예제 #1
0
void CCAttrMap::ApplyAttributesToNode(NodeRenderableInk * pInk)
{
	iterator			pos = GetStartPosition();

	while( pos != GetEndPosition() )
	{
		CCRuntimeClass *pKey;
		void		   *pVal;
		GetNextAssoc(pos, pKey, pVal);

		NodeAttribute * pAttr = (NodeAttribute *)pVal;

		// copy the attribute
		if( pAttr->CanBeAppliedToObject() )
		{
			NodeAttribute * pAttrCopy = NULL;
			pAttr->NodeCopy((Node **)(&pAttrCopy));
			
			pAttrCopy->AttachNode(pInk, LASTCHILD);

			// nb now that GLAs have an independent flag to indicate when
			// they are copied from the default, it is safe to fix linkages
			// this ensures that GLA defaults get copied when BlendRefs are
			// made from complex nodes, and that they are found when MakeAppliedAttributes
			// calls FindAppliedAttributes on the unattached subtree
			// TODO??
			// What about just copying compound node's Parent pointers to 
			// pseudo attach the tree, rather than copying applied attrs to unattached tree
			// Just need to watch when deleting that it doesn't do anything to the
			// parents pointers - which it shouldn't surely?
			pAttrCopy->LinkToGeometry(pInk);
		}
	}
}
예제 #2
0
BOOL NodeRenderableInk::FactorOutCommonChildAttrHelper(BOOL Global, AttrTypeSet* pAffectedAttrTypes)
{
	// This function should only ever get called on a compound object
	ENSURE(IsCompound(), "FactorOutCommonChildAttributes called on a non compound object"); 

 	CommonAttrSet CommonAttributeSet; // A list of CommonAttributeItems
	
	if (!FindCommonAttributesToFactorOut(&CommonAttributeSet))	 // Ignores attr discard nodes
	{
		return FALSE;  
	} 
	
	NodeAttribute* pFactoredOutAttr;

	// Ok let's add the common attributes to the first child of the group 
	CommonAttributeItem* pCommonAttr; 
	for (pCommonAttr = (CommonAttributeItem*)CommonAttributeSet.GetHead();
		 pCommonAttr != NULL;
		 pCommonAttr = (CommonAttributeItem*)CommonAttributeSet.GetNext(pCommonAttr)) 
	{
		// Is the common attribute an attribute which should be factored out ?
		if (!pAffectedAttrTypes || (pAffectedAttrTypes->InSet(pCommonAttr->pAttr->GetAttributeType())) )
		{
			//pCommonAttr->pAttr->MoveNode(this, FIRSTCHILD);    
			// Take a copy of the node and insert it as a first child
			pFactoredOutAttr = (NodeAttribute*)(pCommonAttr->pAttr->SimpleCopy());
			if (!pFactoredOutAttr)
				return FALSE; 
			pFactoredOutAttr->AttachNode(this, FIRSTCHILD, TRUE, FALSE);
		}  
	}

	// The CommonAttributeSet is no longer required
	CommonAttributeSet.DeleteAll(); 

	// Do we need to factor out the parents attributes ?
	if (Global)
	{
		Node* pParent = FindParent();
		if (pParent && (pParent->IsCompound()))
		{
			// We need to localise the parent's attributes first  (Recursive bit)
			if (!(((NodeRenderableInk*)pParent)->FactorOutCommonChildAttrHelper(TRUE, pAffectedAttrTypes)))
			{
				return FALSE; // Failed
			} 
		}
	}
	return TRUE; // Success
}
예제 #3
0
BOOL BitmapExportDocument::Init(KernelBitmap* pBitmap, const DocRect& RectToExport)
{
	// Don't attach any CCamDoc.
	if (!Document::Init(0)) return(FALSE);

	Node *pSpread = FindFirstSpread();
	ERROR3IF(pSpread == NULL, "No Spread in document!");

	Node *pLayer = pSpread->FindFirstChild();
	ERROR3IF(pLayer == NULL, "No Spread-child in document!");

	// Store away the rectangle
	ExportRect = RectToExport;

	// Now scan the children of the first spread until we find a layer, or run out of nodes
	while (pLayer != NULL && !pLayer->IsLayer())
		pLayer = pLayer->FindNext();

	if (pLayer == NULL)		// No Layer, so we'd better add one for ourselves
	{
		String_256 LayerID = String_256(_R(IDS_K_CLIPINT_LAYERNAME));
		pLayer = new Layer(pSpread, LASTCHILD, LayerID);
		if (pLayer == NULL)
			return(InitFailed());
	}

	// Create a new NodeRect
	NodeRect* pRectNode = new NodeRect(pLayer, FIRSTCHILD);

	// Failed so cleanup and exit
	if (pRectNode == NULL)
		return(InitFailed());

	// Initilaise the node
	if (!pRectNode->SetUpPath(6,6))
		return(InitFailed());

	// Create the rectangle
	pRectNode->CreateShape(ExportRect);

	// Give the rectangle a line colour
#if 0
	// This memory leaks a StrokeColourAttribute
	StrokeColourAttribute* pAttrValue = new StrokeColourAttribute(DocColour(COLOUR_TRANS));
	if (pAttrValue == NULL)
		return(InitFailed());
	
	NodeAttribute* pAttr = pAttrValue->MakeNode();
	if (pAttr == NULL)
		return(InitFailed());

