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use *;
/*
#[derive(Clone, Copy, PartialEq, Eq, Debug)]
#[repr(u32)]
pub enum ChromakeyProp {
Color = D2D1_CHROMAKEY_PROP_COLOR,
Tolerance = D2D1_CHROMAKEY_PROP_TOLERANCE,
InvertAlpha = D2D1_CHROMAKEY_PROP_INVERT_ALPHA,
Feather = D2D1_CHROMAKEY_PROP_FEATHER,
}
*/
/*
#[derive(Clone, Copy, PartialEq, Eq, Debug)]
#[repr(u32)]
pub enum ContractProp {
Contrast = D2D1_CONTRAST_PROP_CONTRAST,
ClampInput = D2D1_CONTRAST_PROP_CLAMP_INPUT,
}
#[derive(Clone, Copy, PartialEq, Eq, Debug)]
#[repr(u32)]
pub enum EdgeDetectionMode {
Sobel = D2D1_EDGEDETECTION_MODE_SOBEL,
Prewitt = D2D1_EDGEDETECTION_MODE_PREWITT,
}
#[derive(Clone, Copy, PartialEq, Eq, Debug)]
#[repr(u32)]
pub enum EdgeDetectionProp {
Strength = D2D1_EDGEDETECTION_PROP_STRENGTH,
BlurRadius = D2D1_EDGEDETECTION_PROP_BLUR_RADIUS,
Mode = D2D1_EDGEDETECTION_PROP_MODE,
OverlayEdges = D2D1_EDGEDETECTION_PROP_OVERLAY_EDGES,
AlphaMode = D2D1_EDGEDETECTION_PROP_ALPHA_MODE,
}
#[derive(Clone, Copy, PartialEq, Eq, Debug)]
#[repr(u32)]
pub enum EmbossProp {
Height = D2D1_EMBOSS_PROP_HEIGHT,
Direction = D2D1_EMBOSS_PROP_DIRECTION,
}
#[derive(Clone, Copy, PartialEq, Eq, Debug)]
#[repr(u32)]
pub enum ExposureProp {
ExposureValue = D2D1_EXPOSURE_PROP_EXPOSURE_VALUE,
}
*/
/*
#[derive(Clone, Copy, PartialEq, Eq, Debug)]
#[repr(u32)]
pub enum HDRToneMapDisplayMode {
SDR = D2D1_HDRTONEMAP_DISPLAY_MODE_SDR,
HDR = D2D1_HDRTONEMAP_DISPLAY_MODE_HDR,
}
#[derive(Clone, Copy, PartialEq, Eq, Debug)]
#[repr(u32)]
pub enum HDRToneMapProp {
InputMaxLuminance = D2D1_HDRTONEMAP_PROP_INPUT_MAX_LUMINANCE,
OutputMaxLuminance = D2D1_HDRTONEMAP_PROP_OUTPUT_MAX_LUMINANCE,
DisplayMode = D2D1_HDRTONEMAP_PROP_DISPLAY_MODE,
}
#[derive(Clone, Copy, PartialEq, Eq, Debug)]
#[repr(u32)]
pub enum HighlightsAndShadowsInputGamma {
Linear = D2D1_HIGHLIGHTSANDSHADOWS_INPUT_GAMMA_LINEAR,
SRGB = D2D1_HIGHLIGHTSANDSHADOWS_INPUT_GAMMA_SRGB,
}
#[derive(Clone, Copy, PartialEq, Eq, Debug)]
#[repr(u32)]
pub enum HighlightsAndShadowsProp {
Highlights = D2D1_HIGHLIGHTSANDSHADOWS_PROP_HIGHLIGHTS,
Shadows = D2D1_HIGHLIGHTSANDSHADOWS_PROP_SHADOWS,
Clarity = D2D1_HIGHLIGHTSANDSHADOWS_PROP_CLARITY,
InputGamma = D2D1_HIGHLIGHTSANDSHADOWS_PROP_INPUT_GAMMA,
MaskBlurRadius = D2D1_HIGHLIGHTSANDSHADOWS_PROP_MASK_BLUR_RADIUS,
}
#[derive(Clone, Copy, PartialEq, Eq, Debug)]
#[repr(u32)]
