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/**************************************************************
*
* Licensed to the Apache Software Foundation (ASF) under one
* or more contributor license agreements. See the NOTICE file
* distributed with this work for additional information
* regarding copyright ownership. The ASF licenses this file
* to you under the Apache License, Version 2.0 (the
* "License"); you may not use this file except in compliance
* with the License. You may obtain a copy of the License at
*
* http://www.apache.org/licenses/LICENSE-2.0
*
* Unless required by applicable law or agreed to in writing,
* software distributed under the License is distributed on an
* "AS IS" BASIS, WITHOUT WARRANTIES OR CONDITIONS OF ANY
* KIND, either express or implied. See the License for the
* specific language governing permissions and limitations
* under the License.
*
*************************************************************/
// MARKER(update_precomp.py): autogen include statement, do not remove
#include "precompiled_svx.hxx"
#include <sfx2/dispatch.hxx>
#include <sfx2/module.hxx>
#include <sfx2/viewfrm.hxx>
#include <svl/eitem.hxx>
#include <svtools/colrdlg.hxx>
#include <vcl/msgbox.hxx>
#include <sfx2/viewsh.hxx>
#include <tools/shl.hxx>
#include <svx/xflclit.hxx>
#include <svx/svdmodel.hxx>
#include <svx/globl3d.hxx>
#include <svx/view3d.hxx>
#include <svx/obj3d.hxx>
#include <svx/sphere3d.hxx>
#include <svx/scene3d.hxx>
#include <svx/camera3d.hxx>
#include <svx/fmmodel.hxx>
#include <svx/fmpage.hxx>
#include <svx/polysc3d.hxx>
#include <editeng/eeitem.hxx>
#include <svl/style.hxx>
#include <svx/dlgutil.hxx>
#include <svx/dlgutil.hxx>
#include <svx/dialmgr.hxx>
#include <svx/viewpt3d.hxx> // ProjectionType
#include <svx/svxids.hrc>
#include <svx/dialogs.hrc>
#include <editeng/colritem.hxx>
#include <svx/e3ditem.hxx>
#include <svx/gallery.hxx>
#define GALLERY_THEME "3D"
#include <svl/whiter.hxx>
#include <svx/float3d.hxx>
#include "float3d.hrc"
SFX_IMPL_DOCKINGWINDOW( Svx3DChildWindow, SID_3D_WIN )
struct Svx3DWinImpl
{
SfxItemPool* pPool;
Image maImgLightOnH;
Image maImgLightOffH;
};
#define SETHCIMAGE(btn,res) \
{ \
Bitmap aBmp( SVX_RES( res ) ); \
Image aImage( aBmp, COL_LIGHTMAGENTA ); \
btn.SetModeImage( aImage, BMP_COLOR_HIGHCONTRAST ); \
}
namespace {
/** Get the dispatcher from the current view frame, or, if that is not
available, from the given bindings.
@param pBindings
May be NULL.
@returns NULL when both the current view frame is NULL and the given
bindings are NULL.
*/
SfxDispatcher* LocalGetDispatcher (const SfxBindings* pBindings)
{
SfxDispatcher* pDispatcher = NULL;
if (SfxViewFrame::Current() != NULL)
pDispatcher = SfxViewFrame::Current()->GetDispatcher();
else if (pBindings != NULL)
pDispatcher = pBindings->GetDispatcher();
return pDispatcher;
}
}
/*************************************************************************
|* Svx3DWin - FloatingWindow
\************************************************************************/
__EXPORT Svx3DWin::Svx3DWin( SfxBindings* pInBindings,
SfxChildWindow *pCW, Window* pParent ) :
SfxDockingWindow ( pInBindings, pCW, pParent,
SVX_RES( RID_SVXFLOAT_3D ) ),
aBtnGeo ( this, SVX_RES( BTN_GEO ) ),
aBtnRepresentation ( this, SVX_RES( BTN_REPRESENTATION ) ),
aBtnLight ( this, SVX_RES( BTN_LIGHT ) ),
aBtnTexture ( this, SVX_RES( BTN_TEXTURE ) ),
aBtnMaterial ( this, SVX_RES( BTN_MATERIAL ) ),
aBtnUpdate ( this, SVX_RES( BTN_UPDATE ) ),
aBtnAssign ( this, SVX_RES( BTN_ASSIGN ) ),
aFLGeometrie ( this, SVX_RES( FL_GEOMETRIE ) ),
// Geometrie
aFtPercentDiagonal ( this, SVX_RES( FT_PERCENT_DIAGONAL ) ),
aMtrPercentDiagonal ( this, SVX_RES( MTR_PERCENT_DIAGONAL ) ),
aFtBackscale ( this, SVX_RES( FT_BACKSCALE ) ),
aMtrBackscale ( this, SVX_RES( MTR_BACKSCALE ) ),
aFtEndAngle ( this, SVX_RES( FT_END_ANGLE ) ),
aMtrEndAngle ( this, SVX_RES( MTR_END_ANGLE ) ),
aFtDepth ( this, SVX_RES( FT_DEPTH ) ),
aMtrDepth ( this, SVX_RES( MTR_DEPTH ) ),
aFLSegments ( this, SVX_RES( FL_SEGMENTS ) ),
aFtHorizontal ( this, SVX_RES( FT_HORIZONTAL ) ),
aNumHorizontal ( this, SVX_RES( NUM_HORIZONTAL ) ),
aFtVertical ( this, SVX_RES( FT_VERTICAL ) ),
aNumVertical ( this, SVX_RES( NUM_VERTICAL ) ),
aFLNormals ( this, SVX_RES( FL_NORMALS ) ),
aBtnNormalsObj ( this, SVX_RES( BTN_NORMALS_OBJ ) ),
aBtnNormalsFlat ( this, SVX_RES( BTN_NORMALS_FLAT ) ),
aBtnNormalsSphere ( this, SVX_RES( BTN_NORMALS_SPHERE ) ),
aBtnNormalsInvert ( this, SVX_RES( BTN_NORMALS_INVERT ) ),
aBtnTwoSidedLighting( this, SVX_RES( BTN_TWO_SIDED_LIGHTING ) ),
aBtnDoubleSided ( this, SVX_RES( BTN_DOUBLE_SIDED ) ),
// Darstellung
aFLRepresentation ( this, SVX_RES( FL_REPRESENTATION ) ),
aFtShademode ( this, SVX_RES( FT_SHADEMODE ) ),
aLbShademode ( this, SVX_RES( LB_SHADEMODE ) ),
aFLShadow ( this, SVX_RES( FL_SHADOW ) ),
aBtnShadow3d ( this, SVX_RES( BTN_SHADOW_3D ) ),
aFtSlant ( this, SVX_RES( FT_SLANT ) ),
aMtrSlant ( this, SVX_RES( MTR_SLANT ) ),
aFtDistance ( this, SVX_RES( FT_DISTANCE ) ),
aMtrDistance ( this, SVX_RES( MTR_DISTANCE ) ),
aFtFocalLeng ( this, SVX_RES( FT_FOCAL_LENGTH ) ),
aMtrFocalLength ( this, SVX_RES( MTR_FOCAL_LENGTH ) ),
aFLCamera ( this, SVX_RES( FL_CAMERA ) ),
aFLLight ( this, SVX_RES( FL_LIGHT ) ),
// Beleuchtung
aBtnLight1 ( this, SVX_RES( BTN_LIGHT_1 ) ),
aBtnLight2 ( this, SVX_RES( BTN_LIGHT_2 ) ),
aBtnLight3 ( this, SVX_RES( BTN_LIGHT_3 ) ),
aBtnLight4 ( this, SVX_RES( BTN_LIGHT_4 ) ),
aBtnLight5 ( this, SVX_RES( BTN_LIGHT_5 ) ),
aBtnLight6 ( this, SVX_RES( BTN_LIGHT_6 ) ),
aBtnLight7 ( this, SVX_RES( BTN_LIGHT_7 ) ),
aBtnLight8 ( this, SVX_RES( BTN_LIGHT_8 ) ),
aFTLightsource ( this, SVX_RES( FT_LIGHTSOURCE ) ),
aLbLight1 ( this, SVX_RES( LB_LIGHT_1 ) ),
aLbLight2 ( this, SVX_RES( LB_LIGHT_2 ) ),
aLbLight3 ( this, SVX_RES( LB_LIGHT_3 ) ),
aLbLight4 ( this, SVX_RES( LB_LIGHT_4 ) ),
aLbLight5 ( this, SVX_RES( LB_LIGHT_5 ) ),
aLbLight6 ( this, SVX_RES( LB_LIGHT_6 ) ),
aLbLight7 ( this, SVX_RES( LB_LIGHT_7 ) ),
aLbLight8 ( this, SVX_RES( LB_LIGHT_8 ) ),
aBtnLightColor ( this, SVX_RES( BTN_LIGHT_COLOR ) ),
// #99694# Keyboard shortcuts activate the next control, so the
// order needed to be changed here
aFTAmbientlight ( this, SVX_RES( FT_AMBIENTLIGHT ) ), // Text label
aLbAmbientlight ( this, SVX_RES( LB_AMBIENTLIGHT ) ), // ListBox
aBtnAmbientColor ( this, SVX_RES( BTN_AMBIENT_COLOR ) ), // color button
aFLTexture ( this, SVX_RES( FL_TEXTURE ) ),
// Texturen
aFtTexKind ( this, SVX_RES( FT_TEX_KIND ) ),
aBtnTexLuminance ( this, SVX_RES( BTN_TEX_LUMINANCE ) ),
aBtnTexColor ( this, SVX_RES( BTN_TEX_COLOR ) ),
aFtTexMode ( this, SVX_RES( FT_TEX_MODE ) ),
aBtnTexReplace ( this, SVX_RES( BTN_TEX_REPLACE ) ),
aBtnTexModulate ( this, SVX_RES( BTN_TEX_MODULATE ) ),
aBtnTexBlend ( this, SVX_RES( BTN_TEX_BLEND ) ),
aFtTexProjectionX ( this, SVX_RES( FT_TEX_PROJECTION_X ) ),
aBtnTexObjectX ( this, SVX_RES( BTN_TEX_OBJECT_X ) ),
aBtnTexParallelX ( this, SVX_RES( BTN_TEX_PARALLEL_X ) ),
aBtnTexCircleX ( this, SVX_RES( BTN_TEX_CIRCLE_X ) ),
aFtTexProjectionY ( this, SVX_RES( FT_TEX_PROJECTION_Y ) ),
aBtnTexObjectY ( this, SVX_RES( BTN_TEX_OBJECT_Y ) ),
aBtnTexParallelY ( this, SVX_RES( BTN_TEX_PARALLEL_Y ) ),
aBtnTexCircleY ( this, SVX_RES( BTN_TEX_CIRCLE_Y ) ),
aFtTexFilter ( this, SVX_RES( FT_TEX_FILTER ) ),
aBtnTexFilter ( this, SVX_RES( BTN_TEX_FILTER ) ),
aFLMaterial ( this, SVX_RES( FL_MATERIAL ) ),
// Material
aFtMatFavorites ( this, SVX_RES( FT_MAT_FAVORITES ) ),
aLbMatFavorites ( this, SVX_RES( LB_MAT_FAVORITES ) ),
aFtMatColor ( this, SVX_RES( FT_MAT_COLOR ) ),
aLbMatColor ( this, SVX_RES( LB_MAT_COLOR ) ),
aBtnMatColor ( this, SVX_RES( BTN_MAT_COLOR ) ),
aFtMatEmission ( this, SVX_RES( FT_MAT_EMISSION ) ),
aLbMatEmission ( this, SVX_RES( LB_MAT_EMISSION ) ),
aBtnEmissionColor ( this, SVX_RES( BTN_EMISSION_COLOR ) ),
aFLMatSpecular ( this, SVX_RES( FL_MAT_SPECULAR ) ),
aFtMatSpecular ( this, SVX_RES( FT_MAT_SPECULAR ) ),
aLbMatSpecular ( this, SVX_RES( LB_MAT_SPECULAR ) ),
aBtnSpecularColor ( this, SVX_RES( BTN_SPECULAR_COLOR ) ),
aFtMatSpecularIntensity( this, SVX_RES( FT_MAT_SPECULAR_INTENSITY ) ),
aMtrMatSpecularIntensity( this, SVX_RES( MTR_MAT_SPECULAR_INTENSITY ) ),
aCtlPreview ( this, SVX_RES( CTL_PREVIEW ) ),
aCtlLightPreview ( this, SVX_RES( CTL_LIGHT_PREVIEW ) ),
// Unterer Bereich
aBtnConvertTo3D ( this, SVX_RES( BTN_CHANGE_TO_3D ) ),
aBtnLatheObject ( this, SVX_RES( BTN_LATHE_OBJ ) ),
aBtnPerspective ( this, SVX_RES( BTN_PERSPECTIVE ) ),
aImgLightOn ( SVX_RES( RID_SVXIMAGE_LIGHT_ON ) ),
aImgLightOff ( SVX_RES( RID_SVXIMAGE_LIGHT_OFF ) ),
bUpdate ( sal_False ),
eViewType ( VIEWTYPE_GEO ),
pModel ( NULL ),
pFmPage ( NULL ),
pVDev ( NULL ),
p3DView ( NULL ),
pFavorSetList ( NULL ),
pMatFavSetList ( NULL ),
pBindings ( pInBindings ),
pControllerItem(0L),
pConvertTo3DItem(0L),
pConvertTo3DLatheItem(0L),
// pPool ( NULL ),
mpImpl ( new Svx3DWinImpl() ),
mpRemember2DAttributes(NULL),
bOnly3DChanged ( sal_False )
{
String accname(SVX_RES(STR_COLOR_LIGHT_PRE));
aCtlLightPreview.SetAccessibleName(accname);
aCtlPreview.SetAccessibleName(accname);
aLbAmbientlight.SetAccessibleName(aFTAmbientlight.GetDisplayText());
SETHCIMAGE( aBtnGeo, BMP_GEO_H );
SETHCIMAGE( aBtnRepresentation, BMP_REPRESENTATION_H );
SETHCIMAGE( aBtnLight, BMP_3DLIGHT_H );
SETHCIMAGE( aBtnTexture, BMP_TEXTURE_H );
SETHCIMAGE( aBtnMaterial, BMP_MATERIAL_H );
SETHCIMAGE( aBtnUpdate, BMP_UPDATE_H );
SETHCIMAGE( aBtnAssign, BMP_ASSIGN_H );
SETHCIMAGE( aBtnNormalsObj, BMP_NORMALS_OBJ_H );
SETHCIMAGE( aBtnNormalsFlat, BMP_NORMALS_FLAT_H );
SETHCIMAGE( aBtnNormalsSphere, BMP_NORMALS_SPHERE_H );
SETHCIMAGE( aBtnTwoSidedLighting, BMP_TWO_SIDED_LIGHTING_H );
SETHCIMAGE( aBtnNormalsInvert, BMP_NORMALS_INVERT_H );
SETHCIMAGE( aBtnDoubleSided, BMP_DOUBLE_SIDED_H );
SETHCIMAGE( aBtnShadow3d, BMP_SHADOW_3D_H );
SETHCIMAGE( aBtnLight1, BMP_LIGHT_H );
SETHCIMAGE( aBtnLight2, BMP_LIGHT_H );
SETHCIMAGE( aBtnLight3, BMP_LIGHT_H );
SETHCIMAGE( aBtnLight4, BMP_LIGHT_H );
SETHCIMAGE( aBtnLight5, BMP_LIGHT_H );
SETHCIMAGE( aBtnLight6, BMP_LIGHT_H );
SETHCIMAGE( aBtnLight7, BMP_LIGHT_H );
SETHCIMAGE( aBtnLight8, BMP_LIGHT_H );
SETHCIMAGE( aBtnLightColor, BMP_LIGHT_COLOR_H );
SETHCIMAGE( aBtnAmbientColor, BMP_AMBIENT_COLOR_H );
SETHCIMAGE( aBtnTexLuminance, BMP_TEX_LUMINANCE_H );
SETHCIMAGE( aBtnTexColor, BMP_TEX_COLOR_H );
SETHCIMAGE( aBtnTexReplace, BMP_TEX_REPLACE_H );
SETHCIMAGE( aBtnTexModulate, BMP_TEX_MODULATE_H );
SETHCIMAGE( aBtnTexBlend, BMP_TEX_BLEND_H );
SETHCIMAGE( aBtnTexParallelX, BMP_TEX_PARALLEL_H );
SETHCIMAGE( aBtnTexCircleX, BMP_TEX_CIRCLE_H );
SETHCIMAGE( aBtnTexObjectX, BMP_TEX_OBJECT_H );
SETHCIMAGE( aBtnTexParallelY, BMP_TEX_PARALLEL_H );
SETHCIMAGE( aBtnTexCircleY, BMP_TEX_CIRCLE_H );
SETHCIMAGE( aBtnTexObjectY, BMP_TEX_OBJECT_H );
SETHCIMAGE( aBtnTexFilter, BMP_TEX_FILTER_H );
SETHCIMAGE( aBtnMatColor, BMP_COLORDLG_H );
SETHCIMAGE( aBtnEmissionColor, BMP_COLORDLG_H );
SETHCIMAGE( aBtnSpecularColor, BMP_COLORDLG_H );
SETHCIMAGE( aBtnPerspective, BMP_PERSPECTIVE_H );
SETHCIMAGE( aBtnConvertTo3D, BMP_CHANGE_TO_3D_H );
SETHCIMAGE( aBtnLatheObject, BMP_LATHE_OBJ_H );
mpImpl->pPool = NULL;
mpImpl->maImgLightOnH = Image( SVX_RES( RID_SVXIMAGE_LIGHT_ON_H ) );
mpImpl->maImgLightOffH = Image( SVX_RES( RID_SVXIMAGE_LIGHT_OFF_H ) );
FreeResource();
// Metrik einstellen
eFUnit = pInBindings->GetDispatcher()->GetModule()->GetFieldUnit();
aMtrDepth.SetUnit( eFUnit );
aMtrDistance.SetUnit( eFUnit );
aMtrFocalLength.SetUnit( eFUnit );
pControllerItem = new Svx3DCtrlItem(SID_3D_STATE, this, pBindings);
pConvertTo3DItem = new SvxConvertTo3DItem(SID_CONVERT_TO_3D, pBindings);
pConvertTo3DLatheItem = new SvxConvertTo3DItem(SID_CONVERT_TO_3D_LATHE_FAST, pBindings);
aBtnAssign.SetClickHdl( LINK( this, Svx3DWin, ClickAssignHdl ) );
aBtnUpdate.SetClickHdl( LINK( this, Svx3DWin, ClickUpdateHdl ) );
Link aLink( LINK( this, Svx3DWin, ClickViewTypeHdl ) );
aBtnGeo.SetClickHdl( aLink );
aBtnRepresentation.SetClickHdl( aLink );
aBtnLight.SetClickHdl( aLink );
aBtnTexture.SetClickHdl( aLink );
aBtnMaterial.SetClickHdl( aLink );
aLink = LINK( this, Svx3DWin, ClickHdl );
aBtnPerspective.SetClickHdl( aLink );
aBtnConvertTo3D.SetClickHdl( aLink );
aBtnLatheObject.SetClickHdl( aLink );
// Geometrie
aBtnNormalsObj.SetClickHdl( aLink );
aBtnNormalsFlat.SetClickHdl( aLink );
aBtnNormalsSphere.SetClickHdl( aLink );
aBtnTwoSidedLighting.SetClickHdl( aLink );
aBtnNormalsInvert.SetClickHdl( aLink );
aBtnDoubleSided.SetClickHdl( aLink );
// Darstellung
aBtnShadow3d.SetClickHdl( aLink );
// Beleuchtung
aBtnLight1.SetClickHdl( aLink );
aBtnLight2.SetClickHdl( aLink );
aBtnLight3.SetClickHdl( aLink );
