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DropShadow

Struct DropShadow 

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pub struct DropShadow { /* private fields */ }
Expand description

The shadow of a sprite or layer visual (WinUI Microsoft.UI.Composition.DropShadow), with animatable BlurRadius, Color, Offset and Opacity.

On a sprite visual the shadow is cast by the rectangle of the visual (a box shadow of the drawing context), by the alpha of its mask (any composition brush, such as the brush of GetAlphaMask of a shape, a text block or an image), or, with the InheritFromVisualContent source_policy, by the alpha of the brush of the visual. On a layer visual it is cast by the composed children, or by the mask. The shadow is drawn under the content and nothing of it is removed; the Z of the offset moves it as the renderers project that depth for the visual (a visual turned out of its plane).

Deviation (winui-composition.md): without effects in the drawing context the shadow is the box shadow of the rectangle. WinUI’s CompositionShadow base class has no members and is not a separate type.

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impl DropShadow

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pub fn compositor(&self) -> &Rc<Compositor>

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pub fn object(&self) -> &CompositionObject

The embedded CompositionObject.

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pub fn server(&self) -> ServerObjectId

The id of the server-side shadow.

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pub fn is_disposed(&self) -> bool

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pub fn dispose(&self)

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pub fn props(&self) -> &DropShadowProps

The generated properties of the shadow.

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pub fn blur_radius(&self) -> f32

The radius of the blur (default 9).

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pub fn set_blur_radius(&self, value: f32)

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pub fn color(&self) -> Color

The colour of the shadow (default black).

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pub fn set_color(&self, value: Color)

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pub fn offset(&self) -> Vector3D

The offset of the shadow from the visual (WinUI Vector3). The Z is a depth in the space of the visual: it moves the shadow only where the visual is turned out of its plane (Orientation, RotationAxis), as the renderers project that visual.

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pub fn set_offset(&self, value: Vector3D)

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pub fn opacity(&self) -> f32

The opacity of the shadow (default 1).

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pub fn set_opacity(&self, value: f32)

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pub fn mask(&self) -> Option<Rc<CompositionBrush>>

The brush whose alpha shapes the shadow, painted over the area of the visual; None for the shape of the visual. Ignored with the InheritFromVisualContent source policy.

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pub fn set_mask(&self, value: Option<Rc<CompositionBrush>>)

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pub fn source_policy(&self) -> CompositionDropShadowSourcePolicy

What the shadow is cast from: Default for the mask (or the shape of the visual), InheritFromVisualContent for the alpha of the content of the visual (the brush of a sprite visual, the children of a layer visual).

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pub fn set_source_policy(&self, value: CompositionDropShadowSourcePolicy)

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impl AsCompositionObject for DropShadow

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fn as_composition_object(&self) -> &CompositionObject

The embedded CompositionObject.
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fn composition_type_name(&self) -> &'static str

The name of the class of the object, for messages.
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fn as_property_set(self: Rc<Self>) -> Option<Rc<CompositionPropertySet>>

The object as a property set, if it is one (the is CompositionPropertySet test of upstream).
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impl DropShadowHooks for DropShadow

InitializeDefaultsExtra activates the server object: done when the server object is created.

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impl ICompositionObject for DropShadow

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fn server(&self) -> ServerObjectId

The id of the server-side counterpart of the object.
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fn as_any(&self) -> &dyn Any

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fn into_any_rc(self: Rc<Self>) -> Rc<dyn Any>

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impl ICompositionObjectAnimations for DropShadow

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fn try_start_animation( &self, property_name: &str, animation: &dyn ICompositionAnimation, final_value: Option<ExpressionVariant>, ) -> bool

StartAnimation(propertyName, animation, finalValue) of the class: returns false for a property the class does not know.
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fn get_composition_property( &self, property_name: &str, ) -> Option<&'static CompositionProperty>

The composition property with the given name.
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fn composition_object(&self) -> &CompositionObject

The embedded CompositionObject.
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fn start_animation( &self, property_name: &str, animation: &dyn ICompositionAnimation, )

Connects an animation with the named property of the object and starts the animation.
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fn start_animation_with_final_value( &self, property_name: &str, animation: &dyn ICompositionAnimation, final_value: Option<ExpressionVariant>, )

See start_animation. property_name may name a sub-channel of a vector property (Offset.X, Scale.XY, components X, Y, Z, W in any case): the animation then animates a value of the sub-channel’s type (a scalar for one component, a Vector2 for two, …) and leaves the other components alone. Several sub-channels of one property run together; an animation of the whole property replaces them.
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fn start_animation_with_controller( &self, property_name: &str, animation: &dyn ICompositionAnimation, controller: &Rc<AnimationController>, )

StartAnimation(propertyName, animation, animationController): starts the animation under controller, which can pause, resume, scrub and speed it up. property_name may name a sub-channel, as for start_animation.
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fn try_get_animation_controller( &self, property_name: &str, ) -> Option<Rc<AnimationController>>

The controller of the animation of the named property (TryGetAnimationController): the controller it was started with, or a new controller that takes the running animation over. None when no animation was started on the property through this object, or it was stopped.
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fn stop_animation(&self, property_name: &str)

Disconnects an animation from the named property and stops it, applying its stop behavior. property_name may name a sub-channel (Offset.X): the animations of the sub-channels that share a component with it are stopped.
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fn start_animation_group(&self, grp: &dyn ICompositionAnimationBase)

Starts an animation group. The StartAnimationGroup method on CompositionObject lets you start CompositionAnimationGroup. All the animations in the group will be started at the same time on the object.
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fn start_animation_group_part( &self, animation: &dyn ICompositionAnimation, target: &str, final_value: ExpressionVariant, ) -> bool

StartAnimationGroupPart.
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fn start_animation_group_for( &self, grp: &dyn ICompositionAnimationBase, target: &str, final_value: ExpressionVariant, ) -> bool

Starts an animation or an animation group triggered by the change of property target to final_value. Returns whether one of the animations targets that property.
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fn stop_animation_group(&self, grp: &dyn ICompositionAnimationBase)

Stops an animation group.
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impl ICompositionObjectHost for DropShadow

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fn server(&self) -> ServerObjectId

The id of the server-side counterpart of the object.
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fn pending_animations(&self) -> &PendingAnimations

The animations waiting to be sent with the next batch.
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fn implicit_animation( &self, property_name: &str, ) -> Option<Rc<dyn ICompositionAnimationBase>>

The implicit animation attached to a property of the object, if there is one (ImplicitAnimations?.TryGetValue(name)).
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fn start_animation_group( &self, grp: &Rc<dyn ICompositionAnimationBase>, target: &str, final_value: ExpressionVariant, ) -> bool

Starts an animation or an animation group triggered by the change of property target to final_value. Returns whether one of the animations targets that property.
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impl ICompositorSerializable for DropShadow

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fn try_get_server(&self, c: &Compositor) -> Option<ServerObjectId>

The server-side counterpart of the object on compositor c, if it has one.
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fn serialize_changes(&self, c: &Compositor, writer: &mut BatchStreamWriter<'_>)

Writes the pending changes of the object for compositor c.
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fn serialization_key(&self) -> *const ()

The identity of the object, by which a compositor avoids queueing it twice. The default is the address of the implementing value; an adapter around an object returns the identity of that object.
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fn prepare_serialization(&self, _c: &Compositor)

Called before the changes of the object are written for compositor c. Read more
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impl IRegisterForSerialization for DropShadow

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fn static_constructor()

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Calls U::from(self).

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