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<?xml version="1.0"?>
<doc>
<assembly>
<name>PaintDotNet.Windows.Core</name>
</assembly>
<members>
<member name="M:PaintDotNet.Direct2D1.DeviceContextExtensions.IsSoftwareContext(PaintDotNet.Direct2D1.IDeviceContext)">
<summary>
Returns a flag indicating whether the device context is using software rendering. This also indicates
that <see cref="M:PaintDotNet.Direct2D1.IDeviceContext.CreateSharedBitmap(PaintDotNet.Imaging.IBitmapLock,System.Nullable{PaintDotNet.Direct2D1.SharedBitmapProperties}@)"/> may be used
to create a device bitmap that shares memory with a CPU bitmap (without copying).
</summary>
<remarks>
If the device context is using software rendering, it can be appropriate to lower the complexity or
quality of rendering in order to improve performance. Hardware accelerated rendering is always
significantly faster.<br/>
This method is more accurate than using <see cref="M:PaintDotNet.Direct2D1.IDeviceContext.IsSupported(PaintDotNet.Direct2D1.DeviceContextProperties@)"/> with <see cref="F:PaintDotNet.Direct2D1.DeviceContextType.Software"/>,
which only returns true if the device context was created with <see cref="M:PaintDotNet.Direct2D1.IDirect2DFactory.CreateBitmapDeviceContext(PaintDotNet.Imaging.IBitmap,PaintDotNet.Direct2D1.DeviceContextProperties@)"/>.
This method also returns true if the device was created using <see cref="M:PaintDotNet.Direct2D1.IDirect2DFactory.CreateDevice(PaintDotNet.Dxgi.IDxgiDevice)"/>
with the WARP <see cref="T:PaintDotNet.Dxgi.IDxgiAdapter"/>.
</remarks>
</member>
<member name="M:PaintDotNet.Direct2D1.DeviceContextExtensions.DrawImage(PaintDotNet.Direct2D1.IDeviceContext,PaintDotNet.Direct2D1.IDeviceImage,PaintDotNet.Rendering.RectFloat,System.Nullable{PaintDotNet.Rendering.RectFloat}@,PaintDotNet.Direct2D1.InterpolationMode,PaintDotNet.Direct2D1.CompositeMode)">
<summary>
Draws the image, fitting the given imageRect from the image to the given targetRect on the
device context. If null is passed for imageRect then the whole image is used, and it is
also required that the image has a finite extent (which is calculated by calling
IDeviceContext.GetImageLocalBounds()). If the image has an infinite extent, the results
are undefined and may or may not cause an exception to be thrown.
</summary>
</member>
<member name="M:PaintDotNet.Direct2D1.DeviceEffectExtensions.InvalidateInputRectangle(PaintDotNet.Direct2D1.IDeviceEffect,PaintDotNet.Direct2D1.IDeviceContext,System.Int32,PaintDotNet.Rendering.RectFloat)">
<summary>
<inheritdoc cref="M:PaintDotNet.Direct2D1.IDeviceContext.InvalidateEffectInputRectangle(PaintDotNet.Direct2D1.IDeviceEffect,System.Int32,PaintDotNet.Rendering.RectFloat)"/>
</summary>
</member>
<member name="M:PaintDotNet.Direct2D1.DeviceEffectExtensions.Initialize``1(``0,System.Action{``0})">
<summary>
This extension method enables creating an effect and setting its properties without the need for
a local variable.
</summary>
<remarks>
In this example, the <see cref="T:PaintDotNet.Direct2D1.Effects.GaussianBlurEffect"/> is created and initialized without needing
to declare and name a local variable:<br/>
<br/>
<code>
InvertEffect invertedBlur = new InvertEffect(
deviceContext,
new GaussianBlurEffect(deviceContext).Initialize(e =>
{
e.Properties.Input.Set(sourceImage);
e.Properties.StandardDeviation.SetValue(30.0f);
e.Properties.BorderMode.SetValue(BorderMode.Hard);
e.Properties.Optimization.SetValue(GaussianBlurOptimization.Balanced);
}));
</code>
<br/>
This simplifies the creation of effect graphs, especially when there are effects that are only
used once.
</remarks>
<returns>The effect that was passed in for the <paramref name="effect"/> parameter.</returns>
</member>
<member name="P:PaintDotNet.Direct2D1.Direct2DFactory.PerThread">
<summary>
Gets a reference to the per-thread cached IDirect2DFactory.
</summary>
</member>
<member name="M:PaintDotNet.Direct2D1.Direct2DFactory.Create">
<summary>
Creates a new Direct2D factory.
</summary>
<remarks>
Each Direct2D factory is a separate resource domain. Resources cannot be shared across factories.
Each Direct2D factory is also a thread synchronization domain. All calls into the factory and into
any resources created from it are serialized; that is, a per-factory mutex is locked on each call.
</remarks>
</member>
<member name="M:PaintDotNet.Direct2D1.DrawInfoExtensions.SetPixelShader``1(PaintDotNet.Direct2D1.IDrawInfo,PaintDotNet.Direct2D1.PixelOptions)">
<summary>
Set the shader instructions for this transform. The ShaderID used is typeof(TShader).GUID.
</summary>
</member>
<member name="M:PaintDotNet.Direct2D1.DrawingContext.BeginDrawNull">
<summary>
Creates a drawing context that doesn't actually draw anything.
</summary>
<remarks>
This is useful, for instance, for performing text or other measurements before allocating a properly sized bitmap.
</remarks>
</member>
<member name="M:PaintDotNet.Direct2D1.DrawingContext.BeginDrawNull(PaintDotNet.Direct2D1.IDirect2DFactory)">
<summary>
Creates a drawing context that doesn't actually draw anything.
</summary>
<remarks>
This is useful, for instance, for performing text or other measurements before allocating a properly sized bitmap.
</remarks>
</member>
<member name="M:PaintDotNet.Direct2D1.DrawingContext.Wrap(PaintDotNet.Direct2D1.IDeviceContext)">
<summary>
Instantiates the appropriate DrawingContext class for the given render target, but does not call BeginDraw.
</summary>
<remarks>
This is usually only used in advanced scenarios.
</remarks>
</member>
<member name="T:PaintDotNet.Direct2D1.Effects.AffineTransform2DEffect">
<summary>
The 2D affine transform effect applies a spatial transform to a image based on a 3x2 matrix
using the Direct2D matrix transform and any of six interpolation modes. You can use this
effect to rotate, scale, skew, or translate an image. Or, you can combine these operations.
Affine transfers preserve parallel lines and the ratio of distances between any three points
in an image.<br/>
<br/>
For more information, see <a href="https://docs.microsoft.com/en-us/windows/win32/direct2d/2d-affine-transform">2D affine transform effect</a>
</summary>
</member>
<member name="P:PaintDotNet.Direct2D1.Effects.AffineTransform2DEffect.Props.InterpolationMode">
<summary>
The interpolation mode used to scale the image.
The default value is <see cref="F:PaintDotNet.Direct2D1.AffineTransform2DInterpolationMode.Linear"/>
</summary>
</member>
<member name="P:PaintDotNet.Direct2D1.Effects.AffineTransform2DEffect.Props.BorderMode">
<summary>
The mode used to calculate the border of the image, soft or hard.
The default value is <see cref="F:PaintDotNet.Direct2D1.BorderMode.Soft"/>.
</summary>
</member>
<member name="P:PaintDotNet.Direct2D1.Effects.AffineTransform2DEffect.Props.TransformMatrix">
<summary>
The 3x2 matrix to transform the image. The default value is the identity transform.
</summary>
</member>
<member name="P:PaintDotNet.Direct2D1.Effects.AffineTransform2DEffect.Props.Sharpness">
<summary>
In the high quality cubic interpolation mode, the sharpness level of the scaling filter as a float between 0 and 1.<br/>
The values are unitless. You can use sharpness to adjust the quality of an image when you scale the image.<br/>
The sharpness factor affects the shape of the kernel. The higher the sharpness factor, the smaller the kernel.<br/>
The default value is 0.
</summary>
</member>
<member name="T:PaintDotNet.Direct2D1.Effects.AlphaMaskEffect">
<summary>
This effect applies an alpha mask to an image. It has two inputs, named Destination and Mask.
Color values in the Destination image are multiplied by the alpha channel of the Mask image.<br/>
<br/>
For more information, see <a href="https://docs.microsoft.com/en-us/windows/win32/direct2d/alpha-mask-effect">Alpha mask effect</a>
</summary>
</member>
<member name="T:PaintDotNet.Direct2D1.Effects.ArithmeticCompositeEffect">
<summary>
Use the arithmetic composite effect to combine 2 images using a weighted sum of pixels from the input images.<br/>
<br/>
For more information, see <a href="https://docs.microsoft.com/en-us/windows/win32/direct2d/arithmetic-composite">Arithmetic composite effect</a>
</summary>
</member>
<member name="P:PaintDotNet.Direct2D1.Effects.ArithmeticCompositeEffect.Props.Coefficients">
<summary>
The coefficients for the equation used to composite the two input images. The coefficients are unitless and unbounded.<br/>
The default value is <c>{ 1, 0, 0, 0 }</c>.
</summary>
</member>
<member name="P:PaintDotNet.Direct2D1.Effects.ArithmeticCompositeEffect.Props.ClampOutput">
<summary>
The effect clamps color values to between 0 and 1 before the effect passes the values to the next effect in the graph.
If you set this to true the effect will clamp the values. If you set this to false, the effect will not clamp the color
values, but other effects and the output surface may clamp the values if they are not of high enough precision.<br/>
The default value is false.
</summary>
</member>
<member name="T:PaintDotNet.Direct2D1.Effects.AtlasEffect">
<summary>
You can use this effect to output a portion of an image but retain the region outside of the
portion for use in subsequent operations. The atlas effect is useful if you want to load a
large image made up of many smaller images, such as various frames of a sprite.<br/>
<br/>
For more information, see <a href="https://docs.microsoft.com/en-us/windows/win32/direct2d/atlas">Atlas effect</a>
</summary>
</member>
<member name="P:PaintDotNet.Direct2D1.Effects.AtlasEffect.Props.InputRect">
<summary>
The portion of the image passed to the next effect.<br/>
The default value is <c>{ -float.Max, -float.Max, +float.Max, +float.Max }</c>
</summary>
</member>
<member name="P:PaintDotNet.Direct2D1.Effects.AtlasEffect.Props.InputPaddingRect">
<summary>
The maximum size sampled for the output rectangle.<br/>
The default value is <c>{ -float.Max, -float.Max, +float.Max, +float.Max }</c>
</summary>
</member>
<member name="T:PaintDotNet.Direct2D1.Effects.BitmapSourceEffect">
<summary>
Use the bitmap source effect to generate an <see cref="T:PaintDotNet.Direct2D1.IDeviceImage"/> from an <see cref="T:PaintDotNet.Imaging.IBitmapSource"/> for use
as an input in an effect graph. This effect performs scaling and rotation on the CPU. It can also optionally
generate a system memory mipmap, which can be a performance optimization for actively scaling very large images at
various reduced resolutions.<br/>
<br/>
For more information, see <a href="https://docs.microsoft.com/en-us/windows/win32/direct2d/bitmap-source">Bitmap Source effect</a>
</summary>
</member>
<member name="P:PaintDotNet.Direct2D1.Effects.BitmapSourceEffect.Props.BitmapSource">
<summary>
The <see cref="T:PaintDotNet.Imaging.IBitmapSource" /> containing the image data to be loaded.<br/>
The defalut value is <c>null</c>.
</summary>
</member>
<member name="P:PaintDotNet.Direct2D1.Effects.BitmapSourceEffect.Props.Scale">
<summary>
The scale amount in the X and Y direction. The effect multiplies the width by the X value and the height
by the Y value. This property is a Vector2Float defined as: (X scale, Y scale). The scale amounts are
float, unitless, and must be positive or 0.<br/>
The default value is <c>{ 1.0f, 1.0f }</c>.
</summary>
</member>
<member name="P:PaintDotNet.Direct2D1.Effects.BitmapSourceEffect.Props.InterpolationMode">
<summary>
The interpolation mode used to scale the image. If the mode disables the mipmap, then BitmapSourceEffect
will cache the image at the resolution determined by the Scale and EnableDpiCorrection properties.<br/>
The default value is <see cref="F:PaintDotNet.Direct2D1.BitmapSourceInterpolationMode.Linear"/>.
</summary>
</member>
<member name="P:PaintDotNet.Direct2D1.Effects.BitmapSourceEffect.Props.EnableDpiCorrection">
<summary>
If you set this to true, the effect will scale the input image to convert the DPI reported by
<see cref="T:PaintDotNet.Imaging.IBitmapSource"/> to the DPI of the device context. The effect uses the interpolation mode
you set with the <see cref="P:PaintDotNet.Direct2D1.Effects.BitmapSourceEffect.Props.InterpolationMode"/> property. If you set this to false, the effect uses
a DPI of 96.0 for the output image.<br/>
The default value is <c>false</c>.
</summary>
</member>
<member name="P:PaintDotNet.Direct2D1.Effects.BitmapSourceEffect.Props.AlphaMode">
<summary>
The alpha mode of the output.<br/>
The default value is <see cref="F:PaintDotNet.Direct2D1.BitmapSourceAlphaMode.Premultiplied"/>.
</summary>
</member>
<member name="P:PaintDotNet.Direct2D1.Effects.BitmapSourceEffect.Props.Orientation">
<summary>
A flip and/or rotation operation to be performed on the image.<br/>
The default value is <see cref="F:PaintDotNet.Direct2D1.BitmapSourceOrientation.Default"/>.
</summary>
</member>
<member name="T:PaintDotNet.Direct2D1.Effects.BlendEffect">
<summary>
Use the blend effect to combine 2 images. This effect has 26 blend modes.<br/>
<br/>
For more information, see <a href="https://docs.microsoft.com/en-us/windows/win32/direct2d/blend">Blend effect</a>
</summary>
</member>
<member name="P:PaintDotNet.Direct2D1.Effects.BlendEffect.Props.Mode">
<summary>
The blend mode used for the effect.
</summary>
</member>
<member name="T:PaintDotNet.Direct2D1.Effects.BorderEffect">
<summary>
Use the border effect to extend an image from the edges. You can use this effect to repeat the pixels
from the edges of the image, wrap the pixels from the opposite end of the image, or mirror the pixels
across the bitmap border to extend the bitmap region.<br/>
<br/>
For more information, see <a href="https://docs.microsoft.com/en-us/windows/win32/direct2d/border">Border effect</a>
</summary>
</member>
<member name="P:PaintDotNet.Direct2D1.Effects.BorderEffect.Props.EdgeModeX">
<summary>
The edge mode in the X direction for the effect. The default value is BorderEdgeMode.Clamp.
</summary>
</member>
<member name="P:PaintDotNet.Direct2D1.Effects.BorderEffect.Props.EdgeModeY">
<summary>
The edge mode in the Y direction for the effect. The default value is BorderEdgeMode.Clamp.
</summary>
</member>
<member name="T:PaintDotNet.Direct2D1.Effects.BrightnessEffect">
<summary>
Use the brightness effect to control the brightness of the image.<br/>
<br/>
For more information, see <a href="https://docs.microsoft.com/en-us/windows/win32/direct2d/brightness">Brightness effect</a>
</summary>
</member>
<member name="P:PaintDotNet.Direct2D1.Effects.BrightnessEffect.Props.WhitePoint">
<summary>
The upper portion of the brightness transfer curve. The white point adjusts the appearance of the brighter
portions of the image. This property is for both the x value and the y value, in that order. Each of the
values of this property are between 0 and 1, inclusive.
The default value is { 1.0f, 1.0f }.
