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#ifndef INCLUDED_DRAWINGLAYER_PRIMITIVE2D_SHADOWPRIMITIVE2D_HXX
#define INCLUDED_DRAWINGLAYER_PRIMITIVE2D_SHADOWPRIMITIVE2D_HXX
#include <drawinglayer/drawinglayerdllapi.h>
#include <drawinglayer/primitive2d/groupprimitive2d.hxx>
#include <basegfx/matrix/b2dhommatrix.hxx>
#include <basegfx/color/bcolor.hxx>
//////////////////////////////////////////////////////////////////////////////
namespace drawinglayer
{
namespace primitive2d
{
/** ShadowPrimitive2D class
This primitive defines a generic shadow geometry construction
for 2D objects. It decomposes to a TransformPrimitive2D embedded
into a ModifiedColorPrimitive2D.
It's for primtive usage convenience, so that not everyone has
to implement the generic shadow construction by himself.
The same geometry as sequence of primitives is used as geometry and
as shadow. Since these are RefCounted Uno-Api objects, no extra objects
are needed for the shadow itself; all the local decompositions of the
original geometry can be reused from the renderer for shadow visualisation.
*/
class DRAWINGLAYER_DLLPUBLIC ShadowPrimitive2D : public GroupPrimitive2D
{
private:
/// the shadow transformation, normally just an offset
basegfx::B2DHomMatrix maShadowTransform;
/// the shadow color to which all geometry is to be forced
basegfx::BColor maShadowColor;
public:
/// constructor
ShadowPrimitive2D(
const basegfx::B2DHomMatrix& rShadowTransform,
const basegfx::BColor& rShadowColor,
const Primitive2DSequence& rChildren);
/// data read access
const basegfx::B2DHomMatrix& getShadowTransform() const { return maShadowTransform; }
const basegfx::BColor& getShadowColor() const { return maShadowColor; }
/// compare operator
virtual bool operator==(const BasePrimitive2D& rPrimitive) const;
/// get range
virtual basegfx::B2DRange getB2DRange(const geometry::ViewInformation2D& rViewInformation) const;
/// create 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_SHADOWPRIMITIVE2D_HXX
//////////////////////////////////////////////////////////////////////////////
// eof