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27 #ifndef __com_sun_star_rendering_XSprite_idl__
28 #define __com_sun_star_rendering_XSprite_idl__
30 #ifndef __com_sun_star_uno_XInterface_idl__
31 #include
<com
/sun
/star
/uno
/XInterface.idl
>
33 #ifndef __com_sun_star_lang_IllegalArgumentException_idl__
34 #include
<com
/sun
/star
/lang
/IllegalArgumentException.idl
>
36 #ifndef __com_sun_star_geometry_RealPoint2D_idl__
37 #include
<com
/sun
/star
/geometry
/RealPoint2D.idl
>
39 #ifndef __com_sun_star_geometry_AffineMatrix2D_idl__
40 #include
<com
/sun
/star
/geometry
/AffineMatrix2D.idl
>
42 #ifndef __com_sun_star_rendering_ViewState_idl__
43 #include
<com
/sun
/star
/rendering
/ViewState.idl
>
45 #ifndef __com_sun_star_rendering_RenderState_idl__
46 #include
<com
/sun
/star
/rendering
/RenderState.idl
>
49 module com
{ module sun
{ module star
{ module rendering
{
51 /** Interface to control a sprite object.<p>
53 This is the basic interface to control a sprite object on a
54 <type>XSpriteCanvas</type>. Sprites are moving, back-buffered
57 interface XSprite
: ::com
::sun
::star
::uno
::XInterface
59 /** Set overall transparency of the sprite.<p>
61 This method is useful for e.g. fading in/out of animations.<p>
63 Please note that if this sprite is not animated, the
64 associated <type>XSpriteCanvas</type> does not update changed
65 sprites automatically, but has to be told to do so via
66 <member>XSpriteCanvas::updateScreen()</member>.<p>
69 New global alpha value to composite this sprite with the
70 background. Valid range is [0,1].
72 @throws <type>com::sun::star::lang::IllegalArgumentException</type>
73 if nAlpha is not within the permissible range.
75 void setAlpha
( [in] double nAlpha
)
76 raises
(com
::sun
::star
::lang
::IllegalArgumentException
);
78 //-------------------------------------------------------------------------
80 /** Move sprite to the specified position.<p>
82 The position specified here is first transformed by the
83 combined view and render transformation. The resulting
84 position is then used as the output position (also in device
85 coordinates) of the rendered sprite content.<p>
87 Please note that if this sprite is not animated, the
88 associated <type>XSpriteCanva</type> does not update changed sprites
89 automatically, but has to be told to do so via
90 <member>XSpriteCanvas::updateScreen()</member>.<p>
93 The new position, in user coordinate space, to move the sprite to.
96 The viewstate to be used when interpreting aNewPos.
99 The renderstate to be used when interpreting aNewPos.
101 @throws <type>com::sun::star::lang::IllegalArgumentException</type>
102 if one of the view and renderstate parameters are outside the
105 void move
( [in] ::com
::sun
::star
::geometry
::RealPoint2D aNewPos
, [in] ViewState aViewState
, [in] RenderState aRenderState
)
106 raises
(com
::sun
::star
::lang
::IllegalArgumentException
);
108 //-------------------------------------------------------------------------
110 /** Apply a local transformation to the sprite.<p>
112 The given transformation matrix locally transforms the sprite
113 shape. If this transformation contains translational
114 components, be aware that sprite content moved beyond the
115 sprite area (a box from (0,0) to (spriteWidth,spriteHeight))
116 might (but need not) be clipped. Use
117 <member>XSprite::move</member> to change the sprite location
118 on screen. The canvas implementations are free, if they have a
119 cached representation of the sprite at hand, to transform only
120 this cached representation (e.g. a bitmap), instead of
121 re-rendering the sprite from first principles. This is usually
122 the case for an implementation of a <type>XCustomSprite</type>
123 interface, since it typically has no other cached pictorial
124 information at hand.<p>
126 Please note that if this sprite is not animated, the
127 associated <type>XSpriteCanvas</type> does not update changed
128 sprites automatically, but has to be told to do so via
129 <member>XSpriteCanvas::updateScreen()</member>.<p>
131 @param aTransformation
132 The transformation to apply to the sprite shape.
134 @throws <type>com::sun::star::lang::IllegalArgumentException</type>
135 if the given transformation matrix is singular.
137 void transform
( [in] com
::sun
::star
::geometry
::AffineMatrix2D aTransformation
)
138 raises
(com
::sun
::star
::lang
::IllegalArgumentException
);
140 //-------------------------------------------------------------------------
142 /** Apply a clipping to the shape output.<p>
144 The given clip poly-polygon is always interpreted in device
145 coordinate space. As the sprite has its own local coordinate
146 system, with its origin on screen being equal to its current
147 position, the clip poly-polygon's origin will always coincide
148 with the sprite's origin. Furthermore, if any sprite
149 transformation is set via transform(), the clip is subject to
150 this transformation, too. The implementation is free, if it
151 has a cached representation of the sprite at hand, to
152 clip-output only this cached representation (e.g. a bitmap),
153 instead of re-rendering the sprite from first principles. This
154 is usually the case for an implementation of a
155 <type>XCustomSprite</type> interface, since it typically has
156 no other cached pictorial information at hand.<p>
158 Please note that if this sprite is not animated, the
159 associated <type>XSpriteCanvas</type> does not update changed
160 sprites automatically, but has to be told to do so via
161 <member>XSpriteCanvas::updateScreen()</member>.<p>
163 Specifying an empty interface denotes no clipping,
164 i.e. everything contained in the sprite will be visible
165 (subject to device-dependent constraints, of
166 course). Specifying an empty XPolyPolygon2D, i.e. a
167 poly-polygon containing zero polygons, or an XPolyPolygon2D
168 with any number of empty sub-polygons, denotes the NULL
169 clip. That means, nothing from the sprite will be visible.<p>
172 The clip poly-polygon to apply.
174 void clip
( [in] XPolyPolygon2D aClip
);
176 //-------------------------------------------------------------------------
178 /** Set sprite priority.<p>
180 The sprite priority determines the order of rendering relative
181 to all other sprites of the associated canvas. The higher the
182 priority, the later will the sprite be rendered, or, in other
183 words, the closer to the screen surface the sprite is shown.<p>
186 New sprite priority value to serve as the sort key when
187 determining sprite rendering order. Avoid NaNs and other
188 irregular floating point values here, the order position for
189 sprites with such a priority value is undefined.
191 void setPriority
( [in] double nPriority
);
193 //-------------------------------------------------------------------------
195 /** Make the sprite visible.<p>
197 This method makes the sprite visible on the canvas it was
202 //-------------------------------------------------------------------------
204 /** Make the sprite invisible.<p>
206 This method makes the sprite invisible.<p>