/************************************************************** * * 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_SHADOWPRIMITIVE2D_HXX #define INCLUDED_DRAWINGLAYER_PRIMITIVE2D_SHADOWPRIMITIVE2D_HXX #include #include #include #include ////////////////////////////////////////////////////////////////////////////// namespace drawinglayer { namespace primitive2d { /** ShadowPrimitive2D class This primitive defines a generic shadow geometry construction for 2D objects. It decomposes to a TransformPrimitive2D embedded into a ModifiedColorPrimitive2D. It's for primtive usage convenience, so that not everyone has to implement the generic shadow construction by himself. The same geometry as sequence of primitives is used as geometry and as shadow. Since these are RefCounted Uno-Api objects, no extra objects are needed for the shadow itself; all the local decompositions of the original geometry can be reused from the renderer for shadow visualisation. */ class DRAWINGLAYER_DLLPUBLIC ShadowPrimitive2D : public GroupPrimitive2D { private: /// the shadow transformation, normally just an offset basegfx::B2DHomMatrix maShadowTransform; /// the shadow color to which all geometry is to be forced basegfx::BColor maShadowColor; public: /// constructor ShadowPrimitive2D( const basegfx::B2DHomMatrix& rShadowTransform, const basegfx::BColor& rShadowColor, const Primitive2DSequence& rChildren); /// data read access const basegfx::B2DHomMatrix& getShadowTransform() const { return maShadowTransform; } const basegfx::BColor& getShadowColor() const { return maShadowColor; } /// compare operator virtual bool operator==(const BasePrimitive2D& rPrimitive) const; /// get range virtual basegfx::B2DRange getB2DRange(const geometry::ViewInformation2D& rViewInformation) const; /// create 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_SHADOWPRIMITIVE2D_HXX ////////////////////////////////////////////////////////////////////////////// // eof