Win2D | use Windows Runtime API for immediate mode 2D graphics | Runtime Evironment library
kandi X-RAY | Win2D Summary
kandi X-RAY | Win2D Summary
Win2D is an easy-to-use Windows Runtime API for immediate mode 2D graphics rendering with GPU acceleration. It is available to C#, C++ and VB developers writing apps for the Windows Universal Platform (UWP). It utilizes the power of Direct2D, and integrates seamlessly with XAML and CoreWindow. Visit the DirectX Landing Page for more resources for DirectX developers.
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Community Discussions
Trending Discussions on Win2D
QUESTION
I am trying to create a installable artifact of my MAUI Blazor application for windows. From all of my research I am to run the below command using MSBuild.
...ANSWER
Answered 2022-Feb-19 at 19:40This is a two part answer. First my MAUI template was old, so I created a new project and copied over the files. Second, I needed to use a MAUI library as my common library.
QUESTION
I'm having performance issue when I copy the data from input (ReadOnlySpan) to output (Span) using (Loops like 'for')
there is Span.CopyTo, it's perfect and very fast but for now it's useless without converting the pixels.
below is the code, I have feeling that there is some short way to do that instead of the current process:
...ANSWER
Answered 2021-Dec-27 at 12:25I'm having performance issue when I copy the data from input (ReadOnlySpan) to output (Span) using (Loops like 'for')
The the code you provided is already pretty safe and has the best complexity you're going get for pixel-by-pixel operations. The presence of nested for
loops does not necessarily correspond to performance issues or increased complexity.
I need help because I don't understand how the process is working, still very confused.. specially in the Slice part.
This code looks like it's meant to convert one bitmap format to another. Bitmaps come in varying sizes and formats. Because of this they include an additional piece of information along with width and height, pitch.
Pitch is the distance in bytes between two lines of pixel information, this is used to account for formats that don't include full 32/64bit color information.
Knowing this I commented the method in question as to help explain what it's doing.
QUESTION
I am trying to create a MSTest project for unit testing of our WinUI 3 development. I am able to run tests through the test explorer when targeting .NET 5.0.
Project Reunion requires net5.0-windows10.0.19041 as the target framework. When I try to run tests targeting net5.0-windows10.0.19041 the project builds but the tests do not run. The output of the Test log below says the WinUI3-UnitTests.dll file is not found but WinUI3-UnitTests.dll does exist in the specified location.
...ANSWER
Answered 2021-Oct-05 at 14:40Resolved by reverting MSTest.TestAdapter
and MSTest.TestFramework
back to version 2.2.3.
QUESTION
I am new to HLSL and is trying to compile a simple test with HLSL Helpers However, it doesn't compile. I want to compile shader for my Win2D UWP app.
The code:
...ANSWER
Answered 2021-Aug-04 at 15:12Should be fxc /T ps_4_0 /D D2D_ENTRY=main /Fo testShader.ps testShader.hlsl
.
You could/should use Visual Studio, it will do the ground work for you. Or just open "d2d1effecthelpers.hlsli" and it will say this:
// To use these helpers, the following values must be defined before inclusion:
// D2D_INPUT_COUNT - The number of texture inputs to the effect.
// D2D_INPUT[N]_SIMPLE or D2D_INPUT[N]_COMPLEX - How the effect will sample each input. (If unspecificed, defaults to _COMPLEX.)
// D2D_ENTRY - The name of the entry point being compiled. This will usually be defined on the command line at compilation time.
QUESTION
I'm trying to create an SVG file from some shape objects(path geometries, ellipses etc.) drawn on XAML canvas controls (the canvases are rendered on top of each other inside grid controls). It looks like Win2D can provide the classes to generate the SVG file, but I'm struggling to figure out how to populate the CanvasSvgDocument class with the shapes.
This is the only partial example I've found, but the answer seems to include a conversion to XML strings to load into the CanvasSvgDocument which seems like doing the same task twice (as SVG files are XML). Is anybody able to provide an example of how I might do this?
