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-rw-r--r-- | include/drawinglayer/primitive2d/animatedprimitive2d.hxx | 158 |
1 files changed, 158 insertions, 0 deletions
diff --git a/include/drawinglayer/primitive2d/animatedprimitive2d.hxx b/include/drawinglayer/primitive2d/animatedprimitive2d.hxx new file mode 100644 index 000000000..677235111 --- /dev/null +++ b/include/drawinglayer/primitive2d/animatedprimitive2d.hxx @@ -0,0 +1,158 @@ +/* -*- 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 . + */ + +#pragma once + +#include <drawinglayer/drawinglayerdllapi.h> + +#include <drawinglayer/primitive2d/groupprimitive2d.hxx> +#include <basegfx/matrix/b2dhommatrixtools.hxx> +#include <memory> + +// predefines +namespace drawinglayer::animation +{ +class AnimationEntry; +} + +namespace basegfx +{ +class B2DHomMatrix; +} + +namespace drawinglayer::primitive2d +{ +/** AnimatedSwitchPrimitive2D class + + This is the basic class for simple, animated primitives. The basic idea + is to have an animation definition (AnimationEntry) who's basic + functionality is to return a state value for any given animation time in + the range of [0.0 .. 1.0]. Depending on the state, the decomposition + calculates an index, which of the members of the child vector is to + be visualized. + + An example: For blinking, the Child vector should exist of two entries; + for values of [0.0 .. 0.5] the first, else the last entry will be used. + This mechanism is not limited to two entries, though. + */ +class DRAWINGLAYER_DLLPUBLIC AnimatedSwitchPrimitive2D : public GroupPrimitive2D +{ +private: + /** + The animation definition which allows translation of a point in time + to an animation state [0.0 .. 1.0]. This member contains a cloned + definition and is owned by this implementation. + */ + std::unique_ptr<animation::AnimationEntry> mpAnimationEntry; + + /** flag if this is a text or graphic animation. Necessary since SdrViews need to differentiate + between both types if they are on/off + */ + bool mbIsTextAnimation : 1; + +protected: + /** write access right for classes deriving from this who want to do special + things (e.g. optimization, buffering). + Caution: This is an exception from the read-only, non-modifiable paradigm + for primitives, so special preparations may be needed. Usually should + only be used for initialization (e.g. in a derived constructor) + */ + void setAnimationEntry(const animation::AnimationEntry& rNew); + +public: + /// constructor + AnimatedSwitchPrimitive2D(const animation::AnimationEntry& rAnimationEntry, + const Primitive2DContainer& rChildren, bool bIsTextAnimation); + + /// destructor - needed due to mpAnimationEntry + virtual ~AnimatedSwitchPrimitive2D() override; + + /// data read access + const animation::AnimationEntry& getAnimationEntry() const { return *mpAnimationEntry; } + bool isTextAnimation() const { return mbIsTextAnimation; } + bool isGraphicAnimation() const { return !isTextAnimation(); } + + /// compare operator + virtual bool operator==(const BasePrimitive2D& rPrimitive) const override; + + /// provide unique ID + virtual sal_uInt32 getPrimitive2DID() const override; + + /** Override getDecomposition() here since the decompose + depends on the point in time, so the default implementation is + not useful here, it needs to be handled locally + */ + virtual void + get2DDecomposition(Primitive2DDecompositionVisitor& rVisitor, + const geometry::ViewInformation2D& rViewInformation) const override; +}; + +/** AnimatedBlinkPrimitive2D class + + Basically the same mechanism as in AnimatedSwitchPrimitive2D, but the + decomposition is specialized in delivering the children in the + range [0.0.. 0.5] and an empty sequence else + */ +class DRAWINGLAYER_DLLPUBLIC AnimatedBlinkPrimitive2D final : public AnimatedSwitchPrimitive2D +{ +public: + /// constructor + AnimatedBlinkPrimitive2D(const animation::AnimationEntry& rAnimationEntry, + const Primitive2DContainer& rChildren); + + /// create local decomposition + virtual void + get2DDecomposition(Primitive2DDecompositionVisitor& rVisitor, + const geometry::ViewInformation2D& rViewInformation) const override; + + /// provide unique ID + virtual sal_uInt32 getPrimitive2DID() const override; +}; + +/** AnimatedInterpolatePrimitive2D class + + Specialized on multi-step animations based on matrix transformations. The + Child sequence will be embedded in a matrix transformation. That transformation + will be linearly combined from the decomposed values and the animation value + to allow a smooth animation. + */ +class DRAWINGLAYER_DLLPUBLIC AnimatedInterpolatePrimitive2D final : public AnimatedSwitchPrimitive2D +{ +private: + /// the transformations + std::vector<basegfx::utils::B2DHomMatrixBufferedDecompose> maMatrixStack; + +public: + /// constructor + AnimatedInterpolatePrimitive2D(const std::vector<basegfx::B2DHomMatrix>& rmMatrixStack, + const animation::AnimationEntry& rAnimationEntry, + const Primitive2DContainer& rChildren); + + /// create local decomposition + virtual void + get2DDecomposition(Primitive2DDecompositionVisitor& rVisitor, + const geometry::ViewInformation2D& rViewInformation) const override; + + /// provide unique ID + virtual sal_uInt32 getPrimitive2DID() const override; +}; + +} // end of namespace drawinglayer::primitive2d + +/* vim:set shiftwidth=4 softtabstop=4 expandtab: */ |