pub enum HueToRGBInputColorSpace {
HueSaturationValue = D2D1_HUETORGB_INPUT_COLOR_SPACE_HUE_SATURATION_VALUE,
HueSaturationLightness = D2D1_HUETORGB_INPUT_COLOR_SPACE_HUE_SATURATION_LIGHTNESS,
}
#[derive(Clone, Copy, PartialEq, Eq, Debug)]
#[repr(u32)]
pub enum HueToRGBProp {
InputColorSpace = D2D1_HUETORGB_PROP_INPUT_COLOR_SPACE,
}
#[derive(Clone, Copy, PartialEq, Eq, Debug)]
#[repr(u32)]
pub enum ImageSourceFromDXGIOptions {
None = D2D1_IMAGE_SOURCE_FROM_DXGI_OPTIONS_NONE,
LowQualityPrimaryConversion = D2D1_IMAGE_SOURCE_FROM_DXGI_OPTIONS_LOW_QUALITY_PRIMARY_CONVERSION,
}
#[derive(Clone, Copy, PartialEq, Eq, Debug)]
#[repr(u32)]
pub enum ImageSourceLoadingOptions {
None = D2D1_IMAGE_SOURCE_LOADING_OPTIONS_NONE,
ReleaseSource = D2D1_IMAGE_SOURCE_LOADING_OPTIONS_RELEASE_SOURCE,
CacheOnDepend = D2D1_IMAGE_SOURCE_LOADING_OPTIONS_CACHE_ON_DEMAND,
}
#[derive(Clone, Copy, PartialEq, Eq, Debug)]
#[repr(u32)]
pub enum InkNibShape {
Round = D2D1_INK_NIB_SHAPE_ROUND,
Square = D2D1_INK_NIB_SHAPE_SQUARE,
}
#[derive(Clone, Copy, PartialEq, Eq, Debug)]
#[repr(u32)]
pub enum LookupTable3DProp {
LUT = D2D1_LOOKUPTABLE3D_PROP_LUT,
AlphaMode = D2D1_LOOKUPTABLE3D_PROP_ALPHA_MODE,
}
#[derive(Clone, Copy, PartialEq, Eq, Debug)]
#[repr(u32)]
pub enum Orientation {
Default = D2D1_ORIENTATION_DEFAULT,
FlipHorizontal = D2D1_ORIENTATION_FLIP_HORIZONTAL,
RotateClockwise180 = D2D1_ORIENTATION_ROTATE_CLOCKWISE180,
RotateClockwise180FlipHorizontal = D2D1_ORIENTATION_ROTATE_CLOCKWISE180_FLIP_HORIZONTAL,
RotateClockwise90FlipHorizontal = D2D1_ORIENTATION_ROTATE_CLOCKWISE90_FLIP_HORIZONTAL,
RotateClockwise270 = D2D1_ORIENTATION_ROTATE_CLOCKWISE270,
RotateClockwise270FlipHorizontal = D2D1_ORIENTATION_ROTATE_CLOCKWISE270_FLIP_HORIZONTAL,
RotateClockwise90 = D2D1_ORIENTATION_ROTATE_CLOCKWISE90,
}
#[derive(Clone, Copy, PartialEq, Eq, Debug)]
#[repr(u32)]
pub enum PatchEdgeMode {
Aliased = D2D1_PATCH_EDGE_MODE_ALIASED,
Antialiased = D2D1_PATCH_EDGE_MODE_ANTIALIASED,
AliasedInflated = D2D1_PATCH_EDGE_MODE_ALIASED_INFLATED,
}
#[derive(Clone, Copy, PartialEq, Eq, Debug)]
#[repr(u32)]
pub enum PosterizeProp {
RedValueCount = D2D1_POSTERIZE_PROP_RED_VALUE_COUNT,
GreenValueCount = D2D1_POSTERIZE_PROP_GREEN_VALUE_COUNT,
BlueValueCount = D2D1_POSTERIZE_PROP_BLUE_VALUE_COUNT,
}
#[derive(Clone, Copy, PartialEq, Eq, Debug)]
#[repr(u32)]
pub enum RGBToHueOutputColorSpace {
