/* -*- 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 #include #include #include #include #include #include /** defines ImplPrimitive2DIDBlock Added to be able to simply change identification stuff later, e.g. add an identification string and/or ID to the interface and to the implementation ATM used to delclare implement getPrimitive2DID() */ #define ImplPrimitive2DIDBlock(TheClass, TheID) \ sal_uInt32 TheClass::getPrimitive2DID() const { return TheID; } namespace drawinglayer::geometry { class ViewInformation2D; } namespace drawinglayer::primitive2d { typedef cppu::WeakComponentImplHelper BasePrimitive2DImplBase; /** BasePrimitive2D class Baseclass for all C++ implementations of css::graphic::XPrimitive2D This class is strongly virtual due to the lack of getPrimitiveID() implementation. This is by purpose, this base class shall not be incarnated and be used directly as a XPrimitive2D. It is noncopyable to make clear that a primitive is a read-only instance and copying or changing values is not intended. The idea is to hold all data needed for visualisation of this primitive in unchangeable form. It is derived from cppu::BaseMutex to have a Mutex at hand; in a base implementation this may not be needed, but e.g. when buffering at last decomposition in a local member, multiple threads may try to decompose at the same time, so locking is needed to avoid race conditions seen from the UNO object implementation. A method to get a simplified representation is provided by get2DDecomposition. The default implementation returns an empty sequence. The idea is that processors using this primitive and do not know it, may get the decomposition and process these instead. An example is e.g. a fat line, who's decomposition may contain the geometric representation of that line using filled polygon primitives. When the renderer knows how to handle fat lines, he may process this primitive directly; if not he can use the decomposition. With this functionality, renderers may operate by knowing only a small set of primitives. When a primitive does not implement get2DDecomposition, it is called a 'Basic Primitive' and belongs to the set of primitives which a processor should be able to handle. Practice will define this minimal sets of primitives. When defined and the concept is proved, unique UNO APIs may be defined/implemented for these set to allow more intense work with primitives using UNO. Current Basic 2D Primitives are: - BitmapPrimitive2D (bitmap data, evtl. with transparence) - PointArrayPrimitive2D (single points) - PolygonHairlinePrimitive2D (hairline curves/polygons) - PolyPolygonColorPrimitive2D (colored polygons) UPDATE: MetafilePrimitive2D (VCL Metafile) is taken off this list since it is implemented with the integration of CWS aw078 into DV300m69. All other implemented primitives have a defined decomposition and can thus be decomposed down to this small set. A renderer implementing support for this minimal set of primitives can completely render primitive-based visualisations. Of course, he also has to take states into account which are represented by GroupPrimitive2D derivations, see groupprimitive2d.hxx To support getting the geometric BoundRect, getB2DRange is used. The default implementation will use the get2DDecomposition result and merge a range from the entries. Thus, an implementation is only necessary for the Basic Primitives, but of course speedups are possible (and are used) by implementing the method at higher-level primitives. For primitive identification, getPrimitiveID is used currently in this implementations to allow a fast switch/case processing. This needs a unique identifier mechanism which currently uses defines (see drawinglayer_primitivetypes2d.hxx). For UNO primitive API it will be needed to add a unique descriptor (Name?) later to the API. This base implementation provides mappings from the methods from XPrimitive2D (getDecomposition/getRange) to the appropriate methods in the C++ implementations (get2DDecomposition/getB2DRange). The PropertyValue ViewParameters is converted to the appropriate C++ implementation class ViewInformation2D. This base class does not implement any buffering; e.g. buffering the decomposition and/or the range. These may be buffered anytime since the definition is that the primitive is read-only and thus unchangeable. This implies that the decomposition and/or getting the range will lead to the same result as last time, under the precondition that the parameter ViewInformation2D is the same as the last one. This is usually the case for view-independent primitives which are defined by not using ViewInformation2D in their get2DDecomposition/getB2DRange implementations. */ class DRAWINGLAYER_DLLPUBLIC BasePrimitive2D : protected cppu::BaseMutex, public BasePrimitive2DImplBase { BasePrimitive2D(const BasePrimitive2D&) = delete; BasePrimitive2D& operator=(const BasePrimitive2D&) = delete; public: // constructor/destructor BasePrimitive2D(); virtual ~BasePrimitive2D() override; /** the ==operator is mainly needed to allow testing newly-created primitives against their last incarnation which buffers/holds the made decompositions. The default implementation uses getPrimitive2DID()-calls to test if it's the same ID at last. Overridden implementations are then based on this implementation */ virtual bool operator==(const BasePrimitive2D& rPrimitive) const; bool operator!