// $Id: blndhelp.h 1282 2006-06-09 09:46:49Z alex $ /* @@tag:xara-cn@@ DO NOT MODIFY THIS LINE ================================XARAHEADERSTART=========================== Xara LX, a vector drawing and manipulation program. Copyright (C) 1993-2006 Xara Group Ltd. Copyright on certain contributions may be held in joint with their respective authors. See AUTHORS file for details. LICENSE TO USE AND MODIFY SOFTWARE ---------------------------------- This file is part of Xara LX. Xara LX is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License version 2 as published by the Free Software Foundation. Xara LX and its component source files are distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details. 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Xara Group Ltd, Gaddesden Place, Hemel Hempstead, HP2 6EX, UK. http://www.xara.com/ =================================XARAHEADEREND============================ */ // ppbevel - Definition of Blend helper class #ifndef INC_BLENDHELP #define INC_BLENDHELP //#include "becomea.h" - in camtypes.h [AUTOMATICALLY REMOVED] #include "pathpcs.h" class BlendNodeParam; class NodeCompound; /******************************************************************************************** > class BlendHelpers : public CCObject Author: David_McClarnon (Xara Group Ltd) Mc Created: 23/2/2000 Purpose: This encapsulates the blend functions which are needed to blend compound nodes (e.g. shadows etc) SeeAlso: NodeRenderableInk::Blend ********************************************************************************************/ class BlendHelpers : public CCObject { CC_DECLARE_DYNAMIC(BlendHelpers); public: BlendHelpers(); ~BlendHelpers(); // the blending code (stripped from NodeBlender) // get the attribute map at a particular blend step BOOL BlendAttributes(BlendNodeParam * pParam, CCAttrMap * pAttrMap); // gives the path at a particular blend step BOOL BlendPaths(BlendNodeParam * pParam, Path * pPath); private: Trans2DMatrix* GetRotateMatrix(NodeRenderableBounded* pNode,double Angle); ///////////////////////////////////////////////////////////////// // Access funcs for the path arrays // Straight out of the blender DocCoord* GetCoordArray(UINT32 MinSize); PathVerb* GetVerbArray(UINT32 MinSize); PathFlags* GetFlagArray(UINT32 MinSize); UINT32* GetGBlendBuff(UINT32 MinSize); BOOL ReallocTempBuffers(UINT32 Size); void DeallocTempBuffers(); // The following set of vars deal with arrays that are set up by the PreBlend() routine // Also, these arrays can also change by calls to the access funcs GetCoordArray(), GetVerbArray() and GetFlagArray() UINT32 m_TempArraySize; DocCoord* m_pTempCoords; PathVerb* m_pTempVerbs; PathFlags* m_pTempFlags; UINT32 m_GBlendBuffSize; UINT32* m_pGBlendBuff; UINT32 m_ArrayLength; } ; /******************************************************************************************** > class CompoundNodeBlendBecomeA : public BecomeA Author: David_McClarnon (Xara Group Ltd) Mc Created: 23/2/2000 Purpose: Gets the compound node to wrap up any nodes passed to the passback in a copy of its tree structure SeeAlso: NodeRenderableInk::Blend ********************************************************************************************/ class CompoundNodeBlendBecomeA : public BecomeA { public: // inputs - // pCompound - the compound node // CompoundNodeBlendBecomeA(BecomeAReason Reason, CCRuntimeClass* pClass, UndoableOperation* pOp, BOOL Sel, NodeCompound * pCompound, BecomeA * pBecomeA) : BecomeA(Reason, pClass, pOp, Sel) { m_pCompound = pCompound; m_pBecomeA = pBecomeA; // m_Count = 0; m_NumPathNodes = 0; } BOOL IsCompoundBlendBecomeA() { return TRUE; } BOOL PassBack(NodeRenderableInk* pNewNode, NodeRenderableInk* pCreatedByNode, CCAttrMap* pAttrMap=NULL); // void ResetCount() { m_Count = 0; } void SetNumPathNodes(UINT32 NumPaths) { m_NumPathNodes = NumPaths; } private: NodeCompound * m_pCompound; BecomeA * m_pBecomeA; // UINT32 m_Count; // how many nodes we have converted UINT32 m_NumPathNodes; // how many nodes we are going to convert on this pass } ; /******************************************************************************************** > class SumAllPathsElem : public ListItem Author: David_McClarnon (Xara Group Ltd) Created: 22/2/2000 Purpose: Element for the list in SumAllPathsPathProcessor ********************************************************************************************/ class SumAllPathsElem : public ListItem { CC_DECLARE_DYNCREATE(SumAllPathsElem); public: SumAllPathsElem() { m_pAttrMap = NULL; m_Path.Initialise(); } SumAllPathsElem(Path * pPath, CCAttrMap * pAttrMap); ~SumAllPathsElem(); Path * GetPath() { return &m_Path; } CCAttrMap * GetAttrMap() { return m_pAttrMap; } private: Path m_Path; CCAttrMap* m_pAttrMap; } ; /******************************************************************************************** > class SumAllPathsPathProcessor : public PathProcessor Author: David_McClarnon (Xara Group Ltd) Created: 22/2/2000 Purpose: All paths are placed in the linked list, with their associated attribute maps ********************************************************************************************/ class SumAllPathsPathProcessor : public PathProcessor { CC_DECLARE_DYNAMIC(SumAllPathsPathProcessor); public: // inputs - whether we should draw the path passed into the ProcessPath or not SumAllPathsPathProcessor(BOOL bDrawOriginalPaths = FALSE); ~SumAllPathsPathProcessor(); virtual void ProcessPath(Path *pPath, RenderRegion *pRender, PathShape ShapePath = PATHSHAPE_PATH); List * GetList() { return &PathList; } void SetEnabled(BOOL bEnabled) { m_bEnabled = bEnabled; } // CGS: we need to be to insert paths into the list when doing convert to editable shapes // (this is due to the fact that we don't have a RenderRegion - and therefore cannot push // a path processor!) void InsertSumAllPathsElem (SumAllPathsElem* newElem); private: List PathList; BOOL m_bDrawPaths; BOOL m_bEnabled; } ; #endif