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libreoffice/drawinglayer/source/attribute/sdrlightattribute3d.cxx
Daniel Baumann 8e63e14cf6
Adding upstream version 4:25.2.3.
Signed-off-by: Daniel Baumann <daniel.baumann@progress-linux.org>
2025-06-22 16:20:04 +02:00

96 lines
3.4 KiB
C++

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