader </li><li>SetResourceTexture </li><li>??? </li><li>??? </li><li>SetVertexProcessing </li></ul><p>This interface is used to describe a GPU rendering pass on a vertex or pixel shader.</p> |
DrawingStateBlock <ul><li>Description </li><li>TextRenderingParams </li></ul> |
ID2D1DrawingStateBlock <ul><li>GetDescription </li><li>GetTextRenderingParams </li></ul><p>Represents the drawing state of a render target: the antialiasing mode, transform, tags, and text-rendering options.</p> |
DrawingStateBlock1 <ul><li>Description </li></ul> |
ID2D1DrawingStateBlock1 <ul><li>GetDescription </li></ul><p>Implementation of a drawing state block that adds the functionality of primitive blend in addition to already existing antialias mode, transform, tags and text rendering mode.</p> |
DrawTransformNative |
ID2D1DrawTransform <p>A specialized implementation of the Shantzis calculations to a transform implemented on the GPU.</p> |
Effect <ul><li>.ctor </li><li>.ctor </li><li>GetInput </li><li>InputCount </li><li>Output </li><li>SetInput </li></ul> |
ID2D1Effect <ul><li>??? </li><li>??? </li><li>GetInput </li><li>GetInputCount </li><li>GetOutput </li><li>SetInput </li></ul><p>Represents a basic image-processing construct in Direct2D.</p> |
EffectContext <ul><li>CreateTransformNodeFromEffect </li><li>FindResourceTexture </li><li>FindVertexBuffer </li><li>IsBufferPrecisionSupported </li><li>IsShaderLoaded </li><li>LoadComputeShader </li><li>LoadPixelShader </li><li>LoadVertexShader </li></ul> |
ID2D1EffectContext <ul><li>CreateTransformNodeFromEffect </li><li>FindResourceTexture </li><li>FindVertexBuffer </li><li>IsBufferPrecisionSupported </li><li>IsShaderLoaded </li><li>??? </li><li>??? </li><li>??? </li></ul><p>Provides factory methods and other state management for effect and transform authors.</p> |
EffectContext1 <ul><li>CreateLookupTable3D </li></ul> |
ID2D1EffectContext1 <ul><li>CreateLookupTable3D </li></ul><p>Provides factory methods and other state management for effect and transform authors.</p> |
EllipseGeometry <ul><li>Ellipse </li></ul> |
ID2D1EllipseGeometry <ul><li>GetEllipse </li></ul><p>Represents an ellipse.</p> |
Factory <ul><li>ReloadSystemMetrics </li></ul> |
ID2D1Factory <ul><li>ReloadSystemMetrics </li></ul><p>Creates Direct2D resources.</p> |
Factory1 <ul><li>GetEffectProperties </li><li>RegisteredEffects </li></ul> |
ID2D1Factory1 <ul><li>GetEffectProperties </li><li>??? </li></ul><p> Creates Direct2D resources.</p> |
Factory2 |
ID2D1Factory2 <p>Creates Direct2D resources.</p> |
Factory3 |
ID2D1Factory3 <p>Creates Direct2D resources.</p> |
GdiInteropRenderTarget <ul><li>GetDC </li><li>ReleaseDC </li><li>ReleaseDC </li></ul> |
ID2D1GdiInteropRenderTarget <ul><li>GetDC </li><li>??? </li><li>ReleaseDC </li></ul><p>Provides access to an device context that can accept GDI drawing commands.</p> |
GdiMetafile <ul><li>Bounds </li></ul> |
ID2D1GdiMetafile <ul><li>GetBounds </li></ul><p>A Direct2D resource that wraps a WMF, EMF, or EMF+ metafile.</p> |
GdiMetafile1 <ul><li>GetDpi </li><li>SourceBounds </li></ul> |
ID2D1GdiMetafile1 <ul><li>GetDpi </li><li>GetSourceBounds </li></ul><p>This interface performs all the same functions as the existing interface.</p> |
