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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 .
+ */
+
+
+#include <com/sun/star/animations/XAnimate.hpp>
+#include <com/sun/star/presentation/ParagraphTarget.hpp>
+#include <com/sun/star/animations/AnimationFill.hpp>
+#include <com/sun/star/animations/AnimationRestart.hpp>
+#include <com/sun/star/presentation/EffectNodeType.hpp>
+#include <com/sun/star/beans/XPropertySet.hpp>
+
+#include <basenode.hxx>
+#include <eventmultiplexer.hxx>
+#include <basecontainernode.hxx>
+#include <eventqueue.hxx>
+#include <delayevent.hxx>
+#include <tools.hxx>
+#include "nodetools.hxx"
+#include "generateevent.hxx"
+
+#include <sal/log.hxx>
+
+#include <vector>
+#include <algorithm>
+
+using namespace ::com::sun::star;
+
+namespace slideshow::internal {
+
+namespace {
+
+typedef int StateTransitionTable[17];
+
+// State transition tables
+// =========================================================================
+
+const int* getStateTransitionTable( sal_Int16 nRestartMode,
+ sal_Int16 nFillMode )
+{
+ // TODO(F2): restart issues in below tables
+
+ // transition table for restart=NEVER, fill=REMOVE
+ static const StateTransitionTable stateTransitionTable_Never_Remove = {
+ AnimationNode::INVALID,
+ AnimationNode::RESOLVED|AnimationNode::ENDED, // active successors for UNRESOLVED
+ AnimationNode::ACTIVE|AnimationNode::ENDED, // active successors for RESOLVED
+ AnimationNode::INVALID,
+ AnimationNode::ENDED, // active successors for ACTIVE: no freeze here
+ AnimationNode::INVALID,
+ AnimationNode::INVALID,
+ AnimationNode::INVALID,
+ AnimationNode::INVALID, // active successors for FROZEN: this state is unreachable here
+ AnimationNode::INVALID,
+ AnimationNode::INVALID,
+ AnimationNode::INVALID,
+ AnimationNode::INVALID,
+ AnimationNode::INVALID,
+ AnimationNode::INVALID,
+ AnimationNode::INVALID,
+ AnimationNode::ENDED // active successors for ENDED: this state is a sink here (cannot restart)
+ };
+
+ // transition table for restart=WHEN_NOT_ACTIVE, fill=REMOVE
+ static const StateTransitionTable stateTransitionTable_NotActive_Remove = {
+ AnimationNode::INVALID,
+ AnimationNode::RESOLVED|AnimationNode::ENDED, // active successors for UNRESOLVED
+ AnimationNode::ACTIVE|AnimationNode::ENDED, // active successors for RESOLVED
+ AnimationNode::INVALID,
+ AnimationNode::ENDED, // active successors for ACTIVE: no freeze here
+ AnimationNode::INVALID,
+ AnimationNode::INVALID,
+ AnimationNode::INVALID,
+ AnimationNode::INVALID, // active successors for FROZEN:
+ // this state is unreachable here
+ AnimationNode::INVALID,
+ AnimationNode::INVALID,
+ AnimationNode::INVALID,
+ AnimationNode::INVALID,
+ AnimationNode::INVALID,
+ AnimationNode::INVALID,
+ AnimationNode::INVALID,
+ AnimationNode::ENDED|AnimationNode::RESOLVED|AnimationNode::ACTIVE // active successors for ENDED:
+ // restart possible when ended
+ };
+
+ // transition table for restart=ALWAYS, fill=REMOVE
+ static const StateTransitionTable stateTransitionTable_Always_Remove = {
+ AnimationNode::INVALID,
+ AnimationNode::RESOLVED|AnimationNode::ENDED, // active successors for UNRESOLVED
+ AnimationNode::ACTIVE|AnimationNode::ENDED, // active successors for RESOLVED
+ AnimationNode::INVALID,
+ AnimationNode::ENDED|AnimationNode::ACTIVE|AnimationNode::RESOLVED, // active successors for ACTIVE: restart
+ AnimationNode::INVALID,
+ AnimationNode::INVALID,
+ AnimationNode::INVALID,
+ AnimationNode::INVALID, // active successors for FROZEN:
+ // this state is unreachable here
