314 lines
10 KiB
C++
314 lines
10 KiB
C++
/* -*- Mode: C++; tab-width: 4; indent-tabs-mode: nil; c-basic-offset: 4 -*- */
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/*
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* This file is part of the LibreOffice project.
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*
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* This Source Code Form is subject to the terms of the Mozilla Public
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* License, v. 2.0. If a copy of the MPL was not distributed with this
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* file, You can obtain one at http://mozilla.org/MPL/2.0/.
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*
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* This file incorporates work covered by the following license notice:
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*
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* Licensed to the Apache Software Foundation (ASF) under one or more
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* contributor license agreements. See the NOTICE file distributed
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* with this work for additional information regarding copyright
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* ownership. The ASF licenses this file to you under the Apache
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* License, Version 2.0 (the "License"); you may not use this file
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* except in compliance with the License. You may obtain a copy of
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* the License at http://www.apache.org/licenses/LICENSE-2.0 .
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*/
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#include "tablehandles.hxx"
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#include <utility>
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#include <vcl/outdev.hxx>
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#include <vcl/canvastools.hxx>
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#include <vcl/ptrstyle.hxx>
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#include <basegfx/polygon/b2dpolygon.hxx>
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#include <svx/sdr/overlay/overlayobject.hxx>
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#include <svx/sdr/overlay/overlaymanager.hxx>
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#include <svx/sdrpagewindow.hxx>
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#include <svx/sdrpaintwindow.hxx>
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#include <svx/svdmrkv.hxx>
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#include <svx/svdpagv.hxx>
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#include <drawinglayer/primitive2d/PolyPolygonHairlinePrimitive2D.hxx>
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#include <sdr/overlay/overlayrectangle.hxx>
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#include <drawinglayer/primitive2d/hiddengeometryprimitive2d.hxx>
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#include <svtools/optionsdrawinglayer.hxx>
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#include <osl/diagnose.h>
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namespace sdr::table {
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namespace {
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class OverlayTableEdge : public sdr::overlay::OverlayObject
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{
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protected:
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basegfx::B2DPolyPolygon maPolyPolygon;
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bool mbVisible;
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// geometry creation for OverlayObject
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virtual drawinglayer::primitive2d::Primitive2DContainer createOverlayObjectPrimitive2DSequence() override;
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public:
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OverlayTableEdge( basegfx::B2DPolyPolygon aPolyPolygon, bool bVisible );
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};
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}
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TableEdgeHdl::TableEdgeHdl( const Point& rPnt, bool bHorizontal, sal_Int32 nMin, sal_Int32 nMax, sal_Int32 nEdges )
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: SdrHdl( rPnt, SdrHdlKind::User )
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, mbHorizontal( bHorizontal )
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, mnMin( nMin )
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, mnMax( nMax )
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, maEdges(nEdges)
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{
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}
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void TableEdgeHdl::SetEdge( sal_Int32 nEdge, sal_Int32 nStart, sal_Int32 nEnd, TableEdgeState eState )
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{
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if( (nEdge >= 0) && (nEdge <= sal::static_int_cast<sal_Int32>(maEdges.size())) )
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{
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maEdges[nEdge].mnStart = nStart;
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maEdges[nEdge].mnEnd = nEnd;
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maEdges[nEdge].meState = eState;
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}
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else
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{
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OSL_FAIL( "sdr::table::TableEdgeHdl::SetEdge(), invalid edge!" );
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}
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}
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PointerStyle TableEdgeHdl::GetPointer() const
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{
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if( mbHorizontal )
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return PointerStyle::VSplit;
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else
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return PointerStyle::HSplit;
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}
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sal_Int32 TableEdgeHdl::GetValidDragOffset( const SdrDragStat& rDrag ) const
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{
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return std::clamp( static_cast<sal_Int32>(mbHorizontal ? rDrag.GetDY() : rDrag.GetDX()), mnMin, mnMax );
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}
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basegfx::B2DPolyPolygon TableEdgeHdl::getSpecialDragPoly(const SdrDragStat& rDrag) const
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{
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basegfx::B2DPolyPolygon aVisible;
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basegfx::B2DPolyPolygon aInvisible;
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// create and return visible and non-visible parts for drag