HueSaturationValue = D2D1_RGBTOHUE_OUTPUT_COLOR_SPACE_HUE_SATURATION_VALUE,
HueSaturationLightness = D2D1_RGBTOHUE_OUTPUT_COLOR_SPACE_HUE_SATURATION_LIGHTNESS,
}
#[derive(Clone, Copy, PartialEq, Eq, Debug)]
#[repr(u32)]
pub enum RGBToHueProp {
OutputColorSpace = D2D1_RGBTOHUE_PROP_OUTPUT_COLOR_SPACE,
}
#[derive(Clone, Copy, PartialEq, Eq, Debug)]
#[repr(u32)]
pub enum SepiaProp {
Intensity = D2D1_SEPIA_PROP_INTENSITY,
AlphaMode = D2D1_SEPIA_PROP_ALPHA_MODE,
}
#[derive(Clone, Copy, PartialEq, Eq, Debug)]
#[repr(u32)]
pub enum Sharpen_prop {
Sharpness = D2D1_SHARPEN_PROP_SHARPNESS,
Threashold = D2D1_SHARPEN_PROP_THRESHOLD,
}
#[derive(Clone, Copy, PartialEq, Eq, Debug)]
#[repr(u32)]
pub enum SpriteOptions {
None = D2D1_SPRITE_OPTIONS_NONE,
ClampToSourceRectangle = D2D1_SPRITE_OPTIONS_CLAMP_TO_SOURCE_RECTANGLE,
}
#[derive(Clone, Copy, PartialEq, Eq, Debug)]
#[repr(u32)]
pub enum StraightenProp {
Angle = D2D1_STRAIGHTEN_PROP_ANGLE,
MaintainSize = D2D1_STRAIGHTEN_PROP_MAINTAIN_SIZE,
ScaleMode = D2D1_STRAIGHTEN_PROP_SCALE_MODE,
}
#[derive(Clone, Copy, PartialEq, Eq, Debug)]
#[repr(u32)]
pub enum StraightenScaleMode {
NearestNeighbor = D2D1_STRAIGHTEN_SCALE_MODE_NEAREST_NEIGHBOR,
Linear = D2D1_STRAIGHTEN_SCALE_MODE_LINEAR,
Cubic = D2D1_STRAIGHTEN_SCALE_MODE_CUBIC,
MultiSampleLinear = D2D1_STRAIGHTEN_SCALE_MODE_MULTI_SAMPLE_LINEAR,
Anisotropic = D2D1_STRAIGHTEN_SCALE_MODE_ANISOTROPIC,
}
#[derive(Clone, Copy, PartialEq, Eq, Debug)]
#[repr(u32)]
pub enum TemperatureAndTintProp {
Temperature = D2D1_TEMPERATUREANDTINT_PROP_TEMPERATURE,
Tint = D2D1_TEMPERATUREANDTINT_PROP_TINT,
}
#[derive(Clone, Copy, PartialEq, Eq, Debug)]
#[repr(u32)]
pub enum TransformedImageSourceOptions {
None = D2D1_TRANSFORMED_IMAGE_SOURCE_OPTIONS_NONE,
DisableDPIScale = D2D1_TRANSFORMED_IMAGE_SOURCE_OPTIONS_DISABLE_DPI_SCALE,
}
#[derive(Clone, Copy, PartialEq, Eq, Debug)]
#[repr(u32)]
pub enum VignetteProp {
Color = D2D1_VIGNETTE_PROP_COLOR,
TransitionSize = D2D1_VIGNETTE_PROP_TRANSITION_SIZE,
Strength = D2D1_VIGNETTE_PROP_STRENGTH,
}
#[derive(Clone, Copy, PartialEq, Eq, Debug)]
#[repr(u32)]
pub enum WhiteLevelAdjustmentProp {
InputWhiteLevel = D2D1_WHITELEVELADJUSTMENT_PROP_INPUT_WHITE_LEVEL,
OutputWhiteLevel = D2D1_WHITELEVELADJUSTMENT_PROP_OUTPUT_WHITE_LEVEL,
}
#[derive(Clone, Debug)]
pub struct GradientMeshPatch {
pub point00: Point2F,
