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-rw-r--r--drawinglayer/inc/drawinglayer/primitive2d/animatedprimitive2d.hxx123
1 files changed, 56 insertions, 67 deletions
diff --git a/drawinglayer/inc/drawinglayer/primitive2d/animatedprimitive2d.hxx b/drawinglayer/inc/drawinglayer/primitive2d/animatedprimitive2d.hxx
index b7e36f822e..59d770be94 100644
--- a/drawinglayer/inc/drawinglayer/primitive2d/animatedprimitive2d.hxx
+++ b/drawinglayer/inc/drawinglayer/primitive2d/animatedprimitive2d.hxx
@@ -38,6 +38,7 @@
#include <drawinglayer/primitive2d/groupprimitive2d.hxx>
#include <basegfx/matrix/b2dhommatrix.hxx>
+#include <basegfx/matrix/b2dhommatrixtools.hxx>
//////////////////////////////////////////////////////////////////////////////
// predefines
@@ -51,50 +52,59 @@ 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
+ /**
+ 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;
- // the last remembered decompose time, created and used by getDecomposition() for
- // buffering purposes
- double mfDecomposeViewTime;
-
- // bitfield
- // flag if this is a text or graphic animation. Necessary since SdrViews need to differentiate
- // between both types if they are on/off
+ /// 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;
- protected:
- // create local decomposition
- virtual Primitive2DSequence createLocalDecomposition(const geometry::ViewInformation2D& rViewInformation) const;
-
public:
+ /// constructor
AnimatedSwitchPrimitive2D(
const animation::AnimationEntry& rAnimationEntry,
const Primitive2DSequence& rChildren,
bool bIsTextAnimation);
+
+ /// destructor - needed due to mpAnimationEntry
virtual ~AnimatedSwitchPrimitive2D();
- // get data
+ /// data read access
const animation::AnimationEntry& getAnimationEntry() const { return *mpAnimationEntry; }
bool isTextAnimation() const { return mbIsTextAnimation; }
bool isGraphicAnimation() const { return !isTextAnimation(); }
- // compare operator
+ /// compare operator
virtual bool operator==(const BasePrimitive2D& rPrimitive) const;
- // get range
- virtual basegfx::B2DRange getB2DRange(const geometry::ViewInformation2D& rViewInformation) const;
-
- // provide unique ID
+ /// 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
+ /** 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
@@ -106,84 +116,63 @@ 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:
- // create local decomposition
- virtual Primitive2DSequence createLocalDecomposition(const geometry::ViewInformation2D& rViewInformation) const;
-
public:
+ /// constructor
AnimatedBlinkPrimitive2D(
const animation::AnimationEntry& rAnimationEntry,
const Primitive2DSequence& rChildren,
bool bIsTextAnimation);
- // provide unique ID
+ /// create local decomposition
+ virtual Primitive2DSequence get2DDecomposition(const geometry::ViewInformation2D& rViewInformation) const;
+
+ /// provide unique ID
DeclPrimitrive2DIDBlock()
};
} // end of namespace primitive2d
} // end of namespace drawinglayer
//////////////////////////////////////////////////////////////////////////////
-// helper class for AnimatedInterpolatePrimitive2D
namespace drawinglayer
{
namespace primitive2d
{
- class BufferedMatrixDecompose
- {
- private:
- // the matrix itself
- basegfx::B2DHomMatrix maB2DHomMatrix;
-
- // the decomposition
- basegfx::B2DVector maScale;
- basegfx::B2DVector maTranslate;
- double mfRotate;
- double mfShearX;
-
- // flag if already decomposed, used by ensureDecompose()
- bool mbDecomposed;
+ /** AnimatedInterpolatePrimitive2D class
- public:
- BufferedMatrixDecompose(const basegfx::B2DHomMatrix& rMatrix);
- void ensureDecompose() const;
-
- // data access
- const basegfx::B2DHomMatrix& getB2DHomMatrix() const { return maB2DHomMatrix; }
- const basegfx::B2DVector& getScale() const { return maScale; }
- const basegfx::B2DVector& getTranslate() const { return maTranslate; }
- double getRotate() const { return mfRotate; }
- double getShearX() const { return mfShearX; }
- };
- } // end of anonymous namespace
-} // end of namespace drawinglayer
-
-//////////////////////////////////////////////////////////////////////////////
-
-namespace drawinglayer
-{
- namespace primitive2d
- {
+ 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< BufferedMatrixDecompose > maMatrixStack;
+ /// the transformations
+ std::vector< basegfx::tools::B2DHomMatrixBufferedDecompose > maMatrixStack;
protected:
- // create local decomposition
- virtual Primitive2DSequence createLocalDecomposition(const geometry::ViewInformation2D& rViewInformation) const;
-
public:
+ /// constructor
AnimatedInterpolatePrimitive2D(
const std::vector< basegfx::B2DHomMatrix >& rmMatrixStack,
const animation::AnimationEntry& rAnimationEntry,
const Primitive2DSequence& rChildren,
bool bIsTextAnimation);
- // provide unique ID
+ /// create local decomposition
+ virtual Primitive2DSequence get2DDecomposition(const geometry::ViewInformation2D& rViewInformation) const;
+
+ /// provide unique ID
DeclPrimitrive2DIDBlock()
};
} // end of namespace primitive2d