Geometry <ul><li>Combine </li><li>Combine </li><li>Combine </li><li>Compare </li><li>Compare </li><li>Compare </li><li>ComputeArea </li><li>ComputeArea </li><li>ComputeArea </li><li>ComputeLength </li><li>ComputeLength </li><li>ComputeLength </li><li>ComputePointAtLength </li><li>ComputePointAtLength </li><li>ComputePointAtLength </li><li>FillContainsPoint </li><li>FillContainsPoint </li><li>FillContainsPoint </li><li>FillContainsPoint </li><li>FillContainsPoint </li><li>FillContainsPoint </li><li>GetBounds </li><li>GetBounds </li><li>GetWidenedBounds </li><li>GetWidenedBounds </li><li>GetWidenedBounds </li><li>GetWidenedBounds </li><li>Outline </li><li>Outline </li><li>Outline </li><li>Simplify </li><li>Simplify </li><li>Simplify </li><li>StrokeContainsPoint </li><li>StrokeContainsPoint </li><li>StrokeContainsPoint </li><li>StrokeContainsPoint </li><li>StrokeContainsPoint </li><li>StrokeContainsPoint </li><li>StrokeContainsPoint </li><li>StrokeContainsPoint </li><li>Tessellate </li><li>Tessellate </li><li>Tessellate </li><li>Widen </li><li>Widen </li><li>Widen </li><li>Widen </li></ul> |
ID2D1Geometry <ul><li>??? </li><li>??? </li><li>??? </li><li>CompareWithGeometry </li><li>??? </li><li>??? </li><li>ComputeArea </li><li>??? </li><li>??? </li><li>ComputeLength </li><li>??? </li><li>??? </li><li>ComputePointAtLength </li><li>??? </li><li>??? </li><li>FillContainsPoint </li><li>??? </li><li>??? </li><li>??? </li><li>??? </li><li>??? </li><li>GetBounds </li><li>??? </li><li>GetWidenedBounds </li><li>??? </li><li>??? </li><li>??? </li><li>??? </li><li>??? </li><li>??? </li><li>??? </li><li>??? </li><li>??? </li><li>StrokeContainsPoint </li><li>??? </li><li>??? </li><li>??? </li><li>??? </li><li>??? </li><li>??? </li><li>??? </li><li>??? </li><li>??? </li><li>??? </li><li>??? </li><li>??? </li><li>??? </li><li>??? </li></ul><p>Represents a geometry resource and defines a set of helper methods for manipulating and measuring geometric shapes.</p> |
GeometryGroup <ul><li>FillMode </li><li>GetSourceGeometry </li><li>GetSourceGeometry </li><li>SourceGeometryCount </li></ul> |
ID2D1GeometryGroup <ul><li>GetFillMode </li><li>??? </li><li>??? </li><li>GetSourceGeometryCount </li></ul><p>Represents a composite geometry, composed of other objects.</p> |
GeometryRealization <ul><li>.ctor </li><li>.ctor </li></ul> |
ID2D1GeometryRealization <ul><li>CreateFilledGeometryRealization </li><li>CreateStrokedGeometryRealization </li></ul><p>Encapsulates a device- and transform-dependent representation of a filled or stroked geometry.</p> |
GradientMesh <ul><li>GetPatches </li><li>PatchCount </li></ul> |
ID2D1GradientMesh <ul><li>GetPatches </li><li>GetPatchCount </li></ul><p>Represents a device-dependent representation of a gradient mesh composed of patches.</p> |
GradientStopCollection <ul><li>.ctor </li><li>.ctor </li><li>.ctor </li><li>.ctor </li><li>ColorInterpolationGamma </li><li>ExtendMode </li><li>GetGradientStops </li><li>GradientStopCount </li></ul> |
ID2D1GradientStopCollection <ul><li>??? </li><li>??? </li><li>??? </li><li>??? </li><li>GetColorInterpolationGamma </li><li>GetExtendMode </li><li>GetGradientStops </li><li>GetGradientStopCount </li></ul><p>Represents an collection of objects for linear and radial gradient brushes.</p> |
GradientStopCollection1 <ul><li>.ctor </li><li>BufferPrecision </li><li>ColorInterpolationMode </li><li>GetGradientStops1 </li><li>PostInterpolationSpace </li><li>PreInterpolationSpace </li></ul> |
ID2D1GradientStopCollection1 <ul><li>??? </li><li>GetBufferPrecision </li><li>GetColorInterpolationMode </li><li>GetGradientStops1 </li><li>GetPostInterpolationSpace </li><li>GetPreInterpolationSpace </li></ul><p>Represents a collection of objects for linear and radial gradient brushes.</p> |
