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If not, see * * for a copy of the LGPLv3 License. * ************************************************************************/ #ifndef _SVX_DLGCTL3D_HXX #define _SVX_DLGCTL3D_HXX #include #include #include #include #include "svx/svxdllapi.h" #include ////////////////////////////////////////////////////////////////////////////// class FmFormModel; class FmFormPage; class E3dView; class E3dPolyScene; class E3dObject; ////////////////////////////////////////////////////////////////////////////// #define PREVIEW_OBJECTTYPE_SPHERE 0x0000 #define PREVIEW_OBJECTTYPE_CUBE 0x0001 ////////////////////////////////////////////////////////////////////////////// class SVX_DLLPUBLIC Svx3DPreviewControl : public Control { protected: FmFormModel* mpModel; FmFormPage* mpFmPage; E3dView* mp3DView; E3dPolyScene* mpScene; E3dObject* mp3DObj; sal_uInt16 mnObjectType; void Construct(); public: Svx3DPreviewControl(Window* pParent, const ResId& rResId); Svx3DPreviewControl(Window* pParent, WinBits nStyle = 0); ~Svx3DPreviewControl(); virtual void Paint( const Rectangle& rRect ); virtual void MouseButtonDown( const MouseEvent& rMEvt ); virtual void Resize(); void Reset(); virtual void SetObjectType(sal_uInt16 nType); sal_uInt16 GetObjectType() const { return( mnObjectType ); } SfxItemSet Get3DAttributes() const; virtual void Set3DAttributes(const SfxItemSet& rAttr); }; ////////////////////////////////////////////////////////////////////////////// class SVX_DLLPUBLIC Svx3DLightControl : public Svx3DPreviewControl { // Callback for interactive changes Link maUserInteractiveChangeCallback; Link maUserSelectionChangeCallback; Link maChangeCallback; Link maSelectionChangeCallback; // lights sal_uInt32 maSelectedLight; // extra objects for light control E3dObject* mpExpansionObject; E3dObject* mpLampBottomObject; E3dObject* mpLampShaftObject; std::vector< E3dObject* > maLightObjects; // 3d rotations of object double mfRotateX; double mfRotateY; double mfRotateZ; // interaction parameters Point maActionStartPoint; sal_Int32 mnInteractionStartDistance; double mfSaveActionStartHor; double mfSaveActionStartVer; double mfSaveActionStartRotZ; // bitfield unsigned mbMouseMoved : 1; unsigned mbGeometrySelected : 1; void Construct2(); void ConstructLightObjects(); void AdaptToSelectedLight(); void TrySelection(Point aPosPixel); public: Svx3DLightControl(Window* pParent, const ResId& rResId); Svx3DLightControl(Window* pParent, WinBits nStyle = 0); ~Svx3DLightControl(); virtual void Paint(const Rectangle& rRect); virtual void MouseButtonDown(const MouseEvent& rMEvt); virtual void Tracking( const TrackingEvent& rTEvt ); virtual void Resize(); virtual void SetObjectType(sal_uInt16 nType); // register user callback void SetUserInteractiveChangeCallback(Link aNew) { maUserInteractiveChangeCallback = aNew; } void SetUserSelectionChangeCallback(Link aNew) { maUserSelectionChangeCallback = aNew; } void SetChangeCallback(Link aNew) { maChangeCallback = aNew; } void SetSelectionChangeCallback(Link aNew) { maSelectionChangeCallback = aNew; } // selection checks bool IsSelectionValid(); bool IsGeometrySelected() { return mbGeometrySelected; } // get/set position of selected lamp in polar coordinates, Hor:[0..360.0[ and Ver:[-90..90] degrees void GetPosition(double& rHor, double& rVer); void SetPosition(double fHor, double fVer); // get/set rotation of 3D object void SetRotation(double fRotX, double fRotY, double fRotZ); void GetRotation(double& rRotX, double& rRotY, double& rRotZ); void SelectLight(sal_uInt32 nLightNumber); virtual void Set3DAttributes(const SfxItemSet& rAttr); sal_uInt32 GetSelectedLight() { return maSelectedLight; } // light data access bool GetLightOnOff(sal_uInt32 nNum) const; Color GetLightColor(sal_uInt32 nNum) const; basegfx::B3DVector GetLightDirection(sal_uInt32 nNum) const; }; ////////////////////////////////////////////////////////////////////////////// class SVX_DLLPUBLIC SvxLightCtl3D : public Control { private: // local controls Svx3DLightControl maLightControl; ScrollBar maHorScroller; ScrollBar maVerScroller; PushButton maSwitcher; // callback for interactive changes Link maUserInteractiveChangeCallback; Link maUserSelectionChangeCallback; public: SvxLightCtl3D( Window* pParent, const ResId& rResId); SvxLightCtl3D( Window* pParent, WinBits nStyle = 0); ~SvxLightCtl3D(); // react to size changes virtual void Resize(); void NewLayout(); // check the selection for validity void CheckSelection(); // bring further settings to the outside world Svx3DLightControl& GetSvx3DLightControl() { return maLightControl; } // register user callback void SetUserInteractiveChangeCallback(Link aNew) { maUserInteractiveChangeCallback = aNew; } void SetUserSelectionChangeCallback(Link aNew) { maUserSelectionChangeCallback = aNew; } virtual void KeyInput( const KeyEvent& rKEvt ); virtual void GetFocus(); virtual void LoseFocus(); protected: DECL_LINK( InternalInteractiveChange, void*); DECL_LINK( InternalSelectionChange, void*); DECL_LINK( ScrollBarMove, void*); DECL_LINK( ButtonPress, void*); // initialize local parameters void Init(); void move( double fDeltaHor, double fDeltaVer ); }; #endif // _SCH_DLGCTL3D_HXX ////////////////////////////////////////////////////////////////////////////// // eof /* vim:set shiftwidth=4 softtabstop=4 expandtab: */