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If not, see * * for a copy of the LGPLv3 License. * ************************************************************************/ #ifndef _SDR_CONTACT_VIEWCONTACT_HXX #define _SDR_CONTACT_VIEWCONTACT_HXX #include #include #include "svx/svxdllapi.h" #include ////////////////////////////////////////////////////////////////////////////// // predeclarations class SetOfByte; class SdrPage; class SdrObject; namespace sdr { namespace contact { class ObjectContact; class ViewObjectContact; } // end of namespace contact } // end of namespace sdr ////////////////////////////////////////////////////////////////////////////// namespace sdr { namespace contact { class SVX_DLLPUBLIC ViewContact { private: // make ViewObjectContact a friend to exclusively allow it to use // AddViewObjectContact/RemoveViewObjectContact friend class ViewObjectContact; // List of ViewObjectContacts. This contains all VOCs which were constructed // with this VC. Since the VOCs remember a reference to this VC, this list needs // to be kept and is used e.g. at destructor to destroy all VOCs. // Registering and de-registering is done in the VOC constructors/destructors. std::vector< ViewObjectContact* > maViewObjectContactVector; // Primitive2DSequence of the ViewContact. This contains all necessary information // for the graphical visualisation and needs to be supported by all VCs which // can be visualized. drawinglayer::primitive2d::Primitive2DSequence mxViewIndependentPrimitive2DSequence; // A new ViewObjectContact was created and shall be remembered. void AddViewObjectContact(ViewObjectContact& rVOContact); // A ViewObjectContact was deleted and shall be forgotten. void RemoveViewObjectContact(ViewObjectContact& rVOContact); // internal tooling to delete VOCs void deleteAllVOCs(); protected: // Interface to allow derivates to travel over the registered VOC's sal_uInt32 getViewObjectContactCount() const { return maViewObjectContactVector.size(); } ViewObjectContact* getViewObjectContact(sal_uInt32 a) const { return maViewObjectContactVector[a]; } // Create a Object-Specific ViewObjectContact, set ViewContact and // ObjectContact. Always needs to return something. Default is to create // a standard ViewObjectContact containing the given ObjectContact and *this virtual ViewObjectContact& CreateObjectSpecificViewObjectContact(ObjectContact& rObjectContact); // This method is responsible for creating the graphical visualisation data derived ONLY from // the model data. It will be stored/buffered in mxViewIndependentPrimitive2DSequence. The default implementation // creates a yellow replacement rectangle (1000, 1000, 5000, 3000) to visualize missing // implementations. All implementations have to provide basic geometry here, this is the central // visualisation method and will also be used for BoundRect computations in the long run. // This means it's always an error when the default implementation is called and thus gets // asserted there virtual drawinglayer::primitive2d::Primitive2DSequence createViewIndependentPrimitive2DSequence() const; // method for flushing View Independent Primitive2DSequence for VOC implementations void flushViewIndependentPrimitive2DSequence() { mxViewIndependentPrimitive2DSequence.realloc(0); } // basic constructor. Since this is a base class only, it shall // never be called directly ViewContact(); // Methods to react on start getting viewed or stop getting // viewed. This info is derived from the count of members of // registered ViewObjectContacts. Default does nothing. virtual void StartGettingViewed(); virtual void StopGettingViewed(); public: // basic destructor with needed cleanups virtual ~ViewContact(); // get a Object-specific ViewObjectContact for a specific // ObjectContact (->View). Always needs to return something. ViewObjectContact& GetViewObjectContact(ObjectContact& rObjectContact); // Test if this ViewContact has ViewObjectContacts at all. This can // be used to test if this ViewContact is visualized ATM or not bool HasViewObjectContacts(bool bExcludePreviews = false) const; // Check if this primitive is animated in any OC (View) which means it has // generated a PrimitiveAnimation in it's VOC bool isAnimatedInAnyViewObjectContact() const; // Access to possible sub-hierarchy and parent. GetObjectCount() default is 0L // and GetViewContact default pops up an assert since it's an error if // GetObjectCount has a result != 0 and it's not overloaded. virtual sal_uInt32 GetObjectCount() const; virtual ViewContact& GetViewContact(sal_uInt32 nIndex) const; virtual ViewContact* GetParentContact() const; // React on insertion of a child into DRawHierarchy starting // from this object void ActionChildInserted(ViewContact& rChild); // React on changes of the object of this ViewContact virtual void ActionChanged(); // access to SdrObject and/or SdrPage. May return 0L like the default // implementations do. Needs to be overloaded as needed. virtual SdrObject* TryToGetSdrObject() const; virtual SdrPage* TryToGetSdrPage() const; // access to the local primitive. This will ensure that the primitive is // current in comparing the local one with a fresh created incarnation drawinglayer::primitive2d::Primitive2DSequence getViewIndependentPrimitive2DSequence() const; // add Gluepoints (if available) virtual drawinglayer::primitive2d::Primitive2DSequence createGluePointPrimitive2DSequence() const; // delete all existing VOCs including DrawHierarchy which will invalidate all // visualisations, too. Used mostly at object removal from DrawHierarchy to // delete all existing VOCs by purpose, but can also be used for other purposes. // It is always possible to delete the VOCs, these are re-created on demand void flushViewObjectContacts(bool bWithHierarchy = true); }; } // end of namespace contact } // end of namespace sdr ////////////////////////////////////////////////////////////////////////////// #endif //_SDR_CONTACT_VIEWCONTACT_HXX // eof /* vim:set shiftwidth=4 softtabstop=4 expandtab: */