</summary>
</member>
<member name="P:PaintDotNet.Direct2D1.Effects.BrightnessEffect.Props.BlackPoint">
<summary>
The lower portion of the brightness transfer curve. The black point adjusts the appearance of the darker
portions of the image. This property is for both the x value and the y value, in that order. Each of the
values of this property are between 0 and 1, inclusive.
The default value is { 0.0f, 0.0f }.
</summary>
</member>
<member name="T:PaintDotNet.Direct2D1.Effects.ChromaKeyEffect">
<summary>
Converts a given color plus or minus a tolerance to alpha. For example, chroma-key can remove the
background of an image for a green-screen overlay effect.<br/>
<br/>
For more information, see <a href="https://docs.microsoft.com/en-us/windows/win32/direct2d/chromakey-effect">Chroma-key effect</a>
</summary>
</member>
<member name="P:PaintDotNet.Direct2D1.Effects.ChromaKeyEffect.Props.Color">
<summary>
This property indicates the color that should be converted to alpha. The default color is black.
</summary>
</member>
<member name="P:PaintDotNet.Direct2D1.Effects.ChromaKeyEffect.Props.Tolerance">
<summary>
This property is a float value indicating the tolerance for matching the color specified in the
Color property. The range is [ 0.0f, 1.0f ] and the default value is 0.1f.
</summary>
</member>
<member name="P:PaintDotNet.Direct2D1.Effects.ChromaKeyEffect.Props.InvertAlpha">
<summary>
A boolean value indicating whether the alpha values should be inverted. The default value is false.
</summary>
</member>
<member name="P:PaintDotNet.Direct2D1.Effects.ChromaKeyEffect.Props.Feather">
<summary>
A boolean value specifying whether the edges of the output should be softened in the alpha channel.
When set to false, the alpha output by the effect is 1-bit: either fully opaque or fully transparent.
Setting to true results in a softening of edges in the alpha channel of the Chroma Key output.
The default value is false.
</summary>
</member>
<member name="T:PaintDotNet.Direct2D1.Effects.ColorManagementEffect">
<summary>
Use the color management effect to transform an image from one ICC (International Color Consortium)
color profile to another. The effect transforms the image according to the ICC specification.<br/>
<br/>
For more information, see <a href="https://docs.microsoft.com/en-us/windows/win32/direct2d/color-management">Color management effect</a>
</summary>
</member>
<member name="P:PaintDotNet.Direct2D1.Effects.ColorManagementEffect.Props.SourceColorContext">
<summary>
The source color space information. The default value is null.
</summary>
</member>
<member name="P:PaintDotNet.Direct2D1.Effects.ColorManagementEffect.Props.SourceRenderingIntent">
<summary>
Which ICC rendering intent to use. The default value is ColorManagementRenderingIntent.Perceptual.
</summary>
</member>
<member name="P:PaintDotNet.Direct2D1.Effects.ColorManagementEffect.Props.DestinationColorContext">
<summary>
The destination color space information. The default value is null.
</summary>
</member>
<member name="P:PaintDotNet.Direct2D1.Effects.ColorManagementEffect.Props.DestinationRenderingIntent">
<summary>
Which ICC rendering intent to use. The default value is ColorManagementRenderingIntent.Perceptual.
</summary>
</member>
<member name="P:PaintDotNet.Direct2D1.Effects.ColorManagementEffect.Props.AlphaMode">
<summary>
How to interpret alpha data that is contained in the input image.
The default value is ColorManagementAlphaMode.Premultiplied.
</summary>
</member>
<member name="P:PaintDotNet.Direct2D1.Effects.ColorManagementEffect.Props.Quality">
<summary>
The quality level of the transform. The default value is ColorManagementQuality.Best.
</summary>
<remarks>
<b>NOTE:</b> When using this class, the default value of this property is <see cref="F:PaintDotNet.Direct2D1.ColorManagementQuality.Best"/>,
not <see cref="F:PaintDotNet.Direct2D1.ColorManagementQuality.Normal"/> as documented by Direct2D. If you create this effect using
<see cref="M:PaintDotNet.Direct2D1.IDeviceEffectFactory.CreateEffect(PaintDotNet.Direct2D1.DeviceEffectID@)"/>, the default value will be
<see cref="F:PaintDotNet.Direct2D1.ColorManagementQuality.Normal"/>.
</remarks>
</member>
<member name="T:PaintDotNet.Direct2D1.Effects.ColorMatrixEffect">
<summary>
Use the color matrix effect to alter the RGBA values of a bitmap.<br/>
<br/>
You can use this effect to:<br/>
<list type="bullet">
<item>Remove a color channel from an image.</item>
<item>Reduce the color in an image.</item>
<item>Swap color channels.</item>
<item>Combine color channels.</item>
</list>
<br/>
Many built-in effects are specializations of color matrix that are optimized for the intended use of the effects. Examples include saturation, hue rotate, sepia, and temperature and tint.<br/>
<br/>
For more information, see <a href="https://docs.microsoft.com/en-us/windows/win32/direct2d/color-matrix">Color matrix effect</a>.
</summary>
</member>
<member name="P:PaintDotNet.Direct2D1.Effects.ColorMatrixEffect.Props.ColorMatrix">
<summary>
A 5x4 matrix of float values. The elements in the matrix are not bounded and are unitless.
The default value is the identity matrix.
</summary>
</member>
<member name="P:PaintDotNet.Direct2D1.Effects.ColorMatrixEffect.Props.AlphaMode">
<summary>
The alpha mode of the output. The default value is ColorMatrixAlphaMode.Premultiplied.
</summary>
</member>
<member name="P:PaintDotNet.Direct2D1.Effects.ColorMatrixEffect.Props.ClampOutput">
<summary>
Whether the effect clamps color values to between 0 and 1 before the effect passes the values to the
next effect in the graph. The effect clamps the values before it premultiplies the alpha.
If you set this to true the effect will clamp the values. If you set this to false, the effect will
not clamp the color values, but other effects and the output surface may clamp the values if they are
not of high enough precision.
The default value is false.
</summary>
</member>
<member name="T:PaintDotNet.Direct2D1.Effects.CompositeEffect">
<summary>
Use the composite effect to combine 2 or more images. This effect has 13 different composite modes.
The composite effect accepts 2 or more inputs. When you specify 2 images, destination is the first
input (index 0) and the source is the second input (index 1). If you specify more than 2 inputs the
images are composited starting with the first input and the second and so on.<br/>
<br/>
This effect implements all of the modes using the blending unit of the graphics processing unit (GPU).<br/>
<br/>
For more information, see <a href="https://docs.microsoft.com/en-us/windows/win32/direct2d/composite">Composite effect</a>
</summary>
</member>
<member name="P:PaintDotNet.Direct2D1.Effects.CompositeEffect.Props.Mode">
<summary>
The compositing mode used for the effect.
</summary>
</member>
<member name="T:PaintDotNet.Direct2D1.Effects.ContrastEffect">
<summary>
Increases or decreases the contrast of an image.<br/>
<br/>
The contrast function modifies each color channel value using two piecewise quadratic polynomials that
meet with slope continuity at the point (0.5, 0.5).<br/>
<br/>
For more information, see <a href="https://docs.microsoft.com/en-us/windows/win32/direct2d/contrast-effect">Contrast effect</a>
</summary>
</member>
<member name="P:PaintDotNet.Direct2D1.Effects.ContrastEffect.Props.Contrast">
<summary>
Specifies the amount by which to adjust the contrast of the image. Negative values reduce
contrast, while positive values increase contrast.
The range of this value is [ -1.0f, +1.0f ], and the default value is 0.0f.
</summary>
</member>
<member name="P:PaintDotNet.Direct2D1.Effects.ContrastEffect.Props.ClampInput">
<summary>
Indicates whether or not to clamp the input to [0.0, 1.0]. The default value is false.
</summary>
</member>
<member name="T:PaintDotNet.Direct2D1.Effects.ConvolveMatrixEffect">
<summary>
Use the convolve matrix effect to apply an arbitrary 2D kernel to an image. You can use this effect to
blur, detect edges, emboss, or sharpen an image.<br/>
<br/>
For more information, see <a href="https://docs.microsoft.com/en-us/windows/win32/direct2d/convolve-matrix">Convolve matrix effect</a>
</summary>
</member>
<member name="P:PaintDotNet.Direct2D1.Effects.ConvolveMatrixEffect.Props.KernelUnitLength">
<summary>
The size of one unit in the kernel. The units are in (DIPs/kernel unit), where a kernel unit is
the size of the element in the convolution kernel. A value of 1 (DIP/kernel unit) corresponds
to one pixel in a image at 96 DPI. The default value is 1.
</summary>
</member>
<member name="P:PaintDotNet.Direct2D1.Effects.ConvolveMatrixEffect.Props.ScaleMode">
<summary>
The interpolation mode the effect uses to scale the image to the corresponding kernel unit length.
There are six scale modes that range in quality and speed. The default value is
ConvolveMatrixScaleMode.Linear.
</summary>
</member>
<member name="P:PaintDotNet.Direct2D1.Effects.ConvolveMatrixEffect.Props.KernelSizeX">
<summary>
The width of the kernel matrix. The units are specified in kernel units. The default value is 3.
</summary>
</member>
<member name="P:PaintDotNet.Direct2D1.Effects.ConvolveMatrixEffect.Props.KernelSizeY">
<summary>
The height of the kernel matrix. The units are specified in kernel units. The default value is 3.
</summary>
</member>
<member name="P:PaintDotNet.Direct2D1.Effects.ConvolveMatrixEffect.Props.KernelMatrix">
<summary>
The kernel matrix to be applied to the image. The kernel elements aren't bounded and are specified as floats.
The first set of KernelSizeX numbers in the FLOAT[] corresponds to the first row in the kernel. The second
set of KernelSizeX numbers correspond to the second row, and so on up to KernelSizeY rows.
The default value is { 0, 0, 0, 0, 1, 0, 0, 0, 0 }.
</summary>
</member>
<member name="P:PaintDotNet.Direct2D1.Effects.ConvolveMatrixEffect.Props.Divisor">
<summary>
The kernel matrix is applied to a pixel and then the result is divided by this value. 0 behaves as a value
of float epsilon. The default value is 1.
</summary>
</member>
<member name="P:PaintDotNet.Direct2D1.Effects.ConvolveMatrixEffect.Props.Bias">
<summary>
The effect applies the kernel matrix, the divisor, and then the bias is added to the result. The bias is
unbounded and unitless. The default value is 0.
</summary>
</member>
<member name="P:PaintDotNet.Direct2D1.Effects.ConvolveMatrixEffect.Props.KernelOffset">
<summary>
Shifts the convolution kernel from a centered position on the output pixel to a position you specify
left/right and up/down. The offset is defined in kernel units. With some offsets and kernel sizes, the
convolution kernel's samples won't land on a pixel image center. The pixel values for the kernel sample
are computed by bilinear interpolation.
The default values is { 0, 0 }.
</summary>
</member>
<member name="P:PaintDotNet.Direct2D1.Effects.ConvolveMatrixEffect.Props.PreserveAlpha">
<summary>
Specifies whether the convolution kernel is applied to the alpha channel or only the color channels.
If you set this to true, the convolution kernel is applied only to the color channels.
If you set this to false, the convolution kernel is applied to all channels.
The default value is false.
</summary>
</member>
<member name="P:PaintDotNet.Direct2D1.Effects.ConvolveMatrixEffect.Props.BorderMode">
<summary>
The mode used to calculate the border of the image, soft or hard. The default value is BorderMode.Soft.<br/>
If set to BorderMode.Soft, the effect pads the input image with transparent black pixels for samples
outside of the input bounds when it applies the convolution kernel. This creates a soft edge for the
image, and in the process expands the output bitmap by the size of the kernel.<br/>
If set to BorderMode.Hard, the effect extends the input image with a mirror-type border transform for samples
outside of the input bounds. The size of the output bitmap is equal to the size of the input bitmap.
</summary>
</member>
<member name="P:PaintDotNet.Direct2D1.Effects.ConvolveMatrixEffect.Props.ClampOutput">
<summary>
Whether the effect clamps color values to between 0 and 1 before the effect passes the values to the next
effect in the graph. The effect clamps the values before it premultiplies the alpha.
If you set this to true, the effect will clamp the values.
If you set this to false, the effect will not clamp the color values, but other effects and the output
surface may clamp the values if they are not of high enough precision.
The default value is false.
</summary>
</member>
<member name="M:PaintDotNet.Direct2D1.Effects.ConvolveMatrixEffect.Props.SetKernelMatrixAndSize(System.Collections.Generic.IReadOnlyList{System.Collections.Generic.IReadOnlyList{System.Single}})">
<summary>
A helper method that sets the KernelMatrix, KernelY, and KernelX properties.
</summary>
</member>
<member name="M:PaintDotNet.Direct2D1.Effects.ConvolveMatrixEffect.Props.SetKernelMatrixAndSize(System.Single[0:,0:])">
<summary>
A helper method that sets the KernelMatrix, KernelY, and KernelX properties.
</summary>
</member>
<member name="T:PaintDotNet.Direct2D1.Effects.CropEffect">
<summary>
Use the crop effect to output a specified region of an image.<br/>
<br/>
For more information, see <a href="https://docs.microsoft.com/en-us/windows/win32/direct2d/crop">Crop effect</a>
</summary>
<remarks>
This effect cannot be used to expand the size of an image. To expand the size of an image, use BorderEffect2
with an EdgeMode of Transparent and then apply the CropEffect to that.
</remarks>
</member>
<member name="P:PaintDotNet.Direct2D1.Effects.CropEffect.Props.Rect">
<summary>
The region to be cropped. The default value is { -float.Max, -float.Max, +float.Max, +float.Max },
which results in no cropping.
</summary>
</member>
<member name="P:PaintDotNet.Direct2D1.Effects.CropEffect.Props.BorderMode">
<summary>
Specifies how the border of the cropped region is treated.<br/>
BorderMode.Soft will apply antialiasing if the crop rectangle falls on fractional pixel coordinates.<br/>
BorderMode.Hard will result in clamping and a hard edge.<br/>
The default value is <see cref="F:PaintDotNet.Direct2D1.BorderMode.Soft"/>.
</summary>
</member>
<member name="T:PaintDotNet.Direct2D1.Effects.CrossFadeEffect">
<summary>
This effect combines two images by adding weighted pixels from the input images.<br/>
<br/>
It has two inputs, named Destination and Source.<br/>
<br/>
The cross fade formula is: <code>Output = SourceWeight * Source + (1 - SourceWeight) * Destination</code><br/>
<br/>
For more information, see <a href="https://docs.microsoft.com/en-us/windows/win32/direct2d/cross-fade-effect">Cross-fade effect</a>.<br/>
<br/>
Please note that Direct2D's Weight property is reversed from what is implemented here; put another
way, the inputs have been renamed from Destination and Source to Source and Destination. This results
in a more natural mapping for the SourceWeight property.<br/>
<br/>
You can use the Direct2D meanings for the inputs and properties by creating the effect manually
with IDeviceContext.CreateEffect(DeviceEffectIDs.CrossFade), and then using SetValue(CrossFadeProperty.Weight)
to set the Weight property.
</summary>
</member>
<member name="P:PaintDotNet.Direct2D1.Effects.CrossFadeEffect.Props.SourceWeight">
<summary>
How much to weigh the source image color values versus the destination image. The minimum value
is 0.0f (exclusively use Destination to determine the output) and the maximum value is 1.0f
(exclusively use Source to determine the output).<br/>
The default value is 0.5f.
</summary>
</member>
<member name="M:PaintDotNet.Direct2D1.Effects.CustomEffectImpl.OnInitialize">
<summary>
The effect can use this method to do one time initialization tasks.<br/>
This method is called when the effect is created, immediately after the constructor.<br/>
For more information, see <a href="https://docs.microsoft.com/en-us/windows/win32/api/d2d1effectauthor/nf-d2d1effectauthor-id2d1effectimpl-initialize">ID2D1EffectImpl::Initialize</a>
</summary>
<remarks>
The IDeviceEffectContext and ITransformGraph objects are available via the EffectContext and TransformGraph properties.