aBtnLight4.SetClickHdl( aLink );
aBtnLight5.SetClickHdl( aLink );
aBtnLight6.SetClickHdl( aLink );
aBtnLight7.SetClickHdl( aLink );
aBtnLight8.SetClickHdl( aLink );
// Texturen
aBtnTexLuminance.SetClickHdl( aLink );
aBtnTexColor.SetClickHdl( aLink );
aBtnTexReplace.SetClickHdl( aLink );
aBtnTexModulate.SetClickHdl( aLink );
//aBtnTexBlend.SetClickHdl( aLink );
aBtnTexParallelX.SetClickHdl( aLink );
aBtnTexCircleX.SetClickHdl( aLink );
aBtnTexObjectX.SetClickHdl( aLink );
aBtnTexParallelY.SetClickHdl( aLink );
aBtnTexCircleY.SetClickHdl( aLink );
aBtnTexObjectY.SetClickHdl( aLink );
aBtnTexFilter.SetClickHdl( aLink );
// Material
aLink = LINK( this, Svx3DWin, ClickColorHdl );
aBtnLightColor.SetClickHdl( aLink );
aBtnAmbientColor.SetClickHdl( aLink );
aBtnMatColor.SetClickHdl( aLink );
aBtnEmissionColor.SetClickHdl( aLink );
aBtnSpecularColor.SetClickHdl( aLink );
aLink = LINK( this, Svx3DWin, SelectHdl );
aLbMatFavorites.SetSelectHdl( aLink );
aLbMatColor.SetSelectHdl( aLink );
aLbMatEmission.SetSelectHdl( aLink );
aLbMatSpecular.SetSelectHdl( aLink );
aLbLight1.SetSelectHdl( aLink );
aLbLight2.SetSelectHdl( aLink );
aLbLight3.SetSelectHdl( aLink );
aLbLight4.SetSelectHdl( aLink );
aLbLight5.SetSelectHdl( aLink );
aLbLight6.SetSelectHdl( aLink );
aLbLight7.SetSelectHdl( aLink );
aLbLight8.SetSelectHdl( aLink );
aLbAmbientlight.SetSelectHdl( aLink );
aLbShademode.SetSelectHdl( aLink );
aLink = LINK( this, Svx3DWin, ModifyHdl );
aMtrMatSpecularIntensity.SetModifyHdl( aLink );
aNumHorizontal.SetModifyHdl( aLink );
aNumVertical.SetModifyHdl( aLink );
aMtrSlant.SetModifyHdl( aLink );
// Preview-Callback
aLink = LINK( this, Svx3DWin, ChangeLightCallbackHdl );
aCtlLightPreview.SetUserInteractiveChangeCallback(aLink);
aLink = LINK( this, Svx3DWin, ChangeSelectionCallbackHdl );
aCtlLightPreview.SetUserSelectionChangeCallback(aLink);
aSize = GetOutputSizePixel();
SetMinOutputSizePixel( aSize );
Construct();
// Initiierung der Initialisierung der ColorLBs
SfxDispatcher* pDispatcher = LocalGetDispatcher(pBindings);
if (pDispatcher != NULL)
{
SfxBoolItem aItem( SID_3D_INIT, sal_True );
pDispatcher->Execute(
SID_3D_INIT, SFX_CALLMODE_ASYNCHRON | SFX_CALLMODE_RECORD, &aItem, 0L );
}
Reset();
aBtnNormalsObj.SetAccessibleRelationMemberOf( &aFLNormals );
aBtnNormalsFlat.SetAccessibleRelationMemberOf( &aFLNormals );
aBtnNormalsSphere.SetAccessibleRelationMemberOf( &aFLNormals );
aBtnNormalsInvert.SetAccessibleRelationMemberOf( &aFLNormals );
aBtnTwoSidedLighting.SetAccessibleRelationMemberOf( &aFLNormals );
aBtnDoubleSided.SetAccessibleRelationMemberOf( &aFLNormals );
aBtnLight1.SetAccessibleRelationMemberOf( &aFLLight );
aBtnLight2.SetAccessibleRelationMemberOf( &aFLLight );
aBtnLight3.SetAccessibleRelationMemberOf( &aFLLight );
aBtnLight4.SetAccessibleRelationMemberOf( &aFLLight );
aBtnLight5.SetAccessibleRelationMemberOf( &aFLLight );
aBtnLight6.SetAccessibleRelationMemberOf( &aFLLight );
aBtnLight7.SetAccessibleRelationMemberOf( &aFLLight );
aBtnLight8.SetAccessibleRelationMemberOf( &aFLLight );
aBtnLight1.SetAccessibleRelationLabeledBy( &aFTLightsource );
aBtnLight2.SetAccessibleRelationLabeledBy( &aFTLightsource );
aBtnLight3.SetAccessibleRelationLabeledBy( &aFTLightsource );
aBtnLight4.SetAccessibleRelationLabeledBy( &aFTLightsource );
aBtnLight5.SetAccessibleRelationLabeledBy( &aFTLightsource );
aBtnLight6.SetAccessibleRelationLabeledBy( &aFTLightsource );
aBtnLight7.SetAccessibleRelationLabeledBy( &aFTLightsource );
aBtnLight8.SetAccessibleRelationLabeledBy( &aFTLightsource );
aBtnLightColor.SetAccessibleRelationMemberOf( &aFLLight );
aBtnLightColor.SetAccessibleRelationLabeledBy( &aFTLightsource );
aBtnAmbientColor.SetAccessibleRelationMemberOf( &aFLLight );
aBtnAmbientColor.SetAccessibleRelationLabeledBy( &aFTAmbientlight );
aBtnSpecularColor.SetAccessibleRelationLabeledBy( &aFtMatSpecular );
aBtnMatColor.SetAccessibleRelationLabeledBy( &aFtMatColor );
aBtnEmissionColor.SetAccessibleRelationLabeledBy( &aFtMatEmission );
aBtnTexLuminance.SetAccessibleRelationLabeledBy( &aFtTexKind );
aBtnTexColor.SetAccessibleRelationLabeledBy( &aFtTexKind );
aBtnTexReplace.SetAccessibleRelationLabeledBy( &aFtTexMode );
aBtnTexModulate.SetAccessibleRelationLabeledBy( &aFtTexMode );
aBtnTexBlend.SetAccessibleRelationLabeledBy( &aFtTexMode );
aBtnTexObjectX.SetAccessibleRelationLabeledBy( &aFtTexProjectionX );
aBtnTexParallelX.SetAccessibleRelationLabeledBy( &aFtTexProjectionX );
aBtnTexCircleX.SetAccessibleRelationLabeledBy( &aFtTexProjectionX );
aBtnTexObjectY.SetAccessibleRelationLabeledBy( &aFtTexProjectionY );
aBtnTexParallelY.SetAccessibleRelationLabeledBy( &aFtTexProjectionY );
aBtnTexCircleY.SetAccessibleRelationLabeledBy( &aFtTexProjectionY );
aBtnTexFilter.SetAccessibleRelationLabeledBy( &aFtTexFilter );
aCtlLightPreview.SetAccessibleRelationLabeledBy( &aCtlLightPreview );
aBtnNormalsObj.SetAccessibleRelationMemberOf(&aFLNormals);
aBtnNormalsFlat.SetAccessibleRelationMemberOf(&aFLNormals);
aBtnNormalsSphere.SetAccessibleRelationMemberOf(&aFLNormals);
aBtnNormalsInvert.SetAccessibleRelationMemberOf(&aFLNormals);
aBtnTwoSidedLighting.SetAccessibleRelationMemberOf(&aFLNormals);
aBtnShadow3d.SetAccessibleRelationMemberOf(&aFLShadow);
aBtnLight1.SetAccessibleRelationMemberOf(&aFLLight);
aBtnLight2.SetAccessibleRelationMemberOf(&aFLLight);
aBtnLight3.SetAccessibleRelationMemberOf(&aFLLight);
aBtnLight4.SetAccessibleRelationMemberOf(&aFLLight);
aBtnLight5.SetAccessibleRelationMemberOf(&aFLLight);
aBtnLight6.SetAccessibleRelationMemberOf(&aFLLight);
aBtnLight7.SetAccessibleRelationMemberOf(&aFLLight);
aBtnLight8.SetAccessibleRelationMemberOf(&aFLLight);
aBtnTexLuminance.SetAccessibleRelationMemberOf(&aFLTexture);
aBtnTexColor.SetAccessibleRelationMemberOf(&aFLTexture);
aBtnTexReplace.SetAccessibleRelationMemberOf(&aFLTexture);
aBtnTexModulate.SetAccessibleRelationMemberOf(&aFLTexture);
aBtnTexBlend.SetAccessibleRelationMemberOf(&aFLTexture);
aBtnTexObjectX.SetAccessibleRelationMemberOf(&aFLTexture);
aBtnTexParallelX.SetAccessibleRelationMemberOf(&aFLTexture);
aBtnTexCircleX.SetAccessibleRelationMemberOf(&aFLTexture);
aBtnTexObjectY.SetAccessibleRelationMemberOf(&aFLTexture);
aBtnTexParallelY.SetAccessibleRelationMemberOf(&aFLTexture);
aBtnTexCircleY.SetAccessibleRelationMemberOf(&aFLTexture);
aBtnTexFilter.SetAccessibleRelationMemberOf(&aFLTexture);
aBtnMatColor.SetAccessibleRelationMemberOf(&aFLMaterial);
aBtnEmissionColor.SetAccessibleRelationMemberOf(&aFLMaterial);
aBtnSpecularColor.SetAccessibleRelationMemberOf(&aFLMatSpecular);
}
// -----------------------------------------------------------------------
__EXPORT Svx3DWin::~Svx3DWin()
{
//delete pMatFavSetList;
delete p3DView;
delete pVDev;
delete pModel;
delete pControllerItem;
delete pConvertTo3DItem;
delete pConvertTo3DLatheItem;
if(mpRemember2DAttributes)
delete mpRemember2DAttributes;
delete mpImpl;
}
// -----------------------------------------------------------------------
void Svx3DWin::Construct()
{
aBtnGeo.Check();
Link aLink( LINK( this, Svx3DWin, ClickViewTypeHdl ) );
aLink.Call( &aBtnGeo );
aCtlLightPreview.Hide();
}
// -----------------------------------------------------------------------
void Svx3DWin::Reset()
{
// Diverse Initialisierungen, default ist AllAttributes
aLbShademode.SelectEntryPos( 0 );
aMtrMatSpecularIntensity.SetValue( 50 );
aBtnLight1.Check();
ClickUpdateHdl( NULL );
// Nichts selektieren, um Fehler beim erstselektieren zu vermeiden
aCtlLightPreview.GetSvx3DLightControl().SelectLight(0);
aCtlLightPreview.CheckSelection();
}
bool Svx3DWin::GetUILightState( ImageButton& aBtn ) const
{
return (aBtn.GetModeImage() == aImgLightOn) || (aBtn.GetModeImage() == mpImpl->maImgLightOnH);
}
void Svx3DWin::SetUILightState( ImageButton& aBtn, bool bState )
{
aBtn.SetModeImage( bState ? aImgLightOn : aImgLightOff );
aBtn.SetModeImage( bState ? mpImpl->maImgLightOnH : mpImpl->maImgLightOffH, BMP_COLOR_HIGHCONTRAST );
}
// -----------------------------------------------------------------------
void Svx3DWin::Update( SfxItemSet& rAttrs )
{
// remember 2d attributes
if(mpRemember2DAttributes)
mpRemember2DAttributes->ClearItem();
else
mpRemember2DAttributes = new SfxItemSet(*rAttrs.GetPool(),
SDRATTR_START, SDRATTR_SHADOW_LAST,
SDRATTR_3D_FIRST, SDRATTR_3D_LAST,
0, 0);
SfxWhichIter aIter(*mpRemember2DAttributes);
sal_uInt16 nWhich(aIter.FirstWhich());
while(nWhich)
{
SfxItemState eState = rAttrs.GetItemState(nWhich, sal_False);
if(SFX_ITEM_DONTCARE == eState)
mpRemember2DAttributes->InvalidateItem(nWhich);
else if(SFX_ITEM_SET == eState)
mpRemember2DAttributes->Put(rAttrs.Get(nWhich, sal_False));
nWhich = aIter.NextWhich();
}
// construct field values
const SfxPoolItem* pItem;
//sal_Bool bUpdate = sal_False;
// evtl. PoolUnit ermitteln
if( !mpImpl->pPool )
{
mpImpl->pPool = rAttrs.GetPool();
DBG_ASSERT( mpImpl->pPool, "Wo ist der Pool?" );
ePoolUnit = mpImpl->pPool->GetMetric( SID_ATTR_LINE_WIDTH );
}
eFUnit = GetModuleFieldUnit( rAttrs );
// Segmentanzahl aenderbar ? und andere Stati
SfxItemState eState = rAttrs.GetItemState( SID_ATTR_3D_INTERN, sal_False, &pItem );
if( SFX_ITEM_SET == eState )
{
sal_uInt32 nState = ( ( const SfxUInt32Item* )pItem )->GetValue();
//sal_Bool bLathe = (sal_Bool) ( nState & 1 );
sal_Bool bExtrude = (sal_Bool) ( nState & 2 );
sal_Bool bSphere = (sal_Bool) ( nState & 4 );
sal_Bool bCube = (sal_Bool) ( nState & 8 );
sal_Bool bChart = (sal_Bool) ( nState & 32 ); // Chart
if( !bChart )
{
// Bei Cube-Objekten werden keine Segmente eingestellt
aFtHorizontal.Enable( !bCube );
aNumHorizontal.Enable( !bCube );
aFtVertical.Enable( !bCube );
aNumVertical.Enable( !bCube );
aFLSegments.Enable( !bCube );
aFtPercentDiagonal.Enable( !bCube && !bSphere );
aMtrPercentDiagonal.Enable( !bCube && !bSphere );
aFtBackscale.Enable( !bCube && !bSphere );
aMtrBackscale.Enable( !bCube && !bSphere );
aFtDepth.Enable( !bCube && !bSphere );
aMtrDepth.Enable( !bCube && !bSphere );
if( bCube )
{
aNumHorizontal.SetEmptyFieldValue();
aNumVertical.SetEmptyFieldValue();
}
if( bCube || bSphere )
{
aMtrPercentDiagonal.SetEmptyFieldValue();
aMtrBackscale.SetEmptyFieldValue();
aMtrDepth.SetEmptyFieldValue();
}
// Nur bei Lathe-Objekten gibt es einen Endwinkel
aFtEndAngle.Enable( !bExtrude && !bCube && !bSphere );
aMtrEndAngle.Enable( !bExtrude && !bCube && !bSphere );
if( bExtrude || bCube || bSphere )
aMtrEndAngle.SetEmptyFieldValue();
}
else
{
// Geometrie
aFtHorizontal.Enable( sal_False );
aNumHorizontal.Enable( sal_False );
aNumHorizontal.SetEmptyFieldValue();
aFtVertical.Enable( sal_False );
aNumVertical.Enable( sal_False );
aNumVertical.SetEmptyFieldValue();
aFLSegments.Enable( sal_False );
aFtEndAngle.Enable( sal_False );
aMtrEndAngle.Enable( sal_False );
aMtrEndAngle.SetEmptyFieldValue();
aFtDepth.Enable( sal_False );
aMtrDepth.Enable( sal_False );
aMtrDepth.SetEmptyFieldValue();
// Darstellung
aBtnShadow3d.Enable( sal_False );
aFtSlant.Enable( sal_False );
aMtrSlant.Enable( sal_False );
aFLShadow.Enable( sal_False );
aFtDistance.Enable( sal_False );
aMtrDistance.Enable( sal_False );
aMtrDistance.SetEmptyFieldValue();
aFtFocalLeng.Enable( sal_False );
aMtrFocalLength.Enable( sal_False );
aMtrFocalLength.SetEmptyFieldValue();
aFLCamera.Enable( sal_False );
// Unterer Bereich
aBtnConvertTo3D.Enable( sal_False );
aBtnLatheObject.Enable( sal_False );
}
}
// Bitmapfuellung ? -> Status
sal_Bool bBitmap(sal_False);
eState = rAttrs.GetItemState(XATTR_FILLSTYLE);
if(eState != SFX_ITEM_DONTCARE)
{
XFillStyle eXFS = (XFillStyle)((const XFillStyleItem&)rAttrs.Get(XATTR_FILLSTYLE)).GetValue();
bBitmap = (eXFS == XFILL_BITMAP || eXFS == XFILL_GRADIENT || eXFS == XFILL_HATCH);
}
aFtTexKind.Enable( bBitmap );
aBtnTexLuminance.Enable( bBitmap );
aBtnTexColor.Enable( bBitmap );
aFtTexMode.Enable( bBitmap );
aBtnTexReplace.Enable( bBitmap );
aBtnTexModulate.Enable( bBitmap );
aBtnTexBlend.Enable( bBitmap );
aFtTexProjectionX.Enable( bBitmap );
aBtnTexParallelX.Enable( bBitmap );
aBtnTexCircleX.Enable( bBitmap );
aBtnTexObjectX.Enable( bBitmap );
aFtTexProjectionY.Enable( bBitmap );
aBtnTexParallelY.Enable( bBitmap );
aBtnTexCircleY.Enable( bBitmap );
aBtnTexObjectY.Enable( bBitmap );
aFtTexFilter.Enable( bBitmap );
aBtnTexFilter.Enable( bBitmap );
aFLTexture.Enable( bBitmap );
// Geometrie
// Anzahl Segmente (horizontal)
if( aNumHorizontal.IsEnabled() )
{
eState = rAttrs.GetItemState(SDRATTR_3DOBJ_HORZ_SEGS);
if(eState != SFX_ITEM_DONTCARE)
{
sal_uInt32 nValue = ((const Svx3DHorizontalSegmentsItem&)rAttrs.Get(SDRATTR_3DOBJ_HORZ_SEGS)).GetValue();
if(nValue != (sal_uInt32 )aNumHorizontal.GetValue())
{
aNumHorizontal.SetValue( nValue );
// evtl. am Ende...
