// Copyright (c) 2010-2014 SharpDX - Alexandre Mutel // // Permission is hereby granted, free of charge, to any person obtaining a copy // of this software and associated documentation files (the "Software"), to deal // in the Software without restriction, including without limitation the rights // to use, copy, modify, merge, publish, distribute, sublicense, and/or sell // copies of the Software, and to permit persons to whom the Software is // furnished to do so, subject to the following conditions: // // The above copyright notice and this permission notice shall be included in // all copies or substantial portions of the Software. // // THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR // IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, // FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE // AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER // LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, // OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN // THE SOFTWARE. using SharpDX.Mathematics.Interop; namespace SharpDX.Direct2D1.Effects { /// /// Built in Flood effect. /// public class Flood : Effect { /// /// Initializes a new instance of effect. /// /// public Flood(DeviceContext context) : base(context, Effect.Flood) { } /// /// The color and opacity of the bitmap. This property is a . /// The individual values for each channel are of type FLOAT, unbounded and unitless. /// The effect doesn't modify the values for the channels. /// The RGBA values for each channel range from 0 to 1. /// public RawColor4 Color { get { return GetColor4Value((int)FloodProperties.Color); } set { SetValue((int)FloodProperties.Color, value); } } } }