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hub/apps/design/input/drag-and-drop.md

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The [UIElement](/uwp/api/windows.ui.xaml.uielement) class does most of the work of implementing drag-and-drop for you. But if you want, you can implement your own version by using the APIs below.
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| Functionality | WinAppSDK API </br> Microsoft.UI.Input.DragDrop namespace | UWP API <br/> Windows.Applicationmodel.DataTransfer.DragDrop.Core namespace |
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| Functionality | Windows App SDK</br> Microsoft.UI.Input.DragDrop namespace | UWP<br/> Windows.Applicationmodel.DataTransfer.DragDrop.Core namespace |
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| --- | --- | --- |
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| DragPrimitive | [DragOperation](/windows/windows-app-sdk/api/winrt/microsoft.ui.input.dragdrop.dragoperation) | [CoreDragOperation](/uwp/api/windows.applicationmodel.datatransfer.dragdrop.core.coredragoperation) |
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| Create a data package | [DataPackage](/uwp/api/windows.applicationmodel.datatransfer.datapackage) | same |

hub/apps/develop/win2d/custom-effects.md

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title: Implementing custom effects
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description: An in-depth guide on implementing custom D2D effects with Win2D.
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ms.date: 05/26/2023
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ms.date: 10/28/2025
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ms.topic: concept-article
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keywords: windows 10, windows 11, uwp, xaml, windows app sdk, winui, windows ui, graphics, games, effect win2d d2d d2d1 direct2d interop cpp csharp
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ms.localizationpriority: medium
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As we mentioned, if you're using C# and want to implement a custom effect, the recommended approach is to use the [ComputeSharp](https://github.com/Sergio0694/ComputeSharp) library. It enables you to both implement custom D2D1 pixel shaders entirely in C#, as well as to easily define custom effects graphs that are compatible with Win2D. The same library is also used in the Microsoft Store to power several graphics components in the application.
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You can add a reference to ComputeSharp in your project through NuGet:
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* On UWP, select the [**ComputeSharp.D2D1.Uwp**](https://www.nuget.org/packages/ComputeSharp.D2D1.Uwp/) package.
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* On WinAppSDK, select the [**ComputeSharp.D2D1.WinUI**](https://www.nuget.org/packages/ComputeSharp.D2D1.WinUI/) package.
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* For UWP, select the [**ComputeSharp.D2D1.Uwp**](https://www.nuget.org/packages/ComputeSharp.D2D1.Uwp/) package.
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* For WinUI, select the [**ComputeSharp.D2D1.WinUI**](https://www.nuget.org/packages/ComputeSharp.D2D1.WinUI/) package.
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> [!NOTE]
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> Many APIs in ComputeSharp.D2D1.\* are identical across the UWP and WinAppSDK targets, the only difference being the namespace (ending in either `.Uwp` or `.WinUI`). However, the UWP target is in sustained maintenance and not receiving new features. As such, some code changes might be needed compared to the samples shown here for WinUI. The snippets in this document reflect the API surface as of ComputeSharp.D2D1.WinUI 3.0.0 (the last release for the UWP target is instead 2.1.0).
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> Many APIs in ComputeSharp.D2D1.\* are identical across the UWP and WinUI targets, the only difference being the namespace (ending in either `.Uwp` or `.WinUI`). However, the UWP target is in sustained maintenance and not receiving new features. As such, some code changes might be needed compared to the samples shown here for WinUI. The snippets in this document reflect the API surface as of ComputeSharp.D2D1.WinUI 3.0.0 (the last release for the UWP target is 2.1.0).
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There are two main components in ComputeSharp to interop with Win2D:
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- `PixelShaderEffect<T>`: a Win2D effect that is powered by a D2D1 pixel shader. The shader itself is written in C# using the APIs provided by ComputeSharp. This class also provides properties to set effect sources, constant values, and more.
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> The `PremultiplyEffect` node after the noise effect is very important: this is because Win2D effects assume that the output is premultiplied, whereas pixel shaders generally work with unpremultiplied pixels. As such, remember to manually insert premultiply/unpremultiply nodes before and after custom shaders, to ensure colors are correctly preserved.
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> [!NOTE]
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> This sample effect is using WinUI 3 namespaces, but the same code can be used on UWP as well. In that case, the namespace for ComputeSharp will be `ComputeSharp.Uwp`, matching the package name.
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> This sample effect is using WinUI namespaces, but the same code can be used on UWP as well. In that case, the namespace for ComputeSharp will be `ComputeSharp.Uwp`, matching the package name.
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### Ready to draw!
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hub/apps/develop/win2d/hellowin2dworld.md

