ppvecstr.cpp

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00001 // $Id: ppvecstr.cpp 1282 2006-06-09 09:46:49Z alex $
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00097  */
00098 // ppvecstr - Implemenbtation of rendering PathProcessor classes for Vector Path Stroking
00099 
00100 #include "camtypes.h"
00101 
00102 #include "ppvecstr.h"
00103 
00104 //#include "attrmgr.h" - in camtypes.h [AUTOMATICALLY REMOVED]
00105 //#include "docview.h" - in camtypes.h [AUTOMATICALLY REMOVED]
00106 //#include "document.h" - in camtypes.h [AUTOMATICALLY REMOVED]
00107 //#include "fillattr.h" - in camtypes.h [AUTOMATICALLY REMOVED]
00108 //#include "fixmem.h" - in camtypes.h [AUTOMATICALLY REMOVED]
00109 //#include "grndbmp.h"
00110 #include "nodepath.h"
00111 //#include "paths.h" - in camtypes.h [AUTOMATICALLY REMOVED]
00112 #include "pathstrk.h"
00113 #include "pathtrap.h"
00114 #include "qualattr.h"
00115 //#include "rndrgn.h" - in camtypes.h [AUTOMATICALLY REMOVED]
00116 //#include "spread.h" - in camtypes.h [AUTOMATICALLY REMOVED]
00117 #include "strkattr.h"
00118 #include "valfunc.h"
00119 
00120 
00121 /***********************************************************************************************
00122 
00123 >   class VectorStrokeSubRenderContext : public SubRenderContext
00124 
00125     Author:     Jason_Williams (Xara Group Ltd) <camelotdev@xara.com>
00126     Created:    6/3/97
00127     Purpose:    Used during rendering to store the render context of a repeating vector stroke
00128                 if it has taken too long to render so far.
00129 
00130     Notes:      pOutputTraps will be auto-deleted on destruct. pValFunc will NOT be deleted.
00131 
00132 ***********************************************************************************************/
00133 
00134 PORTNOTE("other","Removed VectorStrokeSubRenderContext - derived from SubRenderContext")
00135 #ifndef EXCLUDE_FROM_XARALX
00136 class VectorStrokeSubRenderContext : public SubRenderContext
00137 {
00138 CC_DECLARE_DYNCREATE(VectorStrokeSubRenderContext);
00139 public:
00140     VectorStrokeSubRenderContext();
00141     ~VectorStrokeSubRenderContext();
00142 
00143     TrapsList       *pOutputTraps;          // The output trapezoids we've generated for stroking
00144     ValueFunction   *pValFunc;              // The width function for the stroke
00145     JointType       JoinStyle;              // The stroke's join style
00146     INT32           LineWidth;              // The stroke's line width
00147     INT32           RepeatDist;             // The distance for each repeat (or 0 if non-repeating)
00148     UINT32          Index;                  // The index of the next TrapEdgeList to be stroked (in pOutputTraps)
00149 };
00150 
00151 VectorStrokeSubRenderContext::VectorStrokeSubRenderContext()
00152 {
00153     LineWidth    = 5000;
00154     JoinStyle    = RoundJoin;
00155     pValFunc     = NULL;
00156     RepeatDist   = 0;
00157     pOutputTraps = NULL;
00158     Index        = 0;
00159 }
00160 
00161 VectorStrokeSubRenderContext::~VectorStrokeSubRenderContext()
00162 {
00163     pValFunc = NULL;        // Set it to NULL because it's a public var
00164 
00165     if (pOutputTraps != NULL)
00166         delete pOutputTraps;
00167     pOutputTraps = NULL;    // Set it to NULL because it's a public var
00168 }
00169 
00170 CC_IMPLEMENT_DYNCREATE(VectorStrokeSubRenderContext, SubRenderContext);
00171 #endif
00172 
00173 CC_IMPLEMENT_DYNAMIC(PathProcessorStrokeVector, PathProcessorStroke);
00174 
00175 // Declare smart memory handling in Debug builds
00176 #define new CAM_DEBUG_NEW
00177 
00178 
00179 
00180 
00181 /********************************************************************************************
00182 
00183 >   virtual BOOL PathProcessorStrokeVector::WillChangeFillAndStrokeSeparately(void)
00184 
00185     Author:     Jason_Williams (Xara Group Ltd) <camelotdev@xara.com>
00186     Created:    17/2/97
00187 
00188     Returns:    TRUE
00189 
00190     Purpose:    Called by the RenderRegion to determine if this PathProcessorStrokeVector affects
00191                 the "fill" and "stroke" portions of the path separately. (Generally
00192                 speaking, only fill/stroke providers will cause these two different
00193                 "bits" of a path to be rendered separately). This call is made BEFORE
00194                 this Processor's ProcessPath function will be called.
