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<td width="25%" class="title2">unpublished </td>
<td width="50%" class="title">interface XAnimatedSprite</td>
<td width="*"/></tr>
</table>
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<td><dl>
<dt><b>Base Interfaces</b></dt>
<dd><pre style="font-family:monospace;"><strong>XAnimatedSprite</strong>
&#x2517 <a href="../rendering/XSprite.html">XSprite</a>
&#x2517 ::com::sun::star::uno::XInterface
</pre></dd>
<dd><a name/><table border="1" width="100%" cellpadding="5" cellspacing="0" class="crosstitle">
<tr>
<td class="imsum_left"><a href="../rendering/XSprite.html">XSprite</a></td>
<td class="imsum_right"><dl>
<dt>(referenced interface's summary:)</dt>
<dd>Interface to control a sprite object. </dd>
</dl>
</td>
</tr>
</table>
</dd>
</dl>
</td>
</tr>
<tr>
<td><dl>
<dt><b>Description</b></dt>
<dd>This interface can be used to control an animated sprite object. </dd>
<dd><p>
This interface can be used to control an animated sprite object on
an XSpriteCanvas. Sprites are moving, animated objects. <p>
</dd>
<dt><b>Since </b></dt>
<dd>OOo 2.0.0 </dd>
</dl>
</td>
</tr>
</table>
<hr>
<a name="MethodsSummary"/><table border="1" width="100%" cellpadding="5" cellspacing="0" class="subtitle">
<tr>
<td class="subtitle" colspan="2">Methods' Summary</td>
</tr>
<tr>
<td class="imsum_left"><a href="#startAnimation">startAnimation</a></td>
<td class="imsum_right">Start animation sequence of this sprite. &nbsp;</td>
</tr>
<tr>
<td class="imsum_left"><a href="#stopAnimation">stopAnimation</a></td>
<td class="imsum_right">Stop the animation sequence. &nbsp;</td>
</tr>
<tr>
<td class="imsum_left"><a href="#resetAnimation">resetAnimation</a></td>
<td class="imsum_right">Reset the animation sequence to start with the first frame. &nbsp;</td>
</tr>
<tr>
<td class="imsum_left"><a href="#updateAnimation">updateAnimation</a></td>
<td class="imsum_right">Issue an additional render call to this sprite's
animation. &nbsp;</td>
</tr>
<tr>
<td class="imsum_left"><a href="#setViewState">setViewState</a></td>
<td class="imsum_right">Changes the view state in place for this sprite's
animation. &nbsp;</td>
</tr>
<tr>
<td class="imsum_left"><a href="#setAll">setAll</a></td>
<td class="imsum_right">Changes all of the sprite's attributes at one atomic
instance. &nbsp;</td>
</tr>
</table>
<a name="MethodsDetails"/><table border="1" width="100%" cellpadding="5" cellspacing="0" class="subtitle">
<tr>
<td class="subtitle">Methods' Details</td>
</tr>
<tr>
<td class="imdetail"><a name="startAnimation" class="membertitle">startAnimation</a>
<table border="0" width="96%" cellpadding="5" cellspacing="0" class="table-in-method" bgcolor="#ffffff" align="center">
<tr>
<td><table class="table-in-method" border="0">
<tr>
<td valign="top" colspan="3">void</td>
</tr>
<tr>
<td valign="top"><b>startAnimation</b>(</td>
<td valign="top">[in] double</td>
<td valign="bottom">&nbsp;nSpeed );</td>
</tr>
</table>
<hr>
<dl>
<dt><b>Description</b></dt>
<dd>Start animation sequence of this sprite. </dd>
<dd><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 <a href="../rendering/XAnimation.html">XAnimation</a>::<a href="../rendering/XAnimation.html#render">render</a> 's
t parameter, or a full sequence of sprite bitmaps drawn). Once
an animation is running, the associated
<a href="../rendering/XSpriteCanvas.html">XSpriteCanvas</a> 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>
</dd>
<dt><b>Parameter nSpeed</b></dt>
<dd>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 <a href="../rendering/XAnimation.html">XAnimation</a>::<a href="../rendering/XAnimation.html#render">render</a> 's t
parameter, or a full sequence of sprite bitmaps drawn).
