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-rw-r--r--svx/source/customshapes/EnhancedCustomShape2d.cxx18
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())
{