office-gobmx/basegfx/source/inc/PolygonPoint.hxx
Sebastian Spaeth 4905a19032 Add vim/emacs modelines to all source files
Fixes #fdo30794
Based on bin/add-modelines script (originally posted in mail
1286706307.1871.1399280959@webmail.messagingengine.com)

Signed-off-by: Sebastian Spaeth <Sebastian@SSpaeth.de>
2010-10-14 17:02:15 +02:00

541 lines
16 KiB
C++

/* -*- Mode: C++; tab-width: 4; indent-tabs-mode: nil; c-basic-offset: 4 -*- */
/*************************************************************************
*
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#ifndef _POLYGON_POINT_HXX
#define _POLYGON_POINT_HXX
#include <vector>
//////////////////////////////////////////////////////////////////////////////
template < class Point > class SimplePointEntry
{
Point maPoint;
public:
SimplePointEntry()
: maPoint(Point::getEmptyPoint())
{
}
SimplePointEntry(const Point& rInitPoint)
: maPoint(rInitPoint)
{
}
const Point& getPoint() const
{
return maPoint;
}
void setPoint(const Point& rValue)
{
maPoint = rValue;
}
bool operator==(const SimplePointEntry& rEntry) const
{
return (maPoint == rEntry.maPoint);
}
};
//////////////////////////////////////////////////////////////////////////////
template < class Vector > class SimpleBezierEntry
{
Vector maBackward;
Vector maForward;
public:
SimpleBezierEntry()
: maBackward(Vector::getEmptyVector()),
maForward(Vector::getEmptyVector())
{
}
SimpleBezierEntry(const Vector& rInitBackward, const Vector& rInitForward)
: maBackward(rInitBackward),
maForward(rInitForward)
{
}
const Vector& getBackwardVector() const
{
return maBackward;
}
void setBackwardVector(const Vector& rValue)
{
maBackward = rValue;
}
const Vector& getForwardVector() const
{
return maForward;
}
void setForwardVector(const Vector& rValue)
{
maForward = rValue;
}
bool isBezierNeeded()
{
if(maBackward != Vector::getEmptyVector() || maForward != Vector::getEmptyVector())
return true;
return false;
}
bool operator==(const SimpleBezierEntry& rEntry) const
{
return ((maBackward == rEntry.maBackward) && (maForward == rEntry.maForward));
}
void doInvertForFlip()
{
maBackward = -maBackward;
maForward = -maForward;
}
};
//////////////////////////////////////////////////////////////////////////////
template < class Point, class Vector > class PolygonPointList
{
typedef SimplePointEntry< Point > LocalSimplePointEntry;
typedef SimpleBezierEntry< Vector > LocalSimpleBezierEntry;
typedef ::std::vector< LocalSimplePointEntry > SimplePointVector;
typedef ::std::vector< LocalSimpleBezierEntry > SimpleBezierVector;
sal_uInt32 mnBezierCount;
SimplePointVector maPoints;
SimpleBezierVector* mpVectors;
unsigned mbIsClosed : 1;
void implTryToReduceToPointVector()
{
if(!mnBezierCount && mpVectors)
{
delete mpVectors;
mpVectors = 0L;
}
}
public:
bool isBezier() const
{
return bool(mnBezierCount);
}
bool isClosed() const
{
return bool(mbIsClosed);
}
void setClosed(bool bNew)
{
mbIsClosed = bNew;
}
sal_uInt32 count() const
{
return maPoints.size();
}
PolygonPointList()
: mnBezierCount(0L),
mpVectors(0L),
mbIsClosed(false)
{
// complete initialization with defaults
}
PolygonPointList(const PolygonPointList& rSource)
: mnBezierCount(0L),
maPoints(rSource.maPoints),
mpVectors(0L),
mbIsClosed(rSource.mbIsClosed)
{
// complete initialization using copy
if(rSource.mpVectors && rSource.mnBezierCount)
{
mpVectors = new SimpleBezierVector(*rSource.mpVectors);
mnBezierCount = rSource.mnBezierCount;
}
}
PolygonPointList(const PolygonPointList& rSource, sal_uInt32 nIndex, sal_uInt32 nCount)
: mnBezierCount(0L),
maPoints(nCount),
mpVectors(0L),
mbIsClosed(rSource.mbIsClosed)
{
// complete initialization using partly copy
if(nCount)
{
// copy point data
{
SimplePointVector::const_iterator aStart(rSource.maPoints.begin());
aStart += nIndex;
SimplePointVector::const_iterator aEnd(aStart);
aEnd += nCount;
maPoints.insert(0L, aStart, aEnd);
}
// copy bezier data
if(rSource.mpVectors && rSource.mnBezierCount)
{
mpVectors = new SimpleBezierVector();
mpVectors->reserve(nCount);
SimpleBezierVector::iterator aStart(mpVectors->begin());
aStart += nIndex;
SimpleBezierVector::iterator aEnd(aStart);
aEnd += nCount;
for( ; aStart != aEnd; ++aStart )
{
if(aStart->IsBezierNeeded())
{
mnBezierCount++;
}
mpVectors->push_back(*aStart);
}
// maybe vectors are not needed anymore, try to reduce memory footprint
implTryToReduceToPointVector();
}
}
}
~PolygonPointList()
{
if(mpVectors)
{
delete mpVectors;
}
}
bool isEqual(const PolygonPointList& rPointList) const
{
// same point count?
