office-gobmx/drawinglayer
Caolán McNamara 2023a52919 crashtesting: failure on conversion of fdo74498-1.doc to pdf
noticable since...

commit 894b4911ff
Date:   Thu Oct 28 09:27:29 2021 +0200

    pass DX array around using o3tl::span instead of pointer

but presumably a problem since...

commit 7939059069
Date:   Tue Sep 14 15:28:33 2010 +0200

    filled-tab-editeng.diff: Filled tab wasn't filled in shapes

    n#564454

here I assume the right fix is to extend the DXArray (if non-empty) to
match the new length using the value of the initial entry of the old
DXArray

Change-Id: I36a6040c2d05e108c7c6f9cdab9a33557036cd22
Reviewed-on: https://gerrit.libreoffice.org/c/core/+/124528
Tested-by: Jenkins
Tested-by: Caolán McNamara <caolanm@redhat.com>
Reviewed-by: Caolán McNamara <caolanm@redhat.com>
2021-10-31 17:33:46 +01:00
..
inc
qa/unit Simplify vector initialization in drawinglayer 2021-10-16 18:11:52 +02:00
source crashtesting: failure on conversion of fdo74498-1.doc to pdf 2021-10-31 17:33:46 +01:00
CppunitTest_drawinglayer_border.mk
CppunitTest_drawinglayer_processors.mk
drawinglayer.component
IwyuFilter_drawinglayer.yaml
Library_drawinglayer.mk
Makefile
Module_drawinglayer.mk
README.md

Drawing API

Drawing API that can specify what to draw via a kind of display list.

Example of the DrawingLayer use is eg. in svx/source/xoutdev/xtabhtch.cxx:121. A stripped down version with extended comments:

 // Create a hatch primitive (here a rectangle that will be filled with
 // the appropriate hatching, but has no border).
 // This will not draw it yet; it's so far only constructed to add it to a
 // display list later.
 const drawinglayer::primitive2d::Primitive2DReference aHatchPrimitive(
     new drawinglayer::primitive2d::PolyPolygonHatchPrimitive2D(...));

 // Create a rectangle around the hatch, to give it a border.
 const drawinglayer::primitive2d::Primitive2DReference aBlackRectanglePrimitive(
     new drawinglayer::primitive2d::PolygonHairlinePrimitive2D(...));

 // Here we want to render to a virtual device (to later obtain the bitmap
 // out of that), so prepare it.
 VirtualDevice aVirtualDevice;

 // Create processor and draw primitives, to get it ready for rendering.
 std::unique_ptr<drawinglayer::processor2d::BaseProcessor2D> pProcessor2D(
     drawinglayer::processor2d::createPixelProcessor2DFromOutputDevice(...));

 // Fill-in the display list.
 drawinglayer::primitive2d::Primitive2DSequence aSequence(2);

 aSequence[0] = aHatchPrimitive;
 aSequence[1] = aBlackRectanglePrimitive;

 // Render it to the virtual device.
 pProcessor2D->process(aSequence);
 pProcessor2D.reset();

 // Obtain the bitmap that was rendered from the virtual device, to re-use
 // it in the widget.
 aRetval = aVirtualDevice.GetBitmap(Point(0, 0), aVirtualDevice.GetOutputSizePixel());

DrawingLayer Glossary

Primitives - classes that represent what should be drawn. It holds the data what to draw, but does not contain any kind of the rendering. Some of the primitives are 'Basic primitives', that are primitives that cannot be decomposed. The rest of the primitives can be decomposed to the basic primitives.

Decomposition - a way how to break down the more complicated primitives into the basic primitives, and represent them via them; this logically makes the plain Primitive2DSequence display list a hierarchy. Eg. PolygonMarkerPrimitive2D can be decomposed to 2 hairlines PolyPolygonHairlinePrimitive2D's, each with different color.

Processor - a class that goes through the hierarchy of the Primitives, and renders it some way. Various processors, like VclPixelProcessor2D (renders to the screen), VclMetafileProcessor2D (renders to the VCL metafile, eg. for printing), etc.

How to Implement a New Primitive ("Something New to Draw")

  • Create an ancestor of BasePrimitive2D (or of its ancestor if it fits the purpose better)

    • Assign it an ID [in drawinglayer_primitivetypes2d.hxx]

    • Implement its decomposition [virtual Primitive2DSequence create2DDecomposition(...)]

  • Extend the (various) processor(s) If you need more than relying on just the decomposition

Where is DrawingLayer Used

  • SdrObject(s) (rectangles, Circles, predefined shapes etc.)

  • Selections

  • Various smaller cases to 'just draw something'

    • Draw to a virtual device, and use the resulting bitmap (like the example above)
  • Custom widgets (like the Header / Footer indicator button)