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D2D1_RENDER_TARGET_PROPERTIES
構造体サイズ=各フィールドのバイト数(x64/x86 で異なる場合は x64/x86 と併記)。x64/x86 列=フィールドのバイトオフセット(HSPで dupptr / lpoke / wpoke 等に使用)。
フィールド
| フィールド | 型 | サイズ | x64 | x86 | 説明 |
|---|---|---|---|---|---|
| type | D2D1_RENDER_TARGET_TYPE | 4 | +0 | +0 | レンダーターゲットの種類(ハードウェア/ソフトウェア/既定)。 |
| pixelFormat | D2D1_PIXEL_FORMAT | 8 | +4 | +4 | レンダーターゲットのピクセル形式とアルファモード。 |
| dpiX | FLOAT | 4 | +12 | +12 | 水平方向DPI。0で既定値。 |
| dpiY | FLOAT | 4 | +16 | +16 | 垂直方向DPI。0で既定値。 |
| usage | D2D1_RENDER_TARGET_USAGE | 4 | +20 | +20 | レンダーターゲットの用途フラグ(GDI互換等)。 |
| minLevel | D2D1_FEATURE_LEVEL | 4 | +24 | +24 | 必要な最小Direct3D機能レベル。 |
各言語での定義
#include <windows.h>
// D2D1_PIXEL_FORMAT (x64 8 / x86 8 バイト)
typedef struct D2D1_PIXEL_FORMAT {
DXGI_FORMAT format;
D2D1_ALPHA_MODE alphaMode;
} D2D1_PIXEL_FORMAT;
// D2D1_RENDER_TARGET_PROPERTIES (x64 28 / x86 28 バイト)
typedef struct D2D1_RENDER_TARGET_PROPERTIES {
D2D1_RENDER_TARGET_TYPE type;
D2D1_PIXEL_FORMAT pixelFormat;
FLOAT dpiX;
FLOAT dpiY;
D2D1_RENDER_TARGET_USAGE usage;
D2D1_FEATURE_LEVEL minLevel;
} D2D1_RENDER_TARGET_PROPERTIES;using System;
using System.Runtime.InteropServices;
[StructLayout(LayoutKind.Sequential, CharSet = CharSet.Unicode)]
public struct D2D1_PIXEL_FORMAT
{
public int format;
public int alphaMode;
}
[StructLayout(LayoutKind.Sequential, CharSet = CharSet.Unicode)]
public struct D2D1_RENDER_TARGET_PROPERTIES
{
public int type;
public D2D1_PIXEL_FORMAT pixelFormat;
public float dpiX;
public float dpiY;
public int usage;
public int minLevel;
}Imports System.Runtime.InteropServices
<StructLayout(LayoutKind.Sequential, CharSet:=CharSet.Unicode)>
Public Structure D2D1_PIXEL_FORMAT
Public format As Integer
Public alphaMode As Integer
End Structure
<StructLayout(LayoutKind.Sequential, CharSet:=CharSet.Unicode)>
Public Structure D2D1_RENDER_TARGET_PROPERTIES
Public type As Integer
Public pixelFormat As D2D1_PIXEL_FORMAT
Public dpiX As Single
Public dpiY As Single
Public usage As Integer
Public minLevel As Integer
End Structureimport ctypes
from ctypes import wintypes
class D2D1_PIXEL_FORMAT(ctypes.Structure):
_fields_ = [
("format", ctypes.c_int),
("alphaMode", ctypes.c_int),
]
class D2D1_RENDER_TARGET_PROPERTIES(ctypes.Structure):
_fields_ = [
("type", ctypes.c_int),
("pixelFormat", D2D1_PIXEL_FORMAT),
("dpiX", ctypes.c_float),
("dpiY", ctypes.c_float),
("usage", ctypes.c_int),
("minLevel", ctypes.c_int),
]#[repr(C)]
pub struct D2D1_PIXEL_FORMAT {
pub format: i32,
pub alphaMode: i32,
}
#[repr(C)]