if(maPoints.size() != rPointList.maPoints.size())
return false;
// if zero points the polys are equal
if(!maPoints.size())
return true;
// if bezier count used it needs to be equal
if(mnBezierCount != rPointList.mnBezierCount)
return false;
// compare point content
if(maPoints != rPointList.maPoints)
return false;
// beziercounts are equal: if it's zero, we are done
if(!mnBezierCount)
return true;
// beziercounts are equal and not zero; compare them
OSL_ENSURE(0L != mpVectors, "Error: Bezier list needs to exist here(!)");
OSL_ENSURE(0L != rPointList.mpVectors, "Error: Bezier list needs to exist here(!)");
return (*mpVectors == *rPointList.mpVectors);
}
const Point& getPoint(sal_uInt32 nIndex) const
{
return maPoints[nIndex].getPoint();
}
void setPoint(sal_uInt32 nIndex, const Point& rValue)
{
maPoints[nIndex].setPoint(rValue);
}
const Vector& getBackwardVector(sal_uInt32 nIndex) const
{
if(mpVectors)
return ((*mpVectors)[nIndex]).getBackwardVector();
else
return Vector::getEmptyVector();
}
void setBackwardVector(sal_uInt32 nIndex, const Vector& rValue)
{
if(mpVectors)
{
LocalSimpleBezierEntry& rDest = (*mpVectors)[nIndex];
bool bBezierNeededBefore(rDest.isBezierNeeded());
((*mpVectors)[nIndex]).setBackwardVector(rValue);
bool bBezierNeededAfter(rDest.isBezierNeeded());
if(bBezierNeededBefore != bBezierNeededAfter)
{
if(bBezierNeededAfter)
mnBezierCount++;
else
mnBezierCount--;
}
}
else
{
bool bEmptyVector(rValue == Vector::getEmptyVector());
if(bEmptyVector)
return;
mpVectors = new SimpleBezierVector(maPoints.size());
((*mpVectors)[nIndex]).setBackwardVector(rValue);
mnBezierCount++;
}
}
const Vector& getForwardVector(sal_uInt32 nIndex) const
{
if(mpVectors)
return ((*mpVectors)[nIndex]).getForwardVector();
else
return Vector::getEmptyVector();
}
void setForwardVector(sal_uInt32 nIndex, const Vector& rValue)
{
if(mpVectors)
{
LocalSimpleBezierEntry& rDest = (*mpVectors)[nIndex];
bool bBezierNeededBefore(rDest.isBezierNeeded());
((*mpVectors)[nIndex]).setForwardVector(rValue);
bool bBezierNeededAfter(rDest.isBezierNeeded());
if(bBezierNeededBefore != bBezierNeededAfter)
{
if(bBezierNeededAfter)
mnBezierCount++;
else
mnBezierCount--;
}
}
else
{
bool bEmptyVector(rValue == Vector::getEmptyVector());
if(bEmptyVector)
return;
mpVectors = new SimpleBezierVector(maPoints.size());
((*mpVectors)[nIndex]).setForwardVector(rValue);
mnBezierCount++;
}
}
void insert(sal_uInt32 nIndex, const Point& rPoint, sal_uInt32 nCount)
{
if(nCount)
{
// maybe vectors are not needed anymore, try to reduce memory footprint
implTryToReduceToPointVector();
// add nCount copies of rPoint
{
LocalSimplePointEntry aNode(rPoint);
SimplePointVector::iterator aIndex(maPoints.begin());
aIndex += nIndex;
maPoints.insert(aIndex, nCount, aNode);
}
// add nCount empty entries to keep indices synchronized
if(mpVectors)
{
LocalSimpleBezierEntry aNode;
SimpleBezierVector::iterator aIndex(mpVectors->begin());
aIndex += nIndex;
mpVectors->insert(aIndex, nCount, aNode);
}
}
}
void insert(sal_uInt32 nIndex, const PolygonPointList& rSource)
{
const sal_uInt32 nCount(rSource.maPoints.size());