My current best guess of what the resulting code might look like is:
...ANSWER
Answered 2021-Mar-15 at 09:50You could use CanvasGeometry.CreateInk convert the ink strokes into geometry and use the relevant methods under the CanvasGeometry namespace to get the path, then write a custom class to read the parse path. Finally, the generated CanvasSvgDocument object is used to save the stream containing the svg content.
Please refer to the following sample to do these steps. (Note: download Win2D.uwp package)
XAML code:
QUESTION
Can anyone tell me how I can get lists of all installed fonts in c# uwp? I just want to put those fonts in combo box. So, I just need a list that has all the installed fonts of the PC.
I also tried to use Win2D but it gave me null output. My code:
...ANSWER
Answered 2021-Jan-04 at 14:18You will need to install the Win2D Nuget package.
Then you can call the CanvasTextFormat.GetSystemFontFamilies method to return a list of the installed fonts.
QUESTION
What I'm trying to do in a UWP app with Win2D: User pressed a button to add an image and picks their file. That file gets loaded as a resource for a Canvas Control. The image then gets rendered to the current drawing session
When the button is clicked:
...ANSWER
Answered 2020-Nov-11 at 07:03Load an Image to a Canvas Control from a File Picker
For your scenario, you could get CanvasDrawingSession
with CreateDrawingSession
method. And then use this drawingsession to draw picked image to current CanvasControl
.
For example.
QUESTION
In my project i would like to do a special kind of plot in Win2D. For this i need a procedure to overwrite geometries in the bitmap with new geometries, without losing the complete information of the previous geometries. The CanvasBlend.Min function seems to be the way to go.
I tried the following code, but the min function does not work as expected. It does not compare the geometry of the bitmap with the new geometry.
...ANSWER
Answered 2020-Nov-27 at 08:53Referring to the Remarks of the document, you need to set the ClearColor
property as White
and set the Opacity
property as “0.5” or “1” in your CanvasControl
(if your offscreen
is from a CanvasControl
) to view the effect of CanvasBlend.Min
. The default color is Transparent
in CanvasControl
.
Note that Windows.UI.Color.FromArgb(150, 255, 255, 255)
and Windows.UI.Color.FromArgb(50, 255, 255, 255)
are all white colors, you need to change them to other colors such as Windows.UI.Color.FromArgb(255, 255, 0, 0)
and Windows.UI.Color.FromArgb(255, 0, 0, 255)
. The first parameter of Windows.UI.Color.FromArgb()
represent opacity.
QUESTION
I'm developing a UWP application using Win2D, where I want to place certain text inside a Rect (rectangle) of defined width and height. If the text exceeds the width of the Rect then I want to clip the text with respect to the Rect's width. Here I want to show the text that fits the Rect and also the one that is getting clipped. How to do that in CanvasTextLayout in Win2D using C#?
...ANSWER
Answered 2020-Oct-08 at 11:42Win2D does not provide a certain API to directly get the truncated text, but I have an idea, which is to judge the position of the current input text being truncated by calculating the width of the text.
QUESTION
I'm creating a uwp app where text a user types in is converted into a video overlay. The user loads the video, types in their text, gets a preview of the video with the text, then they can save their video with the overlay. Right now it works with an image overlay, but not text. I'm trying to use win2d to format the text. However, I can't figure out how to get the win2d canvas control into a windows.media.editing media clip.
I thought I could go CanvasControl > Bitmap of some sort > Image > MediaClip, but media clips can only be created through storage files or direct 3d surfaces. Anything would be helpful! This is my first time trying to write something outside of a game engine.
The part that currently converts the canvas control to a bitmap:
...ANSWER
Answered 2020-Sep-17 at 00:45I just don't know how to convert outputBitmap to a storage file to make a media clip from it.
After getting the RenderTargetBitmap
, there is no need to convert to SoftwareBitmap
. You can store the pixel data as a file in a specified format through BitmapEncoder
. This is the method:
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