</dd>
</dl>
</td>
</tr>
</table>
</td>
</tr>
<tr>
<td class="imdetail"><a name="stopAnimation" class="membertitle">stopAnimation</a>
<table border="0" width="96%" cellpadding="5" cellspacing="0" class="table-in-method" bgcolor="#ffffff" align="center">
<tr>
<td><table class="table-in-method" border="0">
<tr>
<td valign="top" colspan="3">void</td>
</tr>
<tr>
<td valign="top"><b>stopAnimation</b>();</td>
</tr>
</table>
<hr>
<dl>
<dt><b>Description</b></dt>
<dd>Stop the animation sequence. </dd>
<dd><p>
A subsequent <a href="../rendering/XAnimatedSprite.html">XAnimatedSprite</a>::<a href="../rendering/XAnimatedSprite.html#startAnimation">startAnimation</a>
will commence the sequence at the point where it was stopped
with here. Once an animation is stopped, the associated
<a href="../rendering/XSpriteCanvas.html">XSpriteCanvas</a> does not update changed sprites
anymore. <p>
</dd>
</dl>
</td>
</tr>
</table>
</td>
</tr>
<tr>
<td class="imdetail"><a name="resetAnimation" class="membertitle">resetAnimation</a>
<table border="0" width="96%" cellpadding="5" cellspacing="0" class="table-in-method" bgcolor="#ffffff" align="center">
<tr>
<td><table class="table-in-method" border="0">
<tr>
<td valign="top" colspan="3">void</td>
</tr>
<tr>
<td valign="top"><b>resetAnimation</b>();</td>
</tr>
</table>
<hr>
<dl>
<dt><b>Description</b></dt>
<dd>Reset the animation sequence to start with the first frame. </dd>
<dd><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 <a href="../rendering/XSpriteCanvas.html">XSpriteCanvas</a> does not update changed
sprites automatically. <p>
</dd>
</dl>
</td>
</tr>
</table>
</td>
</tr>
<tr>
<td class="imdetail"><a name="updateAnimation" class="membertitle">updateAnimation</a>
<table border="0" width="96%" cellpadding="5" cellspacing="0" class="table-in-method" bgcolor="#ffffff" align="center">
<tr>
<td><table class="table-in-method" border="0">
<tr>
<td valign="top" colspan="3">void</td>
</tr>
<tr>
<td valign="top"><b>updateAnimation</b>();</td>
</tr>
</table>
<hr>
<dl>
<dt><b>Description</b></dt>
<dd>Issue an additional render call to this sprite's
animation. </dd>
<dd><p>
This method has no effect when called for a bitmap-sequence
sprite. Please note that if an animation is not started, the
associated <a href="../rendering/XSpriteCanvas.html">XSpriteCanvas</a> does not update changed
sprites automatically, but has to be told to do so via
<a href="../rendering/XSpriteCanvas.html">XSpriteCanvas</a>::<a href="../rendering/XSpriteCanvas.html#updateScreen">updateScreen()</a> . <p>
</dd>
</dl>
</td>
</tr>
</table>
</td>
</tr>
<tr>
<td class="imdetail"><a name="setViewState" class="membertitle">setViewState</a>
<table border="0" width="96%" cellpadding="5" cellspacing="0" class="table-in-method" bgcolor="#ffffff" align="center">
<tr>
<td><table class="table-in-method" border="0">
<tr>
<td valign="top" colspan="3">void</td>
</tr>
<tr>
<td valign="top"><b>setViewState</b>(</td>
<td valign="top">[in] <a href="../rendering/ViewState.html">ViewState</a></td>
<td valign="bottom">&nbsp;aViewState )</td>
</tr>
<tr>
<td valign="top" align="right">raises( </td>
<td valign="top" colspan="2">::com::sun::star::lang::IllegalArgumentException );</td>
</tr>
</table>
<hr>
<dl>
<dt><b>Description</b></dt>
<dd>Changes the view state in place for this sprite's
animation. </dd>
<dd><p>
The state given here is used when calling the
<a href="../rendering/XAnimation.html">XAnimation</a>::<a href="../rendering/XAnimation.html#render">render()</a> method, or when drawing
the sprite's bitmaps, respectively. There's no need to call
<a href="../rendering/XSpriteCanvas.html">XSpriteCanvas</a>::<a href="../rendering/XSpriteCanvas.html#updateAnimation">updateAnimation()</a> after this
method, as it automatically rerenders, if necessary. Please
note that if an animation is not started, the associated
<a href="../rendering/XSpriteCanvas.html">XSpriteCanvas</a> does not update changed sprites
automatically, but has to be told to do so via
<a href="../rendering/XSpriteCanvas.html">XSpriteCanvas</a>::<a href="../rendering/XSpriteCanvas.html#updateScreen">updateScreen()</a> . <p>
</dd>
<dt><b>Parameter aViewState</b></dt>
<dd>The state given here is used when calling the
<a href="../rendering/XAnimation.html">XAnimation</a>::<a href="../rendering/XAnimation.html#render">render()</a> method, or when drawing
the sprite's bitmaps, respectively.
