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/* -*- Mode: C++; tab-width: 4; indent-tabs-mode: nil; c-basic-offset: 4 -*- */
/*************************************************************************
 *
 * 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.
 *
 ************************************************************************/

#ifndef _SVX_FLOAT3D_HXX
#define _SVX_FLOAT3D_HXX

#include <sfx2/ctrlitem.hxx>
#include <vcl/fixed.hxx>
#include <vcl/field.hxx>
#include <sfx2/dockwin.hxx>
#include <vcl/button.hxx>
#include <svtools/valueset.hxx>
#include <svtools/stdctrl.hxx>
#include "svx/svxdllapi.h"

#include <svx/f3dchild.hxx>
#include <svx/dlgctl3d.hxx>
#include <svx/dlgctrl.hxx>
#include <svx/svdmodel.hxx>

enum ViewType3D
{
    VIEWTYPE_GEO = 1,
    VIEWTYPE_REPRESENTATION,
    VIEWTYPE_LIGHT,
    VIEWTYPE_TEXTURE,
    VIEWTYPE_MATERIAL
};

class SdrModel;
class FmFormModel;
class FmFormPage;
class VirtualDevice;
class E3dView;
class SdrPageView;
class Svx3DCtrlItem;
class SvxConvertTo3DItem;

//------------------------------------------------------------------------
struct Svx3DWinImpl;

class SVX_DLLPUBLIC Svx3DWin : public SfxDockingWindow
{
    friend class		Svx3DChildWindow;
    friend class		Svx3DCtrlItem;
    using Window::Update;

private:
    ImageButton			aBtnGeo;
    ImageButton			aBtnRepresentation;
    ImageButton			aBtnLight;
    ImageButton			aBtnTexture;
    ImageButton			aBtnMaterial;
    ImageButton			aBtnUpdate;
    ImageButton			aBtnAssign;

// geometry
    FixedLine           aFLGeometrie;
    FixedText			aFtPercentDiagonal;
    MetricField			aMtrPercentDiagonal;
    FixedText			aFtBackscale;
    MetricField			aMtrBackscale;
    FixedText			aFtEndAngle;
    MetricField			aMtrEndAngle;
    FixedText			aFtDepth;
    MetricField			aMtrDepth;
      FixedLine           aFLSegments;

    FixedText			aFtHorizontal;
    NumericField		aNumHorizontal;
    FixedText			aFtVertical;
    NumericField		aNumVertical;
       FixedLine           aFLNormals;

    ImageButton			aBtnNormalsObj;
    ImageButton			aBtnNormalsFlat;
    ImageButton			aBtnNormalsSphere;
    ImageButton			aBtnNormalsInvert;
    ImageButton			aBtnTwoSidedLighting;

    ImageButton			aBtnDoubleSided;
    FixedLine           aFLRepresentation;
// presentation
    FixedText			aFtShademode;
    ListBox				aLbShademode;
    FixedLine           aFLShadow;
    ImageButton			aBtnShadow3d;
    FixedText			aFtSlant;
    MetricField			aMtrSlant;
    FixedText			aFtDistance;
    MetricField			aMtrDistance;
    FixedText			aFtFocalLeng;
    MetricField			aMtrFocalLength;
    FixedLine           aFLCamera;
    FixedLine           aFLLight;

// lighting
    ImageButton			aBtnLight1;
    ImageButton			aBtnLight2;
    ImageButton			aBtnLight3;
    ImageButton			aBtnLight4;
    ImageButton			aBtnLight5;
    ImageButton			aBtnLight6;
    ImageButton			aBtnLight7;
    ImageButton			aBtnLight8;
    FixedText           aFTLightsource;
    ColorLB				aLbLight1;
    ColorLB				aLbLight2;
    ColorLB				aLbLight3;
    ColorLB				aLbLight4;
    ColorLB				aLbLight5;
    ColorLB				aLbLight6;
    ColorLB				aLbLight7;
    ColorLB				aLbLight8;

    ImageButton			aBtnLightColor;

    // #99694# Keyboard shortcuts activate the next control, so the
    // order needed to be changed here
    FixedText           aFTAmbientlight;	// Text label
    ColorLB				aLbAmbientlight;	// ListBox
    ImageButton			aBtnAmbientColor;	// color button

       FixedLine           aFLTexture;

// Textures
    FixedText			aFtTexKind;
    ImageButton			aBtnTexLuminance;
    ImageButton			aBtnTexColor;
    FixedText			aFtTexMode;
    ImageButton			aBtnTexReplace;
    ImageButton			aBtnTexModulate;
    ImageButton			aBtnTexBlend;
    FixedText			aFtTexProjectionX;
    ImageButton			aBtnTexObjectX;
    ImageButton			aBtnTexParallelX;
    ImageButton			aBtnTexCircleX;
    FixedText			aFtTexProjectionY;
    ImageButton			aBtnTexObjectY;
    ImageButton			aBtnTexParallelY;
    ImageButton			aBtnTexCircleY;
    FixedText			aFtTexFilter;
    ImageButton			aBtnTexFilter;