+ AnimationNode::INVALID,
+ AnimationNode::INVALID,
+ AnimationNode::INVALID,
+ AnimationNode::INVALID,
+ AnimationNode::INVALID,
+ AnimationNode::INVALID,
+ AnimationNode::INVALID,
+ AnimationNode::ENDED|AnimationNode::ACTIVE|AnimationNode::RESOLVED // active successors for ENDED: restart
+ };
+
+ // transition table for restart=NEVER, fill=FREEZE
+ static const StateTransitionTable stateTransitionTable_Never_Freeze = {
+ AnimationNode::INVALID,
+ AnimationNode::RESOLVED|AnimationNode::ENDED, // active successors for UNRESOLVED
+ AnimationNode::ACTIVE|AnimationNode::ENDED, // active successors for RESOLVED
+ AnimationNode::INVALID,
+ AnimationNode::FROZEN|AnimationNode::ENDED, // active successors for ACTIVE: freeze object
+ AnimationNode::INVALID,
+ AnimationNode::INVALID,
+ AnimationNode::INVALID,
+ AnimationNode::ENDED, // active successors for FROZEN: end
+ AnimationNode::INVALID,
+ AnimationNode::INVALID,
+ AnimationNode::INVALID,
+ AnimationNode::INVALID,
+ AnimationNode::INVALID,
+ AnimationNode::INVALID,
+ AnimationNode::INVALID,
+ AnimationNode::ENDED, // active successors for ENDED: this state is a sink here (cannot restart)
+ };
+
+ // transition table for restart=WHEN_NOT_ACTIVE, fill=FREEZE
+ static const StateTransitionTable stateTransitionTable_NotActive_Freeze = {
+ AnimationNode::INVALID,
+ AnimationNode::RESOLVED|AnimationNode::ENDED, // active successors for UNRESOLVED
+ AnimationNode::ACTIVE|AnimationNode::ENDED, // active successors for RESOLVED
+ AnimationNode::INVALID,
+ AnimationNode::FROZEN|AnimationNode::ENDED, // active successors for ACTIVE: freeze object
+ AnimationNode::INVALID,
+ AnimationNode::INVALID,
+ AnimationNode::INVALID,
+ AnimationNode::ENDED|AnimationNode::RESOLVED|AnimationNode::ACTIVE, // active successors for FROZEN:
+ // restart possible when ended
+ AnimationNode::INVALID,
+ AnimationNode::INVALID,
+ AnimationNode::INVALID,
+ AnimationNode::INVALID,
+ AnimationNode::INVALID,
+ AnimationNode::INVALID,
+ AnimationNode::INVALID,
+ AnimationNode::ENDED|AnimationNode::RESOLVED|AnimationNode::ACTIVE // active successors for ENDED:
+ // restart possible when ended
+ };
+
+ // transition table for restart=ALWAYS, fill=FREEZE
+ static const StateTransitionTable stateTransitionTable_Always_Freeze = {
+ AnimationNode::INVALID,
+ AnimationNode::RESOLVED|AnimationNode::ENDED, // active successors for UNRESOLVED
+ AnimationNode::ACTIVE|AnimationNode::ENDED, // active successors for RESOLVED
+ AnimationNode::INVALID,
+ AnimationNode::FROZEN|AnimationNode::ENDED|AnimationNode::ACTIVE|AnimationNode::RESOLVED, // active successors for ACTIVE:
+ // end object, restart
+ AnimationNode::INVALID,
+ AnimationNode::INVALID,
+ AnimationNode::INVALID,
+ AnimationNode::ENDED|AnimationNode::RESOLVED|AnimationNode::ACTIVE, // active successors for FROZEN: restart possible
+ AnimationNode::INVALID,
+ AnimationNode::INVALID,
+ AnimationNode::INVALID,
+ AnimationNode::INVALID,
+ AnimationNode::INVALID,
+ AnimationNode::INVALID,
+ AnimationNode::INVALID,
+ AnimationNode::ENDED|AnimationNode::ACTIVE|AnimationNode::RESOLVED // active successors for ENDED: restart
+ };
+
+ static const StateTransitionTable* tableGuide[] = {
+ &stateTransitionTable_Never_Remove,
+ &stateTransitionTable_NotActive_Remove,
+ &stateTransitionTable_Always_Remove,
+ &stateTransitionTable_Never_Freeze,
+ &stateTransitionTable_NotActive_Freeze,
+ &stateTransitionTable_Always_Freeze
+ };
+
+ int nRestartValue;
+ switch( nRestartMode ) {
+ default:
+ case animations::AnimationRestart::DEFAULT:
+ // same value: animations::AnimationRestart::INHERIT:
+ OSL_FAIL(
+ "getStateTransitionTable(): unexpected case for restart" );
+ [[fallthrough]];
+ case animations::AnimationRestart::NEVER:
+ nRestartValue = 0;
+ break;
+ case animations::AnimationRestart::WHEN_NOT_ACTIVE:
+ nRestartValue = 1;
+ break;
+ case animations::AnimationRestart::ALWAYS:
+ nRestartValue = 2;
+ break;
+ }
+
+ int nFillValue;
+ switch( nFillMode ) {
+ default:
+ case animations::AnimationFill::AUTO:
+ case animations::AnimationFill::DEFAULT:
+ // same value: animations::AnimationFill::INHERIT:
+ OSL_FAIL(
+ "getStateTransitionTable(): unexpected case for fill" );
+ [[fallthrough]];
+ case animations::AnimationFill::REMOVE:
+ nFillValue = 0;
+ break;
+ case animations::AnimationFill::FREEZE:
+ case animations::AnimationFill::HOLD:
+ case animations::AnimationFill::TRANSITION:
+ nFillValue = 1;
+ break;
+ }
+
+ return *tableGuide[ 3*nFillValue + nRestartValue ];
+}
+
+/// Little helper predicate, to detect main sequence root node
+bool isMainSequenceRootNode_(
+ const uno::Reference< animations::XAnimationNode >& xNode )
+{
+ // detect main sequence root node (need that for
+ // end-of-mainsequence signalling below)
+ beans::NamedValue const aSearchKey(
+ "node-type",
+ uno::Any( presentation::EffectNodeType::MAIN_SEQUENCE ) );
+
+ uno::Sequence<beans::NamedValue> const userData(xNode->getUserData());
+ return findNamedValue( userData, aSearchKey );
+}
+
+} // anon namespace
+
+// BaseNode implementation
+//=========================================================================
+
+/** state transition handling
+ */
+class BaseNode::StateTransition
+{
+public:
+ enum class Options { NONE, FORCE };
+
+ explicit StateTransition( BaseNode * pNode )
+ : mpNode(pNode), meToState(INVALID) {}
+
+ ~StateTransition() {
+ clear();
+ }
+
+ StateTransition(const StateTransition&) = delete;
+ StateTransition& operator=(const StateTransition&) = delete;
+
+ bool enter( NodeState eToState, Options options = Options::NONE )
+ {
+ OSL_ENSURE( meToState == INVALID,
+ "### commit() before enter()ing again!" );
+ if (meToState != INVALID)
+ return false;
+ bool const bForce = options == Options::FORCE;
+ if (!bForce && !mpNode->isTransition( mpNode->meCurrState, eToState ))
+ return false;
+ // recursion detection:
+ if ((mpNode->meCurrentStateTransition & eToState) != 0)
+ return false; // already in wanted transition
+ // mark transition:
+ mpNode->meCurrentStateTransition |= eToState;
+ meToState = eToState;
+ return true; // in transition
+ }
+
+ void commit() {
+ OSL_ENSURE( meToState != INVALID, "### nothing to commit!" );
+ if (meToState != INVALID) {
+ mpNode->meCurrState = meToState;
+ clear();
+ }
+ }
+
+ void clear() {
+ if (meToState != INVALID) {
+ OSL_ASSERT( (mpNode->meCurrentStateTransition & meToState) != 0 );
+ mpNode->meCurrentStateTransition &= ~meToState;
+ meToState = INVALID;
+ }
+ }
+
+private:
+ BaseNode *const mpNode;
+ NodeState meToState;
+};
+
+BaseNode::BaseNode( const uno::Reference< animations::XAnimationNode >& xNode,
+ const BaseContainerNodeSharedPtr& rParent,
+ const NodeContext& rContext ) :
+ maContext( rContext.maContext ),
+ maDeactivatingListeners(),
+ mxAnimationNode( xNode ),
+ mpParent( rParent ),
+ mpSelf(),
+ mpStateTransitionTable( nullptr ),
+ mnStartDelay( rContext.mnStartDelay ),
+ meCurrState( UNRESOLVED ),
+ meCurrentStateTransition( 0 ),
+ mpCurrentEvent(),
+ mbIsMainSequenceRootNode( isMainSequenceRootNode_( xNode ) )
+{
+ ENSURE_OR_THROW( mxAnimationNode.is(),
+ "BaseNode::BaseNode(): Invalid XAnimationNode" );
