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<td class="navisub">Nested Modules</td>
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<td class="navisub">Singletons</td>
<td class="navisub"><a href="#Interfaces" class="navisub">Interfaces</a></td>
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<td class="title">module rendering</td>
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<a name="Services"/><table border="1" width="100%" cellpadding="5" cellspacing="0" class="subtitle">
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<td class="subtitle" colspan="2">Services</td>
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<td class="imsum_left"><a href="BitmapCanvas.html">BitmapCanvas</a></td>
<td class="imsum_right">This service provides the interfaces for a BitmapCanvas
</td>
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<td class="imsum_left"><a href="Canvas.html">Canvas</a></td>
<td class="imsum_right"/></tr>
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<td class="imsum_left"><a href="CanvasFactory.html">CanvasFactory</a></td>
<td class="imsum_right">The <a href="CanvasFactory.html">CanvasFactory</a> is used to create the <a href="Canvas.html">Canvas</a>
objects, evaluating the user's configuration preferences from
<code>/org.openoffice.VCL/Settings/Canvas/PreferredServices </code>.
The latter specifies a string list of service names to use.
</td>
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<td class="imsum_left"><a href="ParametricPolyPolygon2DFactory.html">ParametricPolyPolygon2DFactory</a></td>
<td class="imsum_right"/></tr>
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<a name="Interfaces"/><table border="1" width="100%" cellpadding="5" cellspacing="0" class="subtitle">
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<td class="subtitle" colspan="2">Interfaces</td>
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<td class="imsum_left"><a href="XAnimatedSprite.html">XAnimatedSprite</a></td>
<td class="imsum_right">This interface can be used to control an animated sprite object. </td>
</tr>
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<td class="imsum_left"><a href="XAnimation.html">XAnimation</a></td>
<td class="imsum_right">This interface defines an animation sequence. </td>
</tr>
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<td class="imsum_left"><a href="XBezierPolyPolygon2D.html">XBezierPolyPolygon2D</a></td>
<td class="imsum_right">This is a specialized interface for a 2D poly-polygon containing
straight line and bezier segments. </td>
</tr>
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<td class="imsum_left"><a href="XBitmap.html">XBitmap</a></td>
<td class="imsum_right">This is a generic interface to a bitmap. </td>
</tr>
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<td class="imsum_left"><a href="XBitmapCanvas.html">XBitmapCanvas</a></td>
<td class="imsum_right">This is a specialization of the canvas interface for bitmapped
canvases. </td>
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<td class="imsum_left"><a href="XBitmapPalette.html">XBitmapPalette</a></td>
<td class="imsum_right">Interface to access the palette of a color-indexed bitmap.
</td>
</tr>
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<td class="imsum_left"><a href="XBufferController.html">XBufferController</a></td>
<td class="imsum_right">Interface providing access to double/multi-buffer facilities of
screen devices. </td>
</tr>
<tr>
<td class="imsum_left"><a href="XCachedPrimitive.html">XCachedPrimitive</a></td>
<td class="imsum_right">Interface for cached repaint of already drawn <a href="XCanvas.html">XCanvas</a>
primitives. </td>
</tr>
<tr>
<td class="imsum_left"><a href="XCanvas.html">XCanvas</a></td>
<td class="imsum_right">Central interface for rendering. </td>
</tr>
<tr>
<td class="imsum_left"><a href="XCanvasFont.html">XCanvasFont</a></td>
<td class="imsum_right">This interface provides access to a specific, XCanvas-dependent
font incarnation. This font is not universally usable, but belongs
to the XCanvas it was queried from.
</td>
</tr>
<tr>
<td class="imsum_left"><a href="XColorSpace.html">XColorSpace</a></td>
<td class="imsum_right"/></tr>
<tr>
<td class="imsum_left"><a href="XCustomSprite.html">XCustomSprite</a></td>
<td class="imsum_right">Interface to control a custom sprite object on a XSpriteCanvas. </td>
</tr>
<tr>
<td class="imsum_left"><a href="XGraphicDevice.html">XGraphicDevice</a></td>
<td class="imsum_right">This interface provides access to a graphic device, such as a
printer, or a screen device. Every canvas ( </td>
</tr>
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<td class="imsum_left"><a href="XHalfFloatBitmap.html">XHalfFloatBitmap</a></td>
<td class="imsum_right">Specialized interface for bitmaps containing half floats as their
color components. Half floats are 16 bit wide, and some high-end
GPUs already have them as supported frame buffer format.
