clockwerk-opensim – Blame information for rev 1
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1 | vero | 1 | /* |
2 | * Copyright (c) Contributors, http://opensimulator.org/ |
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3 | * See CONTRIBUTORS.TXT for a full list of copyright holders. |
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4 | * |
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5 | * Redistribution and use in source and binary forms, with or without |
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6 | * modification, are permitted provided that the following conditions are met: |
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7 | * * Redistributions of source code must retain the above copyright |
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8 | * notice, this list of conditions and the following disclaimer. |
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9 | * * Redistributions in binary form must reproduce the above copyright |
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10 | * notice, this list of conditions and the following disclaimer in the |
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11 | * documentation and/or other materials provided with the distribution. |
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12 | * * Neither the name of the OpenSimulator Project nor the |
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13 | * names of its contributors may be used to endorse or promote products |
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14 | * derived from this software without specific prior written permission. |
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15 | * |
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16 | * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY |
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17 | * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED |
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18 | * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE |
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19 | * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY |
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20 | * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES |
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21 | * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; |
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22 | * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND |
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23 | * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT |
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24 | * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS |
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25 | * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. |
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26 | */ |
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27 | |||
28 | using System; |
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29 | using System.Drawing; |
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30 | using System.IO; |
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31 | using OpenMetaverse; |
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32 | |||
33 | namespace OpenSim.Region.Framework.Interfaces |
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34 | { |
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35 | public interface IDynamicTextureManager |
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36 | { |
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37 | void RegisterRender(string handleType, IDynamicTextureRender render); |
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38 | |||
39 | /// <summary> |
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40 | /// Used by IDynamicTextureRender implementations to return renders |
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41 | /// </summary> |
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42 | /// <param name='id'></param> |
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43 | /// <param name='data'></param> |
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44 | /// <param name='isReuseable'></param> |
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45 | void ReturnData(UUID id, IDynamicTexture texture); |
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46 | |||
47 | UUID AddDynamicTextureURL(UUID simID, UUID primID, string contentType, string url, string extraParams, |
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48 | int updateTimer); |
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49 | UUID AddDynamicTextureURL(UUID simID, UUID primID, string contentType, string url, string extraParams, |
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50 | int updateTimer, bool SetBlending, byte AlphaValue); |
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51 | UUID AddDynamicTextureURL(UUID simID, UUID primID, string contentType, string url, string extraParams, |
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52 | int updateTimer, bool SetBlending, int disp, byte AlphaValue, int face); |
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53 | UUID AddDynamicTextureData(UUID simID, UUID primID, string contentType, string data, string extraParams, |
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54 | int updateTimer); |
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55 | |||
56 | /// Apply a dynamically generated texture to all sides of the given prim. The texture is not persisted to the |
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57 | /// asset service. |
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58 | /// </summary> |
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59 | /// <param name="simID">The simulator in which the texture is being generated</param> |
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60 | /// <param name="primID">The prim to which to apply the texture.</param> |
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61 | /// <param name="contentType">The content type to create. Current choices are "vector" to create a vector |
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62 | /// based texture or "image" to create a texture from an image at a particular URL</param> |
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63 | /// <param name="data">The data for the generator</param> |
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64 | /// <param name="extraParams">Parameters for the generator that don't form part of the main data.</param> |
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65 | /// <param name="updateTimer">If zero, the image is never updated after the first generation. If positive |
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66 | /// the image is updated at the given interval. Not implemented for </param> |
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67 | /// <param name="SetBlending"> |
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68 | /// If true, the newly generated texture is blended with the appropriate existing ones on the prim |
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69 | /// </param> |
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70 | /// <param name="AlphaValue"> |
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71 | /// The alpha value of the generated texture. |
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72 | /// </param> |
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73 | /// <returns> |
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74 | /// The UUID of the texture updater, not the texture UUID. If you need the texture UUID then you will need |
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75 | /// to obtain it directly from the SceneObjectPart. For instance, if ALL_SIDES is set then this texture |
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76 | /// can be obtained as SceneObjectPart.Shape.Textures.DefaultTexture.TextureID |
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77 | /// </returns> |
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78 | UUID AddDynamicTextureData(UUID simID, UUID primID, string contentType, string data, string extraParams, |
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79 | int updateTimer, bool SetBlending, byte AlphaValue); |
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80 | |||
81 | /// <summary> |
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82 | /// Apply a dynamically generated texture to the given prim. |
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83 | /// </summary> |
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84 | /// <param name="simID">The simulator in which the texture is being generated</param> |
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85 | /// <param name="primID">The prim to which to apply the texture.</param> |
