Harlinn.Windows 0.1
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Harlinn::Windows::Graphics Namespace Reference

Namespaces

namespace  D3D11
 
namespace  D3D11On12
 
namespace  D3D12
 
namespace  DirectComposition
 
namespace  DirectWrite
 
namespace  DXGI
 
namespace  Imaging
 

Classes

class  Bitmap
 Represents a bitmap that has been bound to a RenderTarget. More...
 
class  Bitmap1
 Represents a bitmap that can be used as a surface for a DeviceContext or mapped into system memory, and can contain additional color context information. More...
 
class  BitmapBrush
 Paints an area with a bitmap. More...
 
class  BitmapBrush1
 Paints an area with a bitmap. More...
 
class  BitmapRenderTarget
 Renders to an intermediate texture created by the CreateCompatibleRenderTarget function. More...
 
class  Brush
 Defines an object that paints an area. Interfaces that derive from ID2D1Brush describe how the area is painted. More...
 
class  Color
 
class  ColorContext
 Represents a color context that can be used with an Bitmap object. More...
 
class  ColorContext1
 Represents a color context to be used with the Color Management Effect. More...
 
class  CommandList
 Represents a sequence of commands that can be recorded and played back. More...
 
class  CommandSink
 
class  CommandSink1
 This class performs all the same functions as the existing CommandSink (ID2D1CommandSink) class. It also enables access to the new primitive blend modes, MIN and ADD, through its SetPrimitiveBlend1 method. More...
 
class  CommandSink2
 This interface performs all the same functions as the existing ID2D1CommandSink1 interface. It also enables access to ink rendering and gradient mesh rendering. More...
 
class  CommandSink3
 This class performs all the same functions as the existing CommandSink2 class. It also enables access to sprite batch rendering. More...
 
class  CommandSink4
 
class  CommandSink5
 This class performs all the same functions as the existing CommandSink4 (ID2D1CommandSink4) class, plus it enables access to the BlendImage method. More...
 
class  ControlRenderTarget
 Renders drawing instructions to a window. More...
 
class  D3D10Blob
 Used to return arbitrary-length data. More...
 
class  Device
 Represents a resource domain whose objects and device contexts can be used together. More...
 
class  Device1
 Represents a resource domain whose objects and device contexts can be used together. This interface performs all the same functions as the existing Device class. It also enables control of the device's rendering priority. More...
 
class  Device2
 Represents a resource domain whose objects and device contexts can be used together. This interface performs all the same functions as the existing ID2D1Device1 interface. It also enables the creation of ID2D1DeviceContext2 objects. More...
 
class  Device3
 Represents a resource domain whose objects and device contexts can be used together. This class performs all the same functions as the Device2 class. It also enables the creation of DeviceContext3 (ID2D1DeviceContext3) objects. More...
 
class  Device4
 Represents a resource domain whose objects and device contexts can be used together. This class performs all the same functions as the Device3 class. It also enables the creation of DeviceContext4 (ID2D1DeviceContext4) objects. More...
 
class  Device5
 Represents a resource domain whose objects and device contexts can be used together. This class performs all the same functions as the Device4 (ID2D1Device4) class. It also enables the creation of ID2D1DeviceContext5 objects. More...
 
class  Device6
 Represents a resource domain whose objects and device contexts can be used together. This class performs all the same functions as the Device5 (ID2D1Device5) class, plus it enables the creation of ID2D1DeviceContext6 objects. More...
 
class  DeviceContext
 
class  DeviceContext1
 Enables creation and drawing of geometry realization objects. More...
 
class  DeviceContext2
 This interface performs all the same functions as the ID2D1DeviceContext1 interface, plus it enables functionality such as ink rendering, gradient mesh rendering, and improved image loading. More...
 
class  DeviceContext3
 This class performs all the same functions as the DeviceContext2 class, plus it enables functionality for creating and drawing sprite batches. More...
 
class  DeviceContext4
 This class performs all the same functions as the DeviceContext3 class, plus it adds the functionality for requires for handling new types of color font glyphs. More...
 
class  DeviceContext5
 This class performs all the same functions as the DeviceContext4 (ID2D1DeviceContext4) class, plus it enables the creation of color contexts and Svg documents. More...
 
