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#include "precompiled_svx.hxx"
#include <svx/sdr/primitive2d/sdrcustomshapeprimitive2d.hxx>
#include <basegfx/polygon/b2dpolygon.hxx>
#include <basegfx/polygon/b2dpolygontools.hxx>
#include <svx/sdr/primitive2d/sdrdecompositiontools.hxx>
#include <drawinglayer/primitive2d/groupprimitive2d.hxx>
#include <svx/sdr/primitive2d/svx_primitivetypes2d.hxx>
#include <drawinglayer/attribute/sdrlineattribute.hxx>
//////////////////////////////////////////////////////////////////////////////
using namespace com::sun::star;
//////////////////////////////////////////////////////////////////////////////
namespace drawinglayer
{
namespace primitive2d
{
Primitive2DSequence SdrCustomShapePrimitive2D::create2DDecomposition(const geometry::ViewInformation2D& /*aViewInformation*/) const
{
Primitive2DSequence aRetval(getSubPrimitives());
// add text
if(!getSdrSTAttribute().getText().isDefault())
{
const basegfx::B2DPolygon aUnitOutline(basegfx::tools::createUnitPolygon());
appendPrimitive2DReferenceToPrimitive2DSequence(aRetval,
createTextPrimitive(
basegfx::B2DPolyPolygon(aUnitOutline),
getTextBox(),
getSdrSTAttribute().getText(),
attribute::SdrLineAttribute(),
false,
getWordWrap(),
isForceTextClipToTextRange()));
}
// add shadow
if(aRetval.hasElements() && !getSdrSTAttribute().getShadow().isDefault())
{
// #i105323# add generic shadow only for 2D shapes. For
// 3D shapes shadow will be set at the individual created
// visualisation objects and be visualized by the 3d renderer
// as a single shadow.
//
// The shadow for AutoShapes could be handled uniformely by not setting any
// shadow items at the helper model objects and only adding shadow here for
// 2D and 3D (and it works, too), but this would lead to two 3D scenes for
// the 3D object; one for the shadow aond one for the content. The one for the
// shadow will be correct (using ColorModifierStack), but expensive.
if(!get3DShape())
{
aRetval = createEmbeddedShadowPrimitive(aRetval, getSdrSTAttribute().getShadow());
}
}
return aRetval;
}
SdrCustomShapePrimitive2D::SdrCustomShapePrimitive2D(
const attribute::SdrShadowTextAttribute& rSdrSTAttribute,
const Primitive2DSequence& rSubPrimitives,
const basegfx::B2DHomMatrix& rTextBox,
bool bWordWrap,
bool b3DShape,
bool bForceTextClipToTextRange)
: BufferedDecompositionPrimitive2D(),
maSdrSTAttribute(rSdrSTAttribute),
maSubPrimitives(rSubPrimitives),
maTextBox(rTextBox),
mbWordWrap(bWordWrap),
mb3DShape(b3DShape),
mbForceTextClipToTextRange(bForceTextClipToTextRange)
{
}
bool SdrCustomShapePrimitive2D::operator==(const BasePrimitive2D& rPrimitive) const
{
if(BufferedDecompositionPrimitive2D::operator==(rPrimitive))
{
const SdrCustomShapePrimitive2D& rCompare = (SdrCustomShapePrimitive2D&)rPrimitive;
return (getSdrSTAttribute() == rCompare.getSdrSTAttribute()
&& getSubPrimitives() == rCompare.getSubPrimitives()
&& getTextBox() == rCompare.getTextBox()
&& getWordWrap() == rCompare.getWordWrap()
&& get3DShape() == rCompare.get3DShape()
&& isForceTextClipToTextRange() == rCompare.isForceTextClipToTextRange());
}
return false;
}
// provide unique ID
ImplPrimitrive2DIDBlock(SdrCustomShapePrimitive2D, PRIMITIVE2D_ID_SDRCUSTOMSHAPEPRIMITIVE2D)
} // end of namespace primitive2d
} // end of namespace drawinglayer
//////////////////////////////////////////////////////////////////////////////
// eof