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1 : /* -*- Mode: C++; tab-width: 4; indent-tabs-mode: nil; c-basic-offset: 4 -*- */
2 : /*
3 : * This file is part of the LibreOffice project.
4 : *
5 : * This Source Code Form is subject to the terms of the Mozilla Public
6 : * License, v. 2.0. If a copy of the MPL was not distributed with this
7 : * file, You can obtain one at http://mozilla.org/MPL/2.0/.
8 : *
9 : * This file incorporates work covered by the following license notice:
10 : *
11 : * Licensed to the Apache Software Foundation (ASF) under one or more
12 : * contributor license agreements. See the NOTICE file distributed
13 : * with this work for additional information regarding copyright
14 : * ownership. The ASF licenses this file to you under the Apache
15 : * License, Version 2.0 (the "License"); you may not use this file
16 : * except in compliance with the License. You may obtain a copy of
17 : * the License at http://www.apache.org/licenses/LICENSE-2.0 .
18 : */
19 :
20 : #ifndef INCLUDED_DRAWINGLAYER_PROCESSOR2D_BASEPROCESSOR2D_HXX
21 : #define INCLUDED_DRAWINGLAYER_PROCESSOR2D_BASEPROCESSOR2D_HXX
22 :
23 : #include <drawinglayer/drawinglayerdllapi.h>
24 :
25 : #include <drawinglayer/primitive2d/baseprimitive2d.hxx>
26 : #include <drawinglayer/geometry/viewinformation2d.hxx>
27 :
28 :
29 :
30 : namespace drawinglayer
31 : {
32 : namespace processor2d
33 : {
34 : /** BaseProcessor2D class
35 :
36 : Base class for all C++ implementations of instances which process
37 : primitives.
38 :
39 : Instances which process primitives can be renderers, but also stuff
40 : for HitTests, BoundRect calculations and/or animation processing. The
41 : main usage are renderers, but they are supposed to handle any primitive
42 : processing.
43 :
44 : The base implementation is constructed with a ViewInformation2D which
45 : is accessible throughout the processor implementations. The idea is
46 : to construct any processor with a given ViewInformation2D. To be able
47 : to handle primitives which need to change the current transformation
48 : (as e.g. TransformPrimitive2D) it is allowed for the processor implementation
49 : to change tis local value using updateViewInformation.
50 :
51 : The basic processing method is process(..) which gets handed over the
52 : sequence of primitives to process. For convenience of the C++ implementations,
53 : the default implementation of process(..) maps all accesses to primitives to
54 : single calls to processBasePrimitive2D(..) where the primitive in question is
55 : already casted to the C++ implementation class.
56 :
57 : The process(..) implementation makes a complete iteration over the given
58 : sequence of primitives. If the Primitive is not derived from BasePrimitive2D
59 : and thus not part of the C++ implementations, it converts ViewInformation2D
60 : to the corresponding API implementation (an uno::Sequence< beans::PropertyValue >)
61 : and recursively calls the method process(..) at the primitive with the decomposition
62 : derived from that primitive. This is the preparation to handle unknown implementations
63 : of the com::sun::star::graphic::XPrimitive2D interface in the future.
64 :
65 : So, to implement a basic processor, it is necessary to overload and implement the
66 : processBasePrimitive2D(..) method. A minimal renderer has to support the
67 : Basic Primitives (see baseprimitive2d.hxx) and the Grouping Primitives (see
68 : groupprimitive2d.hxx). These are (currently):
69 :
70 : Basic Primitives:
71 :
72 : - BitmapPrimitive2D (bitmap data, eventually with transparency)
73 : - PointArrayPrimitive2D (single points)
74 : - PolygonHairlinePrimitive2D (hairline curves/polygons)
75 : - PolyPolygonColorPrimitive2D (colored polygons)
76 :
77 : Grouping Primitives:
78 :
79 : - TransparencePrimitive2D (objects with freely defined transparence)
80 : - InvertPrimitive2D (for XOR)
81 : - MaskPrimitive2D (for masking)
82 : - ModifiedColorPrimitive2D (for a stack of color modifications)
83 : - TransformPrimitive2D (for a transformation stack)
84 :
85 : A processor doing so is a minimal processor. Of course a processor may
86 : handle any higher-level primitive (that has a decomposition implementation)
87 : for more direct data access or performance reasons, too.
