Sophie

Sophie

distrib > Mandriva > current > i586 > media > main-updates > by-pkgid > fc480f9d5aabed8eeaffe8ad3401a94c > files > 4860

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

<html>
<head>
<title>Interface XSpriteCanvas</title>
<meta http-equiv="Content-Type" content="text/html; charset=UTF-8">
<link rel="stylesheet" type="text/css" href="../../../../idl.css">
</head>
<body>
<div id="adc-idlref">

<a name="_top_"> </a><table class="navimain" border="0" cellpadding="3">
<tr>
<td class="navimain"><a href="../module-ix.html" class="navimain">Overview</a></td>
<td class="navimain"><a href="module-ix.html" class="navimain">Module</a></td>
<td class="navimain"><a href="XSpriteCanvas-xref.html" class="navimain">Use</a></td>
<td class="navimainnone">Devguide</td>
<td class="navimain"><a href="../../../../index-files/index-1.html" class="navimain">Index</a></td>
</tr>
</table>
<table class="navisub" border="0" cellpadding="0">
<tr>
<td class="navisub"><a href="#MethodsSummary" class="navisub">Methods' Summary</a></td>
<td class="navisub">Attributes' Summary</td>
<td class="navisub"><a href="#MethodsDetails" class="navisub">Methods' Details</a></td>
<td class="navisub">Attributes' Details</td>
</tr>
</table>
<hr>
<table border="0" width="100%" cellpadding="5" cellspacing="3" class="title-table" style="margin-bottom:6pt;">
<tr>
<td><p class="namechain"><a href="../../../../module-ix.html" class="namechain">::</a> <a href="../../../module-ix.html" class="namechain">com</a> :: <a href="../../module-ix.html" class="namechain">sun</a> :: <a href="../module-ix.html" class="namechain">star</a> :: <a href="module-ix.html" class="namechain">rendering</a> :: </p>
</td>
</tr>
<tr>
<td class="title"><table class="title-table" width="99%">
<tr>
<td width="25%" class="title2">unpublished </td>
<td width="50%" class="title">interface XSpriteCanvas</td>
<td width="*"/></tr>
</table>
</td>
</tr>
<tr>
<td><dl>
<dt><b>Base Interfaces</b></dt>
<dd><pre style="font-family:monospace;"><strong>XSpriteCanvas</strong>
&#x2517 <a href="XBitmapCanvas.html">XBitmapCanvas</a>
   &#x2517 <a href="XCanvas.html">XCanvas</a>

</pre></dd>
<dd><a name/><table border="1" width="100%" cellpadding="5" cellspacing="0" class="crosstitle">
<tr>
<td class="imsum_left"><a href="XBitmapCanvas.html">XBitmapCanvas</a></td>
<td class="imsum_right"><dl>
<dt>(referenced interface's summary:)</dt>
<dd>This is a specialization of the canvas interface for bitmapped
 canvases.</dd>
</dl>
</td>
</tr>
</table>
</dd>
</dl>
</td>
</tr>
<tr>
<td><dl>
<dt><b>Usage Restrictions</b></dt>
<dd><i>not published</i></dd>
<dt><b>Description</b></dt>
<dd>Specialization of a XBitmapCanvas, where moving, animated objects
 (called sprites) are supported.</dd>
<dd><p>

 @attention The screen output of canvas drawing operations is
 undefined, unless XSpriteCanvas::updateScreen() is called. This is
 because a sprite canvas might choose to employ double buffering to
 reduce animation flicker, and cannot know the instant suitable to
 display the newly rendered canvas content. When using external
 double-buffering via XBufferController on a sprite canvas, the
 implementation takes care of this issue, and in this case is able
 to render correctly even without explicit updateScreen() calls
 (because there's a defined moment in time where content display
 can happen, namely the XBufferController::showBuffer()) call. If
 you don't need sprite functionality, and don't want the
 updateScreen hassle, simply use the XBitmapCanvas.
 </dd>
</dl>
</td>
</tr>
</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="#createSpriteFromAnimation">createSpriteFromAnimation</a></td>
<td class="imsum_right">Create a sprite object from the specified animation
 sequence. A sprite is a back-buffered object with its own,
 independent animation.
 &nbsp;</td>
</tr>
<tr>
<td class="imsum_left"><a href="#createSpriteFromBitmaps">createSpriteFromBitmaps</a></td>
<td class="imsum_right">Create a sprite object from the specified animation
 sequence.

 A sprite is a back-buffered object with its own,
 independent animation.
 
 &nbsp;</td>
</tr>
<tr>
<td class="imsum_left"><a href="#createCustomSprite">createCustomSprite</a></td>
<td class="imsum_right">Create a custom, user-handles-it-all sprite object. 

 A sprite is a back-buffered object with its own, independent
 animation.

 &nbsp;</td>
</tr>
<tr>
<td class="imsum_left"><a href="#createClonedSprite">createClonedSprite</a></td>
<td class="imsum_right">Create a cloned version of an already existing sprite
 object.

 The cloned sprite always shows the same content as its
 original. Furthermore, cloned copies of a hidden original are
 never visible, although cloned copies of a visible original
 can of course be invisible.

 &nbsp;</td>
</tr>
<tr>
<td class="imsum_left"><a href="#updateScreen">updateScreen</a></td>
<td class="imsum_right">Tells the sprite canvas to now update the screen
 representation.
 
