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31 // MARKER(update_precomp.py): autogen include statement, do not remove
32 #include "precompiled_svx.hxx"
33 #include <svx/sdr/contact/viewcontactofvirtobj.hxx>
34 #include <svx/svdovirt.hxx>
35 #include <svx/sdr/contact/displayinfo.hxx>
36 #include <basegfx/matrix/b2dhommatrix.hxx>
37 #include <drawinglayer/primitive2d/transformprimitive2d.hxx>
38 #include <vcl/outdev.hxx>
40 //////////////////////////////////////////////////////////////////////////////
46 SdrVirtObj
& ViewContactOfVirtObj::GetVirtObj() const
48 return (SdrVirtObj
&)mrObject
;
51 ViewContactOfVirtObj::ViewContactOfVirtObj(SdrVirtObj
& rObj
)
52 : ViewContactOfSdrObj(rObj
)
56 ViewContactOfVirtObj::~ViewContactOfVirtObj()
60 // Access to possible sub-hierarchy
61 sal_uInt32
ViewContactOfVirtObj::GetObjectCount() const
63 // Here, SdrVirtObj's need to return 0L to show that they have no
64 // sub-hierarchy, even when they are group objects. This is necessary
65 // to avoid that the same VOCs will be added to the draw hierarchy
66 // twice which leads to problems.
68 // This solution is only a first solution to get things running. Later
69 // this needs to be replaced with creating real VOCs for the objects
70 // referenced by virtual objects to avoid the 'trick' of setting the
71 // offset for painting at the destination OutputDevive.
73 // As can be seen, with primitives, the problem will be solved using
74 // a transformPrimitive, so this solution can stay with primitives.
78 drawinglayer::primitive2d::Primitive2DSequence
ViewContactOfVirtObj::createViewIndependentPrimitive2DSequence() const
80 drawinglayer::primitive2d::Primitive2DSequence xRetval
;
82 // use method from referenced object to get the Primitive2DSequence
83 const drawinglayer::primitive2d::Primitive2DSequence
xSequenceVirtual(GetVirtObj().GetReferencedObj().GetViewContact().getViewIndependentPrimitive2DSequence());
85 if(xSequenceVirtual
.hasElements())
87 // create displacement transformation if we have content
88 ::basegfx::B2DHomMatrix aObjectMatrix
;
89 Point
aAnchor(GetVirtObj().GetAnchorPos());
91 if(aAnchor
.X() || aAnchor
.Y())
93 aObjectMatrix
.set(0, 2, aAnchor
.X());
94 aObjectMatrix
.set(1, 2, aAnchor
.Y());
97 // create transform primitive
98 const drawinglayer::primitive2d::Primitive2DReference
xReference(new drawinglayer::primitive2d::TransformPrimitive2D(aObjectMatrix
, xSequenceVirtual
));
99 xRetval
= drawinglayer::primitive2d::Primitive2DSequence(&xReference
, 1);
104 } // end of namespace contact
105 } // end of namespace sdr
107 //////////////////////////////////////////////////////////////////////////////