88 :
89 : The main part of a processBasePrimitive2D implementation is a switch..case
90 : construct, looking like the following:
91 :
92 : void foo::processBasePrimitive2D(const BasePrimitive2D& rCandidate)
93 : {
94 : switch(rCandidate.getPrimitive2DID())
95 : {
96 : case PRIMITIVE2D_ID_??? :
97 : {
98 : // process PRIMITIVE2D_ID_??? here...
99 :
100 : ...
101 :
102 : break;
103 : }
104 :
105 : ...
106 :
107 : default :
108 : {
109 : // process recursively
110 : process(rCandidate.get2DDecomposition(getViewInformation2D()));
111 : break;
112 : }
113 : }
114 : }
115 :
116 : The default case makes the processor work with all complex primitives
117 : by recursively using their decomposition.
118 :
119 : You can also add a case for ignoring primitives by using:
120 :
121 : case PRIMITIVE2D_ID_...IGNORE.A.. :
122 : case PRIMITIVE2D_ID_...IGNORE.B.. :
123 : case PRIMITIVE2D_ID_...IGNORE.C.. :
124 : {
125 : // ignore these primitives by neither processing nor
126 : // recursively processing their decomposition
127 : break;
128 : }
129 :
130 : Another useful case is embedding the processing of a complex primitive by
131 : bracketing it with some actions:
132 :
133 : case PRIMITIVE2D_ID_SOME_TEXT :
134 : {
135 : // encapsulate e.g. with changing local varibles, e.g.
136 : // sometimes it's good to know if a basic primitive is
137 : // part of a text, especially when not handling the text
138 : // self but by purpose want to handle the decomposed
139 : // geometries in the processor
140 : startText();
141 : process(rCandidate.get2DDecomposition(getViewInformation2D()));
142 : endText();
143 : break;
144 : }
145 :
146 : As an example a processor collecting the outlines of a sequence of primitives
147 : only needs to handle some Basic Primitives and create outline and collect
148 : outline polygons e.g. for primitives with area like BitmapPrimitive2D (a
149 : rectangle) and PolyPolygonColorPrimitive2D. When also handling the Grouping
150 : Primitives MaskPrimitive2D (e.g. ignoring it's content, using the mask polyPolygon)
151 : and TransformPrimitive2D (to have the correct local transformation), a processor
152 : creating the outline can be written using just four (4) primitives. As a tipp, it can
153 : be helpful to add many for the purpose not interesting higher level primitives
154 : to not force their decomposition to be created and/or parsed.
155 : */
156 : class DRAWINGLAYER_DLLPUBLIC BaseProcessor2D
157 : {
158 : private:
159 : /// The ViewInformation2D itself. It's private to isolate accesses to it
160 : geometry::ViewInformation2D maViewInformation2D;
161 :
162 : protected:
163 : /* access method to allow the implementations to change the current
164 : ViewInformation2D if needed. This allows isolating these accesses
165 : later if needed
166 : */
167 0 : void updateViewInformation(const geometry::ViewInformation2D& rViewInformation2D)
168 : {
169 0 : maViewInformation2D = rViewInformation2D;
170 0 : }
171 :
172 : /* as tooling, the process() implementation takes over API handling and calls this
173 : virtual render method when the primitive implementation is BasePrimitive2D-based.
174 : Default implementation does nothing
175 : */
176 : virtual void processBasePrimitive2D(const primitive2d::BasePrimitive2D& rCandidate);
177 :
178 : public:
179 : /// constructor/destructor
180 : explicit BaseProcessor2D(const geometry::ViewInformation2D& rViewInformation);
181 : virtual ~BaseProcessor2D();
182 :
183 : /// the central processing method
184 : virtual void process(const primitive2d::Primitive2DSequence& rSource);
185 :
186 : /// data read access
187 0 : const geometry::ViewInformation2D& getViewInformation2D() const { return maViewInformation2D; }
188 : };
189 : } // end of namespace processor2d
190 : } // end of namespace drawinglayer
191 :
192 :
193 :
194 : #endif //INCLUDED_DRAWINGLAYER_PROCESSOR2D_BASEPROCESSOR2D_HXX
195 :
196 : /* vim:set shiftwidth=4 softtabstop=4 expandtab: */
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