=(const BasePrimitive2D& rPrimitive) const { return !operator==(rPrimitive); } /// The default implementation will use getDecomposition results to create the range virtual basegfx::B2DRange getB2DRange(const geometry::ViewInformation2D& rViewInformation) const; /** provide unique ID for fast identifying of known primitive implementations in renderers. These use the defines from drawinglayer_primitivetypes2d.hxx to define unique IDs. */ virtual sal_uInt32 getPrimitive2DID() const = 0; /// The default implementation will return an empty sequence virtual void get2DDecomposition(Primitive2DDecompositionVisitor& rVisitor, const geometry::ViewInformation2D& rViewInformation) const; // Methods from XPrimitive2D /** The getDecomposition implementation for UNO API will use getDecomposition from this implementation. It will construct a ViewInformation2D from the ViewParameters for that purpose */ virtual css::uno::Sequence<::css::uno::Reference<::css::graphic::XPrimitive2D>> SAL_CALL getDecomposition(const css::uno::Sequence& rViewParameters) override; /** The getRange implementation for UNO API will use getRange from this implementation. It will construct a ViewInformation2D from the ViewParameters for that purpose */ virtual css::geometry::RealRectangle2D SAL_CALL getRange(const css::uno::Sequence& rViewParameters) override; // XAccounting virtual sal_Int64 SAL_CALL estimateUsage() override; }; /** BufferedDecompositionPrimitive2D class Baseclass for all C++ implementations of css::graphic::XPrimitive2D which want to buffer the decomposition result Buffering the decomposition is the most-used buffering and is thus used my most primitive implementations which support a decomposition as base class. The buffering is done by holding the last decomposition in the local parameter maBuffered2DDecomposition. The default implementation of get2DDecomposition checks if maBuffered2DDecomposition is empty. If yes, it uses create2DDecomposition to create the content. In all cases, maBuffered2DDecomposition is returned. For view-dependent primitives derived from Primitive2DBufferDecomposition more needs to be done when the decomposition depends on parts of the parameter ViewInformation2D. This defines a standard method for processing these: Implement a view-dependent get2DDecomposition doing the following steps: (a) Locally extract needed parameters from ViewInformation2D to new, local parameters (this may be a complete local copy of ViewInformation2D) (b) If a buffered decomposition exists, ckeck if one of the new local parameters differs from the corresponding locally remembered (as member) ones. If yes, clear maBuffered2DDecomposition (d) call baseclass::get2DDecomposition which will use create2DDecomposition to fill maBuffered2DDecomposition if it's empty (e) copy the new local parameters to the corresponding locally remembered ones to identify if a new decomposition is needed at the next call (f) return maBuffered2DDecomposition */ class DRAWINGLAYER_DLLPUBLIC BufferedDecompositionPrimitive2D : public BasePrimitive2D { private: /// a sequence used for buffering the last create2DDecomposition() result Primitive2DContainer maBuffered2DDecomposition; protected: /** access methods to maBuffered2DDecomposition. The usage of this methods may allow later thread-safe stuff to be added if needed. Only to be used by getDecomposition() implementations for buffering the last decomposition. */ const Primitive2DContainer& getBuffered2DDecomposition() const { return maBuffered2DDecomposition; } void setBuffered2DDecomposition(const Primitive2DContainer& rNew) { maBuffered2DDecomposition = rNew; } /** method which is to be used to implement the local decomposition of a 2D primitive. The default implementation will just return an empty decomposition */ virtual void create2DDecomposition(Primitive2DContainer& rContainer, const geometry::ViewInformation2D& rViewInformation) const; public: // constructor/destructor BufferedDecompositionPrimitive2D(); /** The getDecomposition default implementation will on demand use create2DDecomposition() if maBuffered2DDecomposition is empty. It will set maBuffered2DDecomposition to this obtained decomposition to buffer it. If the decomposition is also ViewInformation2D-dependent, this method needs to be overridden and the ViewInformation2D for the last decomposition need to be remembered, too, and be used in the next call to decide if the buffered decomposition may be reused or not. */ virtual void get2DDecomposition(Primitive2DDecompositionVisitor& rVisitor, const geometry::ViewInformation2D& rViewInformation) const override; }; } // end of namespace drawinglayer::primitive2d /* vim:set shiftwidth=4 softtabstop=4 expandtab: */