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authorDaniel Baumann <daniel.baumann@progress-linux.org>2024-04-27 16:51:28 +0000
committerDaniel Baumann <daniel.baumann@progress-linux.org>2024-04-27 16:51:28 +0000
commit940b4d1848e8c70ab7642901a68594e8016caffc (patch)
treeeb72f344ee6c3d9b80a7ecc079ea79e9fba8676d /include/svx/float3d.hxx
parentInitial commit. (diff)
downloadlibreoffice-940b4d1848e8c70ab7642901a68594e8016caffc.tar.xz
libreoffice-940b4d1848e8c70ab7642901a68594e8016caffc.zip
Adding upstream version 1:7.0.4.upstream/1%7.0.4upstream
Signed-off-by: Daniel Baumann <daniel.baumann@progress-linux.org>
Diffstat (limited to '')
-rw-r--r--include/svx/float3d.hxx291
1 files changed, 291 insertions, 0 deletions
diff --git a/include/svx/float3d.hxx b/include/svx/float3d.hxx
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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 .
+ */
+
+#ifndef INCLUDED_SVX_FLOAT3D_HXX
+#define INCLUDED_SVX_FLOAT3D_HXX
+
+#include <memory>
+#include <sfx2/ctrlitem.hxx>
+#include <sfx2/dockwin.hxx>
+#include <vcl/weld.hxx>
+#include <svx/svxdllapi.h>
+
+#include <svx/dlgctl3d.hxx>
+
+
+enum class ViewType3D
+{
+ Geo = 1,
+ Representation,
+ Light,
+ Texture,
+ Material
+};
+
+class FmFormModel;
+class Svx3DCtrlItem;
+class SvxConvertTo3DItem;
+class ColorListBox;
+
+struct Svx3DWinImpl;
+
+class SVX_DLLPUBLIC LightButton final
+{
+public:
+ explicit LightButton(std::unique_ptr<weld::ToggleButton> xButton);
+
+ void switchLightOn(bool bOn);
+ bool isLightOn() const { return m_bLightOn;}
+
+ bool get_active() const { return m_xButton->get_active(); }
+ void set_active(bool bActive) { m_xButton->set_active(bActive); }
+
+ TriState get_state() const { return m_xButton->get_state(); }
+ void set_state(TriState eState) { m_xButton->set_state(eState); }
+
+ weld::ToggleButton* get_widget() const { return m_xButton.get(); }
+
+ void connect_clicked(const Link<weld::Button&, void>& rLink)
+ {
+ m_xButton->connect_clicked(rLink);
+ }
+
+ bool get_prev_active() const { return m_bButtonPrevActive; }
+ void set_prev_active(bool bPrevActive) { m_bButtonPrevActive = bPrevActive; }
+
+private:
+ std::unique_ptr<weld::ToggleButton> m_xButton;
+ bool m_bLightOn;
+ bool m_bButtonPrevActive;
+};
+
+class SAL_WARN_UNUSED SVX_DLLPUBLIC Svx3DWin final : public SfxDockingWindow
+{
+ friend class Svx3DChildWindow;
+ friend class Svx3DCtrlItem;
+
+private:
+ std::unique_ptr<weld::ToggleButton> m_xBtnGeo;
+ std::unique_ptr<weld::ToggleButton> m_xBtnRepresentation;
+ std::unique_ptr<weld::ToggleButton> m_xBtnLight;
+ std::unique_ptr<weld::ToggleButton> m_xBtnTexture;
+ std::unique_ptr<weld::ToggleButton> m_xBtnMaterial;
+ std::unique_ptr<weld::ToggleButton> m_xBtnUpdate;
+ std::unique_ptr<weld::Button> m_xBtnAssign;
+
+// geometry
+ std::unique_ptr<weld::Container> m_xFLGeometrie;
+ std::unique_ptr<weld::Label> m_xFtPercentDiagonal;
+ std::unique_ptr<weld::MetricSpinButton> m_xMtrPercentDiagonal;
+ std::unique_ptr<weld::Label> m_xFtBackscale;
+ std::unique_ptr<weld::MetricSpinButton> m_xMtrBackscale;
+ std::unique_ptr<weld::Label> m_xFtEndAngle;
+ std::unique_ptr<weld::MetricSpinButton> m_xMtrEndAngle;
+ std::unique_ptr<weld::Label> m_xFtDepth;
+ std::unique_ptr<weld::MetricSpinButton> m_xMtrDepth;
+
+ std::unique_ptr<weld::Container> m_xFLSegments;
+ std::unique_ptr<weld::SpinButton> m_xNumHorizontal;
+ std::unique_ptr<weld::SpinButton> m_xNumVertical;
+
+ std::unique_ptr<weld::Container> m_xFLNormals;
+ std::unique_ptr<weld::ToggleButton> m_xBtnNormalsObj;
+ std::unique_ptr<weld::ToggleButton> m_xBtnNormalsFlat;
+ std::unique_ptr<weld::ToggleButton> m_xBtnNormalsSphere;
