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<title>Interface XBufferController</title>
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<td width="25%" class="title2">unpublished </td>
<td width="50%" class="title">interface XBufferController</td>
<td width="*"/></tr>
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<td><dl>
<dt><b>Description</b></dt>
<dd>Interface providing access to double/multi-buffer facilities of
 screen devices.</dd>
<dd><p>

 This interface provides methods to enable and control
 double/multi-buffering facilities on screen devices.<p>

 </dd>
<dt><b/></dt>
<dd/></dl>
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<td class="subtitle" colspan="2">Methods' Summary</td>
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<td class="imsum_left"><a href="#createBuffers">createBuffers</a></td>
<td class="imsum_right">Create the given number of background buffers.&nbsp;</td>
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<td class="imsum_left"><a href="#destroyBuffers">destroyBuffers</a></td>
<td class="imsum_right">Destroy all buffers generated via this object. 
 &nbsp;</td>
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<td class="imsum_left"><a href="#showBuffer">showBuffer</a></td>
<td class="imsum_right">Switch the display to show the specified buffer.&nbsp;</td>
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<td class="imsum_left"><a href="#switchBuffer">switchBuffer</a></td>
<td class="imsum_right">Schedule the display of the specified buffer.&nbsp;</td>
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<td class="subtitle">Methods' Details</td>
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<td class="imdetail"><a name="createBuffers" class="membertitle">createBuffers</a><table border="0" width="96%" cellpadding="5" cellspacing="0" class="table-in-method" bgcolor="#ffffff" align="center">
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<td valign="top" colspan="3">long</td>
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<td valign="top"><b>createBuffers</b>(</td>
<td valign="top">[in] long</td>
<td valign="bottom">&nbsp;nBuffers )</td>
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<td valign="top" align="right">raises( </td>
<td valign="top" colspan="2">::com::sun::star::<a href="../lang/module-ix.html">lang</a>::<a href="../lang/IllegalArgumentException.html">IllegalArgumentException</a> );</td>
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<hr>
<dl>
<dt><b>Description</b></dt>
<dd>Create the given number of background buffers.</dd>
<dd><p>

 There's one buffer implicitely available, which is the canvas
 surface itself. Thus, calling <code>createBuffers(1)</code>
 creates a double-buffered object.<p>

 </dd>
<dt><b>Parameter nBuffers</b></dt>
<dd>The number of background&lt;buffers requested. Must be greater
 than 0.

 </dd>
<dt><b>Returns</b></dt>
<dd>the number of actually generated buffers, which might
 be between 0 (no double-buffering available) and nBuffers.

 </dd>
<dt><b>Throws</b></dt>
<dd>com::sun::star::lang::IllegalArgumentException
 if nBuffers is smaller than one.
 </dd>
</dl>
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</td>
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<td class="imdetail"><a name="destroyBuffers" class="membertitle">destroyBuffers</a><table border="0" width="96%" cellpadding="5" cellspacing="0" class="table-in-method" bgcolor="#ffffff" align="center">
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<td><table class="table-in-method" border="0">
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<td valign="top" colspan="3">void</td>
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<td valign="top"><b>destroyBuffers</b>();</td>
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<hr>
<dl>
<dt><b>Description</b></dt>
<dd>Destroy all buffers generated via this object. 
 </dd>
</dl>
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</td>
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<td class="imdetail"><a name="showBuffer" class="membertitle">showBuffer</a><table border="0" width="96%" cellpadding="5" cellspacing="0" class="table-in-method" bgcolor="#ffffff" align="center">
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<td valign="top" colspan="3">boolean</td>
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<td valign="top"><b>showBuffer</b>(</td>
<td valign="top">[in] boolean</td>
<td valign="bottom">&nbsp;bUpdateAll );</td>
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<hr>
<dl>
<dt><b>Description</b></dt>
<dd>Switch the display to show the specified buffer.</dd>
<dd><p>

 The method returns, when the switch is performed and the
 selected buffer is shown on screen, or immediately when an
 error occurs. If the switch was successful, subsequent render
 operations will be directed to the new backbuffer.<p>

 Use this method if you need your screen display to be in sync
 with other things, e.g. sound playback.<p>

 </dd>
<dt><b>Parameter bUpdateAll</b></dt>
<dd>When <b>true</b>, update the whole screen. When <b>false</b>,
 implementation is permitted to restrict update to areas the
 canvas itself changed (e.g. because of render operations, or
 changes on the sprites). The former is useful for updates
 after window expose events, the latter for animation display.

 </dd>
<dt><b>Returns</b></dt>
<dd>whether the switch was performed successfully.

 </dd>
<dt><b>Throws</b></dt>
<dd>com::sun::star::lang::IllegalArgumentException
 if nBuffer is outside the permissible range.
 </dd>
</dl>
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<td class="imdetail"><a name="switchBuffer" class="membertitle">switchBuffer</a><table border="0" width="96%" cellpadding="5" cellspacing="0" class="table-in-method" bgcolor="#ffffff" align="center">
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<td><table class="table-in-method" border="0">
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<td valign="top" colspan="3">boolean</td>
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<td valign="top"><b>switchBuffer</b>(</td>
<td valign="top">[in] boolean</td>
<td valign="bottom">&nbsp;bUpdateAll );</td>
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<hr>
<dl>
<dt><b>Description</b></dt>
<dd>Schedule the display of the specified buffer.</dd>
<dd><p>

 The method returns, when the switching of the buffer is
 successfully scheduled, or immediately when an error
 occurs. If the switch was successful, subsequent render
 operations will be directed to the new backbuffer. Note that,
 if the buffer switching is exceedingly slow, or the frequency
 of switchBuffer() is exceedingly high, the buffer scheduled
 for display here might become the current render target
 <em>before</em> it is fully displayed on screen. In this case,
 any rendering operation to this buffer will block, until it is
 safe to perform the operation without visible cluttering.<p>

 Use this method if you favor maximal render speed, but don't
 necessarily require your screen display to be in sync with
 other things, e.g. sound playback.<p>

 </dd>
<dt><b>Parameter bUpdateAll</b></dt>
<dd>When <b>true</b>, update the whole screen. When <b>false</b>,
 implementation is permitted to restrict update to areas the
 canvas itself changed (e.g. because of render operations, or
 changes on the sprites). The former is useful for updates
 after window expose events, the latter for animation display.

 </dd>
<dt><b>Returns</b></dt>
<dd>whether the switch was performed successfully.
 </dd>
</dl>
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