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IAdornmentVisibility.h
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//========================================================================================
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//
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// $File$
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//
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// Owner: Heath Lynn
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//
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// $Author$
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//
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// $DateTime$
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//
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// $Revision$
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//
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// $Change$
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//
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// Copyright 1997-2010 Adobe Systems Incorporated. All rights reserved.
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//
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// NOTICE: Adobe permits you to use, modify, and distribute this file in accordance
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// with the terms of the Adobe license agreement accompanying it. If you have received
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// this file from a source other than Adobe, then your use, modification, or
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// distribution of it requires the prior written permission of Adobe.
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//
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//
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// Purpose:
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// Sometimes you may want to leave an adornment on a shape. However, you may
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// not want it to draw. Add your own implementation of this interface to the
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// shapes boss (along with a unique Interface ID) and have your adornment query
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// for it to check if it should draw.
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//
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// You also may want to have an adornment draw in some circumstances, but not
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// others. For instance, we want to allow the user to set grids to draw all in
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// one view regardless of how they appear on screen.
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//
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//========================================================================================
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#ifndef __IAdornmentVisibility__
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#define __IAdornmentVisibility__
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#include "GraphicsData.h"
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#include "K2Vector.h"
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#include "IPMUnknown.h"
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#include "IGraphicsPort.h"
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class
IAdornmentVisibility
:
public
IPMUnknown
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{
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public
:
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virtual
void
SetVisible(bool16 isVisible) = 0;
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// Should the adornment be visible in the given gPort?
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// A nil gPort which is the default simply returns a
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// the value as set.
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// emptyFrames array is expected to come in sorted order
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typedef
K2Vector<int32>
FrameList
;
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virtual
bool16 IsVisible(
GraphicsData
* gd = nil, int32 flags = 0,
FrameList
* emptyFrames = nil) = 0;
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// emptyFrames array is expected to come in sorted order
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virtual
bool16 IsEmpty(
K2Vector<int32>
* emptyFrames = nil) = 0;
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};
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#endif
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IAdornmentVisibility.h
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