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See the * GNU Lesser General Public License version 3 for more details * (a copy is included in the LICENSE file that accompanied this code). * * You should have received a copy of the GNU Lesser General Public License * version 3 along with OpenOffice.org. If not, see * * for a copy of the LGPLv3 License. * ************************************************************************/ // MARKER(update_precomp.py): autogen include statement, do not remove #include "precompiled_svx.hxx" #include #include #include #include #include ////////////////////////////////////////////////////////////////////////////// // includes for special text box shadow (SC) #include #include #include #include #include #include #include ////////////////////////////////////////////////////////////////////////////// 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(); SdrText* pSdrText = rCaptionObj.getText(0); if(pSdrText) { drawinglayer::attribute::SdrLineFillShadowTextAttribute* pAttribute = drawinglayer::primitive2d::createNewSdrLineFillShadowTextAttribute(rItemSet, *pSdrText); if(pAttribute) { if(pAttribute->isVisible()) { // 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()); ::basegfx::B2DHomMatrix aObjectMatrix; // fill object matrix if(!::basegfx::fTools::equalZero(aObjectRange.getWidth())) { aObjectMatrix.set(0, 0, aObjectRange.getWidth()); } if(!::basegfx::fTools::equalZero(aObjectRange.getHeight())) { aObjectMatrix.set(1, 1, aObjectRange.getHeight()); } if(rGeoStat.nShearWink) { aObjectMatrix.shearX(tan((36000 - rGeoStat.nShearWink) * F_PI18000)); } if(rGeoStat.nDrehWink) { aObjectMatrix.rotate((36000 - rGeoStat.nDrehWink) * F_PI18000); } aObjectMatrix.translate(aObjectRange.getMinX(), aObjectRange.getMinY()); // calculate corner radius double fCornerRadiusX; double fCornerRadiusY; drawinglayer::primitive2d::calculateRelativeCornerRadius(rCaptionObj.GetEckenradius(), aObjectRange, fCornerRadiusX, fCornerRadiusY); // create primitive const drawinglayer::primitive2d::Primitive2DReference xReference(new drawinglayer::primitive2d::SdrCaptionPrimitive2D( aObjectMatrix, *pAttribute, rCaptionObj.getTailPolygon(), fCornerRadiusX, fCornerRadiusY)); xRetval = drawinglayer::primitive2d::Primitive2DSequence(&xReference, 1); if(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 nTransp(((SdrShadowTransparenceItem&)(rItemSet.Get(SDRATTR_SHADOWTRANSPARENCE))).GetValue()); const Color aShadCol(rShadColItem.GetColorValue()); const XFillStyle eStyle = ((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 == eStyle) { // #41666# Hatch color is set hard to shadow color XHatch aHatch = ((XFillHatchItem&)(rItemSet.Get(XATTR_FILLHATCH))).GetHatchValue(); aHatch.SetColor(aShadCol); aSet.Put(XFillHatchItem(String(),aHatch)); } else { if(XFILL_NONE != eStyle && XFILL_SOLID != eStyle) { // force fill to solid (for Gradient and Bitmap) aSet.Put(XFillStyleItem(XFILL_SOLID)); } aSet.Put(XFillColorItem(String(),aShadCol)); aSet.Put(XFillTransparenceItem(nTransp)); } // crete FillAttribute from modified ItemSet drawinglayer::attribute::SdrFillAttribute* pFill = drawinglayer::primitive2d::createNewSdrFillAttribute(aSet); drawinglayer::primitive2d::Primitive2DReference xSpecialShadow; if(pFill) { if(pFill->isVisible()) { // 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()); aObjectMatrix.translate(nXDist, nYDist); // create unit outline polygon as geometry (see SdrCaptionPrimitive2D::createLocalDecomposition) basegfx::B2DPolygon aUnitOutline(basegfx::tools::createPolygonFromRect(basegfx::B2DRange(0.0, 0.0, 1.0, 1.0), fCornerRadiusX, fCornerRadiusY)); // create the specialized shadow primitive xSpecialShadow = drawinglayer::primitive2d::createPolyPolygonFillPrimitive(basegfx::B2DPolyPolygon(aUnitOutline), aObjectMatrix, *pFill); } delete pFill; } 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; } } } delete pAttribute; } } return xRetval; } } // end of namespace contact } // end of namespace sdr ////////////////////////////////////////////////////////////////////////////// // eof