// Access to possible sub-hierarchy
sal_uInt32 ViewContactOfVirtObj::GetObjectCount() const
{ // Here, SdrVirtObj's need to return 0L to show that they have no // sub-hierarchy, even when they are group objects. This is necessary // to avoid that the same VOCs will be added to the draw hierarchy // twice which leads to problems.
// This solution is only a first solution to get things running. Later // this needs to be replaced with creating real VOCs for the objects // referenced by virtual objects to avoid the 'trick' of setting the // offset for painting at the destination OutputDevice.
// As can be seen, with primitives, the problem will be solved using // a transformPrimitive, so this solution can stay with primitives. return0;
}
void ViewContactOfVirtObj::createViewIndependentPrimitive2DSequence(drawinglayer::primitive2d::Primitive2DDecompositionVisitor& rVisitor) const
{ // create displacement transformation if we have content
basegfx::B2DHomMatrix aObjectMatrix;
Point aAnchor(GetVirtObj().GetAnchorPos());
// use method from referenced object to get the Primitive2DContainer
drawinglayer::primitive2d::Primitive2DContainer xSequenceVirtual;
GetVirtObj().GetReferencedObj().GetViewContact().getViewIndependentPrimitive2DContainer(xSequenceVirtual);
rVisitor.visit(xReference);
} else
{ // always append an invisible outline for the cases where no visible content exists const drawinglayer::primitive2d::Primitive2DReference xReference(
drawinglayer::primitive2d::createHiddenGeometryPrimitives2D(
aObjectMatrix));
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