SubpixelPositioning was until now activated when *any* MapMode was set, but there is another case this is needed: When a TextSimplePortionPrimitive2D is rendered by a SDPR. In that case a TextLayouterDevice is used (to isolate all Text-related stuff that should not be at OutputDevice) combined with a 'empty' OutDev -> no MapMode. The DXArray for Primitives (see that TextPrimitive) is defined in the Unit-Text_Coordinate-System, thus in (0..1) ranges. That allows to have the DXArray transformation-independent and thus re-usable and is used since the TextPrimitive was created. If there is a DXArray missing at the text Primitive (as is the case with SVG imported ones, but allowed in general) one gets automatically created during the SalLayout creation for rendering. Unfortunately there (see GenericSalLayout::LayoutText, usages of GetSubpixelPositioning) the coordinates get std::round'ed, so all up to that point correctly calculated metric information in that double-precision dependent coordinate space gets *shredded*. To avoid that, SubpixelPositioning has to be activated. While this might be done in the future for all cases (SubpixelPositioning == true), for now add this case for all usages of TextLayouterDevice to not break old stuff. NOTE: Due to higher precision I had to adapt some values for SVGIO tests: That is expected since higher precision leads to less-wide results internally. I checked testdocs that deviations are minimal and have better quality with SubpixelPositioning then before. Change-Id: Iab5aa6336cdb18224fd06472bf6badc9eb0fce3a Reviewed-on: https://gerrit.libreoffice.org/c/core/+/189993 Reviewed-by: Armin Le Grand <Armin.Le.Grand@me.com> Tested-by: Jenkins
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 .