office-gobmx/include/drawinglayer/primitive2d/animatedprimitive2d.hxx
Stephan Bergmann 70cc2b191b First batch of adding SAL_OVERRRIDE to overriding function declarations
...mostly done with a rewriting Clang plugin, with just some manual tweaking
necessary to fix poor macro usage.

Change-Id: I71fa20213e86be10de332ece0aa273239df7b61a
2014-03-26 16:39:26 +01:00

171 lines
6.5 KiB
C++

/* -*- Mode: C++; tab-width: 4; indent-tabs-mode: nil; c-basic-offset: 4 -*- */
/*
* This file is part of the LibreOffice project.
*
* This Source Code Form is subject to the terms of the Mozilla Public
* License, v. 2.0. If a copy of the MPL was not distributed with this
* file, You can obtain one at http://mozilla.org/MPL/2.0/.
*
* This file incorporates work covered by the following license notice:
*
* Licensed to the Apache Software Foundation (ASF) under one or more
* contributor license agreements. See the NOTICE file distributed
* with this work for additional information regarding copyright
* ownership. The ASF licenses this file to you under the Apache
* License, Version 2.0 (the "License"); you may not use this file
* except in compliance with the License. You may obtain a copy of
* the License at http://www.apache.org/licenses/LICENSE-2.0 .
*/
#ifndef INCLUDED_DRAWINGLAYER_PRIMITIVE2D_ANIMATEDPRIMITIVE2D_HXX
#define INCLUDED_DRAWINGLAYER_PRIMITIVE2D_ANIMATEDPRIMITIVE2D_HXX
#include <drawinglayer/drawinglayerdllapi.h>
#include <drawinglayer/primitive2d/groupprimitive2d.hxx>
#include <basegfx/matrix/b2dhommatrix.hxx>
#include <basegfx/matrix/b2dhommatrixtools.hxx>
// predefines
namespace drawinglayer { namespace animation {
class AnimationEntry;
}}
namespace drawinglayer
{
namespace primitive2d
{
/** AnimatedSwitchPrimitive2D class
This is the basic class for simple, animated primitives. The basic idea
is to have an animation definition (AnimationEntry) who's basic
functionality is to return a state value for any given animation time in
the range of [0.0 .. 1.0]. Depending on the state, the decomposition
calculates an index, which of the members of the child vector is to
be visualized.
An example: For blinking, the Child vector should exist of two entries;
for values of [0.0 .. 0.5] the first, else the last entry will be used.
This mechanism is not limited to two entries, though.
*/
class DRAWINGLAYER_DLLPUBLIC AnimatedSwitchPrimitive2D : public GroupPrimitive2D
{
private:
/**
The animation definition which allows translation of a point in time
to an animation state [0.0 .. 1.0]. This member contains a cloned
definition and is owned by this implementation.
*/
animation::AnimationEntry* mpAnimationEntry;
/// bitfield
/** flag if this is a text or graphic animation. Necessary since SdrViews need to differentiate
between both types if they are on/off
*/
bool mbIsTextAnimation : 1;
public:
/// constructor
AnimatedSwitchPrimitive2D(
const animation::AnimationEntry& rAnimationEntry,
const Primitive2DSequence& rChildren,
bool bIsTextAnimation);
/// destructor - needed due to mpAnimationEntry
virtual ~AnimatedSwitchPrimitive2D();
/// data read access
const animation::AnimationEntry& getAnimationEntry() const { return *mpAnimationEntry; }
bool isTextAnimation() const { return mbIsTextAnimation; }
bool isGraphicAnimation() const { return !isTextAnimation(); }
/// compare operator
virtual bool operator==(const BasePrimitive2D& rPrimitive) const SAL_OVERRIDE;
/// provide unique ID
DeclPrimitive2DIDBlock()
/** The getDecomposition is overloaded here since the decompose is dependent of the point in time,
so the default implementation is nut useful here, it needs to be handled locally
*/
virtual Primitive2DSequence get2DDecomposition(const geometry::ViewInformation2D& rViewInformation) const SAL_OVERRIDE;
};
} // end of namespace primitive2d
} // end of namespace drawinglayer
namespace drawinglayer
{
namespace primitive2d
{
/** AnimatedBlinkPrimitive2D class
Basically the same mechanism as in AnimatedSwitchPrimitive2D, but the
decomposition is specialized in delivering the children in the
range [0.0.. 0.5] and an empty sequence else
*/
class DRAWINGLAYER_DLLPUBLIC AnimatedBlinkPrimitive2D : public AnimatedSwitchPrimitive2D
{
protected:
public:
/// constructor
AnimatedBlinkPrimitive2D(
const animation::AnimationEntry& rAnimationEntry,
const Primitive2DSequence& rChildren,
bool bIsTextAnimation);
/// create local decomposition
virtual Primitive2DSequence get2DDecomposition(const geometry::ViewInformation2D& rViewInformation) const SAL_OVERRIDE;
/// provide unique ID
DeclPrimitive2DIDBlock()
};
} // end of namespace primitive2d
} // end of namespace drawinglayer
namespace drawinglayer
{
namespace primitive2d
{
/** AnimatedInterpolatePrimitive2D class
Specialized on multi-step animations based on matrix transformations. The
Child sequelce will be embedded in a matrix transformation. That transformation
will be linearly combined from the decomposed values and the animation value
to allow a smooth animation.
*/
class DRAWINGLAYER_DLLPUBLIC AnimatedInterpolatePrimitive2D : public AnimatedSwitchPrimitive2D
{
private:
/// the transformations
std::vector< basegfx::tools::B2DHomMatrixBufferedDecompose > maMatrixStack;
protected:
public:
/// constructor
AnimatedInterpolatePrimitive2D(
const std::vector< basegfx::B2DHomMatrix >& rmMatrixStack,
const animation::AnimationEntry& rAnimationEntry,
const Primitive2DSequence& rChildren,
bool bIsTextAnimation);
/// create local decomposition
virtual Primitive2DSequence get2DDecomposition(const geometry::ViewInformation2D& rViewInformation) const SAL_OVERRIDE;
/// provide unique ID
DeclPrimitive2DIDBlock()
};
} // end of namespace primitive2d
} // end of namespace drawinglayer
#endif //INCLUDED_DRAWINGLAYER_PRIMITIVE2D_ANIMATEDPRIMITIVE2D_HXX
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