</remarks>
</member>
<member name="M:PaintDotNet.Direct2D1.Effects.CustomEffectImpl.OnPrepareForRender(PaintDotNet.Direct2D1.ChangeType)">
<summary>
Prepares an effect for the rendering process.<br/>
For more information, see <a href="https://docs.microsoft.com/en-us/windows/win32/api/d2d1effectauthor/nf-d2d1effectauthor-id2d1effectimpl-prepareforrender">ID2D1Effect::PrepareForRender</a>
</summary>
<remarks>
This method is called by the renderer when the effect is within an effect graph that is drawn.
The method will be called:
* If the effect has been initialized but has not previously been drawn.
* If an effect property has been set since the last draw call.
* If the context state has changed since the effect was last drawn.
The method will not otherwise be called. The transforms created by the effect will be called to handle their input
and output rectangles for every draw call.
Most effects defer creating any resources or specifying a topology until this call is made.They store their properties
and map them to a concrete set of rendering techniques when first drawn.
</remarks>
</member>
<member name="M:PaintDotNet.Direct2D1.Effects.CustomEffectImpl.OnSetGraph">
<summary>
The renderer calls this method to provide the effect implementation with a way to specify its transform graph and
transform graph changes.<br/>
For more information, see <a href="https://docs.microsoft.com/en-us/windows/win32/api/d2d1effectauthor/nf-d2d1effectauthor-id2d1effectimpl-setgraph">ID2D1EffectImpl::SetGraph</a>
</summary>
<remarks>
The ITransformGraph object is available via the TransformGraph property.
The renderer calls this method when:
* When the effect is first initialized.
* If the number of inputs to the effect changes.
</remarks>
</member>
<member name="T:PaintDotNet.Direct2D1.Effects.CustomEffectPropertyStorage">
<summary>
This is a special "fake enough" implementation of IProperties that is only for used by
an ICustomEffectImpl implementation. This permits a single way of defining and accessing
properties across effect registration, implementation, and consumption. Most operations are
not supported. This class cannot be passed to native code, as there is no CCW for
ID2D1Properties, and Direct2D only calls into our ID2D1EffectImpl anyway.
</summary>
</member>
<member name="T:PaintDotNet.Direct2D1.Effects.CustomEffect`1">
<summary>
The base class for implementing a custom effect in Direct2D. The custom effects system in PaintDotNet.Direct2D1
handles many things automatically, such as just-in-time registration and auto-generation of the registration XML.
</summary>
<typeparam name="TProperties">The properties class. It is recommended to use a sealed, nested class named Props.</typeparam>
</member>
<member name="P:PaintDotNet.Direct2D1.Effects.DeviceEffectProperties.ClassID">
<summary>
Implemented by the derived class to specify the effect's class ID (CLSID) when registering and creating
the effect and for binding to an IDeviceEffectProperties.<br/>
Note that this is different than the <see cref="P:PaintDotNet.Direct2D1.Effects.DeviceEffectProperties.ID"/> property accessor, which queries the
<see cref="T:PaintDotNet.Direct2D1.IDeviceEffectProperties"/> for the actual runtime effect class ID.<br/>
Overriding this property is only necessary in advanced scenarios, such as when wrapping an existing
effect (e.g. built-in Direct2D effects), or when working with CustomEffects that have their own
generic type arguments (e.g. PixelShaderEffect).
</summary>
</member>
<member name="P:PaintDotNet.Direct2D1.Effects.DeviceEffectProperties.ID">
<summary>
<inheritdoc cref="F:PaintDotNet.Direct2D1.DeviceEffectProperty.ClassID"/>
</summary>
</member>
<member name="P:PaintDotNet.Direct2D1.Effects.DeviceEffectProperties.DisplayName">
<summary>
<inheritdoc cref="F:PaintDotNet.Direct2D1.DeviceEffectProperty.DisplayName"/>
</summary>
</member>
<member name="P:PaintDotNet.Direct2D1.Effects.DeviceEffectProperties.Author">
<summary>
<inheritdoc cref="F:PaintDotNet.Direct2D1.DeviceEffectProperty.Author"/>
</summary>
</member>
<member name="P:PaintDotNet.Direct2D1.Effects.DeviceEffectProperties.Category">
<summary>
<inheritdoc cref="F:PaintDotNet.Direct2D1.DeviceEffectProperty.Category"/>
</summary>
</member>
<member name="P:PaintDotNet.Direct2D1.Effects.DeviceEffectProperties.Description">
<summary>
<inheritdoc cref="F:PaintDotNet.Direct2D1.DeviceEffectProperty.Description"/>
</summary>
</member>
<member name="P:PaintDotNet.Direct2D1.Effects.DeviceEffectProperties.Cached">
<summary>
<inheritdoc cref="F:PaintDotNet.Direct2D1.DeviceEffectProperty.Cached"/><br/>
The default value is <c>false</c>.
</summary>
<remarks>
Setting this to <c>true</c> may or may not improve performance, and will likely increase
GPU memory use (sometimes substantially). It can be used to workaround some bugs in Direct2D's
built-in effects library, such as when using <see cref="T:PaintDotNet.Direct2D1.Effects.ScaleEffect"/> with a clipping rect.
It can also sometimes be used to fix a <see cref="T:PaintDotNet.Direct2D1.IntermediateTooLargeException"/> in certain
types of effect graphs, such as when chaining transforms (e.g. <see cref="T:PaintDotNet.Direct2D1.Effects.ScaleEffect"/>,
<see cref="T:PaintDotNet.Direct2D1.Effects.AffineTransform2DEffect"/>, <see cref="T:PaintDotNet.Direct2D1.Effects.PerspectiveTransform3DEffect"/>,
<see cref="T:PaintDotNet.Direct2D1.Effects.Transform3DEffect"/>).
</remarks>
</member>
<member name="P:PaintDotNet.Direct2D1.Effects.DeviceEffectProperties.Precision">
<summary>
<inheritdoc cref="F:PaintDotNet.Direct2D1.DeviceEffectProperty.Precision"/><br/>
The default value is <see cref="F:PaintDotNet.Direct2D1.BufferPrecision.Unknown"/>, which permits Direct2D to
automatically select the precision based on the inputs or other ambient information.
See
<a href="https://learn.microsoft.com/en-us/windows/win32/direct2d/precision-and-clipping-in-effect-graphs">Precision and numerical clipping in effect graphs</a>
for more information.
</summary>
</member>
<member name="P:PaintDotNet.Direct2D1.Effects.DeviceEffectProperties.MinInputCount">
<summary>
<inheritdoc cref="F:PaintDotNet.Direct2D1.DeviceEffectProperty.MinInputs"/>
</summary>
</member>
<member name="P:PaintDotNet.Direct2D1.Effects.DeviceEffectProperties.MaxInputCount">
<summary>
<inheritdoc cref="F:PaintDotNet.Direct2D1.DeviceEffectProperty.MaxInputs"/>
</summary>
</member>
<member name="T:PaintDotNet.Direct2D1.Effects.DirectionalBlurEffect">
<summary>
The directional blur effect is similar to Gaussian blur, except you can skew the blur in a particular
direction. You can use this effect to make an image look as if it is in motion or to emphasize an
animated image.<br/>
<br/>
For more information, see <a href="https://docs.microsoft.com/en-us/windows/win32/direct2d/directional-blur">Directional blur effect</a>
</summary>
</member>
<member name="P:PaintDotNet.Direct2D1.Effects.DirectionalBlurEffect.Props.StandardDeviation">
<summary>
The amount of blur to be applied to the image. You can compute the blur radius of the kernel by
multiplying the standard deviation by 3. The units of both the standard deviation and blur
radius are DIPs. A value of 0 DIPs disables this effect.
The default value is 3.0f.
</summary>
</member>
<member name="P:PaintDotNet.Direct2D1.Effects.DirectionalBlurEffect.Props.Angle">
<summary>
The angle of the blur relative to the x-axis, in the counterclockwise direction. The units are
specified in degrees. The blur kernel is first generated using the same process as for the Gaussian
blur effect. The kernel values are then transformed according to the blur angle.
The default value is 0.0f.
</summary>
</member>
<member name="P:PaintDotNet.Direct2D1.Effects.DirectionalBlurEffect.Props.Optimization">
<summary>
The optimization mode. The default value is DirectionalBlurOptimization.Quality.
</summary>
<remarks>
<b>NOTE:</b> When using this class, the default value of this property is <see cref="F:PaintDotNet.Direct2D1.DirectionalBlurOptimization.Quality"/>,
not <see cref="F:PaintDotNet.Direct2D1.DirectionalBlurOptimization.Balanced"/> as documented by Direct2D. If you create
this effect using <see cref="M:PaintDotNet.Direct2D1.IDeviceEffectFactory.CreateEffect(PaintDotNet.Direct2D1.DeviceEffectID@)"/>, the default
value will be <see cref="F:PaintDotNet.Direct2D1.DirectionalBlurOptimization.Balanced"/>.
</remarks>
</member>
<member name="P:PaintDotNet.Direct2D1.Effects.DirectionalBlurEffect.Props.BorderMode">
<summary>
The mode used to calculate the border of the image, soft or hard.
When set to BorderMode.Soft, the effect pads the image with transparent black pixels as it applies
the blur kernel, resulting in a soft edge.
When set to BorderMode.Hard, the effect clamps the output to the size of the input image. When the
effect applies the blur kernel, it extends the input image with a mirror-type border transform for
samples outside of the input bounds.
The default value is BorderMode.Soft.
</summary>
</member>
<member name="T:PaintDotNet.Direct2D1.Effects.DiscreteTransferEffect">
<summary>
Use the discrete transfer effect to map the color intensities of an image using a step transfer function
created from a list of values you provide.<br/>
<br/>
For more information, see <a href="https://docs.microsoft.com/en-us/windows/win32/direct2d/discrete-transfer">Discrete transfer effect</a>
</summary>
</member>
<member name="P:PaintDotNet.Direct2D1.Effects.DiscreteTransferEffect.Props.RedTable">
<summary>
The list of values used to define the transfer function for the Red channel.
The default values are { 0, 1 }.
</summary>
</member>
<member name="P:PaintDotNet.Direct2D1.Effects.DiscreteTransferEffect.Props.RedDisable">
<summary>
If you set this to true the effect does not apply the transfer function to the Red channel. If you set
this to false the effect applies the RedDiscreteTransfer function to the Red channel.
The default value is false.
</summary>
</member>
<member name="P:PaintDotNet.Direct2D1.Effects.DiscreteTransferEffect.Props.GreenTable">
<summary>
The list of values that define the transfer function for the Green channel.
The default values are { 0, 1 }.
</summary>
</member>
<member name="P:PaintDotNet.Direct2D1.Effects.DiscreteTransferEffect.Props.GreenDisable">
<summary>
If you set this to true the effect does not apply the transfer function to the Green channel. If you set
this to false the effect applies the GreenDiscreteTransfer function to the Green channel.
The default value is false.
</summary>
</member>
<member name="P:PaintDotNet.Direct2D1.Effects.DiscreteTransferEffect.Props.BlueTable">
<summary>
The list of values that define the transfer function for the Blue channel.
The default values are { 0, 1 }.
</summary>
</member>
<member name="P:PaintDotNet.Direct2D1.Effects.DiscreteTransferEffect.Props.BlueDisable">
<summary>
If you set this to true the effect does not apply the transfer function to the Blue channel. If you set
this to false the effect applies the BlueDiscreteTransfer function to the Blue channel.
The default value is false.
</summary>
</member>
<member name="P:PaintDotNet.Direct2D1.Effects.DiscreteTransferEffect.Props.AlphaTable">
<summary>
The list of values that define the transfer function for the Alpha channel.
The default values are { 0, 1 }.
</summary>
</member>
<member name="P:PaintDotNet.Direct2D1.Effects.DiscreteTransferEffect.Props.AlphaDisable">
<summary>
If you set this to true the effect does not apply the transfer function to the Alpha channel. If you set
this to false the effect applies the AlphaDiscreteTransfer function to the Alpha channel.
The default value is false.
</summary>
</member>
<member name="P:PaintDotNet.Direct2D1.Effects.DiscreteTransferEffect.Props.ClampOutput">
<summary>
Whether the effect clamps color values to between 0 and 1 before the effect passes the values to the next
effect in the graph. The effect clamps the values before it premultiplies the alpha.
If you set this to true the effect will clamp the values.
If you set this to false, the effect will not clamp the color values, but other effects and the output
surface may clamp the values if they are not of high enough precision.
The default value is false.
</summary>
</member>
<member name="T:PaintDotNet.Direct2D1.Effects.DisplacementMapEffect">
<summary>
Use the displacement map effect to displace the pixels of the input image by the intensity values of a
second input image.<br/>
<br/>
For more information, see <a href="https://docs.microsoft.com/en-us/windows/win32/direct2d/displacement-map">Displacement map effect</a>
</summary>
</member>
<member name="P:PaintDotNet.Direct2D1.Effects.DisplacementMapEffect.Props.Scale">
<summary>
Multiplies the intensity of the selected channel from the displacement image. The higher you set
this property, the more the effect displaces the pixels.
The default value is 0.
</summary>
</member>
<member name="P:PaintDotNet.Direct2D1.Effects.DisplacementMapEffect.Props.XChannelSelect">
<summary>
The effect extracts the intensity from this color channel and uses it to spatially displace the image in the X direction.
The default value is ChannelSelector.A.
</summary>
</member>
<member name="P:PaintDotNet.Direct2D1.Effects.DisplacementMapEffect.Props.YChannelSelect">
<summary>
The effect extracts the intensity from this color channel and uses it to spatially displace the image in the Y direction.
The default value is ChannelSelector.A.
</summary>
</member>
<member name="T:PaintDotNet.Direct2D1.Effects.DistantDiffuseEffect">
<summary>
Use the distant-diffuse lighting effect to create an image that appears to be a non-reflective surface with where
the light source appears to be coming from a long distance (like the sun or overhead lights) and the light is
scattered in all directions. This effect uses the alpha channel as a height map and lights the image with a distant
light source.<br/>
<br/>
The color of the output bitmap is a result of light color, light position, and the surface geometry of the image.
The alpha channel output for each pixel with diffuse lighting is always 1.0.<br/>
<br/>
For more information, see <a href="https://docs.microsoft.com/en-us/windows/win32/direct2d/distant-diffuse">Distant-diffuse lighting effect</a>
</summary>
</member>
<member name="P:PaintDotNet.Direct2D1.Effects.DistantDiffuseEffect.Props.Azimuth">
<summary>
The direction angle of the light source in the XY plane relative to the X-axis in the counter clock wise
direction. The units are in degrees and must be between 0 and 360 degrees.
The default value is 0.
</summary>
</member>
<member name="P:PaintDotNet.Direct2D1.Effects.DistantDiffuseEffect.Props.Elevation">
<summary>
The direction angle of the light source in the YZ plane relative to the Y-axis in the counter clock wise
direction. The units are in degrees and must be between 0 and 360 degrees.
The default value is 0.
</summary>
</member>
<member name="P:PaintDotNet.Direct2D1.Effects.DistantDiffuseEffect.Props.DiffuseConstant">
<summary>
The ratio of diffuse reflection to amount of incoming light. This property must be between 0 and 10,000
and is unitless.
The default value is 1.
</summary>
</member>
<member name="P:PaintDotNet.Direct2D1.Effects.DistantDiffuseEffect.Props.SurfaceScale">
<summary>
The scale factor in the Z direction. The surface scale is unitless and must be between 0 and 10,000.
The default value is 1.
