/* -*- Mode: C++; tab-width: 4; indent-tabs-mode: nil; c-basic-offset: 4 -*- */
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 * 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 .
 */

#pragma once

#include <drawinglayer/drawinglayerdllapi.h>

#include <drawinglayer/primitive2d/groupprimitive2d.hxx>
#include <basegfx/matrix/b2dhommatrixtools.hxx>
#include <memory>

// predefines
namespace drawinglayer::animation
{
class AnimationEntry;
}

namespace basegfx
{
class B2DHomMatrix;
}

namespace drawinglayer::primitive2d
{
/** AnimatedSwitchPrimitive2D class

    This is the basic class for simple, animated primitives. The basic idea
    is to have an animation definition (AnimationEntry) who's basic
    functionality is to return a state value for any given animation time in
    the range of [0.0 .. 1.0]. Depending on the state, the decomposition
    calculates an index, which of the members of the child vector is to
    be visualized.

    An example: For blinking, the Child vector should exist of two entries;
    for values of [0.0 .. 0.5] the first, else the last entry will be used.
    This mechanism is not limited to two entries, though.
 */
class DRAWINGLAYER_DLLPUBLIC AnimatedSwitchPrimitive2D : public GroupPrimitive2D
{
private:
    /**
        The animation definition which allows translation of a point in time
        to an animation state [0.0 .. 1.0]. This member contains a cloned
        definition and is owned by this implementation.
     */
    std::unique_ptr<animation::AnimationEntry> mpAnimationEntry;

    /** flag if this is a text or graphic animation. Necessary since SdrViews need to differentiate
        between both types if they are on/off
     */
    bool mbIsTextAnimation : 1;

protected:
    /** write access right for classes deriving from this who want to do special
        things (e.g. optimization, buffering).
        Caution: This is an exception from the read-only, non-modifiable paradigm
        for primitives, so special preparations may be needed. Usually should
        only be used for initialization (e.g. in a derived constructor)
    */
    void setAnimationEntry(const animation::AnimationEntry& rNew);

public:
    /// constructor
    AnimatedSwitchPrimitive2D(const animation::AnimationEntry& rAnimationEntry,
                              Primitive2DContainer&& aChildren, bool bIsTextAnimation);

    /// destructor - needed due to mpAnimationEntry
    virtual ~AnimatedSwitchPrimitive2D() override;

    /// data read access
    const animation::AnimationEntry& getAnimationEntry() const { return *mpAnimationEntry; }
    bool isTextAnimation() const { return mbIsTextAnimation; }
    bool isGraphicAnimation() const { return !isTextAnimation(); }

    /// compare operator
    virtual bool operator==(const BasePrimitive2D& rPrimitive) const override;

    /// provide unique ID
    virtual sal_uInt32 getPrimitive2DID() const override;

    /** Override getDecomposition() here since the decompose
        depends on the point in time, so the default implementation is
        not useful here, it needs to be handled locally
     */
    virtual void
    get2DDecomposition(Primitive2DDecompositionVisitor& rVisitor,
                       const geometry::ViewInformation2D& rViewInformation) const override;
};

/** AnimatedBlinkPrimitive2D class

    Basically the same mechanism as in AnimatedSwitchPrimitive2D, but the
    decomposition is specialized in delivering the children in the
    range [0.0.. 0.5] and an empty sequence else
 */
class DRAWINGLAYER_DLLPUBLIC AnimatedBlinkPrimitive2D final : public AnimatedSwitchPrimitive2D
{
public:
    /// constructor
    AnimatedBlinkPrimitive2D(const animation::AnimationEntry& rAnimationEntry,
                             Primitive2DContainer&& aChildren);

    /// create local decomposition
    virtual void
    get2DDecomposition(Primitive2DDecompositionVisitor& rVisitor,
                       const geometry::ViewInformation2D& rViewInformation) const override;

    /// provide unique ID
    virtual sal_uInt32 getPrimitive2DID() const override;
};

/** AnimatedInterpolatePrimitive2D class

    Specialized on multi-step animations based on matrix transformations. The
    Child sequence will be embedded in a matrix transformation. That transformation
    will be linearly combined from the decomposed values and the animation value
    to allow a smooth animation.
 */
class DRAWINGLAYER_DLLPUBLIC AnimatedInterpolatePrimitive2D final : public AnimatedSwitchPrimitive2D
{
private:
    /// the transformations
    std::vector<basegfx::utils::B2DHomMatrixBufferedDecompose> maMatrixStack;

public:
    /// constructor
    AnimatedInterpolatePrimitive2D(const std::vector<basegfx::B2DHomMatrix>& rmMatrixStack,
                                   const animation::AnimationEntry& rAnimationEntry,
                                   Primitive2DContainer&& aChildren);

    /// create local decomposition
    virtual void
    get2DDecomposition(Primitive2DDecompositionVisitor& rVisitor,
                       const geometry::ViewInformation2D& rViewInformation) const override;

    /// provide unique ID
    virtual sal_uInt32 getPrimitive2DID() const override;
};

} // end of namespace drawinglayer::primitive2d

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