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#ifndef __com_sun_star_rendering_XSprite_idl__
#define __com_sun_star_rendering_XSprite_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_geometry_AffineMatrix2D_idl__
#include <com/sun/star/geometry/AffineMatrix2D.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
module com { module sun { module star { module rendering {
/** Interface to control a sprite object.<p>
This is the basic interface to control a sprite object on a
<type>XSpriteCanvas</type>. Sprites are moving, back-buffered
objects.<p>
*/
published interface XSprite : ::com::sun::star::uno::XInterface
{
/** Set overall transparency of the sprite.<p>
This method is useful for e.g. fading in/out of animations.<p>
Please note that if this sprite is not animated, 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 nAlpha
New global alpha value to composite this sprite with the
background. Valid range is [0,1].
@throws <type>com::sun::star::lang::IllegalArgumentException</type>
if nAlpha is not within the permissible range.
*/
void setAlpha( [in] double nAlpha )
raises (com::sun::star::lang::IllegalArgumentException);
//-------------------------------------------------------------------------
/** Move sprite to the specified position.<p>
The position specified here is first transformed by the
combined view and render transformation. The resulting
position is then used as the output position (also in device
coordinates) of the rendered sprite content.<p>
Please note that if this sprite is not animated, the
associated <type>XSpriteCanva</type> does not update changed sprites
automatically, but has to be told to do so via
<member>XSpriteCanvas::updateScreen()</member>.<p>
@param aNewPos
The new position, in user coordinate space, to move the sprite to.
@param aViewState
The viewstate to be used when interpreting aNewPos.
@param aRenderState
The renderstate to be used when interpreting aNewPos.
@throws <type>com::sun::star::lang::IllegalArgumentException</type>
if one of the view and renderstate parameters are outside the
specified range.
*/
void move( [in] ::com::sun::star::geometry::RealPoint2D aNewPos, [in] ViewState aViewState, [in] RenderState aRenderState )
raises (com::sun::star::lang::IllegalArgumentException);
//-------------------------------------------------------------------------
/** Apply a local transformation to the sprite.<p>
The given transformation matrix locally transforms the sprite
shape. If this transformation contains translational
components, be aware that sprite content moved beyond the
sprite area (a box from (0,0) to (spriteWidth,spriteHeight))
might (but need not) be clipped. Use
<member>XSprite::move</member> to change the sprite location
on screen. The canvas implementations are free, if they have a
cached representation of the sprite at hand, to transform only
this cached representation (e.g. a bitmap), instead of
re-rendering the sprite from first principles. This is usually
the case for an implementation of a <type>XCustomSprite</type>
interface, since it typically has no other cached pictorial
information at hand.<p>
Please note that if this sprite is not animated, 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 aTransformation
The transformation to apply to the sprite shape.
@throws <type>com::sun::star::lang::IllegalArgumentException</type>
if the given transformation matrix is singular.
*/
void transform( [in] com::sun::star::geometry::AffineMatrix2D aTransformation )
raises (com::sun::star::lang::IllegalArgumentException);
//-------------------------------------------------------------------------
/** Apply a clipping to the shape output.<p>
The given clip poly-polygon is always interpreted in device
coordinate space. As the sprite has its own local coordinate
system, with its origin on screen being equal to its current
position, the clip poly-polygon's origin will always coincide
with the sprite's origin. Furthermore, if any sprite
transformation is set via transform(), the clip is subject to
this transformation, too. The implementation is free, if it
has a cached representation of the sprite at hand, to
clip-output only this cached representation (e.g. a bitmap),
instead of re-rendering the sprite from first principles. This
is usually the case for an implementation of a
<type>XCustomSprite</type> interface, since it typically has
no other cached pictorial information at hand.<p>
Please note that if this sprite is not animated, 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>
Specifying an empty interface denotes no clipping,
i.e. everything contained in the sprite will be visible
(subject to device-dependent constraints, of
course). Specifying an empty XPolyPolygon2D, i.e. a
poly-polygon containing zero polygons, or an XPolyPolygon2D
with any number of empty sub-polygons, denotes the NULL
clip. That means, nothing from the sprite will be visible.<p>
@param aClip
The clip poly-polygon to apply.
*/
void clip( [in] XPolyPolygon2D aClip );
//-------------------------------------------------------------------------
/** Set sprite priority.<p>
The sprite priority determines the order of rendering relative
to all other sprites of the associated canvas. The higher the
priority, the later will the sprite be rendered, or, in other
words, the closer to the screen surface the sprite is shown.<p>
@param nPriority
New sprite priority value to serve as the sort key when
determining sprite rendering order. Avoid NaNs and other
irregular floating point values here, the order position for
sprites with such a priority value is undefined.
*/
void setPriority( [in] double nPriority );
//-------------------------------------------------------------------------
/** Make the sprite visible.<p>
This method makes the sprite visible on the canvas it was
created on.<p>
*/
void show();
//-------------------------------------------------------------------------
/** Make the sprite invisible.<p>
This method makes the sprite invisible.<p>
*/
void hide();
};
}; }; }; };
#endif