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IPageItemAdornmentList.h
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//========================================================================================
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//
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// $File$
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//
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// Owner: jargast
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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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#ifndef __IPageItemAdornmentList__
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#define __IPageItemAdornmentList__
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#include "IPMUnknown.h"
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#include "IAdornmentShape.h"
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#include "IAdornmentHandleShape.h"
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#include "GenericID.h"
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class
IAdornmentIterator
:
public
IPMUnknown
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{
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public
:
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enum
IteratorType
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{
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kNormalIterator
,
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kHandleIterator
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};
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public
:
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virtual
void
AddAdornment
(
IPMUnknown
* pAdorn ) = 0;
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virtual
IPMUnknown
*
GetNextAdornment
() = 0;
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virtual
int32
GetNumberOfAdornments
() = 0;
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virtual
bool32
HasAdornment
(
ClassID
classID) = 0;
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};
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class
IPageItemAdornmentList
:
public
IPMUnknown
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{
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public
:
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enum
{ kDefaultIID = IID_IPAGEITEMADORNMENTLIST };
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//
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// First there are the shape adornments
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//
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virtual
void
AddAdornment
(
ClassID
, bool16 = kTrue) = 0;
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virtual
void
RemoveAdornment
(
ClassID
, bool16 = kTrue ) = 0;
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//Points somewhere on the list before the first node with these
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//AdornmentDrawOrder bits.
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//virtual void ResetIterator( IAdornmentShape::AdornmentDrawOrder ) = 0;
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// Returns the next adornment matching the flags specified in the
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// above call to ResetIterator, nil if it runs out of matches
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// deprecated, use QueryIterator.
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//virtual IAdornmentShape* QueryNextAdornment() = 0;
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virtual
int32
GetNumberOfAdornments
() = 0;
// pass flags
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virtual
bool
HasAdornment
(
ClassID
, IAdornmentShape::AdornmentDrawOrder order = IAdornmentShape::kAllAdornmentFlags) = 0;
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virtual
bool
HasHandleAdornment
(
ClassID
classID,
IAdornmentHandleShape::AdornmentDrawOrder
order =
IAdornmentHandleShape::kAllAdornmentFlags
) = 0;
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//
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// Next we have the handle adornments
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//
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virtual
void
AddHandleAdornment
(
ClassID
, bool16 = kTrue) = 0;
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virtual
void
RemoveHandleAdornment
(
ClassID
, bool16 = kTrue ) = 0;
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//Points somewhere on the list before the first node with these
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//AdornmentDrawOrder bits.
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//virtual void ResetHandleIterator( IAdornmentHandleShape::AdornmentDrawOrder ) = 0;
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// Returns the next adornment matching the flags specified in the
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// above call to ResetIterator, nil if it runs out of matches
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//virtual IAdornmentHandleShape* QueryNextHandleAdornment() = 0;
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virtual
int32
GetNumberOfHandleAdornments
() = 0;
// pass flags
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virtual
IAdornmentIterator
*
CreateIterator
( IAdornmentShape::AdornmentDrawOrder order, bool32 addUniqueOnly = kFalse ) = 0;
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virtual
IAdornmentIterator
*
CreateIterator
(
IAdornmentHandleShape::AdornmentDrawOrder
order ) = 0;
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};
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#endif
tmpdoxygeninput
IPageItemAdornmentList.h
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