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#ifndef _SDR_CONTACT_VIEWOBJECTCONTACT_HXX
#define _SDR_CONTACT_VIEWOBJECTCONTACT_HXX

#include <sal/types.h>

#include <vector>
#include <tools/debug.hxx>
#include <tools/gen.hxx>
#include "svx/svxdllapi.h"
#include <drawinglayer/primitive2d/baseprimitive2d.hxx>

//////////////////////////////////////////////////////////////////////////////
// predeclarations

class Region;

namespace sdr { namespace contact {
	class DisplayInfo;
	class ObjectContact;
	class ViewContact;
	class ViewObjectContactRedirector;
}}

namespace sdr { namespace animation {
	class PrimitiveAnimation;
}}

//////////////////////////////////////////////////////////////////////////////

namespace sdr
{
	namespace contact
	{
		class SVX_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::Primitive2DSequence	mxPrimitive2DSequence;

			// the PrimitiveAnimation if Primitive2DSequence contains animations
			sdr::animation::PrimitiveAnimation*				mpPrimitiveAnimation;

			// bitfield
			// This bool gets set when the object gets invalidated by ActionChanged() and
			// can be used from the OC to late-invalidates
			unsigned										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::getViewIndependentPrimitive2DSequence(), takes care of
			// visibility, handles glue and ghosted.
			// This method will not handle included hierarchies and not check geometric visibility.
			virtual drawinglayer::primitive2d::Primitive2DSequence createPrimitive2DSequence(const DisplayInfo& rDisplayInfo) const;

            // method for flushing Primitive2DSequence for VOC implementations
            void flushPrimitive2DSequence() { mxPrimitive2DSequence.realloc(0); }

		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 oebject's size range
            const basegfx::B2DRange& getObjectRange() const;

            // A ViewObjectContact was deleted and shall be forgotten.
			void RemoveViewObjectContact(ViewObjectContact& rVOContact);

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

			// 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 (0 != mpPrimitiveAnimation); }

			// Take some action when new objects are inserted
			virtual 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::Primitive2DSequence getPrimitive2DSequence(const DisplayInfo& rDisplayInfo) 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 drawinglayer::primitive2d::Primitive2DSequence getPrimitive2DSequenceHierarchy(DisplayInfo& rDisplayInfo) const;

			// just process the sub-hierarchy, used as tooling from getPrimitive2DSequenceHierarchy
			drawinglayer::primitive2d::Primitive2DSequence getPrimitive2DSequenceSubHierarchy(DisplayInfo& rDisplayInfo) const;
		};
	} // end of namespace contact
} // end of namespace sdr

//////////////////////////////////////////////////////////////////////////////

#endif //_SDR_CONTACT_VIEWOBJECTCONTACT_HXX

// eof
