Sweden-Number/include/d2d1_3.idl

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/*
* Copyright 2022 Ziqing Hui for CodeWeavers
*
* This library is free software; you can redistribute it and/or
* modify it under the terms of the GNU Lesser General Public
* License as published by the Free Software Foundation; either
* version 2.1 of the License, or (at your option) any later version.
*
* This library is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
* Lesser General Public License for more details.
*
* You should have received a copy of the GNU Lesser General Public
* License along with this library; if not, write to the Free Software
* Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
*/
import "d2d1_2.idl";
typedef enum D2D1_INK_NIB_SHAPE
{
D2D1_INK_NIB_SHAPE_ROUND = 0x0,
D2D1_INK_NIB_SHAPE_SQUARE = 0x1,
D2D1_INK_NIB_SHAPE_FORCE_DWORD = 0xffffffff
} D2D1_INK_NIB_SHAPE;
typedef struct D2D1_INK_POINT
{
float x;
float y;
float radius;
} D2D1_INK_POINT;
typedef struct D2D1_INK_BEZIER_SEGMENT
{
D2D1_INK_POINT point1;
D2D1_INK_POINT point2;
D2D1_INK_POINT point3;
} D2D1_INK_BEZIER_SEGMENT;
[
object,
uuid(bae8b344-23fc-4071-8cb5-d05d6f073848),
local,
]
interface ID2D1InkStyle : ID2D1Resource
{
void SetNibTransform(
[in] const D2D1_MATRIX_3X2_F *transform
);
void GetNibTransform(
[out] D2D1_MATRIX_3X2_F *transform
);
void SetNibShape(
[in] D2D1_INK_NIB_SHAPE shape
);
D2D1_INK_NIB_SHAPE GetNibShape();
};
[
object,
uuid(b499923b-7029-478f-a8b3-432c7c5f5312),
local,
]
interface ID2D1Ink : ID2D1Resource
{
void SetStartPoint(
[in] const D2D1_INK_POINT *start_point
);
D2D1_INK_POINT GetStartPoint();
HRESULT AddSegments(
[in] const D2D1_INK_BEZIER_SEGMENT *segments,
[in] UINT32 segment_count
);
HRESULT RemoveSegmentsAtEnd(
[in] UINT32 segment_count
);
HRESULT SetSegments(
[in] UINT32 start_segment,
[in] const D2D1_INK_BEZIER_SEGMENT *segments,
[in] UINT32 segment_count
);
HRESULT SetSegmentAtEnd(
[in] const D2D1_INK_BEZIER_SEGMENT *segment
);
UINT32 GetSegmentCount();
HRESULT GetSegments(
[in] UINT32 start_segment,
[out] D2D1_INK_BEZIER_SEGMENT *segments,
[in] UINT32 segment_count
);
HRESULT StreamAsGeometry(
[in, optional] ID2D1InkStyle *ink_style,
[in, optional] const D2D1_MATRIX_3X2_F *world_transform,
[in] float flattening_tolerance,
[in] ID2D1SimplifiedGeometrySink *geometry_sink
);
HRESULT GetBounds(
[in, optional] ID2D1InkStyle *ink_style,
[in, optional] const D2D1_MATRIX_3X2_F *world_transform,
[out] D2D1_RECT_F *bounds
);
};