00195 
00196                 If the caller gets a TRUE back, the stroke and fill paths will be
00197                 rendered separately.
00198 
00199     Notes:      Base class implementation returns FALSE. Derived Stroke and Fill
00200                 processors (such as this one) override this method to return TRUE.
00201 
00202 ********************************************************************************************/
00203 
00204 BOOL PathProcessorStrokeVector::WillChangeFillAndStrokeSeparately(void)
00205 {
00206     return(TRUE);
00207 }
00208 
00209 
00210 
00211 /********************************************************************************************
00212 
00213 >   virtual BOOL PathProcessorStrokeVector::NeedsTransparency() const
00214 
00215     Author:     Jason_Williams (Xara Group Ltd) <camelotdev@xara.com>
00216     Created:    4/3/97
00217 
00218     Returns:    TRUE if this stroke type needs transparency in order to render
00219 
00220     Purpose:    Determine if this stroke type needs transparency in order to render.
00221                 Vector strokes 
00222 
00223 ********************************************************************************************/
00224 
00225 BOOL PathProcessorStrokeVector::NeedsTransparency() const
00226 {
00227     StrokeDefinition *pStrokeDef = StrokeComponent::FindStroke(StrokeID);
00228     if (pStrokeDef == NULL)
00229     {
00230         return(FALSE);
00231     }
00232 
00233     return(pStrokeDef->NeedsTransparency());
00234 }
00235 
00236 
00237 
00238 
00239 /********************************************************************************************
00240 
00241 >   virtual void PathProcessorStrokeVector::ProcessPath(Path *pPath,
00242                                                         RenderRegion *pRender,
00243                                                         PathShape ShapePath = PATHSHAPE_PATH);
00244 
00245     Author:     Jason_Williams (Xara Group Ltd) <camelotdev@xara.com>
00246     Created:    17/2/97
00247 
00248     Purpose:    Called by the RenderRegion to apply the path processing operation to 
00249                 the given path.
00250 
00251                 The PathProcessorStrokeVector class changes the stroking (only) of paths
00252                 passed into it.
00253 
00254     Notes:      * When rendering a path, always pass in your 'this' pointer to
00255                   RenderRegion::DrawPath, so that you don't start an infinite
00256                   recursion!
00257 
00258                 * To stop rendering of the path, simply return without calling the RR
00259 
00260                 * To render this path unchanged, simply call directly back to the RR:
00261                     pRender->DrawPath(pPath, this);
00262                 
00263                 * Only affect the fill of this path if pPath->IsFilled
00264 
00265                 * Only affect the stroke of this path if pPath->IsStroked
00266 
00267                 * If converting a path into a "filled path" for stroking, the output
00268                   path should be rendered with IsStroked=FALSE or it'll get a line
00269                   around the outside!               
00270 
00271 ********************************************************************************************/
00272 
00273 void PathProcessorStrokeVector::ProcessPath(Path *pPath,
00274                                             RenderRegion *pRender,
00275                                             PathShape ShapePath)
00276 {
00277     PORTNOTETRACE("other","PathProcessorStrokeVector::ProcessPath - do nothing");
00278 #ifndef EXCLUDE_FROM_XARALX
00279     ERROR3IF(pPath == NULL || pRender == NULL, "Illegal NULL Params");
00280 
00281     // Get the RenderRegion SubRenderContext and see if we're returning part-way through a background render
00282     VectorStrokeSubRenderContext *pSubRenderContext = (VectorStrokeSubRenderContext *)pRender->GetSubRenderState();
00283     if (pSubRenderContext != NULL && !IS_A(pSubRenderContext, VectorStrokeSubRenderContext))
00284     {
00285         // We can't use the sub render context, because it's not ours!
00286         pSubRenderContext = NULL;
00287     }
00288 
00289     // --- If we don't have a valid stroke definition, then get the base class to render
00290     // the stroke as a simple flat-filled stroke.
00291     StrokeDefinition *pStrokeDef = StrokeComponent::FindStroke(StrokeID);
00292     if (pStrokeDef == NULL)
00293     {
00294         PathProcessorStroke::ProcessPath(pPath, pRender);
00295         return;
00296     }
00297 
00298     // --- See if we have to create a new SubRenderContext, or if we can use the one passed in.