// aCtlLightPreview.GetSvx3DLightControl().SetHorizontalSegments( (sal_uInt16)nValue );
bUpdate = sal_True;
}
else if( aNumHorizontal.IsEmptyFieldValue() )
aNumHorizontal.SetValue( nValue );
}
else
{
if( !aNumHorizontal.IsEmptyFieldValue() )
{
aNumHorizontal.SetEmptyFieldValue();
bUpdate = sal_True;
}
}
}
// Anzahl Segmente (vertikal)
if( aNumVertical.IsEnabled() )
{
eState = rAttrs.GetItemState(SDRATTR_3DOBJ_VERT_SEGS);
if( eState != SFX_ITEM_DONTCARE )
{
sal_uInt32 nValue = ((const Svx3DVerticalSegmentsItem&)rAttrs.Get(SDRATTR_3DOBJ_VERT_SEGS)).GetValue();
if( nValue != (sal_uInt32) aNumVertical.GetValue() )
{
aNumVertical.SetValue( nValue );
// evtl. am Ende...
//aCtlLightPreview.GetSvx3DLightControl().SetVerticalSegments( (sal_uInt16)nValue );
bUpdate = sal_True;
}
else if( aNumVertical.IsEmptyFieldValue() )
aNumVertical.SetValue( nValue );
}
else
{
if( !aNumVertical.IsEmptyFieldValue() )
{
aNumVertical.SetEmptyFieldValue();
bUpdate = sal_True;
}
}
}
// Tiefe
if( aMtrDepth.IsEnabled() )
{
eState = rAttrs.GetItemState(SDRATTR_3DOBJ_DEPTH);
if( eState != SFX_ITEM_DONTCARE )
{
sal_uInt32 nValue = ((const Svx3DDepthItem&)rAttrs.Get(SDRATTR_3DOBJ_DEPTH)).GetValue();
sal_uInt32 nValue2 = GetCoreValue( aMtrDepth, ePoolUnit );
if( nValue != nValue2 )
{
if( eFUnit != aMtrDepth.GetUnit() )
SetFieldUnit( aMtrDepth, eFUnit );
SetMetricValue( aMtrDepth, nValue, ePoolUnit );
bUpdate = sal_True;
}
else if( aMtrDepth.IsEmptyFieldValue() )
aMtrDepth.SetValue( aMtrDepth.GetValue() );
}
else
{
if( !aMtrDepth.IsEmptyFieldValue() )
{
aMtrDepth.SetEmptyFieldValue();
bUpdate = sal_True;
}
}
}
// Doppelwandig/-seitig
eState = rAttrs.GetItemState(SDRATTR_3DOBJ_DOUBLE_SIDED);
if( eState != SFX_ITEM_DONTCARE )
{
sal_Bool bValue = ((const Svx3DDoubleSidedItem&)rAttrs.Get(SDRATTR_3DOBJ_DOUBLE_SIDED)).GetValue();
if( bValue != aBtnDoubleSided.IsChecked() )
{
aBtnDoubleSided.Check( bValue );
bUpdate = sal_True;
}
else if( aBtnDoubleSided.GetState() == STATE_DONTKNOW )
aBtnDoubleSided.Check( bValue );
}
else
{
if( aBtnDoubleSided.GetState() != STATE_DONTKNOW )
{
aBtnDoubleSided.SetState( STATE_DONTKNOW );
bUpdate = sal_True;
}
}
// Kantenrundung
if( aMtrPercentDiagonal.IsEnabled() )
{
eState = rAttrs.GetItemState(SDRATTR_3DOBJ_PERCENT_DIAGONAL);
if( eState != SFX_ITEM_DONTCARE )
{
sal_uInt16 nValue = ((const Svx3DPercentDiagonalItem&)rAttrs.Get(SDRATTR_3DOBJ_PERCENT_DIAGONAL)).GetValue();
if( nValue != aMtrPercentDiagonal.GetValue() )
{
aMtrPercentDiagonal.SetValue( nValue );
bUpdate = sal_True;
}
else if( aMtrPercentDiagonal.IsEmptyFieldValue() )
aMtrPercentDiagonal.SetValue( nValue );
}
else
{
if( !aMtrPercentDiagonal.IsEmptyFieldValue() )
{
aMtrPercentDiagonal.SetEmptyFieldValue();
bUpdate = sal_True;
}
}
}
// Tiefenskalierung
if( aMtrBackscale.IsEnabled() )
{
eState = rAttrs.GetItemState(SDRATTR_3DOBJ_BACKSCALE);
if( eState != SFX_ITEM_DONTCARE )
{
sal_uInt16 nValue = ((const Svx3DBackscaleItem&)rAttrs.Get(SDRATTR_3DOBJ_BACKSCALE)).GetValue();
if( nValue != aMtrBackscale.GetValue() )
{
aMtrBackscale.SetValue( nValue );
bUpdate = sal_True;
}
else if( aMtrBackscale.IsEmptyFieldValue() )
aMtrBackscale.SetValue( nValue );
}
else
{
if( !aMtrBackscale.IsEmptyFieldValue() )
{
aMtrBackscale.SetEmptyFieldValue();
bUpdate = sal_True;
}
}
}
// Endwinkel
if( aMtrEndAngle.IsEnabled() )
{
eState = rAttrs.GetItemState(SDRATTR_3DOBJ_END_ANGLE);
if( eState != SFX_ITEM_DONTCARE )
{
sal_Int32 nValue = ((const Svx3DEndAngleItem&)rAttrs.Get(SDRATTR_3DOBJ_END_ANGLE)).GetValue();
if( nValue != aMtrEndAngle.GetValue() )
{
aMtrEndAngle.SetValue( nValue );
bUpdate = sal_True;
}
}
else
{
if( !aMtrEndAngle.IsEmptyFieldValue() )
{
aMtrEndAngle.SetEmptyFieldValue();
bUpdate = sal_True;
}
}
}
// Normalentyp
eState = rAttrs.GetItemState(SDRATTR_3DOBJ_NORMALS_KIND);
if( eState != SFX_ITEM_DONTCARE )
{
sal_uInt16 nValue = ((const Svx3DNormalsKindItem&)rAttrs.Get(SDRATTR_3DOBJ_NORMALS_KIND)).GetValue();
if( ( !aBtnNormalsObj.IsChecked() && nValue == 0 ) ||
( !aBtnNormalsFlat.IsChecked() && nValue == 1 ) ||
( !aBtnNormalsSphere.IsChecked() && nValue == 2 ) )
{
aBtnNormalsObj.Check( nValue == 0 );
aBtnNormalsFlat.Check( nValue == 1 );
aBtnNormalsSphere.Check( nValue == 2 );
bUpdate = sal_True;
}
}
else
{
if( aBtnNormalsObj.IsChecked() ||
aBtnNormalsFlat.IsChecked() ||
aBtnNormalsSphere.IsChecked() )
{
aBtnNormalsObj.Check( sal_False );
aBtnNormalsFlat.Check( sal_False );
aBtnNormalsSphere.Check( sal_False );
bUpdate = sal_True;
}
}
// Normalen invertieren
eState = rAttrs.GetItemState(SDRATTR_3DOBJ_NORMALS_INVERT);
if( eState != SFX_ITEM_DONTCARE )
{
sal_Bool bValue = ((const Svx3DNormalsInvertItem&)rAttrs.Get(SDRATTR_3DOBJ_NORMALS_INVERT)).GetValue();
if( bValue != aBtnNormalsInvert.IsChecked() )
{
aBtnNormalsInvert.Check( bValue );
bUpdate = sal_True;
}
else if( aBtnNormalsInvert.GetState() == STATE_DONTKNOW )
aBtnNormalsInvert.Check( bValue );
}
else
{
if( aBtnNormalsInvert.GetState() != STATE_DONTKNOW )
{
aBtnNormalsInvert.SetState( STATE_DONTKNOW );
bUpdate = sal_True;
}
}
// 2-seitige Beleuchtung
eState = rAttrs.GetItemState(SDRATTR_3DSCENE_TWO_SIDED_LIGHTING);
if( eState != SFX_ITEM_DONTCARE )
{
sal_Bool bValue = ((const Svx3DTwoSidedLightingItem&)rAttrs.Get(SDRATTR_3DSCENE_TWO_SIDED_LIGHTING)).GetValue();
if( bValue != aBtnTwoSidedLighting.IsChecked() )
{
aBtnTwoSidedLighting.Check( bValue );
bUpdate = sal_True;
}
else if( aBtnTwoSidedLighting.GetState() == STATE_DONTKNOW )
aBtnTwoSidedLighting.Check( bValue );
}
else
{
if( aBtnTwoSidedLighting.GetState() != STATE_DONTKNOW )
{
aBtnTwoSidedLighting.SetState( STATE_DONTKNOW );
bUpdate = sal_True;
}
}
// Darstellung
// Shademode
eState = rAttrs.GetItemState(SDRATTR_3DSCENE_SHADE_MODE);
if( eState != SFX_ITEM_DONTCARE )
{
sal_uInt16 nValue = ((const Svx3DShadeModeItem&)rAttrs.Get(SDRATTR_3DSCENE_SHADE_MODE)).GetValue();
if( nValue != aLbShademode.GetSelectEntryPos() )
{
aLbShademode.SelectEntryPos( nValue );
bUpdate = sal_True;
}
}
else
{
if( aLbShademode.GetSelectEntryCount() != 0 )
{
aLbShademode.SetNoSelection();
bUpdate = sal_True;
}
}
// 3D-Shatten
eState = rAttrs.GetItemState(SDRATTR_3DOBJ_SHADOW_3D);
if( eState != SFX_ITEM_DONTCARE )
{
sal_Bool bValue = ((const Svx3DShadow3DItem&)rAttrs.Get(SDRATTR_3DOBJ_SHADOW_3D)).GetValue();
if( bValue != aBtnShadow3d.IsChecked() )
{
aBtnShadow3d.Check( bValue );
aFtSlant.Enable( bValue );
aMtrSlant.Enable( bValue );
bUpdate = sal_True;
}
else if( aBtnShadow3d.GetState() == STATE_DONTKNOW )
aBtnShadow3d.Check( bValue );
}
else
{
if( aBtnShadow3d.GetState() != STATE_DONTKNOW )
{
aBtnShadow3d.SetState( STATE_DONTKNOW );
bUpdate = sal_True;
}
}
// Neigung (Schatten)
eState = rAttrs.GetItemState(SDRATTR_3DSCENE_SHADOW_SLANT);
if( eState != SFX_ITEM_DONTCARE )
{
sal_uInt16 nValue = ((const Svx3DShadowSlantItem&)rAttrs.Get(SDRATTR_3DSCENE_SHADOW_SLANT)).GetValue();
if( nValue != aMtrSlant.GetValue() )
{
aMtrSlant.SetValue( nValue );
bUpdate = sal_True;
}
}
else
{
if( !aMtrSlant.IsEmptyFieldValue() )
{
aMtrSlant.SetEmptyFieldValue();
bUpdate = sal_True;
}
}
// Distanz
eState = rAttrs.GetItemState(SDRATTR_3DSCENE_DISTANCE);
if( eState != SFX_ITEM_DONTCARE )
{
sal_uInt32 nValue = ((const Svx3DDistanceItem&)rAttrs.Get(SDRATTR_3DSCENE_DISTANCE)).GetValue();
sal_uInt32 nValue2 = GetCoreValue( aMtrDistance, ePoolUnit );
if( nValue != nValue2 )
{
if( eFUnit != aMtrDistance.GetUnit() )
SetFieldUnit( aMtrDistance, eFUnit );
SetMetricValue( aMtrDistance, nValue, ePoolUnit );
bUpdate = sal_True;
}
}
else
{
if( !aMtrDepth.IsEmptyFieldValue() )
{
aMtrDepth.SetEmptyFieldValue();
bUpdate = sal_True;
}
}
// Brennweite
eState = rAttrs.GetItemState(SDRATTR_3DSCENE_FOCAL_LENGTH);
if( eState != SFX_ITEM_DONTCARE )
{
sal_uInt32 nValue = ((const Svx3DFocalLengthItem&)rAttrs.Get(SDRATTR_3DSCENE_FOCAL_LENGTH)).GetValue();
sal_uInt32 nValue2 = GetCoreValue( aMtrFocalLength, ePoolUnit );
if( nValue != nValue2 )
{
if( eFUnit != aMtrFocalLength.GetUnit() )
SetFieldUnit( aMtrFocalLength, eFUnit );
SetMetricValue( aMtrFocalLength, nValue, ePoolUnit );
bUpdate = sal_True;
}
}
else
{
if( !aMtrFocalLength.IsEmptyFieldValue() )
{
aMtrFocalLength.SetEmptyFieldValue();
bUpdate = sal_True;
}
}
// Beleuchtung
Color aColor;
basegfx::B3DVector aVector;
// Licht 1 (Farbe)
eState = rAttrs.GetItemState(SDRATTR_3DSCENE_LIGHTCOLOR_1);
if( eState != SFX_ITEM_DONTCARE )
{
aColor = ((const Svx3DLightcolor1Item&)rAttrs.Get(SDRATTR_3DSCENE_LIGHTCOLOR_1)).GetValue();
ColorLB* pLb = &aLbLight1;
if( aColor != pLb->GetSelectEntryColor() )
{
LBSelectColor( pLb, aColor );
bUpdate = sal_True;
}
}
else
{
if( aLbLight1.GetSelectEntryCount() != 0 )
{
aLbLight1.SetNoSelection();
bUpdate = sal_True;
}
}
// Licht 1 (an/aus)
eState = rAttrs.GetItemState(SDRATTR_3DSCENE_LIGHTON_1);
if( eState != SFX_ITEM_DONTCARE )
{
bool bOn = ((const Svx3DLightOnOff1Item&)rAttrs.Get(SDRATTR_3DSCENE_LIGHTON_1)).GetValue() != 0;
if( ( bOn && !GetUILightState( aBtnLight1 )) ||
( !bOn && GetUILightState( aBtnLight1 )) )
{
SetUILightState( aBtnLight1, bOn );
bUpdate = sal_True;
}
if( aBtnLight1.GetState() == STATE_DONTKNOW )
aBtnLight1.Check( aBtnLight1.IsChecked() );
}
else
{
if( aBtnLight1.GetState() != STATE_DONTKNOW )
{
aBtnLight1.SetState( STATE_DONTKNOW );
bUpdate = sal_True;
}
}
// Licht 1 (Richtung)
eState = rAttrs.GetItemState(SDRATTR_3DSCENE_LIGHTDIRECTION_1);
if( eState != SFX_ITEM_DONTCARE )
{
bUpdate = sal_True;
}
// Licht 2 (Farbe)
eState = rAttrs.GetItemState(SDRATTR_3DSCENE_LIGHTCOLOR_2);
if( eState != SFX_ITEM_DONTCARE )
{
aColor = ((const Svx3DLightcolor2Item&)rAttrs.Get(SDRATTR_3DSCENE_LIGHTCOLOR_2)).GetValue();
ColorLB* pLb = &aLbLight2;
if( aColor != pLb->GetSelectEntryColor() )
{
LBSelectColor( pLb, aColor );
bUpdate = sal_True;
}
}
else
{
if( aLbLight2.GetSelectEntryCount() != 0 )
{
aLbLight2.SetNoSelection();
bUpdate = sal_True;
}
}
// Licht 2 (an/aus)
eState = rAttrs.GetItemState(SDRATTR_3DSCENE_LIGHTON_2);
if( eState != SFX_ITEM_DONTCARE )
{
bool bOn = ((const Svx3DLightOnOff2Item&)rAttrs.Get(SDRATTR_3DSCENE_LIGHTON_2)).GetValue() != 0;
if( ( bOn && !GetUILightState( aBtnLight2 )) ||
( !bOn && GetUILightState( aBtnLight2 )) )
{
SetUILightState( aBtnLight2, bOn );
bUpdate = sal_True;
}
if( aBtnLight2.GetState() == STATE_DONTKNOW )
aBtnLight2.Check( aBtnLight2.IsChecked() );
}
else
{
if( aBtnLight2.GetState() != STATE_DONTKNOW )
{
aBtnLight2.SetState( STATE_DONTKNOW );
bUpdate = sal_True;
}
}
// Licht 2 (Richtung)
eState = rAttrs.GetItemState(SDRATTR_3DSCENE_LIGHTDIRECTION_2);
if( eState != SFX_ITEM_DONTCARE )
