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+/*************************************************************************
+ *
+ * DO NOT ALTER OR REMOVE COPYRIGHT NOTICES OR THIS FILE HEADER.
+ *
+ * Copyright 2000, 2010 Oracle and/or its affiliates.
+ *
+ * OpenOffice.org - a multi-platform office productivity suite
+ *
+ * This file is part of OpenOffice.org.
+ *
+ * OpenOffice.org is free software: you can redistribute it and/or modify
+ * it under the terms of the GNU Lesser General Public License version 3
+ * only, as published by the Free Software Foundation.
+ *
+ * OpenOffice.org is distributed in the hope that it will be useful,
+ * but WITHOUT ANY WARRANTY; without even the implied warranty of
+ * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
+ * GNU Lesser General Public License version 3 for more details
+ * (a copy is included in the LICENSE file that accompanied this code).
+ *
+ * You should have received a copy of the GNU Lesser General Public License
+ * version 3 along with OpenOffice.org. If not, see
+ * <http://www.openoffice.org/license.html>
+ * for a copy of the LGPLv3 License.
+ *
+ ************************************************************************/
+
+#ifndef INCLUDED_CANVAS_ISURFACEPROXYMANAGER_HXX
+#define INCLUDED_CANVAS_ISURFACEPROXYMANAGER_HXX
+
+#include <canvas/rendering/irendermodule.hxx>
+#include <canvas/rendering/icolorbuffer.hxx>
+
+#include <boost/shared_ptr.hpp>
+
+
+namespace canvas
+{
+ struct ISurfaceProxy;
+
+ /** Manager interface, which handles surface proxy objects.
+
+ Typically, each canvas instantiation has one
+ SurfaceProxyManager object, to handle their surfaces. Surfaces
+ itself are opaque objects, which encapsulate a framebuffer to
+ render upon, plus an optional (possibly accelerated) texture.
+ */
+ struct ISurfaceProxyManager
+ {
+ virtual ~ISurfaceProxyManager() {}
+
+ /** Create a surface proxy for a color buffer.
+
+ The whole idea is build around the concept that you create
+ some arbitrary buffer which contains the image data and
+ tell the texture manager about it. From there on you can
+ draw into this image using any kind of graphics api you
+ want. In the technical sense we allocate some space in
+ local videomemory or AGP memory which will be filled on
+ demand, which means if there exists any rendering
+ operation that needs to read from this memory location.
+ This method creates a logical hardware surface object
+ which uses the given color buffer as the image source.
+ Internally this texture may even be distributed to several
+ real hardware surfaces.
+ */
+ virtual ::boost::shared_ptr< ISurfaceProxy > createSurfaceProxy(
+ const IColorBufferSharedPtr& pBuffer ) const = 0;
+ };
+
+ typedef ::boost::shared_ptr< ISurfaceProxyManager > ISurfaceProxyManagerSharedPtr;
+
+
+ /** Create a surface proxy for the given render module.
+ */
+ ISurfaceProxyManagerSharedPtr createSurfaceProxyManager( const IRenderModuleSharedPtr& rRenderModule );
+}
+
+#endif /* INCLUDED_CANVAS_ISURFACEPROXYMANAGER_HXX */