/************************************************************** * * 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_ATTRIBUTE_SDRLIGHTATTRIBUTE3D_HXX #define INCLUDED_DRAWINGLAYER_ATTRIBUTE_SDRLIGHTATTRIBUTE3D_HXX #include ////////////////////////////////////////////////////////////////////////////// // predefines namespace basegfx { class BColor; class B3DVector; } namespace drawinglayer { namespace attribute { class ImpSdr3DLightAttribute; }} ////////////////////////////////////////////////////////////////////////////// namespace drawinglayer { namespace attribute { class DRAWINGLAYER_DLLPUBLIC Sdr3DLightAttribute { private: ImpSdr3DLightAttribute* mpSdr3DLightAttribute; public: // constructors/destructor Sdr3DLightAttribute( const basegfx::BColor& rColor, const basegfx::B3DVector& rDirection, bool bSpecular); Sdr3DLightAttribute(const basegfx::BColor& rColor); Sdr3DLightAttribute(); Sdr3DLightAttribute(const Sdr3DLightAttribute& rCandidate); ~Sdr3DLightAttribute(); // assignment operator Sdr3DLightAttribute& operator=(const Sdr3DLightAttribute& rCandidate); // checks if the incarnation is default constructed bool isDefault() const; // compare operator bool operator==(const Sdr3DLightAttribute& rCandidate) const; // data read access const basegfx::BColor& getColor() const; const basegfx::B3DVector& getDirection() const; bool getSpecular() const; }; } // end of namespace attribute } // end of namespace drawinglayer ////////////////////////////////////////////////////////////////////////////// #endif //INCLUDED_DRAWINGLAYER_ATTRIBUTE_SDRLIGHTATTRIBUTE3D_HXX // eof