KR101109395B1 - 벡터 그래픽을 위한 마크업 언어 및 객체 모델 - Google Patents
벡터 그래픽을 위한 마크업 언어 및 객체 모델 Download PDFInfo
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Abstract
Description
명칭 | 유형 | R/RW | 디폴트 값 | 기술(Descrition) |
Top | BoxUnit | Image의 상측에 대한 좌표 | ||
Left | BoxUnit | Image의 좌측에 대한 좌표 | ||
Width | BoxUnit | Image의 넓이 | ||
Height | BoxUnit | Image의 높이 | ||
Source | ImageData | Image의 소스 | ||
Dpi | Float | 96(?) | 사이징(sizing)을 위해 사용되는 타겟 DPI | |
HorizontalAlign | enum{ Left (?) Center (?) Right (?) } | Center | ||
VerticalAlign | enum{ Top (?) Middle (?) Bottom (?) } | Middle | ||
Stretch | enum Stretch { None, Fill, Uniform, UniformToFill } | None | None: 원래 크기의 보존 Fill: 종횡비는 보존되지 않고 컨텐트가 tlbh에 의해 설정된 경계들을 채우기 위해 스케일된다. Uniform: 이미지가 tlwh에 의해 설정된 경계들을 맞출때까지 크기를 균일하게 스케일함 UniformToFill: tlbh에 의해 설정되고 클립된 경계들을 맞출때까지 크기를 균일하게 스케일함 | |
Readystate | enum { MetaDataReady, Loading, Loaded LoadError } | |||
LoadCounter | Int | Read | Null | ReadyState가 Loading일때 증가하는 카운터 |
NAme | String | Image에 대한 교호적 텍스트 |
이름 | 유형 | R/RW | 디폴트 값 | 기술 |
Fill | Brush | RW | null | rect의 상측에 대한 좌표 |
FillOpacity | Float | RW | 1.0 | rect의 좌측에 대한 좌표 |
Stroke | Brush | RW | null | rect의 넓이 |
StrokeOpacity | Float | RW | 1.0 | rect의 높이 |
StrokeWidth | BoxUnit | RW | 1px | stroke의 넓이. 1px = 1인치의 1/96 |
FillRule | eunm { EvenOdd, NonZero } | RW | EvenOdd | FillRule는, 캔버스의 어떤 부분이 형상 내부에 포함되는지 결정하는데 사용되는 알고리즘을 나타낸다. |
StrokeLineCap | eunm { Butt, Round, Square, Diamond } | RW | Butt | StrokeLineCap는 스트로크될 때 개방형 서브경로들의 끝에 사용될 형상을 지정한다. |
StrokeLineJoint | eunm { Miter, Round, Bevel } | RW | Miter | StrokeLineJoint는, 스트로크될 때, 스트로크되는 경로의 코너들에서 사용되는 형상(또는 다른 벡터 형상들)을 지정한다. |
StrokeMiterLimit | Float | RW | 4.0 | StrokeWidth에 대한 MiterLength의 비율에 대한 한계. 값은 >=1이 된다. |
StrokeDashArray | PointList | RW | null | StrokeDashArray는, 경로들을 스트로크하는데 사용되는 대시들과 갭들의 형상을 제어한다. <dasharray>는, 사용자 유닛 내의 교호적인 대시 및 갭들의 길이들을 지정하는 공간의 리스트 - 또는 쉼표-분리된 <number>를 포함한다. 만약 홀수 값이 제공되면, 값들의 리스트는 짝수 값을 산출하기 위해 반복된다. 따라서, 스트로크-dasharray:5 3 2는 스트로크-dasharray: 5 3 2 5 3 2와 동등하다. |
StrokeDashOffset | Point | RW | StrokeDashOffset는, 대시를 시작하기 위한 대시 패턴으로의 거리를 지정한다. | |
Transform | Transform | RW | null | Transform은 엘리먼트의 자식들을 위한 새 좌표 프레임을 설정한다. |
Clip | Geometry | RW | null | Clip는, 페인트가 캔버스에 적용될 수 있는 지역을 제한한다. 디폴트 클립핑 경로는 바운딩 박스에 의해 정의된다. |