00299     // We always store all relevant variables in a SubRenderContext object so that we can easily
00300     // return control to the RenderRegion without having to copy lots of local values in/out.
00301     const BOOL CreateSubRenderContext = (pSubRenderContext == NULL);
00302     if (CreateSubRenderContext)
00303     {
00304         pSubRenderContext = new VectorStrokeSubRenderContext;
00305         if (pSubRenderContext == NULL)
00306         {
00307             pRender->DrawPath(pPath, this, ShapePath);
00308             return;
00309         }
00310 
00311         // --- If the provided path is not stroked, then we'll just pass it straight through
00312         // We also don't touch it if we're doing EOR rendering, or click hit detection
00313         if (!pPath->IsStroked || pRender->DrawingMode != DM_COPYPEN || pRender->IsHitDetect())
00314         {
00315             delete pSubRenderContext;
00316             pRender->DrawPath(pPath, this, ShapePath);
00317             return;
00318         }
00319 
00320         // --- If the quality is set low, or if the current stroke attribute is not our "parent"
00321         // attribute (so we're not the "current" stroker) then strokes are just rendered as centrelines
00322         // BLOCK
00323         {
00324             QualityAttribute *pQuality = (QualityAttribute *) pRender->GetCurrentAttribute(ATTR_QUALITY);
00325             StrokeTypeAttrValue *pTypeAttr = (StrokeTypeAttrValue *) pRender->GetCurrentAttribute(ATTR_STROKETYPE);
00326 
00327             if ((pQuality != NULL && pQuality->QualityValue.GetLineQuality() != Quality::FullLine) ||
00328                 (pTypeAttr != NULL && pTypeAttr != GetParentAttr()))
00329             {
00330                 delete pSubRenderContext;
00331                 pRender->DrawPath(pPath, this, ShapePath);
00332                 return;
00333             }
00334         }
00335 
00336         // --- We don't expect the input path to be stroked AND filled on entry
00337         ERROR3IF(pPath->IsFilled, "PathProcessor expected RenderRegion to handle IsFilled case");
00338 
00339         // --- Get the current line width & Join Style from the render region
00340         // BLOCK
00341         {
00342             LineWidthAttribute *pWidthAttr = (LineWidthAttribute *) pRender->GetCurrentAttribute(ATTR_LINEWIDTH);
00343             if (pWidthAttr != NULL)
00344                 pSubRenderContext->LineWidth = pWidthAttr->LineWidth;
00345 
00346             JoinTypeAttribute *pJoinAttr = (JoinTypeAttribute *) pRender->GetCurrentAttribute(ATTR_JOINTYPE);
00347             if (pJoinAttr != NULL)
00348                 pSubRenderContext->JoinStyle = pJoinAttr->JoinType;
00349         }
00350     }
00351 
00352     // --- Create a new path to be rendered in place of the provided path
00353     // Note that I use a large allocation size so that reallocation need not be done
00354     // frequently, which also helps reduce memory fragmentation.
00355     Path *pOutput = new Path;
00356     if (pOutput == NULL)
00357     {
00358         if (!pRender->IsSubRenderStateLocked())
00359             pRender->SetSubRenderState(NULL);
00360         delete pSubRenderContext;
00361         pRender->DrawPath(pPath, this, ShapePath);
00362         return;
00363     }
00364 
00365     pOutput->Initialise(128, 128);
00366 
00367 
00368     // --- Find our Variable Width function
00369     if (CreateSubRenderContext)
00370     {
00371         // --- Get the variable line width descriptor from the render region
00372         VariableWidthAttrValue *pVarWidthAttr = (VariableWidthAttrValue *) pRender->GetCurrentAttribute(ATTR_VARWIDTH);
00373         if (pVarWidthAttr != NULL)
00374             pSubRenderContext->pValFunc = pVarWidthAttr->GetWidthFunction();
00375     }
00376 
00377     ValueFunction *pValFunc = pSubRenderContext->pValFunc;
00378 
00379     // If we couldn't find a proper value function, then we'll default to constant-width.
