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#ifndef INCLUDED_SVX_SDR_CONTACT_VIEWOBJECTCONTACT_HXX
#define INCLUDED_SVX_SDR_CONTACT_VIEWOBJECTCONTACT_HXX

#include <memory>
#include <optional>
#include <svx/svxdllapi.h>
#include <drawinglayer/primitive2d/Primitive2DContainer.hxx>

class SdrPageView;

namespace sdr::animation {
    class PrimitiveAnimation;
}
namespace drawinglayer::primitive2d { class Primitive2DDecompositionVisitor; }

namespace sdr::contact {

class DisplayInfo;
class ObjectContact;
class ViewContact;

class SVXCORE_DLLPUBLIC ViewObjectContact
{
private:
    // must-exist and constant contacts
    ObjectContact&                                  mrObjectContact;
    ViewContact&                                    mrViewContact;

    // This range defines the object's BoundRect
    basegfx::B2DRange                               maObjectRange;

    // PrimitiveSequence of the ViewContact. This contains all necessary information
    // for the graphical visualisation and needs to be supported by all VCs which
    // can be visualized.
    drawinglayer::primitive2d::Primitive2DContainer  mxPrimitive2DSequence;

    // the PrimitiveAnimation if Primitive2DContainer contains animations
    std::unique_ptr<sdr::animation::PrimitiveAnimation> mpPrimitiveAnimation;

    // possible on-demand calculated GridOffset for non-linear ViewToDevice transformation (calc)
    mutable std::optional<basegfx::B2DVector>       moGridOffset;

    // used to detect ActionChanged() during primitive construction
    int                                             mnActionChangedCount;

    // This bool gets set when the object gets invalidated by ActionChanged() and
    // can be used from the OC to late-invalidates
    bool                                            mbLazyInvalidate : 1;

protected:
    // make redirector a protected friend, it needs to call createPrimitives as default action
    friend class ViewObjectContactRedirector;

    // Called from getPrimitive2DSequence() when vector has changed. Evaluate object animation
    // and setup accordingly
    void checkForPrimitive2DAnimations();

    // This method is responsible for creating the graphical visualisation data which is
    // stored/cached in the local primitive. Default gets view-independent Primitive
    // from the ViewContact using ViewContact::getViewIndependentPrimitive2DContainer(), takes care of
    // visibility, handles glue and ghosted.
    // This method will not handle included hierarchies and not check geometric visibility.
    virtual void createPrimitive2DSequence(const DisplayInfo& rDisplayInfo, drawinglayer::primitive2d::Primitive2DDecompositionVisitor& rVisitor) const;

    // method for flushing Primitive2DContainer for VOC implementations
    void flushPrimitive2DSequence() { mxPrimitive2DSequence.clear(); }

public:
    // basic constructor.
    ViewObjectContact(ObjectContact& rObjectContact, ViewContact& rViewContact);
    virtual ~ViewObjectContact();

    // access to ObjectContact
    ObjectContact& GetObjectContact() const { return mrObjectContact; }

    // access to ViewContact
    ViewContact& GetViewContact() const { return mrViewContact; }

    // get the object size range
    const basegfx::B2DRange& getObjectRange() const;

    // React on changes of the object of this ViewContact
    virtual void ActionChanged();

    // IASS: helper for IASS invalidates
    void ActionChangedIfDifferentPageView(const SdrPageView& rSdrPageView);

    // LazyInvalidate handling
    void triggerLazyInvalidate();

    // Check if this primitive is animated in any OC (View) which means it has
    // generated a PrimitiveAnimation
    bool isAnimated() const { return (nullptr != mpPrimitiveAnimation); }

    // Take some action when new objects are inserted
    void ActionChildInserted(ViewContact& rChild);

    // access to the local primitive. This will ensure that the local primitive is
    // current in comparing the local one with a fresh created incarnation
    // This method will not handle included hierarchies and not check visibility.
    drawinglayer::primitive2d::Primitive2DContainer const & getPrimitive2DSequence(const DisplayInfo& rDisplayInfo) const;

    void createStructureTag(drawinglayer::primitive2d::Primitive2DContainer & rNewPrimitiveSequence) const;

    /// check if getPrimitive2DSequence() should create tag
    virtual bool isExportPDFTags() const;

    // test this VOC for visibility concerning model-view stuff like e.g. Layer
    virtual bool isPrimitiveVisible(const DisplayInfo& rDisplayInfo) const;

    // test this VOC for ghosted mode
    virtual bool isPrimitiveGhosted(const DisplayInfo& rDisplayInfo) const;

    // process this primitive: Eventually also recursively travel an existing hierarchy,
    // e.g. for group objects, scenes or pages. This method will test geometrical visibility.
    virtual void getPrimitive2DSequenceHierarchy(DisplayInfo& rDisplayInfo, drawinglayer::primitive2d::Primitive2DDecompositionVisitor& rVisitor) const;

    // just process the sub-hierarchy, used as tooling from getPrimitive2DSequenceHierarchy
    void getPrimitive2DSequenceSubHierarchy(DisplayInfo& rDisplayInfo, drawinglayer::primitive2d::Primitive2DDecompositionVisitor& rVisitor) const;

    // interface to support GridOffset for non-linear ViewToDevice transformation (calc)
    const basegfx::B2DVector& getGridOffset() const;
    void resetGridOffset();
};

}


#endif // INCLUDED_SVX_SDR_CONTACT_VIEWOBJECTCONTACT_HXX

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