70cc2b191b
...mostly done with a rewriting Clang plugin, with just some manual tweaking necessary to fix poor macro usage. Change-Id: I71fa20213e86be10de332ece0aa273239df7b61a
86 lines
3.3 KiB
C++
86 lines
3.3 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_PRIMITIVE3D_HATCHTEXTUREPRIMITIVE3D_HXX
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#define INCLUDED_DRAWINGLAYER_PRIMITIVE3D_HATCHTEXTUREPRIMITIVE3D_HXX
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#include <drawinglayer/drawinglayerdllapi.h>
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#include <drawinglayer/primitive3d/textureprimitive3d.hxx>
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#include <drawinglayer/attribute/fillhatchattribute.hxx>
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namespace drawinglayer
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{
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namespace primitive3d
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{
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/** HatchTexturePrimitive3D class
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HatchTexturePrimitive3D is derived from GroupPrimitive3D, but implements
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a decomposition which is complicated enough for buffering. Since the group
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primitive has no default buffering, it is necessary here to add a local
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buffering mechanism for the decomposition
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*/
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class DRAWINGLAYER_DLLPUBLIC HatchTexturePrimitive3D : public TexturePrimitive3D
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{
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private:
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/// the hatch definition
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attribute::FillHatchAttribute maHatch;
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/// the buffered decomposed hatch
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Primitive3DSequence maBuffered3DDecomposition;
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protected:
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/// helper: local decomposition
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Primitive3DSequence impCreate3DDecomposition() const;
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/// local access methods to maBufferedDecomposition
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const Primitive3DSequence& getBuffered3DDecomposition() const { return maBuffered3DDecomposition; }
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void setBuffered3DDecomposition(const Primitive3DSequence& rNew) { maBuffered3DDecomposition = rNew; }
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public:
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/// constructor
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HatchTexturePrimitive3D(
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const attribute::FillHatchAttribute& rHatch,
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const Primitive3DSequence& rChildren,
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const basegfx::B2DVector& rTextureSize,
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bool bModulate,
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bool bFilter);
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/// data read access
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const attribute::FillHatchAttribute& getHatch() const { return maHatch; }
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/// compare operator
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virtual bool operator==(const BasePrimitive3D& rPrimitive) const SAL_OVERRIDE;
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/// local decomposition.
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virtual Primitive3DSequence get3DDecomposition(const geometry::ViewInformation3D& rViewInformation) const SAL_OVERRIDE;
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/// provide unique ID
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DeclPrimitive3DIDBlock()
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};
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} // end of namespace primitive3d
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} // end of namespace drawinglayer
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#endif //INCLUDED_DRAWINGLAYER_PRIMITIVE3D_HATCHTEXTUREPRIMITIVE3D_HXX
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/* vim:set shiftwidth=4 softtabstop=4 expandtab: */
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