...following up on 314f15bff0 "Extend
loplugin:external to warn about enums".
Cases where free functions were moved into an unnamed namespace along with a
class, to not break ADL, are in:
filter/source/svg/svgexport.cxx
sc/source/filter/excel/xelink.cxx
sc/source/filter/excel/xilink.cxx
svx/source/sdr/contact/viewobjectcontactofunocontrol.cxx
All other free functions mentioning moved classes appear to be harmless and not
give rise to (silent, even) ADL breakage. (One remaining TODO in
compilerplugins/clang/external.cxx is that derived classes are not covered by
computeAffectedTypes, even though they could also be affected by ADL-breakage---
but don't seem to be in any acutal case across the code base.)
For friend declarations using elaborate type specifiers, like
class C1 {};
class C2 { friend class C1; };
* If C2 (but not C1) is moved into an unnamed namespace, the friend declaration
must be changed to not use an elaborate type specifier (i.e., "friend C1;"; see
C++17 [namespace.memdef]/3: "If the name in a friend declaration is neither
qualified nor a template-id and the declaration is a function or an
elaborated-type-specifier, the lookup to determine whether the entity has been
previously declared shall not consider any scopes outside the innermost
enclosing namespace.")
* If C1 (but not C2) is moved into an unnamed namespace, the friend declaration
must be changed too, see <https://gcc.gnu.org/bugzilla/show_bug.cgi?id=71882>
"elaborated-type-specifier friend not looked up in unnamed namespace".
Apart from that, to keep changes simple and mostly mechanical (which should help
avoid regressions), out-of-line definitions of class members have been left in
the enclosing (named) namespace. But explicit specializations of class
templates had to be moved into the unnamed namespace to appease
<https://gcc.gnu.org/bugzilla/show_bug.cgi?id=92598> "explicit specialization of
template from unnamed namespace using unqualified-id in enclosing namespace".
Also, accompanying declarations (of e.g. typedefs or static variables) that
could arguably be moved into the unnamed namespace too have been left alone.
And in some cases, mention of affected types in blacklists in other loplugins
needed to be adapted.
And sc/qa/unit/mark_test.cxx uses a hack of including other .cxx, one of which
is sc/source/core/data/segmenttree.cxx where e.g. ScFlatUInt16SegmentsImpl is
not moved into an unnamed namespace (because it is declared in
sc/inc/segmenttree.hxx), but its base ScFlatSegmentsImpl is. GCC warns about
such combinations with enabled-by-default -Wsubobject-linkage, but "The compiler
doesn’t give this warning for types defined in the main .C file, as those are
unlikely to have multiple definitions."
(<https://gcc.gnu.org/onlinedocs/gcc-9.2.0/gcc/Warning-Options.html>) The
warned-about classes also don't have multiple definitions in the given test, so
disable the warning when including the .cxx.
Change-Id: Ib694094c0d8168be68f8fe90dfd0acbb66a3f1e4
Reviewed-on: https://gerrit.libreoffice.org/83239
Tested-by: Jenkins
Reviewed-by: Stephan Bergmann <sbergman@redhat.com>
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(...));
if (pProcessor2D)
{
// 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)