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// MARKER(update_precomp.py): autogen include statement, do not remove
#include "precompiled_svx.hxx"
#include <svx/sdr/contact/viewcontactofsdrcaptionobj.hxx>
#include <svx/svdocapt.hxx>
#include <svx/sdr/primitive2d/sdrattributecreator.hxx>
#include <svx/sdr/primitive2d/sdrcaptionprimitive2d.hxx>
#include <basegfx/matrix/b2dhommatrixtools.hxx>
//////////////////////////////////////////////////////////////////////////////
// includes for special text box shadow (SC)
#include <svl/itemset.hxx>
#include <svx/xhatch.hxx>
#include <svx/xflhtit.hxx>
#include <svx/xflclit.hxx>
#include <svx/xfltrit.hxx>
#include <basegfx/polygon/b2dpolygontools.hxx>
#include <svx/sdr/primitive2d/sdrdecompositiontools.hxx>
#include <basegfx/polygon/b2dpolygonclipper.hxx>
//////////////////////////////////////////////////////////////////////////////
namespace sdr
{
namespace contact
{
ViewContactOfSdrCaptionObj::ViewContactOfSdrCaptionObj(SdrCaptionObj& rCaptionObj)
: ViewContactOfSdrRectObj(rCaptionObj)
{
}
ViewContactOfSdrCaptionObj::~ViewContactOfSdrCaptionObj()
{
}
drawinglayer::primitive2d::Primitive2DSequence ViewContactOfSdrCaptionObj::createViewIndependentPrimitive2DSequence() const
{
drawinglayer::primitive2d::Primitive2DSequence xRetval;
const SdrCaptionObj& rCaptionObj(GetCaptionObj());
const SfxItemSet& rItemSet = rCaptionObj.GetMergedItemSet();
const drawinglayer::attribute::SdrLineFillShadowTextAttribute aAttribute(
drawinglayer::primitive2d::createNewSdrLineFillShadowTextAttribute(
rItemSet,
rCaptionObj.getText(0),
false));
// take unrotated snap rect (direct model data) for position and size
const Rectangle& rRectangle = rCaptionObj.GetGeoRect();
const ::basegfx::B2DRange aObjectRange(
rRectangle.Left(), rRectangle.Top(),
rRectangle.Right(), rRectangle.Bottom());
const GeoStat& rGeoStat(rCaptionObj.GetGeoStat());
// fill object matrix
basegfx::B2DHomMatrix aObjectMatrix(basegfx::tools::createScaleShearXRotateTranslateB2DHomMatrix(
aObjectRange.getWidth(), aObjectRange.getHeight(),
rGeoStat.nShearWink ? tan((36000 - rGeoStat.nShearWink) * F_PI18000) : 0.0,
rGeoStat.nDrehWink ? (36000 - rGeoStat.nDrehWink) * F_PI18000 : 0.0,
aObjectRange.getMinX(), aObjectRange.getMinY()));
// calculate corner radius
double fCornerRadiusX;
double fCornerRadiusY;
drawinglayer::primitive2d::calculateRelativeCornerRadius(
rCaptionObj.GetEckenradius(), aObjectRange, fCornerRadiusX, fCornerRadiusY);
// create primitive. Always create one (even if invisible) to let the decomposition
// of SdrCaptionPrimitive2D create needed invisible elements for HitTest and BoundRect
const drawinglayer::primitive2d::Primitive2DReference xReference(
new drawinglayer::primitive2d::SdrCaptionPrimitive2D(
aObjectMatrix,
aAttribute,
rCaptionObj.getTailPolygon(),
fCornerRadiusX,
fCornerRadiusY));
xRetval = drawinglayer::primitive2d::Primitive2DSequence(&xReference, 1);
if(!aAttribute.isDefault() && rCaptionObj.GetSpecialTextBoxShadow())
{
// for SC, the caption object may have a specialized shadow. The usual object shadow is off
// and a specialized shadow gets created here (see old paint)
