/* -*- Mode: C++; tab-width: 4; indent-tabs-mode: nil; c-basic-offset: 4 -*- */ /* * This file is part of the LibreOffice project. * * This Source Code Form is subject to the terms of the Mozilla Public * License, v. 2.0. If a copy of the MPL was not distributed with this * file, You can obtain one at http://mozilla.org/MPL/2.0/. * * This file incorporates work covered by the following license notice: * * 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 .
*/
// Add half a pixel tolerance to sprite size, since we later on compare // against it in resize(). And view transformations will almost never yield // the same data bits when transforming to device coordinates
maEffectiveSpriteSizePixel += ::basegfx::B2DSize(0.5, 0.5);
// extract linear part of canvas view transformation // (linear means: without translational components). The // only translation that is imposed at the view transform // is the local content pixel offset.
// We can apply that directly here, no need to call // aLinearTransform.translate(), since, as said above, the // last column of aLinearTransform is assumed [0 0 1]
::basegfx::B2DHomMatrix aLinearTransform( mpViewLayer->getTransformation() );
aLinearTransform.set( 0, 2, maContentPixelOffset.getWidth() );
aLinearTransform.set( 1, 2, maContentPixelOffset.getHeight() );
// apply linear part of canvas view transformation to sprite canvas
pContentCanvas->setTransformation( aLinearTransform );
return pContentCanvas;
}
void AnimatedSprite::resize( const ::basegfx::B2DSize& rSpriteSizePixel )
{ // Enlarge or reduce the sprite size, if necessary. This // method employs a strategy similar to container, when // allocating memory: size is doubled or halved every time // the limit is reached. This makes for amortized constant // time in runtime complexity. Note that we take exact // powers of two here, since several HW-accelerated canvas // implementations are limited to such sprite sizes // (otherwise, those implementations would internally // round up, too, wasting precious mem).
::basegfx::B2DSize aNewSize( maEffectiveSpriteSizePixel ); bool bNeedResize( false );
if( rSpriteSizePixel.getHeight() > maEffectiveSpriteSizePixel.getHeight() ||
rSpriteSizePixel.getHeight() < 0.5*maEffectiveSpriteSizePixel.getHeight() )
{ // enlarge or shrink height, by doubling it
aNewSize.setHeight( ::canvas::tools::nextPow2( ::basegfx::fround(rSpriteSizePixel.getHeight()) ) );
bNeedResize = true;
}
if( !bNeedResize ) return;
// as the old sprite might have already been altered // (and therefore been placed in the update list of // the spritecanvas for this frame), must hide it // here, to ensure it's not visible on screen any // longer.
mpSprite->hide();
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