</summary>
</member>
<member name="P:PaintDotNet.Direct2D1.Effects.DistantDiffuseEffect.Props.Color">
<summary>
The color of the incoming light. This property is exposed as a D2D1_VECTOR_3F (R, G, B) and used to compute
L[r], L[g], L[b].
The default value is { 1, 1, 1 }.
</summary>
</member>
<member name="P:PaintDotNet.Direct2D1.Effects.DistantDiffuseEffect.Props.KernelUnitLength">
<summary>
The size of an element in the Sobel kernel used to generate the surface normal in the X and Y direction.
This property maps to the dx and dy values in the Sobel gradient. This property is a Vector2Float (Kernel
Unit Length X, Kernel Unit Length Y) and is defined in (device-independent pixels (DIPs)/Kernel Unit). The
effect uses bilinear interpolation to scale the bitmap to match size of kernel elements.
</summary>
</member>
<member name="P:PaintDotNet.Direct2D1.Effects.DistantDiffuseEffect.Props.ScaleMode">
<summary>
The interpolation mode the effect uses to scale the image to the corresponding kernel unit length. There
are six scale modes that range in quality and speed.
The default value is DistantDiffuseScaleMode.Linear.
</summary>
</member>
<member name="T:PaintDotNet.Direct2D1.Effects.DistantSpecularEffect">
<summary>
Use the distant-specular lighting effect to create an image that appears to be a reflective surface
where the light source appears to be coming from a long distance (like the sun or overhead lights).
This effect uses the alpha channel as a height map and lights the image with a distant light source.
The color of the output bitmap is a result of light color, light position, and the surface geometry.
The alpha channel output for each pixel with specular lighting is the maximum of the red, green, and
blue channel outputs for that pixel.<br/>
<br/>
For more information, see <a href="https://docs.microsoft.com/en-us/windows/win32/direct2d/distant-specular">Distant-specular lighting effect</a>
</summary>
</member>
<member name="P:PaintDotNet.Direct2D1.Effects.DistantSpecularEffect.Props.Azimuth">
<summary>
The direction angle of the light source in the XY plane relative to the X-axis in the counter
clock wise direction. The units are in degrees and must be between 0 and 360 degrees.
The default value is 0.
</summary>
</member>
<member name="P:PaintDotNet.Direct2D1.Effects.DistantSpecularEffect.Props.Elevation">
<summary>
The direction angle of the light source in the YZ plane relative to the Y-axis in the counter
clock wise direction. The units are in degrees and must be between 0 and 360 degrees.
The default value is 0.
</summary>
</member>
<member name="P:PaintDotNet.Direct2D1.Effects.DistantSpecularEffect.Props.SpecularExponent">
<summary>
The exponent for the specular term in the Phong lighting equation. A larger value corresponds
to a more reflective surface. The value is unitless and must be between 1.0 and 128.
The default value is 1.
</summary>
</member>
<member name="P:PaintDotNet.Direct2D1.Effects.DistantSpecularEffect.Props.SpecularConstant">
<summary>
The ratio of specular reflection to the incoming light. The value is unitless and must be between
0 and 10,000.
The default value is 1.
</summary>
</member>
<member name="P:PaintDotNet.Direct2D1.Effects.DistantSpecularEffect.Props.SurfaceScale">
<summary>
The scale factor in the Z direction. The value is unitless and must be between 0 and 10,000.
The default value is 1.
</summary>
</member>
<member name="P:PaintDotNet.Direct2D1.Effects.DistantSpecularEffect.Props.Color">
<summary>
The color of the incoming light. The default value is { 1, 1, 1 } (white).
</summary>
</member>
<member name="P:PaintDotNet.Direct2D1.Effects.DistantSpecularEffect.Props.KernelUnitLength">
<summary>
The size of an element in the Sobel kernel used to generate the surface normal in the X and Y
direction. This property is a Vector2Float (Kernel Unit Length X, Kernel Unit Length Y) and is
defined in (device-independent pixels (DIPs)/Kernel Unit). The effect uses bilinear interpolation
to scale the bitmap to match size of kernel elements.
The default value is { 1, 1 }.
</summary>
</member>
<member name="P:PaintDotNet.Direct2D1.Effects.DistantSpecularEffect.Props.ScaleMode">
<summary>
The interpolation mode the effect uses to scale the image to the corresponding kernel unit length.
There are six scale modes that range in quality and speed.
The default value is DistantSpecularScaleMode.Linear.
</summary>
</member>
<member name="T:PaintDotNet.Direct2D1.Effects.DpiCompensationEffect">
<summary>
Use the DPI compensation effect to automatically adjust an input bitmap to match the DPI of the context.
This is useful for situations where a bitmap is created or loaded at a different DPI than the screen.<br/>
<br/>
For more information, see <a href="https://docs.microsoft.com/en-us/windows/win32/direct2d/dpi-compensation">DPI compensation effect</a>
</summary>
</member>
<member name="P:PaintDotNet.Direct2D1.Effects.DpiCompensationEffect.Props.InterpolationMode">
<summary>
The interpolation mode the effect uses to scale the image.
The default value is DpiCompensationInterpolationMode.Linear.
</summary>
</member>
<member name="P:PaintDotNet.Direct2D1.Effects.DpiCompensationEffect.Props.BorderMode">
<summary>
The mode used to calculate the border of the image, soft or hard.
When set to BorderMode.Soft, pixels outside of the input boundaries are generated by the mirror
boder effect.
When set to BorderMode.Hard, pixels outside of the input boundaries are transparent black.
</summary>
</member>
<member name="P:PaintDotNet.Direct2D1.Effects.DpiCompensationEffect.Props.InputDpi">
<summary>
The DPI of the input image. The default value is 96.
</summary>
</member>
<member name="T:PaintDotNet.Direct2D1.Effects.EdgeDetectionEffect">
<summary>
Filters out the content of an image, leaving lines at the edges of contrasting sections of the image.<br/>
<br/>
For more information, see <a href="https://docs.microsoft.com/en-us/windows/win32/direct2d/edge-detection-effect">Edge-detection effect</a>
</summary>
<remarks>
Note that this effect is a wrapper around Direct2D's built-in Edge-detection effect, which crashes
when using very small values for the Strength property. This wrapper implements a workaround.
</remarks>
</member>
<member name="P:PaintDotNet.Direct2D1.Effects.EdgeDetectionEffect.Props.Strength">
<summary>
A float value modulating the response of the edge detection filter. A low strength value means
that weaker edges will get filtered out, while a high value means stronger edges will get
filtered out. The allowed range is 0.0 to 1.0. The default value is 0.5.
</summary>
</member>
<member name="P:PaintDotNet.Direct2D1.Effects.EdgeDetectionEffect.Props.BlurRadius">
<summary>
A float value specifying the amount of blur to apply. Applying blur is used to remove high
frequencies and reduce phantom edges. The allowed range is 0.0 to 10.0. The default value is
0.0 (no blur applied).
</summary>
</member>
<member name="P:PaintDotNet.Direct2D1.Effects.EdgeDetectionEffect.Props.Mode">
<summary>
An enumeration value specifying which mode to use for edge detection. The default value is Sobel.
</summary>
</member>
<member name="P:PaintDotNet.Direct2D1.Effects.EdgeDetectionEffect.Props.OverlayEdges">
<summary>
Edge detection only applies to the RGB channels, the alpha channel is ignored for purposes of
detecting edges.<br/>
When set to false, the output is fully opaque.<br/>
If set to true, the input opacity is preserved.<br/>
The default value is false.
</summary>
</member>
<member name="P:PaintDotNet.Direct2D1.Effects.EdgeDetectionEffect.Props.AlphaMode">
<summary>
Indicates the alpha mode of the input image. If the input is not opaque, this value is used to
determine whether to unpremultiply the inputs. The default value is Premultiplied.
</summary>
</member>
<member name="T:PaintDotNet.Direct2D1.Effects.EmbossEffect">
<summary>
Creates a grayscale version of the image that appears as though it has been stamped into paper.<br/>
<br/>
For more information, see <a href="https://docs.microsoft.com/en-us/windows/win32/direct2d/emboss-effect">Emboss effect</a>
</summary>
</member>
<member name="P:PaintDotNet.Direct2D1.Effects.EmbossEffect.Props.Height">
<summary>
A float value controlling the strength of the embossing effect. The allowed range is 0.0
to 10.0. The default value is 1.0.
</summary>
</member>
<member name="P:PaintDotNet.Direct2D1.Effects.EmbossEffect.Props.Direction">
<summary>
A float value specifying the light direction used to create the effect. The allowed range
is 0.0 to 360.0. The default value is 0.0.
</summary>
</member>
<member name="T:PaintDotNet.Direct2D1.Effects.ExposureEffect">
<summary>
Increase or decreases the exposure of the image.<br/>
<br/>
For more information, see <a href="https://docs.microsoft.com/en-us/windows/win32/direct2d/exposure-effect">Exposure effect</a>
</summary>
</member>
<member name="P:PaintDotNet.Direct2D1.Effects.ExposureEffect.Props.ExposureValue">
<summary>
A float value that specifies how much to increase or decrease the exposure of the image.
The allowed range is -2.0 to 2.0. The default value is 0.0 (no change).
</summary>
</member>
<member name="T:PaintDotNet.Direct2D1.Effects.FloodEffect">
<summary>
Use the flood effect to generate a bitmap based on the specified color and alpha value. You can use
this effect when you want a specific color as an input for an effect, like a background color.<br/>
<br/>
For more information, see <a href="https://docs.microsoft.com/en-us/windows/win32/direct2d/flood">Flood effect</a>
</summary>
<remarks>
<b>NOTE:</b> This effect passes along the color value exactly as specified. You must pre-multiply the
value if you plan to pass the output to effects that expect a pre-multiplied input, which is
almost always the case. If you have a <see cref="T:PaintDotNet.Imaging.ColorRgba128Float"/>, you can convert it to a
premultiplied <see cref="T:PaintDotNet.Imaging.ColorPrgba128Float"/> with the <see cref="M:PaintDotNet.Imaging.ColorRgba128Float.ToPremultiplied"/>
method, then cast to <see cref="T:PaintDotNet.Rendering.Vector4Float"/> when setting the <see cref="P:PaintDotNet.Direct2D1.Effects.FloodEffect.Props.Color"/>
property.<br/>
<br/>
You can use <b>FloodEffect2</b> to simplify setting the Color property.
</remarks>
</member>
<member name="P:PaintDotNet.Direct2D1.Effects.FloodEffect.Props.Color">
<summary>
The color and opacity of the bitmap. The individual values for each channel are unbounded
and unitless. The effect doesn't modify the values for the channel. The RGBA values for each
channel range from 0 to 1. The default value is { R=0, G=0, B=0, A=1 } (opaque black).
To use a ColorRgba128Float as a premultiplied color, use: (Vector4Float)color.ToPremultiplied()
</summary>
</member>
<member name="T:PaintDotNet.Direct2D1.Effects.GammaTransferEffect">
<summary>
Use the gamma transfer effect to map the color intensities of an image using a gamma function created
using an amplitude, exponent, and offset you provide for each channel.<br/>
<br/>
For more information, see <a href="https://docs.microsoft.com/en-us/windows/win32/direct2d/gamma-transfer">Gamma transfer effect</a>
</summary>
</member>
<member name="P:PaintDotNet.Direct2D1.Effects.GammaTransferEffect.Props.RedAmplitude">
<summary>
The amplitude of the gamma transfer function for the Red channel.<br/>
The default value is 1.0f.
</summary>
</member>
<member name="P:PaintDotNet.Direct2D1.Effects.GammaTransferEffect.Props.RedExponent">
<summary>
The exponent of the gamma transfer function for the Red channel.<br/>
The default value is 1.0f.
</summary>
</member>
<member name="P:PaintDotNet.Direct2D1.Effects.GammaTransferEffect.Props.RedOffset">
<summary>
The offset of the gamma transfer function for the Red channel.<br/>
The default value is 0.0f.
</summary>
</member>
<member name="P:PaintDotNet.Direct2D1.Effects.GammaTransferEffect.Props.RedDisable">
<summary>
If you set this to true it does not apply the transfer function to the Red channel. An identity transfer function is used.<br/>
If you set this to false it applies the gamma transfer function to the Red channel.<br/>
The default value is false.
</summary>
</member>
<member name="P:PaintDotNet.Direct2D1.Effects.GammaTransferEffect.Props.GreenAmplitude">
<summary>
The amplitude of the gamma transfer function for the Green channel.<br/>
The default value is 1.0f.
</summary>
</member>
<member name="P:PaintDotNet.Direct2D1.Effects.GammaTransferEffect.Props.GreenExponent">
<summary>
The exponent of the gamma transfer function for the Green channel.<br/>
The default value is 1.0f.
</summary>
</member>
<member name="P:PaintDotNet.Direct2D1.Effects.GammaTransferEffect.Props.GreenOffset">
<summary>
The offset of the gamma transfer function for the Green channel.<br/>
The default value is 0.0f.
</summary>
</member>
<member name="P:PaintDotNet.Direct2D1.Effects.GammaTransferEffect.Props.GreenDisable">
<summary>
If you set this to true it does not apply the transfer function to the Green channel. An identity transfer function is used.<br/>
If you set this to false it applies the gamma transfer function to the Green channel.<br/>
The default value is false.
</summary>
</member>
<member name="P:PaintDotNet.Direct2D1.Effects.GammaTransferEffect.Props.BlueAmplitude">
<summary>
The amplitude of the gamma transfer function for the Blue channel.<br/>
The default value is 1.0f.
</summary>
</member>
<member name="P:PaintDotNet.Direct2D1.Effects.GammaTransferEffect.Props.BlueExponent">
<summary>
The exponent of the gamma transfer function for the Blue channel.<br/>
The default value is 1.0f.
</summary>
</member>
<member name="P:PaintDotNet.Direct2D1.Effects.GammaTransferEffect.Props.BlueOffset">
<summary>
The offset of the gamma transfer function for the Blue channel.<br/>
The default value is 0.0f.
</summary>
</member>
<member name="P:PaintDotNet.Direct2D1.Effects.GammaTransferEffect.Props.BlueDisable">
<summary>
If you set this to true it does not apply the transfer function to the Blue channel. An identity transfer function is used.<br/>
If you set this to false it applies the gamma transfer function to the Blue channel.<br/>
The default value is false.
</summary>
</member>
<member name="P:PaintDotNet.Direct2D1.Effects.GammaTransferEffect.Props.AlphaAmplitude">
<summary>
The amplitude of the gamma transfer function for the Alpha channel.<br/>
The default value is 1.0f.
</summary>
</member>
<member name="P:PaintDotNet.Direct2D1.Effects.GammaTransferEffect.Props.AlphaExponent">
<summary>
The exponent of the gamma transfer function for the Alpha channel.<br/>
The default value is 1.0f.
</summary>
</member>
<member name="P:PaintDotNet.Direct2D1.Effects.GammaTransferEffect.Props.AlphaOffset">
<summary>
The offset of the gamma transfer function for the Alpha channel.<br/>
The default value is 0.0f.
</summary>
</member>
<member name="P:PaintDotNet.Direct2D1.Effects.GammaTransferEffect.Props.AlphaDisable">
<summary>
If you set this to true it does not apply the transfer function to the Alpha channel. An identity transfer function is used.<br/>
If you set this to false it applies the gamma transfer function to the Alpha channel.<br/>
The default value is false.
</summary>
</member>
<member name="P:PaintDotNet.Direct2D1.Effects.GammaTransferEffect.Props.ClampOutput">
<summary>
Whether the effect clamps color values to between 0 and 1 before the effect passes the values to the
next effect in the graph. The effect clamps the values before it premultiplies the alpha.<br/>
If you set this to true, the effect will clamp the values.<br/>
If you set this to false, the effect will not clamp the color values, but other effects and the
output surface may clamp the values if they are not of high enough precision.<br/>
The default value is false.