+
+ // setup state transition table
+ mpStateTransitionTable = getStateTransitionTable( getRestartMode(),
+ getFillMode() );
+}
+
+void BaseNode::dispose()
+{
+ meCurrState = INVALID;
+
+ // discharge a loaded event, if any:
+ if (mpCurrentEvent) {
+ mpCurrentEvent->dispose();
+ mpCurrentEvent.reset();
+ }
+ maDeactivatingListeners.clear();
+ mxAnimationNode.clear();
+ mpParent.reset();
+ mpSelf.reset();
+ maContext.dispose();
+}
+
+
+sal_Int16 BaseNode::getRestartMode()
+{
+ const sal_Int16 nTmp( mxAnimationNode->getRestart() );
+ return nTmp != animations::AnimationRestart::DEFAULT
+ ? nTmp : getRestartDefaultMode();
+}
+
+sal_Int16 BaseNode::getFillMode()
+{
+ const sal_Int16 nTmp( mxAnimationNode->getFill() );
+ const sal_Int16 nFill(nTmp != animations::AnimationFill::DEFAULT
+ ? nTmp : getFillDefaultMode());
+
+ // For AUTO fill mode, SMIL specifies that fill mode is FREEZE,
+ // if no explicit active duration is given
+ // (no duration, end, repeatCount or repeatDuration given),
+ // and REMOVE otherwise
+ if( nFill == animations::AnimationFill::AUTO ) {
+ return (isIndefiniteTiming( mxAnimationNode->getDuration() ) &&
+ isIndefiniteTiming( mxAnimationNode->getEnd() ) &&
+ !mxAnimationNode->getRepeatCount().hasValue() &&
+ isIndefiniteTiming( mxAnimationNode->getRepeatDuration() ))
+ ? animations::AnimationFill::FREEZE
+ : animations::AnimationFill::REMOVE;
+ }
+ else {
+ return nFill;
+ }
+}
+
+sal_Int16 BaseNode::getFillDefaultMode() const
+{
+ sal_Int16 nFillDefault = mxAnimationNode->getFillDefault();
+ if (nFillDefault == animations::AnimationFill::DEFAULT) {
+ nFillDefault = (mpParent != nullptr
+ ? mpParent->getFillDefaultMode()
+ : animations::AnimationFill::AUTO);
+ }
+ return nFillDefault;
+}
+
+sal_Int16 BaseNode::getRestartDefaultMode() const
+{
+ sal_Int16 nRestartDefaultMode = mxAnimationNode->getRestartDefault();
+ if (nRestartDefaultMode == animations::AnimationRestart::DEFAULT) {
+ nRestartDefaultMode = (mpParent != nullptr
+ ? mpParent->getRestartDefaultMode()
+ : animations::AnimationRestart::ALWAYS);
+ }
+ return nRestartDefaultMode;
+}
+
+uno::Reference<animations::XAnimationNode> BaseNode::getXAnimationNode() const
+{
+ return mxAnimationNode;
+}
+
+bool BaseNode::init()
+{
+ if (! checkValidNode())
+ return false;
+ meCurrState = UNRESOLVED;
+ // discharge a loaded event, if any:
+ if (mpCurrentEvent) {
+ mpCurrentEvent->dispose();
+ mpCurrentEvent.reset();
+ }
+ return init_st(); // may call derived class
+}
+
+bool BaseNode::init_st()
+{
+ return true;
+}
+
+bool BaseNode::resolve()
+{
+ if (! checkValidNode())
+ return false;
+
+ OSL_ASSERT( meCurrState != RESOLVED );
+ if (inStateOrTransition( RESOLVED ))
+ return true;
+
+ StateTransition st(this);
+ if (st.enter( RESOLVED ) &&
+ isTransition( RESOLVED, ACTIVE ) &&
+ resolve_st() /* may call derived class */)
+ {
+ st.commit(); // changing state
+
+ // discharge a loaded event, if any:
+ if (mpCurrentEvent)
+ mpCurrentEvent->dispose();
+
+ // schedule activation event:
+
+ // This method takes the NodeContext::mnStartDelay value into account,
+ // to cater for iterate container time shifts. We cannot put different
+ // iterations of the iterate container's children into different
+ // subcontainer (such as a 'DelayContainer', which delays resolving its
+ // children by a fixed amount), since all iterations' nodes must be
+ // resolved at the same time (otherwise, the delayed subset creation
+ // will not work, i.e. deactivate the subsets too late in the master
+ // shape).
