/* -*- Mode: C++; tab-width: 4; indent-tabs-mode: nil; c-basic-offset: 4 -*- */ /************************************************************************* * * DO NOT ALTER OR REMOVE COPYRIGHT NOTICES OR THIS FILE HEADER. * * Copyright 2000, 2010 Oracle and/or its affiliates. * * OpenOffice.org - a multi-platform office productivity suite * * This file is part of OpenOffice.org. * * OpenOffice.org is free software: you can redistribute it and/or modify * it under the terms of the GNU Lesser General Public License version 3 * only, as published by the Free Software Foundation. * * OpenOffice.org 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 version 3 for more details * (a copy is included in the LICENSE file that accompanied this code). * * You should have received a copy of the GNU Lesser General Public License * version 3 along with OpenOffice.org. If not, see * * for a copy of the LGPLv3 License. * ************************************************************************/ #ifndef INCLUDED_DRAWINGLAYER_PRIMITIVE2D_ANIMATEDPRIMITIVE2D_HXX #define INCLUDED_DRAWINGLAYER_PRIMITIVE2D_ANIMATEDPRIMITIVE2D_HXX #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 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. */ animation::AnimationEntry* mpAnimationEntry; /// bitfield /** flag if this is a text or graphic animation. Necessary since SdrViews need to differentiate between both types if they are on/off */ unsigned mbIsTextAnimation : 1; public: /// constructor AnimatedSwitchPrimitive2D( const animation::AnimationEntry& rAnimationEntry, const Primitive2DSequence& rChildren, bool bIsTextAnimation); /// destructor - needed due to mpAnimationEntry virtual ~AnimatedSwitchPrimitive2D(); /// 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; /// provide unique ID DeclPrimitrive2DIDBlock() /** The getDecomposition is overloaded here since the decompose is dependent of the point in time, so the default implementation is nut useful here, it needs to be handled locally */ virtual Primitive2DSequence get2DDecomposition(const geometry::ViewInformation2D& rViewInformation) const; }; } // 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 AnimatedBlinkPrimitive2D : public AnimatedSwitchPrimitive2D { protected: public: /// constructor AnimatedBlinkPrimitive2D( const animation::AnimationEntry& rAnimationEntry, const Primitive2DSequence& rChildren, bool bIsTextAnimation); /// create local decomposition virtual Primitive2DSequence get2DDecomposition(const geometry::ViewInformation2D& rViewInformation) const; /// provide unique ID DeclPrimitrive2DIDBlock() }; } // 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 sequelce 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 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 Primitive2DSequence& rChildren, bool bIsTextAnimation); /// create local decomposition virtual Primitive2DSequence get2DDecomposition(const geometry::ViewInformation2D& rViewInformation) const; /// provide unique ID DeclPrimitrive2DIDBlock() }; } // end of namespace primitive2d } // end of namespace drawinglayer ////////////////////////////////////////////////////////////////////////////// #endif //INCLUDED_DRAWINGLAYER_PRIMITIVE2D_ANIMATEDPRIMITIVE2D_HXX ////////////////////////////////////////////////////////////////////////////// // eof /* vim:set shiftwidth=4 softtabstop=4 expandtab: */