96 lines
3.4 KiB
C++
96 lines
3.4 KiB
C++
/* -*- Mode: C++; tab-width: 4; indent-tabs-mode: nil; c-basic-offset: 4 -*- */
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/*
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* This file is part of the LibreOffice project.
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*
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* This Source Code Form is subject to the terms of the Mozilla Public
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* License, v. 2.0. If a copy of the MPL was not distributed with this
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* file, You can obtain one at http://mozilla.org/MPL/2.0/.
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*
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* This file incorporates work covered by the following license notice:
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*
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* Licensed to the Apache Software Foundation (ASF) under one or more
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* contributor license agreements. See the NOTICE file distributed
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* with this work for additional information regarding copyright
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* ownership. The ASF licenses this file to you under the Apache
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* License, Version 2.0 (the "License"); you may not use this file
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* except in compliance with the License. You may obtain a copy of
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* the License at http://www.apache.org/licenses/LICENSE-2.0 .
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*/
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#include <drawinglayer/attribute/sdrlightattribute3d.hxx>
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#include <basegfx/color/bcolor.hxx>
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#include <basegfx/vector/b3dvector.hxx>
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namespace drawinglayer::attribute
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{
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class ImpSdr3DLightAttribute
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{
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public:
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// 3D light attribute definitions
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basegfx::BColor maColor;
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basegfx::B3DVector maDirection;
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bool mbSpecular : 1;
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ImpSdr3DLightAttribute(
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const basegfx::BColor& rColor,
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const basegfx::B3DVector& rDirection,
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bool bSpecular)
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: maColor(rColor),
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maDirection(rDirection),
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mbSpecular(bSpecular)
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{
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}
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// data read access
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const basegfx::BColor& getColor() const { return maColor; }
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const basegfx::B3DVector& getDirection() const { return maDirection; }
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bool getSpecular() const { return mbSpecular; }
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bool operator==(const ImpSdr3DLightAttribute& rCandidate) const
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{
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return (getColor() == rCandidate.getColor()
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&& getDirection() == rCandidate.getDirection()
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&& getSpecular() == rCandidate.getSpecular());
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}
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};
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Sdr3DLightAttribute::Sdr3DLightAttribute(
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const basegfx::BColor& rColor,
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const basegfx::B3DVector& rDirection,
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bool bSpecular)
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: mpSdr3DLightAttribute(ImpSdr3DLightAttribute(
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rColor, rDirection, bSpecular))
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{
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}
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Sdr3DLightAttribute::Sdr3DLightAttribute(const Sdr3DLightAttribute&) = default;
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Sdr3DLightAttribute::~Sdr3DLightAttribute() = default;
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Sdr3DLightAttribute& Sdr3DLightAttribute::operator=(const Sdr3DLightAttribute&) = default;
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bool Sdr3DLightAttribute::operator==(const Sdr3DLightAttribute& rCandidate) const
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{
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return rCandidate.mpSdr3DLightAttribute == mpSdr3DLightAttribute;
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}
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const basegfx::BColor& Sdr3DLightAttribute::getColor() const
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{
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return mpSdr3DLightAttribute->getColor();
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}
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const basegfx::B3DVector& Sdr3DLightAttribute::getDirection() const
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{
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return mpSdr3DLightAttribute->getDirection();
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}
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bool Sdr3DLightAttribute::getSpecular() const
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{
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return mpSdr3DLightAttribute->getSpecular();
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}
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} // end of namespace
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/* vim:set shiftwidth=4 softtabstop=4 expandtab: */
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