</td>
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<td class="imsum_left"><a href="XIeeeDoubleBitmap.html">XIeeeDoubleBitmap</a></td>
<td class="imsum_right">This is a specialized interface for bitmaps containing IEEE
doubles for their color components.
</td>
</tr>
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<td class="imsum_left"><a href="XIeeeFloatBitmap.html">XIeeeFloatBitmap</a></td>
<td class="imsum_right">Specialized interface for bitmaps containing IEEE floats as their
color components.
</td>
</tr>
<tr>
<td class="imsum_left"><a href="XIntegerBitmap.html">XIntegerBitmap</a></td>
<td class="imsum_right">This is a specialized interface for bitmaps having integer color
channels.
</td>
</tr>
<tr>
<td class="imsum_left"><a href="XLinePolyPolygon2D.html">XLinePolyPolygon2D</a></td>
<td class="imsum_right">Specialized interface for a 2D poly-polygon containing only straight line segments.
</td>
</tr>
<tr>
<td class="imsum_left"><a href="XParametricPolyPolygon2D.html">XParametricPolyPolygon2D</a></td>
<td class="imsum_right">Interface to a dynamic poly-polygon generator, that generates
poly-polygons depending on a given parameter value. </td>
</tr>
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<td class="imsum_left"><a href="XParametricPolyPolygon2DFactory.html">XParametricPolyPolygon2DFactory</a></td>
<td class="imsum_right">This interface provides factory methods to generate various
ready-made XParametricPolyPolygon2Ds
</td>
</tr>
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<td class="imsum_left"><a href="XPolyPolygon2D.html">XPolyPolygon2D</a></td>
<td class="imsum_right">Generic interface for poly-polygons in 2D.
</td>
</tr>
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<td class="imsum_left"><a href="XSimpleCanvas.html">XSimpleCanvas</a></td>
<td class="imsum_right">Provides the basic graphical output operations for a canvas. </td>
</tr>
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<td class="imsum_left"><a href="XSprite.html">XSprite</a></td>
<td class="imsum_right">Interface to control a sprite object. </td>
</tr>
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<td class="imsum_left"><a href="XSpriteCanvas.html">XSpriteCanvas</a></td>
<td class="imsum_right">Specialization of a XBitmapCanvas, where moving, animated objects
(called sprites) are supported.
@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.
</td>
</tr>
<tr>
<td class="imsum_left"><a href="XTextLayout.html">XTextLayout</a></td>
<td class="imsum_right">This is the central interface for text layouting. </td>
</tr>
<tr>
<td class="imsum_left"><a href="XVolatileBitmap.html">XVolatileBitmap</a></td>
<td class="imsum_right">This is a specialized interface to a volatile bitmap (which can
become invalid at any point in time).
</td>
</tr>
</table>
<a name="Structs"/><table border="1" width="100%" cellpadding="5" cellspacing="0" class="subtitle">
<tr>
<td class="subtitle" colspan="2">Structs</td>
</tr>
<tr>
<td class="imsum_left"><a href="AnimationAttributes.html">AnimationAttributes</a></td>
<td class="imsum_right">This structure contains attributes needed to run an animation.