class  DeviceContext6
 This class performs all the same functions as the existing DeviceContext5 (ID2D1DeviceContext5) class, plus it provides access to the BlendImage method. More...
 
class  DeviceContextRenderTarget
 Issues drawing commands to a GDI device context. More...
 
class  DrawingStateBlock
 Represents the drawing state of a render target: the anti-aliasing mode, transform, tags, and text-rendering options. More...
 
class  DrawingStateBlock1
 Implementation of a drawing state block that adds the functionality of primitive blend in addition to already existing anti-alias mode, transform, tags and text rendering mode. More...
 
class  Effect
 Represents a basic image-processing construct in Direct2D. More...
 
class  EllipseGeometry
 Represents an ellipse. More...
 
class  Factory
 Creates Direct2D resources. More...
 
class  Factory1
 Creates Direct2D resources. More...
 
class  Factory2
 This factory enables the creation of Device1 (ID2D1Device1) objects. More...
 
class  Factory3
 Creates Direct2D resources. This interface also enables the creation of ID2D1Device2 objects. More...
 
class  Factory4
 Creates Direct2D resources. This class also adds the ability to create ID2D1Device3 objects. More...
 
class  Factory5
 
class  Factory6
 
class  Factory7
 Creates Direct2D resources. This class performs all the same functions as the Factory6 (ID2D1Factory6) class, plus it enables the creation of ID2D1Device6 objects. More...
 
class  GdiInteropRenderTarget
 Provides access to a device context that can accept GDI drawing commands. More...
 
class  GdiMetafile
 A Direct2D resource that wraps a WMF, EMF, or EMF+ metafile. More...
 
class  GdiMetafile1
 Interface encapsulating a GDI/GDI+ metafile. More...
 
class  GdiMetafileSink
 A developer implemented interface that allows a meta-file to be replayed. More...
 
class  GdiMetafileSink1
 This interface performs all the same functions as the existing ID2D1GdiMetafileSink interface. It also enables access to metafile records. More...
 
class  Geometry
 Represents a geometry resource and defines a set of helper methods for manipulating and measuring geometric shapes. Interfaces that inherit from ID2D1Geometry define specific shapes. More...
 
class  GeometryGroup
 Represents a composite geometry, composed of other Geometry (ID2D1Geometry) objects. More...
 
class  GeometryRealization
 Encapsulates a device- and transform-dependent representation of a filled or stroked geometry. Callers should consider creating a geometry realization when they wish to accelerate repeated rendering of a given geometry. This interface exposes no methods. More...
 
class  GeometrySink
 Describes a geometric path that can contain lines, arcs, cubic Bezier curves, and quadratic Bezier curves. More...
 
class  GradientMesh
 Represents a device-dependent representation of a gradient mesh composed of patches. Use the DeviceContext2::CreateGradientMesh function to create an instance of GradientMesh. More...
 
class  GradientStopCollection
 Represents a collection of D2D1_GRADIENT_STOP objects for linear and radial gradient brushes. More...
 
class  GradientStopCollection1
 Represents a collection of D2D1_GRADIENT_STOP objects for linear and radial gradient brushes. It provides get methods for all the new parameters added to the gradient stop collection. More...
 
class  ID2D1CommandSinkImplementationBase
 
class  ID2D1GdiMetafileSinkImplementationBase
 Basic implementation of ID2D1GdiMetafileSink. More...
 
class  ID2D1GeometrySinkImplementationBase
 Basic implementation of ID2D1GeometrySink. More...
 
class  ID2D1SimplifiedGeometrySinkImplementationBase
 Basic implementation of ID2D1SimplifiedGeometrySink. More...
 
class  ID2D1TessellationSinkImplementationBase
 
class  Image
 Represents a producer of pixels that can fill an arbitrary 2D plane. More...
 
class  ImageBrush
 Represents a brush based on an ID2D1Image. More...
 
class  ImageSource
 Represents a producer of pixels that can fill an arbitrary 2D plane. More...
 
class  ImageSourceFromWic
 Produces 2D pixel data that has been sourced from WIC. More...
 
