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/* -*- 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
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