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Diffstat (limited to 'svx/source/engine3d/float3d.cxx')
-rw-r--r--svx/source/engine3d/float3d.cxx110
1 files changed, 97 insertions, 13 deletions
diff --git a/svx/source/engine3d/float3d.cxx b/svx/source/engine3d/float3d.cxx
index ea33f2089ed0..f1766f01c3ea 100644
--- a/svx/source/engine3d/float3d.cxx
+++ b/svx/source/engine3d/float3d.cxx
@@ -119,6 +119,7 @@ __EXPORT Svx3DWin::Svx3DWin( SfxBindings* pInBindings,
aBtnMaterial ( this, SVX_RES( BTN_MATERIAL ) ),
aBtnUpdate ( this, SVX_RES( BTN_UPDATE ) ),
aBtnAssign ( this, SVX_RES( BTN_ASSIGN ) ),
+ aFLGeometrie ( this, SVX_RES( FL_GEOMETRIE ) ),
// Geometrie
aFtPercentDiagonal ( this, SVX_RES( FT_PERCENT_DIAGONAL ) ),
@@ -129,36 +130,36 @@ __EXPORT Svx3DWin::Svx3DWin( SfxBindings* pInBindings,
aMtrEndAngle ( this, SVX_RES( MTR_END_ANGLE ) ),
aFtDepth ( this, SVX_RES( FT_DEPTH ) ),
aMtrDepth ( this, SVX_RES( MTR_DEPTH ) ),
- aFLGeometrie ( this, SVX_RES( FL_GEOMETRIE ) ),
+ aFLSegments ( this, SVX_RES( FL_SEGMENTS ) ),
aFtHorizontal ( this, SVX_RES( FT_HORIZONTAL ) ),
aNumHorizontal ( this, SVX_RES( NUM_HORIZONTAL ) ),
aFtVertical ( this, SVX_RES( FT_VERTICAL ) ),
aNumVertical ( this, SVX_RES( NUM_VERTICAL ) ),
- aFLSegments ( this, SVX_RES( FL_SEGMENTS ) ),
+ aFLNormals ( this, SVX_RES( FL_NORMALS ) ),
aBtnNormalsObj ( this, SVX_RES( BTN_NORMALS_OBJ ) ),
aBtnNormalsFlat ( this, SVX_RES( BTN_NORMALS_FLAT ) ),
aBtnNormalsSphere ( this, SVX_RES( BTN_NORMALS_SPHERE ) ),
aBtnNormalsInvert ( this, SVX_RES( BTN_NORMALS_INVERT ) ),
aBtnTwoSidedLighting( this, SVX_RES( BTN_TWO_SIDED_LIGHTING ) ),
- aFLNormals ( this, SVX_RES( FL_NORMALS ) ),
aBtnDoubleSided ( this, SVX_RES( BTN_DOUBLE_SIDED ) ),
// Darstellung
+ aFLRepresentation ( this, SVX_RES( FL_REPRESENTATION ) ),
aFtShademode ( this, SVX_RES( FT_SHADEMODE ) ),
aLbShademode ( this, SVX_RES( LB_SHADEMODE ) ),
+ aFLShadow ( this, SVX_RES( FL_SHADOW ) ),
aBtnShadow3d ( this, SVX_RES( BTN_SHADOW_3D ) ),
aFtSlant ( this, SVX_RES( FT_SLANT ) ),
aMtrSlant ( this, SVX_RES( MTR_SLANT ) ),
- aFLShadow ( this, SVX_RES( FL_SHADOW ) ),
aFtDistance ( this, SVX_RES( FT_DISTANCE ) ),
aMtrDistance ( this, SVX_RES( MTR_DISTANCE ) ),
aFtFocalLeng ( this, SVX_RES( FT_FOCAL_LENGTH ) ),
aMtrFocalLength ( this, SVX_RES( MTR_FOCAL_LENGTH ) ),
aFLCamera ( this, SVX_RES( FL_CAMERA ) ),
- aFLRepresentation ( this, SVX_RES( FL_REPRESENTATION ) ),
+ aFLLight ( this, SVX_RES( FL_LIGHT ) ),
// Beleuchtung
aBtnLight1 ( this, SVX_RES( BTN_LIGHT_1 ) ),
@@ -169,6 +170,7 @@ __EXPORT Svx3DWin::Svx3DWin( SfxBindings* pInBindings,
