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21
22
23
24 // MARKER(update_precomp.py): autogen include statement, do not remove
25 #include "precompiled_svx.hxx"
26 #include <tools/debug.hxx>
27
28 #include <svx/svdglue.hxx>
29 #include <svx/svdobj.hxx>
30 #include <svx/svdtrans.hxx>
31
32
SetReallyAbsolute(FASTBOOL bOn,const SdrObject & rObj)33 void SdrGluePoint::SetReallyAbsolute(FASTBOOL bOn, const SdrObject& rObj)
34 {
35 if ( bReallyAbsolute != bOn )
36 {
37 if ( bOn )
38 {
39 aPos=GetAbsolutePos(rObj);
40 bReallyAbsolute=bOn;
41 }
42 else
43 {
44 bReallyAbsolute=bOn;
45 Point aPt(aPos);
46 SetAbsolutePos(aPt,rObj);
47 }
48 }
49 }
50
GetAbsolutePos(const SdrObject & rObj) const51 Point SdrGluePoint::GetAbsolutePos(const SdrObject& rObj) const
52 {
53 if (bReallyAbsolute) return aPos;
54 Rectangle aSnap(rObj.GetSnapRect());
55 Rectangle aBound(rObj.GetSnapRect());
56 Point aPt(aPos);
57
58 Point aOfs(aSnap.Center());
59 switch (GetHorzAlign()) {
60 case SDRHORZALIGN_LEFT : aOfs.X()=aSnap.Left(); break;
61 case SDRHORZALIGN_RIGHT : aOfs.X()=aSnap.Right(); break;
62 }
63 switch (GetVertAlign()) {
64 case SDRVERTALIGN_TOP : aOfs.Y()=aSnap.Top(); break;
65 case SDRVERTALIGN_BOTTOM: aOfs.Y()=aSnap.Bottom(); break;
66 }
67 if (!bNoPercent) {
68 long nXMul=aSnap.Right()-aSnap.Left();
69 long nYMul=aSnap.Bottom()-aSnap.Top();
70 long nXDiv=10000;
71 long nYDiv=10000;
72 if (nXMul!=nXDiv) {
73 aPt.X()*=nXMul;
74 aPt.X()/=nXDiv;
75 }
76 if (nYMul!=nYDiv) {
77 aPt.Y()*=nYMul;
78 aPt.Y()/=nYDiv;
79 }
80 }
81 aPt+=aOfs;
82 // Und nun auf's BoundRect des Objekts begrenzen
83 if (aPt.X()<aBound.Left ()) aPt.X()=aBound.Left ();
84 if (aPt.X()>aBound.Right ()) aPt.X()=aBound.Right ();
85 if (aPt.Y()<aBound.Top ()) aPt.Y()=aBound.Top ();
86 if (aPt.Y()>aBound.Bottom()) aPt.Y()=aBound.Bottom();
87 return aPt;
88 }
89
SetAbsolutePos(const Point & rNewPos,const SdrObject & rObj)90 void SdrGluePoint::SetAbsolutePos(const Point& rNewPos, const SdrObject& rObj)
91 {
92 if (bReallyAbsolute) {
93 aPos=rNewPos;
94 return;
95 }
96 Rectangle aSnap(rObj.GetSnapRect());
97 Point aPt(rNewPos);
98
99 Point aOfs(aSnap.Center());
100 switch (GetHorzAlign()) {
101 case SDRHORZALIGN_LEFT : aOfs.X()=aSnap.Left(); break;
102 case SDRHORZALIGN_RIGHT : aOfs.X()=aSnap.Right(); break;
103 }
104 switch (GetVertAlign()) {
105 case SDRVERTALIGN_TOP : aOfs.Y()=aSnap.Top(); break;
106 case SDRVERTALIGN_BOTTOM: aOfs.Y()=aSnap.Bottom(); break;
107 }
108 aPt-=aOfs;
109 if (!bNoPercent) {
110 long nXMul=aSnap.Right()-aSnap.Left();
111 long nYMul=aSnap.Bottom()-aSnap.Top();
112 if (nXMul==0) nXMul=1;
113 if (nYMul==0) nYMul=1;
114 long nXDiv=10000;
115 long nYDiv=10000;
116 if (nXMul!=nXDiv) {
117 aPt.X()*=nXDiv;
118 aPt.X()/=nXMul;
119 }
120 if (nYMul!=nYDiv) {
121 aPt.Y()*=nYDiv;
122 aPt.Y()/=nYMul;
123 }
124 }
125 aPos=aPt;
126 }
127
GetAlignAngle() const128 long SdrGluePoint::GetAlignAngle() const
129 {
130 switch (nAlign) {
131 case SDRHORZALIGN_CENTER|SDRVERTALIGN_CENTER: return 0; // Invalid!
