1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
|
/* -*- Mode: C++; tab-width: 4; indent-tabs-mode: nil; c-basic-offset: 4 -*- */
/*
* This file is part of the LibreOffice project.
*
* This Source Code Form is subject to the terms of the Mozilla Public
* License, v. 2.0. If a copy of the MPL was not distributed with this
* file, You can obtain one at http://mozilla.org/MPL/2.0/.
*
* This file incorporates work covered by the following license notice:
*
* 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 .
*/
#ifndef INCLUDED_DRAWINGLAYER_PRIMITIVE2D_ANIMATEDPRIMITIVE2D_HXX
#define INCLUDED_DRAWINGLAYER_PRIMITIVE2D_ANIMATEDPRIMITIVE2D_HXX
#include <drawinglayer/drawinglayerdllapi.h>
#include <drawinglayer/primitive2d/groupprimitive2d.hxx>
#include <basegfx/matrix/b2dhommatrix.hxx>
#include <basegfx/matrix/b2dhommatrixtools.hxx>
//////////////////////////////////////////////////////////////////////////////
// predefines
namespace drawinglayer { namespace animation {
class AnimationEntry;
}}
//////////////////////////////////////////////////////////////////////////////
namespace drawinglayer
{
namespace primitive2d
{
/** AnimatedSwitchPrimitive2D class
This is the basic class for simple, animated primitives. The basic idea
is to have an animation definition (AnimationEntry) who's basic
functionality is to return a state value for any given animation time in
the range of [0.0 .. 1.0]. Depending on the state, the decomposition
calculates an index, which of the members of the child vector is to
be visualized.
An example: For blinking, the Child vector should exist of two entries;
for values of [0.0 .. 0.5] the first, else the last entry will be used.
This mechanism is not limited to two entries, though.
*/
class DRAWINGLAYER_DLLPUBLIC AnimatedSwitchPrimitive2D : public GroupPrimitive2D
{
private:
/**
The animation definition which allows translation of a point in time
to an animation state [0.0 .. 1.0]. This member contains a cloned
definition and is owned by this implementation.
*/
animation::AnimationEntry* mpAnimationEntry;
/// bitfield
/** flag if this is a text or graphic animation. Necessary since SdrViews need to differentiate
between both types if they are on/off
*/
bool mbIsTextAnimation : 1;
public:
/// constructor
AnimatedSwitchPrimitive2D(
const animation::AnimationEntry& rAnimationEntry,
const Primitive2DSequence& rChildren,
bool bIsTextAnimation);
/// destructor - needed due to mpAnimationEntry
virtual ~AnimatedSwitchPrimitive2D();
/// data read access
const animation::AnimationEntry& getAnimationEntry() const { return *mpAnimationEntry; }
bool isTextAnimation() const { return mbIsTextAnimation; }
bool isGraphicAnimation() const { return !isTextAnimation(); }
/// compare operator
virtual bool operator==(const BasePrimitive2D& rPrimitive) const;
/// provide unique ID
DeclPrimitive2DIDBlock()
/** The getDecomposition is overloaded here since the decompose is dependent of the point in time,
so the default implementation is nut useful here, it needs to be handled locally
*/
virtual Primitive2DSequence get2DDecomposition(const geometry::ViewInformation2D& rViewInformation) const;
};
} // end of namespace primitive2d
} // end of namespace drawinglayer
//////////////////////////////////////////////////////////////////////////////
namespace drawinglayer
{
namespace primitive2d
{
/** AnimatedBlinkPrimitive2D class
Basically the same mechanism as in AnimatedSwitchPrimitive2D, but the
decomposition is specialized in delivering the children in the
range [0.0.. 0.5] and an empty sequence else
*/
class DRAWINGLAYER_DLLPUBLIC AnimatedBlinkPrimitive2D : public AnimatedSwitchPrimitive2D
{
protected:
public:
/// constructor
AnimatedBlinkPrimitive2D(
const animation::AnimationEntry& rAnimationEntry,
const Primitive2DSequence& rChildren,
bool bIsTextAnimation);
/// create local decomposition
virtual Primitive2DSequence get2DDecomposition(const geometry::ViewInformation2D& rViewInformation) const;
/// provide unique ID
DeclPrimitive2DIDBlock()
};
} // end of namespace primitive2d
} // end of namespace drawinglayer
//////////////////////////////////////////////////////////////////////////////
namespace drawinglayer
{
namespace primitive2d
{
/** AnimatedInterpolatePrimitive2D class
Specialized on multi-step animations based on matrix transformations. The
Child sequelce will be embedded in a matrix transformation. That transformation
will be linearly combined from the decomposed values and the animation value
to allow a smooth animation.
*/
class DRAWINGLAYER_DLLPUBLIC AnimatedInterpolatePrimitive2D : public AnimatedSwitchPrimitive2D
{
private:
/// the transformations
std::vector< basegfx::tools::B2DHomMatrixBufferedDecompose > maMatrixStack;
protected:
public:
/// constructor
AnimatedInterpolatePrimitive2D(
const std::vector< basegfx::B2DHomMatrix >& rmMatrixStack,
const animation::AnimationEntry& rAnimationEntry,
const Primitive2DSequence& rChildren,
bool bIsTextAnimation);
/// create local decomposition
virtual Primitive2DSequence get2DDecomposition(const geometry::ViewInformation2D& rViewInformation) const;
/// provide unique ID
DeclPrimitive2DIDBlock()
};
} // end of namespace primitive2d
} // end of namespace drawinglayer
//////////////////////////////////////////////////////////////////////////////
#endif //INCLUDED_DRAWINGLAYER_PRIMITIVE2D_ANIMATEDPRIMITIVE2D_HXX
/* vim:set shiftwidth=4 softtabstop=4 expandtab: */
|