+ uno::Any const aBegin( mxAnimationNode->getBegin() );
+ if (aBegin.hasValue()) {
+ auto self(mpSelf);
+ mpCurrentEvent = generateEvent(
+ aBegin, [self] () { self->activate(); },
+ maContext, mnStartDelay );
+ }
+ else {
+ // For some leaf nodes, PPT import yields empty begin time,
+ // although semantically, it should be 0.0
+ // TODO(F3): That should really be provided by the PPT import
+
+ // schedule delayed activation event. Take iterate node
+ // timeout into account
+ auto self(mpSelf);
+ mpCurrentEvent = makeDelay(
+ [self] () { self->activate(); },
+ mnStartDelay,
+ "AnimationNode::activate with delay");
+ maContext.mrEventQueue.addEvent( mpCurrentEvent );
+ }
+
+ return true;
+ }
+ return false;
+}
+
+bool BaseNode::resolve_st()
+{
+ return true;
+}
+
+
+void BaseNode::activate()
+{
+ if (! checkValidNode())
+ return;
+
+ OSL_ASSERT( meCurrState != ACTIVE );
+ if (inStateOrTransition( ACTIVE ))
+ return;
+
+ StateTransition st(this);
+ if (st.enter( ACTIVE )) {
+
+ activate_st(); // calling derived class
+
+ st.commit(); // changing state
+
+ maContext.mrEventMultiplexer.notifyAnimationStart( mpSelf );
+ }
+}
+
+void BaseNode::activate_st()
+{
+ scheduleDeactivationEvent();
+}
+
+void BaseNode::scheduleDeactivationEvent( EventSharedPtr const& pEvent )
+{
+ if (mpCurrentEvent) {
+ mpCurrentEvent->dispose();
+ mpCurrentEvent.reset();
+ }
+ if (pEvent) {
+ if (maContext.mrEventQueue.addEvent( pEvent ))
+ mpCurrentEvent = pEvent;
+ }
+ else {
+ // This method need not take the
+ // NodeContext::mnStartDelay value into account,
+ // because the deactivation event is only scheduled
+ // when the effect is started: the timeout is then
+ // already respected.
+
+ // xxx todo:
+ // think about set node, anim base node!
+ // if anim base node has no activity, this is called to schedule deactivation,
+ // but what if it does not schedule anything?
+
+ auto self(mpSelf);
+ if (mxAnimationNode->getEnd().hasValue())
+ {
+ // TODO: We may need to calculate the duration if the end value is numeric.
+ // We expect that the end value contains EventTrigger::ON_NEXT here.
+ // LibreOffice does not generate numeric values, so we can leave it
+ // until we find a test case.
+ mpCurrentEvent = generateEvent(
+ mxAnimationNode->getEnd(),
+ [self] () { self->deactivate(); },
+ maContext, 0.0 );
+
+ }
+ else
+ {
+ mpCurrentEvent = generateEvent(
+ mxAnimationNode->getDuration(),
+ [self] () { self->deactivate(); },
+ maContext, 0.0 );
+ }
+ }
+}
+
+void BaseNode::deactivate()
+{
+ if (inStateOrTransition( ENDED | FROZEN ) || !checkValidNode())
+ return;
+
+ if (isTransition( meCurrState, FROZEN, false /* no OSL_ASSERT */ )) {
+ // do transition to FROZEN:
+ StateTransition st(this);
+ if (st.enter( FROZEN, StateTransition::Options::FORCE )) {
+
+ deactivate_st( FROZEN );
+ st.commit();
+
+ notifyEndListeners();
+
+ // discharge a loaded event, before going on:
+ if (mpCurrentEvent) {
+ mpCurrentEvent->dispose();
+ mpCurrentEvent.reset();
+ }
+ }
+ }
+ else {
+ // use end instead:
+ end();
+ }
+ // state has changed either to FROZEN or ENDED
+}
+
+void BaseNode::deactivate_st( NodeState )
+{
+}
+
+void BaseNode::end()
+{
+ bool const bIsFrozenOrInTransitionToFrozen = inStateOrTransition( FROZEN );
+ if (inStateOrTransition( ENDED ) || !checkValidNode())
+ return;
+
+ // END must always be reachable. If not, that's an error in the
+ // transition tables
+ OSL_ENSURE( isTransition( meCurrState, ENDED ),
+ "end state not reachable in transition table" );
+
+ StateTransition st(this);
+ if (!st.enter( ENDED, StateTransition::Options::FORCE ))
+ return;
+
+ deactivate_st( ENDED );
+ st.commit(); // changing state
+
+ // if is FROZEN or is to be FROZEN, then
+ // will/already notified deactivating listeners
+ if (!bIsFrozenOrInTransitionToFrozen)
+ notifyEndListeners();
+
+ // discharge a loaded event, before going on:
+ if (mpCurrentEvent) {
+ mpCurrentEvent->dispose();
+ mpCurrentEvent.reset();
+ }
+}
+
+void BaseNode::notifyDeactivating( const AnimationNodeSharedPtr& rNotifier )
+{
+ OSL_ASSERT( rNotifier->getState() == FROZEN ||
+ rNotifier->getState() == ENDED );
+ // TODO(F1): for end sync functionality, this might indeed be used some day
+}
+
+void BaseNode::notifyEndListeners() const
+{
+ // notify all listeners
+ for( const auto& rListener : maDeactivatingListeners )
+ rListener->notifyDeactivating( mpSelf );
+
+ // notify state change
+ maContext.mrEventMultiplexer.notifyAnimationEnd( mpSelf );
+
+ // notify main sequence end (iff we're the main
+ // sequence root node). This is because the main
+ // sequence determines the active duration of the
+ // slide. All other sequences are secondary, in that
+ // they don't prevent a slide change from happening,
+ // even if they have not been completed. In other
+ // words, all sequences except the main sequence are
+ // optional for the slide lifetime.
