office-gobmx/drawinglayer
A_GAN b90d0a9dc8 Update ShadowPrimitive2D to support shadow blur
Add attribute for the blur radius and get function.
give more range for the shadow depends on the size of the blur radius.
update the blur radius to be imported in Hmm and the test function.

Change-Id: I32faaf02884d9a6b2f11a9033178b3b6bb419580
Reviewed-on: https://gerrit.libreoffice.org/c/core/+/95388
Tested-by: Jenkins
Reviewed-by: Tomaž Vajngerl <quikee@gmail.com>
2020-06-04 18:43:51 +02:00
..
inc drawinglayer: clean-up namespaces in graphicprimitivehelper2d.hxx 2020-05-09 21:12:40 +02:00
qa/unit comphelper, drawinglayer, framework, starmath: clang-format these files 2020-05-18 22:51:45 +02:00
source Update ShadowPrimitive2D to support shadow blur 2020-06-04 18:43:51 +02:00
CppunitTest_drawinglayer_border.mk
drawinglayer.component
IwyuFilter_drawinglayer.yaml tdf#42949 Fix IWYU warnings in drawinglayer/ 2019-11-22 10:42:17 +01:00
Library_drawinglayer.mk tdf#49247: draw soft edges 2020-05-13 23:29:29 +02:00
Makefile
Module_drawinglayer.mk
README

Drawing API that can specify what to draw via a kind of display list.

Example of the DrawingLayer use is eg. in svx/source/xoutdev/xtabhtch.cxx:121.
A stripped down version with extended comments:

     // Create a hatch primitive (here a rectangle that will be filled with
     // the appropriate hatching, but has no border).
     // This will not draw it yet; it's so far only constructed to add it to a
     // display list later.
     const drawinglayer::primitive2d::Primitive2DReference aHatchPrimitive(
         new drawinglayer::primitive2d::PolyPolygonHatchPrimitive2D(...));

     // Create a rectangle around the hatch, to give it a border.
     const drawinglayer::primitive2d::Primitive2DReference aBlackRectanglePrimitive(
         new drawinglayer::primitive2d::PolygonHairlinePrimitive2D(...));

     // Here we want to render to a virtual device (to later obtain the bitmap
     // out of that), so prepare it.
     VirtualDevice aVirtualDevice;

     // Create processor and draw primitives, to get it ready for rendering.
     std::unique_ptr<drawinglayer::processor2d::BaseProcessor2D> pProcessor2D(
         drawinglayer::processor2d::createPixelProcessor2DFromOutputDevice(...));

     if (pProcessor2D)
     {
         // Fill-in the display list.
         drawinglayer::primitive2d::Primitive2DSequence aSequence(2);

         aSequence[0] = aHatchPrimitive;
         aSequence[1] = aBlackRectanglePrimitive;

         // Render it to the virtual device.
         pProcessor2D->process(aSequence);
         pProcessor2D.reset();
     }

     // Obtain the bitmap that was rendered from the virtual device, to re-use
     // it in the widget.
     aRetval = aVirtualDevice.GetBitmap(Point(0, 0), aVirtualDevice.GetOutputSizePixel());

== DrawingLayer glossary ==

Primitives - classes that represent what should be drawn.  It holds the data
what to draw, but does not contain any kind of the rendering.  Some of the
primitives are 'Basic primitives', that are primitives that cannot be
decomposed.  The rest of the primitives can be decomposed to the basic
primitives.

Decomposition - a way how to break down the more complicated primitives into
the basic primitives, and represent them via them; this logically makes the
plain Primitive2DSequence display list a hierarchy.
Eg. PolygonMarkerPrimitive2D can be decomposed to 2 hairlines
PolyPolygonHairlinePrimitive2D's, each with different color.

Processor - a class that goes through the hierarchy of the Primitives, and
renders it some way.  Various processors, like VclPixelProcessor2D (renders to
the screen), VclMetafileProcessor2D (renders to the VCL metafile, eg. for
printing), etc.

== How to Implement a new Primitive ("something new to draw") ==

* Create an ancestor of BasePrimitive2D
  (or of its ancestor if it fits the purpose better)

  * Assign it an ID [in drawinglayer_primitivetypes2d.hxx]

  * Implement its decomposition
    [virtual Primitive2DSequence create2DDecomposition(...)]

* Extend the (various) processor(s)
  If you need more than relying on just the decomposition

== Where is DrawingLayer used ==

* SdrObject(s) (rectangles, Circles, predefined shapes etc.)

* Selections

* Various smaller cases to 'just draw something'

  * Draw to a virtual device, and use the resulting bitmap (like the example
    above)

* Custom widgets (like the Header / Footer indicator button)