class  Ink
 Represents a single continuous stroke of variable-width ink, as defined by a series of Bezier segments and widths. More...
 
class  InkStyle
 Represents a collection of style properties to be used by methods like ID2D1DeviceContext2::DrawInk when rendering ink. The ink style defines the nib (pen tip) shape and transform. More...
 
class  Layer
 Represents the backing store required to render a layer. More...
 
class  LinearGradientBrush
 Paints an area with a linear gradient. More...
 
class  LookupTable3D
 A container for 3D lookup table data that can be passed to the LookupTable3D effect. More...
 
class  Mesh
 Represents a set of vertices that form a list of triangles. More...
 
class  Multithread
 A locking mechanism from a Direct2D factory that Direct2D uses to control exclusive resource access in an application that is uses multiple threads. More...
 
class  PathGeometry
 Represents a complex shape that may be composed of arcs, curves, and lines. More...
 
class  PathGeometry1
 The PathGeometry1 adds functionality to PathGeometry. In particular, it provides the path geometry-specific ComputePointAndSegmentAtLength method. More...
 
class  PrintControl
 Converts Direct2D primitives stored in an ID2D1CommandList into a fixed page representation. The print sub-system then consumes the primitives. More...
 
class  Properties
 Represents a set of run-time bindable and discoverable properties that allow a data-driven application to modify the state of a Direct2D effect. More...
 
class  RadialGradientBrush
 Paints an area with a radial gradient. More...
 
class  RectangleGeometry
 Describes a two-dimensional rectangle. More...
 
class  RenderTarget
 Represents an object that can receive drawing commands. Interfaces that inherit from RenderTarget (ID2D1RenderTarget) render the drawing commands they receive in different ways. More...
 
class  Resource
 Represents a Direct2D drawing resource. More...
 
class  RoundedRectangleGeometry
 Describes a rounded rectangle. More...
 
class  SimplifiedGeometrySink
 Describes a geometric path that does not contain quadratic bezier curves or arcs. More...
 
class  SolidColorBrush
 Paints an area with a solid color. More...
 
class  SpriteBatch
 Represents a single group of sprites with their associated drawing properties. More...
 
class  StrokeStyle
 Describes the caps, miter limit, line join, and dash information for a stroke. More...
 
class  StrokeStyle1
 Describes the caps, miter limit, line join, and dash information for a stroke. More...
 
class  SvgAttribute
 
class  SvgDocument
 
class  SvgElement
 
class  SvgGlyphStyle
 This object supplies the values for context-fill, context-stroke, and context-value that are used when rendering SVG glyphs. More...
 
class  SvgPaint
 
class  SvgPathData
 
class  SvgPointCollection
 
class  SvgStrokeDashArray
 
class  TessellationSink
 Populates an ID2D1Mesh object with triangles. More...
 
class  TransformedGeometry
 Represents a geometry that has been transformed. More...
 
class  TransformedImageSource
 Represents an image source which shares resources with an original image source. More...
 

Typedefs

using PointF = PointT<D2D_POINT_2F>
 
using SizeF = SizeT<D2D1_SIZE_F>
 
using RectangleF = RectangleT< D2D1_RECT_F>
 
using RectF = RectangleF
 
using PointU = PointT<D2D_POINT_2U>
 
using SizeU = SizeT<D2D1_SIZE_U>
 
using RectangleU = RectangleT<D2D1_RECT_U>
 
using RectU = RectangleU
 
using PointL = Windows::Point
 
using SizeL = Windows::Size
 
using RectangleL = Windows::Rectangle
 
template<typename DerivedT >
using ID2D1GdiMetafileSinkImplementation = ID2D1GdiMetafileSinkImplementationBase<DerivedT, ID2D1GdiMetafileSink>
 
using D3DBlob = D3D10Blob
 
using D3D12Object = D3D12::Object
 
using D3D12DeviceChild = D3D12::DeviceChild
 
using D3D12RootSignature = D3D12::RootSignature
 
using D3D12RootSignatureDeserializer = D3D12::RootSignatureDeserializer
 
using D3D12VersionedRootSignatureDeserializer = D3D12::VersionedRootSignatureDeserializer
 
