Revision 6ccbbe2d707bcd675f4029d375a65e180dc01856 authored by Jonathan Kew on 23 December 2014, 12:50:10 UTC, committed by Jonathan Kew on 23 December 2014, 12:50:10 UTC
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moz-d2d1-1.h
//---------------------------------------------------------------------------
// Copyright (c) Microsoft Corporation.  All rights reserved.
//
// This file is automatically generated.  Please do not edit it directly.
//
// File name: D2D1_1.h
//---------------------------------------------------------------------------
#pragma once

#ifndef _D2D1_1_H_
#ifndef _D2D1_H_
#include <d2d1.h>
#endif // #ifndef _D2D1_H_

//+-----------------------------------------------------------------------------
//
//  Flag:
//      D2D1_LAYER_OPTIONS1
//
//  Synopsis:
//      Specifies how the layer contents should be prepared.
//
//------------------------------------------------------------------------------
typedef enum D2D1_LAYER_OPTIONS1
{
        D2D1_LAYER_OPTIONS1_NONE = 0,
        D2D1_LAYER_OPTIONS1_INITIALIZE_FROM_BACKGROUND = 1,
        D2D1_LAYER_OPTIONS1_IGNORE_ALPHA = 2,
        D2D1_LAYER_OPTIONS1_FORCE_DWORD = 0xffffffff

} D2D1_LAYER_OPTIONS1;

//+-----------------------------------------------------------------------------
//
//  Struct:
//      D2D1_LAYER_PARAMETERS1
//
//  Synopsis:
//      All parameters related to pushing a layer.
//
//------------------------------------------------------------------------------
typedef struct D2D1_LAYER_PARAMETERS1
{
    D2D1_RECT_F contentBounds;
    ID2D1Geometry *geometricMask;
    D2D1_ANTIALIAS_MODE maskAntialiasMode;
    D2D1_MATRIX_3X2_F maskTransform;
    FLOAT opacity;
    ID2D1Brush *opacityBrush;
    D2D1_LAYER_OPTIONS1 layerOptions;

} D2D1_LAYER_PARAMETERS1;

DEFINE_ENUM_FLAG_OPERATORS(D2D1_LAYER_OPTIONS1);

#ifndef DX_DECLARE_INTERFACE
#define DX_DECLARE_INTERFACE(x) DECLSPEC_UUID(x) DECLSPEC_NOVTABLE
#endif

namespace D2D1
{
    D2D1FORCEINLINE
    D2D1_LAYER_PARAMETERS1
    LayerParameters1(
        CONST D2D1_RECT_F &contentBounds = D2D1::InfiniteRect(),
        ID2D1Geometry *geometricMask = NULL,
        D2D1_ANTIALIAS_MODE maskAntialiasMode = D2D1_ANTIALIAS_MODE_PER_PRIMITIVE,
        D2D1_MATRIX_3X2_F maskTransform = D2D1::IdentityMatrix(),
        FLOAT opacity = 1.0,
        ID2D1Brush *opacityBrush = NULL,
        D2D1_LAYER_OPTIONS1 layerOptions = D2D1_LAYER_OPTIONS1_NONE
        )
    {
        D2D1_LAYER_PARAMETERS1 layerParameters = { 0 };

        layerParameters.contentBounds = contentBounds;
        layerParameters.geometricMask = geometricMask;
        layerParameters.maskAntialiasMode = maskAntialiasMode;
        layerParameters.maskTransform = maskTransform;
        layerParameters.opacity = opacity;
        layerParameters.opacityBrush = opacityBrush;
        layerParameters.layerOptions = layerOptions;

        return layerParameters;
    }
}

DEFINE_GUID(IID_ID2D1DeviceContext, 0xe8f7fe7a, 0x191c, 0x466d, 0xad, 0x95, 0x97, 0x56, 0x78, 0xbd, 0xa9, 0x98);

