// $Id: nodeshad.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. You should have received a copy of the GNU General Public License along with Xara LX (see the file GPL in the root directory of the distribution); if not, write to the Free Software Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA ADDITIONAL RIGHTS ----------------- Conditional upon your continuing compliance with the GNU General Public License described above, Xara Group Ltd grants to you certain additional rights. The additional rights are to use, modify, and distribute the software together with the wxWidgets library, the wxXtra library, and the "CDraw" library and any other such library that any version of Xara LX relased by Xara Group Ltd requires in order to compile and execute, including the static linking of that library to XaraLX. In the case of the "CDraw" library, you may satisfy obligation under the GNU General Public License to provide source code by providing a binary copy of the library concerned and a copy of the license accompanying it. Nothing in this section restricts any of the rights you have under the GNU General Public License. SCOPE OF LICENSE ---------------- This license applies to this program (XaraLX) and its constituent source files only, and does not necessarily apply to other Xara products which may in part share the same code base, and are subject to their own licensing terms. This license does not apply to files in the wxXtra directory, which are built into a separate library, and are subject to the wxWindows license contained within that directory in the file "WXXTRA-LICENSE". This license does not apply to the binary libraries (if any) within the "libs" directory, which are subject to a separate license contained within that directory in the file "LIBS-LICENSE". ARRANGEMENTS FOR CONTRIBUTION OF MODIFICATIONS ---------------------------------------------- Subject to the terms of the GNU Public License (see above), you are free to do whatever you like with your modifications. However, you may (at your option) wish contribute them to Xara's source tree. You can find details of how to do this at: http://www.xaraxtreme.org/developers/ Prior to contributing your modifications, you will need to complete our contributor agreement. This can be found at: http://www.xaraxtreme.org/developers/contribute/ Please note that Xara will not accept modifications which modify any of the text between the start and end of this header (marked XARAHEADERSTART and XARAHEADEREND). MARKS ----- Xara, Xara LX, Xara X, Xara X/Xtreme, Xara Xtreme, the Xtreme and Xara designs are registered or unregistered trademarks, design-marks, and/or service marks of Xara Group Ltd. All rights in these marks are reserved. Xara Group Ltd, Gaddesden Place, Hemel Hempstead, HP2 6EX, UK. http://www.xara.com/ =================================XARAHEADEREND============================ */ #ifndef INC_NODESHADOW #define INC_NODESHADOW #ifdef BUILDSHADOWS #include "nodecont.h" #include "nodebmp.h" //#include "combshps.h" //#include "ink.h" - in camtypes.h [AUTOMATICALLY REMOVED] //#include "paths.h" - in camtypes.h [AUTOMATICALLY REMOVED] //#include "fillattr.h" - in camtypes.h [AUTOMATICALLY REMOVED] //#include "biasgain.h" - in camtypes.h [AUTOMATICALLY REMOVED] //#include "becomea.h" - in camtypes.h [AUTOMATICALLY REMOVED] #include "pathpcs.h" //#include "biasgain.h" - in camtypes.h [AUTOMATICALLY REMOVED] //#include "gconsts.h" - in camtypes.h [AUTOMATICALLY REMOVED] class NodeShadowController; class TrapsList; class CShadowerFlat; class CBitmapShadow; class ExtendParams; class NodeShadowPassback; class GRenderRegion; class GRenderRegionWrapper; class BitmapTranspFillAttribute; /*********************************************************************************************** > class NodeShadow : public NodeRenderableInk Author: Peter_Arnold (Xara Group Ltd) Created: 16/11/94 Purpose: ***********************************************************************************************/ class NodeShadow : public NodeRenderableInk { // Give my name out in memory dumps CC_DECLARE_DYNCREATE(NodeShadow); public: NodeShadow(); ~NodeShadow(); NodeShadow(Node* ContextNode, AttachNodeDirection Direction, BOOL Locked = FALSE, BOOL Mangled = FALSE, BOOL Marked = FALSE, BOOL