+ std::unique_ptr<weld::ToggleButton> m_xBtnNormalsInvert;
+ std::unique_ptr<weld::ToggleButton> m_xBtnTwoSidedLighting;
+ std::unique_ptr<weld::ToggleButton> m_xBtnDoubleSided;
+
+// presentation
+ std::unique_ptr<weld::Container> m_xFLRepresentation;
+ std::unique_ptr<weld::ComboBox> m_xLbShademode;
+
+ std::unique_ptr<weld::Container> m_xFLShadow;
+ std::unique_ptr<weld::ToggleButton> m_xBtnShadow3d;
+ std::unique_ptr<weld::Label> m_xFtSlant;
+ std::unique_ptr<weld::MetricSpinButton> m_xMtrSlant;
+
+ std::unique_ptr<weld::Container> m_xFLCamera;
+ std::unique_ptr<weld::MetricSpinButton> m_xMtrDistance;
+ std::unique_ptr<weld::MetricSpinButton> m_xMtrFocalLength;
+
+// lighting
+ std::unique_ptr<weld::Container> m_xFLLight;
+ std::unique_ptr<LightButton> m_xBtnLight1;
+ std::unique_ptr<LightButton> m_xBtnLight2;
+ std::unique_ptr<LightButton> m_xBtnLight3;
+ std::unique_ptr<LightButton> m_xBtnLight4;
+ std::unique_ptr<LightButton> m_xBtnLight5;
+ std::unique_ptr<LightButton> m_xBtnLight6;
+ std::unique_ptr<LightButton> m_xBtnLight7;
+ std::unique_ptr<LightButton> m_xBtnLight8;
+ std::unique_ptr<ColorListBox> m_xLbLight1;
+ std::unique_ptr<ColorListBox> m_xLbLight2;
+ std::unique_ptr<ColorListBox> m_xLbLight3;
+ std::unique_ptr<ColorListBox> m_xLbLight4;
+ std::unique_ptr<ColorListBox> m_xLbLight5;
+ std::unique_ptr<ColorListBox> m_xLbLight6;
+ std::unique_ptr<ColorListBox> m_xLbLight7;
+ std::unique_ptr<ColorListBox> m_xLbLight8;
+ std::unique_ptr<weld::Button> m_xBtnLightColor;
+ std::unique_ptr<ColorListBox> m_xLbAmbientlight; // ListBox
+ std::unique_ptr<weld::Button> m_xBtnAmbientColor; // color button
+
+// Textures
+ std::unique_ptr<weld::Container> m_xFLTexture;
+ std::unique_ptr<weld::ToggleButton> m_xBtnTexLuminance;
+ std::unique_ptr<weld::ToggleButton> m_xBtnTexColor;
+ std::unique_ptr<weld::ToggleButton> m_xBtnTexReplace;
+ std::unique_ptr<weld::ToggleButton> m_xBtnTexModulate;
+ std::unique_ptr<weld::ToggleButton> m_xBtnTexBlend;
+ std::unique_ptr<weld::ToggleButton> m_xBtnTexObjectX;
+ std::unique_ptr<weld::ToggleButton> m_xBtnTexParallelX;
+ std::unique_ptr<weld::ToggleButton> m_xBtnTexCircleX;
+ std::unique_ptr<weld::ToggleButton> m_xBtnTexObjectY;
+ std::unique_ptr<weld::ToggleButton> m_xBtnTexParallelY;
+ std::unique_ptr<weld::ToggleButton> m_xBtnTexCircleY;
+ std::unique_ptr<weld::ToggleButton> m_xBtnTexFilter;
+
+// material
+// material editor
+ std::unique_ptr<weld::Container> m_xFLMaterial;
+ std::unique_ptr<weld::ComboBox> m_xLbMatFavorites;
+ std::unique_ptr<ColorListBox> m_xLbMatColor;
+ std::unique_ptr<weld::Button> m_xBtnMatColor;
+ std::unique_ptr<ColorListBox> m_xLbMatEmission;
+ std::unique_ptr<weld::Button> m_xBtnEmissionColor;
+
+ std::unique_ptr<weld::Container> m_xFLMatSpecular;
+ std::unique_ptr<ColorListBox> m_xLbMatSpecular;
+ std::unique_ptr<weld::Button> m_xBtnSpecularColor;
+ std::unique_ptr<weld::MetricSpinButton> m_xMtrMatSpecularIntensity;
+
+ std::unique_ptr<Svx3DPreviewControl> m_xCtlPreview;
+ std::unique_ptr<weld::CustomWeld> m_xCtlPreviewWin;
+
+ std::unique_ptr<weld::Widget> m_xLightPreviewGrid;
+ std::unique_ptr<weld::Scale> m_xHoriScale;
+ std::unique_ptr<weld::Scale> m_xVertScale;
+ std::unique_ptr<weld::Button> m_xBtn_Corner;
+ std::unique_ptr<Svx3DLightControl> m_xLightPreview;
+ std::unique_ptr<weld::CustomWeld> m_xCtlLightPreviewWin;
+ std::unique_ptr<SvxLightCtl3D> m_xCtlLightPreview;
+
+// bottom part
+ std::unique_ptr<weld::Button> m_xBtnConvertTo3D;
+ std::unique_ptr<weld::Button> m_xBtnLatheObject;
+ std::unique_ptr<weld::ToggleButton> m_xBtnPerspective;
+
+// the rest ...
