LCOV - code coverage report
Current view: top level - libreoffice/svx/source/sdr/contact - viewcontactofsdrcaptionobj.cxx (source / functions) Hit Total Coverage
Test: libreoffice_filtered.info Lines: 5 52 9.6 %
Date: 2012-12-27 Functions: 3 4 75.0 %
Legend: Lines: hit not hit

          Line data    Source code
       1             : /* -*- Mode: C++; tab-width: 4; indent-tabs-mode: nil; c-basic-offset: 4 -*- */
       2             : /*
       3             :  * This file is part of the LibreOffice project.
       4             :  *
       5             :  * This Source Code Form is subject to the terms of the Mozilla Public
       6             :  * License, v. 2.0. If a copy of the MPL was not distributed with this
       7             :  * file, You can obtain one at http://mozilla.org/MPL/2.0/.
       8             :  *
       9             :  * This file incorporates work covered by the following license notice:
      10             :  *
      11             :  *   Licensed to the Apache Software Foundation (ASF) under one or more
      12             :  *   contributor license agreements. See the NOTICE file distributed
      13             :  *   with this work for additional information regarding copyright
      14             :  *   ownership. The ASF licenses this file to you under the Apache
      15             :  *   License, Version 2.0 (the "License"); you may not use this file
      16             :  *   except in compliance with the License. You may obtain a copy of
      17             :  *   the License at http://www.apache.org/licenses/LICENSE-2.0 .
      18             :  */
      19             : 
      20             : 
      21             : #include <svx/sdr/contact/viewcontactofsdrcaptionobj.hxx>
      22             : #include <svx/svdocapt.hxx>
      23             : #include <svx/sdr/primitive2d/sdrattributecreator.hxx>
      24             : #include <svx/sdr/primitive2d/sdrcaptionprimitive2d.hxx>
      25             : #include <basegfx/matrix/b2dhommatrixtools.hxx>
      26             : 
      27             : //////////////////////////////////////////////////////////////////////////////
      28             : // includes for special text box shadow (SC)
      29             : 
      30             : #include <svl/itemset.hxx>
      31             : #include <svx/xhatch.hxx>
      32             : #include <svx/xflhtit.hxx>
      33             : #include <svx/xflclit.hxx>
      34             : #include <svx/xfltrit.hxx>
      35             : #include <basegfx/polygon/b2dpolygontools.hxx>
      36             : #include <svx/sdr/primitive2d/sdrdecompositiontools.hxx>
      37             : 
      38             : //////////////////////////////////////////////////////////////////////////////
      39             : 
      40             : namespace sdr
      41             : {
      42             :     namespace contact
      43             :     {
      44           2 :         ViewContactOfSdrCaptionObj::ViewContactOfSdrCaptionObj(SdrCaptionObj& rCaptionObj)
      45           2 :         :   ViewContactOfSdrRectObj(rCaptionObj)
      46             :         {
      47           2 :         }
      48             : 
      49           4 :         ViewContactOfSdrCaptionObj::~ViewContactOfSdrCaptionObj()
      50             :         {
      51           4 :         }
      52             : 
      53           0 :         drawinglayer::primitive2d::Primitive2DSequence ViewContactOfSdrCaptionObj::createViewIndependentPrimitive2DSequence() const
      54             :         {
      55           0 :             drawinglayer::primitive2d::Primitive2DSequence xRetval;
      56           0 :             const SdrCaptionObj& rCaptionObj(GetCaptionObj());
      57           0 :             const SfxItemSet& rItemSet = rCaptionObj.GetMergedItemSet();
      58             :             const drawinglayer::attribute::SdrLineFillShadowTextAttribute aAttribute(
      59             :                 drawinglayer::primitive2d::createNewSdrLineFillShadowTextAttribute(
      60             :                     rItemSet,
      61           0 :                     rCaptionObj.getText(0)));
      62             : 
      63             :             // take unrotated snap rect (direct model data) for position and size
      64           0 :             Rectangle rRectangle = rCaptionObj.GetGeoRect();
      65             :             // Hack for calc, transform position of object according
      66             :             // to current zoom so as objects relative position to grid
      67             :             // appears stable
      68           0 :             Point aGridOff = rCaptionObj.GetGridOffset();
      69           0 :             rRectangle += aGridOff;
      70             : 
      71             :             const ::basegfx::B2DRange aObjectRange(
      72           0 :                 rRectangle.Left(), rRectangle.Top(),
      73           0 :                 rRectangle.Right(), rRectangle.Bottom());
      74           0 :             const GeoStat& rGeoStat(rCaptionObj.GetGeoStat());
      75             : 
      76             :             // fill object matrix
      77             :             basegfx::B2DHomMatrix aObjectMatrix(basegfx::tools::createScaleShearXRotateTranslateB2DHomMatrix(
      78             :                 aObjectRange.getWidth(), aObjectRange.getHeight(),
      79           0 :                 rGeoStat.nShearWink ? tan((36000 - rGeoStat.nShearWink) * F_PI18000) : 0.0,
      80             :                 rGeoStat.nDrehWink ? (36000 - rGeoStat.nDrehWink) * F_PI18000 : 0.0,
      81           0 :                 aObjectRange.getMinX(), aObjectRange.getMinY()));
      82             : 
      83             :             // calculate corner radius
      84             :             double fCornerRadiusX;
      85             :             double fCornerRadiusY;
      86             :             drawinglayer::primitive2d::calculateRelativeCornerRadius(
      87           0 :                 rCaptionObj.GetEckenradius(), aObjectRange, fCornerRadiusX, fCornerRadiusY);
      88           0 :             ::basegfx::B2DPolygon aTail = rCaptionObj.getTailPolygon();
      89             :             // Hack for calc, transform position of tail according
      90             :             // to current zoom so as objects relative position to grid
      91             :             // appears stable
