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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 <sdr/contact/viewcontactofsdrcaptionobj.hxx>
22 : #include <svx/svdocapt.hxx>
23 : #include <svx/sdr/primitive2d/sdrattributecreator.hxx>
24 : #include <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 : #include <basegfx/polygon/b2dpolygonclipper.hxx>
38 :
39 : using namespace com::sun::star;
40 :
41 : namespace sdr
42 : {
43 : namespace contact
44 : {
45 118 : ViewContactOfSdrCaptionObj::ViewContactOfSdrCaptionObj(SdrCaptionObj& rCaptionObj)
46 118 : : ViewContactOfSdrRectObj(rCaptionObj)
47 : {
48 118 : }
49 :
50 224 : ViewContactOfSdrCaptionObj::~ViewContactOfSdrCaptionObj()
51 : {
52 224 : }
53 :
54 48 : drawinglayer::primitive2d::Primitive2DSequence ViewContactOfSdrCaptionObj::createViewIndependentPrimitive2DSequence() const
55 : {
56 48 : drawinglayer::primitive2d::Primitive2DSequence xRetval;
57 48 : const SdrCaptionObj& rCaptionObj(GetCaptionObj());
58 48 : const SfxItemSet& rItemSet = rCaptionObj.GetMergedItemSet();
59 : const drawinglayer::attribute::SdrLineFillShadowTextAttribute aAttribute(
60 : drawinglayer::primitive2d::createNewSdrLineFillShadowTextAttribute(
61 : rItemSet,
62 48 : rCaptionObj.getText(0),
63 144 : false));
64 :
65 : // take unrotated snap rect (direct model data) for position and size
66 48 : Rectangle rRectangle = rCaptionObj.GetGeoRect();
67 : // Hack for calc, transform position of object according
68 : // to current zoom so as objects relative position to grid
69 : // appears stable
70 48 : Point aGridOff = rCaptionObj.GetGridOffset();
71 48 : rRectangle += aGridOff;
72 :
73 : const ::basegfx::B2DRange aObjectRange(
74 96 : rRectangle.Left(), rRectangle.Top(),
75 144 : rRectangle.Right(), rRectangle.Bottom());
76 48 : const GeoStat& rGeoStat(rCaptionObj.GetGeoStat());
77 :
78 : // fill object matrix
79 : basegfx::B2DHomMatrix aObjectMatrix(basegfx::tools::createScaleShearXRotateTranslateB2DHomMatrix(
80 : aObjectRange.getWidth(), aObjectRange.getHeight(),
81 0 : rGeoStat.nShearAngle ? tan((36000 - rGeoStat.nShearAngle) * F_PI18000) : 0.0,
82 0 : rGeoStat.nRotationAngle ? (36000 - rGeoStat.nRotationAngle) * F_PI18000 : 0.0,
83 96 : aObjectRange.getMinX(), aObjectRange.getMinY()));
84 :
85 : // calculate corner radius
86 : double fCornerRadiusX;
87 : double fCornerRadiusY;
88 : drawinglayer::primitive2d::calculateRelativeCornerRadius(
89 48 : rCaptionObj.GetEckenradius(), aObjectRange, fCornerRadiusX, fCornerRadiusY);
90 96 : ::basegfx::B2DPolygon aTail = rCaptionObj.getTailPolygon();
91 : // Hack for calc, transform position of tail according
92 : // to current zoom so as objects relative position to grid
93 : // appears stable
94 48 : aTail.transform( basegfx::tools::createTranslateB2DHomMatrix( aGridOff.X(), aGridOff.Y() ) );
95 : // create primitive. Always create one (even if invisible) to let the decomposition
96 : // of SdrCaptionPrimitive2D create needed invisible elements for HitTest and BoundRect
97 : const drawinglayer::primitive2d::Primitive2DReference xReference(
98 : new drawinglayer::primitive2d::SdrCaptionPrimitive2D(
99 : aObjectMatrix,
100 : aAttribute,
101 : aTail,
102 : fCornerRadiusX,
103 96 : fCornerRadiusY));
104 :
105 48 : xRetval = drawinglayer::primitive2d::Primitive2DSequence(&xReference, 1);
106 :
107 48 : if(!aAttribute.isDefault() && rCaptionObj.GetSpecialTextBoxShadow())
108 : {
109 : // for SC, the caption object may have a specialized shadow. The usual object shadow is off
110 : // and a specialized shadow gets created here (see old paint)
111 48 : const XColorItem& rShadColItem = static_cast<const XColorItem&>(rItemSet.Get(SDRATTR_SHADOWCOLOR));
