/************************************************************** * * Licensed to the Apache Software Foundation (ASF) under one * or more contributor license agreements. See the NOTICE file * distributed with this work for additional information * regarding copyright ownership. The ASF licenses this file * to you under the Apache License, Version 2.0 (the * "License"); you may not use this file except in compliance * with the License. You may obtain a copy of the License at * * http://www.apache.org/licenses/LICENSE-2.0 * * Unless required by applicable law or agreed to in writing, * software distributed under the License is distributed on an * "AS IS" BASIS, WITHOUT WARRANTIES OR CONDITIONS OF ANY * KIND, either express or implied. See the License for the * specific language governing permissions and limitations * under the License. * *************************************************************/ #ifndef INCLUDED_DRAWINGLAYER_PRIMITIVE2D_ANIMATEDPRIMITIVE2D_HXX #define INCLUDED_DRAWINGLAYER_PRIMITIVE2D_ANIMATEDPRIMITIVE2D_HXX #include #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 DRAWINGLAYER_DLLPUBLIC 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 DRAWINGLAYER_DLLPUBLIC 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 DRAWINGLAYER_DLLPUBLIC 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