00fa364a24
This is a follow-up to commit 37a52d30bb
(tdf#144091 svx: fix unwanted blur of shadow from table cell fill,
2021-09-20), where it turned out that the original bugdoc was just a
special case of almost full transparency (80%), that's why avoiding the
blur fixed the problem.
A more general approach instead is to multiply the alpha or the cell
fill of table shapes and the alpha of the shadow itself. The end result
is the same (80% transparency) for the first bugdoc, but this gives back
the blur on the second bugdoc.
Change-Id: I63560e3a73473c70157ecee8365ec7154217f269
Reviewed-on: https://gerrit.libreoffice.org/c/core/+/122532
Reviewed-by: Miklos Vajna <vmiklos@collabora.com>
Tested-by: Jenkins
85 lines
3.5 KiB
C++
85 lines
3.5 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/groupprimitive2d.hxx>
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#include <basegfx/matrix/b2dhommatrix.hxx>
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#include <basegfx/color/bcolor.hxx>
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namespace drawinglayer::primitive2d
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{
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/** ShadowPrimitive2D class
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This primitive defines a generic shadow geometry construction
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for 2D objects. It decomposes to a TransformPrimitive2D embedded
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into a ModifiedColorPrimitive2D.
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It's for primitive usage convenience, so that not everyone has
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to implement the generic shadow construction by himself.
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The same geometry as sequence of primitives is used as geometry and
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as shadow. Since these are RefCounted Uno-Api objects, no extra objects
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are needed for the shadow itself; all the local decompositions of the
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original geometry can be reused from the renderer for shadow visualisation.
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*/
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class DRAWINGLAYER_DLLPUBLIC ShadowPrimitive2D final : public GroupPrimitive2D
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{
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private:
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/// the shadow transformation, normally just an offset
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basegfx::B2DHomMatrix maShadowTransform;
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/// the shadow color to which all geometry is to be forced
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basegfx::BColor maShadowColor;
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/// the blur radius of the shadow
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double mfShadowBlur;
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public:
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/// constructor
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ShadowPrimitive2D(
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const basegfx::B2DHomMatrix& rShadowTransform,
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const basegfx::BColor& rShadowColor,
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double fShadowBlur,
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Primitive2DContainer&& aChildren);
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/// data read access
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const basegfx::B2DHomMatrix& getShadowTransform() const { return maShadowTransform; }
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const basegfx::BColor& getShadowColor() const { return maShadowColor; }
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double getShadowBlur() const { return mfShadowBlur; }
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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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/// create decomposition
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virtual void get2DDecomposition(Primitive2DDecompositionVisitor& rVisitor, 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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