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Diffstat (limited to 'drawinglayer/README.md')
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diff --git a/drawinglayer/README.md b/drawinglayer/README.md index b530ba6fedac..38bdc2197c70 100644 --- a/drawinglayer/README.md +++ b/drawinglayer/README.md @@ -1,6 +1,8 @@ +# Drawing API + Drawing API that can specify what to draw via a kind of display list. -Example of the DrawingLayer use is eg. in svx/source/xoutdev/xtabhtch.cxx:121. +Example of the DrawingLayer use is eg. in `svx/source/xoutdev/xtabhtch.cxx:121`. A stripped down version with extended comments: // Create a hatch primitive (here a rectangle that will be filled with @@ -39,7 +41,7 @@ A stripped down version with extended comments: // it in the widget. aRetval = aVirtualDevice.GetBitmap(Point(0, 0), aVirtualDevice.GetOutputSizePixel()); -== DrawingLayer glossary == +## DrawingLayer Glossary Primitives - classes that represent what should be drawn. It holds the data what to draw, but does not contain any kind of the rendering. Some of the @@ -49,31 +51,31 @@ primitives. Decomposition - a way how to break down the more complicated primitives into the basic primitives, and represent them via them; this logically makes the -plain Primitive2DSequence display list a hierarchy. -Eg. PolygonMarkerPrimitive2D can be decomposed to 2 hairlines -PolyPolygonHairlinePrimitive2D's, each with different color. +plain `Primitive2DSequence` display list a hierarchy. +Eg. `PolygonMarkerPrimitive2D` can be decomposed to 2 hairlines +`PolyPolygonHairlinePrimitive2D`'s, each with different color. Processor - a class that goes through the hierarchy of the Primitives, and -renders it some way. Various processors, like VclPixelProcessor2D (renders to -the screen), VclMetafileProcessor2D (renders to the VCL metafile, eg. for +renders it some way. Various processors, like `VclPixelProcessor2D` (renders to +the screen), `VclMetafileProcessor2D` (renders to the VCL metafile, eg. for printing), etc. -== How to Implement a new Primitive ("something new to draw") == +## How to Implement a New Primitive ("Something New to Draw") -* Create an ancestor of BasePrimitive2D +* Create an ancestor of `BasePrimitive2D` (or of its ancestor if it fits the purpose better) - * Assign it an ID [in drawinglayer_primitivetypes2d.hxx] + * Assign it an ID [in `drawinglayer_primitivetypes2d.hxx`] * Implement its decomposition - [virtual Primitive2DSequence create2DDecomposition(...)] + [`virtual Primitive2DSequence create2DDecomposition(...)`] * Extend the (various) processor(s) If you need more than relying on just the decomposition -== Where is DrawingLayer used == +## Where is DrawingLayer Used -* SdrObject(s) (rectangles, Circles, predefined shapes etc.) +* `SdrObject`(s) (rectangles, Circles, predefined shapes etc.) * Selections |