There were three methods left that use PaintOrStrip in a mode to directly draw Text: DrawText_ToRectangle, DrawText_ToPosition and DrawText_ToEditView. I adapted all three to use PaintOrStrip in a Primitive creating mode and render using a PrmitiveRenderer. While StripPortions was already using the Primitive creating mode the others needed adaptions ranging from handling clipping over rotation to transformations. I checked these as good as I could, but since errors cannot be excluded, I added an ENV_VAR called DISBALE_EDITENGINE_ON_PRIMITIVES with which that change can be deactivated. Please use this by setting it for the office when bugs pop up whose bibisect point to this change - if it does not happen with that var set, this change is responsible. Offering this comes with a cost: Currently PaintOrStrip *still* offers both modes, but when this change causes no big problems I will be enabled to remove all direct paint and stuff done extra there. This will then allow in the future simpler changes since changes to EditEngine output will no longer have to be done in two scopes. For now this allows all remaining places that paint EditEngine content still directly to continue to work. This can in the future be extended to get the exact same context as seq<Primitives> so offers the path to potential re-use (not only paint, you can process and transform Primitives in many ways). A special case is the SD OutlinerView: It uses a set callback (PaintingFirstLineHdl) to additionally paint a PageNumber and a Graphic in that mode, but I managed to replace/extend that to Primitive usage so this is also prepared for simplifications in the future. It would also be good to change that callback from it's current form then. Change-Id: Idc9233f0ce27c3e4153851f4e45faa24d15af36d Reviewed-on: https://gerrit.libreoffice.org/c/core/+/187628 Tested-by: Jenkins Reviewed-by: Armin Le Grand <Armin.Le.Grand@me.com>
Drawing API
Drawing API that can specify what to draw via a kind of display list.
Example of the DrawingLayer use is eg. in svx/source/xoutdev/xtabhtch.cxx:121.
A stripped down version with extended comments:
// Create a hatch primitive (here a rectangle that will be filled with
// the appropriate hatching, but has no border).
// This will not draw it yet; it's so far only constructed to add it to a
// display list later.
const drawinglayer::primitive2d::Primitive2DReference aHatchPrimitive(
new drawinglayer::primitive2d::PolyPolygonHatchPrimitive2D(...));
// Create a rectangle around the hatch, to give it a border.
const drawinglayer::primitive2d::Primitive2DReference aBlackRectanglePrimitive(
new drawinglayer::primitive2d::PolygonHairlinePrimitive2D(...));
// Here we want to render to a virtual device (to later obtain the bitmap
// out of that), so prepare it.
VirtualDevice aVirtualDevice;
// Create processor and draw primitives, to get it ready for rendering.
std::unique_ptr<drawinglayer::processor2d::BaseProcessor2D> pProcessor2D(
drawinglayer::processor2d::createPixelProcessor2DFromOutputDevice(...));
// Fill-in the display list.
drawinglayer::primitive2d::Primitive2DSequence aSequence(2);
aSequence[0] = aHatchPrimitive;
aSequence[1] = aBlackRectanglePrimitive;
// Render it to the virtual device.
pProcessor2D->process(aSequence);
pProcessor2D.reset();
// Obtain the bitmap that was rendered from the virtual device, to re-use
// it in the widget.
aRetval = aVirtualDevice.GetBitmap(Point(0, 0), aVirtualDevice.GetOutputSizePixel());
DrawingLayer Glossary
Primitives - classes that represent what should be drawn. It holds the data what to draw, but does not contain any kind of the rendering. Some of the primitives are 'Basic primitives', that are primitives that cannot be decomposed. The rest of the primitives can be decomposed to the basic primitives.
Decomposition - a way how to break down the more complicated primitives into
the basic primitives, and represent them via them; this logically makes the
plain Primitive2DSequence display list a hierarchy.
Eg. PolygonMarkerPrimitive2D can be decomposed to 2 hairlines
PolyPolygonHairlinePrimitive2D's, each with different color.
Processor - a class that goes through the hierarchy of the Primitives, and
renders it some way. Various processors, like VclPixelProcessor2D (renders to
the screen), VclMetafileProcessor2D (renders to the VCL metafile, eg. for
printing), etc.
How to Implement a New Primitive ("Something New to Draw")
-
Create an ancestor of
BasePrimitive2D(or of its ancestor if it fits the purpose better)-
Assign it an ID [in
drawinglayer_primitivetypes2d.hxx] -
Implement its decomposition [
virtual Primitive2DSequence create2DDecomposition(...)]
-
-
Extend the (various) processor(s) If you need more than relying on just the decomposition
Where is DrawingLayer Used
-
SdrObject(s) (rectangles, Circles, predefined shapes etc.) -
Selections
-
Various smaller cases to 'just draw something'
- Draw to a virtual device, and use the resulting bitmap (like the example above)
-
Custom widgets (like the Header / Footer indicator button)
Dumping DrawingLayer Primitives as XML
For debugging purposes, it is possible to dump the drawinglayer primitives as an xml file. The drawinglayer xml dump can show possible problems with the rendering.
For example, in emfio/qa/cppunit/emf/EmfImportTest.cxx, one can write:
Primitive2DSequence aSequence = parseEmf(u"emfio/qa/cppunit/wmf/data/stockobject.emf");
drawinglayer::Primitive2dXmlDump dumper;
Primitive2DContainer aContainer(aSequence);
dumper.dump(aContainer, "/tmp/drawyinglayer.xml");
Then, after invoking make CppunitTest_emfio_emf, /tmp/drawyinglayer.xml will
be the dump of the drawinglayer primitives used to draw the emf file in
LibreOffice. The top level tag will be .