UID | title | description | helpviewer_keywords | old-location | tech.root | ms.assetid | ms.date | ms.keywords | req.header | req.include-header | req.target-type | req.target-min-winverclnt | req.target-min-winversvr | req.kmdf-ver | req.umdf-ver | req.ddi-compliance | req.unicode-ansi | req.idl | req.max-support | req.namespace | req.assembly | req.type-library | req.lib | req.dll | req.irql | targetos | req.typenames | req.redist | ms.custom | f1_keywords | dev_langs | topic_type | api_type | api_location | api_name | ||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
NF:d2d1.ID2D1RenderTarget.PopLayer |
ID2D1RenderTarget::PopLayer (d2d1.h) |
Stops redirecting drawing operations to the layer that is specified by the last PushLayer call. |
|
direct2d\ID2D1RenderTarget_PopLayer.htm |
Direct2D |
6ab05160-4f42-477f-a5bf-f16863b0635c |
12/05/2018 |
ID2D1RenderTarget interface [Direct2D],PopLayer method, ID2D1RenderTarget.PopLayer, ID2D1RenderTarget::PopLayer, PopLayer, PopLayer method [Direct2D], PopLayer method [Direct2D],ID2D1RenderTarget interface, d2d1/ID2D1RenderTarget::PopLayer, direct2d.ID2D1RenderTarget_PopLayer |
d2d1.h |
Windows |
Windows 7, Windows Vista with SP2 and Platform Update for Windows Vista [desktop apps \| UWP apps] |
Windows Server 2008 R2, Windows Server 2008 with SP2 and Platform Update for Windows Server 2008 [desktop apps \| UWP apps] |
D2d1.lib |
D2d1.dll |
Windows |
19H1 |
|
|
|
|
|
|
Stops redirecting drawing operations to the layer that is specified by the last PushLayer call.
A PopLayer must match a previous PushLayer call.
This method doesn't return an error code if it fails. To determine whether a drawing operation (such as PopLayer) failed, check the result returned by the ID2D1RenderTarget::EndDraw or ID2D1RenderTarget::Flush methods.
The following example uses a layer to clip a bitmap to a geometric mask. For the complete example, see How to Clip to a Geometric Mask.
HRESULT DemoApp::RenderWithLayer(ID2D1RenderTarget *pRT)
{
HRESULT hr = S_OK;
// Create a layer.
ID2D1Layer *pLayer = NULL;
hr = pRT->CreateLayer(NULL, &pLayer);
if (SUCCEEDED(hr))
{
pRT->SetTransform(D2D1::Matrix3x2F::Translation(350, 50));
// Push the layer with the geometric mask.
pRT->PushLayer(
D2D1::LayerParameters(D2D1::InfiniteRect(), m_pPathGeometry),
pLayer
);
pRT->DrawBitmap(m_pOrigBitmap, D2D1::RectF(0, 0, 200, 133));
pRT->FillRectangle(D2D1::RectF(0.f, 0.f, 25.f, 25.f), m_pSolidColorBrush);
pRT->FillRectangle(D2D1::RectF(25.f, 25.f, 50.f, 50.f), m_pSolidColorBrush);
pRT->FillRectangle(D2D1::RectF(50.f, 50.f, 75.f, 75.f), m_pSolidColorBrush);
pRT->FillRectangle(D2D1::RectF(75.f, 75.f, 100.f, 100.f), m_pSolidColorBrush);
pRT->FillRectangle(D2D1::RectF(100.f, 100.f, 125.f, 125.f), m_pSolidColorBrush);
pRT->FillRectangle(D2D1::RectF(125.f, 125.f, 150.f, 150.f), m_pSolidColorBrush);
pRT->PopLayer();
}
SafeRelease(&pLayer);
return hr;
}