</summary>
</member>
<member name="T:PaintDotNet.Direct2D1.Effects.GaussianBlurEffect">
<summary>
Use the Gaussian blur effect to create a blur based on the Gaussian function over the entire
input image.<br/>
<br/>
You can use this effect to create glows and drop shadows and use the composite effect to apply
the result to the original image. It is useful in photo processing for filters like highlights
and shadows.<br/>
<br/>
You can use the output of this effect for input into lighting effects, like the
Specular Lighting or Diffuse Lighting effects, because the alpha channel is blurred too, and
lighting effects use the alpha channel to determine surface geometry as a height map.<br/>
<br/>
This effect is used by the built-in <see cref="T:PaintDotNet.Direct2D1.Effects.ShadowEffect"/>.<br/>
<br/>
For more information, see <a href="https://docs.microsoft.com/en-us/windows/win32/direct2d/gaussian-blur">Gaussian blur effect</a>
</summary>
</member>
<member name="P:PaintDotNet.Direct2D1.Effects.GaussianBlurEffect.Props.StandardDeviation">
<summary>
The amount of blur to be applied to the image. You can compute the blur radius of the
kernel by multiplying the standard deviation by 3. You can compute the standard deviation
by dividing the blur radius by 3. The units of both the standard deviation and blur radius
are DIPs. A value of zero disables this effect entirely.<br/>
You can use the <see cref="T:PaintDotNet.Direct2D1.Effects.StandardDeviation"/> class to
simplify conversion between standard deviation and radius.<br/>
The range of this value is [0, 250], which corresponds to a blur radius of [0, 750].
The default value is 3.
</summary>
</member>
<member name="P:PaintDotNet.Direct2D1.Effects.GaussianBlurEffect.Props.Optimization">
<summary>
The optimization mode. The default value is GaussianBlurOptimization.Quality.
</summary>
<remarks>
<b>NOTE:</b> When using this class, the default value of this property is <see cref="F:PaintDotNet.Direct2D1.GaussianBlurOptimization.Quality"/>,
not <see cref="F:PaintDotNet.Direct2D1.GaussianBlurOptimization.Balanced"/> as documented by Direct2D. If you create this effect using
<see cref="M:PaintDotNet.Direct2D1.IDeviceEffectFactory.CreateEffect(PaintDotNet.Direct2D1.DeviceEffectID@)"/>, the default value will be
<see cref="F:PaintDotNet.Direct2D1.GaussianBlurOptimization.Balanced"/>.
</remarks>
</member>
<member name="P:PaintDotNet.Direct2D1.Effects.GaussianBlurEffect.Props.BorderMode">
<summary>
The mode used to calculate the border of the image.<br/>
When set to BorderMode.Soft, the effect pads the image with transparent black pixels as it
applies the blur kernel, resulting in a soft edge.<br/>
When set to BorderMode.Hard, the effect clamps the output to the size of the input image.
When the effect applies the blur kernel, it extends the input image with a mirror-type border
transform for samples outside of the input bounds.<br/>
The default value is BorderMode.Soft.<br/>
</summary>
</member>
<member name="T:PaintDotNet.Direct2D1.Effects.GrayscaleEffect">
<summary>
Converts an image to monochromatic gray.<br/>
<br/>
For more information, see <a href="https://docs.microsoft.com/en-us/windows/win32/direct2d/grayscale-effect">Grayscale effect</a>
</summary>
<remarks>
<b>NOTE:</b> This effect works on sRGB (gamma 2.2) images. To correctly apply this effect to linear (gamma 1.0,
aka "scRGB") images, use GrayscaleEffect2 instead and set the InputGamma property to Linear.<br/>
<br/>
This effect calculates the <i>luma</i> for the image's color values, which is different than
<i>luminance</i> which is calculated by the <see cref="T:PaintDotNet.Direct2D1.Effects.LuminanceToAlphaEffect"/>.
See <a href="https://www.geeksforgeeks.org/difference-between-luma-and-luminance/">Difference between Luma and Luminance</a>
for more information.<br/>
<br/>
This effect works correctly with both premultiplied and straight alpha images.
</remarks>
</member>
<member name="T:PaintDotNet.Direct2D1.Effects.HighlightsAndShadowsEffect">
<summary>
Adjusts the highlights and shadows of the image.<br/>
<br/>
For more information, see <a href="https://docs.microsoft.com/en-us/windows/win32/direct2d/highlights-and-shadows-effect">Highlights and shadows effect</a>
</summary>
</member>
<member name="P:PaintDotNet.Direct2D1.Effects.HighlightsAndShadowsEffect.Props.Highlights">
<summary>
A float value indicating how much to increase or decrease highlights. The allowed range is -1.0 to 1.0. The default value is 0.0.
</summary>
</member>
<member name="P:PaintDotNet.Direct2D1.Effects.HighlightsAndShadowsEffect.Props.Shadows">
<summary>
A float value indicating how much to increase or decrease shadows. The allowed range is -1.0 to 1.0. The default value is 0.0.
</summary>
</member>
<member name="P:PaintDotNet.Direct2D1.Effects.HighlightsAndShadowsEffect.Props.Clarity">
<summary>
A float value indicating how much to increase or decrease clarity. The allowed range is -1.0 to 1.0. The default value is 0.0.
</summary>
</member>
<member name="P:PaintDotNet.Direct2D1.Effects.HighlightsAndShadowsEffect.Props.InputGamma">
<summary>
Indicates the gamma of the input image. The effect works in linear gamma space, so if the input image is known to be linear, the
<see cref="F:PaintDotNet.Direct2D1.HighlightsAndShadowsInputGamma.Linear" /> value should be used to prevent sRGB to linear conversions from being
performed.<br/>
The default value is <see cref="F:PaintDotNet.Direct2D1.HighlightsAndShadowsInputGamma.Srgb"/>.
</summary>
</member>
<member name="P:PaintDotNet.Direct2D1.Effects.HighlightsAndShadowsEffect.Props.MaskBlurRadius">
<summary>
A float value controlling the size of the region used around a pixel to classify the pixel as highlight or shadow. Lower values
result in more localized adjustments.<br/>
The allowed range is 0.0 to 10.0. The default value is 1.25.
</summary>
</member>
<member name="T:PaintDotNet.Direct2D1.Effects.HistogramEffect">
<summary>
Use the histogram effect to generate a histogram for the input bitmap based on the specified number of bins.<br/>
<br/>
This effect does not produce an image output. Instead, its results are available through the <see cref="P:PaintDotNet.Direct2D1.Effects.HistogramEffect.Props.HistogramOutput"/>
property after it has been drawn with <see cref="M:PaintDotNet.Direct2D1.IDeviceContext.DrawImage(PaintDotNet.Direct2D1.IDeviceImage,System.Nullable{PaintDotNet.Rendering.Point2Float},System.Nullable{PaintDotNet.Rendering.RectFloat}@,PaintDotNet.Direct2D1.InterpolationMode,PaintDotNet.Direct2D1.CompositeMode)"/>.<br/>
<br/>
For more information, see <a href="https://docs.microsoft.com/en-us/windows/win32/direct2d/histogram">Histogram effect</a>
</summary>
</member>
<member name="P:PaintDotNet.Direct2D1.Effects.HistogramEffect.Props.Bins">
<summary>
Specifies the number of bins used for the histogram. The range of intensity values that fall into a
particular bucket depend on the number of specified buckets.
The default value is 256.
</summary>
</member>
<member name="P:PaintDotNet.Direct2D1.Effects.HistogramEffect.Props.ChannelSelect">
<summary>
Specifies the channel used to generate the histogram. This effect has a single data output
corresponding to the specified channel.
</summary>
</member>
<member name="P:PaintDotNet.Direct2D1.Effects.HistogramEffect.Props.HistogramOutput">
<summary>
After the effect has been drawn to a render target (device context), this property contains the
histogram data.
</summary>
</member>
<member name="T:PaintDotNet.Direct2D1.Effects.HueRotationEffect">
<summary>
Use the hue rotate effect to alter the hue of an image by applying a color matrix based on the rotation angle.<br/>
<br/>
For more information, see <a href="https://docs.microsoft.com/en-us/windows/win32/direct2d/hue-rotate">Hue rotatation effect</a>
</summary>
</member>
<member name="P:PaintDotNet.Direct2D1.Effects.HueRotationEffect.Props.Angle">
<summary>
The angle to rotate the hue, in degrees. The default value is 0.
</summary>
</member>
<member name="T:PaintDotNet.Direct2D1.Effects.HueToRgbEffect">
<summary>
Converts an HSL (Hue, Saturation, Lightness) or HSV (Hue, Saturation, Value) image to the RGB color space.
HSL and HSV are two different models for representing an RGB color in a cylindrical color space.
They are useful because they allow you to reason about a color using more intuitive concepts like hue and
intensity versus combining red, green and blue values.<br/>
<br/>
This effect passes through any input alpha values.<br/>
<br/>
To reverse the behavior of this effect, use <see cref="T:PaintDotNet.Direct2D1.Effects.RgbToHueEffect"/>.<br/>
<br/>
For more information, see <a href="https://docs.microsoft.com/en-us/windows/win32/direct2d/hue-to-rgb-effect">Hue-to-RGB effect</a>
</summary>
</member>
<member name="P:PaintDotNet.Direct2D1.Effects.HueToRgbEffect.Props.InputColorSpace">
<summary>
Specifies which color space to convert from. The default value is <see cref="F:PaintDotNet.Direct2D1.HueToRgbInputColorSpace.HueSaturationValue"/>.
</summary>
</member>
<member name="T:PaintDotNet.Direct2D1.Effects.InvertEffect">
<summary>
Inverts the colors of an image.<br/>
<br/>
For more information, see <a href="https://docs.microsoft.com/en-us/windows/win32/direct2d/invert-effect">Invert effect</a>
</summary>
</member>
<member name="T:PaintDotNet.Direct2D1.Effects.LinearTransferEffect">
<summary>
Use the linear transfer effect to map the color intensities of an image using a linear function
created from a list of values you provide for each channel.<br/>
<br/>
For more information, see <a href="https://docs.microsoft.com/en-us/windows/win32/direct2d/linear-transfer">Linear transfer effect</a>
</summary>
</member>
<member name="P:PaintDotNet.Direct2D1.Effects.LinearTransferEffect.Props.ClampOutput">
<summary>
Whether the effect clamps color values to between 0 and 1 before the effect passes the
values to the next effect in the graph. The effect clamps the values before it premultiplies
the alpha.
If you set this to true the effect will clamp the values.
If you set this to false, the effect will not clamp the color values, but other effects and
the output surface may clamp the values if they are not of high enough precision.
The default value is false.
</summary>
</member>
<member name="T:PaintDotNet.Direct2D1.Effects.LookupTable3DEffect">
<summary>
A 3D look-up table is a general-purpose effect that is used to encapsulate any 1:1 imaging effect by pre-computing how the effect maps inputs to outputs for a subset of all input values.<br/>
<br/>
For more information, see <a href="https://docs.microsoft.com/en-us/windows/win32/direct2d/3d-lookup-table-effect">3D lookup table effect</a>.
</summary>
</member>
<member name="P:PaintDotNet.Direct2D1.Effects.LookupTable3DEffect.Props.Table">
<summary>
Specifies the lookup table object.
</summary>
</member>
<member name="P:PaintDotNet.Direct2D1.Effects.LookupTable3DEffect.Props.AlphaMode">
<summary>
Specifies the alpha mode of the input.
</summary>
</member>
<member name="T:PaintDotNet.Direct2D1.Effects.LuminanceToAlphaEffect">
<summary>
Use the luminance to alpha effect to set the alpha channel to the luminance of the image and sets
the color channels to 0. You can use the output of this effect to make a semitransparent overlay
based on the brightness of the input image. Or you can use it to make an image mask.<br/>
This effect sets the alpha channel of the output to the luminance of the input image using this
color matrix:
<code>
R' G' B' A'
┌ ┐
│ 0 0 0 0.2125 │ R
│ 0 0 0 0.7154 │ G
[R' G' B' A'] = [R G B A 1] * │ 0 0 0 0.0721 │ B
│ 0 0 0 0 │ A
│ 0 0 0 0 │ 1
└ ┘
</code>
<br/>
This effect consumes and outputs premultiplied alpha images. The effect won't work on straight
alpha images unless they are fully opaque.<br/>
<br/>
This effect calculates the <i>luminance</i> for the image's color values, which is different than
<i>luma</i> which is calculated by <see cref="T:PaintDotNet.Direct2D1.Effects.GrayscaleEffect"/>.
See <a href="https://www.geeksforgeeks.org/difference-between-luma-and-luminance/">Difference between Luma and Luminance</a>
for more information.<br/>
<br/>
<b>NOTE:</b> Because images are stored in a gamma-compensated format, before you calculate the
luminance for an image you should first perform inverse gamma correction to get the true color
values for the image. Since images are normally stored at 2.2 gamma, you can use <see cref="T:PaintDotNet.Direct2D1.Effects.GammaTransferEffect"/>
with an exponent of (1/2.2) and then use the output of that effect.<br/>
<br/>
For more information, see <a href="https://docs.microsoft.com/en-us/windows/win32/direct2d/luminance-to-alpha">Luminance to alpha effect</a>
</summary>
</member>
<member name="T:PaintDotNet.Direct2D1.Effects.MorphologyEffect">
<summary>
Use the morphology effect to thin or thicken edge boundaries in an image. This effect creates a kernel
that is 2 times the Width and Height values you specify. This effect centers the kernel on the pixel
it is calculating and returns the maximum value in the kernel (if dilating) or minimum value in the
kernel (if eroding).<br/>
<br/>
For more information, see <a href="https://docs.microsoft.com/en-us/windows/win32/direct2d/morphology">Morphology effect</a>
</summary>
</member>
<member name="P:PaintDotNet.Direct2D1.Effects.MorphologyEffect.Props.Mode">
<summary>
Specifies the morphology mode. The default value is MorphologyMode.Erode.
</summary>
</member>
<member name="P:PaintDotNet.Direct2D1.Effects.MorphologyEffect.Props.Width">
<summary>
Size of the kernel in the X direction. The units are in DIPs. Values must be between 1 and 100 inclusive.
</summary>
</member>
<member name="P:PaintDotNet.Direct2D1.Effects.MorphologyEffect.Props.Height">
<summary>
Size of the kernel in the Y direction. The units are in DIPs. Values must be between 1 and 100 inclusive.
</summary>
</member>
<member name="T:PaintDotNet.Direct2D1.Effects.OpacityEffect">
<summary>
This effect adjusts the opacity of an image by multiplying the alpha channel of the input by the specified opacity value.<br/>
<br/>
For more information, see <a href="https://docs.microsoft.com/en-us/windows/win32/direct2d/opacity-effect">Opacity effect</a>
</summary>
</member>
<member name="P:PaintDotNet.Direct2D1.Effects.OpacityEffect.Props.Opacity">
<summary>
The multiplier to the input image's alpha channel. The minimum value is 0.0f and the maximum value is 1.0f.
The default value is 1.0f.
</summary>
</member>
<member name="T:PaintDotNet.Direct2D1.Effects.OpacityMetadataEffect">
<summary>
You can use this effect to mark an area of an input image as opaque, so internal rendering optimizations
to the graph are possible.<br/>
<br/>
<b>NOTE:</b> This effect doesn't modify the image itself to be opaque. It modifies data associated with the
image so the renderer assumes the specified region is opaque. Use the MakeOpaqueEffect if you need the alpha
channel to actually be opaque.<br/>
<br/>
For more information, see <a href="https://docs.microsoft.com/en-us/windows/win32/direct2d/opacity-metadata-effect">Opacity metadata effect</a>
</summary>
</member>
<member name="P:PaintDotNet.Direct2D1.Effects.OpacityMetadataEffect.Props.InputOpaqueRect">
<summary>
The portion of the source image that is opaque. The default is the entire input image.