</dd>
<dt><b>Throws</b></dt>
<dd>com::sun::star::lang::IllegalArgumentException
if the view transformation matrix is singular.
</dd>
</dl>
</td>
</tr>
</table>
</td>
</tr>
<tr>
<td class="imdetail"><a name="setAll" class="membertitle">setAll</a>
<table border="0" width="96%" cellpadding="5" cellspacing="0" class="table-in-method" bgcolor="#ffffff" align="center">
<tr>
<td><table class="table-in-method" border="0">
<tr>
<td valign="top" colspan="3">void</td>
</tr>
<tr>
<td valign="top"><b>setAll</b>(</td>
<td valign="top">[in] ::com::sun::star::geometry::RealPoint2D</td>
<td valign="bottom">&nbsp;aNewPos,</td>
</tr>
<tr>
<td/><td valign="top">[in] <a href="../rendering/ViewState.html">ViewState</a></td>
<td valign="bottom">&nbsp;aViewState,</td>
</tr>
<tr>
<td/><td valign="top">[in] <a href="../rendering/RenderState.html">RenderState</a></td>
<td valign="bottom">&nbsp;aRenderState,</td>
</tr>
<tr>
<td/><td valign="top">[in] double</td>
<td valign="bottom">&nbsp;nAlpha,</td>
</tr>
<tr>
<td/><td valign="top">[in] boolean</td>
<td valign="bottom">&nbsp;bUpdateAnimation )</td>
</tr>
<tr>
<td valign="top" align="right">raises( </td>
<td valign="top" colspan="2">::com::sun::star::lang::IllegalArgumentException );</td>
</tr>
</table>
<hr>
<dl>
<dt><b>Description</b></dt>
<dd>Changes all of the sprite's attributes at one atomic
instance. </dd>
<dd><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 <a href="XSpriteCanvas.html">XSpriteCanvas</a> does not update changed
sprites automatically, but has to be told to do so via
<a href="XSpriteCanvas.html">XSpriteCanvas</a>::<a href="XSpriteCanvas.html#updateScreen">updateScreen()</a> . <p>
</dd>
<dt><b>Parameter aNewPos</b></dt>
<dd>New left,top output position of the sprite. This position gets
transformed by the view and render state.
</dd>
<dt><b>Parameter aViewState</b></dt>
<dd>New view state of the sprite, and part of the transformation
that is applied to aNewPos. The view transformation matrix
must not be singular.
</dd>
<dt><b>Parameter aRenderState</b></dt>
<dd>New render state of the sprite, and part of the transformation
that is applied to aNewPos. The render transformation matrix
must not be singular.
</dd>
<dt><b>Parameter nAlpha</b></dt>
<dd>New alpha value of the sprite. This value must be within the
[0,1] range.
</dd>
<dt><b>Parameter bUpdateAnimation</b></dt>
<dd>Whether this method should implicitely call
<a href="XSpriteCanvas.html">XSpriteCanvas</a>::<a href="XSpriteCanvas.html#updateAnimation">updateAnimation</a> or not.
</dd>
<dt><b>Throws</b></dt>
<dd>com::sun::star::lang::IllegalArgumentException
if one of the passed parameters does not lie in the specified,
permissible range.
</dd>
</dl>
</td>
</tr>
</table>
</td>
</tr>
</table>
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