/************************************************************** * * 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. * *************************************************************/ // MARKER(update_precomp.py): autogen include statement, do not remove #include "precompiled_svx.hxx" #include #include #include #include #include #include #include ////////////////////////////////////////////////////////////////////////////// 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