Image |
ID2D1Image <p>Represents a producer of pixels that can fill an arbitrary 2D plane.</p> |
ImageBrush <ul><li>.ctor </li><li>.ctor </li><li>ExtendModeX </li><li>ExtendModeY </li><li>Image </li><li>InterpolationMode </li><li>SourceRectangle </li></ul> |
ID2D1ImageBrush <ul><li>??? </li><li>??? </li><li>GetExtendModeX </li><li>GetExtendModeY </li><li>GetImage </li><li>GetInterpolationMode </li><li>GetSourceRectangle </li></ul><p>Represents a brush based on an .</p> |
ImageSource <ul><li>OfferResources </li><li>TryReclaimResources </li></ul> |
ID2D1ImageSource <ul><li>OfferResources </li><li>TryReclaimResources </li></ul><p>Represents a producer of pixels that can fill an arbitrary 2D plane.</p> |
ImageSourceFromWic <ul><li>EnsureCached </li><li>Source </li><li>TrimCache </li></ul> |
ID2D1ImageSourceFromWic <ul><li>EnsureCached </li><li>GetSource </li><li>TrimCache </li></ul><p>Produces 2D pixel data that has been sourced from WIC.</p> |
Ink <ul><li>AddSegments </li><li>GetBounds </li><li>GetSegments </li><li>RemoveSegmentsAtEnd </li><li>SegmentAtEnd </li><li>SegmentCount </li><li>SetSegments </li><li>StartPoint </li></ul> |
ID2D1Ink <ul><li>AddSegments </li><li>GetBounds </li><li>GetSegments </li><li>RemoveSegmentsAtEnd </li><li>SetSegmentAtEnd </li><li>GetSegmentCount </li><li>SetSegments </li><li>GetStartPoint </li></ul><p>Represents a single continuous stroke of variable-width ink, as defined by a series of Bezier segments and widths.</p> |
InkStyle <ul><li>NibShape </li><li>NibTransform </li></ul> |
ID2D1InkStyle <ul><li>GetNibShape </li><li>GetNibTransform </li></ul><p> Represents a collection of style properties to be used by methods like when rendering ink.</p> |
Layer <ul><li>.ctor </li><li>.ctor </li><li>Size </li></ul> |
ID2D1Layer <ul><li>??? </li><li>??? </li><li>GetSize </li></ul><p>Represents the backing store required to render a layer.</p> |
LinearGradientBrush <ul><li>.ctor </li><li>.ctor </li><li>EndPoint </li><li>GradientStopCollection </li><li>StartPoint </li></ul> |
ID2D1LinearGradientBrush <ul><li>??? </li><li>??? </li><li>GetEndPoint </li><li>GetGradientStopCollection </li><li>GetStartPoint </li></ul><p>Paints an area with a linear gradient.</p> |
LookupTable3D |
ID2D1LookupTable3D <p>A container for 3D lookup table data that can be passed to the LookupTable3D effect.</p> |
Mesh <ul><li>.ctor </li><li>.ctor </li><li>Open </li></ul> |
ID2D1Mesh <ul><li>??? </li><li>??? </li><li>??? </li></ul><p>Represents a set of vertices that form a list of triangles.</p> |
Multithread <ul><li>Enter </li><li>Leave </li><li>MultithreadProtected </li></ul> |
ID2D1Multithread <ul><li>Enter </li><li>Leave </li><li>GetMultithreadProtected </li></ul><p>A locking mechanism from a Direct2D factory that Direct2D uses to control exclusive resource access in an app that is uses multiple threads.</p> |
OffsetTransform <ul><li>.ctor </li><li>GetOffset </li><li>SetOffset </li></ul> |
ID2D1OffsetTransform <ul><li>??? </li><li>GetOffset </li><li>SetOffset </li></ul><p>Instructs the effect-rendering system to offset an input bitmap without inserting a rendering pass.</p> |
PathGeometry <ul><li>FigureCount </li><li>Open </li><li>SegmentCount </li><li>Stream </li></ul> |
