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path: root/svx/source/sdr/contact/viewcontactofsdrcaptionobj.cxx
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/*************************************************************************
 *
 * DO NOT ALTER OR REMOVE COPYRIGHT NOTICES OR THIS FILE HEADER.
 *
 * Copyright 2000, 2010 Oracle and/or its affiliates.
 *
 * OpenOffice.org - a multi-platform office productivity suite
 *
 * This file is part of OpenOffice.org.
 *
 * OpenOffice.org is free software: you can redistribute it and/or modify
 * it under the terms of the GNU Lesser General Public License version 3
 * only, as published by the Free Software Foundation.
 *
 * OpenOffice.org 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 version 3 for more details
 * (a copy is included in the LICENSE file that accompanied this code).
 *
 * You should have received a copy of the GNU Lesser General Public License
 * version 3 along with OpenOffice.org.  If not, see
 * <http://www.openoffice.org/license.html>
 * for a copy of the LGPLv3 License.
 *
 ************************************************************************/

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

#include <svx/sdr/contact/viewcontactofsdrcaptionobj.hxx>
#include <svx/svdocapt.hxx>
#include <svx/sdr/primitive2d/sdrattributecreator.hxx>
#include <svx/sdr/attribute/sdrallattribute.hxx>
#include <svx/sdr/primitive2d/sdrcaptionprimitive2d.hxx>
#include <basegfx/matrix/b2dhommatrixtools.hxx>

//////////////////////////////////////////////////////////////////////////////
// includes for special text box shadow (SC)

#include <svl/itemset.hxx>
#include <svx/xhatch.hxx>
#include <svx/xflhtit.hxx>
#include <svx/xflclit.hxx>
#include <svx/xfltrit.hxx>
#include <basegfx/polygon/b2dpolygontools.hxx>
#include <svx/sdr/primitive2d/sdrdecompositiontools.hxx>

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

namespace sdr
{
    namespace contact
    {
        ViewContactOfSdrCaptionObj::ViewContactOfSdrCaptionObj(SdrCaptionObj& rCaptionObj)
        :   ViewContactOfSdrRectObj(rCaptionObj)
        {
        }

        ViewContactOfSdrCaptionObj::~ViewContactOfSdrCaptionObj()
        {
        }

        drawinglayer::primitive2d::Primitive2DSequence ViewContactOfSdrCaptionObj::createViewIndependentPrimitive2DSequence() const
        {
            drawinglayer::primitive2d::Primitive2DSequence xRetval;
            const SdrCaptionObj& rCaptionObj(GetCaptionObj());
            const SfxItemSet& rItemSet = rCaptionObj.GetMergedItemSet();
            SdrText* pSdrText = rCaptionObj.getText(0);

            if(pSdrText)
            {
                drawinglayer::attribute::SdrLineFillShadowTextAttribute* pAttribute = drawinglayer::primitive2d::createNewSdrLineFillShadowTextAttribute(rItemSet, *pSdrText);

                if(pAttribute)
                {
                    if(pAttribute->isVisible())
                    {
                        // take unrotated snap rect (direct model data) for position and size
                        const Rectangle& rRectangle = rCaptionObj.GetGeoRect();
                        const ::basegfx::B2DRange aObjectRange(rRectangle.Left(), rRectangle.Top(), rRectangle.Right(), rRectangle.Bottom());
                        const GeoStat& rGeoStat(rCaptionObj.GetGeoStat());

                        // fill object matrix
                        basegfx::B2DHomMatrix aObjectMatrix(basegfx::tools::createScaleShearXRotateTranslateB2DHomMatrix(
                            aObjectRange.getWidth(), aObjectRange.getHeight(),
                            rGeoStat.nShearWink ? tan((36000 - rGeoStat.nShearWink) * F_PI18000) : 0.0,
                            rGeoStat.nDrehWink ? (36000 - rGeoStat.nDrehWink) * F_PI18000 : 0.0,
                            aObjectRange.getMinX(), aObjectRange.getMinY()));

                        // calculate corner radius
                        double fCornerRadiusX;
                        double fCornerRadiusY;
                        drawinglayer::primitive2d::calculateRelativeCornerRadius(rCaptionObj.GetEckenradius(), aObjectRange, fCornerRadiusX, fCornerRadiusY);