if(nCount)
{
// instert point data
{
SimplePointVector::iterator aIndex(maPoints.begin());
aIndex += nIndex;
SimplePointVector::const_iterator aStart(rSource.maPoints.begin());
SimplePointVector::const_iterator aEnd(rSource.maPoints.end());
maPoints.insert(aIndex, aStart, aEnd);
}
// insert bezier data
if(rSource.mpVectors && rSource.mnBezierCount)
{
SimpleBezierVector::iterator aIndex(mpVectors->begin());
aIndex += nIndex;
SimpleBezierVector::iterator aStart(rSource.mpVectors->begin());
SimpleBezierVector::iterator aEnd(rSource.mpVectors->end());
if(!mpVectors)
{
mpVectors = new SimpleBezierVector(maPoints.size() - nCount);
}
mpVectors->insert(aIndex, aStart, aEnd);
mnBezierCount += rSource.mnBezierCount;
}
else
{
// maybe vectors are not needed anymore, try to reduce memory footprint
implTryToReduceToPointVector();
// add nCount empty entries to keep indices synchronized
if(mpVectors)
{
LocalSimpleBezierEntry aNode;
SimpleBezierVector::iterator aIndex(mpVectors->begin());
aIndex += nIndex;
mpVectors->insert(aIndex, nCount, aNode);
}
}
}
}
void remove(sal_uInt32 nIndex, sal_uInt32 nCount)
{
if(nCount)
{
// maybe vectors are not needed anymore, try to reduce memory footprint
implTryToReduceToPointVector();
// remove point data
{
SimplePointVector::iterator aStart(maPoints.begin());
aStart += nIndex;
const SimplePointVector::iterator aEnd(aStart + nCount);
maPoints.erase(aStart, aEnd);
}
// remove bezier data
if(mpVectors)
{
SimpleBezierVector::iterator aStart(mpVectors->begin());
aStart += nIndex;
const SimpleBezierVector::iterator aEnd(aStart + nCount);
// take care for correct mnBezierCount BEFORE erase
if(mnBezierCount)
{
SimpleBezierVector::iterator aTestIter(aStart);
for( ; mnBezierCount && aTestIter != aEnd; ++aTestIter)
{
if(aTestIter->isBezierNeeded())
mnBezierCount--;
}
}
if(mnBezierCount)
{
// erase nodes
mpVectors->erase(aStart, aEnd);
}
else
{
// try to reduce, maybe 0L == mnBezierCount
implTryToReduceToPointVector();
}
}
}
}
void flip()
{
if(maPoints.size() > 1)
{
// maybe vectors are not needed anymore, try to reduce memory footprint
implTryToReduceToPointVector();
// calculate half size
const sal_uInt32 nHalfSize(maPoints.size() >> 1L);
// flip point data
{
SimplePointVector::iterator aStart(maPoints.begin());
SimplePointVector::iterator aEnd(maPoints.end());
for(sal_uInt32 a(0); a < nHalfSize; a++)
{
LocalSimplePointEntry aTemp = *aStart;
*aStart++ = *aEnd;
*aEnd-- = aTemp;
}
}
// flip bezier data
if(mpVectors)
{
SimpleBezierVector::iterator aStart(mpVectors->begin());
SimpleBezierVector::iterator aEnd(mpVectors->end());
for(sal_uInt32 a(0); a < nHalfSize; a++)
{
LocalSimpleBezierEntry aTemp = *aStart;
aTemp.doInvertForFlip();
*aStart = *aEnd;
aStart->doInvertForFlip();
aStart++;
*aEnd-- = aTemp;
}
// also flip vectors of middle point (if existing)
if(maPoints.size() % 2)
{
(*mpVectors)[nHalfSize].doInvertForFlip();
}
}
}
}
};
//////////////////////////////////////////////////////////////////////////////
#endif _POLYGON_POINT_HXX
/* vim:set shiftwidth=4 softtabstop=4 expandtab: */