이름 | 유형 | 기술 |
Top | BoxUnit | rect의 상측에 대한 좌표 |
Left | BoxUnit | rect의 좌측에 대한 좌표 |
Width | BoxUnit | rect의 넓이 |
Height | BoxUnit | rect의 높이 |
RadiusX | BoxUnit | 둥근 사각형에 대해, 타원의 X축 반경은 사각형의 모서리를 둥글게 하는데 사용된다. 음의 x축 반경이 지정되면, 반경의 절대값이 사용될 것이다. |
RadiusY | BoxUnit | 둥근 사각형에 대해, 타원의 Y축 반경은 사각형의 모서리를 둥글게 하는데 사용된다. 음의 Y축 반경이 지정되면, 반경의 절대값이 사용될 것이다. |
이름 | 유형 | 기술 |
CenterX | BoxUnit | 원의 중심의 X 좌표 |
CenterY | BoxUnit | 원의 중심의 X 좌표 |
Radius | BoxUnit | 원의 반경 |
이름 | 유형 | 기술 |
CenterX | Coordinate | 타원 중심의 X 좌표 |
CenterY | Coordinate | 타원 중심의 Y 좌표 |
RadiusX | Length | 타원의 X축 반경. 음의 X축 반경값이 지정되면, 반경의 절대값이 사용된다. |
RadiusY | Length | 타원의 Y축 반경. 음의 Y축 반경값이 지정되면, 반경의 절대값이 사용된다. |
이름 | 유형 | 기술 |
X1 | BoxUnit | 선의 시작 X 축 좌표. 디폴트 값은 "0". |
Y1 | BoxUnit | 선의 시작 Y 축 좌표. 디폴트 값은 "0". |
X2 | BoxUnit | 선의 끝의 X 축 좌표. 디폴트 값은 "0". |
Y2 | BoxUnit | 선의 끝의 Y 축 좌표. 디폴트 값은 "0". |
이름 | 유형 | 기술 |
Points | PointCollection | Polyline을 구성하는 점들. 좌표값은 사용자 좌표계에 있음. |
이름 | 유형 | 기술 |
Points | PointCollection | Polygon을 구성하는 점들. 좌표값은 사용자 좌표계에 있음. 좌표의 홀수가 제공되면, 엘리먼트는 에러가 된다. |
Claims (65)
- 컴퓨팅 환경에서, 벡터 그래픽스를 구성하기 위하여 컴퓨터에서 실행되는 방법(method)으로서,애플리케이션 프로그래밍 인터페이스(application programming interface: API)가 벡터 그래픽스를 구성하기 위한 복수의 함수 호출들을 수신하는 단계 - 상기 함수 호출들은 객체 모델 및 마크업 언어에 의해 정의된 호출들을 포함하고,상기 마크업 언어는 리소스를 기술하는 객체 표시(object notation) 및 스트링 포맷(string format)을 제공하고, 상기 마크업 언어는 엘리먼트 클래스(element class)를 포함하고, 상기 엘리먼트 클래스는 형상 클래스, 이미지 클래스, 비디오 클래스 및 캔버스(canvas) 클래스를 포함하고,상기 객체 모델은,그래픽 컨텐츠를 위한 컨테이너인 베이스 비주얼 객체(base visual object),그래픽 컨텐츠를 직접적으로 포함하지 않으나 하나 이상의 자식 드로잉 비주얼 객체(child drawing visual object)를 포함하는 비주얼 객체인 컨테이너 비주얼 객체, 및그래픽 컨텐츠를 포함할 수 있고, 제로-기반(zero-based)의 제트차(z-order) 공간에서 조직된 자식 객체들을 포함하는 비주얼 객체들인 드로잉 비주얼 객체들을 포함함 -;구문분석기/번역기가a) 상기 마크업 언어 내에서 각각의 스트링 포맷 호출들 및 객체 표시 호출들을 해석하는 단계와,b) 스트링 포맷 호출들을 비주얼 API 객체들로 변환하도록 구성된 유형 변환기에 억세스하는 단계와,c) 레이아웃 시스템 내에서 엘리먼트 트리(element tree)에 엘리먼트들을 추가하는 단계와,d) 리소스 레벨 데이터를 비주얼 API로 통신하는 단계;레이아웃 시스템이 엘리먼트 트리를 포함한 데이터를 상기 비주얼 API로의 호출들로 번역하는 단계;상기 비주얼 API가,a) 비 마크업 프로그래밍 언어로부터 직접적으로, 상기 구문분석기/번역기로부터, 및 상기 레이아웃 시스템으로부터 입력을 수용하는 단계와,b) 장면 그래프와 인터페이싱(interfacing)하는 단계와,c) 장면 그래프 객체들을 생성하도록 구성되는 단계와,d) 합성 및 애니메이션 엔진(compositing and animation engine)에 억세스를 제공하는 단계;합성 및 애니메이션 엔진이, 상기 비주얼 API와 인터페이싱하고, 상기 장면 그래프의 렌더링, 구성 및 애니메이션을 관리하는 단계; 및상기 장면 그래프에서의 데이터의 수정에 응답하여 그래픽 디스플레이를 변경하는 단계를 포함하는, 방법.
