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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.
A stripped down version with extended comments:

     // Create a hatch primitive (here a rectangle that will be filled with
     // the appropriate hatching, but has no border).
     // This will not draw it yet; it's so far only constructed to add it to a
     // display list later.
     const drawinglayer::primitive2d::Primitive2DReference aHatchPrimitive(
         new drawinglayer::primitive2d::PolyPolygonHatchPrimitive2D(...));

     // Create a rectangle around the hatch, to give it a border.
     const drawinglayer::primitive2d::Primitive2DReference aBlackRectanglePrimitive(
         new drawinglayer::primitive2d::PolygonHairlinePrimitive2D(...));

     // Here we want to render to a virtual device (to later obtain the bitmap
     // out of that), so prepare it.
     VirtualDevice aVirtualDevice;

     // Create processor and draw primitives, to get it ready for rendering.
     std::unique_ptr<drawinglayer::processor2d::BaseProcessor2D> pProcessor2D(
         drawinglayer::processor2d::createPixelProcessor2DFromOutputDevice(...));

     if (pProcessor2D)
     {
         // Fill-in the display list.
         drawinglayer::primitive2d::Primitive2DSequence aSequence(2);

         aSequence[0] = aHatchPrimitive;
         aSequence[1] = aBlackRectanglePrimitive;

         // Render it to the virtual device.
         pProcessor2D->process(aSequence);
         pProcessor2D.reset();
     }

     // Obtain the bitmap that was rendered from the virtual device, to re-use
     // it in the widget.
     aRetval = aVirtualDevice.GetBitmap(Point(0, 0), aVirtualDevice.GetOutputSizePixel());

== 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
primitives are 'Basic primitives', that are primitives that cannot be
decomposed.  The rest of the primitives can be decomposed to the basic
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.

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
printing), etc.

== How to Implement a new Primitive ("something new to draw") ==

* Create an ancestor of BasePrimitive2D
  (or of its ancestor if it fits the purpose better)

  * Assign it an ID [in drawinglayer_primitivetypes2d.hxx]

  * Implement its decomposition
    [virtual Primitive2DSequence create2DDecomposition(...)]

* Extend the (various) processor(s)
  If you need more than relying on just the decomposition

== Where is DrawingLayer used ==

* SdrObject(s) (rectangles, Circles, predefined shapes etc.)

* Selections

* Various smaller cases to 'just draw something'

  * Draw to a virtual device, and use the resulting bitmap (like the example
    above)

* Custom widgets (like the Header / Footer indicator button)
196'>Clean up remaining utl::LocalFileHelper::Convert...Stephan Bergmann 2015-08-18ConvertURLToSystemPath->getSystemPathFromFileURLCaolán McNamara 2015-08-18rBaseURL argument now unusedCaolán McNamara 2015-05-25convert TOTOP constants to scoped enumNoel Grandin 2015-05-10NOINSTANCE is implied now in IMPL_STATIC_LINK...Stephan Bergmann 2015-04-29Remove unnecessary STATIC_LINK macroStephan Bergmann 2015-04-16make CreateItemWindow return a VclPtr<>.Michael Meeks 2015-04-02Change INetProtocol enumerators to CamelCaseStephan Bergmann 2015-04-02Change INetProtocol to scoped enumerationStephan Bergmann 2014-10-03loplugin: cstylecastNoel Grandin 2014-09-23fdo#82577: Handle WindowNoel Grandin 2014-09-12Turn SfxItemState into a C++11 scoped enumerationStephan Bergmann 2014-09-10Replace uses of old SFX_ITEM_AVAILABLE alias with SFX_ITEM_DEFAULTStephan Bergmann 2014-04-26fdo#72006 Populate "Load URL" dropdown from picklist.Andrzej Hunt 2014-04-07sfx2: sal_Bool->boolNoel Grandin 2014-02-26Remove visual noise from sfx2Alexander Wilms 2014-02-23Remove unneccessary commentsAlexander Wilms