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<title>Interface XSprite</title>
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<td class="navisub"><a href="#MethodsSummary" class="navisub">Methods' Summary</a></td>
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<td width="25%" class="title2">unpublished </td>
<td width="50%" class="title">interface XSprite</td>
<td width="*"/></tr>
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<td/></tr>
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<td><dl>
<dt><b>Usage Restrictions</b></dt>
<dd><i>not published</i></dd>
<dt><b>Description</b></dt>
<dd>Interface to control a sprite object.</dd>
<dd><p>

 This is the basic interface to control a sprite object on a
 <a href="XSpriteCanvas.html">XSpriteCanvas</a>. Sprites are moving, back-buffered
 objects.<p>
 </dd>
</dl>
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<hr>
<a name="MethodsSummary"/><table border="1" width="100%" cellpadding="5" cellspacing="0" class="subtitle">
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<td class="subtitle" colspan="2">Methods' Summary</td>
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<td class="imsum_left"><a href="#setAlpha">setAlpha</a></td>
<td class="imsum_right">Set overall transparency of the sprite.&nbsp;</td>
</tr>
<tr>
<td class="imsum_left"><a href="#move">move</a></td>
<td class="imsum_right">Move sprite to the specified position.&nbsp;</td>
</tr>
<tr>
<td class="imsum_left"><a href="#transform">transform</a></td>
<td class="imsum_right">Apply a local transformation to the sprite.&nbsp;</td>
</tr>
<tr>
<td class="imsum_left"><a href="#clip">clip</a></td>
<td class="imsum_right">Apply a clipping to the shape output.&nbsp;</td>
</tr>
<tr>
<td class="imsum_left"><a href="#setPriority">setPriority</a></td>
<td class="imsum_right">Set sprite priority.&nbsp;</td>
</tr>
<tr>
<td class="imsum_left"><a href="#show">show</a></td>
<td class="imsum_right">Make the sprite visible.&nbsp;</td>
</tr>
<tr>
<td class="imsum_left"><a href="#hide">hide</a></td>
<td class="imsum_right">Make the sprite invisible.&nbsp;</td>
</tr>
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<a name="MethodsDetails"/><table border="1" width="100%" cellpadding="5" cellspacing="0" class="subtitle">
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<td class="subtitle">Methods' Details</td>
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<td class="imdetail"><a name="setAlpha" class="membertitle">setAlpha</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>setAlpha</b>(</td>
<td valign="top">[in] double</td>
<td valign="bottom">&nbsp;nAlpha )</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>Set overall transparency of the sprite.</dd>
<dd><p>

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

 Please note that if this sprite is not animated, 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 nAlpha</b></dt>
<dd>New global alpha value to composite this sprite with the
 background. Valid range is [0,1].

 </dd>
<dt><b>Throws</b></dt>
<dd>com::sun::star::lang::IllegalArgumentException
 if nAlpha is not within the permissible range. 
 </dd>
</dl>
</td>
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</table>
</td>
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<td class="imdetail"><a name="move" class="membertitle">move</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>move</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 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>Move sprite to the specified position.</dd>
<dd><p>

 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.<p>

 Please note that if this sprite is not animated, the
 associated ::XSpriteCanva 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>The new position, in user coordinate space, to move the sprite to.

 </dd>
<dt><b>Parameter aViewState</b></dt>
<dd>The viewstate to be used when interpreting aNewPos.

 </dd>
<dt><b>Parameter aRenderState</b></dt>
<dd>The renderstate to be used when interpreting aNewPos.

 </dd>
<dt><b>Throws</b></dt>
<dd>com::sun::star::lang::IllegalArgumentException
 if one of the view and renderstate parameters are outside the 
 specified range. 
 </dd>
</dl>
</td>
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</td>
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<td class="imdetail"><a name="transform" class="membertitle">transform</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>transform</b>(</td>
<td valign="top">[in] ::com::sun::star::<a href="../geometry/module-ix.html">geometry</a>::<a href="../geometry/AffineMatrix2D.html">AffineMatrix2D</a></td>
<td valign="bottom">&nbsp;aTransformation )</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>Apply a local transformation to the sprite.</dd>
<dd><p>
 
 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
 <a href="XSprite.html">XSprite</a>::<a href="XSprite.html#move">move</a> 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 <a href="XCustomSprite.html">XCustomSprite</a>
 interface, since it typically has no other cached pictorial
 information at hand.<p>

 Please note that if this sprite is not animated, 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 aTransformation</b></dt>
<dd>The transformation to apply to the sprite shape.

 </dd>
<dt><b>Throws</b></dt>
<dd>com::sun::star::lang::IllegalArgumentException
 if the given transformation matrix is singular.
 </dd>
</dl>
</td>
</tr>
</table>
</td>
</tr>
<tr>
<td class="imdetail"><a name="clip" class="membertitle">clip</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>clip</b>(</td>
<td valign="top">[in] <a href="XPolyPolygon2D.html">XPolyPolygon2D</a></td>
<td valign="bottom">&nbsp;aClip );</td>
</tr>
</table>
<hr>
<dl>
<dt><b>Description</b></dt>
<dd>Apply a clipping to the shape output.</dd>
<dd><p>

 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
 <a href="XCustomSprite.html">XCustomSprite</a> interface, since it typically has
 no other cached pictorial information at hand.<p>

 Please note that if this sprite is not animated, 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>

 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.<p>

 </dd>
<dt><b>Parameter aClip</b></dt>
<dd>The clip poly-polygon to apply.
 </dd>
</dl>
</td>
</tr>
</table>
</td>
</tr>
<tr>
<td class="imdetail"><a name="setPriority" class="membertitle">setPriority</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>setPriority</b>(</td>
<td valign="top">[in] double</td>
<td valign="bottom">&nbsp;nPriority );</td>
</tr>
</table>
<hr>
<dl>
<dt><b>Description</b></dt>
<dd>Set sprite priority.</dd>
<dd><p>

 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.<p>

 </dd>
<dt><b>Parameter nPriority</b></dt>
<dd>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.
 </dd>
</dl>
</td>
</tr>
</table>
</td>
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<td class="imdetail"><a name="show" class="membertitle">show</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">
<tr>
<td valign="top" colspan="3">void</td>
</tr>
<tr>
<td valign="top"><b>show</b>();</td>
</tr>
</table>
<hr>
<dl>
<dt><b>Description</b></dt>
<dd>Make the sprite visible.</dd>
<dd><p>

 This method makes the sprite visible on the canvas it was
 created on.<p>
 </dd>
</dl>
</td>
</tr>
</table>
</td>
</tr>
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<td class="imdetail"><a name="hide" class="membertitle">hide</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>hide</b>();</td>
</tr>
</table>
<hr>
<dl>
<dt><b>Description</b></dt>
<dd>Make the sprite invisible.</dd>
<dd><p>

 This method makes the sprite invisible.<p>
 </dd>
</dl>
</td>
</tr>
</table>
</td>
</tr>
</table>
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