summaryrefslogtreecommitdiff
path: root/slideshow/source/engine/animatedsprite.cxx
blob: 94ee9e313ec91f805546340ac6d07cfe361b9c8c (plain)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
/* -*- 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 .
 */


#include <tools/diagnose_ex.h>

#include <animatedsprite.hxx>

#include <cppcanvas/canvas.hxx>
#include <cppcanvas/customsprite.hxx>
#include <canvas/canvastools.hxx>

#include <basegfx/vector/b2dvector.hxx>
#include <basegfx/point/b2dpoint.hxx>
#include <basegfx/matrix/b2dhommatrix.hxx>
#include <basegfx/numeric/ftools.hxx>


using namespace ::com::sun::star;

namespace slideshow::internal
{
        AnimatedSprite::AnimatedSprite( const ViewLayerSharedPtr&   rViewLayer,
                                        const ::basegfx::B2DSize&   rSpriteSizePixel,
                                        double                      nSpritePrio ) :
            mpViewLayer( rViewLayer ),
            mpSprite(),
            maEffectiveSpriteSizePixel( rSpriteSizePixel ),
            maContentPixelOffset(),
            mnSpritePrio(nSpritePrio),
            mnAlpha(0.0),
            maPosPixel(),
            maClip(),
            mbSpriteVisible( false )
        {
            ENSURE_OR_THROW( mpViewLayer, "AnimatedSprite::AnimatedSprite(): Invalid view layer" );

            // Add half a pixel tolerance to sprite size, since we later on compare
            // against it in resize(). And view transformations will almost never yield
            // the same data bits when transforming to device coordinates
            maEffectiveSpriteSizePixel += ::basegfx::B2DSize(0.5, 0.5);

            mpSprite = mpViewLayer->createSprite( maEffectiveSpriteSizePixel,
                                                  mnSpritePrio );

            ENSURE_OR_THROW( mpSprite, "AnimatedSprite::AnimatedSprite(): Could not create sprite" );
        }

        ::cppcanvas::CanvasSharedPtr AnimatedSprite::getContentCanvas() const
        {
            ENSURE_OR_THROW( mpViewLayer->getCanvas(), "AnimatedSprite::getContentCanvas(): No view layer canvas" );

            const ::cppcanvas::CanvasSharedPtr pContentCanvas( mpSprite->getContentCanvas() );
            pContentCanvas->clear();

            // extract linear part of canvas view transformation
            // (linear means: without translational components). The
            // only translation that is imposed at the view transform
            // is the local content pixel offset.

            // We can apply that directly here, no need to call
            // aLinearTransform.translate(), since, as said above, the
            // last column of aLinearTransform is assumed [0 0 1]
            ::basegfx::B2DHomMatrix aLinearTransform( mpViewLayer->getTransformation() );
            aLinearTransform.set( 0, 2, maContentPixelOffset.getX() );
            aLinearTransform.set( 1, 2, maContentPixelOffset.getY() );

            // apply linear part of canvas view transformation to sprite canvas
            pContentCanvas->setTransformation( aLinearTransform );

            return pContentCanvas;
        }

        void AnimatedSprite::resize( const ::basegfx::B2DSize& rSpriteSizePixel )
        {
            // Enlarge or reduce the sprite size, if necessary.  This
            // method employs a strategy similar to container, when
            // allocating memory: size is doubled or halved every time
            // the limit is reached. This makes for amortized constant
            // time in runtime complexity. Note that we take exact
            // powers of two here, since several HW-accelerated canvas
            // implementations are limited to such sprite sizes
            // (otherwise, those implementations would internally
            // round up, too, wasting precious mem).
            ::basegfx::B2DSize  aNewSize( maEffectiveSpriteSizePixel );
            bool                bNeedResize( false );

            if( rSpriteSizePixel.getX() > maEffectiveSpriteSizePixel.getX() ||
                rSpriteSizePixel.getX() < 0.5*maEffectiveSpriteSizePixel.getX() )
            {
                // enlarge or shrink width
                aNewSize.setX( ::canvas::tools::nextPow2( ::basegfx::fround(rSpriteSizePixel.getX()) ) );
                bNeedResize = true;
            }

            if( rSpriteSizePixel.getY() > maEffectiveSpriteSizePixel.getY() ||
                rSpriteSizePixel.getY() < 0.5*maEffectiveSpriteSizePixel.getY() )
            {
                // enlarge or shrink height, by doubling it
                aNewSize.setY( ::canvas::tools::nextPow2( ::basegfx::fround(rSpriteSizePixel.getY()) ) );
                bNeedResize = true;
            }

            if( !bNeedResize )
                return;

            // as the old sprite might have already been altered
            // (and therefore been placed in the update list of
            // the spritecanvas for this frame), must hide it
            // here, to ensure it's not visible on screen any
            // longer.
            mpSprite->hide();

            maEffectiveSpriteSizePixel = aNewSize;
            mpSprite = mpViewLayer->createSprite( maEffectiveSpriteSizePixel,
                                                  mnSpritePrio );

            ENSURE_OR_THROW( mpSprite,
                              "AnimatedSprite::resize(): Could not create new sprite" );

            // set attributes similar to previous sprite
            if (mbSpriteVisible)
            {
                mpSprite->show();
                mpSprite->setAlpha( mnAlpha );

                if( maPosPixel )
                    mpSprite->movePixel( *maPosPixel );

                if( maClip )
                    mpSprite->setClip( *maClip );
            }
        }

        void AnimatedSprite::setPixelOffset( const ::basegfx::B2DSize& rPixelOffset )
        {
            maContentPixelOffset = rPixelOffset;
        }

        void AnimatedSprite::movePixel( const ::basegfx::B2DPoint& rNewPos )
        {
            maPosPixel = rNewPos;
            mpSprite->movePixel( rNewPos );
        }

        void AnimatedSprite::setAlpha( double nAlpha )
        {
            mnAlpha = nAlpha;
            mpSprite->setAlpha( nAlpha );
        }

        void AnimatedSprite::clip( const ::basegfx::B2DPolyPolygon& rClip )
        {
            maClip = rClip;
            mpSprite->setClipPixel( rClip );
        }

        void AnimatedSprite::clip()
        {
            maClip.reset();
            mpSprite->setClip();
        }

        void AnimatedSprite::transform( const ::basegfx::B2DHomMatrix& rTransform )
        {
            mpSprite->transform( rTransform );
        }

        void AnimatedSprite::hide()
        {
            mpSprite->hide();
            mbSpriteVisible = false;
        }

        void AnimatedSprite::show()
        {
            mbSpriteVisible = true;
            mpSprite->show();
        }

}

/* vim:set shiftwidth=4 softtabstop=4 expandtab: */