{
bUpdate = sal_True;
}
// Licht 3 (Farbe)
eState = rAttrs.GetItemState(SDRATTR_3DSCENE_LIGHTCOLOR_3);
if( eState != SFX_ITEM_DONTCARE )
{
aColor = ((const Svx3DLightcolor3Item&)rAttrs.Get(SDRATTR_3DSCENE_LIGHTCOLOR_3)).GetValue();
ColorLB* pLb = &aLbLight3;
if( aColor != pLb->GetSelectEntryColor() )
{
LBSelectColor( pLb, aColor );
bUpdate = sal_True;
}
}
else
{
if( aLbLight3.GetSelectEntryCount() != 0 )
{
aLbLight3.SetNoSelection();
bUpdate = sal_True;
}
}
// Licht 3 (an/aus)
eState = rAttrs.GetItemState(SDRATTR_3DSCENE_LIGHTON_3);
if( eState != SFX_ITEM_DONTCARE )
{
bool bOn = ((const Svx3DLightOnOff3Item&)rAttrs.Get(SDRATTR_3DSCENE_LIGHTON_3)).GetValue() != 0;
if( ( bOn && !GetUILightState( aBtnLight3)) ||
( !bOn && GetUILightState( aBtnLight3)) )
{
SetUILightState( aBtnLight3, bOn );
bUpdate = sal_True;
}
if( aBtnLight3.GetState() == STATE_DONTKNOW )
aBtnLight3.Check( aBtnLight3.IsChecked() );
}
else
{
if( aBtnLight3.GetState() != STATE_DONTKNOW )
{
aBtnLight3.SetState( STATE_DONTKNOW );
bUpdate = sal_True;
}
}
// Licht 3 (Richtung)
eState = rAttrs.GetItemState(SDRATTR_3DSCENE_LIGHTDIRECTION_3);
if( eState != SFX_ITEM_DONTCARE )
{
bUpdate = sal_True;
}
// Licht 4 (Farbe)
eState = rAttrs.GetItemState(SDRATTR_3DSCENE_LIGHTCOLOR_4);
if( eState != SFX_ITEM_DONTCARE )
{
aColor = ((const Svx3DLightcolor4Item&)rAttrs.Get(SDRATTR_3DSCENE_LIGHTCOLOR_4)).GetValue();
ColorLB* pLb = &aLbLight4;
if( aColor != pLb->GetSelectEntryColor() )
{
LBSelectColor( pLb, aColor );
bUpdate = sal_True;
}
}
else
{
if( aLbLight4.GetSelectEntryCount() != 0 )
{
aLbLight4.SetNoSelection();
bUpdate = sal_True;
}
}
// Licht 4 (an/aus)
eState = rAttrs.GetItemState(SDRATTR_3DSCENE_LIGHTON_4);
if( eState != SFX_ITEM_DONTCARE )
{
bool bOn = ((const Svx3DLightOnOff4Item&)rAttrs.Get(SDRATTR_3DSCENE_LIGHTON_4)).GetValue() != 0;
if( ( bOn && !GetUILightState( aBtnLight4 )) ||
( !bOn && GetUILightState( aBtnLight4 )) )
{
SetUILightState( aBtnLight4, bOn );
bUpdate = sal_True;
}
if( aBtnLight4.GetState() == STATE_DONTKNOW )
aBtnLight4.Check( aBtnLight4.IsChecked() );
}
else
{
if( aBtnLight4.GetState() != STATE_DONTKNOW )
{
aBtnLight4.SetState( STATE_DONTKNOW );
bUpdate = sal_True;
}
}
// Licht 4 (Richtung)
eState = rAttrs.GetItemState(SDRATTR_3DSCENE_LIGHTDIRECTION_4);
if( eState != SFX_ITEM_DONTCARE )
{
bUpdate = sal_True;
}
// Licht 5 (Farbe)
eState = rAttrs.GetItemState(SDRATTR_3DSCENE_LIGHTCOLOR_5);
if( eState != SFX_ITEM_DONTCARE )
{
aColor = ((const Svx3DLightcolor5Item&)rAttrs.Get(SDRATTR_3DSCENE_LIGHTCOLOR_5)).GetValue();
ColorLB* pLb = &aLbLight5;
if( aColor != pLb->GetSelectEntryColor() )
{
LBSelectColor( pLb, aColor );
bUpdate = sal_True;
}
}
else
{
if( aLbLight5.GetSelectEntryCount() != 0 )
{
aLbLight5.SetNoSelection();
bUpdate = sal_True;
}
}
// Licht 5 (an/aus)
eState = rAttrs.GetItemState(SDRATTR_3DSCENE_LIGHTON_5);
if( eState != SFX_ITEM_DONTCARE )
{
bool bOn = ((const Svx3DLightOnOff5Item&)rAttrs.Get(SDRATTR_3DSCENE_LIGHTON_5)).GetValue() != 0;
if( ( bOn && !GetUILightState( aBtnLight5 )) ||
( !bOn && GetUILightState( aBtnLight5 )) )
{
SetUILightState( aBtnLight5, bOn );
bUpdate = sal_True;
}
if( aBtnLight5.GetState() == STATE_DONTKNOW )
aBtnLight5.Check( aBtnLight5.IsChecked() );
}
else
{
if( aBtnLight5.GetState() != STATE_DONTKNOW )
{
aBtnLight5.SetState( STATE_DONTKNOW );
bUpdate = sal_True;
}
}
// Licht 5 (Richtung)
eState = rAttrs.GetItemState(SDRATTR_3DSCENE_LIGHTDIRECTION_5);
if( eState != SFX_ITEM_DONTCARE )
{
bUpdate = sal_True;
}
// Licht 6 (Farbe)
eState = rAttrs.GetItemState(SDRATTR_3DSCENE_LIGHTCOLOR_6);
if( eState != SFX_ITEM_DONTCARE )
{
aColor = ((const Svx3DLightcolor6Item&)rAttrs.Get(SDRATTR_3DSCENE_LIGHTCOLOR_6)).GetValue();
ColorLB* pLb = &aLbLight6;
if( aColor != pLb->GetSelectEntryColor() )
{
LBSelectColor( pLb, aColor );
bUpdate = sal_True;
}
}
else
{
if( aLbLight6.GetSelectEntryCount() != 0 )
{
aLbLight6.SetNoSelection();
bUpdate = sal_True;
}
}
// Licht 6 (an/aus)
eState = rAttrs.GetItemState(SDRATTR_3DSCENE_LIGHTON_6);
if( eState != SFX_ITEM_DONTCARE )
{
bool bOn = ((const Svx3DLightOnOff6Item&)rAttrs.Get(SDRATTR_3DSCENE_LIGHTON_6)).GetValue() != 0;
if( ( bOn && !GetUILightState( aBtnLight6 )) ||
( !bOn && GetUILightState( aBtnLight6 )) )
{
SetUILightState( aBtnLight6, bOn );
bUpdate = sal_True;
}
if( aBtnLight6.GetState() == STATE_DONTKNOW )
aBtnLight6.Check( aBtnLight6.IsChecked() );
}
else
{
if( aBtnLight6.GetState() != STATE_DONTKNOW )
{
aBtnLight6.SetState( STATE_DONTKNOW );
bUpdate = sal_True;
}
}
// Licht 6 (Richtung)
eState = rAttrs.GetItemState(SDRATTR_3DSCENE_LIGHTDIRECTION_6);
if( eState != SFX_ITEM_DONTCARE )
{
bUpdate = sal_True;
}
// Licht 7 (Farbe)
eState = rAttrs.GetItemState(SDRATTR_3DSCENE_LIGHTCOLOR_7);
if( eState != SFX_ITEM_DONTCARE )
{
aColor = ((const Svx3DLightcolor7Item&)rAttrs.Get(SDRATTR_3DSCENE_LIGHTCOLOR_7)).GetValue();
ColorLB* pLb = &aLbLight7;
if( aColor != pLb->GetSelectEntryColor() )
{
LBSelectColor( pLb, aColor );
bUpdate = sal_True;
}
}
else
{
if( aLbLight7.GetSelectEntryCount() != 0 )
{
aLbLight7.SetNoSelection();
bUpdate = sal_True;
}
}
// Licht 7 (an/aus)
eState = rAttrs.GetItemState(SDRATTR_3DSCENE_LIGHTON_7);
if( eState != SFX_ITEM_DONTCARE )
{
bool bOn = ((const Svx3DLightOnOff7Item&)rAttrs.Get(SDRATTR_3DSCENE_LIGHTON_7)).GetValue() != 0;
if( ( bOn && !GetUILightState( aBtnLight7 )) ||
( !bOn && GetUILightState( aBtnLight7 )) )
{
SetUILightState( aBtnLight7 , bOn );
bUpdate = sal_True;
}
if( aBtnLight7.GetState() == STATE_DONTKNOW )
aBtnLight7.Check( aBtnLight7.IsChecked() );
}
else
{
if( aBtnLight7.GetState() != STATE_DONTKNOW )
{
aBtnLight7.SetState( STATE_DONTKNOW );
bUpdate = sal_True;
}
}
// Licht 7 (Richtung)
eState = rAttrs.GetItemState(SDRATTR_3DSCENE_LIGHTDIRECTION_7);
if( eState != SFX_ITEM_DONTCARE )
{
bUpdate = sal_True;
}
// Licht 8 (Farbe)
eState = rAttrs.GetItemState(SDRATTR_3DSCENE_LIGHTCOLOR_8);
if( eState != SFX_ITEM_DONTCARE )
{
aColor = ((const Svx3DLightcolor8Item&)rAttrs.Get(SDRATTR_3DSCENE_LIGHTCOLOR_8)).GetValue();
ColorLB* pLb = &aLbLight8;
if( aColor != pLb->GetSelectEntryColor() )
{
LBSelectColor( pLb, aColor );
bUpdate = sal_True;
}
}
else
{
if( aLbLight8.GetSelectEntryCount() != 0 )
{
aLbLight8.SetNoSelection();
bUpdate = sal_True;
}
}
// Licht 8 (an/aus)
eState = rAttrs.GetItemState(SDRATTR_3DSCENE_LIGHTON_8);
if( eState != SFX_ITEM_DONTCARE )
{
bool bOn = ((const Svx3DLightOnOff8Item&)rAttrs.Get(SDRATTR_3DSCENE_LIGHTON_8)).GetValue() != 0;
if( ( bOn && !GetUILightState( aBtnLight8 )) ||
( !bOn && GetUILightState( aBtnLight8 )) )
{
SetUILightState( aBtnLight8, bOn );
bUpdate = sal_True;
}
if( aBtnLight8.GetState() == STATE_DONTKNOW )
aBtnLight8.Check( aBtnLight8.IsChecked() );
}
else
{
if( aBtnLight8.GetState() != STATE_DONTKNOW )
{
aBtnLight8.SetState( STATE_DONTKNOW );
bUpdate = sal_True;
}
}
// Licht 8 (Richtung)
eState = rAttrs.GetItemState(SDRATTR_3DSCENE_LIGHTDIRECTION_8);
if( eState != SFX_ITEM_DONTCARE )
{
bUpdate = sal_True;
}
// Umgebungslicht
eState = rAttrs.GetItemState(SDRATTR_3DSCENE_AMBIENTCOLOR);
if( eState != SFX_ITEM_DONTCARE )
{
aColor = ((const Svx3DAmbientcolorItem&)rAttrs.Get(SDRATTR_3DSCENE_AMBIENTCOLOR)).GetValue();
ColorLB* pLb = &aLbAmbientlight;
if( aColor != pLb->GetSelectEntryColor() )
{
LBSelectColor( pLb, aColor );
bUpdate = sal_True;
}
}
else
{
if( aLbAmbientlight.GetSelectEntryCount() != 0 )
{
aLbAmbientlight.SetNoSelection();
bUpdate = sal_True;
}
}
// Texturen
// Art
if( bBitmap )
{
eState = rAttrs.GetItemState(SDRATTR_3DOBJ_TEXTURE_KIND);
if( eState != SFX_ITEM_DONTCARE )
{
sal_uInt16 nValue = ((const Svx3DTextureKindItem&)rAttrs.Get(SDRATTR_3DOBJ_TEXTURE_KIND)).GetValue();
if( ( !aBtnTexLuminance.IsChecked() && nValue == 1 ) ||
( !aBtnTexColor.IsChecked() && nValue == 3 ) )
{
aBtnTexLuminance.Check( nValue == 1 );
aBtnTexColor.Check( nValue == 3 );
bUpdate = sal_True;
}
}
else
{
if( aBtnTexLuminance.IsChecked() ||
aBtnTexColor.IsChecked() )
{
aBtnTexLuminance.Check( sal_False );
aBtnTexColor.Check( sal_False );
bUpdate = sal_True;
}
}
// Modus
eState = rAttrs.GetItemState(SDRATTR_3DOBJ_TEXTURE_MODE);
if( eState != SFX_ITEM_DONTCARE )
{
sal_uInt16 nValue = ((const Svx3DTextureModeItem&)rAttrs.Get(SDRATTR_3DOBJ_TEXTURE_MODE)).GetValue();
if( ( !aBtnTexReplace.IsChecked() && nValue == 1 ) ||
( !aBtnTexModulate.IsChecked() && nValue == 2 ) )
{
aBtnTexReplace.Check( nValue == 1 );
aBtnTexModulate.Check( nValue == 2 );
//aBtnTexBlend.Check( nValue == 2 );
bUpdate = sal_True;
}
}
else
{
if( aBtnTexReplace.IsChecked() ||
aBtnTexModulate.IsChecked() )
{
aBtnTexReplace.Check( sal_False );
aBtnTexModulate.Check( sal_False );
//aBtnTexBlend.Check( sal_False );
bUpdate = sal_True;
}
}
// Projektion X
eState = rAttrs.GetItemState(SDRATTR_3DOBJ_TEXTURE_PROJ_X);
if( eState != SFX_ITEM_DONTCARE )
{
sal_uInt16 nValue = ((const Svx3DTextureProjectionXItem&)rAttrs.Get(SDRATTR_3DOBJ_TEXTURE_PROJ_X)).GetValue();
if( ( !aBtnTexObjectX.IsChecked() && nValue == 0 ) ||
( !aBtnTexParallelX.IsChecked() && nValue == 1 ) ||
( !aBtnTexCircleX.IsChecked() && nValue == 2 ) )
{
aBtnTexObjectX.Check( nValue == 0 );
aBtnTexParallelX.Check( nValue == 1 );
aBtnTexCircleX.Check( nValue == 2 );
bUpdate = sal_True;
}
}
else
{
if( aBtnTexObjectX.IsChecked() ||
aBtnTexParallelX.IsChecked() ||
aBtnTexCircleX.IsChecked() )
{
aBtnTexObjectX.Check( sal_False );
aBtnTexParallelX.Check( sal_False );
aBtnTexCircleX.Check( sal_False );
bUpdate = sal_True;
}
}
// Projektion Y
eState = rAttrs.GetItemState(SDRATTR_3DOBJ_TEXTURE_PROJ_Y);
if( eState != SFX_ITEM_DONTCARE )
{
sal_uInt16 nValue = ((const Svx3DTextureProjectionYItem&)rAttrs.Get(SDRATTR_3DOBJ_TEXTURE_PROJ_Y)).GetValue();
if( ( !aBtnTexObjectY.IsChecked() && nValue == 0 ) ||
( !aBtnTexParallelY.IsChecked() && nValue == 1 ) ||
( !aBtnTexCircleY.IsChecked() && nValue == 2 ) )
{
aBtnTexObjectY.Check( nValue == 0 );
aBtnTexParallelY.Check( nValue == 1 );
aBtnTexCircleY.Check( nValue == 2 );
bUpdate = sal_True;
}
}
else
{
if( aBtnTexObjectY.IsChecked() ||
aBtnTexParallelY.IsChecked() ||
aBtnTexCircleY.IsChecked() )
{
aBtnTexObjectY.Check( sal_False );
aBtnTexParallelY.Check( sal_False );
aBtnTexCircleY.Check( sal_False );
bUpdate = sal_True;
}
}
// Filter
eState = rAttrs.GetItemState(SDRATTR_3DOBJ_TEXTURE_FILTER);
if( eState != SFX_ITEM_DONTCARE )
{
sal_Bool bValue = ((const Svx3DTextureFilterItem&)rAttrs.Get(SDRATTR_3DOBJ_TEXTURE_FILTER)).GetValue();
if( bValue != aBtnTexFilter.IsChecked() )
{
aBtnTexFilter.Check( bValue );
bUpdate = sal_True;
