diff options
author | Armin Le Grand (allotropia) <armin.le.grand@me.com> | 2020-12-15 00:52:05 +0100 |
---|---|---|
committer | Armin Le Grand <Armin.Le.Grand@me.com> | 2020-12-16 13:49:21 +0100 |
commit | bcb8d2d3a08991b4e57189b81f8702aaa8af8a89 (patch) | |
tree | 62ee7077cb0ab19bcda3f51716d95eb50c5fe6ef /drawinglayer/source | |
parent | 8928ea836ee11cf7df762fe9237b5b61313b952b (diff) |
tdf#131281 Always draw FormControls when TiledRendering
When FormControls are not in layout mode it would be necessary
to have real VCL ChildWindows in the client (usually the office).
While this is done in the office itself and thus the visualization
of FormControls (and their usage) is guaranteed, this is currently
not the case for existing clients of TiledRendering.
The big solution would be an API for the TiledRendering client
to get infos for FormControls and create these locally (what would
allow to have these editable/interactive and in the style of the
client system). As long as this is not the case, I add this fallback
to render the FormControls as content to the tiles to get them
visualized at all.
Change-Id: I0f7a5e7dc028373145a6a19b639ce82bdafc149d
Reviewed-on: https://gerrit.libreoffice.org/c/core/+/107735
Tested-by: Jenkins
Reviewed-by: Armin Le Grand <Armin.Le.Grand@me.com>
Diffstat (limited to 'drawinglayer/source')
-rw-r--r-- | drawinglayer/source/processor2d/vclpixelprocessor2d.cxx | 48 |
1 files changed, 34 insertions, 14 deletions
diff --git a/drawinglayer/source/processor2d/vclpixelprocessor2d.cxx b/drawinglayer/source/processor2d/vclpixelprocessor2d.cxx index 0aceee40a631..ebbc41744734 100644 --- a/drawinglayer/source/processor2d/vclpixelprocessor2d.cxx +++ b/drawinglayer/source/processor2d/vclpixelprocessor2d.cxx @@ -20,6 +20,7 @@ #include "vclpixelprocessor2d.hxx" #include "vclhelperbufferdevice.hxx" #include "helperwrongspellrenderer.hxx" +#include <comphelper/lok.hxx> #include <sal/log.hxx> #include <vcl/BitmapBasicMorphologyFilter.hxx> @@ -695,31 +696,50 @@ void VclPixelProcessor2D::processControlPrimitive2D( if (xNewGraphics.is()) { - // link graphics and view - xControlView->setGraphics(xNewGraphics); - - // get position - const basegfx::B2DHomMatrix aObjectToPixel(maCurrentTransformation - * rControlPrimitive.getTransform()); - const basegfx::B2DPoint aTopLeftPixel(aObjectToPixel * basegfx::B2DPoint(0.0, 0.0)); - // find out if the control is already visualized as a VCL-ChildWindow. If yes, // it does not need to be painted at all. uno::Reference<awt::XWindow2> xControlWindow(rXControl, uno::UNO_QUERY_THROW); - const bool bControlIsVisibleAsChildWindow(rXControl->getPeer().is() - && xControlWindow->isVisible()); + bool bControlIsVisibleAsChildWindow(rXControl->getPeer().is() + && xControlWindow->isVisible()); + + // tdf#131281 The FormControls are not painted when using the Tiled Rendering for a simple + // reason: when e.g. bControlIsVisibleAsChildWindow is true. This is the case because the + // office is in non-layout mode (default for controls at startup). For the common office + // this means that there exists a real VCL-System-Window for the control, so it is *not* + // painted here due to being exactly obscured by that real Window (and creates danger of + // flickering, too). + // Tiled Rendering clients usually do *not* have real VCL-Windows for the controls, but + // exactly that would be needed on each client displaying the tiles (what would be hard + // to do but also would have advantages - the clients would have real controls in the + // shape of their traget system which could be interacted with...). It is also what the + // office does. + // For now, fallback to just render these controls when Tiled Rendering is active to just + // have them displayed on all clients. + if (bControlIsVisibleAsChildWindow && comphelper::LibreOfficeKit::isActive()) + { + // Do force paint when we are in Tiled Renderer and FormControl is 'visible' + bControlIsVisibleAsChildWindow = false; + } if (!bControlIsVisibleAsChildWindow) { - // draw it. Do not forget to use the evtl. offsetted origin of the target device, + // Needs to be drawn. Link new graphics and view + xControlView->setGraphics(xNewGraphics); + + // get position + const basegfx::B2DHomMatrix aObjectToPixel(maCurrentTransformation + * rControlPrimitive.getTransform()); + const basegfx::B2DPoint aTopLeftPixel(aObjectToPixel * basegfx::B2DPoint(0.0, 0.0)); + + // Do not forget to use the evtl. offsetted origin of the target device, // e.g. when used with mask/transparence buffer device const Point aOrigin(mpOutputDevice->GetMapMode().GetOrigin()); xControlView->draw(aOrigin.X() + basegfx::fround(aTopLeftPixel.getX()), aOrigin.Y() + basegfx::fround(aTopLeftPixel.getY())); - } - // restore original graphics - xControlView->setGraphics(xOriginalGraphics); + // restore original graphics + xControlView->setGraphics(xOriginalGraphics); + } } } catch (const uno::Exception&) |