//--------------------------------------------------------------------------- // Copyright (c) Microsoft Corporation. All rights reserved. // // This file is automatically generated. Please do not edit it directly. // // File name: D2D1Effects_2.h //--------------------------------------------------------------------------- #ifdef _MSC_VER #pragma once #endif // #ifdef _MSC_VER #ifndef _D2D1_EFFECTS_2_ #define _D2D1_EFFECTS_2_ #ifndef _D2D1_EFFECTS_1_ #include #endif // #ifndef _D2D1_EFFECTS_1_ #include #pragma region Application Family #if WINAPI_FAMILY_PARTITION(WINAPI_PARTITION_APP) // Built in effect CLSIDs DEFINE_GUID(CLSID_D2D1Contrast, 0xb648a78a, 0x0ed5, 0x4f80, 0xa9, 0x4a, 0x8e, 0x82, 0x5a, 0xca, 0x6b, 0x77); DEFINE_GUID(CLSID_D2D1RgbToHue, 0x23f3e5ec, 0x91e8, 0x4d3d, 0xad, 0x0a, 0xaf, 0xad, 0xc1, 0x00, 0x4a, 0xa1); DEFINE_GUID(CLSID_D2D1HueToRgb, 0x7b78a6bd, 0x0141, 0x4def, 0x8a, 0x52, 0x63, 0x56, 0xee, 0x0c, 0xbd, 0xd5); DEFINE_GUID(CLSID_D2D1ChromaKey, 0x74C01F5B, 0x2A0D, 0x408C, 0x88, 0xE2, 0xC7, 0xA3, 0xC7, 0x19, 0x77, 0x42); DEFINE_GUID(CLSID_D2D1Emboss, 0xb1c5eb2b, 0x0348, 0x43f0, 0x81, 0x07, 0x49, 0x57, 0xca, 0xcb, 0xa2, 0xae); DEFINE_GUID(CLSID_D2D1Exposure, 0xb56c8cfa, 0xf634, 0x41ee, 0xbe, 0xe0, 0xff, 0xa6, 0x17, 0x10, 0x60, 0x04); DEFINE_GUID(CLSID_D2D1Grayscale, 0x36DDE0EB, 0x3725, 0x42E0, 0x83, 0x6D, 0x52, 0xFB, 0x20, 0xAE, 0xE6, 0x44); DEFINE_GUID(CLSID_D2D1Invert, 0xe0c3784d, 0xcb39, 0x4e84, 0xb6, 0xfd, 0x6b, 0x72, 0xf0, 0x81, 0x02, 0x63); DEFINE_GUID(CLSID_D2D1Posterize, 0x2188945e, 0x33a3, 0x4366, 0xb7, 0xbc, 0x08, 0x6b, 0xd0, 0x2d, 0x08, 0x84); DEFINE_GUID(CLSID_D2D1Sepia, 0x3a1af410, 0x5f1d, 0x4dbe, 0x84, 0xdf, 0x91, 0x5d, 0xa7, 0x9b, 0x71, 0x53); DEFINE_GUID(CLSID_D2D1Sharpen, 0xC9B887CB, 0xC5FF, 0x4DC5, 0x97, 0x79, 0x27, 0x3D, 0xCF, 0x41, 0x7C, 0x7D); DEFINE_GUID(CLSID_D2D1Straighten, 0x4da47b12, 0x79a3, 0x4fb0, 0x82, 0x37, 0xbb, 0xc3, 0xb2, 0xa4, 0xde, 0x08); DEFINE_GUID(CLSID_D2D1TemperatureTint, 0x89176087, 0x8AF9, 0x4A08, 0xAE, 0xB1, 0x89, 0x5F, 0x38, 0xDB, 0x17, 0x66); DEFINE_GUID(CLSID_D2D1Vignette, 0xc00c40be, 0x5e67, 0x4ca3, 0x95, 0xb4, 0xf4, 0xb0, 0x2c, 0x11, 0x51, 0x35); DEFINE_GUID(CLSID_D2D1EdgeDetection, 0xEFF583CA, 0xCB07, 0x4AA9, 0xAC, 0x5D, 0x2C, 0xC4, 0x4C, 0x76, 0x46, 0x0F); DEFINE_GUID(CLSID_D2D1HighlightsShadows, 0xCADC8384, 0x323F, 0x4C7E, 0xA3, 0x61, 0x2E, 0x2B, 0x24, 0xDF, 0x6E, 0xE4); DEFINE_GUID(CLSID_D2D1LookupTable3D, 0x349E0EDA, 0x0088, 0x4A79, 0x9C, 0xA3, 0xC7, 0xE3, 0x00, 0x20, 0x20, 0x20); //+----------------------------------------------------------------------------- // // Enum: // D2D1_CONTRAST_PROP // // Synopsis: // The enumeration of the Contrast effect's top level properties. // //------------------------------------------------------------------------------ typedef enum D2D1_CONTRAST_PROP { // // Property Name: "Contrast" // Property Type: FLOAT // D2D1_CONTRAST_PROP_CONTRAST = 0, // // Property Name: "ClampInput" // Property Type: BOOL // D2D1_CONTRAST_PROP_CLAMP_INPUT = 1, D2D1_CONTRAST_PROP_FORCE_DWORD = 0xffffffff } D2D1_CONTRAST_PROP; //+----------------------------------------------------------------------------- // // Enum: // D2D1_RGBTOHUE_PROP // // Synopsis: // The enumeration of the RgbToHue effect's top level properties. // //------------------------------------------------------------------------------ typedef enum D2D1_RGBTOHUE_PROP { // // Property Name: "OutputColorSpace" // Property Type: D2D1_RGBTOHUE_OUTPUT_COLOR_SPACE // D2D1_RGBTOHUE_PROP_OUTPUT_COLOR_SPACE = 0, D2D1_RGBTOHUE_PROP_FORCE_DWORD = 0xffffffff } D2D1_RGBTOHUE_PROP; //+----------------------------------------------------------------------------- // // Enum: // D2D1_RGBTOHUE_OUTPUT_COLOR_SPACE // //------------------------------------------------------------------------------ typedef enum D2D1_RGBTOHUE_OUTPUT_COLOR_SPACE { D2D1_RGBTOHUE_OUTPUT_COLOR_SPACE_HUE_SATURATION_VALUE = 0, D2D1_RGBTOHUE_OUTPUT_COLOR_SPACE_HUE_SATURATION_LIGHTNESS = 1, D2D1_RGBTOHUE_OUTPUT_COLOR_SPACE_FORCE_DWORD = 0xffffffff } D2D1_RGBTOHUE_OUTPUT_COLOR_SPACE; //+----------------------------------------------------------------------------- // // Enum: // D2D1_HUETORGB_PROP // // Synopsis: // The enumeration of the HueToRgb effect's top level properties. // //------------------------------------------------------------------------------ typedef enum D2D1_HUETORGB_PROP { // // Property Name: "InputColorSpace" // Property Type: D2D1_HUETORGB_INPUT_COLOR_SPACE // D2D1_HUETORGB_PROP_INPUT_COLOR_SPACE = 0, D2D1_HUETORGB_PROP_FORCE_DWORD = 0xffffffff } D2D1_HUETORGB_PROP; //+----------------------------------------------------------------------------- // // Enum: // D2D1_HUETORGB_INPUT_COLOR_SPACE // //------------------------------------------------------------------------------ typedef enum D2D1_HUETORGB_INPUT_COLOR_SPACE { D2D1_HUETORGB_INPUT_COLOR_SPACE_HUE_SATURATION_VALUE = 0, D2D1_HUETORGB_INPUT_COLOR_SPACE_HUE_SATURATION_LIGHTNESS = 1, D2D1_HUETORGB_INPUT_COLOR_SPACE_FORCE_DWORD = 0xffffffff } D2D1_HUETORGB_INPUT_COLOR_SPACE; //+----------------------------------------------------------------------------- // // Enum: // D2D1_CHROMAKEY_PROP // // Synopsis: // The enumeration of the Chroma Key effect's top level properties. // //------------------------------------------------------------------------------ typedef enum D2D1_CHROMAKEY_PROP { // // Property Name: "Color" // Property Type: D2D1_VECTOR_3F // D2D1_CHROMAKEY_PROP_COLOR = 0, // // Property Name: "Tolerance" // Property Type: FLOAT // D2D1_CHROMAKEY_PROP_TOLERANCE = 1, // // Property Name: "InvertAlpha" // Property Type: BOOL // D2D1_CHROMAKEY_PROP_INVERT_ALPHA = 2, // // Property Name: "Feather" // Property Type: BOOL // D2D1_CHROMAKEY_PROP_FEATHER = 3, D2D1_CHROMAKEY_PROP_FORCE_DWORD = 0xffffffff } D2D1_CHROMAKEY_PROP; //+----------------------------------------------------------------------------- // // Enum: // D2D1_EMBOSS_PROP // // Synopsis: // The enumeration of the Emboss effect's top level properties. // //------------------------------------------------------------------------------ typedef enum D2D1_EMBOSS_PROP { // // Property Name: "Height" // Property Type: FLOAT // D2D1_EMBOSS_PROP_HEIGHT = 0, // // Property Name: "Direction" // Property Type: FLOAT // D2D1_EMBOSS_PROP_DIRECTION = 1, D2D1_EMBOSS_PROP_FORCE_DWORD = 0xffffffff } D2D1_EMBOSS_PROP; //+----------------------------------------------------------------------------- // // Enum: // D2D1_EXPOSURE_PROP // // Synopsis: // The enumeration of the Exposure effect's top level properties. // //------------------------------------------------------------------------------ typedef enum D2D1_EXPOSURE_PROP { // // Property Name: "ExposureValue" // Property Type: FLOAT // D2D1_EXPOSURE_PROP_EXPOSURE_VALUE = 0, D2D1_EXPOSURE_PROP_FORCE_DWORD = 0xffffffff } D2D1_EXPOSURE_PROP; //+----------------------------------------------------------------------------- // // Enum: // D2D1_POSTERIZE_PROP // // Synopsis: // The enumeration of the Posterize effect's top level properties. // //------------------------------------------------------------------------------ typedef enum D2D1_POSTERIZE_PROP { // // Property Name: "RedValueCount" // Property Type: UINT32 // D2D1_POSTERIZE_PROP_RED_VALUE_COUNT = 0, // // Property Name: "GreenValueCount" // Property Type: UINT32 // D2D1_POSTERIZE_PROP_GREEN_VALUE_COUNT = 1, // // Property Name: "BlueValueCount" // Property Type: UINT32 // D2D1_POSTERIZE_PROP_BLUE_VALUE_COUNT = 2, D2D1_POSTERIZE_PROP_FORCE_DWORD = 0xffffffff } D2D1_POSTERIZE_PROP; //+----------------------------------------------------------------------------- // // Enum: // D2D1_SEPIA_PROP // // Synopsis: // The enumeration of the Sepia effect's top level properties. // //------------------------------------------------------------------------------ typedef enum D2D1_SEPIA_PROP { // // Property Name: "Intensity" // Property Type: FLOAT // D2D1_SEPIA_PROP_INTENSITY = 0, // // Property Name: "AlphaMode" // Property Type: D2D1_ALPHA_MODE // D2D1_SEPIA_PROP_ALPHA_MODE = 1, D2D1_SEPIA_PROP_FORCE_DWORD = 0xffffffff } D2D1_SEPIA_PROP; //+----------------------------------------------------------------------------- // // Enum: // D2D1_SHARPEN_PROP // // Synopsis: // The enumeration of the Sharpen effect's top level properties. // //------------------------------------------------------------------------------ typedef enum D2D1_SHARPEN_PROP { // // Property Name: "Sharpness" // Property Type: FLOAT // D2D1_SHARPEN_PROP_SHARPNESS = 0, // // Property Name: "Threshold" // Property Type: FLOAT // D2D1_SHARPEN_PROP_THRESHOLD = 1, D2D1_SHARPEN_PROP_FORCE_DWORD = 0xffffffff } D2D1_SHARPEN_PROP; //+----------------------------------------------------------------------------- // // Enum: // D2D1_STRAIGHTEN_PROP // // Synopsis: // The enumeration of the Straighten effect's top