</td>
</tr>
<tr>
<td class="imsum_left"><a href="Caret.html">Caret</a></td>
<td class="imsum_right">This structure contains the caret information. </td>
</tr>
<tr>
<td class="imsum_left"><a href="ColorProfile.html">ColorProfile</a></td>
<td class="imsum_right"/></tr>
<tr>
<td class="imsum_left"><a href="ColorSpaceType.html">ColorSpaceType</a></td>
<td class="imsum_right"/></tr>
<tr>
<td class="imsum_left"><a href="FloatingPointBitmapLayout.html">FloatingPointBitmapLayout</a></td>
<td class="imsum_right">This structure describes the memory layout of a bitmap having
floating point color channels. </td>
</tr>
<tr>
<td class="imsum_left"><a href="FontInfo.html">FontInfo</a></td>
<td class="imsum_right">This structure provides information about a specific font. </td>
</tr>
<tr>
<td class="imsum_left"><a href="FontMetrics.html">FontMetrics</a></td>
<td class="imsum_right">Metrics global to the font, i.e. not specific to single
glyphs. The font height is defined as
ascent+descent+internalLeading, and therefore not explicitely
included here. </td>
</tr>
<tr>
<td class="imsum_left"><a href="FontRequest.html">FontRequest</a></td>
<td class="imsum_right">This structure contains all information necessary to describe a
font to be queried from XCanvas. </td>
</tr>
<tr>
<td class="imsum_left"><a href="IntegerBitmapLayout.html">IntegerBitmapLayout</a></td>
<td class="imsum_right">This structure describes the memory layout of a bitmap having
integer color channels. </td>
</tr>
<tr>
<td class="imsum_left"><a href="Panose.html">Panose</a></td>
<td class="imsum_right"/></tr>
<tr>
<td class="imsum_left"><a href="RenderState.html">RenderState</a></td>
<td class="imsum_right">This structure contains information passed to each
<a href="XCanvas.html">XCanvas</a> render operation. </td>
</tr>
<tr>
<td class="imsum_left"><a href="StringContext.html">StringContext</a></td>
<td class="imsum_right">Collection of string-related arguments used on all canvas text
interfaces. </td>
</tr>
<tr>
<td class="imsum_left"><a href="StrokeAttributes.html">StrokeAttributes</a></td>
<td class="imsum_right">This structure contains all attributes required for path stroking. </td>
</tr>
<tr>
<td class="imsum_left"><a href="TextHit.html">TextHit</a></td>
<td class="imsum_right">This structure contains hit information for <a href="XTextLayout.html">XTextLayout</a> . </td>
</tr>
<tr>
<td class="imsum_left"><a href="Texture.html">Texture</a></td>
<td class="imsum_right">Contains all information needed to define a texture. </td>
</tr>
<tr>
<td class="imsum_left"><a href="ViewState.html">ViewState</a></td>
<td class="imsum_right">This structure contains information considered the view state. </td>
</tr>
</table>
<a name="Exceptions"/><table border="1" width="100%" cellpadding="5" cellspacing="0" class="subtitle">
<tr>
<td class="subtitle" colspan="2">Exceptions</td>
</tr>
<tr>
<td class="imsum_left"><a href="VolatileContentDestroyedException.html">VolatileContentDestroyedException</a></td>
<td class="imsum_right">This exception indicates an invalid volatile bitmap content. </td>
</tr>
</table>
<a name="Enums"/><table border="1" width="100%" cellpadding="5" cellspacing="0" class="subtitle">
<tr>
<td class="subtitle" colspan="2">Enums</td>
</tr>
<tr>
<td class="imsum_left"><a href="FillRule.html">FillRule</a></td>
<td class="imsum_right">Determines which algorithm to use when determining inside and
outside of filled poly-polygons.