Selected = FALSE ); // Initialise the shape BOOL SetUpShape(); virtual Node* SimpleCopy(); void CopyNodeContents(NodeShadow* NodeCopy); virtual void PolyCopyNodeContents(NodeRenderable* pNodeCopy); virtual BOOL IsAShadow() const { return TRUE; } // we don't want to have brush attrs applied to us. virtual BOOL CanAttrBeAppliedToMe(CCRuntimeClass* pAttribClass); // virtual Functions to deal with bounding boxes virtual DocRect GetBoundingRect(BOOL DontUseAttrs = FALSE, BOOL HitTest = FALSE); virtual DocRect GetBlobBoundingRect(); // Rendering Functions virtual void Render( RenderRegion* pRender ); virtual void RenderEorDrag( RenderRegion* ); virtual void PreExportRender( RenderRegion* pRender ); virtual BOOL ExportRender( RenderRegion* pRender ); // Version 2 file format functions virtual BOOL WritePreChildrenWeb(BaseCamelotFilter* pFilter); virtual BOOL WritePreChildrenNative(BaseCamelotFilter* pFilter); virtual BOOL CanWriteChildrenWeb(BaseCamelotFilter* pFilter); virtual BOOL CanWriteChildrenNative(BaseCamelotFilter* pFilter); // Selection functions. virtual void RenderObjectBlobs(RenderRegion* pRender); virtual void RenderTinyBlobs(RenderRegion* pRender); // Functions to transform the shape virtual void Transform( TransformBase& ); // Information functions virtual UINT32 GetNodeSize() const; // Returns size of node in bytes virtual String Describe(BOOL Plural, BOOL Verbose); virtual BOOL NeedsTransparency() const {return TRUE;} // Make Shapes functions virtual BOOL CanBecomeA(BecomeA* pBecomeA); virtual BOOL DoBecomeA(BecomeA* pBecomeA); // Debugging function void ShowDebugTreeDetails() const; void GetDebugDetails( StringBase* Str ); // Functions to deal with messages virtual BOOL OnClick( DocCoord, ClickType, ClickModifiers, Spread*); virtual BOOL OnNodePopUp(Spread* pSpread, DocCoord PointerPos, ContextMenu* pMenu); // The natty Snap functions virtual BOOL Snap(DocCoord* pDocCoord); virtual BOOL Snap(DocRect* pDocRect,const DocCoord& PrevCoord,const DocCoord& CurCoord); virtual BOOL SnapToCoords(DocCoord* pDocCoord); void DeleteCurrentShadowStuff(); void DeleteCache(); void DeleteAndRefreshCache(); virtual NodeCompound* GetParentController() const; virtual BOOL PostImport(); BOOL PostDuplicate(UndoableOperation* pOp); // function called after node has been copied. virtual BOOL NeedsParent(Node* pNode) const; virtual BOOL AllowOp(ObjChangeParam *pParam, BOOL SetOpPermissionState = TRUE, BOOL DoPreTriggerEdit = TRUE); virtual BOOL MarqueeSelectNode() const { return FALSE; } virtual BOOL ReleaseCached( BOOL bAndParents = TRUE, BOOL bAndChildren = TRUE, BOOL bSelf = TRUE, BOOL bAndDerived = TRUE); protected: void InitialiseMemberVars(); virtual void RenderBitmap(RenderRegion* pRender); public: BOOL GenerateShadow(); BOOL GenerateShadowForBlends(List * pList, RenderRegion * pRegion); void UpdateAfterWallOffset(); BOOL GenerateShadowBitmap(KernelBitmap* pSilhouetteBmp, const double pixBlurDiameter); BOOL GenerateSelectionBitmap(Range * pSelRng); void HaveChangedShadow() { m_bHaveTransformed = TRUE; } void SetBitmapShadowRendering(BOOL OnOrOff) { m_RenderBitmaps = OnOrOff; } BOOL AmDoingACopy() { return m_bAmCopying; } void SetAmCopying() { m_bAmCopying = TRUE; } void SetAmLoading() { m_bAmLoading = TRUE; } // Get shadow darkness, from 0.0 (transparent) to 1.0 (opaque). double GetDarkness() { return m_dDarkness; } void SetDarkness(double Darkness); // Get shadow transparency, from 0 (opaque) to 255 (transparent). UINT32 GetTransp() { return (UINT32)(0.5 + 255.0 * (1.0 - m_dDarkness)); } // Set shadow transparency, from 0 (opaque) to 255 (transparent). void SetTransp(UINT32 Transp) { SetDarkness( (double)(255 - Transp) / 255.0 ); } void SetBiasGain(CProfileBiasGain &gain); CProfileBiasGain &GetBiasGain(); CProfileBiasGain* GetBiasGainPtr(); // Karim MacDonald 25/11/1999 // virtual Extend functions; see declaration/implementation in Node. public: virtual BOOL IsTypeExtendible() const { return TRUE; } virtual DocRect ValidateExtend(const ExtendParams& ExtParams); virtual void Extend(const ExtendParams& ExtParams); virtual INT32 EstimateNodeComplexity (OpParam* details); #ifdef NEW_SHADOW_RENDER public: BOOL MakeShadow(LPBITMAPINFO lpInfo, LPBYTE lpBits, DocRect orect); BOOL RenderShadow(RenderRegion* pRender); BOOL