}
if( aBtnTexFilter.GetState() == STATE_DONTKNOW )
aBtnTexFilter.Check( bValue );
}
else
{
if( aBtnTexFilter.GetState() != STATE_DONTKNOW )
{
aBtnTexFilter.SetState( STATE_DONTKNOW );
bUpdate = sal_True;
}
}
}
// Material Favoriten
aLbMatFavorites.SelectEntryPos( 0 );
// Objektfarbe
eState = rAttrs.GetItemState(XATTR_FILLCOLOR);
if( eState != SFX_ITEM_DONTCARE )
{
aColor = ((const XFillColorItem&)rAttrs.Get(XATTR_FILLCOLOR)).GetColorValue();
ColorLB* pLb = &aLbMatColor;
if( aColor != pLb->GetSelectEntryColor() )
{
LBSelectColor( pLb, aColor );
bUpdate = sal_True;
}
}
else
{
if( aLbMatColor.GetSelectEntryCount() != 0 )
{
aLbMatColor.SetNoSelection();
bUpdate = sal_True;
}
}
// Slebstleuchtfarbe
eState = rAttrs.GetItemState(SDRATTR_3DOBJ_MAT_EMISSION);
if( eState != SFX_ITEM_DONTCARE )
{
aColor = ((const Svx3DMaterialEmissionItem&)rAttrs.Get(SDRATTR_3DOBJ_MAT_EMISSION)).GetValue();
ColorLB* pLb = &aLbMatEmission;
if( aColor != pLb->GetSelectEntryColor() )
{
LBSelectColor( pLb, aColor );
bUpdate = sal_True;
}
}
else
{
if( aLbMatEmission.GetSelectEntryCount() != 0 )
{
aLbMatEmission.SetNoSelection();
bUpdate = sal_True;
}
}
// Glanzpunkt
eState = rAttrs.GetItemState(SDRATTR_3DOBJ_MAT_SPECULAR);
if( eState != SFX_ITEM_DONTCARE )
{
aColor = ((const Svx3DMaterialSpecularItem&)rAttrs.Get(SDRATTR_3DOBJ_MAT_SPECULAR)).GetValue();
ColorLB* pLb = &aLbMatSpecular;
if( aColor != pLb->GetSelectEntryColor() )
{
LBSelectColor( pLb, aColor );
bUpdate = sal_True;
}
}
else
{
if( aLbMatSpecular.GetSelectEntryCount() != 0 )
{
aLbMatSpecular.SetNoSelection();
bUpdate = sal_True;
}
}
// Glanzpunkt Intensitaet
eState = rAttrs.GetItemState(SDRATTR_3DOBJ_MAT_SPECULAR_INTENSITY);
if( eState != SFX_ITEM_DONTCARE )
{
sal_uInt16 nValue = ((const Svx3DMaterialSpecularIntensityItem&)rAttrs.Get(SDRATTR_3DOBJ_MAT_SPECULAR_INTENSITY)).GetValue();
if( nValue != aMtrMatSpecularIntensity.GetValue() )
{
aMtrMatSpecularIntensity.SetValue( nValue );
bUpdate = sal_True;
}
}
else
{
if( !aMtrMatSpecularIntensity.IsEmptyFieldValue() )
{
aMtrMatSpecularIntensity.SetEmptyFieldValue();
bUpdate = sal_True;
}
}
// Sonstige
// Perspektive
eState = rAttrs.GetItemState(SDRATTR_3DSCENE_PERSPECTIVE);
if( eState != SFX_ITEM_DONTCARE )
{
ProjectionType ePT = (ProjectionType)((const Svx3DPerspectiveItem&)rAttrs.Get(SDRATTR_3DSCENE_PERSPECTIVE)).GetValue();
if( ( !aBtnPerspective.IsChecked() && ePT == PR_PERSPECTIVE ) ||
( aBtnPerspective.IsChecked() && ePT == PR_PARALLEL ) )
{
aBtnPerspective.Check( ePT == PR_PERSPECTIVE );
bUpdate = sal_True;
}
if( aBtnPerspective.GetState() == STATE_DONTKNOW )
aBtnPerspective.Check( ePT == PR_PERSPECTIVE );
}
else
{
if( aBtnPerspective.GetState() != STATE_DONTKNOW )
{
aBtnPerspective.SetState( STATE_DONTKNOW );
bUpdate = sal_True;
}
}
if( !bUpdate && !bOnly3DChanged )
{
// Eventuell sind aber die 2D-Attribute unterschiedlich. Vergleiche
// diese und entscheide
bUpdate = sal_True;
}
if( bUpdate || bOnly3DChanged )
{
// Preview updaten
SfxItemSet aSet(rAttrs);
// set LineStyle hard to XLINE_NONE when it's not set so that
// the default (XLINE_SOLID) is not used for 3d preview
if(SFX_ITEM_SET != aSet.GetItemState(XATTR_LINESTYLE, sal_False))
aSet.Put(XLineStyleItem(XLINE_NONE));
// set FillColor hard to WHITE when it's SFX_ITEM_DONTCARE so that
// the default (Blue7) is not used for 3d preview
if(SFX_ITEM_DONTCARE == aSet.GetItemState(XATTR_FILLCOLOR, sal_False))
aSet.Put(XFillColorItem(String(), Color(COL_WHITE)));
aCtlPreview.Set3DAttributes(aSet);
aCtlLightPreview.GetSvx3DLightControl().Set3DAttributes(aSet);
// try to select light corresponding to active button
sal_uInt32 nNumber(0xffffffff);
if(aBtnLight1.IsChecked())
nNumber = 0;
else if(aBtnLight2.IsChecked())
nNumber = 1;
else if(aBtnLight3.IsChecked())
nNumber = 2;
else if(aBtnLight4.IsChecked())
nNumber = 3;
else if(aBtnLight5.IsChecked())
nNumber = 4;
else if(aBtnLight6.IsChecked())
nNumber = 5;
else if(aBtnLight7.IsChecked())
nNumber = 6;
else if(aBtnLight8.IsChecked())
nNumber = 7;
if(nNumber != 0xffffffff)
{
aCtlLightPreview.GetSvx3DLightControl().SelectLight(nNumber);
}
}
// handle state of converts possible
aBtnConvertTo3D.Enable(pConvertTo3DItem->GetState());
aBtnLatheObject.Enable(pConvertTo3DLatheItem->GetState());
}
// -----------------------------------------------------------------------
void Svx3DWin::GetAttr( SfxItemSet& rAttrs )
{
// get remembered 2d attributes from the dialog
if(mpRemember2DAttributes)
{
SfxWhichIter aIter(*mpRemember2DAttributes);
sal_uInt16 nWhich(aIter.FirstWhich());
while(nWhich)
{
SfxItemState eState = mpRemember2DAttributes->GetItemState(nWhich, sal_False);
if(SFX_ITEM_DONTCARE == eState)
rAttrs.InvalidateItem(nWhich);
else if(SFX_ITEM_SET == eState)
rAttrs.Put(mpRemember2DAttributes->Get(nWhich, sal_False));
nWhich = aIter.NextWhich();
}
}
// Sonstige, muss vorne stehen da auf allen Seiten
// Perspektive
if( aBtnPerspective.GetState() != STATE_DONTKNOW )
{
sal_uInt16 nValue;
if( aBtnPerspective.IsChecked() )
nValue = PR_PERSPECTIVE;
else
nValue = PR_PARALLEL;
rAttrs.Put(Svx3DPerspectiveItem(nValue));
}
else
rAttrs.InvalidateItem(SDRATTR_3DSCENE_PERSPECTIVE);
// Geometrie
// evtl. PoolUnit ermitteln (Falls dies in Update() nicht passiert ist)
if( !mpImpl->pPool )
{
DBG_ERROR( "Kein Pool in GetAttr()! Evtl. inkompatibel zu drviewsi.cxx ?" );
mpImpl->pPool = rAttrs.GetPool();
DBG_ASSERT( mpImpl->pPool, "Wo ist der Pool?" );
ePoolUnit = mpImpl->pPool->GetMetric( SID_ATTR_LINE_WIDTH );
eFUnit = GetModuleFieldUnit( rAttrs );
}
// Anzahl Segmente (horizontal)
if( !aNumHorizontal.IsEmptyFieldValue() )
{
sal_uInt32 nValue = static_cast<sal_uInt32>(aNumHorizontal.GetValue());
rAttrs.Put(Svx3DHorizontalSegmentsItem(nValue));
}
else
rAttrs.InvalidateItem(SDRATTR_3DOBJ_HORZ_SEGS);
// Anzahl Segmente (vertikal)
if( !aNumVertical.IsEmptyFieldValue() )
{
sal_uInt32 nValue = static_cast<sal_uInt32>(aNumVertical.GetValue());
rAttrs.Put(Svx3DVerticalSegmentsItem(nValue));
}
else
rAttrs.InvalidateItem(SDRATTR_3DOBJ_VERT_SEGS);
// Tiefe
if( !aMtrDepth.IsEmptyFieldValue() )
{
sal_uInt32 nValue = GetCoreValue( aMtrDepth, ePoolUnit );
rAttrs.Put(Svx3DDepthItem(nValue));
}
else
rAttrs.InvalidateItem(SDRATTR_3DOBJ_DEPTH);
// Doppelseitig
TriState eState = aBtnDoubleSided.GetState();
if( eState != STATE_DONTKNOW )
{
sal_Bool bValue = STATE_CHECK == eState;
rAttrs.Put(Svx3DDoubleSidedItem(bValue));
}
else
rAttrs.InvalidateItem(SDRATTR_3DOBJ_DOUBLE_SIDED);
// Kantenrundung
if( !aMtrPercentDiagonal.IsEmptyFieldValue() )
{
sal_uInt16 nValue = (sal_uInt16) aMtrPercentDiagonal.GetValue();
rAttrs.Put(Svx3DPercentDiagonalItem(nValue));
}
else
rAttrs.InvalidateItem(SDRATTR_3DOBJ_PERCENT_DIAGONAL);
// Tiefenskalierung
if( !aMtrBackscale.IsEmptyFieldValue() )
{
sal_uInt16 nValue = (sal_uInt16)aMtrBackscale.GetValue();
rAttrs.Put(Svx3DBackscaleItem(nValue));
}
else
rAttrs.InvalidateItem(SDRATTR_3DOBJ_BACKSCALE);
// Endwinkel
if( !aMtrEndAngle.IsEmptyFieldValue() )
{
sal_uInt16 nValue = (sal_uInt16)aMtrEndAngle.GetValue();
rAttrs.Put(Svx3DEndAngleItem(nValue));
}
else
rAttrs.InvalidateItem(SDRATTR_3DOBJ_END_ANGLE);
// Normalentyp
sal_uInt16 nValue = 99;
if( aBtnNormalsObj.IsChecked() )
nValue = 0;
else if( aBtnNormalsFlat.IsChecked() )
nValue = 1;
else if( aBtnNormalsSphere.IsChecked() )
nValue = 2;
if( nValue <= 2 )
rAttrs.Put(Svx3DNormalsKindItem(nValue));
else
rAttrs.InvalidateItem(SDRATTR_3DOBJ_NORMALS_KIND);
// Normalen invertieren
eState = aBtnNormalsInvert.GetState();
if( eState != STATE_DONTKNOW )
{
sal_Bool bValue = STATE_CHECK == eState;
rAttrs.Put(Svx3DNormalsInvertItem(bValue));
}
else
rAttrs.InvalidateItem(SDRATTR_3DOBJ_NORMALS_INVERT);
// 2-seitige Beleuchtung
eState = aBtnTwoSidedLighting.GetState();
if( eState != STATE_DONTKNOW )
{
sal_Bool bValue = STATE_CHECK == eState;
rAttrs.Put(Svx3DTwoSidedLightingItem(bValue));
}
else
rAttrs.InvalidateItem(SDRATTR_3DSCENE_TWO_SIDED_LIGHTING);
// Darstellung
// Shademode
if( aLbShademode.GetSelectEntryCount() )
{
nValue = aLbShademode.GetSelectEntryPos();
rAttrs.Put(Svx3DShadeModeItem(nValue));
}
else
rAttrs.InvalidateItem(SDRATTR_3DSCENE_SHADE_MODE);
// 3D-Shatten
eState = aBtnShadow3d.GetState();
if( eState != STATE_DONTKNOW )
{
sal_Bool bValue = STATE_CHECK == eState;
rAttrs.Put(Svx3DShadow3DItem(bValue));
rAttrs.Put(SdrShadowItem(bValue));
}
else
{
rAttrs.InvalidateItem(SDRATTR_3DOBJ_SHADOW_3D);
rAttrs.InvalidateItem(SDRATTR_SHADOW);
}
// Neigung (Schatten)
if( !aMtrSlant.IsEmptyFieldValue() )
{
sal_uInt16 nValue2 = (sal_uInt16) aMtrSlant.GetValue();
rAttrs.Put(Svx3DShadowSlantItem(nValue2));
}
else
rAttrs.InvalidateItem(SDRATTR_3DSCENE_SHADOW_SLANT);
// Distanz
if( !aMtrDistance.IsEmptyFieldValue() )
{
sal_uInt32 nValue2 = GetCoreValue( aMtrDistance, ePoolUnit );
rAttrs.Put(Svx3DDistanceItem(nValue2));
}
else
rAttrs.InvalidateItem(SDRATTR_3DSCENE_DISTANCE);
// Brennweite
if( !aMtrFocalLength.IsEmptyFieldValue() )
{
sal_uInt32 nValue2 = GetCoreValue( aMtrFocalLength, ePoolUnit );
rAttrs.Put(Svx3DFocalLengthItem(nValue2));
}
else
rAttrs.InvalidateItem(SDRATTR_3DSCENE_FOCAL_LENGTH);
// Beleuchtung
Image aImg;
basegfx::B3DVector aVector;
Color aColor;
const SfxItemSet aLightItemSet(aCtlLightPreview.GetSvx3DLightControl().Get3DAttributes());
// Licht 1 Farbe
if( aLbLight1.GetSelectEntryCount() )
{
aColor = aLbLight1.GetSelectEntryColor();
rAttrs.Put(Svx3DLightcolor1Item(aColor));
}
else
rAttrs.InvalidateItem(SDRATTR_3DSCENE_LIGHTCOLOR_1);
// Licht 1 (an/aus)
eState = aBtnLight1.GetState();
if( eState != STATE_DONTKNOW )
{
sal_Bool bValue = GetUILightState( aBtnLight1 );
rAttrs.Put(Svx3DLightOnOff1Item(bValue));
// Licht 1 (Richtung)
if( bValue )
{
rAttrs.Put(aLightItemSet.Get(SDRATTR_3DSCENE_LIGHTDIRECTION_1));
}
}
else
rAttrs.InvalidateItem(SDRATTR_3DSCENE_LIGHTON_1);
// Licht 2 Farbe
if( aLbLight2.GetSelectEntryCount() )
{
aColor = aLbLight2.GetSelectEntryColor();
rAttrs.Put(Svx3DLightcolor2Item(aColor));
}
else
rAttrs.InvalidateItem(SDRATTR_3DSCENE_LIGHTCOLOR_2);
// Licht 2 (an/aus)
eState = aBtnLight2.GetState();
if( eState != STATE_DONTKNOW )
{
sal_Bool bValue = GetUILightState( aBtnLight2 );
rAttrs.Put(Svx3DLightOnOff2Item(bValue));
// Licht 2 (Richtung)
if( bValue )
{
rAttrs.Put(aLightItemSet.Get(SDRATTR_3DSCENE_LIGHTDIRECTION_2));
}
}
else
rAttrs.InvalidateItem(SDRATTR_3DSCENE_LIGHTON_2);
// Licht 3 Farbe
if( aLbLight3.GetSelectEntryCount() )
{
aColor = aLbLight3.GetSelectEntryColor();
rAttrs.Put(Svx3DLightcolor3Item(aColor));
}
else
