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// MARKER(update_precomp.py): autogen include statement, do not remove
#include "precompiled_svx.hxx"
#include "tablehandles.hxx"
#include <vcl/svapp.hxx>
#include <vcl/outdev.hxx>
#include <vcl/salbtype.hxx>
#include <vcl/canvastools.hxx>
#include <vcl/hatch.hxx>
#include <basegfx/polygon/b2dpolygon.hxx>
#include <basegfx/polygon/b2dpolypolygontools.hxx>
#include <basegfx/range/b2drectangle.hxx>
#include <basegfx/polygon/b2dpolygontools.hxx>
#include <svx/sdr/overlay/overlayobject.hxx>
#include <svx/sdr/overlay/overlaymanager.hxx>
#include <svx/sdrpagewindow.hxx>
#include <svx/sdrpaintwindow.hxx>
#include <svx/svdmrkv.hxx>
#include <svx/svdpagv.hxx>
#include <drawinglayer/primitive2d/polypolygonprimitive2d.hxx>
#include <svx/sdr/overlay/overlayrectangle.hxx>
#include <drawinglayer/primitive2d/hiddengeometryprimitive2d.hxx>
namespace sdr { namespace table {
// --------------------------------------------------------------------
class OverlayTableEdge : public sdr::overlay::OverlayObject
{
protected:
basegfx::B2DPolyPolygon maPolyPolygon;
bool mbVisible;
// geometry creation for OverlayObject
virtual drawinglayer::primitive2d::Primitive2DSequence createOverlayObjectPrimitive2DSequence();
public:
OverlayTableEdge( const basegfx::B2DPolyPolygon& rPolyPolygon, bool bVisible );
virtual ~OverlayTableEdge();
};
// --------------------------------------------------------------------
TableEdgeHdl::TableEdgeHdl( const Point& rPnt, bool bHorizontal, sal_Int32 nMin, sal_Int32 nMax, sal_Int32 nEdges )
: SdrHdl( rPnt, HDL_USER )
, mbHorizontal( bHorizontal )
, mnMin( nMin )
, mnMax( nMax )
, maEdges(nEdges)
{
}
void TableEdgeHdl::SetEdge( sal_Int32 nEdge, sal_Int32 nStart, sal_Int32 nEnd, TableEdgeState eState )
{
if( (nEdge >= 0) && (nEdge <= sal::static_int_cast<sal_Int32>(maEdges.size())) )
{
maEdges[nEdge].mnStart = nStart;
maEdges[nEdge].mnEnd = nEnd;
maEdges[nEdge].meState = eState;
}
else
{
OSL_ENSURE( false, "sdr::table::TableEdgeHdl::SetEdge(), invalid edge!" );
}
}
Pointer TableEdgeHdl::GetPointer() const
{
if( mbHorizontal )
return POINTER_VSPLIT;
else
return POINTER_HSPLIT;
}
sal_Int32 TableEdgeHdl::GetValidDragOffset( const SdrDragStat& rDrag ) const
{
return std::min( std::max( static_cast<sal_Int32>(mbHorizontal ? rDrag.GetDY() : rDrag.GetDX()), mnMin ), mnMax );
}
basegfx::B2DPolyPolygon TableEdgeHdl::getSpecialDragPoly(const SdrDragStat& rDrag) const
{
basegfx::B2DPolyPolygon aVisible;
basegfx::B2DPolyPolygon aInvisible;
// create and return visible and non-visible parts for drag
getPolyPolygon(aVisible, aInvisible, &rDrag);
aVisible.append(aInvisible);
return aVisible;
}
void TableEdgeHdl::getPolyPolygon(basegfx::B2DPolyPolygon& rVisible, basegfx::B2DPolyPolygon& rInvisible, const SdrDragStat* pDrag) const
{
// changed method to create visible and invisible partial polygons in one run in
// separate PolyPolygons; both kinds are used
basegfx::B2DPoint aOffset(aPos.X(), aPos.Y());
rVisible.clear();
rInvisible.clear();
if( pDrag )
{
int n = mbHorizontal ? 1 : 0;
aOffset[n] = aOffset[n] + GetValidDragOffset( *pDrag );
}
basegfx::B2DPoint aStart(aOffset), aEnd(aOffset);
int nPos = mbHorizontal ? 0 : 1;
TableEdgeVector::const_iterator aIter( maEdges.begin() );
while( aIter != maEdges.end() )
{
TableEdge aEdge(*aIter++);
aStart[nPos] = aOffset[nPos] + aEdge.mnStart;
aEnd[nPos] = aOffset[nPos] + aEdge.mnEnd;
basegfx::B2DPolygon aPolygon;
aPolygon.append( aStart );
aPolygon.append( aEnd );
if(aEdge.meState == Visible)
{
rVisible.append(aPolygon);
}
else
{
rInvisible.append(aPolygon);
}
}
}
void TableEdgeHdl::CreateB2dIAObject()
{
GetRidOfIAObject();
if(pHdlList && pHdlList->GetView() && !pHdlList->GetView()->areMarkHandlesHidden())
{
SdrMarkView* pView = pHdlList->GetView();
SdrPageView* pPageView = pView->GetSdrPageView();
if(pPageView)
{
basegfx::B2DPolyPolygon aVisible;
basegfx::B2DPolyPolygon aInvisible;
// get visible and invisible parts
getPolyPolygon(aVisible, aInvisible, 0);
if(aVisible.count() || aInvisible.count())
{
