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
4.1 KiB
C++
113 lines
4.1 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/primitivetools2d.hxx>
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#include <vcl/bitmapex.hxx>
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#include <basegfx/matrix/b2dhommatrix.hxx>
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// DiscreteShadowPrimitive2D class
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namespace drawinglayer::primitive2d
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{
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/** DiscreteShadow data class
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*/
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class DRAWINGLAYER_DLLPUBLIC DiscreteShadow
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{
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private:
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/// the original shadow BitmapEx in a special form
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BitmapEx maBitmapEx;
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/// buffered extracted parts of CombinedShadow for easier usage
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BitmapEx maTopLeft;
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BitmapEx maTop;
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BitmapEx maTopRight;
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BitmapEx maRight;
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BitmapEx maBottomRight;
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BitmapEx maBottom;
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BitmapEx maBottomLeft;
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BitmapEx maLeft;
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public:
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/// constructor
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explicit DiscreteShadow(const BitmapEx& rBitmapEx);
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/// data read access
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const BitmapEx& getBitmapEx() const { return maBitmapEx; }
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/// compare operator
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bool operator==(const DiscreteShadow& rCompare) const
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{
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return getBitmapEx() == rCompare.getBitmapEx();
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}
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/// helper accesses which create on-demand needed segments
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const BitmapEx& getTopLeft() const;
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const BitmapEx& getTop() const;
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const BitmapEx& getTopRight() const;
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const BitmapEx& getRight() const;
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const BitmapEx& getBottomRight() const;
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const BitmapEx& getBottom() const;
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const BitmapEx& getBottomLeft() const;
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const BitmapEx& getLeft() const;
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};
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/** DiscreteShadowPrimitive2D class
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*/
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class DRAWINGLAYER_DLLPUBLIC DiscreteShadowPrimitive2D final : public DiscreteMetricDependentPrimitive2D
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{
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private:
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// the object transformation of the rectangular object
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basegfx::B2DHomMatrix maTransform;
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// the bitmap shadow data
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DiscreteShadow maDiscreteShadow;
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/// create local decomposition
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virtual Primitive2DReference create2DDecomposition(const geometry::ViewInformation2D& rViewInformation) const override;
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public:
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/// constructor
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DiscreteShadowPrimitive2D(
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const basegfx::B2DHomMatrix& rTransform,
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const DiscreteShadow& rDiscreteShadow);
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/// data read access
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const basegfx::B2DHomMatrix& getTransform() const { return maTransform; }
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const DiscreteShadow& getDiscreteShadow() const { return maDiscreteShadow; }
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/// compare operator
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virtual bool operator==(const BasePrimitive2D& rPrimitive) const override;
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/// get range
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virtual basegfx::B2DRange getB2DRange(const geometry::ViewInformation2D& rViewInformation) const override;
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/// provide unique ID
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virtual sal_uInt32 getPrimitive2DID() 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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