rAttrs.InvalidateItem(SDRATTR_3DSCENE_LIGHTCOLOR_3);
// Licht 3 (an/aus)
eState = aBtnLight3.GetState();
if( eState != STATE_DONTKNOW )
{
sal_Bool bValue = GetUILightState( aBtnLight3 );
rAttrs.Put(Svx3DLightOnOff3Item(bValue));
// Licht 3 (Richtung)
if( bValue )
{
rAttrs.Put(aLightItemSet.Get(SDRATTR_3DSCENE_LIGHTDIRECTION_3));
}
}
else
rAttrs.InvalidateItem(SDRATTR_3DSCENE_LIGHTON_3);
// Licht 4 Farbe
if( aLbLight4.GetSelectEntryCount() )
{
aColor = aLbLight4.GetSelectEntryColor();
rAttrs.Put(Svx3DLightcolor4Item(aColor));
}
else
rAttrs.InvalidateItem(SDRATTR_3DSCENE_LIGHTCOLOR_4);
// Licht 4 (an/aus)
eState = aBtnLight4.GetState();
if( eState != STATE_DONTKNOW )
{
sal_Bool bValue = GetUILightState( aBtnLight4 );
rAttrs.Put(Svx3DLightOnOff4Item(bValue));
// Licht 4 (Richtung)
if( bValue )
{
rAttrs.Put(aLightItemSet.Get(SDRATTR_3DSCENE_LIGHTDIRECTION_4));
}
}
else
rAttrs.InvalidateItem(SDRATTR_3DSCENE_LIGHTON_4);
// Licht 5 Farbe
if( aLbLight5.GetSelectEntryCount() )
{
aColor = aLbLight5.GetSelectEntryColor();
rAttrs.Put(Svx3DLightcolor5Item(aColor));
}
else
rAttrs.InvalidateItem(SDRATTR_3DSCENE_LIGHTCOLOR_5);
// Licht 5 (an/aus)
eState = aBtnLight5.GetState();
if( eState != STATE_DONTKNOW )
{
sal_Bool bValue = GetUILightState( aBtnLight5 );
rAttrs.Put(Svx3DLightOnOff5Item(bValue));
// Licht 5 (Richtung)
if( bValue )
{
rAttrs.Put(aLightItemSet.Get(SDRATTR_3DSCENE_LIGHTDIRECTION_5));
}
}
else
rAttrs.InvalidateItem(SDRATTR_3DSCENE_LIGHTON_5);
// Licht 6 Farbe
if( aLbLight6.GetSelectEntryCount() )
{
aColor = aLbLight6.GetSelectEntryColor();
rAttrs.Put(Svx3DLightcolor6Item(aColor));
}
else
rAttrs.InvalidateItem(SDRATTR_3DSCENE_LIGHTCOLOR_6);
// Licht 6 (an/aus)
eState = aBtnLight6.GetState();
if( eState != STATE_DONTKNOW )
{
sal_Bool bValue = GetUILightState( aBtnLight6 );
rAttrs.Put(Svx3DLightOnOff6Item(bValue));
// Licht 6 (Richtung)
if( bValue )
{
rAttrs.Put(aLightItemSet.Get(SDRATTR_3DSCENE_LIGHTDIRECTION_6));
}
}
else
rAttrs.InvalidateItem(SDRATTR_3DSCENE_LIGHTON_6);
// Licht 7 Farbe
if( aLbLight7.GetSelectEntryCount() )
{
aColor = aLbLight7.GetSelectEntryColor();
rAttrs.Put(Svx3DLightcolor7Item(aColor));
}
else
rAttrs.InvalidateItem(SDRATTR_3DSCENE_LIGHTCOLOR_7);
// Licht 7 (an/aus)
eState = aBtnLight7.GetState();
if( eState != STATE_DONTKNOW )
{
sal_Bool bValue = GetUILightState( aBtnLight7 );
rAttrs.Put(Svx3DLightOnOff7Item(bValue));
// Licht 7 (Richtung)
if( bValue )
{
rAttrs.Put(aLightItemSet.Get(SDRATTR_3DSCENE_LIGHTDIRECTION_7));
}
}
else
rAttrs.InvalidateItem(SDRATTR_3DSCENE_LIGHTON_7);
// Licht 8 Farbe
if( aLbLight8.GetSelectEntryCount() )
{
aColor = aLbLight8.GetSelectEntryColor();
rAttrs.Put(Svx3DLightcolor8Item(aColor));
}
else
rAttrs.InvalidateItem(SDRATTR_3DSCENE_LIGHTCOLOR_8);
// Licht 8 (an/aus)
eState = aBtnLight8.GetState();
if( eState != STATE_DONTKNOW )
{
sal_Bool bValue = GetUILightState( aBtnLight8 );
rAttrs.Put(Svx3DLightOnOff8Item(bValue));
// Licht 8 (Richtung)
if( bValue )
{
rAttrs.Put(aLightItemSet.Get(SDRATTR_3DSCENE_LIGHTDIRECTION_8));
}
}
else
rAttrs.InvalidateItem(SDRATTR_3DSCENE_LIGHTON_8);
// Umgebungslicht
if( aLbAmbientlight.GetSelectEntryCount() )
{
aColor = aLbAmbientlight.GetSelectEntryColor();
rAttrs.Put(Svx3DAmbientcolorItem(aColor));
}
else
rAttrs.InvalidateItem(SDRATTR_3DSCENE_AMBIENTCOLOR);
// Texturen
// Art
nValue = 3;
if( aBtnTexLuminance.IsChecked() )
nValue = 1;
else if( aBtnTexColor.IsChecked() )
nValue = 3;
if( nValue == 1 || nValue == 3 )
rAttrs.Put(Svx3DTextureKindItem(nValue));
else
rAttrs.InvalidateItem(SDRATTR_3DOBJ_TEXTURE_KIND);
// Modus
nValue = 99;
if( aBtnTexReplace.IsChecked() )
nValue = 1;
else if( aBtnTexModulate.IsChecked() )
nValue = 2;
//else if( aBtnTexBlend.IsChecked() )
// nValue = 2;
if( nValue == 1 || nValue == 2 )
rAttrs.Put(Svx3DTextureModeItem(nValue));
else
rAttrs.InvalidateItem(SDRATTR_3DOBJ_TEXTURE_MODE);
// Projektion X
nValue = 99;
if( aBtnTexObjectX.IsChecked() )
nValue = 0;
else if( aBtnTexParallelX.IsChecked() )
nValue = 1;
else if( aBtnTexCircleX.IsChecked() )
nValue = 2;
if( nValue <= 2 )
rAttrs.Put(Svx3DTextureProjectionXItem(nValue));
else
rAttrs.InvalidateItem(SDRATTR_3DOBJ_TEXTURE_PROJ_X);
// Projektion Y
nValue = 99;
if( aBtnTexObjectY.IsChecked() )
nValue = 0;
else if( aBtnTexParallelY.IsChecked() )
nValue = 1;
else if( aBtnTexCircleY.IsChecked() )
nValue = 2;
if( nValue <= 2 )
rAttrs.Put(Svx3DTextureProjectionYItem(nValue));
else
rAttrs.InvalidateItem(SDRATTR_3DOBJ_TEXTURE_PROJ_Y);
// Filter
eState = aBtnTexFilter.GetState();
if( eState != STATE_DONTKNOW )
{
sal_Bool bValue = STATE_CHECK == eState;
rAttrs.Put(Svx3DTextureFilterItem(bValue));
}
else
rAttrs.InvalidateItem(SDRATTR_3DOBJ_TEXTURE_FILTER);
// Material
// Objektfarbe
if( aLbMatColor.GetSelectEntryCount() )
{
aColor = aLbMatColor.GetSelectEntryColor();
rAttrs.Put( XFillColorItem( String(), aColor) );
}
else
{
rAttrs.InvalidateItem( XATTR_FILLCOLOR );
}
// Slebstleuchtfarbe
if( aLbMatEmission.GetSelectEntryCount() )
{
aColor = aLbMatEmission.GetSelectEntryColor();
rAttrs.Put(Svx3DMaterialEmissionItem(aColor));
}
else
rAttrs.InvalidateItem(SDRATTR_3DOBJ_MAT_EMISSION);
// Glanzpunkt
if( aLbMatSpecular.GetSelectEntryCount() )
{
aColor = aLbMatSpecular.GetSelectEntryColor();
rAttrs.Put(Svx3DMaterialSpecularItem(aColor));
}
else
rAttrs.InvalidateItem(SDRATTR_3DOBJ_MAT_SPECULAR);
// Glanzpunkt Intensitaet
if( !aMtrMatSpecularIntensity.IsEmptyFieldValue() )
{
sal_uInt16 nValue2 = (sal_uInt16) aMtrMatSpecularIntensity.GetValue();
rAttrs.Put(Svx3DMaterialSpecularIntensityItem(nValue2));
}
else
rAttrs.InvalidateItem(SDRATTR_3DOBJ_MAT_SPECULAR_INTENSITY);
}
// -----------------------------------------------------------------------
void __EXPORT Svx3DWin::Resize()
{
if ( !IsFloatingMode() ||
!GetFloatingWindow()->IsRollUp() )
{
Size aWinSize( GetOutputSizePixel() ); // vorher rSize im Resizing()
if( aWinSize.Height() >= GetMinOutputSizePixel().Height() &&
aWinSize.Width() >= GetMinOutputSizePixel().Width() )
{
Size aDiffSize;
aDiffSize.Width() = aWinSize.Width() - aSize.Width();
aDiffSize.Height() = aWinSize.Height() - aSize.Height();
Point aXPt;
Point aYPt;
aXPt.X() = aDiffSize.Width();
aYPt.Y() = aDiffSize.Height();
Size aObjSize;
// Hide
aBtnUpdate.Hide();
aBtnAssign.Hide();
aBtnConvertTo3D.Hide();
aBtnLatheObject.Hide();
aBtnPerspective.Hide();
aCtlPreview.Hide();
aCtlLightPreview.Hide();
aFLGeometrie.Hide();
aFLRepresentation.Hide();
aFLLight.Hide();
aFLTexture.Hide();
aFLMaterial.Hide();
// Verschieben / Resizen
aBtnUpdate.SetPosPixel( aBtnUpdate.GetPosPixel() + aXPt );
aBtnAssign.SetPosPixel( aBtnAssign.GetPosPixel() + aXPt );
// Preview-Controls
aObjSize = aCtlPreview.GetOutputSizePixel();
aObjSize.Width() += aDiffSize.Width();
aObjSize.Height() += aDiffSize.Height();
aCtlPreview.SetOutputSizePixel( aObjSize );
aCtlLightPreview.SetOutputSizePixel( aObjSize );
// Groups
aObjSize = aFLGeometrie.GetOutputSizePixel();
aObjSize.Width() += aDiffSize.Width();
aFLGeometrie.SetOutputSizePixel( aObjSize );
aFLSegments.SetOutputSizePixel( aObjSize );
aFLShadow.SetOutputSizePixel( aObjSize );
aFLCamera.SetOutputSizePixel( aObjSize );
aFLRepresentation.SetOutputSizePixel( aObjSize );
aFLLight.SetOutputSizePixel( aObjSize );
aFLTexture.SetOutputSizePixel( aObjSize );
aFLMaterial.SetOutputSizePixel( aObjSize );
// Y-Position der unteren Buttons
aBtnConvertTo3D.SetPosPixel( aBtnConvertTo3D.GetPosPixel() + aYPt );
aBtnLatheObject.SetPosPixel( aBtnLatheObject.GetPosPixel() + aYPt );
aBtnPerspective.SetPosPixel( aBtnPerspective.GetPosPixel() + aYPt );
// Show
aBtnUpdate.Show();
aBtnAssign.Show();
aBtnConvertTo3D.Show();
aBtnLatheObject.Show();
aBtnPerspective.Show();
if( aBtnGeo.IsChecked() )
ClickViewTypeHdl( &aBtnGeo );
if( aBtnRepresentation.IsChecked() )
ClickViewTypeHdl( &aBtnRepresentation );
if( aBtnLight.IsChecked() )
ClickViewTypeHdl( &aBtnLight );
if( aBtnTexture.IsChecked() )
ClickViewTypeHdl( &aBtnTexture );
if( aBtnMaterial.IsChecked() )
ClickViewTypeHdl( &aBtnMaterial );
aSize = aWinSize;
}
}
SfxDockingWindow::Resize();
}
// -----------------------------------------------------------------------
IMPL_LINK( Svx3DWin, ClickUpdateHdl, void *, EMPTYARG )
{
bUpdate = !aBtnUpdate.IsChecked();
aBtnUpdate.Check( bUpdate );
if( bUpdate )
{
SfxDispatcher* pDispatcher = LocalGetDispatcher(pBindings);
if (pDispatcher != NULL)
{
SfxBoolItem aItem( SID_3D_STATE, sal_True );
pDispatcher->Execute(
SID_3D_STATE, SFX_CALLMODE_ASYNCHRON | SFX_CALLMODE_RECORD, &aItem, 0L );
}
}
else
{
// Controls koennen u.U. disabled sein
}
return( 0L );
}
// -----------------------------------------------------------------------
IMPL_LINK( Svx3DWin, ClickAssignHdl, void *, EMPTYARG )
{
SfxDispatcher* pDispatcher = LocalGetDispatcher(pBindings);
if (pDispatcher != NULL)
{
SfxBoolItem aItem( SID_3D_ASSIGN, sal_True );
pDispatcher->Execute(
SID_3D_ASSIGN, SFX_CALLMODE_ASYNCHRON | SFX_CALLMODE_RECORD, &aItem, 0L );
}
return( 0L );
}
// -----------------------------------------------------------------------
IMPL_LINK( Svx3DWin, ClickViewTypeHdl, void *, pBtn )
{
if( pBtn )
{
// Da das permanente Updaten der Preview zu teuer waere
sal_Bool bUpdatePreview = aBtnLight.IsChecked();
aBtnGeo.Check( &aBtnGeo == pBtn );
aBtnRepresentation.Check( &aBtnRepresentation == pBtn );
aBtnLight.Check( &aBtnLight == pBtn );
aBtnTexture.Check( &aBtnTexture == pBtn );
aBtnMaterial.Check( &aBtnMaterial == pBtn );
if( aBtnGeo.IsChecked() )
eViewType = VIEWTYPE_GEO;
if( aBtnRepresentation.IsChecked() )
eViewType = VIEWTYPE_REPRESENTATION;
if( aBtnLight.IsChecked() )
eViewType = VIEWTYPE_LIGHT;
if( aBtnTexture.IsChecked() )
eViewType = VIEWTYPE_TEXTURE;
if( aBtnMaterial.IsChecked() )
eViewType = VIEWTYPE_MATERIAL;
// Geometrie
if( eViewType == VIEWTYPE_GEO )
{
aFtHorizontal.Show();
aNumHorizontal.Show();
aFtVertical.Show();
aNumVertical.Show();
aFLSegments.Show();
aFtPercentDiagonal.Show();
aMtrPercentDiagonal.Show();
aFtBackscale.Show();
aMtrBackscale.Show();
aFtEndAngle.Show();
aMtrEndAngle.Show();
aFtDepth.Show();
aMtrDepth.Show();
aFLGeometrie.Show();
aBtnNormalsObj.Show();
aBtnNormalsFlat.Show();
aBtnNormalsSphere.Show();
aBtnTwoSidedLighting.Show();
aBtnNormalsInvert.Show();
aFLNormals.Show();
aBtnDoubleSided.Show();
}
else
{
aFtHorizontal.Hide();
aNumHorizontal.Hide();
aFtVertical.Hide();
aNumVertical.Hide();
aFLSegments.Hide();
aFtPercentDiagonal.Hide();
aMtrPercentDiagonal.Hide();
aFtBackscale.Hide();
aMtrBackscale.Hide();
aFtEndAngle.Hide();
aMtrEndAngle.Hide();
aFtDepth.Hide();
aMtrDepth.Hide();
