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#ifndef _VCLCANVAS_SPRITECANVASHELPER_HXX_
#define _VCLCANVAS_SPRITECANVASHELPER_HXX_

#include <com/sun/star/rendering/XSpriteCanvas.hpp>
#include <com/sun/star/rendering/XIntegerBitmap.hpp>

#include <vcl/virdev.hxx>

#include <canvas/spriteredrawmanager.hxx>
#include <canvas/elapsedtime.hxx>
#include <canvas/vclwrapper.hxx>
#include "canvashelper.hxx"
#include "impltools.hxx"


namespace vclcanvas
{
    class RedrawManager;
    class SpriteCanvas;

    class SpriteCanvasHelper : public CanvasHelper
    {
    public:
        SpriteCanvasHelper();

        void init( const OutDevProviderSharedPtr& rOutDev, 
                   SpriteCanvas&                  rOwningSpriteCanvas,
                   ::canvas::SpriteRedrawManager& rManager,
                   bool                           bProtect,
                   bool                           bHaveAlpha );

        /// Dispose all internal references
        void disposing();

        // XSpriteCanvas
        ::com::sun::star::uno::Reference< 
  			::com::sun::star::rendering::XAnimatedSprite > 		createSpriteFromAnimation( 
                const ::com::sun::star::uno::Reference< ::com::sun::star::rendering::XAnimation >& animation );

        ::com::sun::star::uno::Reference< 
  			::com::sun::star::rendering::XAnimatedSprite > 		createSpriteFromBitmaps( 
                const ::com::sun::star::uno::Sequence< 
                	  ::com::sun::star::uno::Reference< 
                			::com::sun::star::rendering::XBitmap > >& animationBitmaps, 
                sal_Int8                                              interpolationMode );
    
        ::com::sun::star::uno::Reference< 
  			::com::sun::star::rendering::XCustomSprite > 		createCustomSprite( 
                const ::com::sun::star::geometry::RealSize2D& spriteSize );
    
        ::com::sun::star::uno::Reference< 
  			::com::sun::star::rendering::XSprite > 				createClonedSprite( 
                const ::com::sun::star::uno::Reference< ::com::sun::star::rendering::XSprite >& original );

        /** Actually perform the screen update

        	@param bUpdateAll
            sal_True, if everything must be updated, not only changed
            sprites

            @param io_bSurfaceDirty
            In/out parameter, whether backbuffer surface is dirty (if
            yes, we're performing a full update, anyway)
         */
        sal_Bool updateScreen( sal_Bool bUpdateAll,
                               bool&	io_bSurfaceDirty );

        // SpriteRedrawManager functor calls
        // -------------------------------------------------

        /** Gets called for simple background repaints
         */
        void backgroundPaint( const ::basegfx::B2DRange& rUpdateRect );

        /** Gets called when area can be handled by scrolling.

        	Called method must copy screen content from rMoveStart to
        	rMoveEnd, and restore the background in the uncovered
        	areas.

            @param rMoveStart
            Source rect of the scroll

            @param rMoveEnd
            Dest rect of the scroll

            @param rUpdateArea
            All info necessary, should rMoveStart be partially or
            fully outside the outdev
         */
        void scrollUpdate( const ::basegfx::B2DRange& 							rMoveStart, 
                           const ::basegfx::B2DRange& 							rMoveEnd,
                           const ::canvas::SpriteRedrawManager::UpdateArea& 	rUpdateArea );

        void opaqueUpdate( const ::basegfx::B2DRange&                          rTotalArea,
                           const ::std::vector< ::canvas::Sprite::Reference >& rSortedUpdateSprites );

        void genericUpdate( const ::basegfx::B2DRange&                          rTotalArea,
                            const ::std::vector< ::canvas::Sprite::Reference >& rSortedUpdateSprites );

        ::com::sun::star::uno::Any isUnsafeScrolling() const 
        { 
            return ::com::sun::star::uno::makeAny(mbIsUnsafeScrolling); 
        }
        void enableUnsafeScrolling( const ::com::sun::star::uno::Any& rAny ) 
        { 
            mbIsUnsafeScrolling = rAny.get<bool>(); 
        }

        ::com::sun::star::uno::Any isSpriteBounds() const
        { 
            return ::com::sun::star::uno::makeAny(mbShowSpriteBounds); 
        }
        void enableSpriteBounds( const ::com::sun::star::uno::Any& rAny )
        { 
            mbShowSpriteBounds = rAny.get<bool>(); 
        }

    private:
        void renderFrameCounter( OutputDevice& rOutDev );
        void renderSpriteCount( OutputDevice& rOutDev );
        void renderMemUsage( OutputDevice& rOutDev );

        /// Set from the SpriteCanvas: instance coordinating sprite redraw
    	::canvas::SpriteRedrawManager*					mpRedrawManager;

        /// Set from the init method. used to generate sprites
        SpriteCanvas*                                   mpOwningSpriteCanvas;

        /** Background compositing surface.

        	Typically, sprites will be composited in the background,
        	before pushing them to screen. This happens here.
         */
        ::canvas::vcltools::VCLObject< VirtualDevice >	maVDev;

        /// For the frame counter timings
        ::canvas::tools::ElapsedTime					maLastUpdate;

        /// When true, canvas displays debug info on each frame
        bool											mbShowFrameInfo;

        /// When true, canvas creates all new sprites with red lines in the corners
        bool											mbShowSpriteBounds;

        /// When true, canvas uses the scroll optimization (direct scrolls in front buffer)
        bool                                            mbIsUnsafeScrolling;
    };
}

#endif /* _VCLCANVAS_SPRITECANVASHELPER_HXX_ */