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title: Win2D "Hello, World!" quickstart
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description: "This topic shows you how to create a very simple \"Hello, World!\" project for Win2D."
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ms.date: 10/28/2025
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ms.topic: quickstart
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keywords: windows 11, windows 10, uwp, xaml, windows app sdk, winui, windows ui, graphics, games, win2d
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In Visual Studio, create a new project from one of the following project templates:
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* **WinUI 3 (Windows App SDK)**. To create a new WinUI 3 project, use the **Blank App, Packaged (WinUI 3 in Desktop)** project template. You can find that project template by choosing language: either *C#* or *C++*; platform: *Windows*; project type: *Desktop*.
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* **WinUI (Windows App SDK)**. To create a new WinUI project, use the **WinUI Blank App (Packaged)** project template. You can find that project template by choosing language: either *C#* or *C++*; platform: *Windows*; project type: *Desktop*.
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* **Universal Windows Platform (UWP)**. To create a new UWP project, use the **Blank App (Universal Windows)** or **Blank App (C++/WinRT)** or **Blank App (Universal Windows - C++/CX)** project template. For language, choose: either *C#* or *C++*; platform: *Windows*; project type: *UWP*.
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> [!IMPORTANT]
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The project won't build at the moment, due to the referenced-but-not-implemented **Draw** event handler. So we'll remedy that next, while we add some drawing code to interact with the **CanvasControl**.
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## For a WinUI 3 (Windows App SDK) project
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## For a WinUI (Windows App SDK) project
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For a C# project, add the following event handler to `MainWindow.xaml.cs`:
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## For a UWP project
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For a C# project, you can use the same C# code as for a WinUI 3 project (see the [For a WinUI 3 project](#for-a-winui-3-windows-app-sdk-project) section above). The only differences are that you'll be editing `MainPage.xaml.cs` instead of `MainWindow.xaml.cs`. And you'll need to change `Microsoft.UI.Colors` to `Windows.UI.Colors`.
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For a C# project, you can use the same C# code as for a WinUI project (see the [For a WinUI project](#for-a-winui-windows-app-sdk-project) section above). The only differences are that you'll be editing `MainPage.xaml.cs` instead of `MainWindow.xaml.cs`. And you'll need to change `Microsoft.UI.Colors` to `Windows.UI.Colors`.
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For a C++/WinRT project, add the following code to `pch.h`, `MainPage.h`, and `MainPage.cpp`:
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// MainPage.xaml.h
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...
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void CanvasControl_Draw(
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Microsoft::Graphics::Canvas::UI::Xaml::CanvasControl^ sender,
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Microsoft::Graphics::Canvas::UI::Xaml::CanvasDrawEventArgs^ args);
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Microsoft::Graphics::Canvas::UI::Xaml::CanvasControl^ sender,
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Microsoft::Graphics::Canvas::UI::Xaml::CanvasDrawEventArgs^ args);
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...
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// MainWindow.xaml.cpp

hub/apps/develop/win2d/index.md

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title: Overview of Win2D
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description: Win2D is an easy-to-use Windows Runtime API for immediate-mode 2D graphics rendering with GPU acceleration.
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Win2D is an easy-to-use Windows Runtime (WinRT) API for immediate-mode 2D graphics rendering with GPU acceleration. It's ideal for creating simple games, displays such as charts, and other simple 2D graphics.
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You can use Win2D in your WinUI 3 (Windows App SDK) apps or Universal Windows Platform (UWP) apps, using either C#, C++, or VB. Win2D utilizes the power of Direct2D, and it integrates seamlessly with XAML on both WinUI 3 (Windows App SDK) and UWP.
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You can use Win2D in your WinUI (Windows App SDK) apps or Universal Windows Platform (UWP) apps, using either C#, C++, or VB. Win2D utilizes the power of Direct2D, and it integrates seamlessly with XAML on both WinUI (Windows App SDK) and UWP.
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> Win2D for WinUI 3 (Windows App SDK) is a work-in-progress, and some features aren't supported. This documentation refers to both the WinUI 3 and UWP versions, which mostly share the same API surface and functionality. Whenever there's any relevant differences between the two, we'll call it out in the documentation. But otherwise, the info being presented applies to both platforms in the same way.
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> Win2D for WinUI (Windows App SDK) is a work-in-progress, and some features aren't supported. This documentation refers to both the WinUI and UWP versions, which mostly share the same API surface and functionality. Whenever there's any relevant differences between the two, we'll call it out in the documentation. But otherwise, the info being presented applies to both platforms in the same way.
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## Get started
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Win2D is available as a NuGet package, or as source code (for the source code, see the [Win2D](https://github.com/microsoft/Win2D) repo on GitHub).
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### Reference the Win2D NuGet package
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In a WinUI 3 or UWP project in Visual Studio, click **Tools** > **NuGet Package Manager** > **Manage NuGet Packages for Solution...** > **Browse**. Make sure that **Include prerelease** is unchecked, and type or paste into the search box:
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In a WinUI or UWP project in Visual Studio, click **Tools** > **NuGet Package Manager** > **Manage NuGet Packages for Solution...** > **Browse**. Make sure that **Include prerelease** is unchecked, and type or paste into the search box:
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* For a WinUI 3 project, [*Microsoft.Graphics.Win2D*](https://www.nuget.org/packages/Microsoft.Graphics.Win2D/).
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* For a WinUI project, [*Microsoft.Graphics.Win2D*](https://www.nuget.org/packages/Microsoft.Graphics.Win2D/).
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* For a UWP project, [*Win2D.uwp*](https://www.nuget.org/packages/Win2D.uwp/).
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Select the correct item in search results, check your project, and click **Install** to install the package into that project. Accept the license agreement.

