blob: 631dfe816e2cf35beddf04fe2c28ddf1407fb0c4 [file] [log] [blame]
/**************************************************************
*
* Licensed to the Apache Software Foundation (ASF) under one
* or more contributor license agreements. See the NOTICE file
* distributed with this work for additional information
* regarding copyright ownership. The ASF licenses this file
* to you under the Apache License, Version 2.0 (the
* "License"); you may not use this file except in compliance
* with the License. You may obtain a copy of the License at
*
* http://www.apache.org/licenses/LICENSE-2.0
*
* Unless required by applicable law or agreed to in writing,
* software distributed under the License is distributed on an
* "AS IS" BASIS, WITHOUT WARRANTIES OR CONDITIONS OF ANY
* KIND, either express or implied. See the License for the
* specific language governing permissions and limitations
* under the License.
*
*************************************************************/
// MARKER(update_precomp.py): autogen include statement, do not remove
#include "precompiled_drawinglayer.hxx"
#include <drawinglayer/attribute/sdrlightattribute3d.hxx>
#include <basegfx/color/bcolor.hxx>
#include <basegfx/vector/b3dvector.hxx>
//////////////////////////////////////////////////////////////////////////////
namespace drawinglayer
{
namespace attribute
{
class ImpSdr3DLightAttribute
{
public:
// refcounter
sal_uInt32 mnRefCount;
// 3D light attribute definitions
basegfx::BColor maColor;
basegfx::B3DVector maDirection;
// bitfield
unsigned mbSpecular : 1;
ImpSdr3DLightAttribute(
const basegfx::BColor& rColor,
const basegfx::B3DVector& rDirection,
bool bSpecular)
: mnRefCount(0),
maColor(rColor),
maDirection(rDirection),
mbSpecular(bSpecular)
{
}
// data read access
const basegfx::BColor& getColor() const { return maColor; }
const basegfx::B3DVector& getDirection() const { return maDirection; }
bool getSpecular() const { return mbSpecular; }
bool operator==(const ImpSdr3DLightAttribute& rCandidate) const
{
return (getColor() == rCandidate.getColor()
&& getDirection() == rCandidate.getDirection()
&& getSpecular() == rCandidate.getSpecular());
}
static ImpSdr3DLightAttribute* get_global_default()
{
static ImpSdr3DLightAttribute* pDefault = 0;
if(!pDefault)
{
pDefault = new ImpSdr3DLightAttribute(
basegfx::BColor(),
basegfx::B3DVector(),
false);
// never delete; start with RefCount 1, not 0
pDefault->mnRefCount++;
}
return pDefault;
}
};
Sdr3DLightAttribute::Sdr3DLightAttribute(
const basegfx::BColor& rColor,
const basegfx::B3DVector& rDirection,
bool bSpecular)
: mpSdr3DLightAttribute(new ImpSdr3DLightAttribute(
rColor, rDirection, bSpecular))
{
}
Sdr3DLightAttribute::Sdr3DLightAttribute()
: mpSdr3DLightAttribute(ImpSdr3DLightAttribute::get_global_default())
{
mpSdr3DLightAttribute->mnRefCount++;
}
Sdr3DLightAttribute::Sdr3DLightAttribute(const Sdr3DLightAttribute& rCandidate)
: mpSdr3DLightAttribute(rCandidate.mpSdr3DLightAttribute)
{
mpSdr3DLightAttribute->mnRefCount++;
}
Sdr3DLightAttribute::~Sdr3DLightAttribute()
{
if(mpSdr3DLightAttribute->mnRefCount)
{
mpSdr3DLightAttribute->mnRefCount--;
}
else
{
delete mpSdr3DLightAttribute;
}
}
bool Sdr3DLightAttribute::isDefault() const
{
return mpSdr3DLightAttribute == ImpSdr3DLightAttribute::get_global_default();
}
Sdr3DLightAttribute& Sdr3DLightAttribute::operator=(const Sdr3DLightAttribute& rCandidate)
{
if(rCandidate.mpSdr3DLightAttribute != mpSdr3DLightAttribute)
{
if(mpSdr3DLightAttribute->mnRefCount)
{
mpSdr3DLightAttribute->mnRefCount--;
}
else
{
delete mpSdr3DLightAttribute;
}
mpSdr3DLightAttribute = rCandidate.mpSdr3DLightAttribute;
mpSdr3DLightAttribute->mnRefCount++;
}
return *this;
}
bool Sdr3DLightAttribute::operator==(const Sdr3DLightAttribute& rCandidate) const
{
if(rCandidate.mpSdr3DLightAttribute == mpSdr3DLightAttribute)
{
return true;
}
if(rCandidate.isDefault() != isDefault())
{
return false;
}
return (*rCandidate.mpSdr3DLightAttribute == *mpSdr3DLightAttribute);
}
const basegfx::BColor& Sdr3DLightAttribute::getColor() const
{
return mpSdr3DLightAttribute->getColor();
}
const basegfx::B3DVector& Sdr3DLightAttribute::getDirection() const
{
return mpSdr3DLightAttribute->getDirection();
}
bool Sdr3DLightAttribute::getSpecular() const
{
return mpSdr3DLightAttribute->getSpecular();
}
} // end of namespace attribute
} // end of namespace drawinglayer
//////////////////////////////////////////////////////////////////////////////
// eof