NeedsRemake(); BOOL TransformShadow(TransformBase& Trans); #endif protected: KernelBitmap* m_ShadowBitmap; BitmapTranspFillAttribute* m_pBMPTransFill; Path m_Path; Path m_NonTranslatedPath; INT32 m_ShadowWidth; INT32 m_ShadowHeight; BOOL m_bHaveTransformed; BOOL m_RenderBitmaps; BOOL m_bAmCopying; BOOL m_bAmLoading; double m_dDarkness; DocRect m_SelectedRect; INT32 m_PreviousBlur; BOOL SetupTransFill(); // turns the 24 - bit kernel bitmap into an 8 bit greyscale BOOL Create8BitBitmap(KernelBitmap * pSrcBitmap, KernelBitmap ** ppDestBitmap); void CreateBitmapPath(const DocRect& drInkForShadowing, double PixelWidth, const double pixBlurDiameter); // DMc the bitmap shadower (not the COM shadower flat) CBitmapShadow * m_pShadower; // the bitmap offset for floor shadows INT32 m_BitmapXOffset; CProfileBiasGain m_BiasGain; NodePath * CreateShadowPassbackNode(); BOOL RenderBitmapForDisplay(RenderRegion* pRegion, List* pList = NULL); BOOL RenderBitmapForDisplay(); BOOL ApplyProfileToShadowBitmap(); // shadow cache state information. // a note of the pixel width which was requested the last time we generated a shadow. MILLIPOINT m_LastRequestedPixWidth; // shadow cache state information. // a note of the quality setting at which our last shadow was generated. enum Quality::Fill m_LastQualitySetting; // we need to store the actual width (in millipoints) of a pixel // from our shadow bitmap. this takes into account any scaling // of the bitmap if there is not enough memory to do a full scale shadow. double m_LastActualPixWidth; }; /******************************************************************************************** > class BitmapShadower Author: Karim_MacDonald (Xara Group Ltd) Created: 26/10/2000 Purpose: Encapsulates the shadow silhouette bitmap creation process. See also: NodeShadow::RenderBitmapForDisplay(), NodeShadow::GenerateShadowBitmap(). ********************************************************************************************/ class BitmapShadower { public: static BitmapShadower* CreateSilhouetteBitmap( NodeShadowController* pControl, GRenderRegion* pGRR = NULL, List* pList = NULL ); // get a ptr to the shadow bitmap. // the caller of this function takes responsibility for deleting the returned KernelBitmap. KernelBitmap* GetSilhouetteBitmap() { KernelBitmap* pBmp = m_pSilhouetteBitmap; m_pSilhouetteBitmap = NULL; return pBmp; } // get the blur diameter (in pixels) for the shadow bitmap. double GetPixBlurDiameter() const { return m_pixBlurDiameter; } // get actual pixel width at which the shadow bitmap should be rendered, to come out the right size. double GetActualPixelWidth() const { return m_ActualPixelWidth; } // get the onscreen bounds of the shadow bitmap. DocRect GetBitmapBounds() const { return m_drShadowedBounds; } ~BitmapShadower(); private: BitmapShadower(); BOOL Initialise(NodeShadowController* pControl, GRenderRegion* pGRR, List* pList); BOOL DoCreateSilhouetteBitmap(); BOOL CalculateBoundsAndScale1(); BOOL CalculateBoundsAndScale2WithGRR(); BOOL CalculateBoundsAndScale2NoGRR(); BOOL CreateOffscreenRR(); BOOL RenderShadowedNodeOffscreen(); GRenderRegion* m_pGRR; NodeShadowController* m_pControl; NodeShadow* m_pShadow; NodeRenderableInk* m_pShadowedNode; List* m_pShadowedList; enum ShadowType m_ShadowType; DocRect m_drShadowedBounds; double m_ShadowScaleFactor; double m_ActualPixelWidth; double m_pixBlurDiameter; GRenderRegionWrapper* m_pRendWrap; GRenderRegion* m_pOffscreenRR; KernelBitmap* m_pSilhouetteBitmap; }; /*********************************************************************************************** > class NodeShadowBecomeA : public BecomeA Author: David_McClarnon (Xara Group Ltd) Created: 11/12/199 Purpose: Does the become A for generating all the path so that the NodeShadowPassback will work ***********************************************************************************************/ class NodeShadowBecomeA : public BecomeA { public: NodeShadowBecomeA( BecomeAReason Reason, CCRuntimeClass* pClass, UndoableOperation* pOp, BOOL Sel, Path * pSummedPath) : BecomeA( Reason, pClass, pOp, Sel) { m_pPath = pSummedPath; } virtual BOOL PassBack(NodeRenderableInk* pNewNode,NodeRenderableInk* pCreatedByNode,CCAttrMap* pAttrMap); private: Path * m_pPath; }; #endif // BUILDSHADOWS #endif // NODESHADOW