00380     // We keep a static Constant function around always, because it's thread-safe and because
00381     // that saves us the overhead of creating and deleting it on the stack each time we're called
00382     static ValueFunctionConstant Constant(1.0);
00383     if (pValFunc == NULL)
00384         pValFunc = &Constant;
00385 
00386 
00387     // --- Find our brush clipart tree
00388     Node *pBrush = pStrokeDef->GetStrokeTree();
00389     ERROR3IF(!IS_A(pBrush, Spread), "Brush does not start with a Spread Node!");
00390     DocRect BrushBounds = ((Spread *)pBrush)->GetBoundingRect();
00391 
00392     // Get a PathStroker to map paths onto the destination stroke with
00393     PathStrokerVector Stroker(pValFunc, pSubRenderContext->LineWidth,
00394                                 LineCapButt, &BrushBounds);
00395 
00396     // Work out if this is a repeating stroke, and if so, how often it repeats
00397     if (CreateSubRenderContext)
00398     {
00399         if (pStrokeDef->IsRepeating())
00400         {
00401             // The repeat distance is calculated as a number of millipoints per repeat of the
00402             // stroke, such that it retains the correct aspect ratio. That is, the ratio of
00403             // brush width to height is the same as RepeatDist to LineWidth
00404             pSubRenderContext->RepeatDist = (INT32) (Stroker.GetScaleFactor() * (double)BrushBounds.Width());
00405             if (pSubRenderContext->RepeatDist < 1000)       // I absolutely refuse to repeat it more than
00406                 pSubRenderContext->RepeatDist = 1000;       // once every 1pt, as this is plenty small enough
00407 
00408             // Suss the path length out
00409             ProcessLength GenerateLength(100);
00410             double Length = 0;
00411             BOOL ok = GenerateLength.PathLength(pPath, &Length);
00412 
00413             // Ask the stroke def for its number of brush repeats - 0 means work it out
00414             INT32 NumberOfRepeats = pStrokeDef->NumRepeats();
00415             if(NumberOfRepeats == 0 && pSubRenderContext->RepeatDist > 0)
00416             {
00417                 // Work out the optimal number of repeats along the path
00418                 NumberOfRepeats = (INT32)(floor((Length/pSubRenderContext->RepeatDist) + 0.5));
00419             }
00420 
00421             // Don't got dividing by zero now...            
00422             if(NumberOfRepeats <= 0)
00423                 NumberOfRepeats = 1;
00424         
00425             // Alter the repeat distance to accomodate this number of repeats
00426             pSubRenderContext->RepeatDist = (INT32)(Length / (double)NumberOfRepeats);
00427         }
00428 
00429         // Generate the set of trapezoids for the dest path
00430         ProcessPathToTrapezoids GenerateTraps(100);
00431         pSubRenderContext->pOutputTraps = new TrapsList(pSubRenderContext->RepeatDist);
00432 
00433         BOOL Failed = (pSubRenderContext->pOutputTraps == NULL);
00434         if (!Failed && !GenerateTraps.Init(pPath, pSubRenderContext->pOutputTraps))
00435             Failed = TRUE;
00436 
00437         ProcessFlags PFlags(TRUE, FALSE, FALSE);    // Flags are: Flatten, !QuantiseLines, !QuantiseAll
00438         if (!Failed && !GenerateTraps.Process(PFlags, TrapTravel_Parametric, pSubRenderContext->JoinStyle))
00439             Failed = TRUE;
00440 
00441         if (Failed)
00442         {
00443             pRender->DrawPath(pPath, this, ShapePath);
00444             if (!pRender->IsSubRenderStateLocked())
00445                 pRender->SetSubRenderState(NULL);
00446             delete pSubRenderContext;
00447             return;
00448         }
00449     }
00450 
00451     ERROR3IF(pSubRenderContext->pOutputTraps == NULL || pValFunc == NULL,
00452                 "Vector stroke SubRenderContext was not properly uninitialised!");
00453 
00454     // --- Handle background rendering. We always store all critical information in a SubRenderContext.
00455     // If we have to break into rendering because of background rendering, we give the context to the RndRgn
00456     // to keep for next time. However, when we finish rendering everything, we need to clean up - we will
00457     // assume that we'll make it to the end, and chnage this variable if we get interrupted.
