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#ifndef __com_sun_star_rendering_XSpriteCanvas_idl__
#define __com_sun_star_rendering_XSpriteCanvas_idl__
#ifndef __com_sun_star_lang_IllegalArgumentException_idl__
#include <com/sun/star/lang/IllegalArgumentException.idl>
#endif
#ifndef __com_sun_star_rendering_XBitmapCanvas_idl__
#include <com/sun/star/rendering/XBitmapCanvas.idl>
#endif
#ifndef __com_sun_star_rendering_XAnimation_idl__
#include <com/sun/star/rendering/XAnimation.idl>
#endif
#ifndef __com_sun_star_rendering_VolatileContentDestroyedException_idl__
#include <com/sun/star/rendering/VolatileContentDestroyedException.idl>
#endif
module com { module sun { module star { module rendering {
published interface XSprite;
published interface XAnimatedSprite;
published interface XCustomSprite;
/** Specialization of a XBitmapCanvas, where moving, animated objects
(called sprites) are supported.<p>
@attention The screen output of canvas drawing operations is
undefined, unless XSpriteCanvas::updateScreen() is called. This is
because a sprite canvas might choose to employ double buffering to
reduce animation flicker, and cannot know the instant suitable to
display the newly rendered canvas content. When using external
double-buffering via XBufferController on a sprite canvas, the
implementation takes care of this issue, and in this case is able
to render correctly even without explicit updateScreen() calls
(because there's a defined moment in time where content display
can happen, namely the XBufferController::showBuffer()) call. If
you don't need sprite functionality, and don't want the
updateScreen hassle, simply use the XBitmapCanvas.
*/
published interface XSpriteCanvas : XBitmapCanvas
{
/** Create a sprite object from the specified animation
sequence. A sprite is a back-buffered object with its own,
independent animation.
*/
XAnimatedSprite createSpriteFromAnimation( [in] XAnimation animation )
raises (com::sun::star::lang::IllegalArgumentException);
/** Create a sprite object from the specified animation
sequence.
A sprite is a back-buffered object with its own,
independent animation.
@param animationBitmaps
Sequence of bitmaps. The bitmaps don't need to have the same
size, but they are all rendered with their left, top edges
aligned.
@param interpolationMode
Value of <type>InterpolationMode</type>, to determine whether
and how to interpolate between the provided bitmaps, if
animation runs fast enough.
@throws <type>VolatileContentDestroyedException</type>
if at least one of the bitmap is volatile, and its content has been destroyed by the system.
*/
XAnimatedSprite createSpriteFromBitmaps( [in] sequence<XBitmap> animationBitmaps, [in] byte interpolationMode )
raises (com::sun::star::lang::IllegalArgumentException,
VolatileContentDestroyedException);
/** Create a custom, user-handles-it-all sprite object.
A sprite is a back-buffered object with its own, independent
animation.
@param spriteSize
The required size of the sprite in device
coordinates. Everything that is rendered outside this area
might be clipped on output. Both components of the size must
be greater than zero.
@return an interface to a custom sprite object.
*/
XCustomSprite createCustomSprite( [in] ::com::sun::star::geometry::RealSize2D spriteSize )
raises (com::sun::star::lang::IllegalArgumentException);
/** Create a cloned version of an already existing sprite
object.
The cloned sprite always shows the same content as its
original. Furthermore, cloned copies of a hidden original are
never visible, although cloned copies of a visible original
can of course be invisible.
@param original
The original sprite to copy the content from. This sprite must
have been created by the same XSpriteCanvas instance as this
method is called on. Other sprite instances will generate an
IllegalArgumentException.
@return an interface to a sprite object.
*/
XSprite createClonedSprite( [in] XSprite original )
raises (com::sun::star::lang::IllegalArgumentException);
/** Tells the sprite canvas to now update the screen
representation.
Required to display rendered changes to the canvas, and
updates to stopped animations and XCustomSprites in
general. This method will return only after the screen update
is done, or earlier if an error happened.<p>
If double buffering is enabled via XBufferController, no
explicit call of updateScreen() is necessary, since the
XBufferController methods will automatically notify all
associated XSpriteCanvas instances.<p>
@param bUpdateAll
When <TRUE/>, update the whole screen. When <FALSE/>,
implementation is permitted to restrict update to areas the
canvas itself changed (e.g. because of render operations, or
changes on the sprites). The former is useful for updates
after window expose events. the latter for animation display.
@return <TRUE/>, if the screen update was successfully
performed
*/
boolean updateScreen( [in] boolean bUpdateAll );
};
}; }; }; };
#endif