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/* -*- 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_GROUPPRIMITIVE2D_HXX
#define INCLUDED_DRAWINGLAYER_PRIMITIVE2D_GROUPPRIMITIVE2D_HXX
#include <drawinglayer/drawinglayerdllapi.h>
#include <drawinglayer/primitive2d/baseprimitive2d.hxx>
// GroupPrimitive2D class
namespace drawinglayer
{
namespace primitive2d
{
/** GroupPrimitive2D class
Baseclass for all grouping 2D primitives
The grouping primitive in it's basic form is capable of holding
a child primitive content and returns it on decomposition on default.
It is used for two main purposes, but more may apply:
- to transport extended information, e.g. for text classification,
see e.g. TextHierarchy*Primitive2D implementations. Since they
decompose to their child content, renderers not aware/interested
in that extra information will just ignore these primitives
- to encapsulate common geometry, e.g. the ShadowPrimitive2D implements
applying a generic shadow to a child sequence by adding the needed
offset and color stuff in the decomposition
In most cases the decomposition is straightforward, so by default
this primitive will not buffer the result and is not derived from
BufferedDecompositionPrimitive2D, but from BasePrimitive2D.
A renderer has to take GroupPrimitive2D derivations into account which
are used to hold a state.
Current Basic 2D StatePrimitives are:
- TransparencePrimitive2D (objects with freely defined transparence)
- InvertPrimitive2D (for XOR)
- MaskPrimitive2D (for masking)
- ModifiedColorPrimitive2D (for a stack of color modifications)
- TransformPrimitive2D (for a transformation stack)
*/
class DRAWINGLAYER_DLLPUBLIC GroupPrimitive2D : public BasePrimitive2D
{
private:
/// the children. Declared private since this shall never be changed at all after construction
Primitive2DSequence maChildren;
public:
/// constructor
explicit GroupPrimitive2D(const Primitive2DSequence& rChildren);
/// data read access
const Primitive2DSequence& getChildren() const { return maChildren; }
/// compare operator
virtual bool operator==( const BasePrimitive2D& rPrimitive ) const;
/// local decomposition. Implementation will just return children
virtual Primitive2DSequence get2DDecomposition(const geometry::ViewInformation2D& rViewInformation) const;
/// provide unique ID
DeclPrimitive2DIDBlock()
};
} // end of namespace primitive2d
} // end of namespace drawinglayer
#endif //INCLUDED_DRAWINGLAYER_PRIMITIVE2D_GROUPPRIMITIVE2D_HXX
/* vim:set shiftwidth=4 softtabstop=4 expandtab: */
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