level properties. // //------------------------------------------------------------------------------ typedef enum D2D1_STRAIGHTEN_PROP { // // Property Name: "Angle" // Property Type: FLOAT // D2D1_STRAIGHTEN_PROP_ANGLE = 0, // // Property Name: "MaintainSize" // Property Type: BOOL // D2D1_STRAIGHTEN_PROP_MAINTAIN_SIZE = 1, // // Property Name: "ScaleMode" // Property Type: D2D1_STRAIGHTEN_SCALE_MODE // D2D1_STRAIGHTEN_PROP_SCALE_MODE = 2, D2D1_STRAIGHTEN_PROP_FORCE_DWORD = 0xffffffff } D2D1_STRAIGHTEN_PROP; //+----------------------------------------------------------------------------- // // Enum: // D2D1_STRAIGHTEN_SCALE_MODE // //------------------------------------------------------------------------------ typedef enum D2D1_STRAIGHTEN_SCALE_MODE { D2D1_STRAIGHTEN_SCALE_MODE_NEAREST_NEIGHBOR = 0, D2D1_STRAIGHTEN_SCALE_MODE_LINEAR = 1, D2D1_STRAIGHTEN_SCALE_MODE_CUBIC = 2, D2D1_STRAIGHTEN_SCALE_MODE_MULTI_SAMPLE_LINEAR = 3, D2D1_STRAIGHTEN_SCALE_MODE_ANISOTROPIC = 4, D2D1_STRAIGHTEN_SCALE_MODE_FORCE_DWORD = 0xffffffff } D2D1_STRAIGHTEN_SCALE_MODE; //+----------------------------------------------------------------------------- // // Enum: // D2D1_TEMPERATUREANDTINT_PROP // // Synopsis: // The enumeration of the Temperature And Tint effect's top level properties. // //------------------------------------------------------------------------------ typedef enum D2D1_TEMPERATUREANDTINT_PROP { // // Property Name: "Temperature" // Property Type: FLOAT // D2D1_TEMPERATUREANDTINT_PROP_TEMPERATURE = 0, // // Property Name: "Tint" // Property Type: FLOAT // D2D1_TEMPERATUREANDTINT_PROP_TINT = 1, D2D1_TEMPERATUREANDTINT_PROP_FORCE_DWORD = 0xffffffff } D2D1_TEMPERATUREANDTINT_PROP; //+----------------------------------------------------------------------------- // // Enum: // D2D1_VIGNETTE_PROP // // Synopsis: // The enumeration of the Vignette effect's top level properties. // //------------------------------------------------------------------------------ typedef enum D2D1_VIGNETTE_PROP { // // Property Name: "Color" // Property Type: D2D1_VECTOR_4F // D2D1_VIGNETTE_PROP_COLOR = 0, // // Property Name: "TransitionSize" // Property Type: FLOAT // D2D1_VIGNETTE_PROP_TRANSITION_SIZE = 1, // // Property Name: "Strength" // Property Type: FLOAT // D2D1_VIGNETTE_PROP_STRENGTH = 2, D2D1_VIGNETTE_PROP_FORCE_DWORD = 0xffffffff } D2D1_VIGNETTE_PROP; //+----------------------------------------------------------------------------- // // Enum: // D2D1_EDGEDETECTION_PROP // // Synopsis: // The enumeration of the Edge Detection effect's top level properties. // //------------------------------------------------------------------------------ typedef enum D2D1_EDGEDETECTION_PROP { // // Property Name: "Strength" // Property Type: FLOAT // D2D1_EDGEDETECTION_PROP_STRENGTH = 0, // // Property Name: "BlurRadius" // Property Type: FLOAT // D2D1_EDGEDETECTION_PROP_BLUR_RADIUS = 1, // // Property Name: "Mode" // Property Type: D2D1_EDGEDETECTION_MODE // D2D1_EDGEDETECTION_PROP_MODE = 2, // // Property Name: "OverlayEdges" // Property Type: BOOL // D2D1_EDGEDETECTION_PROP_OVERLAY_EDGES = 3, // // Property Name: "AlphaMode" // Property Type: D2D1_ALPHA_MODE // D2D1_EDGEDETECTION_PROP_ALPHA_MODE = 4, D2D1_EDGEDETECTION_PROP_FORCE_DWORD = 0xffffffff } D2D1_EDGEDETECTION_PROP; //+----------------------------------------------------------------------------- // // Enum: // D2D1_EDGEDETECTION_MODE // //------------------------------------------------------------------------------ typedef enum D2D1_EDGEDETECTION_MODE { D2D1_EDGEDETECTION_MODE_SOBEL = 0, D2D1_EDGEDETECTION_MODE_PREWITT = 1, D2D1_EDGEDETECTION_MODE_FORCE_DWORD = 0xffffffff } D2D1_EDGEDETECTION_MODE; //+----------------------------------------------------------------------------- // // Enum: // D2D1_HIGHLIGHTSANDSHADOWS_PROP // // Synopsis: // The enumeration of the Highlights and Shadows effect's top level properties. // //------------------------------------------------------------------------------ typedef enum D2D1_HIGHLIGHTSANDSHADOWS_PROP { // // Property Name: "Highlights" // Property Type: FLOAT // D2D1_HIGHLIGHTSANDSHADOWS_PROP_HIGHLIGHTS = 0, // // Property Name: "Shadows" // Property Type: FLOAT // D2D1_HIGHLIGHTSANDSHADOWS_PROP_SHADOWS = 1, // // Property Name: "Clarity" // Property Type: FLOAT // D2D1_HIGHLIGHTSANDSHADOWS_PROP_CLARITY = 2, // // Property Name: "InputGamma" // Property Type: D2D1_HIGHLIGHTSANDSHADOWS_INPUT_GAMMA // D2D1_HIGHLIGHTSANDSHADOWS_PROP_INPUT_GAMMA = 3, // // Property Name: "MaskBlurRadius" // Property Type: FLOAT // D2D1_HIGHLIGHTSANDSHADOWS_PROP_MASK_BLUR_RADIUS = 4, D2D1_HIGHLIGHTSANDSHADOWS_PROP_FORCE_DWORD = 0xffffffff } D2D1_HIGHLIGHTSANDSHADOWS_PROP; //+----------------------------------------------------------------------------- // // Enum: // D2D1_HIGHLIGHTSANDSHADOWS_INPUT_GAMMA // //------------------------------------------------------------------------------ typedef enum D2D1_HIGHLIGHTSANDSHADOWS_INPUT_GAMMA { D2D1_HIGHLIGHTSANDSHADOWS_INPUT_GAMMA_LINEAR = 0, D2D1_HIGHLIGHTSANDSHADOWS_INPUT_GAMMA_SRGB = 1, D2D1_HIGHLIGHTSANDSHADOWS_INPUT_GAMMA_FORCE_DWORD = 0xffffffff } D2D1_HIGHLIGHTSANDSHADOWS_INPUT_GAMMA; //+----------------------------------------------------------------------------- // // Enum: // D2D1_LOOKUPTABLE3D_PROP // // Synopsis: // The enumeration of the Lookup Table 3D effect's top level properties. // //------------------------------------------------------------------------------ typedef enum D2D1_LOOKUPTABLE3D_PROP { // // Property Name: "Lut" // Property Type: IUnknown * // D2D1_LOOKUPTABLE3D_PROP_LUT = 0, // // Property Name: "AlphaMode" // Property Type: D2D1_ALPHA_MODE // D2D1_LOOKUPTABLE3D_PROP_ALPHA_MODE = 1, D2D1_LOOKUPTABLE3D_PROP_FORCE_DWORD = 0xffffffff } D2D1_LOOKUPTABLE3D_PROP; #endif /* WINAPI_FAMILY_PARTITION(WINAPI_PARTITION_APP) */ #pragma endregion #endif // #ifndef _D2D1_EFFECTS_2_