drawinglayer: Improve the README.
Change-Id: I40ae115a03f1a289c940f9f96e3d496d1eba1a48
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Somewhat of a middle layer between rendering subsystems and application cores.
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Drawing API that can specify what to draw via a kind of display list.
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(What are "rendering subsystems" and "application cores"?)
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Example of the DrawingLayer use is eg. in svx/source/xoutdev/xtabhtch.cxx:121.
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A stripped down version with extended comments:
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It offers a nice and easy API to render complex shapes. (Pure "marketing".)
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// Create a hatch primitive (here a rectangle that will be filled with
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// the appropriate hatching, but has no border).
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// This will not draw it yet; it's so far only constructed to add it to a
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// display list later.
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const drawinglayer::primitive2d::Primitive2DReference aHatchPrimitive(
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new drawinglayer::primitive2d::PolyPolygonHatchPrimitive2D(...));
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// Create a rectangle around the hatch, to give it a border.
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const drawinglayer::primitive2d::Primitive2DReference aBlackRectanglePrimitive(
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new drawinglayer::primitive2d::PolygonHairlinePrimitive2D(...));
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// Here we want to render to a virtual device (to later obtain the bitmap
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// out of that), so prepare it.
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VirtualDevice aVirtualDevice;
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// Create processor and draw primitives, to get it ready for rendering.
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boost::scoped_ptr<drawinglayer::processor2d::BaseProcessor2D> pProcessor2D(
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drawinglayer::processor2d::createPixelProcessor2DFromOutputDevice(...));
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if (pProcessor2D)
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{
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// Fill-in the display list.
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drawinglayer::primitive2d::Primitive2DSequence aSequence(2);
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aSequence[0] = aHatchPrimitive;
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aSequence[1] = aBlackRectanglePrimitive;
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// Render it to the virtual device.
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pProcessor2D->process(aSequence);
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pProcessor2D.reset();
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}
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// Obtain the bitmap that was rendered from the virtual device, to re-use
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// it in the widget.
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aRetval = aVirtualDevice.GetBitmap(Point(0, 0), aVirtualDevice.GetOutputSizePixel());
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== DrawingLayer glossary ==
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Primitives - classes that represent what should be drawn. It holds the data
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what to draw, but does not contain any kind of the rendering. Some of the
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primitives are 'Basic primitives', that are primitives that cannot be
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decomposed. The rest of the primitives can be decomposed to the basic
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primitives.
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Decomposition - a way how to break down the more complicated primitives into
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the basic primitives, and represent them via them; this logically makes the
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plain Primitive2DSequence display list a hierarchy.
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Eg. PolygonMarkerPrimitive2D can be decomposed to 2 hairlines
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PolyPolygonHairlinePrimitive2D's, each with different color.
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Processor - a class that goes through the hierarchy of the Primitives, and
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renders it some way. Various processors, like VclPixelProcessor2D (renders to
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the screen), VclMetafileProcessor2D (renders to the VCL metafile, eg. for
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printing), etc.
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== How to Implement a new Primitive ("something new to draw") ==
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* Create an ancestor of BasePrimitive2D
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(or of its ancestor if it fits the purpose better)
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* Assign it an ID [in drawinglayer_primitivetypes2d.hxx]
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* Implement its decomposition
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[virtual Primitive2DSequence create2DDecomposition(...)]
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* Extend the (various) processor(s)
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If you need more than relying on just the decomposition
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== Where is DrawingLayer used ==
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* SdrObject(s) (rectangles, Circles, predefined shapes etc.)
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* Selections
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* Various smaller cases to 'just draw something'
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* Draw to a virtual device, and use the resulting bitmap (like the example
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above)
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* Custom widgets (like the Header / Footer indicator button)
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