Files
odfstudio/slideshow
Stephan Bergmann db3a61cd95 Generally determine Rdb content from gb_*_set_componentfile calls
...instead of by listing the content somewhat redundantly in the Rdb_*.mk
files, to avoid duplication of logic for components that are only built
conditionally (and thus should only be included conditionally in the
corresponding Rdb).  To achieve that, add an "rdb" parameter to
gb_ComponentTarget_ComponentTarget (and to the gb_*_set_componentfile macros
that internally call gb_ComponentTarget_ComponentTarget), which is used to make
the appropriate gb_Rdb_add_component call internally from within
gb_ComponentTarget_ComponentTarget.  (As a special case,
gb_CppunitTest_set_componentfile shall not call gb_Rdb_add_component, as that
has already been done by the corresponding gb_Library_set_componentfile call, so
allow the gb_ComponentTarget_ComponentTarget "rdb" parameter to be empty to
support that special case.)

Most Rdb_*.mk files are thus mostly empty now.  One exception is
i18npool/Rdb_saxparser.mk, which duplicates some of the Rdb_services content as
needed during the build in CustomTarget_i18npool/localedata.

1c9a40299d "gbuild: create services.rdb from built
components" had already tried to do something similar (in addition to other
things) under a new --enable-services-rdb-from-build option.  However, that
approach had four drawbacks that this approach here addresses (and which thus
partly reverts 1c9a40299d):

1  Rdb_services shall not contain the component files of all libraries that are
built.  While that commit filtered out the component files that go into
Rdb_ure/services (ure/Rdb_ure.mk), it failed to filter out the component files
that go into others like Rdb_postgresql-sdbc
(connectivity/Rdb_postgresql-sdbc.mk).

2  The code added by that commit to Makefile.gbuild codified the knowledge that
there is an Rdb_services, which is brittle.

3  The code added by that commit to solenv/gbuild/Rdb.mk codified the knowledge
(for gb_Rdb__URECOMPONENTS) that there is an Rdb_ure/services, which is brittle.

4  Introducing an --enable-services-rdb-from-build option needlessly provided
two different ways how the content of Rdb_services is assembled.

The changes done here would leave --enable-services-rdb-from-build as a
misnomer, as it no longer controls how Rdb_services is assembled.  I thus
renamed it to --enable-customtarget-components, as that is apparently what it
still does now.

Change-Id: Ia5e8df4b640146c77421fcec6daa11a9cd260265
Reviewed-on: https://gerrit.libreoffice.org/c/core/+/126577
Tested-by: Jenkins
Reviewed-by: Stephan Bergmann <sbergman@redhat.com>
2021-12-10 08:14:24 +01:00
..
2021-09-28 08:20:32 +02:00
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Impress Slideshow Engine

3D Transitions

The 3D transitions are slideshow transition engine using OpenGL and are located in slideshow/source/engine/OGLTrans/. They were initially written by GSOC student Shane.M.Mathews. Radek has later polished the code a bit, added few new 3D transitions, added infrastructure for vertex and fragment shaders. Wrote few transitions with fragment shader too.

Physics Animation Effects

Physics animation effects are simulated by external 2d physics engine library Box2D. They don't directly call Box2D functions but instead use the wrapper in:

  • slideshow/source/inc/box2dtools.hxx
  • slideshow/source/engine/box2dtools.cxx

The wrapper has two corresponding classes to manage the Box2D world and Box2D bodies.

When a physics animation starts, a Box2DWorld is initiated and populated with every shape that is part of the foreground (which are shapes that do not belong to the master slide and not a background shape).

After creation until the end of the slide (not the whole slideshow) the Box2D World isn't destroyed and reused. But the bodies that represent the shapes in the slide get destroyed when there's a point in time that there's no physics animation in progress. And recreated when another physics animation starts.

If there are multiple physics animations in parallel only one of them takes the role of stepping through the simulation.

If there are other animation effects that go in parallel which change the shape position, rotation, or visibility - they also report the change to Box2DWorld. These updates are collected in a queue in Box2DWorld and processed before stepping through the simulation. To achieve convincing results these updates are performed by setting the Box2D body's linear velocity or angular velocity instead of setting directly it's position or rotation.