// material
// material editor
       FixedLine           aFLMaterial;	
    FixedText			aFtMatFavorites;
    ListBox  			aLbMatFavorites;
    FixedText			aFtMatColor;
    ColorLB				aLbMatColor;
    ImageButton			aBtnMatColor;
    FixedText			aFtMatEmission;
    ColorLB				aLbMatEmission;
    ImageButton			aBtnEmissionColor;
       FixedLine           aFLMatSpecular;
    FixedText			aFtMatSpecular;
    ColorLB				aLbMatSpecular;
    ImageButton			aBtnSpecularColor;
    FixedText			aFtMatSpecularIntensity;
    MetricField			aMtrMatSpecularIntensity;

    Svx3DPreviewControl	aCtlPreview;
    SvxLightCtl3D		aCtlLightPreview;

// bottom part
    ImageButton			aBtnConvertTo3D;
    ImageButton			aBtnLatheObject;
    ImageButton			aBtnPerspective;

// the rest ...
    Image				aImgLightOn;
    Image				aImgLightOff;
    sal_Bool				bUpdate;
    ViewType3D			eViewType;
    Size				aSize;

    // Model, Page, View etc. for favourites
    FmFormModel*		pModel;
    FmFormPage*			pFmPage;
    VirtualDevice*		pVDev;
    E3dView*			p3DView;
    List*				pFavorSetList;
    List*				pMatFavSetList;

    SfxBindings*				pBindings;
    Svx3DCtrlItem*				pControllerItem;

    SvxConvertTo3DItem*			pConvertTo3DItem;
    SvxConvertTo3DItem*			pConvertTo3DLatheItem;

    Svx3DWinImpl*		mpImpl;
    SfxMapUnit          ePoolUnit;
    FieldUnit           eFUnit;

    // ItemSet used to remember set 2d attributes
    SfxItemSet*			mpRemember2DAttributes;

    sal_Bool				bOnly3DChanged;

    //------------------------------------

    DECL_LINK( ClickViewTypeHdl, void * );
    DECL_LINK( ClickUpdateHdl, void * );
    DECL_LINK( ClickAssignHdl, void * );
    DECL_LINK( ClickHdl, PushButton * );
    DECL_LINK( ClickColorHdl, PushButton * );
    DECL_LINK( SelectHdl, void * );
    DECL_LINK( ModifyHdl, void * );
    DECL_LINK( ClickLightHdl, PushButton * );

    DECL_LINK( DoubleClickHdl, void * );

    DECL_LINK( ChangeLightCallbackHdl, void * );
    DECL_LINK( ChangeSelectionCallbackHdl, void * );

    SVX_DLLPRIVATE void			Construct();
    SVX_DLLPRIVATE void			Reset();

    SVX_DLLPRIVATE sal_Bool			LBSelectColor( ColorLB* pLb, const Color& rColor );
    SVX_DLLPRIVATE sal_uInt16			GetLightSource( const PushButton* pBtn = NULL );
    SVX_DLLPRIVATE ColorLB*		GetLbByButton( const PushButton* pBtn = NULL );

    SVX_DLLPRIVATE bool			GetUILightState( ImageButton& aBtn ) const;
    SVX_DLLPRIVATE void			SetUILightState( ImageButton& aBtn, bool bState );

protected:
    virtual void	Resize();

public:
            Svx3DWin( SfxBindings* pBindings, SfxChildWindow *pCW,
                        Window* pParent );
            ~Svx3DWin();

    void	InitColorLB( const SdrModel* pDoc );
    sal_Bool	IsUpdateMode() const { return bUpdate; }

    void	Update( SfxItemSet& rSet );
    void	GetAttr( SfxItemSet& rSet );

    void UpdatePreview(); // nach oben (private)
    void DocumentReload(); // #83951#
};

/*************************************************************************
|*
|* Controller item for 3D Window (Floating/Docking)
|*
\************************************************************************/

class Svx3DCtrlItem : public SfxControllerItem
{
    Svx3DWin* p3DWin;

 protected:
    virtual void StateChanged( sal_uInt16 nSId, SfxItemState eState,
                                const SfxPoolItem* pState );

 public:
    Svx3DCtrlItem( sal_uInt16, Svx3DWin*, SfxBindings* );
};

/*************************************************************************
|*
|* ControllerItem for State of a Slot
|* (SID_CONVERT_TO_3D, SID_CONVERT_TO_3D_LATHE_FAST)
|*
\************************************************************************/

class SvxConvertTo3DItem : public SfxControllerItem
{
    sal_Bool						bState;

protected:
    virtual void StateChanged(sal_uInt16 nSId, SfxItemState eState, const SfxPoolItem* pState);

public:
    SvxConvertTo3DItem(sal_uInt16 nId, SfxBindings* pBindings);
    sal_Bool GetState() const { return bState; }
};

#endif		// _SVX_FLOAT3D_HXX

/* vim:set shiftwidth=4 softtabstop=4 expandtab: */