CGBitmapFlags Enum

Definition

Bitmap encoding.

This enumeration has a FlagsAttribute attribute that allows a bitwise combination of its member values.

[System.Flags]
public enum CGBitmapFlags
type CGBitmapFlags = 
Inheritance
CGBitmapFlags
Attributes

Fields

AlphaInfoMask 31

The image has an alpha channel.

ByteOrder16Big 12288

16-bit big endian format.

ByteOrder16Little 4096

16-bit little endian format.

ByteOrder32Big 16384

32-big big endian format.

ByteOrder32Little 8192

32-bit little endian format.

ByteOrderDefault 0

The default byte order.

ByteOrderMask 28672

Mask for extracting the byte ordering from the result.

First 4

Alpha channel comes first using 32-bits per pixel and 8 bits per channel (ARGB).

FloatComponents 256

The components of the bitmap are floating point values.

FloatInfoMask 3840
Last 3

Last Alpha comes last, 32-bit per pixel, 8-bits per channel (RGBA).

None 0

Used for CMYK processing, 32-bits per pixel, 8-bits per channel (CMYK).

NoneSkipFirst 6

There is no alpha channel, 32-bits per pixel, 8 bits per channel, with the topmost channel ignored (xRGB).

NoneSkipLast 5

There is no alpha channel, 32-bits per pixel, 8 bits per channel, with the lower channel ignored (RGBx).

Only 7

No color data, only alpha channel data.

PremultipliedFirst 2

Premultipled values for RGB, alpha channel comes first using 32-bits per pixel and 8 bits per channel (ARGB)

PremultipliedLast 1

Premultipled values for RGB, alpha comes last, 32-bit per pixel, 8-bits per channel (RGBA).

Remarks

This enumeration specifies the layout information for the component data in a bitmap.

Quartz supports a number of color models: red, green and blue (RGB), cyan, magenta, yellow and key black (CMYK) and grayscale. Additionally, it is possible to specify an alpha channel that determines the transparency of the color when compositing an image with another one.

This enumeration determines the in-memory organization of the data and includes the color model, whether there is an alpha channel present and whether the component values have been premultiplied.

Pre-multiplication means that the values for red, green and blue have already been multiplied by the alpha value. This helps speed up rendering as it avoids three multiplications per pixel at render time.

Applies to