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*
* 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
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*************************************************************/
// MARKER(update_precomp.py): autogen include statement, do not remove
#include "precompiled_svx.hxx"
#include <svx/sdr/contact/viewcontactofvirtobj.hxx>
#include <svx/svdovirt.hxx>
#include <svx/sdr/contact/displayinfo.hxx>
#include <basegfx/matrix/b2dhommatrix.hxx>
#include <drawinglayer/primitive2d/transformprimitive2d.hxx>
#include <vcl/outdev.hxx>
#include <drawinglayer/primitive2d/sdrdecompositiontools2d.hxx>
//////////////////////////////////////////////////////////////////////////////
namespace sdr
{
namespace contact
{
SdrVirtObj& ViewContactOfVirtObj::GetVirtObj() const
{
return (SdrVirtObj&)mrObject;
}
ViewContactOfVirtObj::ViewContactOfVirtObj(SdrVirtObj& rObj)
: ViewContactOfSdrObj(rObj)
{
}
ViewContactOfVirtObj::~ViewContactOfVirtObj()
{
}
// Access to possible sub-hierarchy
sal_uInt32 ViewContactOfVirtObj::GetObjectCount() const
{
// Here, SdrVirtObj's need to return 0L to show that they have no
// sub-hierarchy, even when they are group objects. This is necessary
// to avoid that the same VOCs will be added to the draw hierarchy
// twice which leads to problems.
//
// This solution is only a first solution to get things running. Later
// this needs to be replaced with creating real VOCs for the objects
// referenced by virtual objects to avoid the 'trick' of setting the
// offset for painting at the destination OutputDevive.
//
// As can be seen, with primitives, the problem will be solved using
// a transformPrimitive, so this solution can stay with primitives.
return 0L;
}
drawinglayer::primitive2d::Primitive2DSequence ViewContactOfVirtObj::createViewIndependentPrimitive2DSequence() const
{
// create displacement transformation if we have content
basegfx::B2DHomMatrix aObjectMatrix;
Point aAnchor(GetVirtObj().GetAnchorPos());
if(aAnchor.X() || aAnchor.Y())
{
aObjectMatrix.set(0, 2, aAnchor.X());
aObjectMatrix.set(1, 2, aAnchor.Y());
}
// use method from referenced object to get the Primitive2DSequence
const drawinglayer::primitive2d::Primitive2DSequence xSequenceVirtual(
GetVirtObj().GetReferencedObj().GetViewContact().getViewIndependentPrimitive2DSequence());
if(xSequenceVirtual.hasElements())
{
// create transform primitive
const drawinglayer::primitive2d::Primitive2DReference xReference(
new drawinglayer::primitive2d::TransformPrimitive2D(
aObjectMatrix,
xSequenceVirtual));
return drawinglayer::primitive2d::Primitive2DSequence(&xReference, 1);
}
else
{
// always append an invisible outline for the cases where no visible content exists
const drawinglayer::primitive2d::Primitive2DReference xReference(
drawinglayer::primitive2d::createHiddenGeometryPrimitives2D(
false, aObjectMatrix));
return drawinglayer::primitive2d::Primitive2DSequence(&xReference, 1);
}
}
} // end of namespace contact
} // end of namespace sdr
//////////////////////////////////////////////////////////////////////////////
// eof