00458     BOOL DeleteSubRenderContext = TRUE;
00459 
00460     // Lock the sub-render context so that nobody "inside" the brush uses it
00461     const BOOL SRContextLocked = pRender->IsSubRenderStateLocked();
00462     if (!SRContextLocked)
00463         pRender->LockSubRenderState(TRUE);
00464 
00465     // --- Now "render" the brush clipart tree via our Stroker
00466     for ( ;
00467             pSubRenderContext->Index < pSubRenderContext->pOutputTraps->GetNumTraps() && DeleteSubRenderContext;
00468             pSubRenderContext->Index++)
00469     {
00470         // Find the trapezoid edge list for this pass
00471         TrapEdgeList *pEdgeList = pSubRenderContext->pOutputTraps->GetTrapEdgeList(pSubRenderContext->Index);
00472         if (pEdgeList->GetNumEdges() < 2)
00473         {
00474             ERROR3("No map traps when stroking! Subpath stripped\n");
00475             continue;
00476         }
00477 
00478         // And render away
00479         pRender->SaveContext();
00480 
00481         Node* pNode = pBrush->FindFirstForUnclippedInkRender(pRender);
00482         while (pNode)
00483         {
00484             // Prepare the stroker to stroke this sub-stroke
00485             Stroker.PrepareToStroke(pEdgeList);
00486 
00487             if (pNode->IsAnAttribute())
00488             {
00489                 // If we are overriding the fill/transparency with the one applied to the stroke,
00490                 // then we simply throw away all fill/transparency attributes as we render
00491                 // (We do this on the fly rather than as we make the brush so that the user can
00492                 // toggle this mode on and off at any time if they change their mind)
00493                 BOOL RenderIt = TRUE;
00494                 if ( (pStrokeDef->OverrideFill()  && ((NodeAttribute *)pNode)->IsAColourFill()) ||
00495                      (pStrokeDef->OverrideFill()  && ((NodeAttribute *)pNode)->IsAStrokeColour()) ||
00496                      (pStrokeDef->OverrideTrans() && ((NodeAttribute *)pNode)->IsAStrokeTransp()) ||
00497                      (pStrokeDef->OverrideTrans() && ((NodeAttribute *)pNode)->IsATranspFill()) )
00498                 {
00499                     RenderIt = FALSE;
00500                 }
00501 
00502                 if (RenderIt)
00503                 {
00504                     // We must modify all attributes to lie in the destination stroke.
00505                     // This includes fill/trans geometry endpoints, line widths, and
00506                     // also possibly modifying transparency levels to allow a flat transparency
00507                     // to be applied to the whole stroke.
00508                     AttributeValue *pAttrValue = ((NodeAttribute *)pNode)->GetAttributeValue();
00509                     AttributeValue *pNewValue  = pAttrValue->MouldIntoStroke(&Stroker, 1.0);
00510                     //****!!!!TODO - Just above, we have the chance to handle transparency better
00511                     // - we could at least scale all transparencies by passing a flat scale factor into
00512                     // the MouldIntoStroke call.
00513 
00514                     if (pNewValue != NULL)
00515                         pNewValue->Render(pRender, TRUE);       // The RndRgn will delete this when it's done with
00516                     else
00517                         pNode->Render(pRender);                 // No change, so render the original attribute
00518                 }
00519             }
00520             else if (pNode->IsNodePath())
00521             {
00522                 // Stroke the trapezoids into the output path
00523                 pOutput->ClearPath();
00524                 if (!Stroker.StrokePath(&((NodePath *)pNode)->InkPath, pOutput))
00525                     break;
00526 
00527                 pRender->SetWindingRule(NonZeroWinding);
00528                 pRender->DrawPath(pOutput, this, ShapePath);
00529             }
00530 //              else
00531 //                  TRACEUSER( "Jason", _T("\nBrush node %s not rendered\n"), pNode->GetRuntimeClass()->m_lpszClassName);
00532 
00533             pNode = pNode->FindNextForUnclippedInkRender(pRender);
00534         }
00535 
00536         pRender->RestoreContext();
00537 
00538         // --- Now check if we should break into rendering for background rendering purposes
00539         // If the Sub-render-context is locked, then we're inside a blend or something, and it's too dangerous
00540         // for us to store our sub-render state, so we have no choice but to render until we finish.
00541         // BLOCK
00542         if (!SRContextLocked && IS_A(pRender, GRenderDIB))
00543         {
00544             View *pView = pRender->GetRenderView();
00545             if (pView != NULL && !pRender->RenderTreeCanContinue())
00546             {
00547                 // We have been interrupted by the background redraw system.
00548                 // We will immediately exit, storing our SubRenderContext away into the
00549                 // RenderRegion for the next time it calls us (see below).