+ bool bUpdate;
+ ViewType3D eViewType;
+
+ // Model, Page, View etc. for favourites
+ std::unique_ptr<FmFormModel> pModel;
+
+ SfxBindings* pBindings;
+ std::unique_ptr<Svx3DCtrlItem> pControllerItem;
+
+ std::unique_ptr<SvxConvertTo3DItem> pConvertTo3DItem;
+ std::unique_ptr<SvxConvertTo3DItem> pConvertTo3DLatheItem;
+
+ std::unique_ptr<Svx3DWinImpl> mpImpl;
+ MapUnit ePoolUnit;
+ FieldUnit eFUnit;
+
+ // ItemSet used to remember set 2d attributes
+ std::unique_ptr<SfxItemSet> mpRemember2DAttributes;
+
+ DECL_LINK( ClickViewTypeHdl, weld::Button&, void );
+ DECL_LINK( ClickUpdateHdl, weld::ToggleButton&, void );
+ DECL_LINK( ClickAssignHdl, weld::Button&, void );
+ DECL_LINK( ClickHdl, weld::Button&, void );
+ DECL_LINK( ClickColorHdl, weld::Button&, void );
+ DECL_LINK( SelectHdl, weld::ComboBox&, void );
+ DECL_LINK( SelectColorHdl, ColorListBox&, void );
+ DECL_LINK( ModifyMetricHdl, weld::MetricSpinButton&, void );
+ DECL_LINK( ModifySpinHdl, weld::SpinButton&, void );
+ void ClickLight(const LightButton& rBtn);
+
+ DECL_LINK( ChangeSelectionCallbackHdl, SvxLightCtl3D*, void );
+
+ SVX_DLLPRIVATE void Construct();
+ SVX_DLLPRIVATE void Reset();
+
+ SVX_DLLPRIVATE static void LBSelectColor( ColorListBox* pLb, const Color& rColor );
+ SVX_DLLPRIVATE sal_uInt16 GetLightSource( const LightButton* pBtn );
+ SVX_DLLPRIVATE ColorListBox* GetCLbByButton( const LightButton* pBtn = nullptr );
+ SVX_DLLPRIVATE LightButton* GetLbByButton( const weld::Button* pBtn );
+
+ virtual void Resize() override;
+
+public:
+ Svx3DWin( SfxBindings* pBindings, SfxChildWindow *pCW,
+ vcl::Window* pParent );
+ virtual ~Svx3DWin() override;
+ virtual void dispose() override;
+
+ void InitColorLB();
+ bool IsUpdateMode() const { return bUpdate; }
+
+ void Update( SfxItemSet const & rSet );
+ void GetAttr( SfxItemSet& rSet );
+
+ void UpdatePreview(); // upward (private)
+ void DocumentReload();
+};
+
+/*************************************************************************
+|*
+|* Controller item for 3D Window (Floating/Docking)
+|*
+\************************************************************************/
+
+class Svx3DCtrlItem : public SfxControllerItem
+{
+ protected:
+ virtual void StateChanged( sal_uInt16 nSId, SfxItemState eState,
+ const SfxPoolItem* pState ) override;
+
+ public:
+ Svx3DCtrlItem( sal_uInt16, SfxBindings* );
+};
+
+/*************************************************************************
+|*
+|* ControllerItem for State of a Slot
+|* (SID_CONVERT_TO_3D, SID_CONVERT_TO_3D_LATHE_FAST)
+|*
+\************************************************************************/
+
+class SvxConvertTo3DItem : public SfxControllerItem
+{
+ bool bState;
+
+protected:
+ virtual void StateChanged(sal_uInt16 nSId, SfxItemState eState, const SfxPoolItem* pState) override;
+
+public:
+ SvxConvertTo3DItem(sal_uInt16 nId, SfxBindings* pBindings);
+ bool GetState() const { return bState; }
+};
+
+#endif // INCLUDED_SVX_FLOAT3D_HXX
+
+/* vim:set shiftwidth=4 softtabstop=4 expandtab: */