1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
|
/*
* 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.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.
/// </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);
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);
}
}
|