/* -*- Mode: C++; tab-width: 4; indent-tabs-mode: nil; c-basic-offset: 4 -*- */
/*************************************************************************
 *
 *  OpenOffice.org - a multi-platform office productivity suite
 *
 *  $RCSfile: sdrattribute3d.cxx,v $
 *
 *  $Revision: 1.5 $
 *
 *  last change: $Author: aw $ $Date: 2008-05-27 14:11:19 $
 *
 *  The Contents of this file are made available subject to
 *  the terms of GNU Lesser General Public License Version 2.1.
 *
 *
 *    GNU Lesser General Public License Version 2.1
 *    =============================================
 *    Copyright 2005 by Sun Microsystems, Inc.
 *    901 San Antonio Road, Palo Alto, CA 94303, USA
 *
 *    This library is free software; you can redistribute it and/or
 *    modify it under the terms of the GNU Lesser General Public
 *    License version 2.1, as published by the Free Software Foundation.
 *
 *    This library is distributed in the hope that it will be useful,
 *    but WITHOUT ANY WARRANTY; without even the implied warranty of
 *    MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the GNU
 *    Lesser General Public License for more details.
 *
 *    You should have received a copy of the GNU Lesser General Public
 *    License along with this library; if not, write to the Free Software
 *    Foundation, Inc., 59 Temple Place, Suite 330, Boston,
 *    MA  02111-1307  USA
 *
 ************************************************************************/

// MARKER(update_precomp.py): autogen include statement, do not remove
#include "precompiled_drawinglayer.hxx"

#include <drawinglayer/attribute/sdrlightattribute3d.hxx>
#include <basegfx/color/bcolor.hxx>
#include <basegfx/vector/b3dvector.hxx>

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

namespace drawinglayer
{
    namespace attribute
    {
        class ImpSdr3DLightAttribute
        {
        public:
            // refcounter
            sal_uInt32								mnRefCount;

            // 3D light attribute definitions
            basegfx::BColor							maColor;
            basegfx::B3DVector						maDirection;

            // bitfield
            unsigned								mbSpecular : 1;

            ImpSdr3DLightAttribute(
                const basegfx::BColor& rColor, 
                const basegfx::B3DVector& rDirection, 
                bool bSpecular)
            :	mnRefCount(0),
                maColor(rColor),
                maDirection(rDirection),
                mbSpecular(bSpecular)
            {
            }

            // data read access
            const basegfx::BColor& getColor() const { return maColor; }
            const basegfx::B3DVector& getDirection() const { return maDirection; }
            bool getSpecular() const { return mbSpecular; }

            bool operator==(const ImpSdr3DLightAttribute& rCandidate) const
            {
                return (getColor() == rCandidate.getColor()
                    && getDirection() == rCandidate.getDirection()
                    && getSpecular() == rCandidate.getSpecular());
            }
            
            static ImpSdr3DLightAttribute* get_global_default()
            {
                static ImpSdr3DLightAttribute* pDefault = 0;

                if(!pDefault)
                {
                    pDefault = new ImpSdr3DLightAttribute(
                        basegfx::BColor(),
                        basegfx::B3DVector(),
                        false);

                    // never delete; start with RefCount 1, not 0
                    pDefault->mnRefCount++;
                }

                return pDefault;
            }
        };

        Sdr3DLightAttribute::Sdr3DLightAttribute(
            const basegfx::BColor& rColor, 
            const basegfx::B3DVector& rDirection, 
            bool bSpecular)
        :	mpSdr3DLightAttribute(new ImpSdr3DLightAttribute(
                rColor, rDirection, bSpecular))
        {
        }

        Sdr3DLightAttribute::Sdr3DLightAttribute()
        :	mpSdr3DLightAttribute(ImpSdr3DLightAttribute::get_global_default())
        {
            mpSdr3DLightAttribute->mnRefCount++;
        }

        Sdr3DLightAttribute::Sdr3DLightAttribute(const Sdr3DLightAttribute& rCandidate)
        :	mpSdr3DLightAttribute(rCandidate.mpSdr3DLightAttribute)
        {
            mpSdr3DLightAttribute->mnRefCount++;
        }

        Sdr3DLightAttribute::~Sdr3DLightAttribute()
        {
            if(mpSdr3DLightAttribute->mnRefCount)
            {
                mpSdr3DLightAttribute->mnRefCount--;
            }
            else
            {
                delete mpSdr3DLightAttribute;
            }
        }

        bool Sdr3DLightAttribute::isDefault() const
        {
            return mpSdr3DLightAttribute == ImpSdr3DLightAttribute::get_global_default();
        }

        Sdr3DLightAttribute& Sdr3DLightAttribute::operator=(const Sdr3DLightAttribute& rCandidate)
        {
            if(rCandidate.mpSdr3DLightAttribute != mpSdr3DLightAttribute)
            {
                if(mpSdr3DLightAttribute->mnRefCount)
                {
                    mpSdr3DLightAttribute->mnRefCount--;
                }
                else
                {
                    delete mpSdr3DLightAttribute;
                }
                
                mpSdr3DLightAttribute = rCandidate.mpSdr3DLightAttribute;
                mpSdr3DLightAttribute->mnRefCount++;
            }

            return *this;
        }

        bool Sdr3DLightAttribute::operator==(const Sdr3DLightAttribute& rCandidate) const
        {
            if(rCandidate.mpSdr3DLightAttribute == mpSdr3DLightAttribute)
            {
                return true;
            }

            if(rCandidate.isDefault() != isDefault())
            {
                return false;
            }

            return (*rCandidate.mpSdr3DLightAttribute == *mpSdr3DLightAttribute);
        }

        const basegfx::BColor& Sdr3DLightAttribute::getColor() const 
        { 
            return mpSdr3DLightAttribute->getColor(); 
        }

        const basegfx::B3DVector& Sdr3DLightAttribute::getDirection() const 
        { 
            return mpSdr3DLightAttribute->getDirection(); 
        }

        bool Sdr3DLightAttribute::getSpecular() const 
        { 
            return mpSdr3DLightAttribute->getSpecular(); 
        }

    } // end of namespace attribute
} // end of namespace drawinglayer

//////////////////////////////////////////////////////////////////////////////
// eof

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