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getPolyPolygon(aVisible, aInvisible, &rDrag);
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aVisible.append(aInvisible);
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return aVisible;
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}
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void TableEdgeHdl::getPolyPolygon(basegfx::B2DPolyPolygon& rVisible, basegfx::B2DPolyPolygon& rInvisible, const SdrDragStat* pDrag) const
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{
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// changed method to create visible and invisible partial polygons in one run in
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// separate PolyPolygons; both kinds are used
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basegfx::B2DPoint aOffset(m_aPos.X(), m_aPos.Y());
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rVisible.clear();
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rInvisible.clear();
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if( pDrag )
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{
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basegfx::Axis2D eDragAxis = mbHorizontal ? basegfx::Axis2D::Y : basegfx::Axis2D::X;
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aOffset.set(eDragAxis, aOffset.get(eDragAxis) + GetValidDragOffset( *pDrag ));
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}
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basegfx::B2DPoint aStart(aOffset), aEnd(aOffset);
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basegfx::Axis2D eAxis = mbHorizontal ? basegfx::Axis2D::X : basegfx::Axis2D::Y;
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for( const TableEdge& aEdge : maEdges )
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{
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aStart.set(eAxis, aOffset.get(eAxis) + aEdge.mnStart);
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aEnd.set(eAxis, aOffset.get(eAxis) + aEdge.mnEnd);
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basegfx::B2DPolygon aPolygon;
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aPolygon.append( aStart );
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aPolygon.append( aEnd );
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if(aEdge.meState == Visible)
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{
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rVisible.append(aPolygon);
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}
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else
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{
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rInvisible.append(aPolygon);
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}
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}
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}
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void TableEdgeHdl::CreateB2dIAObject()
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{
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GetRidOfIAObject();
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if(!m_pHdlList || !m_pHdlList->GetView() || m_pHdlList->GetView()->areMarkHandlesHidden())
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return;
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SdrMarkView* pView = m_pHdlList->GetView();
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SdrPageView* pPageView = pView->GetSdrPageView();
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if(!pPageView)
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return;
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basegfx::B2DPolyPolygon aVisible;
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basegfx::B2DPolyPolygon aInvisible;
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// get visible and invisible parts
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getPolyPolygon(aVisible, aInvisible, nullptr);
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if(!(aVisible.count() || aInvisible.count()))
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return;
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for(sal_uInt32 nWindow = 0; nWindow < pPageView->PageWindowCount(); nWindow++)
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{
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const SdrPageWindow& rPageWindow = *pPageView->GetPageWindow(nWindow);
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if(rPageWindow.GetPaintWindow().OutputToWindow())
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{
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const rtl::Reference< sdr::overlay::OverlayManager >& xManager = rPageWindow.GetOverlayManager();
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if (xManager.is())
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{
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if(aVisible.count())
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{
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// create overlay object for visible parts
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std::unique_ptr<sdr::overlay::OverlayObject> pOverlayObject(new OverlayTableEdge(aVisible, true));
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// OVERLAYMANAGER
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insertNewlyCreatedOverlayObjectForSdrHdl(
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std::move(pOverlayObject),
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rPageWindow.GetObjectContact(),
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*xManager);
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}
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if(aInvisible.count())
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{
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// also create overlay object for invisible parts to allow
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// a standard HitTest using the primitives from that overlay object
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// (see OverlayTableEdge implementation)
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std::unique_ptr<sdr::overlay::OverlayObject> pOverlayObject(new OverlayTableEdge(aInvisible, false));
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// OVERLAYMANAGER
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insertNewlyCreatedOverlayObjectForSdrHdl(
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std::move(pOverlayObject),
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rPageWindow.GetObjectContact(),
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*xManager);
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}
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}
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}
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}
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}
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OverlayTableEdge::OverlayTableEdge( basegfx::B2DPolyPolygon aPolyPolygon, bool bVisible )
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: OverlayObject(COL_GRAY)
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, maPolyPolygon(std::move( aPolyPolygon ))
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, mbVisible(bVisible)
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{