	// Attach the attribute to the rectangle
	pAttr->AttachNode(pRectNode, FIRSTCHILD);
#else
	// Do what ApplyDefaultBitmapAttrs does
	Node* pLineColAttr = new AttrStrokeColour();
	if (pLineColAttr == NULL)
		return(InitFailed());

	DocColour none(COLOUR_NONE);
	((AttrFillGeometry*)pLineColAttr)->SetStartColour(&none);
	pLineColAttr->AttachNode(pRectNode, FIRSTCHILD);
#endif

	// Create a NodeBitmap (don't attach it to the tree straight away 'cos we
	// have to put the attributes on it first)

	pBitmapNode = new NodeBitmap();
	if (pBitmapNode == NULL)
		return(InitFailed());

	if (!pBitmapNode->SetUpPath(6,6))
		return(InitFailed());

	pBitmapNode->CreateShape(ExportRect);

	if (!SetBitmap(pBitmap))
		return(InitFailed());

	// Set the bitmap's attributes
	// This must be done before the NodeBitmap is inserted into the tree
	if (!pBitmapNode->ApplyDefaultBitmapAttrs(NULL))
		return(InitFailed());

	// Attach it to the tree as the next sibling of the rectangle
	pBitmapNode->AttachNode(pRectNode, NEXT);

	// Success...
	return(TRUE);
}
예제 #4
0
BOOL NodeRenderableInk::MakeAttributeComplete(Node* Root, 
											  BOOL CheckForDuplicates, 		  /* = TRUE */
											  AttrTypeSet* pAffectedAttrTypes, /* = NULL */ 
											  BOOL IncludeDefaults, /* = FALSE */
											  BOOL bIncludeEffectAttrs /* = FALSE */)
{
	Node* Current = NULL;  // Pointer to the current node in the tree 

	NodeAttribute* CurAttr;
	CCRuntimeClass* AttrType;
	BOOL Exists; 

	Node* PreFirstChild = FindFirstChild(); // Remember the FirstChild of the node before we add
										    // any new attributes, this will come in handy if we
										    // need to abort.

	// Loop until all attributes are copied, we are not interested in the defaults cos these are the
	// same for all docs !.
	if (bIncludeEffectAttrs)
		Current = NodeAttribute::FindFirstAppliedAttr(this, Root);
	else
		Current = NodeAttribute::FindPrevAppliedAttr(this, Root);

	while (Current && (IncludeDefaults || (!(IS_A(Current->FindParent(), NodeDocument)))) )
	{
		// Find the next node, snaking up the tree
		if (Current->IsAnAttribute())
		{
			CurAttr = (NodeAttribute*)Current;
			if (CurAttr->CanBeAppliedToObject() && CurAttr->ShouldBeOptimized())
			{
				AttrType = CurAttr->GetAttributeType();

				BOOL Required = RequiresAttrib(AttrType) || this->IsCompound();
				// Is the attribute required ?
				if (Required && (!pAffectedAttrTypes || pAffectedAttrTypes->InSet(AttrType)))
				{
					Exists = FALSE; 
					if (CheckForDuplicates)
					{
						// triggers can have duplicates
						if(!CurAttr->CanBeMultiplyApplied())
						{
							// Does the node already have this child attribute
							Exists = (GetChildAttrOfType(AttrType) != NULL);
						}
					}

					#ifdef _DEBUG
					if (!CheckForDuplicates)
					{
						// If we feel there is no need to check for duplicates then there shouldn't be any !
						if (!CurAttr->CanBeMultiplyApplied())
						{
							NodeAttribute* pChildAttr = GetChildAttrOfType(AttrType);
							if ((pChildAttr != NULL))
							{
#if DEBUG_TREE
								DebugTreeDlg::DumpSubTree(this, 4);
#endif
								TRACE(_T("Duplicate Attr found at %x %s\n"), pChildAttr, pChildAttr->GetRuntimeClass()->m_lpszClassName);
							}
//							ERROR3IF((pChildAttr != NULL), "MakeAttributeComplete: Duplicate attr found !"); 
						}
					}
					#endif

					if (!Exists)
					{
						// Make a copy of the attribute
						NodeAttribute* NewAttr = (NodeAttribute*)CurAttr->SimpleCopy();

						if (NewAttr == NULL)
						{
							goto OutOfMemory; 
						}

						// Now add the attribute to this node
						NewAttr->AttachNode(this, FIRSTCHILD, TRUE, FALSE);
					}
				}
			}
		}
		Current = NodeAttribute::FindPrevAppliedAttr(Current, Root);

		// in order to copy brush ink nodes we need to break if the parent is NULL, else is violates
		if (Current!=NULL && Current->FindParent() == NULL)
			break;
	} 

	return TRUE;

OutOfMemory:
	
	// Delete any new attributes added to the node
	Current = FindFirstChild(); 
	Node* Next; 

	while (Current != PreFirstChild)
	{
		ENSURE(Current != NULL, "PreFirstChild could not be found");
		ENSURE(Current->IsAnAttribute(), "Should be a NodeAttribute"); 
		
		Next = Current->FindNext();
		// Delete the attribute
		Current->CascadeDelete(); 
		delete Current; 		    

		Current = Next; 
	}

	return FALSE; 
}