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#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
*/
unsigned 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;
/// provide unique ID
DeclPrimitrive2DIDBlock()
/** 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;
};
} // 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;
/// provide unique ID
DeclPrimitrive2DIDBlock()
};
} // 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;
/// provide unique ID
DeclPrimitrive2DIDBlock()
};
} // end of namespace primitive2d
} // end of namespace drawinglayer
//////////////////////////////////////////////////////////////////////////////
#endif //INCLUDED_DRAWINGLAYER_PRIMITIVE2D_ANIMATEDPRIMITIVE2D_HXX
//////////////////////////////////////////////////////////////////////////////
// eof