for(sal_uInt32 nWindow = 0; nWindow < pPageView->PageWindowCount(); nWindow++)
{
const SdrPageWindow& rPageWindow = *pPageView->GetPageWindow(nWindow);
if(rPageWindow.GetPaintWindow().OutputToWindow())
{
if(rPageWindow.GetOverlayManager())
{
if(aVisible.count())
{
// create overlay object for visible parts
sdr::overlay::OverlayObject* pOverlayObject = new OverlayTableEdge(aVisible, true);
rPageWindow.GetOverlayManager()->add(*pOverlayObject);
maOverlayGroup.append(*pOverlayObject);
}
if(aInvisible.count())
{
// also create overlay object vor invisible parts to allow
// a standard HitTest using the primitives from that overlay object
// (see OverlayTableEdge implementation)
sdr::overlay::OverlayObject* pOverlayObject = new OverlayTableEdge(aInvisible, false);
rPageWindow.GetOverlayManager()->add(*pOverlayObject);
maOverlayGroup.append(*pOverlayObject);
}
}
}
}
}
}
}
}
//////////////////////////////////////////////////////////////////////////////
OverlayTableEdge::OverlayTableEdge( const basegfx::B2DPolyPolygon& rPolyPolygon, bool bVisible )
: OverlayObject(Color(COL_GRAY))
, maPolyPolygon( rPolyPolygon )
, mbVisible(bVisible)
{
}
OverlayTableEdge::~OverlayTableEdge()
{
}
drawinglayer::primitive2d::Primitive2DSequence OverlayTableEdge::createOverlayObjectPrimitive2DSequence()
{
drawinglayer::primitive2d::Primitive2DSequence aRetval;
if(maPolyPolygon.count())
{
// Discussed with CL. Currently i will leave the transparence out since this
// a little bit expensive. We may check the look with drag polygons later
const drawinglayer::primitive2d::Primitive2DReference aReference(
new drawinglayer::primitive2d::PolyPolygonHairlinePrimitive2D(
maPolyPolygon,
getBaseColor().getBColor()));
if(mbVisible)
{
// visible, just return as sequence
aRetval = drawinglayer::primitive2d::Primitive2DSequence(&aReference, 1);
}
else
{
// embed in HiddenGeometryPrimitive2D to support HitTest of this invisible
// overlay object
const drawinglayer::primitive2d::Primitive2DSequence aSequence(&aReference, 1);
const drawinglayer::primitive2d::Primitive2DReference aNewReference(
new drawinglayer::primitive2d::HiddenGeometryPrimitive2D(aSequence));
aRetval = drawinglayer::primitive2d::Primitive2DSequence(&aNewReference, 1);
}
}
return aRetval;
}
// ====================================================================
TableBorderHdl::TableBorderHdl(
const Rectangle& rRect,
bool bAnimate)
: SdrHdl(rRect.TopLeft(), HDL_MOVE),
maRectangle(rRect),
mbAnimate(bAnimate)
{
}
Pointer TableBorderHdl::GetPointer() const
{
return POINTER_MOVE;
}
// create marker for this kind
void TableBorderHdl::CreateB2dIAObject()
{
GetRidOfIAObject();
if(pHdlList && pHdlList->GetView() && !pHdlList->GetView()->areMarkHandlesHidden())
{
SdrMarkView* pView = pHdlList->GetView();
SdrPageView* pPageView = pView->GetSdrPageView();
if(pPageView)
{
for(sal_uInt32 nWindow = 0; nWindow < pPageView->PageWindowCount(); nWindow++)
{
const SdrPageWindow& rPageWindow = *pPageView->GetPageWindow(nWindow);
if(rPageWindow.GetPaintWindow().OutputToWindow())
{
if(rPageWindow.GetOverlayManager())
{
const basegfx::B2DRange aRange(vcl::unotools::b2DRectangleFromRectangle(maRectangle));
const SvtOptionsDrawinglayer aSvtOptionsDrawinglayer;
const Color aHilightColor(aSvtOptionsDrawinglayer.getHilightColor());
const double fTransparence(aSvtOptionsDrawinglayer.GetTransparentSelectionPercent() * 0.01);
sdr::overlay::OverlayObject* pOverlayObject = new sdr::overlay::OverlayRectangle(
aRange.getMinimum(),
aRange.getMaximum(),
aHilightColor,
fTransparence,
6.0,
0.0,
0.0,
500,
// make animation dependent from text edit active, because for tables
// this handle is also used when text edit *is* active for it. This
// interferes too much concerning repaint stuff (at least as long as
// text edit is not yet on the overlay)
getAnimate());
rPageWindow.GetOverlayManager()->add(*pOverlayObject);
maOverlayGroup.append(*pOverlayObject);
}
}
}
}
}
}
//////////////////////////////////////////////////////////////////////////////
} // end of namespace table
} // end of namespace sdr