add some method doc to IDynamicTextureManager

0.6.9
Justin Clark-Casey (justincc) 2010-02-08 21:21:21 +00:00
parent 9f4883d146
commit ad28db3669
1 changed files with 59 additions and 2 deletions

View File

@ -43,10 +43,67 @@ namespace OpenSim.Region.Framework.Interfaces
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);
UUID AddDynamicTextureData(UUID simID, UUID primID, string contentType, string data, string extraParams,
int updateTimer, bool SetBlending, int disp, byte AlphaValue, int face);
/// <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);
}