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-rw-r--r--drawinglayer/source/attribute/sdrlightattribute3d.cxx196
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diff --git a/drawinglayer/source/attribute/sdrlightattribute3d.cxx b/drawinglayer/source/attribute/sdrlightattribute3d.cxx
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+/*************************************************************************
+ *
+ * OpenOffice.org - a multi-platform office productivity suite
+ *
+ * $RCSfile: sdrattribute3d.cxx,v $
+ *
+ * $Revision: 1.5 $
+ *
+ * last change: $Author: aw $ $Date: 2008-05-27 14:11:19 $
+ *
+ * The Contents of this file are made available subject to
+ * the terms of GNU Lesser General Public License Version 2.1.
+ *
+ *
+ * GNU Lesser General Public License Version 2.1
+ * =============================================
+ * 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
+ * modify it under the terms of the GNU Lesser General Public
+ * License version 2.1, as published by the Free Software Foundation.
+ *
+ * This library 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 for more details.
+ *
+ * You should have received a copy of the GNU Lesser General Public
+ * License along with this library; if not, write to the Free Software
+ * Foundation, Inc., 59 Temple Place, Suite 330, Boston,
+ * MA 02111-1307 USA
+ *
+ ************************************************************************/
+
+// MARKER(update_precomp.py): autogen include statement, do not remove
+#include "precompiled_drawinglayer.hxx"
+
+#include <drawinglayer/attribute/sdrlightattribute3d.hxx>
+#include <basegfx/color/bcolor.hxx>
+#include <basegfx/vector/b3dvector.hxx>
+
+//////////////////////////////////////////////////////////////////////////////
+
+namespace drawinglayer
+{
+ namespace attribute
+ {
+ class ImpSdr3DLightAttribute
+ {
+ public:
+ // refcounter
+ sal_uInt32 mnRefCount;
+
+ // 3D light attribute definitions
+ basegfx::BColor maColor;
+ basegfx::B3DVector maDirection;
+
+ // bitfield
+ unsigned mbSpecular : 1;
+
+ ImpSdr3DLightAttribute(
+ const basegfx::BColor& rColor,
+ const basegfx::B3DVector& rDirection,
+ bool bSpecular)
+ : mnRefCount(0),
+ maColor(rColor),
+ maDirection(rDirection),
+ mbSpecular(bSpecular)
+ {
+ }
+
+ // data read access
+ const basegfx::BColor& getColor() const { return maColor; }
+ const basegfx::B3DVector& getDirection() const { return maDirection; }
+ bool getSpecular() const { return mbSpecular; }
+
+ bool operator==(const ImpSdr3DLightAttribute& rCandidate) const
+ {
+ return (getColor() == rCandidate.getColor()
+ && getDirection() == rCandidate.getDirection()
+ && getSpecular() == rCandidate.getSpecular());
+ }
+
+ static ImpSdr3DLightAttribute* get_global_default()
+ {
+ static ImpSdr3DLightAttribute* pDefault = 0;
+
+ if(!pDefault)
+ {
+ pDefault = new ImpSdr3DLightAttribute(
+ basegfx::BColor(),
+ basegfx::B3DVector(),
+ false);
+
+ // never delete; start with RefCount 1, not 0
+ pDefault->mnRefCount++;
+ }
+
+ return pDefault;
+ }
+ };
+
+ Sdr3DLightAttribute::Sdr3DLightAttribute(
+ const basegfx::BColor& rColor,
+ const basegfx::B3DVector& rDirection,
+ bool bSpecular)
+ : mpSdr3DLightAttribute(new ImpSdr3DLightAttribute(
+ rColor, rDirection, bSpecular))
+ {
+ }
+
+ Sdr3DLightAttribute::Sdr3DLightAttribute()
+ : mpSdr3DLightAttribute(ImpSdr3DLightAttribute::get_global_default())
+ {
+ mpSdr3DLightAttribute->mnRefCount++;
+ }
+
+ Sdr3DLightAttribute::Sdr3DLightAttribute(const Sdr3DLightAttribute& rCandidate)
+ : mpSdr3DLightAttribute(rCandidate.mpSdr3DLightAttribute)
+ {
+ mpSdr3DLightAttribute->mnRefCount++;
+ }
+
+ Sdr3DLightAttribute::~Sdr3DLightAttribute()
+ {
+ if(mpSdr3DLightAttribute->mnRefCount)
+ {
+ mpSdr3DLightAttribute->mnRefCount--;
+ }
+ else
+ {
+ delete mpSdr3DLightAttribute;
+ }
+ }
+
+ bool Sdr3DLightAttribute::isDefault() const
+ {
+ return mpSdr3DLightAttribute == ImpSdr3DLightAttribute::get_global_default();
+ }
+
+ Sdr3DLightAttribute& Sdr3DLightAttribute::operator=(const Sdr3DLightAttribute& rCandidate)
+ {
+ if(rCandidate.mpSdr3DLightAttribute != mpSdr3DLightAttribute)
+ {
+ if(mpSdr3DLightAttribute->mnRefCount)
+ {
+ mpSdr3DLightAttribute->mnRefCount--;
+ }
+ else
+ {
+ delete mpSdr3DLightAttribute;
+ }
+
+ mpSdr3DLightAttribute = rCandidate.mpSdr3DLightAttribute;
+ mpSdr3DLightAttribute->mnRefCount++;
+ }
+
+ return *this;
+ }
+
+ bool Sdr3DLightAttribute::operator==(const Sdr3DLightAttribute& rCandidate) const
+ {
+ if(rCandidate.mpSdr3DLightAttribute == mpSdr3DLightAttribute)
+ {
+ return true;
+ }
+
+ if(rCandidate.isDefault() != isDefault())
+ {
+ return false;
+ }
+
+ return (*rCandidate.mpSdr3DLightAttribute == *mpSdr3DLightAttribute);
+ }
+
+ const basegfx::BColor& Sdr3DLightAttribute::getColor() const
+ {
+ return mpSdr3DLightAttribute->getColor();
+ }
+
+ const basegfx::B3DVector& Sdr3DLightAttribute::getDirection() const
+ {
+ return mpSdr3DLightAttribute->getDirection();
+ }
+
+ bool Sdr3DLightAttribute::getSpecular() const
+ {
+ return mpSdr3DLightAttribute->getSpecular();
+ }
+
+ } // end of namespace attribute
+} // end of namespace drawinglayer
+
+//////////////////////////////////////////////////////////////////////////////
+// eof