112 48 : const sal_uInt16 nShadowTransparence((static_cast<const SdrPercentItem&>(rItemSet.Get(SDRATTR_SHADOWTRANSPARENCE))).GetValue());
113 48 : const Color aShadowColor(rShadColItem.GetColorValue());
114 48 : const drawing::FillStyle eShadowStyle = (static_cast<const XFillStyleItem&>(rItemSet.Get(XATTR_FILLSTYLE))).GetValue();
115 :
116 : // Create own ItemSet and modify as needed
117 : // Always hide lines for special calc shadow
118 48 : SfxItemSet aSet(rItemSet);
119 48 : aSet.Put(XLineStyleItem(XLINE_NONE));
120 :
121 48 : if(drawing::FillStyle_HATCH == eShadowStyle)
122 : {
123 : // #41666# Hatch color is set hard to shadow color
124 0 : XHatch aHatch = (static_cast<const XFillHatchItem&>(rItemSet.Get(XATTR_FILLHATCH))).GetHatchValue();
125 0 : aHatch.SetColor(aShadowColor);
126 0 : aSet.Put(XFillHatchItem(OUString(),aHatch));
127 : }
128 : else
129 : {
130 48 : if(drawing::FillStyle_SOLID != eShadowStyle)
131 : {
132 : // force fill to solid (for Gradient, Bitmap and *no* fill (#119750# not filled comments *have* shadow))
133 12 : aSet.Put(XFillStyleItem(drawing::FillStyle_SOLID));
134 : }
135 :
136 48 : aSet.Put(XFillColorItem(OUString(),aShadowColor));
137 48 : aSet.Put(XFillTransparenceItem(nShadowTransparence));
138 : }
139 :
140 : // crete FillAttribute from modified ItemSet
141 : const drawinglayer::attribute::SdrFillAttribute aFill(
142 96 : drawinglayer::primitive2d::createNewSdrFillAttribute(aSet));
143 96 : drawinglayer::primitive2d::Primitive2DReference xSpecialShadow;
144 :
145 48 : if(!aFill.isDefault() && 1.0 != aFill.getTransparence())
146 : {
147 : // add shadow offset to object matrix
148 48 : const sal_uInt32 nXDist((static_cast<const SdrMetricItem&>(rItemSet.Get(SDRATTR_SHADOWXDIST))).GetValue());
149 48 : const sal_uInt32 nYDist((static_cast<const SdrMetricItem&>(rItemSet.Get(SDRATTR_SHADOWYDIST))).GetValue());
150 :
151 48 : if(nXDist || nYDist)
152 : {
153 : // #119750# create obect and shadow outline, clip shadow outline
154 : // on object outline. If there is a rest, create shadow. Do this to
155 : // emulate that shadow is *not* visible behind the object for
156 : // transparent object fill for comments in excel
157 : basegfx::B2DPolygon aObjectOutline(
158 : basegfx::tools::createPolygonFromRect(
159 : basegfx::B2DRange(0.0, 0.0, 1.0, 1.0),
160 : fCornerRadiusX,
161 48 : fCornerRadiusY));
162 48 : aObjectOutline.transform(aObjectMatrix);
163 :
164 : // create shadow outline
165 96 : basegfx::B2DPolygon aShadowOutline(aObjectOutline);
166 : aShadowOutline.transform(
167 48 : basegfx::tools::createTranslateB2DHomMatrix(nXDist, nYDist));
168 :
169 : // clip shadow outline against object outline
170 : const basegfx::B2DPolyPolygon aClippedShadow(
171 : basegfx::tools::clipPolygonOnPolyPolygon(
172 : aShadowOutline,
173 : basegfx::B2DPolyPolygon(aObjectOutline),
174 : false, // take the outside
175 96 : false));
176 :
177 48 : if(aClippedShadow.count())
178 : {
179 : // if there is shadow, create the specialized shadow primitive
180 96 : xSpecialShadow = drawinglayer::primitive2d::createPolyPolygonFillPrimitive(
181 : aClippedShadow,
182 : aFill,
183 48 : drawinglayer::attribute::FillGradientAttribute());
184 48 : }
185 : }
186 : }
187 :
188 48 : if(xSpecialShadow.is())
189 : {
190 : // if we really got a special shadow, create a two-element retval with the shadow
191 : // behind the standard object's geometry
192 48 : xRetval.realloc(2);
193 :
194 48 : xRetval[0] = xSpecialShadow;
195 48 : xRetval[1] = xReference;
196 48 : }
197 : }
198 :
199 96 : return xRetval;
200 : }
201 : } // end of namespace contact
202 651 : } // end of namespace sdr
203 :
204 : /* vim:set shiftwidth=4 softtabstop=4 expandtab: */
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