c33f08ca36
nor will createProcessor2DFromOutputDevice Change-Id: I1e0359ef2f94eeaf2da9a89d9e9dfb615587d3da Reviewed-on: https://gerrit.libreoffice.org/c/core/+/114814 Tested-by: Caolán McNamara <caolanm@redhat.com> Reviewed-by: Caolán McNamara <caolanm@redhat.com>
84 lines
3.3 KiB
Markdown
84 lines
3.3 KiB
Markdown
# Drawing API
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Drawing API that can specify what to draw via a kind of display list.
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Example of the DrawingLayer use is eg. in `svx/source/xoutdev/xtabhtch.cxx:121`.
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A stripped down version with extended comments:
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// Create a hatch primitive (here a rectangle that will be filled with
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// the appropriate hatching, but has no border).
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// This will not draw it yet; it's so far only constructed to add it to a
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// display list later.
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const drawinglayer::primitive2d::Primitive2DReference aHatchPrimitive(
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new drawinglayer::primitive2d::PolyPolygonHatchPrimitive2D(...));
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// Create a rectangle around the hatch, to give it a border.
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const drawinglayer::primitive2d::Primitive2DReference aBlackRectanglePrimitive(
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new drawinglayer::primitive2d::PolygonHairlinePrimitive2D(...));
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// Here we want to render to a virtual device (to later obtain the bitmap
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// out of that), so prepare it.
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VirtualDevice aVirtualDevice;
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// Create processor and draw primitives, to get it ready for rendering.
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std::unique_ptr<drawinglayer::processor2d::BaseProcessor2D> pProcessor2D(
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drawinglayer::processor2d::createPixelProcessor2DFromOutputDevice(...));
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// Fill-in the display list.
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drawinglayer::primitive2d::Primitive2DSequence aSequence(2);
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aSequence[0] = aHatchPrimitive;
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aSequence[1] = aBlackRectanglePrimitive;
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// Render it to the virtual device.
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pProcessor2D->process(aSequence);
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pProcessor2D.reset();
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// Obtain the bitmap that was rendered from the virtual device, to re-use
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// it in the widget.
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aRetval = aVirtualDevice.GetBitmap(Point(0, 0), aVirtualDevice.GetOutputSizePixel());
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## DrawingLayer Glossary
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Primitives - classes that represent what should be drawn. It holds the data
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what to draw, but does not contain any kind of the rendering. Some of the
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primitives are 'Basic primitives', that are primitives that cannot be
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decomposed. The rest of the primitives can be decomposed to the basic
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primitives.
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Decomposition - a way how to break down the more complicated primitives into
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the basic primitives, and represent them via them; this logically makes the
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plain `Primitive2DSequence` display list a hierarchy.
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Eg. `PolygonMarkerPrimitive2D` can be decomposed to 2 hairlines
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`PolyPolygonHairlinePrimitive2D`'s, each with different color.
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Processor - a class that goes through the hierarchy of the Primitives, and
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renders it some way. Various processors, like `VclPixelProcessor2D` (renders to
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the screen), `VclMetafileProcessor2D` (renders to the VCL metafile, eg. for
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printing), etc.
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## How to Implement a New Primitive ("Something New to Draw")
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* Create an ancestor of `BasePrimitive2D`
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(or of its ancestor if it fits the purpose better)
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* Assign it an ID [in `drawinglayer_primitivetypes2d.hxx`]
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* Implement its decomposition
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[`virtual Primitive2DSequence create2DDecomposition(...)`]
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* Extend the (various) processor(s)
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If you need more than relying on just the decomposition
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## Where is DrawingLayer Used
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* `SdrObject`(s) (rectangles, Circles, predefined shapes etc.)
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* Selections
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* Various smaller cases to 'just draw something'
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* Draw to a virtual device, and use the resulting bitmap (like the example
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above)
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* Custom widgets (like the Header / Footer indicator button)
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