132 case SDRHORZALIGN_RIGHT |SDRVERTALIGN_CENTER: return 0;
133 case SDRHORZALIGN_RIGHT |SDRVERTALIGN_TOP : return 4500;
134 case SDRHORZALIGN_CENTER|SDRVERTALIGN_TOP : return 9000;
135 case SDRHORZALIGN_LEFT |SDRVERTALIGN_TOP : return 13500;
136 case SDRHORZALIGN_LEFT |SDRVERTALIGN_CENTER: return 18000;
137 case SDRHORZALIGN_LEFT |SDRVERTALIGN_BOTTOM: return 22500;
138 case SDRHORZALIGN_CENTER|SDRVERTALIGN_BOTTOM: return 27000;
139 case SDRHORZALIGN_RIGHT |SDRVERTALIGN_BOTTOM: return 31500;
140 } // switch
141 return 0;
142 }
143
SetAlignAngle(long nWink)144 void SdrGluePoint::SetAlignAngle(long nWink)
145 {
146 nWink=NormAngle360(nWink);
147 if (nWink>=33750 || nWink<2250) nAlign=SDRHORZALIGN_RIGHT |SDRVERTALIGN_CENTER;
148 else if (nWink< 6750) nAlign=SDRHORZALIGN_RIGHT |SDRVERTALIGN_TOP ;
149 else if (nWink<11250) nAlign=SDRHORZALIGN_CENTER|SDRVERTALIGN_TOP ;
150 else if (nWink<15750) nAlign=SDRHORZALIGN_LEFT |SDRVERTALIGN_TOP ;
151 else if (nWink<20250) nAlign=SDRHORZALIGN_LEFT |SDRVERTALIGN_CENTER;
152 else if (nWink<24750) nAlign=SDRHORZALIGN_LEFT |SDRVERTALIGN_BOTTOM;
153 else if (nWink<29250) nAlign=SDRHORZALIGN_CENTER|SDRVERTALIGN_BOTTOM;
154 else if (nWink<33750) nAlign=SDRHORZALIGN_RIGHT |SDRVERTALIGN_BOTTOM;
155 }
156
EscDirToAngle(sal_uInt16 nEsc) const157 long SdrGluePoint::EscDirToAngle(sal_uInt16 nEsc) const
158 {
159 switch (nEsc) {
160 case SDRESC_RIGHT : return 0;
161 case SDRESC_TOP : return 9000;
162 case SDRESC_LEFT : return 18000;
163 case SDRESC_BOTTOM: return 27000;
164 } // switch
165 return 0;
166 }
167
EscAngleToDir(long nWink) const168 sal_uInt16 SdrGluePoint::EscAngleToDir(long nWink) const
169 {
170 nWink=NormAngle360(nWink);
171 if (nWink>=31500 || nWink<4500) return SDRESC_RIGHT;
172 if (nWink<13500) return SDRESC_TOP;
173 if (nWink<22500) return SDRESC_LEFT;
174 if (nWink<31500) return SDRESC_BOTTOM;
175 return 0;
176 }
177
Rotate(const Point & rRef,long nWink,double sn,double cs,const SdrObject * pObj)178 void SdrGluePoint::Rotate(const Point& rRef, long nWink, double sn, double cs, const SdrObject* pObj)
179 {
180 Point aPt(pObj!=NULL ? GetAbsolutePos(*pObj) : GetPos());
181 RotatePoint(aPt,rRef,sn,cs);
182 // Bezugskante drehen
183 if(nAlign != (SDRHORZALIGN_CENTER|SDRVERTALIGN_CENTER))
184 {
185 SetAlignAngle(GetAlignAngle()+nWink);
186 }
187 // rotate escape directions
188 sal_uInt16 nEscDir0=nEscDir;
189 sal_uInt16 nEscDir1=0;
190 if ((nEscDir0&SDRESC_LEFT )!=0) nEscDir1|=EscAngleToDir(EscDirToAngle(SDRESC_LEFT )+nWink);
191 if ((nEscDir0&SDRESC_TOP )!=0) nEscDir1|=EscAngleToDir(EscDirToAngle(SDRESC_TOP )+nWink);