- 제1항에 있어서,상기 장면 그래프에서의 데이터를 수정하는 것은, 비주얼 클래스의 새로운 인스턴스(new instance)를 초기화시키는 것을 포함하는, 방법.
- 제1항에 있어서,상기 장면 그래프에서의 데이터를 수정하는 것은, 상기 장면 그래프 내에 드로잉 비주얼을 배치시키는 코드를 호출(invoke)하는 것을 포함하는 방법.
- 제1항에 있어서,형상의 아웃라인을 정의하는 펜 데이터(pen data)에 대응하는 마크업을 수신하는 단계를 더 포함하는 방법.
- 제1항에 있어서,마크업은, 사각형, 복선(polyline), 다각형, 경로, 선 및 타원 형상들을 포함하는 세트중 적어도 하나를 포함하는 형상 클래스에 대응하는 방법.
- 제1항에 있어서,상기 장면 그래프에서의 데이터를 수정하는 것은, 장면 그래프 데이터 구조에서 사각형을 표현하는 지오메트리 관련 함수를 호출하는 것을 포함하는 방법.
- 제1항에 있어서,상기 장면 그래프에서의 데이터를 수정하는 것은, 장면 그래프 데이터 구조에서 경로를 표현하는 지오메트리 관련 함수를 호출하는 것을 포함하는 방법.
- 제1항에 있어서,상기 장면 그래프에서의 데이터를 수정하는 것은, 장면 그래프 데이터 구조에서 선을 표현하는 지오메트리 관련 함수를 호출하는 것을 포함하는 방법.
- 제1항에 있어서,상기 장면 그래프에서의 데이터를 수정하는 것은, 장면 그래프 데이터 구조에서 비주얼의 좌표를 변환하는 것에 관련된 함수를 호출하는 것을 포함하는 방법.
- 제1항에 있어서,상기 장면 그래프에서의 데이터를 수정하는 것은, 장면 그래프 데이터 구조에서 비주얼 객체에 대한 공통 어플리케이션 프로그래밍 인터페이스를 통해 함수를 호출하는 것을 포함하는 방법.
- 제1항에 있어서,적어도 하나의 비주얼 객체의 트리를 렌더링 타겟으로 렌더링하기 위한 비주얼 관리자(visual manager)를 호출하는 단계를 더 포함하는 방법.
- 제1항에 있어서,상기 장면 그래프에서의 데이터를 수정하는 것은, 이미지 데이터를 장면 그래프 데이터 구조 내에 배치하는 함수를 호출하는 것을 포함하는 방법.
- 제1항에 있어서,상기 장면 그래프에서의 데이터를 수정하는 것은, 함수 호출에 응답하여 드로잉 컨텍스트를 제공하는 함수를 호출하는 것을 포함하는 방법.
- 제1항에 있어서,상기 장면 그래프에서의 데이터를 수정하는 것은, 3차원 비주얼을 장면 그래프 데이터 구조 내에 배치하는 함수를 호출하는 것을 포함하는 방법.
- 제1항에 있어서,상기 장면 그래프에서의 데이터를 수정하는 것은, 애니메이션 데이터(animation data)를 장면 그래프 데이터 구조 내에 배치하는 함수를 호출하는 것을 포함하는 방법.
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WO2005045800A1 (en) | 2005-05-19 |
EP1559094A1 (en) | 2005-08-03 |
KR20060002735A (ko) | 2006-01-09 |
US7417645B2 (en) | 2008-08-26 |
JP4796500B2 (ja) | 2011-10-19 |
US20040194020A1 (en) | 2004-09-30 |
JP2007509436A (ja) | 2007-04-12 |
CN1705976A (zh) | 2005-12-07 |
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