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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/b2dhommatrix.hxx>
+#include <basegfx/color/bcolor.hxx>
+
+
+namespace drawinglayer::primitive2d
+{
+ /** ShadowPrimitive2D class
+
+ This primitive defines a generic shadow geometry construction
+ for 2D objects. It decomposes to a TransformPrimitive2D embedded
+ into a ModifiedColorPrimitive2D.
+
+ It's for primitive usage convenience, so that not everyone has
+ to implement the generic shadow construction by himself.
+
+ The same geometry as sequence of primitives is used as geometry and
+ as shadow. Since these are RefCounted Uno-Api objects, no extra objects
+ are needed for the shadow itself; all the local decompositions of the
+ original geometry can be reused from the renderer for shadow visualisation.
+ */
+ class DRAWINGLAYER_DLLPUBLIC ShadowPrimitive2D final : public GroupPrimitive2D
+ {
+ private:
+ /// the shadow transformation, normally just an offset
+ basegfx::B2DHomMatrix maShadowTransform;
+
+ /// the shadow color to which all geometry is to be forced
+ basegfx::BColor maShadowColor;
+
+ /// the blur radius of the shadow
+ double mfShadowBlur;
+
+
+ public:
+ /// constructor
+ ShadowPrimitive2D(
+ const basegfx::B2DHomMatrix& rShadowTransform,
+ const basegfx::BColor& rShadowColor,
+ double fShadowBlur,
+ Primitive2DContainer&& aChildren);
+
+ /// data read access
+ const basegfx::B2DHomMatrix& getShadowTransform() const { return maShadowTransform; }
+ const basegfx::BColor& getShadowColor() const { return maShadowColor; }
+ double getShadowBlur() const { return mfShadowBlur; }
+ /// compare operator
+ virtual bool operator==(const BasePrimitive2D& rPrimitive) const override;
+
+ /// get range
+ virtual basegfx::B2DRange getB2DRange(const geometry::ViewInformation2D& rViewInformation) const override;
+
+ /// create 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: */