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#ifndef INCLUDED_DRAWINGLAYER_PRIMITIVE2D_TRANSFORMPRIMITIVE2D_HXX
#define INCLUDED_DRAWINGLAYER_PRIMITIVE2D_TRANSFORMPRIMITIVE2D_HXX
#include <drawinglayer/drawinglayerdllapi.h>
#include <drawinglayer/primitive2d/groupprimitive2d.hxx>
#include <basegfx/matrix/b2dhommatrix.hxx>
//////////////////////////////////////////////////////////////////////////////
namespace drawinglayer
{
namespace primitive2d
{
/** TransformPrimitive2D class
This is one of the basic grouping primitives and it provides
embedding a sequence of primitives (a geometry) into a
transformation. All renderers have to handle this, usually by
building a current transformation stack (linear combination)
and applying this to all to-be-rendered geometry. If not handling
this, the output will be mostly wrong since this primitive is
widely used.
It does transform by embedding an existing geometry into a
transformation as Child-content. This allows re-usage of the
refcounted Uno-Api primitives and their existung, buffered
decompositions.
It could e.g. be used to show a single object geometry in 1000
different, transformed states without the need to create those
thousand primitive contents.
*/
class DRAWINGLAYER_DLLPUBLIC TransformPrimitive2D : public GroupPrimitive2D
{
private:
// the transformation to apply to the child geometry
basegfx::B2DHomMatrix maTransformation;
public:
/// constructor
TransformPrimitive2D(
const basegfx::B2DHomMatrix& rTransformation,
const Primitive2DSequence& rChildren);
/// data read access
const basegfx::B2DHomMatrix& getTransformation() const { return maTransformation; }
/// compare operator
virtual bool operator==(const BasePrimitive2D& rPrimitive) const;
/// get range
virtual basegfx::B2DRange getB2DRange(const geometry::ViewInformation2D& rViewInformation) const;
/// provide unique ID
DeclPrimitrive2DIDBlock()
};
} // end of namespace primitive2d
} // end of namespace drawinglayer
//////////////////////////////////////////////////////////////////////////////
#endif //INCLUDED_DRAWINGLAYER_PRIMITIVE2D_TRANSFORMPRIMITIVE2D_HXX
//////////////////////////////////////////////////////////////////////////////
// eof