Commit deb8d7fc authored by Ziqing Hui's avatar Ziqing Hui Committed by Alexandre Julliard

include: Add defines for D2D1HighlightsShadows effect.

parent 2ad52a58
...@@ -105,6 +105,7 @@ SOURCES = \ ...@@ -105,6 +105,7 @@ SOURCES = \
d2d1_3.idl \ d2d1_3.idl \
d2d1effects.idl \ d2d1effects.idl \
d2d1effects_1.idl \ d2d1effects_1.idl \
d2d1effects_2.idl \
d2dbasetypes.h \ d2dbasetypes.h \
d2derr.h \ d2derr.h \
d3d.h \ d3d.h \
......
...@@ -17,6 +17,7 @@ ...@@ -17,6 +17,7 @@
*/ */
import "d2d1_2.idl"; import "d2d1_2.idl";
import "d2d1effects_2.idl";
typedef enum D2D1_INK_NIB_SHAPE typedef enum D2D1_INK_NIB_SHAPE
{ {
......
/*
* Copyright 2022 Ziqing Hui for CodeWeavers
*
* This library is free software; you can redistribute it and/or
* modify it under the terms of the GNU Lesser General Public
* License as published by the Free Software Foundation; either
* version 2.1 of the License, or (at your option) any later version.
*
* This library is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
* Lesser General Public License for more details.
*
* You should have received a copy of the GNU Lesser General Public
* License along with this library; if not, write to the Free Software
* Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
*/
import "d2d1effects_1.idl";
cpp_quote("DEFINE_GUID(CLSID_D2D1HighlightsShadows, 0xcadc8384,0x323f,0x4c7e,0xa3,0x61,0x2e,0x2b,0x24,0xdf,0x6e,0xe4);")
typedef enum D2D1_HIGHLIGHTSANDSHADOWS_PROP
{
D2D1_HIGHLIGHTSANDSHADOWS_PROP_HIGHLIGHTS = 0x0,
D2D1_HIGHLIGHTSANDSHADOWS_PROP_SHADOWS = 0x1,
D2D1_HIGHLIGHTSANDSHADOWS_PROP_CLARITY = 0x2,
D2D1_HIGHLIGHTSANDSHADOWS_PROP_INPUT_GAMMA = 0x3,
D2D1_HIGHLIGHTSANDSHADOWS_PROP_MASK_BLUR_RADIUS = 0x4,
D2D1_HIGHLIGHTSANDSHADOWS_PROP_FORCE_DWORD = 0xffffffff
} D2D1_HIGHLIGHTSANDSHADOWS_PROP;
typedef enum D2D1_HIGHLIGHTSANDSHADOWS_INPUT_GAMMA
{
D2D1_HIGHLIGHTSANDSHADOWS_INPUT_GAMMA_LINEAR = 0x0,
D2D1_HIGHLIGHTSANDSHADOWS_INPUT_GAMMA_SRGB = 0x1,
D2D1_HIGHLIGHTSANDSHADOWS_INPUT_GAMMA_FORCE_DWORD = 0xffffffff
} D2D1_HIGHLIGHTSANDSHADOWS_INPUT_GAMMA;
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