</summary>
</member>
<member name="T:PaintDotNet.Direct2D1.Effects.PerspectiveTransform3DEffect">
<summary>
Use the 3D perspective transform effect to rotate the image in 3 dimensions as if viewed from a distance.
The 3D perspective transform is more convenient than the 3D transform effect, but only exposes a subset
of the functionality. You can compute a full 3D transformation matrix and apply a more arbitrary transform
matrix to an image using the Transform3DEffect.<br/>
<br/>
For more information, see <a href="https://docs.microsoft.com/en-us/windows/win32/direct2d/3d-perspective-transform">3D perspective transform effect</a>
</summary>
</member>
<member name="P:PaintDotNet.Direct2D1.Effects.PerspectiveTransform3DEffect.Props.InterpolationMode">
<summary>
The interpolation mode the effect uses on the image. There are 5 scale modes that range in quality and speed.
The default value is PerspectiveTransform3DInterpolationMode.Linear.
</summary>
</member>
<member name="P:PaintDotNet.Direct2D1.Effects.PerspectiveTransform3DEffect.Props.BorderMode">
<summary>
The mode used to calculate the border of the image, soft or hard.
When set to BorderMode.Soft, the effect pads the image with transparent black pixels as it interpolates, resulting in a soft edge.
When set to BorderMode.Hard, the effect clamps the output to the size of the input image.
The default value is BorderMode.Soft.
</summary>
</member>
<member name="P:PaintDotNet.Direct2D1.Effects.PerspectiveTransform3DEffect.Props.Depth">
<summary>
The distance from the PerspectiveOrigin to the projection plane. The value is specified in DIPs and must be greater than 0.
The default value is 1000.
</summary>
</member>
<member name="P:PaintDotNet.Direct2D1.Effects.PerspectiveTransform3DEffect.Props.PerspectiveOrigin">
<summary>
The X and Y location of the viewer in the 3D scene. The value is specified in DIPs.
The default value is { 0, 0 }.
</summary>
</member>
<member name="P:PaintDotNet.Direct2D1.Effects.PerspectiveTransform3DEffect.Props.LocalOffset">
<summary>
A translation the effect performs before it rotates the projection plane. The value is specified in DIPs.
The default value is { 0, 0, 0 }.
</summary>
</member>
<member name="P:PaintDotNet.Direct2D1.Effects.PerspectiveTransform3DEffect.Props.GlobalOffset">
<summary>
A translation the effect performs after it rotates the projection plane. The value is specified in DIPs.
The default value is { 0, 0, 0 }.
</summary>
</member>
<member name="P:PaintDotNet.Direct2D1.Effects.PerspectiveTransform3DEffect.Props.RotationOrigin">
<summary>
The center point of the rotation the effect performs. The value is specified in DIPs.
The default value is { 0, 0, 0 }.
</summary>
</member>
<member name="P:PaintDotNet.Direct2D1.Effects.PerspectiveTransform3DEffect.Props.Rotation">
<summary>
The angles of rotation for each axis. The units are in degrees.
The default value is { 0, 0, 0 }.
</summary>
</member>
<member name="T:PaintDotNet.Direct2D1.Effects.PointDiffuseEffect">
<summary>
Use the point-diffuse lighting effect to create an image that appears to be a non-reflective surface
with light scattered in all directions. This effect uses the alpha channel as a height map and lights
the image with a point light source.<br/>
<br/>
The color of the output bitmap is a result of light color, light position, and the surface geometry.<br/>
<br/>
The alpha channel output for each pixel with diffuse lighting is always 1.0.<br/>
<br/>
For more information, see <a href="https://docs.microsoft.com/en-us/windows/win32/direct2d/point-diffuse-lighting">Point-diffuse lighting effect</a>
</summary>
</member>
<member name="P:PaintDotNet.Direct2D1.Effects.PointDiffuseEffect.Props.LightPosition">
<summary>
The light position of the point light source. The units are in device-independent pixels (DIPs)
and are unbounded.
The default value is { 0, 0, 0 }.
</summary>
</member>
<member name="P:PaintDotNet.Direct2D1.Effects.PointDiffuseEffect.Props.DiffuseConstant">
<summary>
The ratio of diffuse reflection to amount of incoming light. This property must be between 0 and
10,000 and is unitless.
The default value is 1.0f.
</summary>
</member>
<member name="P:PaintDotNet.Direct2D1.Effects.PointDiffuseEffect.Props.SurfaceScale">
<summary>
The scale factor in the Z direction. The surface scale is unitless and must be between 0 and 10,000.
The default value is 1.0f.
</summary>
</member>
<member name="P:PaintDotNet.Direct2D1.Effects.PointDiffuseEffect.Props.Color">
<summary>
The color of the incoming light. This is used to compute L[r], L[g], L[b].
The default value is { 1, 1, 1 } (white).
</summary>
</member>
<member name="P:PaintDotNet.Direct2D1.Effects.PointDiffuseEffect.Props.KernelUnitLength">
<summary>
The size of an element in the Sobel kernel used to generate the surface normal in the X and Y direction.
This property maps to the dx and dy values in the Sobel gradient. This value is defined in
(DIPs / Kernel Unit). The effect uses bilinear interpolation to scale the bitmap to match the size of
kernel elements.
The default value is { 1, 1 }.
</summary>
</member>
<member name="P:PaintDotNet.Direct2D1.Effects.PointDiffuseEffect.Props.ScaleMode">
<summary>
The interpolation mode the effect uses to scale the image to the corresponding kernel unit length.
There are six scale modes that range in quality and speed.
The default value is PointDiffuseScaleMode.Linear.
</summary>
</member>
<member name="T:PaintDotNet.Direct2D1.Effects.PointSpecularEffect">
<summary>
Use the point-specular lighting effect to create an image that appears to be a reflective surface.
The effect uses the alpha channel of the image as a height map and a point light source that you
position, and calculates the reflection and light according to the specular portion of the Phong
lighting model.<br/>
<br/>
The color of the output bitmap is a result of light color, light position, and the surface geometry.<br/>
<br/>
The alpha channel output for each pixel with specular lighting is the maximum of the red, green,
and blue channel outputs for that pixel.<br/>
<br/>
For more information, see <a href="https://docs.microsoft.com/en-us/windows/win32/direct2d/point-specular">Point-specular lighting effect</a>
</summary>
</member>
<member name="T:PaintDotNet.Direct2D1.Effects.PosterizeEffect">
<summary>
The posterize effect reduces the number of unique colors in an image.<br/>
<br/>
For more information, see <a href="https://docs.microsoft.com/en-us/windows/win32/direct2d/posterize-effect">Posterize effect</a>
</summary>
</member>
<member name="P:PaintDotNet.Direct2D1.Effects.PosterizeEffect.Props.RedValueCount">
<summary>
An integer value specifying how many evenly spaced steps to divide the red channel range of 0.0 to 1.0 into.
For example, a value of 4 generates a table with 4 steps, [0.0, 0.33, 0.67, 1.0]. The allowed range for this
property is 2 to 16. The default value is 4.
</summary>
</member>
<member name="P:PaintDotNet.Direct2D1.Effects.PosterizeEffect.Props.GreenValueCount">
<summary>
An integer value specifying how many evenly spaced steps to divide the green channel range of 0.0 to 1.0 into.
For example, a value of 4 generates a table with 4 steps, [0.0, 0.33, 0.67, 1.0]. The allowed range for this
property is 2 to 16. The default value is 4.
</summary>
</member>
<member name="P:PaintDotNet.Direct2D1.Effects.PosterizeEffect.Props.BlueValueCount">
<summary>
An integer value specifying how many evenly spaced steps to divide the blue channel range of 0.0 to 1.0 into.
For example, a value of 4 generates a table with 4 steps, [0.0, 0.33, 0.67, 1.0]. The allowed range for this
property is 2 to 16. The default value is 4.
</summary>
</member>
<member name="T:PaintDotNet.Direct2D1.Effects.PremultiplyEffect">
<summary>
Use this effect to convert an image from unpremultiplied alpha to premultiplied alpha.<br/>
<br/>
The effect replaces each input pixel <c>P = { R, G, B, A }</c> with <c>P' = { R * A, G * A, B * A, A }</c> in the output.<br/>
<br/>
For more information, see <a href="https://docs.microsoft.com/en-us/windows/win32/direct2d/premultiply">Premultiply effect</a>
</summary>
</member>
<member name="T:PaintDotNet.Direct2D1.Effects.RgbToHueEffect">
<summary>
Converts an RGB image to either the HSL (Hue, Saturation, Lightness) or HSV (Hue, Saturation, Value) color spaces.
HSL and HSV are two different models for representing an RGB color in a cylindrical color space. They are useful
because they allow you to reason about a color using more intuitive concepts like hue and intensity versus
combining red, green and blue values.<br/>
<br/>
This effect normalizes the output data (hue, saturation value for HSV or hue, saturation, lightness for HSL) to
the range [0, 1].<br/>
<br/>
To reverse the behavior of this effect, use the <see cref="T:PaintDotNet.Direct2D1.Effects.HueToRgbEffect"/>.<br/>
<br/>
For more information, see <a href="https://docs.microsoft.com/en-us/windows/win32/direct2d/rgb-to-hue-effect">RGB-to-hue effect</a>
</summary>
</member>
<member name="P:PaintDotNet.Direct2D1.Effects.RgbToHueEffect.Props.OutputColorSpace">
<summary>
Specifies the color space to convert to. The default value is <see cref="F:PaintDotNet.Direct2D1.RgbToHueOutputColorSpace.HueSaturationValue"/>.
</summary>
</member>
<member name="T:PaintDotNet.Direct2D1.Effects.SaturationEffect">
<summary>
Use this effect to alter the saturation of an image. The saturation effect is a specialization of the color matrix effect.<br/>
<br/>
For more information, see <a href="https://docs.microsoft.com/en-us/windows/win32/direct2d/saturation">Saturation effect</a>
</summary>
</member>
<member name="P:PaintDotNet.Direct2D1.Effects.SaturationEffect.Props.Saturation">
<summary>
The saturation of the image. You can set the saturation to a value between 0 and 1. If you set it to 1 the output
image is fully saturated. If you set it to 0 the output image is monochrome. The saturation value is unitless.
The default value is 0.5f.
</summary>
</member>
<member name="T:PaintDotNet.Direct2D1.Effects.ScaleEffect">
<summary>
Use this effect to scale an image up or down. The effect has six scaling modes: nearest neighbor,
linear, cubic, multi-sample linear, anisotropic, and high quality cubic.<br/>
<br/>
For more information, see <a href="https://docs.microsoft.com/en-us/windows/win32/direct2d/high-quality-scale">Scale effect</a>
</summary>
</member>
<member name="P:PaintDotNet.Direct2D1.Effects.ScaleEffect.Props.Scale">
<summary>
The scale amount in the X and Y direction as a ratio of the output size to the input size.<br/>
The scale amounts are unitless and must be non-negative.<br/>
The minimum value is { 0.01f, 0.01f }. The default value is { 1, 1 }.<br/>
</summary>
</member>
<member name="P:PaintDotNet.Direct2D1.Effects.ScaleEffect.Props.CenterPoint">
<summary>
The image scaling center point. The units are in DIPs. Use the center point to scale around
a point other than the upper-left corner.
The default value is { 0, 0 }.
</summary>
</member>
<member name="P:PaintDotNet.Direct2D1.Effects.ScaleEffect.Props.InterpolationMode">
<summary>
The interpolation mode the effect uses to scale the image. There are 6 scale modes that range in quality and speed.
The default value is ScaleInterpolationMode.Linear.
</summary>
</member>
<member name="P:PaintDotNet.Direct2D1.Effects.ScaleEffect.Props.BorderMode">
<summary>
The mode used to calculate the border of the image, soft or hard.
When BorderMode.Soft is used, the effect pads the input image with transparent black pixels for samples outside
of the input bounds when it applies the convolution kernel. This creates a soft edge for the image, and in the
process expands the output bitmap by the size of the kernel.
When BorderMode.Hard is used, the effect extends the input image with a mirror-type border transform for samples
outside of the input bounds. The size of the output bitmap is equal to the size of the input bitmap.
The default value is BorderMode.Soft.
</summary>
</member>
<member name="P:PaintDotNet.Direct2D1.Effects.ScaleEffect.Props.Sharpness">
<summary>
In the high quality cubic interpolation mode, the sharpness level of the scaling filter as a float between 0 and 1.<br/>
The values are unitless. You can use sharpness to adjust the quality of an image when you scale the image down.<br/>
The sharpness factor affects the shape of the kernel. The higher the sharpness factor, the smaller the kernel.<br/>
The default value is 0.
</summary>
</member>
<member name="T:PaintDotNet.Direct2D1.Effects.SepiaEffect">
<summary>
Converts an image to sepia tones.<br/>
<br/>
For more information, see <a href="https://docs.microsoft.com/en-us/windows/win32/direct2d/sepia-effect">Sepia effect</a>
</summary>
</member>
<member name="P:PaintDotNet.Direct2D1.Effects.SepiaEffect.Props.Intensity">
<summary>
A float value indicating the intensity of the sepia effect. The allowed range is 0.0 to 1.0. The default value is 0.5.
</summary>
</member>
<member name="P:PaintDotNet.Direct2D1.Effects.SepiaEffect.Props.AlphaMode">
<summary>
Specifies the alpha mode of the input image. The default value is AlphaMode.Premultiplied.
</summary>
</member>
<member name="T:PaintDotNet.Direct2D1.Effects.ShadowEffect">
<summary>
Use the shadow effect to generate a shadow from the alpha channel of an image. The shadow is more opaque
for higher alpha values and more transparent for lower alpha values. You can set the amount of blur and
the color of the shadow.<br/>
<br/>
For more information, see <a href="https://docs.microsoft.com/en-us/windows/win32/direct2d/drop-shadow">Shadow effect</a>
</summary>
</member>
<member name="P:PaintDotNet.Direct2D1.Effects.ShadowEffect.Props.BlurStandardDeviation">
<summary>
The amount of blur to be applied to the alpha channel of the image. You can compute the blur radius of
the kernel by multiplying the standard deviation by 3. The units of both the standard deviation and
blur radius are DIPs.<br/>
This property is the same as the Gaussian Blur standard deviation property.<br/>
The range of this value is [0, 250], which corresponds to a blur radius of [0, 750].<br/>
The default value is 3.
</summary>
</member>
<member name="P:PaintDotNet.Direct2D1.Effects.ShadowEffect.Props.Color">
<summary>
The color of the drop shadow. You must specify this color in straight alpha (not premultiplied).<br/>
The default value is { 0, 0, 0, 1 } (opaque black).
</summary>
</member>
<member name="P:PaintDotNet.Direct2D1.Effects.ShadowEffect.Props.Optimization">
<summary>
The level of performance optimization. The default value is ShadowOptimization.Quality.
</summary>
<remarks>
<b>NOTE:</b> When using this class, the default value of this property is <see cref="F:PaintDotNet.Direct2D1.ShadowOptimization.Quality"/>,
not <see cref="F:PaintDotNet.Direct2D1.ShadowOptimization.Balanced"/> as documented by Direct2D. If you create this effect using
<see cref="M:PaintDotNet.Direct2D1.IDeviceEffectFactory.CreateEffect(PaintDotNet.Direct2D1.DeviceEffectID@)"/>, the default value will be
<see cref="F:PaintDotNet.Direct2D1.ShadowOptimization.Balanced"/>.