aBtnLight6 ( this, SVX_RES( BTN_LIGHT_6 ) ),
aBtnLight7 ( this, SVX_RES( BTN_LIGHT_7 ) ),
aBtnLight8 ( this, SVX_RES( BTN_LIGHT_8 ) ),
+ aFTLightsource ( this, SVX_RES( FT_LIGHTSOURCE ) ),
aLbLight1 ( this, SVX_RES( LB_LIGHT_1 ) ),
aLbLight2 ( this, SVX_RES( LB_LIGHT_2 ) ),
aLbLight3 ( this, SVX_RES( LB_LIGHT_3 ) ),
@@ -179,15 +181,13 @@ __EXPORT Svx3DWin::Svx3DWin( SfxBindings* pInBindings,
aLbLight8 ( this, SVX_RES( LB_LIGHT_8 ) ),
aBtnLightColor ( this, SVX_RES( BTN_LIGHT_COLOR ) ),
- aFTLightsource ( this, SVX_RES( FT_LIGHTSOURCE ) ),
// #99694# Keyboard shortcuts activate the next control, so the
// order needed to be changed here
aFTAmbientlight ( this, SVX_RES( FT_AMBIENTLIGHT ) ), // Text label
aLbAmbientlight ( this, SVX_RES( LB_AMBIENTLIGHT ) ), // ListBox
aBtnAmbientColor ( this, SVX_RES( BTN_AMBIENT_COLOR ) ), // color button
-
- aFLLight ( this, SVX_RES( FL_LIGHT ) ),
+ aFLTexture ( this, SVX_RES( FL_TEXTURE ) ),
// Texturen
aFtTexKind ( this, SVX_RES( FT_TEX_KIND ) ),
@@ -207,7 +207,7 @@ __EXPORT Svx3DWin::Svx3DWin( SfxBindings* pInBindings,
aBtnTexCircleY ( this, SVX_RES( BTN_TEX_CIRCLE_Y ) ),
aFtTexFilter ( this, SVX_RES( FT_TEX_FILTER ) ),
aBtnTexFilter ( this, SVX_RES( BTN_TEX_FILTER ) ),
- aFLTexture ( this, SVX_RES( FL_TEXTURE ) ),
+ aFLMaterial ( this, SVX_RES( FL_MATERIAL ) ),
// Material
aFtMatFavorites ( this, SVX_RES( FT_MAT_FAVORITES ) ),
@@ -218,20 +218,19 @@ __EXPORT Svx3DWin::Svx3DWin( SfxBindings* pInBindings,
aFtMatEmission ( this, SVX_RES( FT_MAT_EMISSION ) ),
aLbMatEmission ( this, SVX_RES( LB_MAT_EMISSION ) ),
aBtnEmissionColor ( this, SVX_RES( BTN_EMISSION_COLOR ) ),
+ aFLMatSpecular ( this, SVX_RES( FL_MAT_SPECULAR ) ),
aFtMatSpecular ( this, SVX_RES( FT_MAT_SPECULAR ) ),
aLbMatSpecular ( this, SVX_RES( LB_MAT_SPECULAR ) ),
aBtnSpecularColor ( this, SVX_RES( BTN_SPECULAR_COLOR ) ),
aFtMatSpecularIntensity( this, SVX_RES( FT_MAT_SPECULAR_INTENSITY ) ),
aMtrMatSpecularIntensity( this, SVX_RES( MTR_MAT_SPECULAR_INTENSITY ) ),
- aFLMatSpecular ( this, SVX_RES( FL_MAT_SPECULAR ) ),
- aFLMaterial ( this, SVX_RES( FL_MATERIAL ) ),
+ aCtlPreview ( this, SVX_RES( CTL_PREVIEW ) ),
+ aCtlLightPreview ( this, SVX_RES( CTL_LIGHT_PREVIEW ) ),
// Unterer Bereich
aBtnConvertTo3D ( this, SVX_RES( BTN_CHANGE_TO_3D ) ),
aBtnLatheObject ( this, SVX_RES( BTN_LATHE_OBJ ) ),
aBtnPerspective ( this, SVX_RES( BTN_PERSPECTIVE ) ),
- aCtlPreview ( this, SVX_RES( CTL_PREVIEW ) ),
- aCtlLightPreview ( this, SVX_RES( CTL_LIGHT_PREVIEW ) ),
aImgLightOn ( SVX_RES( RID_SVXIMAGE_LIGHT_ON ) ),
