/* -*- 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 . */ #pragma once #include // Helper class *exclusively* for VclProcessor2D. It should only // be used internally, see current four usages. It is used to // render something with mask or transparence (see MaskPrimitive2D, // UnifiedTransparencePrimitive2D and TransparencePrimitive2D) or // as tooling for preparing pixelized output in the renderer // (see PatternFillPrimitive2D) if that is faster. // // To do so, initializing this instance takes over a lot of work // from you: // - It initializes a 'Content' VDev which is buffered (since it had // shown that re-allocating all the time is slower). It checks // visibility and all usages initializing this should check for // isVisible() after construction. // - It pre-initializes the 'Content' VDev with blitting the content // of the target VDev. // - It offers to get a 'Transparence' VDev (also from the buffer) if // needed. // // If 'Transparence' is/was used, it combines as needed to paint // all buffered stuff to target VDev when calling paint(). // Caution: It is designed to use *either* a fixed transparence in // the paint()-call *or* a fill TransparenceChannel using a // 'Transparence' VDev. It is *not* designed to use/combine // both - it's simply not needed for it's intended purpose/usage. // // Painting transparent works based on a simple principle: It first // blits the original content of the target VDev. Then the content // is painted on top of that, plus a Transparence/Mask prepared. // The combination always works since unchanged pixels will not // change, independent of the transparence value [0..255] it gets // mixed with. Or the other way around: Only pixels changed on the // Content *can* be changed by transparence values. // // This is 2.5 times faster than first painting to a // 'combined' VDev that supports transparency, as is used by the // presentation engine. // For the mentioned factor refer to: // Patch to demonstrate former and now repaint differences // https://gerrit.libreoffice.org/c/core/+/129301 // git fetch https://git.libreoffice.org/core refs/changes/01/129301/3 && git cherry-pick FETCH_HEAD // // Note: This principle only works when the target is RGB, so // useful for EditViews like for PrimitiveRenderers where this is // the case. For usage with GBA targets the starting conditions // would have to be modified to not blend against the initial color // of 'Content' (usually COL_WHITE). // // After having finished the rework of ShadowPrimitive2D, // SoftEdgePrimitive2D and GlowPrimitive2D (see commits:) // e735ad1c57cddaf17d6ffc0cf15b5e14fa63c4ad // 707b0c328a282d993fa33b618083d20b6c521de6 // c2d1458723c66c2fd717a112f89f773226adc841 // which used the impBufferDevice in such a mode combined with // mentioned 'combined' transparence VDev it is now possible // to return to this former, much faster method. // // Please do *not* hack/use this helper class, better create // a new one fitting your/the intended purpose. I do not want // to see losing performance by this getting modified again. // // Note: Using that 'combined' transparence VDev is not really // recommended, it may vanish anytime. That it works with // PrimitiveRenderers *at all* is neither designed nor tested // or recommended - it's pure coincidence. // // I hope that for the future all this will vanish by getting to // fully RGBA-capable devices - what is planned and makes sense. namespace drawinglayer { class impBufferDevice { OutputDevice& mrOutDev; VclPtr mpContent; VclPtr mpAlpha; tools::Rectangle maDestPixel; public: impBufferDevice(OutputDevice& rOutDev, const basegfx::B2DRange& rRange); ~impBufferDevice(); void paint(double fTrans = 0.0); bool isVisible() const { return !maDestPixel.IsEmpty(); } VirtualDevice& getContent(); VirtualDevice& getTransparence(); }; } // end of namespace drawinglayer /* vim:set shiftwidth=4 softtabstop=4 expandtab: */