/* -*- 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 . */ #ifndef INCLUDED_DRAWINGLAYER_PRIMITIVE2D_ANIMATEDPRIMITIVE2D_HXX #define INCLUDED_DRAWINGLAYER_PRIMITIVE2D_ANIMATEDPRIMITIVE2D_HXX #include #include #include #include #include // predefines namespace drawinglayer { namespace animation { class AnimationEntry; }} namespace drawinglayer { namespace primitive2d { /** AnimatedSwitchPrimitive2D class This is the basic class for simple, animated primitives. The basic idea is to have an animation definition (AnimationEntry) who's basic functionality is to return a state value for any given animation time in the range of [0.0 .. 1.0]. Depending on the state, the decomposition calculates an index, which of the members of the child vector is to be visualized. An example: For blinking, the Child vector should exist of two entries; for values of [0.0 .. 0.5] the first, else the last entry will be used. This mechanism is not limited to two entries, though. */ class DRAWINGLAYER_DLLPUBLIC AnimatedSwitchPrimitive2D : public GroupPrimitive2D { private: /** The animation definition which allows translation of a point in time to an animation state [0.0 .. 1.0]. This member contains a cloned definition and is owned by this implementation. */ std::unique_ptr mpAnimationEntry; /** flag if this is a text or graphic animation. Necessary since SdrViews need to differentiate between both types if they are on/off */ bool mbIsTextAnimation : 1; protected: /** write access right for classes deriving from this who want to do special things (e.g. optimization, buffering). Caution: This is an exception from the read-only, non-modifyable paradigm for primitives, so special preparations may be needed. Usually should only be used for initialization (e.g. in a derived constructor) */ void setAnimationEntry(const animation::AnimationEntry& rNew); public: /// constructor AnimatedSwitchPrimitive2D( const animation::AnimationEntry& rAnimationEntry, const Primitive2DContainer& rChildren, bool bIsTextAnimation); /// destructor - needed due to mpAnimationEntry virtual ~AnimatedSwitchPrimitive2D() override; /// data read access const animation::AnimationEntry& getAnimationEntry() const { return *mpAnimationEntry; } bool isTextAnimation() const { return mbIsTextAnimation; } bool isGraphicAnimation() const { return !isTextAnimation(); } /// compare operator virtual bool operator==(const BasePrimitive2D& rPrimitive) const override; /// provide unique ID DeclPrimitive2DIDBlock() /** Override getDecomposition() here since the decompose depends on the point in time, so the default implementation is not useful here, it needs to be handled locally */ virtual void get2DDecomposition(Primitive2DContainer& rContainer, const geometry::ViewInformation2D& rViewInformation) const override; }; } // end of namespace primitive2d } // end of namespace drawinglayer namespace drawinglayer { namespace primitive2d { /** AnimatedBlinkPrimitive2D class Basically the same mechanism as in AnimatedSwitchPrimitive2D, but the decomposition is specialized in delivering the children in the range [0.0.. 0.5] and an empty sequence else */ class DRAWINGLAYER_DLLPUBLIC AnimatedBlinkPrimitive2D : public AnimatedSwitchPrimitive2D { protected: public: /// constructor AnimatedBlinkPrimitive2D( const animation::AnimationEntry& rAnimationEntry, const Primitive2DContainer& rChildren); /// create local decomposition virtual void get2DDecomposition(Primitive2DContainer& rContainer, const geometry::ViewInformation2D& rViewInformation) const override; /// provide unique ID DeclPrimitive2DIDBlock() }; } // end of namespace primitive2d } // end of namespace drawinglayer namespace drawinglayer { namespace primitive2d { /** AnimatedInterpolatePrimitive2D class Specialized on multi-step animations based on matrix transformations. The Child sequence will be embedded in a matrix transformation. That transformation will be linearly combined from the decomposed values and the animation value to allow a smooth animation. */ class DRAWINGLAYER_DLLPUBLIC AnimatedInterpolatePrimitive2D : public AnimatedSwitchPrimitive2D { private: /// the transformations std::vector< basegfx::tools::B2DHomMatrixBufferedDecompose > maMatrixStack; protected: public: /// constructor AnimatedInterpolatePrimitive2D( const std::vector< basegfx::B2DHomMatrix >& rmMatrixStack, const animation::AnimationEntry& rAnimationEntry, const Primitive2DContainer& rChildren); /// create local decomposition virtual void get2DDecomposition(Primitive2DContainer& rContainer, const geometry::ViewInformation2D& rViewInformation) const override; /// provide unique ID DeclPrimitive2DIDBlock() }; } // end of namespace primitive2d } // end of namespace drawinglayer #endif //INCLUDED_DRAWINGLAYER_PRIMITIVE2D_ANIMATEDPRIMITIVE2D_HXX /* vim:set shiftwidth=4 softtabstop=4 expandtab: */