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// MARKER(update_precomp.py): autogen include statement, do not remove
#include "precompiled_drawinglayer.hxx"
#include <drawinglayer/primitive2d/unifiedtransparenceprimitive2d.hxx>
#include <basegfx/polygon/b2dpolygon.hxx>
#include <basegfx/polygon/b2dpolygontools.hxx>
#include <basegfx/color/bcolor.hxx>
#include <drawinglayer/primitive2d/polypolygonprimitive2d.hxx>
#include <drawinglayer/primitive2d/transparenceprimitive2d.hxx>
#include <drawinglayer/primitive2d/drawinglayer_primitivetypes2d.hxx>
#include <drawinglayer/primitive2d/polygonprimitive2d.hxx>
//////////////////////////////////////////////////////////////////////////////
using namespace com::sun::star;
//////////////////////////////////////////////////////////////////////////////
namespace drawinglayer
{
namespace primitive2d
{
UnifiedTransparencePrimitive2D::UnifiedTransparencePrimitive2D(
const Primitive2DSequence& rChildren,
double fTransparence)
: GroupPrimitive2D(rChildren),
mfTransparence(fTransparence)
{
}
bool UnifiedTransparencePrimitive2D::operator==(const BasePrimitive2D& rPrimitive) const
{
if(GroupPrimitive2D::operator==(rPrimitive))
{
const UnifiedTransparencePrimitive2D& rCompare = (UnifiedTransparencePrimitive2D&)rPrimitive;
return (getTransparence() == rCompare.getTransparence());
}
return false;
}
basegfx::B2DRange UnifiedTransparencePrimitive2D::getB2DRange(const geometry::ViewInformation2D& rViewInformation) const
{
// do not use the fallback to decomposition here since for a correct BoundRect we also
// need invisible (1.0 == getTransparence()) geometry; these would be deleted in the decomposition
return getB2DRangeFromPrimitive2DSequence(getChildren(), rViewInformation);
}
Primitive2DSequence UnifiedTransparencePrimitive2D::get2DDecomposition(const geometry::ViewInformation2D& rViewInformation) const
{
if(0.0 == getTransparence())
{
// no transparence used, so just use the content
return getChildren();
}
else if(getTransparence() > 0.0 && getTransparence() < 1.0)
{
// The idea is to create a TransparencePrimitive2D with transparent content using a fill color
// corresponding to the transparence value. Problem is that in most systems, the right
// and bottom pixel array is not filled when filling polygons, thus this would not
// always produce a complete transparent bitmap. There are some solutions:
//
// - Grow the used polygon range by one discrete unit in X and Y. This
// will make the decomposition view-dependent.
//
// - For all filled polygon renderings, dra wthe polygon outline extra. This
// would lead to unwanted side effects when using concatenated polygons.
//
// - At this decomposition, add a filled polygon and a hairline polygon. This
// solution stays view-independent.
//
// I will take the last one here. The small overhead of two primitives will only be
// used when UnifiedTransparencePrimitive2D is not handled directly.
const basegfx::B2DRange aPolygonRange(getB2DRangeFromPrimitive2DSequence(getChildren(), rViewInformation));
const basegfx::B2DPolygon aPolygon(basegfx::tools::createPolygonFromRect(aPolygonRange));
const basegfx::BColor aGray(getTransparence(), getTransparence(), getTransparence());
Primitive2DSequence aTransparenceContent(2);
aTransparenceContent[0] = Primitive2DReference(new PolyPolygonColorPrimitive2D(basegfx::B2DPolyPolygon(aPolygon), aGray));
aTransparenceContent[1] = Primitive2DReference(new PolygonHairlinePrimitive2D(aPolygon, aGray));
// create sub-transparence group with a gray-colored rectangular fill polygon
const Primitive2DReference xRefB(new TransparencePrimitive2D(getChildren(), aTransparenceContent));
return Primitive2DSequence(&xRefB, 1L);
}
else
{
// completely transparent or invalid definition, add nothing
return Primitive2DSequence();
}
}
// provide unique ID
ImplPrimitrive2DIDBlock(UnifiedTransparencePrimitive2D, PRIMITIVE2D_ID_UNIFIEDTRANSPARENCEPRIMITIVE2D)
} // end of namespace primitive2d
} // end of namespace drawinglayer
//////////////////////////////////////////////////////////////////////////////
// eof