public void FillOpacityMask(IDeviceBitmap opacityMask, IBrush brush, OpacityMaskContent content, RectFloat?dstRect, RectFloat?srcRect) { base.innerRefT.FillOpacityMask(opacityMask, brush, content, dstRect, srcRect); }
/// <summary> /// Applies the opacity mask described by the specified bitmap to a brush and uses that brush to paint a region of the render target. /// </summary> /// <remarks> /// For this method to work properly, the render target must be using the <see cref="F:SharpDX.Direct2D1.AntialiasMode.Aliased" /> antialiasing mode. You can set the antialiasing mode by calling the <see cref="M:SharpDX.Direct2D1.RenderTarget.SetAntialiasMode(SharpDX.Direct2D1.AntialiasMode)" /> method. This method doesn't return an error code if it fails. To determine whether a drawing operation (such as {{FillOpacityMask}}) failed, check the result returned by the <see cref="M:SharpDX.Direct2D1.RenderTarget.EndDraw(System.Int64@,System.Int64@)" /> or <see cref="M:SharpDX.Direct2D1.RenderTarget.Flush(System.Int64@,System.Int64@)" /> methods. /// </remarks> /// <param name="opacityMask">The opacity mask to apply to the brush. The alpha value of each pixel in the region specified by sourceRectangle is multiplied with the alpha value of the brush after the brush has been mapped to the area defined by destinationRectangle. </param> /// <param name="brush">The brush used to paint the region of the render target specified by destinationRectangle. </param> /// <param name="content">The type of content the opacity mask contains. The value is used to determine the color space in which the opacity mask is blended. </param> /// <unmanaged>void ID2D1RenderTarget::FillOpacityMask([In] ID2D1Bitmap* opacityMask,[In] ID2D1Brush* brush,[None] D2D1_OPACITY_MASK_CONTENT content,[In, Optional] const D2D1_RECT_F* destinationRectangle,[In, Optional] const D2D1_RECT_F* sourceRectangle)</unmanaged> public void FillOpacityMask(Bitmap opacityMask, Brush brush, OpacityMaskContent content) { FillOpacityMask(opacityMask, brush, content, null, null); }
public void FillOpacityMask(Bitmap opacityMask, Brush brush, OpacityMaskContent content, RawRectangleF?destinationRectangle, RawRectangleF?sourceRectangle) => _renderTarget?.FillOpacityMask(opacityMask, brush, content, destinationRectangle, sourceRectangle);
/// <summary> /// Applies the opacity mask described by the specified bitmap to a brush and uses that brush to paint a region of the render target. /// </summary> /// <remarks> /// For this method to work properly, the render target must be using the <see cref="F:SharpDX.Direct2D1.AntialiasMode.Aliased" /> antialiasing mode. You can set the antialiasing mode by calling the <see cref="M:SharpDX.Direct2D1.RenderTarget.SetAntialiasMode(SharpDX.Direct2D1.AntialiasMode)" /> method. This method doesn't return an error code if it fails. To determine whether a drawing operation (such as {{FillOpacityMask}}) failed, check the result returned by the <see cref="M:SharpDX.Direct2D1.RenderTarget.EndDraw(System.Int64@,System.Int64@)" /> or <see cref="M:SharpDX.Direct2D1.RenderTarget.Flush(System.Int64@,System.Int64@)" /> methods. /// </remarks> /// <param name="opacityMask">The opacity mask to apply to the brush. The alpha value of each pixel in the region specified by sourceRectangle is multiplied with the alpha value of the brush after the brush has been mapped to the area defined by destinationRectangle. </param> /// <param name="brush">The brush used to paint the region of the render target specified by destinationRectangle. </param> /// <param name="content">The type of content the opacity mask contains. The value is used to determine the color space in which the opacity mask is blended. </param> /// <unmanaged>void ID2D1RenderTarget::FillOpacityMask([In] ID2D1Bitmap* opacityMask,[In] ID2D1Brush* brush,[None] D2D1_OPACITY_MASK_CONTENT content,[In, Optional] const D2D1_RECT_F* destinationRectangle,[In, Optional] const D2D1_RECT_F* sourceRectangle)</unmanaged> public void FillOpacityMask(Bitmap opacityMask, Brush brush, OpacityMaskContent content) { FillOpacityMask(opacityMask, brush, content, null, null); }
public void FillOpacityMask(Bitmap opacityMask, Brush brush, OpacityMaskContent content) => _renderTarget?.FillOpacityMask(opacityMask, brush, content);