192 if ((nEscDir0&SDRESC_RIGHT )!=0) nEscDir1|=EscAngleToDir(EscDirToAngle(SDRESC_RIGHT )+nWink);
193 if ((nEscDir0&SDRESC_BOTTOM)!=0) nEscDir1|=EscAngleToDir(EscDirToAngle(SDRESC_BOTTOM)+nWink);
194 nEscDir=nEscDir1;
195 if (pObj!=NULL) SetAbsolutePos(aPt,*pObj); else SetPos(aPt);
196 }
197
Mirror(const Point & rRef1,const Point & rRef2,const SdrObject * pObj)198 void SdrGluePoint::Mirror(const Point& rRef1, const Point& rRef2, const SdrObject* pObj)
199 {
200 Point aPt(rRef2); aPt-=rRef1;
201 long nWink=GetAngle(aPt);
202 Mirror(rRef1,rRef2,nWink,pObj);
203 }
204
Mirror(const Point & rRef1,const Point & rRef2,long nWink,const SdrObject * pObj)205 void SdrGluePoint::Mirror(const Point& rRef1, const Point& rRef2, long nWink, const SdrObject* pObj)
206 {
207 Point aPt(pObj!=NULL ? GetAbsolutePos(*pObj) : GetPos());
208 MirrorPoint(aPt,rRef1,rRef2);
209 // Bezugskante spiegeln
210 if(nAlign != (SDRHORZALIGN_CENTER|SDRVERTALIGN_CENTER))
211 {
212 long nAW=GetAlignAngle();
213 nAW+=2*(nWink-nAW);
214 SetAlignAngle(nAW);
215 }
216 // mirror escape directions
217 sal_uInt16 nEscDir0=nEscDir;
218 sal_uInt16 nEscDir1=0;
219 if ((nEscDir0&SDRESC_LEFT)!=0) {
220 long nEW=EscDirToAngle(SDRESC_LEFT);
221 nEW+=2*(nWink-nEW);
222 nEscDir1|=EscAngleToDir(nEW);
223 }
224 if ((nEscDir0&SDRESC_TOP)!=0) {
225 long nEW=EscDirToAngle(SDRESC_TOP);
226 nEW+=2*(nWink-nEW);
227 nEscDir1|=EscAngleToDir(nEW);
228 }
229 if ((nEscDir0&SDRESC_RIGHT)!=0) {
230 long nEW=EscDirToAngle(SDRESC_RIGHT);
231 nEW+=2*(nWink-nEW);
232 nEscDir1|=EscAngleToDir(nEW);
233 }
234 if ((nEscDir0&SDRESC_BOTTOM)!=0) {
235 long nEW=EscDirToAngle(SDRESC_BOTTOM);
236 nEW+=2*(nWink-nEW);
237 nEscDir1|=EscAngleToDir(nEW);
238 }
239 nEscDir=nEscDir1;
240 if (pObj!=NULL) SetAbsolutePos(aPt,*pObj); else SetPos(aPt);
241 }
242
Shear(const Point & rRef,long,double tn,FASTBOOL bVShear,const SdrObject * pObj)243 void SdrGluePoint::Shear(const Point& rRef, long /*nWink*/, double tn, FASTBOOL bVShear, const SdrObject* pObj)
244 {
245 Point aPt(pObj!=NULL ? GetAbsolutePos(*pObj) : GetPos());
246 ShearPoint(aPt,rRef,tn,bVShear);
247 if (pObj!=NULL) SetAbsolutePos(aPt,*pObj); else SetPos(aPt);
248 }
249
Invalidate(Window & rWin,const SdrObject * pObj) const250 void SdrGluePoint::Invalidate(Window& rWin, const SdrObject* pObj) const
251 {
252 bool bMapMerk=rWin.IsMapModeEnabled();
253 Point aPt(pObj!=NULL ? GetAbsolutePos(*pObj) : GetPos());
254 aPt=rWin.LogicToPixel(aPt);
255 rWin.EnableMapMode(sal_False);
256 long x=aPt.X(),y=aPt.Y(); // size 9x9 pixel
257
258 // #111096#
259 // do not erase background, that causes flicker (!)
