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openoffice.org-devel-doc-3.2.1-0.3mdv2010.2.i586.rpm

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<title>Interface XAnimatedSprite</title>
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<td width="25%" class="title2">unpublished </td>
<td width="50%" class="title">interface XAnimatedSprite</td>
<td width="*"/></tr>
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<td><dl>
<dt><b>Base Interfaces</b></dt>
<dd><pre style="font-family:monospace;"><strong>XAnimatedSprite</strong>
&#x2517 <a href="XSprite.html">XSprite</a>

</pre></dd>
<dd><a name/><table border="1" width="100%" cellpadding="5" cellspacing="0" class="crosstitle">
<tr>
<td class="imsum_left"><a href="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>
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</table>
</dd>
</dl>
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<td><dl>
<dt><b>Usage Restrictions</b></dt>
<dd><i>not published</i></dd>
<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>OpenOffice 2.0</dd>
</dl>
</td>
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</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="XAnimation.html">XAnimation</a>::<a href="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="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="XAnimation.html">XAnimation</a>::<a href="XAnimation.html#render">render</a>'s t
 parameter, or a full sequence of sprite bitmaps drawn).
 </dd>
</dl>
</td>
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</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">
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<td><table class="table-in-method" border="0">
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<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="XAnimatedSprite.html">XAnimatedSprite</a>::<a href="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="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">
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<td><table class="table-in-method" border="0">
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<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="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="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>
</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="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::<a href="../lang/module-ix.html">lang</a>::<a href="../lang/IllegalArgumentException.html">IllegalArgumentException</a> );</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="XAnimation.html">XAnimation</a>::<a href="XAnimation.html#render">render()</a> method, or when drawing
 the sprite's bitmaps, respectively. There's no need to call
 <a href="XSpriteCanvas.html">XSpriteCanvas</a>::<a href="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="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 aViewState</b></dt>
<dd>The state given here is used when calling the
 <a href="XAnimation.html">XAnimation</a>::<a href="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::<a href="../geometry/module-ix.html">geometry</a>::<a href="../geometry/RealPoint2D.html">RealPoint2D</a></td>
<td valign="bottom">&nbsp;aNewPos,</td>
</tr>
<tr>
<td/><td valign="top">[in] <a href="ViewState.html">ViewState</a></td>
<td valign="bottom">&nbsp;aViewState,</td>
</tr>
<tr>
<td/><td valign="top">[in] <a href="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::<a href="../lang/module-ix.html">lang</a>::<a href="../lang/IllegalArgumentException.html">IllegalArgumentException</a> );</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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