pub struct D2D1_RENDER_TARGET_PROPERTIES {
pub type: i32,
pub pixelFormat: D2D1_PIXEL_FORMAT,
pub dpiX: f32,
pub dpiY: f32,
pub usage: i32,
pub minLevel: i32,
}import "golang.org/x/sys/windows"
type D2D1_PIXEL_FORMAT struct {
format int32
alphaMode int32
}
type D2D1_RENDER_TARGET_PROPERTIES struct {
type int32
pixelFormat D2D1_PIXEL_FORMAT
dpiX float32
dpiY float32
usage int32
minLevel int32
}type
D2D1_PIXEL_FORMAT = record
format: Integer;
alphaMode: Integer;
end;
D2D1_RENDER_TARGET_PROPERTIES = record
type: Integer;
pixelFormat: D2D1_PIXEL_FORMAT;
dpiX: Single;
dpiY: Single;
usage: Integer;
minLevel: Integer;
end;const D2D1_PIXEL_FORMAT = extern struct {
format: i32,
alphaMode: i32,
};
const D2D1_RENDER_TARGET_PROPERTIES = extern struct {
type: i32,
pixelFormat: D2D1_PIXEL_FORMAT,
dpiX: f32,
dpiY: f32,
usage: i32,
minLevel: i32,
};type
D2D1_PIXEL_FORMAT {.bycopy.} = object
format: int32
alphaMode: int32
D2D1_RENDER_TARGET_PROPERTIES {.bycopy.} = object
type: int32
pixelFormat: D2D1_PIXEL_FORMAT
dpiX: float32
dpiY: float32
usage: int32
minLevel: int32struct D2D1_PIXEL_FORMAT
{
int format;
int alphaMode;
}
struct D2D1_RENDER_TARGET_PROPERTIES
{
int type;
D2D1_PIXEL_FORMAT pixelFormat;
float dpiX;
float dpiY;
int usage;
int minLevel;
}HSP用 定義
HSP3.7/3.8 は構造体機能が無いため4byte整数配列(dim)+peek/poke で操作(32/64bitでサイズ・位置が異なる場合はタブで分割)。IronHSP は NSTRUCT(#defstruct/stdim/->)で32/64bit共通。
; HSP3.7/3.8 は構造体機能が無いため、4byte整数の配列変数で操作します。(x64 レイアウト)
; D2D1_RENDER_TARGET_PROPERTIES サイズ: 28 バイト(x64)
dim st, 7 ; 4byte整数×7(構造体サイズ 28 / 4 切り上げ)
; type : D2D1_RENDER_TARGET_TYPE (+0, 4byte) st.0 = 値 / 値 = st.0 (lpoke/lpeek も可)
; pixelFormat : D2D1_PIXEL_FORMAT (+4, 8byte) varptr(st)+4 を基点に操作(8byte:入れ子/配列)
; dpiX : FLOAT (+12, 4byte) st.3 = 値 / 値 = st.3 (lpoke/lpeek も可)
; dpiY : FLOAT (+16, 4byte) st.4 = 値 / 値 = st.4 (lpoke/lpeek も可)
; usage : D2D1_RENDER_TARGET_USAGE (+20, 4byte) st.5 = 値 / 値 = st.5 (lpoke/lpeek も可)
; minLevel : D2D1_FEATURE_LEVEL (+24, 4byte) st.6 = 値 / 値 = st.6 (lpoke/lpeek も可)
; ※4byte境界の整数は添字 st.N(N=オフセット/4)で読み書き可。それ以外は peek/poke 系を使用。; IronHSP は NSTRUCT(構造体)をサポート。32bit/64bit どちらでも同じコードで動作します。
; ※GUID・入れ子構造体はデフォルト型でないため、依存する #defstruct を先に定義(下記に同梱)。
#defstruct global D2D1_PIXEL_FORMAT
#field int format
#field int alphaMode
#endstruct
#defstruct global D2D1_RENDER_TARGET_PROPERTIES
#field int type
#field D2D1_PIXEL_FORMAT pixelFormat
#field float dpiX
#field float dpiY
#field int usage
#field int minLevel
#endstruct
stdim st, D2D1_RENDER_TARGET_PROPERTIES ; NSTRUCT 変数を確保
st->type = 100
mes "type=" + st->type