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 * 
 * 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
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// MARKER(update_precomp.py): autogen include statement, do not remove
#include "precompiled_svx.hxx"
#include <svx/sdr/contact/viewcontactofvirtobj.hxx>
#include <svx/svdovirt.hxx>
#include <svx/sdr/contact/displayinfo.hxx>
#include <basegfx/matrix/b2dhommatrix.hxx>
#include <drawinglayer/primitive2d/transformprimitive2d.hxx>
#include <vcl/outdev.hxx>
#include <drawinglayer/primitive2d/sdrdecompositiontools2d.hxx>

//////////////////////////////////////////////////////////////////////////////

namespace sdr
{
	namespace contact
	{
        SdrVirtObj& ViewContactOfVirtObj::GetVirtObj() const
		{
			return (SdrVirtObj&)mrObject;
		}

        ViewContactOfVirtObj::ViewContactOfVirtObj(SdrVirtObj& rObj)
		:	ViewContactOfSdrObj(rObj)
		{
		}

		ViewContactOfVirtObj::~ViewContactOfVirtObj()
		{
		}

        // Access to possible sub-hierarchy
		sal_uInt32 ViewContactOfVirtObj::GetObjectCount() const
		{
            // Here, SdrVirtObj's need to return 0L to show that they have no
            // sub-hierarchy, even when they are group objects. This is necessary
            // to avoid that the same VOCs will be added to the draw hierarchy
            // twice which leads to problems.
			//
            // This solution is only a first solution to get things running. Later
            // this needs to be replaced with creating real VOCs for the objects
            // referenced by virtual objects to avoid the 'trick' of setting the
            // offset for painting at the destination OutputDevive.
			//
			// As can be seen, with primitives, the problem will be solved using
			// a transformPrimitive, so this solution can stay with primitives.
            return 0L;
		}

		drawinglayer::primitive2d::Primitive2DSequence ViewContactOfVirtObj::createViewIndependentPrimitive2DSequence() const
		{
			// create displacement transformation if we have content
			basegfx::B2DHomMatrix aObjectMatrix;
			Point aAnchor(GetVirtObj().GetAnchorPos());

			if(aAnchor.X() || aAnchor.Y())
			{
				aObjectMatrix.set(0, 2, aAnchor.X());
				aObjectMatrix.set(1, 2, aAnchor.Y());
			}

			// use method from referenced object to get the Primitive2DSequence
			const drawinglayer::primitive2d::Primitive2DSequence xSequenceVirtual(
				GetVirtObj().GetReferencedObj().GetViewContact().getViewIndependentPrimitive2DSequence());

			if(xSequenceVirtual.hasElements())
			{
				// create transform primitive
				const drawinglayer::primitive2d::Primitive2DReference xReference(
					new drawinglayer::primitive2d::TransformPrimitive2D(
						aObjectMatrix, 
						xSequenceVirtual));

				return drawinglayer::primitive2d::Primitive2DSequence(&xReference, 1);
			}
			else
			{
				// always append an invisible outline for the cases where no visible content exists
				const drawinglayer::primitive2d::Primitive2DReference xReference(
					drawinglayer::primitive2d::createHiddenGeometryPrimitives2D(
						false, aObjectMatrix));

				return drawinglayer::primitive2d::Primitive2DSequence(&xReference, 1);
			}
		}
	} // end of namespace contact
} // end of namespace sdr

//////////////////////////////////////////////////////////////////////////////
// eof