// $Id: maskedrr.h 1288 2006-06-09 13:16:24Z phil $ /* @@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============================ */ // The Masked Render Region #ifndef INC_MASKEDRR #define INC_MASKEDRR #include "grndbmp.h" //#include "rrcaps.h" - in camtypes.h [AUTOMATICALLY REMOVED] class FlatTranspFillAttribute; class StrokeTranspAttribute; /******************************************************************************************** < struct MaskRegion Author: Rik_Heywood (Xara Group Ltd) Created: 21/4/95 Comment: This struct holds info that is used by the MaskedRenderRegion::GetFirstMaskRegion and MaskedRenderRegion::GetNextMaskRegion. This struct is used to define the 1 pixel high regions that are extracted from the mask a scan line at a time. It is a simple struct with the following public member vars in it :- INT32 x - The X coord of the start of the masked region INT32 y - The Y Coord of the start of the masked region INT32 Length - The length in pixels of the masked region, or 0 if there are no more regions in the mask SeeAlso: MaskedRenderRegion::GetFirstMaskRegion; MaskedRenderRegion::GetNextMaskRegion ********************************************************************************************/ struct MaskRegion { INT32 x; INT32 y; INT32 Length; }; /******************************************************************************************** > class MaskedRenderRegion : public GRenderBitmap Author: Rik_Heywood (Xara Group Ltd) Created: 11/4/95 Purpose: The Masked Render region is used when rendering to regions that can not do all the fabby things that GRender Regions are capable of (eg Transparancy). They are used as part of the 3 phase rendering process, in the middle phase. In this phase all the objects that are deemed to be too complicated to be rendered by the host render region are actually rendered into a GRenderRegion. Each of the individual objects that are complex are also rendered into this Mono Masked Render Region. At the end of the process this Masked Render region is used to identify the minimum area of the render region that needs to be blitted into the host render region. ********************************************************************************************/ class MaskedRenderRegion : public GRenderBitmap { // Give my name in memory dumps CC_DECLARE_DYNAMIC(MaskedRenderRegion) public: // Construction/Destruction etc MaskedRenderRegion(DocRect, Matrix, FIXED16, double); ~MaskedRenderRegion(); // Start render function BOOL StartRender(); // Function to tell us about the host render region void SetHostCaps(RRCaps* pCaps); // Render Functions we have to overide virtual void DrawPathToOutputDevice(Path *PathToRender, PathShape shapePath=PATHSHAPE_PATH); virtual void DrawRect(DocRect *RectToRender); virtual void DrawLine(const DocCoord &StartPoint, const DocCoord &EndPoint); virtual void DrawPixel(const DocCoord &Point); // Functions that are supposed to draw bitmaps virtual void DrawBitmap(const DocCoord &Point, KernelBitmap* pBitmap); virtual void DrawBitmap(const DocCoord &Point, UINT32 BitmapID, UINT32 ToolID = NULL); virtual BOOL DrawTransformedBitmap(NodeBitmap *pNodeBitmap); // Other Pure virtual drawing functions that have to be overidden virtual void DrawDragRect(DocRect *RectToRender); virtual void DrawBlob(DocCoord p, BlobType type); virtual void DrawCross(const DocCoord &Point, const UINT32 Size); virtual void DrawBitmapBlob(const DocCoord &Point, KernelBitmap* BlobShape); virtual void DrawBitmapBlob(const DocCoord &Point, ResourceID resID ); // Function to help out during the masked blit BOOL SpreadMask(); INT32 FindCoverage(BOOL AnyCoverageReturns100 = FALSE); INT32 FindMaskDpi(); //FIXED16 FindMaskDpi(); // Functions to help find all the regions in the mask that need plotting void GetFirstMaskRegion(MaskRegion* pMaskInfo); void GetNextMaskRegion(MaskRegion* pMaskInfo); public: virtual void SetOffscreen(OffscreenAttrValue*) { } virtual void RestoreOffscreen(OffscreenAttrValue*) { } protected: // Function to help the GetFirst/NextMaskRegion functions void ScanMaskFrom(MaskRegion* pMaskInfo); // Function to help the AboutToRenderComplex/SimpleShape functions void SetNextShapeColour(DocColour& RequiredCol); // The colours DocColour Black; DocColour White; // Member vars protected: // The Host render regions caps RRCaps HostCaps; // Some attrs used as we go FlatTranspFillAttribute* pFillAttr; StrokeTranspAttribute* pStrokeAttr; static INT32 BitCountTable[256]; }; #endif // INC_MASKEDRR