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#ifndef __com_sun_star_rendering_XAnimatedSprite_idl__
#define __com_sun_star_rendering_XAnimatedSprite_idl__
#ifndef __com_sun_star_uno_XInterface_idl__
#include <com/sun/star/uno/XInterface.idl>
#endif
#ifndef __com_sun_star_lang_IllegalArgumentException_idl__
#include <com/sun/star/lang/IllegalArgumentException.idl>
#endif
#ifndef __com_sun_star_geometry_RealPoint2D_idl__
#include <com/sun/star/geometry/RealPoint2D.idl>
#endif
#ifndef __com_sun_star_rendering_ViewState_idl__
#include <com/sun/star/rendering/ViewState.idl>
#endif
#ifndef __com_sun_star_rendering_RenderState_idl__
#include <com/sun/star/rendering/RenderState.idl>
#endif
#ifndef __com_sun_star_rendering_XSprite_idl__
#include <com/sun/star/rendering/XSprite.idl>
#endif
module com { module sun { module star { module rendering {
/** This interface can be used to control an animated sprite object.<p>
This interface can be used to control an animated sprite object on
an XSpriteCanvas. Sprites are moving, animated objects.<p>
@since OpenOffice 2.0
*/
published interface XAnimatedSprite : XSprite
{
/** Start animation sequence of this sprite.<p>
The speed of the animation is given in cycles per second
(where a cycle is defined as one full animation run, i.e. the
full [0,1] range of the <member>XAnimation::render</member>'s
t parameter, or a full sequence of sprite bitmaps drawn). Once
an animation is running, the associated
<type>XSpriteCanvas</type> handles screen updates
automatically. That means, changes to position or alpha are
reflected on screen automatically. Please note further that
sprite visibility and animation are unrelated, i.e. a hidden
sprite can have a running animation, which then displays in
the middle of the animation sequence, when a show() is called
later on.<p>
@param nSpeed
The speed of the animation in cycles per second (where a cycle
is defined as one full animation run, i.e. the full [0,1]
range of the <member>XAnimation::render</member>'s t
parameter, or a full sequence of sprite bitmaps drawn).
*/
void startAnimation( [in] double nSpeed );
//-------------------------------------------------------------------------
/** Stop the animation sequence.<p>
A subsequent <member>XAnimatedSprite::startAnimation</member>
will commence the sequence at the point where it was stopped
with here. Once an animation is stopped, the associated
<type>XSpriteCanvas</type> does not update changed sprites
anymore.<p>
*/
void stopAnimation();
//-------------------------------------------------------------------------
/** Reset the animation sequence to start with the first frame.<p>
If the animation is currently running, the next frame that is
drawn after this method has finished, will be the first
one. Please note that if an animation is not started, the
associated <type>XSpriteCanvas</type> does not update changed
sprites automatically.<p>
*/
void resetAnimation();
//-------------------------------------------------------------------------
/** Issue an additional render call to this sprite's
animation.<p>
This method has no effect when called for a bitmap-sequence
sprite. Please note that if an animation is not started, the
associated <type>XSpriteCanvas</type> does not update changed
sprites automatically, but has to be told to do so via
<member>XSpriteCanvas::updateScreen()</member>.<p>
*/
void updateAnimation();
//-------------------------------------------------------------------------
/** Changes the view state in place for this sprite's
animation.<p>
The state given here is used when calling the
<member>XAnimation::render()</member> method, or when drawing
the sprite's bitmaps, respectively. There's no need to call
<member>XSpriteCanvas::updateAnimation()</member> after this
method, as it automatically rerenders, if necessary. Please
note that if an animation is not started, the associated
<type>XSpriteCanvas</type> does not update changed sprites
automatically, but has to be told to do so via
<member>XSpriteCanvas::updateScreen()</member>.<p>
@param aViewState
The state given here is used when calling the
<member>XAnimation::render()</member> method, or when drawing
the sprite's bitmaps, respectively.
@throws <type>com::sun::star::lang::IllegalArgumentException</type>
if the view transformation matrix is singular.
*/
void setViewState( [in] ViewState aViewState )
raises (com::sun::star::lang::IllegalArgumentException);
//-------------------------------------------------------------------------
/** Changes all of the sprite's attributes at one atomic
instance.<p>
This is useful at times where one does not want multiple
redraws for every state change.<p>
Please note that if an animation is not started, the
associated <type>XSpriteCanvas</type> does not update changed
sprites automatically, but has to be told to do so via
<member>XSpriteCanvas::updateScreen()</member>.<p>
@param aNewPos
New left,top output position of the sprite. This position gets
transformed by the view and render state.
@param aViewState
New view state of the sprite, and part of the transformation
that is applied to aNewPos. The view transformation matrix
must not be singular.
@param aRenderState
New render state of the sprite, and part of the transformation
that is applied to aNewPos. The render transformation matrix
must not be singular.
@param nAlpha
New alpha value of the sprite. This value must be within the
[0,1] range.
@param bUpdateAnimation
Whether this method should implicitely call
<member>XSpriteCanvas::updateAnimation</member> or not.
@throws <type>com::sun::star::lang::IllegalArgumentException</type>
if one of the passed parameters does not lie in the specified,
permissible range.
*/
void setAll( [in] ::com::sun::star::geometry::RealPoint2D aNewPos,
[in] ViewState aViewState,
[in] RenderState aRenderState,
[in] double nAlpha,
[in] boolean bUpdateAnimation )
raises (com::sun::star::lang::IllegalArgumentException);
};
}; }; }; };
#endif