 Required to display rendered changes to the canvas, and
 updates to stopped animations and XCustomSprites in
 general. This method will return only after the screen update
 is done, or earlier if an error happened.&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="createSpriteFromAnimation" class="membertitle">createSpriteFromAnimation</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"><a href="XAnimatedSprite.html">XAnimatedSprite</a></td>
</tr>
<tr>
<td valign="top"><b>createSpriteFromAnimation</b>(</td>
<td valign="top">[in] <a href="XAnimation.html">XAnimation</a></td>
<td valign="bottom">&nbsp;animation )</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>Create a sprite object from the specified animation
 sequence. A sprite is a back-buffered object with its own,
 independent animation.
 </dd>
</dl>
</td>
</tr>
</table>
</td>
</tr>
<tr>
<td class="imdetail"><a name="createSpriteFromBitmaps" class="membertitle">createSpriteFromBitmaps</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"><a href="XAnimatedSprite.html">XAnimatedSprite</a></td>
</tr>
<tr>
<td valign="top"><b>createSpriteFromBitmaps</b>(</td>
<td valign="top">[in] sequence&lt; <a href="XBitmap.html">XBitmap</a> &gt;</td>
<td valign="bottom">&nbsp;animationBitmaps,</td>
</tr>
<tr>
<td/><td valign="top">[in] byte</td>
<td valign="bottom">&nbsp;interpolationMode )</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>,<br>
<a href="VolatileContentDestroyedException.html">VolatileContentDestroyedException</a> );</td>
</tr>
</table>
<hr>
<dl>
<dt><b>Description</b></dt>
<dd>Create a sprite object from the specified animation
 sequence.

 A sprite is a back-buffered object with its own,
 independent animation.
 
 </dd>
<dt><b>Parameter animationBitmaps</b></dt>
<dd>Sequence of bitmaps. The bitmaps don't need to have the same
 size, but they are all rendered with their left, top edges
 aligned.

 </dd>
<dt><b>Parameter interpolationMode</b></dt>
<dd>Value of <a href="InterpolationMode.html">InterpolationMode</a>, to determine whether
 and how to interpolate between the provided bitmaps, if
 animation runs fast enough.

 </dd>
<dt><b>Throws</b></dt>
<dd><a href="VolatileContentDestroyedException.html">VolatileContentDestroyedException</a>
 if at least one of the bitmap is volatile, and its content has been destroyed by the system.
 </dd>
</dl>
</td>
</tr>
</table>
</td>
</tr>
<tr>
<td class="imdetail"><a name="createCustomSprite" class="membertitle">createCustomSprite</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"><a href="XCustomSprite.html">XCustomSprite</a></td>
</tr>
<tr>
<td valign="top"><b>createCustomSprite</b>(</td>
<td valign="top">[in] ::com::sun::star::<a href="../geometry/module-ix.html">geometry</a>::<a href="../geometry/RealSize2D.html">RealSize2D</a></td>
<td valign="bottom">&nbsp;spriteSize )</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>Create a custom, user-handles-it-all sprite object. 

 A sprite is a back-buffered object with its own, independent
 animation.

 </dd>
<dt><b>Parameter spriteSize</b></dt>
<dd>The required size of the sprite in device
 coordinates. Everything that is rendered outside this area
 might be clipped on output. Both components of the size must
 be greater than zero.

 </dd>
<dt><b>Returns</b></dt>
<dd>an interface to a custom sprite object.
 </dd>
</dl>
</td>
</tr>
</table>
</td>
</tr>
<tr>
<td class="imdetail"><a name="createClonedSprite" class="membertitle">createClonedSprite</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"><a href="XSprite.html">XSprite</a></td>
</tr>
<tr>
<td valign="top"><b>createClonedSprite</b>(</td>
<td valign="top">[in] <a href="XSprite.html">XSprite</a></td>
<td valign="bottom">&nbsp;original )</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>Create a cloned version of an already existing sprite
 object.

 The cloned sprite always shows the same content as its
 original. Furthermore, cloned copies of a hidden original are
 never visible, although cloned copies of a visible original
 can of course be invisible.

 </dd>
<dt><b>Parameter original</b></dt>
<dd>The original sprite to copy the content from. This sprite must
 have been created by the same XSpriteCanvas instance as this
 method is called on. Other sprite instances will generate an
 IllegalArgumentException.

 </dd>
<dt><b>Returns</b></dt>
<dd>an interface to a sprite object.
 </dd>
</dl>
</td>
</tr>
</table>
</td>
</tr>
<tr>
<td class="imdetail"><a name="updateScreen" class="membertitle">updateScreen</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">boolean</td>
</tr>
<tr>
<td valign="top"><b>updateScreen</b>(</td>
<td valign="top">[in] boolean</td>
<td valign="bottom">&nbsp;bUpdateAll );</td>
</tr>
</table>
<hr>
<dl>
<dt><b>Description</b></dt>
<dd>Tells the sprite canvas to now update the screen
 representation.
 
 Required to display rendered changes to the canvas, and
 updates to stopped animations and XCustomSprites in
 general. This method will return only after the screen update
 is done, or earlier if an error happened.</dd>
<dd><p>

 If double buffering is enabled via XBufferController, no
 explicit call of updateScreen() is necessary, since the
 XBufferController methods will automatically notify all
 associated XSpriteCanvas instances.<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><b>true</b>, if the screen update was successfully
 performed
 </dd>
</dl>
</td>
</tr>
</table>
</td>
</tr>
</table>
<a href="#_top_">Top of Page</a><hr size="3"><p class="copyright" align="center">Copyright &copy; 2011, Oracle and/or its affiliates. All rights reserved. Oracle and Java are registered trademarks of Oracle and/or its affiliates. Other names may be trademarks of their respective owners.</p>

</div> <!-- id="adc-idlref" -->
</body>

</html>