SetTransform Method (D2D1_MATRIX_3X2_F&)
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ID2D1Brush::SetTransform(const D2D1_MATRIX_3X2_F&) method

Sets the transformation applied to the brush.

Syntax


void SetTransform(
  [ref] const D2D1_MATRIX_3X2_F &transform
);

Parameters

transform [ref]

Type: const D2D1_MATRIX_3X2_F

The transformation to apply to this brush.

Return value

This method does not return a value.

Remarks

When you paint with a brush, it paints in the coordinate space of the render target. Brushes do not automatically position themselves to align with the object being painted; by default, they begin painting at the origin (0, 0) of the render target.

You can "move" the gradient defined by an ID2D1LinearGradientBrush to a target area by setting its start point and end point. Likewise, you can move the gradient defined by an ID2D1RadialGradientBrush by changing its center and radii.

To align the content of an ID2D1BitmapBrush to the area being painted, you can use the SetTransform method to translate the bitmap to the desired location. This transform only affects the brush; it does not affect any other content drawn by the render target.

The following illustrations show the effect of using an ID2D1BitmapBrush to fill a rectangle located at (100, 100). The illustration on the left illustration shows the result of filling the rectangle without transforming the brush: the bitmap is drawn at the render target's origin. As a result, only a portion of the bitmap appears in the rectangle.

The illustration on the right shows the result of transforming the ID2D1BitmapBrush so that its content is shifted 50 pixels to the right and 50 pixels down. The bitmap now fills the rectangle.

Illustration of two squares, one painted with a bitmap without a transformed brush and one painted with a transformed brush

Examples

The following code examples show how to create the transformation shown in the right diagram in the preceding illustration. First apply a translation to the ID2D1BitmapBrush, moving the brush 50 pixels right along the x-axis and 50 pixels down along the y-axis. Then use the ID2D1BitmapBrush to fill the rectangle that has the upper-left corner at (100, 100) and the lower-right corner at (200, 200).


// Create the bitmap to be used by the bitmap brush.
if (SUCCEEDED(hr))
{
    hr = LoadResourceBitmap(
        m_pRenderTarget,
        m_pWICFactory,
        L"FERN",
        L"Image",
        &m_pBitmap
        );
   
}



if (SUCCEEDED(hr))
{
    hr = m_pRenderTarget->CreateBitmapBrush(
        m_pBitmap,
        &m_pBitmapBrush
        );
}



D2D1_RECT_F rcTransformedBrushRect = D2D1::RectF(100, 100, 200, 200);




 // Demonstrate the effect of transforming a bitmap brush.
 m_pBitmapBrush->SetTransform(
     D2D1::Matrix3x2F::Translation(D2D1::SizeF(50,50))
     );

 // To see the content of the rcTransformedBrushRect, comment
 // out this statement.
 m_pRenderTarget->FillRectangle(
     &rcTransformedBrushRect, 
     m_pBitmapBrush
     );

 m_pRenderTarget->DrawRectangle(rcTransformedBrushRect, m_pBlackBrush, 1, NULL);


Requirements

Minimum supported client

Windows 7, Windows Vista with SP2 and Platform Update for Windows Vista [desktop apps | Windows Store apps]

Minimum supported server

Windows Server 2008 R2, Windows Server 2008 with SP2 and Platform Update for Windows Server 2008 [desktop apps | Windows Store apps]

Minimum supported phone

Windows Phone 8.1 [Windows Phone Silverlight 8.1 and Windows Runtime apps]

Header

D2d1.h

Library

D2d1.lib

DLL

D2d1.dll

See also

ID2D1Brush
Brushes Overview

 

 

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