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/* -*- Mode: C++; tab-width: 4; indent-tabs-mode: nil; c-basic-offset: 4 -*- */
/*
* This file is part of the LibreOffice project.
*
* This Source Code Form is subject to the terms of the Mozilla Public
* License, v. 2.0. If a copy of the MPL was not distributed with this
* file, You can obtain one at http://mozilla.org/MPL/2.0/.
*
* This file incorporates work covered by the following license notice:
*
* Licensed to the Apache Software Foundation (ASF) under one or more
* contributor license agreements. See the NOTICE file distributed
* with this work for additional information regarding copyright
* ownership. The ASF licenses this file to you under the Apache
* License, Version 2.0 (the "License"); you may not use this file
* except in compliance with the License. You may obtain a copy of
* the License at http://www.apache.org/licenses/LICENSE-2.0 .
*/
#include "tablehandles.hxx"
#include <vcl/svapp.hxx>
#include <vcl/outdev.hxx>
#include <vcl/canvastools.hxx>
#include <vcl/hatch.hxx>
#include <vcl/ptrstyle.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 <sdr/overlay/overlayrectangle.hxx>
#include <drawinglayer/primitive2d/hiddengeometryprimitive2d.hxx>
namespace sdr { namespace table {
namespace {
class OverlayTableEdge : public sdr::overlay::OverlayObject
{
protected:
basegfx::B2DPolyPolygon const maPolyPolygon;
bool const mbVisible;
// geometry creation for OverlayObject
virtual drawinglayer::primitive2d::Primitive2DContainer createOverlayObjectPrimitive2DSequence() override;
public:
OverlayTableEdge( const basegfx::B2DPolyPolygon& rPolyPolygon, bool bVisible );
};
}
TableEdgeHdl::TableEdgeHdl( const Point& rPnt, bool bHorizontal, sal_Int32 nMin, sal_Int32 nMax, sal_Int32 nEdges )
: SdrHdl( rPnt, SdrHdlKind::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_FAIL( "sdr::table::TableEdgeHdl::SetEdge(), invalid edge!" );
}
}
PointerStyle TableEdgeHdl::GetPointer() const
{
if( mbHorizontal )
return PointerStyle::VSplit;
else
return PointerStyle::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;
for( const TableEdge& aEdge : maEdges )
{
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, nullptr);
if(aVisible.count() || aInvisible.count())
{
for(sal_uInt32 nWindow = 0; nWindow < pPageView->PageWindowCount(); nWindow++)
{
const SdrPageWindow& rPageWindow = *pPageView->GetPageWindow(nWindow);
if(rPageWindow.GetPaintWindow().OutputToWindow())
{
const rtl::Reference< sdr::overlay::OverlayManager >& xManager = rPageWindow.GetOverlayManager();
if (xManager.is())
{
if(aVisible.count())
{
// create overlay object for visible parts
std::unique_ptr<sdr::overlay::OverlayObject> pOverlayObject(new OverlayTableEdge(aVisible, true));
// OVERLAYMANAGER
insertNewlyCreatedOverlayObjectForSdrHdl(
std::move(pOverlayObject),
rPageWindow.GetObjectContact(),
*xManager);
}
if(aInvisible.count())
{
// also create overlay object for invisible parts to allow
// a standard HitTest using the primitives from that overlay object
// (see OverlayTableEdge implementation)
std::unique_ptr<sdr::overlay::OverlayObject> pOverlayObject(new OverlayTableEdge(aInvisible, false));
// OVERLAYMANAGER
insertNewlyCreatedOverlayObjectForSdrHdl(
std::move(pOverlayObject),
rPageWindow.GetObjectContact(),
*xManager);
}
}
}
}
}
}
}
}
OverlayTableEdge::OverlayTableEdge( const basegfx::B2DPolyPolygon& rPolyPolygon, bool bVisible )
: OverlayObject(COL_GRAY)
, maPolyPolygon( rPolyPolygon )
, mbVisible(bVisible)
{
}
drawinglayer::primitive2d::Primitive2DContainer OverlayTableEdge::createOverlayObjectPrimitive2DSequence()
{
drawinglayer::primitive2d::Primitive2DContainer 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::Primitive2DContainer { aReference };
}
else
{
// embed in HiddenGeometryPrimitive2D to support HitTest of this invisible
// overlay object
const drawinglayer::primitive2d::Primitive2DContainer aSequence { aReference };
const drawinglayer::primitive2d::Primitive2DReference aNewReference(
new drawinglayer::primitive2d::HiddenGeometryPrimitive2D(aSequence));
aRetval = drawinglayer::primitive2d::Primitive2DContainer { aNewReference };
}
}
return aRetval;
}
TableBorderHdl::TableBorderHdl(
const tools::Rectangle& rRect,
bool bAnimate)
: SdrHdl(rRect.TopLeft(), SdrHdlKind::Move),
maRectangle(rRect),
mbAnimate(bAnimate)
{
}
PointerStyle TableBorderHdl::GetPointer() const
{
return PointerStyle::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)
return;
for(sal_uInt32 nWindow = 0; nWindow < pPageView->PageWindowCount(); nWindow++)
{
const SdrPageWindow& rPageWindow = *pPageView->GetPageWindow(nWindow);
if (rPageWindow.GetPaintWindow().OutputToWindow())
{
const rtl::Reference<sdr::overlay::OverlayManager>& xManager = rPageWindow.GetOverlayManager();
if (xManager.is())
{
const basegfx::B2DRange aRange = vcl::unotools::b2DRectangleFromRectangle(maRectangle);
const SvtOptionsDrawinglayer aSvtOptionsDrawinglayer;
const Color aHilightColor(aSvtOptionsDrawinglayer.getHilightColor());
const double fTransparence(aSvtOptionsDrawinglayer.GetTransparentSelectionPercent() * 0.01);
// 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)
const bool bAnimate = getAnimate();
OutputDevice& rOutDev = rPageWindow.GetPaintWindow().GetOutputDevice();
float fScaleFactor = rOutDev.GetDPIScaleFactor();
double fWidth = fScaleFactor * 6.0;
std::unique_ptr<sdr::overlay::OverlayObject> pOverlayObject(
new sdr::overlay::OverlayRectangle(aRange.getMinimum(), aRange.getMaximum(),
aHilightColor, fTransparence,
fWidth, 0.0, 0.0, bAnimate));
// OVERLAYMANAGER
insertNewlyCreatedOverlayObjectForSdrHdl(
std::move(pOverlayObject),
rPageWindow.GetObjectContact(),
*xManager);
}
}
}
}
}
} // end of namespace table
} // end of namespace sdr
/* vim:set shiftwidth=4 softtabstop=4 expandtab: */
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