ID2D1PathGeometry <ul><li>GetFigureCount </li><li>Open </li><li>GetSegmentCount </li><li>??? </li></ul><p>Represents a complex shape that may be composed of arcs, curves, and lines.</p> |
PathGeometry1 <ul><li>.ctor </li><li>ComputePointAndSegmentAtLength </li></ul> |
ID2D1PathGeometry1 <ul><li>??? </li><li>ComputePointAndSegmentAtLength </li></ul><p>The interface adds functionality to .</p> |
PrintControl <ul><li>.ctor </li><li>.ctor </li><li>AddPage </li><li>AddPage </li><li>Close </li></ul> |
ID2D1PrintControl <ul><li>??? </li><li>??? </li><li>AddPage </li><li>AddPage </li><li>Close </li></ul><p>Converts Direct2D primitives stored in an into a fixed page representation.</p> |
Properties <ul><li>GetBoolValue </li><li>GetBoolValueByName </li><li>GetColor3Value </li><li>GetColor3ValueByName </li><li>GetColor4Value </li><li>GetColor4ValueByName </li><li>GetComObjectValue </li><li>GetComObjectValueByName </li><li>GetEnumValue </li><li>GetEnumValueByName </li><li>GetFloatValue </li><li>GetFloatValueByName </li><li>GetGuidValue </li><li>GetGuidValueByName </li><li>GetIntValue </li><li>GetMatrix3x2Value </li><li>GetMatrix3x2ValueByName </li><li>GetMatrix5x4Value </li><li>GetMatrix5x4ValueByName </li><li>GetMatrixValue </li><li>GetMatrixValueByName </li><li>GetPropertyIndex </li><li>GetPropertyName </li><li>GetRectangleFValue </li><li>GetRectangleFValueByName </li><li>GetSubProperties </li><li>GetTypeInfo </li><li>GetUIntValue </li><li>GetUIntValueByName </li><li>GetValue </li><li>GetValue </li><li>GetValue </li><li>GetValueByName </li><li>GetValueSize </li><li>GetVector2Value </li><li>GetVector2ValueByName </li><li>GetVector3Value </li><li>GetVector3ValueByName </li><li>GetVector4Value </li><li>GetVector4ValueByName </li><li>PropertyCount </li><li>SetEnumValue </li><li>SetValue </li><li>SetValue </li><li>SetValue </li><li>SetValue </li><li>SetValue </li><li>SetValue </li><li>SetValue </li><li>SetValue </li><li>SetValue </li><li>SetValue </li><li>SetValue </li><li>SetValue </li><li>SetValue </li><li>SetValue </li><li>SetValue </li><li>SetValue </li><li>SetValue </li><li>SetValue </li><li>SetValueByName </li><li>SetValueByName </li><li>SetValueByName </li><li>SetValueByName </li><li>SetValueByName </li><li>SetValueByName </li><li>SetValueByName </li><li>SetValueByName </li><li>SetValueByName </li><li>SetValueByName </li><li>SetValueByName </li><li>SetValueByName </li><li>SetValueByName </li><li>SetValueByName </li><li>SetValueByName </li><li>SetValueByName </li><li>SetValueByName </li></ul> |
ID2D1Properties <ul><li>??? </li><li>??? </li><li>??? </li><li>??? </li><li>??? </li><li>??? </li><li>??? </li><li>??? </li><li>??? </li><li>??? </li><li>??? </li><li>??? </li><li>??? </li><li>??? </li><li>??? </li><li>??? </li><li>??? </li><li>??? </li><li>??? </li><li>??? </li><li>??? </li><li>GetPropertyIndex </li><li>??? </li><li>??? </li><li>??? </li><li>GetSubProperties </li><li>GetType </li><li>??? </li><li>??? </li><li>??? </li><li>??? </li><li>GetValue </li><li>GetValueByName </li><li>GetValueSize </li><li>??? </li><li>??? </li><li>??? </li><li>??? </li><li>??? </li><li>??? </li><li>GetPropertyCount </li><li>??? </li><li>??? </li><li>??? </li><li>??? </li><li>??? </li><li>??? </li><li>??? </li><li>??? </li><li>??? </li><li>??? </li><li>??? </li><li>??? </li><li>??? </li><li>??? </li><li>??? </li><li>??? </li><li>??? </li><li>??? </li><li>SetValue </li><li>??? </li><li>??? </li><li>??? </li><li>??? </li><li>??? </li><li>??? </li><li>??? </li><li>??? </li><li>??? </li><li>??? </li><li>??? </li><li>??? </li><li>??? </li><li>??? </li><li>??? </li><li>??? </li><li>SetValueByName </li></ul><p>Represents a set of run-time bindable and discoverable properties that allow a data-driven application to modify the state of a Direct2D effect.</p> |