using D3D12Pageable = D3D12::Pageable
 
using D3D12Heap = D3D12::Heap
 
using D3D12Resource = D3D12::Resource
 
using D3D12CommandAllocator = D3D12::CommandAllocator
 
using D3D12Fence = D3D12::Fence
 
using D3D12Fence1 = D3D12::Fence1
 
using D3D12PipelineState = D3D12::PipelineState
 
using D3D12DescriptorHeap = D3D12::DescriptorHeap
 
using D3D12QueryHeap = D3D12::QueryHeap
 
using D3D12CommandSignature = D3D12::CommandSignature
 
using D3D12CommandList = D3D12::CommandList
 
using D3D12GraphicsCommandList = D3D12::GraphicsCommandList
 
using D3D12GraphicsCommandList1 = D3D12::GraphicsCommandList1
 
using D3D12GraphicsCommandList2 = D3D12::GraphicsCommandList2
 
using D3D12CommandQueue = D3D12::CommandQueue
 
using D3D12Device = D3D12::Device
 
using D3D12PipelineLibrary = D3D12::PipelineLibrary
 
using D3D12PipelineLibrary1 = D3D12::PipelineLibrary1
 
using D3D12Device1 = D3D12::Device1
 
using D3D12Device2 = D3D12::Device2
 
using D3D12Device3 = D3D12::Device3
 
using D3D12ProtectedSession = D3D12::ProtectedSession
 
using D3D12ProtectedResourceSession = D3D12::ProtectedResourceSession
 
using D3D12Device4 = D3D12::Device4
 
using D3D12LifetimeOwner = D3D12::LifetimeOwner
 
using D3D12SwapChainAssistant = D3D12::SwapChainAssistant
 
using D3D12LifetimeTracker = D3D12::LifetimeTracker
 
using D3D12StateObject = D3D12::StateObject
 
using D3D12StateObjectProperties = D3D12::StateObjectProperties
 
using D3D12Device5 = D3D12::Device5
 
using D3D12DeviceRemovedExtendedDataSettings = D3D12::DeviceRemovedExtendedDataSettings
 
using D3D12DeviceRemovedExtendedDataSettings1 = D3D12::DeviceRemovedExtendedDataSettings1
 
using D3D12DeviceRemovedExtendedData = D3D12::DeviceRemovedExtendedData
 
using D3D12DeviceRemovedExtendedData1 = D3D12::DeviceRemovedExtendedData1
 
using D3D12Device6 = D3D12::Device6
 
using D3D12ProtectedResourceSession1 = D3D12::ProtectedResourceSession1
 
using D3D12Device7 = D3D12::Device7
 
using D3D12Device8 = D3D12::Device8
 
using D3D12Resource1 = D3D12::Resource1
 
using D3D12Resource2 = D3D12::Resource2
 
using D3D12Heap1 = D3D12::Heap1
 
using D3D12GraphicsCommandList3 = D3D12::GraphicsCommandList3
 
using D3D12MetaCommand = D3D12::MetaCommand
 
using D3D12GraphicsCommandList4 = D3D12::GraphicsCommandList4
 
using D3D12Tools = D3D12::Tools
 
using D3D12GraphicsCommandList5 = D3D12::GraphicsCommandList5
 
using D3D12GraphicsCommandList6 = D3D12::GraphicsCommandList6
 

Functions

Color Max (Color a, Color b)
 
Color Min (Color a, Color b)
 
Color Clamp (Color x, Color a, Color b)
 
Device CreateDevice (IDXGIDevice *dxgiDevice, const D2D1_CREATION_PROPERTIES *creationProperties)
 
DeviceContext CreateDeviceContext (IDXGISurface *dxgiSurface, const D2D1_CREATION_PROPERTIES *creationProperties)
 
D2D1_COLOR_F ConvertColorSpace (D2D1_COLOR_SPACE sourceColorSpace, D2D1_COLOR_SPACE destinationColorSpace, const D2D1_COLOR_F *color)
 
void SinCos (FLOAT angle, FLOAT *s, FLOAT *c)
 
FLOAT Tan (FLOAT angle)
 
