/* * 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; } } }