/* -*- Mode: C++; tab-width: 4; indent-tabs-mode: nil; c-basic-offset: 4 -*- */ /* * This file is part of the LibreOffice project. * * This Source Code Form is subject to the terms of the Mozilla Public * License, v. 2.0. If a copy of the MPL was not distributed with this * file, You can obtain one at http://mozilla.org/MPL/2.0/. * * This file incorporates work covered by the following license notice: * * Licensed to the Apache Software Foundation (ASF) under one or more * contributor license agreements. See the NOTICE file distributed * with this work for additional information regarding copyright * ownership. The ASF licenses this file to you under the Apache * License, Version 2.0 (the "License"); you may not use this file * except in compliance with the License. You may obtain a copy of * the License at http://www.apache.org/licenses/LICENSE-2.0 . */ #ifndef __com_sun_star_rendering_XSprite_idl__ #define __com_sun_star_rendering_XSprite_idl__ #include #include #include #include #include #include module com { module sun { module star { module rendering { /** Interface to control a sprite object.

This is the basic interface to control a sprite object on a XSpriteCanvas. Sprites are moving, back-buffered objects.

*/ interface XSprite : ::com::sun::star::uno::XInterface { /** Set overall transparency of the sprite.

This method is useful for e.g. fading in/out of animations.

Please note that if this sprite is not animated, the associated XSpriteCanvas does not update changed sprites automatically, but has to be told to do so via XSpriteCanvas::updateScreen().

@param nAlpha New global alpha value to composite this sprite with the background. Valid range is [0,1]. @throws com::sun::star::lang::IllegalArgumentException if nAlpha is not within the permissible range. */ void setAlpha( [in] double nAlpha ) raises (com::sun::star::lang::IllegalArgumentException); /** Move sprite to the specified position.

The position specified here is first transformed by the combined view and render transformation. The resulting position is then used as the output position (also in device coordinates) of the rendered sprite content.

Please note that if this sprite is not animated, the associated XSpriteCanvas does not update changed sprites automatically, but has to be told to do so via XSpriteCanvas::updateScreen().

@param aNewPos The new position, in user coordinate space, to move the sprite to. @param aViewState The view state to be used when interpreting aNewPos. @param aRenderState The render state to be used when interpreting aNewPos. @throws com::sun::star::lang::IllegalArgumentException if one of the view and render state parameters are outside the specified range. */ void move( [in] ::com::sun::star::geometry::RealPoint2D aNewPos, [in] ViewState aViewState, [in] RenderState aRenderState ) raises (com::sun::star::lang::IllegalArgumentException); /** Apply a local transformation to the sprite.

The given transformation matrix locally transforms the sprite shape. If this transformation contains translational components, be aware that sprite content moved beyond the sprite area (a box from (0,0) to (spriteWidth,spriteHeight)) might (but need not) be clipped. Use XSprite::move() to change the sprite location on screen. The canvas implementations are free, if they have a cached representation of the sprite at hand, to transform only this cached representation (e.g. a bitmap), instead of re-rendering the sprite from first principles. This is usually the case for an implementation of a XCustomSprite interface, since it typically has no other cached pictorial information at hand.

Please note that if this sprite is not animated, the associated XSpriteCanvas does not update changed sprites automatically, but has to be told to do so via XSpriteCanvas::updateScreen().

@param aTransformation The transformation to apply to the sprite shape. @throws com::sun::star::lang::IllegalArgumentException if the given transformation matrix is singular. */ void transform( [in] com::sun::star::geometry::AffineMatrix2D aTransformation ) raises (com::sun::star::lang::IllegalArgumentException); /** Apply a clipping to the shape output.

The given clip poly-polygon is always interpreted in device coordinate space. As the sprite has its own local coordinate system, with its origin on screen being equal to its current position, the clip poly-polygon's origin will always coincide with the sprite's origin. Furthermore, if any sprite transformation is set via transform(), the clip is subject to this transformation, too. The implementation is free, if it has a cached representation of the sprite at hand, to clip-output only this cached representation (e.g. a bitmap), instead of re-rendering the sprite from first principles. This is usually the case for an implementation of a XCustomSprite interface, since it typically has no other cached pictorial information at hand.

Please note that if this sprite is not animated, the associated XSpriteCanvas does not update changed sprites automatically, but has to be told to do so via XSpriteCanvas::updateScreen().

Specifying an empty interface denotes no clipping, i.e. everything contained in the sprite will be visible (subject to device-dependent constraints, of course). Specifying an empty XPolyPolygon2D, i.e. a poly-polygon containing zero polygons, or an XPolyPolygon2D with any number of empty sub-polygons, denotes the NULL clip. That means, nothing from the sprite will be visible.

@param aClip The clip poly-polygon to apply. */ void clip( [in] XPolyPolygon2D aClip ); /** Set sprite priority.

The sprite priority determines the order of rendering relative to all other sprites of the associated canvas. The higher the priority, the later will the sprite be rendered, or, in other words, the closer to the screen surface the sprite is shown.

@param nPriority New sprite priority value to serve as the sort key when determining sprite rendering order. Avoid NaNs and other irregular floating point values here, the order position for sprites with such a priority value is undefined. */ void setPriority( [in] double nPriority ); /** Make the sprite visible.

This method makes the sprite visible on the canvas it was created on.

*/ void show(); /** Make the sprite invisible.

This method makes the sprite invisible.

*/ void hide(); }; }; }; }; }; #endif /* vim:set shiftwidth=4 softtabstop=4 expandtab: */