opensim – Rev 1
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/*
* Copyright (c) Contributors, http://opensimulator.org/
* See CONTRIBUTORS.TXT for a full list of copyright holders.
*
* Redistribution and use in source and binary forms, with or without
* modification, are permitted provided that the following conditions are met:
* * Redistributions of source code must retain the above copyright
* notice, this list of conditions and the following disclaimer.
* * Redistributions in binary form must reproduce the above copyright
* notice, this list of conditions and the following disclaimer in the
* documentation and/or other materials provided with the distribution.
* * Neither the name of the OpenSimulator Project nor the
* names of its contributors may be used to endorse or promote products
* derived from this software without specific prior written permission.
*
* THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
* DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
* LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
* SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
*/
using System;
using System.Drawing;
using System.IO;
using OpenMetaverse;
namespace OpenSim.Region.Framework.Interfaces
{
public interface IDynamicTextureManager
{
void RegisterRender(string handleType, IDynamicTextureRender render);
/// <summary>
/// Used by IDynamicTextureRender implementations to return renders
/// </summary>
/// <param name='id'></param>
/// <param name='data'></param>
/// <param name='isReuseable'></param>
void ReturnData(UUID id, IDynamicTexture texture);
UUID AddDynamicTextureURL(UUID simID, UUID primID, string contentType, string url, string extraParams,
int updateTimer);
UUID AddDynamicTextureURL(UUID simID, UUID primID, string contentType, string url, string extraParams,
int updateTimer, bool SetBlending, byte AlphaValue);
UUID AddDynamicTextureURL(UUID simID, UUID primID, string contentType, string url, string extraParams,
int updateTimer, bool SetBlending, int disp, byte AlphaValue, int face);
UUID AddDynamicTextureData(UUID simID, UUID primID, string contentType, string data, string extraParams,
int updateTimer);
/// Apply a dynamically generated texture to all sides of the given prim. The texture is not persisted to the
/// asset service.
/// </summary>
/// <param name="simID">The simulator in which the texture is being generated</param>
/// <param name="primID">The prim to which to apply the texture.</param>
/// <param name="contentType">The content type to create. Current choices are "vector" to create a vector
/// based texture or "image" to create a texture from an image at a particular URL</param>
/// <param name="data">The data for the generator</param>
/// <param name="extraParams">Parameters for the generator that don't form part of the main data.</param>
/// <param name="updateTimer">If zero, the image is never updated after the first generation. If positive
/// the image is updated at the given interval. Not implemented for </param>
/// <param name="SetBlending">
/// If true, the newly generated texture is blended with the appropriate existing ones on the prim
/// </param>
/// <param name="AlphaValue">
/// The alpha value of the generated texture.
/// </param>
/// <returns>
/// The UUID of the texture updater, not the texture UUID. If you need the texture UUID then you will need
/// to obtain it directly from the SceneObjectPart. For instance, if ALL_SIDES is set then this texture
/// can be obtained as SceneObjectPart.Shape.Textures.DefaultTexture.TextureID
/// </returns>
UUID AddDynamicTextureData(UUID simID, UUID primID, string contentType, string data, string extraParams,
int updateTimer, bool SetBlending, byte AlphaValue);
/// <summary>
/// Apply a dynamically generated texture to the given prim.
/// </summary>
/// <param name="simID">The simulator in which the texture is being generated</param>
/// <param name="primID">The prim to which to apply the texture.</param>
/// <param name="contentType">The content type to create. Current choices are "vector" to create a vector
/// based texture or "image" to create a texture from an image at a particular URL</param>
/// <param name="data">The data for the generator</param>
/// <param name="extraParams">Parameters for the generator that don't form part of the main data.</param>
/// <param name="updateTimer">If zero, the image is never updated after the first generation. If positive
/// the image is updated at the given interval. Not implemented for </param>
/// <param name="SetBlending">
/// If true, the newly generated texture is blended with the appropriate existing ones on the prim
/// </param>
/// <param name="disp">
/// Display flags. If DISP_EXPIRE then the old texture is deleted if it is replaced by a
/// newer generated texture (may not currently be implemented). If DISP_TEMP then the asset is flagged as
/// temporary, which often means that it is not persisted to the database.
/// </param>
/// <param name="AlphaValue">
/// The alpha value of the generated texture.
/// </param>
/// <param name="face">
/// The face of the prim on which to put the generated texture. If ALL_SIDES then all sides of the prim are
/// set
/// </param>
/// <returns>
/// The UUID of the texture updater, not the texture UUID. If you need the texture UUID then you will need
/// to obtain it directly from the SceneObjectPart. For instance, if ALL_SIDES is set then this texture
/// can be obtained as SceneObjectPart.Shape.Textures.DefaultTexture.TextureID
/// </returns>
UUID AddDynamicTextureData(
UUID simID, UUID primID, string contentType, string data, string extraParams,
int updateTimer, bool SetBlending, int disp, byte AlphaValue, int face);
void GetDrawStringSize(string contentType, string text, string fontName, int fontSize,
out double xSize, out double ySize);
}
public interface IDynamicTextureRender
{
string GetName();
string GetContentType();
bool SupportsAsynchronous();
// /// <summary>
// /// Return true if converting the input body and extra params data will always result in the same byte[] array
// /// </summary>
// /// <remarks>
// /// This method allows the caller to use a previously generated asset if it has one.
// /// </remarks>
// /// <returns></returns>
// /// <param name='bodyData'></param>
// /// <param name='extraParams'></param>
// bool AlwaysIdenticalConversion(string bodyData, string extraParams);
IDynamicTexture ConvertUrl(string url, string extraParams);
IDynamicTexture ConvertData(string bodyData, string extraParams);
bool AsyncConvertUrl(UUID id, string url, string extraParams);
bool AsyncConvertData(UUID id, string bodyData, string extraParams);
void GetDrawStringSize(string text, string fontName, int fontSize,
out double xSize, out double ySize);
}
public interface IDynamicTexture
{
/// <summary>
/// Input commands used to generate this data.
/// </summary>
/// <remarks>
/// Null if input commands were not used.
/// </remarks>
string InputCommands { get; }
/// <summary>
/// Uri used to generate this data.
/// </summary>
/// <remarks>
/// Null if a uri was not used.
/// </remarks>
Uri InputUri { get; }
/// <summary>
/// Extra input params used to generate this data.
/// </summary>
string InputParams { get; }
/// <summary>
/// Texture data.
/// </summary>
byte[] Data { get; }
/// <summary>
/// Size of texture.
/// </summary>
Size Size { get; }
/// <summary>
/// Signal whether the texture is reuseable (i.e. whether the same input data will always generate the same
/// texture).
/// </summary>
bool IsReuseable { get; }
}
}