3b83c6ac80
.. instead of a Primitive2DContainer. The container very frequently contains only a single item, since the decomposition method often sticks only a single top-level node in there, so it turns out to be a net loss overall, memory consumption-wise. Also, if we return a single Primitive2DReference from a BufferedDecomposition, that maximises the sharing of data between the BufferedDecomposition objects at the bottom of the decomposed tree, and objects higher up. Change-Id: Iaf272e60e2997299cc35a1bd209c51b6b79e9a8b Reviewed-on: https://gerrit.libreoffice.org/c/core/+/162976 Tested-by: Jenkins Reviewed-by: Noel Grandin <noel.grandin@collabora.co.uk>
113 lines
5.2 KiB
C++
113 lines
5.2 KiB
C++
/* -*- Mode: C++; tab-width: 4; indent-tabs-mode: nil; c-basic-offset: 4 -*- */
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/*
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* This file is part of the LibreOffice project.
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*
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* This Source Code Form is subject to the terms of the Mozilla Public
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* License, v. 2.0. If a copy of the MPL was not distributed with this
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* file, You can obtain one at http://mozilla.org/MPL/2.0/.
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*
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* This file incorporates work covered by the following license notice:
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*
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* Licensed to the Apache Software Foundation (ASF) under one or more
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* contributor license agreements. See the NOTICE file distributed
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* with this work for additional information regarding copyright
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* ownership. The ASF licenses this file to you under the Apache
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* License, Version 2.0 (the "License"); you may not use this file
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* except in compliance with the License. You may obtain a copy of
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* the License at http://www.apache.org/licenses/LICENSE-2.0 .
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*/
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#pragma once
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#include <drawinglayer/drawinglayerdllapi.h>
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#include <drawinglayer/primitive2d/Primitive2DContainer.hxx>
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#include <drawinglayer/primitive2d/baseprimitive2d.hxx>
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#include <salhelper/timer.hxx>
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namespace drawinglayer::geometry
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{
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class ViewInformation2D;
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}
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namespace drawinglayer::primitive2d
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{
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/** BufferedDecompositionPrimitive2D class
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Baseclass for all C++ implementations of css::graphic::XPrimitive2D
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which want to buffer the decomposition result
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Buffering the decomposition is the most-used buffering and is thus used my most
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primitive implementations which support a decomposition as base class.
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The buffering is done by holding the last decomposition in the local parameter
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maBuffered2DDecomposition. The default implementation of get2DDecomposition checks
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if maBuffered2DDecomposition is empty. If yes, it uses create2DDecomposition
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to create the content. In all cases, maBuffered2DDecomposition is returned.
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For view-dependent primitives derived from Primitive2DBufferDecomposition more needs
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to be done when the decomposition depends on parts of the parameter ViewInformation2D.
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This defines a standard method for processing these:
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Implement a view-dependent get2DDecomposition doing the following steps:
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(a) Locally extract needed parameters from ViewInformation2D to new, local parameters
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(this may be a complete local copy of ViewInformation2D)
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(b) If a buffered decomposition exists, check if one of the new local parameters
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differs from the corresponding locally remembered (as member) ones. If yes,
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clear maBuffered2DDecomposition
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(d) call baseclass::get2DDecomposition which will use create2DDecomposition
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to fill maBuffered2DDecomposition if it's empty
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(e) copy the new local parameters to the corresponding locally remembered ones
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to identify if a new decomposition is needed at the next call
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(f) return maBuffered2DDecomposition
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*/
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class DRAWINGLAYERCORE_DLLPUBLIC BufferedDecompositionPrimitive2D : public BasePrimitive2D
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{
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private:
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// exclusive helper for Primitive2DFlusher
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friend void flushBufferedDecomposition(BufferedDecompositionPrimitive2D&);
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/// a sequence used for buffering the last create2DDecomposition() result
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Primitive2DReference maBuffered2DDecomposition;
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/// offer callback mechanism to flush buffered content timer-based
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::rtl::Reference<::salhelper::Timer> maCallbackTimer;
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mutable std::mutex maCallbackLock;
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sal_uInt16 maCallbackSeconds;
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protected:
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/** access methods to maBuffered2DDecomposition. The usage of this methods may allow
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later thread-safe stuff to be added if needed. Only to be used by getDecomposition()
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implementations for buffering the last decomposition.
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*/
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const Primitive2DReference& getBuffered2DDecomposition() const;
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void setBuffered2DDecomposition(Primitive2DReference rNew);
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/** method which is to be used to implement the local decomposition of a 2D primitive. */
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virtual Primitive2DReference
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create2DDecomposition(const geometry::ViewInformation2D& rViewInformation) const = 0;
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// when changing from null (which is inactive) to a count of seconds, the
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// callback mechanism to flush buffered content timer-based will be activated.
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// it is protected since the idea is that this gets called in the constructor
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// of derived classes.
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void setCallbackSeconds(sal_uInt16 nNew) { maCallbackSeconds = nNew; }
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public:
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// constructor/destructor
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BufferedDecompositionPrimitive2D();
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virtual ~BufferedDecompositionPrimitive2D();
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/** The getDecomposition default implementation will on demand use create2DDecomposition() if
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maBuffered2DDecomposition is empty. It will set maBuffered2DDecomposition to this obtained decomposition
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to buffer it. If the decomposition is also ViewInformation2D-dependent, this method needs to be
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overridden and the ViewInformation2D for the last decomposition need to be remembered, too, and
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be used in the next call to decide if the buffered decomposition may be reused or not.
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*/
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virtual void
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get2DDecomposition(Primitive2DDecompositionVisitor& rVisitor,
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const geometry::ViewInformation2D& rViewInformation) const override;
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};
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} // end of namespace drawinglayer::primitive2d
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/* vim:set shiftwidth=4 softtabstop=4 expandtab: */
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