                        // create primitive
                        const drawinglayer::primitive2d::Primitive2DReference xReference(new drawinglayer::primitive2d::SdrCaptionPrimitive2D(
                            aObjectMatrix, *pAttribute, rCaptionObj.getTailPolygon(), fCornerRadiusX, fCornerRadiusY));
                        xRetval = drawinglayer::primitive2d::Primitive2DSequence(&xReference, 1);

                        if(rCaptionObj.GetSpecialTextBoxShadow())
                        {
                            // for SC, the caption object may have a specialized shadow. The usual object shadow is off
                            // and a specialized shadow gets created here (see old paint)
                            const SdrShadowColorItem& rShadColItem = (SdrShadowColorItem&)(rItemSet.Get(SDRATTR_SHADOWCOLOR));
                            const sal_uInt16 nTransp(((SdrShadowTransparenceItem&)(rItemSet.Get(SDRATTR_SHADOWTRANSPARENCE))).GetValue());
                            const Color aShadCol(rShadColItem.GetColorValue());
                            const XFillStyle eStyle = ((XFillStyleItem&)(rItemSet.Get(XATTR_FILLSTYLE))).GetValue();

                            // Create own ItemSet and modify as needed
                            // Always hide lines for special calc shadow
                            SfxItemSet aSet(rItemSet);
                            aSet.Put(XLineStyleItem(XLINE_NONE));

                            if(XFILL_HATCH == eStyle)
                            {
                                // #41666# Hatch color is set hard to shadow color
                                XHatch aHatch = ((XFillHatchItem&)(rItemSet.Get(XATTR_FILLHATCH))).GetHatchValue();
                                aHatch.SetColor(aShadCol);
                                aSet.Put(XFillHatchItem(String(),aHatch));
                            }
                            else
                            {
                                if(XFILL_NONE != eStyle && XFILL_SOLID != eStyle)
                                {
                                    // force fill to solid (for Gradient and Bitmap)
                                    aSet.Put(XFillStyleItem(XFILL_SOLID));
                                }

                                aSet.Put(XFillColorItem(String(),aShadCol));
                                aSet.Put(XFillTransparenceItem(nTransp));
                            }

                            // crete FillAttribute from modified ItemSet
                            drawinglayer::attribute::SdrFillAttribute* pFill = drawinglayer::primitive2d::createNewSdrFillAttribute(aSet);
                            drawinglayer::primitive2d::Primitive2DReference xSpecialShadow;

                            if(pFill)
                            {
                                if(pFill->isVisible())
                                {
                                    // add shadow offset to object matrix
                                    const sal_uInt32 nXDist(((SdrShadowXDistItem&)(rItemSet.Get(SDRATTR_SHADOWXDIST))).GetValue());
                                    const sal_uInt32 nYDist(((SdrShadowYDistItem&)(rItemSet.Get(SDRATTR_SHADOWYDIST))).GetValue());
                                    aObjectMatrix.translate(nXDist, nYDist);

                                    // create unit outline polygon as geometry (see SdrCaptionPrimitive2D::create2DDecomposition)
                                    basegfx::B2DPolygon aUnitOutline(basegfx::tools::createPolygonFromRect(basegfx::B2DRange(0.0, 0.0, 1.0, 1.0), fCornerRadiusX, fCornerRadiusY));

                                    // create the specialized shadow primitive
                                    xSpecialShadow = drawinglayer::primitive2d::createPolyPolygonFillPrimitive(basegfx::B2DPolyPolygon(aUnitOutline), aObjectMatrix, *pFill);
                                }

                                delete pFill;
                            }

                            if(xSpecialShadow.is())
                            {
                                // if we really got a special shadow, create a two-element retval with the shadow
                                // behind the standard object's geometry
                                xRetval.realloc(2);

                                xRetval[0] = xSpecialShadow;
                                xRetval[1] = xReference;
                            }
                        }
                    }

                    delete pAttribute;
                }
            }

            return xRetval;
        }
    } // end of namespace contact
} // end of namespace sdr

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