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<title>Interface XAnimation</title>
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<a name="_top_"> </a>
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<td class="navimain"><a href="com/sun/star/module-ix.html" class="navimain">Overview</a></td>
<td class="navimain"><a href="module-ix.html" class="navimain">Module</a></td>
<td class="navimain"><a href="XAnimation-xref.html" class="navimain">Use</a></td>
<td class="navimainnone">Devguide</td>
<td class="navimain"><a href="index-files/index-1.html" class="navimain">Index</a></td>
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<td class="navisub"><a href="#MethodsSummary" class="navisub">Methods' Summary</a></td>
<td class="navisub"><a href="#MethodsDetails" class="navisub">Methods' Details</a></td>
<td class="navisub">Attributes' Summary</td>
<td class="navisub">Attributes' Details</td>
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<td><p class="namechain"><a href="module-ix.html" class="namechain">::</a> </p>
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<td class="title">interface XAnimation</td>
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<td class="subtitle" colspan="2">Methods' Summary</td>
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<td class="imsum_left"><a href="#render">render</a></td>
<td class="imsum_right"> Render the animation content at time t into the specified
canvas. Note that it is perfectly legal to e.g. map t in a
nonlinear fashion to internal frames, for example to achieve
acceleration or decceleration effects. It is required that the
render method has const semantics, i.e. when called with the
same parameter set, identical output must be generated. This
is because e.g. a Sprite might decide arbitrarily to render an
animation once and cache the result, or repaint it via
XAnimation::render everytime.
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<td class="imsum_left"><a href="#getAnimationAttributes">getAnimationAttributes</a></td>
<td class="imsum_right"> Request the attribute information for this animation</td>
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<td class="subtitle">Methods' Details</td>
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<td class="imdetail"><a name="render" class="membertitle">render</a>
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<td valign="top">void<br>
<b>render</b>(</td>
<td valign="top">&nbsp;<br>
[in] <a href="XCanvas.html">XCanvas</a><br>
[in] <a href="ViewState.html">ViewState</a><br>
[in] double</td>
<td valign="top">&nbsp;<br>
canvas,<br>
viewState,<br>
t );</td>
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<dl>
<dt><b>Description</b></dt>
<dd> Render the animation content at time t into the specified
canvas. Note that it is perfectly legal to e.g. map t in a
nonlinear fashion to internal frames, for example to achieve
acceleration or decceleration effects. It is required that the
render method has const semantics, i.e. when called with the
same parameter set, identical output must be generated. This
is because e.g. a Sprite might decide arbitrarily to render an
animation once and cache the result, or repaint it via
XAnimation::render everytime.
</dd>
<dt><b>Parameter t</b></dt>
<dd>
Time instant for which animation content is requested. The
range is always [0,1], where 0 denotes the very beginning, and
1 the end of the animation sequence.
</dd>
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<td class="imdetail"><a name="getAnimationAttributes" class="membertitle">getAnimationAttributes</a>
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<td valign="top"><a href="AnimationAttributes.html">AnimationAttributes</a><br>
<b>getAnimationAttributes</b>();</td>
<td valign="top">&nbsp;<br>
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<td valign="top">&nbsp;<br>
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<dl>
<dt><b>Description</b></dt>
<dd> Request the attribute information for this animation</dd>
</dl>
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