70cc2b191b
...mostly done with a rewriting Clang plugin, with just some manual tweaking necessary to fix poor macro usage. Change-Id: I71fa20213e86be10de332ece0aa273239df7b61a
171 lines
6.5 KiB
C++
171 lines
6.5 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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#ifndef INCLUDED_DRAWINGLAYER_PRIMITIVE2D_ANIMATEDPRIMITIVE2D_HXX
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#define INCLUDED_DRAWINGLAYER_PRIMITIVE2D_ANIMATEDPRIMITIVE2D_HXX
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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/matrix/b2dhommatrixtools.hxx>
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// predefines
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namespace drawinglayer { namespace animation {
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class AnimationEntry;
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}}
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namespace drawinglayer
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{
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namespace primitive2d
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{
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/** AnimatedSwitchPrimitive2D class
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This is the basic class for simple, animated primitives. The basic idea
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is to have an animation definition (AnimationEntry) who's basic
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functionality is to return a state value for any given animation time in
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the range of [0.0 .. 1.0]. Depending on the state, the decomposition
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calculates an index, which of the members of the child vector is to
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be visualized.
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An example: For blinking, the Child vector should exist of two entries;
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for values of [0.0 .. 0.5] the first, else the last entry will be used.
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This mechanism is not limited to two entries, though.
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*/
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class DRAWINGLAYER_DLLPUBLIC AnimatedSwitchPrimitive2D : public GroupPrimitive2D
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{
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private:
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/**
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The animation definition which allows translation of a point in time
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to an animation state [0.0 .. 1.0]. This member contains a cloned
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definition and is owned by this implementation.
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*/
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animation::AnimationEntry* mpAnimationEntry;
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/// bitfield
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/** flag if this is a text or graphic animation. Necessary since SdrViews need to differentiate
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between both types if they are on/off
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*/
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bool mbIsTextAnimation : 1;
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public:
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/// constructor
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AnimatedSwitchPrimitive2D(
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const animation::AnimationEntry& rAnimationEntry,
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const Primitive2DSequence& rChildren,
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bool bIsTextAnimation);
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/// destructor - needed due to mpAnimationEntry
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virtual ~AnimatedSwitchPrimitive2D();
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/// data read access
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const animation::AnimationEntry& getAnimationEntry() const { return *mpAnimationEntry; }
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bool isTextAnimation() const { return mbIsTextAnimation; }
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bool isGraphicAnimation() const { return !isTextAnimation(); }
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/// compare operator
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virtual bool operator==(const BasePrimitive2D& rPrimitive) const SAL_OVERRIDE;
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/// provide unique ID
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DeclPrimitive2DIDBlock()
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/** The getDecomposition is overloaded here since the decompose is dependent of the point in time,
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so the default implementation is nut useful here, it needs to be handled locally
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*/
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virtual Primitive2DSequence get2DDecomposition(const geometry::ViewInformation2D& rViewInformation) const SAL_OVERRIDE;
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};
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} // end of namespace primitive2d
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} // end of namespace drawinglayer
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namespace drawinglayer
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{
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namespace primitive2d
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{
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/** AnimatedBlinkPrimitive2D class
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Basically the same mechanism as in AnimatedSwitchPrimitive2D, but the
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decomposition is specialized in delivering the children in the
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range [0.0.. 0.5] and an empty sequence else
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*/
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class DRAWINGLAYER_DLLPUBLIC AnimatedBlinkPrimitive2D : public AnimatedSwitchPrimitive2D
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{
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protected:
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public:
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/// constructor
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AnimatedBlinkPrimitive2D(
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const animation::AnimationEntry& rAnimationEntry,
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const Primitive2DSequence& rChildren,
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bool bIsTextAnimation);
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/// create local decomposition
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virtual Primitive2DSequence get2DDecomposition(const geometry::ViewInformation2D& rViewInformation) const SAL_OVERRIDE;
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/// provide unique ID
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DeclPrimitive2DIDBlock()
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};
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} // end of namespace primitive2d
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} // end of namespace drawinglayer
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namespace drawinglayer
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{
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namespace primitive2d
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{
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/** AnimatedInterpolatePrimitive2D class
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Specialized on multi-step animations based on matrix transformations. The
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Child sequelce will be embedded in a matrix transformation. That transformation
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will be linearly combined from the decomposed values and the animation value
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to allow a smooth animation.
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*/
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class DRAWINGLAYER_DLLPUBLIC AnimatedInterpolatePrimitive2D : public AnimatedSwitchPrimitive2D
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{
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private:
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/// the transformations
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std::vector< basegfx::tools::B2DHomMatrixBufferedDecompose > maMatrixStack;
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protected:
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public:
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/// constructor
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AnimatedInterpolatePrimitive2D(
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const std::vector< basegfx::B2DHomMatrix >& rmMatrixStack,
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const animation::AnimationEntry& rAnimationEntry,
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const Primitive2DSequence& rChildren,
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bool bIsTextAnimation);
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/// create local decomposition
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virtual Primitive2DSequence get2DDecomposition(const geometry::ViewInformation2D& rViewInformation) const SAL_OVERRIDE;
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/// provide unique ID
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DeclPrimitive2DIDBlock()
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};
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} // end of namespace primitive2d
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} // end of namespace drawinglayer
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#endif //INCLUDED_DRAWINGLAYER_PRIMITIVE2D_ANIMATEDPRIMITIVE2D_HXX
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/* vim:set shiftwidth=4 softtabstop=4 expandtab: */
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