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Enumerations

Direct2D defines the following enumerations.

In this section

TopicDescription

D2D1_ALPHA_MODE

Specifies how the alpha value of a bitmap or render target should be treated.

D2D1_ANTIALIAS_MODE

Specifies how the edges of nontext primitives are rendered.

D2D1_ARC_SIZE

Specifies whether an arc should be greater than 180 degrees.

D2D1_BITMAP_INTERPOLATION_MODE

Specifies the algorithm that is used when images are scaled or rotated.

Note  Starting in Windows 8, more interpolations modes are available. See D2D1_INTERPOLATION_MODE for more info.

D2D1_BITMAP_OPTIONS

Specifies how a bitmap can be used.

D2D1_BLEND

Specifies how one of the color sources is to be derived and optionally specifies a preblend operation on the color source.

D2D1_BLEND_OPERATION

Specifies the blend operation on two color sources.

D2D1_BUFFER_PRECISION

Represents the bit depth of the imaging pipeline in Direct2D.

D2D1_CAP_STYLE

Describes the shape at the end of a line or segment.

D2D1_CHANGE_TYPE

Describes flags that influence how the renderer interacts with a custom vertex shader.

D2D1_CHANNEL_DEPTH

Allows a caller to control the channel depth of a stage in the rendering pipeline.

D2D1_COLOR_SPACE

Defines options that should be applied to the color space.

D2D1_COLOR_INTERPOLATION_MODE

Defines how to interpolate between colors.

D2D1_COMBINE_MODE

Specifies the different methods by which two geometries can be combined.

D2D1_COMPATIBLE_RENDER_TARGET_OPTIONS

Specifies additional features supportable by a compatible render target when it is created. This enumeration allows a bitwise combination of its member values.

D2D1_COMPOSITE_MODE

Used to specify the blend mode for all of the Direct2D blending operations.

D2D1_DASH_STYLE

Describes the sequence of dashes and gaps in a stroke.

D2D1_DC_INITIALIZE_MODE

Specifies how a device context is initialized for GDI rendering when it is retrieved from the render target.

D2D1_DEBUG_LEVEL

Indicates the type of information provided by the Direct2D Debug Layer.

D2D1_DEVICE_CONTEXT_OPTIONS

This specifies options that apply to the device context for its lifetime.

D2D1_DRAW_TEXT_OPTIONS

Specifies whether text snapping is suppressed or clipping to the layout rectangle is enabled. This enumeration allows a bitwise combination of its member values.

D2D1_EXTEND_MODE

Specifies how a brush paints areas outside of its normal content area.

D2D1_FACTORY_TYPE

Specifies whether Direct2D provides synchronization for an ID2D1Factory and the resources it creates, so that they may be safely accessed from multiple threads.

D2D1_FEATURE

Defines capabilities of the underlying Direct3D device which may be queried using ID2D1EffectContext::CheckFeatureSupport.

D2D1_FEATURE_LEVEL

Describes the minimum DirectX support required for hardware rendering by a render target.

D2D1_FIGURE_BEGIN

Indicates whether a specific ID2D1SimplifiedGeometrySink figure is filled or hollow.

D2D1_FIGURE_END

Indicates whether a specific ID2D1SimplifiedGeometrySink figure is open or closed.

D2D1_FILL_MODE

Specifies how the intersecting areas of geometries or figures are combined to form the area of the composite geometry.

D2D1_FILTER

Represents filtering modes that a transform may select to use on input textures.

D2D1_GAMMA

Specifies which gamma is used for interpolation.

D2D1_GAMMA_CONVERSION

Defines the conversion between color spaces.

D2D1_GEOMETRY_RELATION

Describes how one geometry object is spatially related to another geometry object.

D2D1_GEOMETRY_SIMPLIFICATION_OPTION

Specifies how a geometry is simplified to an ID2D1SimplifiedGeometrySink.

D2D1_INTERPOLATION_MODE

This is used to specify the quality of image scaling with ID2D1DeviceContext::DrawImage and with the 2D affine transform effect.

D2D1_LAYER_OPTIONS

Specifies options that can be applied when a layer resource is applied to create a layer.

Note  Starting in Windows 8, the D2D1_LAYER_OPTIONS_INITIALIZE_FOR_CLEARTYPE option is no longer supported. See D2D1_LAYER_OPTIONS1 for Windows 8 layer options.

D2D1_LAYER_OPTIONS1

Specifies how the layer contents should be prepared.

D2D1_LINE_JOIN

Describes the shape that joins two lines or segments.

D2D1_MAP_OPTIONS

Specifies how the memory to be mapped from the corresponding ID2D1Bitmap1 should be treated.

D2D1_OPACITY_MASK_CONTENT

Describes whether an opacity mask contains graphics or text. Direct2D uses this information to determine which gamma space to use when blending the opacity mask.

D2D1_PATH_SEGMENT

Indicates whether a segment should be stroked and whether the join between this segment and the previous one should be smooth. This enumeration allows a bitwise combination of its member values.

D2D1_PIXEL_OPTIONS

Indicates how pixel shader sampling will be restricted.

D2D1_PRESENT_OPTIONS

Describes how a render target behaves when it presents its content. This enumeration allows a bitwise combination of its member values.

D2D1_PRIMITIVE_BLEND

Used to specify the geometric blend mode for all Direct2D primitives.

D2D1_PRINT_FONT_SUBSET_MODE

Defines when font resources should be subset during printing.

D2D1_PROPERTY_TYPE

Specifies the types of properties supported by the Direct2D property interface.

D2D1_PROPERTY

Specifies the indices of the system properties present on the ID2D1Properties interface for an ID2D1Effect.

D2D1_RENDERING_PRIORITY

The rendering priority affects the extent to which Direct2D will throttle its rendering workload.

D2D1_RENDER_TARGET_TYPE

Describes whether a render target uses hardware or software rendering, or if Direct2D should select the rendering mode.

D2D1_RENDER_TARGET_USAGE

Describes how a render target is remoted and whether it should be GDI-compatible. This enumeration allows a bitwise combination of its member values.

D2D1_RESOURCE_TYPE

Specifies which kinds of resources should be released when ID2D1Device::ClearResources is invoked.

D2D1_STROKE_TRANSFORM_TYPE

Defines how the world transform, dots per inch (dpi), and stroke width affect the shape of the pen used to stroke a primitive.

D2D1_SUBPROPERTY

Specifies the indices of the system sub-properties that may be present in any property.

D2D1_SWEEP_DIRECTION

Defines the direction that an elliptical arc is drawn.

D2D1_TEXT_ANTIALIAS_MODE

Describes the antialiasing mode used for drawing text.

D2D1_THREADING_MODE

Specifies the threading mode used while simultaneously creating the device, factory, and device context.

D2D1_UNIT_MODE

Specifies how units in Direct2D will be interpreted.

D2D1_VERTEX_OPTIONS

Describes flags that influence how the renderer interacts with a custom vertex shader.

D2D1_VERTEX_USAGE

Indicates whether the vertex buffer changes infrequently or frequently.

D2D1_WINDOW_STATE

Describes whether a window is occluded.