      92           0 :             aTail.transform( basegfx::tools::createTranslateB2DHomMatrix( aGridOff.X(), aGridOff.Y() ) );
      93             :             // create primitive. Always create one (even if invisible) to let the decomposition
      94             :             // of SdrCaptionPrimitive2D create needed invisible elements for HitTest and BoundRect
      95             :             const drawinglayer::primitive2d::Primitive2DReference xReference(
      96             :                 new drawinglayer::primitive2d::SdrCaptionPrimitive2D(
      97             :                     aObjectMatrix,
      98             :                     aAttribute,
      99             :                     aTail,
     100             :                     fCornerRadiusX,
     101           0 :                     fCornerRadiusY));
     102             : 
     103           0 :             xRetval = drawinglayer::primitive2d::Primitive2DSequence(&xReference, 1);
     104             : 
     105           0 :             if(!aAttribute.isDefault() && rCaptionObj.GetSpecialTextBoxShadow())
     106             :             {
     107             :                 // for SC, the caption object may have a specialized shadow. The usual object shadow is off
     108             :                 // and a specialized shadow gets created here (see old paint)
     109           0 :                 const SdrShadowColorItem& rShadColItem = (SdrShadowColorItem&)(rItemSet.Get(SDRATTR_SHADOWCOLOR));
     110           0 :                 const sal_uInt16 nTransp(((SdrShadowTransparenceItem&)(rItemSet.Get(SDRATTR_SHADOWTRANSPARENCE))).GetValue());
     111           0 :                 const Color aShadCol(rShadColItem.GetColorValue());
     112           0 :                 const XFillStyle eStyle = ((XFillStyleItem&)(rItemSet.Get(XATTR_FILLSTYLE))).GetValue();
     113             : 
     114             :                 // Create own ItemSet and modify as needed
     115             :                 // Always hide lines for special calc shadow
     116           0 :                 SfxItemSet aSet(rItemSet);
     117           0 :                 aSet.Put(XLineStyleItem(XLINE_NONE));
     118             : 
     119           0 :                 if(XFILL_HATCH == eStyle)
     120             :                 {
     121             :                     // #41666# Hatch color is set hard to shadow color
     122           0 :                     XHatch aHatch = ((XFillHatchItem&)(rItemSet.Get(XATTR_FILLHATCH))).GetHatchValue();
     123           0 :                     aHatch.SetColor(aShadCol);
     124           0 :                     aSet.Put(XFillHatchItem(String(),aHatch));
     125             :                 }
     126             :                 else
     127             :                 {
     128           0 :                     if(XFILL_NONE != eStyle && XFILL_SOLID != eStyle)
     129             :                     {
     130             :                         // force fill to solid (for Gradient and Bitmap)
     131           0 :                         aSet.Put(XFillStyleItem(XFILL_SOLID));
     132             :                     }
     133             : 
     134           0 :                     aSet.Put(XFillColorItem(String(),aShadCol));
     135           0 :                     aSet.Put(XFillTransparenceItem(nTransp));
     136             :                 }
     137             : 
     138             :                 // crete FillAttribute from modified ItemSet
     139             :                 const drawinglayer::attribute::SdrFillAttribute aFill(
     140           0 :                     drawinglayer::primitive2d::createNewSdrFillAttribute(aSet));
     141           0 :                 drawinglayer::primitive2d::Primitive2DReference xSpecialShadow;
     142             : 
     143           0 :                 if(!aFill.isDefault() && 1.0 != aFill.getTransparence())
     144             :                 {
     145             :                     // add shadow offset to object matrix
     146           0 :                     const sal_uInt32 nXDist(((SdrShadowXDistItem&)(rItemSet.Get(SDRATTR_SHADOWXDIST))).GetValue());
     147           0 :                     const sal_uInt32 nYDist(((SdrShadowYDistItem&)(rItemSet.Get(SDRATTR_SHADOWYDIST))).GetValue());
     148           0 :                     aObjectMatrix.translate(nXDist, nYDist);
     149             : 
     150             :                     // create unit outline polygon as geometry (see SdrCaptionPrimitive2D::create2DDecomposition)
     151             :                     basegfx::B2DPolygon aUnitOutline(basegfx::tools::createPolygonFromRect(
     152           0 :                         basegfx::B2DRange(0.0, 0.0, 1.0, 1.0), fCornerRadiusX, fCornerRadiusY));
     153             : 
     154             :                     // create the specialized shadow primitive
     155             :                     xSpecialShadow = drawinglayer::primitive2d::createPolyPolygonFillPrimitive(
     156             :                         basegfx::B2DPolyPolygon(aUnitOutline),
     157             :                         aObjectMatrix,
     158             :                         aFill,
     159           0 :                         drawinglayer::attribute::FillGradientAttribute());
     160             :                 }
     161             : 
     162           0 :                 if(xSpecialShadow.is())
     163             :                 {
     164             :                     // if we really got a special shadow, create a two-element retval with the shadow
     165             :                     // behind the standard object's geometry
     166           0 :                     xRetval.realloc(2);
     167             : 
     168           0 :                     xRetval[0] = xSpecialShadow;
     169           0 :                     xRetval[1] = xReference;
     170           0 :                 }
     171             :             }
     172             : 
     173           0 :             return xRetval;
     174             :         }
     175             :     } // end of namespace contact
     176             : } // end of namespace sdr
     177             : 
     178             : /* vim:set shiftwidth=4 softtabstop=4 expandtab: */

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