</td>
</tr>
</table>
<a name="Typedefs"/><table border="1" width="100%" cellpadding="5" cellspacing="0" class="subtitle">
<tr>
<td class="subtitle" colspan="2">Typedefs</td>
</tr>
<tr>
<td class="imsum_left"><a href="ColorComponent.html">ColorComponent</a></td>
<td class="imsum_right">Shorthand for the device-dependent color components, and easier to read </td>
</tr>
</table>
<a name="ConstantGroups"/><table border="1" width="100%" cellpadding="5" cellspacing="0" class="subtitle">
<tr>
<td class="subtitle" colspan="2">Constant Groups</td>
</tr>
<tr>
<td class="imsum_left"><a href="AnimationRepeat.html">AnimationRepeat</a></td>
<td class="imsum_right">This are the possible repeat modes for animations. </td>
</tr>
<tr>
<td class="imsum_left"><a href="CompositeOperation.html">CompositeOperation</a></td>
<td class="imsum_right">These constants determine how the primitive color is combined with
the background. </td>
</tr>
<tr>
<td class="imsum_left"><a href="EmphasisMark.html">EmphasisMark</a></td>
<td class="imsum_right">These constants control the automatic rendering of emphasis marks. </td>
</tr>
<tr>
<td class="imsum_left"><a href="Endianness.html">Endianness</a></td>
<td class="imsum_right">These constans describe the endiannes of data structures. </td>
</tr>
<tr>
<td class="imsum_left"><a href="FloatingPointBitmapFormat.html">FloatingPointBitmapFormat</a></td>
<td class="imsum_right">This structure describes format of a floating point bitmap. </td>
</tr>
<tr>
<td class="imsum_left"><a href="IntegerBitmapFormat.html">IntegerBitmapFormat</a></td>
<td class="imsum_right">This structure describes the format of an integer bitmap. </td>
</tr>
<tr>
<td class="imsum_left"><a href="InterpolationMode.html">InterpolationMode</a></td>
<td class="imsum_right">These constants specify the interpolation type for animation
frames. </td>
</tr>
<tr>
<td class="imsum_left"><a href="PanoseArmStyle.html">PanoseArmStyle</a></td>
<td class="imsum_right"/></tr>
<tr>
<td class="imsum_left"><a href="PanoseContrast.html">PanoseContrast</a></td>
<td class="imsum_right"/></tr>
<tr>
<td class="imsum_left"><a href="PanoseFamilyTypes.html">PanoseFamilyTypes</a></td>
<td class="imsum_right"/></tr>
<tr>
<td class="imsum_left"><a href="PanoseLetterForm.html">PanoseLetterForm</a></td>
<td class="imsum_right"/></tr>
<tr>
<td class="imsum_left"><a href="PanoseMidline.html">PanoseMidline</a></td>
<td class="imsum_right"/></tr>
<tr>
<td class="imsum_left"><a href="PanoseProportion.html">PanoseProportion</a></td>
<td class="imsum_right"/></tr>
<tr>
<td class="imsum_left"><a href="PanoseSerifStyle.html">PanoseSerifStyle</a></td>
<td class="imsum_right"/></tr>
<tr>
<td class="imsum_left"><a href="PanoseStrokeVariation.html">PanoseStrokeVariation</a></td>
<td class="imsum_right"/></tr>
<tr>
<td class="imsum_left"><a href="PanoseWeight.html">PanoseWeight</a></td>
<td class="imsum_right"/></tr>
<tr>
<td class="imsum_left"><a href="PanoseXHeight.html">PanoseXHeight</a></td>
<td class="imsum_right"/></tr>
<tr>
<td class="imsum_left"><a href="PathCapType.html">PathCapType</a></td>
<td class="imsum_right">These constants determine which shape to use for start or end of a
stroked path. </td>
</tr>
<tr>
<td class="imsum_left"><a href="PathJoinType.html">PathJoinType</a></td>
<td class="imsum_right">Determines which shape to use when joining path segments. </td>
</tr>
<tr>
<td class="imsum_left"><a href="RenderingIntent.html">RenderingIntent</a></td>
<td class="imsum_right"/></tr>
<tr>
<td class="imsum_left"><a href="RepaintResult.html">RepaintResult</a></td>
<td class="imsum_right">These constants specify the result of the
<a href="XCachedPrimitive.html">XCachedPrimitive</a> render operation. </td>
</tr>
<tr>
<td class="imsum_left"><a href="TextDirection.html">TextDirection</a></td>
<td class="imsum_right">Specifies main text direction in a text portion. </td>
</tr>
<tr>
<td class="imsum_left"><a href="TexturingMode.html">TexturingMode</a></td>
<td class="imsum_right">Enumeration of possible values to spread a texture across a
primitive.
</td>
</tr>
</table>
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