DropShadowBitmapEffect.cs source code in C# .NET

Source code for the .NET framework in C#

                        

Code:

/ Net / Net / 3.5.50727.3053 / DEVDIV / depot / DevDiv / releases / Orcas / SP / wpf / src / Core / CSharp / System / Windows / Media / Effects / DropShadowBitmapEffect.cs / 3 / DropShadowBitmapEffect.cs

                            //------------------------------------------------------------------------------ 
//  Microsoft Avalon
//  Copyright (c) Microsoft Corporation, 2005
//
//  File:       BitmapEffectDropShadow.cs 
//-----------------------------------------------------------------------------
 
#region Using directives 

using System; 
using System.Collections.Generic;
using System.Text;
using System.Runtime.InteropServices;
using MS.Internal.PresentationCore; 
using System.Security;
 
#endregion 

namespace System.Windows.Media.Effects 
{
    /// 
    /// The class definition for DropShadowBitmapEffect
    ///  
    public partial class DropShadowBitmapEffect
    { 
 
        /// 
        /// Constructor 
        /// 
        public DropShadowBitmapEffect()
        {
 
        }
 
        ///  
        /// Creates the unmanaged effect handle
        ///  
        unsafe protected override SafeHandle CreateUnmanagedEffect()
        {
            return Create(new Guid(0x459a3fbe, 0xd8ac, 0x4692, 0x87, 0x4b, 0x7a, 0x26, 0x57, 0x15, 0xaa, 0x16));
        } 

        ///  
        /// /// Update (propagetes) properties to the unmanaged effect 
        /// 
        ///  
        /// This method demands permission because effects should not be run
        /// in partial trust.
        ///
        /// SecurityCritical - because SetValue has a link demand 
        /// SecutiryTreatAsSafe - because it demans UIWindow permission
        ///  
        [SecurityCritical, SecurityTreatAsSafe] 
        protected override void UpdateUnmanagedPropertyState(SafeHandle unmanagedEffect)
        { 
            SecurityHelper.DemandUIWindowPermission();
            BitmapEffect.SetValue(unmanagedEffect, "Color", this.Color);
            BitmapEffect.SetValue(unmanagedEffect, "ShadowDepth", this.ShadowDepth);
            BitmapEffect.SetValue(unmanagedEffect, "Direction", this.Direction); 
            BitmapEffect.SetValue(unmanagedEffect, "Noise", this.Noise);
            BitmapEffect.SetValue(unmanagedEffect, "Opacity", this.Opacity); 
            BitmapEffect.SetValue(unmanagedEffect, "Softness", this.Softness); 
        }
 
        /// 
        /// An ImageEffect can be used to emulate a DropShadowBitmapEffect with certain restrictions. This
        /// method returns true when it is possible to emulate the DropShadowBitmapEffect using an ImageEffect.
        ///  
        internal override bool CanBeEmulatedUsingEffectPipeline()
        { 
            return (Noise == 0.0); 
        }
 
        /// 
        /// Returns a ImageEffect that emulates this DropShadowBitmapEffect.
        /// 
        internal override Effect GetEmulatingEffect() 
        {
            if (_imageEffectEmulation == null) 
            { 
                _imageEffectEmulation = new DropShadowEffect();
            } 

            if (_imageEffectEmulation.Color != Color)
            {
                _imageEffectEmulation.Color = Color; 
            }
            // The limits on ShadowDepth preserve existing behavior. 
            // A scale transform can scale the shadow depth to exceed 50.0, 
            // and this behavior is also handled correctly in the unmanaged layer.
            if (_imageEffectEmulation.ShadowDepth != ShadowDepth) 
            {
                if (ShadowDepth >= 50.0)
                {
                    _imageEffectEmulation.ShadowDepth = 50.0; 
                }
                else if (ShadowDepth < 0.0) 
                { 
                    _imageEffectEmulation.ShadowDepth = 0.0;
                } 
                else
                {
                    _imageEffectEmulation.ShadowDepth = ShadowDepth;
                } 
            }
 
            if (_imageEffectEmulation.Direction != Direction) 
            {
                _imageEffectEmulation.Direction = Direction; 
            }

            if (_imageEffectEmulation.Opacity != Opacity)
            { 
                if (Opacity >= 1.0)
                { 
                    _imageEffectEmulation.Opacity = 1.0; 
                }
                else if (Opacity <= 0.0) 
                {
                    _imageEffectEmulation.Opacity = 0.0;
                }
                else 
                {
                    _imageEffectEmulation.Opacity = Opacity; 
                } 
            }
 
            if (_imageEffectEmulation.BlurRadius / _MAX_EMULATED_BLUR_RADIUS != Softness)
            {
                if (Softness >= 1.0)
                { 
                    _imageEffectEmulation.BlurRadius = _MAX_EMULATED_BLUR_RADIUS;
                } 
                else if (Softness <= 0.0) 
                {
                    _imageEffectEmulation.BlurRadius = 0.0; 
                }
                else
                {
                    _imageEffectEmulation.BlurRadius = _MAX_EMULATED_BLUR_RADIUS * Softness; 
                }
            } 
 
