diff options
-rw-r--r-- | svx/source/customshapes/EnhancedCustomShape2d.cxx | 18 |
1 files changed, 11 insertions, 7 deletions
diff --git a/svx/source/customshapes/EnhancedCustomShape2d.cxx b/svx/source/customshapes/EnhancedCustomShape2d.cxx index 206f6dd628..e0919cbbfc 100644 --- a/svx/source/customshapes/EnhancedCustomShape2d.cxx +++ b/svx/source/customshapes/EnhancedCustomShape2d.cxx @@ -7,7 +7,7 @@ * OpenOffice.org - a multi-platform office productivity suite * * $RCSfile: EnhancedCustomShape2d.cxx,v $ - * $Revision: 1.31 $ + * $Revision: 1.32 $ * * This file is part of OpenOffice.org. * @@ -46,7 +46,6 @@ #include <svx/xflclit.hxx> #include <svx/sdasaitm.hxx> #include <svx/svdmodel.hxx> -#include <svx/xoutx.hxx> #include <rtl/crc.h> #include <rtl/math.hxx> #include <svx/xfillit0.hxx> @@ -690,6 +689,9 @@ EnhancedCustomShape2d::EnhancedCustomShape2d( SdrObject* pAObj ) : ClearItem( SDRATTR_TEXTDIRECTION ); //SJ: vertical writing is not required, by removing this item no outliner is created + // For primitive rendering, shadow handling is done completely based on the geometry, so i removed it here + ClearItem(SDRATTR_SHADOW); + Point aP( pCustomShapeObj->GetSnapRect().Center() ); Size aS( pCustomShapeObj->GetLogicRect().GetSize() ); aP.X() -= aS.Width() / 2; @@ -1813,7 +1815,8 @@ SdrObject* EnhancedCustomShape2d::CreatePathObj( sal_Bool bLineGeometryNeededOnl if ( vObjectList.size() ) { const SfxItemSet& rCustomShapeSet = pCustomShapeObj->GetMergedItemSet(); - const sal_Bool bShadow(((SdrShadowItem&)rCustomShapeSet.Get( SDRATTR_SHADOW )).GetValue()); + // For primitive rendering, shadow handling is done completely based on the geometry, so i removed it here + // const sal_Bool bShadow(((SdrShadowItem&)rCustomShapeSet.Get( SDRATTR_SHADOW )).GetValue()); Color aBasicColor( COL_WHITE ); Color aFillColor; sal_uInt32 nColorCount = nColorData >> 28; @@ -1850,10 +1853,11 @@ SdrObject* EnhancedCustomShape2d::CreatePathObj( sal_Bool bLineGeometryNeededOnl // a single object, correct some values SdrPathObj* pObj(vObjectList[0L]); - if(bShadow) - { - pObj->SetMergedItem(SdrShadowItem(sal_True)); - } +// For primitive rendering, shadow handling is done completely based on the geometry, so i removed it here +// if(bShadow) +// { +// pObj->SetMergedItem(SdrShadowItem(sal_True)); +// } if(!pObj->IsLine()) { |