const SdrShadowColorItem& rShadColItem = (SdrShadowColorItem&)(rItemSet.Get(SDRATTR_SHADOWCOLOR));
const sal_uInt16 nShadowTransparence(((SdrShadowTransparenceItem&)(rItemSet.Get(SDRATTR_SHADOWTRANSPARENCE))).GetValue());
const Color aShadowColor(rShadColItem.GetColorValue());
const XFillStyle eShadowStyle = ((XFillStyleItem&)(rItemSet.Get(XATTR_FILLSTYLE))).GetValue();
// Create own ItemSet and modify as needed
// Always hide lines for special calc shadow
SfxItemSet aSet(rItemSet);
aSet.Put(XLineStyleItem(XLINE_NONE));
if(XFILL_HATCH == eShadowStyle)
{
// #41666# Hatch color is set hard to shadow color
XHatch aHatch = ((XFillHatchItem&)(rItemSet.Get(XATTR_FILLHATCH))).GetHatchValue();
aHatch.SetColor(aShadowColor);
aSet.Put(XFillHatchItem(String(),aHatch));
}
else
{
if(XFILL_SOLID != eShadowStyle)
{
// force fill to solid (for Gradient, Bitmap and *no* fill (#119750# not filled comments *have* shadow))
aSet.Put(XFillStyleItem(XFILL_SOLID));
}
aSet.Put(XFillColorItem(String(),aShadowColor));
aSet.Put(XFillTransparenceItem(nShadowTransparence));
}
// crete FillAttribute from modified ItemSet
const drawinglayer::attribute::SdrFillAttribute aFill(
drawinglayer::primitive2d::createNewSdrFillAttribute(aSet));
drawinglayer::primitive2d::Primitive2DReference xSpecialShadow;
if(!aFill.isDefault() && 1.0 != aFill.getTransparence())
{
// add shadow offset to object matrix
const sal_uInt32 nXDist(((SdrShadowXDistItem&)(rItemSet.Get(SDRATTR_SHADOWXDIST))).GetValue());
const sal_uInt32 nYDist(((SdrShadowYDistItem&)(rItemSet.Get(SDRATTR_SHADOWYDIST))).GetValue());
if(nXDist || nYDist)
{
// #119750# create obect and shadow outline, clip shadow outline
// on object outline. If there is a rest, create shadow. Do this to
// emulate that shadow is *not* visible behind the object for
// transparent object fill for comments in excel
basegfx::B2DPolygon aObjectOutline(
basegfx::tools::createPolygonFromRect(
basegfx::B2DRange(0.0, 0.0, 1.0, 1.0),
fCornerRadiusX,
fCornerRadiusY));
aObjectOutline.transform(aObjectMatrix);
// create shadow outline
basegfx::B2DPolygon aShadowOutline(aObjectOutline);
aShadowOutline.transform(
basegfx::tools::createTranslateB2DHomMatrix(nXDist, nYDist));
// clip shadow outline against object outline
const basegfx::B2DPolyPolygon aClippedShadow(
basegfx::tools::clipPolygonOnPolyPolygon(
aShadowOutline,
basegfx::B2DPolyPolygon(aObjectOutline),
false, // take the outside
false));
if(aClippedShadow.count())
{
// if there is shadow, create the specialized shadow primitive
xSpecialShadow = drawinglayer::primitive2d::createPolyPolygonFillPrimitive(
aClippedShadow,
basegfx::B2DHomMatrix(),
aFill,
drawinglayer::attribute::FillGradientAttribute());
}
}
}
if(xSpecialShadow.is())
{
// if we really got a special shadow, create a two-element retval with the shadow
// behind the standard object's geometry
xRetval.realloc(2);
xRetval[0] = xSpecialShadow;
xRetval[1] = xReference;
}
}
return xRetval;
}
} // end of namespace contact
} // end of namespace sdr
//////////////////////////////////////////////////////////////////////////////
// eof