Layers can change opacity, apply opacity masks, or clip a group of drawing operations.
A bitmap is a 2D grid of pixels that form an image.
A list of commands that can be recorded and used anywhere an image can be used.
Devices are used to create graphics resources and drawing sessions. Most apps should use the CanvasControl wrapper instead of directly managing their own CanvasDevice.
Drawing sessions are used to issue graphics drawing commands. This is the main way to draw things onto a canvas.
Static operations that can be applied to all ICanvasImage instances.
Locks the device until disposed.
A rendertarget is a bitmap that can be drawn onto.
[Win10_10586] Efficiently draws multiple bitmaps.
A swap chain is a series of buffers that can be drawn to and presented to the screen.
Loads a bitmap that may be larger than the maximum size of a CanvasBitmap.
Abstract interface representing anything that stores or is able to create a 2D image. This can be a CanvasBitmap, command list, or image processing effect.
Specifies the way in which an alpha channel affects color channels.
Specifies the antialiasing mode for non-text primitives.
This denotes the format used when saving a bitmap to a file.
Specifies the blend mode used to draw primitives.
Specifies the bit depth used for graphical computations.
Specifies options that should be applied to the color space.
The composite mode used for the effect.
Indicates the type of information provided when the Direct2D Debug Layer is enabled.
Specifies the rounding behavior while performing dips-to-pixels conversions.
Specifies the way in which a brush paints areas outside its typical content region.
Specifies the quality used for image resizing and transforms.
Advanced options specifying how layer contents should be prepared.
[Win10_10586] Controls the optional flipping of a sprite.
[Win10_10586] Options that apply to the entire spritebatch.
[Win10_10586] Controls how the sprites in a sprite batch are sorted.
Specifies the rotation of a swap chain.
Specifies what units coordinates are in. This is important for making sure everything stays in the right place when running on high DPI devices.
Options passed to CanvasVirtualBitmap.LoadAsync.