</remarks>
</member>
<member name="T:PaintDotNet.Direct2D1.Effects.SharpenEffect">
<summary>
Sharpens the image.<br/>
<br/>
For more information, see <a href="https://docs.microsoft.com/en-us/windows/win32/direct2d/sharpen-effect">Sharpen effect</a>
</summary>
</member>
<member name="P:PaintDotNet.Direct2D1.Effects.SharpenEffect.Props.Sharpness">
<summary>
A float value indicating how much to sharpen the input image. The allowed range is 0.0 to 10.0. The default value is 0.0.
</summary>
</member>
<member name="P:PaintDotNet.Direct2D1.Effects.SharpenEffect.Props.Threshold">
<summary>
The allowed range is 0.0 to 1.0. The default value is 0.0.
</summary>
</member>
<member name="T:PaintDotNet.Direct2D1.Effects.SpotDiffuseEffect">
<summary>
Use the spot-diffuse lighting effect to create an image that appears to be a non-reflective surface with
where the light source is limited to a directed cone of light and the light is scattered in all directions.<br/>
<br/>
This effect uses the alpha channel as a height map and lights the image with a spot light source.<br/>
<br/>
The color of the output bitmap is a result of light color, light position, and the surface geometry.<br/>
<br/>
The alpha channel output for each pixel with diffuse lighting is always 1.0.<br/>
<br/>
For more information, see <a href="https://docs.microsoft.com/en-us/windows/win32/direct2d/diffuse-lighting">Spot-diffuse lighting effect</a>
</summary>
</member>
<member name="T:PaintDotNet.Direct2D1.Effects.SpotSpecularEffect">
<summary>
Use the spot-specular lighting effect to create an image that appears to be a reflective surface where the light
source is limited to a directed cone of light. This effect uses the alpha channel as a height map and lights the
image with a point light source.<br/>
<br/>
The color of the output bitmap is a result of light color, light position, the direction of the cone and the
surface geometry according to the specular portion of the Phong lighting model.<br/>
<br/>
The alpha channel output for each pixel with specular lighting is the maximum of the red, green, and blue channel
outputs for that pixel.<br/>
<br/>
For more information, see <a href="https://docs.microsoft.com/en-us/windows/win32/direct2d/specular-lighting">Spot-specular lighting effect</a>
</summary>
</member>
<member name="T:PaintDotNet.Direct2D1.Effects.StraightenEffect">
<summary>
Rotates and optionally scales an image.<br/>
<br/>
For more information, see <a href="https://docs.microsoft.com/en-us/windows/win32/direct2d/straighten-effect">Straighten effect</a>
</summary>
</member>
<member name="P:PaintDotNet.Direct2D1.Effects.StraightenEffect.Props.Angle">
<summary>
A float value that specifies how much the image should be rotated. The allowed range is -45.0 to 45.0. The default value is 0.0.
</summary>
</member>
<member name="P:PaintDotNet.Direct2D1.Effects.StraightenEffect.Props.MaintainSize">
<summary>
A boolean value that specifies whether the image will be scaled such that the original size is maintained without any invalid regions.
The default value is true.
</summary>
</member>
<member name="P:PaintDotNet.Direct2D1.Effects.StraightenEffect.Props.ScaleMode">
<summary>
Specifies the scaling mode that should be use. The default value is StraightenScaleMode.Linear.
</summary>
</member>
<member name="T:PaintDotNet.Direct2D1.Effects.TableTransferEffect">
<summary>
Use the table transfer effect to map the color intensities of an image using a transfer function created from
interpolating a list of values you provide.<br/>
<br/>
For more information, see <a href="https://docs.microsoft.com/en-us/windows/win32/direct2d/table-transfer">Table transfer effect</a>
</summary>
</member>
<member name="P:PaintDotNet.Direct2D1.Effects.TableTransferEffect.Props.ClampOutput">
<summary>
Whether the effect clamps color values to between 0 and 1 before the effect passes the values to the next
effect in the graph. The effect clamps the values before it premultiplies the alpha.
If you set this to true the effect will clamp the values.
If you set this to false, the effect will not clamp the color values, but other effects and the output
surface may clamp the values if they are not of high enough precision.
The default value is false.
</summary>
</member>
<member name="T:PaintDotNet.Direct2D1.Effects.TemperatureAndTintEffect">
<summary>
Adjusts the temperature and tint of the input image.<br/>
<br/>
For more information, see <a href="https://docs.microsoft.com/en-us/windows/win32/direct2d/temperature-and-tint-effect">Temperature and tint effect</a>.
</summary>
</member>
<member name="P:PaintDotNet.Direct2D1.Effects.TemperatureAndTintEffect.Props.Temperature">
<summary>
A float value specifying how much to increase or decrease the temperature of the input image. The allowed range is -1.0 to 1.0. The default value is 0.0.
</summary>
</member>
<member name="P:PaintDotNet.Direct2D1.Effects.TemperatureAndTintEffect.Props.Tint">
<summary>
A float value specifying how much to increase or decrease the tint of the input image. The allowed range is -1.0 to 1.0. The default value is 0.0.
</summary>
</member>
<member name="T:PaintDotNet.Direct2D1.Effects.TileEffect">
<summary>
Use the tile effect to repeat the specified region of the image.<br/>
<br/>
This effect generates a logically infinite sized bitmap.<br/>
<br/>
For more information, see <a href="https://docs.microsoft.com/en-us/windows/win32/direct2d/tile">Tile effect</a>
</summary>
</member>
<member name="P:PaintDotNet.Direct2D1.Effects.TileEffect.Props.Rect">
<summary>
The region of the image to be tiled. The default value is { 0, 0, 100, 100 }.
</summary>
</member>
<member name="T:PaintDotNet.Direct2D1.Effects.TintEffect">
<summary>
This effect tints the source image by multiplying the source image by the specified color. It has a single input.<br/>
<br/>
For more information, see <a href="https://learn.microsoft.com/en-us/windows/win32/direct2d/tint-effect">Tint effect</a>.
</summary>
</member>
<member name="P:PaintDotNet.Direct2D1.Effects.TintEffect.Props.Color">
<summary>
Colors from the source image are multiplied by this value.<br/>
The default value is { 1, 1, 1, 1 } (opaque white).
</summary>
</member>
<member name="P:PaintDotNet.Direct2D1.Effects.TintEffect.Props.ClampOutput">
<summary>
Whether or not to clamp the output values to the range [0, 1].<br/>
The default value is false.
</summary>
</member>
<member name="T:PaintDotNet.Direct2D1.Effects.Transform3DEffect">
<summary>
Use the 3D transform effect to apply an arbitrary 4x4 transform matrix to an image.<br/>
<br/>
This effect applies the matrix (M) you provide to the corner vertices of the source:<br/>
<br/>
<code>image([ x y z 1 ])</code>
using this calculation:
<code>[ xr yr zr 1 ] = [ x y z 1 ] * M</code><br/>
For more information, see <a href="https://docs.microsoft.com/en-us/windows/win32/direct2d/3d-transform">3D transform effect</a>
</summary>
</member>
<member name="P:PaintDotNet.Direct2D1.Effects.Transform3DEffect.Props.InterpolationMode">
<summary>
The interpolation mode the effect uses on the image. There are 5 scale modes that range in quality and speed.
The default value is Transform3DInterpolationMode.Linear.
</summary>
</member>
<member name="P:PaintDotNet.Direct2D1.Effects.Transform3DEffect.Props.BorderMode">
<summary>
The mode used to calculate the border of the image, soft or hard.
When set to BorderMode.Soft, the effect pads the image with transparent black pixels as it interpolates, resulting in a soft edge.
When set to BorderMode.Hard, the effect clamps the output to the size of the input image.
The default value is BorderMode.Soft.
</summary>
</member>
<member name="P:PaintDotNet.Direct2D1.Effects.Transform3DEffect.Props.TransformMatrix">
<summary>
A 4x4 transform matrix applied to the projection plane. The individual matrix elements are not bounded and are unitless.
The default value is { 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1 } (identity matrix).
</summary>
</member>
<member name="T:PaintDotNet.Direct2D1.Effects.TurbulenceEffect">
<summary>
Use the turbulence effect to generate a bitmap based on the Perlin noise function.<br/>
<br/>
The turbulence effect has no input image.<br/>
<br/>
For more information, see <a href="https://docs.microsoft.com/en-us/windows/win32/direct2d/turbulence">Turbulence effect</a>
</summary>
</member>
<member name="P:PaintDotNet.Direct2D1.Effects.TurbulenceEffect.Props.Offset">
<summary>
The coordinates where the turbulence output is generated.
The algorithm used to generate the Perlin noise is position dependent, so a different
offset results in a different output. This property is not bounded and the units are
specified in DIPs.
The default value is { 0, 0 }.
</summary>
</member>
<member name="P:PaintDotNet.Direct2D1.Effects.TurbulenceEffect.Props.Size">
<summary>
The size of the turbulence output.
This property is not bounded and the units are specified in DIPs.
The default value is { 0, 0 }.
</summary>
</member>
<member name="P:PaintDotNet.Direct2D1.Effects.TurbulenceEffect.Props.BaseFrequency">
<summary>
The base frequencies in the X and Y direction. This property is a float and must be greater than 0. The units are specified in 1/DIPs.
A value of 1 (1/DIPs) for the base frequency results in the Perlin noise completing an entire cycle between two pixels.
The ease interpolation for these pixels results in completely random pixels, since there is no correlation between the pixels.
A value of 0.1(1/DIPs) for the base frequency, the Perlin noise function repeats every 10 DIPs.
This results in correlation between pixels and the typical turbulence effect is visible.
The default value is { 0.01f, 0.01f }.
</summary>
</member>
<member name="P:PaintDotNet.Direct2D1.Effects.TurbulenceEffect.Props.Octaves">
<summary>
The number of octaves for the noise function. This value must be greater than 0.
The default value is 1.
</summary>
</member>
<member name="P:PaintDotNet.Direct2D1.Effects.TurbulenceEffect.Props.Seed">
<summary>
The seed for the pseudo random generator. This property is unbounded, and may be negative.
</summary>
</member>
<member name="P:PaintDotNet.Direct2D1.Effects.TurbulenceEffect.Props.Noise">
<summary>
Specifies the turbulence noise mode. The default value is TurbulenceNoise.FractalSum.
</summary>
</member>
<member name="P:PaintDotNet.Direct2D1.Effects.TurbulenceEffect.Props.Stitchable">
<summary>
Turns stitching on or off. The base frequency is adjusted so that output bitmap can be stitched.
This is useful if you want to tile multiple copies of the turbulence effect output.
When set to true, the output bitmap can be tiled (using the tile effect) without the apperance
of seams. The base frequency is adjusted so that the output can be stitched.
When set to false, the base frequency is not adjusted, so seams may appear between tiles if the
bitmap is tiled.
The default value is false.
</summary>
</member>
<member name="T:PaintDotNet.Direct2D1.Effects.UnPremultiplyEffect">
<summary>
Use this effect to convert an image from premultiplied alpha to unpremultiplied alpha.<br/>
<br/>
The effect replaces each input pixel <c>P = { R, G, B, A }</c> with <c>P' = { R/A, G/A, B/A, A }</c> in the output.<br/>
<br/>
For more information, see <a href="https://docs.microsoft.com/en-us/windows/win32/direct2d/unpremultiply">Unpremultiply effect</a>
</summary>
</member>
<member name="T:PaintDotNet.Direct2D1.Effects.VignetteEffect">
<summary>
Fades the input image at the edges to a user-set color.<br/>
<br/>
For more information, see <a href="https://docs.microsoft.com/en-us/windows/win32/direct2d/vignette-effect">Vignette effect</a>
</summary>
</member>
<member name="P:PaintDotNet.Direct2D1.Effects.VignetteEffect.Props.Color">
<summary>
The color to fade the image's edges to. The default color is black.
</summary>
</member>
<member name="P:PaintDotNet.Direct2D1.Effects.VignetteEffect.Props.TransitionSize">
<summary>
A float value that specifies the size of the vignette region as a percentage of the full image region.
A size of 0 means the unfaded region is the entire image, while a size of 1 means the faded region is the entire source image.
The allowed range is 0.0 to 1.0. The default value is 0.1.
</summary>
</member>
<member name="P:PaintDotNet.Direct2D1.Effects.VignetteEffect.Props.Strength">
<summary>
A float value that specifies how much the vignette color bleeds in for a given transition size.
The allowed range is 0.0 to 1.0. The default value is 0.5.
</summary>
</member>
<member name="M:PaintDotNet.Direct2D1.SvgPathDataExtensions.AddClosePath(PaintDotNet.Direct2D1.ISvgPathData)">
<summary>
Closes the current subpath.
</summary>
</member>
<member name="M:PaintDotNet.Direct2D1.SvgPathDataExtensions.AddMove(PaintDotNet.Direct2D1.ISvgPathData,PaintDotNet.Direct2D1.SvgPathCommandSuffix,System.Single,System.Single)">
<summary>
Starts a new subpath at the coordinate (x y).
</summary>
</member>
<member name="M:PaintDotNet.Direct2D1.SvgPathDataExtensions.AddLine(PaintDotNet.Direct2D1.ISvgPathData,PaintDotNet.Direct2D1.SvgPathCommandSuffix,System.Single,System.Single)">
<summary>
Draws a line to the coordinate (x y).
</summary>
</member>
<member name="M:PaintDotNet.Direct2D1.SvgPathDataExtensions.AddCubic(PaintDotNet.Direct2D1.ISvgPathData,PaintDotNet.Direct2D1.SvgPathCommandSuffix,System.Single,System.Single,System.Single,System.Single,System.Single,System.Single)">
<summary>
Draws a cubic Bezier curve (x1 y1 x2 y2 x y). The curve ends at (x, y) and is defined by the two control points (x1, y1) and (x2, y2).
</summary>
</member>
<member name="M:PaintDotNet.Direct2D1.SvgPathDataExtensions.AddQuadratic(PaintDotNet.Direct2D1.ISvgPathData,PaintDotNet.Direct2D1.SvgPathCommandSuffix,System.Single,System.Single,System.Single,System.Single)">
<summary>
Draws a quadratic Bezier curve (x1 y1 x y). The curve ends at (x, y) and is defined by the control point (x1 y1).
</summary>
</member>
<member name="M:PaintDotNet.Direct2D1.SvgPathDataExtensions.AddArc(PaintDotNet.Direct2D1.ISvgPathData,PaintDotNet.Direct2D1.SvgPathCommandSuffix,System.Single,System.Single,System.Single,System.Boolean,System.Boolean,System.Single,System.Single)">
<summary>
Draws an elliptical arc (rx ry x-axis-rotation large-arc-flag sweep-flag x y). The curve ends at (x, y) and is defined by the arc parameters.
</summary>
</member>
<member name="M:PaintDotNet.Direct2D1.SvgPathDataExtensions.AddHorizontal(PaintDotNet.Direct2D1.ISvgPathData,PaintDotNet.Direct2D1.SvgPathCommandSuffix,System.Single)">
<summary>
Draws a horizontal line to the coordinate (x).
</summary>
</member>
<member name="M:PaintDotNet.Direct2D1.SvgPathDataExtensions.AddVertical(PaintDotNet.Direct2D1.ISvgPathData,PaintDotNet.Direct2D1.SvgPathCommandSuffix,System.Single)">
<summary>
Draws a vertical line to the coordinate (y).
</summary>
</member>
<member name="M:PaintDotNet.Direct2D1.SvgPathDataExtensions.AddCubicSmooth(PaintDotNet.Direct2D1.ISvgPathData,PaintDotNet.Direct2D1.SvgPathCommandSuffix,System.Single,System.Single,System.Single,System.Single)">
<summary>
Draws a smooth cubic Bezier curve (x2 y2 x y). The curve ends at (x, y) and is defined by the control point (x2, y2).
