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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);
- UUID AddDynamicTextureURL(UUID simID, UUID primID, string contentType, string url, string extraParams,
- bool SetBlending, byte AlphaValue);
- UUID AddDynamicTextureURL(UUID simID, UUID primID, string contentType, string url, string extraParams,
- bool SetBlending, int disp, byte AlphaValue, int face);
- UUID AddDynamicTextureData(UUID simID, UUID primID, string contentType, string data, string extraParams);
- /// 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="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,
- 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="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,
- 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; }
- }
- }
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