summaryrefslogtreecommitdiffstats
path: root/include/drawinglayer/primitive2d/animatedprimitive2d.hxx
blob: 61ff4d33ef60a786d3cc04ac0bf308b31c3fa068 (plain)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
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,
                              Primitive2DContainer&& aChildren, 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,
                             Primitive2DContainer&& aChildren);

    /// 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,
                                   Primitive2DContainer&& aChildren);

    /// 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: */