hub/apps/develop/win2d/quick-start.md

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title: Build a simple Win2D app
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description: This tutorial introduces some of the basic drawing capabilities of Win2D.
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Follow the steps in the [Win2D "Hello, World!" quickstart](./hellowin2dworld.md) to create a new project using Win2D, and to add a reference to the Win2D NuGet package. You can use either WinUI (Windows App SDK) or the Universal Windows Platform (UWP).
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## Add a Win2D CanvasControl to your app's XAML
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hub/apps/develop/win2d/using-win2d-without-built-in-controls.md

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title: Using Win2D without built-in controls
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description: A guide on how to use the lower level APIs of Win2D, without any of its built-in XAML controls.
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The size of the swap chain should match the size of the `CoreWindow`. If the size of the window changes, call [`ResizeBuffers(Size)`](https://microsoft.github.io/Win2D/WinUI2/html/M_Microsoft_Graphics_Canvas_CanvasSwapChain_ResizeBuffers_3.htm) on the swap chain with the new size. For more information, see the `CoreWindow` Win2D sample.
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> `CoreWindow` is only supported on UWP. For Windows App SDK, use either composition or HWND swapchains.
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## CanvasSwapChainPanel
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hub/apps/develop/windows-integration/integrate-sharesheet-overview.md

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description: Learn how to integrate apps with the Windows Share Sheet, a system-provided UI that enables users to share content from your app with other Windows apps.
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title: Integrate Share options in your Windows app - A comprehensive guide
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- [Migrate from UWP to the Windows App SDK](/windows/apps/windows-app-sdk/migrate-to-windows-app-sdk/migrate-to-windows-app-sdk-ovw)
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- [Advantages and Disadvantages of packaging an application - Deployment overview](/windows/apps/package-and-deploy/#advantages-and-disadvantages-of-packaging-your-app)
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- [Share Contract Implementation for Windows App SDK](https://github.com/kmahone/WindowsAppSDK-Samples/tree/user/kmahone/shareapp/Samples/AppLifecycle/ShareTarget/WinUI-CS-ShareTargetSampleApp)
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- [Share Contract Implementation for Apps Packaged with External Location](https://github.com/microsoft/AppModelSamples/blob/master/Samples/PackageWithExternalLocation/cs/PhotoStoreDemo/StartUp.cs)

hub/apps/develop/windows-integration/integrate-sharesheet-packaged.md

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- [Advantages and Disadvantages of packaging an application - Deployment overview](/windows/apps/package-and-deploy/#advantages-and-disadvantages-of-packaging-your-app)
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- [Share Contract Implementation for Windows App SDK](https://github.com/kmahone/WindowsAppSDK-Samples/tree/user/kmahone/shareapp/Samples/AppLifecycle/ShareTarget/WinUI-CS-ShareTargetSampleApp)
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hub/apps/develop/windows-integration/integrate-sharesheet-unpackaged.md

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- [Advantages and Disadvantages of packaging an application - Deployment overview](/windows/apps/package-and-deploy/#advantages-and-disadvantages-of-packaging-your-app)
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- [Identity, Registration and Activation of Non-packaged Win32 Apps](https://blogs.windows.com/windowsdeveloper/2019/10/29/identity-registration-and-activation-of-non-packaged-win32-apps/)
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- [Share Contract Implementation for Windows App SDK](https://github.com/kmahone/WindowsAppSDK-Samples/tree/user/kmahone/shareapp/Samples/AppLifecycle/ShareTarget/WinUI-CS-ShareTargetSampleApp)
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- [Share Contract Implementation for Apps Packaged with External Location](https://github.com/microsoft/AppModelSamples/tree/master/Samples/PackageWithExternalLocation/cppwinrt/PackageWithExternalLocationCppApp)

hub/apps/get-started/windows-developer-glossary.md

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