//+-----------------------------------------------------------------------------
//
//  Interface:
//      ID2D1DeviceContext
//
//  Synopsis:
//      The device context represents a set of state and a command buffer that is used
//      to render to a target bitmap.
//
//------------------------------------------------------------------------------
interface DX_DECLARE_INTERFACE("e8f7fe7a-191c-466d-ad95-975678bda998") ID2D1DeviceContext  : public ID2D1RenderTarget
{
    
    
    //
    // Creates a bitmap with extended bitmap properties, potentially from a block of
    // memory.
    //
    STDMETHOD(CreateBitmap)() PURE;
    
    //
    // Create a D2D bitmap by copying a WIC bitmap.
    //
    STDMETHOD(CreateBitmapFromWicBitmap)() PURE;    
    
    //
    // Creates a color context from a color space.  If the space is Custom, the context
    // is initialized from the profile/profileSize arguments.  Otherwise the context is
    // initialized with the profile bytes associated with the space and
    // profile/profileSize are ignored.
    //
    STDMETHOD(CreateColorContext)() PURE;
    
    STDMETHOD(CreateColorContextFromFilename)() PURE;
    
    STDMETHOD(CreateColorContextFromWicColorContext)() PURE;
    
    
    //
    // Creates a bitmap from a DXGI surface with a set of extended properties.
    //
    STDMETHOD(CreateBitmapFromDxgiSurface)() PURE;
    
    
    //
    // Create a new effect, the effect must either be built in or previously registered
    // through ID2D1Factory1::RegisterEffectFromStream or
    // ID2D1Factory1::RegisterEffectFromString.
    //
    STDMETHOD(CreateEffect)() PURE;
    
    
    //
    // A gradient stop collection represents a set of stops in an ideal unit length.
    // This is the source resource for a linear gradient and radial gradient brush.
    //
    STDMETHOD(CreateGradientStopCollection)() PURE;
    
    //
    // Creates an image brush, the input image can be any type of image, including a
    // bitmap, effect and a command list.
    //
    STDMETHOD(CreateImageBrush)() PURE;
    
    STDMETHOD(CreateBitmapBrush)() PURE;

    //
    // Creates a new command list.
    //
    STDMETHOD(CreateCommandList)() PURE;
    
    
    //
    // Indicates whether the format is supported by D2D.
    //
    STDMETHOD_(BOOL, IsDxgiFormatSupported)() CONST PURE;
    
    
    //
    // Indicates whether the buffer precision is supported by D2D.
    //
    STDMETHOD_(BOOL, IsBufferPrecisionSupported)() CONST PURE;
    
    
    //
    // This retrieves the local-space bounds in DIPs of the current image using the
    // device context DPI.
    //
    STDMETHOD(GetImageLocalBounds)() CONST PURE;
    
    
    //
    // This retrieves the world-space bounds in DIPs of the current image using the
    // device context DPI.
    //
    STDMETHOD(GetImageWorldBounds)() CONST PURE;
    
    
    //
    // Retrieves the world-space bounds in DIPs of the glyph run using the device
    // context DPI.
    //
    STDMETHOD(GetGlyphRunWorldBounds)() CONST PURE;
    
    
    //
    // Retrieves the device associated with this device context.
    //
    STDMETHOD_(void, GetDevice)() CONST PURE;
    
    
    //
    // Sets the target for this device context to point to the given image. The image
    // can be a command list or a bitmap created with the D2D1_BITMAP_OPTIONS_TARGET
    // flag.
    //
    STDMETHOD_(void, SetTarget)() PURE;
    
    
    //
    // Gets the target that this device context is currently pointing to.
    //
    STDMETHOD_(void, GetTarget)() CONST PURE;
    
    
    //
    // Sets tuning parameters for internal rendering inside the device context.
    //
    STDMETHOD_(void, SetRenderingControls)() PURE;
    
    
    //
    // This retrieves the rendering controls currently selected into the device
    // context.
    //
    STDMETHOD_(void, GetRenderingControls)() CONST PURE;
    