aImgLightOff ( SVX_RES( RID_SVXIMAGE_LIGHT_OFF ) ),
@@ -255,6 +254,11 @@ __EXPORT Svx3DWin::Svx3DWin( SfxBindings* pInBindings,
mpRemember2DAttributes(NULL),
bOnly3DChanged ( sal_False )
{
+ String accname(SVX_RES(STR_COLOR_LIGHT_PRE));
+ aCtlLightPreview.SetAccessibleName(accname);
+ aCtlPreview.SetAccessibleName(accname);
+ aLbAmbientlight.SetAccessibleName(aFTAmbientlight.GetDisplayText());
+
SETHCIMAGE( aBtnGeo, BMP_GEO_H );
SETHCIMAGE( aBtnRepresentation, BMP_REPRESENTATION_H );
SETHCIMAGE( aBtnLight, BMP_3DLIGHT_H );
@@ -416,6 +420,86 @@ __EXPORT Svx3DWin::Svx3DWin( SfxBindings* pInBindings,
}
Reset();
+
+ aBtnNormalsObj.SetAccessibleRelationMemberOf( &aFLNormals );
+ aBtnNormalsFlat.SetAccessibleRelationMemberOf( &aFLNormals );
+ aBtnNormalsSphere.SetAccessibleRelationMemberOf( &aFLNormals );
+ aBtnNormalsInvert.SetAccessibleRelationMemberOf( &aFLNormals );
+ aBtnTwoSidedLighting.SetAccessibleRelationMemberOf( &aFLNormals );
+ aBtnDoubleSided.SetAccessibleRelationMemberOf( &aFLNormals );
+
+ aBtnLight1.SetAccessibleRelationMemberOf( &aFLLight );
+ aBtnLight2.SetAccessibleRelationMemberOf( &aFLLight );
+ aBtnLight3.SetAccessibleRelationMemberOf( &aFLLight );
+ aBtnLight4.SetAccessibleRelationMemberOf( &aFLLight );
+ aBtnLight5.SetAccessibleRelationMemberOf( &aFLLight );
+ aBtnLight6.SetAccessibleRelationMemberOf( &aFLLight );
+ aBtnLight7.SetAccessibleRelationMemberOf( &aFLLight );
+ aBtnLight8.SetAccessibleRelationMemberOf( &aFLLight );
+
+ aBtnLight1.SetAccessibleRelationLabeledBy( &aFTLightsource );
+ aBtnLight2.SetAccessibleRelationLabeledBy( &aFTLightsource );
+ aBtnLight3.SetAccessibleRelationLabeledBy( &aFTLightsource );
+ aBtnLight4.SetAccessibleRelationLabeledBy( &aFTLightsource );
+ aBtnLight5.SetAccessibleRelationLabeledBy( &aFTLightsource );
+ aBtnLight6.SetAccessibleRelationLabeledBy( &aFTLightsource );
+ aBtnLight7.SetAccessibleRelationLabeledBy( &aFTLightsource );
+ aBtnLight8.SetAccessibleRelationLabeledBy( &aFTLightsource );
+ aBtnLightColor.SetAccessibleRelationMemberOf( &aFLLight );
+ aBtnLightColor.SetAccessibleRelationLabeledBy( &aFTLightsource );
+ aBtnAmbientColor.SetAccessibleRelationMemberOf( &aFLLight );
+ aBtnAmbientColor.SetAccessibleRelationLabeledBy( &aFTAmbientlight );
+
+ aBtnSpecularColor.SetAccessibleRelationLabeledBy( &aFtMatSpecular );
+ aBtnMatColor.SetAccessibleRelationLabeledBy( &aFtMatColor );
+ aBtnEmissionColor.SetAccessibleRelationLabeledBy( &aFtMatEmission );
+ aBtnTexLuminance.SetAccessibleRelationLabeledBy( &aFtTexKind );
+ aBtnTexColor.SetAccessibleRelationLabeledBy( &aFtTexKind );