RadialGradientBrush <ul><li>.ctor </li><li>.ctor </li><li>.ctor </li><li>.ctor </li><li>Center </li><li>GradientOriginOffset </li><li>GradientStopCollection </li><li>RadiusX </li><li>RadiusY </li></ul> |
ID2D1RadialGradientBrush <ul><li>??? </li><li>??? </li><li>??? </li><li>??? </li><li>GetCenter </li><li>GetGradientOriginOffset </li><li>GetGradientStopCollection </li><li>GetRadiusX </li><li>GetRadiusY </li></ul><p> Paints an area with a radial gradient.</p> |
RectangleGeometry <ul><li>Rectangle </li></ul> |
ID2D1RectangleGeometry <ul><li>GetRect </li></ul><p>Describes a two-dimensional rectangle.</p> |
RenderInformation <ul><li>Cached </li><li>InstructionCountHint </li><li>SetInputDescription </li><li>SetOutputBuffer </li></ul> |
ID2D1RenderInfo <ul><li>SetCached </li><li>SetInstructionCountHint </li><li>SetInputDescription </li><li>SetOutputBuffer </li></ul><p>Describes the render information common to all of the various transform implementations.</p> |
RenderTarget <ul><li>AntialiasMode </li><li>BeginDraw </li><li>Clear </li><li>DotsPerInch </li><li>DrawBitmap </li><li>DrawBitmap </li><li>DrawBitmap </li><li>DrawBitmap </li><li>DrawEllipse </li><li>DrawEllipse </li><li>DrawEllipse </li><li>DrawGeometry </li><li>DrawGeometry </li><li>DrawGeometry </li><li>DrawGlyphRun </li><li>DrawLine </li><li>DrawLine </li><li>DrawLine </li><li>DrawRectangle </li><li>DrawRectangle </li><li>DrawRectangle </li><li>DrawRoundedRectangle </li><li>DrawRoundedRectangle </li><li>DrawRoundedRectangle </li><li>DrawRoundedRectangle </li><li>DrawText </li><li>DrawText </li><li>DrawText </li><li>DrawText </li><li>DrawTextLayout </li><li>DrawTextLayout </li><li>EndDraw </li><li>FillEllipse </li><li>FillGeometry </li><li>FillGeometry </li><li>FillMesh </li><li>FillOpacityMask </li><li>FillOpacityMask </li><li>FillRectangle </li><li>FillRoundedRectangle </li><li>FillRoundedRectangle </li><li>Flush </li><li>Flush </li><li>GetTags </li><li>IsSupported </li><li>MaximumBitmapSize </li><li>PixelFormat </li><li>PixelSize </li><li>PopAxisAlignedClip </li><li>PopLayer </li><li>PushAxisAlignedClip </li><li>PushLayer </li><li>RestoreDrawingState </li><li>SaveDrawingState </li><li>SetTags </li><li>Size </li><li>TextAntialiasMode </li><li>TextRenderingParams </li><li>Transform </li></ul> |
ID2D1RenderTarget <ul><li>GetAntialiasMode </li><li>BeginDraw </li><li>Clear </li><li>??? </li><li>DrawBitmap </li><li>??? </li><li>??? </li><li>??? </li><li>DrawEllipse </li><li>??? </li><li>??? </li><li>DrawGeometry </li><li>??? </li><li>??? </li><li>DrawGlyphRun </li><li>DrawLine </li><li>??? </li><li>??? </li><li>DrawRectangle </li><li>??? </li><li>??? </li><li>DrawRoundedRectangle </li><li>??? </li><li>??? </li><li>??? </li><li>DrawTextW </li><li>??? </li><li>??? </li><li>??? </li><li>DrawTextLayout </li><li>??? </li><li>EndDraw </li><li>FillEllipse </li><li>FillGeometry </li><li>??? </li><li>FillMesh </li><li>FillOpacityMask </li><li>??? </li><li>FillRectangle </li><li>FillRoundedRectangle </li><li>??? </li><li>Flush </li><li>??? </li><li>GetTags </li><li>IsSupported </li><li>GetMaximumBitmapSize </li><li>GetPixelFormat </li><li>GetPixelSize </li><li>PopAxisAlignedClip </li><li>PopLayer </li><li>PushAxisAlignedClip </li><li>PushLayer </li><li>RestoreDrawingState </li><li>SaveDrawingState </li><li>SetTags </li><li>GetSize </li><li>GetTextAntialiasMode </li><li>GetTextRenderingParams </li><li>GetTransform </li></ul><p>Represents an object that can receive drawing commands.</p> |