+ if (isMainSequenceRootNode())
+ maContext.mrEventMultiplexer.notifySlideAnimationsEnd();
+}
+
+AnimationNode::NodeState BaseNode::getState() const
+{
+ return meCurrState;
+}
+
+bool BaseNode::registerDeactivatingListener(
+ const AnimationNodeSharedPtr& rNotifee )
+{
+ if (! checkValidNode())
+ return false;
+
+ ENSURE_OR_RETURN_FALSE(
+ rNotifee,
+ "BaseNode::registerDeactivatingListener(): invalid notifee" );
+ maDeactivatingListeners.push_back( rNotifee );
+
+ return true;
+}
+
+void BaseNode::setSelf( const BaseNodeSharedPtr& rSelf )
+{
+ ENSURE_OR_THROW( rSelf.get() == this,
+ "BaseNode::setSelf(): got ptr to different object" );
+ ENSURE_OR_THROW( !mpSelf,
+ "BaseNode::setSelf(): called multiple times" );
+
+ mpSelf = rSelf;
+}
+
+// Debug
+
+
+#if defined(DBG_UTIL)
+void BaseNode::showState() const
+{
+ const AnimationNode::NodeState eNodeState( getState() );
+
+ if( eNodeState == AnimationNode::INVALID )
+ SAL_INFO("slideshow.verbose", "Node state: n" <<
+ debugGetNodeName(this) <<
+ " [label=\"" <<
+ getDescription() <<
+ "\",style=filled, fillcolor=\"0.5,0.2,0.5\"]");
+ else
+ SAL_INFO("slideshow.verbose", "Node state: n" <<
+ debugGetNodeName(this) <<
+ " [label=\"" <<
+ getDescription() <<
+ "fillcolor=\"" <<
+ log(double(getState()))/4.0 <<
+ ",1.0,1.0\"]");
+
+ // determine additional node information
+ uno::Reference<animations::XAnimate> const xAnimate( mxAnimationNode,
+ uno::UNO_QUERY );
+ if( !xAnimate.is() )
+ return;
+
+ uno::Reference< drawing::XShape > xTargetShape( xAnimate->getTarget(),
+ uno::UNO_QUERY );
+
+ if( !xTargetShape.is() )
+ {
+ css::presentation::ParagraphTarget aTarget;
+
+ // no shape provided. Maybe a ParagraphTarget?
+ if( xAnimate->getTarget() >>= aTarget )
+ xTargetShape = aTarget.Shape;
+ }
+
+ if( !xTargetShape.is() )
+ return;
+
+ uno::Reference< beans::XPropertySet > xPropSet( xTargetShape,
+ uno::UNO_QUERY );
+
+ // read shape name
+ OUString aName;
+ if( xPropSet->getPropertyValue("Name") >>= aName )
+ {
+ SAL_INFO("slideshow.verbose", "Node info: n" <<
+ debugGetNodeName(this) <<
+ ", name \"" <<
+ aName <<
+ "\"");
+ }
+}
+
+const char* BaseNode::getDescription() const
+{
+ return "BaseNode";
+}
+
+#endif
+
+} // namespace slideshow
+
+/* vim:set shiftwidth=4 softtabstop=4 expandtab: */