+ aBtnTexReplace.SetAccessibleRelationLabeledBy( &aFtTexMode );
+ aBtnTexModulate.SetAccessibleRelationLabeledBy( &aFtTexMode );
+ aBtnTexBlend.SetAccessibleRelationLabeledBy( &aFtTexMode );
+ aBtnTexObjectX.SetAccessibleRelationLabeledBy( &aFtTexProjectionX );
+ aBtnTexParallelX.SetAccessibleRelationLabeledBy( &aFtTexProjectionX );
+ aBtnTexCircleX.SetAccessibleRelationLabeledBy( &aFtTexProjectionX );
+ aBtnTexObjectY.SetAccessibleRelationLabeledBy( &aFtTexProjectionY );
+ aBtnTexParallelY.SetAccessibleRelationLabeledBy( &aFtTexProjectionY );
+ aBtnTexCircleY.SetAccessibleRelationLabeledBy( &aFtTexProjectionY );
+ aBtnTexFilter.SetAccessibleRelationLabeledBy( &aFtTexFilter );
+ aCtlLightPreview.SetAccessibleRelationLabeledBy( &aCtlLightPreview );
+ aBtnNormalsObj.SetAccessibleRelationMemberOf(&aFLNormals);
+ aBtnNormalsFlat.SetAccessibleRelationMemberOf(&aFLNormals);
+ aBtnNormalsSphere.SetAccessibleRelationMemberOf(&aFLNormals);
+ aBtnNormalsInvert.SetAccessibleRelationMemberOf(&aFLNormals);
+ aBtnTwoSidedLighting.SetAccessibleRelationMemberOf(&aFLNormals);
+
+ aBtnShadow3d.SetAccessibleRelationMemberOf(&aFLShadow);
+
+ aBtnLight1.SetAccessibleRelationMemberOf(&aFLLight);
+ aBtnLight2.SetAccessibleRelationMemberOf(&aFLLight);
+ aBtnLight3.SetAccessibleRelationMemberOf(&aFLLight);
+ aBtnLight4.SetAccessibleRelationMemberOf(&aFLLight);
+ aBtnLight5.SetAccessibleRelationMemberOf(&aFLLight);
+ aBtnLight6.SetAccessibleRelationMemberOf(&aFLLight);
+ aBtnLight7.SetAccessibleRelationMemberOf(&aFLLight);
+ aBtnLight8.SetAccessibleRelationMemberOf(&aFLLight);
+
+ aBtnTexLuminance.SetAccessibleRelationMemberOf(&aFLTexture);
+ aBtnTexColor.SetAccessibleRelationMemberOf(&aFLTexture);
+ aBtnTexReplace.SetAccessibleRelationMemberOf(&aFLTexture);
+ aBtnTexModulate.SetAccessibleRelationMemberOf(&aFLTexture);
+ aBtnTexBlend.SetAccessibleRelationMemberOf(&aFLTexture);
+ aBtnTexObjectX.SetAccessibleRelationMemberOf(&aFLTexture);
+ aBtnTexParallelX.SetAccessibleRelationMemberOf(&aFLTexture);
+ aBtnTexCircleX.SetAccessibleRelationMemberOf(&aFLTexture);
+ aBtnTexObjectY.SetAccessibleRelationMemberOf(&aFLTexture);
+ aBtnTexParallelY.SetAccessibleRelationMemberOf(&aFLTexture);
+ aBtnTexCircleY.SetAccessibleRelationMemberOf(&aFLTexture);
+ aBtnTexFilter.SetAccessibleRelationMemberOf(&aFLTexture);
+
+ aBtnMatColor.SetAccessibleRelationMemberOf(&aFLMaterial);
+ aBtnEmissionColor.SetAccessibleRelationMemberOf(&aFLMaterial);
+
+ aBtnSpecularColor.SetAccessibleRelationMemberOf(&aFLMatSpecular);
}
// -----------------------------------------------------------------------