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If not, see * * for a copy of the LGPLv3 License. * ************************************************************************/ // MARKER(update_precomp.py): autogen include statement, do not remove #include "precompiled_svx.hxx" #include #include #include #include #include ////////////////////////////////////////////////////////////////////////////// // includes for special text box shadow (SC) #include #include #include #include #include #include #include ////////////////////////////////////////////////////////////////////////////// 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(); const drawinglayer::attribute::SdrLineFillShadowTextAttribute aAttribute( drawinglayer::primitive2d::createNewSdrLineFillShadowTextAttribute( rItemSet, rCaptionObj.getText(0))); // 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. Always create one (even if invisible) to let the decomposition // of SdrCaptionPrimitive2D create needed invisible elements for HitTest and BoundRect const drawinglayer::primitive2d::Primitive2DReference xReference( new drawinglayer::primitive2d::SdrCaptionPrimitive2D( aObjectMatrix, aAttribute, rCaptionObj.getTailPolygon(), fCornerRadiusX, fCornerRadiusY)); xRetval = drawinglayer::primitive2d::Primitive2DSequence(&xReference, 1); if(!aAttribute.isDefault() && 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 const drawinglayer::attribute::SdrFillAttribute aFill( drawinglayer::primitive2d::createNewSdrFillAttribute(aSet)); drawinglayer::primitive2d::Primitive2DReference xSpecialShadow; if(!aFill.isDefault() && 1.0 != aFill.getTransparence()) { // 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, aFill, drawinglayer::attribute::FillGradientAttribute()); } 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; } } return xRetval; } } // end of namespace contact } // end of namespace sdr ////////////////////////////////////////////////////////////////////////////// // eof /* vim:set shiftwidth=4 softtabstop=4 expandtab: */