pub point01: Point2F,
pub point02: Point2F,
pub point03: Point2F,
pub point10: Point2F,
pub point11: Point2F,
pub point12: Point2F,
pub point13: Point2F,
pub point20: Point2F,
pub point21: Point2F,
pub point22: Point2F,
pub point23: Point2F,
pub point30: Point2F,
pub point31: Point2F,
pub point32: Point2F,
pub point33: Point2F,
pub color00: ColorF,
pub color03: ColorF,
pub color30: ColorF,
pub color33: ColorF,
pub top_edge_mode: PatchEdgeMode,
pub left_edge_mode: PatchEdgeMode,
pub bottom_edge_mode: PatchEdgeMode,
pub right_edge_mode: PatchEdgeMode,
}
#[derive(Clone, Debug)]
pub struct InkStyleProperties {
pub nib_shape: InkNIBShape,
pub nib_transform: Matrix3x2F,
}
impl InkStyleProperties {
fn to_c_struct(&self) -> D2D1_INK_STYLE_PROPERTIES {
D2D1_INK_STYLE_PROPERTIES {
nibShape: self.nib_shape.to_c_struct(),
nibTrasform: self.nib_transform.into(),
}
}
}
#[derive(Clone, Debug)]
pub struct InkBezierSegment {
pub point1: InkPoint,
pub point2: InkPoint,
pub point3: InkPoint,
}
impl InkBezierSegment {
fn to_c_struct(&self) -> D2D1_INK_BEZIER_SEGMENT {
D2D1_INK_BEZIER_SEGMENT {
point1: self.point1.into(),
point2: self.point2.into(),
point3: self.point3.into(),
}
}
}
#[derive(Clone, Debug)]
pub struct InkPoint {
pub x: f32,
pub y: f32,
pub radius: f32,
}
#[derive(Clone, Debug)]
pub struct SimpleColorProfile {
pub red_primary: Point2F,
pub green_primary: Point2F,
pub blue_primary: Point2F,
pub white_point_xz: Point2F,
pub gamma: Gamma1,
}
impl SimpleColorProfile {
fn to_c_struct(&self) -> D2D1_SIMPLE_COLOR_PROFILE {
D2D1_SIMPLE_COLOR_PROFILE {
redPrimary: self.red_primary.into(),
greenPrimary: self.green_primary.into(),
bluePrimary: self.blue_primary.into(),
whitePointXZ: self.white_point_xz.into(),
gamma: self.gamma as u32,
}
}
}
#[derive(Clone, Debug)]
pub struct TransformedImageSourceProperties {
pub orientation: Orientation,
pub scale_x: f32,
pub scale_y: f32,
pub interpolation_mode: InterpolationMode,
pub options: Option<TransformedImageSourceOptions>,
}
impl TransformedImageSourceProperties {
fn to_c_struct(&self) -> D2D1_TRANSFORMED_IMAGE_SOURCE_PROPERTIES {
D2D1_TRANSFORMED_IMAGE_SOURCE_PROPERTIES {
orientation: self.orientation as u32,
scaleX: self.scale_x,
scaleY: self.scale_y,
interpolationMode: self.interpolation_mode as u32,
options: self.options.map_or(TransformedImageSourceOptions::None as u32, |v| v as u32),
}
}
}
*/