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}
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drawinglayer::primitive2d::Primitive2DContainer OverlayTableEdge::createOverlayObjectPrimitive2DSequence()
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{
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drawinglayer::primitive2d::Primitive2DContainer aRetval;
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if(maPolyPolygon.count())
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{
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// Discussed with CL. Currently i will leave the transparence out since this
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// a little bit expensive. We may check the look with drag polygons later
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const drawinglayer::primitive2d::Primitive2DReference aReference(
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new drawinglayer::primitive2d::PolyPolygonHairlinePrimitive2D(
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maPolyPolygon,
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getBaseColor().getBColor()));
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if(mbVisible)
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{
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// visible, just return as sequence
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aRetval = drawinglayer::primitive2d::Primitive2DContainer { aReference };
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}
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else
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{
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// embed in HiddenGeometryPrimitive2D to support HitTest of this invisible
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// overlay object
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drawinglayer::primitive2d::Primitive2DContainer aSequence { aReference };
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const drawinglayer::primitive2d::Primitive2DReference aNewReference(
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new drawinglayer::primitive2d::HiddenGeometryPrimitive2D(std::move(aSequence)));
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aRetval = drawinglayer::primitive2d::Primitive2DContainer { aNewReference };
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}
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}
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return aRetval;
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}
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TableBorderHdl::TableBorderHdl(
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const tools::Rectangle& rRect,
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bool bAnimate)
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: SdrHdl(rRect.TopLeft(), SdrHdlKind::Move),
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maRectangle(rRect),
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mbAnimate(bAnimate)
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{
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}
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PointerStyle TableBorderHdl::GetPointer() const
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{
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return PointerStyle::Move;
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}
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// create marker for this kind
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void TableBorderHdl::CreateB2dIAObject()
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{
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GetRidOfIAObject();
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if (!m_pHdlList || !m_pHdlList->GetView() || m_pHdlList->GetView()->areMarkHandlesHidden())
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return;
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SdrMarkView* pView = m_pHdlList->GetView();
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SdrPageView* pPageView = pView->GetSdrPageView();
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if (!pPageView)
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return;
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for(sal_uInt32 nWindow = 0; nWindow < pPageView->PageWindowCount(); nWindow++)
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{
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const SdrPageWindow& rPageWindow = *pPageView->GetPageWindow(nWindow);
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if (rPageWindow.GetPaintWindow().OutputToWindow())
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{
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const rtl::Reference<sdr::overlay::OverlayManager>& xManager = rPageWindow.GetOverlayManager();
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if (xManager.is())
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{
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const basegfx::B2DRange aRange = vcl::unotools::b2DRectangleFromRectangle(maRectangle);
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const Color aHilightColor(SvtOptionsDrawinglayer::getHilightColor());
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const double fTransparence(SvtOptionsDrawinglayer::GetTransparentSelectionPercent() * 0.01);
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// make animation dependent from text edit active, because for tables
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// this handle is also used when text edit *is* active for it. This
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// interferes too much concerning repaint stuff (at least as long as
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// text edit is not yet on the overlay)
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OutputDevice& rOutDev = rPageWindow.GetPaintWindow().GetOutputDevice();
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float fScaleFactor = rOutDev.GetDPIScaleFactor();
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double fWidth = fScaleFactor * 6.0;
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std::unique_ptr<sdr::overlay::OverlayObject> pOverlayObject(
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new sdr::overlay::OverlayRectangle(aRange.getMinimum(), aRange.getMaximum(),
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aHilightColor, fTransparence,
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fWidth, 0.0, 0.0, mbAnimate));
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// OVERLAYMANAGER
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insertNewlyCreatedOverlayObjectForSdrHdl(
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std::move(pOverlayObject),
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rPageWindow.GetObjectContact(),
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*xManager);
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}
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}
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}
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}
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} // end of namespace sdr::table
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/* vim:set shiftwidth=4 softtabstop=4 expandtab: */
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