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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:
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* 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
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* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
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* SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
*/
using System.IO;
using OpenMetaverse;
namespace OpenSim.Region.Framework.Interfaces
{
public interface IDynamicTextureManager
{
void RegisterRender(string handleType, IDynamicTextureRender render);
void ReturnData(UUID id, byte[] data, bool isReuseable);
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.
///
/// The simulator in which the texture is being generated
/// The prim to which to apply the texture.
/// 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
/// The data for the generator
/// Parameters for the generator that don't form part of the main data.
/// If zero, the image is never updated after the first generation. If positive
/// the image is updated at the given interval. Not implemented for
///
/// If true, the newly generated texture is blended with the appropriate existing ones on the prim
///
///
/// The alpha value of the generated texture.
///
///
/// 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
///
UUID AddDynamicTextureData(UUID simID, UUID primID, string contentType, string data, string extraParams,
int updateTimer, bool SetBlending, byte AlphaValue);
///
/// Apply a dynamically generated texture to the given prim.
///
/// The simulator in which the texture is being generated
/// The prim to which to apply the texture.
/// 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
/// The data for the generator
/// Parameters for the generator that don't form part of the main data.
/// If zero, the image is never updated after the first generation. If positive
/// the image is updated at the given interval. Not implemented for
///
/// If true, the newly generated texture is blended with the appropriate existing ones on the prim
///
///
/// 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.
///
///
/// The alpha value of the generated texture.
///
///
/// The face of the prim on which to put the generated texture. If ALL_SIDES then all sides of the prim are
/// set
///
///
/// 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
///
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();
// ///
// /// Return true if converting the input body and extra params data will always result in the same byte[] array
// ///
// ///
// /// This method allows the caller to use a previously generated asset if it has one.
// ///
// ///
// ///
// ///
// bool AlwaysIdenticalConversion(string bodyData, string extraParams);
byte[] ConvertUrl(string url, string extraParams);
byte[] 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);
}
}