Resource <ul><li>Factory </li></ul> |
ID2D1Resource <ul><li>GetFactory </li></ul><p>Represents a Direct2D drawing resource.</p> |
ResourceTexture <ul><li>.ctor </li><li>.ctor </li><li>Update </li></ul> |
ID2D1ResourceTexture <ul><li>??? </li><li>??? </li><li>Update </li></ul><p>Tracks a transform-created resource texture.</p> |
RoundedRectangleGeometry <ul><li>RoundedRect </li></ul> |
ID2D1RoundedRectangleGeometry <ul><li>GetRoundedRect </li></ul><p>Describes a rounded rectangle.</p> |
SolidColorBrush <ul><li>Color </li></ul> |
ID2D1SolidColorBrush <ul><li>GetColor </li></ul><p>Paints an area with a solid color.</p> |
SourceTransformNative |
ID2D1SourceTransform <p>Represents a CPU-based rasterization stage in the transform pipeline graph.</p> |
StrokeStyle <ul><li>DashCap </li><li>DashesCount </li><li>DashOffset </li><li>DashStyle </li><li>EndCap </li><li>GetDashes </li><li>LineJoin </li><li>MiterLimit </li><li>StartCap </li></ul> |
ID2D1StrokeStyle <ul><li>GetDashCap </li><li>GetDashesCount </li><li>GetDashOffset </li><li>GetDashStyle </li><li>GetEndCap </li><li>GetDashes </li><li>GetLineJoin </li><li>GetMiterLimit </li><li>GetStartCap </li></ul><p>Describes the caps, miter limit, line join, and dash information for a stroke.</p> |
StrokeStyle1 <ul><li>.ctor </li><li>.ctor </li><li>StrokeTransformType </li></ul> |
ID2D1StrokeStyle1 <ul><li>??? </li><li>??? </li><li>GetStrokeTransformType </li></ul><p>Describes the caps, miter limit, line join, and dash information for a stroke.</p> |
TransformedGeometry <ul><li>SourceGeometry </li><li>Transform </li></ul> |
ID2D1TransformedGeometry <ul><li>GetSourceGeometry </li><li>GetTransform </li></ul><p>Represents a geometry that has been transformed.</p> |
TransformedImageSource <ul><li>Properties </li><li>Source </li></ul> |
ID2D1TransformedImageSource <ul><li>GetProperties </li><li>GetSource </li></ul><p>Represents an image source which shares resources with an original image source.</p> |
TransformGraph <ul><li>AddNode </li><li>Clear </li><li>ConnectNode </li><li>ConnectToEffectInput </li><li>InputCount </li><li>RemoveNode </li><li>SetOutputNode </li><li>SetPassthroughGraph </li><li>SetSingleTransformNode </li></ul> |
ID2D1TransformGraph <ul><li>??? </li><li>Clear </li><li>??? </li><li>??? </li><li>GetInputCount </li><li>??? </li><li>??? </li><li>SetPassthroughGraph </li><li>??? </li></ul><p>Represents a graph of transform nodes.</p> |
TransformNative |
ID2D1Transform <p>Represents the base interface for all of the transforms implemented by the transform author.</p> |
TransformNodeNative |
ID2D1TransformNode <p>Describes a node in a transform topology.</p> |
VertexBuffer <ul><li>Map </li><li>Unmap </li></ul> |
ID2D1VertexBuffer <ul><li>Map </li><li>Unmap </li></ul><p>Defines a mappable single-dimensional vertex buffer.</p> |
WindowRenderTarget <ul><li>CheckWindowState </li><li>Hwnd </li><li>Resize </li></ul> |
ID2D1HwndRenderTarget <ul><li>CheckWindowState </li><li>GetHwnd </li><li>Resize </li></ul><p>Renders drawing instructions to a window.</p> |