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#ifndef _SDR_CONTACT_VIEWOBJECTCONTACT_HXX
#define _SDR_CONTACT_VIEWOBJECTCONTACT_HXX
#include <sal/types.h>
#include <vector>
#include <tools/debug.hxx>
#include <tools/gen.hxx>
#include "svx/svxdllapi.h"
#include <drawinglayer/primitive2d/baseprimitive2d.hxx>
//////////////////////////////////////////////////////////////////////////////
// predeclarations
class Region;
namespace sdr { namespace contact {
class DisplayInfo;
class ObjectContact;
class ViewContact;
class ViewObjectContactRedirector;
}}
namespace sdr { namespace animation {
class PrimitiveAnimation;
}}
//////////////////////////////////////////////////////////////////////////////
namespace sdr
{
namespace contact
{
class SVX_DLLPUBLIC ViewObjectContact
{
private:
// must-exist and constant contacts
ObjectContact& mrObjectContact;
ViewContact& mrViewContact;
// This range defines the object's BoundRect
basegfx::B2DRange maObjectRange;
// PrimitiveSequence of the ViewContact. This contains all necessary information
// for the graphical visualisation and needs to be supported by all VCs which
// can be visualized.
drawinglayer::primitive2d::Primitive2DSequence mxPrimitive2DSequence;
// the PrimitiveAnimation if Primitive2DSequence contains animations
sdr::animation::PrimitiveAnimation* mpPrimitiveAnimation;
// bitfield
// This bool gets set when the object gets invalidated by ActionChanged() and
// can be used from the OC to late-invalidates
unsigned mbLazyInvalidate : 1;
protected:
// make redirector a protected friend, it needs to call createPrimitives as default action
friend class ViewObjectContactRedirector;
// Called from getPrimitive2DSequence() when vector has changed. Evaluate object animation
// and setup accordingly
void checkForPrimitive2DAnimations();
// This method is responsible for creating the graphical visualisation data which is
// stored/cached in the local primitive. Default gets view-independent Primitive
// from the ViewContact using ViewContact::getViewIndependentPrimitive2DSequence(), takes care of
// visibility, handles glue and ghosted.
// This method will not handle included hierarchies and not check geometric visibility.
virtual drawinglayer::primitive2d::Primitive2DSequence createPrimitive2DSequence(const DisplayInfo& rDisplayInfo) const;
// method for flushing Primitive2DSequence for VOC implementations
void flushPrimitive2DSequence() { mxPrimitive2DSequence.realloc(0); }
public:
// basic constructor.
ViewObjectContact(ObjectContact& rObjectContact, ViewContact& rViewContact);
virtual ~ViewObjectContact();
// access to ObjectContact
ObjectContact& GetObjectContact() const { return mrObjectContact; }
// access to ViewContact
ViewContact& GetViewContact() const { return mrViewContact; }
// get the oebject's size range
const basegfx::B2DRange& getObjectRange() const;
// A ViewObjectContact was deleted and shall be forgotten.
void RemoveViewObjectContact(ViewObjectContact& rVOContact);
// React on changes of the object of this ViewContact
virtual void ActionChanged();
// LazyInvalidate handling
void triggerLazyInvalidate();
// Check if this primitive is animated in any OC (View) which means it has
// generated a PrimitiveAnimation
bool isAnimated() const { return (0 != mpPrimitiveAnimation); }
// Take some action when new objects are inserted
virtual void ActionChildInserted(ViewContact& rChild);
// access to the local primitive. This will ensure that the local primitive is
// current in comparing the local one with a fresh created incarnation
// This method will not handle included hierarchies and not check visibility.
drawinglayer::primitive2d::Primitive2DSequence getPrimitive2DSequence(const DisplayInfo& rDisplayInfo) const;
// test this VOC for visibility concerning model-view stuff like e.g. Layer
virtual bool isPrimitiveVisible(const DisplayInfo& rDisplayInfo) const;
// test this VOC for ghosted mode
virtual bool isPrimitiveGhosted(const DisplayInfo& rDisplayInfo) const;
// process this primitive: Eventually also recursively travel an existing hierarchy,
// e.g. for group objects, scenes or pages. This method will test geometrical visibility.
virtual drawinglayer::primitive2d::Primitive2DSequence getPrimitive2DSequenceHierarchy(DisplayInfo& rDisplayInfo) const;
// just process the sub-hierarchy, used as tooling from getPrimitive2DSequenceHierarchy
drawinglayer::primitive2d::Primitive2DSequence getPrimitive2DSequenceSubHierarchy(DisplayInfo& rDisplayInfo) const;
};
} // end of namespace contact
} // end of namespace sdr
//////////////////////////////////////////////////////////////////////////////
#endif //_SDR_CONTACT_VIEWOBJECTCONTACT_HXX
// eof