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+/* -*- Mode: C++; tab-width: 4; indent-tabs-mode: nil; c-basic-offset: 4 -*- */
+/*
+ * This file is part of the LibreOffice project.
+ *
+ * This Source Code Form is subject to the terms of the Mozilla Public
+ * License, v. 2.0. If a copy of the MPL was not distributed with this
+ * file, You can obtain one at http://mozilla.org/MPL/2.0/.
+ *
+ * This file incorporates work covered by the following license notice:
+ *
+ * Licensed to the Apache Software Foundation (ASF) under one or more
+ * contributor license agreements. See the NOTICE file distributed
+ * with this work for additional information regarding copyright
+ * ownership. The ASF licenses this file to you under the Apache
+ * License, Version 2.0 (the "License"); you may not use this file
+ * except in compliance with the License. You may obtain a copy of
+ * the License at http://www.apache.org/licenses/LICENSE-2.0 .
+ */
+#ifndef __com_sun_star_rendering_InterpolationMode_idl__
+#define __com_sun_star_rendering_InterpolationMode_idl__
+
+module com { module sun { module star { module rendering {
+
+/** These constants specify the interpolation type for animation
+ frames.<p>
+
+ With this constants, one specifies the way of interpolation that
+ takes place between two consecutive frames of a discrete animation
+ sequence.
+
+ @since OOo 2.0
+ */
+constants InterpolationMode
+{
+ /** Perform a nearest neighbor interpolation.<p>
+
+ That is, when interpolating between two values v0 and v1,
+ positioned at t0 and t1, take the one which has the closest t
+ coordinate.<p>
+ */
+ const byte NEAREST_NEIGHBOR=1;
+
+
+ /** Perform a linear interpolation.<p>
+
+ That is, when interpolating at position t between two values
+ v0 and v1, positioned at t0 and t1, take the sum of v0
+ weighted with (t-t0) and v1 weighted with (t1-t).<p>
+ */
+ const byte LINEAR=2;
+
+
+ /** Perform a cubic interpolation.<p>
+
+ That is, when interpolating at position t, take the four
+ closest data points v0, v1, v2, and v3, fit a cubic curve
+ through them, and take the interpolated value from this cubic
+ curve.<p>
+ */
+ const byte CUBIC=3;
+
+
+ /** Perform a cubic Bezier spline interpolation.<p>
+
+ That is, when interpolating at position t, take the three
+ closest data points v0, v1, and v2, fit a cubic Bezier spline
+ through them, and take the interpolated value from this cubic
+ curve.<p>
+ */
+ const byte BEZIERSPLINE3=4;
+
+
+ /** Perform a quadric Bezier spline interpolation.<p>
+
+ That is, when interpolating at position t, take the four
+ closest data points v0, v1, v2, and v3, fit a quadric Bezier
+ spline through them, and take the interpolated value from this
+ quadric curve.<p>
+ */
+ const byte BEZIERSPLINE4=5;
+};
+
+}; }; }; };
+
+#endif
+
+/* vim:set shiftwidth=4 softtabstop=4 expandtab: */