</summary>
</member>
<member name="M:PaintDotNet.Direct2D1.SvgPathDataExtensions.AddQuadraticSmooth(PaintDotNet.Direct2D1.ISvgPathData,PaintDotNet.Direct2D1.SvgPathCommandSuffix,System.Single,System.Single)">
<summary>
Draws a smooth quadratic Bezier curve ending at (x, y).
</summary>
</member>
<member name="M:PaintDotNet.DirectWrite.DirectWriteFactory.CreateRef">
<summary>
Creates a reference to the global <see cref="T:PaintDotNet.DirectWrite.IDirectWriteFactory"/> instance.
</summary>
<remarks>
You usually won't need to use this method. Instead, in your plugin, retrieve it as a service with
<c>this.Services.GetService<IDirectWriteFactory>()</c>.<br/>
For effect plugins it is also available through <c>this.Environment.DirectWriteFactory</c>.
</remarks>
</member>
<member name="T:PaintDotNet.DirectWrite.FontMap">
<summary>
Represents a list of font names that can be enumerated, along with events
that signal when it has changed, such as when the user installs/deletes a font.
</summary>
</member>
<member name="P:PaintDotNet.DirectWrite.FontProperties.DisplayName">
<summary>
Gets the display name for this font.
</summary>
<remarks>
If using the GDI FontMap, this represents the GDI font face name.
</remarks>
</member>
<member name="P:PaintDotNet.DirectWrite.FontProperties.FontFamilyName">
<summary>
Gets the DirectWrite font family name.
</summary>
</member>
<member name="F:PaintDotNet.DirectWrite.HotkeyRenderMode.Ignore">
<summary>
Does not perform any hotkey prefix processing.
</summary>
</member>
<member name="F:PaintDotNet.DirectWrite.HotkeyRenderMode.Show">
<summary>
Processes hotkey prefixes, and renders them.
</summary>
</member>
<member name="F:PaintDotNet.DirectWrite.HotkeyRenderMode.Hide">
<summary>
Processes hotkey prefixes, but does not render them.
</summary>
</member>
<member name="T:PaintDotNet.DirectWrite.InactiveFontsList">
<summary>
Maintains a list of font names which have been hidden in the Windows 7 Fonts Control Panel.
</summary>
<remarks>
Based on details found here: http://visualstudiomagazine.com/articles/2010/10/14/honoring-hidden-fonts.aspx
</remarks>
</member>
<member name="P:PaintDotNet.DirectWrite.SizedFontProperties.DisplayName">
<summary>
Gets the display name for this font.
</summary>
<remarks>
If using the GDI FontMap, this represents the GDI font face name.
</remarks>
</member>
<member name="P:PaintDotNet.DirectWrite.SizedFontProperties.FontFamilyName">
<summary>
Gets the DirectWrite font family name.
</summary>
</member>
<member name="P:PaintDotNet.DirectWrite.TextMeasurement.Width">
<summary>
The layout width of the text block, relative from an alignment point of (0,0).
</summary>
</member>
<member name="P:PaintDotNet.DirectWrite.TextMeasurement.Height">
<summary>
The layout height of the text block, relative from an alignment point of (0,0).
</summary>
</member>
<member name="P:PaintDotNet.DirectWrite.TextMeasurement.Size">
<summary>
The layout size of the text block, relative from an alignment point of (0,0).
</summary>
<remarks>
This is a convenience property that combines Width and Height.
</remarks>
</member>
<member name="P:PaintDotNet.DirectWrite.TextMeasurement.OverhangLeft">
<summary>
The amount of overhang from the left edge of the alignment rectangle.
</summary>
</member>
<member name="P:PaintDotNet.DirectWrite.TextMeasurement.OverhangTop">
<summary>
The amount of overhang from the top edge of the alignment rectangle.
</summary>
</member>
<member name="P:PaintDotNet.DirectWrite.TextMeasurement.OverhangRight">
<summary>
The amount of overhang from the right edge of the alignment rectangle.
</summary>
</member>
<member name="P:PaintDotNet.DirectWrite.TextMeasurement.OverhangBottom">
<summary>
The amount of overhang from the bottom edge of the alignment rectangle.
</summary>
</member>
<member name="P:PaintDotNet.DirectWrite.TextMeasurement.BlackBoxBounds">
<summary>
The black box rectangle for the text block. This is the rectangle that is affected by rendering,
and includes the overhang metrics.
</summary>
<remarks>
This is a convenience function that takes an alignment point of (0,0), the width and height, and
then adds in the overhang metrics for each edge to calculate the bounding black box. Due to
pixel snapping, grid fitting, or hinting, this may not exactly match the pixel boundaries for
rendering.
</remarks>
</member>
<member name="P:PaintDotNet.DirectWrite.TextMeasurement.SafeClipBounds">
<summary>
Gets a safe clipping rectangle for this block of text useful for rendering purposes.
</summary>
<remarks>
This differs from the black box in a few ways. It ignores negative overhangs, and it also
adds a small amount of padding around the text to ensure that things like pixel snapping,
grid fitting, and hinting do not adversely affect clipping.
</remarks>
</member>
<member name="F:PaintDotNet.Imaging.BitmapExtendMode.Clamp">
<summary>
<inheritdoc cref="F:TerraFX.Interop.DirectX.D2D1_BORDER_EDGE_MODE.D2D1_BORDER_EDGE_MODE_CLAMP"/>
</summary>
</member>
<member name="F:PaintDotNet.Imaging.BitmapExtendMode.Zero">
<summary>
Fills the extended region with zeros. This is usually transparent black for pixel
formats that support alpha, or opaque black for pixel formats that do not support
alpha.
</summary>
</member>
<member name="M:PaintDotNet.Imaging.BitmapSourceExtensions.Bounds(PaintDotNet.Imaging.IBitmapSource)">
<summary>
Returns a rectangle who's value is <c>(x=0, y=0, width=source.Width, height=source.Height)</c>
</summary>
</member>
<member name="M:PaintDotNet.Imaging.BitmapSourceExtensions.CreateClipper``1(PaintDotNet.Imaging.IBitmapSource{``0},PaintDotNet.Rendering.RectInt32,PaintDotNet.Imaging.BitmapExtendMode)">
<summary>
Creates a clipped bitmap with a given extend mode. The clipping rect may extend outside of the source bounds.
</summary>
<param name="source">The bitmap source to clip.</param>
<param name="sourceRect">
A rectangle, in source coordinate space, that defines the size of the output bitmap. This rectangle
may extend outside of the source bitmap's bounds (including negative coordinates). Pixels that are
within the source bounds will be copied from the source, while pixels outside of the source bounds
will be calculated based on the <paramref name="extendMode"/> parameter.
</param>
<param name="extendMode">Specifies how pixels outside of the source bitmap's bounds are calculated.</param>
<returns>The clipped bitmap.</returns>
</member>
<member name="T:PaintDotNet.Imaging.BmpEncoderOptions">
<summary>
The keys in this class are used to set property values in an <see cref="T:PaintDotNet.ComponentModel.IPropertyBag2"/>
when working with the BMP <see cref="T:PaintDotNet.Imaging.IBitmapEncoder"/>'s options.<br/>
<br/>
See <a href="https://learn.microsoft.com/en-us/windows/win32/wic/bmp-format-overview">BMP Format Overview</a>
for more information.
</summary>
</member>
<member name="T:PaintDotNet.Imaging.HeifEncoderOptions">
<summary>
The keys in this class are used to set property values in an <see cref="T:PaintDotNet.ComponentModel.IPropertyBag2"/>
when working with the HEIF <see cref="T:PaintDotNet.Imaging.IBitmapEncoder"/>'s options.<br/>
for more information.
</summary>
</member>
<member name="P:PaintDotNet.Imaging.HeifEncoderOptions.ImageQuality">
<summary>
The image quality. Higher values result in better quality, but longer compression times.<br/>
<br/>
The range of this value is [0, 1].
</summary>
</member>
<member name="M:PaintDotNet.Imaging.ImagingFactory.CreateRef">
<summary>
Creates a reference to the global <see cref="T:PaintDotNet.Imaging.IImagingFactory"/> instance.
</summary>
<remarks>
You usually won't need to use this method. Instead, in your plugin, retrieve it as a service with
<c>this.Services.GetService<IImagingFactory>()</c>.<br/>
For effect plugins it is also available through <c>this.Environment.ImagingFactory</c>.
</remarks>
</member>
<member name="M:PaintDotNet.Imaging.ImagingFactoryExtensions.CreateOverwriteMaskBitmap(PaintDotNet.Imaging.IImagingFactory,PaintDotNet.Imaging.IBitmapSource{PaintDotNet.Imaging.ColorBgra32},PaintDotNet.Imaging.IBitmapSource{PaintDotNet.Imaging.ColorBgra32},PaintDotNet.Imaging.IBitmapSource{PaintDotNet.Imaging.ColorAlpha8})">
<summary>
Creates a bitmap that renders a per-pixel crossfade between two bitmaps, using a third
bitmap as a mask for the second bitmap.
</summary>
<param name="factory">The factory.</param>
<param name="srcUnder">The first source ("under") bitmap.</param>
<param name="srcOver">The second source ("over") bitmap.</param>
<param name="srcOverMask">
The mask for the second source bitmap. A value of 0 will result in the output being equal
to srcUnder, and a value of 255 will result in the output being equal to srcOver. Values
in between will result in a crossfaded blend between srcUnder and srcOver.</param>
<returns>A bitmap that renders a per-pixel crossfade between srcUnder and srcOver.</returns>
</member>
<member name="M:PaintDotNet.Imaging.ImagingFactoryExtensions.CreateBitmapClipper``1(PaintDotNet.Imaging.IImagingFactory,PaintDotNet.Imaging.IBitmapSource{``0},PaintDotNet.Rendering.RectInt32,PaintDotNet.Imaging.BitmapExtendMode)">
<summary>
Creates a clipped bitmap with a given extend mode. The clipping rect may extend outside of the source bounds.
</summary>
<param name="factory">The factory.</param>
<param name="source">The bitmap source to clip.</param>
<param name="sourceRect">
A rectangle, in source coordinate space, that defines the size of the output bitmap. This rectangle
may extend outside of the source bitmap's bounds (including negative coordinates). Pixels that are
within the source bounds will be copied from the source, while pixels outside of the source bounds
will be calculated based on the <paramref name="extendMode"/> parameter.
</param>
<param name="extendMode">Specifies how pixels outside of the source bitmap's bounds are calculated.</param>
<returns>The clipped bitmap.</returns>
</member>
<member name="T:PaintDotNet.Imaging.ImagingFactoryWrapper">
<summary>
A wrapper for IImagingFactory that provides detours to improved or bugfixed functionality.
Note that accessing the COM object will bypass any detours.
</summary>
</member>
<member name="T:PaintDotNet.Imaging.Indexed8ToNFormatConverter">
<summary>
Converts Indexed8 to Indexed4, Indexed2, or Indexed1.
</summary>
<remarks>
Working with indexed formats other than Indexed8 is tricky because of all the bit shifting and whatnot.
This class allows you to produced Indexed4, 2, or 1 output with the coding simplicity of Indexed8.
Also worth noting is that WIC's format converters for <8-bit seem to be buggy, and should be avoided.
</remarks>
</member>
<member name="T:PaintDotNet.Imaging.JpegEncoderOptions">
<summary>
The keys in this class are used to set property values in an <see cref="T:PaintDotNet.ComponentModel.IPropertyBag2"/>
when working with the JPEG <see cref="T:PaintDotNet.Imaging.IBitmapEncoder"/>'s options.<br/>
<br/>
See <a href="https://learn.microsoft.com/en-us/windows/win32/wic/jpeg-format-overview">JPEG Format Overview</a>
for more information.
</summary>
</member>
<member name="P:PaintDotNet.Imaging.JpegEncoderOptions.BitmapTransform">
<summary>
Specifies how the image is to be transformed during image decoding.<br/>
<br/>
The default value is <see cref="F:PaintDotNet.Imaging.BitmapTransformOptions.None"/>.
</summary>
</member>
<member name="P:PaintDotNet.Imaging.JpegEncoderOptions.ImageQuality">
<summary>
Specifies the desired image fidelity. 0.0 indicates the lowest possible fidelity and 1.0 specifies the highest fidelity.<br/>
<br/>
The range of this value is [0, 1]. The default value is 0.9.
</summary>
</member>
<member name="P:PaintDotNet.Imaging.JpegEncoderOptions.JpegYCrCbSubsampling">
<summary>
Specifies the subsampling ratio to use for YCrCb encoding.<br/>
<br/>
The default value is <see cref="F:PaintDotNet.Imaging.JpegYCrCbSubsamplingOption.Subsample420"/>.
</summary>
</member>
<member name="P:PaintDotNet.Imaging.JpegEncoderOptions.SuppressApp0">
<summary>
Specifies whether to suppress the write of App0 metadata while encoding the image data.<br/>
<br/>
The default value is <c>false</c>.
</summary>
</member>
<member name="T:PaintDotNet.Imaging.PngEncoderOptions">
<summary>
The keys in this class are used to set property values in an <see cref="T:PaintDotNet.ComponentModel.IPropertyBag2"/>
when working with the PNG <see cref="T:PaintDotNet.Imaging.IBitmapEncoder"/>'s options.<br/>
<br/>
See <a href="https://learn.microsoft.com/en-us/windows/win32/wic/png-format-overview">PNG Format Overview</a>
for more information.
</summary>
</member>
<member name="P:PaintDotNet.Imaging.PngEncoderOptions.InterlaceOption">
<summary>
Specifies whether to encode the image data as interlaced.<br/>
<br/>
The default value is <c>false</c>.
</summary>
</member>
<member name="P:PaintDotNet.Imaging.PngEncoderOptions.FilterOption">
<summary>
Specifies the filter option to use for image compression.<br/>
<br/>
The default value is <see cref="F:PaintDotNet.Imaging.PngFilterOption.Unspecified"/>.
</summary>
</member>
<member name="T:PaintDotNet.Imaging.TiffEncoderOptions">
<summary>
The keys in this class are used to set property values in an <see cref="T:PaintDotNet.ComponentModel.IPropertyBag2"/>
when working with the TIFF <see cref="T:PaintDotNet.Imaging.IBitmapEncoder"/>'s options.<br/>
<br/>
See <a href="https://learn.microsoft.com/en-us/windows/win32/wic/tiff-format-overview">TIFF Format Overview</a>
for more information.
</summary>
</member>
<member name="T:PaintDotNet.Imaging.WmpEncoderOptions">
<summary>
The keys in this class are used to set property values in an <see cref="T:PaintDotNet.ComponentModel.IPropertyBag2"/>
when working with the WMP (aka HD Photo) <see cref="T:PaintDotNet.Imaging.IBitmapEncoder"/>'s options.<br/>
<br/>
See <a href="https://learn.microsoft.com/en-us/windows/win32/wic/hdphoto-format-overview">HD Photo Format Overview</a>
for more information.
</summary>
</member>
<member name="F:PaintDotNet.Interop.RegistryNotifyFilter.Name">
<summary>
Notify if a subkey is added or deleted.
</summary>
</member>
<member name="F:PaintDotNet.Interop.RegistryNotifyFilter.Attributes">
<summary>
Notify of changes to the attributes of the key, such as the security descriptor information.
</summary>
</member>
<member name="F:PaintDotNet.Interop.RegistryNotifyFilter.LastSet">
<summary>
Notify of changes to a value of the key. This can include adding or deleting a value, or changing an existing value.
</summary>
</member>
<member name="F:PaintDotNet.Interop.RegistryNotifyFilter.Security">
<summary>
Notify of changes to the security descriptor of the key.
</summary>
</member>
<member name="F:PaintDotNet.Interop.RegistryNotifyFilter.WatchSubTree">
<summary>
Notify of changes to any subtree of the key as well.
</summary>
</member>
</members>
</doc>