slideshow: lok: correct z-order
we need to keep the order correct, especially when we have stacked shapes which are animated and some are non-animated. in case: non-anim anim non-anim anim don't allow to join non-animated layers into one Signed-off-by: Szymon Kłos <szymon.klos@collabora.com> Change-Id: Ic5d94478b691a80fd62853946ebedec075963f44 Reviewed-on: https://gerrit.libreoffice.org/c/core/+/173116 Reviewed-by: Tomaž Vajngerl <quikee@gmail.com> Tested-by: Jenkins CollaboraOffice <jenkinscollaboraoffice@gmail.com> Reviewed-on: https://gerrit.libreoffice.org/c/core/+/177236 Tested-by: Jenkins
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2 changed files with 19 additions and 4 deletions
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@ -3178,11 +3178,26 @@ CPPUNIT_TEST_FIXTURE(SdTiledRenderingTest, testSlideshowLayeredRendering_Animati
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CPPUNIT_ASSERT(rJsonMsg.indexOf(u"\"group\": \"DrawPage\"") >= 0);
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CPPUNIT_ASSERT(rJsonMsg.indexOf(u"\"index\": 3") >= 0);
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CPPUNIT_ASSERT_EQUAL(-1, rJsonMsg.indexOf(u"\"initVisible\""));
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CPPUNIT_ASSERT(rJsonMsg.indexOf(u"\"type\": \"bitmap\"") >= 0);
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debugWriteImageToFile(6, pBuffer, nViewWidth, nViewHeight, rJsonMsg.toUtf8().getStr());
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}
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{
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std::vector<sal_uInt8> pBuffer(nViewWidth * nViewHeight * 4);
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bool bIsBitmapLayer = false;
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OUString rJsonMsg;
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CPPUNIT_ASSERT(!pXImpressDocument->renderNextSlideLayer(pBuffer.data(), bIsBitmapLayer, rJsonMsg));
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CPPUNIT_ASSERT(bIsBitmapLayer);
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CPPUNIT_ASSERT(rJsonMsg.indexOf(u"\"group\": \"DrawPage\"") >= 0);
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CPPUNIT_ASSERT(rJsonMsg.indexOf(u"\"index\": 4") >= 0);
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CPPUNIT_ASSERT(rJsonMsg.indexOf(u"\"initVisible\": false") >= 0);
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CPPUNIT_ASSERT(rJsonMsg.indexOf(u"\"type\": \"animated\"") >= 0);
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CPPUNIT_ASSERT(rJsonMsg.indexOf(u"\"type\": \"bitmap\"") >= 0);
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debugWriteImageToFile(6, pBuffer, nViewWidth, nViewHeight, rJsonMsg.toUtf8().getStr());
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debugWriteImageToFile(7, pBuffer, nViewWidth, nViewHeight, rJsonMsg.toUtf8().getStr());
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}
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{
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@ -164,12 +164,12 @@ public:
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if (mrRenderState.isObjectInAnimation(pObject))
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{
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// Animated object has to be only one in the render
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mrRenderState.mbSkipAllInThisPass = true;
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// Animated object cannot be attached to the previous object
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if (!mrRenderState.mbFirstObjectInPass)
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return;
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// Animated object has to be only one in the render
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mrRenderState.mbSkipAllInThisPass = true;
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}
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if (mrRenderState.meStage == RenderStage::Master && hasFields(pObject)
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