260 rWin.Invalidate(Rectangle(Point(x-4,y-4),Point(x+4,y+4)), INVALIDATE_NOERASE);
261
262 rWin.EnableMapMode(bMapMerk);
263 }
264
IsHit(const Point & rPnt,const OutputDevice & rOut,const SdrObject * pObj) const265 FASTBOOL SdrGluePoint::IsHit(const Point& rPnt, const OutputDevice& rOut, const SdrObject* pObj) const
266 {
267 Point aPt(pObj!=NULL ? GetAbsolutePos(*pObj) : GetPos());
268 Size aSiz=rOut.PixelToLogic(Size(4,4));
269 Rectangle aRect(aPt.X()-aSiz.Width(),aPt.Y()-aSiz.Height(),aPt.X()+aSiz.Width(),aPt.Y()+aSiz.Height());
270 return aRect.IsInside(rPnt);
271 }
272
273
Clear()274 void SdrGluePointList::Clear()
275 {
276 sal_uInt16 nAnz=GetCount();
277 for (sal_uInt16 i=0; i<nAnz; i++) {
278 delete GetObject(i);
279 }
280 aList.Clear();
281 }
282
operator =(const SdrGluePointList & rSrcList)283 void SdrGluePointList::operator=(const SdrGluePointList& rSrcList)
284 {
285 if (GetCount()!=0) Clear();
286 sal_uInt16 nAnz=rSrcList.GetCount();
287 for (sal_uInt16 i=0; i<nAnz; i++) {
288 Insert(rSrcList[i]);
289 }
290 }
291
292 // Die Id's der Klebepunkte in der Liste sind stets streng monoton steigend!
293 // Ggf. wird dem neuen Klebepunkt eine neue Id zugewiesen (wenn diese bereits
294 // vergeben ist). Die Id 0 ist reserviert.
Insert(const SdrGluePoint & rGP)295 sal_uInt16 SdrGluePointList::Insert(const SdrGluePoint& rGP)
296 {
297 SdrGluePoint* pGP=new SdrGluePoint(rGP);
298 sal_uInt16 nId=pGP->GetId();
299 sal_uInt16 nAnz=GetCount();
300 sal_uInt16 nInsPos=nAnz;
301 sal_uInt16 nLastId=nAnz!=0 ? GetObject(nAnz-1)->GetId() : 0;
302 DBG_ASSERT(nLastId>=nAnz,"SdrGluePointList::Insert(): nLastId<nAnz");
303 FASTBOOL bHole=nLastId>nAnz;
304 if (nId<=nLastId) {
305 if (!bHole || nId==0) {
306 nId=nLastId+1;
307 } else {
308 FASTBOOL bBrk=sal_False;
309 for (sal_uInt16 nNum=0; nNum<nAnz && !bBrk; nNum++) {
310 const SdrGluePoint* pGP2=GetObject(nNum);
311 sal_uInt16 nTmpId=pGP2->GetId();
312 if (nTmpId==nId) {
313 nId=nLastId+1; // bereits vorhanden
314 bBrk=sal_True;
315 }
316 if (nTmpId>nId) {
317 nInsPos=nNum; // Hier einfuegen (einsortieren)
318 bBrk=sal_True;
319 }
320 }
321 }
322 pGP->SetId(nId);
323 }
324 aList.Insert(pGP,nInsPos);
325 return nInsPos;
326 }
327
Invalidate(Window & rWin,const SdrObject * pObj) const328 void SdrGluePointList::Invalidate(Window& rWin, const SdrObject* pObj) const
329 {
330 sal_uInt16 nAnz=GetCount();
331 for (sal_uInt16 nNum=0; nNum<nAnz; nNum++) {
332 GetObject(nNum)->Invalidate(rWin,pObj);
333 }
334 }
335
FindGluePoint(sal_uInt16 nId) const336 sal_uInt16 SdrGluePointList::FindGluePoint(sal_uInt16 nId) const
337 {
338 // TODO: Hier noch einen optimaleren Suchalgorithmus implementieren.
