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#ifndef INCLUDED_DRAWINGLAYER_PRIMITIVE2D_HIDDENGEOMETRYPRIMITIVE2D_HXX
#define INCLUDED_DRAWINGLAYER_PRIMITIVE2D_HIDDENGEOMETRYPRIMITIVE2D_HXX
#include <drawinglayer/drawinglayerdllapi.h>
#include <drawinglayer/primitive2d/groupprimitive2d.hxx>
//////////////////////////////////////////////////////////////////////////////
namespace drawinglayer
{
namespace primitive2d
{
// This primitive is used to represent geometry for non-visible objects,
// e.g. a PresObj's outline. To still be able to use primitives for HitTest
// functionality, the 2d decompositions will produce an as much as possible
// simplified line geometry encapsulated in this primtive when there is no
// line geometry. In a further enchanced version this may change to 'if neither
// filled nor lines' creation criteria. The whole primitive decomposes to nothing,
// so no one not knowing it will be influenced. Only helper processors for hit test
// (and maybe BoundRect extractors) will use it and it's children subcontent.
class DRAWINGLAYER_DLLPUBLIC HiddenGeometryPrimitive2D : public GroupPrimitive2D
{
public:
HiddenGeometryPrimitive2D(const Primitive2DSequence& rChildren);
// despite returning an empty decomposition since it's no visualisation data,
// range calculation is intended to use hidden geometry, so
// the local implementation will return the children's range
virtual basegfx::B2DRange getB2DRange(const geometry::ViewInformation2D& rViewInformation) const;
/// local decomposition. Implementation will return empty Primitive2DSequence
virtual Primitive2DSequence get2DDecomposition(const geometry::ViewInformation2D& rViewInformation) const;
// provide unique ID
DeclPrimitrive2DIDBlock()
};
} // end of namespace primitive2d
} // end of namespace drawinglayer
//////////////////////////////////////////////////////////////////////////////
#endif //INCLUDED_DRAWINGLAYER_PRIMITIVE2D_HIDDENGEOMETRYPRIMITIVE2D_HXX
//////////////////////////////////////////////////////////////////////////////
// eof