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#ifndef __com_sun_star_rendering_FloatingPointBitmapLayout_idl__
#define __com_sun_star_rendering_FloatingPointBitmapLayout_idl__

#ifndef __com_sun_star_rendering_FloatingPointBitmapFormat_idl__
#include <com/sun/star/rendering/FloatingPointBitmapFormat.idl>
#endif
#ifndef __com_sun_star_rendering_XColorSpace_idl__
#include <com/sun/star/rendering/XColorSpace.idl>
#endif

module com { module sun { module star { module rendering {

/** This structure describes the memory layout of a bitmap having
    floating point color channels.<p>

    This structure collects all necessary information to describe the
    memory layout of a bitmap having floating point color channels<p>

    @since OOo 2.0.0
 */
struct FloatingPointBitmapLayout
{
    /** Number of scanlines for this bitmap.

        This value must not be negative
     */
    long                ScanLines;

    /** Number of data bytes per scanline.

        This value must not be negative
     */
    long                ScanLineBytes;

    /** Byte offset between the start of two consecutive scanlines.

        This value is permitted to be negative, denoting a bitmap
        whose content is flipped at the x axis.
     */
    long                ScanLineStride;

    /** Byte offset between the start of two consecutive planes.

        This value is permitted to be negative. If this value is zero,
        the bitmap is assumed to be in chunky format, otherwise it is
        assumed to be planar.  The difference between chunky and
        planar layout lies in the way how color channels are
        interleaved. For a chunky format, all channel data for a
        single pixel lies consecutively in memory. For a planar
        layout, the first channel of all pixel is stored consecutive,
        followed by the second channel, and so forth.<p>
     */
    long                PlaneStride;

    // TODO(F3): Need some specializations of XColorSpace for float
    // and half float formats. This maybe translates to the bitmap
    // layout as well, leading to separate structs for double, float
    // and half float formats, because of the ColorSpace member. Or
    // leave it as it is, forcing the client to query for derived
    // interfaces...

    /// Color space the bitmap colors shall be interpreted within.
    XColorSpace         ColorSpace;

    /** Number of color components per pixel.

        This value must not be negative
     */
    long                NumComponents;

    /** Endianness of the pixel values.

        This value must be one of the <type>Endianness</type> constants
     */
    byte                Endianness;

    /** Format type of this bitmap.<p>

        This value must be one of the
        <type>FloatingPointBitmapFormat</type> constants.<p>
    */
    byte                Format;
};

}; }; }; };

#endif
