Some spelling corrections
Change-Id: Ie77596a51a6a37e9f59a6ba14bdde7994efd29ad
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de6a216663
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13 changed files with 14 additions and 14 deletions
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@ -135,7 +135,7 @@ namespace drawinglayer
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double getViewTime() const;
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const ::com::sun::star::uno::Reference< ::com::sun::star::drawing::XDrawPage >& getVisualizedPage() const;
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/// On-demand prepared Object to View transformation and it's inerse for convenience
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/// On-demand prepared Object to View transformation and its inverse for convenience
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const basegfx::B2DHomMatrix& getObjectToViewTransformation() const;
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const basegfx::B2DHomMatrix& getInverseObjectToViewTransformation() const;
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@ -40,7 +40,7 @@ namespace drawinglayer
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a valid decomposition if a valid Viewport is given in the
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ViewInformation2D at decomposition time.
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It will try to buffer it's last decomposition using maLastViewport
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It will try to buffer its last decomposition using maLastViewport
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to detect changes in the get2DDecomposition call.
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*/
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class DRAWINGLAYER_DLLPUBLIC BackgroundColorPrimitive2D : public BufferedDecompositionPrimitive2D
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@ -34,7 +34,7 @@ namespace drawinglayer
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This is a helper class which encapsulates geometry that should be
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painted XOR, e.g. old cursor visualisations. It decomposes to
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it's content, so when not supporting it, the contained geometry
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its content, so when not supporting it, the contained geometry
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will be visualized normally.
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Unfortunately this is still needed, but hard to support on various
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systems. XOR painting needs read access to the target, so modern
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@ -39,7 +39,7 @@ namespace drawinglayer
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inside of the mask PolyPolygon is defined to be visible.
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This primitive should be handled by a renderer. If it is not handled,
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it decomposes to it's Child content, and thus the visualisation would
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it decomposes to its Child content, and thus the visualisation would
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contaiun no clips.
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The geometrc range of this primitive is completely defined by the Mask
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@ -32,7 +32,7 @@ namespace drawinglayer
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Info hierarchy helper class to hold contents like Name, Title and
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Description which are valid for the child content, e.g. created for
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primitives based on DrawingLayer objects or SVG parts. It decomposes
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to it's content, so all direct renderers may ignore it. May e.g.
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to its content, so all direct renderers may ignore it. May e.g.
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be used when re-creating graphical content from a sequence of primitives
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*/
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class DRAWINGLAYER_DLLPUBLIC ObjectInfoPrimitive2D : public GroupPrimitive2D
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@ -37,7 +37,7 @@ namespace drawinglayer
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This primitive is needed to have the correct XDrawPage as ViewInformation for decomposing
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the page contents (given as PageContent here) if these contain e.g.
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view-dependent (in this case XDrawPage-dependent) text fields like PageNumber. If You want
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those primitives to be visualized correctly, Your renderer needs to locally correct it's
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those primitives to be visualized correctly, Your renderer needs to locally correct its
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ViewInformation2D to reference the new XDrawPage.
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*/
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class DRAWINGLAYER_DLLPUBLIC PagePreviewPrimitive2D : public BufferedDecompositionPrimitive2D
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@ -85,7 +85,7 @@ namespace drawinglayer
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virtual bool operator==(const BasePrimitive2D& rPrimitive) const SAL_OVERRIDE;
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/** own get range implementation to solve more effective. Content is by definition displaced
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by a fixed discrete unit, thus the contained geometry needs only once be asked for it's
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by a fixed discrete unit, thus the contained geometry needs only once be asked for its
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own basegfx::B2DRange
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*/
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virtual basegfx::B2DRange getB2DRange(const geometry::ViewInformation2D& rViewInformation) const SAL_OVERRIDE;
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@ -33,7 +33,7 @@ namespace drawinglayer
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{
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/** TextHierarchyLinePrimitive2D class
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Text format hierarchy helper class. It decomposes to it's
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Text format hierarchy helper class. It decomposes to its
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content, so all direct renderers may ignore it. If You need
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to know more about line hierarchies You may react on it and
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also need to take care that the source of data uses it.
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@ -132,7 +132,7 @@ namespace drawinglayer
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enum FieldType
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{
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/** unspecified. If more info is needed for a FieldType,
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create a new type and it's handling
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create a new type and its handling
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*/
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FIELD_TYPE_COMMON,
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@ -46,7 +46,7 @@ namespace drawinglayer
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/** TextSimplePortionPrimitive2D class
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This is the basic primitive for representing a text portion. It contains
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all needed information. If it is not handled by a renderer, it's decomposition
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all needed information. If it is not handled by a renderer, its decomposition
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will provide the text PolyPolygon outlines as filled polygons, correctly
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transformed.
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@ -41,7 +41,7 @@ namespace drawinglayer
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TextSimplePortionPrimitive2D more as needed.
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A renderer who does not want to visualize this (if contained at all)
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can detect and ignore this primitive. If it's decomposition is used,
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can detect and ignore this primitive. If its decomposition is used,
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it will be visualized as red wavelines.
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The geometric definition defines a line on the X-Axis (no Y-coordinates)
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@ -34,7 +34,7 @@ namespace drawinglayer
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This 3D primitive expands the SdrPrimitive3D to a 3D cube definition.
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The cube is implicitly in unit coordinates and the given transformation
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defines it's geometry in space.
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defines its geometry in space.
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*/
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class DRAWINGLAYER_DLLPUBLIC SdrCubePrimitive3D : public SdrPrimitive3D
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{
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@ -34,7 +34,7 @@ namespace drawinglayer
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This 3D primitive expands the SdrPrimitive3D to a 3D sphere definition.
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The sphere is implicitly in unit coordinates and the given transformation
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defines it's geometry in space.
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defines its geometry in space.
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*/
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class DRAWINGLAYER_DLLPUBLIC SdrSpherePrimitive3D : public SdrPrimitive3D
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{
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@ -147,7 +147,7 @@ namespace drawinglayer
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only needs to handle some Basic Primitives and create outline and collect
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outline polygons e.g. for primitives with area like BitmapPrimitive2D (a
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rectangle) and PolyPolygonColorPrimitive2D. When also handling the Grouping
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Primitives MaskPrimitive2D (e.g. ignoring it's content, using the mask polyPolygon)
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Primitives MaskPrimitive2D (e.g. ignoring its content, using the mask polyPolygon)
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and TransformPrimitive2D (to have the correct local transformation), a processor
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creating the outline can be written using just four (4) primitives. As a tipp, it can
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be helpful to add many for the purpose not interesting higher level primitives
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