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#ifndef _CPPCANVAS_SPRITE_HXX
#define _CPPCANVAS_SPRITE_HXX

#include <com/sun/star/uno/Reference.hxx>

#include <boost/shared_ptr.hpp>

namespace basegfx
{
    class B2DHomMatrix;
    class B2DPolyPolygon;
    class B2DPoint;
}

namespace com { namespace sun { namespace star { namespace rendering 
{
    class  XSprite;
} } } }


/* Definition of Sprite class */

namespace cppcanvas
{

    class Sprite
    {
    public:
        virtual ~Sprite() {}

        virtual void setAlpha( const double& rAlpha ) = 0;

        /** Set the sprite position on screen

        	This method differs from the XSprite::move() insofar, as
        	no viewstate/renderstate transformations are applied to
        	the specified position. The given position is interpreted
        	in device coordinates (i.e. screen pixel)
         */
        virtual void movePixel( const ::basegfx::B2DPoint& rNewPos ) = 0;

        /** Set the sprite position on screen

        	This method sets the sprite position in the view
        	coordinate system of the parent canvas
         */
        virtual void move( const ::basegfx::B2DPoint& rNewPos ) = 0;

        virtual void transform( const ::basegfx::B2DHomMatrix& rMatrix ) = 0;

        /** Set output clipping

        	This method differs from the XSprite::clip() insofar, as
        	no viewstate/renderstate transformations are applied to
        	the specified clip polygon. The given polygon is
        	interpreted in device coordinates (i.e. screen pixel)
         */
        virtual void setClipPixel( const ::basegfx::B2DPolyPolygon& rClipPoly ) = 0;
        
        /** Set output clipping

        	This method applies the clip poly-polygon interpreted in
        	the view coordinate system of the parent canvas.
         */
        virtual void setClip( const ::basegfx::B2DPolyPolygon& rClipPoly ) = 0;

        virtual void setClip() = 0;
        
        virtual void show() = 0;
        virtual void hide() = 0;

        /** Change the sprite priority

            @param fPriority
            New sprite priority. The higher the priority, the further
            towards the viewer the sprite appears. That is, sprites
            with higher priority appear before ones with lower
            priority.
         */
        virtual void setPriority( double fPriority ) = 0;

        virtual ::com::sun::star::uno::Reference< 
            ::com::sun::star::rendering::XSprite > getUNOSprite() const = 0;
    };

    typedef ::boost::shared_ptr< ::cppcanvas::Sprite > SpriteSharedPtr;
}

#endif /* _CPPCANVAS_SPRITE_HXX */