aFLGeometrie.Hide();
aBtnNormalsObj.Hide();
aBtnNormalsFlat.Hide();
aBtnNormalsSphere.Hide();
aBtnTwoSidedLighting.Hide();
aBtnNormalsInvert.Hide();
aFLNormals.Hide();
aBtnDoubleSided.Hide();
}
// Darstellung
if( eViewType == VIEWTYPE_REPRESENTATION )
{
aFtShademode.Show();
aLbShademode.Show();
aBtnShadow3d.Show();
aFtSlant.Show();
aMtrSlant.Show();
aFLShadow.Show();
aFtDistance.Show();
aMtrDistance.Show();
aFtFocalLeng.Show();
aMtrFocalLength.Show();
aFLCamera.Show();
aFLRepresentation.Show();
}
else
{
aFtShademode.Hide();
aLbShademode.Hide();
aBtnShadow3d.Hide();
aFtSlant.Hide();
aMtrSlant.Hide();
aFLShadow.Hide();
aFtDistance.Hide();
aMtrDistance.Hide();
aFtFocalLeng.Hide();
aMtrFocalLength.Hide();
aFLCamera.Hide();
aFLRepresentation.Hide();
}
// Beleuchtung
if( eViewType == VIEWTYPE_LIGHT )
{
aBtnLight1.Show();
aBtnLight2.Show();
aBtnLight3.Show();
aBtnLight4.Show();
aBtnLight5.Show();
aBtnLight6.Show();
aBtnLight7.Show();
aBtnLight8.Show();
//aLbLight1.Show();
aBtnLightColor.Show();
aFTLightsource.Show();
aLbAmbientlight.Show();
aBtnAmbientColor.Show();
aFTAmbientlight.Show();
aFLLight.Show();
//aFtLightX.Show();
//aFtLightY.Show();
//aFtLightZ.Show();
//aGrpLightInfo.Show();
ColorLB* pLb = GetLbByButton();
if( pLb )
pLb->Show();
aCtlLightPreview.Show();
aCtlPreview.Hide();
}
else
{
aBtnLight1.Hide();
aBtnLight2.Hide();
aBtnLight3.Hide();
aBtnLight4.Hide();
aBtnLight5.Hide();
aBtnLight6.Hide();
aBtnLight7.Hide();
aBtnLight8.Hide();
aLbLight1.Hide();
aLbLight2.Hide();
aLbLight3.Hide();
aLbLight4.Hide();
aLbLight5.Hide();
aLbLight6.Hide();
aLbLight7.Hide();
aLbLight8.Hide();
aBtnLightColor.Hide();
aFTLightsource.Hide();
aLbAmbientlight.Hide();
aBtnAmbientColor.Hide();
aFTAmbientlight.Hide();
aFLLight.Hide();
if( !aCtlPreview.IsVisible() )
{
aCtlPreview.Show();
aCtlLightPreview.Hide();
}
}
// Texturen
if( eViewType == VIEWTYPE_TEXTURE )
{
aFtTexKind.Show();
aBtnTexLuminance.Show();
aBtnTexColor.Show();
aFtTexMode.Show();
aBtnTexReplace.Show();
aBtnTexModulate.Show();
//aBtnTexBlend.Show();
aFtTexProjectionX.Show();
aBtnTexParallelX.Show();
aBtnTexCircleX.Show();
aBtnTexObjectX.Show();
aFtTexProjectionY.Show();
aBtnTexParallelY.Show();
aBtnTexCircleY.Show();
aBtnTexObjectY.Show();
aFtTexFilter.Show();
aBtnTexFilter.Show();
aFLTexture.Show();
}
else
{
aFtTexKind.Hide();
aBtnTexLuminance.Hide();
aBtnTexColor.Hide();
aFtTexMode.Hide();
aBtnTexReplace.Hide();
aBtnTexModulate.Hide();
aBtnTexBlend.Hide();
aFtTexProjectionX.Hide();
aBtnTexParallelX.Hide();
aBtnTexCircleX.Hide();
aBtnTexObjectX.Hide();
aFtTexProjectionY.Hide();
aBtnTexParallelY.Hide();
aBtnTexCircleY.Hide();
aBtnTexObjectY.Hide();
aFtTexFilter.Hide();
aBtnTexFilter.Hide();
aFLTexture.Hide();
}
// Material
if( eViewType == VIEWTYPE_MATERIAL )
{
aFtMatFavorites.Show();
aLbMatFavorites.Show();
aFtMatColor.Show();
aLbMatColor.Show();
aBtnMatColor.Show();
aFtMatEmission.Show();
aLbMatEmission.Show();
aBtnEmissionColor.Show();
aFtMatSpecular.Show();
aLbMatSpecular.Show();
aBtnSpecularColor.Show();
aFtMatSpecularIntensity.Show();
aMtrMatSpecularIntensity.Show();
aFLMatSpecular.Show();
aFLMaterial.Show();
}
else
{
aFtMatFavorites.Hide();
aLbMatFavorites.Hide();
aFtMatColor.Hide();
aLbMatColor.Hide();
aBtnMatColor.Hide();
aFtMatEmission.Hide();
aLbMatEmission.Hide();
aBtnEmissionColor.Hide();
aFtMatSpecular.Hide();
aLbMatSpecular.Hide();
aBtnSpecularColor.Hide();
aFtMatSpecularIntensity.Hide();
aMtrMatSpecularIntensity.Hide();
aFLMatSpecular.Hide();
aFLMaterial.Hide();
}
if( bUpdatePreview && !aBtnLight.IsChecked() )
UpdatePreview();
}
else
{
aBtnGeo.Check( eViewType == VIEWTYPE_GEO );
aBtnRepresentation.Check( eViewType == VIEWTYPE_REPRESENTATION );
aBtnLight.Check( eViewType == VIEWTYPE_LIGHT );
aBtnTexture.Check( eViewType == VIEWTYPE_TEXTURE );
aBtnMaterial.Check( eViewType == VIEWTYPE_MATERIAL );
}
return( 0L );
}
// -----------------------------------------------------------------------
IMPL_LINK( Svx3DWin, ClickHdl, PushButton *, pBtn )
{
sal_Bool bUpdatePreview = sal_False;
if( pBtn )
{
sal_uInt16 nSId = 0;
if( pBtn == &aBtnConvertTo3D )
{
nSId = SID_CONVERT_TO_3D;
}
else if( pBtn == &aBtnLatheObject )
{
nSId = SID_CONVERT_TO_3D_LATHE_FAST;
}
// Geometrie
else if( pBtn == &aBtnNormalsObj ||
pBtn == &aBtnNormalsFlat ||
pBtn == &aBtnNormalsSphere )
{
aBtnNormalsObj.Check( pBtn == &aBtnNormalsObj );
aBtnNormalsFlat.Check( pBtn == &aBtnNormalsFlat );
aBtnNormalsSphere.Check( pBtn == &aBtnNormalsSphere );
bUpdatePreview = sal_True;
}
else if( pBtn == &aBtnLight1 ||
pBtn == &aBtnLight2 ||
pBtn == &aBtnLight3 ||
pBtn == &aBtnLight4 ||
pBtn == &aBtnLight5 ||
pBtn == &aBtnLight6 ||
pBtn == &aBtnLight7 ||
pBtn == &aBtnLight8 )
{
// Beleuchtung
ColorLB* pLb = GetLbByButton( pBtn );
pLb->Show();
if( pBtn->IsChecked() )
{
SetUILightState( *(ImageButton*)pBtn, !GetUILightState( *(ImageButton*)pBtn ) );
}
else
{
pBtn->Check();
if( pBtn != &aBtnLight1 && aBtnLight1.IsChecked() )
{
aBtnLight1.Check( sal_False );
aLbLight1.Hide();
}
if( pBtn != &aBtnLight2 && aBtnLight2.IsChecked() )
{
aBtnLight2.Check( sal_False );
aLbLight2.Hide();
}
if( pBtn != &aBtnLight3 && aBtnLight3.IsChecked() )
{
aBtnLight3.Check( sal_False );
aLbLight3.Hide();
}
if( pBtn != &aBtnLight4 && aBtnLight4.IsChecked() )
{
aBtnLight4.Check( sal_False );
aLbLight4.Hide();
}
if( pBtn != &aBtnLight5 && aBtnLight5.IsChecked() )
{
aBtnLight5.Check( sal_False );
aLbLight5.Hide();
}
if( pBtn != &aBtnLight6 && aBtnLight6.IsChecked() )
{
aBtnLight6.Check( sal_False );
aLbLight6.Hide();
}
if( pBtn != &aBtnLight7 && aBtnLight7.IsChecked() )
{
aBtnLight7.Check( sal_False );
aLbLight7.Hide();
}
if( pBtn != &aBtnLight8 && aBtnLight8.IsChecked() )
{
aBtnLight8.Check( sal_False );
aLbLight8.Hide();
}
}
sal_Bool bEnable = GetUILightState( *(ImageButton*)pBtn );
aBtnLightColor.Enable( bEnable );
pLb->Enable( bEnable );
ClickLightHdl( pBtn );
bUpdatePreview = sal_True;
}
// Texturen
else if( pBtn == &aBtnTexLuminance ||
pBtn == &aBtnTexColor )
{
aBtnTexLuminance.Check( pBtn == &aBtnTexLuminance );
aBtnTexColor.Check( pBtn == &aBtnTexColor );
bUpdatePreview = sal_True;
}
else if( pBtn == &aBtnTexReplace ||
pBtn == &aBtnTexModulate )// ||
//pBtn == &aBtnTexBlend )
{
aBtnTexReplace.Check( pBtn == &aBtnTexReplace );
aBtnTexModulate.Check( pBtn == &aBtnTexModulate );
//aBtnTexBlend.Check( pBtn == &aBtnTexBlend );
bUpdatePreview = sal_True;
}
else if( pBtn == &aBtnTexParallelX ||
pBtn == &aBtnTexCircleX ||
pBtn == &aBtnTexObjectX )
{
aBtnTexParallelX.Check( pBtn == &aBtnTexParallelX );
aBtnTexCircleX.Check( pBtn == &aBtnTexCircleX );
aBtnTexObjectX.Check( pBtn == &aBtnTexObjectX );
bUpdatePreview = sal_True;
}
else if( pBtn == &aBtnTexParallelY ||
pBtn == &aBtnTexCircleY ||
pBtn == &aBtnTexObjectY )
{
aBtnTexParallelY.Check( pBtn == &aBtnTexParallelY );
aBtnTexCircleY.Check( pBtn == &aBtnTexCircleY );
aBtnTexObjectY.Check( pBtn == &aBtnTexObjectY );
bUpdatePreview = sal_True;
}
else if( pBtn == &aBtnShadow3d )
{
pBtn->Check( !pBtn->IsChecked() );
aFtSlant.Enable( pBtn->IsChecked() );
aMtrSlant.Enable( pBtn->IsChecked() );
bUpdatePreview = sal_True;
}
// Sonstige (keine Gruppen)
else if( pBtn != NULL )
{
pBtn->Check( !pBtn->IsChecked() );
bUpdatePreview = sal_True;
}
if( nSId > 0 )
{
SfxDispatcher* pDispatcher = LocalGetDispatcher(pBindings);
if (pDispatcher != NULL)
{
SfxBoolItem aItem( nSId, sal_True );
pDispatcher->Execute(
nSId, SFX_CALLMODE_ASYNCHRON | SFX_CALLMODE_RECORD, &aItem, 0L );
}
}
else if( bUpdatePreview == sal_True )
UpdatePreview();
}
return( 0L );
}
//------------------------------------------------------------------------
IMPL_LINK( Svx3DWin, ClickColorHdl, PushButton *, pBtn )
{
SvColorDialog aColorDlg( this );
ColorLB* pLb;
if( pBtn == &aBtnLightColor )
pLb = GetLbByButton();
else if( pBtn == &aBtnAmbientColor )
pLb = &aLbAmbientlight;
else if( pBtn == &aBtnMatColor )
pLb = &aLbMatColor;
else if( pBtn == &aBtnEmissionColor )
pLb = &aLbMatEmission;
else // if( pBtn == &aBtnSpecularColor )
pLb = &aLbMatSpecular;
Color aColor = pLb->GetSelectEntryColor();
aColorDlg.SetColor( aColor );
if( aColorDlg.Execute() == RET_OK )
{
aColor = aColorDlg.GetColor();
if( LBSelectColor( pLb, aColor ) )
SelectHdl( pLb );
}
return( 0L );
}
// -----------------------------------------------------------------------
IMPL_LINK( Svx3DWin, SelectHdl, void *, p )
{
if( p )
{
Color aColor;
sal_Bool bUpdatePreview = sal_False;
// Material
if( p == &aLbMatFavorites )
{
Color aColObj( COL_WHITE );
Color aColEmis( COL_BLACK );
Color aColSpec( COL_WHITE );
sal_uInt16 nSpecIntens = 20;
sal_uInt16 nPos = aLbMatFavorites.GetSelectEntryPos();
switch( nPos )
{
case 1: // Metall
{
aColObj = Color(230,230,255);
aColEmis = Color(10,10,30);
aColSpec = Color(200,200,200);
nSpecIntens = 20;
}
break;
case 2: // Gold
{
aColObj = Color(230,255,0);
aColEmis = Color(51,0,0);
aColSpec = Color(255,255,240);
nSpecIntens = 20;
}
break;
case 3: // Chrom
{
aColObj = Color(36,117,153);
aColEmis = Color(18,30,51);
aColSpec = Color(230,230,255);
nSpecIntens = 2;
}
break;
case 4: // Plastik
{
aColObj = Color(255,48,57);
aColEmis = Color(35,0,0);
aColSpec = Color(179,202,204);
nSpecIntens = 60;
}
break;
case 5: // Holz
{
aColObj = Color(153,71,1);
aColEmis = Color(21,22,0);
aColSpec = Color(255,255,153);
nSpecIntens = 75;
}
break;
}
LBSelectColor( &aLbMatColor, aColObj );
LBSelectColor( &aLbMatEmission, aColEmis );
LBSelectColor( &aLbMatSpecular, aColSpec );
aMtrMatSpecularIntensity.SetValue( nSpecIntens );
bUpdatePreview = sal_True;
}
else if( p == &aLbMatColor ||
p == &aLbMatEmission ||
p == &aLbMatSpecular )
{
aLbMatFavorites.SelectEntryPos( 0 );
bUpdatePreview = sal_True;
}
// Beleuchtung
else if( p == &aLbAmbientlight )
{
bUpdatePreview = sal_True;
}
else if( p == &aLbLight1 ||
p == &aLbLight2 ||
p == &aLbLight3 ||
p == &aLbLight4 ||
p == &aLbLight5 ||
p == &aLbLight6 ||
p == &aLbLight7 ||
p == &aLbLight8 )
{
bUpdatePreview = sal_True;
}
else if( p == &aLbShademode )
bUpdatePreview = sal_True;
if( bUpdatePreview == sal_True )
UpdatePreview();
}
return( 0L );
}
// -----------------------------------------------------------------------
IMPL_LINK( Svx3DWin, ModifyHdl, void*, pField )
{
if( pField )
{
sal_Bool bUpdatePreview = sal_False;
// Material
if( pField == &aMtrMatSpecularIntensity )
{
bUpdatePreview = sal_True;
}
else if( pField == &aNumHorizontal )
{
bUpdatePreview = sal_True;
}
else if( pField == &aNumVertical )
{
bUpdatePreview = sal_True;
}
else if( pField == &aMtrSlant )
{
bUpdatePreview = sal_True;
}