339 // Die Liste sollte stets sortiert sein!
340 sal_uInt16 nAnz=GetCount();
341 sal_uInt16 nRet=SDRGLUEPOINT_NOTFOUND;
342 for (sal_uInt16 nNum=0; nNum<nAnz && nRet==SDRGLUEPOINT_NOTFOUND; nNum++) {
343 const SdrGluePoint* pGP=GetObject(nNum);
344 if (pGP->GetId()==nId) nRet=nNum;
345 }
346 return nRet;
347 }
348
HitTest(const Point & rPnt,const OutputDevice & rOut,const SdrObject * pObj,FASTBOOL bBack,FASTBOOL bNext,sal_uInt16 nId0) const349 sal_uInt16 SdrGluePointList::HitTest(const Point& rPnt, const OutputDevice& rOut, const SdrObject* pObj, FASTBOOL bBack, FASTBOOL bNext, sal_uInt16 nId0) const
350 {
351 sal_uInt16 nAnz=GetCount();
352 sal_uInt16 nRet=SDRGLUEPOINT_NOTFOUND;
353 sal_uInt16 nNum=bBack ? 0 : nAnz;
354 while ((bBack ? nNum<nAnz : nNum>0) && nRet==SDRGLUEPOINT_NOTFOUND) {
355 if (!bBack) nNum--;
356 const SdrGluePoint* pGP=GetObject(nNum);
357 if (bNext) {
358 if (pGP->GetId()==nId0) bNext=sal_False;
359 } else {
360 if (pGP->IsHit(rPnt,rOut,pObj)) nRet=nNum;
361 }
362 if (bBack) nNum++;
363 }
364 return nRet;
365 }
366
SetReallyAbsolute(FASTBOOL bOn,const SdrObject & rObj)367 void SdrGluePointList::SetReallyAbsolute(FASTBOOL bOn, const SdrObject& rObj)
368 {
369 sal_uInt16 nAnz=GetCount();
370 for (sal_uInt16 nNum=0; nNum<nAnz; nNum++) {
371 GetObject(nNum)->SetReallyAbsolute(bOn,rObj);
372 }
373 }
374
Rotate(const Point & rRef,long nWink,double sn,double cs,const SdrObject * pObj)375 void SdrGluePointList::Rotate(const Point& rRef, long nWink, double sn, double cs, const SdrObject* pObj)
376 {
377 sal_uInt16 nAnz=GetCount();
378 for (sal_uInt16 nNum=0; nNum<nAnz; nNum++) {
379 GetObject(nNum)->Rotate(rRef,nWink,sn,cs,pObj);
380 }
381 }
382
Mirror(const Point & rRef1,const Point & rRef2,const SdrObject * pObj)383 void SdrGluePointList::Mirror(const Point& rRef1, const Point& rRef2, const SdrObject* pObj)
384 {
385 Point aPt(rRef2); aPt-=rRef1;
386 long nWink=GetAngle(aPt);
387 Mirror(rRef1,rRef2,nWink,pObj);
388 }
389
Mirror(const Point & rRef1,const Point & rRef2,long nWink,const SdrObject * pObj)390 void SdrGluePointList::Mirror(const Point& rRef1, const Point& rRef2, long nWink, const SdrObject* pObj)
391 {
392 sal_uInt16 nAnz=GetCount();
393 for (sal_uInt16 nNum=0; nNum<nAnz; nNum++) {
394 GetObject(nNum)->Mirror(rRef1,rRef2,nWink,pObj);
395 }
396 }
397
Shear(const Point & rRef,long nWink,double tn,FASTBOOL bVShear,const SdrObject * pObj)398 void SdrGluePointList::Shear(const Point& rRef, long nWink, double tn, FASTBOOL bVShear, const SdrObject* pObj)
399 {
400 sal_uInt16 nAnz=GetCount();
401 for (sal_uInt16 nNum=0; nNum<nAnz; nNum++) {
402 GetObject(nNum)->Shear(rRef,nWink,tn,bVShear,pObj);
403 }
404 }
405
406 /* vim: set noet sw=4 ts=4: */
407