    
    //
    // Changes the primitive blending mode for all of the rendering operations.
    //
    STDMETHOD_(void, SetPrimitiveBlend)() PURE;
    
    
    //
    // Returns the primitive blend currently selected into the device context.
    //
    STDMETHOD_(void, GetPrimitiveBlend)(
        ) CONST PURE;
    
    
    //
    // Changes the units used for all of the rendering operations.
    //
    STDMETHOD_(void, SetUnitMode)() PURE;
    
    
    //
    // Returns the unit mode currently set on the device context.
    //
    STDMETHOD_(void, GetUnitMode)(
        ) CONST PURE;
    
    
    //
    // Draws the glyph run with an extended description to describe the glyphs.
    //
    STDMETHOD_(void, DrawGlyphRun)() PURE;
    
    //
    // Draw an image to the device context. The image represents either a concrete
    // bitmap or the output of an effect graph.
    //
    STDMETHOD_(void, DrawImage)() PURE;
    
    
    //
    // Draw a metafile to the device context.
    //
    STDMETHOD_(void, DrawGdiMetafile)() PURE;
    
    STDMETHOD_(void, DrawBitmap)() PURE;
    
    
    //
    // Push a layer on the device context.
    //
    STDMETHOD_(void, PushLayer)(
        _In_ CONST D2D1_LAYER_PARAMETERS1 *layerParameters,
        _In_opt_ ID2D1Layer *layer 
        ) PURE;
    
    using ID2D1RenderTarget::PushLayer;
    
    
    //
    // This indicates that a portion of an effect's input is invalid. This method can
    // be called many times.
    //
    STDMETHOD(InvalidateEffectInputRectangle)() PURE;
    
    
    //
    // Gets the number of invalid ouptut rectangles that have accumulated at the
    // effect.
    //
    STDMETHOD(GetEffectInvalidRectangleCount)() PURE;
    
    
    //
    // Gets the invalid rectangles that are at the output of the effect.
    //
    STDMETHOD(GetEffectInvalidRectangles)() PURE;
    
    
    //
    // Gets the maximum region of each specified input which would be used during a
    // subsequent rendering operation
    //
    STDMETHOD(GetEffectRequiredInputRectangles)() PURE;
    
    
    //
    // Fill using the alpha channel of the supplied opacity mask bitmap. The brush
    // opacity will be modulated by the mask. The render target antialiasing mode must
    // be set to aliased.
    //
    STDMETHOD_(void, FillOpacityMask)() PURE;
    
 
    HRESULT CreateBitmap1() { return S_OK; }
    HRESULT CreateBitmap2() { return S_OK; }
    HRESULT CreateBitmap3() { return S_OK; }
    HRESULT CreateBitmap4() { return S_OK; }
    
    HRESULT CreateImageBrush1() { return S_OK; }
    HRESULT CreateImageBrush2() { return S_OK; }
    
    HRESULT CreateBitmapBrush1() { return S_OK; }
    HRESULT CreateBitmapBrush2() { return S_OK; }
    HRESULT CreateBitmapBrush3() { return S_OK; }

    //
    // Draws the output of the effect as an image.
    //
    void DrawImage1() {}
    void DrawImage2() {}
    void DrawImage3() {}
    void DrawImage4() {}
    void DrawImage5() {}
    void DrawImage6() {}
    void DrawImage7() {}
    
    void
    PushLayer(
        CONST D2D1_LAYER_PARAMETERS1 &layerParameters,
        _In_opt_ ID2D1Layer *layer 
        )  
    {
        PushLayer(&layerParameters, layer);
    }
    
    void DrawGdiMetafile1() {}
    
    void DrawBitmap1() {}
    void DrawBitmap2() {}
    void DrawBitmap3() {}
    
    void FillOpacityMask1() {}
    void FillOpacityMask2() {}   
    
    //
    // Sets tuning parameters for internal rendering inside the device context.
    //
    void SetRenderingControls1() {}
}; // interface ID2D1DeviceContext

#endif // #ifndef _D2D1_1_H_
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