if( bUpdatePreview == sal_True )
UpdatePreview();
}
return( 0L );
}
// -----------------------------------------------------------------------
IMPL_LINK( Svx3DWin, ClickLightHdl, PushButton*, pBtn )
{
if( pBtn )
{
sal_uInt16 nLightSource = GetLightSource( pBtn );
ColorLB* pLb = GetLbByButton( pBtn );
Color aColor( pLb->GetSelectEntryColor() );
SfxItemSet aLightItemSet(aCtlLightPreview.GetSvx3DLightControl().Get3DAttributes());
const bool bOnOff(GetUILightState( *(ImageButton*)pBtn ));
switch(nLightSource)
{
case 0: aLightItemSet.Put(Svx3DLightcolor1Item(aColor)); aLightItemSet.Put(Svx3DLightOnOff1Item(bOnOff)); break;
case 1: aLightItemSet.Put(Svx3DLightcolor2Item(aColor)); aLightItemSet.Put(Svx3DLightOnOff2Item(bOnOff)); break;
case 2: aLightItemSet.Put(Svx3DLightcolor3Item(aColor)); aLightItemSet.Put(Svx3DLightOnOff3Item(bOnOff)); break;
case 3: aLightItemSet.Put(Svx3DLightcolor4Item(aColor)); aLightItemSet.Put(Svx3DLightOnOff4Item(bOnOff)); break;
case 4: aLightItemSet.Put(Svx3DLightcolor5Item(aColor)); aLightItemSet.Put(Svx3DLightOnOff5Item(bOnOff)); break;
case 5: aLightItemSet.Put(Svx3DLightcolor6Item(aColor)); aLightItemSet.Put(Svx3DLightOnOff6Item(bOnOff)); break;
case 6: aLightItemSet.Put(Svx3DLightcolor7Item(aColor)); aLightItemSet.Put(Svx3DLightOnOff7Item(bOnOff)); break;
default:
case 7: aLightItemSet.Put(Svx3DLightcolor8Item(aColor)); aLightItemSet.Put(Svx3DLightOnOff8Item(bOnOff)); break;
}
aCtlLightPreview.GetSvx3DLightControl().Set3DAttributes(aLightItemSet);
aCtlLightPreview.GetSvx3DLightControl().SelectLight(nLightSource);
aCtlLightPreview.CheckSelection();
}
return( 0L );
}
// -----------------------------------------------------------------------
IMPL_LINK( Svx3DWin, DoubleClickHdl, void*, EMPTYARG )
{
//sal_uInt16 nItemId = aCtlFavorites.GetSelectItemId();
//SfxItemSet* pSet = (SfxItemSet*) pFavorSetList->GetObject( nItemId - 1 );
//Update( *pSet );
// und zuweisen
ClickAssignHdl( NULL );
return( 0L );
}
// -----------------------------------------------------------------------
IMPL_LINK( Svx3DWin, ChangeLightCallbackHdl, void*, EMPTYARG )
{
return( 0L );
}
// -----------------------------------------------------------------------
IMPL_LINK( Svx3DWin, ChangeSelectionCallbackHdl, void*, EMPTYARG )
{
const sal_uInt32 nLight(aCtlLightPreview.GetSvx3DLightControl().GetSelectedLight());
PushButton* pBtn = 0;
switch( nLight )
{
case 0: pBtn = &aBtnLight1; break;
case 1: pBtn = &aBtnLight2; break;
case 2: pBtn = &aBtnLight3; break;
case 3: pBtn = &aBtnLight4; break;
case 4: pBtn = &aBtnLight5; break;
case 5: pBtn = &aBtnLight6; break;
case 6: pBtn = &aBtnLight7; break;
case 7: pBtn = &aBtnLight8; break;
default: break;
}
if( pBtn )
ClickHdl( pBtn );
else
{
// Zustand: Keine Lampe selektiert
if( aBtnLight1.IsChecked() )
{
aBtnLight1.Check( sal_False );
aLbLight1.Enable( sal_False );
}
else if( aBtnLight2.IsChecked() )
{
aBtnLight2.Check( sal_False );
aLbLight2.Enable( sal_False );
}
else if( aBtnLight3.IsChecked() )
{
aBtnLight3.Check( sal_False );
aLbLight3.Enable( sal_False );
}
else if( aBtnLight4.IsChecked() )
{
aBtnLight4.Check( sal_False );
aLbLight4.Enable( sal_False );
}
else if( aBtnLight5.IsChecked() )
{
aBtnLight5.Check( sal_False );
aLbLight5.Enable( sal_False );
}
else if( aBtnLight6.IsChecked() )
{
aBtnLight6.Check( sal_False );
aLbLight6.Enable( sal_False );
}
else if( aBtnLight7.IsChecked() )
{
aBtnLight7.Check( sal_False );
aLbLight7.Enable( sal_False );
}
else if( aBtnLight8.IsChecked() )
{
aBtnLight8.Check( sal_False );
aLbLight8.Enable( sal_False );
}
aBtnLightColor.Enable( sal_False );
}
return( 0L );
}
// -----------------------------------------------------------------------
// Methode um sicherzustellen, dass die LB auch mit einer Farbe gesetzt ist
// Liefert sal_True zurueck, falls Farbe hinzugefuegt wurde
// -----------------------------------------------------------------------
sal_Bool Svx3DWin::LBSelectColor( ColorLB* pLb, const Color& rColor )
{
sal_Bool bRet = sal_False;
pLb->SetNoSelection();
pLb->SelectEntry( rColor );
if( pLb->GetSelectEntryCount() == 0 )
{
String aStr(SVX_RES(RID_SVXFLOAT3D_FIX_R));
aStr += String::CreateFromInt32((sal_Int32)rColor.GetRed());
aStr += sal_Unicode(' ');
aStr += String(SVX_RES(RID_SVXFLOAT3D_FIX_G));
aStr += String::CreateFromInt32((sal_Int32)rColor.GetGreen());
aStr += sal_Unicode(' ');
aStr += String(SVX_RES(RID_SVXFLOAT3D_FIX_B));
aStr += String::CreateFromInt32((sal_Int32)rColor.GetBlue());
sal_uInt16 nPos = pLb->InsertEntry( rColor, aStr );
pLb->SelectEntryPos( nPos );
bRet = sal_True;
}
return( bRet );
}
// -----------------------------------------------------------------------
void Svx3DWin::UpdatePreview()
{
if( pModel == NULL )
pModel = new FmFormModel();
if(bOnly3DChanged)
{
// slot executen
SfxDispatcher* pDispatcher = LocalGetDispatcher(pBindings);
if (pDispatcher != NULL)
{
SfxBoolItem aItem( SID_3D_STATE, sal_True );
pDispatcher->Execute(
SID_3D_STATE, SFX_CALLMODE_SYNCHRON | SFX_CALLMODE_RECORD, &aItem, 0L );
}
// Flag zuruecksetzen
bOnly3DChanged = sal_False;
}
// ItemSet besorgen
SfxItemSet aSet( pModel->GetItemPool(), SDRATTR_START, SDRATTR_END);
// Attribute holen und im Preview setzen
GetAttr( aSet );
aCtlPreview.Set3DAttributes( aSet );
aCtlLightPreview.GetSvx3DLightControl().Set3DAttributes( aSet );
}
//////////////////////////////////////////////////////////////////////////////
// document is to be reloaded, destroy remembered ItemSet (#83951#)
void Svx3DWin::DocumentReload()
{
if(mpRemember2DAttributes)
delete mpRemember2DAttributes;
mpRemember2DAttributes = 0L;
}
// -----------------------------------------------------------------------
void Svx3DWin::InitColorLB( const SdrModel* pDoc )
{
aLbLight1.Fill( pDoc->GetColorTableFromSdrModel() );
aLbLight2.CopyEntries( aLbLight1 );
aLbLight3.CopyEntries( aLbLight1 );
aLbLight4.CopyEntries( aLbLight1 );
aLbLight5.CopyEntries( aLbLight1 );
aLbLight6.CopyEntries( aLbLight1 );
aLbLight7.CopyEntries( aLbLight1 );
aLbLight8.CopyEntries( aLbLight1 );
aLbAmbientlight.CopyEntries( aLbLight1 );
aLbMatColor.CopyEntries( aLbLight1 );
aLbMatEmission.CopyEntries( aLbLight1 );
aLbMatSpecular.CopyEntries( aLbLight1 );
// Erstmal...
Color aColWhite( COL_WHITE );
Color aColBlack( COL_BLACK );
aLbLight1.SelectEntry( aColWhite );
aLbLight2.SelectEntry( aColWhite );
aLbLight3.SelectEntry( aColWhite );
aLbLight4.SelectEntry( aColWhite );
aLbLight5.SelectEntry( aColWhite );
aLbLight6.SelectEntry( aColWhite );
aLbLight7.SelectEntry( aColWhite );
aLbLight8.SelectEntry( aColWhite );
aLbAmbientlight.SelectEntry( aColBlack );
aLbMatColor.SelectEntry( aColWhite );
aLbMatEmission.SelectEntry( aColBlack );
aLbMatSpecular.SelectEntry( aColWhite );
}
// -----------------------------------------------------------------------
sal_uInt16 Svx3DWin::GetLightSource( const PushButton* pBtn )
{
sal_uInt16 nLight = 8;
if( pBtn == NULL )
{
if( aBtnLight1.IsChecked() )
nLight = 0;
else if( aBtnLight2.IsChecked() )
nLight = 1;
else if( aBtnLight3.IsChecked() )
nLight = 2;
else if( aBtnLight4.IsChecked() )
nLight = 3;
else if( aBtnLight5.IsChecked() )
nLight = 4;
else if( aBtnLight6.IsChecked() )
nLight = 5;
else if( aBtnLight7.IsChecked() )
nLight = 6;
else if( aBtnLight8.IsChecked() )
nLight = 7;
}
else
{
if( pBtn == &aBtnLight1 )
nLight = 0;
else if( pBtn == &aBtnLight2 )
nLight = 1;
else if( pBtn == &aBtnLight3 )
nLight = 2;
else if( pBtn == &aBtnLight4 )
nLight = 3;
else if( pBtn == &aBtnLight5 )
nLight = 4;
else if( pBtn == &aBtnLight6 )
nLight = 5;
else if( pBtn == &aBtnLight7 )
nLight = 6;
else if( pBtn == &aBtnLight8 )
nLight = 7;
}
return( nLight );
};
// -----------------------------------------------------------------------
ColorLB* Svx3DWin::GetLbByButton( const PushButton* pBtn )
{
ColorLB* pLb = NULL;
if( pBtn == NULL )
{
if( aBtnLight1.IsChecked() )
pLb = &aLbLight1;
else if( aBtnLight2.IsChecked() )
pLb = &aLbLight2;
else if( aBtnLight3.IsChecked() )
pLb = &aLbLight3;
else if( aBtnLight4.IsChecked() )
pLb = &aLbLight4;
else if( aBtnLight5.IsChecked() )
pLb = &aLbLight5;
else if( aBtnLight6.IsChecked() )
pLb = &aLbLight6;
else if( aBtnLight7.IsChecked() )
pLb = &aLbLight7;
else if( aBtnLight8.IsChecked() )
pLb = &aLbLight8;
}
else
{
if( pBtn == &aBtnLight1 )
pLb = &aLbLight1;
else if( pBtn == &aBtnLight2 )
pLb = &aLbLight2;
else if( pBtn == &aBtnLight3 )
pLb = &aLbLight3;
else if( pBtn == &aBtnLight4 )
pLb = &aLbLight4;
else if( pBtn == &aBtnLight5 )
pLb = &aLbLight5;
else if( pBtn == &aBtnLight6 )
pLb = &aLbLight6;
else if( pBtn == &aBtnLight7 )
pLb = &aLbLight7;
else if( pBtn == &aBtnLight8 )
pLb = &aLbLight8;
}
return( pLb );
};
/*************************************************************************
|*
|* Ableitung vom SfxChildWindow als "Behaelter" fuer Effekte
|*
\************************************************************************/
__EXPORT Svx3DChildWindow::Svx3DChildWindow( Window* _pParent,
sal_uInt16 nId,
SfxBindings* pBindings,
SfxChildWinInfo* pInfo ) :
SfxChildWindow( _pParent, nId )
{
Svx3DWin* pWin = new Svx3DWin( pBindings, this, _pParent );
pWindow = pWin;
eChildAlignment = SFX_ALIGN_NOALIGNMENT;
pWin->Initialize( pInfo );
}
/*************************************************************************
|*
|* ControllerItem fuer 3DStatus
|*
\************************************************************************/
Svx3DCtrlItem::Svx3DCtrlItem( sal_uInt16 _nId,
Svx3DWin* pWin,
SfxBindings* _pBindings) :
SfxControllerItem( _nId, *_pBindings ),
p3DWin( pWin )
{
}
// -----------------------------------------------------------------------
void __EXPORT Svx3DCtrlItem::StateChanged( sal_uInt16 /*nSId*/,
SfxItemState /*eState*/, const SfxPoolItem* /*pItem*/ )
{
}
/*************************************************************************
|*
|* ControllerItem fuer Status Slot SID_CONVERT_TO_3D
|*
\************************************************************************/
SvxConvertTo3DItem::SvxConvertTo3DItem(sal_uInt16 _nId, SfxBindings* _pBindings)
: SfxControllerItem(_nId, *_pBindings),
bState(sal_False)
{
}
void SvxConvertTo3DItem::StateChanged(sal_uInt16 /*_nId*/, SfxItemState eState, const SfxPoolItem* /*pState*/)
{
sal_Bool bNewState = (eState != SFX_ITEM_DISABLED);
if(bNewState != bState)
{
bState = bNewState;
SfxDispatcher* pDispatcher = LocalGetDispatcher(&GetBindings());
if (pDispatcher != NULL)
{
SfxBoolItem aItem( SID_3D_STATE, sal_True );
pDispatcher->Execute(
SID_3D_STATE, SFX_CALLMODE_ASYNCHRON|SFX_CALLMODE_RECORD, &aItem, 0L);
}
}
}