FLOAT Length (FLOAT x, FLOAT y, FLOAT z)
 

Typedef Documentation

◆ D3D12CommandAllocator

◆ D3D12CommandList

◆ D3D12CommandQueue

◆ D3D12CommandSignature

◆ D3D12DescriptorHeap

◆ D3D12Device

◆ D3D12Device1

◆ D3D12Device2

◆ D3D12Device3

◆ D3D12Device4

◆ D3D12Device5

◆ D3D12Device6

◆ D3D12Device7

◆ D3D12Device8

◆ D3D12DeviceChild

◆ D3D12DeviceRemovedExtendedData

◆ D3D12DeviceRemovedExtendedData1

◆ D3D12DeviceRemovedExtendedDataSettings

◆ D3D12DeviceRemovedExtendedDataSettings1

◆ D3D12Fence

◆ D3D12Fence1

◆ D3D12GraphicsCommandList

◆ D3D12GraphicsCommandList1

◆ D3D12GraphicsCommandList2

◆ D3D12GraphicsCommandList3

◆ D3D12GraphicsCommandList4

◆ D3D12GraphicsCommandList5

◆ D3D12GraphicsCommandList6

◆ D3D12Heap

◆ D3D12Heap1

◆ D3D12LifetimeOwner

◆ D3D12LifetimeTracker

◆ D3D12MetaCommand

◆ D3D12Object

◆ D3D12Pageable

◆ D3D12PipelineLibrary

◆ D3D12PipelineLibrary1

◆ D3D12PipelineState

◆ D3D12ProtectedResourceSession

◆ D3D12ProtectedResourceSession1

◆ D3D12ProtectedSession

◆ D3D12QueryHeap

◆ D3D12Resource

◆ D3D12Resource1

◆ D3D12Resource2

◆ D3D12RootSignature

◆ D3D12RootSignatureDeserializer

◆ D3D12StateObject

◆ D3D12StateObjectProperties

◆ D3D12SwapChainAssistant

◆ D3D12Tools

◆ D3D12VersionedRootSignatureDeserializer

◆ D3DBlob

◆ ID2D1GdiMetafileSinkImplementation

template<typename DerivedT >
using Harlinn::Windows::Graphics::ID2D1GdiMetafileSinkImplementation = ID2D1GdiMetafileSinkImplementationBase<DerivedT, ID2D1GdiMetafileSink>

◆ PointF

◆ PointL

◆ PointU

◆ RectangleF

◆ RectangleL

◆ RectangleU

◆ RectF

◆ RectU

◆ SizeF

◆ SizeL

◆ SizeU

Function Documentation

◆ Clamp()

Color Harlinn::Windows::Graphics::Clamp ( Color x,
Color a,
Color b )
inline

◆ ConvertColorSpace()

D2D1_COLOR_F Harlinn::Windows::Graphics::ConvertColorSpace ( D2D1_COLOR_SPACE sourceColorSpace,
D2D1_COLOR_SPACE destinationColorSpace,
const D2D1_COLOR_F * color )
inlinenodiscard

◆ CreateDevice()

Device Harlinn::Windows::Graphics::CreateDevice ( IDXGIDevice * dxgiDevice,
const D2D1_CREATION_PROPERTIES * creationProperties )
inlinenodiscard

◆ CreateDeviceContext()

DeviceContext Harlinn::Windows::Graphics::CreateDeviceContext ( IDXGISurface * dxgiSurface,
const D2D1_CREATION_PROPERTIES * creationProperties )
inlinenodiscard

◆ Length()

FLOAT Harlinn::Windows::Graphics::Length ( FLOAT x,
FLOAT y,
FLOAT z )
inlinenodiscard

◆ Max()

Color Harlinn::Windows::Graphics::Max ( Color a,
Color b )
inline

◆ Min()

Color Harlinn::Windows::Graphics::Min ( Color a,
Color b )
inline

◆ SinCos()

void Harlinn::Windows::Graphics::SinCos ( FLOAT angle,
FLOAT * s,
FLOAT * c )
inline

◆ Tan()

FLOAT Harlinn::Windows::Graphics::Tan ( FLOAT angle)
inlinenodiscard