00550                 DeleteSubRenderContext = FALSE;
00551 
00552                 // Drop through and let the loop condition handle exit
00553             }
00554         }
00555     }
00556 
00557     // If we locked the sub-render context, then we must restore it
00558     if (!SRContextLocked)
00559         pRender->LockSubRenderState(FALSE);
00560 
00561     // If we have finished rendering everything, then we vape our sub render context.
00562     // (We even check if we were interrupted just as we finished the final iteration)
00563     if (DeleteSubRenderContext || pSubRenderContext->Index >= pSubRenderContext->pOutputTraps->GetNumTraps())
00564     {
00565         if (!SRContextLocked)
00566             pRender->SetSubRenderState(NULL);
00567         delete pSubRenderContext;
00568         pSubRenderContext = NULL;
00569     }
00570     else
00571     {
00572         if (!SRContextLocked)
00573             pRender->SetSubRenderState(pSubRenderContext);
00574     }
00575 
00576     delete pOutput;
00577     pOutput = NULL;
00578 #endif
00579 }
00580 
00581 
00582 
00583 /********************************************************************************************
00584 
00585 >   virtual BOOL PathProcessorStrokeVector::IsDifferent(PathProcessorStroke *pOther);
00586 
00587     Author:     Jason_Williams (Xara Group Ltd) <camelotdev@xara.com>
00588     Created:    17/2/97
00589 
00590     Inputs:     pOther - The other PathProcessorStroke
00591 
00592     Returns:    TRUE if they're considered different, FALSE if they are equivalent
00593 
00594     Purpose:    Equality operator
00595 
00596     Notes:      The base class implementation compares the runtime classes of the
00597                 2 objects to see if they are different classes. If they are the same
00598                 class, it assumes they're considered equal - derived classes should
00599                 override this behaviour if further comparisons are necessary.
00600 
00601 ********************************************************************************************/
00602 
00603 BOOL PathProcessorStrokeVector::IsDifferent(PathProcessorStroke *pOther)
00604 {
00605     ERROR3IF(pOther == NULL, "Illegal NULL param");
00606 
00607     if (GetRuntimeClass() != pOther->GetRuntimeClass())
00608         return(TRUE);
00609 
00610     // We're different if we use different stroke definitions
00611     return(StrokeID != ((PathProcessorStrokeVector *)pOther)->StrokeID);
00612 }
00613 
00614 
00615 
00616 /********************************************************************************************
00617 
00618 >   virtual PathProcessorStroke *PathProcessorStrokeVector::Clone(void)
00619 
00620     Author:     Jason_Williams (Xara Group Ltd) <camelotdev@xara.com>
00621     Created:    17/2/97
00622 
00623     Returns:    NULL if we're out of memory, else
00624                 a pointer to a clone (exact copy) of this object
00625 
00626     Purpose:    To copy PathProcessorStroke or derived-class object
00627 
00628 ********************************************************************************************/
00629 
00630 PathProcessorStroke *PathProcessorStrokeVector::Clone(void)
00631 {
00632     // Clone this object - this can be done by just creating a new one
00633     PathProcessorStrokeVector *pClone = new PathProcessorStrokeVector;
00634 
00635     // And copy the (base class) parent-attribute pointer so we know when our
00636     // parent attribute is "current" in the render region.
00637     if (pClone != NULL)
00638     {
00639         pClone->SetParentAttr(GetParentAttr());
00640         pClone->StrokeID = StrokeID;
00641     }
00642 
00643     return(pClone);
00644 }
00645 
00646 
00647 
00648 /********************************************************************************************
00649 
00650 >   void PathProcessorStrokeVector::SetStrokeDefinition(StrokeHandle Handle)
00651 
00652     Author:     Jason_Williams (Xara Group Ltd) <camelotdev@xara.com>
00653     Created:    29/2/97
00654 
00655     Purpose:    Sets this path processor up to use the given vector stroke definition
00656                 in all future rendering. 
00657 
00658     Notes:      If not set, or if set to StrokeHandle_NoStroke, the stroke processor
00659                 will render its strokes as simple (flat filled) strokes by calling the
00660                 base class ProcessPath method.
00661 
00662 ********************************************************************************************/
00663 
00664 void PathProcessorStrokeVector::SetStrokeDefinition(StrokeHandle Handle)
00665 {
00666     ERROR3IF(Handle != StrokeHandle_NoStroke && StrokeComponent::FindStroke == NULL,
00667                 "Trying to set a Stroke PathProcessor to use a deleted stroke!");
00668 
00669     StrokeID = Handle;
00670 }
00671 
00672 

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