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20 #ifndef INCLUDED_DRAWINGLAYER_PROCESSOR2D_BASEPROCESSOR2D_HXX
21 #define INCLUDED_DRAWINGLAYER_PROCESSOR2D_BASEPROCESSOR2D_HXX
23 #include <drawinglayer/drawinglayerdllapi.h>
25 #include <drawinglayer/primitive2d/Primitive2DVisitor.hxx>
26 #include <drawinglayer/primitive2d/baseprimitive2d.hxx>
27 #include <drawinglayer/geometry/viewinformation2d.hxx>
30 namespace drawinglayer::processor2d
32 /** BaseProcessor2D class
34 Base class for all C++ implementations of instances which process
37 Instances which process primitives can be renderers, but also stuff
38 for HitTests, BoundRect calculations and/or animation processing. The
39 main usage are renderers, but they are supposed to handle any primitive
42 The base implementation is constructed with a ViewInformation2D which
43 is accessible throughout the processor implementations. The idea is
44 to construct any processor with a given ViewInformation2D. To be able
45 to handle primitives which need to change the current transformation
46 (as e.g. TransformPrimitive2D) it is allowed for the processor implementation
47 to change its local value using updateViewInformation.
49 The basic processing method is process(..) which gets handed over the
50 sequence of primitives to process. For convenience of the C++ implementations,
51 the default implementation of process(..) maps all accesses to primitives to
52 single calls to processBasePrimitive2D(..) where the primitive in question is
53 already casted to the C++ implementation class.
55 The process(..) implementation makes a complete iteration over the given
56 sequence of primitives. If the Primitive is not derived from BasePrimitive2D
57 and thus not part of the C++ implementations, it converts ViewInformation2D
58 to the corresponding API implementation (a uno::Sequence< beans::PropertyValue >)
59 and recursively calls the method process(..) at the primitive with the decomposition
60 derived from that primitive. This is the preparation to handle unknown implementations
61 of the css::graphic::XPrimitive2D interface in the future.
63 So, to implement a basic processor, it is necessary to override and implement the
64 processBasePrimitive2D(..) method. A minimal renderer has to support the
65 Basic Primitives (see baseprimitive2d.hxx) and the Grouping Primitives (see
66 groupprimitive2d.hxx). These are (currently):
70 - BitmapPrimitive2D (bitmap data, possibly with transparency)
71 - PointArrayPrimitive2D (single points)
72 - PolygonHairlinePrimitive2D (hairline curves/polygons)
73 - PolyPolygonColorPrimitive2D (colored polygons)
77 - TransparencePrimitive2D (objects with freely defined transparence)
78 - InvertPrimitive2D (for XOR)
79 - MaskPrimitive2D (for masking)
80 - ModifiedColorPrimitive2D (for a stack of color modifications)
81 - TransformPrimitive2D (for a transformation stack)
83 A processor doing so is a minimal processor. Of course a processor may
84 handle any higher-level primitive (that has a decomposition implementation)
85 for more direct data access or performance reasons, too.
87 The main part of a processBasePrimitive2D implementation is a switch..case
88 construct, looking like the following:
90 void foo::processBasePrimitive2D(const BasePrimitive2D& rCandidate)
92 switch(rCandidate.getPrimitive2DID())
94 case PRIMITIVE2D_ID_??? :
96 // process PRIMITIVE2D_ID_??? here...
107 // process recursively
108 process(rCandidate.get2DDecomposition(getViewInformation2D()));
114 The default case makes the processor work with all complex primitives
115 by recursively using their decomposition.
117 You can also add a case for ignoring primitives by using:
119 case PRIMITIVE2D_ID_...IGNORE.A.. :
120 case PRIMITIVE2D_ID_...IGNORE.B.. :
121 case PRIMITIVE2D_ID_...IGNORE.C.. :
123 // ignore these primitives by neither processing nor
124 // recursively processing their decomposition
128 Another useful case is embedding the processing of a complex primitive by
129 bracketing it with some actions:
131 case PRIMITIVE2D_ID_SOME_TEXT :
133 // encapsulate e.g. with changing local variables, e.g.
134 // sometimes it's good to know if a basic primitive is
135 // part of a text, especially when not handling the text
136 // self but by purpose want to handle the decomposed
137 // geometries in the processor
139 process(rCandidate.get2DDecomposition(getViewInformation2D()));
144 As an example a processor collecting the outlines of a sequence of primitives
145 only needs to handle some Basic Primitives and create outline and collect
146 outline polygons e.g. for primitives with area like BitmapPrimitive2D (a
147 rectangle) and PolyPolygonColorPrimitive2D. When also handling the Grouping
148 Primitives MaskPrimitive2D (e.g. ignoring its content, using the mask polyPolygon)
149 and TransformPrimitive2D (to have the correct local transformation), a processor
150 creating the outline can be written using just four (4) primitives. As a tipp, it can
151 be helpful to add many for the purpose not interesting higher level primitives
152 to not force their decomposition to be created and/or parsed.
154 class DRAWINGLAYER_DLLPUBLIC BaseProcessor2D
: public drawinglayer::primitive2d::Primitive2DDecompositionVisitor
157 /// The ViewInformation2D itself. It's private to isolate accesses to it
158 geometry::ViewInformation2D maViewInformation2D
;
161 /* access method to allow the implementations to change the current
162 ViewInformation2D if needed. This allows isolating these accesses
165 void updateViewInformation(const geometry::ViewInformation2D
& rViewInformation2D
)
167 maViewInformation2D
= rViewInformation2D
;
170 /* as tooling, the process() implementation takes over API handling and calls this
171 virtual render method when the primitive implementation is BasePrimitive2D-based.
172 Default implementation does nothing
174 virtual void processBasePrimitive2D(const primitive2d::BasePrimitive2D
& rCandidate
);
176 void process(const primitive2d::BasePrimitive2D
& rCandidate
);
178 // Primitive2DDecompositionVisitor
179 virtual void visit(const primitive2d::Primitive2DReference
&) override final
;
180 virtual void visit(const primitive2d::Primitive2DContainer
&) override final
;
181 virtual void visit(primitive2d::Primitive2DContainer
&&) override final
;
184 /// constructor/destructor
185 explicit BaseProcessor2D(geometry::ViewInformation2D aViewInformation
);
186 virtual ~BaseProcessor2D();
188 /// the central processing method
189 void process(const primitive2d::Primitive2DContainer
& rSource
);
192 const geometry::ViewInformation2D
& getViewInformation2D() const { return maViewInformation2D
; }
195 } // end of namespace drawinglayer::processor2d
198 #endif //INCLUDED_DRAWINGLAYER_PROCESSOR2D_BASEPROCESSOR2D_HXX
200 /* vim:set shiftwidth=4 softtabstop=4 expandtab: */