            _imageEffectEmulation.RenderingBias = RenderingBias.Performance;
 
            return _imageEffectEmulation;
        }

        DropShadowEffect _imageEffectEmulation; 

        private const double _MAX_EMULATED_BLUR_RADIUS = 25.0; 
    } 
}

// File provided for Reference Use Only by Microsoft Corporation (c) 2007.
// Copyright (c) Microsoft Corporation. All rights reserved.
//------------------------------------------------------------------------------ 
//  Microsoft Avalon
//  Copyright (c) Microsoft Corporation, 2005
//
//  File:       BitmapEffectDropShadow.cs 
//-----------------------------------------------------------------------------
 
#region Using directives 

using System; 
using System.Collections.Generic;
using System.Text;
using System.Runtime.InteropServices;
using MS.Internal.PresentationCore; 
using System.Security;
 
#endregion 

namespace System.Windows.Media.Effects 
{
    /// 
    /// The class definition for DropShadowBitmapEffect
    ///  
    public partial class DropShadowBitmapEffect
    { 
 
        /// 
        /// Constructor 
        /// 
        public DropShadowBitmapEffect()
        {
 
        }
 
        ///  
        /// Creates the unmanaged effect handle
        ///  
        unsafe protected override SafeHandle CreateUnmanagedEffect()
        {
            return Create(new Guid(0x459a3fbe, 0xd8ac, 0x4692, 0x87, 0x4b, 0x7a, 0x26, 0x57, 0x15, 0xaa, 0x16));
        } 

        ///  
        /// /// Update (propagetes) properties to the unmanaged effect 
        /// 
        ///  
        /// This method demands permission because effects should not be run
        /// in partial trust.
        ///
        /// SecurityCritical - because SetValue has a link demand 
        /// SecutiryTreatAsSafe - because it demans UIWindow permission
        ///  
        [SecurityCritical, SecurityTreatAsSafe] 
        protected override void UpdateUnmanagedPropertyState(SafeHandle unmanagedEffect)
        { 
            SecurityHelper.DemandUIWindowPermission();
            BitmapEffect.SetValue(unmanagedEffect, "Color", this.Color);
            BitmapEffect.SetValue(unmanagedEffect, "ShadowDepth", this.ShadowDepth);
            BitmapEffect.SetValue(unmanagedEffect, "Direction", this.Direction); 
            BitmapEffect.SetValue(unmanagedEffect, "Noise", this.Noise);
            BitmapEffect.SetValue(unmanagedEffect, "Opacity", this.Opacity); 
            BitmapEffect.SetValue(unmanagedEffect, "Softness", this.Softness); 
        }
 
        /// 
        /// An ImageEffect can be used to emulate a DropShadowBitmapEffect with certain restrictions. This
        /// method returns true when it is possible to emulate the DropShadowBitmapEffect using an ImageEffect.
        ///  
        internal override bool CanBeEmulatedUsingEffectPipeline()
        { 
            return (Noise == 0.0); 
        }
 
        /// 
        /// Returns a ImageEffect that emulates this DropShadowBitmapEffect.
        /// 
        internal override Effect GetEmulatingEffect() 
        {
            if (_imageEffectEmulation == null) 
            { 
                _imageEffectEmulation = new DropShadowEffect();
            } 

            if (_imageEffectEmulation.Color != Color)
            {
                _imageEffectEmulation.Color = Color; 
            }
            // The limits on ShadowDepth preserve existing behavior. 
            // A scale transform can scale the shadow depth to exceed 50.0, 
            // and this behavior is also handled correctly in the unmanaged layer.
            if (_imageEffectEmulation.ShadowDepth != ShadowDepth) 
            {
                if (ShadowDepth >= 50.0)
                {
                    _imageEffectEmulation.ShadowDepth = 50.0; 
                }
                else if (ShadowDepth < 0.0) 
                { 
                    _imageEffectEmulation.ShadowDepth = 0.0;
                } 
                else
                {
                    _imageEffectEmulation.ShadowDepth = ShadowDepth;
                } 
            }
 
            if (_imageEffectEmulation.Direction != Direction) 
            {
                _imageEffectEmulation.Direction = Direction; 
            }

            if (_imageEffectEmulation.Opacity != Opacity)
            { 
                if (Opacity >= 1.0)
                { 
                    _imageEffectEmulation.Opacity = 1.0; 
                }
                else if (Opacity <= 0.0) 
                {
                    _imageEffectEmulation.Opacity = 0.0;
                }
                else 
                {
                    _imageEffectEmulation.Opacity = Opacity; 
                } 
            }
 
            if (_imageEffectEmulation.BlurRadius / _MAX_EMULATED_BLUR_RADIUS != Softness)
            {
                if (Softness >= 1.0)
                { 
                    _imageEffectEmulation.BlurRadius = _MAX_EMULATED_BLUR_RADIUS;
                } 
                else if (Softness <= 0.0) 
                {
                    _imageEffectEmulation.BlurRadius = 0.0; 
                }
                else
                {
                    _imageEffectEmulation.BlurRadius = _MAX_EMULATED_BLUR_RADIUS * Softness; 
                }
            } 
 
            _imageEffectEmulation.RenderingBias = RenderingBias.Performance;
 
            return _imageEffectEmulation;
        }

        DropShadowEffect _imageEffectEmulation; 

        private const double _MAX_EMULATED_BLUR_RADIUS = 25.0; 
    } 
}

// File provided for Reference Use Only by Microsoft Corporation (c) 2007.
// Copyright (c) Microsoft Corporation. All rights reserved.
                        

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