/************************************************************** * * 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 * * Unless required by applicable law or agreed to in writing, * software distributed under the License is distributed on an * "AS IS" BASIS, WITHOUT WARRANTIES OR CONDITIONS OF ANY * KIND, either express or implied. See the License for the * specific language governing permissions and limitations * under the 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 #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(); const drawinglayer::attribute::SdrLineFillShadowTextAttribute aAttribute( drawinglayer::primitive2d::createNewSdrLineFillShadowTextAttribute( rItemSet, rCaptionObj.getText(0), false)); // 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()); // fill object matrix basegfx::B2DHomMatrix aObjectMatrix(basegfx::tools::createScaleShearXRotateTranslateB2DHomMatrix( aObjectRange.getWidth(), aObjectRange.getHeight(), rGeoStat.nShearWink ? tan((36000 - rGeoStat.nShearWink) * F_PI18000) : 0.0, rGeoStat.nDrehWink ? (36000 - rGeoStat.nDrehWink) * F_PI18000 : 0.0, aObjectRange.getMinX(), aObjectRange.getMinY())); // calculate corner radius double fCornerRadiusX; double fCornerRadiusY; drawinglayer::primitive2d::calculateRelativeCornerRadius( rCaptionObj.GetEckenradius(), aObjectRange, fCornerRadiusX, fCornerRadiusY); // create primitive. Always create one (even if invisible) to let the decomposition // of SdrCaptionPrimitive2D create needed invisible elements for HitTest and BoundRect const drawinglayer::primitive2d::Primitive2DReference xReference( new drawinglayer::primitive2d::SdrCaptionPrimitive2D( aObjectMatrix, aAttribute, rCaptionObj.getTailPolygon(), fCornerRadiusX, fCornerRadiusY)); xRetval = drawinglayer::primitive2d::Primitive2DSequence(&xReference, 1); if(!aAttribute.isDefault() && 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 nShadowTransparence(((SdrShadowTransparenceItem&)(rItemSet.Get(SDRATTR_SHADOWTRANSPARENCE))).GetValue()); const Color aShadowColor(rShadColItem.GetColorValue()); const XFillStyle eShadowStyle = ((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 == eShadowStyle) { // #41666# Hatch color is set hard to shadow color XHatch aHatch = ((XFillHatchItem&)(rItemSet.Get(XATTR_FILLHATCH))).GetHatchValue(); aHatch.SetColor(aShadowColor); aSet.Put(XFillHatchItem(String(),aHatch)); } else { if(XFILL_SOLID != eShadowStyle) { // force fill to solid (for Gradient, Bitmap and *no* fill (#119750# not filled comments *have* shadow)) aSet.Put(XFillStyleItem(XFILL_SOLID)); } aSet.Put(XFillColorItem(String(),aShadowColor)); aSet.Put(XFillTransparenceItem(nShadowTransparence)); } // crete FillAttribute from modified ItemSet const drawinglayer::attribute::SdrFillAttribute aFill( drawinglayer::primitive2d::createNewSdrFillAttribute(aSet)); drawinglayer::primitive2d::Primitive2DReference xSpecialShadow; if(!aFill.isDefault() && 1.0 != aFill.getTransparence()) { // 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()); if(nXDist || nYDist) { // #119750# create object and shadow outline, clip shadow outline // on object outline. If there is a rest, create shadow. Do this to // emulate that shadow is *not* visible behind the object for // transparent object fill for comments in excel basegfx::B2DPolygon aObjectOutline( basegfx::tools::createPolygonFromRect( basegfx::B2DRange(0.0, 0.0, 1.0, 1.0), fCornerRadiusX, fCornerRadiusY)); aObjectOutline.transform(aObjectMatrix); // create shadow outline basegfx::B2DPolygon aShadowOutline(aObjectOutline); aShadowOutline.transform( basegfx::tools::createTranslateB2DHomMatrix(nXDist, nYDist)); // clip shadow outline against object outline const basegfx::B2DPolyPolygon aClippedShadow( basegfx::tools::clipPolygonOnPolyPolygon( aShadowOutline, basegfx::B2DPolyPolygon(aObjectOutline), false, // take the outside false)); if(aClippedShadow.count()) { // if there is shadow, create the specialized shadow primitive xSpecialShadow = drawinglayer::primitive2d::createPolyPolygonFillPrimitive( aClippedShadow, aFill, drawinglayer::attribute::FillGradientAttribute()); } } } 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; } } return xRetval; } } // end of namespace contact } // end of namespace sdr ////////////////////////////////////////////////////////////////////////////// // eof