/* -*- Mode: C++; tab-width: 4; indent-tabs-mode: nil; c-basic-offset: 4 -*- */ /************************************************************************* * * OpenOffice.org - a multi-platform office productivity suite * * The Contents of this file are made available subject to * the terms of GNU Lesser General Public License Version 2.1. * * * GNU Lesser General Public License Version 2.1 * ============================================= * Copyright 2005 by Sun Microsystems, Inc. * 901 San Antonio Road, Palo Alto, CA 94303, USA * * This library is free software; you can redistribute it and/or * modify it under the terms of the GNU Lesser General Public * License version 2.1, as published by the Free Software Foundation. * * This library is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU * Lesser General Public License for more details. * * You should have received a copy of the GNU Lesser General Public * License along with this library; if not, write to the Free Software * Foundation, Inc., 59 Temple Place, Suite 330, Boston, * MA 02111-1307 USA * ************************************************************************/ // MARKER(update_precomp.py): autogen include statement, do not remove #include "precompiled_drawinglayer.hxx" #include #include #include ////////////////////////////////////////////////////////////////////////////// namespace drawinglayer { namespace attribute { class ImpSdr3DLightAttribute { public: // refcounter sal_uInt32 mnRefCount; // 3D light attribute definitions basegfx::BColor maColor; basegfx::B3DVector maDirection; // bitfield unsigned mbSpecular : 1; ImpSdr3DLightAttribute( const basegfx::BColor& rColor, const basegfx::B3DVector& rDirection, bool bSpecular) : mnRefCount(0), maColor(rColor), maDirection(rDirection), mbSpecular(bSpecular) { } // data read access const basegfx::BColor& getColor() const { return maColor; } const basegfx::B3DVector& getDirection() const { return maDirection; } bool getSpecular() const { return mbSpecular; } bool operator==(const ImpSdr3DLightAttribute& rCandidate) const { return (getColor() == rCandidate.getColor() && getDirection() == rCandidate.getDirection() && getSpecular() == rCandidate.getSpecular()); } static ImpSdr3DLightAttribute* get_global_default() { static ImpSdr3DLightAttribute* pDefault = 0; if(!pDefault) { pDefault = new ImpSdr3DLightAttribute( basegfx::BColor(), basegfx::B3DVector(), false); // never delete; start with RefCount 1, not 0 pDefault->mnRefCount++; } return pDefault; } }; Sdr3DLightAttribute::Sdr3DLightAttribute( const basegfx::BColor& rColor, const basegfx::B3DVector& rDirection, bool bSpecular) : mpSdr3DLightAttribute(new ImpSdr3DLightAttribute( rColor, rDirection, bSpecular)) { } Sdr3DLightAttribute::Sdr3DLightAttribute() : mpSdr3DLightAttribute(ImpSdr3DLightAttribute::get_global_default()) { mpSdr3DLightAttribute->mnRefCount++; } Sdr3DLightAttribute::Sdr3DLightAttribute(const Sdr3DLightAttribute& rCandidate) : mpSdr3DLightAttribute(rCandidate.mpSdr3DLightAttribute) { mpSdr3DLightAttribute->mnRefCount++; } Sdr3DLightAttribute::~Sdr3DLightAttribute() { if(mpSdr3DLightAttribute->mnRefCount) { mpSdr3DLightAttribute->mnRefCount--; } else { delete mpSdr3DLightAttribute; } } bool Sdr3DLightAttribute::isDefault() const { return mpSdr3DLightAttribute == ImpSdr3DLightAttribute::get_global_default(); } Sdr3DLightAttribute& Sdr3DLightAttribute::operator=(const Sdr3DLightAttribute& rCandidate) { if(rCandidate.mpSdr3DLightAttribute != mpSdr3DLightAttribute) { if(mpSdr3DLightAttribute->mnRefCount) { mpSdr3DLightAttribute->mnRefCount--; } else { delete mpSdr3DLightAttribute; } mpSdr3DLightAttribute = rCandidate.mpSdr3DLightAttribute; mpSdr3DLightAttribute->mnRefCount++; } return *this; } bool Sdr3DLightAttribute::operator==(const Sdr3DLightAttribute& rCandidate) const { if(rCandidate.mpSdr3DLightAttribute == mpSdr3DLightAttribute) { return true; } if(rCandidate.isDefault() != isDefault()) { return false; } return (*rCandidate.mpSdr3DLightAttribute == *mpSdr3DLightAttribute); } const basegfx::BColor& Sdr3DLightAttribute::getColor() const { return mpSdr3DLightAttribute->getColor(); } const basegfx::B3DVector& Sdr3DLightAttribute::getDirection() const { return mpSdr3DLightAttribute->getDirection(); } bool Sdr3DLightAttribute::getSpecular() const { return mpSdr3DLightAttribute->getSpecular(); } } // end of namespace attribute } // end of namespace drawinglayer ////////////////////////////////////////////////////////////////////////////// // eof /* vim:set shiftwidth=4 softtabstop=4 expandtab: */