diff options
author | Stephan Bergmann <sbergman@redhat.com> | 2014-09-01 16:46:59 +0200 |
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committer | Stephan Bergmann <sbergman@redhat.com> | 2014-09-01 16:46:59 +0200 |
commit | 148aea32a34fe816c7f1870bfb4cf361a5e81bf0 (patch) | |
tree | 7f452968a1d4cf26b062a099b99e6c726ceeb331 /include | |
parent | e5d6ae0c2efcf8edb224faa294be6b0baa636137 (diff) |
Consistency around SvxB3DVectorItem in svx/svx3ditems.hxx
...similar to what has been done for svx/sdtmfitm.hxx in
68969cc61adecac481ae9656978ef952f435b310 "Consistency around SdrMetricItem."
Change-Id: I7f2348d82c76f6f231e34f0dfc4b6ee6fddffe55
Diffstat (limited to 'include')
-rw-r--r-- | include/svx/scene3d.hxx | 16 | ||||
-rw-r--r-- | include/svx/svx3ditems.hxx | 56 |
2 files changed, 32 insertions, 40 deletions
diff --git a/include/svx/scene3d.hxx b/include/svx/scene3d.hxx index 6631f770a14c..dfcc90e34c71 100644 --- a/include/svx/scene3d.hxx +++ b/include/svx/scene3d.hxx @@ -160,21 +160,21 @@ public: // Light direction: basegfx::B3DVector GetLightDirection1() const - { return ((const Svx3DLightDirection1Item&)GetObjectItemSet().Get(SDRATTR_3DSCENE_LIGHTDIRECTION_1)).GetValue(); } + { return ((const SvxB3DVectorItem&)GetObjectItemSet().Get(SDRATTR_3DSCENE_LIGHTDIRECTION_1)).GetValue(); } basegfx::B3DVector GetLightDirection2() const - { return ((const Svx3DLightDirection2Item&)GetObjectItemSet().Get(SDRATTR_3DSCENE_LIGHTDIRECTION_2)).GetValue(); } + { return ((const SvxB3DVectorItem&)GetObjectItemSet().Get(SDRATTR_3DSCENE_LIGHTDIRECTION_2)).GetValue(); } basegfx::B3DVector GetLightDirection3() const - { return ((const Svx3DLightDirection3Item&)GetObjectItemSet().Get(SDRATTR_3DSCENE_LIGHTDIRECTION_3)).GetValue(); } + { return ((const SvxB3DVectorItem&)GetObjectItemSet().Get(SDRATTR_3DSCENE_LIGHTDIRECTION_3)).GetValue(); } basegfx::B3DVector GetLightDirection4() const - { return ((const Svx3DLightDirection4Item&)GetObjectItemSet().Get(SDRATTR_3DSCENE_LIGHTDIRECTION_4)).GetValue(); } + { return ((const SvxB3DVectorItem&)GetObjectItemSet().Get(SDRATTR_3DSCENE_LIGHTDIRECTION_4)).GetValue(); } basegfx::B3DVector GetLightDirection5() const - { return ((const Svx3DLightDirection5Item&)GetObjectItemSet().Get(SDRATTR_3DSCENE_LIGHTDIRECTION_5)).GetValue(); } + { return ((const SvxB3DVectorItem&)GetObjectItemSet().Get(SDRATTR_3DSCENE_LIGHTDIRECTION_5)).GetValue(); } basegfx::B3DVector GetLightDirection6() const - { return ((const Svx3DLightDirection6Item&)GetObjectItemSet().Get(SDRATTR_3DSCENE_LIGHTDIRECTION_6)).GetValue(); } + { return ((const SvxB3DVectorItem&)GetObjectItemSet().Get(SDRATTR_3DSCENE_LIGHTDIRECTION_6)).GetValue(); } basegfx::B3DVector GetLightDirection7() const - { return ((const Svx3DLightDirection7Item&)GetObjectItemSet().Get(SDRATTR_3DSCENE_LIGHTDIRECTION_7)).GetValue(); } + { return ((const SvxB3DVectorItem&)GetObjectItemSet().Get(SDRATTR_3DSCENE_LIGHTDIRECTION_7)).GetValue(); } basegfx::B3DVector GetLightDirection8() const - { return ((const Svx3DLightDirection8Item&)GetObjectItemSet().Get(SDRATTR_3DSCENE_LIGHTDIRECTION_8)).GetValue(); } + { return ((const SvxB3DVectorItem&)GetObjectItemSet().Get(SDRATTR_3DSCENE_LIGHTDIRECTION_8)).GetValue(); } // ShadowSlant: sal_uInt16 GetShadowSlant() const diff --git a/include/svx/svx3ditems.hxx b/include/svx/svx3ditems.hxx index 2240066f36cf..4675a9d8bdf7 100644 --- a/include/svx/svx3ditems.hxx +++ b/include/svx/svx3ditems.hxx @@ -233,45 +233,37 @@ inline SfxBoolItem makeSvx3DLightOnOff8Item(bool bVal) { return SfxBoolItem(SDRATTR_3DSCENE_LIGHTON_8, bVal); } -class SVX_DLLPUBLIC Svx3DLightDirection1Item : public SvxB3DVectorItem { -public: - Svx3DLightDirection1Item(const basegfx::B3DVector& rVec = basegfx::B3DVector(0.57735026918963, 0.57735026918963, 0.57735026918963)); -}; +inline SvxB3DVectorItem makeSvx3DLightDirection1Item(const basegfx::B3DVector& rVec) { + return SvxB3DVectorItem(SDRATTR_3DSCENE_LIGHTDIRECTION_1, rVec); +} -class SVX_DLLPUBLIC Svx3DLightDirection2Item : public SvxB3DVectorItem { -public: - Svx3DLightDirection2Item(const basegfx::B3DVector& rVec = basegfx::B3DVector(0.0,0.0,1.0)); -}; +inline SvxB3DVectorItem makeSvx3DLightDirection2Item(const basegfx::B3DVector& rVec) { + return SvxB3DVectorItem(SDRATTR_3DSCENE_LIGHTDIRECTION_2, rVec); +} -class SVX_DLLPUBLIC Svx3DLightDirection3Item : public SvxB3DVectorItem { -public: - Svx3DLightDirection3Item(const basegfx::B3DVector& rVec = basegfx::B3DVector(0.0,0.0,1.0)); -}; +inline SvxB3DVectorItem makeSvx3DLightDirection3Item(const basegfx::B3DVector& rVec) { + return SvxB3DVectorItem(SDRATTR_3DSCENE_LIGHTDIRECTION_3, rVec); +} -class SVX_DLLPUBLIC Svx3DLightDirection4Item : public SvxB3DVectorItem { -public: - Svx3DLightDirection4Item(const basegfx::B3DVector& rVec = basegfx::B3DVector(0.0,0.0,1.0)); -}; +inline SvxB3DVectorItem makeSvx3DLightDirection4Item(const basegfx::B3DVector& rVec) { + return SvxB3DVectorItem(SDRATTR_3DSCENE_LIGHTDIRECTION_4, rVec); +} -class SVX_DLLPUBLIC Svx3DLightDirection5Item : public SvxB3DVectorItem { -public: - Svx3DLightDirection5Item(const basegfx::B3DVector& rVec = basegfx::B3DVector(0.0,0.0,1.0)); -}; +inline SvxB3DVectorItem makeSvx3DLightDirection5Item(const basegfx::B3DVector& rVec) { + return SvxB3DVectorItem(SDRATTR_3DSCENE_LIGHTDIRECTION_5, rVec); +} -class SVX_DLLPUBLIC Svx3DLightDirection6Item : public SvxB3DVectorItem { -public: - Svx3DLightDirection6Item(const basegfx::B3DVector& rVec = basegfx::B3DVector(0.0,0.0,1.0)); -}; +inline SvxB3DVectorItem makeSvx3DLightDirection6Item(const basegfx::B3DVector& rVec) { + return SvxB3DVectorItem(SDRATTR_3DSCENE_LIGHTDIRECTION_6, rVec); +} -class SVX_DLLPUBLIC Svx3DLightDirection7Item : public SvxB3DVectorItem { -public: - Svx3DLightDirection7Item(const basegfx::B3DVector& rVec = basegfx::B3DVector(0.0,0.0,1.0)); -}; +inline SvxB3DVectorItem makeSvx3DLightDirection7Item(const basegfx::B3DVector& rVec) { + return SvxB3DVectorItem(SDRATTR_3DSCENE_LIGHTDIRECTION_7, rVec); +} -class SVX_DLLPUBLIC Svx3DLightDirection8Item : public SvxB3DVectorItem { -public: - Svx3DLightDirection8Item(const basegfx::B3DVector& rVec = basegfx::B3DVector(0.0,0.0,1.0)); -}; +inline SvxB3DVectorItem makeSvx3DLightDirection8Item(const basegfx::B3DVector& rVec) { + return SvxB3DVectorItem(SDRATTR_3DSCENE_LIGHTDIRECTION_8, rVec); +} inline SfxUInt16Item makeSvx3DShadowSlantItem(sal_uInt16 nVal) { return SfxUInt16Item(SDRATTR_3DSCENE_SHADOW_SLANT, nVal); |