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86 | /// <param name="contentType">The content type to create. Current choices are "vector" to create a vector |
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87 | /// based texture or "image" to create a texture from an image at a particular URL</param> |
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88 | /// <param name="data">The data for the generator</param> |
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89 | /// <param name="extraParams">Parameters for the generator that don't form part of the main data.</param> |
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90 | /// <param name="updateTimer">If zero, the image is never updated after the first generation. If positive |
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91 | /// the image is updated at the given interval. Not implemented for </param> |
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92 | /// <param name="SetBlending"> |
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93 | /// If true, the newly generated texture is blended with the appropriate existing ones on the prim |
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94 | /// </param> |
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95 | /// <param name="disp"> |
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96 | /// Display flags. If DISP_EXPIRE then the old texture is deleted if it is replaced by a |
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97 | /// newer generated texture (may not currently be implemented). If DISP_TEMP then the asset is flagged as |
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98 | /// temporary, which often means that it is not persisted to the database. |
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99 | /// </param> |
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100 | /// <param name="AlphaValue"> |
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101 | /// The alpha value of the generated texture. |
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102 | /// </param> |
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103 | /// <param name="face"> |
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104 | /// The face of the prim on which to put the generated texture. If ALL_SIDES then all sides of the prim are |
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105 | /// set |
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106 | /// </param> |
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107 | /// <returns> |
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108 | /// The UUID of the texture updater, not the texture UUID. If you need the texture UUID then you will need |
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109 | /// to obtain it directly from the SceneObjectPart. For instance, if ALL_SIDES is set then this texture |
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110 | /// can be obtained as SceneObjectPart.Shape.Textures.DefaultTexture.TextureID |
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111 | /// </returns> |
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112 | UUID AddDynamicTextureData( |
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113 | UUID simID, UUID primID, string contentType, string data, string extraParams, |
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114 | int updateTimer, bool SetBlending, int disp, byte AlphaValue, int face); |
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115 | |||
116 | void GetDrawStringSize(string contentType, string text, string fontName, int fontSize, |
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117 | out double xSize, out double ySize); |
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118 | } |
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119 | |||
120 | public interface IDynamicTextureRender |
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121 | { |
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122 | string GetName(); |
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123 | string GetContentType(); |
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124 | bool SupportsAsynchronous(); |
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125 | |||
126 | // /// <summary> |
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127 | // /// Return true if converting the input body and extra params data will always result in the same byte[] array |
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128 | // /// </summary> |
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129 | // /// <remarks> |
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130 | // /// This method allows the caller to use a previously generated asset if it has one. |
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131 | // /// </remarks> |
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132 | // /// <returns></returns> |
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133 | // /// <param name='bodyData'></param> |
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134 | // /// <param name='extraParams'></param> |
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135 | // bool AlwaysIdenticalConversion(string bodyData, string extraParams); |
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136 | |||
137 | IDynamicTexture ConvertUrl(string url, string extraParams); |
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138 | IDynamicTexture ConvertData(string bodyData, string extraParams); |
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139 | |||
140 | bool AsyncConvertUrl(UUID id, string url, string extraParams); |
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141 | bool AsyncConvertData(UUID id, string bodyData, string extraParams); |
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142 | |||
143 | void GetDrawStringSize(string text, string fontName, int fontSize, |
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144 | out double xSize, out double ySize); |
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145 | } |
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146 | |||
147 | public interface IDynamicTexture |
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148 | { |
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149 | /// <summary> |
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150 | /// Input commands used to generate this data. |
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151 | /// </summary> |
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152 | /// <remarks> |
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153 | /// Null if input commands were not used. |
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154 | /// </remarks> |
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155 | string InputCommands { get; } |
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156 | |||
157 | /// <summary> |
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158 | /// Uri used to generate this data. |
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159 | /// </summary> |
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160 | /// <remarks> |
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161 | /// Null if a uri was not used. |
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162 | /// </remarks> |
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163 | Uri InputUri { get; } |
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164 | |||
165 | /// <summary> |
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166 | /// Extra input params used to generate this data. |
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167 | /// </summary> |
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168 | string InputParams { get; } |
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169 | |||
170 | /// <summary> |
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171 | /// Texture data. |
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172 | /// </summary> |
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173 | byte[] Data { get; } |
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174 | |||
175 | /// <summary> |
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176 | /// Size of texture. |
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177 | /// </summary> |
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178 | Size Size { get; } |
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179 | |||
180 | /// <summary> |
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181 | /// Signal whether the texture is reuseable (i.e. whether the same input data will always generate the same |
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182 | /// texture). |
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183 | /// </summary> |
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184 | bool IsReuseable { get; } |
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185 | } |
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186 | } |