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/* -*- Mode: C++; tab-width: 4; indent-tabs-mode: nil; c-basic-offset: 4 -*- */
/*************************************************************************
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 *
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 *    GNU Lesser General Public License Version 2.1
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 *    Copyright 2005 by Sun Microsystems, Inc.
 *    901 San Antonio Road, Palo Alto, CA 94303, USA
 *
 *    This library is free software; you can redistribute it and/or
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 *    License version 2.1, as published by the Free Software Foundation.
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 *    This library is distributed in the hope that it will be useful,
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 *    MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the GNU
 *    Lesser General Public License for more details.
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 *    You should have received a copy of the GNU Lesser General Public
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#ifndef INCLUDED_DRAWINGLAYER_PRIMITIVE2D_HIDDENGEOMETRYPRIMITIVE2D_HXX
#define INCLUDED_DRAWINGLAYER_PRIMITIVE2D_HIDDENGEOMETRYPRIMITIVE2D_HXX

#include <drawinglayer/primitive2d/groupprimitive2d.hxx>

//////////////////////////////////////////////////////////////////////////////

namespace drawinglayer
{
    namespace primitive2d
    {
        // This primitive is used to represent geometry for non-visible objects,
        // e.g. a PresObj's outline. To still be able to use primitives for HitTest
        // functionality, the 2d decompositions will produce an as much as possible
        // simplified line geometry encapsulated in this primtive when there is no
        // line geometry. In a further enchanced version this may change to 'if neither
        // filled nor lines' creation criteria. The whole primitive decomposes to nothing,
        // so no one not knowing it will be influenced. Only helper processors for hit test
        // (and maybe BoundRect extractors) will use it and it's children subcontent.
        class HiddenGeometryPrimitive2D : public GroupPrimitive2D
        {
        public:
            HiddenGeometryPrimitive2D(const Primitive2DSequence& rChildren);

            // despite returning an empty decomposition since it's no visualisation data,
            // range calculation is intended to use hidden geometry, so
            // the local implementation will return the children's range
            virtual basegfx::B2DRange getB2DRange(const geometry::ViewInformation2D& rViewInformation) const;

            /// local decomposition. Implementation will return empty Primitive2DSequence
            virtual Primitive2DSequence get2DDecomposition(const geometry::ViewInformation2D& rViewInformation) const;

            // provide unique ID
            DeclPrimitrive2DIDBlock()
        };
    } // end of namespace primitive2d
} // end of namespace drawinglayer

//////////////////////////////////////////////////////////////////////////////

#endif //INCLUDED_DRAWINGLAYER_PRIMITIVE2D_HIDDENGEOMETRYPRIMITIVE2D_HXX

//////////////////////////////////////////////////////////////////////////////
// eof

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